Toxin/Drug Weapons

SPECIAL WEAPONS ACCURACY DAMAGE AP MODE RECOIL AMMO AVAIL COST
Ares S-III Super Squirt 3 Chemical - SA - 20(c) 7R 950Y
Fichetti Pain Inducer 3 Special - SS - Special 11R 5.000Y
Narcoject Gas Gun 5 Toxin - SS - 5x2(c) 8R 1.500Y
Narcoject Pep 6 10S -/-5* SS - 2x10(c) 12R 7.500Y
Narcoject Trackstopper 5 - - SS - 6 15R 8.500Y
Parashield Dart Pistol 5 as Drug/Toxin - SA - 5(c) 4R 600Y
Parashield Dart Rifle 6 as Drug/Toxin - SA - 6(m) 6R 1.200Y
  Use the Exotic Ranged Weapon skill when firing these weapons.  

Ares S-III Super Squirt: This popular non-lethal weapon fires DMSO gel packs. The dimethyl sulfoxide forces the skin to absorb the chemicals the operator wishes to deliver. The attack itself causes no damage, but when the target is hit successfully, the DMSO delivers the substance directly into the target’s bloodstream as a Contact vector toxin (Toxins, Drugs, and BTLs, p. 408 CRB). The Super Squirt uses Light Pistol ranges and can accept top- and underbarrel-mounted accessories.

 

Fichetti Pain Inducer: For a non-lethal weapon, the Fichetti Pain Inducer is not very humane. It makes someone feel like they are in a microwave, roasting from the inside out. Treat this as a toxin attack with a Power of 8 and a speed of Immediate. The target resists with Body + Willpower. If the modified Power exceeds the target’s Mental limit, the target must spend his next Action Phase doing whatever it takes to run away from the pain. The attacker can continue to hold her beam on a target with a Complex Action unless the gamemaster deems the target has dodged away or found cover. If the target cannot get out of the beam, he is incapacitated with pain, suffering a dice pool modifier equal to the modified Power on all tests for as long as the beam is trained on him.

The Pain Inducer uses SMG ranges and can take top and underbarrel accessories. It has ten charges; when attached to a power point, it reloads one charge every ten seconds.
Wireless: The Pain Inducer recharges by induction at a rate of 1 charge per hour.

 

Narcoject Gas Gun: The Narcoject Gas Gun is a shotgun-sized weapon designed to allow for easier distribution of inhalation-vector toxins; provided the user has adequate protection, the Gas Gun is much more accurate than mines or thrown grenades. The Gas Gun doesn’t shoot bullets or lob explosive devices, but rather it creates a stream of toxic gas using compressed air cartridges that are loaded from side- and top-mounted clips. Armour is useless against this attack, but respiratory protection will help guard the target (see the Toxin and Drug Protection Table, p. 408, CRB). The Gas Gun can be used to attack a single target or, with a Complex Action, attack up to three targets within a four-meter spread. Each target rolls their own Defence Test against a single Attack Test. Using the Gas Gun to attack multiple targets consumes two “rounds” of toxin. The cloud generally lasts two Combat Turns (less in a windy area, longer in an area that is confined or with poor ventilation, per gamemaster discretion). Using the Gas Gun in an enclosed space is likely a bad idea for everyone involved.
The Gas Gun uses “clips” of compressed air that mix with separate doses of toxin. Refilling the compressed air tank using an electric pump (included with the weapon’s cost) requires three minutes.
Note: This weapon uses Taser ranges.

 

Narcoject Pep: The Narcoject PEP is an interesting device. The PEP, or Pulsed Energy Projectile, could easily have been turned into a killing machine, and a rather brutal one at that. Instead, the PEP fires short, intense laser pulses. These pulses vaporize the surface of whatever they hit, creating plasma. This plasma then absorbs all other energy the PEP sends to it, detonating with a flash, bang, and pulse. The PEP is designed to prevent outright killing of targets, as the stun effects caused by the pulse are quite effective.
* If the target is wearing armor that is capable of supporting a Chemical Seal, the attack has no AP. If the target is wearing clothing or armor with gaps, the attack’s AP is –5.
Note: This weapon uses Heavy Pistol ranges. It can only accept top- and underbarrel accessories. The PEP is powered by peak-discharge battery packs (p. 52, R&G) and uses two power units per shot. It typically takes 2 units with ten charges apiece.

 

Narcoject Trackstopper: The Narcoject Trackstopper was adapted from the discontinued Ares Fogger Glop Cannon. When Ares began to divert all non-essential weapons research, development, and production to the Excalibur rifle, the Glop Cannon (which hadn’t been selling all that well) was discontinued. Seeing an opportunity, Narcoject bought the name and the research for a modest sum, which suited both parties at the time.
The Trackstopper has the look of a firehose crossed with a sub-machine gun. It connects to a pack worn on the user’s back and fires a stream of liquid foam at the target. Unlike the original formulation of Freeze Foam, Narcoject Foam won’t help you build a bridge, but it will harden in 1 Combat Round. For every net hit the user gets to hit the target, the target suffers a –1 penalty to their Agility. If the target’s Agility reaches 0, they are unable to move or take any actions that require use of their limbs. Once hardened, the foam has a Structure Rating of 4 and an Armor Rating of 6. Narcoject Foam is specially formulated at the microscopic level to allow encased victims to breathe. Narcoject Foam dissolves completely in one hour, or immediately with the application of Narcoject-brand solvent (free with purchase of Narcoject Foam refills).
Note: This weapon uses Light Pistol ranges. Foam refills cost 500¥ per 6 charges and have an Availability of 15R.

 

Parashield Dart Pistol: The industry standard dart pistol, this fires injection darts (p. 434 CRB) with narcoject or another payload. The Parashield dart pistol uses Heavy Pistol ranges and can take top-mounted accessories.
Wireless: The dart reports whether or not it has struck home and successfully injected. It may also report any gross physical anomalies in the target’s tissue, although its medical sensors are not very sophisticated (Device Rating of 1 for the dart).

 

Parashield Dart Rifle: Originally designed to non-lethally take down large game animals at long ranges, the Parashield dart rifle uses compressed air cartridges to fire injection darts. This weapon includes a top-mounted imaging scope. It uses sporting rifle ranges and can mount top and underbarrel accessories.
Wireless: The dart reports whether or not it has struck home and successfully injected. It may also report any gross physical anomalies in the target’s tissue, although its medical sensors are not very sophisticated (Device Rating of 1 for the dart).

Item type
Weapon, Ranged