Personal phaser: Difference between revisions

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* '''Type 2 Phaser,''' the standard armament for away teams.
* '''Type 2 Phaser,''' the standard armament for away teams.


More powerful [[Phaser Rifle|phaser rifle]]s and other weapons are also available for special circumstances and missions when heavy hostile retaliation is expected.
More powerful '''[[Phaser Rifle|phaser rifle]]s''' and other weapons are also available for special circumstances and missions when heavy hostile retaliation is expected.


==Current Models==
==Current Models==
<gallery>
<gallery widths="150px" heights="150px">
File:Type 1 phaser.jpg|Type 1 Phaser
File:Type 1 phaser.jpg|Type 1 Phaser
File:Type 2 phaser-front.jpg|Type 2 Phaser
File:Type 2 phaser-front.jpg|Type 2 Phaser

Revision as of 06:02, 27 January 2014

Starfleet Equipment & Devices
COMMUNICATOR TRICORDER PADD
MEDKIT PERSONAL PHASERS PHASER RIFLES & HEAVY WEAPONRY


The personal phaser is the primary sidearm of Starfleet personnel.

Types

Two types of personal phasers are currently in use:

  • Type 1 Phaser, mainly used as a back-up weapon, in critical diplomatic situations, or when a more covert weapon is required.
  • Type 2 Phaser, the standard armament for away teams.

More powerful phaser rifles and other weapons are also available for special circumstances and missions when heavy hostile retaliation is expected.

Current Models

Because of their small size, type 1 phasers are informally known as "cricket" phasers by Starfleet personnel. The current type 1 phaser model was introduced in 2373.

The current Type 2 phaser model was introduced in 2379. This model in particular is informally referred to by personnel as a "dolphin" phaser because of its redesigned emitter compared to earlier models.

Specifications

  • Beam Intensity Settings:
    • Type 1 Phaser: 1 through 8
    • Type 2 Phaser: 1 through 16


Power Setting Effect
1 Light Stun Knocks out base-type humanoids for up to five minutes.
2 Medium Stun Knocks out base-type humanoids for up to 15 minutes.
3 Heavy Stun Knocks out base-type humanoids for up to 1 Hour.
4 Thermal Effects Causes neural damage and skin burns to base-type humanoids.
5 Thermal Effects Causes severe burn effects to humanoid tissue.
6 Disruption Effects Causes matter to disassociate and deeply penetrates organic tissue.
7 Disruption Effects Kills humanoids as disruption effects become widespread.
8 Disruption Effects Cascading disruption forces vaporise humanoid organisms. Maximum setting for type I phasers.
9 Disruption Effects Damage to heavy alloy and ceramic materials over 100cm thick.
10 Disruption Effects Heavy alloy and ceramic materials over 100cm thick are vaporised.
11 Disruption / Explosive Effects Ultra dense alloy materials vaporise. Light geological displacement.
12 Disruption / Explosive Effects Ultra dense alloy materials vaporise. Medium geological displacement.
13 Disruption / Explosive Effects Light vibrations to shielded matter. Medium geological displacement.
14 Disruption / Explosive Effects Medium vibrations to shielded matter. Heavy geological displacement.
15 Disruption / Explosive Effects Major vibrations to shielded matter. Heavy geological displacement.
16 Disruption / Explosive Effects Shielded matter fractures. Heavy geological displacement. Maximum setting for type II phasers.

Operations

The phaser energy is released through the application of the Rapid Nadion Effect (RNE). Rapid nadions are short-lived subatomic particles possessing special properties related to high-speed interactions within atomic nuclei. Among these properties is the ability to liberate and transfer strong nuclear forces within a particular class of super-conducting crystals known as fushigi-no-umi. The crystals were so named when it appeared to researchers at Starfleet's Tokyo R&D facility that the materials being developed represented a virtual "sea of wonder" before them.