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Old 01-10-2010, 12:35 PM   #12
Captain Joy
 
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Join Date: Nov 2006
Location: Heartland, U.S.A.
Default Re: Star Trek Phasers for GURPS?

Quote:
Originally Posted by Fred Brackin View Post
They put a TL 12 weapon called a Disnintegrator in the new UT and one shot from even the holdout model will indeed completely disintegrate a normal human and no one makes the connection from this to the phaser....Let disintegrators fire at partial power for reduced use of energy/charges and you have half of the mods you need.
For what it's worth, here is what I use in my Star Trek campaign:

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.
Code:
Phaser-1 (Based on the Holdout Laser (see GURPS Ultra-Tech, p. 115))
--------
Setting  Damage  Acc(a)  Range   Weight    RoF(b)  Shots(c)  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  Acc(a) Range  Weight  RoF(b)  Shots(c)  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-1(2) burn  300/900                    4@                              10

Disintegrate-1  4d-1 cr ex    600/1800                   4@                              10
a. The visible beam itself provides a +1 to skill (and a +1 to dodge it) if the weapon was fired the previous turn. [p. B412]
b. 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.
c. 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.

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 1d-3 damage manages to burn through the armor). If they are beyond 1/2 Damage ranges, they get a +3 on their HT roll. They may also feel the 1d-3 points of burn damage, whether they make their HT roll or not; DR protects against this with its full value.
The Stun setting is a Neural Weapon superscience! improvement of Electrolaser technology (see GURPS Ultra-Tech p119-122)
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)
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disintegrator, phaser, space, star trek


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