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Star Trek Mounted Phaser: Difference between revisions

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| style="text-align: center;"|<u>'''Setting'''</u>
| style="text-align: center;"|<u>'''Setting'''</u>
| style="text-align: center;"|<u>'''Name'''</u>
| style="text-align: center;"|<u>'''Setting Name'''</u>
| style="text-align: center;"|<u>'''Damage'''</u>
| style="text-align: center;"|<u>'''Damage'''</u>
| style="text-align: center;"|<u>'''Charges Used'''</u>
| style="text-align: center;"|<u>'''Charges Used'''</u>
| style="text-align: center;"|<u>'''Rate of Fire'''</u>
|-
|-
| style="text-align: center;"|1
| style="text-align: center;"|1
| style="text-align: center;"|Heavy Stun
| style="text-align: center;"|Heavy Stun
| style="text-align: center;"|5D (Stun)
| style="text-align: center;"|2D (Stun)
| style="text-align: center;"|5
| style="text-align: center;"|5
| style="text-align: center;"|10
|-
|-
| style="text-align: center;"|2
| style="text-align: center;"|2
| style="text-align: center;"|Light Thermal
| style="text-align: center;"|Light Thermal
| style="text-align: center;"|4D+2
| style="text-align: center;"|2D+2
| style="text-align: center;"|25
| style="text-align: center;"|25
| style="text-align: center;"|10
|-
|-
| style="text-align: center;"|3
| style="text-align: center;"|3
| style="text-align: center;"|Heavy Thermal
| style="text-align: center;"|Heavy Thermal
| style="text-align: center;"|5D+1
| style="text-align: center;"|4D+2
| style="text-align: center;"|50
| style="text-align: center;"|50
| style="text-align: center;"|10
|-
|-
| style="text-align: center;"|4
| style="text-align: center;"|4
| style="text-align: center;"|Light Disrupt
| style="text-align: center;"|Light Disrupt
| style="text-align: center;"|6D
| style="text-align: center;"|5D+2
| style="text-align: center;"|75
| style="text-align: center;"|75
| style="text-align: center;"|8
|-
|-
| style="text-align: center;"|5
| style="text-align: center;"|5
| style="text-align: center;"|Heavy Disrupt A
| style="text-align: center;"|Heavy Disrupt A
| style="text-align: center;"|6D+2
| style="text-align: center;"|6D+1
| style="text-align: center;"|100
| style="text-align: center;"|100
| style="text-align: center;"|8
|-
|-
| style="text-align: center;"|6
| style="text-align: center;"|6
| style="text-align: center;"|Heavy Disrupt B
| style="text-align: center;"|Heavy Disrupt B
| style="text-align: center;"|7D+1
| style="text-align: center;"|7D
| style="text-align: center;"|125
| style="text-align: center;"|125
| style="text-align: center;"|6
|-
|-
| style="text-align: center;"|7
| style="text-align: center;"|7
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| style="text-align: center;"|8D
| style="text-align: center;"|8D
| style="text-align: center;"|150
| style="text-align: center;"|150
| style="text-align: center;"|6
|-
|-
| style="text-align: center;"|8
| style="text-align: center;"|8
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| style="text-align: center;"|8D+2
| style="text-align: center;"|8D+2
| style="text-align: center;"|175
| style="text-align: center;"|175
| style="text-align: center;"|4
|}
|}


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*'''Continuous '''fire mode involves maintaining a beam for longer than normal, making it easier to hit the target. This provides +1D to roll when making an attack Test to hit the target. Pulse phasers cannot fire in continuous mode.
*'''Continuous '''fire mode involves maintaining a beam for longer than normal, making it easier to hit the target. This provides +1D to roll when making an attack Test to hit the target. Pulse phasers cannot fire in continuous mode.


*'''Wide Beam''' mode allows a beam to affect a much broader area. Instead of a narrow beam, the beam widens by 10 meters for every point of damage sacrificed. In combat, for every 1D (1D = 3 pips) of damage sacrificed to widen the beam, the user receives a +1D bonus to hit the target. Out of combat, a sufficiently wide beam on low power settings has many uses as a tool..
*'''Wide Beam''' mode allows a beam to affect a much broader area. Instead of a narrow beam, the beam widens by 10 meters for every 1D of damage sacrificed. In combat, for every 1D (1D = 3 pips) of damage sacrificed to widen the beam, the user receives a +1D bonus to hit the target. Out of combat, a sufficiently wide beam on low power settings has many uses as a tool.


{| style="width: 100%;" class="article-table" cellspacing="1" cellpadding="1" border="3"
{| style="width: 100%;" class="article-table" cellspacing="1" cellpadding="1" border="3"
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|-
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| class="xl66" style="text-align: center;"|Pulse Beam
| class="xl66" style="text-align: center;"|Pulse Beam
| class="xl65" style="text-align: center;"|Damage: add up to 25% over base
| class="xl65" style="text-align: center;"|Damage: +1D
|-
|-
| class="xl66" style="text-align: center;"|Continuous Beam
| class="xl66" style="text-align: center;"|Continuous Beam

Latest revision as of 20:57, 1 May 2020

Name: Mounted Phaser
Model: Starfleet Mounted Phaser
Type: crew serviced energy weapon
Scale: speeder
Length: 154 cm
Weight: 14.74 kg
Skill: Blaster Artillery or Vehicle Blasters
Ammo: 8,000
Fire Control: 2D
Range: 10-60/120/250 m
Damage: varies based on setting

Setting Setting Name Damage Charges Used
1 Heavy Stun 2D (Stun) 5
2 Light Thermal 2D+2 25
3 Heavy Thermal 4D+2 50
4 Light Disrupt 5D+2 75
5 Heavy Disrupt A 6D+1 100
6 Heavy Disrupt B 7D 125
7 Heavy Disrupt C 8D 150
8 Heavy Disrupt D 8D+2 175

Game Notes: Firing Modes

  • Standard mode is the one typically used. It does the weapon's basic damage.
  • Pulse mode involves increasing the damage the weapon does by firing a series of rapid pulses of energy. You can simulate this by increasing the weapon's damage with extra power, or as a form of single-weapon multifire. Pulse phasers cannot use this rule; they are already optimized for this type of fire only (which is why they do much more damage than normal phasers of the same type).
  • Continuous fire mode involves maintaining a beam for longer than normal, making it easier to hit the target. This provides +1D to roll when making an attack Test to hit the target. Pulse phasers cannot fire in continuous mode.
  • Wide Beam mode allows a beam to affect a much broader area. Instead of a narrow beam, the beam widens by 10 meters for every 1D of damage sacrificed. In combat, for every 1D (1D = 3 pips) of damage sacrificed to widen the beam, the user receives a +1D bonus to hit the target. Out of combat, a sufficiently wide beam on low power settings has many uses as a tool.
Mode Notes
Standard Beam Base Damage
Pulse Beam Damage: +1D
Continuous Beam Fire Control: +1D
Wide-Beam (See Description)

Description: This weapon, a staple of Starfleet Ground Forces arsenal, comes mounted on a tripod or vehicle. A single person cannot carry it easily, and can only fire it if it's already emplaced and steadied; typically a two- or three-man crew services the weapon. It emits a standard phaser beam, fireable in the four common phaser modes. Characters may fire it on automatic; the number of shots it can fire per round depends on the strength of the beam (see table above). Game Masters can use the statistics for this weapon for similar weapons used by other governments, but may wish to increase the damage done slightly at the expense of losing most of the firing modes and/or using more charges.

Source:

  • Star Trek RPG Dominion War Sourcebook (pages 83-84)
  • thedemonapostle