Neural Weaponry
Introducing the Neurostim Blaster by Starlight Pharmaceuticals
Stun with Bliss, Not Bullets
Are you a law enforcement professional or concerned homeowner seeking a less-than-lethal solution to de-escalate hostile situations? Look no further than the Neurostim Blaster, trusted by Venusian authorities to keep cities safe without causing harm.
How it Works
Our innovative technology emits a focused beam of energy that temporarily overrides brain function, inducing an intense, euphoric sensation. This instantaneously stuns and disorients the subject, eliminating hostile intent and allowing for a peaceful resolution. Not a crack shot? Don't worry, the exotic energies of the Neurostim can travel along any neural pathway until it reaches the brain!
Key Benefits
Non-lethal and non-invasive
Instantaneous effect, minimizing risk of escalation
Compact and lightweight design for easy handling
Minimal risk to collateral damage; go ahead and fire into a crowd. They might thank you!
Grade C Quantum-Matrix Battery
Preferred by Venusian Law Enforcement
Don't just take our word for it - the Neurostim Blaster is the go-to choice for both officers and homeowners in Venus' cities, where safety and effectiveness matter most.
Upgrade Your Toolkit
Experience the future of less-than-lethal force with the Neurostim Blaster. Contact Starlight Pharmaceuticals to learn more and equip your team with the latest in neurostimulation technology.
Warning: For authorized use only. May not be available in all jurisdictions.
Less Than Lethal
Neural Weaponry is preferred by police forces on Venus, Terra, and Uranus. It puts officers at only a slight disadvantage in open combat, but it does maintain a high public opinion of them when they don't have to worry about permanent collateral damage to property or bystanders. Ending a riot is a lot easier with an organized volley of Cripplers than attempting to engage rioters with shields and batons.
Attack the Brain Meat
Neural Weaponry bypasses all defenses except for energy shielding, which it does 1d of damage to per shot. The major defense against this weapon is HT, which reduces the Affliction effect. Being hit with a Neural Weapon deals damage to the opponent's FP, and forces the enemy to roll HT. If they fail, they acquire an Affliction for a number of minutes equal to the margin of failure. If they succeed, they still gain an Irritating Condition.
The Four Combat Enders: Pain, Terror, Sleep, and Bliss
Neural Weapons overwrite the normal neural function for a brief period of time, causing an intense sensation and stunning them. There are four main manufacturers of Neural Weapons, each with a closely held patent on the exact cocktail of sensations.
Vanguard Dynamics
Vanguard Dynamics' Screamers are infamous for causing heart attacks in the elderly, but they are efficient at clearing enemy trenches. While a pistol and a rifle are both on the market that fire beams, the most popular of VD's Screamers fire an adjustable-distance cone to blanket an area. Screamers aren't just named that for the effect they have on their targets, but also for the fact that the energy blast is an eerie shriek that can be heard clearly for 1-2 kilometers.
VD also manufactures the Mindripper, a weapon that not only terrifies an opponent into a potential coma, but also creates a reciprocal brainscan which can be encompassed into a complaint Personality Matrix for interrogation. This is considered wildly unethical by most people, and is illegal on several planets.
Beam Weapons (Projector) (DX-4, other Beam Weapons-4)
Name | Fatigue Damage | Affliction | Irritating Condition | Acc | Range | Weight | RoF | Shots | ST | Bulk | Rcl | Cost | BC | LC |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Holdout Screamer | 1d-3 | Fright Check | Nausea | 3 | 10/30 | 0.2/0.2 | 1 | 22 | 3 | -1 | 1 | $500 | B | 3 |
Screamer Pistol | 1d | Fright Check | Nausea | 6 | 23/70 | 0.8/0.3 | 1 | 66 | 4 | -2 | 1 | $2,600 | C | 4 |
Screamer Carbine | 1d+2 | Fright Check | Nausea | n/a | Up to 15 ft. Cone | 1.3/0.5 | 1 | 55 | 5 | -3 | 1 | $7,200 | D | 3 |
Screamer Rifle | 2d-1 | Fright Check | Nausea | 12 | 40/120 | 2.2/0.5 | 1 | 56 | 5 | -4 | 1 | $8,000 | D | 2 |
Screamer Blaster | 2d | Fright Check | Nausea | n/a | Up to 30 ft. Cone | 2.7/0.5 | 1 | 20 | 7 | -5 | 1 | $16,000 | D | 1 |
Mindripper VD-9 | 2d | Fright Check. An enemy that reaches 0 FP has their personality imprinted and recorded in the weapon. | Hallucinating | 12 | 40/120 | 2.4/3.4 | 1 | 10 | 7 | -4 | 1 | $25,000 | H | 0 |
Mindripper VD-35 | 2d+2 | Fright Check. An enemy that reaches 0 FP has their personality imprinted and recorded in the weapon. | Hallucinating | n/a | Up to 30 ft. Cone | 2.7/3.4 | 1 | 14 | 8 | -5 | 1 | $40,000 | H | 0-M |
Celestial Securities
Celestial Securities' Cripplers cause ethical protests on occasion as cruel and unusual punishment. Those struck by a particularly solid blast from a Crippler can find themselves suffering PTSD from the experience, as it can peg the meter on the pain scale. Use of Cripplers as torture devices is distressingly common.
Beam Weapons (Projector) (DX-4, other Beam Weapons-4)
Name | Fatigue Damage | Affliction | Irritating Condition | Acc | Range | Weight | RoF | Shots | ST | Bulk | Rcl | Cost | BC | LC |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Holdout Crippler | 1d-4 | HT+3 Agony | Pain | 3 | 10/30 | 0.2/0.2 | 1 | 10 | 3 | -1 | 1 | $640 | B | 3 |
Crippler Sidearm | 1d-1 | HT+1 Agony | Pain | 6 | 23/70 | 0.8/0.3 | 1 | 20 | 4 | -2 | 1 | $2,200 | C | 4 |
Crippler Carbine | 1d | HT Agony | Pain | 8 | 30/100 | 1.3/0.5 | 2 | 30 | 5 | -2 | 1 | $8,100 | D | 3 |
Crippler Rifle | 1d+1 | HT-2 Agony | Pain | 12 | 40/120 | 2.2/0.5 | 1 | 30 | 7 | -3 | 1 | $9,400 | D | 2 |
Crippler Area Denial Weapon (C-ADW) | 1d-2 | HT+1 Agony | Pain | n/a | Up to 30 ft. Cone | 4.2/2.1 | 1 | 5 | 8 | -6 | 1 | $130,000 | G | 1 |
YSLU
Yute, Seneca, Lister Unified makes the Lullaby. This basic Neural Weapon induces fatigue, drowsiness, and sleep. Some users have been able to tinker with the design and overclock it to cause seizures or paralysis.
Beam Weapons (Projector) (DX-4, other Beam Weapons-4)
Name | Fatigue Damage | Affliction | Irritating Condition | Acc | Range | Weight | RoF | Shots | ST | Bulk | Rcl | Cost | BC | LC |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Holdout Nerve Disruptor | 1d-2 | HT-2 Unconsciousness | Drowsy | 3 | 10/30 | 0.2/0.2 | 1 | 10 | 3 | -1 | 1 | $300 | B | 4 |
Nerve Pistol | 1d-1 | HT-3 Unconsciousness | Drowsy | 6 | 23/70 | 0.8/0.3 | 1 | 20 | 4 | -2 | 1 | $700 | C | 4 |
Nerve Carbine | 1d | HT-3 Unconsciousness | Drowsy | 8 | 30/100 | 1.3/0.5 | 3 | 30 | 5 | -2 | 1 | $1,200 | D | 3 |
Nerve Rifle | 1d+1 | HT-2 Unconsciousness | Drowsy | 12 | 40/120 | 2.2/0.5 | 1 | 20 | 7 | -3 | 1 | $2,500 | D | 4 |
Starlight Pharmaceuticals
Starlight Pharmaceuticals makes possibly the most notorious models of Neural Weaponry; the Neurostim Blasters, called colloquially 'Squirt Guns,' 'Zippers,' and 'Funguns.' They induce an overwhelming and disorienting bliss in their targets. Aside from being stunningly intense and likely humiliating, Zippers are also potentially addictive.
This weapon has seen some popularity as a 'Personal Stress Relief' toy among civilians as well as a brainwashing-conditioning device among seedier underwolrd types.
Beam Weapons (Projector) (DX-4, other Beam Weapons-4)
Name | Fatigue Damage | Affliction | Irritating Condition | Acc | Range | Weight | RoF | Shots | ST | Bulk | Rcl | Cost | BC | LC |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Neurostim Discreet | 1d-1 | HT-2 Ecstasy | Euphoria | 3 | 10/30 | 0.2/0.2 | 1 | 6 | 3 | -1 | 1 | $800 | B | 4 |
Neurostim Pistol | 1d | HT-1 Ecstasy | Euphoria | 6 | 23/70 | 0.8/0.3 | 3 | 9 | 4 | -2 | 1 | $1,800 | C | 4 |
Neurostim Carbine | 1d+1 | HT Ecstasy | Euphoria | 8 | 30/100 | 1.3/0.5 | 2 | 12 | 5 | -2 | 1 | $2,200 | C | 3 |
Neurostim Rifle | 1d+2 | HT Ecstasy | Euphoria | 12 | 40/120 | 2.2/0.5 | 1 | 24 | 6 | -3 | 1 | $6,900 | D | 2 |
Mods
Snapshot Module: Encodes a neural image of the target's brain activity at the moment of the shot. Stores up to 5 imprints for later review or use in psych profiling, lie detection, or blackmail. May Interface with interrogation AI to generate memory reconstructions. Cost: $2,500.
Burst Regulator: Limits neural pulse duration to the minimum effective window. Reduces battery consumption by 25% per shot. May make the sensation “sharper” and more jarring in intensity.
Hyperacoustic Regulator: Modulates the frequency of a Vanguard Screamer to resonate at deeper, panic-inducing frequencies. Cone weapons gain a Terrify roll at -2 to resist. Known to induce bowel evacuations. Considered a war crime in parts of Venus.
Neural Lag Compensator: Improves predictive targeting algorithms for high-speed engagements. Grants +1 to hit against targets moving at Move 6 or higher. Originally developed for use in zero-g riot suppression.
Psyprint Overlayer: Applies a low-band emotional “echo” signal during discharge. Lets user select a secondary emotional undertone (rage, guilt, hopelessness, etc.) that lasts 1 minute after hit. Used for dissuasion, confession, or morale-breaking.
Reciprocator Coil: Allows the user to feel a dull echo of the weapon’s effect. Grants Empathy and bonuses to Interrogation, Diplomacy, or Interrogation after use. User must roll HT+2 or suffer mild disorientation after use.
Personality Matrix Injector: Advanced version of Snapshot Module; implants a micro-emotion profile into the target's brain during fire. On failed resistance, the target becomes more susceptible to persuasion for 1d minutes. Highly restricted, borderline memetic warfare (LC 0+M).
Neuro-Harmonic Regulator: Adds specific harmonics to the neural pulse to create intensified neurological effects. Target resists afflictions at -1, but battery consumption increases by 50%. Known to backfire if used too often without recalibration.
Emotion-Link Safety: Weapon refuses to fire if the wielder is experiencing high anger or fear. Grants +2 to Reaction Rolls from witnesses; seen as a humane safeguard. Can be overridden with a secret code (or black market firmware).
Critical Tables
Critical Hit Table
Roll | Effect |
---|---|
3, 4 | Neural Imprint Disorder: The target must roll against Will or be stricken with the Flashbacks Disadvantage until they receive treatment, with the flashbacks themselves being intense memories of the experience of being hit with the Neural Weapon. |
5 | Neural Shock Trauma Disorder: The target must roll against Will or be stricken with a Phobia of Neural Weapons. |
6 | Emotional Contagion Disorder: The target absorbs emotional feedback from the weapon and begins to leak it.For the next 10 minutes, any creature within 2 meters must roll Will or feel the same emotional effect (Pain, Terror, Sleepiness, or Bliss) at half strength.The target is aware but unable to stop broadcasting. |
7 | Sensory Desync: The target’s brain becomes unsynced from its sensory input.Roll HT. On a failure, the target suffers -2 DX and IQ for the next 1d hours due to hallucinations, lagging perception, or delayed motor control. |
8 | Blackout Loop: The neural circuit affected by the shot loops into short-term memory cycling.The target forgets the last 10 minutes prior to being hit.For 1d hours, they suffer -2 to learning rolls and may stutteringly repeat themselves. |
9, 10, 11 | A normal hit |
12 | Identity Bleed: The subject experiences a brief bleedover between self and others. Roll Will or suffer -2 to all social interaction rolls for 1d hours due to inappropriate empathy, self-questioning, or involuntary mimicry. Targets may also adopt observed phrases or behaviors of the attacker. |
13 | Neural Phantom: The affliction persists as a “phantom” even after recovery. Target rolls against Will. On failure, the character has a 1-in-3 chance each day of relapsing into a brief episode of the weapon’s sensation. This lasts until professional psychological treatment is received. |
14 | Feedback Seizure: The jolt triggers a violent but non-lethal seizure. The target immediately falls prone, takes 1d FP damage, and is stunned for 1d seconds. Onlookers unprepared for such a thing must roll Fright Check -1 due to the violent convulsions. |
15, 16 | Cognitive Displacement: The mind temporarily loses grip on the present. Roll Will. On failure, the character enters a fugue state lasting 1d minutes, unable to distinguish time/place, and may wander or become passive. On success, the target is confused for 2d seconds and takes -2 to IQ during that time. |
17, 18 | Burnout: The target must roll against Will or be unable to experience the induced sensations organically until the damage is healed, leading to Disadvantages such as Killjoy or Overconfidence. |
Critical Miss Table
Roll | Effect |
---|---|
3, 4 | Backwash: The emotional resonance backfires, leading to the user to roll against HT or receive the Irritating Condition associated with the weapon. |
5, 6 | Capacitor Bleed: The weapon's capacitor shorts, leading to a total loss of all power. |
7, 8 | Lens Misalignment: The weapon's lens is jarred, requiring repairs. Until repairs are conducted, rolls to resist the weapon are +1 easier. |
9, 10, 11 | A normal miss. |
12 | Beam Diffusion: The beam falls apart unexpectedly, causing everyone (including the wielder) within 1 yard of the weapon to roll as if they'd been struck. |
13, 14 | Unexpected Buck: The beam jitters, adding +10 to recoil for the round. |
15, 16 | Arc Conduction Recoil: The weapon backfires and the user must roll against Will or be struck with Nightmares for 3d days. |
17 | The beam struck the target, but the interaction was wrong and they have a +1 to resist that particular Neural Weapon for any shot going forward. |
18 | Any friendly within 1 yard of the line of fire becomes the target instead. |
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