Type 2 Phaser Pistol
# Setting Damage Acc1 Range Weight RoF2 Shots3 ST Bulk Rcl Cost LC TL
6 1.2+0.5(C) 33(3) 4 -2 1 $14,000.00 3 11^
1 Base Cycle Stunwb HT-4 aff: stun (sec) 40/80 3 ¼@ 4 9
linked 1d-3 burn
2 Stun(wb) HT-2 aff: uncs (min) 14/44 1 ½@ 4 11^
linked 1d-3 burn
3 Heavy Stun(wb) HT-3 aff: uncs (min) 23/70 1 1@ 4 11^
linked 1d-3 burn
4 Light Heatwb 1d burn 178/534 10 ¼@ 3 10
5 Heatwb 2d burn 158/476 10 ½@ 3 10
6 Heavy Heatwb 3d burn 200/600 1@ 4 9
7 Laser Torch 8d(2) burn C,1 10 1 hr. 3 10
8 Disrupt-A 1d cr, exp 256/1068 10 ¼@ 3 10
9 Disrupt-B 2d cr, exp 316/952 10 ½@ 3 10
10 Disrupt-C 3d cr, exp 400/1200 10 1@ 3 10
11 Disintegrate-A 2d(3) burn 476/1429 10 ½@ 3 10
12 Disintegrate-B 3d(3) burn 600/1800 10 1@ 3 10
1. The visible beam itself provides a +1 to hit (and a +1 to dodge it) on the turn after being fired at its full RoF for that setting; it also gives away the firer’s
position [G:B, p. 412]. This one-handed weapon is considered braced if used two-handed, which gives +1 bonus to hit after a turn a aiming. [B364] By default,
the beam/cone is not visible in the stun settings.
2. Some settings use less than 1 “Shot” of energy. E.g. Stun uses ½ a “shot” of energy.
wb: Wide Beam–hit locations smaller than the torso may not be targeted. Projected cone size may be adjusted with Beam Weapons (Projector) skill.
(wb): As Wide Beam, except beam size not adjustable.
Stun Settings
If the victim fails his HT roll, he is stunned or unconscious for as many seconds or minutes
as his margin of failure. DR offers no protection against a phaser in any stun sitting, unless
the armor is sealed; in which case the stun effects are felt only if the burn damage exceeds
the DR of the armor. Add a +3 bonus to the HT roll past 1/2D Range. The HT roll does not
protect against burn damage; DR protects against this burn damage normally. Stun
settings will not work underwater.
Disruption Settings 1 2 3 4 5
Explosion inflicts collateral damage: roll for damage, ignoring
the armor divisor, and divide the result by (3 x distance in 6 7 8 9 10
yards from the center of the blast). DR protects normally.
Incidental fragmentation damage is also possible: 2d3-4 for 11 12 13 14 15
ordinary earth to 2d4-1 for an explosion on loose scrap.
Fragments attack everyone with a skill of 15--apply range, 16 17 18 19 20
posture, and size modifiers to this skill roll [B414-415]. The
21 22 23 24 25
only defense against these effects is to dive for cover [B377].
Underwater range is 1 yards/2 yards.
26 27 28 29 30
31 32 33
http://www.cygnus-x1.net/links/lcars/uss-enterprise-equipment-pack.php Captain Joy, Tuesday, November 19, 2019