An incomplete but still rather useful list of

Non Lethal Weapons

From: Dan Berger DBerger@smtplink.simsci.com


Index

  1. Tasers
  2. Chemical Weapons
  3. Darts
  4. Non-Lethal Grenades
  5. Normal Non-Lethals
  6. Motion Restraints
  7. Electronic Weaponry

Tasers


General Game Notes:

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.
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.
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.
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.
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.
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.
Pistol  -1   Jacket   Common   Stun,(.45 L.V.dart)  2   2  VR  50m  1.5kg

Chemical Weapons:


Delivery units

Enertex Power Squirt. $15-30
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.
Peppa-Spray. $1 per shot.
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).
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

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.
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.

K.O. Cost 100eb

NAUSEA Cost 50eb.

HALLUCINOGEN Cost 100eb

DRUGS.


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:

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.

Flare (many types) 40eb.
Concussion (many) 20eb. Flash Bomb (many types) 15eb. Flashbang (Militech). 40eb. Stench Bomb (Chemtech) 20eb. Spraypaint Grenade (Crown Industries) 20eb. SplattShell $10 plus cost of balls

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] Urban Technology Drug: Rubber Militech Taser Safety Round [8]

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.
  1. Wait 15+1D10 minutes for chemical breakdown
  2. Use solvent spray, ($10 for 10 uses, weight 0.2kg fits in pocket).
  3. 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: 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.

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