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
  • Squirtgun (This is not a joke.)
  • May be loaded with any kind of drugs/chemicals.
  • Mostly legal, depending on load.
  • Compressed air reloads cost $5 for 50 shots. Single load type only.
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.
  • To hit you need to be less that 5m away and facing the opponent. If the victim is unresisting you need to make 15 or better, you get +3 if you surprise the victim.
  • If fighting in hand to hand all you need to do is beat your opponents defense roll.
  • If hit by Mace, (Acrolein), the victim is reduced to a pain blinded bubbly mass of mucous.
  • The victim is incapacitated and cannot perform any other actions than stagger around a bit.
    • INT and COOL are reduced to 1.
    • REF and MA are 1/2'ed.
  • The effects last for 1D4x10 minutes.
  • 60% chance it will be detected by chemical/explosives scan.
  • Common availability.

Peppa-Spray. $1 per shot.
  • Effects as mace but made from chili pepper extract, (Capsicin).
  • Legal and virtually undetectable on normal explosives/chemicals scanners, (unless tuned for it).
  • Common availability.

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).
  • If the test is passed then the target is drowsy and must suffer -2 to all stats for 1D10 minutes.
  • Common availability.
  • 50% will be spotted on a chemicals/explosives scan.

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.
  • Any target hit must pass a BOD test at -1 or fall asleep for 1D10 hours, (can be woken after 1/2 this time).
  • If they pass they are drowsy and suffer -2 to all stats for 1D10 mins.
  • Can penetrate up to SP 2.
  • Ammo costs $125 for 400 which weighs 2kg.
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: