Money

Theory

While the United Federation Of Planets uses a prestige-based credit system, only nearby governments accept it. Many Federation citizens "repscribe", operating on pure organizational merit; in Starfleet, this is the norm, with actual pay in credits serving as a sort of pension for most officers.

More commonly, various governments(including some Federation members) issue backed fiat currency, with the Mark 220 standard comprising a shared money market of recursively-signed quantum cryptokeys. It's generally considered a bit inferior to Imperial and ferengi currencies, but negotiably so. It includes a specification for cash interchange, in which translucent plastic chits are 3D-etched with the cryptokeys. The smallest are 2cm squares, but larger denominations are longer in one dimension. All are 2mm thick. The chits can be transported, and replicated with difficulty; counterfeiting by replication is mostly impractical, though some regularly accuse the Federation of doing so. Near a significant government, these are usually referred to by the local issue name; elsewhere, and by those who travel extensively, they're all simply referred to as "chits".

The Klingon Empire and Romulan Star Empire issue their own backed fiat currency; while they pay lip service to pooh-poohing chits, the reality is both governments make a steady income by speculating on the exchange rate. Most transactions remain computerized and directory-served, using a cryptokey system theoretically similar to Mark 220; they also issue a mix of notes and coins, but these are more vulnerable to counterfeiting. The notes and coins can be transported and replicated.

The Ferengi Alliance, having no tolerance for this nonsense, use a commodity currency: latinum. It's a liquid metal, customarily pressed with gold powder into solid slips, strips, bars, and bricks. It can't be replicated, but can be transported with some difficulty. (Historically, the ferengi used gold as a commodity currency, but switched when Federation replicators caused a crash.)

Weapons

Disruptors

Disruptors are the most common weapons; usually, these are either A) klingon designs, B) romulan designs, or C) designs based on one or the other. Cardassian disruptors are making some inroads due to their reliability, but knockoffs generally lose that.

Most disruptors have two or three power settings, and two or three modes.

Power Settings

Low
×1/2 damage, ×1/4 energy consumption
Medium
×3/4 damage, ×1/2 energy consumption
High
as listed
Emergency
×1.5 damage, ×2 energy consumption, after each shot the weapon must roll HT or break down

Modes

Standard
As listed.
Fine-Beam
Damage suffers -1 per die, but armor divisor improves to (10).
Threat
As listed. Touching the trigger produces an ominous hum; a trained listener(make a Per-based Beam Weapons roll) can tell the weapon's power setting, how well it's been maintained, and all sorts of other information.
High-Dispersion
Damage is reduced to ×1/2, but target suffers Terrible Pain for 1sec per point of penetrating damage.

Klingon Disruptors

The Klingon Empire uses type 3 disruptors as their primary weapons.

Klingon disruptor pistols have Medium, High, and Emergency power settings; their rifles and vehicular disruptors have Low, Medium, High, and Emergency. They all have Standard and Fine-Beam modes, and the personal disruptors have Threat mode as well.

Romulan Disruptors

The Romulan Star Empire uses type 3 disruptors as their primary weapons. This last decade has seen attempts to produce a single multirole smallarm, able to be carried as readily as a pistol, but also able to face rifles in a serious shootout. The resulting carbines weren't very good at either role, and the've since returned to the pistol-and-battle-rifle configuration, but surplus and knockoffs are still kicking around.

Romulan disruptor pistols have Medium and High power settings; their carbines, rifles, and vehicular disruptors have Low, Medium, and High. They all have Standard and Fine-Beam modes, and the personal disruptors have High-Dispersion mode as well.

Breen Disruptors

The Breen Confederacy uses type 3 disruptors as their primary weapons.

Breen disruptor pistols have Medium and High power settings; their rifles and vehicular disruptors have Low, Medium, and High. They all have Standard and Fine-Beam modes.

Cardassian Disruptors

The Cardassian Union uses type 5 disruptors as their primary weapons.

Cardassian disruptor pistols and rifles have Medium and High power settings; their vehicular disruptors have Low, Medium, and High. They only have Standard mode, and thus no mode select. However, they're extremely reliable, with Malf: Ver Crit.

Federation Phasers

These have many power levels; they can be adjusted in increments of 1/2 die. (For game purposes, assume increments of 1 die normally.)

Instead of taking powercells like mags, these have integral powercells. (They also use superscience powercells, at ×25 cost, which is already figured into the stats.)

Modes

Stun
Deals (5) FP damage, with a minor incendiary effect; 1%(round up) counts toward Making Things Burn.
Kill
Deals (3) tight-beam burning damage.
Heat
Deals ×1/2(2) regular burning damage, at ×1/10 energy consumption. (But like tight-beam, it can still target the eyes and vitals.)
Cut
Deals ×1/2(2) corrosion damage. Like tight-beam burning, 1/10 counts toward Making Things Burn.
Overload(not vehicular)
Builds up power for 7+1d seconds, which is audible as a distinctive rising whine, and then explodes with all the energy remaining in the weapon. Take the square root of the energy units remaining, then divide by 10, to get the dice damage. This is explosive regular burning damage with no armor divisor.
Proximity Blast(vehicular only)
Deals ×1/3(2) explosive regular burning damage, at ×3 energy consumption.

Some personal phasers have been after-market modified to have a Penetrating Burst mode akin to gorn disruptors. The first three shots of a stream are as in Cut mode, and the remainder are as in Kill mode. These are available near Gorn Hegemony territory, for ×1.1 cost.

Federation Plasma Phasers

A plasma phaser is a more-power-hungry variant, which uses a nadion plasma cloud as the phasing medium. They would have ×2 cost, except they were only produced in a limited prototype run and ×20 cost is more likely. They also must be "warmed up" to a power level, taking a Ready action and consuming energy as if firing a shot of that power level. Staying warmed up also, per second, consumes 1 energy unit per power level(not squared), or it will drop one power level. Once warmed up, the plasma phaser can fire at any power level up to what it's warmed up to, dealing 1d× the power level in dice. Plasma phasers also lack a Stun mode. However, their armor divisor is increased(from (2) or (3) to (5), or from (5) to (10), or from no divisor to (2), notably for explosions), and — most importantly — they impose a -6 penalty on Borg adaptation rolls.

Other Disruptors

Disruptor technology of one sort or another meets the military needs of a wide variety of peoples.

Breen Multirole Disruptors

These weapons have two over/under barrels, the upper a type 3 disruptor, the lower an electron pulse projector(EPP).

The EPP appears on the mode selector, and uses the power selector just like the disruptor barrel, so effectively the rifle has Low, Medium, and High power settings, and Standard, Fine-Beam, and EPP modes. The pistol is similar but without the Low power setting.

Breen CRM 114

This is a heavy disruptor rifle, effectively in a "superfine" mode. It's designed to target vehicles and surface emplacements, filling a role similar to the modern LAW.

It has Low, Medium, and High power settings.

Brilnori Varmint Disruptor

A "colonial variant" disruptor rifle, accurized and designed for hunting small game. This one targets the conditions at the Brilnor colony on Loora II. It has an integral scope, and open-source "dope scope" software.

It has Low, Medium, High, and Emergency power settings. Each burst on Emergency also lowers Acc by 1, to a min of 8. The scope provides Hyperspectral Vision and 16× magnification(with Tunnel Vision), and automatically adjusts for gravitic, thermal, and wind conditions.

Gorn Disruptor Carbine

The Gorn Hegemony uses a single multirole smallarm, a linear-array disruptor carbine.

It has Low, Medium, and High power settings.

Modes
Standard
As listed.
Surface
Energy consumption increases to ×4, but armor is reduced by 1 DR per 1 damage, instead of per 10.
Penetrating Burst
The first three shots of a stream are as in Surface mode, and the remainder are as in Standard mode. Releasing the trigger momentarily(skipping one shot) starts a new stream.

Varon-T Disruptor

A unique weapon designed for the collector's market; only five were ever produced, four of which are presumably locked away in the Federation, where the Varon-T is banned due to inflicting a slow and excruciating death.

The target suffers Terrible Pain for 1sec per point of penetrating damage. Later cycles add duration.

EPP Weapons

Electron pulse projectors are reduced-lethality weapons based on disruptor technology. They lack the flexibility of phasers, and tend to be all-or-nothing, but are much cheaper and somewhat lighter.

Power settings are as for disruptors; the pistol has Medium and High, and the rifle also has Low.

If even zero damage penetrates, the target must roll HT, at -1 per 1 penetrating damage, or suffer Unconsciousness for 1min times the margin of failure.

Section 31 Scorpion Disruptor

An assassination weapon you're not cleared for.

Power settings are Medium, High, and Emergency; modes are Standard, Fine-Beam, and High-Dispersion. The Scorpion is extremely reliable, with Malf: Ver Crit.

Other Weapons

Federation Team Multirole Dish

In the 23rd century, starship navigational deflectors were sometimes reconfigured to produce a wide variety of beam types. The discovery of the sub-thread particle zoo prompted 24th-century starship design to incorporate larger navigational deflectors which were quicker and easier to reconfigure; many reconfigurations could be performed automatically. This team-portable unit is designed to bring a similar versatility to away teams.

The listed stats are for a configuration emulating a phaser array, simply for comparison, but a vast space of other configurations are possible. It's more a tool than a weapon.

Federation I-Mod

I-Mod Special Effects
1dEffect
1armor divisor is (∞)
2armor divisor is (100)
3damage type is imp but 100%
counts towards Making Things Burn
41d is Cyclic 8 @ 1sec
5Follow-Up (1d)d FP(5) sur
6Side Effects Agony and Paralysis

The I-Mod(Infinity Modulator) is an anti-Borg rifle that supplanted plasma phasers. On a natural 1 on the first roll for damage, roll a bonus effect from the table to the right. Borg are unable to adapt to its beam(s), at least for the time being.

Federation Isomagnetic Disintegrator

A shoulder-fired weapon with stun and burst capability, more compact but more power-hungry than a phaser.

Rather than adjusting its damage, power settings adjust the "depth" of its effect. The listed Shots are for a TL12 superscience powercell; use of regular TL11 cells would require upgrade to an E cell to be useful.

Power Settings
Low
As listed.
Medium
As Low but ×2 energy consumption, and if even zero damage penetrates, the target must roll HT, at -1 per 1 penetrating damage, or suffer Unconsciousness for 10min times the margin of failure. On a critical failure or failure by 5 or more, they suffer Heart Attack status as well.

High
As Low but ×4 energy consumption, Follow-Up an equal amount of cor sur ex damage, and both damage types penalize the roll to resist Unconsciousness(and Heart Attack).

Plasma Pulse Weapons

These fire balls of hydrogen plasma, using turbulence between concentric shells of different temperatures to maintain stability. On impact, or upon reaching max range, they detonate. They take ammo in the form of plasma cartridges, containers of pure hydrogen with small power cells.

Range is multiplied by the atmospheric pressure, to a min of .1 atm.

Plasma Torpedo Weapons

These use energy-to-matter conversion to launch a nebula-thin ball of plasma, using a guidance system derived from the "neurology" of plasma beings found in the wild. (In GURPS terms, they're Homing.) The core is much hotter than a star, while the surrounding sheath is merely red-hot. When they impact, or reach their maximum range, the sheath ruptures and they detonate.

Torpedo Launcher

A photon warhead deals 6d×3 000(3) ex² burn rad. A quantum warhead deals 6d×12 000(5) ex burn rad.

Stats

WeaponDamageAccRangeWtROFShotsSTBulkRclCostLC
Type 3(Klingon/Romulan/Breen and knockoff) Disruptors
Pistol8d(5) cor5300/9001.5/C3200(3)4-222 200ch3
Array Pistol(romulan-only)4d(5) cor5300/9001.5/C10800(3)4-212 400ch3
Carbine(romulan-only)6d×2(5) cor8500/1 5006/2C3180(3)10/5†-3211 000ch2
Rifle8d×2(5) cor101 000/3 0009/3C3150(3)7†-4216 500ch2
Light Cannon8d×4(5) cor123 300/10 000503external15M-72110 000ch1
Light Array8d×2(5) cor123 300/10 0005010external15M-71120 000ch1
Per +Size×2+2×3×5×1/4×2.2×2.2×51
Cardassian Disruptors
Pistol8d(5) cor4200/6001.5/C3200(3)4-222 000ch3
Rifle8d×2(5) cor8700/2 1009/3C3150(3)7†-4215 000ch2
Light Array8d×2(5) cor102 000/6 0005010external15M-71110 000ch1
Light Cannon8d×4(5) cor102 000/6 000503external15M-72100 000ch1
Per +Size×2+2×3×5×1/4×2.2×2.2×51
Federation Phasers
Type 14d max3100/300.3510300E3-113 270ch3
Type 28d max6300/9003.3103 000E6-3130 800ch3
Type 38d max121 000/3 00091030 000E7†-4177 200ch2
Type 3 Compression8d×2 max121 500/4 5009330 000E7†-4284 000ch2
Type 4 Team8d×2 max142 000/6 00012010300 000E24M-911 060 000ch1
Type 4 Array8d×2 max142 000/6 00010010external22M-91960 000ch1
Type 4 Strip8d×4 max142 000/6 00020010external32M-1012 000 000ch1
Type 4 Cannon8d×4 max141 500/4 5001003external22M-921 060 000ch1
Per +1 Type×2+2×3×5×1/4×2.2×2.2×51
Other Disruptors
Breen Multirole Disruptor Pistol6d(5) cor or
1d+2(5) burn sur side-effect
4150/4501.3/C3350(3)4-221 560ch3
Breen Multirole Disruptor Rifle6d×2(5) cor or
3d(5) burn sur side-effect
8500/1 5009/3C3270(3)7†-4216 300ch2
Breen CRM 1148d×2(100) cor123 300/10 00020/3C340(3)7‡-6240 700ch1
Brilnori Varmint Disruptor6d×2(5) cor12+42 300/6 8009.8/3C3270(3)7†-4222 000ch3
Gorn Disruptor Carbine6d(5) cor8500/1 5006/2C10720(3)10/5†-3112 000ch2
Varon-T Disruptor1d(3) cor cyclic(32 @ 1sec)6200/6001.3/C3100(3)4-2270 400ch0/2
EPP Pistol2d(5) burn sur side-effect4300/9001.4/C3200(3)4-221 500ch4
EPP Rifle4d(5) burn sur side-effect81 000/3 0008.7/3C3150(3)7†-4212 000ch3
Section 31 Scorpion Disruptor8d(5) cor7300/900134003-1311 150ch0/2
Other Weapons
Federation Team Multirole Dish8d max*14*2 000/6 000*14010*1 000 000E*25M-91*1 740 000ch2
Federation I-Mod(1d)d(5) burn sur101 500/2 0009.8/3C10450(3)7†-4194 100ch2
Federation Isomagnetic Disintegrator8d×2(3) FP sur ex*102 500/5 00014.7/D130(3)6‡-5428 000ch1
Plasma Pulse Pistol8d ex burn41 000/10 0001.5/.5340(3)4-235 000ch2
Plasma Pulse Rifle8d×2 ex burn84 000/40 0009/1.5330(5)7†-4337 500ch2
Plasma Torpedo Rifle8d×10(5) ex³ burn82 500(h)/10 00012/D11(5)10†-47154 000ch1
Light Plasma Torpedo Cannon8d×20(5) ex³ burn1225 000(h)/100 0001001external15M-932 200 000ch1
Per +Size×3, or ×10 per two×10×5×1/4×2.2×2.2×51
Torpedo Launcher<by warhead>12var; end 2sec500 00013(1)1 500M-1011 000 000 000ch1

E Indicates not shots, but energy units; each shot of [X]d consumes [X²] energy units. (All before modification by mode.)

* Special rules or stats apply, see description.

Defenses

Infantry Point-Defense System (I-PDS)

A pair of shoulder-mounted modules, each of which has three pulse-type disruptors on auto-targeting MEMS turrets. While useless against energy beams, it's very effective at disintegrating incoming projectiles. It can target up to 18 projectiles per second.

The system makes power parries on behalf of the wearer, with a modified active defense roll of 16 for the first shot from each of the six turrets. Each turret can defend against a second projectile at -4, and a third at -8. Each turret can defend against attacks from its side, or from ahead/behind/above/below.

KDF Uniform

The uniform of the Klingon Defense Force is intended to keep the wearer alert and protect them from melee weapons. It provides minimal protection from disruptor fire. The traditional nanoweave is most common, but a monocrys variant that looks more like Reman armor is worn by some for its better protection.

Members of Great Houses, and those with personal Distinctions, add a baldric to display such symbols. A cloth(metallic or animal fiber) baldric has negligible weight, a light metal baldric adds 1pd, a heavy metal baldric adds 4pd.

The assault boots are listed as a separate item because of their separate stats.

Stats

ArmorLocationsDRCostWtLC
Nanoweave KDF Uniformarms, body, legs9 flexible, ×3 vs piercing/cutting810ch93/2
Monocrys KDF Uniformarms, body, legs12 flexible, ×3 vs piercing/cutting1 350ch92
Assault Bootsfeet15, ×2 from below150ch34

Other

Since most of these devices are lower-energy than beam weapons, they typically use integral powercells, which can recharge from external power.

Personal Sensor/Recorders

TLTypeCostWtLC
11^Specialized4 000ch16
11^Tricorder4 000ch16
11^Medical Tri5 000ch1.46
12^Specialized8 000ch.56
12^Tricorder8 000ch.56
12^Medical Tri10 000ch.76

A computer with an array of passive and active sensors. Those used by most peoples have sensor arrays specific to energetic phenomena(most common), life sciences, and earth sciences. The Federation primarily uses a multifunction "tricorder", with medical tricorders having an extra module with a deployable hand scanner. All can be set to use only passive sensors, at lesser effectiveness. Their integral powercells last 4 hours between recharges, or 20 hours at TL12^.

A specialized unit grants +6 for tasks within its specialty, and functions with no bonus otherwise. A plain tricorder grants +2 to all three. A medical tricorder has +6 for biological tasks(+8 in conjunction with the hand scanner), or +2 otherwise. Passive mode imposes a -4 penalty(-2 for energy tasks), and doesn't improve the bonus for a hand scanner.

PADD

A computer with a large display for a portable. Also includes a small communicator and camera, and slots data chips. Their integral powercells last 20 hours between recharges, or 100 hours at TL12^.

TL11^ PADD: 100ch, .6pd, Cx: 7, 10EB, LC4.

TL12^ PADD: 400ch, .6pd, Cx: 8, 10ZB, LC4.

Communicator

A common way to stay in touch, communicators are issued by many organizations. Their integral powercells last two weeks between recharges, or 10 weeks at TL12^.

The stock model has a nominal range of 100km, and built-in translation; 50ch, neg. weight, LC6. At TL12^ this improves to 500km and 150ch.

The security model increases the range to 500km and adds built-in encryption; 550ch, neg. weight, LC2. At TL12^ this improves to 2 500km and 1 150ch.

Transport Jammers

Devices that block the use of transporters. The personal unit can be worn on a belt, and blocks transporting the user(and things very close to them); the area unit blocks all transporter use within a radius of 5km. Note that shields also function as a barrier to transporters.

Personal Transport Jammer: 1 000ch, 2pd, LC5.

Area Transport Jammer: 4 800ch, 25pd, LC4.

Reference