WEAPONS


Phasers, Disruptors, and other Ranged Weapons
Beam weapons are increadibly powerful in the Star Trek Universe. So powerful in fact, that even a type I phaser, half the size of your hand, can reduce a full humanoid to a cloud of ionized particles in an split second. This can put a serious power difference between the have-weapons and the have-nots in your game.

There are ways of dealing with this problem. Some are elligant, some are not. Some will work in some situations, others will work better in others. I'll deal with these methods in another part of this page, but for now, this is just the game mechanics of weapons.

Settings
Phasers, Disruptors and the like usually have at least 2 differnt weapon settings ranging from a light stun effect, to vaporizing a small hill.
Light Stun-If hit, target must make a physical test against 3 traits. If target fails, they will be 5 traits down on all tests for the next 5 minutes
Stun-If hit, target must make a physical test against 9 traits. If target failes, they are unconcious for 30 minutes devided by the number of physical traits they have.
Heavy Stun-If hit, target must make a physical test against 14 traits. Failure indictes unconciousness for 120 minutes divided by the targets base number of physical traits.
Disrupt- (Setting 4-8)If hit, the target must make an opposed physical test against 5 traits x the setting level. Target takes agravated damage equal to to the damage level -3. (1 aggravated at Disrupt 4, 2 at Disrupt 5, 3 at Disrupt 6, etc)
Disintigrate- (Setting 9-18)At this point destruction is pretty much automatic. (with the possible exception of the Horta and Tholians) Not even the most resiliant Jem'Hadar or Klingon can survive this amount of damage. The main use for settings this high is when attempting to deactivate a forcefield or target other shielded objects. Targets hit with this much energy are destroyed though a Tricorder or other similar device can detect the residual effect.

Charges
All weapons have a finite amount of energy in them. However, for the purposes of this game, that limit is far too high to require characters to keep track. Only if characters are in a situation where they have limited supplies or if they get a bit too trigger happy, should you require them to keep track.

Individual Weapons

Type I Phaser- Designed to be small and light, these weapons are very concealable. However, their limited firepower makes them inappropriate for large engagements.
Available Settings-1-8

Type II Phaser- The standard Sidearm for Starfleet, this weapon has a long range and a wide varity of available settings.
Available Settings-1-16

Type III Phaser Rifle- Only deployed when crews are expected to be in a very serious combat situation, this weapon is equiped with targetting sensors to assist the shooter. +3 traits to the shooter's attempt to hit their target.
Available Settings-1-16

Type IIIa Compression Phaser Rifle- Only deployed when crews are expected to be in a very serious combat situation, this weapon is equiped with targetting sensors to assist the shooter. An improvement over the Type III, it features two additional weapons settings +3 traits to the shooter's attempt to hit their target.
Available Settings- 1-18

Romulan Type 2 Disruptor- Light, jet black and featuring a handguard, this weapon is the primary sidearm of the Romulan military. While not as versatile as its Starfleet counterpart, it is generally a far more efficent weapon, holding 50% greater charge.
Available Settings- 2, 3, 5, 7, 9, 16, 18

Romulan Type 3 Disruptor- The rifle version of the Romulan disruptor pistol, it has the same settings, but does provide an extended powerpack. Unlike its Starfleet counterpart, there is no targetting sensor. However, this weapon is also much smaller and lighter than the comperable Starfleet model.
Available Settings-2, 3, 5, 7, 9, 16, 18

Klingon Type 2 Disruptor- Unlike the Romulan and Federation models, the Klingons prefer to make their weapons without a stun setting. While this makes the weapons easier to produce, because it doesn't need the finely refined discharge crystals.
Available Settings-4-10

Klingon Type 3 Disruptor- This unit is actually just the standard Type 2 Disruptor with a shoulder stock attached. The shoulder stock doubles as an secondary powersupply quadrupling the total charge of the weapon.
Available Settings-4-10

Cardassian Disruptor Pistol- A rugged weapon, designed to withstand the rigors of combat, this weapon provides compact firepower for Cardassia's ever-present military.
Available Settings- 4, 8 11

Cardassian Disruptor Rifle- A heavy duty, long range version of the pistol, the chief differnce in these devices is the larger energy reserve.
Available Settings- 4, 8, 11

Jem'Hadar Disruptor Pistol- The Jem'Hadar are not known for their subtly and this pistol is a reflection of that. It has only two settings, and neither is anything short of lethal.
Available Settings- 8, 12

Jem'Hadar Disruptor Rifle- Completely redesigned version of the Pistol, this weapon not only fires a energy pulse, but it can also fire a magnetic bottle with a tiny amount of a chemical in it. Typically these are anticoagulants or neurotoxins. When fired with anticoagulants, the wounds are unhealable without a full medical kit. When fired with a neurotoxin, the target must make a second physical test to avoid another 2 wound levels.
Available Settings- 5, 8, 12

Bajoran Phaser Pistol- Rather hastily designed from Starfleet specifications this is a rather crude adaptation of the traditional Type II phaser. It is prone to fire a charge other than that intended (At Narrator's disgression weapon may fire one level up or down once per night)
Available Settings- 1-10

Bajoran Phaser Rifle- Designed with lessons learned during the occupation in mind, this weapon is designed for sniping. It has a targetting sensor in it, that, while not as good as its Starfleet counterpart, is more durable. +2 to targeter's traits while sniping.
Available Settings- 1-10
Melee Weapons
Unlike beam weapons, the normal rules for MET are quite adequite for melee weapons. For this reason, I've decided not to change them. Rather, I've just provided stats for some of the more common weapons in the Star Trek Universe.
Bat'leth: A Klingon 'honor sword' this weapon is a single curved blade with multiple grips for holding the weapon in many positions.
Bonus Traits: 3
Negative Trait: Awkward
Concealablity: None
Mek'leth: A Klingon short, multi-bladed weapon with an unusual grip, this weapon is light and easy to use.
Bonus Traits: 2
Negative Trait: Short
Concealablity: Jacket
D'k'tagh: Probably the nastiest in appearance of the common Klingon weapons, this knife has a spiked hilt, and two spring loaded blades that pop out to form a handguard.
Bonus Traits: 1
Negative Trait: Short
Concealablity: Pocket
Sword:
A common sword that covers everything from Epee blades to a large Claymore this design is popular throughout the galaxy.
Bonus Traits:
2 or 3
Negative Trait: Large
Concealablity: Longcoat
Kar'takin: The Jem'Hadar's fighting axe, it is not in common use but it does suit the Jem'Hadar's nature. Its heavy blade makes it hard for most other species to use.
Bonus Traits: 3
Negative Trait: Heavy
Concealablity: Longcoat
Club: This covers just about any inprovised weapon upto and including the butt of a phaser rifle.
Bonus Traits: 1
Negative Trait: Clumsy
Concealablity: Jacket
Lirpa: A traditional, and highly dangerous weapon, this device of Vulcan design consists of a single pole-arm, one end has a halberd-like blade, the other side a very heavy stone for bludgoning.
Bonus Traits: 3
Negative Trait: Clumsy
Concealablity: None

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