Player's Handbook · Chapter 8

Equipment & Gear

Starfleet officers carry a wide range of tools, weapons, and devices into the field. Equipment in Star Trek Adventures is treated as traits — short descriptions that modify how you interact with the world. Some items have additional mechanical rules beyond being traits.

Equipment Categories

CategoryExamples
WeaponPhasers, disruptors, bat'leths, knives
ArmorArmored vest, body armor, environment suit, personal forcefield
GearTricorders, communicators, PADDs, pattern enhancers
DeviceEngineering tools, medical devices, holographic imagers
ConsumablePulse grenades, hypospray medications

Most equipment is standard issue and has no cost. Items with an Opportunity cost require the GM to grant access — the character must have a reasonable way to obtain the item.

Weapons

Weapons have several key properties:

PropertyDescription
TypeMelee or Ranged
InjuryStun (incapacitates), Deadly (causes serious harm)
SeverityA number (usually 2–5) indicating how severe the injury is
Size1H (one-handed) or 2H (two-handed). Using a 2H weapon in one hand increases Difficulty by 1
QualitiesSpecial rules modifying how the weapon functions

Common Weapons

Melee

WeaponInjurySeveritySizeQualities
Unarmed StrikeStun21H
Anesthetic HyposprayStun31HCumbersome, Intense
Knife/DaggerDeadly21HHidden 1
BladeDeadly31H
Heavy BladeDeadly32HIntense
BludgeonStun/Deadly31H

Ranged — Federation

WeaponInjurySeveritySizeQualities
Phaser Type-1Stun/Deadly31HCharge, Hidden 1
Phaser Type-2Stun/Deadly41HCharge
Phaser Type-3 (rifle)Stun/Deadly52HAccurate, Charge
Pulse GrenadeStun/Deadly41HArea, Grenade

Ranged — Alien

WeaponInjurySeveritySizeQualities
Disruptor PistolDeadly41HIntense
Disruptor RifleDeadly52HAccurate, Intense
Jem'Hadar Plasma PistolDeadly41HDebilitating
Jem'Hadar Plasma RifleDeadly52HAccurate, Debilitating

Weapon Qualities

QualityEffect
AccurateWhen you Aim, re-roll up to 2d20 instead of 1
AreaSpend 1 Momentum per additional target in the same zone (Repeatable)
ChargeAfter Prepare, add Area, Intense, or Piercing to the attack
CumbersomeMust Prepare before attacking
Debilitating+1 Difficulty to treat injuries from this weapon
GrenadeRange up to Medium; enough for 3 attacks
Hidden XConceal with a minor action; searching requires Difficulty X
InaccurateCannot benefit from Aim
IntenseSpend 1 Momentum (instead of 2) to increase severity by 1
PiercingIgnores the target's Protection rating

Stun vs. Deadly

When you attack, you choose whether to inflict a Stun or Deadly injury:

  • Stun: Incapacitates the target. The injury fades after the scene.
  • Deadly: Causes serious harm. If the target is defeated with Deadly injuries, they are Dying and will die at the end of the scene without medical attention. Choosing Deadly adds 1 Threat.

Improvised Weapons

Any object can be used as an improvised weapon. The GM determines its type, injury, severity, size, and qualities. All improvised attacks have the Cumbersome quality.

Armor and Protection

Armor provides Protection, which reduces the severity of injuries inflicted against you. A character may only wear one form of protective gear at a time.

ArmorProtectionNotes
Armored Vest1Standard issue
Body Armor2Opportunity 1, Escalation 1
Environment Suit1Opportunity 2
Personal Forcefield3Opportunity 1, Escalation 2. May be sacrificed to convert a Deadly injury to Stun

How Protection works: When you suffer an Injury, reduce its severity by your Protection rating (minimum 1). Protection does not prevent the injury — it makes it less severe.

Tools and Devices

Tricorders

Standard issue. Tricorders sense, record, and analyze data. During the 23rd century, science and medical tricorders were separate devices; by the 24th century, they were unified into a single design.

Communicators

Standard issue. Allow communication with the ship in orbit or other communicators. By the 24th century, worn as a badge.

Universal Translator

Built into standard communicators since the late 23rd century. Without one, you cannot converse with beings who don't speak your language.

Engineering Toolkit

Standard issue for engineers. Contains tools for repair and maintenance. Opportunity 1 for non-engineers.

Medkit

Standard issue for medical personnel. Contains hyposprays, dermal regenerators, laser scalpels, and monitoring devices. Opportunity 1 for non-medical personnel.

PADD

Personal Access Display Device. No cost. Provides data access, subspace communication, and recording capabilities.

Tips for Players

  • Equipment is a trait, not a solution. A phaser doesn't solve every problem — but it changes how you approach danger.
  • Choose Stun wisely. Stun is humane and reversible. Deadly is final and costs Threat.
  • Use tools creatively. A tricorder can scan for life signs, detect radiation, or analyze evidence. A communicator can be used as a distraction. A PADD can display a misleading image.
  • Mind the Opportunity cost. Some items require the GM to grant access — don't assume you have specialized equipment unless it's standard issue or you've obtained it.
Manual updated Aug 26, 2026.