comshare 450 manual

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comshare 450 manual

The model 450 was not programmable. The ComShare 450 had no Caller ID support. It has perfect Caller ID support and so much more. The perfect replacement is Line Routing Switch 4.1. This is perfect replacement for any Command Communications products. Almost every function that any switch that Command Communications ever made is included in this product plus more. Caller-id, Call waiting, and almost all of the phone company features are standard. This was a passive unit meaning it did not answer the incoming call. It monitored the telephone line and if the FAX CNG tone or DTMF transfer codes were detected, the call was routed accordingly. Every phone on the line would ring and receive Caller ID.The ComShare 450 is a state-of-the-art Telephone Sharing Device which provides simultaneous connections of up to three separate telecommunications peripherals products utilizing a single telephone line. A 3 Port device means 2 voice ports are linked (like a jack for phone and another for answering machine) and are identical with 1 additional port for the connected device which are typically fax or modem. Typical uses include phones, answering machines, fax machines, modems, etc. Basically it lets you share two voice devices (phone and answering machine) one fax or one modem on a single line The replacement is Line Routing Switch 4.1. Command Communications Inc in Centennial, CO was a private company categorized under Communications. They manufactured telephone line sharing devices, fax switches, on-premise paging systems, and HDMI cables and switches. Command was also an original equipment manufacturer (OEM) for a number of major telecommunications companies in North America. Fortunately, Higgins International has been involved with similar but superior products for over 25 years. Feel free to call toll free at 1-866-337-0965 for assistance in replacing your comshare or finding a superior product for your particular application.http://www.luagiong9tao.com/userfiles/brother-p-touch-1000-manual-en-espa-ol.xml

Many of the pages are provided from the WayBack Machine which is an archive of old web pages. The phone numbers, contact information, or warranties for Command Communications no longer are accurate. Line Routing Systems has purchased the exclusive rights to sell and build on Command Commununications technology. It is called the Line Share and currently has two products, the LRS LineShare 4.1 and the LRS LineShare Pro. The LRS LineShare Pro is an updated and improved version of the Command ASAP 104 which were the latest versions from Command when they closed their doors. If you have another Command Communication Product, we will help you too. We treat you with respect. We will help you if we can. We guarantee your satisfaction. PDF manuals for the newer products are avaliable at Here are the manuals which were only avaliable in HTML format in 2002. Please read through this guide and select the installation procedures appropriate for your specific application before attempting to connect or operate the CS 7500. Data communications is becoming increasingly popular, and the CS 7500 allows you to take advantage of this technology. In the box you should find the following items: A modular system consists of phone cables that can be connected and disconnected from a telephone device. A non-modular system consists of cables that are hard-wired to the telephone device and cannot be disconnected from the equipment. A telephone installer may be required to install the CS 7500 on a non-modular system. To mount on a wall, follow these steps: Drill the 2 holes, then thread the screws into the wall. Do not over tighten the screws. You can install the CS 7500 into one of the following phone configurations: You need additional telephone cables for as many pieces of equipment as you intend to connect to the CS 7500. If the equipment manufacturer does not provide the required cables, you can purchase them at a consumer electronics store.http://www.etre-cheval.fr/Applications/MAMP/htdocs/etre cheval/news_pix/brother-p-touch-tz-tape-manual.xml

While the connections to the telephone (wall) jack may be different for other types of phone systems, the connections to the CS 7500 remain the same for all phone configurations. Plug the other end of the modular line cord into the telephone (wall) jack. Connect your filters as shown below: The system typically has features like call holding, music on hold, conference calling, and intercom paging. In other words, it must connect directly to the incoming telephone line. Connect the other equipment as previously shown. You may damage your phone system. The section following these operating notes provides an overview of the CS 7500 standard operations and instructions for answering and transferring your incoming calls. This tone is a distinct beep that repeats every three (3) seconds. Most, but not all faxes produce this tone through their auto-dial feature, speed-dial memory position, or by the operator pressing the fax machine's start button after the number is dialed. The factory setting is in the OFFICE mode. During the next four seconds the CS 7500 listens for the following signals: You can also manually reset the CS 7500 to 6 rings by performing any of the following steps: The CS 7500 allows 6 rings to the telephones before it automatically transfers the call to the FAX port. If you or your answering machine answer the call before this transfer occurs, the CS 7500 listens for the following signals: You can also manually reset the CS 7500 to 6 rings by performing any of the following steps: In the HOME mode, all phones will ring up to 6 times (factory setting). The 2-line set up described in these instructions should meet the needs of most home offices. If this set-up does not meet the needs for your application, contact Customer Service for programming alternatives. It will not answer line 1 in this application. You can then conduct the call normally, for as long as you like.

Following is a sample announcement message that you may wish to use: To allow the CS 7500 to transfer these calls to the FAX port, program the CS 7500 as follows. If the answering machine disconnects from the call during this time, the CS 7500 automatically transfers the call to the FAX port. To accommodate these timing parameters, your outgoing message should be no less than 15 seconds, and no longer than 20 seconds in length. (Single cassette answering machines are not recommended for use with this feature due to timing limitations of these types of machines.) The CS 7500 resets for the next call. If another port is in use, you will hear a busy signal when you attempt to place a call. If the line is clear when the calling device goes off-hook, you receive a dial tone and can place the call normally. To receive a computer call to the MODEM port, instruct the caller to use one of the following methods. (In this example we use a modem.) The comma (,) tells the modem to wait about two (2) seconds and then repeatedly over dial the access code. See your modem Operator's Guide and adjust the number of commas you use accordingly. Once your equipment is connected properly, perform the following steps: If you do, contact Customer Service for more information. If power is connected properly, make sure that you are using a 12 volt AC power adapter. This warranty does not cover or provide for the reimbursement or payment of incidental or consequential damages. Some states do not allow this exclusion or limitation of incidental or consequential damages, so the above exclusion or limitation may not apply to you. Your warranty starts with the date of original purchase. Content of these instructions may be changed from time to time due to product improvement. These changes will be incorporated in new editions of these instructions. We disclaim liability for any changes, errors, or omissions. Modifications may have been made to products in order to function in certain locations.

Therefore, it is best to purchase our products in the country in which it will be used. It meets FCC requirements and may be connected directly to your telephone line. On the bottom of this equipment is a label that contains, among other information, the FCC registration number and Ringer Equivalence Number (REN) for this equipment. If requested, this information must be provided to the telephone company. Use the REN to help determine the maximum number of devices you can connect to your telephone without eliminating their ability to ring when your number is called. In many areas, the sum of the RENs of all devices connected to one line should not exceed 5.0. To determine how many devices you can connect to your line, contact your local telephone company to find out the maximum REN for your area. If the CS 7500 does not function properly, disconnect the unit.If possible, they will notify you in advance. But if advance notice is not practical, the telephone company will notify you as soon as possible. Also, you will be advised of your right to file a complaint with the FCC if you believe it is necessary. Should these changes affect the CS 7500, the telephone company must notify you, in writing, to enable you to maintain uninterrupted service. These limits are designed to provide reasonable protection against harmful interference in a residential installation. This equipment generates, uses and can radiate radio frequency energy and, if not installed and used in accordance with the instructions, may cause harmful interference to radio communications. However, there is no guarantee that interference will not occur in a particular installation.

If this equipment does cause harmful interference to radio or television reception, which can be determined by turning the equipment off and on, the user is encouraged to try to correct the interference by one or more of the following measures: The Department does not guarantee the equipment will operate to the user's satisfaction. The equipment must also be installed using an acceptable method of connection. The customer should be aware that compliance with the above conditions may not prevent degradation of service in some situations. Any repairs or alterations made by the user to this equipment, or equipment malfunctions, may give the telecommunications company cause to request the user to disconnect the equipment. This precaution may be particularly important in rural areas. The item may have some signs of cosmetic wear, but is fully operational and functions as intended. This item may be a floor model or store return that has been used. See the seller’s listing for full details and description of any imperfections. Below is a general guide. Not all seats are available for use in all our valves. Cavity filled seats are standard on our sanitary line of ball valves in both two and three way. Offers abrasion resistance of metal with significantly higher pressure and temperature than RTFE.Typically we hard face a stainless steel seat with Stellite then lap the ball to the seat for tight shut-off.Offers better creep resistance, lower coefficient of friction than that of PTFE, ideal for semi-conductor, hi-purity service. All rights reserved. Upgrade to a different browser or install Google Chrome Frame to experience this site. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast.

Manufactured by Hasbro SA, Rue Emile-Boechat 31, 2800 Delemont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. The inheritor's spellcasting ability is Wisdom (spell save DC 13). It can cast the following spells innately: If the inheritor has no children, it dies, along with all of its ancestral spirits. In battle, the inheritor is surrounded and protected by ancestral spirits, the souls of its ancestors. The first time the inheritor hits a creature with a melee weapon attack on its turn, the creature becomes the target of the ancestral spirits, hindering its attacks. The target has disadvantage on attacks rolls until the start of the inheritor's next turn. They will defend their tribes with their lives. Some gladiators, pirates, soldiers, and others may also become berserkers in combat. They don't tend to live very long, but they firmly believe that their gods will resurrect them after death. Additionally, a creature grappling or grappled by the kuldjargh takes 2 (1d4) piercing damage at the start of the kuldjargh's turn. Your NPC barbarian might have another animal totem instead. Its CR is unaffected. When the barbarian hits a Large or smaller creature with a melee weapon attack, it can choose to force the target to make a DC 15 Strength saving throw. The target falls prone on a failed save. The barbarian's spellcasting ability is Wisdom (spell save DC 13). It can cast the following spells innately, but only as a ritual: Storm heralds work together to cleanse the land of the influence of humanoid civilisation just before nature reclaims it. Additionally, the target must succeed on a DC 13 Strength saving throw or fall prone. Powered by holy (or unholy) energy, zealots lead their tribes to glory, often armed with powerful magic weapons that bolster the resolve of their allies. When the zealot fails a saving throw, it can choose to succeed instead.

Additionally, if the target is a creature, it must succeed on a DC 10 Charisma saving throw or begin shedding bright light in a 10 foot radius and dim light for 10 feet beyond that. The glowing light grants advantage on attack rolls against the target, and it lasts until the start of the target's next turn. They turn combat into an artform, dancing and singing with glee for every enemy they cut down. They're also often employed as spies and dignitaries, infiltrating enemy soirees until the critical moment when they open their technicolor coats to reveal their shortswords and armor hidden within. It also adds this amount to its AC until the start of its next turn. The blade can then move up to its speed. Both targets take an additional 4 (1d8) slashing damage. Its spellcasting ability is Charisma (spell save DC 12). It has the following bard spells prepared: They change identities and disguises as often as one would change one's clothes. While they're not afraid of confrontation, they work best working behind the scenes and manipulating others into doing their fighting for them. The bard's innate spellcasting ability is Charisma (spell save DC 13). It can cast the following spells innately: On a failed save, it can't attack the bard on this turn, and it must choose a new target for the attack or the attack is wasted. Its spellcasting ability is Charisma (spell save DC 13). It has the following bard spells prepared: This has no effect if the creature can't hear the bard or is immune to being charmed. It has the following spells prepared: Any ally who hears the song regains an extra 1d6 hit points if it spends an Hit Dice to regain hit points at the end of that rest. The bard can confer this benefit on itself as well. Glamour bards might take pleasure in the profession of illusion, but whisper bards live and die by their disguises.

Assassins and thieves that lack true morals, they tarnish the reputation of any school they come from and spread chaos and distrust wherever they emerge from hiding. Its spellcasting ability is Charisma (spell save DC 13). It has the following bard spells prepared: The bard vanishes, magically transforming into a disguise of the person whose shadow the bard has captured. The bard takes on the appearance of the dead person, but healthy and alive. The disguise lasts for 1 hour until the bard ends it as a bonus action. While in the disguise, the bard gains access to all information that the humanoid would freely share with a casual acquaintance and can easily pass as the person by drawing on its memories. Another creature can see through the disguise by succeeding on a DC 17 Wisdom (Insight) check. When a humanoid dies within 30 feet of the bard, it can use its reaction to magically capture the humanoid's shadow. The bard retains this shadow until it uses its Mantle of Whispers action or completes a long rest. They believe that magic, just as all things, come from the will of the gods and should be worshipped as such. They're just outside of the blast of a fireball, or the eldritch blast strikes their ally instead, or a paladin decides to use his words rather than a zone of truth. The level of the spell ended must b equal to or lower than the level of the spell slot expended to heal the ally. It has the following spells prepared: One celestial, elemental, fey, or fiend the cleric can see within 30 feet of it that can see and hear the cleric must succeed on a DC 13 Wisdom saving throw or become frightened by the cleric. While it is frightened, it cannot take actions or reactions and must use its movement to move as far away from the cleric as it can. The target can repeat the save at the end of its turn if the cleric isn't in line of sight, ending the effect on a success.

While some might intend to further the study of medicine and alleviate the suffering of those in need, most are drawn to this domain by the blackness in their hearts. When the priest hits a creature with a melee weapon attack, it deals an additional 9 (2d8) necrotic damage. The priest has the following cleric spells prepared: They're just outside of the blast of a fireball, or the eldritch blast strikes their ally instead, or a paladin decides to use his words rather than a zone of truth. In the waning period, followers are mellow, dour, and pessimistic. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd or higher, the extra damage increases by 1d6 for each level above 1st. The priest's innate spellcasting ability is Wisdom (save DC 13). The priest can cast the following spells innately. The priest has the following cleric spells prepared: Many forge priests forgo magical abilities in exchange for weapons and armor blessed by the gods that will help them destroy chaos. At the start of each of the target's turns, the target makes another Constitution saving throw, taking 4 (1d8) fire damage on a failed save, or ending the effect on a success. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames, the effect ends. Neither good nor evil, to grave priests death is simply a facet of existence that must be nurtured and respected. When the cleric would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, it instead uses the highest number possible for each die. It has the following spells prepared: Each target is stabilised. They are numerous and highly valued as doctors, healers, and medics in times of peace and war. In the waning period, followers are mellow, dour, and pessimistic. This benefit lasts until the end of the turn.

If the priest expends a spell slot of 2nd or higher, the extra damage increases by 1d6 for each level above 1st. The priest has the following cleric spells prepared: The priest targets up to six creatures it can see within 30 feet. The priest heals these creatures, dividing up 30 hit points between them. They are generally focused on spreading the word of their gods rather than performing miracles, though miracles do tend to follow them. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd or higher, the extra damage increases by 1d6 for each level above 1st. The priest has the following cleric spells prepared: They build temples and churches glorifying the architecture from which the world was made. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd or higher, the extra damage increases by 1d6 for each level above 1st. The priest has the following cleric spells prepared: Each animal and plant within 30 feet of the priest that can see and hear it must make a DC 13 Wisdom saving throw. On a failed save, the target is charmed by the priest until the end of its next turn. While others run from tornadoes and avalanches, a tempest cleric can often be found standing their ground, arms outstretched, whispering a prayer in awe. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd or higher, the extra damage increases by 1d6 for each level above 1st. The priest has the following cleric spells prepared: This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd or higher, the extra damage increases by 1d6 for each level above 1st. The priest has the following cleric spells prepared: The priest becomes invisible until the end of its next turn, or until it casts a spell. The illusion appears in an unoccupied space within 30 feet of the priest.

As a bonus action, the priest can move the illusion up to 30 feet to a space within 120 feet of the priest that it can see. Additionally, when both the priest and its illusion are within 5 feet of a creature that can see the illusion, the priest has advantage on attack rolls against that creature. While not soldiers themselves, they are often found among the ranks of armies, providing aid and bolstering the resolve of their allies to spur them into victory. Even a lost battle, and death at the hands of the enemy, is something to strive for in the eyes of a war priest. They use their powers to protect the animal kingdom, but at the same time understand that the natural cycle of birth and death must also be preserved. The arch shepherd can communicate with animals as if they share a language. Most beasts lack the intelligence to convey complex ideas, but can express emotions and short memories with ease. It has the following spells prepared: The arch shepherd chooses a point within 60 feet that it can see and calls forth an aura with a 30-foot radius around that point. The arch shepherd can move the aura up to 60 feet to a point it can see as a bonus action. The aura persists for 1 minute or until the arch shepherd is incapacitated. The aura has one of the following effects: A visit by a dream guardian is a surefire sign that one has yet to awaken from their slumber. Total cover blocks the sphere. The sphere vanishes at the end of the rest or when the dream guardian leaves the sphere. It has the following spells prepared: As a bonus action, the dream guardian blesses a creature it can see within 120 feet of it. The target regains 10 (3d6) hit points and 9 temporary hit points. This does not affect their challenge ratings. Instead, you add the appropriate XP of each animal shape to the amount of XP your party gains upon defeating the archdruid. After taking an action on its turn, the banneret can take one additional action.

When it does so, it can also choose up to two friendly creatures within 60 feet of it that can see and hear the banneret. A target can immediately use its reaction to make one melee or ranged weapon attack. The banneret and up to three creatures within 60 feet of it that can hear it gain 10 temporary hit points. Some of them even employ magical weapons to bolster their natural abilities. After taking an action on its turn, the master-at-arms can take one additional action. The attack deals an additional 5 (1d10) damage, and the master-at-arms chooses one of the following effects. The object lands at its feet. That creature can immediately use its reaction to make one weapon attack, adding 4 (1d8) to the attack's damage roll. If the cavalier falls off its mount and descends no more than 10 feet, it can land on its feet, and it isn't incapacitated. Dismounting a creature only takes 5 feet of movement for the cavalier. These attacks cannot be made against the same target. The cavalier has disadvantage on this attack if it isn't mounted. Anyone who needs someone to fight and die for their cause can find a champion willing to help for a coin or two. You can choose other one-handed melee weapons for your eldritch knight instead, such as a battleaxe or a quarterstaff. This does not change its CR. The eldritch knight cannot be disarmed if it is wielding its spear. As a bonus action, the eldritch knight can magically teleport its spear into its hand. The eldritch knight has the following wizard spells prepared, which it can cast without somatic or material components: The target or any creature that can reach it can use its action to remove the brambles. Otherwise, they last for 1 minute. The archer looses a magic arrow in a 30 foot by 1 foot line, passing harmlessly through objects and ignoring cover.They are equally comfortable slicing their foes in two as they are hosting a feast for a foreign dignitary.

When the samurai makes a melee weapon attack against a creature on its turn, it can add one of the following effects to its attack: On a hit, the target takes an additional 5 (1d10) slashing damage and must succeed on a DC 14 Strength saving throw or drop the object. The object lands at its feet. On a hit, the target takes an additional 5 (1d10) slashing damage. To do so, the samurai must see the attacker and be wielding a melee weapon. To augment their research, they are required by their abbeys to put their theory into practice through mortal combat. Each creature within 30 feet of the researcher that can see it must succeed on a DC 12 Wisdom saving throw or become frightened by it until the end of the researcher's next turn. Also, when prone, the drunken master can spend 5 feet of movement to stand up. When the drunken master fails a saving throw, it can choose to succeed instead. On a failed save, the target is pushed 20 feet away and knocked prone. On a successful save, it is pushed 10 feet and isn't knocked prone. On a failed save, the target takes 22 (4d10) bludgeoning damage and is either knocked prone or pulled up to 25 feet closer to the bender. On a successful save, the target takes half as much damage and isn't pulled or knocked prone. Using different weapons doesn't change the kensei's challenge rating. Unique to other martial studies, their hands are as deadly as any weapon. When the adept hits a creature with an unarmed strike, it can apply hidden (but lethal) vibrations to their body. These vibrations last for 14 (4d6) days or until the adept uses this action on another creature, after which the effects end harmlessly. Otherwise, the adept can use its action to force the target to make a DC 13 Constitution saving throw. On a failed save, the target falls to 0 hit points. On a successful save, the target takes 33 (6d10) necrotic damage. The adept can also choose to end the vibrations harmlessly as an action.

They thrive in darkness and can strike their target and disappear faster than the target's allies can react. It can cast the following spells innately without expending material components. The monk gains advantage on the next attack it makes before the end of its turn. The monk becomes invisible until the end of its next turn, or until it attacks or casts a spell. It can then use its Radiant Swathe, if available. The monk swishes its hands through the air, creating a streak of white-hot light. Each creature in a 15-foot cone originating from the monk must succeed on a DC 12 Dexterity saving throw or take 14 (4d6) radiant damage. When the aspect hits with its maul, the weapon deals an extra 18 (4d8) radiant damage (included in the attack). As a bonus action, the aspect targets a creature it can see within 10 feet of it. The aspect always knows in which direction its target can be found, and the aspect has advantage on attack rolls against the creature until the creature dies or the aspect chooses another target. It then makes three attacks with its maul. The aspect targets a creature it can see within 60 feet of it. The creature must make a DC 14 Wisdom saving throw, and the creature has disadvantage on its save if it is a fiend or undead. On a failed save, the the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature's speed is 0, and it can't benefit from any bonus to speed. On a successful save, the creature's speed is halved for 1 minute or until it takes any damage. This action has no effect on creatures immune to being frightened. It can cast the following spells innately. When the feysworn hits with its sickle, the weapon deals an extra 18 (4d8) radiant damage (included in the attack). It then makes two attacks with its sickle. The feysworn targets a creature it can see within 30 feet of it. The creature must succeed on a DC 14 Dexterity saving throw or be restrained by magical vines for 1 minute.