Electrolasers

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Electrolasers use a pair of low-power far-ultraviolet laser beams to create an ionized path through the air, then transmit an electrical discharge that follows this to the target. In effect, they're an electric stun gun that uses a laser beam instead of a wire. They're also called "zap guns" or "stat guns."

Low-Power Electrolasers (TL9)

These are non-lethal weapons. They deliver both an electrical shock and a minor laser burn.

The laser beam inflicts 1d-3 burn damage. It needn't penetrate to carry the charge. Smoke, fog, rain, or clouds give extra DR equal to the visibility penalty. For example, if rain gives a penalty of -1 per 100 yards, a target 200 yards away gets an extra DR 2.

An electrolaser's shock is a HT-based affliction attack with a (2) armor divisor (each 2 DR on the location struck provides +1 to HT). Add +3 past 1/2D range. If the victim fails to resist, the shock stuns him. He may roll against HT every turn at the same penalty (but without the DR bonus) to recover. Electrolasers also affect machines that are Electrical. Electrolaser weapons produce a "zap" sound, no louder than a silenced pistol, and the beam is visible. They are most effective in dry climates. In humid conditions they are less accurate; the electrical bolt jumps off the laser path to paths of lower resistance. This gives a -2 to hit in moist, humid environments, and a -6 to hit in rain, drizzle, or heavy fog. In a vacuum or trace atmosphere, there is no air to ionize; the electrolaser only inflicts 1d-3 burn damage from the laser, with no additional linked effect.

Police and civilians often use electrolasers; they're also popular for prisoner control, kidnappings and covert operations, and even subduing animals. Electrolasers are available in holdout, pistol, carbine, and rifle configurations at TL9.

Lethal Electrolasers (TL9)

Any electrolaser may have an optional "kill" setting that uses up two shots instead of one. It takes a Ready maneuver to change settings.

On "kill" the weapon transmits a higher-amperage current. Any HT roll that fails by 5 or more triggers the Heart Attack mortal condition. For electrical machines, a "heart attack" results in the target's electrical systems burning out until repaired.

These are popular assassination weapons. Lethal electrolasers are all LC2.

Electrolaser Table

BEAM WEAPONS (PISTOL) (DX-4, other Beam Weapons-4, or Guns (Pistol)-4)

TL Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl Cost LC
9 Electrolaser Pistol HT-4 (2) aff 4 40/80 2.2/C 3 36(3) 4 -2 1 $1,800 4
  linked 1d-3 burn  
9 Holdout Electrolaser HT-2 (2) aff 2 10/20 0.3/B 1 22(3) 3 -1 1 $250 4
  linked 1d-3 burn  

BEAM WEAPONS (RIFLE) (DX-4, other Beam Weapons-4, or Guns (Rifle)-4)

TL Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl Cost LC
9 Electrolaser Carbine HT-4 (2) aff 8 160/470 3.7/2C 3 72(3) 4† -4 1 $3,900 3
  linked 1d-3 burn  
9 Heavy Electrolaser HT-6 (2) aff 8 400/1,100 20/Dp 1 83(3) 10† -5 1 $20,000 3
  linked 1d-2 burn  
9 Underbarrel Electrolaser HT-3 (2) aff 4 90/270 1.8/C 1 66(3) 4 1 $1,300 4
  linked 1d-3 burn

GUNNER (BEAMS) (DX-4, or other Gunner-4)

TL Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl Cost LC
9 Semi-Portable Electrolaser HT-8 (2) aff 12 600/1,900 70/Dp 10 100(5) 18M -8 1 $70,000 1
  linked 1d-1 burn