Showing posts with label beam weapons. Show all posts
Showing posts with label beam weapons. Show all posts

Wednesday, February 15, 2017

Jamming Gun

EWAR is a function which still exists in AF 10, and can be vitally important when dealing with certain kinds of technology or opponents. While completely shutting down local radio/mesh networks is very difficult due to their inherent nature and limited power, blocking singular targets or small groups can be possible. Jamming rounds (p. 338 EP) can perform this function, creating minute, basic jamming on targets utilizing firearms - while not very powerful they can be accurately placed as needed. EMP Grenades or Seekers (p. 340 EP) do not shut out radio directly, but will damage antennae and significantly reduce maximum radio range. But for dedicated, potent jamming on a singular target, there are other solutions.

Jamming Gun: Roughly rifle-sized, this device is designed to look and work a bit like a gun, but unlike other Beam Weapons it fires a beam of focused EM signals, mostly radio waves, in a relatively tight beam. This will block most bands of radio communication, and has a maximum effective range in most environments of about 1000m (less in a situation which would reduce radios). Attempting to hit a target who is actively avoiding the beam is Opposed Beam Weapons vs Fray, with success hitting the target and causing radio jamming (p. 262 EP). Attempting to overcome the jamming is an Opposed Interfacing test. Originally designed to disable flying drones, this device can be used to shut down bots, stop remote interfacing on vehicles, or prevent a person from using normal radio communication. It also has a potent effect on nanoswarms, who are damaged by the loss of communication. Jamming a nanoswarm causes it to take 1d10 DV and a -10 penalty to all actions like from a Wound - and while jammed a nanoswarm only has minimal functions. Works off batteries which have over 100 hours of use in them. [Low]

While Radio Jamming in general is illegal (or at least socially unacceptable) in most habs, the Jamming Gun is slightly less restricted. While not always available to the general public (as they could target infrastructural bots, like security drones) they are used by government officials and available to many private security groups, to stop espionage and protect against potentially hostile bots. Teams going into hot TITAN zones often carry at least one Jamming Gun should they encounter hostile war-machines.

Thursday, December 15, 2016

Beam Snipers

Beam Weapons, and directed energy weapons in general, are known having some difficulties with maximum range, especially compared to kinetic projectiles. Lasers, being visible light, are obscured or disrupted by atmospheric conditions, and basically have no penetration due to the fact that the damage done to the target almost always prevents laser damage from affecting a target beyond the surface layer. Plasma weapons are devastatingly strong, but heavy and with high power consumption - and at range the intense temperature difference causes a thermal blooming effect which rapidly cools plasma outside of its magnetic containment. Particle Beam weapons are slightly better in this regard, as they transfer mostly kinetic energy, though they need to be adapted to in or out of atmosphere use. However, through applications of technology (and at cost), some long-range variants of classic beam weapons do exist.

Marksman Laser: This rifle-sized laser weapon resembles a traditional long rifle, with sturdy construction and a long "barrel". This is actually additional blocks of focusing medium and laser pumps, which when combined with more potent draw on the battery allows the laser to build up a much stronger pulse when fired, which allows it to remain coherent at slightly longer ranges (though still not through certain weather and atmosphere effects) and actually delivers enough power for the beam to penetrate light layers of armor before being disrupted. This still doesn't offer as much power as many actual marksman or sniper weapons, but is useful as a precision laser tool by certain specialists. [High]
AP -3 2d10+2 DV SA Ammo 50
0-45 46-150 151-225 226-375

Plasma Lance: This alternate Plasma Rifle (p. 339 EP) is even larger and bulkier, as it features a longer magnetic containment area and more powerful magnetic pinch to draw, contain and project plasma in a more coherent beam at the target. While overkill for most things, some prefer the added range and power when dealing with high-risk threats, such as xenotech or TITAN remnants. While even less energy efficient than a normal plasma rifle it does have the increased effective range, and the extra force means it offers excellent penetration for a DEW. Like a regular plasma rifle, the Plasma Lance will set the target On Fire with an Excellent Success, but also has poor heat transmission in vacuum, requiring 1 full turn of cooling after being fired twice. [Expensive (Minimum 30,000)]
AP -11 3d10+22 DV SA Ammo 5
0-30 31-75 76-150 151-450

Sunday, December 11, 2016

Particle Bolt Weapons

The Particle Beam Bolter (p. 330 EP) is a fairly solid beam weapon, firing invisible particles at near C velocities. While functioning as a beam, the Bolter transfers kinetic energy well, creating ruptures, small explosions or superheating at the target to inflict damage, which is not disrupted by atmospheric conditions like laser weapons, nor limited by "blooming" or temperature differential like a plasma weapon. Because of this utility, while not having quite the same damage output they are a popular weapon among those who utilize energy weapons. As such, some common variants have appeared.

Particle Bolt Pistol: Based on the Particle Beam Bolter, this takes the weapon from a rifle-sized weapon to a pistol-sized, capable of being used one handed and concealed. Because of this reduced size, it has smaller battery storage, and smaller capacitors, which means it fires with slightly less energy, has less effective range, and doesn't last as long, but as a consolation, it can be made with less materials, rendering it less expensive. Like the regular bolter, it must be set for either atmospheric or exoatmospheric (vacuum) operation and will not function in the opposite environment, though it only takes a Complex Action to switch. [Moderate]
AP -2 2d10+2 DV SA Ammo 25
0–15 16–50 51–75 76–150

Particle Bolt Repeater: Designed for use in close quarters, this variant of the Beam Bolter is slightly smaller, like a carbine or SMG, and built slightly thicker. This is because it uses high-power batteries and rapid charging capacitation in order to allow the particle weapon to fire in burst or fully automatic fire, similar to kinetic weapons. This makes it much more complex and expensive to produce, and with slightly less power in each individual shot, but the rate of fire may make it much more effective in tight quarters. Like the regular bolter, it must be set for either atmospheric or exoatmospheric (vacuum) operation and will not function in the opposite environment, though it only takes a Complex Action to switch. [Expensive]
AP -2 2d10+3 DV SA/BF/FA Ammo 40
0–15 16–50 51–75 76–150

Sunday, November 20, 2016

Hand Shockwave

The Hand Laser (p. 308 EP) is very useful device, bringing the capabilities of a Laser Pulser into a small hand-mount which is concealable, portable, but tends to be low impact on the environment for habitats concerned about their infrastructure. In other cases, the Hand Stunner is available to offer a less-lethal alternative to the Hand Laser, delivering a shock to targets like the Stunner weapon. But there exists another way for a laser weapon to be used, which is normally enabled in a Laser Pulser but not possible in the stripped down design of the normal Hand Laser. This is a form of Pulsed Energy Projectile used by the Laser Pulser which can be integrated wholly into the cybernetic implant - at the cost of the normal firing mode.

Hand Shockwave: Another variant on the Hand Laser, this weapon is functionally identical to the normal base Hand Laser except that the internal construction is deliberately made so it only fires in what is normally "Stun" mode on a Laser Pulser. It uses a two-step laser pulse to generate shockwaves of plasma which erupt in a 1 meter radius of the target, similar to a flashbang, disorienting and knocking aside the target. Such PEP weapons are commonly used by law enforcement, and some prefer this type of approach in implanted weapons. All targets in the area of effect must make SOM x2 tests (SOM x3 for Synthmorphs or morphs with Pain Tolerance), failure meaning they are temporarily stunned and lose their next Action. Critical Failure results in the target being knocked down and being completely paralyzed for 1 Action Turn per 10 MoF. This deals only 1d10 DV, with an AP of 0 and only fires in Single Shot mode - like the variant on the Laser Pulser. A Hand Shockwave holds 50 shots worth of charge in the integrated battery. [Low]

Wednesday, October 26, 2016

Lightning Gun

The Stunner (p. 339 EP) is a potent electrolaser, designed to incapacitate and stun targets. They use lasers to form an electrical plasma channel to the target, which is the same technology utilized by a Portal Denial System (p. 292 EP) - a security measure which uses a laser grid to send plasma channels to unauthorized persons who pass through it. But PDS come in two conventional types: a non-lethal and a lethal variety. The Stunner is typically marketed as a less-lethal deterrent weapon. But transhuman fascination with electricity, especially "lightning" has not abated with time, and so some designers have made it so high-powered electrolasers can be used with lethal intent.

Lightning Gun: Known by a variety of names, such as "EL Rifle", "Heavy Stunner", "Shock Rifle" or "Ghostbuster", the Lightning Gun is a high-power electrolaser based on the same principle as a Stunner, but utilizes a more intense laser and higher power capacitors to bring a more powerful shock to the target. While the primary purpose of a Stunner is an incapacitating shock, the Lightning Gun is classified as a nominal lethal weapon, like military-grade Portal Denial Systems, and electroshock effects are purely secondary. In proper conditions, the lightning gun causes enough air displacement to make a sharp "crack" or "boom" sound, which while not as intense as natural lightning, is still similar enough to lend the weapon it's most common name. While most stunners are small or medium sized weapons, the Lightning Gun is fully rifle sized. Like a Stunner, it does not operate in vacuum. [High]
AP 0 2d10+5+Shock DV SA Ammo 100
Short: 0-10 Medium: 11-30 Long: 31-60 Extreme: 61-80

Tuesday, October 18, 2016

Hand Stunner

The Hand Laser (p. 308 EP) is a fairly common and typically affordable implant for combat morphs or personal defense - especially if a habitat has loose personal armament laws. It makes an effective weapon in that it is self-charging and cannot be removed short of gross physical damage to the morph, though like most small pulse lasers, it is not a high output weapon. But for some, the act of violence on another is unpleasant or immoral. Some may wish to utilize cybernetics to defend themselves, but try and avoid permanent injury to the other party. Other locales have strict regulations on law enforcement or other government personnel when it comes to harming citizenry. For this case, there is the Hand Stunner.

Hand Stunner: Similar to the Hand Laser, this implant embeds an electrolaser through flexible components in the forearm, with the lens aperture emerging between knuckles on the dominant hand. Same as the Hand Laser, the Hand Stunner is powered by a self-charging nuclear battery embedded in the torso. Because of the lower power, the Hand Stunner has better efficiency than a Hand Laser, but still less than an external Stunner, holding a total of 100 shots. This hand stunner deals 1d10/2+Shock DV and has an AP of 0. It fires in Semi-Auto mode. Like a regular Stunner, the Hand Stunner does not work in Vacuum. [Moderate]