Kryadiac Armitage Triumvirate
Stun and Capture Weapons

Stun Gloves are a favorite weapon of most warriors. They are easy to use, and are very effective. They give the warrior a chance to play with there pray before they kill them, or let them get physical with them before they are captured. The gloves do not in anyway hamper the use of any other gun or weapon, even when they are on. They do have a slight humming sound and glow when activated. (gives them a -10% to prowl, or a +10% to anyone searching for them, additional 5% penalty at night).

Stun Gloves
Damage from Punch: Punch Damage + 3 + PS Bonus.
Special: Save vs. Non-lethal poison or suffer -4 to strike, parry, dodge, and speed per hit. Each time they fail a save they also suffer a -2 to save for the next time. Once the targets speed reaches zero, they can no longer make any actions.
Duration: 20 charges per clip. Uses special E-Clips. Effects last 1d4 melees. Effects are cumulative.

Energy Stun Webs are a development of a need to capture or immobilize a small group of people, with minimal amount of risk or harm to the troops attacking. The gun itself is a large oversized rifle that fires about 3 to 4 inch wide disks at its target. It has an advance targeting system that will lock onto a single target. When the disk comes within about a foot or so of its target it will seem to break apart as the webbings fly out about 10 to 16 feet out depending on the area. The center of the energy web then admits an electrical charges that travels down the webbing and stuns the target.

It is possible to shoot down the disk before it hits its target or even possibly to knock it off course. If a new target gets into the line of disk, it will activate and try to capture the new target. It is a -4 to hit the disk, as well as a called shot. If the disk is struck and is not destroyed, then the target gets a +6 to dodge, and not a -6 like normal. If the person fails to dodge, or does not dodge, then he is still struck, but it was only knocked to one side or the other, its target computer was still able to keep the target in sight. Characters that can become invisible can be targeted by the disk, because it uses a combination of thermals and visual sensors. One can also try and cut their way out of the web, as long as they have a knife or other cutting tool. There are about 40 or so webbings that will entangle the person, they must cut threw at least 25 of the webbings in order to be free. The webbing has a strength of 40 when dealing with someone trying to break their way free. For each web that is cut, reduce the strength by one.

The disk itself has a small display read-out that will let the user know if the target is still alive, really out, or is just faking it.

Energy Stun Webs
Range: 700 ft.
Bonus: +4 to strike
SDC: Disk SDC: 25. Webbing SDC: 6 each.
Damage: 1d4 from impact of the net. (See Special)
Ammo: 5 rounds per gun. Each round must be loaded one at a time.
Rate of Fire: Single Shots Only.
Effect: The net will capture or incase 1d4 people. The person who is the target of the net/disk is -6 to dodge the attack because it will open up so fast and far, its hard to get away. All other get a normal dodge. When a person is in the net they can do very little movement because the webbing is so tight. They have only two physical or one magical attacks. Any mental attacks are not blocked by the net.
Special: Save vs. Non-lethal poison or suffer -12 to strike, parry, and dodge, reduce speed to one fourth, and attacks are cut in half. As long as the person is in the net, they must keep making a save each round or suffer an additional -4 to strike, parry, dodge, and speed per melee. Each time they fail a save they also suffer a -2 to save for the next time. Once the targets speed reaches zero, they can no longer make any actions. After 9 failed saving throws the victem will be knocked out for 1d4 hours
Duration: Net will have a charge for up to 3 minutes. Effects last for 1d4 minutes once free of the net.
Note:If one destroys the disk after they are intangled, this will only stop them from being shocked, and does nothing for the fact that they are tied up.

Stun Grenades are a way to take out a large group of hostels in one single attack. It gives a larger area then the energy webs, and also allows them to still keep firing, or attacking them without having to worry about hitting the net, or any other restraining device. Also you do not have to have a special weapon or rife that only has one option.

Type One Stun Grenade
Damage: None, (See Special)
Blast Radius: 20 ft.
Special: Save vs. Non-lethal poison or suffer -8 to strike, parry, and dodge, reduce speed to one half, and attacks are cut in half.
Duration: 1d6 melees.


Type Two Stun Grenade
Damage: None, (See Special)
Blast Radius: 15 ft.
Special: Save vs. Non-lethal poison or pass out. A successful save the victim will still suffer -2 to strike, parry, and dodge, reduce speed by 5 and loose inish for that melee. A failed save means double above effects, and the victim suffers a loss of one attack.
Duration: 2d4 rounds.

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