[an error occurred while processing this directive]

GURPS Star Trek

Equipment

Read about all the gadgets! Buy GURPS Ultra Tech now from
The Portal in Association with Amazon.com

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.

Other equipment

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.

Personal Campaign Notes

"...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).


Links

"Computer."
"Working."
-Star Trek: The Original Series

If you know of a Star Trek link that should appear here, please add it. When you add you will be automatically returned to this page and your URL should appear. Remember to Reload your browser.
Title:
URL:
*

There are 6 links on this page.
Last link was added on Monday, June 04, 2001 at 15:04:34

Introduction | Races | Starfleet Personnel | KDF Academy
Starships | Federation Starships | Other Starships
Equipment | Campaign | Links

The RPG Portal