Major Matt Mason
SOC-7
I am asking for help in figuring out the damage resulting from snub pistol tranq rounds in CT.
The story begins in LLB #4, "Mercenary" (1978), where the wound inflicted from a tranq is given in the table as "variable" (p. 50). I can't find any further detail in this booklet.
Paranoia Press's "Merchants & Merchandise" (1981), while not canon, provides possible interpretations with two non-lethal weapons: the hypo gun and the taser.
The hypo gun fires "sleep darts doing 2D to 6D additional non-lethal damage [in addition to 1D from the needle, thus 3D to 7D]" (p. 12). Each tranq drug (2D, 3D, 4D, 5D, and 6D) being a different type.
The taser gun does "6D stun damage up to total Str + Dex + End of target: points in excess of this are physical damage." That is an interesting way of dealing with a threshold between non-lethal and accidental damage.
In both cases, up to 6D stun damage can be delivered in one hit. That seems pretty substantial.
Since MegaTraveller resolved many CT ambiguities, I looked therein. MT seems to say that a tranq hit will result in "1 damage point per [combat] round" (PM, 94), i.e., in CT terms 1D per turn (IIRC). This has a nice "creep up" effect (in six turns a person hit with just one will have had 6D stun damage) but might prove cumbersome in actual play.
Finally QLT20 (2002) in its CT section says:
--Tranquilizer effect finds the target's "END reduced by 2D immediately" (p. 30). Since END does not have any more direct impact on combat than the other two physical stats, this would be more interesting if it were related to the END derived "combat swings/blows/hits," i.e., fatigue is induced first. Otherwise, I'm not sure what the thinking here is. Then again, it might be a way of forcing the "first blood" rule in a slightly different way--all stun damage goes against END alone, thus speeding the way to unconsciousness.
--Tranq ammo "has the effect of SopSray" (p. 30). A SopSpray hit means "target is sedated and becomes drowsy . . . He will not pursue, initiate attack or do anything but attempt to defend himself . . . Otherwise he will seek to stagger off and go to sleep. Effects last 2-20 minutes." Furthermore, SopSpray can be resisted: "Roll 8+ to resist, +1 if END 7+, +1 if military trained. If successful, minor dose and target makes all rolls at DM -1" (19). This seems cumbersome to administer and the results are far different from the others listed above, where clear unconsciousness takes the target out of the combat picture.
So those are the models I've found. Looking forward to any comments! Thanks for reading!
The story begins in LLB #4, "Mercenary" (1978), where the wound inflicted from a tranq is given in the table as "variable" (p. 50). I can't find any further detail in this booklet.
Paranoia Press's "Merchants & Merchandise" (1981), while not canon, provides possible interpretations with two non-lethal weapons: the hypo gun and the taser.
The hypo gun fires "sleep darts doing 2D to 6D additional non-lethal damage [in addition to 1D from the needle, thus 3D to 7D]" (p. 12). Each tranq drug (2D, 3D, 4D, 5D, and 6D) being a different type.
The taser gun does "6D stun damage up to total Str + Dex + End of target: points in excess of this are physical damage." That is an interesting way of dealing with a threshold between non-lethal and accidental damage.
In both cases, up to 6D stun damage can be delivered in one hit. That seems pretty substantial.
Since MegaTraveller resolved many CT ambiguities, I looked therein. MT seems to say that a tranq hit will result in "1 damage point per [combat] round" (PM, 94), i.e., in CT terms 1D per turn (IIRC). This has a nice "creep up" effect (in six turns a person hit with just one will have had 6D stun damage) but might prove cumbersome in actual play.
Finally QLT20 (2002) in its CT section says:
--Tranquilizer effect finds the target's "END reduced by 2D immediately" (p. 30). Since END does not have any more direct impact on combat than the other two physical stats, this would be more interesting if it were related to the END derived "combat swings/blows/hits," i.e., fatigue is induced first. Otherwise, I'm not sure what the thinking here is. Then again, it might be a way of forcing the "first blood" rule in a slightly different way--all stun damage goes against END alone, thus speeding the way to unconsciousness.
--Tranq ammo "has the effect of SopSray" (p. 30). A SopSpray hit means "target is sedated and becomes drowsy . . . He will not pursue, initiate attack or do anything but attempt to defend himself . . . Otherwise he will seek to stagger off and go to sleep. Effects last 2-20 minutes." Furthermore, SopSpray can be resisted: "Roll 8+ to resist, +1 if END 7+, +1 if military trained. If successful, minor dose and target makes all rolls at DM -1" (19). This seems cumbersome to administer and the results are far different from the others listed above, where clear unconsciousness takes the target out of the combat picture.
So those are the models I've found. Looking forward to any comments! Thanks for reading!