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 |
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).