[an error occurred while processing this directive]
![]()
|
Read about all the gadgets! Buy GURPS Ultra Tech now from |
Starfleet Weapons and Armor
"Shoot to kill."-Captain Kirk, "Devil in the Dark"
Starfleet uses the phaser (PHASed Emission of Radiation) as its main
weapon of choice. Although the phaser beam is created by the rapid decay
of nadions and is technically a charged beam weapon, the beam produced
acts for all practical purposes like a laser. Phasers, in keeping with
their laser similarity, have variable beam settings as described in GURPS
Space. The phaser beam has an extremely high armor division factor (which
explains why most races don't use heavy armor). Phasers also have a 'stun'
setting which acts exactly like the effect produced by stunners from the
GURPS Basic Set. When set to stun, the phaser has a ROF of 3~. The two-step
built in laser sights described in GURPS Ultra-Tech provide and effective
aiming device. Phasers belong to the beam weapons (laser) skill group.
Phaser I: This is the standard sidearm of some Starfleet officers. It has few shots in its 3 B cells but can produce quite a punch for a small weapon. Starfleet uniforms have a special pocket designed for these little weapons that hide it from view.
malf type dmg ss acc 1/2D max wt rof shots st rcl cost TL verC imp 2d-1(10) 9 12 600 1100 1.1 2 15/3B 0 0 1640 10
Phaser II: These weapons are the standard weapon for Starfleet away teams. Some races consider these weapons underpowered, however, when used properly they can deliver a powerful punch that can overcome almost any form of personal armor.
malf type dmg ss acc 1/2D max wt rof shots st rcl cost TL verC imp 2d+1(10) 5 12 800 1500 1.9 4 30/C 0 0 1790 10
Phaser Rifle: The main battle weapon of Starfleet and other races that use phasers, the Phaser Rifle does more damage for longer time than any other weapon in known space.
malf type dmg ss acc 1/2D max wt rof shots st rcl cost TL ver imp 3d(10) 9 15 2100 4200 7.8 8 150/D 0 0 4950 10
Starfleet uniforms are made of light monocrys, PD 2 (PD 1 vs. impaling), DR 8 (DR 2 vs. impaling), wt. 7 lbs., cost 1000
Security reflex armor is the duty uniform of Starfleet Security: PD 5, (PD 2 vs. beam weapons, DR 30 (DR 15 vs. beam weapons), wt 10 lbs., cost 4000
Other Weapons and Armor
Disruptors: The most common users of this weapons technology are the Klingons, Romulans, and Breen. Other races will be found with these weapons due to their sheer raw power. Disruptors work by suppressing the strong nuclear forces in the atoms of the target. For an additional cost, electrolaser settings can be added to disruptors (although few Klingons take this option). Disruptors use the beam weapons (blaster) skill.
Disruptor Pistol
malf type dmg ss acc 1/2D max wt rof shots st rcl cost TL ver imp 7d 10 6 - 660 2 3~ 30/C 8 -1 2000 10
Disruptor Rifle
malf type dmg ss acc 1/2D max wt rof shots st rcl cost TL ver imp 14d 14 13 450 900 10 3~ 18/C 9 -1 3000 10
The Klingon Bat'letlh is essentially a balanced pick that is much harder to use than a normal pick. The Bat'letlh has the same stats and properties of a pick but it is balanced and can be used like all other balanced weapons. Bat'letlh skill is a physical/hard skill and is only taught by the Klingons.
The Klingon duty uniform is equivalent to medium monocrys armor PD 2 (1 vs. impaling), DR 16 (2 vs. impaling) wt. 7lbs. cost 1000.
"The Veron-T disruptor is illegal."-Lt. Commander Data,
"The Most Toys"
The Star Trek universe supports many of the TL 10 weapons listed in
GURPS: Space. Among those are: lasers, blasters, disruptors (very popular
among the Tal'Shiar and Obsidian Order and known as masers), electrolasers,
screamers (often known as sonic disruptors) and stunners.
Armor technology in the Star Trek universe has not kept up with weapon technology. Most members of spacefaring fleets (Romulans, Cardassians, Ferengi) use duty uniforms that have similar PD and DR as Starfleet uniforms.
Medicine
"I've been dead before."-Captain Spock, Star Trek VI:
The Undiscovered Country
The following GURPS High-Tech drugs and devices are available:
Recenetly, Starfleet has introduced the Emergency Holographic Doctor which acts like a standard autodoc (execpt less empathetic).
Replicators
"Tea, Earl Grey, hot."-Captain Jean Luc-Picard, Star Trek:
The Next Generation
These are equivalent TL 10 minifacs that use microtransporter technology
to beam the results of a build request to the users location. Replicators
are also somewhat more versatile than the Ultra-Tech minifacs. Replicators
can make food and are less dependent on outside sources of raw materials
due to their use of transporter technology. They are able to use the transporter
to change raw materials into something more readily useable by the minifac.
This option is used rarely though due to the high energy loss.
Transporters
"Scotty, beam me up."-Admiral James Kirk, Star Trek IV:
The Voyage Home
These are equivalent to TL15 teleporters from GURPS Vehicles except
they do not have the matter exchange property. Transporters are also less
reliable under non-ideal conditions. Electromagnetic fields, proximity
to powerful energy sources, magnetic storms, range, as well as the traditional
raised deflector shields reduce the chance of a successful transport. Under
normal circumstances no electronics operations: transporters rolls are
required. A failed tranporter roll will inflict from 1d points of fatigue
to 4d points of damage to the transportee depending on how badly the skill
roll was missed (GM decision). The following circumstances will require
a skill roll with the following modifiers:
Transporter to transporter: +4
Using pattern enhancers: +4
Through shields: -10
Ion or magnetic storms or subspace distortion: -1 to -10
Proximity to power source: -1 to -4
Jamming: -1 to -5
For every 1000 miles: -1
Tricorders
"It does not register on the tricorder, sir."
Tricorders are equivalent to TL 10 multiscanners from GURPS Space.
Most of the major starfaring races have some form of this useful device.
None, however, are more user-friendly than Federation tricorders.
"...To boldly go where no one has gone before."
-from the Starfleet charter
My Starfleet campaign will begin at the beginning of season 4 of Star Trek:
The Next Generation (in 2366) just after the Borg attack. Your characters
will be assigned to a refit Constellation Class starship. One character
must be the captain and one player may play a Klingon (who can not
be the captain) participating in the Federation/Klingon Officer Exchange
Program. The First Officer will be a non-player character to allow the
captain to beam down with away teams.
Characters are limted to the standard 100 points with 40 points of disadvantages and 5 one point quirks and may use both GURPS Basic and GURPS Space to design characters. The following are some of the advantages, disadvantages and skills from GURPS Basic and GURPS Space that are forbidden to Starfleet player characters: allies, ally group, alternate identity, battlesuit, blessed, healing, infravision, magical aptitude, magic resistance, status, wealth higher than wealthy, zeroed, addiction, amnesia, appearance lower than unattractive, bad sight, blindness, cursed, deafness, dependents, dwarfism, enemies, eunuch, illiteracy, one leg, legless, meglomania, mute, one arm, poverty, psionics, sadism, social stigma, terminally ill, youth, alchemy, force shield, and force sword. Anything not in GURPS Basic or GURPS Space must get approval from the GM with the following exceptions: Hard to Kill and Hyperspace Physics (also known as Subspace Physics).
"Computer."
"Working."
-Star Trek: The Original Series
Introduction | Races | Starfleet Personnel | KDF Academy
Starships | Federation Starships | Other Starships
Equipment | Campaign | Links