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. | 
 
No comments:
Post a Comment