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Set for stun(!?)

samuelvss

SOC-14 1K
In canon, are there any "less than lethal" energy weapons?

Does anyone have anything they have used I(T)TU?

The whole tranq round routine seemed so unsatisfying.
 
Sonic stunners (currently in use aboard ocean liners to repel pirates)?

Dazzlers (high-intensity flashing lights that disorient & induce paralysis, used by some current hostage-rescue units)?


Hmmm.....
 
Sonic stunners (currently in use aboard ocean liners to repel pirates)?

Dazzlers (high-intensity flashing lights that disorient & induce paralysis, used by some current hostage-rescue units)?


Hmmm.....

Neither of those are canonical. (Which means they have to be in CT, MT, TNE, T4, or MGT... T20 is only setting authoritative...)
 
Neither of those are canonical. (Which means they have to be in CT, MT, TNE, T4, or MGT... T20 is only setting authoritative...)


Canon doesn't matter if I can go out and buy one. :)

Microwave pain-projectors are one you missed. Though I can't go and buy one, I'd need to steal it from the US military.
 
Wasn't there some kind of a non-psionic neural weapon somewhere? Or am I getting that confused with another game?
 
From JTAS 04 "From the Management"...

Code:
Even then, it would be extremely bulky, and require large amounts of power.
There are a couple of good explanations of how a stunner could work (Larry
Niven's ultrasonic stunner, for instance) but power once again must be
considered.
However that's Classic Traveller. I also use ideas from GURPS, both generic GURPS Ultra Tech and GURPS Traveller. There are several in generic GURPS Ultra Tech and for Traveller specifically GURP Traveller Bounty Hunters.

Other games like Star Frontiers might offer something transportable, they've re-released a lot of their stuff on PDF.



>
 
There is a stun carbine of some description in the DA Divine Intervention.

MT has the neural weapons mentioned.

T4's Emperor's Arsenal has lots of non lethal weapons available.
 
I'm quite happy with devising all sorts of hardware for KOing people, but what I struggle with is how to represent a KO effectively in combat.

What do you do with a person's stats to represent a KO?

Do you require tranqs to have an onset delay, allowing a turn or two of unrestricted combat before they take effect?

I've never really found the 'right' KO rule.
 
I have riotguns that fire crystal flechettes of tranquilizers. They have a penetration of 4 and if they penetrate the armor, do 2D6 damage per round until one attribute is zeroed. At that time the character is out.

If the character is shot again the effects are doubled, but the character might need emergency medical attention if more than one attribute is zeroed at the same time. If all three attributes are zeroed (hey, it's happened with panicky players trying to kidnap someone who took longer than they expected to pass out) the character will die unless really serious medical attention is recieved.

Most of the time it means the target has one or two rounds of conciousness before he's out, and usually without harm. I've found that players will try to spread the "damage" thin enough to get a couple extra rounds, but that's risking an overdose if the NPC's decide to shoot them again. Or use lethal force.

I also use sonic stunners (ala' Niven). They work by hitting the target with a set number of points each round until the cumulative number is greater than the armor value of whatever the target is in, or wearing. Once it equals more points than the armor the target falls unconcious.

The drawback to the sonic is the need for atmosphere (standard +) to transmit in for distance targets, or contact for anything else. Range is fairly short (25 meters) for the average stunner (does 7 points), and it uses the same power pack as a laser carbine. Larger versions that are built into buildings and ships are available and tend to work faster. Riot control jobs are impressively larger.

These are "safer" to use than the chemical tranqs, but can sometimes take longer to use. But at least they will work against armored targets. Unless the guy in the battle dress plucks you apart like a flower while you keep waving the stunner over him trying to get him to go to sleep.
 
Other than making sure the velocity of the round isn't so high that it causes more trauma than is needed to inject the tranq, you ought to be able to make "darts" for any slugthrower.
 
I like the crystal flechettes, it's a whole new look at the 'blunderbuss loaded with salt' scenario. :)

Why do the tranqs stop doing 2D6 per turn once the target is unconscious - how do they know? ;)
I think I'd have to specify a number of turns in advance.

Hmm, sonic stunners might be better than gas dispensers for the 'shipboard security' thread.
 
Details, details...

I figure it's enough to abstractly simulate the knockout effect this way while doing the same for possible overdoses. If I did it realistically then the players would have to guess the weight and metabolism of the target, adjust the dosage, then have a medic standing by to administer counteragents in case of anaphylactic shock or overdose.

Besides, these things are usually in the hands of professional security or LE teams in my universe. So that means the players get shot with them more often that the other guys. I like to give the players a fighting chance.
 
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