The taser is an electrical shock device designed to incapacitate the victim. A transformer is used to provide a high voltage and low amperage from a small battery. For those of you not electronically minded, voltage causes the shock effects, stunning and paralysing. Amperage cause the real, lasting damage to the body (5 milliamps across the heart muscle will kill). In a taser, the voltage is stepped up and the amps stepped down. Anyone hit by the unit will get a sudden pain as the shock shorts out the nervous system, causing convulsions, paralysis and extreme pain.
Old or cheap tasers work purely by volume, pumping huge voltages through the victim and hoping it stops them. This causes superficial burns, shocks, and incapacitates, but with long term effects like aches, tingling, numbness or even permanent nerve damage. Its also quite possible for the shock to not incapacitate at all. They can be very random.
Modern high tech tasers use high voltages, but tuned to the same frequency as the human nervous system. This means than shock is more efficient at shorting out the nerves, causing more immediate effects but less long term damage.
Delivering the shock can be done in several interesting and fun ways.
Touch weapons uses either Melee or Unarmed skills to hit with and have no range.
Wire and dart weapons have a range of 5m, but the dartgun system has a range of at least 10m, making the range bands Point Blank 0m-1m, Close 1m-2.5m, Medium 2.5m-5m.
Arc throwers have a basic and maximum range of 10m.
Capacitor bullets are one shot, discharging all their power as soon as they hit.
Taser nets are anti personnel nets with a single long taser discharge to incapacitate whoever they hold. The BODY test must be made every 3 rds in the net and the stat penalties last as long as you are entangled, on top of normal net rules.
Roll Body + 1D10, target based on the power of the shock (depends on the weapon).
If you fail, you're incapacitated for 1 minute per point you failed the roll by.
If you fumble, you also get a roll on the "long term effects" table.
If you pass, you can still act, but are at half REF and COOL for as long as the shock lasts (depends on the weapon).
High tech tasers give +5 to the roll.
Multiple rolls in a short time subtract one from the roll per extra hit.
The effect normally comes and goes over the next few days (1D6 days) until the body sorts itself out.
|1||Permanent nerve damage / brain damage||REF -1 (INT -1 if a head hit) permanently|
|2||Temporary nerve damage / brain damage||REF -1 (INT -1 if a head hit)|
|3||Shakes||-2 to REF or TECH based skills needing fine control|
|4||Nausea||-1 to all skill rolls. Fast movement calls for BODY 10 rolls or miss your next action|
|5||Dizzyness||-3 on all skill rolls involving movement|
|6 - 7||Numbness in location||-1 to REF / TECH / INT or MA using that location.|
|8 - 9||Pins and needles||For hours, returning for next few days.|
These are tasers that have been "upped" to killing power and tuned to stop the heart, cause paralysis and death instead of incapacitation. They act as normal tasers, but they do damage equal to the amount you fail to save by, doubled on head or torso hits, and if a head or torso hit results in a fumbled BODY roll, you die (treat as a failed Death save) as your heart stops.
Any hit that results in damage / unconsciousness calls for a roll on the long term effects table.
Earthed armour (+50% cost) : protects vs shocks & vs tasers.
High tech tasers add +5 to BODY needed due to the fine-tuning.
|Stinger||BODY 8||Junior cattle prod.|
|Cattle prod||BODY 10|
|Bull-beater||BODY 12||A heavy duty cattle prod.|
|Crowd Control 2000||BODY 10|
|Handgrip taser||BODY 15||60 eb||The classic "stun gun".|
|Really high power taser||BODY 20|
|Shock glove||BODY 15||90 eb|
|Gang jazzler||BODY 20||600 eb||Deals killing damage.|
|Stun dart||BODY 18|
|Dynatech hand taser||BODY 25||MEL 0 C P Shock 12 1 ST |
Touch range, high tech, if save shock lasts D10 rounds.
|Mitsubishi taser||BODY 25||MEL 0 C P Shock 1 1 ST |
A 5m dart and wire taser delivering a (high tech) shock. If save is made, the shock effects last until the darts are removed (with a REF roll of 15) and D6 rounds after. The battery is good for 10 discharges.
|Volt pistol||BODY 20||950 eb||PST +1 R J 3D6 6 1 ST |
Arc thrower, shock lasts D3 rounds. A low power laser ionises the air and then discharges capacitor along it.
|Medusa electro-whip||MEL +2 R L 1D6 6 1 ST |
A short hafted cat of nine tails with an electroshock power pack, the medusa is a nasty weapon to fight against, as its almost impossible to avoid all the strands.
|Voltage sword||MEL +1 R L 2D6 6 1 ST |
A polycarbonate blade with conductive metal edges, the Voltage sword packs the same punch as a hand held taser, but is a lot harder to block. The trigger is in the hand grip and the blade only discharges on contact, either if it hits or if it is parried / blocked.
|Electroknucks||Heavy brass knuckles with a high voltage punch, these use Brawling skill and do 1D6+2 damage plus the shock.|