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=== Type I (Hand Phaser) ===
[[Image:phaser1-2.jpg png |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 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 />
|-
!width="200"|Setting 1
| Light Stun, effect wears off almost instantly. No permanent harm to any humanoid life form.
|-
! Setting 2
| Low Medium Stun, effect slightly longer lastingeffect severe enough to render a 200 pound target unconscious for five minutes, disorients targetfor up to an hour. No permanent harm to any humanoid life form.
|-
! Setting 3
| Medium Heavy Stun, effect severe enough to render a 200 pound target unconscious for up to 5 minutesone hour. No permanent harm to any humanoid life formPossible nerve/brain damage if target does not regain consciousness after one hour.
|-
! Setting 4
| Heavy StunKill, effect will render any humanoid unconscious for upwards of 15 minutes. No permanent harm fatal to any humanoid life form, however 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 most humanoid life form, however repeated exposure to this level will cause nerve damage, resulting death possible if untreatedstruck in centre mass or head. |-! 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, surgery may be necessary after that time to repair cell Severe burn trauma 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, death likely, heavy cellular damage to the entire body. Damage cannot be reversed, If beam comes if target struck in contact with body for more then 10 seconds death is almost unavoidable, micro-cellular surgery required to maintain life of patient. Vaporization after 17.1 secondslimb.
|}
=== Type II (Phaser Pistol) ===
[[Image:phaser1-2phaser2.jpg png |thumb]] 
Unlike the Type I, whose design remains mostly unchanged from previous models, the Type II Phaser is a departure from the design which had been in favor for more than 100 years. 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 armament used by away teams and kept in various compartments throughout ships.
! SETTING !! RESULTS/EFFECT
|-
!width="200"|Setting 1 | Light Stun, effect wears off almost instantly. No permanent harm to any humanoid life form.
|-
! Setting 2
| Low Medium Stun, effect slightly longer lastingeffect severe enough to render a 200 pound target unconscious for five minutes, disorients target for several minutesup to an hour. No permanent harm to any humanoid life form.
|-
! Setting 3
| Medium Heavy Stun, effect severe enough to render a 200 pound target unconscious for between 5-10 Minutesup to one hour. No permanent harm to any humanoid life formPossible nerve/brain damage if target does not regain consciousness after one hour.
|-
! Setting 4
| High StunKill, effect will render any humanoid unconscious for upwards of 15-20 Minutes. No permanent harm fatal to any most humanoid life form, repeated exposure inadvisable if struck in centre mass or head. Severe burn trauma and can cause nerve damage around blast pointif target struck in limb.
|-
! Setting 5
| Heavy StunCut, severe stun effect, target unconscious for at least 35-45 Minutes, target remains disoriented for roughly 5-10 minutes after regaining consciousness. No permanent harm fatal to any humanoid life form, however repeated exposure to this level will cause if struck in centre mass or head. Extreme burn trauma and nerve damageif target struck in limb. Can be used as cutting tool.
|-
! Setting 6
| Maximum Stun, severe stun effect, target unconscious for up to an hour and 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 which can result in death. |-! Setting 7 | Stun/Disrupt, immediate unconsciousness, drugs required to wake patient in timeframe less than 2 hours. 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, 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 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. Patient likely to go into shock without prompt treatment.|-! 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, 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 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. Patient likely to go into shock without prompt treatment.|-! Setting 12| 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. Immediate shock likely.|-! Setting 13| Intermediate Medium Disrupt, immediate unconsciousness, significant cellular damage to all areas 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 permanent damage to the area, 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 vaporization on 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. 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 rifle housing and the attached Phaser II creates the most powerful phaser based field weapon Star Fleet designs and that can still be carried by any shipboard 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, while key points remain similar to those on the Phaser I and II, they are now divided into 24 Settings which provide a greater range for increased effect and more accurate results. (Note[[Image: 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 situationsphaser3.)png |thumb]]
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.
 
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 dual removable power packs 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 beacon light allows for the unit to act as a multipurpose device.
====Type III Power Settings====
 
All results based on average 200 Pound Humanoid Life form.<br />
All results based on average 200 Pound Humanoid Life form.<br />
! SETTING !! RESULTS/EFFECT
|-
!width="200"|Setting 1 | Light Stun, effect wears off within minutesalmost instantly. No permanent harm to any humanoid life form.
|-
! Setting 2
| Low Medium Stun, prolonged stun effecteffect severe enough to render a 200 pound target unconscious for five minutes, disorients targetfor up to an hour. No permanent harm to any humanoid life form.
|-
! Setting 3
| Medium Heavy Stun, effect severe enough to render a 200 pound target unconscious for up to 12 minutesone hour. No permanent harm to any humanoid life formPossible nerve/brain damage if target does not regain consciousness after one hour.
|-
! Setting 4
| Intermediate Medium StunKill, effect severe enough fatal to render a 200 pound target unconscious for up to 15 minutes. No permanent harm to any most humanoid life formif struck in centre mass or head. Severe burn trauma and nerve damage if target struck in limb.
|-
! Setting 5
| High StunCut, effect will render any humanoid unconscious for upwards of 20 minutes. No permanent harm fatal to any humanoid life form, repeated exposure can cause if struck in centre mass or head. Extreme burn trauma and nerve damageif target struck in limb. Can be used as cutting tool.
|-
! 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 vaporization on 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 20 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 seconds.|-! Setting 24| Heavy Disrupt, vaporization after less than 1 second.
|}
<br />
<br />
|-
!Narrow Beam
|Small and very powerful, commonly used to drill small holes or cut various materials.
|-
!Medium Beam
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