An incomplete but still rather useful list of
Non Lethal Weapons
From: Dan Berger DBerger@smtplink.simsci.com
Index
-
Tasers
-
Chemical Weapons
-
Darts
-
Non-Lethal Grenades
-
Normal Non-Lethals
-
Motion Restraints
-
Electronic Weaponry
Tasers
General Game Notes:
-
Each successive hit within a 3 phase time period
adds an extra -2 to the stun save, i.e. the first hit is
normal, second save must be made at -2, third at -4 and so on.
-
Any cyberware hit by taser has 20% chance of shorting out
and is useless until repaired.
-
Legal in most places....
-
Militech Electronics Taser.
$60-100
-
Fires a bolt of energy up to 10m to hit target. About the
size of a large flashlight. Recognized by characteristic
blue arc of electricity and crackling sound.
-
When empty recharges from any wall socket in around 1 hour.
-
When hit target must pass a stun save or be unconscious for
2D6 mins.
-
If save passed, REF & COOL at -2 for 1D6+1 mins.
Exotic -1 Jacket Common Stun 10 1 ST 10m 1kg
-
Mitsubishi Taser.
$70-110
-
This weapon is like a small pistol and fires a small dart
connected by wire to the weapon. When the dart hits, (it can
penetrate up to 5 SP of armour), the charge is passed down the
wire burning it out and shocking the target.
-
Victim must pass a stun save at -1 or be unconscious for 2D6
minutes. If they pass, (not if armour is more than SP 5 though),
REF & COOL are at 1/2'ed for 1D6+1 minutes.
-
Gun recharges in 1 hour from standard wall socket.
-
New darts cost $20 for 12 and weigh 0.1 kg.
Pistol 0 Pocket Excellent Stun 12 1 ST 10m 1kg
-
Technotronica Black-Zap glove.
$90-150
-
This is an electrified mesh glove with effects equal to a
taser. It is powered by an armband powerpack and can be used
with either grab or punch attacks. Taser effect in addition to
normal damage.
-
Recharges in 35 minutes from a wall socket.
Exotic 0 Pocket Common Stun 6 1 ST Touch 0.7kg
-
Dynatech Industries Hand Taser.
$50-100
-
This is a fairly common hand taser 'cos it is cheap and
easily available. It must be touched to skin or unarmoured
clothes to be effective.
-
Targets must take a stun save at -2 or be unconscious for 2D10 minutes.
-
If save is passed REF & COOL are 1/2'ed for 1D10 minutes.
-
It will recharge from a wall socket in about 1+ hours.
Exotic 0 Pocket Excellent Stun 12 1 VR Touch 1kg
-
Militech Taser II.
$100-150
-
The latest in personal protection for the non violent. This
little friend can deliver 15,000 volts to a touched target.
Reach out and say hello to that perp.
-
The target must pass a stun save at -1 or be knocked out for
2D6+1 minutes. If save passed then target has REF & COOL 1/2'ed
for 1D6+1 mins.
-
Will pass through up to SP20 of armour, (unless it is
specifically grounded).
-
Recharges in 1 hour from a wall socket.
Exotic 0 Pocket Common Stun 4 2 VR Touch 0.7kg
-
Pursuit Security Inc. STUNDART Pistol.
$100-120
-
This weapon is an over/under break open format pistol firing
a .45 low velocity cartridge. This cartridge is mainly a
capacitor with two copper prongs on the front to deliver the
charge.
- The prongs can penetrate up to 5 SP.
- If hit the target must pass a stun test at -1 or be out for 1D6 x 10
minutes.
- If the test is passed REF & COOL are 1/2'ed for 1D6 mins (unless dart
doesn't pass armour.)
- New darts come in packs of 4 and cost $20. No compressed air required.
Pistol -1 Jacket Common Stun,(.45 L.V.dart) 2 2 VR 50m 1.5kg
Chemical Weapons:
Delivery units
-
Enertex Power Squirt.
$15-30
-
-
Squirtgun (This is not a joke.)
-
May be loaded with any kind of drugs/chemicals.
-
Mostly legal, depending on load.
-
Compressed air reloads cost $5 for 50 shots. Single load type only.
Pistol -2 Jacket Common Drugs 50 1 VR 10m 0.6kg
-
Nelspot "Wombat".
$200-250
-
Paintball gun from hell. Compressed air reloads cost $2 for 20 shots.
May utilize mixed loads.
Pistol -1 Jacket Common Drugs 20 2 VR 40m 1kg
-
Compressed air canister
$5-10 + Cost of Drug.
-
Disposable aerosol sprays. Will pass through most detectors, (85% chance).
Exotic +1 Pocket Excellent Drugs 15 1 ST 5m 0.2kg
-
SKUNKER
$60-70
-
This weapon fires a burst of gas or spray up to 2m. It is
6" long and 1" around so fits in any pocket or bag. One target
only. Refillable for $20 Choose your load!!!
Exotic -1 Pocket Excellent Gas/Chem 4 1 VR 2m 0.2kg
-
Petrochem DRUG-A-THUG
$150
-
This handy little device delivers a solid dose of a
paralyzing chemical to the target. It will penetrate clothes up
to 2 SP.
Once hit the target must roll BOD + (resist drugs if they
can) + 1D10 greater than 20. If passed no effect. If failed the
target is paralyzed for 2D10 mins. They will be awake and
breathing but will be unable to move, speak etc.
Reloads cost $10-20
Exotic 0 Pocket Common Chemical 5 1 VR Touch 0.3kg
-
Mace.
$1 per shot.
-
-
To hit you need to be less that 5m away and facing the
opponent. If the victim is unresisting you need to make 15 or
better, you get +3 if you surprise the victim.
-
If fighting in hand to hand all you need to do is beat your
opponents defense roll.
-
If hit by Mace, (Acrolein), the victim is reduced to a pain
blinded bubbly mass of mucous.
-
The victim is incapacitated and cannot perform any other
actions than stagger around a bit.
-
INT and COOL are reduced to 1.
-
REF and MA are 1/2'ed.
-
The effects last for 1D4x10 minutes.
-
60% chance it will be detected by chemical/explosives scan.
-
Common availability.
-
Peppa-Spray.
$1 per shot.
-
-
Effects as mace but made from chili pepper extract, (Capsicin).
-
Legal and virtually undetectable on normal explosives/chemicals scanners,
(unless tuned for it).
-
Common availability.
-
Sleepmax II
$2 per shot
-
If this hits the target's bare skin, (or up to 10 SP of soft
armour), then the target must pass a BOD test at -3 or fall
asleep for 1D10 hours, (can be roused in 1/2 this time).
-
If the test is passed then the target is drowsy and must suffer -2 to
all stats for 1D10 minutes.
-
Common availability.
-
50% will be spotted on a chemicals/explosives scan.
-
Chem Grenade.
$ (See below.)
-
Explodes filling air with atomized spray of drug so unless
target is sealed, it is effected. Plastic cased grenade but
contains explosives so can be detected by scanners etc.
HVY 0 Pocket Poor Drugs/Gas 1 1 ST - 0.2kg Radius (below.)
Radius depends on size. 25mm covers 3m, 30mm covers 5m and
40mm covers 9m.
To avoid gas character must roll under BOD on 1D10. If test
passed then apply 1/2 effect. If failed apply full effect.
Only fully sealed environment or gas mask will protect, filters
will help though.
Grenade Type Effects Cost(eb)
Nausea Illness, Vomiting, (-4 REF) 25-50 eb
Target must pass BOD test
each turn or miss it vomiting.
Lasts 2D10 mins.
1/2 effect is -2 REF with no vomit tests.
Tear Gas Tearing, (-2 REF) lasts 2D10 mins. 15-20 eb
1/2 effect is -1 REF
Sleepmax Sleep, (Character is out for 1D10 hours but 50-75 eb
can be woken after 1/2 this time.)
1/2 effect is -2 to all Stats
Mace Mace effect, (effects as Mace spray), 45-80 eb
1/2 effect is victim misses 1 turn,
INT & COOL 1/2'ed for D6 turns.
Darts:
Game Notes
-
Roll to hit as normal.
-
Soft armour counts as 1/3 SP, Hard armour counts as full SP.
-
Roll damage and apply any that gets through.
-
If the armour is penetrated (damage >= SP) then the
effects of the contents are applied.
-
To fire these guns you will need air cartridges. I cartridge is
good for five shots and takes a full turn to change. 1 cartridge fits all
and they cost 30eb each.
-
Talmet Industries TRANQUI-PISTOL
-
This highly advanced air pistol fires a dart which is filled with one of many
options of liquid drugs or chemicals. The dart has a strong titanium needle
and an integral syringe which is actuated by the impact.
Pistol -1 jacket Special 1D6+2 1 1 30m 100eb
-
Simpson Dart Rifle
-
This is the old hunting rifle used to knock out big game for capture.
Rifle -1 not Special 2D6+2 1 1 100m 200eb
-
Arasaka Dart Rifle M101
-
This is the modern contemporary of the old Simpson hunting rifles used to
knock out big game for capture.
Rifle +1 not Special 2D6+2 4 1 100m 200eb
-
Militech Dart Multi MDM 341
-
When Militech decided to enter the dart market they wanted to do it in a big
way. So here it is. This weapon will hold two cartridges of air.
Rifle -2 no way Special 2D6 10 1,3 or 10 50m 250eb
-
Constitution Arms Deluge Crowd Control Weapon.
$800
-
This is essentially a large machine cannon which fires darts of
ballistic polymer at a high rate of fire. Designed as a crowd
control weapon it can quell a riot in a matter of minutes. Each
dart is impregnated with Sleep drugs, (see below), so the perps
are brought down quickly but safely.
-
Any target hit must pass a BOD test at -1 or fall asleep for
1D10 hours, (can be woken after 1/2 this time).
-
If they pass they are drowsy and suffer -2 to all stats for 1D10 mins.
-
Can penetrate up to SP 2.
-
Ammo costs $125 for 400 which weighs 2kg.
Heavy 0 Not Poor 2+Sleep Dam 400 35 ST 60m 8.5kg
Dart Loads
Notes:
Resist drugs skill allows the target to subtract current level/3 (round
up) from any dice to avoid the effects of these loads and subtract 1 from the
time the effect lasts for or current level/3 from any damage done by poison
agents. Toxin Binders add -4 from your save dice roll, 1/2 toxin damage and
1/2 "down times".....
SLEEP
Cost 450eb.
-
Target must make a stun save at -4 or fall asleep for 1D10 hrs
(cannot be woken for 1/2 this time).
-
If test passed target is drowsy and gets -4 to all stats for 1D10/2 hrs.
-
Each shot after the first within 30mins applies an extra -4 modifier and
an extra D6 hrs.
-
More than three successful hits will stop the average person breathing
resulting in death.
K.O.
Cost 100eb
-
Target must make a stun save at -2 of become unconscious for 1D10
mins, (cannot be woken).
-
If the test is passed the victim is groggy and suffers -2 to all stats
for 1D10 minutes.
-
Each shot after the first within 10 mins adds -2 to stun save and D6
minutes out cold.
-
More than 6 hits will stop the target's heart resulting in death.
NAUSEA
Cost 50eb.
-
Target must make a basic stun test or suffer -4 REF.
If passed still suffer -2 REF.
-
Lasts 2D10 turns.
-
Multiple hits are cumulative.
-
More than 5 hits in 5 mins has 75% chance of causing permanent brain
damage,
(INT = 2, -2 to all other stats).
HALLUCINOGEN
Cost 100eb
-
Target must make a basic save or be confused (-4 INT).
-
Passing the test will 1/2 this effect.
-
Duration 2D10 turns.
-
Not
cumulative.
DRUGS.
-
One shot of any of the drugs on page 122-123 of C.P.2020. can be
loaded for the cost of one dose of that drug.
-
An unmodified save is allowed to avoid this but the strength of the
drug is added to your die roll. However subtract your current
level of the resist drugs skill from your roll and or
subtract 4 from the roll for toxin binders.
Grenade Ammunition.
25, 30 and 40 mm.
Range:
Unless indicated otherwise the range of the grenade
is the same as that of the launcher, (or BOD x 10)m if thrown.
Typical ranges are:
LAUNCHER RANGE
25mm pistol (up to 9mm/.45) 15m
25mm pistol (over 9mm) 50m
25mm launcher 250m
25mm rifle launched (any caliber) 90m
Tsunami 25mm (not hand held) 1500m (hi-pressure grenades)
30mm rifle launched (any caliber) 60m
30mm launcher 230m
30mm hi-pressure 1300m (not hand held)
40mm rifle launcher (any caliber) 30m
40mm launcher 225m
40mm hi-pressure 1600m (not hand held)
Note:
Grenades for launchers cannot be used as thrown grenades
and vice versa. Hi pressure grenades will not function in normal
launchers and vice versa.
Smoke
(many types) 15eb.
-
Available in any colour, blocks LOS and can block thermographs/IR
for an extra 35eb per grenade.
-
Radius depends on size of shell. All 25mm grenades have a
3m area, 30mm can cover 5m and 40mm 9m. Also available in
parachute format. Lasts 5 rounds in calm winds.
Flare
(many types) 40eb.
-
Available in any colour, with (+5eb) or without parachute.
-
Illuminates 20m radius to almost daylight and a further 20m at low light.
-
Lasts 5 rounds.
-
Damage is 1D6 for 3 turns.
Concussion
(many) 20eb.
-
This detonates and all in a 4m radius take 3D6 stun damage.
-
Armour protects at 1/3.
Flash Bomb
(many types) 15eb.
This detonates with a blinding flash. All within 15m of the
grenade who are looking that way must pass a stun test at -3, (or
pass out for 1D10 turns) and suffer -4 to REF & Awareness for 5
turns.
Negated by Anti-dazzle.
Flashbang
(Militech). 40eb.
When this detonates, three 1 million candlepower flashes will
accompany a huge bang. This is virtually guaranteed to drop that
big target for a bit with minimal damage to the surroundings,
(not counting the glass windows etc.).
The outdoor radius is 5m (indoor it effects whole room,
G.M.'s discretion) and any glass within 10m will be shattered.
Anyone within 25m who is looking in the direction of the blast
will be affected by the flash, (unless they have anti-dazzle or
can pass a REF test at 20), these victims must pass a stun test
with a -5 modifier. If they pass they are blinded for 1 turn and
suffer -4 REF & awareness, (& initiative) for 5 turns. If they
fail they are unconscious for 1D10 turns and blinded for 1D10
turns, (separate roll). Wearing mirrorshades subtracts 1 from
the stun modifier (now -4) and from the REF penalty and number of
turns/minutes effects are applied, (ie not blinded for a turn).
The concussion part has a 5m radius and will do 4D10 stun
damage. Soft armour has no effect, hard armour has , effect.
Anyone within +m will take half stun/half real damage.
Stench Bomb
(Chemtech) 20eb.
This weapon detonates covering the area of 5x5m with a sticky and
extremely pungent chemical which sticks to any surface. Requires
protective gear, (gas mask, nasal filters etc.). No protective
gear requires a very difficult COOL or BOD (30+) to stay in the
area.
Spraypaint Grenade
(Crown Industries) 20eb.
This is good for the punk with a sense of humor. Upon sharp
impact the grenade will detonate and cover an area in one of 20
vibrant colours of paint. Targets caught in the dead center will
be blinded (80% chance) for 1D6 minutes.
SIZE AREA
25mm 2m
30mm 3m
40mm 4m
SplattShell
$10 plus cost of balls
This is a submunitions dispenser with a difference. Only
available in 30/40mm sizes this contains 20 16mm splatballs. The
splatshell will cover an area with your favorite splatballs.
Thrown grenade, 5m radius all in it get hit with 1D6
randomly located splat balls, (as used in Nelspot's "Wombat").
G.L. version.
Treat like a shotgun blast. All in area get
1D6 splat balls. Pattern ranges/widths are: 0-5m/2m, 5-10m/4m,
11-15m/6m
Splatballs can contain almost anything, (drugs, acid etc.),
but in the less-than-lethal catalogue only the stuff above is
available. (Hallucinogens, Sleepmax , Nausea drugs, paint, and
so on)......
Normal Weapons
Ammunition Types:
This is the listing of L-T-L (less-than-lethal) ammunition types for all
styles of weaponry found in Cyberpunk 2020. The minimum bore for all these
except rubber and safety is 10mm for pistols and 7mm for rifles.
SP Mod. the Stopping Power modifier
for the round/bullet.
Damage Mod. the Damage Modifier for the
round/bullet.
Cost the multiplier to the normal
cost of the bullets as in page
54 of the main rulebook.
Legal if the style of ammunition can be
brought over the counter at a gun
shop or can be used in the USA
and other areas.
Cased
[1]
SP MOD
and
DAMAGE MOD
are by
ammunition type.
Cost:
Cased ammo for older guns costs x2 normal.
Legal:
Yes
Urban Technology Drug:
Damage:
dependent on drug in round.
Apply drug damage only if
armour is penetrated and target is wounded. SP is x2 against
this round. Drugs are as in CP2020 etc..
Cost
is x5 the normal.
Legal:
No
[3]
Rubber
Damage:
Armour SP protects as normal.
Damage is 1/2 Real, 1/2 Stun
if the range is less than 3m. Above that it is stun only.
Cost:
1/3 that for normal rounds.
Legal:
Yes
Militech Taser
Damage:
Armour has normal effect.
Damage is 1/4 plus stun damage
as a taser at +2 save. On D10 roll of 5+ the Taser part of the
round will fail to work.
Safety Round
[8]
Damage:
Armour is 4x SP to this round but penetrating damage is 2x.
Cost
is x1.5 usual.
Legal:
Yes.
Notes:
[1]
The old style ammunition common in all firearms before 2005.
Uses a brass or plastic cased chemical accelerant for the round.
[3]
Legality is by the drug,. Sleep and Stun/Nausea drugs are the
only legal payload of these rounds.
[8]
No indirect or ricochets with this round. Shatters if does
not penetrate.
Shotgun Ammo:
Note:
All data given is in the progression: Short or
PB/Medium/Long ranges.
12 ga:
-
Stinger Shells:
-
Damage is 4d6/3d6/2d6 and is stun only at ranges over 9m.
No area effect.
Damage is 4d6 (real) under 9m.
Legal. $15 for 25.
-
Gas:
-
Damage is as gas used.
Area is 2m circle from where the shell hits.
Legality depends on gas used, stun & tear gasses etc.
are legal, nerve gas is not.
Cost start at $25 for 20 for the
more legal like smoke or tear gas and go up to $20 per shell for
biotoxins.
-
Flare Shells:
-
Fired in the air these will light up an area of 30m
diameter. Lasts 2 turns.
If fired as a shell at something it causes 2d6+2 damage in the first
round and 1d6 the second.
Legal
Cost is $30 for 20.
-
Smoke Shells:
-
These explode to cover a 3m radius circle with dense smoke,
(blocks IR, Thermograph etc.). The smoke can be coloured if
desired and lasts for 5 turns on a still day.
Legal
Cost is $20 per 25.
-
Flashbang Shells:
-
These act as a flashbang grenade in a triangular
pattern
starting at the muzzle and ending 25m away where it is 3m wide.
Damage is 4d10 (stun only). Soft armour has NO effect and hard
armour is at 1/4, fully enclosed systems like ACPA give normal
protection. The time they are out for is 1d10 minutes. Any
glass within 10m will shatter if used in an enclosed area.
10 ga
-
Stinger Shells:
-
Damage is 5d6/4d6/3d6 and is stun only at ranges over 9m.
No area effect. Damage is 5d6 (real) under 9m.
Legal.
$15 for 25.
-
Gas:
-
Damage is as gas used. Area is 2m circle from where the
shell hits. Legality depends on gas used, stun & tear gasses etc.
are legal, nerve gas is not. Cost start at $25 for 20 for the
more legal like smoke or tear gas and go up to $20 per shell for
biotoxins.
-
Flare Shells:
-
Fired in the air these will light up an area of 40m
diameter. Lasts 2 turns. If fired as a shell at something it
causes 2d6+3 damage in the first round and 1d6 the second.
Legal
Cost is $30 for 20.
-
Smoke Shells:
-
These explode to cover a 3m radius circle with dense smoke,
(blocks IR, Thermograph etc.). The smoke can be coloured if
desired and lasts for 5 turns on a still day.
Legal
Cost is $20 per 25.
-
Flashbang Shells:
-
These act as a flashbang grenade in a triangular
pattern starting at the muzzle and ending 30m away where it is 3m wide.
Damage is 4d10 (stun only). Soft armour has NO effect and hard
armour is at 1/4, fully enclosed systems like ACPA give normal
protection. The time they are out for is 1d10 minutes. Any
glass within 10m will shatter if used in an enclosed area.
10 ga 3" Magnum.
Note:
These shells
cannot
be fired from a normal 10 ga gun.
They require a specially constructed gun which is either custom
made or made for the job. One such gun in regular construction
is the "King Buck". Custom made guns can be bought but cost 20%
more than a similar weapon.
-
Stinger Shells:
-
Damage is 6d6/5d6/4d6 and is stun only at ranges over 9m.
No area effect. Damage is 6d6 (real) under 9m.
Legal.
$19 for 25.
-
Gas:
-
Damage is as gas used. Area is 3m circle from where the
shell hits. Legality depends on gas used, stun & tear gasses etc.
are legal, nerve gas is not. Cost start at $25 for 20 for the
more legal like smoke or tear gas and go up to $20 per shell for
biotoxins.
-
Flare Shells:
-
Fired in the air these will light up an area of 40m
diameter. Lasts 3 turns. If fired as a shell at something it
causes 3d6 damage in the first round and 2d6 the second.
Legal
Cost is $30 for 20.
-
Smoke Shells:
-
These explode to cover a 4m radius circle with dense smoke,
(blocks IR, Thermograph etc.). The smoke can be coloured if
desired and lasts for 5 turns on a still day.
Legal
Cost is $20 per 25.
-
Flashbang Shells:
-
These act as a flashbang grenade in a
triangular pattern
starting at the muzzle and ending 30m away where it is 4m wide.
Damage is 4d10 (stun only). Soft armour has NO effect and hard
armour is at 1/4, fully enclosed systems like ACPA give normal
protection. The time they are out for is 1d10 minutes. Any
glass within 10m will shatter if used in an enclosed area.
20 ga
-
Stinger Shells:
-
Damage is 3d6/2d6/1d6 and is stun only at ranges over 9m.
No area effect. Damage is 3d6 (real) under 9m.
Legal.
$10 for 25.
-
SCATTER PACKS:
-
This is like a claymore mine but of a non lethal variety.
It contains 50 rubber pellets each doing 1D10 stun damage.
Anyone hit in a 60x cone within 50m will get hit by 1D6 of these
and take damage. Roll to hit for each target in the area to see
if it is hit, (don't forget WA). Must be mounted stationary or
on tripod like a claymore.
Heavy +3 Not Poor 1D10 (stun) 1X50 1 50m VR 2kg (1D6 hits)
Motion Restraints:
-
Biotech-Askari Motion Restraint Bomb
$60 per bomb, $25 for release canister
-
A fine gossamer web polymer material dispensed by a hand
thrown bomb. It allows slow steady movement but prevents rapid
or violent movements.
1m radius effect. Once tangled only REF (+ Dodge & Escape)
+1D10 at 25 or BOD (+ Strength Feat) + 1D10 at 30 can get you
out. Release catalyst is in 10 squirt canister, (weighs 0.2kg),
and gets you out on 1 min else you have to wait 30+1D10 mins for
chemical breakdown.
Exotic 0 Pocket Poor Special 1 1 UR Throw 0.8kg
-
Arasaka Restraint Caster.
$200 eb
-
This oversize pistol fires a capsule of reactive material
which , upon contact with the atmosphere, assumes a semi solid
form and spreads into long tendrils of polymer. These are
incredibly strong and wrap around anything they come into contact
with. Anything caught in these strands is effectively
immobilized.
Once hit, (any location), the polymer spreads and
immobilizes the victim. Escape is by 3 methods.
-
Wait 15+1D10 minutes for chemical breakdown
-
Use solvent spray, ($10 for 10 uses, weight 0.2kg fits in pocket).
-
Roll BOD, (or STR of Linear frame etc.) + Strength Feat,
(if can) + 1D10 against 25 or more to escape.
Polymer shells cost 60 eb for 20.
Pistol -1 Jacket Poor Tangle,(15mm bore) 4 1 ST 25m 1.2kg
-
Pursuit Security Inc. Webgun
$250
-
This is a single shot weapon with a rifle like
configuration. The "Webber" has a conical muzzle with 4 blast
directing nozzles which fire 4 elliptical weights. Between these
weights is a spiderweb like nylon net which is pulled open by the
trajectories of the weights. This snares the target in a fast
moving, hard pulling tangle.
Web is large enough to cover any one person. Victim must
roll both of:
BOD + Strength Feat, (if can) +1D10 above 30
REF + Dodge Escape, (if can) +1D10 above 30
to escape. However if the victim has a knife on them they can
cut through on a roll of 2 or more on 1D10 in about 1D6-1 mins.
Failure of both rolls results in capture. Failure of one roll
means the target will be free in 10-(BOD or REF) mins, (dependent
on which roll they passed).
Once captured the victim cannot move and is counted as
having + REF and counts as prone for further attacks.
Nets cost $2 each but can be reused. Firing charges cost $1
each.
For $100 carbosteel wire and a taser system can be used.
This has the same effects as above but with an added taser
effect.
Victim must pass a -1 stun save when hit or pass out for
1D10 minutes.
If passed the victim suffers -2 to REF & COOL for
1D6/2 minutes.
Taser net can be reused but need + hour recharge
from a wall socket OR a new battery costing $5. Roll taser
effect after rolling to see if victim is caught. Even if victim
is not caught, still apply taser effect. Firing charges still
cost $1.
Rifle +1 Not Common Net 1 1 ST 30m 4kg
Electronic Weapons
-
Technotronica M40 Pulse Rifle.
$3500.
-
This stubby rifle like weapon uses liquid metal storage
cells to power a multiband electromagnetic beam propagation
system. In short an EMP rifle. Its effects are devastating on
humans and any unshielded electronics, (it is shielded itself).
At close range it can fry electronics and disable people for
hours!!
It is a tight beam weapon effecting only 1 person or object
per shot, (body location fairly irrelevant), but it fires in a
corridor so people standing in a line behind the target are
effected. Due to it's charging cycle it can only fire every
other turn.
Effects:
Range: Effect:
Touching to 1m: 50% chance of permanently destroying
shielded electronics,
100% chance if unshielded.
People must make a death save at -3.
If they pass they are
unconscious for 2D6x30 minutes.
1m to 12m: Unshielded electronics disabled, (can be repaired),
(shielded stuff is O.K. 95% of the time
from here on out).
People must pass a stun save at -5 or pass
out for 1D6 x 10 minutes.
12m to 25m: Unshielded electronics disabled for 1d6/2
hours and people must pass stun save at -3 or
pass out for 2D6 minutes.
25m to 50m: Unshielded electronics have 70% chance of
being off line for 2D10 minutes. People must
make a stun save at -1 or pass out for 1D6 minutes.
50m to 100m: Unshielded electronics have 30% chance of
being off for 1D10 turns and people must pass
stun save of be out for 1D6 combat turns.
Notes:
[1].
Electronics
includes
Cyberware!
[2]. Passed stun saves mean you are groggy, (-2 to all stats), for 1
combat turn.
Rifle 0 Not Rare EMP 6 + ST 50m 6kg.
Recharging takes about 2 hours from a wall socket.
Armour has no effect..
-
Technotronica 15 Microwaver $400
-
This weapon uses a microwave beam to disrupt electronics and
cyberware. Two versions exist...
Pistol 0 Jacket Poor 1D6 10 2 VR 20m 1kg
+ See CP2020 pg.108
Recharges in 1 hour. Target hit + anyone within 1m of path
of weapon roll 1D6 on chart on pg 108 CP2020.
Shielded cyberware/electronics not effected.
Under barrel version available, 4 shots.
HTML Coversion: Dan Berger <dberger@simsci.com>
Tue Jul 25 18:31:28 PDT 1995