Weapon Rules

Melee Weapon Properties

  • Handedness: How the weapon can be wielded
    • 1h - The weapon is wielded in one hand leaving the other hand free.
    • 2h - The weapon is wielded in both hands.
    • 1h / 2h - The weapon can be wielded in either configuration. If wielded with only one hand, AP cost of actions are increased by +1.
  • Weapon Skill: The Skill that is used to make checks when wielding the weapon.
  • Striking Surfaces: The edges or faces of the weapon that can be used to deal damage.
    • Action AP Cost: The cost in action points of taking an action with this striking surfaces.
    • Damage: The dice you should roll when dealing damage with this weapon.
    • Damage Type: The type of damage that this weapon deals. This determines your targets ability to resist damage and the pattern of damage they receive.
    • Reach: Min and Max reach determine the minimum and maximum distances at which it can be used to attack target.

Ranged Weapon Properties

  • Handedness: How the weapon can be wielded
    • 1h - The weapon is wielded in one hand leaving the other hand free.
    • 2h - The weapon is wielded in both hands.
    • 1h / 2h - The weapon can be wielded in either configuration. If wielded with only one hand, AP cost of actions are increased by +1.
  • Weapon Skill: The Skill that is used to make checks when wielding the weapon.
  • Reload AP Cost: The number of action points required to reload the weapon. If this is more than 12, keep track of the action points spent toward this total each round.
  • Shots: The number of shots before you have to reload.
  • Attacks: The attacks that can be performed with this weapon
    • Action AP Cost: The cost in action points of taking an action with this striking surfaces.
    • Shots Used: The number of shots this attack uses up.
    • Accuracy: Accuracy is the bonus you receive to your attack roll with and without aiming.
    • Speed: Represents the speed of the ranged weapon projectile. This determines the minimum range at which a target can actively dodge.
    • Damage: The dice you should roll when dealing damage with this weapon.
    • Damage Type: The type of damage that this weapon deals. This determines your targets ability to resist damage and the pattern of damage they receive.

Table: Range Modifiers

2m
+10
5m
+0
10m
-8
20m
-16
40m
-24
80m
-32
160m
-40
320m
-48
640m
-56
1280m
-64
Cover

There are five tiers of cover that characters can benefit from.

Minor Cover
Minor Cover constitutes a very minor level of protection such as standing with one leg behind a barrel. It provides a -1 penalty on all attacks.
One Quarter Cover
One Quarter Cover is slightly more substantial protection such as standing behind a small wall that covers most of the legs. It provides a -2 penalty on all attacks.
One Half Cover
One Half Cover constitutes a decent level of cover such as a waist-high wall that covers all of the legs and the lowest part of the torso. It provides a -4 penalty on all attacks.
Three Quarters Cover
Three-Quarters Cover is substantial protection such as someone peeking around a corner with just their head and arm showing. It provides a -8 penalty on all attacks.
Engineered Cover
Engineered Cover constitutes a constructed defensive position that obscures as much of the body as possible without hindering sight. It provides a -12 penalty on all attacks.

Melee Weapons

Ranged Weapons

Starfleet Type-1 Hand Phaser


Handedness: 1h
Weapon Skill: Marksmanship (Hand Phasers)
Reload AP Cost: 6
Shots: 500

The Type-1 hand phaser is the smallest of the handheld phaser sidearms. It is easily concealed and consequently well suited to undercover work or to diplomatic missions where larger weapons would be unsuitable.

Attacks

Stun
Action AP Cost: 3
Target:

Single Target

Shots Used: 1
Accuracy: 7 / Aimed: 16
Speed: 149896229
Damage: d3
Damage Type: Phased Energy
Additional Effects:
  • Your target gains the condition Dazed

Heavy Stun
Action AP Cost: 3
Target:

Single Target

Shots Used: 1
Accuracy: 7 / Aimed: 16
Speed: 149896229
Damage: d6
Damage Type: Phased Energy
Additional Effects:
  • Your target gains the condition Stunned

Kill
Action AP Cost: 3
Target:

Single Target

Shots Used: 2
Accuracy: 7 / Aimed: 16
Speed: 149896229
Damage: 4d8
Damage Type: Phased Energy

Vaporise
Action AP Cost: 3
Target:

Single Target

Shots Used: 25
Accuracy: 7 / Aimed: 16
Speed: 149896229
Damage: 50d6
Damage Type: Phased Energy

Suppressive Fire (Stun)
Action AP Cost: 3
Target:

Zone
Radius: 2m
Duration: 1 rounds

Shots Used: 25
Accuracy: -4 / Aimed: 9
Speed: 149896229
Damage: d3
Damage Type: Phased Energy
Additional Effects:
  • Your target gains the condition Dazed

Suppressive Fire (Heavy Stun)
Action AP Cost: 9
Target:

Zone
Radius: 2m
Duration: 1 rounds

Shots Used: 25
Accuracy: -4 / Aimed: 9
Speed: 149896229
Damage: d6
Damage Type: Phased Energy
Additional Effects:
  • Your target gains the condition Stunned

Suppressive Fire (Kill)
Action AP Cost: 9
Target:

Zone
Radius: 2m
Duration: 1 rounds

Shots Used: 50
Accuracy: -4 / Aimed: 9
Speed: 149896229
Damage: 4d8
Damage Type: Phased Energy

Starfleet Type-2 Hand Phaser


Handedness: 1h
Weapon Skill: Marksmanship (Hand Phasers)
Reload AP Cost: 6
Shots: 1000

The Type-2 hand phaser is a small and conveniently portable hand phaser weapon that can be easily carried and even concealed if necessary.

Attacks

Stun
Action AP Cost: 3
Target:

Single Target

Shots Used: 1
Accuracy: 8 / Aimed: 18
Speed: 149896229
Damage: d3
Damage Type: Phased Energy
Additional Effects:
  • Your target gains the condition Dazed

Heavy Stun
Action AP Cost: 3
Target:

Single Target

Shots Used: 1
Accuracy: 8 / Aimed: 18
Speed: 149896229
Damage: d6
Damage Type: Phased Energy
Additional Effects:
  • Your target gains the condition Stunned

Kill
Action AP Cost: 3
Target:

Single Target

Shots Used: 2
Accuracy: 8 / Aimed: 18
Speed: 149896229
Damage: 4d10
Damage Type: Phased Energy

Vaporise
Action AP Cost: 3
Target:

Single Target

Shots Used: 25
Accuracy: 8 / Aimed: 18
Speed: 149896229
Damage: 55d6
Damage Type: Phased Energy

Suppressive Fire (Stun)
Action AP Cost: 3
Target:

Zone
Radius: 2m
Duration: 1 rounds

Shots Used: 25
Accuracy: -3 / Aimed: 11
Speed: 149896229
Damage: d3
Damage Type: Phased Energy
Additional Effects:
  • Your target gains the condition Dazed

Suppressive Fire (Heavy Stun)
Action AP Cost: 9
Target:

Zone
Radius: 2m
Duration: 1 rounds

Shots Used: 25
Accuracy: -3 / Aimed: 11
Speed: 149896229
Damage: d6
Damage Type: Phased Energy
Additional Effects:
  • Your target gains the condition Stunned

Suppressive Fire (Kill)
Action AP Cost: 9
Target:

Zone
Radius: 2m
Duration: 1 rounds

Shots Used: 50
Accuracy: -3 / Aimed: 11
Speed: 149896229
Damage: 4d10
Damage Type: Phased Energy

Starfleet Type-3 Phaser rifle


Handedness: 2h
Weapon Skill: Marksmanship (Phaser Rifles)
Reload AP Cost: 6
Shots: 8000

The type-3 phaser rifle is the standard issue Starfleet phaser rifle. It's an incredibly flexible (some would say complex) weapon with excellent intermediate range performance.

Attacks

Stun
Action AP Cost: 3
Target:

Single Target

Shots Used: 1
Accuracy: 10 / Aimed: 29
Speed: 149896229
Damage: d4
Damage Type: Phased Energy
Additional Effects:
  • Your target gains the condition Dazed

Heavy Stun
Action AP Cost: 3
Target:

Single Target

Shots Used: 1
Accuracy: 10 / Aimed: 29
Speed: 149896229
Damage: d8
Damage Type: Phased Energy
Additional Effects:
  • Your target gains the condition Stunned

Kill
Action AP Cost: 3
Target:

Single Target

Shots Used: 2
Accuracy: 10 / Aimed: 32
Speed: 149896229
Damage: 5d12
Damage Type: Phased Energy

Vaporise
Action AP Cost: 3
Target:

Single Target

Shots Used: 25
Accuracy: 10 / Aimed: 30
Speed: 149896229
Damage: 65d6
Damage Type: Phased Energy

Suppressive Fire (Stun)
Action AP Cost: 9
Target:

Zone
Radius: 2m
Duration: 1 rounds

Shots Used: 50
Accuracy: 3 / Aimed: 22
Speed: 149896229
Damage: d4
Damage Type: Phased Energy
Additional Effects:
  • Your target gains the condition Dazed

Suppressive Fire (Heavy Stun)
Action AP Cost: 9
Target:

Zone
Radius: 2m
Duration: 1 rounds

Shots Used: 50
Accuracy: -3 / Aimed: 22
Speed: 149896229
Damage: d8
Damage Type: Phased Energy
Additional Effects:
  • Your target gains the condition Stunned

Suppressive Fire (Kill)
Action AP Cost: 9
Target:

Zone
Radius: 2m
Duration: 1 rounds

Shots Used: 100
Accuracy: 3 / Aimed: 25
Speed: 149896229
Damage: 5d12
Damage Type: Phased Energy

Starfleet Type-3a Compression Phaser rifle


Handedness: 2h
Weapon Skill: Marksmanship (Phaser Rifles)
Reload AP Cost: 5
Shots: 8000

The compression phaser rifle is a smaller, more portable phaser rifle that has excellent short range performance for away team defence.

Attacks

Stun
Action AP Cost: 3
Target:

Single Target

Shots Used: 1
Accuracy: 12 / Aimed: 23
Speed: 149896229
Damage: d4
Damage Type: Phased Energy
Additional Effects:
  • Your target gains the condition Dazed

Heavy Stun
Action AP Cost: 3
Target:

Single Target

Shots Used: 1
Accuracy: 12 / Aimed: 23
Speed: 149896229
Damage: d6
Damage Type: Phased Energy
Additional Effects:
  • Your target gains the condition Stunned

Kill
Action AP Cost: 3
Target:

Single Target

Shots Used: 2
Accuracy: 12 / Aimed: 24
Speed: 149896229
Damage: 4d12
Damage Type: Phased Energy

Vaporise
Action AP Cost: 3
Target:

Single Target

Shots Used: 25
Accuracy: 12 / Aimed: 23
Speed: 149896229
Damage: 60d6
Damage Type: Phased Energy

Suppressive Fire (Stun)
Action AP Cost: 9
Target:

Zone
Radius: 2m
Duration: 1 rounds

Shots Used: 50
Accuracy: 5 / Aimed: 16
Speed: 149896229
Damage: d4
Damage Type: Phased Energy
Additional Effects:
  • Your target gains the condition Dazed

Suppressive Fire (Heavy Stun)
Action AP Cost: 9
Target:

Zone
Radius: 2m
Duration: 1 rounds

Shots Used: 50
Accuracy: 5 / Aimed: 16
Speed: 149896229
Damage: d6
Damage Type: Phased Energy
Additional Effects:
  • Your target gains the condition Stunned

Suppressive Fire (Kill)
Action AP Cost: 9
Target:

Zone
Radius: 2m
Duration: 1 rounds

Shots Used: 100
Accuracy: 5 / Aimed: 17
Speed: 149896229
Damage: 4d12
Damage Type: Phased Energy

Jem'Hadar Plasma Rifle


Handedness: 2h
Weapon Skill: Marksmanship (Plasma Rifles)
Reload AP Cost: 5
Shots: 10000

The Jem'Hadar plasma rifle is a rapid firing weapon that delivers a lethal plasma bolt to the target. It also delivers an anti-coagulant to try to ensure the target's death if the initial energy bolt is insufficient.

Attacks

Stun
Action AP Cost: 3
Target:

Single Target

Shots Used: 1
Accuracy: 11 / Aimed: 28
Speed: 13200000
Damage: d8
Damage Type: Plasma
Additional Effects:
  • Your target gains the condition Stunned

Kill
Action AP Cost: 3
Target:

Single Target

Shots Used: 2
Accuracy: 11 / Aimed: 30
Speed: 13200000
Damage: 4d20
Damage Type: Plasma
Additional Effects:
  • Your target gains the condition Bleeding

Disintegrate
Action AP Cost: 3
Target:

Single Target

Shots Used: 25
Accuracy: 11 / Aimed: 26
Speed: 13200000
Damage: 50d8
Damage Type: Plasma

Suppressive Fire (Stun)
Action AP Cost: 3
Target:

Zone
Radius: 2m
Duration: 1 rounds

Shots Used: 50
Accuracy: 4 / Aimed: 21
Speed: 13200000
Damage: d8
Damage Type: Plasma
Additional Effects:
  • Your target gains the condition Stunned

Suppressive Fire (Kill)
Action AP Cost: 3
Target:

Zone
Radius: 2m
Duration: 1 rounds

Shots Used: 100
Accuracy: 4 / Aimed: 23
Speed: 13200000
Damage: 4d20
Damage Type: Plasma
Additional Effects:
  • Your target gains the condition Bleeding

Disruptor Rifle


Handedness: 2h
Weapon Skill: Marksmanship (Plasma Rifles)
Reload AP Cost: 5
Shots: 10000

Disruptor Rifles are directed energy weapons used by the likes of the Klingon Empire and Romulan Star Empire.

Attacks

Stun
Action AP Cost: 3
Target:

Single Target

Shots Used: 1
Accuracy: 10 / Aimed: 29
Speed: 149896229
Damage: d8
Damage Type: Phased Energy
Additional Effects:
  • Your target gains the condition Stunned

Kill
Action AP Cost: 3
Target:

Single Target

Shots Used: 2
Accuracy: 10 / Aimed: 31
Speed: 149896229
Damage: 6d10
Damage Type: Phased Energy

Disintegrate
Action AP Cost: 3
Target:

Single Target

Shots Used: 25
Accuracy: 10 / Aimed: 27
Speed: 149896229
Damage: 65d6
Damage Type: Phased Energy

Suppressive Fire (Stun)
Action AP Cost: 3
Target:

Zone
Radius: 2m
Duration: 1 rounds

Shots Used: 50
Accuracy: 3 / Aimed: 22
Speed: 149896229
Damage: d8
Damage Type: Phased Energy
Additional Effects:
  • Your target gains the condition Stunned

Suppressive Fire (Kill)
Action AP Cost: 3
Target:

Zone
Radius: 2m
Duration: 1 rounds

Shots Used: 100
Accuracy: 3 / Aimed: 24
Speed: 149896229
Damage: 5d12
Damage Type: Phased Energy