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CHARTS AND TABLES Phaser Weapons - Coldnorth.com

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xb<br />

<strong>CHARTS</strong> <strong>AND</strong> <strong>TABLES</strong><br />

<strong>Phaser</strong> <strong>Weapons</strong><br />

United Federation of Planets, Bajor, Cardassian Union<br />

<strong>Phaser</strong> Damage Table<br />

Setting Damage Charge Notes<br />

1 Light Stun (2+2d6) 1 5 minutes unconsciousness<br />

2 Medium Stun (4+2d6) 2 15 minutes unconsciousness<br />

3 Heavy Stun (6+4d6) 3 60 minutes unconsciousness<br />

4 Light Thermal 8+2d6 5 Cut 1m hole in 100mm wood in 3 minutes<br />

5 Heavy Thermal 10+2d6 8 Cut 1m hole in 100mm steel in 3 minutes<br />

6 Light Disrupt A 12+3d6 12 Cut 1m hole in 100mm steel or rock in 30 seconds<br />

7 Light Disrupt B 14+4d6 15 Kill humanoid; cut 1m hole in duranium bulkhead in 10 minutes<br />

8 Light Disrupt C 16+4d6 20 Vapourise humanoid<br />

9 Light Disrupt D 24+5d6 30 Vapourise resilient alloys; beam ricochets possible<br />

10 Heavy Disrupt A 30+9d6 40 Vapourise any substance; energy rebound possible<br />

11 Heavy Disrupt B 40+12d6 50 Explode 10m³ rock<br />

12 Heavy Disrupt C 100 60 Explode 50m³ rock<br />

13 Heavy Disrupt D 120 70 Explode 100m³ rock<br />

14 Heavy Disrupt E 140 80 Explode 160m³ rock<br />

15 Heavy Disrupt F 160 90 Explode 400m³ rock<br />

16 Heavy Disrupt G 200 100 Explode 600m³ rock<br />

17 Heavy Disrupt H 240 120 Explode 1000m³ rock<br />

18 Heavy Disrupt I 300 150 Explode 1500m³ rock<br />

19 Heavy Disrupt J 400 200 Type IV Starship <strong>Phaser</strong><br />

20 Heavy Disrupt K 500 250 Type V Starship <strong>Phaser</strong><br />

21 Heavy Disrupt L 600 300 Type VI Starship <strong>Phaser</strong><br />

<strong>Phaser</strong> <strong>Weapons</strong> Table<br />

United Federation of Planets<br />

Type Settings Range Size Mass Charge Starship Damage Targeting<br />

<strong>Phaser</strong> I 1-8 5/10/25/30 85mm 200g 160 2 (at maximum setting) -<br />

<strong>Phaser</strong> II 1-16 5/20/50/100 225mm 600g 1000 4 (at maximum setting) -<br />

<strong>Phaser</strong> III 1-16 5/40/80/150 575mm 2000g 1500 5 (at maximum setting) -<br />

<strong>Phaser</strong> IIIA 1-18 5/45/85/160 850mm 2200g 3000 6 (at maximum setting) 1 (-1 difficulty)<br />

<strong>Phaser</strong> IV 1-19 LOS Vessel Mount 55000g 10,000+ 8 (at maximum setting)<br />

<strong>Phaser</strong> V 1-20 LOS Vessel Mount 10 (at maximum setting)<br />

<strong>Phaser</strong> VI 1-21 LOS Vessel Mount 12 (at maximum setting)<br />

Bajor<br />

Type Settings Range Size Mass Charge Starship Damage Targeting<br />

<strong>Phaser</strong> Pistol 1-16 5/20/50/100 220mm 1000g 400 4 (at maximum setting) -<br />

<strong>Phaser</strong> Rifle 1-16 5/40/80/150 500mm 1100g 500 5 (at maximum setting) -<br />

Cardassian Union<br />

Type Settings Range Size Mass Charge Starship Damage Targeting<br />

<strong>Phaser</strong> Pistol 3/10 5/20/50/100 230mm 500g 800 4 (at maximum setting) -<br />

<strong>Phaser</strong> Rifle 3/10 5/40/80/150 500mm 1100g 1250 5 (at maximum setting) -<br />

Stunners<br />

Type Settings Range Size Mass Charge Targeting Notes<br />

Stunner 1 5/15/30/80 170mm 400g 50 - Civilian stun pistol<br />

Police Stunner 1-3 5/20/50/100 200mm 600g 500 - Police stun pistol<br />

Stunrod 1-3 Melée 300mm 500g 500 - Military and police riot control baton<br />

Stunglove 1 Touch Glove sized 100g 40 - Stunner concealed in protective or<br />

decorative gloves


xb<br />

<strong>CHARTS</strong> <strong>AND</strong> <strong>TABLES</strong><br />

Disruptor <strong>Weapons</strong><br />

Klingon Empire, Romulan Star Empire, Breen<br />

Disruptor Damage Table<br />

Setting Damage Charge Notes<br />

1 Light Stun (2+2d6) 1 5 minutes unconsciousness<br />

2 Heavy Stun (6+4d6) 3 60 minutes unconsciousness<br />

3 Light Thermal 10+2d6 8 Cut 1m hole in 100mm steel in 3 minutes<br />

4 Heavy Thermal 12+3d6 12 Kill humanoid; cut 1m hole in 100mm steel or rock in 30 seconds; cut 1m hole in duranium<br />

bulkhead in 10 minutes<br />

5 Light Disrupt 24+5d6 30 Vapourise any substance; energy rebound possible<br />

6 Heavy Disrupt I 200 110 Explode 600m³ rock<br />

7 Heavy Disrupt II 240 120 Explode 1000m³ rock<br />

8 Heavy Disrupt III 300 150 Explode 1500m³ rock<br />

9 Heavy Disrupt IV 400 200 Class D Starship Disruptor<br />

10 Heavy Disrupt V 500 250 Class E Starship Disruptor<br />

11 Heavy Disrupt VI 600 300 Class F Starship Disruptor<br />

Disruptor <strong>Weapons</strong> Table<br />

Klingon Empire<br />

Type Settings Range Size Mass Charge Starship Damage Targeting<br />

Disruptor 1-8 5/20/50/100 375mm 800g 1000 4 (at maximum setting) -<br />

Disruptor Rifle 1-8 5/40/80/150 525mm 1800g 1500 6 (at maximum setting) -<br />

Class D 1-9 LOS Vessel Mount 8 (at maximum setting)<br />

Class E 1-10 LOS Vessel Mount 10 (at maximum setting)<br />

Class F 1-11 LOS Vessel Mount 12 (at maximum setting)<br />

Romulan Star Empire<br />

Type Settings Range Size Mass Charge Starship Damage Targeting<br />

Disruptor 1-8 5/20/50/100 375mm 800g 1000 4 (at maximum setting) -<br />

Disruptor Rifle 1-8 5/40/80/150 525mm 1800g 1500 6 (at maximum setting) -<br />

Sniper Rifle 1-8 50/150/300/600 1000mm 2000g 500 6 (at maximum setting) 1 (-1 to difficulty)<br />

Class D 1-9 LOS Vessel Mount 8 (at maximum setting)<br />

Class E 1-10 LOS Vessel Mount 10 (at maximum setting)<br />

Class F 1-11 LOS Vessel Mount 12 (at maximum setting)<br />

Breen<br />

Type Settings Range Size Mass Charge Starship Damage Targeting<br />

Disruptor 1-8 5/20/50/100 375mm 800g 1000 4 (at maximum setting) -<br />

Disruptor Rifle 1-8 5/40/80/150 525mm 1800g 1500 6 (at maximum setting) -<br />

Class D 1-9 LOS Vessel Mount 8 (at maximum setting)<br />

Class E 1-10 LOS Vessel Mount 10 (at maximum setting)<br />

Class F 1-11 LOS Vessel Mount 12 (at maximum setting)<br />

Pirate and Illegal <strong>Weapons</strong><br />

Type Settings Range Size Mass Charge Starship Damage Targeting<br />

Sleeve Pistol 2/5 5/10/20/30 80mm 100g 60 2 (at maximum setting) -<br />

Pirate Pistol 1/4/5/8 5/15/40/80 200-350mm 700-1300g 1000 4 (at maximum setting) -<br />

Varon "T" 5 5/15/30/75 150mm 300g 300 - -


Setting Damage Charge Notes<br />

1 Low 10+2d6 5 Cut 1m hole in 100mm steel or rock in 3 minutes<br />

2 Medium 12+3d6 10 Cut 1m hole in 100mm steel or rock in 30 seconds<br />

3 High 14+4d6 20 Cut 1m hole in duranium bulkhead in 5 minutes<br />

b xb<br />

<strong>CHARTS</strong> <strong>AND</strong> <strong>TABLES</strong><br />

Other Energy <strong>Weapons</strong><br />

United Federation of Planets<br />

Energy Knife Damage Table<br />

Federation Energy Knife<br />

Type Settings Range Size Mass Charge Notes<br />

Energy Knife 1-3 Melée 150mm 300g 100 Blade can be extended from 100 to 500mm in length<br />

Setting Damage Charge Notes<br />

1 Heavy Stun (6+4d6) 3 60 minutes unconsciousness<br />

2 Light Disrupt 12+3d6 12 Cut 1m hole in 100mm steel or rock in 30 seconds<br />

3 Heavy Disrupt 30+9d6 40 Vapourise any substance; energy rebound possible<br />

Ferengi Commercial Alliance<br />

Ferengi Energy <strong>Weapons</strong> Damage Table<br />

Ferengi Energy <strong>Weapons</strong><br />

Type Settings Range Size Mass Charge Starship Damage Targeting<br />

Energy Whip 1-3 5/9/22/45 1500mm 750g 80 2 (at maximum setting) -1 (+1 difficulty)<br />

<strong>Phaser</strong> Pistol 1-3 5/20/50/100 375mm 800g 500 4 (at maximum setting) -<br />

Dominion<br />

Jem'Hadar Energy <strong>Weapons</strong> Damage Table<br />

Setting Damage Charge Notes<br />

1 Heavy Disrupt A 15+4d6 20 Kill humanoid; cut 1m hole in 100mm steel or rock in 30 seconds; cut 1m hole in duranium<br />

bulkhead in 10 minutes<br />

2 Heavy Disrupt B 18+6d6 25 Vapourise resilient alloys; beam ricochets possible<br />

Jem'Hadar Energy <strong>Weapons</strong><br />

Type Settings Range Size Mass Charge Starship Damage Targeting<br />

Pistol 1 5/20/50/100 250mm 700g 1250 4 (at maximum setting) -<br />

Rifle 2 5/40/80/150 600mm 1100g 1750 4 (at maximum setting) -


xb<br />

<strong>CHARTS</strong> <strong>AND</strong> <strong>TABLES</strong><br />

Obsolete Energy <strong>Weapons</strong><br />

Plasma <strong>Weapons</strong><br />

Plasma <strong>Weapons</strong> Damage Table<br />

Setting Damage Charge Notes<br />

1 Light Thermal 10+2d6 8 Cut 1m hole in 100mm steel in 3 minutes<br />

2 Heavy Thermal 10+3d6 12 Kill humanoid; cut 1m hole in 100mm steel or rock in 1 minute; cut 1m hole in duranium<br />

bulkhead in 15 minutes<br />

Plasma <strong>Weapons</strong> Table<br />

Type Settings Range Size Mass Charge Starship Damage Targeting<br />

EM-33 Pistol 1 5/15/40/80 170mm 800g 350 - -<br />

EM-36 Rifle 1-2 5/40/80/150 750mm 2000g 1000 - -<br />

Laser <strong>Weapons</strong><br />

Laser <strong>Weapons</strong> Damage Table<br />

Setting Damage Charge Notes<br />

1 Light Thermal A 5+2d6 8 Cut 1m hole in 100mm steel in 5 minutes<br />

2 Light Thermal B 10+2d6 8 Cut 1m hole in 100mm steel in 3 minutes<br />

3 Heavy Thermal A 5+3d6 12 Kill humanoid; cut 1m hole in 100mm steel or rock in 2 minutes; cut 1m hole in duranium<br />

bulkhead in 20 minutes<br />

4 Heavy Thermal B 10+3d6 12 Kill humanoid; cut 1m hole in 100mm steel or rock in 1 minute; cut 1m hole in duranium<br />

bulkhead in 15 minutes<br />

Laser <strong>Weapons</strong> Table<br />

Type Settings Range Size Mass Charge Starship Damage Targeting<br />

Laser Pistol I 1 5/15/40/80 200mm 800g 100 - -<br />

Laser Pistol II 2 5/15/45/90 200mm 1000g 200 - -<br />

Laser Rifle I 3 5/30/60/120 750mm 1800g 600 - -<br />

Laser Rifle II 4 5/40/80/150 750mm 2000g 1000 - -


Tests<br />

1. Roll a number of dice equal to the Controlling Attribute plus Edge<br />

and add Skill/Specialisation Level to total.<br />

2. If Drama Die equals 6, add the next highest die roll to the total.<br />

3. Apply any Test Modifiers to the total<br />

4. If Test Result equals or exceeds Difficulty Number, the Test is a<br />

success.<br />

Task Difficulty Levels<br />

Difficulty Description<br />

0 Automatic Success - no roll required<br />

3 4 5 Routine<br />

6 7 8 Moderate<br />

9 10 11 Challenging<br />

12 13 14 Difficult<br />

15+ Nearly Impossible<br />

Opposed Tests<br />

1. Both characters make the Test roll. The highest result wins.<br />

2. If both results are equal, character with the highest Drama Die<br />

wins.<br />

3. If Drama Dice are equal, character who initiated the Test wins.<br />

Movement Table<br />

Type of Movement Rate Difficulty<br />

Crawl 5m per Action 0<br />

Walk 10m per Action 0<br />

Run 15m per Action Routine (5)<br />

Sprint 20m per Action Moderate (7)<br />

Swim 3m per Action Routine (4)<br />

Jump 2m forward, 1m up Moderate (6)<br />

Climb 2m per Action Moderate (6)<br />

Terrain Modifier<br />

Swampy +3<br />

Mountainous/Steep +2<br />

Wet/Slick/Icey +2<br />

Water (.6m or deeper) +2<br />

Obstacles (many/large) +2<br />

Obstacles (few/small) +1<br />

Sandy +1<br />

Rocky +1<br />

Extremely flat and even -1<br />

Paved -2<br />

Terrain Modifiers<br />

b xb<br />

<strong>CHARTS</strong> <strong>AND</strong> <strong>TABLES</strong><br />

Test Modifier Tables<br />

Dramatic Success and Failure<br />

1. If Test Result is 10+ over the Difficulty Number, the Test is a<br />

Dramatic Success<br />

2. If Test Result is 10+ less than the Difficulty Number, the Test is a<br />

Dramatic Failure.<br />

3. If Drama Die is a 1, the Test may be a Dramatic Failure.<br />

4. If all dice are 1's, the Test is a Dramatic Failure.<br />

Test Modifiers<br />

Situation Modifier to Difficulty<br />

Lack of proper equipment +1 (+)<br />

High quality equipment -1 (+)<br />

Using off-hand +1<br />

Visual Interference<br />

Light smoke / dim light +1<br />

Heavy smoke / moonlight +2<br />

Thick smoke / darkness +4<br />

Zero Gravity +1<br />

Opposed Test Modifiers<br />

Situation Modifier to Test Result<br />

Small Advantage +1<br />

Moderate Advantage +2<br />

Significant Advantage +3<br />

Dominating Advantage +4<br />

Small Disadvantage -1<br />

Moderate Disadvantage -2<br />

Significant Disadvantage -3<br />

Dominating Disadvantage -4<br />

Immediate Actions<br />

Turn or change facing<br />

Walk or run up to 1 metre<br />

Movement Man Svres<br />

Action Difficulty Effect<br />

Dodge - Test Result = Difficulty to hit<br />

Drop prone -<br />

Stand up 3<br />

Dive for cover 7 Move 5m at no penalty<br />

+1 to Difficulty per additional metre<br />

Drop and Roll 4 Move 1m at no penalty<br />

+1 to Difficulty per additional metre<br />

Tackle 9 Move 5m and knock down opponent<br />

Opponent takes 2d6 Stun<br />

Opponent is grabbed (optional)


Ranged Combat Difficulty Table<br />

Range Diff iculty<br />

Point Blank Routine (3)<br />

Short Range Routine (4)<br />

Medium Range Moderate (7)<br />

Long Range Challenging (10)<br />

Cover Armour Rating<br />

Thin wooden door 6<br />

Solid wooden door 8<br />

Thin metal door 10<br />

Reinforced metal door 14<br />

Large Rocks 14<br />

Armoured bulkhead 20<br />

Armoured security door 24<br />

Cover Table<br />

b xb<br />

<strong>CHARTS</strong> <strong>AND</strong> <strong>TABLES</strong><br />

Ranged Combat Tables<br />

Combat Variables Table<br />

Variable Difficulty Modifier<br />

Aiming -1 Difficulty per action<br />

Cover, physical ¼ covered +1<br />

½ covered +2<br />

¾ covered +4<br />

Cover, visual Light smoke/dim light +1<br />

Heavy smoke/moonlight +2<br />

Thick smoke/darkness +4<br />

Firing off-hand +1<br />

Target prone Ranged attack -1<br />

Hand-to-hand attack +1<br />

Target immobilised +4<br />

Target size Less than 100mm +4<br />

Less than 500mm +2<br />

Less than 1 metre +1<br />

Humanoid sized 0<br />

2x humanoid size +1<br />

4x humanoid size +2<br />

Targeting System -1 per rating, minimum 2<br />

Zero Gravity +1<br />

Hit Locations and Called Shots<br />

Roll Target Location Modifier Effect<br />

2 Upper arm/shoulder (left) +3 Must make Moderate (7) Coordination roll to hold onto any held items<br />

3 Upper arm/shoulder (right) +3 Must make Moderate (7) Coordination roll to hold onto any held items<br />

4 Lower arm/hand (left) +4 Must make Challenging (9) Coordination roll to hold onto any held items<br />

5 Lower arm/hand (right) +4 Must make Challenging (9) Coordination roll to hold onto any held items<br />

6 Chest (left or right side) +2<br />

7 Abdomen/stomach +1 x1.5 damage<br />

8 Upper leg/thigh (left) +2 Reduce all movement to half normal<br />

9 Upper leg/thigh (right) +2 Reduce all movement to half normal<br />

10 Lower leg/foot (left) +4 Reduce all movement to one-quarter normal<br />

11 Lower leg/foot (right) +4 Reduce all movement to one-quarter normal<br />

12 Head +5 x2 damage<br />

A character may slide a hit by one location per point of Skill/Specialisation.


xb<br />

<strong>CHARTS</strong> <strong>AND</strong> <strong>TABLES</strong><br />

Projectile <strong>Weapons</strong> Table<br />

Missile <strong>Weapons</strong> Table<br />

Type Ammunition Range Size Mass Damage Notes<br />

Blowgun Blowgun Dart 5/10/15/20 1500mm 200g 1 Usually used to deliver a drug or poison<br />

Small Bow 600mm arrow 5/20/50/75 750mm 1000g 2d6 Light hunting bow<br />

Horse Bow 600mm arrow 5/25/75/100 1000mm 2000g 6+2d6 Composite bow. Example: Mongol bow<br />

Longbow 900mm arrow 5/25/75/150 1800mm 2000g 8+2d6 Example: English or Japanese longbow. Also<br />

includes more modern <strong>com</strong>pound hunting<br />

bow<br />

Light Crossbow 350mm bolt 5/20/50/75 700mm 3000g 4+2d6 Small crossbow. Includes pistol-type<br />

crossbow<br />

Heavy Crossbow 600mm bolt 5/25/75/100 1000mm 5000g 8+2d6 Requires cranequin to load<br />

Sling 19mm ball or stone 5/10/15/20 1000mm 100g 1d6 1-metre long leather strip<br />

Spear Thrower Javelin (see below) -/-/50/75 1000mm 1000g 8+2d6 Used to increase range and damage of<br />

Javelin<br />

Thrown <strong>Weapons</strong> Table<br />

Type Ammunition Range Size Mass Damage Notes<br />

Dart n/a 5/10/15/20 150mm 150g 2 Heavy dart, usually used to deliver poison<br />

Javelin n/a 5/20/35/50 1750mm 2000g 2+2d6 Throwing spear<br />

Rock, Th rown n/a 5/10/15/20 75mm + 1250g 2+1d6 Common found weapon<br />

Shuriken n/a 5/10/15/20 60mm 50g 2 Throwing star, usually used to deliver poison<br />

Throwing Knife n/a 5/10/15/20 150mm 750g 2+1d6 Specially balanced knife<br />

Throwing Axe n/a 5/15/20/30 350mm 2000g 2+2d6 Example: Tomahawk<br />

Generic Firearms Table<br />

Type Ammunition Range Size Mass Damage Mag. Notes<br />

Light Revolver 6.25mm 5/15/20/30 125mm 300g 2+2d6 6c Example: .22 Long Rifle<br />

Light Pistol 6.25mm 5/15/20/30 150mm 750g 2+2d6 6b Example: .25 ACP<br />

Medium Revolver 7.62mm - 9mm 5/20/35/50 175mm 900g 4+2d6 6c Example: .32 Special<br />

Medium Pistol 7.62mm - 9mm 5/20/35/50 150mm 750g 4+2d6 8b Example: .380 ACP<br />

Large Revolver 9mm - 11.5mm 5/25/40/65 235mm 1000g 6+2d6 6c Example: .38 Special - .45 Colt<br />

Large Pistol 9mm - 11.5mm 5/25/40/65 220mm 1100g 6+2d6 8 - 15b Example: 9mmP - .45 ACP<br />

Heavy Revolver 12mm 5/25/50/75 250mm 1500g 8+2d6 6c Example: .44 Magnum<br />

Heavy Pistol 12mm 5/25/50/75 270mm 1900g 8+2d6 8b Example: .44 Magnum<br />

Submachine Gun 9mm 5/25/75/150 385mm 4000g 6+2d6 30b Selective fire. Example: Uzi<br />

Light Rifle 6.25mm 5/50/100/200 1000mm 3000g 4+2d6 10b Survival rifle<br />

Hunting Rifle 7.62mm 5/50/200/600 1100mm 4500g 10+2d6 10b Example: Winchester 30-30<br />

Assault Rifle 5.56mm 5/50/175/450 1000mm 4000g 8+2d6 30b Selective fire. Example: M16<br />

Battle Rifle 7.62mm 5/50/200/600 1100mm 5000g 10+2d6 10 - 30b Selective fire. Example: FN FAL<br />

Shotgun 19mm shot 5/25/75/100 1100mm 4000g 10+3d6 6i or 6b Example: Remington 1100<br />

Starfleet Projectile <strong>Weapons</strong><br />

Type Ammunition Range Size Mass Damage Mag. Notes<br />

TR-116 rifle 3mm tritanium 5/50/200/600 1000mm 1450g 10+2d6 30 Starfleet experimental weapon<br />

Andorian Projectile <strong>Weapons</strong><br />

Type Ammunition Range Size Mass Damage Notes<br />

Tishrul 900mm arrow 5/20/50/100 1500mm 1000g 3+2d6 Andorian bow<br />

Romulan Projectile <strong>Weapons</strong><br />

Type Ammunition Range Size Mass Damage Notes<br />

Kailune n/a 5/10/20/35 125mm 250g 1+1d6 Bat-shaped throwing blade<br />

Vulcan Projectile <strong>Weapons</strong><br />

Type Ammunition Range Size Mass Damage Notes<br />

Ahn Woon Small stone 5/10/25/20 750mm 100g 1d6 Vulcan whip/garotte/sling


xb<br />

<strong>CHARTS</strong> <strong>AND</strong> <strong>TABLES</strong><br />

Primitive Weaponry<br />

Basic Melée <strong>Weapons</strong><br />

Type Size Mass Accuracy Block Damage Notes<br />

Dagger/Knife 200mm 200g 7 +1 2+1d6 Daggers are generally double-edged<br />

Bush Knife 300mm 500g 7 +1 2d6 Example: Bowie knife<br />

Short Sword 400mm 1250g 7 +2 4+2d6 Example: Roman gladius<br />

Rapier 750mm 1000g 8 +1 4+2d6<br />

Sabre 900mm 1500g 7 +2 4+2d6<br />

Broadsword 1200mm 2500g 8 +2 5+2d6 Example: Scottish basket-hilt, cutlass<br />

Greatsword 1750mm 3500g 7 +3 3+3d6 Example: Scottish Claymore, Flamberge<br />

Club 500mm 1500g 7 +2<br />

Mace 600mm 2500g 7 +2 4+2d6<br />

Hatchet 350mm 1500g 7 +1 2d6<br />

Axe 650mm 2000g 7 +2 4+2d6<br />

Halberd 1800mm 3000g 7 +2 3+3d6<br />

Staff 1800mm 1500g 7 +3 2+2d6 Example: Quarterstaff<br />

Andorian Melée <strong>Weapons</strong><br />

Type Size Mass Accuracy Block Damage Notes<br />

Chaka 500mm 1500g 7 +2 4+2d6 Distinctive three-bladed Andorian sword<br />

Dosalnar 850mm 3000g 7 +1 5+2d6 Serrated cleaver-style sword<br />

Hrisal 600mm 1000g 7 +1 3+2d6 Long curved knife<br />

Kal hris 750mm 2000g 8 +1 4+2d6 (blade) Spiked axe<br />

1+1d6 (spike)<br />

Varchuk 1200mm 1900g 7 +2 2+2d6 Two daggers connected by a chain<br />

Klingon Melée <strong>Weapons</strong><br />

Type Size Mass Accuracy Block Damage Notes<br />

D k Tagh 250mm 600g 8 +2 3+2d6 Typical 3-bladed Klingon knife<br />

Bat leth 1150mm 3000g 9 +2 5+2d6 Large crescent shaped Klingon blade<br />

Mek leth 700mm 1500g 7 +2 4+2d6 Klingon sword<br />

Qut luch 200mm 500g 8 +1 3+2d6 Klingon assassin s dagger<br />

Romulan Melée <strong>Weapons</strong><br />

Type Size Mass Accuracy Block Damage Notes<br />

Lirash 1500mm 3500g 8 +3 3+2D6 Romulan version of lirpa<br />

Neca 200mm 200g 7 +1 2+1d6 Romulan dagger<br />

Vrelnec 1200 2200g 7 +2 5+2d6 Romulan sword<br />

Vulcan Melée <strong>Weapons</strong><br />

Type Size Mass Accuracy Block Damage Notes<br />

Lirpa 1500mm 3.5kg 8 +3 4+2d6 (Blade) Vulcan ceremonial weapon<br />

3+2d6 (Mace)<br />

Ahn Woon 750mm 100g 7 +1 1d6-1 (Whip) Vulcan whip/garotte/sling<br />

1d6/turn (Garotte)


Technobabble Generation Chart<br />

Roll Adverb Adjective Noun<br />

2 quantum flux inhibitor<br />

3 positronic reaction equaliser<br />

4 gauss field damper<br />

5 osmotic particle chamber<br />

6 neutrino gradient catalyst<br />

7 molecular induction coil<br />

8 resonating conversion unit<br />

9 thermal polarising translator<br />

10 photon displacement grid<br />

11 ionic feed regulator<br />

12 multiphasic imaging sustainer<br />

b xb<br />

<strong>CHARTS</strong> <strong>AND</strong> <strong>TABLES</strong><br />

Technobabble Tables<br />

Astrobabble Generation Chart<br />

Roll Adverb Adjective Noun<br />

2 variable globular nebula<br />

3 retrograde quantum singularity<br />

4 coalescent axial phenomenon<br />

5 type 1-12 stellar anomaly<br />

6 class 1-12 gravitic inversion<br />

7 class a-z subspace nexus<br />

8 inverted spacial mass<br />

9 polarised <strong>com</strong>etary body<br />

10 class x planetary field<br />

11 irregular energy signature<br />

12 fixed artificial emission


Standard Field Equipment<br />

All personnel are issued a set of standard field equipment. Much of<br />

this equipment may be stowed on shuttlecraft or runabouts until<br />

needed.<br />

<strong>Phaser</strong> I or II<br />

<strong>Phaser</strong> III (when needed)<br />

Communicator<br />

Tricorder<br />

PADD<br />

Specialised Field Kits (as applicable to job)<br />

Specialised clothing (as applicable for conditions)<br />

Dyson Base Standard Exploration Pack<br />

All crews exploring the Dyson Sphere are issued a standard<br />

exploration pack. This consists of a backpack with configurable straps,<br />

containing a variety of useful items. It is carried in addition to standard<br />

field equipment.<br />

Communications Relay (3)<br />

Survival Kit<br />

Field Rations<br />

Heating Unit<br />

Sleeping Bag<br />

Gloves<br />

Simms Beacon<br />

50m light cord (500kg test)<br />

Grav Belt<br />

Change of Clothing (Away Team Utility Fatigues)<br />

One of the following may also be issued:<br />

Auxiliary Fusion Power Unit<br />

Transport Enhancers (set of 3)<br />

Medical Field Kit<br />

The Medical Field Kit is a shoulder-bag style hardshell case containing<br />

the essentials for emergency treatment away from sickbay facilities.<br />

Medical Tricorder<br />

Tissue Regenerator<br />

Remote Diagnostic Sensor (2)<br />

Laser Scalpels (set of 4)<br />

Neural Stimulators<br />

Hypospray (2)<br />

Hypospray Drug Refill (2), containing<br />

- Cordrazine<br />

- Masiform-D<br />

- Tri-Ox Compound<br />

- Sterilite<br />

- Stokaline<br />

- Lexorin<br />

- Dalpomine<br />

- Melanex<br />

- 2 other medications at CMO's discretion<br />

Hyposampler (2)<br />

Sample Vial (4)<br />

Portable Medical Monitor (separate, optional)<br />

b xb<br />

<strong>CHARTS</strong> <strong>AND</strong> <strong>TABLES</strong><br />

Miscellaneous Equipment<br />

Engineering Field Kit<br />

Engineering personnel are issued a standard kit of equipment in a<br />

standard hardshell shoulder bag. The contents may vary according to<br />

the speciality of the individual engineer and the job at hand, but the list<br />

below is typical.<br />

Engineering Tricorder<br />

PADD (2)<br />

EPS Flow Sensor<br />

EM Field Manipulator<br />

<strong>Phaser</strong> Torch<br />

Manipulator Probe, Standard (2)<br />

Manipulator Probe, Medium (2)<br />

Manipulator Probe, Fine (2)<br />

Isolinear Chip Burner<br />

Isolinear Chips (10)<br />

EPS Connector (2)<br />

Assorted Small Parts, Filam ents, Cables and Connectors<br />

Emergency Survival Kit<br />

Small emergency survival kits are available at all airlocks,<br />

transporters, and designated emergency stations, and are also<br />

carried on all Starfleet small craft and ground vehicles. These kits<br />

consist of a small pouch configurable either as a belt pouch or<br />

shoulder bag. The contents are designed for use without power or high<br />

technology, and are considered a last-ditch measure.<br />

1 litre Canteen with Osmotic Filter and Cup<br />

Water Purification Tablets<br />

Energy/Protein Bars (6)<br />

Nutrient Supplement Tablets<br />

Magnetic Compass with Signal Mirror<br />

Firestarting Kit containing<br />

- Flint and Steel<br />

- Magnesium Block<br />

- Focussing Lense<br />

- Chemical Heat Tablets<br />

Fishing/Trapping Kit containing<br />

- Fishing Line with Assorted Hooks, Bobs and Sinkers<br />

- Snare Wire<br />

Cooking Utensils<br />

- Collapsible Cookpot and Cookstove; Knife, Fork and Spoon<br />

Multibladed Knife<br />

First Aid Kit containing<br />

- Analgesics and Antiseptics<br />

- Adhesive Bandages; Elastic and Tensor Bandages<br />

- Splints and Slings<br />

- Suture Kit


xb<br />

<strong>CHARTS</strong> <strong>AND</strong> <strong>TABLES</strong><br />

Character Improvement / Experience<br />

Attributes, Edges, Skills, Specialisations and Advantages/Disadvantages may be improved through expenditure of Experience Points (EPs), using<br />

the table below. Improvement of low values is relatively low-cost, but costs increase the higher you go, especially with Attributes. The following<br />

restrictions apply:<br />

- No Attribute may exceed the Species maximum.<br />

- A PSI of 0 may not be raised without GM approval.<br />

- Costs are cumulative. For example, raising an Attribute from 2 to 4 would cost 25 points (9 to raise it to level 3 plus 16 to raise it to level 4).<br />

- Specialisations go upward with their base Skills. An additional point is added per Specialisation beyond the first, regardless of value. These<br />

costs are cumulative.<br />

- A single point of one Specialisation may be bought in a Skill you do not already know. Further advancement requires improving the Skill to<br />

level 1 with the Specialisation being raised to (2). Additional Specialisations may then be purchased normally.<br />

Item Cost<br />

Buying a new Skill at level 1 5 (includes 1 level in one Specialisation)<br />

Improving a known Skill... (cumulative)<br />

to level 1 2<br />

to level 2 4 (plus 1 per additional Specialisation)<br />

to level 3 6 (plus 1 per additional Specialisation)<br />

to level 4 8 (plus 1 per additional Specialisation)<br />

to level 5 10 (plus 1 per additional Specialisation)<br />

Buying a new Specialisation at Skill level x+1 1 point per Skill level (minimum 3)<br />

Improving a known Specialisation... (cumulative)<br />

to level 3 3<br />

to level 4 3<br />

to level 5 4<br />

to level 6 + 5<br />

Improving Attributes... (cumulative)<br />

to level 2 4<br />

to level 3 9<br />

to level 4 16<br />

to level 5 25<br />

to level 6 36<br />

Improving Edges 4 per point of improvement<br />

Traits<br />

Buying a new Advantage 4 per point of value<br />

Improving an existing Advantage 4 per point of improvement<br />

Reducing/eliminating a Disadvantage 4 per point of reduction<br />

Other<br />

Buying a Courage Point 5 per additional point<br />

Experience Costs

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