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[[Image:phaser1.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 Due to its small size, Phaser I packs quite a punch, all standard beam width options remain intact from lacks the power of its larger cousins, the siblings; only trade off is a decrease being able to be fired in standard beam mode, with four power, resulting in a different scale consisting of 4 Settingslevels. <br />
====Type I Power Settings====
All results based on an average 100kg Humanoid lifeform. Phaser I has a cell capacity of 25 charges.<br />
WARNING: ALL STUN SETTINGS ABOVE MEDIUM CAN BE LETHAL AT POINT BLANK RANGE.
{|style="text-align:left" width="10080%" border="1"
|-
! SETTING !! RESULTS/EFFECT !! CHARGE USAGE
|-
!width="200150"|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.
|}
[[Image:phaser2.png |thumb]]
Unlike the Type Phaser I, whose design remains mostly unchanged from previous models, the Type Phaser II Phaser is a departure from the design which had been in favor favour for more than almost 100 years. Returning to the pistol design of the 23rd Centurywith 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. The Type Phaser II phaser is the standard armament used by away teams and kept in various compartments throughout ships.
Channeling Channelling power first through the Phaser I unit and then through 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 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.<br />
WARNING: ALL STUN SETTINGS ABOVE MEDIUM CAN BE LETHAL AT POINT BLANK RANGE.
{|style="text-align:left" width="10080%" border="1"
|-
! SETTING !! RESULTS/EFFECT !! CHARGE USAGE
|-
!width="200150"|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.
|}
<br />
=== Type III (Phaser Rifle) ===
[[Image:phaser3.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. 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 dual removable power packs 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.<br />
WARNING: ALL STUN SETTINGS ABOVE MEDIUM CAN BE LETHAL AT POINT BLANK RANGE.
{|style="text-align:left" width="10080%" border="1"
|-
! SETTING !! RESULTS/EFFECT !! CHARGE USAGE
|-
!width="200150"|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.
|}
<br />
<br />
== Beam Width Selections ==
{|style="text-align:left" width="10050%" border="1"
|-
!BEAM WIDTH !! RESULTS/EFFECTS
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