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* General term covering [[nadion]]-based particle beam weaponry | * General term covering [[nadion]]-based particle beam weaponry | ||
** Most well-associated with the [[Federation]], but also independently developed by | ** Most well-associated with the [[Federation]], but also independently developed by [[Ferenginar]], [[Third Republic of Bajor|Bajor]], and [[Kelva]] (SGR Novel: ''The Valiant''; DS9) | ||
** Mid-22nd century, known as either phase pistols (handheld variants) or phase cannons (starship-mounted variants) (ENT) | ** Mid-22nd century, known as either phase pistols (handheld variants) or phase cannons (starship-mounted variants) (ENT) | ||
** By late-22nd century, known colloquially as phasers (or occasionally lasers) (ENT Novel: ''Live By the Code''; TOS: "The Cage") | ** By late-22nd century, known colloquially as phasers (or occasionally lasers) (ENT Novel: ''Live By the Code''; TOS: "The Cage") | ||
* Projects beam of | * Projects beam of collimated energy alongside a varying percentage of nadion particles (''TNG Technical Manual''; TNG: "The Mind's Eye") | ||
* Shipboard phaser weapons, as with most energy-based weapons, can only fire at warp between vessels upon synchronization of warp fields (TNG Novel: ''The Buried Age'') | * Shipboard phaser weapons, as with most energy-based weapons, can only fire at warp between vessels upon synchronization of warp fields (TNG Novel: ''The Buried Age'') | ||
* Hand weapons powered by [[sarium krellide]] cells (ENT: "The Andorian Incident"; TNG: "In Theory") | * Hand weapons powered by [[sarium krellide]] cells (ENT: "The Andorian Incident"; TNG: "In Theory") | ||
** Generates constant, detectable EM field while powered, even when not in use (DS9 Novel: ''Mission Gamma: Cathedral'') | ** Generates constant, detectable EM field while powered, even when not in use (DS9 Novel: ''Mission Gamma: Cathedral'') | ||
** General landing party protocol to carry one extra fully-charged cell in gear (DIS Novel: ''Desperate Hours'') | ** General landing party protocol to carry one extra fully-charged cell in gear (DIS Novel: ''Desperate Hours'') | ||
* Phaser technology also applied to certain non-offensive areas | * Phaser technology also applied to certain non-offensive areas | ||
** Industrial drilling (SCE Short Story: "Ambush") | ** Industrial drilling (SCE Short Story: "Ambush") | ||
** Metal machining (SCE Short Story: "Ambush") | ** Metal machining (SCE Short Story: "Ambush") | ||
===Beam generation process=== | |||
* Energetic plasma admitted to system, metered and dumped to prefire chamber (''TNG Tech Manual'') | |||
** Shipboard weapons use direct [[EPS]] tap, with plasma directed through flow regulator and plasma distribution manifold (''TNG Tech Manual'') | |||
* Plasma held behind collapsible charge barrier pulsing at set frequency (''TNG Tech Manual'') | |||
** Allowable frequency range for a given device determined by calibration of collimation lens (DIS Novel: ''Desperate Hours'') | |||
** Frequency of pulses determines color of beam (TNG: "Best of Both Worlds, Part I") | |||
** Following first-contact with the [[Borg]], [[Starfleet]] hand phasers upgraded to provide in-built random variation of settings and frequencies within the specifications of a given unit (SCE Short Story: "Cold Fusion") | |||
* Modulated charge barrier creates pulse within prefire chamber that triggers the rapid nadion effect (RNE) (''TNG Tech Manual'') | |||
** RNE generates slight quantity of excess nadions alongside collimated energy (''TNG Tech Manual'') | |||
** Shipboard weapons involve plasma distribution manifold branching into multiple prefire chambers injecting nadion energy in sequence before emitting phaser beam (''TNG Tech Manual''; VOY Novel: ''Mosaic'') | |||
*** If not charged in proper sequence, can lead to backfire, explosion (VOY Novel: ''Mosaic'') | |||
* Resulting beam fed into superconducting lithium-copper emitter crystal, generating pulsed [[proton]]ic charge (''TNG Tech Manual'') | |||
===Beam effect=== | |||
* Effect ranges from light stun to heat to fatal nervous disruption to full disintegration | |||
* Type and nature of beam largely a function of balance between simple electromagnetic (SEM) effects and nuclear disruption force (NDF) effects (''TNG Tech Manual'') | |||
** At lower settings (setting 1-4), NDF threshold is not crossed, limiting effects to SEM only (''TNG Tech Manual'') | |||
** As power levels increase, nadion generation also increases, leading to greater SEM:NDF ratio | |||
* Specifics of mechanism | |||
** Stun | |||
*** Term for lowest phaser beam levels in Federation implementation | |||
**** Phaser level 1 through 3, also commonly known as light stun, medium stun, and heavy stun (''TNG Technical Manual'') | |||
**** Also used as a generic term for the equivalent effect in other implementations, phaser-based or not | |||
*** Overloads a target's central and peripheral nervous system with hyperstimulus, shocking the brain by triggering the entire nervous system at once (SCE Short Story: "Fatal Error", "Cold Fusion") | |||
*** Light stun limited to a dazing effect, disabling a target for a few minutes but leaving them conscious (TOS: "The Man Trap") | |||
*** Higher levels overload the nervous system to the point of unconsciousness (SCE Short Story: "Cold Fusion") | |||
**** Repeated use of light stun can result in the same effect (SCE Short Story: "Fatal Error") | |||
**** On average human, target is disabled for approximately 15 minutes at medium stun, approximately one hour at heavy stun (''TNG Technical Manual'') | |||
***** Time can vary widely by species, particular biochemistry | |||
**** Repeated usage of heavy stun against a single target can lead to nervous system damage, possibly death (TNG: "Samaritan Snare") | |||
** Kill | |||
*** Known as "force 3" c.23rd century (TOS: "Operation: Annihilate!") | |||
*** Phaser level 7 through 10, depending on target (''TNG Tech Manual'') | |||
**** SEM:NDF ratio reaches or exceeds 1:1 (''TNG Tech Manual'') | |||
**** Death caused by heightened level of NDF effects disrupting majority of matter (''TNG Tech Manual'') | |||
**** Setting 8+ results in full vaporization (''TNG Tech Manual'') | |||
** Disintegrate | |||
*** c.24th century, uppermost settings, up to level 16 (''TNG Technical Manual''; TNG Novel: ''Vendetta'') | |||
**** Only available on type-2 hand devices | |||
**** At maximum power, capable of destroying a 100m span of metamorphic rock (''TNG Tech Manual''; TNG Novel: ''Vendetta'') | |||
***** Sustained blast forces shutdown for 6 seconds to prevent overload (TNG Novel: ''Vendetta'') | |||
***** Fully charged type-2 phaser capable of 10 shots at setting 16 before nearly depleting power cell (TNG Novel: ''Vendetta'') | |||
==History== | ==History== | ||
Latest revision as of 21:20, 23 December 2025
Technical
- General term covering nadion-based particle beam weaponry
- Most well-associated with the Federation, but also independently developed by Ferenginar, Bajor, and Kelva (SGR Novel: The Valiant; DS9)
- Mid-22nd century, known as either phase pistols (handheld variants) or phase cannons (starship-mounted variants) (ENT)
- By late-22nd century, known colloquially as phasers (or occasionally lasers) (ENT Novel: Live By the Code; TOS: "The Cage")
- Projects beam of collimated energy alongside a varying percentage of nadion particles (TNG Technical Manual; TNG: "The Mind's Eye")
- Shipboard phaser weapons, as with most energy-based weapons, can only fire at warp between vessels upon synchronization of warp fields (TNG Novel: The Buried Age)
- Hand weapons powered by sarium krellide cells (ENT: "The Andorian Incident"; TNG: "In Theory")
- Generates constant, detectable EM field while powered, even when not in use (DS9 Novel: Mission Gamma: Cathedral)
- General landing party protocol to carry one extra fully-charged cell in gear (DIS Novel: Desperate Hours)
- Phaser technology also applied to certain non-offensive areas
- Industrial drilling (SCE Short Story: "Ambush")
- Metal machining (SCE Short Story: "Ambush")
Beam generation process
- Energetic plasma admitted to system, metered and dumped to prefire chamber (TNG Tech Manual)
- Shipboard weapons use direct EPS tap, with plasma directed through flow regulator and plasma distribution manifold (TNG Tech Manual)
- Plasma held behind collapsible charge barrier pulsing at set frequency (TNG Tech Manual)
- Allowable frequency range for a given device determined by calibration of collimation lens (DIS Novel: Desperate Hours)
- Frequency of pulses determines color of beam (TNG: "Best of Both Worlds, Part I")
- Following first-contact with the Borg, Starfleet hand phasers upgraded to provide in-built random variation of settings and frequencies within the specifications of a given unit (SCE Short Story: "Cold Fusion")
- Modulated charge barrier creates pulse within prefire chamber that triggers the rapid nadion effect (RNE) (TNG Tech Manual)
- RNE generates slight quantity of excess nadions alongside collimated energy (TNG Tech Manual)
- Shipboard weapons involve plasma distribution manifold branching into multiple prefire chambers injecting nadion energy in sequence before emitting phaser beam (TNG Tech Manual; VOY Novel: Mosaic)
- If not charged in proper sequence, can lead to backfire, explosion (VOY Novel: Mosaic)
- Resulting beam fed into superconducting lithium-copper emitter crystal, generating pulsed protonic charge (TNG Tech Manual)
Beam effect
- Effect ranges from light stun to heat to fatal nervous disruption to full disintegration
- Type and nature of beam largely a function of balance between simple electromagnetic (SEM) effects and nuclear disruption force (NDF) effects (TNG Tech Manual)
- At lower settings (setting 1-4), NDF threshold is not crossed, limiting effects to SEM only (TNG Tech Manual)
- As power levels increase, nadion generation also increases, leading to greater SEM:NDF ratio
- Specifics of mechanism
- Stun
- Term for lowest phaser beam levels in Federation implementation
- Phaser level 1 through 3, also commonly known as light stun, medium stun, and heavy stun (TNG Technical Manual)
- Also used as a generic term for the equivalent effect in other implementations, phaser-based or not
- Overloads a target's central and peripheral nervous system with hyperstimulus, shocking the brain by triggering the entire nervous system at once (SCE Short Story: "Fatal Error", "Cold Fusion")
- Light stun limited to a dazing effect, disabling a target for a few minutes but leaving them conscious (TOS: "The Man Trap")
- Higher levels overload the nervous system to the point of unconsciousness (SCE Short Story: "Cold Fusion")
- Repeated use of light stun can result in the same effect (SCE Short Story: "Fatal Error")
- On average human, target is disabled for approximately 15 minutes at medium stun, approximately one hour at heavy stun (TNG Technical Manual)
- Time can vary widely by species, particular biochemistry
- Repeated usage of heavy stun against a single target can lead to nervous system damage, possibly death (TNG: "Samaritan Snare")
- Term for lowest phaser beam levels in Federation implementation
- Kill
- Known as "force 3" c.23rd century (TOS: "Operation: Annihilate!")
- Phaser level 7 through 10, depending on target (TNG Tech Manual)
- SEM:NDF ratio reaches or exceeds 1:1 (TNG Tech Manual)
- Death caused by heightened level of NDF effects disrupting majority of matter (TNG Tech Manual)
- Setting 8+ results in full vaporization (TNG Tech Manual)
- Disintegrate
- c.24th century, uppermost settings, up to level 16 (TNG Technical Manual; TNG Novel: Vendetta)
- Only available on type-2 hand devices
- At maximum power, capable of destroying a 100m span of metamorphic rock (TNG Tech Manual; TNG Novel: Vendetta)
- Sustained blast forces shutdown for 6 seconds to prevent overload (TNG Novel: Vendetta)
- Fully charged type-2 phaser capable of 10 shots at setting 16 before nearly depleting power cell (TNG Novel: Vendetta)
- c.24th century, uppermost settings, up to level 16 (TNG Technical Manual; TNG Novel: Vendetta)
- Stun
History
- c.2240s: Development concludes on type-nine phaser banks
- This build was an experimentation with pulse phaser banks
- Starfleet standard by mid-2250s (DIS)
- c.2250s: Development concludes on type-ten phaser banks; they are soon installed on Starfleet vessels, with the Constitution-class fleet the first to be upgraded
- This build was a reversion to beam-style phasers (DIS Novel: Desperate Hours)
- Large jump in power over type-nine (DIS Novel: Desperate Hours)
- Starfleet standard by late-2260s (TOS)
- c.2300: Starfleet model hand phaser upgraded (DS9 Novel: Demons of Air and Darkness)
- Among changes in new model were removal of design flaw preventing weapon discharge in ambient radiation above 500 rads (DS9 Novel: Demons of Air and Darkness)
- c.early 2374: Regenerative phaser technology developed, allowing for functioning within environments that would otherwise suppress phaser functioning (DS9: "Field of Fire"; DS9 Novel: Mission Gamma: Lesser Evil)
Related Devices
Rapid-frequency nadion-pulse cannon
- High-power planetary defense installation (TNG Novel: A Time to Kill)
- Fires packets consisting of millions of individual nadion pulses at distinct nutations (TNG Novel: A Time to Kill)
- Rapid cycling, coupled with high power level, harmonizes with deflector shields, resulting in shield emitter overload (TNG Novel: A Time to Kill)
- Fires packets consisting of millions of individual nadion pulses at distinct nutations (TNG Novel: A Time to Kill)
- Initial prototypes proposed, developed 2366 as anti-Borg weapon (TNG Novel: A Time to Kill)
- Deemed too complex for widespread deployment (TNG Novel: A Time to Kill)
- Deployed in second test implementation c.2372 on Tezwa in preparation for potential defense against Klingon Empire following abrogation of Khitomer Accords by Chancellor Gowron (TNG Novel: A Time to Kill)