Weapon
tables - melee (nonlethal)
Item Dmg & effects Type/Range notes
Antipersonnel
Tasp
(Standard
Imperial
Security
Nonlethal
Loadout
(v.
citizens and above)
|
1d4 +
1d8 sta and 1d12 pers
|
3/6/9
(short
range weapon)
Useless
on AC 18 or higher
|
Reduction
to 0 sta = reduced to drooling giggling moron
Reduction
to 0 Pers = restraint and bladder control go out the window. You wet yourself
and come on to everything.
|
Neuronic
Whip
|
1d6 +
1d3 Agil damage (dc 12 fort save to resist localized paralysis)
|
Melee +
5 feet
|
Reduction
to 0 Agil means unconsciousness for 1d6 hours.
|
Sick
Stick
|
DC 20
Fort save or power puke
|
Melee
Useless
v. AC 15 or higher.
|
Power
puking can do nothing but convulsively vomit; all actions are at-3 steps on
the dice chain
|
Sticky
Rope
|
REF
save DC 20 or be enmeshed in glue like colloid that tightens as they struggle
for d5 minutes or broken down by spray
|
Melee
|
|
Sticky
Net
|
REF
save DC 20 or be enmeshed in glue like colloidal net that expands as it
tightens, trapping as many as 4 human sized sentients; that
tightens as they struggle for d16 minutes or broken down by spray
|
Melee
|
Weapon
tables - melee (lethal)
Item Dmg
& Effects Type/Range Notes
Galvanic
Sword “Spark Blade”
|
1d8 +
1d6 shocking
|
Melee
|
Showy
Second
Empire
Era
weapon; hilt grounded.
|
Vibro
Dagger
|
5d6
when used on a living target
|
Melee
|
Rapidly
oscillating force field in the shape of a knife blade.
|
Vibro
Sword
|
6d6
when
Used on
a living
target
|
Melee
|
Noisy,
hard to look at. (Can trigger vertigo in combatants who fumble.)
|
Weapon tables – ranged
Item Dmg & Effects Type/Range Notes
Lighter
(laspistol)
|
2d5
|
2/5/9
|
Damage
is at -1/die at long range
|
Heater
(las rifle)
|
2d7
|
5/13/23
|
Lights
flammables for additional 1d4
|
Neuralizer
|
Pen
shape fires small white cone shaped ray
-3d4
temp int
|
1/3/9
|
Blanks
the subject, washes the prior 6 hours of memory, leaves them -2 to will saves
for d3 hours after.
|
Needle
Gun
|
1d3 to
2d4 (varies)
|
3/6/12
|
Varies by
load
|
Tingler
(paralysis pistol)
|
Fort DC
20 or go numb for d5 hours
|
1/3/13
|
|
Jet
pistol
|
Fires
single gyrojet round
2d8
|
30/90/180
|
Can vary
by rocket loadout
|
Spinner
rifle (Rocket Gun)
|
Heavy
& programmable multi gyrojet rifle
2d8
min.
|
23/79/230
|
Often
features
Variety
loadout.
|
Sonic
Anti Personnel Gun
|
2
settings - 1d5 temp hp + unconsciousness (resist with Fort save DC 15)
Or
Suppressive
Wave
A 15’ cone
that creates vibrational waves that immobilize and demoralize organic
attackers. (Fort DC 25 or total brown note)
|
Range
is 10 or 15 depending on setting.
|
Rocket
gun ammo Dmg & Effects Type/Range Notes
Hi Explosive
|
3d6
|
+2 to
hit AC 16 or higher
|
Do not
Fumble. (Magazine explosion likely)
Illegal
as hell in space
|
Foe
seeking
|
3d6
exploding shell that pursues target for d5+1 rounds
|
+2 to
hit AC 14 or lower.
|
Do not
fumble (will target wrong person)
|
Gunfights
tend to be over…quickly. This is part of
why
Most
Rocket guns and related tech are not allowed in spacecraft for a variety of
reasons. (And all of its’ ammunition must be stored in ship’s locker)
Needle
gun loadouts
Name effect damage notes
Yellow
no. 5 aka Drug-a-thug
|
Fast
acting CNI suppressant
|
1d4+
Fort (DC 15) save to resist 1d3 hours sleep
|
|
Babble
Juice
|
Social
disinhibitor and muscle relaxant
|
1d3 +
Fort (DC 20)
Successful
Fort save allows DC 20 will save to avoid ‘being led’
|
General
inability & disinclination to tell the truth. Elicits a search
for approval.
|
Hijack
dart
(Trimatrix
dart)
|
Fires
dart - head is injectable microseeker that creates transmitter &
interface in target’s forebrain & spine
|
Target
entitled to Fort save (DC 20)
Success
indicates probe has not released seeker.
Otherwise
sensory hijack to pre-programmed datalife location in d3 rounds.
|
Transmitter
range is 2,000km; any sub-ether or pandimensional activity will
immediately interrupt signal.
|
Kaleidoscope
|
Brain
stimulant & hyper-Ox hallucinogen
|
Fort
save DC 20 Failure -Target trips balls.
Psi or
magically active target trips Dave Bowman acid bath balls. And for additional
level + int bonus hours too.
|
Lasts
30-Sta hours; may seem to last d12x that long to recipient
Note -
used on targets with int below 12; fumble or critical will add d3 points to
Int; these are permanent and can only be received once.
|
Coagulator
|
Blood
toxin
|
1d3 +
REF save DC 15; failure means bad news.
|
Death
in d5 rounds by cellular suffocation
|
Blue
Glass
|
Psychoactive
|
1D3 +
TRIPPY Fort DC 17 to resist)
|
Freakish
light show and simple mindedness for d3 hours.
|
Neuro-9
|
Neurotoxin
|
1d3 +
Fort save DC 25 or die.
If
successful take 7d6 damage anyway
|
Immediately
begins breaking down on contact with biology, save on a fumble.
|
Lights
Out
|
Sense
deprivation drug; numbs sight, sound, taste, touch, and hearing.
Psi abilities unaffected.
|
Fully
blocks 5 common physical senses 1d3 hours.
|
Can be,
and often is, mixed with other, more psychoactive drugs to induce particular
terror states.
|
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