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==PERSONAL GEAR== You can purchase items from he core SWADE rulebook (as per a Wealth die check. see SWADE pg. 147) ===STANDARD STARFLEET GEAR=== The following are some of the more common various of hand devices and technology employed by Starfleet.</br> '''Adhesive Patches''': small squares made of the same material as enviromental and space suits, adhesive patches are a quick puncture repair kit for both environmental suits and vacuum suits. One patch is required for each breach and require an action and a ''Repair'' skill check with a +1 bonus to successfully apply. A starting set is 10 patches, Wt. 1lb, Price +2.</br> '''Hand Communicator''': a standard Starfleet communicator can be flip activated for secure communications or voice activated for hands free operations. The standard range under optimal conditions is about 50 miles or low-standard g M-class planet's orbit. Wt. ½lb, Price +0.</br> '''Hypospray Injector''': advances in medical technology allow for the replacement of needle injectors with the hyprospray model. This injects medicines through skin and thin clothing (including standard Starfleet uniforms) with an almost immediate affect. Wt. ½lb, Price +0.</br> :Some standard Star Fleet drugs include – '''''Antibiotics''''' (adds +2 to checks to recover from any known disease), '''''Antivenom''''' (adds +2 to any checks to resist or recover from any known toxin or poison, both inhaled or injected), '''''Calm Mind''''' (adds +2 to any check for a subject to recover from temporary madness or other mental states), '''''Healing Spray''''' (if applied within 5 minutes of suffering a wound, adds a +2 to a subjects' Heroic Recovery; see Houserules and natural healing recovery checks), '''''Painkiller''''' (allows the subject to ignore up to 2 points of Wound Penalty for 1d4+2 hours), '''''Radcleaser '''''(adds +4 to any check to recover from radiation poisoning and damage), '''''Stimulant''''' (non-addictive stimulant that allows the subject to ignore 2 points of Fatigue causes by lack of sleep or similar situations for 1d4+4 hours). A standard Medical Away Team Case carries 2 each of the above items with Wt. 2lbs, Price -3. '''Language Translator''': advanced software and A.I. function that translates and decodes standard audio signals and spoken languages. The device’s skill in know languages is d12+2. To translate an unknown spoken language requires an ''Academic'' skill check with a penalty of +0 to -4 for difficult ones. Non-traditional languages generally require a separate Science skill check to modify the translator in some way with a penalty of +0 to -4 and 1d6 hours of time. Wt. 2lbs, Price -3.</br> [[File:SWADE.STD.Scanner.jpg | 300px | left]] '''Medical Scanner''': hand-held scanner and screen depicts that internal structure of organic beings. This greatly helps and advises medical personal looking for damage, disease, poisons, toxins, etc. It adds +2 to ''Healing'' checks and ''Science'' rolls in relations to medical knowledge. Wt. 2lbs, Price -1.</br> '''Tricorder''': advanced sensor with optical, chemical, motion and other active sensors that ignore illumination penalties and add +2 to ''Notice'' rolls made to various types of moving targets and/or ''Science'' rolls made in relations objects such as chemical signatures, biological beings, environmental readings, material and mineral compounds, etc. Targets do not have to be visible although dense material may cause inaccurate or false readings. The basic range of a tricorder is 5 miles. It take 1d6+1 rounds of actively scanning to take a basic sensor reading, the GM providing more detailed information with raises and the scanner can use additional rounds to attempt to gain more detailed information. Specialized tricorders grant +4 ''Notice'' or ''Science'' bonus to their specific target and +0 for all others. Specializations include biological beings and types (mammal, reptile, etc.), mining and inorganic material types (gold, dilithium crystals, etc. and can also penetrate into a planet’s surface up to 1 mile), chemical compounds (acids, toxins, etc.) and environmental and planetary survey information. Wt. 2lbs, Price -1 (-2 for Specialized units).</br> ===PROTECTIVE GEAR=== This includes armor and environmental protection. Armored protection is fairly rare in Starfleet and most of the other local species due to the advent of such advanced weapons. There are still some cases of it being employed by specialized units such as Starfleet Security and the Marines.</br> '''Away Team Jacket''': an advanced field jacket for Starfleet personal who might encounter various environments when landing on various worlds or station. It provides the wearer a +2 to all checks against hot or cold environmental conditions and radiation. It includes an emergency rebreather that provides four hours of breathable air and a +2 to resist harmful gases or harmful atmospheres and a filtration canteen system that holds up to ½ a gallon of drinkable water (+4lb when employed). Wt. 4lbs, Price +1.</br> '''Environmental Energy Field''' (Optional): the advent of various deflector and replicator technology has led to the development of an energy field that the can protect one individual from most hostile environments including extreme cold, hot, thin or dense and even toxin atmospheres and most radiation. It does not provide protection for the hazards of the vacuum of space. It provides planetary environmental protection so long as there is an atmosphere for four hours of continual use. Wt. 4lbs including energy pack, Price -2. [May or maybe used in this setting]</br> '''Environmental Suit''': this is an advanced biohazard/hazmat suit for terrestrial use where there is at least a basic atmosphere. The suit provides full protection from these hazards up to 12 hours. Provides Armor Points +2 (but any damage over can cause a breach), Wt. 8lbs, Price +0. A replacement air canister weighs 4lbs each to provide another 12 hours of protection.</br> '''Vacuum Suit''': an advanced airtight spacesuit made of flexible fabric with air and heat/cold compensators. It provides Armor Points +2 (but any damage over can cause a breach) and full bubble helmet with long range communicator (around 50 miles in optimal situation), Integral headlamp to provide powerful illumination and Heads Up Display (HUD) that provides information on the atmospheric conditions, incoming messages, life support remaining, etc. Other common features are Magnetized boots that can adhere to most metal surfaces and Mini-thrusters that provide maneuverability in z-gee for up to 8 hours. For use in very hostile enviroments the suit is reinforced with Armor +4 and Toughness +2. As with a starndard suit damage can cause breachs. Provides 12 hours of life support, Wt. 12lbs, Price -1.</br> '''Starfleet Security Armor''': this full body suit with an open face helmet that can be covered with a transparent Plexiglas cover to seal the suit. Provides Armor Points +4, Toughness +2, Wt. 16lbs, Price -2. Generally restricted to Starfleet Security personal.</br> '''Federation Marine Combat Armor''': is a full body environmental protective armor. Provides Armor Points +4, Toughness +3, Wt. 18lbs, Price -4. Provides full environmental protection and grants +4 to Stealth due to camouflage features. Restricted to the Federation Marine Core. Life support and camo battery lasts for 12 hours of continual use.</br> '''Energy Skin''' (optional): even more advanced then the environmental energy field this field generates a proactive energy field around an individual that greatly dispenses focused energy, granting +8 Armor Points verses energy attacks (all as listed above under Standard Weapons), but it offers no protection against other attack types. Fairly rare if available at all. Wt. 4lbs including energy pack for 1 hour of continual use, Price -5. A replacement energy pack weighs 2lbs and requires an action with a successful Repair skill check, price -2 each. [May or maybe used in this setting]</br> '''Klingon Naval Armor''': a lighter version of the marines worn by most Imperial Navel personal. Provides Armor Points +4, Wt. 12lbs, Price -1.</br> '''Klingon Army Armor''': worn by the Imperial Army personal. Provides Armor Points +6, Toughness +2, Wt. 20lbs, Price -3.</br> '''Kzin Battle Armor''': the male Kzin are extremely warlike and for most encounters they are seen wearing their battle armor in almost all settings. Provides Armor Points +4, Toughness +2, Wt. 18lbs, Price -2.</br> ===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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