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===STANDARD PERSONAL WEAPONS=== '''RANGED ENERGY WEAPONS''' {| class="wikitable" border="0" |- | '''Type''' || '''Range''' || '''Damage''' || '''AP''' || '''ROF''' || '''Shots''' || '''Min Str*''' || '''Wt.''' || '''Price''' |- | Laser Pistol || 20/40/80 || 2d6 || 2 || 3 || 60 || d4 || 2 || -1 |- | Laser Rifles || 40/80/160 || 3d6 || 2 || 3 || 120 || d4 || 7 || -2 |- | Plasma Pistol || 12/24/48 || 2d10 || 6 || 2 || 24 || d8 || 5 || -2 |- | Plasma Rifle || 16/32/64 || 3d10 || 6 || 1 || 60 || d8 || 16 || -3 |- | Phaser Type I Hand Phaser|| 10/20/40 || Varies || 4 || 1 || 40 || d4 || 1.5 || -2 |- | Phaser Type II Pistol || 15/30/60 || Varies || 4 || 1 || 100 || d4 || 3 || -3 |- | Phaser Type III Rifle || 30/60/120 || Varies || 4 || 1 || 200 || d6 || 10 || -4 |- | Disruptor Pistol || 12/24/48 || 2d8 || 3 || 1 || 60 || d6 || 4 || -1 |- | Distroptor Rifle || 20/40/80 || 2d8 || 3 || 1 || 120 || d8 || 14 || -3 |- |} '''Laser''': weapons are one of the earliest energy weapons available, used in the very early days of Starfleet but were phased out around 80 years ago. The use internal Energy Cell. For pistols the price of a replacement cell +2 and wt. ¼lb. For rifles they are price +1 and wt. 1lb each. Use rules Cauterize, Overcharge and No Recoil. </br> '''Plasma''': weapons are also a fairly primitive energy weapon that in Starfleet up until 10-15 years ago and replaced by phaser technology. They use external power packs that are attached to the weapon and the users belt via a power cable. The pistol's replacement cell costs +1 and wt. 2lbs each. For the rifle they cost +0, and wt. 5lbs each. Use rules Cauterize and Overcharge.</br> [[File:SWADE.STPD.Phaser.jpg | 300px | right]] '''Phaser''': are one of the most advanced forms of energy weapon and really only used by Starfleet and the Federation. Phasers allow the user to set the weapon on different settings. Base deals 1d6 and uses one shot. This can be used to heat surfaces or even as an energy drill (causing 3d6 damage and AP 10 for every minute held up next to a surface). The 'Kill' setting deals 3d6 base damage and uses 3 shots, while 'Heavy Kill' deals 6d6 damage and uses 10 charges. Heavy Kill counts as a Heavy Weapon. Heavy Kill also uses the Disintegrate rule. Phasers can also be set on ‘Stun’ where target must make a Vigor trait check (-2 with a raise) for 1 shot or ‘Heavy Stun’ requiring a Vigor -3 check (-5 with a raise) and uses 3 shots. There is also wide beam option that changes the range to 0 and uses a Blast template and uses +3 shots for any of the above settings (all but Heavy Kill setting). All kill-settings use the Cauterize rules and all settings use the No Recoil rules. Phasers use an internal Energy cell. A replace cell for a Type I palm pistol cost +0 and wt. ½lb each, a Type II pistol costs -1 and wt. ½lb each. For the Tyoe III rifle is costs -2 and wt. 2lbs each.</br> '''Disruptor''': are also fairly advanced energy weapons but they do not have the flexibility of phasers. However they are cheaper to develop and maintain and as such are very common outside of the Federation in the time leading up the '''''First General War'''''. A disruptors can also deal ‘Heavy Kill’ setting dealing 3d10 damage and using 10 shots. Heavy Kill counts as a Heavy Weapon and uses the Disintegrate rules. Disruptors use internal Energy Cells. Replacement pistol cells cost +1 and wt. 2lbs each.. For rifles price is +0 and wt. 5lbs each.</br> Energy Weapon Rules... *'''''Cauterize''''': Anyone Incapacitated by a this weapon adds +2 to his Vigor rolls to keep from Bleeding Out. *'''''Overcharge''''': These weapons can overcharge to cause an extra +1d base damage dice, but if any of the ''Shooting'' dice of a 1, the weapon must cool down for a full round before it can be fired again. *'''''No Recoil''''': These weapons ignore the Recoil penalty. *'''''Disintegration''''': if a phaser's or distrutor's damage deals more wound that the target can normally take (i.e. a Extra taking 2 wounds while a Wild Card suffering 4 wounds) it disintegrate them (Wild Cards that soak even one wound are not disintegrated). '''MELEE WEAPONS''' {| class="wikitable" border="0" |- | '''Type''' || '''Damage''' || '''AP''' || '''Min Str''' || '''WT''' || '''Cost''' || '''Notes''' |- | KaBar || Str+d4 || 1 || d4 || 1 || +2 || +1 to survival checks |- | Lirpa || Str+d6 or Str+d8 || 0 || d8 || 7 || +0 || Two-handed, attack with either end. |- | Ushaan-tor|| Str+d4 || 2 || d4 || 3 || +1 || - |- | Bat'leth || Str+d6 || 1 || d8 || 6 || +0 || Parry +1, two-handed |- | D'k tahg || Str+d4 || 1 || d4 || 2 || +1 || - |- | Iw'taj || Str+d6 || 2 || d6 || 3 || +0 || - |- | Oy'naq || Str+d4 || 0 || d4 || 4 || -1 || Tough attack (+2), hit requires Vigor -2 or be Distracted and Vulnerable until the end of your next round. |- |} '''KaBar''' -standard Starfleet Marines survival knife</br> '''Lirpa''' - Vulcan double sided weapon with heavy club on one end and cleffed axe blade on he other end.</br> '''Ushaan-tor''' - an Andorian dueling axe based on a ice-mining blade. </br> '''Bat'leth''' (AKA betleH) - is a Klingon double-sided scimitar/hook sword/lujiaodao hybrid-edge weapon</br> '''D'k tahg''' (AKA Daqtagh) - is a Klingon dagger. The knife has three blades: a main blade with a cutout in the center, and two smaller blades on either side. </br> '''Iw'taj''' (AKA 'Iw taj) - a Klingon long heavy dueling knife/short sword.</br> '''Oy'naq''' (AKA 'oy'naQ) - a Klingon "pain-stick"</br>
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