Help: Fire PHASERS at an enemy ship, base, or planet
Syntax: PHasers [Absolute|Relative|Computed] [energy] <vpos>
<hpos>
Phasers must be directed at a specific target, and only one
target may be specified per command. Obstacles seemingly in the
path of the phaser blast are unaffected, since the energy ray is
not a line-of- sight weapon. The size of the hit is inversely
proportional to the distance from the target. Maximum range is
10 sectors vertically, horizontally, or diagonally. Each phaser
blast consumes 200 units of ship energy, unless a specific
amount of energy is given (the specified energy must be between
50 and 500 units, inclusive). The phaser banks have roughly a
5% chance of damage with a default (200 unit) blast, with the
probability of damage reaching nearly 65% with a maximum (500
unit) blast. The severity of the resulting damage is also
dependant on the size of the blast. Also, if your ship's
shields are up, a high-speed shield control is used to quickly
lower and then restore the shields during the fire. This
procedure consumes another 200 units of ship energy. The
weapons officer on board your ship will cancel all phaser blasts
directed against friendly ships, bases, or planets. Firing
phasers (or getting hit by phasers) puts you on red alert.
NOTE: Although phasers can damage enemy planetary installations
(BUILDs), they can NOT destroy the planet itself.
Examples:
PH 12 32 Phaser target at sector 12-32.
PH A 12 32 Equivalent to "PH 12 32".
PH R 2 -3 Phaser target at sector 12-32, if your location
is 10-35.
PH C BUZZARD Phaser the Buzzard (if in range).
PH C B Same as PH C BUZZARD (ship names can be
abbreviated to 1 character).
PH 300 12 32 Phaser target at sector 12-32, using 300 units
of energy.