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!
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 |
Phasers
Reloading
Phasers an be recharged from a ships
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 targets
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 its 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.
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