Asgard: Equipment: Phasers / Marine weapons / Personal weapons

Created by Lieutenant Myrina Tyrell on Tue Jul 16th, 2013 @ 5:46pm

Type II hand phaser, pistol



Standard issue weapon for Starfleet personnel. It's light and easy to use, but the user is advised to conserve energy where possible with the limited power reserve.

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Type I hand phaser. used as a back up by Security, Intelligence, and Command





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Type III phaser rifle



The rifle is usually only issued in hostile or potentially hostile situations, and then it tends to be issued only to Security personnel, unless orders are given for all personnel to be issued with one in a particularly hostile situation or particularly hazardous Away Mission. The pro of the rifle is that it has twice as much energy stored than a standard type II and it is more accurate at ranges beyond 50 yards, the con is that it is heavier and bulkier.




Phaser settings

Type 1 phasers had the first eight settings; type 2 and 3 phasers had all sixteen settings. Marine Mk17 standard rifle, Mk-1 carbine and typeII pistol also have all settings. SAWP has only settings 4 to 16.

setting 1. Light Stun - causes central nervous system impairment on humanoids, unconsciousness for up to five minutes. Long exposure by several shots causes reversible neural damage.
setting 2. Medium Stun - causes unconsciousness from five to fifteen minutes. Long exposure causes irreversible neural damage, along with damage to epithelial tissue.
setting 3. Heavy Stun - causes unconsciousness from fifteen to sixty minutes depending on the level of biological resistance. Significantly heats up metals.
setting 4. Thermal Effects - causes extensive neural damage to humanoids and skin burns limited to the outer layers. Causes metals to retain heat when applied for over five seconds.
setting 5. Thermal Effects - causes severe outer layer skin burns. Can penetrate simple personal force fields after five seconds of application.
setting 6. Disruption Effects - penetrates organic and structural materials. The thermal damage level decreases from this level onward.
setting 7. Disruption Effects - due to widespread disruption effects, kills humanoids.
setting 8. Disruption Effects - causes a cascade disruption that vaporizes humanoid organisms. Any unprotected material can be penetrated.
setting 9. Disruption Effects - causes medium alloys and structural materials, over a meter thick, to exhibit energy rebound prior to vaporization.
setting 10. Disruption Effects - causes heavy alloys and structural materials to absorb or rebound energy. There is a 0.55 second delay before the material vaporizes.
setting 11. Explosive/Disruption Effects - causes ultra-dense alloys and structural materials to absorb or rebound energy before vaporization. There is a 0.2 second delay before the material vaporizes. Approximately ten cubic meters of rock are disintegrated per shot.
setting 12. Explosive/Disruption Effects - causes ultra-dense alloys and structural materials to absorb or rebound energy before vaporization. There is a 0.1 second delay before the material vaporizes. Approximately fifty cubic meters of rock are disintegrated per shot.
setting 13. Explosive/Disruption Effects - causes shielded matter to exhibit minor vibrational heating effects. Approximately 90 cubic meters of rock are disintegrated per shot.
setting 14. Explosive/Disruption Effects - causes shielded matter to exhibit medium vibrational heating effects. Approximately 160 cubic meters of rock are disintegrated per shot.
setting 15. Explosive/Disruption Effects - causes shielded matter to exhibit major vibrational heating effects. Approximately 370 cubic meters of rock are disintegrated per shot.
setting 16. Explosive/Disruption Effects - causes shielded matter to exhibit light mechanical fracturing damage. Approximately 650 cubic meters of rock are disintegrated per shot.

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Phaser Power Consumption Rates:


The below table displays how many shots(rounds) a phaser can fire before its power cell is depleted and needs replacing.  This based on using a phaser weapon at one setting usage.  Ir the user changes settings than the consumption rate changes as well.

Setting:  MK17  | MK1   | FAPSW  | Type-3 | Type-2 | Type-1 |

1.            150        150       N/A           400         100        50

2.            120        120       N/A           320           80        40

3.             96          96        N/A           256           64        32

4.             77          77       150            205           51        26

5.             61          61       120            164           41        20

6.             49          49         96            131           33        16

7.             39          39         77            105           26        13

8.             31          31         61             84            21        10

9.             25          25         49             67            17        N/A

10.           20          20         39             54            13        N/A

11.           16          16         31             43            11        N/A

12.           13          13         25             34             9        N/A

13.           10          10         20             27             7        N/A

14.            8             8         16             22            5         N/A

15.            7             7         13             18            3         N/A

16.           5              5         10             14            1         N/A

MK17 and MK1 marine weapons have a three shot burst option as well as a single shot option (if use the burst must multiple the consumption rate by three).  They use the same power cell

FAPSW fires a ten shot burst with each pull of the trigger, it has a larger power cell and the shots are based on the burst rate so is already accounted for the ten shots as it has only the full auto setting.  They have no setting lower than-4

Type 3 are fleet rifles and have no burst setting are single shot only.  They use a slightly larger power cell

Type 2 are pistol sized weapons and both marine and fleet use the same power cell

Type 1 are hide-away weapons with a smaller power cell and can only go up to setting 8.

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Marine weapons

Standard marine fatigues with basic ballistic protection plus; Seal-able to boots and gloves, with a pull out tactical balcava (hood)from the back collar. Helmet has comms and rebreather. Does not seal for hostile environments. Helmet has full face visor with multiple light enhancements lenses, all with built in protection from flashes. Boots have a magnetic sole for zero-grav.

Standard basic on duty kit: Side arm either marine typeII phaser, TR-110, or personal weapon; Combat knife (Kabar); three typical grenades (Flashbang and two smoke); water purifier canteen; first aid kit;

Marine balistic sidearm 9mm TR-110



*Note the Marines are also assigned a type II phaser to be worn whenever in uniform.


Away team kit surface: Tactical load bearing vest/Armor; ten power cells/ballistic magazines or three drums for Shotgun/grenade launcher; ten grenades (mix flashbangs, smoke, fragmentation, according to requirements; ten days field rations; portable personal shelter and sleeping bag; Single-shot Armburst missile launcher; and Personal weapon:

Away team uniform



standard MK17 phaser rifle (with optional under-barrel 3-shot grenade launcher)
MK-1 Phaser Carbine (with optional under-barrel 3-shot grenade launcher)
Marine mk1 Phaser carbine



Marine mk1 Phaser carbine w/grenade launcher




FAPSW Full-auto phaser squad weapon


TR-116 assault rifle (with optional under-barrel 3-shot grenade launcher)

TR-119 assault shotgun
Marine TR-119 semi-auto assault 10 guage shotgun




TR-316 LtMachine gun


TR125 semi-auto grenade launcher (25 round cylinder)


TR-51 Sniper rifle
Marine TR-51 Ballistic sniper rifle 50cal.


Hostile Environment-Away team /space:Full body clamshell seal-able armor over fatigues. Seal-able helmet with sensors,comms, and full-face visor with enhancements; load bearing harness for ammo and gear; in suit injectable drug dispensers as first aid plus all basic kit and Personal weapon as above.


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Klingon weapons


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