Showing posts with label weapons. Show all posts
Showing posts with label weapons. Show all posts

Thursday, June 6, 2013

Phaser


We resumed our Google+ Star Trek game last night in Starships & Spacemen 2e. I had done some statting of Trek stuff that I hadn't shared on the blog, so I thought this was a good time to give the wider internet world a view of some of that.

Here are my stas for Phaser Type I from the original series, gleaned from FASA's version and non-RPG sources.  The ranges are low compared to the weapons given in S&S, but shorter ranges are in keeping with what we see in the show.  Weight of a Type I phaser is 0.44 lbs. The "drain" uses FASA's assumptions of 20 shots for the Type I.

Type I Phasers have the following settings:
1- stun: Save vs. stun check at a 2d6 penalty or be knocked unconscious for 1 turn. Range: 100’ (Drain: 1)
2- wide angle stun: Same as Stun above, but generates a cone-like beam extending for 30’. At 30’ it is 6’ ft.wide. (Drain: 4)
3- Heavy stun: Save check vs. stun (2d6 penalty) or be knocked unconscious for 2d4 turns. roll 1d6 for the results: 1-2, no damage; 3-5, 1d6 hp damage; 6, 2d6 hp damage. Range: 100' (Drain: 2)
4- heat: 1d3 damage to living things, but mostly used to warm up objects when applied over longer periods (roughly 1 round). Range: 6’ (Drain: 1)
5- disrupt: 2d6 damage. Range: 70’ (Dain: 2)
6-dematerialize: 4d6 damage on a hit, Save vs. energy attack or be disintegrated. Range: 30‘ (Drain: 4)
Overload: A phaser set to overload makes a progressively higher pitched warning sound for 1 minute until it explodes, doing 1d6 x its remaining charges in damage.

The purpose of the variable penalty on the stun effect was arrived at in playtest. It was a way to ensure stun was usually effective while still proving a bit of chance to it.


Monday, March 5, 2012

Guns of the City


Here (for the players in my upcoming Weird Adventures game and anybody else who’s interested) are some common firearms from the City. The type references ("heavy revolver", etc.)  refer to Super Genius Games’ Anachronistic Adventurer: The Enforcer.  Prices are in Union dollars.

Fell Model 61: A semi-automatic pistol.  The official side arm of most of the Union militias and a common civilian weapon (heavy automatic pistol). Cost: $36.75.

Sturm & Linnorm Lawman Special: A six-cylinder revolver. The standard side arm of the City Police Department (heavy revolver). Cost: $32.

Mulciber Model 5876: Pump-action shotgun. One of several shotgun models in current use (light shotgun). Cost: $47.

Thornton Ordinance Auto-Carbine: A popular submachine gun associated with crime, particularly the gangsters of Lake City (submachine gun). $200.