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Star Trek Phasers

Colonel_Krukov

🖖 Live long and prosper
He/Him
VS Battles
FC/OC VS Battles
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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

  • 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.
Setting 2 Medium Stu

  • 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.
Setting 3 Heavy Stu

  • 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.
Injure
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.
Setting 5 High Thermal Effects

  • 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.
Setting 6 Light Disruption Effects

  • 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.
Kill
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).
Setting 8 Medium Disruption Effects

  • 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.
Setting 9 High Disruption Effects

  • Medium alloys and ceramic structural materials (of over 100 cm thickness) begin exhibiting energy rebound prior to vaporisation.
Setting 10 Extreme Disruption Effects

  • Heavy structural materials absorb or rebound energy; there is a 0.55 second delay before material vaporises.
Explosive
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.
Setting 12 Light Explosive/Disruption Effects

  • 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.
Setting 13 Moderate Explosive/Disruption Effects

  • 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.
Setting 14 Medium Explosive/Disruption Effects

  • 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.
Setting 15 High Explosive/Disruption Effects

  • 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.
Setting 16 Extreme Explosive/Disruption Effects

  • 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.
Conclusions
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.
 
Looks like I'm going to have to bump this...
 
I am fine with an upgrade, but we probably need calculations.
 
I agree with the upgrades. And the fact that all the settings after 6 cause molecular damage should be noted on the profile
 
I can calculate the explosive settings, but would fragmentation or violent fragmentation be usable?
 
It says that the rock explodes, so I think that violent fragmentation seems more appropriate.
 
I made the calc
 
I think that the results can be applied then.
 
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