KEY
(and explanation)
FOR
THE RAY GUN STATISTICS
&
THE
PHASER SETTINGS
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For an explanation to the states see below. For the Phaser (and Disruptor) settings scroll down or click here
The following color code and terms are used:
information from the TV Series
(Including TOS, TNG, DS9, and VOY)
information from the "Cannon" Tech Manuals.
(TNG Technical Manual, The Encyclopedia, Enterprise-D Deckplans......)
information from references written by those
who work on the TV series
(ST TMP Blueprints, Science Logs....)
information from Franz Josephs works
(Star Fleet Technical Manual, Enterprise Booklet of General Plans)
information from Last Unicorn Games RPG:
(The DS9 Core Book, The Price of Freedom,....)
information from unofficial sources
(FASA, My own speculation, and other fan speculation.)
STAT KEY
CLASS
This designates the general size and method of operation of a
weapon.
There are Palm Weapons (smaller then a hand), Pistol Weapons (designed
to be held in one hand), Rifle Weapons (designed to be held in two
hands),
Shoulder Mounted Weapons (supported by the users shoulder), Mounted
Weapons
(requiring a large solid surface to operate), and Grenades
(omni-directional
blast). The designation system is (more or less) of my own
invention.
MANUFACTURE
This designates the government/race that produces this particular
weapon.
START OF PRODUCTION
The year that the weapon went into production. As you will see
most of these dates are speculation on my (or other peoples) part.
MASS / LENGTH
The “weight” of the weapon in kilograms and the length of the weapon
in centimeters
POWER CAPACITY
This is the energy stored in the weapons power cell. It serves
as the “ammunition” of the weapon as given in Kilojoules of
energy.
A quick look at the TNG Technical Manual will reveal that all my power
cost are off by a factor of precisely 1,000,000. This was
so that my numbers fit loosely with Last Unicorn Games (and common
sense).
I did keep the ratios of power for all the weapons we have been given
info
on exactly as shown in the manuals I just reduced them by a factor of
one
million. By reducing the power cell capability by this factor a
Type
II phaser can fire 16 shots at setting 16. Which is ballpark for
LUG which (as near as I can determine) used completely made up ammo
capabilities.
Continuity purists can easily find the “canon” power levels by changing
the Kilo prefix to Giga. However this means that a Type II Phaser
can fire for 52 days on setting 16. This
becomes
142 years if you use the cannon power costs listed in the Tech manual (see
the ENERGY (KILOJOULS) below).
AVAILABLE SETTINGS
I love the ICON Combat System but the way they work damage is a major
pain. Each type of weapon has its own settings! So to have
the stats for a Phase Disruptor, a TOS Phaser 2 and a TNG Phaser I you
need (count em) THREE damage charts. But a quick glance shows
that
the only real difference between the settings is the NUMBER assigned to
the setting. Setting 2 on the TOS Phaser 2 is basically the same
as Setting 3 on the TNG Phaser I. So why force the GM (narrator)
to have two charts when he can have one. So I just say that the
TOS
Phaser 2 has the following TNG settings - 1,3,5,6,8,9. So I now
can
cover just about every hand-held disintegrator with ONE 18 level
chart.
The stats for the individual guns take up hardly any room. (For more
info
see SETTING below.) To see the chart click here.
MAX RANGE
Another major time/space saver. And this one has the benefit
of being MORE realistic to boot. The very nature of a directed
energy
weapon (that travels at Lightspeed) is such that it will be immune to
most
of the variation of range. In fact aside from beam spread (which
only effect maximum range) ALL beam weapons would have the same range
characteristics.
Thus I adapted (read as ripped-off) the EXCELLENT range chart used by
GURPS.
Here’s the version I use.
For Range use the modifier sets the difficulty. For Size the
modifier modifies the characters skill.
Range/Size Modifier
2 cm -10
4 cm -9
8 cm -7
16 cm -6
32 cm -5
62 cm -3
1 m -2
2 m 0
4 m +2
8 m +3
15 m +5
30 m +7
60 m +9
130 m +11
250 m +13
500 m +14
1 km +16
2 km +18
4 km +20
8 km +21
All you need to know is the Max Range (the point at which the beam
spread
prevents it from doing damage) and you can use the above chart to find
damage for ANY phaser/disruptor/particalbeam.
Obviously it’s more detailed then the 4 level ranges used by ICON,
but it’s the ONLY range chart you’ll ever need. Put it on you GM
(Narrator)’s screen and your set! I even have a convenient excel
sheet you can use that puts the range chart and the damage chat
on the same piece of paper!
Another thing you might notice is that the maximum ranges for
my phaser rifles are MUCH longer then those listed in ICON’s
books.
This is because their rifle ranges are unrealistically low. A good 21st
century projectile rifle has far better ranges then 150 meters. In
fact these ranges aren’t supported by the only two pieces of canon
range
info I have found on Star Trek. It has been stated in DS9 that
Starfleet
has abandoned research on projectile rifles. This strongly
implies
that Starfleet has some sort of beam weapons with ranges over 2000
meters.
In VOY Paris remarks that an alien disruptor rifle with a range of
10,000
meters is not as accurate as phaser rifle. He says that the
primary
benefit (in comparison to Compression Phasers) is the rapid fire.
Clearly a Compression Phaser must have a range far in
excess of the 160-meter value given by ICON. My ranges are
largely
guesswork; based loosely on how easy it would be use a given rifle as a
sniper weapon (the existence of a site, the feasibility of a stock,
etc…).
NOTES
This includes the special features and deficiencies of each
weapon.
Capabilities include:
Sight
Notes: only guns that have Sights can be aimed.
Aim for 1 turn +1
Aim for 2 turns +2 (total)
Aim for 3 turns +2 (total)
Stocked Weapons
1st turn aim bonus +1
Supported gun (BiPod or some such)
1st turn aim bonus +1
Tripod
1st turn aim bonus of +2
Wide Angle Fire
Covers and diameter of 8 meters wide. Max
range of 10 meters. Each "shot" cost 3 times the normal power
cost.
Continuous Fire
Adds 1d6 to attackers roll to hit the target.
Use
the Duration stat for each setting to calculate energy cost. (A
combat
turn is 5 seconds long).
Subspace Transceiver Assembly
Allows the phaser to stay in contact with any
transceiver system (range 200 km). The phaser can be remotely
controlled
by a operator or a computer system.
Target Discriminator
Can be attached to a Phaser Targeting
Module.
It prevents the phaser from firing at specific, preprogrammed, targets
(aka it won't fire at Bajoran life signs).
Phaser Targeting Module (aka
Seeker/Tracker)
Gyroscopic targeting
function.
+1 to all aim bonuses
Tricorder scan (line of sight only)
Notes: performs long-range tricorder
functions.
Regenerative Systems
A Regenerative weapon is capable of functioning
in the midst of a high level EM field (such as caused by a Thoron
beam).
Phasers without this protection will be rendered in oprative by such
fields.
Micro-Torp
Launcher
This undermounted "plant on" holds 3 Micro-Torps
and links to the Targeting Module for targeting
Class:
Plant-On Weapon
Manufacture:
Starfleet
Start of
Production:
2373
Mass:
2 kg (fully loaded)
Length:
15 cm
Ammo:
Clip holds 3 Micro Torpeados
Damage:
200 (5 pts starship scale) (can be loaded
with explosive, gas or biological warheads).
Ranges:
5,000 / 10,000 / 18,000 / 24,000 meters
Notes: For more info see DS9 Tech Manual Page
149.
Tetryon Targeting System
+2 to all aimed shots bonus.
Removable Power Cell
The Powercell is easily removed and replaced
(this counts as an action)
SETTINGS
KEY
For the list of SETTINGS click here
SETTING
This in the numerical designation of the setting. They range
1-18. Each setting has different capabilities and effects on its
target. Not all weapons can fire on all settings. I
implemented
this because I figure that 18 levels of damage is enough to keep any
RPG
campaign going. I admit that its unlikely that the Romulans would
have the exact same 18 levels of damage that Starfleet has but its such
a massive time/space saver that I believe its worth the reduction.
DAMAGE (ICON)
These are stolen directly from the ICON
system.
ICON’s TNG setting 5 does the exactly the same amount of damage as the
BS setting 5.
DAMAGE (INDEX)
This is the penetration in centimeters of the
beam when fired at a block of metal. The numbers come from the
TNG
Technical Manual.
MASS DISINTEGRATED
This is the amount of normal matter disintegrated by a single “shot”
at this setting. The units used are Kilograms. Most of
these
numbers come directly from the TNG Tech Manual. Unusual materials
such as tritainium or durainium are MUCH more resistant to
disintegration.
Note: Rock has a density of 6000 kg per cubic
meter.
Note: for every kilogram of regular matter that
is disintegrated .002 Kilograms of Tritainium is disintegrated.
For every kilogram of regular matter that is
disintegrated .00000004 kg (4x10^-8) of Duranium is melted.
ENERGY (KILOJOULS)
This is the energy consumed by each “shot” fired at this setting.
This allows number crunching gamers to determine how much energy a
phaser
has left in its power cell. The ratios of
the
power costs are taken directly from the TNG Technical Manual. It
should be noted that I have increased the power cost of all the
settings
by a factor of 1000 from that listed in the Technical manual.
This is because is IMPOSSIBLE to make rocks glow using the power costs
given. By impossible I mean more impossible then warp
drive.
Purist may reduce the power cost of all settings by a factor of 1000 to
make their game more “canon.” However this will increase the
total
number of shots of the weapons by a factor of 1000. Thus a TNG Type II
phaser will be able to fire 16,000 times at setting 16. If
you also use the “canon” numbers for the capacity of the power cell you
will discover that a Type II phaser can fire on setting 16 for about
142
YEARS. For these reason I prefer to keep the ratios and
adjust
the actually numbers. (see POWER CAPACITY above)
DURATION
The duration of one “shot.” I.E. if the trigger is pushed once
then the beam will last this many seconds. These numbers come
from
the TNG Technical Manual and can be used to calculate the maximum
number
of shot a Character can fire in a 5 second combat turn or to determine
the total power cost of a weapon on continuos fire.
NOTES
A small note as to the type of damage the weapon does.
SETTING
0
Name:
Flash
Damage
(ICON):
0
Damage
(Index):
0
Mass
disintegrated:
0
Energy
(kilojouls):
.001
Duration
(seconds):
.01
Notes:
Any humanoid without protective eyewear is blinded for 5 minutes.
SETTING
1
Name:
Light Stun
Damage
(ICON):
2+2d6 (stun damage)
Damage
(Index):
0
Mass
disintegrated:
0
Energy (kilojouls):
.028
Duration
(seconds):
.25
Notes:
Stuns most humanoids for 5 minutes.
SETTING
2
Name:
Medium Stun
Damage
(ICON):
4+2d6 (stun damage)
Damage
(Index):
0
Mass
disintegrated:
0
Energy (kilojouls):
.082
Duration
(seconds):
.75
Notes:
Stuns most humanoids for 15 minutes. Resistant species (such as
klingons)
are only stunned for 5 minutes.
SETTING
3
Name:
Heavy Stun
Damage
(ICON):
6+4d6 (stun damage)
Damage
(Index):
1 cm
Mass
disintegrated:
0
Energy (kilojouls):
.29
Duration
(seconds):
1.03
Notes:
Stuns most humanoids for 60 minutes. Resistant species (such as
klingons)
are only stunned for 15 minutes.
SETTING
4
Name:
Light Thermal
Damage
(ICON):
8+2d6
Damage
(Index):
3.5 cm
Mass
disintegrated:
0
Energy (kilojouls):
.93
Duration
(seconds):
1.5
Notes:
Burns a 1 meter hole in 10 cm of wood in 3 minutes
SETTING
5
Name:
Heavy Thermal
Damage
(ICON):
10+2d6
Damage
(Index):
7 cm
Mass
disintegrated:
.001 kg
Energy (kilojouls):
1.5
Duration
(seconds):
1.5
Notes:
Burns a 1 meter hole in 10 cm of steel in 3 minutes
SETTING
6
Name:
Light Disrupt (light kill)
Damage
(ICON):
12+3d6
Damage
(Index):
15 cm
Mass
disintegrated:
.03 kg
Energy (kilojouls):
4.9
Duration
(seconds):
1.75
Notes:
Causes cellular disruption in organic targets. Often fatal.
SETTING
7
Name:
Heavy Disrupt (heavy kill)
Damage
(ICON):
14+4d6
Damage
(Index):
50 cm
Mass
disintegrated:
4 kg
Energy
(kilojouls):
8.8
Duration
(seconds):
1.75
Notes:
Causes fatal cellular disruption in organic targets.
SETTING
8
Name:
Light Disintegrate
Damage
(ICON):
16+4d6
Damage
(Index):
120 cm
Mass
disintegrated:
50 kg
Energy
(kilojouls):
27
Duration
(seconds):
1.75
Notes:
Vaporizes 50 kg of normal matter.
SETTING
9
Name:
Medium Disintegrate
Damage
(ICON):
24+5d6
Damage
(Index):
300 cm
Mass
disintegrated:
1340 kg
Energy (kilojouls):
117
Duration
(seconds):
1.5
Notes:
None
SETTING
10
Name:
Medium Disintegrate
Damage
(ICON):
30+9d6
Damage
(Index):
450 cm
Mass
disintegrated:
6080 kg
Energy (kilojouls):
225
Duration
(seconds):
1.3
Notes:
None
SETTING
11
Name:
Heavy Disintegrate
Damage
(ICON):
40+12d6
Damage
(Index):
670 cm
Mass
disintegrated:
60,000 kg
Energy
(kilojouls):
540
Duration
(seconds):
.78
Notes:
Explosive disintegration.
SETTING
12
Name:
Heavy Disintegrate
Damage
(ICON):
60+12d6
Damage
(Index):
940 cm
Mass
disintegrated:
300,000 kg
Energy (kilojouls):
972
Duration
(seconds):
.82
Notes:
Explosive disintegration.
SETTING
13
Name:
Heavy Disintegrate
Damage
(ICON):
80+12d6
Damage
(Index):
1,100 cm
Mass
disintegrated:
540,000 kg
Energy (kilojouls):
1,296
Duration
(seconds):
.82
Notes:
Explosive disintegration.
SETTING
14
Name:
Heavy Disintegrate
Damage
(ICON):
100+12d6
Damage
(Index):
1,430 cm
Mass
disintegrated:
960,000 kg
Energy (kilojouls):
1,674
Duration
(seconds):
.75
Notes:
Explosive disintegration.
SETTING
15
Name:
Heavy Disintegrate
Damage
(ICON):
120+12d6
Damage
(Index):
1,850 cm
Mass
disintegrated:
2,200,000 kg
Energy
(kilojouls):
2,110
Duration
(seconds):
.32
Notes:
Explosive disintegration.
SETTING
16
Name:
Heavy Disintegrate
Damage
(ICON):
160+12d6
Damage
(Index):
2450 cm
Mass
disintegrated:
3,900,000 kg
Energy (kilojouls):
2,800
Duration
(seconds):
.28
Notes:
Explosive disintegration.
SETTING
17
Name:
Heavy Disintegrate
Damage
(ICON):
240
Damage
(Index):
2910 cm
Mass
disintegrated:
5,600,000 kg
Energy
(kilojouls):
3940
Duration
(seconds):
.1
Notes:
Explosive disintegration.
SETTING
18
Name:
Heavy Disintegrate
Damage
(ICON):
300
Damage
(Index):
3640 cm
Mass
disintegrated:
7,200,000 kg
Energy
(kilojouls):
5067
Duration
(seconds):
.1
Notes:
Explosive disintegration.
Other Junk
Note: The cost of the Phaser is
determined by the cost to manufacture the LiCu crystal that serves as
an
emitter
LuCu Phaser emitter (See
equation)
2F TNGTM 123
Cost = [1.1(range) + 130]
[.38(setting) - 2]
Note: The cost of the Rifles and
Heavy Weapons don't fit the above formula because I find LUG's ranges
absurd
and use my own.
I will post my adjusted
ranges
in a coming update.
if 100 meters =1000 UFP cred
then
2000 meters = 10000 UFP creds
if setting 16 = 1000 UFP Creds
than setting 9 = 250 UFP creds.
if setting is 0 and range is 0
then cost >= 0
Note: All Starfleet phasers normally
have
a firing frequency of 50,000 Gigahertz.
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HOME | REPLICATORS |
PERSONAL GUNS | TECHNICAL
INDEX |
DR. WHO STUFF | ECONOMY |
MOUNTED GUNS |
|
EQUIPMENT LIST |
WEAPONS KEY AND SETTINGS |