SN-SWS
Sound Weapon Systems

Laser weapons where one of the first energy weapons created and developed. But laser weapons did not have a great amount of damage, and when an agent would encounter a person with heavy armor they would have to spen a good deal of time trying to pick away at that armor. It became nessisary to find away around that armor.

Sound Weaponry had been used for years, but never as an actually attack, but more as a psycological weapon, like the rock music that chopper pilots would play in Vietnam.

S.N.A.I.L. was able to focus the sound into a tight beam. All the sound weapons S.N.A.I.L. has made will not harm armor or none living creachers, but will hurt anything that can hear. The "beam of sound" acctually effects the inner ear of the target, causing him to become disorianted, and lose balance.


SN-SW1 Pistol

This was the first step in the creation of a sound baised weapon. It is small, easy to use, and has very effective range. There is really no limitation to this weapon other then its low payload. The weapon requires so much energy to create the sound, that the paylod of the weapon is greatly reduced.

SN-SW1 Pistol
Range: 1250 ft.
Damage: 1d4+1 (See Special)
Ammo: 8 rounds per clip.
Rate of Fire: Single.
Special: Each time the weapon hits its target, the target must Save vs. Non-Leathal poison, no bounes apply other then PE bonus. If the target makes the save then the target is -2 to strike, parry, and dodge. If the target fails the save, then the target feels a great sence of virtigo, and lose of balance. The target is -10 to strike, parry and dodge. Attacks are reduced by half. There is a 75% chance that if the person tries to move at more then a crawl (This includes trying to do jump kicks, punches, or any other large body movment) then the target will stumble and fall. Also the target looses inishitive for half of the durration. At about halfway through the durration the target will begin to regain some controle, and only suffer from half of the penalties, and regains all their attacks. Now there is only a 45% chance of stumbling and falling.
Durration: 1d4 Melees

SN-SW8 Rifle

This was the next step in the creation of a sound baised weapon. It is larger then the SN-SW1, but it makes up with a larger payload, and greater effective range.

SN-SW8 Rifle
Range: 5500 ft.
Damage: 1d4+3 (See Special)
Ammo: 14 rounds per clip.
Rate of Fire: Single.
Durration: 1d4+2 Melees
Special: Each time the weapon hits its target, the target must Save vs. Non-Leathal poison, no bounes apply other then PE bonus. If the target makes the save then the target is -2 to strike, parry, and dodge. If the target fails the save, then the target feels a great sence of virtigo, and lose of balance. The target is -12 to strike, parry and dodge. Attacks are reduced by half. There is a 75% chance that if the person tries to move at more then a crawl (This includes trying to do jump kicks, punches, or any other large body movment) then the target will stumble and fall. Also the target looses inishitive for half of the durration. At about halfway through the durration the target will begin to regain some controle, and only suffer from half of the penalties, and regains all their attacks. Now there is only a 45% chance of stumbling and falling.
Durration: 1d4+2 Melees

Note: Targets with advance hearing or some kind of Extraordinary Hearing will suffer double effects AND durration. They also have a -6 to save. Targets with healing factor will recover twice as fast. Covering your ears or normal ear plugs will have no effect on stopping the attack. Only heavy duty ear plugs, like those used on firing ranges, will give you a +4 to save, other then that they give no protection. Robots are not efected by this weapon. Also effects of the weapon are NOT cumulative.
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