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)

ManufacturerWeaponDamageReachParryCostWeightSTBCLCNotes
YSLU, CSBaton

or
sw+1 cr

thr+1 cr
10$2,200310A4Holdout
YSLU, CSShillelagh

or
sw+2 cr

thr+1 cr
11$5,000413C1Can be disassembled

Eostre Fighting System (DX-5, Brawling-4, Axe/Mace-3, Shortsword-2)

ManufacturerWeaponDamageReachParryCostWeightSTBCLCNotes
SP, CS, GCTTonfa

or
sw+1

 thr+2
1,2+2$3,500210B2Can be used as a shield vs. melee

EFS can project the energy

Two Handed Sword (DX-5, Broadsword-4, or Force Sword-4)

ManufacturerWeaponDamageReachParryCostWeightSTBCLCNotes
YSLU, CSShillelagh

or
sw+3 cr

thr+2 cr
1,2+2$5,000410C1Can be disassembled
YSLU, CSGreatclub

or
sw+3 cr

thr+3 cr
1,2

2
0U$2,500512C1

Damage

The above damage is when the device is powered off. When powered on, the weapon adds the following effects:

SettingDamageAffliction
Burst+2 burn sur to swingModerate Pain, Daze
Sustained+1 burn sur to thrust, sustainedSeizure, Paralysis, Heart Attack
Focusswing is cut (4), thrust is imp (6), both have surgeTerrible 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 NameEffectLCCost
Overvolter CoilIncreases output by +1 damage level in Blade mode, but reduces stun uses by half.3$200
Supergel ArrayAllows rapid recharge—doubles the capacitor gain.3$500
Double Banked CoreEnables instant mode-switching as a free action, but increases weight by 10$.3$250
Pulse RegulatorImproves control;3$100

Materials

Mod NameEffectLCCost
Aetherium AlloyElectrically insulative—user gains +2 to resist self-shock from critical fail rolls.4$250
Hexmesh PolymerLightweight; +1 to Fast-Draw and reduces encumbrance by one step.4$200
Xerocrete CoreImmune to EMP and magnetic fields, but +50% heavier. Used in particular by shillelagh-wielding rebels.3$180

Handle Mods

Mod NameEffectLCCost
Memory Coil WrapLearns user grip over time, giving +1 to Retain Weapon or Counter Grapple.3$180
Subdermal Sync JackCan be linked directly to user's neural interface for instant activation.2$400
Overhand Bracer MountCan be worn over forearm—reduces -2 DX penalty when climbing while weapon is out.3$80
Spindle Joint ShaftExtends or contracts like a baton—can switch between +1 reach or +1 Holdout.3$55

Strikeface Mods

Mod NameEffectLCCost
Lichtenberg LatticeOn 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 FringeBlade mode can now sever light armor cleanly, treating DR as 2 less.2$560
Thornspark ArrayStrikeface adds an extra 1d-1 burn damage on critical hits, as small arcs leap outward.1$500
Tuned Resonator EdgeAdds a low-frequency hum that disrupts enemy balance—-1 DX on parry attempts.2$220

Gadgets

Mod NameEffectLC
Auto-Telemetry CoreRecords all hits and voltage levels; used to monitor officers to ensure excessive force isn't used, and for training. 3$75
Hookline CasterEmbedded line launcher—use to trip enemies or cross gaps (15m max).4$23
Holo-Decoy EmitterCreates ghost images when swung, giving -1 to enemy defense rolls.3$750
Cortical Signal JammerBlade mode also causes -2 to Concentration or Aim rolls for cybernetically enhanced foes.2$960
EM Cloaking SheathReduces visible electrical arcs; adds Stealth bonus while drawn (+2 to remain unnoticed).1$750

Critical Tables

Critical Hit (Deactivated)

RollEffect
3, 4Stagger: Target loses their next move action (must spend it regaining balance).
5, 6Crushed Bone: Random limb hit suffers a broken bone (use crippling injury rules if applicable).
7, 8Concussion: If struck on the head, target suffers -3 to all rolls for 1d6 minutes; otherwise, -1.
9, 10Knockdown: Target must immediately make a HT roll at -2 or fall prone.
11, 12, 13Normal Hit
14, 15Battered Organs: Torso hit—target suffers double shock penalties next turn.
16Weapon Drop: Target must make a DX or ST roll (whichever is better) or drop whatever they are holding.
17Wind Knocked Out: Target cannot speak or use breath-dependent abilities for 1d6 turns.
18Crippling Impact: If striking a limb, target suffers a major wound regardless of HP damage threshold.

Critical Hit (Deactivated, Head)

RollEffect
3, 4, 5Blackout: Target is immediately knocked unconscious for 1d6 minutes (HT roll at -2 to resist).
6, 7Skull Fracture: Severe concussion; -4 to IQ- and DX-based rolls for 1d6 hours.
8, 9Eye Trauma: Target’s vision is blurred (-4 to ranged attacks, -2 to defense) for 1d6 hours.
10, 11Jaw Broken: Target cannot speak clearly or eat solid food; -2 to Fast-Talk, Intimidation, and Spellcasting (verbal).
12, 13, 14Normal Hit
15, 16Severe Daze: Target is stunned and must roll vs. HT-3 each turn to recover.
17, 18Neck Whiplash: Target takes -2 to DX and Move for 1d6 hours due to severe strain.

Critical Hit (Burst or Sustained)

RollEffect*
3, 4Seizure: Target suffers violent muscle spasms, falling prone and stunned (HT-2 to recover each turn).
5, 6Respiratory Disruption: Breathing ceases for 1d6 seconds; roll HT each second or start suffocating.
7, 8Cardiac Irregularity: Minor arrhythmia; target is at -3 to all HT-based rolls for 1d6 minutes.
9, 10Pain Lock: Muscles lock in rigid tension; DX rolls at -5 for 1d6 seconds.
11, 12, 13Normal Hit
14, 15Nerve Burn: Minor peripheral nerve damage; hand or foot goes numb (drop anything held or fall if on one foot). Lasts 1d6 hours.
16Cognitive Fog: Brain disruption causes confusion; target suffers -2 to IQ-based skills for 1d6 minutes.
17Memory Blip: Short-term memory loss; lose last 10 seconds of actions. Roll IQ to "reboot" each minute.
18Burned 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)

RollEffect
3, 4Deep Sever: Strike severs muscles, tendons, or minor bones; limb function impaired (DX-4) until surgery or extensive healing.
5, 6Organ 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, 8Spinal Kiss: Strike narrowly misses severing the spinal cord; roll HT-4 or suffer partial paralysis of one limb (GM’s choice).
9, 10Cardiac Arrest: Electrical surge sends heart into fibrillation; HT-5 to resist immediate cardiac arrest (death within 2d6 seconds without aid).
11, 12, 13Normal Hit
14, 15Decapitation 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.)
16Neuroshock: Intense electric disruption causes total body lockup; target falls unconscious for 1d6 minutes regardless of HP.
17Internal Shear: Energy cuts through inner tissue cleanly; 1d6 extra internal injury that cannot be easily detected or treated without advanced diagnostics.
18Bone Shatter: Strike cracks or fractures a bone beneath the cut (despite the cauterization -4 to use affected limb until healed.

Critical Miss

RollEffect
3, 4Capacitor Overdraw: Battery overloads momentarily; user takes 1d6 burn damage to hand or forearm and the weapon shuts down for 1d6 rounds to reset.
5, 6Arc Backlash: Misaligned strikeface sends a bolt of electricity back toward the wielder; HT-2 or be stunned for 1d6 seconds.
7, 8Shorted Blade: Electron planes destabilize violently; weapon emits a crackling shock (loud) and is disabled until manually reset (takes 2 rounds).
9, 10Forceful 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, 15Localized EMP: Small electromagnetic pulse disrupts nearby electronics (GM’s choice: personal gear, visors, drones, etc.) within 1-yard radius.
16Energy Splash: Arcing field lashes outward unpredictably; randomly strikes an adjacent target (friend, foe, or object) for normal shock damage.
17Partial Blade Collapse: One plane collapses while the other surges — weapon is at -2 damage and +2 battery drain until repaired.
18Thermal 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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