GURPS: TREK - THE UNAUTHORIZED SOURCEBOOK SECOND EDITION - SECOND PRINTING --------------------------------------------------------------- --------------------------------------------------------------- SECTION TWO F - "TREK TECH" - PART SIX - MISCELLANEOUS --------------------------------------------------------------- --------------------------------------------------------------- This is a description of how some of the other items in the Trek universe operate in GURPS game terms. I have added new info about Impulse Drives, Warp Drives, Photon Torpedoes, Replicators, and PADDs to this section. Michael DeLuca has graciously provided an updated section of information about Tricorders. Mike can be contacted at: psion@genie.geis.com. Comments about this section should be directed to: tmp_harkins@dirac.physics.jmu.edu "Mr. B." GURPS: Trek - Section Two F - "Trek Tech" - Part Six - Miscellaneous - is Copyright (c) May 1996. See GURPS: Trek - Section One B - General - Part Two - Overview for more information. --------------------------------------------------------------- Table Of Contents ----------------- Communicators Impulse Drive Klingon Weapons Life Support Belts Magnetic Boots PADDs Photon Torpedoes Replicators Tricorders Universal Translators Vulcan Weapons Warp Drive ---------- Other Info =============================================================== COMMUNICATORS ------------- Communicators used by the Federation, Romulans, Klingons, Borg and Ferengi are all similar in nature and are considered fast FTL radios. With support from a ship in orbit they have a range of about 50,000 km; without support on a planet, they allow line-of-sight communications to a distance of 500 km. They can be comm badge types, like the Federation currently uses, or hand-held. Transporters can lock onto this signal in order to increase reliability of transport. Comm badges can adhere to almost any surface using a magnatomic adhesion area. They are powered by a rechargeable Saurium Krellide crystal that provides continuous usage for two weeks. They can be security coded to particular individuals. --------------------------------------------------------------- IMPULSE DRIVE ------------- Impulse Drives are used to power the ship when speeds of less than the speed of light are required. They are also used to provide power to many ship systems even while under Warp. They employ advanced fusion-type reactors to provide energy and/or thrust as required. Impulse engines are used for planetary orbits, and for entering and exiting planetary systems. Standard full Impulse speed is one quarter light speed. This is not the top speed possible, but only represents the prevention of severe time-dilation effects. Deuterium serves as the fuel source for Impulse engines. The Helium plasma produced by the fusion process is used for thrust. --------------------------------------------------------------- KLINGON CEREMONIAL WEAPONS -------------------------- bat'telh -------- (Physical/Average - Defaults to DX-4). This is a crescent-shaped, two-handed sword. It is also the legendary Sword of Honor, first created by the Klingon warrior Kahless the Unforgettable over 1500 years ago. This skill gives the character the ability to use this item effectively. d'k tahg -------- (Physical/Average - Defaults to DX-4 or Knife-2). The d'k tahg, also called the Klingon Ceremonial Blade, is a large knife designed to inflict extra damage on impaling attacks. It has two small 'arms' that snap out into position before combat begins. These arms are designed to increase the amount of impaling damage. gin'tak ------- (Physical/Average - Defaults to DX-5 or Staff-2). The gin'tak spear has a large, oddly-shaped blade set on a short thick haft into which are carved a regular series of notches. The butt of the haft has two animal fangs set into it. Because of its large head, it does more damage than similarly-sized spears. It is used entirely for combat. Anyone unfamiliar with it takes a -2 unfamiliarity penalty, as per pg. B43. kut'luch -------- (Physical/Easy - Defaults to DX-4 or Knife-1). The kut'luch is a large knife with a serrated blade that leaves a nasty wound. It is usually used by assassins, and as such is frequently poisoned. It can be considered the "dishonorable" counterpart to the d'k tahg. Impaling damage is at a maximum of 1d+2. The statistics below represent a large specimen of a kut'luch. qa'vak ------ (Physical/Average - Defaults to DX-5, Spear-1 or Staff-2). The qa'vak spear is a slim metal javelin used in the Klingon game of qa'vak, the object of which is to hurl the spear through the center of a half-meter hoop rolled through a series of stakes. This is considered essential training for the Klingon ceremonial hunt, which is performed using the qa'vak spears. It can be used in melee, or more commonly, using the Spear Throwing skill. ITEM TYPE DAMAGE REACH WT MIN-ST --------------------------------------------- bat'telh cut sw+2 1 3.5 10 bat'telh imp thr C 3.5 10 d'k tahg cut sw-3 C, 1 1 -- d'k tahg imp thr+1 C 1 -- gin'tok cut sw+3 1 6 9 gin'tok imp thr+3 1, 2 6 9 kut'luch cut sw-2 C, 1 1 -- kut'luch imp thr C 1 -- qa'vak imp thr+1 1 2 -- --------------------------------------------------------------- LIFE SUPPORT BELTS ------------------ These are essentially the same as the ones described in GURPS: Ultra-Tech (pg. 93 - sidebar), except that they can operate for a longer period of time (about 8 hours), and include an internal rebreather. --------------------------------------------------------------- MAGNETIC BOOTS -------------- These are large shoes that allow a user to walk along bulkheads or on Starship hulls in low-G or zero-G conditions. Movement is reduced to 1/2 Move unless the character has the Vacc Suit skill, then movement is full. There are two types: one is fitted like shoes for indoor use and located in emergency lockers on most ships, the other type is designed to be fitted onto any Vacc Suit. It takes 10 seconds to put a pair on, 5 seconds to remove a pair. Weight is 2 lbs. --------------------------------------------------------------- PADD ---- PADD stands for Personal Access Display Device. They are small hand-held units, specifically configured for individual users. They function (sort of) like a small Tricorder, with much more limited abilities. They can be configured for different functions, depending on the whims of the owner. Every officer in Starfleet will be issued a PADD which they then configure for their own needs. Typically, PADDs are programmed to help with normal Starfleet duties. Treat them as small multi-purpose computers. --------------------------------------------------------------- PHOTON TORPEDOES --------------- Photon Torpedoes are another offensive weapon of Federation Starships. They are considered to be Matter/Anti-Matter "missiles" with stats similar to those found in GURPS: Space (2nd Edition) (pg. 86). For those without access to that book, the stats are given below. Type Mass Vol. FP Power ------------------------------------- Light 0.05 0.25 200 -- Medium 0.2 1 500 -- Heavy 1 4 1000 -- --------------------------------------------------------------- REPLICATORS ----------- Replicators can "duplicate" any item that they have a pattern for. They are considered by these rules to be a specialized form of Transporters. Replicators scan items for data storage, and then place the results of that scan into the ship's memory storage systems. They use a small quantity of the matter in storage for the ship's engines to convert into the item required. They are primarily used to provide a wider variety of food choices than would be possible if the food components were to be carried on board ships. Most personnel cannot tell the difference between standard food and replicated food, however a few do claim to be able to tell the difference. Replicators cannot reproduce items that they do not have patterns for. Nor can they produce materials on the quantum level, only the molecular level. Thus they can be used to manufacture items or repair portions of a Starship, but these items or repairs will never be as stable or durable as a purposefully-manufactured item. In general, Replicators are used only to produce food, disposable clothing, and emergency items, The ultimate limits of their abilities lies with GM's. Replicators seem to be a new item in the TNG era, but "food slots" in TOS may have been earlier versions. Note that gold-pressed latinum is one of the few substances in the galaxy which cannot be replicated with any degree of success, hence its value to some non-Federation races. --------------------------------------------------------------- TRICORDERS ---------- The Tricorder is (sort of) a Swiss-Army knife of hand-held computing units, containing a powerful on-board computer, sensors, and subspace transceiver to link up with the main computer on board a ship in orbit. Current Federation models are small, hand-held boxes weighing 353 grams that swing open to reveal a display screen and controls. They are powered by a rechargeable Saurium Krellide crystal that can provide 18 hours of continuous usage, longer with power conservation features activated. The Tricorder concept is very simple: combine a suite of sensors for material, energy, and biological analysis with a computerized record/playback mechanism. A small computer provides limited on-site analysis of the readings and presents the results to the user. Over the years, this concept has been refined, as more powerful computers drive more sensitive sensors with greater range. The basic concept remains the same: it detects, it analyzes, it records, and it presents the results to the user. Most historians attribute Tricorders to Vulcans, who have been using miniature computer analysis tools for centuries. The truth is, many advanced cultures developed similar devices as they matured. The Vulcans have a history of relying on the Tricorder for a wide variety of uses, and they submitted the first prototypes in the early days of the Federation. A Tricorder's strength rests in the hands of the operator. It is not an independent probe, but merely a tool that, when used by someone properly trained, can improve individual performance in a variety of applications. As a computer, consider it to have a complexity level of 3. It can accept input from the front panel keys or by voice commands. It also has the following software and capabilities on board: Biosampler (GURPS: Ultra-Tech pg.61) Bioscanner (GURPS: Ultra-Tech pg.61) Chemscanner (GURPS: Ultra-Tech pg.59) Datalink (GURPS: Ultra-Tech pg. 11) Electronics Repair (GURPS: Ultra-Tech pg.11) Environmental Analysis (GURPS: Ultra-Tech pg.11) Multiscanner (GURPS: Ultra-Tech pg.59) Radscanner (GURPS: Ultra-Tech pg.59) Tricorders can maintain and store vast amounts of data in their own memory, which they use to help evaluate data collected on site. Through the Datalink software and the subspace transceiver assembly, the Tricorder can instantly download or upload data to the ship's computer, as long as the ship's computer is in range. Special programs may also be run and/or stored on-board, depending on circumstances, such as: Expert System: Biochemistry being used to sample planetary conditions, etc. The Tricorder's most important function is finding things. The standard TR-580 can detect minerals, power sources, life forms, and a wide range of other items. Detection range varies with the size of the object being sought. A unit set to detect power supplies, for example, can detect an in-use battery at 1000 meters, a Starship in orbit, or a planet's sun if properly used. As an aid, use the Size and Speed/Range Table (pg. B201), with a +15 bonus for the sensors and scanners in the Tricorder. Thus, if you wanted to find a person that was hiding about 200 kilometers away, they would have a size modifier of -19. Add the Tricorders +15, and that person could be found with an Elec. Oper.: Sensors roll of -4! This roll could be further modified by environmental conditions such as unusual power fields, atmospheric ionization, etc. For example, locating the person mentioned above would be much easier if they were hiding in the desert than if they were hiding in a densely-populated jungle. Specialists gain a further advantage with the use of a Tricorder. By using the Tricorder's analysis capabilities in concert with specialty skills, you can greatly enhance your evaluation of whatever you examine. The successful use of a Tricorder in a specialty application adds +4 to your skill for that use. Failure means nothing is gained. A critical failure subtracts 4. Note that you must be fairly close to your subject to get an accurate analysis. The smaller the subject, the closer you need to be. Tricorders also yield an advantage on most sense rolls. To gain this advantage, you must first save against your skill in Elec. Oper.: Sensors. If you succeed, you may make the sense roll with a +2 bonus. A failure indicates that the Tricorder's readings are of no use to you. A critical failure will result in a -2 penalty. It is fairly easy to set a Tricorder to record, so this is generally an automatic success, except under stressful or distracting conditions. In these circumstances, a saving roll on Elec. Oper.: Sensors would be necessary. A stealth roll might be needed to operate the device quietly if needed. There are also specialized Tricorders for Science, Medicine, Psychology (Psychotricorders) and Engineering. Tricorders can also have external hand-held sensing devices. Medical Tricorders are covered in another section of these rules. --------------------------------------------------------------- UNIVERSAL TRANSLATORS --------------------- Universal Translators are used to provide real-time two-way translations of spoken languages. In the TOS era, Universal Translators were wand-shaped items that sensed the brainwave frequencies of intelligent lifeforms, and provided comparable linguistic terms for communications. These provided quick, though inexact translations, and by the TNG era have been replaced by sophisticated computer programs stored on board Starship computer banks. These programs analyze samples of alien languages and derive translations within minutes, although much more extensive analysis is necessary before they may be used for diplomatic functions. Away Teams may access the Universal Translator programs with their Comm Badges via subspace links. --------------------------------------------------------------- VULCAN CEREMONIAL WEAPONS ------------------------- ahn-woon -------- (Physical/Average - No default). The ahn-woon is an ancient Vulcan weapon consisting of a strip of leather that can be used as a noose or a whip. It must be readied for one turn to change grips. The noose only does damage if it is wrapped around the neck, and the whip has a maximum damage of 1d-1. lirpa ----- (Physical/Average - Defaults to DX-5). The lirpa is an ancient Vulcan weapon with a spade-shaped blade on one end and a heavy bludgeon at the other often used during Pon Farr ritual combats. One can strike with the blade, haft, or bludgeon, but after each strike the user must ready the weapon for one turn. He must also ready the weapon to switch from a long grip to a short grip and vice versa. The lirpa is a very heavy, unfamiliar weapon that requires a strong user, and anyone unfamiliar with it must take a -2 penalty as per the rules on pg.B43. ITEM TYPE DAMAGE REACH WT MIN-ST -------------------------------------------- ahn-woon: -noose cr thr C 2 10 -whip cr sw-2 2 2 10 lirpa: -blade cut thr+2 1, 2 12 13 -bludgeon cr sw+3 1, 2 12 13 -shaft cr sw+1 1, 2 12 13 --------------------------------------------------------------- WARP DRIVE ---------- Warp Drive is the primary propulsion system used on all Federation Starships, and most other race's ships as well. UFP Starships use a form of matter/anti-matter combustion to produce the energy required to place the ship into a "Warp bubble" where the laws of regular space and time have no effect. Dilithium crystals, the only material non-reactive to antimatter while contained in a high-frequency EM field, are used within the Warp core to combine deuterium and anti- deuterium to produce a stream of "Warp power" which is used to power the drive units in the Starship's engines. Warp Drives are capable of exceeding the speed of light several times over. Warp One is considered to be the speed of light. Warp 10 is now the theoretical limit of Warp speed, being considered equal to virtually infinity. TOS used a slightly different system of calculating Warp speeds. Further explanation of this function can be found in the "Star Trek Encyclopedia", or the "Star Trek: The Next Generation: Technical Manual". It is now known that Romulan ships have managed to harness a small artificially-produced quantum singularity to produce the energy needed to Warp space. The Federation is currently working on reproducing the Romulan drive system. Note: Recently, Warp speeds of higher than Warp 5 were found to damage the space/time continuum in some manner. Normal cruising speeds of all Federation vessels has been reduced to Warp 5 for this reason. For GM information: Warp 5 is 214 times the speed of light. Speeds in excess of Warp 5 are only used in emergency situations. =============================================================== ULTRA-TECH ---------- The following is a list of items that should be considered to be either widely available or widely unavailable in a Star Trek campaign. However, feel free to use any item in Ultra Tech, Space, etc., on rare occasions as the GM permits. Just remember that Starfleet, and then the Romulans, have the best equipment. Other races should be limited to lesser equipment except in special circumstances. -------------------------------------------------------------- OTHER INFO ---------- Ultra-Tech: TL/8 ---------------- Armor: Monocrys and Reflect Armor are ineffective against Phaser or Disruptor fire (but are still quite useful against other beam weapons). Ablative armor is used on some Federation ships to reduce Phaser damage. Use as personal armor has not been demonstrated. Weapons: All superseded by Phasers. Cloning: Although possible, Cloning is not widely used in the Federation, and has only recently been perfected by the Klingon Empire. In the Federation, Clones are considered to be different from their donors, and enjoy full legal rights as separate individuals. Bionics: Their use is not extensive in the Federation. However, Borg use Bionics extensively. Brain Transplants: Virtually unknown. Pneumospray Hypo: This is a Trek Hypospray. Ultra-Tech: TL/9 ---------------- Retro-Reflective Armor: PD 3, DR 1 versus Phasers. Weapons: All superseded by Phasers. Cybertech: N/A. Diagnosis Table: Available in a Federation Sick Bay. Automedic: N/A. Braintaping: was used in 2365 by Dr. Ira Graves. Was also used by Dr. Soong in the transfer of his wife's memories to the android body he had built. The Federation disdains its use. Recorder Implants: N/A. Advanced Implant Communicator: N/A. Bionic Gills: N/A. Silver Tongue: N/A. Ultra-Tech: TL/10 ----------------- Laser Crystals: N/A. Weapons: All superseded by Phasers. Neurolashes: A Ferengi Favorite. Reflex Armor: N/A. Powered Combat Armor: N/A. Brain Implants: N/A. Brainwipe: available, but considered cruel and unusual punishment by the UFP. Ultra-Tech: TL/11 ----------------- Electron Pistols: these are replaced by Phasers. Ecstasy Weapons: N/A. Force Swords: N/A. Deflectors: used as ship defenses, under development in a personal and/or hand-held model. Thermal Superconducting Armor: N/A. Energy Cloth: N/A. Cybersuit: N/A. Brain Implants: N/A. Holographic Equipment: This is currently at the "Holodeck" level of development. Ultra-Tech: TL/12 (and up) -------------------------- The only technology available from these levels of development are Transporters. It is currently unknown how the Federation was able to develop Teleportation technology so soon. See GURPS: Ultra-Tech (pg. 117) for more information. Replicators are considered to be a specialized type of Transporter for the purpose of these rules. ===============================================================