Federation Weapons: Difference between revisions

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These weapon descriptions are based on the weapons from [http://www.sjgames.com/gurps/books/primedirective/ GURPS Prime Directive] published by the [http://www.starfleetgames.com/prime/pd-gurps.htm Amarillo Design Bureau], but have been converted to align themselves more with [http://www.sjgames.com/gurps/books/Ultra-Tech/ GURPS Ultra Tech].  Their damages makes use of [[Image]]'s [[2d Damage]] house rule.
These weapon descriptions are based on the weapons from [http://www.sjgames.com/gurps/books/primedirective/ GURPS Prime Directive] published by the [http://www.starfleetgames.com/prime/pd-gurps.htm Amarillo Design Bureau], but have been converted to align themselves more with [http://www.sjgames.com/gurps/books/Ultra-Tech/ GURPS Ultra Tech].  The 2d Damage column is optional; see the [[2d Damage]] house rule.


=Weapon Types=
=Weapon Types=

Revision as of 20:26, 4 July 2010

These weapon descriptions are based on the weapons from GURPS Prime Directive published by the Amarillo Design Bureau, but have been converted to align themselves more with GURPS Ultra Tech. The 2d Damage column is optional; see the 2d Damage house rule.

Weapon Types

Phaser-1's are the standard side arm of Star Fleet officers. If the situation warrants it, Phaser-2's may be issued. The Phaser Rifles and Phasers Carbines are rarely issued during peace-time. The Repeating Phaser is another war-time weapon, issued when fighting in vacuum.

Phaser-1

Based on the Holdout Laser (see GURPS Ultra-Tech, p. 115)

Setting Damage Acc1 Range Weight RoF2 Shots3 ST Bulk Rcl Cost LC TL
3 0.45/0.05(B) 1 33(3) 3 -1 1 $1100 3
Stun-1 HT-1 aff 10/30 1@ 11^
linked 1d-3 burn
Kill-1 2d (2) burn 100/300 2@ 10

Phaser-2

Based on the Heavy Laser Pistol (see GURPS Ultra-Tech, p. 115)

Setting Damage Acc1 Range Weight RoF2 Shots3 ST Bulk Rcl Cost LC TL
6 3.5/0.5(C) 3 130(3) 6 -2 1 $7400 2
Stun-1 HT-1 aff 23/70 1@ 11^
linked 1d-3 burn
Stun-2 HT-2 aff 23/70 2@ 11^
linked 1d-3 burn
Kill-1 2d (2) burn 300/900 2@ 10
Kill-2 4d (2) burn 300/900 4@ 10
Disintegrate-1 4d cr ex 600/1800 4@ 10

Phaser Carbine

Based on the Laser Carbine (see GURPS Ultra-Tech, p. 116)

Setting Damage Acc1 Range Weight RoF2 Shots3 ST Bulk Rcl Cost LC TL
12 5.6/1(2C) 5 140(3) 5† -3 1 $9600 2
Stun-1 HT-1 aff 40/120 1@ 11^
linked 1d-3 burn
Stun-2 HT-2 aff 40/120 2@ 11^
linked 1d-3 burn
Stun-3 HT-3 aff 40/120 3@ 11^
linked 1d-3 burn
Kill-1 2d (2) burn 700/2100 2@ 10
Kill-2 4d (2) burn 700/2100 4@ 10
Kill-3 6d (2) burn 700/2100 6@ 10
Disintegrate-1 4d cr ex 1400/4200 4@ 10
Disintegrate-2 6d cr ex 1400/4200 6@ 10

Phaser Rifle

Based on the Laser Rifle (see GURPS Ultra-Tech, p. 116)

Setting Damage Acc1 Range Weight RoF2 Shots3 ST Bulk Rcl Cost LC TL
12 8/5(Dp) 5 280(5) 7† -4 1 $11,800 1
Stun-1 HT-1 aff 40/120 1@ 11^
linked 1d-3 burn
Stun-2 HT-2 aff 40/120 2@ 11^
linked 1d-3 burn
Stun-3 HT-3 aff 40/120 3@ 11^
linked 1d-3 burn
Kill-1 2d (2) burn 1300/3900 2@ 10
Kill-2 4d (2) burn 1300/3900 4@ 10
Kill-3 6d (2) burn 1300/3900 6@ 10
Kill-4 8d (2) burn 1300/3900 6@ 10
Disintegrate-1 4d cr ex 2600/7800 4@ 10
Disintegrate-2 6d cr ex 2600/7800 6@ 10
Disintegrate-3 8d cr ex 2600/7800 8@ 10

Repeating Phaser Checksheet

Based on the X-Ray Laser Rifle (see GURPS Ultra-Tech, p. 118)

Setting Damage Acc Range4 Weight RoF2 Shots3 ST Bulk Rcl Cost LC TL
12+2 8/5(Dp) 8 280(5) 7† -4 1 $32,000 1
Kill-2 4d (5) burn, sur 40/120 mi. 4@ 10
Kill-3 6d (5) burn, sur 40/120 mi. 6@ 10
Kill-4 8d (5) burn, sur 40/120 mi. 6@ 10
Disintegrate-1 4d (3) cr, sur, ex 80/240 mi. 4@ 10
Disintegrate-2 6d (3) cr, sur, ex 80/240 mi. 6@ 10
Disintegrate-3 8d (3) cr, sur, ex 80/240 mi. 8@ 10

1. The visible beam itself provides a +1 to skill (and a +1 to dodge it) if the weapon was fired the previous turn [B412]. The Phaser-1 and Phaser-2 are considered braced if used two-handed which gives +1 bonus to hit after a turn a aiming. [p. B364]
2. The Rate of Fire is a measure of how long you engage the beam. E.g. If you choose a RoF of 1 on a RoF 3 rated weapon, it means you discharged the weapon for 1/3 of a second.
3. All except the Stun-1 setting use up more than 1 “Shot” of energy. E.g. Stun-2 and Kill-1 use 2 “Shot”’s.
4. Ranges given are for vacuum. Convert miles to yards when used in a standard atmosphere.

Weapon Setting

It takes a ready maneuver to switch from setting to another.

Stun

If the victim fails his HT roll, he is unconscious (usually for 15 minutes). Note that DR offers no protection, unless the armor is sealed; in which case the stun setting will have no effect, unless the burn damage penetrates the armor. If they are beyond 1/2 Damage range, they get a +3 on their HT roll. They will feel the burn damage whether they make their HT roll or not; DR protects against this burn damage normally.

The Stun setting is a Neural Weapon superscience! improvement of Electrolaser technology (see GURPS Ultra-Tech p119-122)

Stun: Wide Beam

Use your Beam Weapon (Projector) skill when making use of this setting. On this setting, the Neural Electrolaser energy discharges in a cone that spreads by up to one yard per yard of range (but no less than one yard per five yards of range) and anyone within the cone will be affected. Ignore the 1/2 Damage and Maximum Ranges; instead, apply a bonus to the HT roll equal to the width of the cone in yards at the target's location. Targets that are screened by cover or Dive for Cover [B377] will not be affected. E.g. if there are three people standing abreast in one hex, they will all be affected, but anybody behind them will be effectively screened. This setting uses up to 3x the number of "Shots" as the narrow beam stun setting. (see GURPS Basic Set: Campaigns p413-414 for rules on cone attacks.)

Kill

This is a focused electromagentic (i.e. light) beam.

High-energy Laser (see GURPS Ultra-Tech p114-116)

Disintegrate

This setting fires wide, higher-energy beams in short duration pulses. This changes the damage type from burning to crush with explosive which may actually cause knockdown.

Pulse Laser (see GURPS Ultra-Tech p118-119)

Repeating Phaser

Makes use of the X-ray region of the electromagnetic spectrum. As such, they are as effective against electronics (hence, the surge damage modifier), but are blocked by atmosphere. For obvious reasons, these weapons are never carried by crews aboard their own starships.

X-ray Laser (see GURPS Ultra-Tech p117-119)

Optional 2d Damage

Standard Phasers Repeating Phaser
Setting Stun Kill Disintegrate Kill Disintegrate
1 2d2-2 burn d6+d8-1 (2) burn 2d12 cr ex 2d12 (3) cr, sur, ex
2 2d2-2 burn 2d12 (2) burn 2d20+1 cr ex 2d12 (5) burn, sur 2d20+1 (3) cr, sur, ex
3 2d2-2 burn 2d20+1 (2) burn 2d12x2 cr ex 2d20+1 (5) burn, sur 2d12x2 (3) cr, sur, ex
4 2d12x2 (2) burn 2d12x2 (5) burn, sur

See Also

Federation Body Armor
Federation Equipment
Federation Tech Levels

STA main page
STA Campaign Planning Form