High Technology Weapons in The 21th
century Era for AD&D
This era covers the level of technology that can be found in movies like
(listed in no particularly order): "Eraser" / "TimeCop" / "Space
Above and Beyond" / "Judge Dredd". Computer technology is slightly more
advanced than is to be found in 20th century
New Weapon List: ([Name of Weapon] by
[creator] [(Point of inspiration )]
- Splint Grenade by Piet R Kramer (Movie:
"Eraser")
Splint Grenade: These dangerous grenades fill
an 15' area with hundreds of 5inch long splinters. In the first round after its thrown,
will it lift itself 2 yards into the air (Straight up from where it landed), in the second
round will there be an explosion where the grenade will spray its context over a 10' area
below it. Everyone caught is this area will suffer 2d4 hits (doing
1d6+2 / 1d8+2 points of damage), save vs Paralysis / Poison / Death magic at -2, a save
means the character hidden behind some hardcover material (If no such item is nearby is
the save at -6, a shield is softcover). Everyone beyond 10' but within 15', only suffer
1d4 hits if the save vs P /P /DM -0 fails. Everyone that fails their save must save vs
death or suffer their "hits" number of critical hits.
All those marked* with an "*" is described in The Complete Guide to RPG
Technology*
Bold marked is my own work. Italic is reserved for those from
the Net that would like to contribute. There is a limitation to what a human eye can
effectively see at 500yards even though the bullets are lethal out to 2000yards.
Binoculars may increase that limit (500yds)
Era: 21th century and later
Cal |
Name |
Type |
Range in Yards (x 10) |
WSM |
ROF (Reload |
Ammo (Charges) |
Notes (Pwr / Code) |
Cost (cr) |
Weight (Lbs) |
Knockdown |
Damage |
PB |
S |
M |
L |
VL |
Sm - Med |
Large |
Hull |
DV |
These include a
variety of weapons. All are designed to project a beam, missile, or ray of some sort at a
target in range. All need power and ammunition to function. Hi-Tech missile weapons can be
fired twice per round and a normal attack roll is made. |
|
Laser Pistol* |
light |
1 |
3 |
6 |
9 |
- |
f |
1 (1r |
10 |
H / D |
30k |
3 |
d4 |
5d6 |
/10 |
|
|
Laser Rifle* |
light |
2 |
10 |
20 |
30 |
- |
a |
1 (1r |
6 |
H / D |
36k |
6 |
d6 |
6d6 |
/10 |
|
Laser Weapons -
Each shot sends a laser beam at the target. |
Pstl |
Mark I Blaster* |
Sonic |
2 |
5 |
10 |
15 |
25 |
a |
|
8 (1) |
H / D |
6k |
|
1d6 |
1d6 |
- |
|
Pstl |
Mark II Blaster* |
Sonic |
2 |
5 |
10 |
15 |
25 |
a |
|
8 (1) |
H / D |
12k |
|
1d6 |
2d6 |
- |
|
Pstl |
Mark III Blaster* |
Sonic |
3 |
7 |
14 |
21 |
28 |
s |
|
8 (1) |
H / D |
18k |
|
1d8 |
3d6 |
- |
|
Pstl |
Mark IV Blaster* |
Sonic |
2 |
5 |
10 |
15 |
28 |
s |
|
8 (1) |
H / D |
24k |
|
2d4 |
4d6 |
/15 |
|
Rfl |
Mark V Blaster* |
Sonic |
3 |
7 |
14 |
21 |
30 |
s |
|
6 (1) |
2H / D |
30k |
|
1d10 |
5d6 |
- |
|
Rfl |
Mark VI Blaster* |
Sonic |
3 |
7 |
14 |
21 |
30 |
vs |
|
6 (1) |
2H / D |
36k |
|
1d12 |
6d6 |
- |
|
Rfl |
Mark VII Blaster* |
Sonic |
3 |
7 |
14 |
21 |
35 |
vs |
|
6 (1) |
2H / D |
42k |
|
2d6 |
7d6 |
- |
|
Rfl |
Mark VIII Blaster* |
Sonic |
3 |
7 |
14 |
21 |
40 |
vs |
|
6 (1) |
2H / D |
48k |
|
2d8 |
8d6 |
/10 |
|
Mark Blaster
Weapons - Each shot sends a sonic blast at the target. Mark I-IV are pistols and Mark
V-VIII are rifles. The wielder of sonic missile weapon doesn't make a normal "to
hit" roll. Instead, the target makes a saving throw vs. paralyzation to avoid being
hit. This saving throw is made at a bonus of +2 if the weapon is used at medium range, or
+5 if the target is at long range. PB is -2 to save, VL (Very Long) is +10 to save. |
|
MK I Disruptor* |
|
4 |
5 |
10 |
15 |
|
a |
* |
20 |
H / D |
20k |
|
|
1d20 |
- |
|
|
MK I Disruptor rifle* |
|
|
10 |
20 |
30 |
|
a |
* |
30 |
H / D |
45k |
|
|
2d20 |
- |
|
|
MK II Disruptor* |
|
|
10 |
20 |
30 |
|
a |
* |
30 |
H / D |
40k |
|
|
2d20 |
- |
|
|
MK II Disruptor rifle* |
|
|
10 |
25 |
50 |
60 |
a |
* |
40 |
H / D |
85k |
|
|
4d20 |
- |
|
|
MK III Disruptor * |
|
|
|
|
|
60 |
a |
* |
40 |
H / D |
80k |
|
|
4d20 |
- |
|
|
MK III Disruptor rifle* |
|
|
|
|
|
120 |
s |
* |
50 |
H / D |
125k |
|
|
6d20 |
- |
|
|
MK IV Disruptor * |
|
|
|
|
|
120 |
a |
* |
50 |
H / D |
120k |
|
|
6d20 |
- |
|
|
MK IV Disruptor rifle* |
|
|
|
|
|
240 |
s |
* |
60 |
H / D |
165k |
|
|
8d20 |
- |
|
* Disruptors -
Each shot sends a disruption beam at its target. A disruption beam disrupts cells in
living matter causing damage to creatures eternally. All disruptors have two settings:
Standard, High Power. Standard is as in the table. High Power allows a rate of fire of 2
shots per round, a +1d10 damage, and drains double the amount of power (i.e. two charges). |
Cal |
Name |
Type |
Range in Yards (x 10) |
WSM |
ROF (Reload |
Ammo (Charges) |
Notes (Pwr / Code) |
Cost (cr) |
Weight (Lbs) |
Knockdown |
Damage |
PB |
S |
M |
L |
VL |
Sm - Med |
Large |
Hull |
DV |
Handweapons:* |
- |
|
Needler* |
|
|
2 |
4 |
6 |
|
f |
* |
10 |
C / D |
4k |
|
|
* |
- |
|
|
Stun Ray Pistol* |
|
|
1 |
2 |
3 |
|
f |
* |
10 |
S / D |
5k |
|
|
* |
- |
|
|
Stun Ray Rifle* |
|
|
3 |
6 |
9 |
|
a |
* |
6 |
S / D |
7,5k |
|
|
* |
- |
|
Needler
- A clip for a needler contains 10 small needles coated with a paralysis drug (save vs.
poison or become paralyzed for 5d4 rounds). The energy cell will be used up after 30
shots. This weapon is completely soundless.
Stun Ray Weapons - A successful shot does no damage, but knocks the
victim out for 1d20 rounds. |
|
ElectroFlail* |
|
- |
|
|
- |
S / D |
12k |
|
|
2d6 |
|
|
|
EnergyMace* |
|
- |
|
|
- |
C / B |
60k |
|
|
10d6 |
|
|
|
Paralysis Rod* |
|
- |
|
|
- |
CSH / D |
3,5k |
|
|
* |
|
|
|
Stun Whip* |
|
- |
|
|
- |
C / D |
4k |
|
|
* |
|
|
|
Light Saber* |
|
- |
|
|
- |
H / C |
48k |
|
|
8d6 |
|
|
|
Vibro Blade* |
|
- |
|
|
- |
H / C |
18k |
|
|
3d6 |
|
|
Energy Weapons
Some weapons combine elements of melee and missile weapons. All are close combat weapons
that can't be thrown and need power.
Electroflail - A flail made of mithril and charged with electricity. The
slightest touch cause a severe shock. The Solar Energy Cell is good for 40 minutes.
Energy Mace - This energized club is powered by a
Chemical Energy Cell good for 20 minutes.
Paralysis Rod - This 1 yard long rod may be powered by a
Chemical Energy Cell (good for 4 hours), a Solar Energy Cell (good for 8 hours), or a
Hydrogen Energy Cell (good for 12 hours). When brought into contact with exposed flesh
(not protected by clothing, armor, etc.), it overloads the victim's synapses, causing
unconsciousness and paralysis lasting 4d4 hours. The victim can't be awakened prematurely.
Stun Whip - The Chemical Energy Cell in this item is
good for 30 minutes. A target hit by one of these 3 yard wire whips becomes unconscious
for 5d4 minutes.
Light Saber (Vibro Blade)
- The handle of this device houses a the energy cell good for 20 minutes. When in use, a
blue-etched force field forms a 1 foot blade that will cut through almost anything (GMs
discretion).
Vibro Dagger - Similar to the vibro blade, but with a
blade of only 6 inches long, the vibro dagger's cell is good for 30 minutes. |
Cal |
Name |
Type |
Range in Yards (x 10) |
WSM |
ROF (Reload |
Ammo (Charges) |
Notes (Pwr / Code) |
Cost (cr) |
Weight (Lbs) |
Knockdown |
Damage |
PB |
S |
M |
L |
VL |
Sm - Med |
Large |
Hull |
DV |
Grenades and Explosive |
- |
Chemex Grenade* |
|
- |
1 |
2 |
3 |
- |
|
|
- |
- / F |
4k |
4 |
|
10d6 |
- |
|
Energy Grenade* |
|
- |
" |
" |
" |
- |
|
|
- |
- / F |
4,5k |
4 |
|
12d6 |
2d4 |
|
Fragment Grenade* |
|
- |
" |
" |
" |
- |
|
|
- |
- / F |
2,5k |
4 |
|
5d6 |
- |
|
Poison Gas Grenade* |
|
- |
" |
" |
" |
- |
|
|
- |
- / F |
2,5k |
4 |
|
* |
- |
|
Stun Grenade* |
|
- |
" |
" |
" |
- |
|
|
- |
- / F |
3k |
4 |
|
* |
- |
|
Tear Gas Grenade* |
|
- |
" |
" |
" |
- |
|
|
- |
- / F |
2k |
4 |
|
* |
- |
|
Grenades
These are exploding devices usually delivered by hand. A character should use the
standard grenade-like missile combat rules. Before throwing the grenade, the character
activates it by "pulling the pin" on it. Once the pin is pulled, the grenade
automatically explodes the next round. All characters within 9 yards of an exploding
grenade are suffer the effects of the grenade. Damage is halved if save vs. paralyzation
is made by victims.
Chemex Grenade - Creates a chemical explosion (complete with lung-searing
flame) within the area.
Energy Grenade - Releases blast of energy within the area.
Fragment Grenade - Covers the area with jagged metal chards.
Poison Gas Grenade - Spews poison gas throughout the area that hangs in
the air for 1d6 rounds (-2 if area is windy). Characters must save vs. poison or suffer
3d6 points of damage for each round exposed to the gas.
Stun Grenade - Spews paralysis gas that acts like poison gas, but hangs
in the air for only 1d4 rounds. also, characters are knocked unconscious by the gas for
5d4 rounds taking no damage if a save vs poison is failed.
Tear Gas Grenade - Spews tear gas that hangs in the air for 1d6 rounds
(-2 if area is windy). Characters make a save vs poison. Failure indicates that the
character suffers a -2 "to hit" and suffers a –1 penalty to armor class. The
effects last for 3 rounds. |
CDP A* |
|
- |
|
|
|
- / F |
6k |
10 |
|
|
10d6 |
|
CDP B* |
|
- |
|
|
|
- / F |
7k |
17 |
|
|
12d6 |
|
Heavy Artillery |
- |
Concussion Bomb* |
|
- |
|
|
|
|
7,5k |
|
|
* |
- |
|
Fission Bomb (C)* |
|
- |
|
|
|
- / F |
17k |
|
|
4d10*10 |
|
|
Fission Bomb (D)* |
|
|
|
|
|
|
|
|
|
- / F |
17k |
|
|
6d10*10 |
6d10*10-1/3yd |
|
Fusion Bomb*
|
|
|
|
|
|
|
|
|
|
- / F |
10k |
|
|
15d10 |
/10 |
|
Matter Bomb (Alpha)* |
|
|
|
|
|
|
|
|
|
- / F |
8k |
|
|
15d6 |
/10 |
|
Matter Bomb (Beta)* |
|
|
|
|
|
|
|
|
|
- / F |
20k |
|
|
30d6 |
/10 |
|
Matter Bomb (Delta)* |
|
|
|
|
|
|
|
|
|
- / F |
50k |
|
|
6d6*10 |
/10 |
|
Micro-Missile |
|
|
|
|
|
|
|
|
|
- / F |
30k |
|
|
7d6 |
1d3 |
|
Mini-Missile |
|
|
10 |
30 |
50 |
|
|
|
|
- / F |
40k |
|
|
2d10*10 |
2d8+4 |
|
Neutron Bomb* |
|
|
30 |
60 |
90 |
|
|
|
|
- / F |
15k |
|
|
2d10*10 |
- |
|
SDP* |
|
|
|
|
|
|
|
|
|
- / F |
3k |
|
|
6d6 |
2d2 |
|
Surface Missile* |
|
|
1000 |
2000 |
4000 |
- |
|
|
|
- / F |
70k |
|
|
* |
* |
|
Bombs
& Missiles
This category includes demolition charges, small warheads, and sophisticated missiles.
These items have any type of fusing device the GM wishes (proximity, impact, heat, time
delay, etc.). Most lack delivery and guidance systems and have to be carried to the
desired spot and detonated. All characters within area of effect suffer damage. Damage is
halved if save vs. paralyzation is made by victims.
CDP A (Concentrated Damage Pack Type A) & CDP B
(Concentrated Damage Pack Type B) - A canvas backpack full of plastic explosives designed
to be placed by the bearer against a structure to be destroyed. Blast radius is 30 yards
for type A and 60 yards for type B. Structure save vs Disintegration.
Concussion bomb - A canister 10 inches long and 3 in diameter with small
"hooks" that fit various delivery systems. Has the effect of a stun grenade, but
has a 60-yard blast radius and a cloud duration of 2d6 minutes.
Fission Bomb - A black steel sphere 15 inches in diameter. Has a 1-mile
blast radius. Come in 2 versions: Clean and Dirty. The dirty bomb causes radiation (GM
decides the effects of radiation).
Fusion Bomb - A 50-inch diameter black steel disc. The blast radius is 60
feet.
Matter Bomb - A disc similar in appearance to a fusion bomb. Comes in
alpha, beta, and delta types. The alpha has a blast radius of 9 yards; the beta has a
blast radius of 30 yards; and the delta has a blast radius of 60 yards.
Micro-Missile - A 3-inch long missile that comes complete with its own
plastic handgrip/launcher. It does a blast radius of 15 yards.
Mini-Missile - A 15-inch long missile in its own disposable,
shoulder-held launcher. It has a blast radius of 30 yards.
Neutron Bomb - A 18-inch in diameter duralloy sphere. This bomb has a
blast radius of 300 yards. The bomb only damages living beings; it doesn't harm equipment,
vehicles, or buildings.
SDP (Small Damage Pack) - A canvas bag of plastic explosives. The blast
radius is 12 yards.
Surface Missile - A slender 3 yards long cylinder, usually fixed to a
military installation, or vehicle, and directed by computers and radar at the launch site.
There are 3 types of surface missiles: neutron, fission, an concussion. The first two are
simple bomb of the appropriate type attached to a surface missile. The latter type will do
30d10 points of damage to anyone in a 100-yard blast radius. |
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Phaser I |
|
|
5 |
10 |
15 |
|
|
* |
50 |
|
|
|
|
|
|
|
|
Phaser II |
|
|
10 |
20 |
30 |
|
|
* |
100 |
|
|
|
|
|
|
|
A phaser is
different than other weapons in that it has a setting controls that allows various forms
of damage.
SPREAD:
Normal - The wielder makes a normal "to hit" roll.
Wide - The wielder doesn't make a normal "to hit" roll.
Instead, the target makes a saving throw vs. paralyzation to avoid being hit. This saving
throw is made at a bonus of +2 if the weapon is used at medium range, or +5 if the target
is at long range.
SETTING:
The number following the setting is the number of charges that will be drained from the
battery per hit. Wide-spread attacks will drain twice the number of charges per person
affected. The setting are as followed:
Stun (1) - Target must make a successful saving throw vs. wands or be
rendered rigidly immobile for 5d4 rounds. A save indicates that the stun didn't affect the
character this time. The ray from this setting is blue.
1 (2) - Target suffer 1d10 points of damage, save vs. wands for half
damage. The ray color from settings 1 through 10 are various shades of red (1 being light
red, and 10 being dark red).
2 (3) - Target suffer 2d10 points of damage, save vs. wands for half
damage.
3 (4) - Target suffer 3d10 points of damage, save vs. wands for half
damage.
4 (5) - Target suffer 4d10 points of damage, save vs. wands for half
damage.
5 (6) - Target suffer 5d10 points of damage, save vs. wands for half
damage.
6 (7) - Target suffer 6d10 points of damage, save vs. wands for half
damage.
7 (8) - Target suffer 7d10 points of damage, save vs. wands for half
damage.
8 (9) - Target suffer 8d10 points of damage, save vs. wands for half
damage.
9 (10) - Target suffer 9d10 points of damage, save vs. wands for half
damage.
10 (12) - Target must save vs. death magic or die.
Maximum (14) - This setting causes matter to vanish. It affects even
matter (or energy) of a magical nature. Disintegration is instantaneous, and its effects
are permanent. Anything within the 10' X 10' X 10' cube is obliterated. A thin, green ray
(no wide-spread attack) causes physical material affected to glow and vanish leaving no
trace.
Overload (all) - This setting causes the phaser to build up energy that
surpasses safety parameters until it explodes destroying the phaser. Phaser I has a blast
radius of 25 yards and does 5d10 points of damage to living things in the blast radius.
Phaser II has a blast radius of 50 yards and does 5d20 points of damage to living things
in the blast radius. |
|
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|
Energy forms* (Cells, batteries etc)
rv = Revolving
ss = Single Shot
sa = Single Auto
at = Automatic
ab = Auto Bolt
/c = continues (auto)
ba = Bolt Action
m = manual
Name |
Type |
Range in Yards (x 10) |
WSM |
ROF (Reload |
Ammo (Charges) |
Notes (Pwr / Code) |
Cost (cr) |
Weight (Lbs) |
Knockdown |
Damage |
PB |
S |
M |
L |
VL |
Sm - Med |
Large |
Hull |
DV |
Various Weaponry |
|
9mm Adv Combat Rifle |
|
2 |
10 |
20 |
40 |
6666 |
|
1 |
20 |
|
|
|
|
3d12 |
- |
36 |
9mm AdvCombat rifle SABOT |
|
|
|
|
|
6666 |
|
1 |
20 |
|
|
|
|
2d12 |
- |
24 |
Barsoomian Radium Pistol |
|
|
|
|
|
6666 |
|
2 |
12 |
Exploding Bullets |
|
|
|
2d20 |
|
40 |
"Electric Rifle" |
|
|
|
|
|
1667 |
|
1 |
40 |
(Space 1889 Gauss Rifle) |
|
|
|
2d12 |
|
28 |
Gause Rifle |
|
|
|
|
|
1667 |
|
1 |
40 |
|
|
|
|
3d10 |
|
30 |
"Klingon Plasma Cannon" |
|
|
|
|
|
6666 |
|
1 |
5 |
/w Energy Pack |
|
|
|
1d12*10 |
1d12 |
120 |
"Hand Beamer" - Laser |
|
|
|
|
|
1667 |
|
1 |
5 |
|
|
|
|
1d20 |
|
20 |
Laser Pistol (Early Fed.) |
|
|
|
|
|
833 |
|
11 |
20 |
*DV 40, save for 10) |
|
|
|
4d10 |
- |
40*/10* |
"Blaster pistol" |
|
|
|
|
|
833 |
|
1 |
10 |
|
|
|
|
2d8 |
|
16 |
"Blaster" (Apokolips) Std. |
|
|
|
|
|
833 |
|
1 |
10 |
|
|
|
|
2d12 |
|
25 |
"Blaster" Hvy |
|
|
|
|
|
833 |
|
1 |
10 |
|
|
|
|
10d6 |
1d6 |
64 |
"Blaster" XHvy |
|
|
|
|
|
833 |
|
1 |
10 |
|
|
|
|
10d6*2 |
1d10 |
144 |
Dalembert Gazi Blaster |
|
|
|
|
|
833 |
|
1 |
25 |
|
|
|
|
4d8 |
|
38+1d6rad |
Svortza Blaster |
|
|
|
|
|
833 |
|
1 |
20 |
|
|
|
|
4d8 |
|
38+1d6rad |
MKI Klingon Disruptor |
|
|
|
|
|
833 |
|
1 |
25 |
|
|
|
|
4d8 |
|
38/12 |
MKI Disruptor Rifle |
|
|
|
|
|
1667 |
|
1 |
25 |
|
|
|
|
4d8 |
|
38/12 |
MKII Disruptor (STTOS) |
|
|
|
20 |
|
|
|
|
|
|
|
|
|
std setting |
|
|
|
|
|
6666 |
1 |
|
|
|
|
|
|
3d12 |
1d4 |
38/12 |
High power |
|
|
|
|
|
1667 |
2 |
|
|
Disintegrate 250lbs |
|
2d12, vs death or die |
_ |
D/25 |
MKIII Hand Disruptor (STTNG) |
|
|
|
25 |
|
|
|
|
|
|
|
|
|
Std setting |
|
|
|
|
|
6666 |
1 |
|
|
|
|
|
|
3d12 |
1d4 |
38/12 |
High Power |
|
|
|
|
|
1667 |
2 |
|
|
Disintegrate 250lbs |
|
2d12, vs death or die |
_ |
D/25 |
MKIV Disruptor Rifle (STTNG) |
|
|
|
55 |
|
|
|
|
|
|
|
|
|
Std Setting |
|
|
|
|
|
6666 |
1 |
|
|
|
|
|
|
3d12 |
1d4 |
38/12 |
High Power |
|
|
|
|
|
1667 |
2 |
|
|
Disintegrate 250 lbs |
|
2d12, vs death or die |
_ |
D/25 |
MKI Phaser/Phaser I (STTOS) |
|
20 |
|
|
cost |
lbs |
knkdwn |
dmg |
DV |
1. Stun, lgt |
|
2 |
6 |
14 |
24 |
833 |
1 |
|
|
Paralysed for d10 rd |
|
d10 |
- |
38*/12* |
2. Stun |
|
|
|
|
|
833 |
2 |
|
|
Unconscious, 2d10+10 rd |
|
2d10 |
- |
38*/12* |
3. Stun |
|
|
|
|
|
833 |
3 |
|
|
Unconscious, 3d10+20 rd |
|
3d10 |
- |
38*/12* |
4. Stun, Wide Angle |
|
|
|
|
|
833 |
4 |
|
|
Unconscious, 2d10+10 rd |
|
2d10 |
- |
38*/12* |
5. Stun, Hvy |
|
|
|
|
|
833 |
2 |
|
|
Uncons. 6d6 hours,
Save vs. Death or receive
permanent nerve damage |
|
10d6 |
- |
60*/20* |
6. Heat |
|
- |
1 |
2 |
3 |
3 |
2 |
|
|
7000 F |
|
|
|
4d10 |
1d4 |
40/20 |
7. Weld/ Cut |
|
|
|
|
|
1 |
1 |
|
|
|
|
|
|
5d10 |
1d5 |
50/25 |
8. Disrupt/Kill |
|
2 |
6 |
14 |
24 |
833 |
2 |
|
|
|
|
|
|
14d6 |
- |
75/20 |
9.Dematerialize |
|
|
|
|
|
333 |
4 |
|
|
Disintegrate 250 lbs |
|
5d6 ,vs death or die |
|
D/25 |
10. Overload |
|
50y blast radius |
|
|
|
|
|
|
|
10,000 in blast radius |
MKI Phaser/Phaser I / Civilian Model |
|
20 |
|
|
|
|
|
|
|
1. Stun, lgt |
|
2 |
6 |
14 |
24 |
833 |
1 |
|
|
Paralysed for d10 min. |
|
d10 |
- |
38*/12* |
2. Stun |
|
|
|
|
|
833 |
2 |
|
|
Unconscious, 2d10+10 rd |
|
2d10 |
- |
38*/12* |
3. Stun |
|
|
|
|
|
833 |
3 |
|
|
Unconscious, 3d10+20 rd |
|
3d10 |
- |
38*/12* |
4. Stun, Wide Angle |
|
|
|
|
|
833 |
4 |
|
|
Unconscious, 2d10+10 rd |
|
2d10 |
- |
38*/12* |
5. Stun, Hvy |
|
|
|
|
|
833 |
2 |
|
|
Uncons. 6d6 hours, Save
vs. Death or receive permanent
nerve damage |
|
6d10 |
- |
60*/20* |
6. Heat |
|
- |
1 |
2 |
3 |
3 |
2 |
|
|
(7000 F) |
|
|
|
4d10 |
1d4 |
40/20 |
7. Weld/cut |
|
- |
1 |
1 |
|
|
|
|
|
|
2d20 |
1d5 |
50/25 |
MKIII Phaser/ Phaser II (STTOS) |
|
35 |
|
|
|
|
|
|
|
|
|
1. Stun, lgt |
|
2 |
6 |
14 |
24 |
833 |
1 |
|
|
Paralysed for d10 rd |
|
d10 |
|
38*/12* |
2. Stun |
|
|
|
|
|
833 |
2 |
|
|
Unconscious, 2d10+10 rd |
|
2d10 |
|
38*/12* |
3. Stun |
|
|
|
|
|
833 |
3 |
|
|
Unconscious, 3d10+20 rd |
|
3d10 |
|
38*/12* |
4. Stun, Wide Angle |
|
|
|
|
|
833 |
4 |
|
|
Unconscious, 2d10+10 rd |
|
2d10 |
|
38*/12* |
5. Stun, Hvy |
|
|
|
|
|
833 |
2 |
|
|
Uncons. 6d6 hours,
Save vs. Death or receive
permanent nerve damage |
|
6d10 |
|
60*/20* |
6. Heat |
|
- |
1 |
2 |
3 |
3 |
2 |
|
|
7000 F |
|
|
|
4d10 |
|
40/20 |
7. Weld/ Cut |
|
- |
1 |
1 |
|
|
|
|
|
|
5d10 |
|
50/25 |
8. Disrupt/Kill |
|
2 |
6 |
14 |
24 |
833 |
2 |
|
|
|
|
|
|
13d6 |
|
75/20 |
9.Dematerialize |
|
|
|
|
|
333 |
4 |
|
|
Disintegrate 300 lbs |
|
2d12, vs death or die |
|
D/25 |
10. Overload |
|
150y blast radius |
|
|
|
|
|
|
|
1,000,000 in blast radius |
MKIII Phaser/ Phaser Rifle (STTOS) |
|
50 |
|
|
|
|
|
|
|
|
|
1. Stun |
|
2 |
6 |
14 |
24 |
833 |
2 |
|
|
Unconscious, 2d10+10 rd |
|
2d10 |
- |
38*/12* |
2. Stun, Wide Angle |
|
|
|
|
|
833 |
4 |
|
|
Unconscious, 2d10+10 rd |
|
2d10 |
- |
38*/12* |
3. Stun, Hvy |
|
|
|
|
|
833 |
2 |
|
|
Uncons. 6d6 hours, Save
vs. Death or receive permanent
nerve damage |
|
6d10 |
- |
60*/20* |
4. Heat |
|
- |
1 |
2 |
3 |
3 |
2 |
|
|
(7000 F) |
|
|
|
10d6 |
1d4 |
40/20 |
5. Disrupt/kill |
|
2 |
6 |
14 |
24 |
833 |
2 |
|
|
|
|
|
|
13d6 |
1d6 |
75/20 |
6.Dematerialize |
|
|
|
|
|
333 |
4 |
|
|
Disintegrate 500 lbs |
|
2d20, vs death or die |
_ |
D/50 |
7. Overload |
|
150y blast radius |
|
|
|
|
|
|
|
1,000,000 in blast radius |
MKII Phaser/Phaser 1B (Movies) |
|
20 |
|
|
|
|
|
|
|
|
|
1. Stun |
|
2 |
6 |
14 |
24 |
833 |
2 |
|
|
Unconscious, 2d10+10 rd |
|
2d10 |
- |
40*/15* |
2. Stun, Wide Angle |
|
|
|
|
|
833 |
4 |
|
|
Unconscious, 2d10+10 rd |
|
2d10 |
- |
40*/15* |
3. Stun, Hvy |
|
|
|
|
|
833 |
2 |
|
|
Uncons. 6d6 hours, Save
vs. Death or receive permanent
nerve damage |
|
3d20 |
- |
65*/25* |
4. Heat |
|
- |
1 |
2 |
3 |
3 |
2 |
|
|
(7000 F) |
|
|
|
10d6 |
1d6 |
60/30 |
5. Disrupt/Kill |
|
2 |
6 |
14 |
24 |
833 |
2 |
|
|
|
|
|
|
14d6 |
1d8 |
80/30 |
6. Dematerialize |
|
|
|
|
|
833 |
4 |
|
|
Disintegrate 300 lbs |
|
3d8, vs death or die |
1d3 |
D/30 |
7. Overload |
|
50y blast radius |
|
|
|
|
|
|
|
10,000 in blast radius |
MKII Phaser/Phaser 2B (Movies) |
|
40 |
|
|
|
|
|
|
|
|
|
1. Stun |
|
2 |
6 |
14 |
24 |
833 |
2 |
|
|
Unconscious, 2d10+10 rd |
vs rod |
2d10 |
- |
40*/15* |
2. Stun, Wide Angle |
|
|
|
|
|
833 |
4 |
|
|
Unconscious, 2d10+10 rd |
vs rod |
2d10 |
- |
40*/15* |
3. Stun, Hvy |
|
|
|
|
|
833 |
2 |
|
|
Uncons. 6d6 hours, Save
vs. Death or receive permanent
nerve damage |
auto |
8d6 |
- |
65*/25* |
4. Heat |
|
- |
1 |
2 |
3 |
3 |
2 |
|
|
(7000 F) |
|
10d6 |
1d6 |
60/30 |
5. Disrupt/Kill |
|
2 |
6 |
14 |
24 |
833 |
2 |
|
|
|
|
|
|
8d10 |
1d8 |
80/30 |
6.Dematerialize |
|
|
|
|
|
833 |
4 |
|
|
Disintegrate 500 lbs |
|
2d20, vs Death or die |
D/50 |
7. Overload |
|
150y blast radius |
|
|
|
|
|
|
|
1,000,000 in blast radius |
Name |
Type |
Range in Yards (x 10) |
WSM |
ROF (Reload |
Ammo (Charges) |
Notes (Pwr / Code) |
Cost (cr) |
Weight (Lbs) |
Knockdown |
Damage |
PB |
S |
M |
L |
VL |
Sm - Med |
Large |
Hull |
DV |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
*DV 40, save for 10), Phaser hits where setting is stun, is only temporary (75%),
except Stun Hvy (heavy) which is full damage.
cr: Is used for credit, or monetary amount. As it is not always good to know the
price in AD&D gold (gp) as the price most likely would high at best and incompatible
in most cases. I will let it be up to the DM to find a exchange rate from Credit(cr) to
Gold Pieces(gp).
|