Phasers

Darren Bulmer was a big help in coming up with stats for the phasers, and in fact, probably did most of the work.
Setting Damage Notes
1 Sh-0 Endurance Feat or be stunned for 5d10 rounds
2 Fb (2) Endurance Feat or be stunned for 1d10+5 minutes
3 Pr (4) Endurance Feat or be stunned for 6d10 minutes
4 Ty (6) Heat damage
5 Gd (10) Heat damage
6 Ex (20) Disintegration, if health reaches 0, target is dead
7 Rm (30) Disintegration, if health reaches 0, target is dead
8 In (40) Disintegration, if health reaches 0, target is dead
9 Am (50) Disintegration, if health reaches 0, target is dead
10 Mn (75) Disintegration, if health reaches 0, target is dead
11 Mn (75) Explosive Disintegration, if health reaches 0, target is dead; In (40) Force damage to area
12 Mn (75) Explosive Disintegration, if health reaches 0, target is dead; Am (50) Force damage to area
13 Un (100) Explosive Disintegration, if health reaches 0, target is dead; Am (50) Force damage to area
14 Un (100) Explosive Disintegration, if health reaches 0, target is dead; Mn (75) Force damage to area
15 Un (100) Explosive Disintegration, if health reaches 0, target is dead; Un (100) Force damage to area
16 ShX (150) Explosive Disintegration, if health reaches 0, target is dead; Un (100) Force damage to area
It takes one non-combat action to set the Phaser to overload. Anyone who can use a phaser can do it by making Reason FEAT. The phaser begins to overload and emits a high-pitched whine. After 5 rounds the phaser explodes causing ShY(200) Edged damage to the immediate area, and Un (100) Force damage to adjacent areas. An overloading phaser can be stopped at any time before it explodes by making a Reason FEAT.

Darren's comments:

here's my take on phaser damage for Marvel. This is just version 1, and I've translated the damages as closely to the original source as possible. In case your wondering, I used the tables found in BTRC's More Guns 3G3 by Greg Porter. You'll notice that from setting 11 onwards, the damage remains the same for a number of settings. What I suggest there is that we make the resultant explosion larger for higher settings. What do you think?
Here are phaser stats that were written by WLB (WMLEBG@webtv.net). These are the phasers he gave to the original crew of the Enterprise.

Hand Phaser I-A Range: AM (12 areas); Damage: Stun = EX (20) Stun damage (1 charge) / Wide Angle Stun = EX (20) Stun damage to all in area and adjacent areas from direction of the beam to EX range (5 areas) (4 charges); Heavy Stun = AM (50) Stun damage (2 charges) / Heat = TY (6) Heat Energy damage (1 charge); Disrupt = MN (75) Energy damage (2 charges); Disintegrate = UN (100) Disintegration (4 charges)

Type: Energy; Rate: 1; Shots: 20 charges per power pack; Material: EX (20)
Notes: One Handed. Overload radius = 1/2 area radius (10 points Blunt damage per charge left in power pack).

Phaser Pistol II-A Range: MN (24 areas); Damage: Same as I-A; W.A.S. has range of IN (10 areas)

Type: Energy; Rate: 1; Shots: 35 charges per power pack; Material: EX (20)
Notes: One handed. Overload radius = 1 area radius (10 points Blunt damage per charge left in power pack).

Hand Phaser I-B Range: AM (15 areas); Damage: Stun = EX (20) Stun damage (1 charge); Wide Angle Stun = EX (20) Stun damage to all in area and adjacent areas in direction of firing radius to range of EX (6 areas) (4 charges); Heavy Stun = AM (50) Stun damage (2 charges); Heat: TY (6) Heat Energy damage (1 charge); Disrupt = UN (100) Energy damage (2 charges); Disintegrate = SH X (150) Disintegration (4 charges)

Type: Energy; Rate: 1; Shots: 20 charges per power pack; Material: EX (20)
Notes: One handed; Overload range = 1/2 area radius (10 points Blunt damage per point left in power pack).

Phaser Pistol II-B Range: MN (30 areas); Damage: Same as Hand Phaser I-B; W.A.S. has AM (15 areas) range

Type: Energy; Rate: 1; Shots: 40 charges per power pack; Material: EX (20)
Notes: One handed; Overload radius: 1 1/2 area radius (10 points Blunt damage per point left in power pack). Emits high pitched whine for 10 turns before exploding.


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