Phasers
General
Ryan's demonstration of the relationship between phaser power and phaser damage
- Burst mode does more damage than beam mode; many ships can be destroyed with fewer burst shots than the number of beam shots it would take to disable a single subsystem
- Confirm line of site before firing, either by looking at the viewscreen or external view
- Phaser range is determined by phaser power; it is important for officers to communicate target distance in order for tactical and engineering to coordinate phaser power/range; the phaser range and firing zone (front of the ship) is indicated with a shaded yellow half-circle on the tactical scanner display; let engineering know when you need more phaser range
- Phaser power also increases phaser damage
- On the Aegis and Galaxy-class Enterprise, the phaser banks hold 8 shots; on the Constitution-class Enterprise, four shots
- On the Aegis, phasers take about one minute to recharge from 0% to 100%
- As a reference point, on the Aegis, phasers at 5 pips power will do 10% damage to a D5 Cruiser's shields, and 20% damage to a D5 cruiser's hull; thus, the "5-5-5 rule": to destroy a D5 cruiser, it takes 5 shots to the hull (after intruding shields) at 5 phaser power
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