Archiv der Kategorie: Schusswaffen – Betäubend

Bio-Tractant Repulsor

Bio-Tractant Repulsor
Model: Brisallon Chemical Consolidated Bio-Tractant
Repulsor
Type: Anti-personnel weapon
Scale: Character
Skill: Firearms
Ammo: 6 (individual canisters)
Cost: 200, 5 (1 dose; many different species available)
Availability: 4
Body: 1D
Range: 0-5 (Moderate difficulty)
Damage: Special damage (see below)
Game Notes: The recipient of a successful hit (if of the
appropriate species) must make a Difficult willpower roll to
continue any attacks or hostile actions against the user. If
the victim makes the roll, he or she is unaffected.
Source: Galladinium’s Fantastic Technology (page 77)

www.pdf24.org    Sende Artikel als PDF   

Ionic Tingler

Ionic Tingler
Model: Aeramaxis PDW-50 Ionic Tingler
Type: Charged firearm
Scale: Character
Skill: Firearms
Ammo: 5
Cost: 300, 25 (power pack), 20 (ammo clip)
Availability: 3, often F or R (may be illegal in some
systems)
Fire Rate: 1
Range: 0-3/6/10
Damage: 2D (projectile), 1-5D stun damage (depending on
amount of charge)
Game Notes: The tingler has a hollow cavity for the
insertion of the special five-round clip.
Source: Galladinium’s Fantastic Technology (page 74)

www.pdf24.org    Sende Artikel als PDF   

GRS-1 Snare Rifle

GRS-1 Snare Rifle
Model: Merr-Sonn Munitions GRS-1 Snare Rifle
Type: Non-lethal hunting weapon
Scale: Character
Skill: Firearms: GRS-1 snare rifle
Ammo: 12
Cost: 1,100
Availability: 2, F, R or X
Fire Rate: 1
Range: 3-10/30/60
Damage: Special
Notes: A snare rifle fires a burst of shockstun mist, as
well as a liquid spraynet. A character hit by this weapon is
assumed to be effected by both attacks. The shockstun mist
forces a character attempt a Difficult Strength roll. Failure
indicates that the character is knocked unconscious for 5D
minutes. In addition, the liquid spraynet covers a target,
entangling him. A character thus ensnared suffers a -1D
penalty to all attack rolls, a -2D penalty to his Dexterity
score, and can only move at half of his Move score. The
fibers of a spraynet are hard to break, and resist damage as
if they have an effective Strength score of 4D+2.
Source: Gamer Magazine

www.pdf24.org    Sende Artikel als PDF   

Riot Suppression Gun

Riot Suppression Gun
Model: Talex-Delcor SWE/2 Riot Suppression Gun
Type: Sonic stun effect rifle
Scale: Character
Skill: Firearms
Ammo: 2
Cost: 800 (ammo shells: 25)
Availability: 2, R
Fire Rate: 2
Range: 2-3/5/10
Damage: 6D/5D/4D (stun)
Game Notes: This weapon is highly dangerous. Its
ammunition is an unstable chemical explosive compound
that must be loaded manually every two shots. A character
must make a Moderate demolitions roll to load the barrels.
Failure causes an explosion that inflicts lethal damage to
the loader (6D). It takes four combat turns to safely reload
a popper, but this time can be cut in half by increasing
the difficulty of the demolitions check to Difficult. Both
barrels can be fired at once in combat, but a one on the
Wild Die means that the gun explodes, doing damage from
both barrels to the shooter. The weapon’s blast affects
most targets in the gun’s line of sight, with stun damage
decreasing over range.
Source: Classic Adventures – Vol. 4 (page 131)

www.pdf24.org    Sende Artikel als PDF   

Neural Inhibitor

Neural Inhibitor
Model: Mennotor DAS-430 Neural Inhibitor
Type: Portable rail gun
Scale: Character
Skill: Firearms: rail gun
Ammo: 240
Cost: 5,000 (rifle), 4,000 (pistol); 750 (ammo)
Availability: 4, R or X
Fire Rate: 4
Range: 3-20/50/150 (rifle), 3-10/25/50 (pistol)
Damage: 3D+1 (from impact), 6D (stun damage from
neurotoxins)
Game Notes: If the neurotoxin achieves an unconscious
result, the victim must make a Difficult stamina rolls
after five minutes to revive. After another five minutes,
the difficulty is reduced to Moderate. After another
two minutes, the difficulty to revive is Easy. Targets
weighing over 150 kilograms reduce the difficulty to revive
by one level (Difficult becomes Moderate) and make stamina
rolls at four minutes, three minutes and one minute; targets
over 300 kilograms reduce the difficulty to revive by two
levels (Difficult becomes Easy) and make stamina rolls at
two minutes, one minute and one minute.
Source: Galaxy Guide 10: Bounty Hunters (pages 83-84),
Gundark’s Fantastic Technology (page 19)

www.pdf24.org    Sende Artikel als PDF