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.