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Personal Phasers:Operation

The personal Phaser is the smallest of the standard issue weapons used by most Starfleet personnel. It has a variety of power settings and frequently proves invaluable for personal defense in hostile situations, as well as for several other uses.

The actual term, phaser, is an acronym for PHASed Energy Rectification. Personal phasers were first developed by Starfleet in the 23rd century as a defensive beam weapon for use by personnel heading into uncertain situations on alien worlds.
There are actually three classes of personal phaser. The Type-1 phaser is a hand-sized unit, easily concealed, and hence ideal for use on diplomatic or similarly sensitive missions, where it would be unwise to appear heavily armed. Type-2 phasers are larger, more powerful weapons issued to personnel heading into known hostile environments. The Type-3 phaser rifle is only issued in special situations.
All phasers are capable of firing beams of varying power. The settings include 'stun', to render an organic target unconscious; 'heat', for warming objects such as rocks for use as heat or light sources; and 'disruption', which destroys objects and almost any known life form.

 

Type-1 Phaser
1 [Type-1 Phaser] External components Most personal phasers utilize the same external instrumentation, allowing the user to adjust the weapon's output to suit the situation. Here we see a type-1 phaser, as used by personnel aboard the USS Enterprise NCC 1701-d. As well as a trigger keypad it has beam width and beam intensity controls. A power level indicator gives an indication of the energy being emitted.
2 [Type-2 Phaser] Internal Components Phasers work using the Rapid nadion effect (RNE), creating the energy flow from the prefire chamber to the emission aperture. They all contain beam control assembly and safety interlocks, a subspace transeiver array (STA) and a sarium krellide energy cell which can be recharged. Rapid Nadions, the heart of the phaser's compact power, are short-lived sub-atomic particles possessing special properties related to high-speed interactions within atomic nuclei.
One such property involves the liberation and transferal of strong nuclear forces within fushigi-no-umi - a class of superconducting crystals. In short, the RNE allows the conversion of stored energy into tightly-controlled beams for a variety of applications.
3 [Type-1 Phaser] Safety interlock Instructions from the beam control assembly are sent through to the safety interlock, which can configure a trigger 'safety' or personalize a phaser for limited use by one individual only. Typically, phasers are set at level one while in storage aboard ship, but can be deactivated by the onboard computer, even upon vocal command, thanks to the subspace transceiver array (STA). If necessary, the disabling command can be overridden by a series of keypad inputs.
4 [Type-1 Phaser] Energy The energy from the power cell, as controlled by these modules and routed through shielded conduits, arrives at the spherical prefire chamber - a LiCu 521 unit some 1.5cm in diameter and reinforced with gulium arkenide. This sits just behind the emitter crystal which is composed of the same material. A collapsible charge barrier temporarily holds back the beam before emission.
5 Firing When the trigger is pressed, the charge field barrier breaks down in 0.02 picoseconds, creating a pulse which the segmented emitter's RNE converts into the tuned phaser discharge. The more energy 'pumped' through this process, the higher the percentage of nuclear disruption force gained.
[Type-1 Phaser]

Settings for the Personal Phaser type-1

1 Light Stun 3 Heavy Stun 5 Thermal Effects 7 Disruption effects
Knocks out base-type humanoids for upto five minutes Puts base-type humanoids to sleep for around one hour Causes severe burn effects to humanoid tissue Kills humanoids as disruption effects become widespread
2 Medium Stun 4 Thermal Effects 6 Disruption Effects 8 Disruption effects
Knocks out base-type humanoids for upto 15 minutes Causes neural damage and skin burns to base-type humanoids Causes matter to disassociate and deeply penetrates organic tissue Cascading disruption forces vaporize humanoid organisms

Hand Phasers: 24th Century

Although the Federation is a peaceful organization, personnel carry weapons in order to defend themselves from the numerous hostile life forms they are likely to encounter. The versatile phaser type -2 can be used to lightly stun a human or to blast through rock.

The phaser type-2 is an intermediate size hand-held weapon, it lies between the smaller hand phaser, or phaser type-1, and the much larger phaser rifle, or phaser type-3.
The phaser type-2 has a significantly increased power and range in comparison to the phaser type-1, with 16 settings available - twice as many options as are available with the type-1.
By 2366, pistol phasers are a single unit almost like a 20th century flashlight. The firing button is on the top and is operated by the thumb rather than at front of the pistol grip and operated by the forefinger, as was the case with earlier models. Close to the trigger are controls which can be used to vary beam width and intensity.
The model of phaser type-2 in use by 2366 has 16 settings, ranging from light stun to disintegrate. The lowest, or stun setting, is designed to cause temporary unconsciousness in humans for up to five (5) minutes, while setting 16 causes major geological displacement and can even damage objects within shields. Intermediate settings can be used to drill holes, cut an object into pieces, or merely heat an object such as a rock to provide warmth.

Charging the phaser
As with the phaser type-1, energy is stored within a sarium krellide power cell which can be replenished when empty (Read Nickel Cadmium). Personnel on board starships can charge their phasers through the standard power taps of the electro-plasma system. Away from the ship, portable bulk sarium krellide units are used. The power cell of the phaser type-2 measures just 10.2 x 3.0 cm and holds 4.5 x 107 MJ of energy.

Explosive energy
Due to the potentially dangerous nature of the phasers, there are a number of safety interlocks built into the system. On board ship, a subspace transceiver array built into the phaser maintains contact with the ship's computers to restrain power levels to below those which would damage the ship - generally limiting them to heavy stun. In addition, the phaser also contains safety interlock, a code processor which, amongst other functions, can personalize phasers for use by certain personnel only. Key-press combinations of beam width and intensity controls are used to configure the phaser's safety condition. Even when not in use, a phaser constantly trickles energy. Normally, the weapon is prevented from overloading by the safety interlocks, but this makes it possible, in extreme situations, to set a phaser on overload, turning it into a makeshift bomb. If the phaser is not allowed to give off energy at a defined rate, it will sound a warming noise for a few seconds, and then explode, causing the death and destruction of everything within a radius of several meters.
This particular model is used until 2365, after which a slimmer, sleeker version comes into general use.



Settings for the Personal phaser type-2
1 Light Stun 5 Thermal Effects 9 Disruption Effects 13 Disruption/explosive Effects
Knocks out base-type humanoids for upto five minutes Causes severe burn effects to humanoid tissue Damage to heavy alloy and ceramic materials over 100cm thick Light vibrations to shielded matter. Medium geological displacement
2 Medium Stun 6 Disruption Effects 10 Disruption Effects 14 Disruption/explosive Effects
Knocks out base-type humanoids for upto 15 minutes Causes matter to disassociate and deeply penetrates organic tissue Heavy alloy and ceramic materials over 100cm tick vaporize Medium vibrations to shielded matter. Heavy geological displacement
3 Heavy Stun 7 Disruption Effects 11 Disruption/Explosive Effects 15 Disruption/explosive Effects
Puts base-type humanoids to sleep for around one hour Kills humanoids as disruption effects become widespread Ultra dense alloy materials vaporize. Light geologial displacement Major vibrations to shielded matter. Heavy geological displacement
4 Thermal Effects 8 Disruption Effects 12 Disruption/Explosive Effects 16 Disruption/explosive Effects
Causes neural damage and skin burns to base-type humanoids Cascading disruption forces vaporize humanoid organisms Ultra dense alloy materials vaporize. Medium geological displacement. Shielded matter exhibts fractures. Heavy geological displacement

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