Electron-Sheathe Weapons
Technical Manual: Celestial Securities Electron Sheathe Telescoping Enforcer Baton (CSESTEB)
Introduction
The CSESTEB is a standard-issue, non-lethal electron-sheathe weapon designed for police and security personnel across human space. This manual outlines proper use, maintenance, and safety procedures for the CSESTEB.
Components
Telescoping Baton: 18-inch (45.7 cm) collapsed, 36-inch (91.4 cm) extended
Electron Sheathe Generator
Strikeface
Power Source: Class A Quantum-Matrix Battery
Safety Switch: Ambidextrous thumb activation
Mode Selector: Three-position switch (Stun, Sustain, Blade)
Operating Modes
Stun: 50,000-volt burst, 2-second duration
Sustain: 10,000-volt continuous discharge
Blade: 20,000-volt focused beam, 1-inch (2.54 cm) cutting depth
Safety Precautions
Ensure proper training before deployment.
Wear insulated gloves when handling.
Avoid contact with conductive materials.
Disable when not in use.
Regularly inspect for damage.
Maintenance Schedule
Daily: Inspect strikeface and electron sheathe generator.
Weekly: Clean and lubricate telescoping mechanism.
Monthly: Replace battery and perform diagnostic test.
Quarterly: Calibrate electron sheathe generator.
Troubleshooting
Failure to activate: Check safety switch, power source, and mode selector.
Inconsistent discharge: Inspect strikeface and electron sheathe generator.
Mechanical issues: Contact Celestial Securities support.
Training Guidelines
Complete certified training program.
Practice deployment and mode selection.
Regularly drill stun, sustain, and blade techniques.
Warranty Information
Celestial Securities provides a 2-year limited warranty. Contact support for details.
Compliance Notice
The CSESTEB complies with Pan-Solar Consortium regulations for non-lethal law enforcement weaponry.
Revision History
Rev 1.2: Updated maintenance schedule and troubleshooting guidelines.
Rev 1.1: Added training guidelines.
Rev 1.0: Initial release.
Distribution
This manual is classified as public information. Distribute to authorized personnel only.
Disclaimer
Celestial Securities assumes no liability for misuse or unauthorized modification of the CSESTEB.
Principles of Operation
Electron-Sheathe Weapons (ESWs) harness advanced technology to generate a dynamic electron field around a strikeface. This field, when activated, transfers a burst of electricity upon impact, incapacitating targets. ESWs can operate in three primary modes: stun, sustain, and blade. The stun mode delivers a high-voltage burst for non-lethal incapacitation, while the sustain mode provides continuous electrical discharge for controlling hostile individuals. The blade mode focuses the electron field into a cutting beam, enabling lethal applications. This versatility makes ESWs an attractive option for various users, from law enforcement to rebel groups.
Configurations and Applications
ESWs are available in four distinct configurations, each tailored to specific needs. The baton, standard issue for police and security personnel, excels in close-quarters situations. The tonfa, favored by martial artists in the Eostre Fighting System, offers enhanced leverage and control. The greatclub, often employed by riot control units and techno-barbarians, provides crushing force. The shillelagh, signature weapon of select rebel groups, balances concealability with deadly effectiveness. These configurations demonstrate the adaptability of ESW technology, accommodating diverse combat styles and tactical requirements.
Impact and Proliferation
Electron-Sheathe Weapons have significantly influenced the landscape of human conflict. Their non-lethal capabilities have reduced fatalities in law enforcement engagements, while their lethal applications have empowered specialized units and insurgent groups. Widespread adoption by security forces and clandestine organizations underscores the ESW's effectiveness. As advancements in materials science and energy storage continue, the potential for enhanced ESW designs and expanded capabilities beckons. The electron-sheathe technology's inherent versatility ensures its enduring presence in the arsenal of humanity, from maintaining order to fueling rebellion.
Baton: A telescoping baton that collapses to 8-inches, but extends to 2 feet before activation. This is a standard among police and security forces as well as bountineers. BC A, LC 4, $2,200.
Tonfa: A baton with an additional rotating/orbital handle perpendicular to the strikeface. It is a staple of the Eostre Fighting System originating on Venus. In the hands of a master, the weapon can be extremely effective. In the hands of an amateur, the weapon can be just as deadly, but poses almost as much of a risk to the user as their opponent. Some people will wear a ESW-Tonfa to intimidate their way out of fights, knowing full well that they aren't EFS-trained. BC B, LC 2, $3,500.
Shillelagh: A curved baton, usually able to be disassembled for easy smuggling. The primary strikeface is the curved tip with a secondary strikeface on the other end. These are often a symbol of rebels and revolutionaries. BC C, LC 1, $5,000.
Greatclub: A large two handed riot baton. Not usually collapsible, as it is meant to be seen. BC C, LC 1, $6,500.
Broadsword (DX-5, Force Sword-4, Rapier-4, Saber-4, Shortsword-2, or Two-Handed Sword-4)
Manufacturer | Weapon | Damage | Reach | Parry | Cost | Weight | ST | BC | LC | Notes |
---|---|---|---|---|---|---|---|---|---|---|
YSLU, CS | Baton or | sw+1 cr thr+1 cr | 1 | 0 | $2,200 | 3 | 10 | A | 4 | Holdout |
YSLU, CS | Shillelagh or | sw+2 cr thr+1 cr | 1 | 1 | $5,000 | 4 | 13 | C | 1 | Can be disassembled |
Eostre Fighting System (DX-5, Brawling-4, Axe/Mace-3, Shortsword-2)
Manufacturer | Weapon | Damage | Reach | Parry | Cost | Weight | ST | BC | LC | Notes |
---|---|---|---|---|---|---|---|---|---|---|
SP, CS, GCT | Tonfa or | sw+1 thr+2 | 1,2 | +2 | $3,500 | 2 | 10 | B | 2 | Can be used as a shield vs. melee EFS can project the energy |
Two Handed Sword (DX-5, Broadsword-4, or Force Sword-4)
Manufacturer | Weapon | Damage | Reach | Parry | Cost | Weight | ST | BC | LC | Notes |
---|---|---|---|---|---|---|---|---|---|---|
YSLU, CS | Shillelagh or | sw+3 cr thr+2 cr | 1,2 | +2 | $5,000 | 4 | 10 | C | 1 | Can be disassembled |
YSLU, CS | Greatclub or | sw+3 cr thr+3 cr | 1,2 2 | 0U | $2,500 | 5 | 12 | C | 1 |
Damage
The above damage is when the device is powered off. When powered on, the weapon adds the following effects:
Setting | Damage | Affliction |
---|---|---|
Burst | +2 burn sur to swing | Moderate Pain, Daze |
Sustained | +1 burn sur to thrust, sustained | Seizure, Paralysis, Heart Attack |
Focus | swing is cut (4), thrust is imp (6), both have surge | Terrible Pain, Heart Attack |
Batteries use their full FP. Burst requires 1 FP per successful strike, Sustained requires 1 FP per second in contact, and Focus requires 1 FP per 10 seconds of activation, plus 1 FP per successful strike.
Mods
Capacitor Mods
Mod Name | Effect | LC | Cost |
---|---|---|---|
Overvolter Coil | Increases output by +1 damage level in Blade mode, but reduces stun uses by half. | 3 | $200 |
Supergel Array | Allows rapid recharge—doubles the capacitor gain. | 3 | $500 |
Double Banked Core | Enables instant mode-switching as a free action, but increases weight by 10$. | 3 | $250 |
Pulse Regulator | Improves control; | 3 | $100 |
Materials
Mod Name | Effect | LC | Cost |
---|---|---|---|
Aetherium Alloy | Electrically insulative—user gains +2 to resist self-shock from critical fail rolls. | 4 | $250 |
Hexmesh Polymer | Lightweight; +1 to Fast-Draw and reduces encumbrance by one step. | 4 | $200 |
Xerocrete Core | Immune to EMP and magnetic fields, but +50% heavier. Used in particular by shillelagh-wielding rebels. | 3 | $180 |
Handle Mods
Mod Name | Effect | LC | Cost |
---|---|---|---|
Memory Coil Wrap | Learns user grip over time, giving +1 to Retain Weapon or Counter Grapple. | 3 | $180 |
Subdermal Sync Jack | Can be linked directly to user's neural interface for instant activation. | 2 | $400 |
Overhand Bracer Mount | Can be worn over forearm—reduces -2 DX penalty when climbing while weapon is out. | 3 | $80 |
Spindle Joint Shaft | Extends or contracts like a baton—can switch between +1 reach or +1 Holdout. | 3 | $55 |
Strikeface Mods
Mod Name | Effect | LC | Cost |
---|---|---|---|
Lichtenberg Lattice | On a critical hit, leaves neural-scarring pattern—target must roll HT or immediately roll Self-Control for any mental disadvantages that require one. | 1 | $350 |
Monomolecular Fringe | Blade mode can now sever light armor cleanly, treating DR as 2 less. | 2 | $560 |
Thornspark Array | Strikeface adds an extra 1d-1 burn damage on critical hits, as small arcs leap outward. | 1 | $500 |
Tuned Resonator Edge | Adds a low-frequency hum that disrupts enemy balance—-1 DX on parry attempts. | 2 | $220 |
Gadgets
Mod Name | Effect | LC | |
---|---|---|---|
Auto-Telemetry Core | Records all hits and voltage levels; used to monitor officers to ensure excessive force isn't used, and for training. | 3 | $75 |
Hookline Caster | Embedded line launcher—use to trip enemies or cross gaps (15m max). | 4 | $23 |
Holo-Decoy Emitter | Creates ghost images when swung, giving -1 to enemy defense rolls. | 3 | $750 |
Cortical Signal Jammer | Blade mode also causes -2 to Concentration or Aim rolls for cybernetically enhanced foes. | 2 | $960 |
EM Cloaking Sheath | Reduces visible electrical arcs; adds Stealth bonus while drawn (+2 to remain unnoticed). | 1 | $750 |
Critical Tables
Critical Hit (Deactivated)
Roll | Effect |
---|---|
3, 4 | Stagger: Target loses their next move action (must spend it regaining balance). |
5, 6 | Crushed Bone: Random limb hit suffers a broken bone (use crippling injury rules if applicable). |
7, 8 | Concussion: If struck on the head, target suffers -3 to all rolls for 1d6 minutes; otherwise, -1. |
9, 10 | Knockdown: Target must immediately make a HT roll at -2 or fall prone. |
11, 12, 13 | Normal Hit |
14, 15 | Battered Organs: Torso hit—target suffers double shock penalties next turn. |
16 | Weapon Drop: Target must make a DX or ST roll (whichever is better) or drop whatever they are holding. |
17 | Wind Knocked Out: Target cannot speak or use breath-dependent abilities for 1d6 turns. |
18 | Crippling Impact: If striking a limb, target suffers a major wound regardless of HP damage threshold. |
Critical Hit (Deactivated, Head)
Roll | Effect |
---|---|
3, 4, 5 | Blackout: Target is immediately knocked unconscious for 1d6 minutes (HT roll at -2 to resist). |
6, 7 | Skull Fracture: Severe concussion; -4 to IQ- and DX-based rolls for 1d6 hours. |
8, 9 | Eye Trauma: Target’s vision is blurred (-4 to ranged attacks, -2 to defense) for 1d6 hours. |
10, 11 | Jaw Broken: Target cannot speak clearly or eat solid food; -2 to Fast-Talk, Intimidation, and Spellcasting (verbal). |
12, 13, 14 | Normal Hit |
15, 16 | Severe Daze: Target is stunned and must roll vs. HT-3 each turn to recover. |
17, 18 | Neck Whiplash: Target takes -2 to DX and Move for 1d6 hours due to severe strain. |
Critical Hit (Burst or Sustained)
Roll | Effect* |
---|---|
3, 4 | Seizure: Target suffers violent muscle spasms, falling prone and stunned (HT-2 to recover each turn). |
5, 6 | Respiratory Disruption: Breathing ceases for 1d6 seconds; roll HT each second or start suffocating. |
7, 8 | Cardiac Irregularity: Minor arrhythmia; target is at -3 to all HT-based rolls for 1d6 minutes. |
9, 10 | Pain Lock: Muscles lock in rigid tension; DX rolls at -5 for 1d6 seconds. |
11, 12, 13 | Normal Hit |
14, 15 | Nerve Burn: Minor peripheral nerve damage; hand or foot goes numb (drop anything held or fall if on one foot). Lasts 1d6 hours. |
16 | Cognitive Fog: Brain disruption causes confusion; target suffers -2 to IQ-based skills for 1d6 minutes. |
17 | Memory Blip: Short-term memory loss; lose last 10 seconds of actions. Roll IQ to "reboot" each minute. |
18 | Burned Synapses: Target permanently loses 1 FP and cannot regenerate it naturally for 24 hours (only healing or surgery can speed recovery). |
*Most of these effects are in addition to any normal stun, damage, or penalties already caused by the weapon.
Critical Hit (Focused)
Roll | Effect |
---|---|
3, 4 | Deep Sever: Strike severs muscles, tendons, or minor bones; limb function impaired (DX-4) until surgery or extensive healing. |
5, 6 | Organ Brush: Blade slices a major organ (heart, lung, liver, etc.) for 2x normal wound damage. Instant cauterization delays death but requires immediate medical attention. |
7, 8 | Spinal Kiss: Strike narrowly misses severing the spinal cord; roll HT-4 or suffer partial paralysis of one limb (GM’s choice). |
9, 10 | Cardiac Arrest: Electrical surge sends heart into fibrillation; HT-5 to resist immediate cardiac arrest (death within 2d6 seconds without aid). |
11, 12, 13 | Normal Hit |
14, 15 | Decapitation Stroke: If the neck was a possible target, the blow nearly severs the head; automatic unconsciousness and HT-6 to survive. (Otherwise, treat as Deep Sever to another major limb.) |
16 | Neuroshock: Intense electric disruption causes total body lockup; target falls unconscious for 1d6 minutes regardless of HP. |
17 | Internal Shear: Energy cuts through inner tissue cleanly; 1d6 extra internal injury that cannot be easily detected or treated without advanced diagnostics. |
18 | Bone Shatter: Strike cracks or fractures a bone beneath the cut (despite the cauterization -4 to use affected limb until healed. |
Critical Miss
Roll | Effect |
---|---|
3, 4 | Capacitor Overdraw: Battery overloads momentarily; user takes 1d6 burn damage to hand or forearm and the weapon shuts down for 1d6 rounds to reset. |
5, 6 | Arc Backlash: Misaligned strikeface sends a bolt of electricity back toward the wielder; HT-2 or be stunned for 1d6 seconds. |
7, 8 | Shorted Blade: Electron planes destabilize violently; weapon emits a crackling shock (loud) and is disabled until manually reset (takes 2 rounds). |
9, 10 | Forceful Recoil: Discharge kicks unexpectedly; DX-4 check or the user drops the weapon. If dropped, weapon continues to spark dangerously for 1d6 seconds. |
11, 12, 13 | |
14, 15 | Localized EMP: Small electromagnetic pulse disrupts nearby electronics (GM’s choice: personal gear, visors, drones, etc.) within 1-yard radius. |
16 | Energy Splash: Arcing field lashes outward unpredictably; randomly strikes an adjacent target (friend, foe, or object) for normal shock damage. |
17 | Partial Blade Collapse: One plane collapses while the other surges — weapon is at -2 damage and +2 battery drain until repaired. |
18 | Thermal Overstress: Internal heating warps the strikeface; weapon becomes dangerously unstable. Must pass a maintenance check after battle or it becomes permanently damaged. |
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