Colonel_Krukov
🖖 Live long and prosper
He/HimVS Battles
FC/OC VS Battles
Bureaucrat
Administrator
Image Helper
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Introductio
I will be taking information directly from this site which uses information taken from the Next Generation technical manual.
Stu
Capable of making targets unconscious.
Setting 1 Light Stu
Capable of inducing light to severe burns on the victim.
Setting 4 Low Thermal Effects
Capable of disabling life signs.
Setting 7 Moderate Disruption Effects
Capable of causing explosions.
Setting 11 Slight Explosive/Disruption Effects
I believe the "Kill" Settings should be variable of 9-C to 8-C and the "Explosive" effects should be higher although preferably a set of calculations could find the tiers in more detail.
I will be taking information directly from this site which uses information taken from the Next Generation technical manual.
Stu
Capable of making targets unconscious.
Setting 1 Light Stu
- This setting is calibrated for base humanoid physiology, and causes temporary central nervous system (CNS) impairment resulting in unconsciousness for up to 5 minutes.
- Higher levels of reversible damage to the CNS result from repeated long exposures.
- The discharge energy index is related to RNE protonic charge levels.
- Standard composite structural materials of median-density (consisting typically of multiple layers of tritanium, duranium, cortenite, lignin, and lithium-silicon-carbon 372) are not permanently affected, although some warming (from vibration) will be detected.
- Base-type humanoids remain unconscious for up to 15 minutes.
- Resistant humanoid types will be rendered unconscious for up to 5 minutes.
- Long exposures produce low levels of irreversible damage to the CNS and epithelial layers.
- Structural materials are not affected, though higher levels of vibrational warming are evident.
- Deep sleep for up to 1 hour.
- Resistant bioforms will be rendered unconscious for approximately 15 minutes.
- Single discharges raise 1cc of liquid water by 100┬║C.
- Structural samples experience significant levels of thermal radiation.
Capable of inducing light to severe burns on the victim.
Setting 4 Low Thermal Effects
- Base-type humanoids experience extensive CNS damage and epidermal electromegnetic (EM) trauma.
- Structural materials exhibit visible thermal shock.
- Discharges of longer than five seconds produce deep heat storage effects within metal alloys.
- Humanoid tissues experience severe burn effects but (due to water content) deeper epithelial layers will not char.
- Simple personal forcefields are penetrated after five seconds.
- Large fields as used by Away Teams will not be affected.
- Organic tissues and structural materials exhibit comparable penetration and molecular damage as high energy causes matter to undergo rapid dissociation.
- The 'familiar' thermal effects begin to decrease at this level.
Capable of disabling life signs.
Setting 7 Moderate Disruption Effects
- Organic tissue damage causes immediate cessation of life processes as disruption effects become widespread.
- In "The Vengeance Factor" (TNG) a two-second burst at setting 7 vaporises nuranium metal (requiring a temperature of 2314 degrees).
- Cascading disruption forces cause humanoid organisms to vaporise, as 50% of affected matter transitions out of the continuum.
- All unprotected matter is affected and penetrated according to depth and time of application.
- Medium alloys and ceramic structural materials (of over 100 cm thickness) begin exhibiting energy rebound prior to vaporisation.
- Heavy structural materials absorb or rebound energy; there is a 0.55 second delay before material vaporises.
Capable of causing explosions.
Setting 11 Slight Explosive/Disruption Effects
- Structural materials utilising ultradense alloys absorb or rebound energy with a 0.20 second delayed reaction before vaporisation.
- Light geological displacement, as approximately 10 m3 of rock (of average density 6.0 g/cm3) is explosively decoupled by a single discharge.
- Structural materials utilising ultradense alloys absorb or rebound energy with a 0.1 second delayed reaction before vaporisation.
- Moderate geological displacement, as approximately 50 m3 of rock (of average density 6.0 g/cm3) is explosively decoupled by a single discharge.
- Shielded matter exhibits minor vibrational heating effects.
- Medium geological displacement, as approximately 90 m3 of rock (of average density 6.0 g/cm3) is explosively decoupled by a single discharge.
- Shielded matter exhibits medium vibrational heating effects.
- Heavy geological displacement, as approximately 160 m3 of rock (of average density 6.0 g/cm3) is explosively decoupled by a single discharge.
- Shielded matter exhibits major vibrational heating effects.
- Extreme geological displacement, as approximately 370 m3 of rock (of average density 6.0 g/cm3) is explosively decoupled by a single discharge.
- Shielded matter exhibits light mechanical fracturing.
- Catastrophic geological displacement, as approximately 650 m3 of rock (of average density 6.0 g/cm3) is explosively decoupled by a single discharge.
I believe the "Kill" Settings should be variable of 9-C to 8-C and the "Explosive" effects should be higher although preferably a set of calculations could find the tiers in more detail.