Particle Ripper Technology
PARTICLE RIPPER OPERATOR'S MANUAL
Section I: Introduction
1-1. General
The Particle Ripper is an advanced melee weapon designed for close-quarters combat, particularly effective in boarding actions and confined spaces. The device combines advanced particle manipulation with magnetic and graviton control to create a weapon that can cut through most materials and bypass personal shields.
1-2. Description
The Particle Ripper consists of a straight handle equipped with a knuckle covering for added protection. When activated, the device emits a stream of particles from one end, which arcs up and is then drawn back down by magnetic and graviton fields. The result is a continuous, semi-looped stream of particles that functions similarly to a sword or chainsaw made of a particle beam.
Section II: Usage and Effectiveness
2-1. Effective Against Carbex Armor
The Particle Ripper is exceptionally effective against carbex armor. The particle stream can penetrate the dense molecular structure of carbex, making it an ideal weapon for engaging opponents equipped with this type of armor. Operators should focus on sustained contact with the target to maximize the cutting potential of the Particle Ripper.
2-2. Bypassing Personal Shields
Personal shields, often used in boarding actions and ship security, are typically designed to deflect or absorb energy-based attacks. The Particle Ripper's unique particle manipulation allows it to bypass these defenses entirely. The particles are not dispersed by shield technology, ensuring that the weapon can make direct contact with the target. Operators should be aware that while the Particle Ripper is highly effective against shields, precision and control are essential to avoid unnecessary collateral damage.
2-3. Minimizing Collateral Damage
The Particle Ripper is designed for use in environments where collateral damage must be minimized, such as inside Starships or space stations. The contained nature of the particle stream reduces the risk of unintended damage to the surrounding area. Operators should maintain awareness of their surroundings and use the weapon with precision to ensure operational integrity and safety.
Section III: Combat Techniques
3-1. Engagement with Other Particle Rippers
When facing an opponent armed with a Particle Ripper, operators must be prepared for the unique interactions between the two weapons. The particle streams of two Particle Rippers will repel each other violently upon contact. This repulsion can be used to an operator's advantage by employing techniques to redirect the momentum of the encounter.
3-2. Momentum Redirection Techniques
To effectively combat another Particle Ripper, operators should:
Parry and Redirect: Use the repulsion effect to parry incoming attacks and redirect the opponent's momentum. This can create openings for counterattacks and disrupt the opponent's offensive rhythm.
Leverage Repulsion: Leverage the repulsive force to gain distance or reposition during the engagement. Quick lateral movements and pivots can exploit the repulsion to the operator's advantage.
Controlled Strikes: Execute controlled strikes aimed at bypassing the opponent's defenses. Focus on precision and timing to exploit weaknesses and create opportunities for decisive blows.
3-3. Defensive Posture
When on the defensive, operators should:
Maintain Distance: Utilize the repulsion effect to keep distance from the opponent, preventing them from closing in.
Anticipate Attacks: Anticipate the opponent's movements and use the repulsion to counteract their advances.
Stay Mobile: Remain mobile and agile to avoid being cornered or overwhelmed. Use the environment to your advantage and maintain situational awareness.
Section IV: Maintenance and Safety
4-1. Maintenance
Regular maintenance of the Particle Ripper is essential to ensure optimal performance. Operators should:
Inspect the Device: Conduct routine inspections for any signs of wear or damage.
Clean the Particle Emitter: Ensure the particle emitter is free of obstructions and residue.
Check Magnetic and Graviton Systems: Verify that the magnetic and graviton systems are functioning correctly and recalibrate as necessary.
4-2. Safety Precautions
Operators must adhere to the following safety precautions:
Power Down When Not in Use: Always power down the Particle Ripper when not actively engaged in combat to prevent accidental activation.
Secure Storage: Store the device in a secure location to prevent unauthorized access or accidental discharge.
Training and Certification: Ensure all operators receive proper training and certification before using the Particle Ripper in combat scenarios.
Conclusion
The Particle Ripper is a formidable weapon designed for precision and effectiveness in close-quarters combat. By understanding its capabilities, maintaining proper technique, and adhering to safety protocols, operators can maximize the potential of this advanced melee weapon and achieve success in their missions.
Particle Ripper Essentials
A Particle Ripper uses a combination of particle beams and gravplating technology to project, capture, and pull back a stream of subatomic particles that cycle through the handle at millions of times per second. It shreds molecules, tears atoms, and cuts through nearly anything with a violent shower of sparks.
A Hero's Weapon, According to Pop Culture
Particle Rippers are flashy, beautiful weapons and as such they feature more prominently in action vids from Eclipse Entertainment than they do in actual boarding actions, which is what they were designed for. Skilled users are conferred a measure of status thanks to natural memetics. Some mercenaries, criminals, and soldiers will try to 'skip the line' on gaining respect in their Professions by using a Particle Ripper, but without the skills to back it up they are not likely to live long. Many of the Great Houses on Earth and Alpha Centauri favor guards outfitted with these weapons, for the aesthetic, and it's one of the favored weapons of the Perfected Path.
Beatiful Blade, Ugly Wounds
Particle rippers carry the same problems as particle beams; as in, their wounds don't bleed. Wounds that are not immediately fatal are as likely as not to allow a full recovery if provided first aid. This may seem like it wouldn't be an issue, but it's shockingly difficult to kill someone instantly without mangling or dismembering the body. This means at least occasionally choosing between spending extra time spent 'double tapping' a fallen enemy or risking someone with an ugly scar and a revenge complex coming after you later. It can also dampen the 'heroic knight' image if you leave behind a trail of dismembered corpses and hideously scarred invalids in your wake.
Melee
Force Sword (DX-5 or any sword skill at -3)
Manufacturer(s) | Name | Damage | Reach | Parry | Cost | Weight | ST | LC | Notes |
---|---|---|---|---|---|---|---|---|---|
GCT, GTS | PR Smallsword | thr+3(6)* corr sur | 1 | 0F | $5,000 | 0.2 | 4 | 2 | Wounds do not bleed |
GCT, YSLU, GTS, CS, VD | PR Saber | sw+1(6) corr sur thr+1(6)* corr sur | 1 | 0F | $5,500 | 0.3 | 5 | 1 | Wounds do not bleed |
GCT, GTS, VD, EE | PR Longsword | sw+2(6)* corr sur th+2(6)* corr sur | 1, 2 2 | 0 | $8,000 | 0.6 | 6 | 1 | Wounds do not bleed |
GCT, CS, VD | PR Two-Hander or | swx2(6)* corr sur thr+2(6)* corr sur | 2 | -2 | $12,000 | 1 | 8 | 0 | Wounds do not bleed |
SPEAR (DX-5, Polearm-4, or Staff-2)
Manufacturer(s) | Name | Damage | Reach | Parry | Cost | Weight | ST | LC | Notes |
---|---|---|---|---|---|---|---|---|---|
GCT, YSLU, EE, VD, CS | Spear† | thr+2(6)* corr rad sur | 1, 2 | 0 | $4,000 | 1.4 | 7 | 2 | Throwable with a range of 10/30. Wounds do not bleed |
*: This weapon has follow-up damage. If the attack hits AND penetrates armor, then the follow-up is delivered. Check the chart below for the follow-up damage.
†: This weapon doesn't have hilt mod options.
Canisters
The color of the blade is more than an aesthetic choice. It's determined by the particles used. The particles are contained in a chlorinated salt. The gravity pressor that contains the blade tears the salt apart into base elements, shunting the chlorine into channels in the handle and using the resulting energy to ionize and project the particles into a spinning, oblong 'orbit' contained within an angular-lensed pressor to create the blade when activated. When deactivated, the pressor pulls the particles into the handle and the elements are reintroduced to chlorine to become salt in the canister again.
The particulate loss is minimal as the particles reenter the handle in a similar manner to the teeth of a chainsaw. That being said, they are sometimes lost when parrying another ripper. If the parry attempt was a critical success, both blades are degraded by -1 damage. If a parry attempt is successful, one or the other operator can engage in a contest of ST, degrading the loser's blade by -1 as well as they push their blade into their opponent's stream and knock out some of the particles. If they are degraded enough that their follow-up damage is eliminated, the canister is out and the weapon needs to be reloaded to function. Electron-Sheathe Weapons and Personal Shield Technology can both block particle rippers, though not well enough to degrade them and at a heavy cost to their battery life.
It takes three actions to replace a canister for someone proficient in that ripper's use as a standard. The salts in the canister determine the color of the blade as well as the follow-up damage.
Canister | Blade Color | Follow-Up Damage | Weight | Cost | |
---|---|---|---|---|---|
Sodium | Bright Yellow | 2d burn | 0.3 | $15 | |
Potassium | Light Purple | 1d burn 1d fat | 0.4 | $18 | |
Calcium | Orange-Red | 1d burn dkb | 0.5 | $12 | |
Strontium | Bright Red | 2d burn rad | 0.7 | $30 | |
Barium | Green | 1d burn sur rad, 1d tox | 1.1 | $22 | |
Copper | Blue-Green | 2d burn sur | 0.9 | $40 | |
Lithium | Crimson Red | 1d burn rad | 0.2 | $45 | Degrades an enemy blade by an extra -1 any time an enemy blade is degraded |
Uranium | Yellow-Green | 2d burn rad dkb | 1.2 | $90 | Is degraded by an extra -1 any time it is degraded. |
Rubidium | Pink | 1d burn aff (HT+1) | 0.8 | $12 | If the enemy's HT roll is unsuccessful, they are afflicted with the Pain irritating condition. |
Cesium | Blue | 1d burn rad, aff (HT+1) | 1 | $34 | If the enemy's HT roll is unsuccessful, they are afflicted with the Nausea Irritating Condition |
Iron | Dull Yellow | 1d burn 1d cut | 0.6 | $9 | |
Prism-Blend | Opalescent or Rainbow* | 3d(2) burn sur rad, 1d tox | 1 | $110 (for materials) |
*Prism-Blend isn't bought anywhere, it's made as a display of skill, dedication and power. Someone igniting an opalescent particle ripper is serious about the weapon, and the weapon itself is deadlier than usual.
Mods
Mods are applied to the ripper during construction. Rippers are rarely modular, per se, and they generally have to be pulled apart and reconstructed to apply mods. One mod can be applied of each category: Pressor, Hilt Shape, Hilt Material, Hilt Widget, Accelerator, Slot, Channels, Cosmetics. Each has a 'standard' mod, which is listed first as part of the base cost.
Pressor
Pressor mods alter the gravity beam's trajectory. The pressor has a projection and retraction function, and needs both to function properly.
Reciprocal: The standard blade projects straight out of the hilt, is captured at the apex, and is then pulled straight back. Cost: x1
Rotary: A tight core of the pressor projects out with the particles orbiting it without the need to go back. This creates a wavering, unstable blade that appears coated in shimmering light. It degrades an enemy weapon and is degraded more easily, both at double the normal rate. Every time it is deactivated, it loses -1. Cost: x1.5
Spiral: A double helix blade that twists around the core in a tight spiral. It resists degradation by -1, making it basically immune unless the enemy is outfitted to specifically degrade the blade. It doubles the time it takes to ignite and retract the blade (see Accelerator, below). Cost and Weight: x2.
Vacuum-Sheathe: A standard reciprocal blade, but the gravity lensing is focused in such a way as to create a thin vacuum around the blade. This makes the blade completely silent, though the hilt still emits a quiet whirring sound. Cost and Weight: x2
Hilt Shape
The shape of the hilt is more important for the technique of the user.
Fist Grip: A standard "fist grip" hilt, reminiscent of old world broadswords. Cost: x1.
Curved: A hilt with an angle or curve used in fine-point fencing. Cost: x2.
Bulb: A hilt shaped like a teardrop with the large part on the bottom, sacrificing security of the grip for versatility. +1 to disarm attempts and -1 to resist disarm attempts. Cost: x1.5.
Punch: A hilt shaped to project the blade forward between the fingers. Hazardous for disarm, but maximizes ST for thrust and the Brawl or Katar skills. Cost: x1.8
Trench: A hilt designed to be held 'reverse grip', which excels at close combat but doesn't get the distance. Cost: x2
Hilt Mod
Hilt mods are the parts of the weapon that are 'active' even when the blade is off. Most hilts have either a crossguard or a basket hilt that covers the knuckles. Using the hilt as a weapon requires a roll against the Brawl skill and deals -1 damage for both thrust and swing. The Hilt Mod determines the HT of the weapon and resistance to direct attacks. A basket hilt provides its DR for the hand while a crossguard provides a +1 bonus to disarm attempts.
Carboplast: The standard hilt has crossguard or a basket hilt to protect the knuckles and to orient the blade, and is made of bioplastic. HT 8, DR 1. Cost: x1.
VrGraphene: A matte-textured engineered material formed by electrostatically stabilized layers of graphene. Simply put, the vacuum keeps the graphene layers from being penetrated or torn in sort of a 'negative reinforcement' effect. HT 9, DR 2 (2). Cost: x1.3.
HelioCarbide: Carbon molecules coerced into bonding with helium molecules, creating a strong bond. is lightweight and flexible, but not as much of either as VrGraphene . HT 10, DR 3 (4). Cost: x1.5
Nitrogen Quenched Diamondoid: A carefully engineered material that is achieved by coaxing the outer shell of an artificially created diamond to partially harden while the inside is still organizing, then flash freezing the material. As the semi-hardened outer shell contracts, it forces the internals to organize and harden under extreme pressure. It is bulky and extremely hard. HT 11, DR 4 (6). Cost: x2.
Adamant Wave Diamondoid: An artificially produced material created by forcing monoatomic carbon into complex molecules using sound and gravity waves that create distinctive vortex patterns in the material. As armor, this material can be outfitted to absorb energy (including kinetic energy) and convert it into energy. HT 12, DR 5 (8). Cost: x3.
Carbexene: This material is made by nanorobots from strings of molecular octahedral carbon molecules all while under extremely high pressure and artificial gravity. It is most commonly used on starship hulls and the armor for battletanks. HT 14, DR 6 (10). Cost: x4.
Hilt Widget
Hilt Widgets are devices designed to give some sort of edge in a fight. They have a straight cost, not a modifier on the overall weapon cost, they can be stacked on (unlike other mods), add to the weight of the weapon, and they don't come standard.
Shielding: Adds a ray shield over the surface of the hilt, adding 10(2) shield DR. Weight: 0.3, Cost: $2,000.
Momentum-Amplifying Suite: Adds a MAW mod to the hilt. It does little for the weapon as far as using the blade, but using the hilt for a punch or pommel strike multiplies the damage by x2 with the double knockback feature. Weight: 0.25, Cost: $1,100.
Gyro-Handle: A mod that allows a weapon to orient itself along gravity, making it easier to resist the rejection effect of ripper-on-ripper contact. It adds a +1 handling bonus to the weapon. Doesn't function in micro/zero gravity. Weight: 0.25, Cost: $200.
Balance Tubes: Tubes filled with heavy fluid, usually mercury, that are designed to stabilize a weapon if it's thrown. It gives the weapon the throwable property, with a range of 10/30. Weight: 0.5, Cost: $2,000.
Accelerator
The "Accelerator" is actually the accelerator/decelerator. It boosts and directs the particles out and then dampens and slows them when they return. They don't alter the functionality in the same way as most mods, but instead are provided in "Grades" that improve functionality. "Standard" is Grade C.
Grade A: Six actions to ignite or retract the blade. Cost and Weight: x0.25.
Grade B: Four actions to ignite or retract the blade. Cost and Weight: x0.5.
Grade C: Three actions to ignite or retract the blade. Cost and Weight: x1.
Grade D: Two actions to ignite or retract the blade. Cost and Weight: x1.5.
Grade F: One action to ignite or retract the blade. Cost and Weight: x2.
Slot
The 'Slot' of the ripper is the place for the canister. Mods for the slot are those that are of the type one might find for a magazine in a firearm.
Standard: A standard slot is a screw insert that slides the canister into the base of the hilt and secures it with a twist. Cost and Weight: x1.
Quick Reload: A slot that uses 'grippers' that open and close with a tug, reducing the reload action by one (for a total of two). Cost and Weight: x1.25.
2-Chain: A slot that loads two identical canisters one after another, allowing the second to be drawn on after the first. Doubles reload time (when loading both). Cost and Weight: x1.1.
Double: A slot that holds two canisters side-by-side. For one action, can click one over to the other, allowing for greater versatility. Doubles reload time (when loading both). Cost and Weight: x1.2.
4-Drum: A slot that holds four canisters in the base that can be rotated as an action, allowing for greater versatility at a cost of weight. Triples reload time (when loading all). Cost and Weight: x1.6.
6-Drum: A slot that holds four canisters in the base that can be rotated as an action, allowing for greater versatility at a cost of weight. Quadruples reload time (when loading all). Cost and Weight: x2.
Channels
'Channels' store the separated chlorine, and primarily using adiabatic cooling of the chlorine bleeds the heat and keeps the hilt at a manageable temperature. They also facilitate the resalinization of the particles. If the hilt of the ripper is destroyed while the blade is activated, it explodes with chlorine gas under intense pressure, dealing 3d tox ex damage, with a nausea affliction resisted with HT -1 and a Heart Attack affliction resisted with HT+3.
Standard Channel: A series of adiabatic tubes and micro-alembics that perform the basic function of the channels. Cost and Weight: x1.
Suicide Trigger: A trigger to set off a critical failure voluntarily, turning the hilt into a chlorine gas grenade. Can be triggered manually or connected to a biomon. Cost and Weight: x1.2.
Solid-State Coolant: Channels connected to the gravity lenser in the accelerator that turn the adiabatic function into exotic high-efficiency processes, creating temporary microscopic chlorine crystals under high pressure to bleed the heat out. The handle never overheats, and any explosion triggered by its destruction has half the damage. Cost and Weight: x1.5.
Makeshift Channels: Typical of amateur construction, these are typified by brass tubes, recycled parts, and suicidal ideation. Halves the HP of the hilt. Cost and Weight: x0.5.
Utility
Manufacturing
Critical Tables
Critical Hit Table
Roll | Result |
---|---|
3 | Molecular Collapse: Strike disrupts target at the atomic level. Instantly amputate a random limb, OR if torso/head struck, immediate Major Wound and HT roll to avoid unconsciousness or death. |
4 | Armor Catastrophe: Particle stream chews into armor systems; target's armor at the hit location is permanently reduced by 50% until repairs are made. |
5 | Deep Rake: The blade grazes vital organs or structural supports; target takes 1.5x normal damage and Bleeding rules apply despite the particle ripper's normal non-bleeding wounds (shock effects included). |
6, 7 | Particle Shunt: Strike causes a "splash" of particles; adjacent enemy (if any within 1 yard) suffers a free attack at half base damage. |
8 | Horrifying Wound: Strike leaves grotesque trauma; enemies witnessing the hit must make a Fright Check at -2. |
9 | Tendon Burnout: The ripper severs key tendons or muscles; target suffers -4 DX with affected limb until healed. |
10, 11, 12 | Normal Hit: You hit normally—no extra effect. |
13 | Shield Breach: If target has an active shield (personal energy shield, etc.), this hit halves its remaining battery immediately. If no shield, apply normal damage. |
14 | Power Surged Cut: The particle stream intensifies unexpectedly; add +2 to final damage dealt on this attack. |
15 | Savage Hook: As the blade pulls back, it yanks material out; target suffers a -2 penalty on HT checks to avoid knockdown or stunning this turn. |
16 | Wound Migration: The particle stream "walks" across the body; reroll hit location on the target and apply an additional 1/2 base damage there. |
17 | Fuel Flashback: Chlorine ion trail ignites nearby atmospheric elements (or simulated equivalent in shipboard conditions small localized explosion deals 1d6 burning damage to the target and any creature within 1 yard. |
18 | Total Annihilation: The pressors and particle beam align perfectly for one horrifying instant. Roll triple normal damage, ignore half of DR, and automatic Major Wound check. |
Critical Miss Table
Roll | Result |
---|---|
3 | Capacitor Cascade: Internal capacitors overload violently. Weapon explodes for 3d6 burning damage centered on wielder (DR applies normally). Weapon destroyed beyond field repair. |
4 | Chlorine Venting: A rupture in the chlorine recycling system sprays a toxic cloud! Wielder must make a HT-3 roll or take 1 HP toxic damage per turn until treated or they escape the cloud. |
5 | Lens Shear: The pressor lens cracks slightly. Blade becomes unstable—halve damage until repaired (Engineer Particle Weapons or Armoury roll, 30 minutes minimum). |
6 | Radiation Backsplash: Particle stream reflects off hard surface or dense armor improperly. Wielder takes 1d6 radiation damage and must check for radiation poisoning. |
7 | Partial Discharge: Blade sputters and dims. Next attack suffers -4 to hit and deals -2 damage until the beginning of the next round. |
8 | Slagged Handle: Excess heat melts minor circuits in the grip. Wielder must succeed a DX roll or drop the weapon (it deactivates safely if dropped). |
9 | Grav Lurch: Gravity pressors misfire. Wielder is yanked awkwardly off balance—immediate DX-2 check or fall prone. |
10, 11, 12 | Normal Miss: You simply miss. No additional effect. |
13 | Stream Flutter: The particle flow stutters, projecting a short flare. Wielder and all adjacent allies must make a Fright Check at +0 or be momentarily distracted (lose one Ready or Attack maneuver). |
14 | Microbreach: A pinpoint hole opens in the particle containment. Blade emits disconcerting 'whines' and sparks. -1 to hit until repaired. |
15 | Overdraw Surge: Pull-back pressor seizes, causing a power feedback. Wielder must make a HT roll or be stunned for 1 turn from nerve shock. |
16 | Blade Reversal: Improper swing causes the particle loop to momentarily backfeed toward the wielder. Take 1d6 corr damage (DR applies). |
17 | Chlorine Pulse: A bad swing fractures a chlorine canister seam. Must succeed a DX roll to deactivate the weapon cleanly or else the weapon shuts down violently and requires 1 hour of field repairs. |
18 | Grav Implosion: Catastrophic gravity pressor failure. Wielder must make a DX-4 roll or be pulled violently toward the collapsed grav field, taking 3d6 crushing damage and automatically dropping the weapon, which is destroyed. |
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