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)

Phaser I

Used when easy concealment is desired, or simply when large and obvious weapons are too cumbersome, Phaser I is the perfect option when size is the issue. Due to its small size, Phaser I lacks the power of its larger siblings; only being able to be fired in standard beam mode, with four power levels.

Type I Power Settings

All results based on an average 100kg Humanoid lifeform. Phaser I has a cell capacity of 25 charges.

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

SETTING RESULTS/EFFECT CHARGE USAGE
Setting 1 Light Stun, effect wears off almost instantly. No permanent harm to any humanoid life form. 1 Charge.
Setting 2 Medium Stun, effect effect severe enough to render target unconscious for five minutes, disorients target for up to an hour. No permanent harm to any humanoid life form. 2 Charges.
Setting 3 Heavy Stun, effect severe enough to render target unconscious for up to one hour. Possible nerve/brain damage if target does not regain consciousness after one hour. 3 Charges.
Setting 4 Kill, fatal to most humanoid life if struck in centre mass or head. Severe burn trauma and nerve damage if target struck in limb. 5 Charges.

Type II (Phaser Pistol)

Phaser II

Unlike Phaser I, whose design remains mostly unchanged from previous models, Phaser II is a departure from the design which had been in favour for almost 100 years. Returning to the pistol design of the 23rd Century with multiple setting-specific focusing emitters to reduce chance of catastrophic emitter burnout, this Phaser II also incorporates the Phaser I for increased power, a design which hasn’t been seen for a century. Phaser II is the standard armament used by away teams and kept in various compartments throughout ships.

Channelling power first through the Phaser I unit and then through its own large housing creates a massively more powerful blast, and far more options in a crisis situation. The removable power pack stored in the grip 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 portable 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 come two new and more destructive settings.

Type II Power Settings

All results based on average 100kg Humanoid Life form. Phaser II has a cell capacity of 50 charges.

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

SETTING RESULTS/EFFECT CHARGE USAGE
Setting 1 Light Stun, effect wears off almost instantly. No permanent harm to any humanoid life form. 1 Charge.
Setting 2 Medium Stun, effect effect severe enough to render target unconscious for five minutes, disorients target for up to an hour. No permanent harm to any humanoid life form. 2 Charges.
Setting 3 Heavy Stun, effect severe enough to render target unconscious for up to one hour. Possible nerve/brain damage if target does not regain consciousness after one hour. 3 Charges.
Setting 4 Kill, fatal to most humanoid life if struck in centre mass or head. Severe burn trauma and nerve damage if target struck in limb. 5 Charges.
Setting 5 Cut, fatal to humanoid life if struck in centre mass or head. Extreme burn trauma and nerve damage if target struck in limb. Can be used as cutting tool. 10 Charges.
Setting 6 Disrupt, vaporization on contact. 20 Charges.


Type III (Phaser Rifle)

Phaser III

Considered a radical design change upon its first introduction, the modern Type-III Phaser Rifle incorporates the best of old and new designs. Modelled in the same fashion as Phaser-II, the Type-III is not designed to have the Type-II "plug in", but rather has been designed simply as a scaled-up and considerably more powerful Phaser-II. Like Phaser II, Phaser III incorporates multiple setting-specific focusing emitters to reduce chance of catastrophic emitter burnout.

Channelling power through the large rifle housing creates the most powerful phaser based field weapon Star Fleet designs and that can still be carried by any shipboard officer. The removable power pack allow for almost continuous use without recharge at any power setting, as long as extra power cells are available. The Type-III has the same six settings as the Type-II, but utilizing two cells at once allows for either longer use or increased beam power. A retractable sight aids in targeting and, like with most previous rifle designs, a beacon light allows for the unit to act as a multipurpose device.

Type III Power Settings

All results based on average 100kg Humanoid Life form. Phaser III has a cell capacity of 100 charges.

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

SETTING RESULTS/EFFECT CHARGE USAGE
Setting 1 Light Stun, effect wears off almost instantly. No permanent harm to any humanoid life form. 1 Charge.
Setting 2 Medium Stun, effect effect severe enough to render target unconscious for five minutes, disorients target for up to an hour. No permanent harm to any humanoid life form. 2 Charges.
Setting 3 Heavy Stun, effect severe enough to render target unconscious for up to one hour. Possible nerve/brain damage if target does not regain consciousness after one hour. 3 Charges.
Setting 4 Kill, fatal to most humanoid life if struck in centre mass or head. Severe burn trauma and nerve damage if target struck in limb. 5 Charges.
Setting 5 Cut, fatal to humanoid life if struck in centre mass or head. Extreme burn trauma and nerve damage if target struck in limb. Can be used as cutting tool. 10 Charges.
Setting 6 Disrupt, vaporization on contact. 20 Charges.



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.