Hand Phasers

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"Phaser" is an acronym for PHASed Energy Rectification. All phasers fire particle beams. Personal phasers can stun or kill an enemy. The stun setting can also be used for crowd control. Ship-mounted phasers can damage shields or other systems or even cut a vessel's hull.

Phasers are based on the rapid nadion effect, whereby energy is passed through a special phaser crystal resulting in a discharge of short-lived nadion particles (often the detection of nadion discharges is a key sign that a battle has recently taken place).

Nadion particles have varying effects on the subatomic bonds of particles with which they interact, largely depending on the mass of the atom in question. To wit, dense starship hulls are more resistant to nadion discharges than are humanoid lifeforms.

The disruptive effects of nadion discharges can be moderated to produce varying effects (discussed below), ranging from benign to extremely destructive. Phasers, as particle beams, travel below the speed of light, seemingly varying according to the scale of their emitter.

Phasers can be made to overload, either deliberately or by sabotage. One possible method to overload a phaser involves disengaging the safeties that normally manages the phaser's power system. This allows energy to be transferred from the power cell to the prefire chamber then back into the power cell faster than the cell can reabsorb the energy, causing the cell to overload. Phasers in the process of overloading emit a distinctive high-pitched whine. About sixty seconds after the overload started, the weapon would expend all of its remaining energy in an explosion capable of doing considerable damage to its surroundings

From: http://memory-alpha.org/en/wiki/Phaser

Phaser Specifications

Type I (Hand Phaser)

Used when easy concealment is desired, or simply when large and obvious weapons are too cumbersome, The Phaser I is the perfect option when size is the issue. Despite its size, Phaser I packs quite a punch, all standard Beam Width Options remain intact from its larger cousins, the only trade off is a decrease in power, resulting in a different scale consisting of 8 Settings.

Type I Power Settings

All results based on an average 200 Pound Humanoid lifeform.

WARNING: ALL STUN SETTINGS ABOVE MEDIUM CAN BE LETHAL AT POINT BLANK RANGE.

SETTING RESULTS/EFFECT
Setting 1 Light Stun, Effect wears off almost instantly. No Permanent Harm to any Humanoid Life form
Setting 2 Low Stun, Effect Slightly Longer Lasting, Disorients Target. No Permanent Harm to any Humanoid Life form.
Setting 3 Medium Stun, Effect Severe Enough to Render a 200 Pound Target Unconscious for Up to 5 Minutes. No Permanent Harm to any Humanoid Life form.
Setting 4 Heavy Stun, Effect will Render any Humanoid Unconscious for Upwards of 15 Minutes. No Permanent Harm to any Humanoid Life form, Repeated Exposure can cause Nerve Damage.
Setting 5 Maximum Stun, Severe Stun Effect, Target Unconscious for Up to an Hour, Remains Disoriented for roughly 20 Minutes after regaining consciousness. No Permanent Harm to any Humanoid Life form, However Repeated Exposure to this Level will cause nerve damage, resulting death possible.
Setting 6 Low Disrupt, Immediate Unconsciousness, Minor Cellular Damage to Area Surrounding Blast Point. No Permanent Harm to any Humanoid Life form if treated within 5 hours of exposure, Intensive Surgery may be necessary after that time to repair cell and nerve damage.
Setting 7 Medium Disrupt, Immediate Unconsciousness, Significant Cellular Damage to all area’s near blast point. Unless Treated within minutes it is virtually impossible to avoid some permanent damage to the area, most nerves around the blast point destroyed.
Setting 8 Heavy Disrupt, Immediate Unconsciousness, Possible Death, Heavy Cellular Damage to the entire Body. Damage cannot be reversed, If Beam comes in contact with Body for more then 10 Seconds Death is Almost Unavoidable, Micro-Cellular Surgery Required to maintain life of patient.

Type II (Hand Phaser)

Unlike the Type I, whose design remains virtually unchanged from previous models, the Type II Phaser is a departure from the design which has been in favor for almost 100 years now. Returning to the Pistol Design of the 23rd Century, this Phaser II also incorporates the Phaser I for increased power, a design which hasn’t been seen for a century. The Type II phaser is the standard used by away teams and kept in various compartments throughout ships.

Channeling power through the large housing and the Phaser I unit creates a massively more powerful blast, and far more options in a crisis situation. The removable power pack also allows for almost continuous use without recharge, as long as extra power cells are available. A first for this design, the Phaser II also incorporates a Palm Beacon, this powerful light helps this unit to act as a Multifunction Device -- a high powered weapon with a removable Phaser I, good for concealment, and a Beacon Light helpful for Search and Rescue. Along with the increased power comes a new scale, while key points remain identical to those on the Phaser I, they are now divided into 16 settings which give a greater range for increased effect and more accurate results.

Type II Power Settings

All results based on average 200 Pound Humanoid Life form.

WARNING: ALL STUN SETTINGS ABOVE MEDIUM CAN BE LETHAL AT POINT BLANK RANGE.

SETTING RESULTS/EFFECT
Setting 1 Light Stun, Effect wears off almost instantly. No Permanent Harm to any Humanoid Life form.
Setting 2 Low Stun, Effect Slightly Longer Lasting, Disorients Target. No Permanent Harm to any Humanoid Life form.
Setting 3 Medium Stun, Effect Severe Enough to Render a 200 Pound Target Unconscious for Up to 5 Minutes. No Permanent Harm to any Humanoid Life form.
Setting 4 High Stun, Effect will Render any Humanoid Unconscious for Upwards of 15 Minutes. No Permanent Harm to any Humanoid Life form, Repeated Exposure can cause Nerve Damage.
Setting 5 Heavy Stun, Severe Stun Effect, Target Unconscious for at least 35 to 45 Minutes, Target Remains Disoriented for roughly 5 Minutes after regaining consciousness. No Permanent Harm to any Humanoid Life form, However Repeated Exposure to this Level will cause nerve damage.
Setting 6 Maximum Stun, Severe Stun Effect, Target Unconscious for Up to an Hour, Remains Disoriented for roughly 20 Minutes after regaining consciousness. No Permanent Harm to any Humanoid Life form, However Repeated Exposure to this Level will cause nerve damage, resulting death possible.
Setting 7 Stun/Disrupt, Immediate Unconsciousness, Drugs required to wake patient. No Permanent Harm to any Humanoid Life form if treated within a day of exposure, Minor Surgery may be needed to repair blast point.
Setting 8 Low Disrupt, Immediate Unconsciousness, Minor Cellular Damage to Area Surrounding Blast Point. No Permanent Harm to any Humanoid Life form if treated within 5 hours of exposure, Intensive Surgery may be necessary after that time to repair cell and nerve damage once patient goes into shock.
Setting 9 Intermediate Low Disrupt, Immediate Unconsciousness, Minor Cellular Damage to Area Surrounding Blast Point. No Permanent Harm to any Humanoid Life form if treated within 4 hours of exposure, Intensive Surgery may be necessary after that time to repair cell and nerve damage.
Setting 10 Intermediate Low Disrupt, Immediate Unconsciousness, Minor Cellular Damage to Area Surrounding Blast Point. No Permanent Harm to any Humanoid Life form if treated within 3 hours of exposure, Intensive Surgery may be necessary after that time to repair cell and nerve damage.
Setting 11 Intermediate Low/Medium Disrupt, Immediate Unconsciousness, Minor Cellular Damage to Area Surrounding Blast Point. No Permanent Harm to any Humanoid Life form if treated within 1.5 hours of exposure, Intensive Surgery may be necessary after that time to repair cell and nerve damage.
Setting 12 Medium Disrupt, Immediate Unconsciousness, Significant Cellular Damage to all area’s near blast point. Unless Treated within minutes it is virtually impossible to avoid some permanent damage to the area, most nerves around the blast point destroyed.
Setting 13 Intermediate Medium Disrupt, Immediate Unconsciousness, Significant Cellular Damage to all area’s near blast point. Unless Treated within minutes it is virtually impossible to avoid some permanent damage to the area, most nerves around the blast point destroyed. Death Results after One Minute Exposure.
Setting 14 Intermediate Medium Disrupt, Immediate Unconsciousness, Significant Cellular Damage to all area’s near blast point. Unless Treated within minutes it is virtually impossible to avoid some permanent damage to the area, most nerves around the blast point destroyed. Death Results after 30 Second Exposure.
Setting 15 Intermediate Medium/Heavy Disrupt, Immediate Unconsciousness, Possible Death, Heavy Cellular Damage to the entire Body. Damage cannot be reversed, If Beam comes in contact with Body for more then 10 Seconds Death is Almost Unavoidable, Micro-Cellular Surgery Required to maintain life of patient, survival rate almost nonexistent.
Setting 16 Heavy Disrupt, Vaporization after 3.2 Seconds.


Beam Width Selections

BEAM WIDTH RESULTS/EFFECTS
Narrow Beam Small and very powerful, commonly used to drill small holes or cut various materials.
Medium Beam Standard beam, used on single targets.
Wide Beam Used to incapacitate many targets, or to destroy doors or other such obstructions.