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CORELINE (D20 Modern/D20 BESM Setting).
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<blockquote data-quote="kronos182" data-source="post: 7471447" data-attributes="member: 6668634"><p>Phasers</p><p>Phasers are the main handheld energy weapons used by the Federation for over 100 years. Most phasers have several power settings, including a stun setting. Not many advancements have been made in hand phaser technology other than accuracy, power consumption, although more modern models, especially in the rifles have more powerful settings and range.</p><p></p><p><strong>Type 1 Phaser (TSO Era 2230-2330)</strong></p><p>This small weapon easily fits in the palm of the hand, usually held between the thumb and first three fingers, designed with a total of four power settings, with one being stun. They had small power cells and had limited ammunition capacity.</p><p></p><p>Type 1 Phaser (TOS Era PL 6, Personal Firearms Proficiency)</p><p>Damage: 1d6, 2d6, 3d6</p><p>Critical: 20x2</p><p>Damage Type: Energy/Fire</p><p>Range Increment: 20 ft</p><p>Rate of Fire: Semi</p><p>Size: Tiny</p><p>Weight: 1 lb</p><p>Ammo: 20 internal</p><p>Purchase DC: 15 Res (+2)</p><p>Notes: Stun setting DC 15 (failed save by more than 5 rendered unconscious for 1d4 hours, successful save Stunned, otherwise stunned for 1d4 rounds). Each damage setting above 1d6 uses 1 extra charge, thus a 3d6 shot uses 3 charges, stun setting uses 1 charge. Special dock for recharging, takes 2 hours to fully recharge.</p><p></p><p><strong>Type 1 Phaser (TNG+ Era 2330+)</strong></p><p>This is the modern version of the Type 1 phaser, has slightly improved damage, range and ammo capacity. It still follows the small design, making it easy to carry. These phasers can be programmed to fire automatically at set intervals. </p><p></p><p>Type 1 Phaser (TNG+ Era PL 6, Personal Firearms Proficiency) </p><p>Damage: 1d8, 2d8, 3d8</p><p>Critical: 20x2</p><p>Damage Type: Energy/Fire</p><p>Range Increment: 30 ft</p><p>Rate of Fire: Semi</p><p>Size: Tiny</p><p>Weight: 1 lbs</p><p>Ammo: 30 internal</p><p>Purchase DC: 15 Res (+2)</p><p>Notes: Stun setting DC 15 (failed save by more than 5 rendered unconscious for 1d4 hours, successful save Stunned, otherwise stunned for 1d4 rounds). Each damage setting above 1d8 uses 1 extra charge, thus a 3d8 shot uses 3 charges, stun setting uses 1 charge. Can be set to fire automatically at set intervals of once every round to once every minute, until shut off, or power cell is drained. Special dock for recharging, takes 2 hours to full recharge.</p><p></p><p><strong>Type 2 TOS Era</strong></p><p>The Type 2 is a larger handheld weapon designed more gun, a handle with trigger that contained a removeable power pack, with body above that contained a short barrel and control settings. This version had more power settings, as well as the beam width can be modified, and the weapon could be used as a cutting tool on lower settings, and included a disintegration setting.</p><p></p><p>Type 2 Phaser (TOS Era PL 6, Personal Firearms Proficiency)</p><p>Damage: 1d8, 2d8, 3d8</p><p>Critical: 20x2</p><p>Damage Type: Energy/Fire</p><p>Range Increment: 30 ft</p><p>Rate of Fire: Semi</p><p>Size: Small</p><p>Weight: 4 lbs</p><p>Ammo: 40 box</p><p>Purchase DC: 16 Mil (+3)</p><p>Notes: Stun setting DC 16 (failed save by more than 5 rendered unconscious for 1d4 hours, successful save Stunned, otherwise stunned for 1d4 rounds). Each damage setting above 1d8 uses 1 extra charge, thus a 3d8 shot uses 3 charges, stun setting uses 1 charge. Can be used as a cutting torch, uses 1 charge per minute of cutting (if used for less than 1 minute, 1 charge is still used).</p><p>Disintegration Setting - This setting is designed a target up to a medium sized creature (typical humanoid), uses 5 charges, requires the target to make a Fort save DC 25 or be disintegrated. A successful save deals 5d8 damage, if this is enough damage to kill/reduce to 0 hit points, target is disintegrated.</p><p>Beam Width - The phaser can change the width of the beam, however doing so reduces range. Beam can be set to 5 foot wide line, reduces range to maximum of 5 range increments, Reflex save DC attack roll, or 30 foot wide cone out to 60 feet long Reflex save DC 15.</p><p></p><p><strong>Type 2 Phaser TNG+ Era</strong></p><p>This is the modern version of the Type 2 phaser, featuring a much sleeker design, of a handle held more horizontally that flows into the form of a muzzle cowling and emitter. This era's Type 2 also had improvements in power and range, featured an illuminated power level readout. This version also included two levels of the stun setting.</p><p></p><p>Type 2 Phaser (TNG+ Era PL 6, Personal Firearms Proficiency)</p><p>Damage: 1d8, 2d8, 3d8, 4d8</p><p>Critical: 20x2</p><p>Damage Type: Energy/Fire</p><p>Range Increment: 40 ft</p><p>Rate of Fire: Semi</p><p>Size: Small</p><p>Weight: 4 lbs</p><p>Ammo: 60 box</p><p>Purchase DC: 16 Mil (+3)</p><p>Notes: Stun setting DC 17 (failed save by more than 5 rendered unconscious for 1d4 hours, successful save Stunned, otherwise stunned for 1d4 rounds). Light stun setting on a successful Fort save DC only Dazes target for 2 rounds, a failed save Stuns target for 1d4 round. Each damage setting above 1d8 uses 1 extra charge, thus a 3d8 shot uses 3 charges, stun setting uses 1 charge. Can be used as a cutting torch, uses 1 charge per minute of cutting (if used for less than 1 minute, 1 charge is still used).</p><p>Disintegration Setting - This setting is designed a target up to a medium sized creature (typical humanoid), uses 5 charges, requires the target to make a Fort save DC 28 or be disintegrated. A successful save deals 6d8 damage, if this is enough damage to kill/reduce to 0 hit points, target is disintegrated.</p><p>Beam Width - The phaser can change the width of the beam, however doing so reduces range. Beam can be set to 5 foot wide line, reduces range to maximum of 5 range increments, Reflex save DC attack roll, or 30 foot wide cone out to 60 feet long Reflex save DC 15. The stun settings can also benefit from these beam width settings.</p></blockquote><p></p>
[QUOTE="kronos182, post: 7471447, member: 6668634"] Phasers Phasers are the main handheld energy weapons used by the Federation for over 100 years. Most phasers have several power settings, including a stun setting. Not many advancements have been made in hand phaser technology other than accuracy, power consumption, although more modern models, especially in the rifles have more powerful settings and range. [B]Type 1 Phaser (TSO Era 2230-2330)[/B] This small weapon easily fits in the palm of the hand, usually held between the thumb and first three fingers, designed with a total of four power settings, with one being stun. They had small power cells and had limited ammunition capacity. Type 1 Phaser (TOS Era PL 6, Personal Firearms Proficiency) Damage: 1d6, 2d6, 3d6 Critical: 20x2 Damage Type: Energy/Fire Range Increment: 20 ft Rate of Fire: Semi Size: Tiny Weight: 1 lb Ammo: 20 internal Purchase DC: 15 Res (+2) Notes: Stun setting DC 15 (failed save by more than 5 rendered unconscious for 1d4 hours, successful save Stunned, otherwise stunned for 1d4 rounds). Each damage setting above 1d6 uses 1 extra charge, thus a 3d6 shot uses 3 charges, stun setting uses 1 charge. Special dock for recharging, takes 2 hours to fully recharge. [B]Type 1 Phaser (TNG+ Era 2330+)[/B] This is the modern version of the Type 1 phaser, has slightly improved damage, range and ammo capacity. It still follows the small design, making it easy to carry. These phasers can be programmed to fire automatically at set intervals. Type 1 Phaser (TNG+ Era PL 6, Personal Firearms Proficiency) Damage: 1d8, 2d8, 3d8 Critical: 20x2 Damage Type: Energy/Fire Range Increment: 30 ft Rate of Fire: Semi Size: Tiny Weight: 1 lbs Ammo: 30 internal Purchase DC: 15 Res (+2) Notes: Stun setting DC 15 (failed save by more than 5 rendered unconscious for 1d4 hours, successful save Stunned, otherwise stunned for 1d4 rounds). Each damage setting above 1d8 uses 1 extra charge, thus a 3d8 shot uses 3 charges, stun setting uses 1 charge. Can be set to fire automatically at set intervals of once every round to once every minute, until shut off, or power cell is drained. Special dock for recharging, takes 2 hours to full recharge. [B]Type 2 TOS Era[/B] The Type 2 is a larger handheld weapon designed more gun, a handle with trigger that contained a removeable power pack, with body above that contained a short barrel and control settings. This version had more power settings, as well as the beam width can be modified, and the weapon could be used as a cutting tool on lower settings, and included a disintegration setting. Type 2 Phaser (TOS Era PL 6, Personal Firearms Proficiency) Damage: 1d8, 2d8, 3d8 Critical: 20x2 Damage Type: Energy/Fire Range Increment: 30 ft Rate of Fire: Semi Size: Small Weight: 4 lbs Ammo: 40 box Purchase DC: 16 Mil (+3) Notes: Stun setting DC 16 (failed save by more than 5 rendered unconscious for 1d4 hours, successful save Stunned, otherwise stunned for 1d4 rounds). Each damage setting above 1d8 uses 1 extra charge, thus a 3d8 shot uses 3 charges, stun setting uses 1 charge. Can be used as a cutting torch, uses 1 charge per minute of cutting (if used for less than 1 minute, 1 charge is still used). Disintegration Setting - This setting is designed a target up to a medium sized creature (typical humanoid), uses 5 charges, requires the target to make a Fort save DC 25 or be disintegrated. A successful save deals 5d8 damage, if this is enough damage to kill/reduce to 0 hit points, target is disintegrated. Beam Width - The phaser can change the width of the beam, however doing so reduces range. Beam can be set to 5 foot wide line, reduces range to maximum of 5 range increments, Reflex save DC attack roll, or 30 foot wide cone out to 60 feet long Reflex save DC 15. [B]Type 2 Phaser TNG+ Era[/B] This is the modern version of the Type 2 phaser, featuring a much sleeker design, of a handle held more horizontally that flows into the form of a muzzle cowling and emitter. This era's Type 2 also had improvements in power and range, featured an illuminated power level readout. This version also included two levels of the stun setting. Type 2 Phaser (TNG+ Era PL 6, Personal Firearms Proficiency) Damage: 1d8, 2d8, 3d8, 4d8 Critical: 20x2 Damage Type: Energy/Fire Range Increment: 40 ft Rate of Fire: Semi Size: Small Weight: 4 lbs Ammo: 60 box Purchase DC: 16 Mil (+3) Notes: Stun setting DC 17 (failed save by more than 5 rendered unconscious for 1d4 hours, successful save Stunned, otherwise stunned for 1d4 rounds). Light stun setting on a successful Fort save DC only Dazes target for 2 rounds, a failed save Stuns target for 1d4 round. Each damage setting above 1d8 uses 1 extra charge, thus a 3d8 shot uses 3 charges, stun setting uses 1 charge. Can be used as a cutting torch, uses 1 charge per minute of cutting (if used for less than 1 minute, 1 charge is still used). Disintegration Setting - This setting is designed a target up to a medium sized creature (typical humanoid), uses 5 charges, requires the target to make a Fort save DC 28 or be disintegrated. A successful save deals 6d8 damage, if this is enough damage to kill/reduce to 0 hit points, target is disintegrated. Beam Width - The phaser can change the width of the beam, however doing so reduces range. Beam can be set to 5 foot wide line, reduces range to maximum of 5 range increments, Reflex save DC attack roll, or 30 foot wide cone out to 60 feet long Reflex save DC 15. The stun settings can also benefit from these beam width settings. [/QUOTE]
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