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=== Type I (Hand Phaser) ===
[[Image:phaser1-2.jpg |thumb]]
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 small size, Phaser I packs quite a punch, all standard Beam Width Options 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. <br />
====Type I Power Settings====
|-
!width="200"|Setting 1
| Light Stun, Effect effect wears off almost instantly. No Permanent Harm permanent harm to any Humanoid Life humanoid life form
|-
! Setting 2
| Low Stun, Effect Slightly Longer Lastingeffect slightly longer lasting, Disorients Targetdisorients target. No Permanent Harm permanent harm to any Humanoid Life humanoid life form.
|-
! Setting 3
| Medium Stun, Effect Severe Enough effect severe enough to Render render a 200 Pound Target Unconscious pound target unconscious for Up up to 5 Minutesminutes. No Permanent Harm permanent harm to any Humanoid Life humanoid life form.
|-
! Setting 4
| Heavy Stun, Effect effect will Render render any Humanoid Unconscious humanoid unconscious for Upwards upwards of 15 Minutesminutes. No Permanent Harm permanent harm to any Humanoid Life humanoid life form, Repeated Exposure however repeated exposure can cause Nerve Damagenerve damage.
|-
! Setting 5
| Maximum Stun, Severe Stun Effectsevere stun effect, Target Unconscious target unconscious for Up up to an Hourhour, Remains Disoriented remains disoriented for roughly 20 Minutes minutes after regaining consciousness. No Permanent Harm permanent harm to any Humanoid Life humanoid life form, However Repeated Exposure however repeated exposure to this Level level will cause nerve damage, resulting death possibleif untreated.
|-
! Setting 6
| Low Disrupt, Immediate Unconsciousnessimmediate unconsciousness, Minor Cellular Damage minor cellular damage to Area Surrounding Blast Pointarea surrounding blast point. No Permanent Harm permanent harm to any Humanoid Life humanoid life form if treated within 5 hours of exposure, Intensive Surgery surgery may be necessary after that time to repair cell and nerve damage.
|-
! Setting 7
| Medium Disrupt, Immediate Unconsciousnessimmediate unconsciousness, Significant Cellular Damage significant cellular damage to all area’s near blast point. Unless Treated 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 Unconsciousnessimmediate unconsciousness, Possible Deathdeath likely, Heavy Cellular Damage heavy cellular damage to the entire Bodybody. Damage cannot be reversed, If Beam beam comes in contact with Body body for more then 10 Seconds Death seconds death is Almost Unavoidablealmost unavoidable, Micromicro-Cellular Surgery Required cellular surgery required to maintain life of patient. Vaporization after 17.1 seconds.
|}
=== Type II (Hand PhaserPistol) ===
[[Image:phaser1-2.jpg |thumb]]
Unlike the Type I, whose design remains virtually mostly unchanged from previous models, the Type II Phaser is a departure from the design which has been in favor for almost 100 years nowthe last century. Returning to the Pistol Design 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 armament used by away teams and kept in various compartments throughout ships.
Channeling power first through the its own large housing and then 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 Beaconportable 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 beacon light helpful for Search search and Rescuerescue. 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====
|-
!width="200"|Setting 1
| Light Stun, Effect effect wears off almost instantly. No Permanent Harm permanent harm to any Humanoid Life humanoid life form.
|-
! Setting 2
| Low Stun, Effect Slightly Longer Lastingeffect slightly longer lasting, Disorients Targetdisorients target for several minutes. No Permanent Harm permanent harm to any Humanoid Life humanoid life form.
|-
! Setting 3
| Medium Stun, Effect Severe Enough effect severe enough to Render render a 200 Pound Target Unconscious pound target unconscious for Up to between 5 -10 Minutes. No Permanent Harm permanent harm to any Humanoid Life humanoid life form.
|-
! Setting 4
| High Stun, Effect effect will Render render any Humanoid Unconscious humanoid unconscious for Upwards upwards of 15 -20 Minutes. No Permanent Harm permanent harm to any Humanoid Life humanoid life form, Repeated Exposure repeated exposure inadvisable and can cause Nerve Damagenerve damage around blast point.
|-
! Setting 5
| Heavy Stun, Severe Stun Effectsevere stun effect, Target Unconscious target unconscious for at least 35 to -45 Minutes, Target Remains Disoriented target remains disoriented for roughly 5 Minutes -10 minutes after regaining consciousness. No Permanent Harm permanent harm to any Humanoid Life humanoid life form, However Repeated Exposure however repeated exposure to this Level level will cause nerve damage.
|-
! Setting 6
| Maximum Stun, Severe Stun Effectsevere stun effect, Target Unconscious target unconscious for Up up to an Hour, Remains Disoriented hour and remains disoriented for roughly 20 Minutes minutes after regaining consciousness. No Permanent Harm permanent harm to any Humanoid Life humanoid life form, However Repeated Exposure however repeated exposure to this Level level will cause nerve damage, resulting which can result in death possible.
|-
! Setting 7
| Stun/Disrupt, Immediate Unconsciousnessimmediate unconsciousness, Drugs drugs required to wake patientin timeframe less than 2 hours. No Permanent Harm permanent harm to any Humanoid Life humanoid life form if treated within a day of exposure, Minor Surgery minor surgery may be needed to repair blast point.
|-
! Setting 8
| Low Disrupt, Immediate Unconsciousnessimmediate unconsciousness, Minor Cellular Damage minor cellular damage to Area Surrounding Blast Pointarea surrounding blast point. No Permanent Harm permanent harm to any Humanoid Life humanoid life form if treated within 5 hours of exposure, Intensive Surgery invasive surgery may be necessary after that time to repair cell and nerve damage once patient goes into shock.
|-
! Setting 9
| Intermediate Low Disrupt, Immediate Unconsciousnessimmediate unconsciousness, Minor Cellular Damage minor cellular damage to Area Surrounding Blast Pointarea surrounding blast point. No Permanent Harm permanent harm to any Humanoid Life humanoid life form if treated within 4 hours of exposure, Intensive Surgery invasive surgery may be necessary after that time to repair cell and nerve damage. Patient likely to go into shock without prompt treatment.
|-
! Setting 10
|Intermediate Low Disrupt, Immediate Unconsciousnessimmediate unconsciousness, Minor Cellular Damage minor cellular damage to Area Surrounding Blast Pointarea surrounding blast point. No Permanent Harm permanent harm to any Humanoid Life humanoid life form if treated within 3 hours of exposure, Intensive Surgery invasive surgery may be necessary after that time to repair cell and nerve damage. Patient likely to go into shock without prompt treatment.
|-
! Setting 11
| Intermediate Low/Medium Disrupt, Immediate Unconsciousnessimmediate unconsciousness, Minor Cellular Damage cellular damage to Area Surrounding Blast Pointarea surrounding blast point. No Permanent Harm permanent harm to any Humanoid Life humanoid life form if treated within 1.5 hours of exposure, Intensive Surgery extensive surgery may be necessary after that time to repair cell and nerve damage. Patient likely to go into shock without prompt treatment.
|-
! Setting 12
| Medium Disrupt, Immediate Unconsciousnessimmediate unconsciousness, Significant Cellular Damage significant cellular damage to all area’s areas near blast point. Unless Treated treated within minutes it is virtually impossible to avoid some permanent damage to the area, most nerves around the blast point destroyed. Immediate shock likely.
|-
! Setting 13
| Intermediate Medium Disrupt, Immediate Unconsciousnessimmediate unconsciousness, Significant Cellular Damage significant cellular damage to all area’s areas near blast point. Unless Treated treated within minutes it is virtually impossible to avoid some permanent damage to the area, most nerves around the blast point destroyed. Death Results results after One Minute Exposureone minute exposure.
|-
! Setting 14
| Intermediate Medium Disrupt, Immediate Unconsciousnessimmediate unconsciousness, Significant Cellular Damage significant cellular damage to all area’s near blast point. Unless Treated treated within minutes it is virtually impossible to avoid some permanent damage to the area, most nerves around the blast point destroyed. Death Results results after 30 Second Exposuresecond exposure.
|-
! Setting 15
| Intermediate Medium/Heavy Disrupt, Immediate Unconsciousnessimmediate unconsciousness, Possible Deathpossible death, Heavy Cellular Damage heavy cellular damage to the entire Body. Damage cannot be reversed, If Beam if beam comes in contact with Body for more then 10 Seconds Death seconds death is Almost Unavoidablealmost unavoidable, Micromicro-Cellular Surgery Required cellular surgery required to maintain life of patient, survival rate almost nonexistent. Vaporization after 15 seconds.
|-
! Setting 16
| Heavy Disrupt, vaporization after 3.2 seconds.|} <br /> === Type III (Phaser Rifle) ===[[Image:phaser3.jpg |thumb]]Considered a radical design change upon its first introduction, the modern Type-III Phaser Rifle incorporates the best of old and new designs. Phaser III, or a phaser rifle as it is more commonly referred, looks very similar to the now defunct 2367 design, this appearance is, however, more than misleading as the unit is functionally quite different. Like the Type II Phaser, which incorporates a Type I Phaser, this Phaser Rifle functions with the addition (snapped and locked in place) of the Phaser II housing, which adds power, an additional power cell, and a beacon light. Channeling power through the large Phaser II housing and then the rifle itself create the most powerful phaser based field weapon Starfleet designs and that can still be carried by any officer. The dual removable power packs (one slot built into the rifle body itself, with the only part of the Phaser II body) allow for almost continuous use without recharge at any power setting, as long as extra power cells are available. 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 detachable beacon light (contained within the Phaser II assembly, but when locked in place controlled through the rifle itself) allows for the unit to act as a multipurpose device. Along with the increased Power comes a new Scale, once more, while key points similar to those on the Phaser I and II, they are now divided into 24 Settings which give a greater range for increased effect and more accurate results. (Note: Unit is also functional without addition of Phaser II, however power is notably decreased, as Is length of use. It is recommended that user avoid using rifle without Phaser II in all but emergency situations.)  ====Type III Power Settings==== All results based on average 200 Pound Humanoid Life form.<br /> WARNING: ALL STUN SETTINGS ABOVE MEDIUM CAN BE LETHAL AT POINT BLANK RANGE.{|style="text-align:left" width="100%" border="1"|-! SETTING !! RESULTS/EFFECT |-!width="200"|Setting 1 | Light Stun, effect wears off within minutes. No permanent harm to any humanoid life form.|-! Setting 2| Low Stun, prolonged stun effect, 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 12 minutes. No permanent harm to any humanoid life form.|-! Setting 4| Intermediate Medium Stun, effect severe enough to render a 200 pound target unconscious for up to 15 minutes. No permanent harm to any humanoid life form.|-! Setting 5| High Stun, effect will render any humanoid unconscious for upwards of 20 minutes. No permanent harm to any humanoid life form, repeated exposure can cause nerve damage.|-! Setting 6| Intermediate High Stun, effect will render any humanoid unconscious for upwards of 25-30 minutes. No permanent harm to any humanoid life form, repeated exposure can cause nerve damage to blast point and surrounding area.|-! Setting 7 | Heavy Stun, severe stun effect, target unconscious for at least 35 to 45 minutes, target remains disoriented for roughly 5-10 minutes after regaining consciousness. No permanent harm to any humanoid life form, however repeated exposure to this level will cause nerve damage to blast point and surrounding area and is not advised.|-! Setting 8 | 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 9| Stun/Disrupt, immediate unconsciousness, drugs required to wake patient in less than 3 hours. No permanent harm to any Humanoid Lifeform if treated within a day of exposure, minor surgery may be needed to repair blast point.|-! Setting 10| 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, invasive surgery may be necessary after that time to repair cell and nerve damage.|-! Setting 11| 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, invasive surgery may be necessary after that time to repair cell and nerve damage.|-! Setting 12| Intermediate Low Disrupt, immediate unconsciousness, cellular damage to area surrounding blast point. No permanent harm to any humanoid life form if treated within 3 hours of exposure, extensive surgery may be necessary after that time to repair cell and nerve damage.|-! Setting 13| Intermediate Low/Medium Disrupt, immediate unconsciousness, cellular damage to area surrounding blast point. No permanent harm to any humanoid life form if treated within 1.5 hours of exposure, extensive surgery may be necessary after that time to repair cell and nerve damage.|-! Setting 14| Medium Disrupt, immediate unconsciousness, significant cellular damage to all areas near blast point. Unless treated within minutes it is virtually impossible to avoid permanent damage to the area, most nerves around the blast point destroyed.|-! Setting 15| Intermediate Medium Disrupt, immediate unconsciousness, significant cellular damage to all areas near blast point. Unless treated within minutes it is virtually impossible to avoid permanent damage to the area, most nerves around the blast point destroyed. Death results after one minute exposure.|-! Setting 16| Intermediate Medium Disrupt,immediate unconsciousness, significant cellular damage to all areas near blast point. Unless treated within minutes it is virtually impossible to avoid permanent damage to the area, most nerves around the blast point destroyed. Death results after 45 second exposure.|-! Setting 17| Intermediate Medium/Heavy Disrupt, immediate unconsciousness, significant cellular damage to the entire body. Unless treated within minutes it is virtually impossible to avoid permanent damage to the area, most nerves around the blast point destroyed. Death results after 25 second exposure.|-! Setting 18| 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 than 10 seconds, death is almost unavoidable, micro-cellular surgery required to maintain life of patient, survival rate almost nonexistent. Vaporization after 320 seconds.|-! Setting 19| Heavy Disrupt, vaporization after 12 seconds.|-! Setting 20| Heavy Disrupt, vaporization after 10 seconds.|-! Setting 21| Heavy Disrupt, vaporization after 8 seconds.|-! Setting 22| Heavy Disrupt, vaporization after 4 seconds.|-! Setting 23| Heavy Disrupt, vaporization after 2 Secondsseconds.|-! Setting 24| Heavy Disrupt, vaporization after less than 1 second.
|}
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