By Derrick Pierce

Has your crew travelled back in time? Are they running a holodeck adventure? Is Hikaru Sulu your next door neighbor that likes to take you out to the range? In that case you may need 20th and 21st century firearms for your campaign, and here they are! As a gun owner, I had to resist the urge to get into too much detail. What is detailed here is a simple set of firearms that best fits Star Trek Adventures 2nd Edition.

Pistol/ Ranged/ Deadly/ Severity 4/ Hidden 2, Intense

Rifle/ Ranged/ Deadly/ Severity 4/ Accurate, Intense

Shotgun/ Ranged/ Deadly/ Severity 5/ Area, Intense

Machine Gun/ Ranged/ Deadly/ Severity 5/ Area, Inaccurate, Intense

I have intentionally left Opportunity and Escalation up to the individual GM as the situation fits. Since I have also taken the “cinematic” approach to firearms, here are some optional ammunition rules:

Out of ammo: the GM may choose to have a PC run out of ammunition by spending 2 Threat.

Reload: a PC may reload their weapon by spending 1 Momentum.

Well that’s it! Happy Trekking my friends!

4 responses to “Say Hello To My Little Friend… This Is My BOOM Stick!”

  1. Good complications would include malfunctions like jam or cylinder lock. They can be cleared with a momentum point or a Daring+Security, Difficulty 0 through 3, depending on how bad the malfunction is.

    1. Hey this is Derrick, the author of this article. You are right on the money with those complications!

  2. We ran an episode on Hypseria (the “Ren Faire” planet) and we needed sword and crossbow damage — swords are straight up blade and heavy blade; no huhu. I went with Crossbow: ranged, lethal 3, 2H, cumbersome (to simulate reloading) as the spitball ratings for it.

    1. Nice! The game isn’t hard to hack for weapons. It’s harder not to over think it and over do it.

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