Directed Hyperdense Electron Weapons

Military Field and Technical Manual

Directive 47-29B

Directed Hyperdense Electron Weapon (D-HEW) EM-11 Carbine

Classification: Confidential

Manual Code: D-HEW-C-2037

Chapter 1: Introduction

1.1 Overview

The Directed Hyperdense Electron Weapon (D-HEW) Carbine is a state-of-the-art infantry energy weapon designed to deliver a precise, adjustable electric shock to a target. The D-HEW Carbine can be used in a variety of combat situations, from non-lethal crowd control to full combat scenarios where disintegration is required.

1.2 Operational Capabilities

The D-HEW Carbine features a modular energy delivery system capable of varying the intensity of the electron beam. The weapon's energy output is adjustable in four distinct modes:

Stun: Non-lethal, incapacitating targets by temporarily disrupting nervous system activity.

Less-Than-Lethal (LTL): Causes more severe nervous system disruption, potentially incapacitating or rendering a target unconscious.

Lethal: Delivers a high-intensity shock that can cause immediate fatality through neural and cardiac failure.

Disintegration: Utilizes maximum energy output to atomize target matter, leaving no trace of the target.

1.3 Safety Considerations

The D-HEW Carbine is a powerful weapon that must be handled with care to prevent unintentional harm to both the operator and friendly personnel. Due to the nature of the directed electron beam, any personnel in physical contact with the target at the time of discharge may also receive an electric shock. The risk of collateral damage is significant in close-quarter combat or situations where the target is in close proximity to allies.

Overuse of the weapon, particularly in Lethal and Disintegration modes, can cause the weapon to overheat, potentially leading to system failure or catastrophic discharge. Operators must be trained to recognize signs of overheating and respond accordingly.

Chapter 2: Weapons Components

2.1 External Components

Barrel Assembly: Houses the focusing arrays that narrow and direct the electron beam.

Power Cell Compartment: Contains the replaceable power cells that energize the weapon. Cells are modular for easy field replacement.

Cooling Vents: Strategically placed along the barrel and body to dissipate heat. Proper airflow is critical to prevent overheating.

Trigger Mechanism: Standard dual-stage trigger system. Half-pull initiates targeting systems; full-pull fires the weapon.

Selector Switch: Located near the trigger, it allows operators to toggle between Stun, LTL, Lethal, and Disintegration modes.

2.2 Internal Components

Capacitor Bank: Stores the energy needed for discharging the weapon. Must be discharged correctly during maintenance to avoid shock hazards.

Electron Focusing Coils: Align and condense electrons into a hyperdense stream.

Cooling System: Contains a liquid cooling loop that circulates coolant around the capacitors and barrel to regulate temperature.

Chapter 3: Operation Procedures

3.1 Standard Deployment

Step 1: Powering Up – Insert a charged power cell into the power cell compartment. Ensure it locks securely into place.

Step 2: Mode Selection – Use the selector switch to choose the appropriate output mode based on the operational requirements.

Step 3: Target Acquisition – Aim the carbine using the integrated optical or digital sight. The weapon’s integrated targeting system will assist in locking onto the target.

Step 4: Engagement – Half-pull the trigger to activate the targeting system. Fully pull the trigger to discharge the weapon.

3.2 Adjusting Output

Operators can adjust the weapon’s output based on the tactical situation:

Stun Mode: For non-lethal suppression, engage in Stun Mode. This mode will deliver an incapacitating but non-lethal electric shock.

LTL Mode: Use this mode to neutralize targets with a more significant electric shock that can cause unconsciousness.

Lethal Mode: Set the selector to Lethal Mode to deliver a high-energy shock that will kill most targets instantly.

Disintegration Mode: When required to remove targets without trace, engage Disintegration Mode. Extreme caution is advised, and monitoring for overheating is critical.

3.3 Overheating Protocol

The D-HEW Carbine is prone to overheating during extended use or continuous firing at high energy levels. The integrated cooling system should maintain operational temperature under most circumstances, but operators must remain vigilant:

Warning Indicators: The weapon’s HUD will display a temperature gauge. If the gauge enters the red zone, cease fire immediately.

Cooling Procedure: Engage the weapon’s safety, and allow it to cool. If overheating persists, manually vent the cooling system or replace the coolant if possible.

Shutdown: If overheating cannot be controlled, power down the weapon and replace the power cell and coolant before re-engaging.

Chapter 4: Maintenance and Troubleshooting

4.1 Field Maintenance

Proper maintenance is essential to the reliable operation of the D-HEW Carbine.

Daily Inspection: Check the integrity of the cooling vents, power cell compartment, and barrel. Ensure all external components are free of damage or obstructions.

Weekly Maintenance: Disassemble the barrel assembly and inspect the electron focusing coils for residue or damage. Replace damaged coils as needed.

Monthly Maintenance: Discharge the capacitor bank using the designated discharge tool. Inspect the internal components for wear, particularly the cooling system.

4.2 Troubleshooting

Common issues and solutions include:

Overheating: Cease fire and allow the weapon to cool. Check coolant levels and ensure cooling vents are clear.

Power Failure: Replace the power cell. If the issue persists, check for damage to the capacitor bank.

Inaccurate Targeting: Calibrate the targeting system using the onboard diagnostic tool or refer to the optical/digital sight adjustment section in the appendices.

Chapter 5: Tactical Applications

5.1 Urban Combat

In urban settings, the D-HEW Carbine is ideal for neutralizing threats with precision. Operators should use Stun or LTL modes to minimize collateral damage. When engaging targets in close proximity to civilians, consider the risk of friendly fire.

5.2 Open Battlefield

On the open battlefield, the D-HEW Carbine’s Disintegration mode can be used for eliminating heavily armored targets. However, operators must avoid over-reliance on this mode to prevent overheating.

5.3 Covert Operations

In covert operations, the D-HEW Carbine’s silent discharge and adjustable output make it ideal for stealth missions. Use lower output modes to quietly neutralize guards or obstacles.

Chapter 6: Final Notes

6.1 Operator Training

All personnel assigned to D-HEW Carbine units must undergo comprehensive training. This includes basic marksmanship, advanced tactical applications, and emergency protocols. Simulated engagements will allow operators to familiarize themselves with the weapon's capabilities and limitations.

6.2 Legal Considerations

The D-HEW Carbine is classified as a lethal weapon under international law. Its use must comply with all applicable treaties and rules of engagement. Misuse of the weapon can result in severe consequences, both legal and ethical.

End of Manual Entry

For the 'Bots

D-HEW weapons were first issued millennia ago when Synthetic Intelligences were first put into humanlike bodies and it became apparent that a counter would have to be issued to police forces in order to enforce compliance. They rapidly saw battlefield use both against early Line Infantry SIs and vehicles. As they miniaturized the machinery and maximized the output, they began to find use against civilians.

Nonlethal

By the time the D-HEWs were small enough to be deployed in the hands of riot police and special police teams, they were able to increase the range and output enough to replace the taser as a tool for policing. The output was just capping 350 mA at 30 yards, enough to cause severe muscle contractions, pain, and potentially cardiac arrest.

Well, Less Than Lethal.

By the time period of the first thriving and independent colonies on Mars and Venus, many police forces on Earth had replaced both their main firearms and their tasers with D-HEWs, which had been refined down to the size of a large pistol or small carbine by that point. The voltage output of the nuclear batteries on these models were able to crank up their voltage high enough to deliver 800 mA at 50 yards, enough to give roughly a 50/50 live or die. This is when they began to install adjustable dials on the guns, to range between 'stun' and 'probably lethal.'

Okay, Lethal if you want.

In the Timocracy Era, the D-HEWs had their true heyday. They were the standard rifle of many militaries, they were the sidearm of every swashbuckling adventuring space captain plying the stars, and they're practically a symbol of the era. They were highly aesthetic pieces of art in that era, with fins and baubles and bright colors. They were delivering 3500-5000 mA at 80 yards then, with twice that distance on the rifles. They kept the dials, allowing for variable fire to match the situation and conserve ammunition.

Now It Has a Disintegrate Setting.

By the Age of Convergence, several thousand years after the Timocracy Era, D-HEWs' range max out at around 1,100 for hand-held variants and their max amperage can be increased all the way up to 10 million amps, enough to vaporize a human body. The technology has improved even so long after its heyday, and it's a favorite among deep-space surveyors who like options.

Conservation, or All In?

D-HEWs now have a maximum of ten settings. The 'basic shot' at 1 is still an LTL shot, dealing 1d burn sur damage that carries the unconsciousness Affliction, resisted at HT+2. Every dial up until 6 adds 1d of burn damage and subtracts 1 from the HT roll. Setting 7,8,9, and 10 each add a die of corrosion damage instead of more burn damage. A shot at 1 uses 1 'shot' of charge from the battery. A shot at 6 uses 6 'shots.' From there, every increase doubles the required output, so 12 shots at 7, 24 at 8, 48 at 9, and 96 at 10. Note that larger batteries give more shots, rather than increased damage.

D-HEW damage table

D-HEW Carbine: This compact rifle is one of the most common D-HEWs still in service. The police on patrol may carry one of these in their vehicle, for use in long-range suspect takedowns.

D-HEW Pistol: A popular sidearm among those with nostalgia for the Timocracy Era. Sometimes seen as a weapon for dreamers.

Heavy D-HEW: A heavy-duty D-HEW used against armored foes or large animals. This is considered (mostly by exaggeration) as a mech-killer.

Holdout D-HEW: A foldable zap gun popular for covert ops, kidnappings, and self-defense. Its electroshock capabilities also endear it to slavers and torturers. It's not quite a symbol of the THI, but it's very close. When folded, it has roughly the same profile as a wallet.

Underbarrel D-HEW: This D-HEW is designed to be attached under the barrel of any weapon with Bulk -3 or more, providing a backup stun capability. Use the Bulk, ST, and sighting bonuses of the weapon it is installed in.

Semi-Portable D-HEW: Also called a “tripod zapper,” this powerful long-range D-HEW is usually mounted on a vehicle or tripod. A recreational hovercraft with an SP D-HEW mounted on the back as a technical is the symbol of Saturn's Wild Boys.

SettingDamageAffAmmunition Cost
11d burn surHT+21
22d burn surHT+12
33d burn surHT3
44d burn surHT-14
55d burn surHT-25
66d burn surHT-36
7

link
6d burn sur

1d corr
HT-412
8

link
6d burn sur

2d corr
HT-524
9

link
6d burn sur

3d corr
HT-648
10

link
6d burn sur

4d corr
HT-796

D-HEW

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

Manufacturer(s)WeaponDamage SettingsAccRangeWeightRoFShotsSTBulkRclCostBCLCNotes
CS, GCTD-HEW Pistol7440/802.2/C324(3)4-21$1,800C4
CS, GCTD-HEW Holdout Pistol5210/200.3/B120(3)3-11$250A4

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

Manufacturer(s)WeaponDamage SettingsAccRangeWeightRoFShotsSTBulkRclCostBCLCNotes
CSD-HEW Carbine88160/4703.7/2C3216(3)4-41$3,900C3
CS, GCTHeavy D-HEW109400/1,10020/Dp1300(3)10-51$20,000D3
CS, VDUnderbarrel D-HEW7490/2701.8/C172(3)4-1$1,300B4For Bulk, use the weapon it's mounted on.

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

Manufacturer(s)WeaponDamage SettingsAccRangeWeightRoFShotsSTBulkRclCostBCLCNotes
CS, VDSemi-Portable D-HEW1012600/1,90070/Dp101200(5)18M-81$70,000E1

Mods

Electron Cloud Tracer: The beam is trailed with a positively charged electron cloud that attracts subsequent beams after it. For 1d minutes after a successful hit, all D-HEW attacks directed towards the marked target have an additional +2 equipment bonus. Cost: $2,000.

Moderator: A dial mod that can be activated on/off to use lethal shock until the target risks death and automatically tapers the output down to setting 1, potentially turning a lethal final shot into an incapacitating one. This is popular with Bountineers, who get paid MORE for 'alive' but would rather turn in a corpse than lose the bounty entirely. Cost: $5,000

Charge Reflex Lens: A collapsible focusing lens that stabilizes beam scatter through fluctuating atmospheres (fog, smoke, plasma storms). Halves range penalties and reduces environmental interference penalties by 2. Common among surveyors and bounty hunters working in gas giants or city smog. Cost: $1,200.

Split-Phase Projector: A dual-beam upgrade that fires two separate discharges simultaneously on alternate polarities. Beam becomes a double hit roll, both at -2 to hit. If both hit, the target takes +1 damage per die due to resonance. Each shot uses +50% more energy. Cost: x2.

Arc Anchor Node: Emits a brief reverse-polarity charge upon impact, causing metal or armored targets to temporarily ground themselves. Ignores the first 2 DR of any metallic armor target and stuns drones/robots on a failed HT. Especially favored in bot-policing or anti-riot roles. Cost: $800.

Gravity-Burn Stabilizer: Integrates microgravity compensators into the frame to correct arm tremor or movement-based aim sway. Grants +1 equipment bonus while moving or in zero-G. Standard-issue mod on low-orbit patrol weapons. Cost: $250.

Pulse-Echo Delay: A targeting aid that maps afterimages of the last few energy pulses to create an aiming ghost. On a missed shot, you gain +1 to your next attack roll on the same target (stacks up to +3 if you keep missing). Taught in sharpshooting schools as a psychological training tool. Cost: $1,650.

Capacitor Overdrive Dial: Allows for rapid-fire use of the higher settings in short bursts. You can fire two shots at up to setting 4 as a single action, both at -2 to hit. On a critical fail, weapon shorts and locks for 1d turns in addition to the Critical Fail Table roll. Illegal in most law enforcement units due to "dumbass hotshot" incidents. Cost: $8,000.

Spectral Veil Coating: A smart-material casing that adjusts color, light reflection, and thermal signature to avoid detection. Weapon is -2 to be spotted with vision, infrared, or sensor scans when holstered or slung. Originally designed for undercover agents, now popular among smugglers. Cost: $150.

Neural Link Port: Directly connects to neural implants, allowing thought-activated control. Enables fire mode selection and targeting without moving your hands; +2 Fast-Draw (D-HEW) and free action to switch settings. Used by elite dueling houses and ultratech thieves. Cost: $2,200.

Heat Sink Latticework: An experimental mod that absorbs ambient thermal energy, reducing overheating. All shots cost 1 less energy if the local temperature exceeds 30°C. Originally designed for desert warfare—called "the Sandkisser." Cost: $3,800.

Flashbang Capacitor: The beam is followed up by a tight ion stream that shatters the air molecules between the weapon and the target. On hit, target and those within 1 yard (including the user unless precautions are med) must make a separate HT roll or be blinded and deafened for 1d turns. Adds +1 shot to cost. Riot police swear by it. Bounty hunters swear at it when used indoors. Cost: $900.

SmartMod Interface Rail: Lets you slot in temporary disposable upgrades for missions. Accepts 1-use cartridge mods (like paint, tracer, net-charge, tranquilizer burst, etc). Military contractors use it to customize their loadout per op. Cost: $100.

Overpressure Discharge Coupler: Causes a shockwave around the point of impact. At setting 7+, hits produce a 1-yard cone that forces DX-2 rolls or knockdown for nearby ungrounded targets. Urban breachers love this. So do thrill-seeking idiots. Cost: $9,000.

Critical Tables

Critical Hit Table

RollEffect
3, 4Motivator Overload: The shock overloads the target’s motor neurons or motivator circuits. Target must roll HT-4 or be paralyzed for 1d seconds, unable to move anything except their eyes. They can breathe, but all voluntary motion is suspended.
5Arc Flash Detonation: Clothing, gear, or internal implants pop violently from an induced plasma arc. If the target wears any electronic gear, one randomly chosen item is instantly destroyed and explodes in a small flare for 1d-2 burn damage (min 1) to the target.
6Sudden Cardiac Stress: Electric current flirts with their heart rhythm. Target must roll HT-3 or suffer a minor heart attack. Lose 1 FP/sec for 1d seconds and be at -2 DX and IQ during that time from pain and panic. If FP drops to 0, they fall unconscious.
7Nervous System Feedback: The shock cascades back up the nervous system. Target suffers a seizure (HT-2 to resist). If they fail, they convulse uncontrollably for 2d seconds, dropping whatever they were holding and unable to take any actions.
8Reflexive Catastrophe: Muscles contract explosively, sometimes against the victim’s own body. Target drops all held items and must roll DX or fall prone. If they were braced or climbing, they fall or are thrown 1d yards in a random direction.
9, 10, 11The attack does normal damage
12, 13Phantom Discharge: The current rewires their pain and motor centers for a few moments. Target suffers the Hallucinating condition for 2d seconds, seeing ghostly afterimages, thinking their limbs are on fire, or hearing people shouting commands that aren’t there.
14Bone-Buzz Feedback: The D-HEW hits with a harmonic frequency that resonates through bones and fillings. Target is stunned and takes an additional 1d crushing damage (not burn) from internal resonance.
If they have any cybernetics, double that to 2d crushing due to micro-vibrational damage.
15, 16Full-Body Burnout: The beam arcs over and through the body in visible, searing trails. All exposed skin is instantly burned, giving a -2 to reactions and +2 to fear checks from onlookers. Target takes 1d-1 burn damage per exposed body part (arms, head, legs).
17, 18Cortical Reboot: The D-HEW momentarily resets the target’s brain—like turning a router off and on again. Target must roll Will-4 or lose all memory of the past 1d minutes and be unable to form new ones for 1d more minutes. They may babble, act confused, or revert to basic instincts.

Critical Miss Table

RollEffect
4, 5Capacitor Dump: The weapon’s capacitors fail to release properly.: The shot fizzles with a sharp whine. The battery still loses 2x normal charge for the shot. You must wait 1 turn before firing again as the gun auto-resets.
6, 7Arc Blowback: The electron cloud arcs backward, grounding through your body. You take 1d-2 burn surge damage (minimum 1) and must roll HT-2 or suffer -2 DX for the next 1d turns due to muscle cramps.
8Smart Mod Desync: One of your D-HEW mods activates erratically. A random installed mod misfires. For example, a Moderator toggles unpredictably, or the Tracer sends a false lead. GM chooses or rolls for effect. Accuracy is at -4 on your next shot.
9Beam Scatter: The beam destabilizes mid-flight. The shot divides into harmless micro-arcs and deals no damage. However, everyone within 2 yards sees a blinding flash—Vision -4 for 1 turn unless protected.
10, 11, 12A normal, automatic miss.
13Static Feedback Loop: Weapon forms a resonance loop with the local electromagnetic field. No shot is fired. All electronics within 1 yard—including implants, HUDs, drones, etc.—must make a HT roll or shut down for 1d turns. Yours are at -2 to resist.
14Flashfire Venting: The weapon vents excess heat with a violent shoomph! You and anyone adjacent take 1d-3 burn damage (min 1). Your next shot suffers a -2 to hit due to thermal instability.
15Power Cycle Lock: Your battery refuses to switch current modes. You can’t change your dial setting until the weapon is manually reset— a 6-action Ready maneuver. Until then, you’re stuck at your last setting.
16, 17, 18Charge Spike: The weapon miscalculates voltage and pre-charges the next shot. Next shot (if taken immediately) will fire at +1 damage die—but will overheat and disable the weapon for the rest of combat unless a Quick Electronics Operation roll at -4 is made immediately after firing.


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