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Poweredmeleeweapons

Sonic swords and Shock Gloves in action

Electric Shock Weapons are a category of Energy Weapons (personal) that induce electrical damage onto a target, and can knock out people who are not protected by an anti-shock implant or a gauss screen. They include range and close-quarter weapons.

Handguns

Electrostunner - an Electrostunner looks like a large pistol. It is a short-range weapon. It fires an arc of electrons that looks like a lightning flash. It is commonly called a Zapgun because of the noise it makes when fired. An electrostunner has two settings: stun and blast. A blast causes (4d10) electrical damage to the target. A stun can knock a creature unconscious for d100 turns. (Anyone hit by a stun beam can resist the stun by rolling a number less than or equal to its current Stamina.)

An electrostunner uses a 20 SEU clip (good for 10 shots), but can also be connected to a beltpack (for 25 shots) or powerpack (50 shots) with a 1.5 meter power cord. An anti-shock implant will nullify a stun but not a blast.

Melee Weapons

Electric Sword - a light-weight metal rod that contains a battery in the handle. It delivers an electrical shock when it strikes someone. It can be set to shock or stun. When set on stun, a successful hit causes no damage but can stun the victim for d100 turns. (The victim can resist the stun by making a successful current Stamina check.)

An electric sword can be hooked into a beltpack (for 25 strikes) or powerpack (50 strikes) with a power cable. An anti-shock implant will nullify a stun but not a blast.

Shock Gloves - silvery gloves that deliver an electrical shock to anything they touch. They must be connected to a beltpack (for 25 strikes) or powerpack (50 strikes) to work. Shock gloves will not affect anyone protected by a gauss screen or an anti-shock implant.

Stunstick - a copper-colored tube 30 cm long and 3 cm in diameter, with an insulated grip. It has two settings: shock and stun. When set on shock, a successful hit will do (3d10) electrical damage to the target. When set on stun, a successful hit will stun the victim for d100 turns. (A character can resist the stun by making a successful check against his current Stamina.)

A 20 SEU clip can be fitted into the handle (good for 10 strikes), or the weapon can be connected to a beltpack (25 strikes) or powerpack (50 strikes). Someone with an anti-shock implant is immune to the stun setting.


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