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star trek adventures phaser

Aiming allows for this weapon to reroll all their d20’s instead of just 1.

If a character performs a Prepare Minor Action before attacking, they may add one of the following to the attack: Area, Intense, Piercing 2 or Vicious 1

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[Star Trek Adventures] Phasers on stun

  • Thread starter Altheus
  • Start date Aug 21, 2018

star trek adventures phaser

Not a nice person

  • Aug 21, 2018

I've started looking at running at Star Trek Adventures and I can't find anything that describes the process for using a phaser to stun someone. A successful attack should allow you to do 2D worth of damage, should I allow any effects rolled on that to cause unconsciousness or is there a method I'm not aware of?  

Bemused and Bewildered

Altheus said: I've started looking at running at Star Trek Adventures and I can't find anything that describes the process for using a phaser to stun someone. A successful attack should allow you to do 2D worth of damage, should I allow any effects rolled on that to cause unconsciousness or is there a method I'm not aware of? Click to expand...

Malcolm_Merlyn

Validated user.

good question, I looked in the PDF and saw nothing about it  

It's all there if you know how to look. There is quite a bit of deriving what different weapons do and not many tables or summaries on how they do them. Nice book but it could do with a more: Do x, do y, do z, and if you achieve 5 points of damage or reduce the targets stress to 0 they are stunned. Thanks for answering the question.  

Well, I will read it as soon as I got my french version of the book.  

Loconius

Active member

I agree that it could be clearer on many of the rules, though it is a pretty book!  

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DUM VITA EST SPES EST WHILE THERE'S LIFE, THERE'S HOPE Star Trek Adventures - How to Play Thank you for showing interest in playing Star Trek Adventures! This guide is to help you get started so you can Boldly Go, and all that jazz. Below you will find quick guides on what is required to play, how to create a Roll20.net account, how to join a game on Roll20.net, and mini-guides on how to create a character, quick explanations of game mechanics and links to other useful references and resources to help you get the most out of your Star Trek Adventures gameplay. What is Required to Play To get started, you will require several things to play Star Trek Adventures: A Microphone and access to the UFP Teamspeak Server A Roll20.net account Ownership of the Star Trek Adventures Core Rule Book (Physical or PDF copy) If you don't own the game, you can participate in one game, for free to see if you like it. Star Trek Adventures, like any table-top roleplaying game, is a very social and interactive game, and as such, voice communication will be required to play. This will be facilitated through the UFP Teamspeak server. If you do not have access to the Teamspeak Server, ask for help here . The game will be played on the Roll20.net Virtual Tabletop System , and will require that all players sign up for a free account in order to play. How to create an account will be covered later in this guide. Ownership of the Core Rulebook, either physical or PDF , is required just as if you were playing Stellaris, WoW, or Star Trek Bridge Crew. In the event that UFP and Modiphius (STA's publisher) develop a relationship (contests, giveaways, etc), requiring ownership from players participating in UFP sponsored events would be integral to maintaining that relationship. You can purchase Star Trek Adventures through Modiphius' Offical Store (Physical or PDF) , Amazon, DriveThru RPG (PDF) , or through your Friendly Local Game Store. Purchasing the PDF version of the book is by far the cheapest option, often at a third of the cost of the Physical Copy. Creating a Roll20.net Account In order to play Star Trek Adventures, you need a Roll20.net account, which is free. To create an account, go to http://roll20.net , and click the large, pink "CREATE YOUR FREE ACCOUNT" button, fill out the registration form, and there you go! Account created! One more thing of note though, when you create your account, your Display Name on the site is, by default, your First and Last name, to change this, go to https://app.roll20.net/account/ and edit the 'Display Name' field to what you want and save changes. Joining an UFP Sponsored Event on Roll20 In order to join a game being run by Starfleet Tactical staff, the Operations Officer running the event will post a join link in the TeamSpeak chat that will automatically add you to the game. If you have not created a Roll20.net account, you will be prompted to create one, otherwise, you will be prompted to log into your Roll20.net account. This link is private and should not be shared outside of UFP. This is to prevent people who have not signed up for the event from joining and disrupting the event. Creating a Character in Star Trek Adventures How to create a character in Star Trek Adventures is covered in the Core Rulebook starting on page 93. We will be using the Lifepath Creation Method of creating a character which will give you the greatest choice in how you want your character created. The Lifepath Creation method is as follows: Your character starts out with 7 points in the following 6 Attributes: Control, Fitness, Presence, Daring, Insight, Reason Your character starts out with 1 point in the following 6 Disciplines: Command, Security, Science, Conn, Engineering, Medicine Step One Choose your Characters Species : Andorian, Bajoran, Betazoid, Denobulan, Human, Tellarite, Trill, Vulcan If you own the Beta Quadrant Source Book , on page 75, there are several more options for you: Ardanan, Benzite, Bolian, Deltan, Efrosian, Klingon, Rigelian Chelon, Rigelian Jelna, Risan, Xindi Arborial, Xindi Primate, Xindi Reptillian, Xindi Insectoid, Zakdorn. Based on that choice, complete the following: Add your Species' trait +1 to each of 3 Attributes based on your species choice Access to Talents unique to that species Choose one Talent (Pg 135 of the Core Rulebook, Additional Talents are available if you own the Command Division book on Pg 44 and Pg 49) Step Two Choose the character’s Environment (Pg 111); this is the type of world the character was raised on. Each Environment grants: A Value (based on your environment) +1 to one Attribute, and +1 to one Discipline as outlined by your environment choice. Step Three Choose the character’s Upbringing (Pg. 113); this is the kind of education the character had during their formative years, and the kind of influence their parents and mentors had. Each gives the character: +2 to one Attribute and +1 to a second Attribute (based on your upbringing choice) +1 to a single Discipline One Focus (Pick one that fits what your character is going to be good at) One Talent Step Four The character attends Starfleet Academy (Pg. 116), and chooses which track of the Academy they join — command, operations, or sciences. This grants the character: One Value Three points to spend on two or three Attributes +2 to a single Discipline (your major), +1 to two other disciplines (your minors) Three Focuses One Talent Step Five Choose how long the character’s career has been so far (Pg. 117) — are they young and inexperienced, seasoned veterans, or somewhere in between? The character gains: One Value One Talent If you choose to play a Young Officer with the Untapped Potential talent, you cannot have an Attribute above 11, or a Discipline above 4, and you cannot have a rank higher than Lieutenant. Step Six Determine two or more Career Events (Pg. 118 ). Regardless of how many events are chosen (Min. Two), the character only gains the following based on their choices: Two points for Attributes Two Points for Disciplines Two Focuses Step Seven Finishing Touches, Gain: One Value +1 to Two Attributes +1 to Two Disciplines Adjust Attributes and Disciplines that go over the Maximum Score of Each (12 for Attributes, 5 for Disciplines) Only one Attribute can be at 12, And only one Discipline can be at 5. If you picked "Young Officer", you may only have 1 Attribute at 11, and one Discipline at 4 Your Attribute Scores should total up to 56 points. Your Discipline Scores should total up to 16. Record derived Scores: Stress (Fitness + Security Scores), Bonus Damage (Weapon base damage + Security Score, Weapons Table on Pg. 193) Pick Characters Name, Rank, Role, Department, and Starting Equipment Creating a Starship in Star Trek Adventures In Star Trek Adventures, a Starship is just as important as the Player Characters. Creating a Starship is as straightforward as creating a Character. We will be creating a Starship as a Group so that everyone has a say in its creation. Step One Choose an Era of Play (Enterprise, TOS, TNG, etc), and what year the game is set in. This will determine which spaceframes are available, and how many refits the ship has access too. The following Spaceframes are available: Core Rule Book (Pg. 236) Akira (TNG) Constellation Class (TOS-Movie, TNG Era only) Constitution Class (TOS Era Only, retired 2290) Defiant Class (TNG Era Only) Excelsior Class (TOS-Movie, TNG Era only) Galaxy Class (TNG Era only) Intrepid Class (TNG Era Only) Miranda Class (TOS-Movie, TNG Era only) Nova Class (TNG Era Only) Command Division Source Book (Pg. 51) Daedalus Class (ENT, TOS Era Only) NX Class (ENT Era Only) Constitution Class Refit (TOS-Movie Era only) Hermes Class (TOS, TOS-Movie Era Only) Orberth Class (TOS-Movie, TNG Era Only) Sydney Class (TOS-Movie Era Only) Centaur Class (TOS-Movie Era Only) Ambassador Class (TNG Era Only) Nebula Class (TNG Era Only) New Orleans Class (TNG Era Only) Olympic Class (TNG Era Only) Steamrunner Class (TNG Era Only) Norway Class (TNG Era Only) Saber Class (TNG Era Only) Sovereign Class (TNG Era Only) Luna Class (TNG Era Only) Small Deep Space Outpost (All Eras) Front Line Starbase (Pg. 96, Large, Think Earth Space Dock, All Eras) Step Two Once you have the Spaceframe Picked, we have to determine how many refit cycles that ship's class has received, based on when the class of ship entered service, and what year the game is currently set in. A Starship Class receives One Refit Cycle for every 10 years in service. For Example, The Excelsior Class entered service in 2285, and the game is set in 2371. That means the class has been in service for 86 years, and benefits from 8 Refit Cycles. Each Refit Cycle grants +1 point to any Starship System. No Starship can receive more than 2 points added to a single system, and no system can be upgraded past 12 (Although, a starship can have a system value above twelve before Refits, but cannot be upgraded past 12 through refits). Step Three Once you have a Spaceframe picked, which gives us the base stat values for Systems and Departments, and taken care of Refits, we choose a Mission Profile (Pg. 251). When you pick a mission profile, you add the point values listed to your ship's Department Scores, and pick one talent listed with that Mission Profile. Step Four After the Mission Profile is picked, we take care of the rest of the Starship's Talents (Pg. 255). Additional Talents from the Command Division Source Book can be found on Pg. 67 of that book. A Starship can only have as many Talents equal to its Scale. For Example, if the Starship has a Scale of 4, it can only have 4 Talents. Step Five Once your talents are picked, it's time for the Finishing Touches. First, we determine what your Ships crew support value is. This is the number of Support Characters your crew can create (Pg. 132), and is based on your Ship's Scale, and can be increased by having a Player Character taking the Supervisor Talent (which adds +1 to Crew Support, and can only be taken once per character, but more than one Player Character in the crew can take the talent). Additionally, from The Command Division book, there is a Starship Talent called "Dedicated Personnel", where you pick a Department, increase Crew Support by +2 and create two supporting characters dedicated to that department. Second, we add the standard weapon Loadout for your starship. Full information on Weapon Types, Effects, etc can be found on Pg. 231. Weapon Damage is determined by adding your Starship's Scale + Security Department. A Federation Starship is typically equipped with the following: Phaser Array Photon Torpedos Tractor Beam (Strength Value is listed with the Spaceframe) Third, we determine the Ships Sheild and Power values. Power is determined by the Ship's Engine System Value (Example: If the Engine Value is 10, the ship has 10 power) Shields are determined by the Ship's Engine System Value + Security Department Value. Fourth, we determine the ship's Resistance value (How much damage the ship can ignore before taking damage), which is equal to the Ship's Scale. Fifth, Go over all the talents picked for the ship, and make any adjustments to Systems and Departments Lastly, we pick the Ship's Name and Registry Number. Basic Game Mechanics - Understanding the 2d20 System For more in-depth reading on how the basic game mechanics works, I strongly recommend downloading the Star Trek Adventures Quick Start Guide , which is free from Modiphius. Star Trek Adventures uses the 2d20 game system for play. Unlike other tabletop games, 2d20 is a little counter-intuitive. Instead of rolling a single d20 and adding whatever skill value you have to that roll, Star Trek Adventures, when attempting a 'Task', has you take the sum of a relevant Attribute & Discipline (Example: Presence + Command, a common roll for someone in a command role), and use that value as a target number. You then roll 2d20, and if you roll below that target number, you count that as a 'success'. The number of Successes required to complete that task successfully is determined by the Difficulty, ranging from 0 to 5. Example: Difficulty 1, Presence 11 + Command 5 = 16. Roll 2d20, 12 and 17. You rolled one success and one Failure, You completed the task. Like other tabletop games, it is possible to roll Critical Successes and Critical Failures. In Star Trek Adventures, a Critical Success is rolling a 1, which counts as 2 Successes. A Critical Failure, also called 'rolling a Complication', can vary based on the Complication range, and typically denotes how perilous the task is. By default, the complication range is set to 1, or rolling a natural 20. The Complication ranges are as follows: 1 = 20 2 = 19-20 3 = 18-20 4 = 17-20 5 = 16-20 Depending on the task, rolling a complication won't necessarily mean that you failed in your endeavour, but as the peril of the action increases, it could mean the difference between life and death. For Example, one game that I ran had a Player Character attempt to walk across a log being used as a bridge over a river. He successfully completed the task, but rolled a complication, which was him slipping off the log when he got to the other side and landed on his shoulder. The complication was that his shoulder was bruised and any task that required him to use it (Lifting an object, aiming a weapon, etc) would have its difficulty increased by 1 until he could have it healed at a well-stocked medical facility. Basic Game Mechanics - Momentum, Threat & Determination Star Trek Adventures utilizes 3 resource pools to help the game function: Momentum, Threat and Determination. These resource pools give both Players and the GM a system to help them complete their tasks successfully (for the players), or turn up the heat if things are getting too easy (for the GM). Momentum Whenever a character attempts a Task and scores a greater number of successes than the Difficulty, these extra Successes become Momentum, a valuable resource that allows Player Characters to complete Tasks more quickly or thoroughly than normal, or otherwise gain additional benefits. Each success above and beyond the Difficulty of the Task becomes one point of momentum, up to a maximum of 6 and is shared amongst all players. Any Momentum gained above 6 and is not used immediately is lost. Additionally, the group momentum pool reduces by 1 point at the end of a scene to represent the passage of time and... well... the loss of Momentum. Momentum can have many uses, but the most common use for it is the purchase of extra d20s for task rolls, this action is referred too as Create Opportunity , and is an Immediate Action and Repeatable. A player may purchase up to 3 extra d20s, with the first dice costing 1 momentum, the second 3, and third 6. A player may only roll a maximum of 5 dice for any attempt at a task, and this includes being assisted by another player or the Ship. For example: Ensign Bobby attempts a task that is especially difficult, and is being assisted by the Ships Computer, giving him 3d20. He has the option to purchase extra dice, but may only purchase 2 dice for a maximum of 5d20. The Second most common use, and arguably the most important, is to Obtain Information , and this action is Repeatable. For each point of Momentum spent, a player may ask the Gamemaster one question, which is then answered truthfully, about the situation. Remember, Knowledge is Power. Other uses include: Create Advantage : Spending Two momentum establishes some new Advantage in addition to whatever effect the successful task had, or removes a Complication from the Scene. Create Problem (Immediate, Repeatable) : A Character can choose to make this more difficult for an opponent, increasing the difficulty of a single task by 1 for every 2 momentum spent. Create Problem must be done before any dice are rolled for a task. Threat While not something that the Players can interact with directly, Threat is an integral part of the game. The Gamemaster uses threat to alter scenes, to buff Non-Player Characters (NPCs) and to generally make things more perilous and exciting. Players can add points to the Gamemaster's Threat Pool instead of Spending Momentum. Typically, the Gamemaster starts out with 2 points of threat for every Player participating in the game. (Ex: 4 players, 8pts of Threat). Players typically add to the Threat Pool by taking some of the following actions: Taking a Provocative Action : Any time a Player acts in a way that is Provocative or Threatening, the GM gains a point of Threat. For example: A Starfleet Officer resorting to Violence instead of Diplomacy first. Immediate Momentum : Whenever a character can use an Immediate Momentum Spend, such as buying bonus d20s, they can do this by adding to the threat pool, point for point. Complications : When a character suffers one or more Complications on a task they or the Gamemaster may choose not to have the Complication take effect, but this is in exchange for adding one or two points of threat to the pool. Threatening Circumstances : The Environment or Circumstances of a new scene may be threatening enough to warrant adding one or two points of threat to the pool Non-Player Character (NPC) Momentum : NPCs with unspent momentum cannot save it like Player Characters because they do not have a group Momentum pool. Instead, an NPC adds unspent momentum to the Threat Pool Just like players and Momentum, the Gamemaster can spend Threat in the same fashion. Examples include: NPC Momentum : NPCs may use Threat in all the same ways that a Player can use group Momentum NPC Threat Spends : For any action that would add one or more points to Threat, an NPC performing the same action or choice must spend an equivalent number of threat points. NPC Complications : The Gamemaster may choose to spend threat to avoid a complication in the same manner that Players can with Momentum Complication : The Gamemaster may create a Complication by spending Two Threat Reinforcements : The Gamemaster may bring in additional NPCs during a Scene. Minor NPCs cost 1 threat apiece, Notable NPCs cost two. Environmental Effects : The Gamemaster may trigger or cause problems within the Environment by spending threat. Determination Determination is a powerful tool at player's disposal. Typically, a Player starts with 1 point of Determination, and may only have a Maximum of 3 points. Determination can be used by any player citing one of their values. The Player must justify how the Value applies to the current situation. A point of Determination spent provides one of the following benefits: Perfect Opportunity : A Point of Determination may be spent to grant the character a bonus d20. This bonus d20 is different because it is considered to have resulted in a 1, granting two automatic successes. The limit to additional d20s bought for a task still applies. Moment of Inspiration : A Point of Determination may be spent to re-roll all of the character's dice in their dice pool. Surge of Activity : The character may immediately perform another task as soon as the current one has been resolved. Make it So : The character immediately creates an Advantage that applies to the current scene. Players can gain Determination by taking actions that challenge their character's values, or otherwise have a significant impact on the scene, alternatively, a character's value may hinder a character, like being biased, blind them to possibilities, or otherwise impair their ability confront the situation effectively. The GM, in this case, may offer the player the player a point of Determination in exchange for taking a Complication relevant to the scene. More information on how Determination works can be found on Pg. 87-88 of the Core Rule Book. Basic Game Mechanics - Ground Combat & Social Encounters Combat in Star Trek Adventures differs slightly from other Table Top games like D&D in that the structure of how the combat plays out is different than your typical "Stab the bad guy till he falls down" combat you find in other titles. In fact, 'combat' doesn't even need to be a test of arms at all, you can have a duel of words with your opponent just as easily as you can with a phaser, and this can be done with Opposed Tasks. You are Starfleet Officers, after all, you should be attempting Diplomacy whenever possible. Stress & Injuries Combat in Star Trek Adventures is a very serious matter, and it doesn't last long either. A well-co-ordinated group of Starfleet Officers can make short work of an opponent very quickly, and the opposite is also true, if you're ill-prepared, it can quite deadly. The most important part to understand is Stress. Each character has a 'Stress' Value that is derived from their Fitness + Security scores. This denotes the amount of physical damage your character can sustain before being incapacitated or receive an injury. If a character receives 5 or more damage from a single source (Attack, Hazard, etc), they sustain an injury. If a character's stress value is reduced to 0, they sustain an injury. If they take any damage while their stress is at 0, they sustain an injury. If a character ends a scene with an injury without it being properly treated, and the GM decides that it is life-threatening, that character can die from those injuries. If the injury is not life-threatening, the GM can decide that the character is incapacitated until treated, or their ability to perform tasks significantly hampered. Actions, Making an Attack & Initiative Order In Star Trek Adventures, the Player Characters will always typically be able to act first in most encounters, with notable exceptions like being caught unawares, or their opponent having special abilities that would allow them to act first in an encounter. Unlike in D&D or Pathfinder, initiative isn't determined on a character by character basis, but rather a Team by Team basis, IE All the player characters take their turn, then the Opponents take their turn, and this repeats until the encounter is resolved. In what order the Player Characters decide to go in is determined amongst themselves unless otherwise directed by the GM. During an encounter, a Character can perform a Major action and a Minor Action. Major actions include moving a distance greater than Medium Range, Performing an action that requires your characters focus and attention (Like repairing equipment while under fire), or making an attack. Minor actions include moving any distances less than medium range, and using the Aim, Prepare, or Draw Item minor actions. To make an attack, a player follows the following steps: Attacker chooses a weapon. The Attacker chooses a target. A melee weapon attack must be within reach. The character declares whether the attack is intended to be Non-Lethal or Lethal . If the attack is Lethal, add a single point to the Threat Pool. The Attacker attempts a task, determined by the Type of Attack: Melee : Daring + Security Task with a difficulty of 1, Opposed by the target's Daring + Security (also difficulty 1). If the Target wins the Opposed Task, then They are considered to have made a successful Attack instead. Opposed tasks will be covered next. Ranged: Control + Security Task with a Difficulty of 2. The Difficulty of this task increases by +1 if there is an enemy within reach of the Attacker. The Complication Range of the Attack increases by 1 if there are creatures within reach of the Target; a Complication may indicate that one of those other creatures are struck by the attack as well (Ex: Friendly Fire). Opposed Tasks Opposed tasks will come up frequently, either in Combat, or in social encounters as well, and are relatively simple to understand. In An Opposed Task, the 'attacking' or 'active' character attempts a task, and the 'defending' or 'reactive' character will attempt a task to counter it, typically the same task as the active character, but this is not always the case. This can result in the following: 'Active' Character Succeeds, 'Reactive' Character Fails : The active character achieves their goal, and their task is successful. 'Active' Character Fails, 'Reactive' Character Succeeds : The active character fails to achieve their goal and the Reactive character's task is resolved. Some Opposed Tasks have a specific additional outcome for the reactive character's task. Both Characters Fail : The Active character fails to achieve their goal, but the reactive character gains no additional benefit. Both Characters Succeed : Compare the total Momentum generated on each character's task. The Character with the higher Momentum wins and achieves their goal, but loses one Momentum for each Momentum their opponent scored. The Loser then loses all the Momentum they generated, and may not spend any. In the case of a Tie, or if no Momentum is generated by either character, the Active character wins, but loses all Momentum generated (if any). Using your Starship Under Construction Using Roll20.net Virtual Table Top System Roll20.net is a very robust and versatile game system with a whole host of features. While the majority of explaining how to use Roll20.net can be explained in game, here's a quick primer on how to navigate the system. First Joining the Game At the beginning of the event, you will be given a join link by the Event Host, and this will take you to the Game's page where you can find when the next game is scheduled, who's also playing the game, and a brief description of the game. To actually play the game, you have to click the 'Launch Game' button under the game's Title, and the game will start to load. When you first log in, there are a few house-keeping items that need to be taken care of. First, click the Cog Wheel on the top right most side of the screen to access your settings, as pictured below: Please edit your screen name to the Shortened Rank of your character and your Character's last name. Example: Lt. Johnson Any of the settings pictured above can be edited to your preferences. Ignore the volume slider, as sound, while available, will not be used. Next, scroll down in the settings until you see what is pictured below: Change Player Avatar Size to "Names Only". Under Video + Audio Chat Options, change to "None (No video/audio)". Since we will be using UFP's Teamspeak, Roll20's video/audio system will not be used. Using your Character Sheet Your character sheet should have already been added by the GM, so accessing it will be a simple affair. To find your character sheet, click the button that looks like a newspaper to access the Journal. Go through the list until you find your character, as pictured below, and click that character's name: A Window will pop up with your character's image, and nothing else. From here, you can choose to Edit your character's Bio and Name by clicking the edit button, this can be done on your own time. To use your Character sheet, click the Character Sheet tab to bring up the following: This should already be filled in for you, if not, the GM will walk you through filling in the Character Sheet. Using the character sheet is easy. To perform a task, you select one Attribute and one Discipline (In the image, Presence and Command are highlighted). Next, you determine if a Focus is being used (In the image, this is set to 'No'). You then select the complication range as outlined by the GM (Default is 1). Next, you roll your task, by choosing how many d20's you'll be rolling (by clicking the numbers next to 'Task Roll', default is 2 for basic roll, 1 to assist, or 2 or more to a max of 5 d20s), and clicking the Comm Badge button. This will roll the Task, and produce the following in the Games chat pane: This represents that Presence (9) + Command (5) was rolled, producing 1 success, and 1 failure, with no complication. If a Complication is rolled, then the numbers will be Red. If a Critical Success is rolled, a 2 will be displayed. Hovering your mouse over the result will display the algorithm used to roll the result. To roll an attack, you scroll down on your character sheet to the Weapons Section. To roll an attack, you click the Combadge Button next to that weapon, and it will roll the challenge dice listed in the field next to it, as pictured below: An attack roll will produce the following in the Games Chat Pane: The roll above shows that out of 4 challenge dice rolled, only 1 damage and 1 effect was rolled. Since a Type-2 Phaser was used, which has the 'Charge' quality, if the Prepare minor action was taken before the attack was rolled, the character could then apply one of the effects listed. This Guide is a work in progress, and is subject to Additions and Changes Lieutenant Commander Aceman67 Starfleet Tactical Operators Officer
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Star Trek Adventures Tabletop RPG

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Starfleet needs a new crew! Welcome to your new assignment, Captain. Your continuing mission, to explore strange new worlds, seek out new life and new civilizations, to boldly go where no one has gone before. Star Trek Adventures is a Tabletop RPG where new discoveries await explorers of Starfleet. Browse below for the roleplaying game, miniatures, dice, character sheets, game tiles & boards, free PDFs and accessories.

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Memory Alpha

Phaser array

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USS Odyssey firing phasers

The USS Odyssey , a Galaxy -class starship using its main phaser array on a Dominion Jem'Hadar attack vessel

A phaser array was a weapon comprised of a linear arrangement of numerous phaser emitters located in strategic areas of a starship , space station , or other vessel . In the 23rd century , phaser arrays had smaller numbers of emitters, and were commonly referred to as phaser banks often like gun turrets on 20th century warships ( TOS : " The Corbomite Maneuver ", " Balance of Terror ") By the 24th century , Starfleet began to fit its vessels and facilities with phaser arrays that spanned across the ship's hull and contained much larger numbers of emitters, these were often called "Phaser strips." The arrays aboard a Galaxy -class starship could channel vast energy in a short time frame, capable of cutting through a mile of solid granite in seconds. ( TNG : " The Best of Both Worlds ", " Legacy ", " A Matter Of Time ", " Inheritance ")

During the firing sequence of some ship-mounted arrays, phaser energies would travel along the emitter strip and converge at the best position for targeting. ( Star Trek: The Next Generation )

Galaxy -class ships, in the docked configuration, generally exhibited eleven phaser arrays. Two large arrays encircled the dorsal and ventral surfaces of the saucer section . The other nine arrays were on the stardrive section : two upper aft arrays inward of the saucer impulse engines , one on the ventral surface of the engineering section, two lateral arrays on the warp nacelle pylons, and two aft arrays each on the dorsal and ventral pylon surfaces proximate to the aft photon torpedo launcher. An additional array, on the "cobra head" of the engineering module, was only exposed and usable when the ship was separated into its two components . ( Star Trek: The Next Generation )

Intrepid -class vessels were equipped with thirteen phaser arrays plus at least four separate phaser banks. On the primary hull , there were two main arrays (one starboard, one port) on each of the dorsal and ventral surfaces, and two smaller aft arrays (also one starboard and one port) on each surface. One behind the bridge. The other five arrays were on the engineering section: one on the ventral surface, two lateral ventral arrays on the warp nacelle pylons, and two aft arrays on the underside of the lateral pylon. ( Star Trek: Voyager ; VOY : " Resolutions ") Two separate phaser banks in the aft torpedo launchers ( VOY : " Dragon's Teeth "), one aft phaser bank was located behind the second tractor beam emitter, in the aft section of Deck 14 ( VOY : " Think Tank "), and an embedded emitter was located on the ventral surface of the ships right nacelle. ( VOY : " Unimatrix Zero ")

The later Sovereign -class starships originally had twelve arrays, including seven dorsal arrays and five ventral arrays. ( Star Trek: First Contact ) By 2379 , four additional arrays were added to the nacelle pylons of the Sovereign -class USS Enterprise -E , bringing the total complement of arrays to sixteen. ( Star Trek Nemesis )

In 2371 , Korinas asked Benjamin Sisko for information on the USS Defiant 's phaser array. ( DS9 : " Defiant ") In the early months of the Dominion War , the crew of the Defiant placed depleted phaser array power cells in the mess hall as a sign they would not stop fighting. ( DS9 : " Behind the Lines ")

Cardassian Galor -class vessels were equipped with multiple phaser arrays which could cover 360 degrees. These were used during Operation Return primarily to destroy Federation attack fighters . ( DS9 : " Sacrifice of Angels ")

The USS Voyager employing its phaser array strips against a Borg probe

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Firing Phasers At Warp.

Discussion in ' Trek Tech ' started by Tenacity , Jul 6, 2020 .

Tenacity

Tenacity Rear Admiral Rear Admiral

During TOS we saw phasers on multiple occasions being fired while ships were at warp, on-screen during the series set in the 24th century Starfleet vessels apparently could no longer fire phasers at warp. Why? A theory. Many fans have suggested that the warp dirve use in TNG and later set series was different than the drive used during TOS. One possibility is that it is "trans-warp drive" and in common usage it is simplified to "warp drive." There is certainly a different warp scale in use, What if the newer warp drive doesn't permit phaser fire while at warp? Starfleet knowingly exchanged being able to use phasers at warp for whatever the advantages the new warp drive provided. Only torpedoes would be used at warp. What 'cha think?  

Unicron

Unicron Boss Monster Mod Moderator

I seem to recall some sources - possibly the TNG TM - suggesting that phasers weren't useful at warp because they'd travel at the speed of light, and the ship would be essentially going faster than that via the warp field. I'd have to check. Torpedoes would be useful because they're traveling at a different speed. Some episodes of TOS did show this of course, and it's tempting to see it as more of an Early Installment Weirdness element in ways. The main episode that springs to mind is "The Ultimate Computer."  

XCV330

XCV330 ★ Premium Member

it would seem like, using Trek Physics, the phaser or any other kind of beam weapon might work within the warp bubble, if the two ships are in a merged bubble, close enough to attack one another, or in the case of TMP, attacking the asteroid in the worm hole (which didn't work not because phasers did not work at Warp but but because of a power routing issue. Hitting a "stationary" (nothing being stationary in the universe, but moving much more slowly) object while flying many times the speed of light seems like nearly a targeting impossibility, considering how often the ships missed while firing below warp speed, so doesn't seem like it would be an issue anyway.  

Sgt_G

Sgt_G Commodore Commodore

It's not just Phasers that change depending on the plot. Scotty once said they couldn't use the Photons with the shields up, but could fire Phasers. Never heard that said before or since.  

valkyrie013

valkyrie013 Rear Admiral Rear Admiral

Well then we take into Darkness with the vengeance fireing at warp. Phaser bolts. Now sidestepping the new kelvin warp tunnels .. And in voyager with the nebula class chasing the Prometheus using phases at warp. Just a writer's discretion .. If it calls for it in the script  
valkyrie013 said: ↑ Well then we take into Darkness with the vengeance fireing at warp. Phaser bolts. Click to expand...

KamenRiderBlade

KamenRiderBlade Rear Admiral Rear Admiral

valkyrie013 said: ↑ Well then we take into Darkness with the vengeance fireing at warp. Phaser bolts. Now sidestepping the new kelvin warp tunnels .. And in voyager with the nebula class chasing the Prometheus using phases at warp. Just a writer's discretion .. If it calls for it in the script Click to expand...

C.E. Evans

C.E. Evans Admiral Admiral

Ideally, phasers would be limited to warp one and would be useless at any faster velocity, IMO. But since there's onscreen evidence that phasers can do whatever a story demands them to do, well... Maybe the difference between phasers and photon torpedoes at warp is akin to the difference of a scalpel and a sledgehammer.  

Shamrock Holmes

Shamrock Holmes Commodore Commodore

KamenRiderBlade said: ↑ Everytime I see phasers used at Warp Speeds, the ships are so close that their Warp Field bubbles have obviously merged. Click to expand...

Henoch

Henoch Glowing Globe Premium Member

Just maybe, the phasers are some sort of particle beam (i.e tiny bits of matter), and when fired while the ship is at warp, they too maintain the warp speed. When fired at sublight speeds, they are at sublight speed. Goes alone with the same theories for torpedoes some have suggested.  
C.E. Evans said: ↑ Ideally, phasers would be limited to warp one and would be useless at any faster velocity, IMO. But since there's onscreen evidence that phasers can do whatever a story demands them to do, well... Maybe the difference between phasers and photon torpedoes at warp is akin to the difference of a scalpel and a sledgehammer. Click to expand...

CorporalCaptain

CorporalCaptain Fleet Admiral Admiral

We could also postulate that TNG era phasers were different from TOS era phasers. Like, maybe the use of a certain particle for TNG phasers made them more energy efficient. Not to hijack the thread, but there's also a difference in the dematerialization effect that some of us might upon occasion want to account for. That would imply that new phasers were introduced by TWOK, which in turn might suggest that it was actually the phaser redesign in TMP that may have something to do with it, i.e. that channeling phasers through the warp drive ironically made them non-warp friendly (with a similar upgrade of higher-yield particle spectrum applied to hand units). Or something.  
KamenRiderBlade said: ↑ C.E. Evans said: But since there's onscreen evidence that phasers can do whatever a story demands them to do... Click to expand...

Mytran

Mytran Rear Admiral Rear Admiral

If the deflectors can sweep ahead of the ship at FTL speeds, why shouldn't the phasers be able to as well?  
Oh, and the numerous times the Nx Enterprise fired phasers at warp. Example that comes to mind was the fight with the Cell Ships. Both were firing at each other at warp.  
valkyrie013 said: ↑ Oh, and the numerous times the Nx Enterprise fired phasers at warp. Click to expand...
True, battleship has multiple types, 16in main gun, 5 inch closer guns, 40mm flak cannons etc. I agree.. Star Trek only having more or less 2 weapons types of phaser or torpedo seems limiting.  

Lord Other

Lord Other Lieutenant Commander Red Shirt

There's no way you can get around this simple fact: IF the Federation Starfleet prohibited or limited phaser firing operations to speeds below c , when the are weapons are demonstrably capable of doing so, then they needlessly and recklessly put the lives of those (fictional) crews at risk. Consider- if you have the ability to engage and disengage a target at speed, effectively rendering them stationary, you have a much easier time of hitting that target than they will have trying to hit you. For example- engagement zones will be easier for you if your target is plodding about at a much slower speed which would allow you to use longer range strikes (photon or phaser presumably) over a longer time frame than your target (which may have the same weaponry, but are all handicapped by going less than c ) who will have to target and track a faster moving object and will have less to time to react and respond in kind, if at all possible. This is evident in numerous pieces of footage from WWII aircraft combat operations, especially against ships at sea. Or to be even more succinct, as Scotty put it best, "Maneuvre? Aye. We can wallow like a garbage scow against a warp-driven starship." Strategically and tactically limiting phasers to less than c operations provides no useful benefit, regardless of any other concern or technical consideration. Finally, I provide this example of starship combat from TNG itself, from "The Wounded" as evidence that Starfleet in the TNG era does make use of phasers in FTL combat operations. The Phoenix arms both photon torpedoes AND phasers to deal with the opposing Cardassian warship. While the Phoenix ultimately only makes use of the photons, having the phasers at ready in FTL combat would seem to indicate their ability to used in such theatres.  

Timo

Timo Fleet Admiral Admiral

The basic premise here seems to be a bit faulty. True, there were no instances of phasers fired at warp in TNG. But that is the only Trek spinoff, apart from the TOS movies (and now DSC and PIC that haven't yet had much opportunity to do stuff, period), where phasers were not fired at warp. And in all the other spinoffs, phasers were fired at warp without comment - except for ENT, where Archer is astounded to hear that Reed has difficulty firing the phasers at warp, and Reed is apologetic about not having worked out an unforeseen problem quite yet, and nevertheless eventually manages to overcome that. Phasers are supposed to work fine at warp. Nobody on screen ever suggests otherwise. And they are seen working fine at warp. It's just that they are generally fired only at very short apparent ranges - but that is true of sublight firing, too. Either the weapons obey the inverse square law (even though there is no real reason they would need to), or then there is some other concrete reason for only firing when close (such as with the naval cannon of yore). Why there initially was a lull in warp phasering in TNG is probably for out-universe reasons: drawing both the warp streaks and the phaser beams would have been a chore. With better and cheaper VFX techniques, VOY already was able to portray complex warp phaserfights, with Kazon ships dodging and weaving around the hero ship at warp and firing this way and that. Why TNG never went for firing warp phasers without showing it happening is less obvious. Heaven knows they did things without showing often enough. See e.g. the Phoenix vs. Cardassians fight above. Timo Saloniemi  
Tenacity said: ↑ Sgt_G said: ↑ Scotty once said they couldn't use the Photons with the shields up, but could fire Phasers. Click to expand...
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Equipment Cards

Below are some Equipment cards I’m creating. I use several rules from Conan and Infinity, and there for use several of their qualities. Tell me what you think of them. Equipment Cards Updated 18/10/2020 Cards - Single Star Trek.pdf (2.6 MB) The following items included: Ahn’woon Bat’leth Chaka D’k tahg Explosive charge Force Shield Guard Drone Hazard Suit Infinity Modulator Lirpa Mek’leth Phaser - Type 1 Phaser - Type 2 Phaser - Knife Phaser Rifle - Assault Rifle Phaser Rifle - Enhanced Compression Rifle Phaser Rifle - Type 3 Retractable Blade Tactical Eye Display

:slight_smile:

I agree with @MisterX - seriously nicely done, but keep the fancy typeface for the headings (including the titles of the qualities and effects if your software allows).

Thanks I made some modifictions based on the feedback. I uploaded it in my first post. More material is comming

:smiley:

I added more weapons to the list. And uploaded to my first post

Expanded the number of weapons and added some armor and other gear. Uploaded it in my first post

Added the following items and uploaded it in my first post: Bat’lethand Chaka Explosive Charge Guard Drone

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star trek adventures phaser

Star Trek: Voyager's Janeway Becoming Ripley From Alien Explained By Producer

  • Captain Janeway's "Ripley" moments in "Macrocosm" left a notable impact on Star Trek: Voyager.
  • Brannon Braga didn't intend to copy Alien with "Macrocosm," instead wanting to create a dialogue-light episode.
  • "Macrocosm" allowed Janeway to showcase new action-hero qualities while retaining her core characteristics.

Star Trek: Voyager 's Executive Producer Brannon Braga explained his real inspiration behind the episode where Captain Janeway (Kate Mulgrew) becomes Ellen Ripley (Sigourney Weaver) from Alien . Although both Voyager and Alien are science fiction, there are a lot of differences between the Star Trek and Alien franchises. While Alien focuses on blending horror and suspense with its sci-fi elements, Star Trek almost always takes a more optimistic approach to the future. However, there are occasionally Star Trek episodes that take on more of a horror twist .

One such episode was Voyager season 3, episode 12, "Macrocosm," where an alien virus managed to take over the USS Voyager, mutating to grow at least a meter in length and then proceeding to make Voyager 's cast of characters very sick. As the lone un-infected, Captain Janeway was forced to mount a guerrilla attack on the viruses while the Doctor (Robert Picardo) worked on finding a cure. Along with similar premises, "Macrocosm" seemed to take a lot of influence from Alien , especially in how it portrayed Janeway as its heroine.

Every Upcoming Star Trek Movie & TV Show

Star trek: voyagers janeway alien episode explained by executive producer, braga's intention wasn't actually to copy alien.

Despite Janeway's crusade against the viruses in "Macrocosm" often being compared to Ellen Ripley, Brannon Braga, who wrote the episode's story, claimed it wasn't his intention to create a tribute to Alien . In an interview with Cinefantastique around the time of the episode's release, Braga stated that "Macrocosm" actually rose out of a desire to do a solo character story with very little dialogue , and implied that any comparisons between Janeway and Ripley were completely unintentional. Read Braga's full quote below:

"Sometimes Star Trek can be a little high-and-mighty, talky, moralistic. Sometimes it's just time to have fun. The intention actually began, on my part, to do an episode with no dialogue. I wanted to just do a purely cinematic episode with Janeway and a bunch of weird creatures, these macroviruses, viruses as life-sized creatures. Unfortunately it was impossible to do, and I ended up having to put a couple of acts of dialogue in. I just wanted to do something that felt and looked and smelled differently than most shows. It was not an attempt to make Janeway look like Ripley."

Despite Braga's protestations, it is hard not to see the numerous similarities between Janeway and Sigourney Weaver's iconic Alien role in "Macrocosm." Stripped down to her uniform's undershirt and equipped with a large phaser rifle for defense, Janeway embodied the recognizable sci-fi "final girl" aesthetic popularized by Weaver's portrayal of Ripley in the first Alien film from 1979 . Given what a recognizable character Ripley is thanks to Alien 's popularity, it's no wonder that "Macrocosm" became such a memorable episode of Voyager after it aired.

Why Captain Janeways Ripley Moments In Star Trek: Voyager Are Still So Popular

"macrocosm's" version of janeway is still extremely well-liked.

Despite not being one of Voyager 's most popular episodes, Janeway's "Ripley" scenes in "Macrocosm" left an indelible mark on the series. This is likely due to what a departure Janeway's actions and aesthetic were from how she was usually portrayed on Voyager . "Macrocosm" allowed Janeway to be a true action hero , showing that she was able to handle more than just the scientific and diplomatic aspects of being a Captain.

However, Janeway never lost what made her such a popular character in the first place, including her stubborn determination and fierce loyalty to her crew. Her nearly single-handed defeat of the macrovirus perfectly demonstrated how far she was willing to go to make sure everyone under her protection was safe. The macrovirus itself also likely contributed to the episode's popularity , and demonstrated its longevity when it was brought back as part of Star Trek: Lower Decks ' tribute episode to Voyager , "Two-vix." Lower Decks helped remind audiences just how iconic "Macrocosm" was for Star Trek: Voyager season 3.

Source: Cinefantastique , Vol. 29

Star Trek: Voyager is available to stream on Paramount+ Alien is available to stream on Hulu

Star Trek: Voyager

The fifth entry in the Star Trek franchise, Star Trek: Voyager, is a sci-fi series that sees the crew of the USS Voyager on a long journey back to their home after finding themselves stranded at the far ends of the Milky Way Galaxy. Led by Captain Kathryn Janeway, the series follows the crew as they embark through truly uncharted areas of space, with new species, friends, foes, and mysteries to solve as they wrestle with the politics of a crew in a situation they've never faced before.

Cast Jennifer Lien, Garrett Wang, Tim Russ, Robert Duncan McNeill, Roxann Dawson, Robert Beltran, Kate Mulgrew, Jeri Ryan, Ethan Phillips, Robert Picardo

Release Date May 23, 1995

Genres Sci-Fi, Adventure

Network UPN

Streaming Service(s) Paramount+

Franchise(s) Star Trek

Writers Kenneth Biller, Jeri Taylor, Michael Piller, Brannon Braga

Showrunner Kenneth Biller, Jeri Taylor, Michael Piller, Brannon Braga

Rating TV-PG

Where To Watch Paramount+

Alien (1979)

Alien is a sci-fi horror-thriller by director Ridley Scott that follows the crew of a spaceship known as the Nostromo. After the staff of the merchant's vessel perceives an unknown transmission as a distress call, its landing on the source moon finds one of the crew members attacked by a mysterious lifeform, and they soon realize that its life cycle has merely begun.

Director Ridley Scott

Release Date June 22, 1979

Studio(s) 20th Century Fox

Distributor(s) 20th Century Fox

Writers Dan O'Bannon

Cast John Hurt, Sigourney Weaver, Yaphet Kotto, Veronica Cartwright, Tom Skerritt, Ian Holm, Harry Dean Stanton

Runtime 117 minutes

Genres Sci-Fi, Thriller, Horror

Franchise(s) Alien

Sequel(s) Alien: Covenant, Aliens, Prometheus, Alien Resurrection, Alien 3

Budget $11 million

Star Trek: Voyager's Janeway Becoming Ripley From Alien Explained By Producer

Star Trek Has Finally Revealed the Evil Enterprise's Weird Fate

Watch out for any goatees.

star trek adventures phaser

Today, everyone knows what a multiverse is. But back in 1967, parallel universe stories weren’t nearly as common as they are now, even within the sci-fi genre. A classic Star Trek episode, Jerome Bixby’s “Mirror, Mirror,” helped popularize the alternate universe trope, complete with meaner versions of yourself who may rock an evil little goatee like Mirror Spock.

Star Trek’s Mirror Universe also gave us an alternate version of the USS Enterprise in the ISS Enterprise , a ship that served the Imperial Terran Empire, not the United Federation of Planets. Now, in the Discovery Season 5 episode “Mirrors,” the evil ISS Enterprise is back... as a force for good. Here’s what it all means. Spoilers ahead.

The ISS Enterprise returns

Burnham looks at the ISS Enterprise in 'Discovery' Season 5

Captain Burnham watches the ISS Enterprise warp to Federation HQ.

While pursuing the thieves Moll and L’ak, Book and Burnham take a shuttlecraft into an unstable wormhole and discover the floating, pseudo-derelict ISS Enterprise . One of the clues to the Progenitor’s tech has been hidden on it, but for Burnham, it’s kind of like a bizzaro universe homecoming. Burnham spent a decent amount of time in the Mirror Universe in Discovery Season 1 , and in Season 2 she found herself on the Enterprise with her brother Spock just before jumping from the 23rd century to the 32nd century.

In “Mirrors,” Burnham notes that “crossing between universes has been impossible for centuries,” which means the ISS Enterprise must have crossed over into the Prime Universe well before the 32nd century. Burnham is referencing the events of Discovery Season 3, when we learned that Philippa Georgiou, a resident of the Mirror Universe, couldn’t go back to her home universe because those dimensions had drifted apart. But the ISS Enterprise , which was previously captained by an evil Kirk, crossed over into the Prime Universe well before that moment, and Discovery has now added details connecting The Original Series, Deep Space Nine , and Discovery Season 3.

How evil Spock became good

Mirror Spock talks to Kirk in the 'Star Trek' episode "Mirror, Mirror.'

Spock talking with Kirk in “Mirror, Mirror.”

In the Deep Space Nine episode “Crossover” we learn that after Kirk talked to Mirror Spock and encouraged him to try making the Terran Empire a peaceful power, Mirror Spock did just that. But as Mirror Kira explained, Mirror Spock’s idealism didn’t work out the way he’d hoped:

“Spock rose to Commander in Chief of the Empire by preaching reforms, disarmament, peace. It was quite a remarkable turnabout for his people. Unfortunately for them, when Spock had completed all these reforms, his empire was no longer in any position to defend itself against us [the Klingon-Cardassian Alliance].”

Discovery appears to be referencing this exact event, even if Spock isn’t named outright. When Book learns the ISS Enterprise became a refugee ship for people who’d turned against the Empire, he says, “The Terran High Chancellor was killed for trying to make reforms.”

This likely references Spock, but adds the twist that he was perhaps betrayed by other people within the Terran Empire, even if Earth adopted his reforms. Now, by the end of “Mirrors,” the 23rd-century ISS Enterprise has been moved to the Prime Universe and the 32nd century. It’s an antique by modern standards, but it’s a contemporary of the USS Discovery, so it’s still serviceable. This means that by the end of Discovery Season 5 there will still be a version of the classic Enterprise floating around Federation headquarters, so when the Starfleet Academy series debuts, 32nd-century Starfleet cadets will have access to the classic version of the most famous Enterprise. It may technically be an evil twin, but its historic adventures aren’t over just yet.

Star Trek: Discovery and The Original Series stream on Paramount+.

Phasers on Stun!: How the Making — and Remaking — of Star Trek Changed the World

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  2. The Trek Collective: Original TOS phaser and other Trek treasures up

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  3. Star Trek Classic Phaser Replica

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  4. H&I

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  5. Star Trek Universe "Original Star Trek Series” Classic Phaser with

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VIDEO

  1. Star Trek Phasers, Props And Starship Display At Home

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  3. Master Replicas "Assault Phaser" Review

  4. Star Trek Phasers From TOS to TNG #startrek #phaser

  5. Star Trek PHASER PROP-REPLICA

  6. Star Trek Discovery Phaser

COMMENTS

  1. Phaser Type-3

    Notes. A type-3 phaser (often simply referred to as a phaser rifle) was the Federation classification for the more powerful rifle variant of the standard Starfleet handheld phaser. The biggest difference between a 'regular phaser' and the phaser rifle, was that the rifle was operated with two hands.

  2. Which phaser should be issued?

    Finally, characters receive a sidearm for personal defense. All Starfleet. officers receive a phaser type-1 as standard. All security personnel, and all. senior officers (lieutenant commander and higher rank) receive a phaser. type-2 as their sidearm instead. Unless there is errata that I do not have, either the above (from the core rules) is ...

  3. Expanded Weapons

    The Star Trek Adventures Core Rulebook provides rules for three common types of energy weapons: phasers, disruptors, and polaron, which can be fired from banks, cannons, or arrays.Plasma is also included for Romulan torpedoes, in addition to photon and quantum torpedoes. This article expands on those options, describing additional energy types, providing additional detail and flavour along ...

  4. Starship weapons: phasers Vs disrupters? : r/startrekadventures

    Phasers also tend to be more precise, both in terms of accuracy on the target and making "surgical" / clean cuts / strikes on targets, depending on how they are tuned. They can even be tuned to have a wide area affect. As a result of their versatile nature, they are represented in Star Trek Adventures with the weapon quality of "versatile".

  5. PDF Guide to Personal Combat

    phaser (3CD) and a Security rating of 2 would end up rolling 5 Challenge Dice. 4. Roll Resistance. ... You've Got At Least Two Actions Every Turn Characters in Star Trek Adventures get a Minor Action and a Standard Action every turn (see page 171-174 for a full discussion). Unless you want to be dragging a friend to safety, opening a door, or ...

  6. STA Dev Blog 007: A Guide to Star Trek Adventures

    By Nathan Dowdell, 2d20 System Developer Conflicts and Combat, Part 2 Continuing our exploration of conflict in Star Trek Adventures, this time we're looking at making attacks and inflicting harm. Set Phasers to Stun Making an attack is a straightforward process, which expands upon the normal rules for performing a tas.

  7. Torpedo's vs Phasers

    Phasers have versatility 2, that's 2 free momentum to play with. They cost power to fire but are easier d2. Torpedoes are wicked powerful when shields are down, high yield makes every breach two breaches and devestating when used with full yield as it gives spread.

  8. Presenting "Phasers & Feelings"

    One of my players and I hacked it to include a few additional rules inspired by STA, and the result is Phasers & Feelings, a two-page RPG. We playtested it on Sunday and it only took a few minutes for everyone to port their existing STA character to this system. Everyone had a good time, and the gameplay was very smooth, without me needing to ...

  9. [Star Trek Adventures] Phasers on stun

    It was so fundamental to the process of combat that it's baked into the process of making an attack, rather than being a special feature of the phaser in particular. When you choose to make an attack, the attack is either lethal or non-lethal. If it's lethal, just attempting the attack adds 1 to Threat (or costs 1 Threat for NPCs).

  10. [Guide]

    In Star Trek Adventures, the Player Characters will always typically be able to act first in most encounters, with notable exceptions like being caught unawares, or their opponent having special abilities that would allow them to act first in an encounter. ... Since a Type-2 Phaser was used, which has the 'Charge' quality, if the Prepare minor ...

  11. Calculating Starship Damage : r/startrekadventures

    An Alpha-class starship has a Scale of 4 and a Security value of 3 and fires its Phaser Arrays. Assuming the task itself is successful, the number of damage dice rolled is 4 (ship's Scale) + 3 (ship's Security value) = 7 dice rolled. Some weapon types have a bonus associated with them. If the same ship has Phaser Cannons, that calculation looks ...

  12. Weapons Escalations

    So if 3 pcs all take a phaser rifle you pay that cost once, but if your 4th pc takes a batleth, that is an additional cost. This is handled on page 184/185 of the crb. Jonbens June 2, 2022, 4:29pm 5. Ok, additional question. Lets say a character has a type 2 Phaser. ... Star Trek Adventures. 6: 561: December 12, 2020 Home ; Categories ;

  13. Type-3 phaser

    A type-3 phaser (often simply referred to as a phaser rifle) was the Federation classification for the more powerful rifle variant of the standard Starfleet handheld phaser. The biggest difference between a "regular phaser" and the phaser rifle, was that the rifle was generally more powerful, operated with two hands and could recharge. (LD: "Where Pleasant Fountains Lie") By the 24th century ...

  14. Phaser

    Phasers were the most common and standard directed energy weapon in the arsenal of Starfleet and several other powers. Most phasers were classified as particle weapons and fire nadion particle beams, (Star Trek: First Contact; TNG: "The Mind's Eye"; VOY: "Time and Again", "Demon") but some, like the Ferengi hand phaser, were classified as plasma weapons and fired forced plasma beams. (TNG ...

  15. Star Trek Adventures Tabletop RPG

    Star Trek Adventures is a Tabletop RPG where new discoveries await explorers of Starfleet. Browse below for the roleplaying game, miniatures, dice, character sheets, game tiles & boards, free PDFs and accessories. Starfleet needs a new crew! Welcome to your new assignment, Captain. Your continuing mission, to explore strange new worlds, seek ...

  16. Unraveling the Secrets of Star Trek Phasers & Their Unique ...

    Step into the world of Star Trek phasers and uncover the subtle differences that distinguish the originals from replicas. From paint matches to machining, le...

  17. Star Trek Adventures Second Edition Rules Changes Revealed (Exclusive)

    One of the biggest changes revealed in the Star Trek Adventures Second Edition first look is that Modiphius has eliminated challenge dice from the game. That means that Star Trek Adventures, based ...

  18. Phaser array

    The USS Odyssey, a Galaxy-class starship using its main phaser array on a Dominion Jem'Hadar attack vessel. A phaser array was a weapon comprised of a linear arrangement of numerous phaser emitters located in strategic areas of a starship, space station, or other vessel.In the 23rd century, phaser arrays had smaller numbers of emitters, and were commonly referred to as phaser banks often like ...

  19. Firing Phasers At Warp.

    Forums > Misc. Star Trek > Trek Tech > Firing Phasers At Warp. Discussion in 'Trek Tech' started by Tenacity, Jul 6, 2020. Page 1 of 3 1 2 3 Next > Tenacity Rear Admiral Rear Admiral. ... using Trek Physics, the phaser or any other kind of beam weapon might work within the warp bubble, if the two ships are in a merged bubble, close enough to ...

  20. Equipment Cards

    Below are some Equipment cards I'm creating. I use several rules from Conan and Infinity, and there for use several of their qualities. Tell me what you think of them. Equipment Cards Updated 18/10/2020 Cards - Single Star Trek.pdf (2.6 MB) The following items included: Ahn'woon Bat'leth Chaka D'k tahg Explosive charge Force Shield Guard Drone Hazard Suit Infinity Modulator Lirpa Mek ...

  21. Phasers

    The Weapons of Star Trek. 2150 Enterprise: 2260 Star Trek: 2280 Motion Pictures: 2360 Next Generation: 2370 Deep Space 9 & Voyager

  22. Star Trek Adventures Quickstart

    Star Trek Adventures Quickstart - DriveThruRPG

  23. Thoughts on Star Trek Adventures? : r/rpg

    Star Trek Adventures has a number of subsystems that make it really feel like you're in an episode of Star Trek. Other versions have made you feel like you're in a role playing game set in the Star Trek universe, but STA naturally creates a structure that emulates the source material. And it emulates it very well.

  24. Star Trek: Voyager's Janeway Becoming Ripley From Alien Explained ...

    Star Trek: Voyager 's Executive Producer Brannon Braga explained his real inspiration behind the episode where Captain Janeway (Kate Mulgrew) becomes Ellen Ripley (Sigourney Weaver) from Alien ...

  25. Star Trek Has Finally Revealed the Evil Enterprise's Weird Fate

    It may technically be an evil twin, but its historic adventures aren't over just yet. Star Trek: Discovery and The Original Series stream on Paramount+. Phasers on Stun!: