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== Phaser Specifications ==
=== Type I (Hand 25th Century Phasers have been designed to be ergonomic and powerful. When concentrated beams of energy proved insufficient against groups of opponents during the Federation's many conflicts in the late 24th century, modern Phaser) ===[[Image:phaser1designs have been adapted to work on the concept of pulse-fire; delivering the full charge of a phaser blast in one pulse, allowing for rapid fire at the expense of power drain and wear on the emitters. Star Fleet Security has decided this is an acceptable trade; emitters can be replaced easily, trained Security Officers cannot.png |thumb|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. <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="80%" border="1"|-! SETTING !! RESULTS/EFFECT !! CHARGE USAGE|-!width="150"|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) ===
[[Image:phaser2.png |thumb |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 in vogue in 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 Pistol is the standard armament used by away teams Security Officers and members of 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 Phaser Pistol Power Settings====
All results based on average 100kg Humanoid Life form. The Phaser II Pistol's energy cell has a cell capacity of 50 charges.<br />
WARNING: ALL STUN SETTINGS ABOVE MEDIUM CAN BE LETHAL AT POINT BLANK RANGE.
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=== Type III (Phaser Rifle) ===
[[Image:phaser3.png |thumb | 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 Phaser Rifle has the same six settings as the Type-IIPhaser Pistol, but utilizing two cells at once allows for either longer use or increased beam powergreater ammunition capacity. A retractable The default targeting system for the Phaser Rifle incorporates a red dot sight aids in targeting and, like tactical light; this can be replaced with most previous rifle designs, a beacon light allows for the unit to act as a multipurpose devicetelescopic sight in situations where longer-ranged engagements are expected.
====Type III Phaser Rifle Power Settings====
All results based on average 100kg Humanoid Life form. The Phaser III Rifle's power cell has a cell capacity of 100 charges.<br />
WARNING: ALL STUN SETTINGS ABOVE MEDIUM CAN BE LETHAL AT POINT BLANK RANGE.
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== Beam Width Selections ==
{|style="text-align:left" width="50%" border="1"
|-
!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.
|}
[[Category: Marine]]
[[Category: Security]]
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