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<blockquote data-quote="knightemplar" data-source="post: 5047810" data-attributes="member: 56260"><p><strong>Weapons</strong></p><p></p><p><span style="font-size: 10px"><strong>Energy Weapons</strong></span></p><p> </p><p><u><span style="font-size: 10px">Energy Weapon Damage</span></u></p><p> </p><p><span style="font-size: 10px">Setting 1: The weapon on this setting for Light Stun uses 1 charge and does 2+2d6 damage, which can normally stun a human for 5 minutes. </span></p><p> </p><p><span style="font-size: 10px">Setting 2: The weapon on this setting for Medium Stun uses 2 charges and does 4+2d6 damage, which can normally stun a human for 15 minutes, or a klingon for 5 minutes. </span></p><p> </p><p><span style="font-size: 10px">Setting 3: The weapon on this setting for Heavy Stun uses 3 charges and does 6+4d6 damage, which can normally stun a human for 1 hour, or a klingon for 15 minutes. </span></p><p> </p><p><span style="font-size: 10px">Setting 4: The weapon on this setting for Light Thermal uses 5 charges and does 8+2d6 damage, which can cut a 1 m hole in 10 cm of wood in 3 minutes. </span></p><p> </p><p><span style="font-size: 10px">Setting 5: The weapon on this setting for Heavy Thermal uses 8 charges and does 10+2d6 damage, which can cut a 1 m hole in 10 cm of steel in 3 minutes. </span></p><p> </p><p><span style="font-size: 10px">Setting 6: The weapon on this setting for Light Disruption A uses 12 charges and does 12+3d6 damage, which can cut a 1 m hole in 10 cm of steel or rock in 30 seconds. </span></p><p> </p><p><span style="font-size: 10px">Setting 7: The weapon on this setting for Light Disruption B uses 15 charges and does 14+4d6 damage, which can kill a humaniod or cut a 1 m hole in duranium bulkhead in 10 minutes.</span></p><p> </p><p><span style="font-size: 10px">Setting 8: The weapon on this setting for Light Disruption C uses 20 charges and does 16+4d6 damage, which can vaporize a human. </span></p><p> </p><p><span style="font-size: 10px">Setting 9: The weapon on this setting for Light Disruption D uses 30 charges and does 24+5d6 damage, which can vaporize resilient alloys (beam ricochets possible). </span></p><p> </p><p><span style="font-size: 10px">Setting 10: The weapon on this setting for Heavy Disruption A uses 40 charges and does 30+9d6 damage, which can vaporize any substance (energy rebound prior to vaporization common). </span></p><p> </p><p><span style="font-size: 10px">Setting 11: The weapon on this setting for Heavy Disruption B uses 50 charges and does 40+12d6 damage, which can explode 10 cubic meters of rock into glowing rubble. </span></p><p> </p><p><span style="font-size: 10px">Setting 12: The weapon on this setting for Heavy Disruption C uses 60 charges and does 60+12d6 damage, which can explode 50 cubic meters of rock into glowing rubble.</span></p><p> </p><p><span style="font-size: 10px">Setting 13: The weapon on this setting for Heavy Disruption D uses 70 charges and does 80+12d6 damage, which can explode 100 cubic meters of rock into glowing rubble.</span></p><p> </p><p><span style="font-size: 10px">Setting 14: The weapon on this setting for Heavy Disruption E uses 80 charges and does 100+12d6 damage, which can explode 160 cubic meters of rock into glowing rubble.</span></p><p> </p><p><span style="font-size: 10px">Setting 15: The weapon on this setting for Heavy Disruption F uses 90 charges and does 120+12d6 damage, which can explode 400 cubic meters of rock into glowing rubble.</span></p><p> </p><p><span style="font-size: 10px">Setting 16: The weapon on this setting for Heavy Disruption G uses 100 charges and does 160+12d6 damage, which can explode 600 cubic meters of rock into glowing rubble.</span></p><p> </p><p>Setting 17: The weapon on this setting for Heavy Disruption H uses 120 charges and does 240 damage, which can vaporize 50 cubic meters of solid duranium</p><p> </p><p>Setting 18: The weapon on this setting for Heavy Disruption I uses 150 charges and does 300 damage, which can vaporize 100 cubic meters of solid duranium or explode up to 100 cubic meters of rock into glowing rubble. </p><p> </p><p><u><span style="font-size: 10px">Phasers</span></u></p><p> </p><p><span style="font-size: 10px">Phasers (short for PHASed Energy Rectification) are the standard weapons used by Federation and its allies. The common Starfleet models include the small phaser Type 1, which is carried as a hand weapon on most away team missions; the larger phaser Type II, which is only issued when there is a significant threat of violence and the phaser Type III, or phaser rifle. Most planetary security forces in or near the Federation issue their personnel the equivalent of the type II phaser. All phasers contain a subspace tranceiver which allows the ship's computer to monitor usage. This also limits all phasers on board to setting 3 (Heavy Stun) or below without special authorization from the Command staff. If desired, the firing button can be set to the user's bioelectric field, so that only the unit's designated user can fire it. However, skillful tampering can sometimes remove these safety interlocks. </span></p><p> </p><p><span style="font-size: 10px">Phasers produce beams of rapid nadions (highly energetic, short-lived subatomic particles). These particles can reproduce a wide variety of effects, depending on their energy state. At low energy, phasers produce a bioelectric shock which will stun most targets. At moderate settings, the beam heats the target; at higher settings this heating is replaced by large-scale subatomic disruption which can cause moderate-sized objects to vaporize and larger ones to explode. Phasers can fired in standard beams, pulses, continuous beams, or wide beams. If a phaser is set to overload, the unit explodes within 30 seconds. The blast does 1 point of damage for every charge it contains and covers an area with a radius of 3 meters. </span></p><p> </p><p><em><span style="font-size: 10px">Standard Beams</span></em><span style="font-size: 10px">: The standard beam is the default setting for a phaser. It does the amount of damage and uses the charges listed under energy weapon damage.</span></p><p> </p><p><em><span style="font-size: 10px">Pulse: </span></em><span style="font-size: 10px">A phaser pulse does more damage than other settings, but at the cost of more energy. When firing in pulse mode, add +1 point of damage to the roll, but spend teo extra charges of energy.</span></p><p> </p><p><em><span style="font-size: 10px">Continuous Beam:</span></em><span style="font-size: 10px"> The continuous beam mode uses extra energy (two extra charges) but provides greater accuracy. When using it, add one die to the character's Energy Weapon (Phaser) Test to hit his target. </span></p><p> </p><p><em><span style="font-size: 10px">Wide Beam:</span></em><span style="font-size: 10px"> The width fo the beam can be varied from its narrow configuration to a special wide-beam mode. When used on wide-beam setting, phasers only have a range of 10 meters, but the beam affects everything in a swath up to 8 meters wide. Using a phaser on wide-beam takes three times as many charges as using it on the standard setting. Also, because of the extremely high-power densities in wide beam use, it can only be used on settings 1 - 6.</span></p><p><span style="font-size: 10px">The energy in phasers is stored in sarium krellide cells. Phasers can be recharged by plugging them into the standard power taps of a ship's electroplasma system, or by attaching them to a portable bulk sarium krellide units (something like small portable generators). It takes approximately one minute to restore ten charges' worth of phaser energy. </span></p><p> </p><p><em><span style="font-size: 10px">Phaser Type I</span></em></p><p><span style="font-size: 10px">Settings: 1-8</span></p><p><span style="font-size: 10px">Range: 5/10/25/50</span></p><p><span style="font-size: 10px">Energy: 160 charges</span></p><p> </p><p><em><span style="font-size: 10px">Phaser Type II</span></em></p><p><span style="font-size: 10px">Settings: 1-16</span></p><p><span style="font-size: 10px">Range: 5/20/50/100</span></p><p><span style="font-size: 10px">Energy: 1,000 charges</span></p><p> </p><p><em><span style="font-size: 10px">Phaser Type III 'Phaser Rifle'</span></em></p><p><span style="font-size: 10px">Settings: 1-16</span></p><p><span style="font-size: 10px">Range: 5/40/80/150</span></p><p><span style="font-size: 10px">Energy: 1,500 charges</span></p><p> </p><p><em><span style="font-size: 10px">Phaser Type IIIc 'Compression Phaser Rifle'</span></em></p><p><span style="font-size: 10px">Settings: 1-18</span></p><p><span style="font-size: 10px">Range: 5/50/100/160</span></p><p><span style="font-size: 10px">Energy: 3,000 charges</span></p><p> </p><p style="text-align: center"><img src="http://i223.photobucket.com/albums/dd124/knightemplar/starfleet/uniforms/phaserrifleref2.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>1- Beam / pulse emitting crystal </p><p>2- Barrel </p><p>3- Shield emitter</p><p>4- Main sensor </p><p>5- Front sight release </p><p>6- Front sight (passive) </p><p>7- Aimscope on/off switch </p><p>8- Power indicator </p><p>9- Rear sight (passive) </p><p>10- Aimscope viewing screen </p><p>11- Beam width control </p><p>13- Beam intensity control </p><p>13- Trigger </p><p>14- Grip </p><p>15- Aimscope </p><p>16- Removable buttstock </p><p>17- Prefire chamber </p><p>18- Collapsible auxiliary grip </p><p>19- Pulse charge level indicator (2 symmetrical) </p><p>20- Removable power pack </p><p>21- Power pack release button </p><p>22- Power pack level indicator </p><p>23- Sling swivel (2) </p><p>24- Rotating frequency on / off switch (2 symmetrical) </p><p>25- Pulse / beam mode selector (2 symmetrical) </p><p>26- Hand guard </p><p>27- Precission aiming trackball </p><p>28- Plasma acceleration chamber</p><p>29- Plasma compression chamber</p><p> </p><p><u><span style="font-size: 10px">Disruptors</span></u></p><p> </p><p><span style="font-size: 10px">Disruptors are a common alternative to phasers, used primarily in the Romulan Star Empire and the Klingon Empire. They fire bolts of highly charged plasmacreated by using microscopic amounts of antimatter. In the Romulan variation, this bolt leaves a residue of antiprotons for up to several hours. Like phasers, disruptors can be used on a variety of settings, from Light Stun to Heavy Disruption. On the lower settings, disruptors stun their targets through a combination of concussion and neural shock. One higher settings, the thermal energy released by a disruptor bolt can cut through metal or cause lethal damage. On the highest settings, the impact can cause explosions due to thermal shock. </span></p><p> </p><p><span style="font-size: 10px">Klingon and Romulan disruptors are functionally identical, but differ greatly in appearance. Unlike phasers, disruptors can not </span></p><p><span style="font-size: 10px">be recharged with sarium kellide units or a ship's energy plasma system. A new power cartridge must be loaded into the weapon. A disruptor set on overload will explode within 30 seconds. The blast does 1 point of damage for every charge it contains and covers an area of 4 meters.</span></p><p> </p><p><em><span style="font-size: 10px">Disruptors</span></em></p><p><span style="font-size: 10px">Settings: 1-16</span></p><p><span style="font-size: 10px">Range: 5/20/50/100</span></p><p><span style="font-size: 10px">Energy: 1,500 charges </span></p><p> </p><p><span style="font-size: 10px"><strong>Melee Weapons</strong></span></p><p> </p><p> </p><p><span style="font-size: 10px">Starfleet does not usually employ melee weapons, although civilian police use stunrods when necessary. Since they operate within the narrow corridors of starships, Starfleet security personnel prefer to use phasers set on stun. In contrast, many alien races use melee weapons of various sorts. The Klingon Empire is the culture most fanatically devoted to melee weapons and their use. To see a Klingon without a mek'leth or a d'ktahg on his person is usually to see a dead Klingon (the other obvious possibilty being that he carries a bat'leth, instead). </span></p><p> </p><p><span style="font-size: 10px">Here are some of the melee weapons a starship may encounter. Each one is rated in terms of Accuracy ( the Difficulty Number to hit a target unless the target dodges or parries), Block (the modifier to any Skill Tests a character using the weapon to make a parry or block with the weapon against other melee weapons, expressed as a number of points which is added to the Test Result), and Damage (how much damage the weapon does, expressed as a base number of points plus a die roll).</span></p><p> </p><p><u><span style="font-size: 10px">Bat'leth</span></u></p><p> </p><p><span style="font-size: 10px">The traditional Klingon "sword of honor". While difficult to use by untrained individuals, Klingon warriors have developed its use into an elaborate and beautiful martial art. The bat'leth is an extremely deadly melle weapon, espeically in the hands of a being as strong as the average Klingon. </span></p><p> </p><p><span style="font-size: 10px">Accuracy: 9</span></p><p><span style="font-size: 10px">Block: +2</span></p><p><span style="font-size: 10px">Damage: 5 + 2d6</span></p><p> </p><p><u><span style="font-size: 10px">Chaka</span></u></p><p> </p><p><span style="font-size: 10px">The chaka is the Andorian dagger. It is a three-bladed weapon held in the fist; the short blade projects out and up from the fist, while two slender, longer blades protrude to either side. The weaon's basket hilt protects the user's hand. A skilled chaka-fighter is a lethal opponent, since he can punch, thrust, and slash with equal ease. </span></p><p> </p><p><span style="font-size: 10px">Accuracy: 8</span></p><p><span style="font-size: 10px">Block: +2</span></p><p><span style="font-size: 10px">Damage: 4 + 2d6</span></p><p> </p><p><u><span style="font-size: 10px">Club</span></u></p><p> </p><p><span style="font-size: 10px">Any moderate-sized blunt object which can be used as a weapon is treated as a club. Bottles, chair legs, and even tree branches can all serve as clubs.</span></p><p> </p><p><span style="font-size: 10px">Accuracy: 8</span></p><p><span style="font-size: 10px">Block: +1</span></p><p><span style="font-size: 10px">Damage: 2 + 2d6</span></p><p> </p><p><u><span style="font-size: 10px">D'Ktagh</span></u></p><p> </p><p><span style="font-size: 10px">The Klingon ceremonial knife. This three-bladed weapon is of great symbolic importance to Klingon warriors and is used both in combat and as the preferred method of ritual suicide. </span></p><p> </p><p><span style="font-size: 10px">Accuracy: 8</span></p><p><span style="font-size: 10px">Block: +2</span></p><p><span style="font-size: 10px">Damage: 2 + 2d6</span></p><p> </p><p><u><span style="font-size: 10px">Knife</span></u></p><p> </p><p><span style="font-size: 10px">Knives are one of the most basic tools and weapons used by humanoids across the galaxy. </span></p><p> </p><p><span style="font-size: 10px">Accuracy: 7</span></p><p><span style="font-size: 10px">Block: +1</span></p><p><span style="font-size: 10px">Damage: 3 + 2d6</span></p><p> </p><p><u><span style="font-size: 10px">Lirpa</span></u></p><p> </p><p><span style="font-size: 10px">The Lirpa is an ancient Vulcan ritual weapon essentially a long pole with a weighted club on one end and a razor-sharp blade on the other. Its only common uses today are a martial arts exercise and during the Pon Farr madness, on those rare occassions when the ancient rites of mating combat are invoked. </span></p><p> </p><p><span style="font-size: 10px">Accuracy: 9</span></p><p><span style="font-size: 10px">Block: +3</span></p><p><span style="font-size: 10px">Damage: Blade 3 + 2d6, Club 2 + 2d6</span></p><p> </p><p><u><span style="font-size: 10px">Mek'leth</span></u></p><p> </p><p><span style="font-size: 10px">A popular type of Klingon sword which can be used with one or both hands.</span></p><p> </p><p><span style="font-size: 10px">Accuracy: 8</span></p><p><span style="font-size: 10px">Block: +2</span></p><p><span style="font-size: 10px">Damage: 5 + 2d6</span></p><p> </p><p><u><span style="font-size: 10px">Sword</span></u></p><p> </p><p><span style="font-size: 10px">Swords are basically long knives. Most known humanoids used some type of sword as melee weapons at some point in their history. Today, various forms of fencing are popular sports in worlds throughout the galaxy. </span></p><p> </p><p><span style="font-size: 10px">Accuracy: 7</span></p><p><span style="font-size: 10px">Block: +2</span></p><p><span style="font-size: 10px">Damage: 4 + 2d6 or greater (depending on size of sword).</span></p><p> </p><p><strong>Heavy Weapons</strong></p><p> </p><p><u><span style="font-size: 10px">Photon Grenade</span></u></p><p><u><span style="font-size: 10px"></span></u><span style="font-size: 10px"> </span></p><p><span style="font-size: 10px">Photon Grenades are one of the most devastating personal weapons developed by the Federation. Their use is strictly controlled and is usually limited to wartime. They are effectively a controlled version of phasers set on overload. Photon Grenades emit large bursts of the same rapid nadion particles which are found in phaser beams. These grenades may be set to explode on impact, at some set altitude above the ground, or at some preset time, up to 9.99 hours, after they impact. </span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px">Both the power level and blast radius of these grenades may also be carefully controlled. They have five different power settings and may be set to affect everything within a radius between 3 and 10 meters from impact. However, the damage is not precise, so people and objects a meter or two outside the blast radius will usually be somewhat affected by the blast (reduce the damage by one setting for every meter beyond the blast radius).</span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px">Setting 1: This Flash setting does no damage to anyone within the radius, but all humanoids within the radius without special eye protection are blinded for two minutes. </span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px">Setting 2: This Heavy Stun setting does 20 points of damage to anyone within the blast radius, which will normally stun all humans for one hour. </span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px">Setting 3: This Heavy Thermal setting does 20 points of damage to anyone within the blast radius, and will melt most metals in the blast radius. </span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px">Setting 4: This Light Disrupt C setting does 35 points of damage to anyone within the blast radius, which will vaporize all humanoids. </span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px">Setting 5: This Heavy Disrupt G setting does 300 points of damage to anyone within the blast radius, and will explode 1,000 cubic meters of rock into glowing rubble. </span></p><p><span style="font-size: 10px"><u></u></span></p><p><span style="font-size: 10px"><u>Photon Mortar</u></span></p><p><span style="font-size: 10px"><u></u> </span></p><p><span style="font-size: 10px">This device is used only as a weapon of war. The photon mortar fires photon grenades. A minature graviton accelerator inside the mortar propels the grenades with a large amount of precisely controlled force. Photon mortars are usually aimed using readings from an orbiting starship's sensors or a tricorder (a Moderate Heavy Weapons (Photon Mortar) Test), but if necessary they can be aimed manually ( a Difficult Heavy Weapons (Photon Mortar) Test without forward observation). </span></p><p><span style="font-size: 10px"><u> </u></span></p><p><span style="font-size: 10px"><u>Stun Grenade</u></span></p><p><span style="font-size: 10px"><u></u> </span></p><p><span style="font-size: 10px">A non-lethal variety of the photon grenades, stun grenades can be set to produce Light, Medium, and Heavy Stun effects over a large region. These devices have limited military applications but have proved useful in controlling riots and similiar large public disturbances. In addition to variable power settings, stun grenades also have three different range settings. One the lowest setting they stun everyone within three meters of the grenade, the next setting covers a radius of 5 meters, and the highest setting stuns everyone with 7 meters of the grenade. These grenades also have a timer which can be set so the grenade goes off any time from immediately after the activation stud is pushed to 9.99 hours later. </span></p><p><span style="font-size: 10px"></span></p></blockquote><p></p>
[QUOTE="knightemplar, post: 5047810, member: 56260"] [b]Weapons[/b] [SIZE=2][B]Energy Weapons[/B][/SIZE] [U][SIZE=2]Energy Weapon Damage[/SIZE][/U] [SIZE=2]Setting 1: The weapon on this setting for Light Stun uses 1 charge and does 2+2d6 damage, which can normally stun a human for 5 minutes. [/SIZE] [SIZE=2]Setting 2: The weapon on this setting for Medium Stun uses 2 charges and does 4+2d6 damage, which can normally stun a human for 15 minutes, or a klingon for 5 minutes. [/SIZE] [SIZE=2]Setting 3: The weapon on this setting for Heavy Stun uses 3 charges and does 6+4d6 damage, which can normally stun a human for 1 hour, or a klingon for 15 minutes. [/SIZE] [SIZE=2]Setting 4: The weapon on this setting for Light Thermal uses 5 charges and does 8+2d6 damage, which can cut a 1 m hole in 10 cm of wood in 3 minutes. [/SIZE] [SIZE=2]Setting 5: The weapon on this setting for Heavy Thermal uses 8 charges and does 10+2d6 damage, which can cut a 1 m hole in 10 cm of steel in 3 minutes. [/SIZE] [SIZE=2]Setting 6: The weapon on this setting for Light Disruption A uses 12 charges and does 12+3d6 damage, which can cut a 1 m hole in 10 cm of steel or rock in 30 seconds. [/SIZE] [SIZE=2]Setting 7: The weapon on this setting for Light Disruption B uses 15 charges and does 14+4d6 damage, which can kill a humaniod or cut a 1 m hole in duranium bulkhead in 10 minutes.[/SIZE] [SIZE=2]Setting 8: The weapon on this setting for Light Disruption C uses 20 charges and does 16+4d6 damage, which can vaporize a human. [/SIZE] [SIZE=2]Setting 9: The weapon on this setting for Light Disruption D uses 30 charges and does 24+5d6 damage, which can vaporize resilient alloys (beam ricochets possible). [/SIZE] [SIZE=2]Setting 10: The weapon on this setting for Heavy Disruption A uses 40 charges and does 30+9d6 damage, which can vaporize any substance (energy rebound prior to vaporization common). [/SIZE] [SIZE=2]Setting 11: The weapon on this setting for Heavy Disruption B uses 50 charges and does 40+12d6 damage, which can explode 10 cubic meters of rock into glowing rubble. [/SIZE] [SIZE=2]Setting 12: The weapon on this setting for Heavy Disruption C uses 60 charges and does 60+12d6 damage, which can explode 50 cubic meters of rock into glowing rubble.[/SIZE] [SIZE=2]Setting 13: The weapon on this setting for Heavy Disruption D uses 70 charges and does 80+12d6 damage, which can explode 100 cubic meters of rock into glowing rubble.[/SIZE] [SIZE=2]Setting 14: The weapon on this setting for Heavy Disruption E uses 80 charges and does 100+12d6 damage, which can explode 160 cubic meters of rock into glowing rubble.[/SIZE] [SIZE=2]Setting 15: The weapon on this setting for Heavy Disruption F uses 90 charges and does 120+12d6 damage, which can explode 400 cubic meters of rock into glowing rubble.[/SIZE] [SIZE=2]Setting 16: The weapon on this setting for Heavy Disruption G uses 100 charges and does 160+12d6 damage, which can explode 600 cubic meters of rock into glowing rubble.[/SIZE] Setting 17: The weapon on this setting for Heavy Disruption H uses 120 charges and does 240 damage, which can vaporize 50 cubic meters of solid duranium Setting 18: The weapon on this setting for Heavy Disruption I uses 150 charges and does 300 damage, which can vaporize 100 cubic meters of solid duranium or explode up to 100 cubic meters of rock into glowing rubble. [U][SIZE=2]Phasers[/SIZE][/U] [SIZE=2]Phasers (short for PHASed Energy Rectification) are the standard weapons used by Federation and its allies. The common Starfleet models include the small phaser Type 1, which is carried as a hand weapon on most away team missions; the larger phaser Type II, which is only issued when there is a significant threat of violence and the phaser Type III, or phaser rifle. Most planetary security forces in or near the Federation issue their personnel the equivalent of the type II phaser. All phasers contain a subspace tranceiver which allows the ship's computer to monitor usage. This also limits all phasers on board to setting 3 (Heavy Stun) or below without special authorization from the Command staff. If desired, the firing button can be set to the user's bioelectric field, so that only the unit's designated user can fire it. However, skillful tampering can sometimes remove these safety interlocks. [/SIZE] [SIZE=2]Phasers produce beams of rapid nadions (highly energetic, short-lived subatomic particles). These particles can reproduce a wide variety of effects, depending on their energy state. At low energy, phasers produce a bioelectric shock which will stun most targets. At moderate settings, the beam heats the target; at higher settings this heating is replaced by large-scale subatomic disruption which can cause moderate-sized objects to vaporize and larger ones to explode. Phasers can fired in standard beams, pulses, continuous beams, or wide beams. If a phaser is set to overload, the unit explodes within 30 seconds. The blast does 1 point of damage for every charge it contains and covers an area with a radius of 3 meters. [/SIZE] [I][SIZE=2]Standard Beams[/SIZE][/I][SIZE=2]: The standard beam is the default setting for a phaser. It does the amount of damage and uses the charges listed under energy weapon damage.[/SIZE] [I][SIZE=2]Pulse: [/SIZE][/I][SIZE=2]A phaser pulse does more damage than other settings, but at the cost of more energy. When firing in pulse mode, add +1 point of damage to the roll, but spend teo extra charges of energy.[/SIZE] [I][SIZE=2]Continuous Beam:[/SIZE][/I][SIZE=2] The continuous beam mode uses extra energy (two extra charges) but provides greater accuracy. When using it, add one die to the character's Energy Weapon (Phaser) Test to hit his target. [/SIZE] [I][SIZE=2]Wide Beam:[/SIZE][/I][SIZE=2] The width fo the beam can be varied from its narrow configuration to a special wide-beam mode. When used on wide-beam setting, phasers only have a range of 10 meters, but the beam affects everything in a swath up to 8 meters wide. Using a phaser on wide-beam takes three times as many charges as using it on the standard setting. Also, because of the extremely high-power densities in wide beam use, it can only be used on settings 1 - 6.[/SIZE] [SIZE=2]The energy in phasers is stored in sarium krellide cells. Phasers can be recharged by plugging them into the standard power taps of a ship's electroplasma system, or by attaching them to a portable bulk sarium krellide units (something like small portable generators). It takes approximately one minute to restore ten charges' worth of phaser energy. [/SIZE] [I][SIZE=2]Phaser Type I[/SIZE][/I] [SIZE=2]Settings: 1-8[/SIZE] [SIZE=2]Range: 5/10/25/50[/SIZE] [SIZE=2]Energy: 160 charges[/SIZE] [I][SIZE=2]Phaser Type II[/SIZE][/I] [SIZE=2]Settings: 1-16[/SIZE] [SIZE=2]Range: 5/20/50/100[/SIZE] [SIZE=2]Energy: 1,000 charges[/SIZE] [I][SIZE=2]Phaser Type III 'Phaser Rifle'[/SIZE][/I] [SIZE=2]Settings: 1-16[/SIZE] [SIZE=2]Range: 5/40/80/150[/SIZE] [SIZE=2]Energy: 1,500 charges[/SIZE] [I][SIZE=2]Phaser Type IIIc 'Compression Phaser Rifle'[/SIZE][/I] [SIZE=2]Settings: 1-18[/SIZE] [SIZE=2]Range: 5/50/100/160[/SIZE] [SIZE=2]Energy: 3,000 charges[/SIZE] [CENTER][IMG]http://i223.photobucket.com/albums/dd124/knightemplar/starfleet/uniforms/phaserrifleref2.jpg[/IMG][/CENTER] 1- Beam / pulse emitting crystal 2- Barrel 3- Shield emitter 4- Main sensor 5- Front sight release 6- Front sight (passive) 7- Aimscope on/off switch 8- Power indicator 9- Rear sight (passive) 10- Aimscope viewing screen 11- Beam width control 13- Beam intensity control 13- Trigger 14- Grip 15- Aimscope 16- Removable buttstock 17- Prefire chamber 18- Collapsible auxiliary grip 19- Pulse charge level indicator (2 symmetrical) 20- Removable power pack 21- Power pack release button 22- Power pack level indicator 23- Sling swivel (2) 24- Rotating frequency on / off switch (2 symmetrical) 25- Pulse / beam mode selector (2 symmetrical) 26- Hand guard 27- Precission aiming trackball 28- Plasma acceleration chamber 29- Plasma compression chamber [U][SIZE=2]Disruptors[/SIZE][/U] [SIZE=2]Disruptors are a common alternative to phasers, used primarily in the Romulan Star Empire and the Klingon Empire. They fire bolts of highly charged plasmacreated by using microscopic amounts of antimatter. In the Romulan variation, this bolt leaves a residue of antiprotons for up to several hours. Like phasers, disruptors can be used on a variety of settings, from Light Stun to Heavy Disruption. On the lower settings, disruptors stun their targets through a combination of concussion and neural shock. One higher settings, the thermal energy released by a disruptor bolt can cut through metal or cause lethal damage. On the highest settings, the impact can cause explosions due to thermal shock. [/SIZE] [SIZE=2]Klingon and Romulan disruptors are functionally identical, but differ greatly in appearance. Unlike phasers, disruptors can not [/SIZE] [SIZE=2]be recharged with sarium kellide units or a ship's energy plasma system. A new power cartridge must be loaded into the weapon. A disruptor set on overload will explode within 30 seconds. The blast does 1 point of damage for every charge it contains and covers an area of 4 meters.[/SIZE] [I][SIZE=2]Disruptors[/SIZE][/I] [SIZE=2]Settings: 1-16[/SIZE] [SIZE=2]Range: 5/20/50/100[/SIZE] [SIZE=2]Energy: 1,500 charges [/SIZE] [SIZE=2][B]Melee Weapons[/B][/SIZE] [SIZE=2]Starfleet does not usually employ melee weapons, although civilian police use stunrods when necessary. Since they operate within the narrow corridors of starships, Starfleet security personnel prefer to use phasers set on stun. In contrast, many alien races use melee weapons of various sorts. The Klingon Empire is the culture most fanatically devoted to melee weapons and their use. To see a Klingon without a mek'leth or a d'ktahg on his person is usually to see a dead Klingon (the other obvious possibilty being that he carries a bat'leth, instead). [/SIZE] [SIZE=2]Here are some of the melee weapons a starship may encounter. Each one is rated in terms of Accuracy ( the Difficulty Number to hit a target unless the target dodges or parries), Block (the modifier to any Skill Tests a character using the weapon to make a parry or block with the weapon against other melee weapons, expressed as a number of points which is added to the Test Result), and Damage (how much damage the weapon does, expressed as a base number of points plus a die roll).[/SIZE] [U][SIZE=2]Bat'leth[/SIZE][/U] [SIZE=2]The traditional Klingon "sword of honor". While difficult to use by untrained individuals, Klingon warriors have developed its use into an elaborate and beautiful martial art. The bat'leth is an extremely deadly melle weapon, espeically in the hands of a being as strong as the average Klingon. [/SIZE] [SIZE=2]Accuracy: 9[/SIZE] [SIZE=2]Block: +2[/SIZE] [SIZE=2]Damage: 5 + 2d6[/SIZE] [U][SIZE=2]Chaka[/SIZE][/U] [SIZE=2]The chaka is the Andorian dagger. It is a three-bladed weapon held in the fist; the short blade projects out and up from the fist, while two slender, longer blades protrude to either side. The weaon's basket hilt protects the user's hand. A skilled chaka-fighter is a lethal opponent, since he can punch, thrust, and slash with equal ease. [/SIZE] [SIZE=2]Accuracy: 8[/SIZE] [SIZE=2]Block: +2[/SIZE] [SIZE=2]Damage: 4 + 2d6[/SIZE] [U][SIZE=2]Club[/SIZE][/U] [SIZE=2]Any moderate-sized blunt object which can be used as a weapon is treated as a club. Bottles, chair legs, and even tree branches can all serve as clubs.[/SIZE] [SIZE=2]Accuracy: 8[/SIZE] [SIZE=2]Block: +1[/SIZE] [SIZE=2]Damage: 2 + 2d6[/SIZE] [U][SIZE=2]D'Ktagh[/SIZE][/U] [SIZE=2]The Klingon ceremonial knife. This three-bladed weapon is of great symbolic importance to Klingon warriors and is used both in combat and as the preferred method of ritual suicide. [/SIZE] [SIZE=2]Accuracy: 8[/SIZE] [SIZE=2]Block: +2[/SIZE] [SIZE=2]Damage: 2 + 2d6[/SIZE] [U][SIZE=2]Knife[/SIZE][/U] [SIZE=2]Knives are one of the most basic tools and weapons used by humanoids across the galaxy. [/SIZE] [SIZE=2]Accuracy: 7[/SIZE] [SIZE=2]Block: +1[/SIZE] [SIZE=2]Damage: 3 + 2d6[/SIZE] [U][SIZE=2]Lirpa[/SIZE][/U] [SIZE=2]The Lirpa is an ancient Vulcan ritual weapon essentially a long pole with a weighted club on one end and a razor-sharp blade on the other. Its only common uses today are a martial arts exercise and during the Pon Farr madness, on those rare occassions when the ancient rites of mating combat are invoked. [/SIZE] [SIZE=2]Accuracy: 9[/SIZE] [SIZE=2]Block: +3[/SIZE] [SIZE=2]Damage: Blade 3 + 2d6, Club 2 + 2d6[/SIZE] [U][SIZE=2]Mek'leth[/SIZE][/U] [SIZE=2]A popular type of Klingon sword which can be used with one or both hands.[/SIZE] [SIZE=2]Accuracy: 8[/SIZE] [SIZE=2]Block: +2[/SIZE] [SIZE=2]Damage: 5 + 2d6[/SIZE] [U][SIZE=2]Sword[/SIZE][/U] [SIZE=2]Swords are basically long knives. Most known humanoids used some type of sword as melee weapons at some point in their history. Today, various forms of fencing are popular sports in worlds throughout the galaxy. [/SIZE] [SIZE=2]Accuracy: 7[/SIZE] [SIZE=2]Block: +2[/SIZE] [SIZE=2]Damage: 4 + 2d6 or greater (depending on size of sword).[/SIZE] [B]Heavy Weapons[/B] [U][SIZE=2]Photon Grenade [/SIZE][/U][SIZE=2] Photon Grenades are one of the most devastating personal weapons developed by the Federation. Their use is strictly controlled and is usually limited to wartime. They are effectively a controlled version of phasers set on overload. Photon Grenades emit large bursts of the same rapid nadion particles which are found in phaser beams. These grenades may be set to explode on impact, at some set altitude above the ground, or at some preset time, up to 9.99 hours, after they impact. Both the power level and blast radius of these grenades may also be carefully controlled. They have five different power settings and may be set to affect everything within a radius between 3 and 10 meters from impact. However, the damage is not precise, so people and objects a meter or two outside the blast radius will usually be somewhat affected by the blast (reduce the damage by one setting for every meter beyond the blast radius). Setting 1: This Flash setting does no damage to anyone within the radius, but all humanoids within the radius without special eye protection are blinded for two minutes. Setting 2: This Heavy Stun setting does 20 points of damage to anyone within the blast radius, which will normally stun all humans for one hour. Setting 3: This Heavy Thermal setting does 20 points of damage to anyone within the blast radius, and will melt most metals in the blast radius. Setting 4: This Light Disrupt C setting does 35 points of damage to anyone within the blast radius, which will vaporize all humanoids. Setting 5: This Heavy Disrupt G setting does 300 points of damage to anyone within the blast radius, and will explode 1,000 cubic meters of rock into glowing rubble. [U] Photon Mortar [/U] This device is used only as a weapon of war. The photon mortar fires photon grenades. A minature graviton accelerator inside the mortar propels the grenades with a large amount of precisely controlled force. Photon mortars are usually aimed using readings from an orbiting starship's sensors or a tricorder (a Moderate Heavy Weapons (Photon Mortar) Test), but if necessary they can be aimed manually ( a Difficult Heavy Weapons (Photon Mortar) Test without forward observation). [U] Stun Grenade [/U] A non-lethal variety of the photon grenades, stun grenades can be set to produce Light, Medium, and Heavy Stun effects over a large region. These devices have limited military applications but have proved useful in controlling riots and similiar large public disturbances. In addition to variable power settings, stun grenades also have three different range settings. One the lowest setting they stun everyone within three meters of the grenade, the next setting covers a radius of 5 meters, and the highest setting stuns everyone with 7 meters of the grenade. These grenades also have a timer which can be set so the grenade goes off any time from immediately after the activation stud is pushed to 9.99 hours later. [/SIZE] [/QUOTE]
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