Electric Shock Weapons are a category of Energy Weapons (personal) that induce electrical damage onto a target, and can knock out people who are not protected by an anti-shock implant or a gauss screen. They include range and close-quarter weapons.
Neural Energy Projectors
Electrostunner - An electrostunner (aka electroblaster) is a large pistol. A short-range weapon, it fires an arc of electrons (or tachyons) that resembles a lightning flash. It is commonly called a zapgun, or a zapper pistol, because of the noise it makes when fired. An electrostunner has two settings: stun and blast. A blast causes (4d10) electrical damage to the target. A stun can knock a creature unconscious for d100 turns. Anyone hit by a stun beam can resist the stun by rolling a number less than or equal to its current Stamina. A zapgun uses 2 SEU per shot. It holds a 20 SEU clip (good for 10 shots), but can also be connected to a beltpack or powerpack with a 1.5 meter powercord. A gauss screen (or suit) will block the electrostunner's beam. An anti-shock implant will nullify a stun but not a blast.
- Cost: 500 credits
- Weight: 1 kilogram
- Damage: 4d10 or stun
- Ammo Consumption: 2 SEU per shot
- Rate: 1 shot per turn
- Defense: Gauss/A-S
- Ranges
- Point Blank: 5 meters
- Short: 15 meters
Electrodisruptor (optional) - An electrodisruptor is a rifle-sized version of an electrostunner. It is commonly called a zapper rifle. Except for its greater damage, power consumption, and range, it operates the same as the electrostunner.
- Cost: 750 credits
- Weight: 3.5 kilograms
- Damage: 6d10
- Ammo Consumption: 4 SEU per shot
- Rate: 1 shot per turn
- Defense: Gauss
- Ranges
- Point Blank: 10 meters
- Short: 20 meters
- Medium: 30 meters
Electrodevastator (optional) - An electrodevastator is a heavy weapon that must be mounted on a tripod or a swivel mount to be fired. It is commonly called a heavy zapper. Except for its greater damage, power consumption, and range, it operates just like the electrostunner.
- Cost: 5,500 credits
- Weight: 17.5 kilograms
- Damage: 20d10
- Ammo Consumption: 10 SEU per shot
- Rate: 1 shot per turn
- Defense: Gauss
- Ranges
- Point Blank: 15 meters
- Short: 25 meters
- Medium: 35 meters
- Long: 45 meters
Melee Weapons
Electric Lance (optional) - This is a full-size martial arts lance which, like an electric club or sword, delivers powerful neural impulses on impact. The lance has two settings: shock and stun. When set on shock, a successful hit causes 5d10 points of damage. When set on stun, a successful hit causes no damage but will stun the victim for d100 turns. A character can resist the stun by making a successful check against his current Stamina. An electric lance uses 2 SEU each time it hits. A 20 SEU clip can be fitted into the handle; the weapon can also be connected to a beltpack or powerpack. The stun setting will not affect anyone protected by an anti-shock implant.
Electric Sword - This is a lightweight metal rod that contains a 20-SEU-battery in the handle. It delivers a powerful neural impulse when it strikes someone. It can be set to shock or stun. When set on shock, a successful hit causes 4d10 points of damage. When set on stun, a successful hit causes no damage but will stun the victim for d100 turns. The victim can resist the stun by making a successful current Stamina check. An electric sword can be hooked into a beltpack or powerpack with a power cable. A successful hit by an electric sword uses 2 SEU. Individuals wearing gauss screens (or suits) or with anti-shock implants are not affected by electric swords.
Shock Gloves - These silvery gloves deliver a powerful neural impulse to anything they touch. They must be connected to a beltpack or powerpack to work. Shock gloves will not affect anyone protected by a gauss screen (or suit) or by an anti-shock implant. Shock gloves use 2 SEU each time they hit. Stunstick - A stunstick (commonly called an electric club or a zapstick) is a copper-colored tube is 30 cm long and 3 cm in diameter, with an insulated grip. It has two settings: shock and stun. When set on shock, a successful hit causes 3d10 points of damage. When set on stun, a successful hit causes no damage but will stun the victim for d100 turns. A character can resist the stun by making a successful check against his current Stamina. A successful hit uses 2 SEU. A 20 SEU clip can be fitted into the handle; the weapon can also be connected to a beltpack or powerpack. A character with an anti-shock implant is immune to the stun setting.