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====Starship Weapons==== These weapons are considered Heavy Weapons. Weapon range is in Starship/Table top scale. In an atmosphere or on planety scale multiple the range by x1,000 ft.</br> '''Energy Weapons''' {| class="wikitable" border="0" |- | '''Name''' || '''Range''' || '''Damage''' || '''AP''' || '''ROF''' || '''Shots''' || '''Mods''' || '''Min Size''' |- | Lasercannon || 6/12/24 || 5d8 || 5 || 3 || 100 || 1 || +8 |- | Lasercannon, Heavy || 6/12/24 || 6d8 || 5 || 3 || 100 || 3 || +12 |- | Plasma Cannon || 3/6/12 || 5d12 || 15 || 1 || 50 || 4 || +12 |- | Plasma Cannon, Heavy || 3/6/12 || 7d12 || 15 || 1 || 50 || 6 || +16 |- | Disrupter Cannons || 6/12/24 || 6d12 || 15 || 1 || 50 || 3 || +8 |- | Disrupter Cannons, Heavy || 6/12/24 || 8d12 || 15 || 1 || 50 || 5 || +12 |- | Phaser Cannon Type I || 8/16/32 || 4d10 || 20 || 1 || 50 || 2 || +8 |- | Phaser Cannon Type II || 8/16/32 || 5d10 || 20 || 1 || 50 || 3 || +12 |- | Phaser Cannon Type III || 8/16/32 || 6d10 || 20 || 1 || 50 || 4 || +16 |- | Phaser Cannon Type IV || 8/16/32 || 7d10 || 25 || 1 || 50 || 5 || +20 |- | Phaser Cannon Type V || 8/16/32 || 8d10 || 25 || 1 || 50 || 6 || +24 |- | Tractor Beams || 5/10/20 || n/a || 30 || 1 || 3 || +8 |- |} For Energy Weapons 'Shots' this is the number of shots that a ship can fire before 'recharging' the weapon's banks. It cost the weapon's Mods required x2 to fully recharge a bank. Linked weapons are considered one weapon bank (after the Mod reduction).</br> Engergy weapons on a starships can also be fired down onto the planets. These attacks can be precise, dealing base damage and effecting a Large Burst Template. </br> Distruptors and Phaser tech can spread these attacks out to effecting everything within 20 ft. x the base number of damage d (i.e. a Distruptor that deals 6d10 can attack a planatry target within 120ft). For truly wide beam is instead upgraded to 1000 ft x the base number of dice.</br> Phaser can also use Stun damage vs. planets also. Standard wide beam use the same AOE as above. All targets within the area of the lower AOE requires all targets to make a Vigor check minus the one-half base number of dice, round up (i,e. Type II requires a Vigor -3 or be knocked out). At the wide beam AOE requires a Vigor check.</br> Tractor beams are specialized starship weapons designed to hold an enemy ship in place and pull it to the “attacker”. Ships can only affect vessels of smaller Size then its own. This is an opposed attacker's ''Electronics'' check at –2 vs the target’s ''Electronics'' or ''Hacking'' or ''Piloting'' check. If the attacker is successful, the enemy ship is caught and is reduced to a Impulse speed of 0 and its weapons suffer -2 on their attack rolls. Each round after that it can be pulled into contact with the "attacker" at 5 squards per roind. '''Missiles and Torpedos'''</br> For direct fire against a target, Attackers make a ''Electronics'' or ''Science'' opossed by the target's ''Electronics'' or ''Hacking'' skill. Success by the attacker means that the ship has a weapons-lock the target. On the following round as an Action a successful ''Shooting'' check strike the target. Without weapons-lock the attack roll is at an additional -4 in addition to any other penalties. Targets can try to break weapons-lock each round after but as an opposed roll where they suffer a -2 penalty to their ''Electronics'' or ''Hacking'' check (until the weapon's lock is broken when the checks suffer no penalties).</br> For proximity or AOE fire at a target, Attackers make a ''Shooting'' check opposed by the target's ''Electronics'' or ''Piloting'' check. A win by the attacker means the weapon detenated nearby and the target veessel suffers 1/2 damage. The target could attempt a seperate ''Piloting'' check at -4 to 'dive out of the way' and suffer no damage.</br> '''''EMP Warhead''''' any missile or torpedo can be fitted as an electromagnetic pulse warhead. For missiles this must be done for each missile before it is fitting onto a ship's missile bay. For Torpedos this can be done by Engineering or Science actions as an Action and a successful ''Repair'' or ''Science'' check. These don’t cause actual damage, but roll “damage” normally and compare to the vessel’s Toughness, including Armor (ignore shields of the target and the AP of the missile/torpedo). Damage from EMPs attacks are not long lasting but can still knock out a ship as normal. They can also cause '''Ship Crises''' but for Immedate and Acture the damage effect is halved and for Continual crises there is no additional penalty to ''Dealing with the Criss''. Recovering Wounds from such damage requires a '''''Damage Control''''' but the affects are not temporary (see '''Starship Actions''' and '''Ship Crises''' for more details) {| class="wikitable" border="0" |- | '''Name''' || '''Range''' || '''Damage''' || '''AP''' || '''ROF''' || '''Shots''' || '''Mods*''' || '''Min Size''' || '''AOE''' |- | Missile || 8/16/32 || 10d6 || 0 || 1 || 1 || 12/1 || +16 || AOE (1 square) |- | Missile, Nucular || 8/16/32 || 20d8 || 0 || 1 || 1 || 10/1 || +16 || AOE (10x10 squares) |- | Plasma Torpedo || 10/20/40 || 10d10 || 40 || 1 || 1 || 6/1 || +12 || AOE (2x2 squares) |- | Photon Torpedo || 12/24/48 || 10d12 || 40 || 1 || 1 || 8/1 || +12 || AOE (2x2 squards) |- |} : *''An entry such as 12/1 means 12 missiles take up 1 Mod slot.'' Nucular missiles and bombs are illegal by most stellar society but still occational used. They deal their base damage and then again as an EMP effect as a second pulse damage. Plasma and Photon torpedos use 1 Energy point when firing the Mod size in rounds (i.e. Plasma torpedos use 1 Energy point for every 6 rounds fired).
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