Star Trek Races and Weapons for Unisystem

These were not done by me, but the author has allowed me to share them here. So far, there are only three of the major races. Also, the three main weapons of the Star Trek setting are listed. Hopefully, I will add more material in the future.

Enjoy it!

Races
Weapons

 


Races

Andorians

Attribute

Modifiers

Minimum

Maximum

Strength

+2

3

8

Dexterity

+1

3

7

Constitution

+2

2

8

Intelligence

0

1

5

Perception

+1

2

7

Willpower

+1

2

7

Secondary Attribute

Formula

Common Range

Life Points

(Str+Con) x 4 +20

40-84

Endurance Points

(Str+Con+Will) x 3+10

31-79

Essence

Sum of Attributes

13-42

Racial Abilities and Drawbacks:

Acute Senses (hearing), Skin Armor (1 level)

Racial Point Cost:

10 points

Klingons

Attribute

Modifiers

Minimum

Maximum

Strength

+2

3

8

Dexterity

0

1

7

Constitution

+3

4

9

Intelligence

0

1

6

Perception

0

1

6

Willpower

+1

2

6

Secondary Attribute

Formula

Common Range

Life Points

(Str + Con) x 5 +20

64-114

Endurance Points

(Str+Con+Will) x 5 +10

55-125

Essence

Sum of Attributes

12-42

Racial Abilities and Drawbacks:

Hard to Kill +3 (figured into LP formula), Intolerance (mild, -2), Warrior Culture (-1)

Racial Point Cost:

6 points

Vulcans

Attribute

Modifiers

Minimum

Maximum

Strength

+4

5

10

Dexterity

0

1

6

Constitution

0

1

6

Intelligence

+2

3

8

Perception

0

1

6

Willpower

+2

3

8

Secondary Attribute

Formula

Common Range

Life Points

(Str+Con) x 4 +10

34-74

Endurance Points

(Str+Con+Will) x 3 +5

32-77

Essence

(Sum of Attributes) +10

29-59

Racial Abilities and Drawbacks:

Logical, Controlled Emotions, Humorless. Mindmeld Strength 3, Art 2

Racial Point Cost:

20 points

 

Weapons

Phasers

Reloading
Phasers an be recharged from a ship’s power plant or a sarium krellide battery. Charging the weapon takes 1 second per charge. Power cells can also be replaced (takes 2 seconds).

Beam Settings
Phasers can use the following settings:

Standard: Normal damage, firing a one-second burst of energy.

Short Beam: Useful to weld or cut through surfaces, this setting has a range of 1 yard/meter or less, but can be held continuously, draining only 1/2 the normal charge, every minute. It can be used in combat as a melee weapon, but very akwardly (Sword -2 or worse), with a high risk of hurting oneself (on a roll of 1, if the roll is a failure, the character cuts himself).

Pulse: This is a higher-intensity setting, doing +1 per die, at the cost of 2 extra charges/shots.

Continuous Beam: This costs 2 extra charges/shots, but the beam can be "walked" to the target; this allows the attacker to aim and fire at the same time.

Wide Beam: This setting takes 3 times as many charges as the normal setting, but it produces a swath up to 8 meters/yards wide, with a range of 10 yards.

Overload: If a phaser is set on overload, it will self-destruct in 30 seconds, making a very loud noise to alert people. When it explodes, it will inflict 1 point of energy damage in a 1-yard/meter radius. Beyond the basic blast radius, the damage is divided by the square of the distance away from ground zero in yards/meters (i.e., full damage at 1 yard, 1/4 damage at 2 yards, 1/8 at three yards, and so on).

Phaser Type I

Phaser Type II

Phaser Type III

Phaser Damage Table

Setting

Damage

Charges

Notes

1 Light Stun

D8 x 5 +10 (30)

1

Endurance damage. AP (1/2).

2 Medium Stun

D10 x 6 +10 (40)

2

Endurance damage. AP (1/2).

3 Heavy Stun

D10 x 8 +10 (50)

3

Endurance damage. AP (1/2).

4 Light Thermal

D6 x 2 +8 (14)

5

Heat/Fire damage. AP (1/2).

5 Heavy Thermal

D6 x 3 +10 (16)

8

Heat/Fire damage. AP (1/2).

6 Light Disrupt A

D6 x 3 +12 (21)

12

Doubled after pen. AP (1/2).

7 Light Disrupt B

D6 x 4 +14 (26)

15

Doubled after pen. AP (1/2).

8 Light Disrupt C

D8 x 4 +16 (36)

20

Doubled after pen. AP (1/2).

9 Light Disrupt D

D8 x 5 +20 (40)

30

Doubled after pen. AP (1/2).

10 Heavy Disrupt A

D8 x 8 +20 (52)

40

Doubled after pen. AP (1/2).

11 Heavy Disrupt B

D10 x 8 +30 (70)

50

Doubled after pen. AP (1/2).

12 Heavy Disrupt C

D10 x 10+30 (80)

60

Doubled after pen. AP (1/2).

13 Heavy Disrupt D

D10 x 10+50 (100)

70

Doubled after pen. AP (1/2).

14 Heavy Disrupt E

D10 x 10+70 (120)

80

Doubled after pen. AP (1/2).

15 Heavy Disrupt F

D10 x 10+80 (140)

90

Doubled after pen. AP (1/2).

16 Heavy Disrupt G

D10 x 10+100 (150)

100

Doubled after pen. AP (1/2).

 

Disruptors
These weapons fire concentrated microwave blasts that can disrupt the target’s molecular cohesion. Less versatile and powerful than phasers, they are still among the most destructive hand weapons available. The Klingon and Romulan Star Empires rely on disruptor weapons.

Reloading
Disruptors cannot be loaded from power plants; instead, an antimatter magazine must be provided. (Cost is given below).

Beam Settings

Standard: Normal damage, firing a one-second burst of energy.

Pulse: This is a higher-intensity setting, doing +1 per die, at the cost of 2 extra charges/shots.

Continuous Beam: This costs 2 extra charges/shots, but the beam can be "walked" to the target; this allows the attacker to aim and fire at the same time.

Overload: Just as the phaser, above.

Klingon Disruptor Pistol

Klingon Disruptor Rifle

Disruptor Damage Table

Setting

Damage

Charges

Notes

1 Light Stun

D8 x 5+10 (30)

1

Endurance damage. AP(1/2).

2 Heavy Stun

D10 x 6+10 (40)

2

Endurance damage. AP(1/2).

3 Light Thermal

D6 x 2+10 (16)

8

Heat/Fire damage. AP (1/2).

4 Heavy Thermal

D6 x 3+12 (21)

15

Heat/Fire damage. AP (1/2).

5 Light Disrupt

D8 x 5+20 (40)

35

Doubled after pen. AP (1/2).

6 Heavy Disrupt

D10 x 10+80 (130)

100

Doubled after pen. AP (1/2).

 

Lasers
These beam weapons were considered "obsolete" by the major powers over a century ago, but several less developed civilizations continue producing them. Laser weapons are not used by any of the major powers (Federation, Klingons and Romulans).

Reloading
Laser weapons take rechargeable power cells.

Beam Settings

Standard: Normal damage, firing a one-second burst of energy.

Pulse: This is a higher-intensity setting, doing +1 to the die roll, at the cost of 2 extra charges/shots.

Continuous Beam: This costs 2 extra charges/shots, but the beam can be "walked" to the target; this allows the attacker to aim and fire at the same time.

Laser Damage Table

Beam Setting

Damage

Charges

Notes

1 Laser Beam

D6 x 3 (9)

1

Doubled after penetration.

2 Hotshot

D6 x 6 (18)

2

Doubled after penetration.

3 Heavy

D8 x 6 (24)

3

Doubled after penetration.

4 Superheavy

D10 x 8 (40)

4

Doubled after penetration.

LP-10 Defender (Laser Pistol)
This cheap design was first used on Earth just before the invention of the Warp Drive, some three hundred years ago. Several poor world mass produce these weapons and sell them to low-level criminals and other scum. It will kill any unarmored human and most other sapients with one or two shots, so it’s good enough for most people.

Minolta 1100 Colonial (Laser Rifle)
A common long arm purchased by colonists in inhospitable worlds, as well as by the Rebel Alliance and others. Several alien races also have equivalent weapons.


 

Back to Unisystem

 

Well, enjoy it! And if you want, you can drop me a line at fred@planetfred.net or leave a comment at the PatchComm.

 

Last Update: 29-June-02