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#31 | |
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Join Date: Feb 2007
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Quote:
By 'realistically', I mean given the known power of those ships, the kind of power you'd need to do star flight. It was said more than once in the days of TOS that Enterprise had sufficient fire power to wreck inhabited worlds. When Enterprise fired on the unshielded Klingon ship in Day of the Dove, that ship was vaporied almost immediately. That is perfectly plausible given those energies (actually, it would have been more plausible for it to take a few moments, but the outcome would be the same). That's the kind of power you would expect such machines to have. Compare that to the movies, where we start seeing phaser battles between ships at point-blank range that do nothing but chew holes in the armor. |
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#32 |
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Join Date: Jul 2007
Location: One Mile Up
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Thanks for the credit, Q, but a slight correction: I rec the Omni Blaster for Abramsverse, but I'm with everybody who uses the Disintegrator plus a stun setting for TOS and anywhere else you actually want people one-shot disintegrated (and don't forget your TL 10^ Field-Jacketing for both). :)
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#33 | |
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Join Date: Nov 2006
Location: Heartland, U.S.A.
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Quote:
In my case, I wanted the combats to have more give and take than merely being a contest of who landed the first hit. Also, in my Star Trek campaign, body armor does not protect against the stun setting (unless it's sealed). This makes the stun setting a nice thing to have against foes wearing body armor. I also enjoy playing the quartermaster who must be convinced, every time, why OUR HEROES need type-2 phasers when everybody else makes do with type-1. :) |
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#34 |
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Join Date: Aug 2004
Location: Danville, VA USA
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Thanks for all the great comments everyone.
For my group,
How about something like the following; Each type of phaser has 4 damage settings Type 1: 1d, 3d, 6d, and 6dx3. Type 2: 3d, 6d, 6dx3, and 6dx6. Type 3: 6d, 6dx3, 6dx6, and 6dx18. Each can be set to one of: stun (Max -10), burn, or corrosive. Each can set there ROF from 1 to 10. Each die of damage consumes 1 "shot" with the following capacities: Type 1:~50 Type 2:~100 Type 3:~200 Overload setting would be dice of damage remaining in the weapon in burn, explosive. Last edited by umbros; 01-13-2010 at 01:33 PM. Reason: Overload setting |
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#35 | |
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Join Date: Nov 2006
Location: Heartland, U.S.A.
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Quote:
Second, I'm not sure if body armor is going to be a factor in your games, but setting things up so that body armor is effective against Type 1 but not Type 3 can make things interesting. Your phasers are almost 10x as powerful as the ones I use in my Star Trek campaign--which pretty much makes use of TL11 personal defense weapons. The reason I encourage you to make your phasers offensively as capable as Ultra Tech TL11 weapons is that you can then borrow from Ultra Tech for body armor and other weapons with confidence that things will be consistent and balanced. |
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#36 |
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Join Date: Mar 2008
Location: Dallas, TX
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#37 |
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Join Date: Aug 2004
Location: Danville, VA USA
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That is correct.
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| Tags |
| disintegrator, phaser, space, star trek |
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