Extra Gear

Aug 17, 2024 12:07 pm
RANGED WEAPONS
Stunner weapons are special kind of energy weapon that uses sonic energy to stun the target. If a target reaches 0 HP, instead of dying, they become unconscious for 10 minutes, awaking with 1 HP afterwards.

Like all energy weapons, the lack of recoil makes them more accurate, granting them a +1 bonus to hit rolls. Moreover, one Type A power cell is sufficient to recharge a weapon’s magazine.

They work even against armored targets, as well as any energy weapon, but doesn't function in a vacuum.

Stunner rifle
Damage: 1d10*
Range: 300/500
Cost: 300
Magazine: 20
Attribute: Dex
Enc: 2
TL: 4

* Can fire in burst mode

Stunner pistol
Damage: 1d6
Range: 100/300
Cost: 200
Magazine: 10
Attribute: Dex
Enc: 1
TL: 4
Aug 18, 2024 1:22 am
PHARMACEUTICALS
Stunchems (Heal-0)
Intended to pacify kidnap victims and others best kept quiet, an affected victim experiences no effects beyond a slight dizziness unless they were already immobilized and failed a saving throw against the chems or are otherwise already unconscious; violent physical movement immediately after application disrupts the neurological effects.

Victims successfully affected immediately become dazed and silent, and require guidance in order to move, eat, or perform any other action. They make no resistance or action even in the face of torment or death. If the victim was already unconscious, it stays that way for the duration. This daze lasts for an hour plus three per Heal level of the person applying the stim, and the subject retains no memories while under the effect.

Cost: 200 credits per dose
Encumbrance: * (None)
TL: 4

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