Neural Weapons: Difference between revisions
Created page with "__TOC__ ==Neural Weapons== These weapons use precisely-focused pulsed electrical or radio-frequency beams to affect the brain or nervous system at a distance. They are supersc..." |
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!TL!!align="left"|Weapon!!Damage!!Acc!!Range!!Weight!!RoF!!Shots!!ST!!Bulk!!Rcl!!Cost!!LC | ![[TL]]!!align="left"|[[Weapon]]!![[Damage]]!![[Acc]]!![[Range]]!![[Weight]]!![[RoF]]!![[Shots]]!![[ST]]!![[Bulk]]!![[Rcl]]!![[Cost]]!![[LC]] | ||
|-align="center" style="background-color:#eeeeee" valign="top" | |-align="center" style="background-color:#eeeeee" valign="top" | ||
|11^||align="left"|[[Holdout Nerve Disruptor]]||HT-2 aff (1 yd)||3||10/30||0.3/B||1||22(3)||3||-1||1||align="right"|$500||4 | |11^||align="left"|[[Holdout Nerve Disruptor]]||[[HT]]-2 [[aff]] (1 yd)||3||10/30||0.3/B||1||22(3)||3||-1||1||align="right"|$500||4 | ||
|-align="center" valign="top" | |-align="center" valign="top" | ||
|11^||align="left"|[[Nerve Pistol]]||HT-3 aff (1 yd)||6||23/70||1.8/C||1||66(3)||4||-2||1||align="right"|$2,600||4 | |11^||align="left"|[[Nerve Pistol]]||[[HT]]-3 [[aff]] (1 yd)||6||23/70||1.8/C||1||66(3)||4||-2||1||align="right"|$2,600||4 | ||
|-align="center" style="background-color:#eeeeee" valign="top" | |-align="center" style="background-color:#eeeeee" valign="top" | ||
|11^||align="left"|[[Nerve Rifle]]||HT-4 aff (1 yd)||12||40/120||5/2C||1||56(3)|| | |11^||align="left"|[[Nerve Rifle]]||[[HT]]-4 [[aff]] (1 yd)||12||40/120||5/2C||1||56(3)||5[[†]]||-3||1||align="right"|$8,000||4 | ||
|-align="center" valign="top" | |-align="center" valign="top" | ||
|12^||align="left"|[[Short-Range Mindripper]]||HT-2 aff (1 yd)||6||4/12||5/2C||1||56(3)||7||-3||1||align="right"|$40,000||1 | |12^||align="left"|[[Short-Range Mindripper]]||[[HT]]-2 [[aff]] (1 yd)||6||4/12||5/2C||1||56(3)||7||-3||1||align="right"|$40,000||1 | ||
|} | |} | ||
====GUNNER (BEAMS) (DX-4, other Gunner-4)==== | ====GUNNER (BEAMS) (DX-4, other Gunner-4)==== | ||
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{| | {| | ||
|-align="center" | |-align="center" | ||
!TL!!align="left"|Weapon!!Damage!!Acc!!Range!!Weight!!RoF!!Shots!!ST!!Bulk!!Rcl!!Cost!!LC | ![[TL]]!!align="left"|[[Weapon]]!![[Damage]]!![[Acc]]!![[Range]]!![[Weight]]!![[RoF]]!![[Shots]]!![[ST]]!![[Bulk]]!![[Rcl]]!![[Cost]]!![[LC]] | ||
|-align="center" style="background-color:#eeeeee" valign="top" | |-align="center" style="background-color:#eeeeee" valign="top" | ||
|11^||align="left"|[[Tactical Neural Disruptor]]||HT-8 aff (3 yd)||18||160/480||70/Dp||10||100(5)||18M||-8||1||align="right"|$130,000||1 | |11^||align="left"|[[Tactical Neural Disruptor]]||[[HT]]-8 [[aff]] (3 yd)||18||160/480||70/Dp||10||100(5)||18M||-8||1||align="right"|$130,000||1 | ||
|-align="center" valign="top" | |-align="center" valign="top" | ||
|12^||align="left"|[[Long-Range Mindripper]]||HT-4 aff (1 yd)||18||70/200||70/Dp||10||100(5)||18M||-8||1||align="right"|$700,000||1 | |12^||align="left"|[[Long-Range Mindripper]]||[[HT]]-4 [[aff]] (1 yd)||18||70/200||70/Dp||10||100(5)||18M||-8||1||align="right"|$700,000||1 | ||
|} | |} | ||
{{Beam Weapon}}{{superscience}}{{TL11}}{{TL12}}{{LC4}}{{LC1}} | {{Beam Weapon}}{{superscience}}{{TL11}}{{TL12}}{{LC4}}{{LC1}} | ||
[[Category:Ultra-Tech]] | [[Category:Ultra-Tech]] |
Latest revision as of 08:57, 13 December 2014
Neural Weapons
These weapons use precisely-focused pulsed electrical or radio-frequency beams to affect the brain or nervous system at a distance. They are superscience weapons, but may be explained as improvements on electrolasers and microwave MAD beams. They only work on beings with a functional nervous system. Someone with Injury Tolerance (Diffuse, No Brain, Homogenous, or Unliving) or the Machine meta-trait is immune. A neural weapon won't affect giant blobs, plant-creatures, silicon-based entities, and so on.
A neural weapon designed to affect terrestrial life may have an unpredictable effect on aliens, and vice versa. Depending on how alien they are, they might receive a HT bonus (e.g., +3 to resist), be unaffected, or may be affected differently. For example, a pain beam may cause the effect of an ecstasy beam.
Neural beams are silent and invisible. There are two categories: neural disruptors and mind rippers.
Neural Disruptors ("Nerve Guns") (TL11^)
This family of weapons stimulates the nervous system, causing pain, pleasure, seizures, or other effects. They are popular for covert operations, as self-defense or dueling weapons, or as coercive weapons for slavers, prison guards, and security forces.
Neural disruptors project ranged cone attacks – see Area and Spreading Attacks. The beams are ranged contact agents – ignore DR unless the target is sealed, in which case there is no effect. They deliver an affliction attack. The victim gets a HT roll to resist, at a penalty dependent on the weapon. Add +3 to resist beyond 1/2D range. Failure means the victim suffers a particular affliction for minutes equal to the margin of failure. The affliction suffered depends on the type of beam fired:
- Agony: The victim suffers the Agony incapacitating condition*. After recovery, he suffers Moderate Pain for an equal length of time.
- Ecstasy: As above, but the victim suffers Ecstasy* followed by Euphoria.
- Neural Stun: The victim suffers the Unconsciousness condition.
- Paralysis: The victim suffers the Paralysis incapacitating condition.
- Seizure: The victim suffers the Seizure incapacitating condition.
*If struck by an Agony or Ecstasy attack, a failure by 5+ causes a Heart Attack mortal condition.
Tunable Weapons: Each extra setting after the first adds +50% to cost. Changing settings is a Ready maneuver.
Personal Neural Disruptor Weapons
Most neural disruptors are personal weapons that require Beam Weapons (Projector) skill to use.
- Holdout Neural Disruptor (TL11^): An easily-concealed pocket-sized nerve gun with no handgrip. Depending on the weapon setting, it may be popular as an interrogation device or recreational toy.
- Nerve Pistol (TL11^): The most popular neural weapon. In some cultures, these may be the standard weapons of police and security forces, supplanting sonic stunners. Also called a neural disruptor pistol.
- Nerve Rifle (TL11^): A powerful neural disruptor sometimes used as a police sniper weapon.
- Tactical Nerve Disruptor (TL11^): A large semi-portable weapon, usually vehicle- or tripod-mounted. It is often deployed in prison guard towers or police vehicles. It requires Gunner (Beams) skill to use.
Death Beam Setting (TL12^)
At this setting, any failed resistance roll causes the Heart Attack mortal condition. Add +1 to the TL of neural disruptors with death beam settings.
- Tunable: A death beam may have nonlethal neural disruptor settings such as agony or paralysis. Add +50% to cost for each setting.
Mindrippers (TL12^)
These weapons are closely related to neural disruptor and ultrascanner technology. They perform a high-energy neurological scan of a single target that may simultaneously record and fry the target's brain. They're useful because they simultaneously destroy and capture an opponent.
A mindripper functions exactly like a mind disruptor, except that failure to resist causes the Coma mortal condition. Failure by 5+ results in a permanent Total Amnesia disadvantage even after the subject recovers.
A mindripper also uploads the subject, storing a copy in its internal database. This copy is enough to make a low-res "fragment" mind emulation if the subject failed by 1-4, or high-res if he failed by 5+. Less invasive ways of making a mind emulation exist, but they require special medical equipment and can't be performed over a distance!
Weapons
- Long-Range Mindripper (TL12^): A semi-portable weapon, sometimes built into vehicles or robots, or tripod-mounted.
- Short-Range Mindripper (TL12^): A bulky pistol-type weapon.
Neural Weapon Table
BEAM WEAPONS (PROJECTOR) (DX-4, other Beam Weapons-4)
TL | Weapon | Damage | Acc | Range | Weight | RoF | Shots | ST | Bulk | Rcl | Cost | LC |
---|---|---|---|---|---|---|---|---|---|---|---|---|
11^ | Holdout Nerve Disruptor | HT-2 aff (1 yd) | 3 | 10/30 | 0.3/B | 1 | 22(3) | 3 | -1 | 1 | $500 | 4 |
11^ | Nerve Pistol | HT-3 aff (1 yd) | 6 | 23/70 | 1.8/C | 1 | 66(3) | 4 | -2 | 1 | $2,600 | 4 |
11^ | Nerve Rifle | HT-4 aff (1 yd) | 12 | 40/120 | 5/2C | 1 | 56(3) | 5† | -3 | 1 | $8,000 | 4 |
12^ | Short-Range Mindripper | HT-2 aff (1 yd) | 6 | 4/12 | 5/2C | 1 | 56(3) | 7 | -3 | 1 | $40,000 | 1 |
GUNNER (BEAMS) (DX-4, other Gunner-4)
BEAM WEAPONS (PROJECTOR) (DX-4, other Beam Weapons-4)
TL | Weapon | Damage | Acc | Range | Weight | RoF | Shots | ST | Bulk | Rcl | Cost | LC |
---|---|---|---|---|---|---|---|---|---|---|---|---|
11^ | Tactical Neural Disruptor | HT-8 aff (3 yd) | 18 | 160/480 | 70/Dp | 10 | 100(5) | 18M | -8 | 1 | $130,000 | 1 |
12^ | Long-Range Mindripper | HT-4 aff (1 yd) | 18 | 70/200 | 70/Dp | 10 | 100(5) | 18M | -8 | 1 | $700,000 | 1 |