Lissonian Equipment: Difference between revisions

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Lissonian Enforcement Shield
===Electrothermal Propellant===
An electrothermal weapon fires solid projectiles without any propellant embedded in them.  Instead, the propellant is a liquid chemical mixture that is injected into the chamber just prior to firing.  An electrical arc superheats the inert chemical into plasma that dilates explosively, propelling the bullet to much greater velocities than those achieved with conventional propellants.
+2 damage, when using semiauto/auto to fire more than once, increase penalty by the # of shots fired.
 
===Lissonian Enforcement Shield===
 
Size: Medium
Size: Medium
Weapon Type: Simple Weapon (Melee)
Weapon Type: Simple Weapon (Melee)
Cost: 1,000 Lissonian Exchange Units
Cost: 1,000 Lissonian Exchange Units
Availability: Licensed
Availability: Licensed
Damage: 1d6 Bludgeoning
Damage: 1d6 Bludgeoning
Stun: Yes (2d6 Stun) [Law Enforcement-issue only]
Stun: Yes (2d6 Stun) [Law Enforcement-issue only]
Mass: 7 kg
Mass: 7 kg
Lissonian Enforcement Shields are used by law enforcement within the ULT for crowd control and self defense among licensed personnel.  Measuring about a meter long and half a meter wide, they are made of a lightweight, transparent shape-memory polymer.  When exposed the a charge the material expands out from the the bracer it is contained in into the full size of the shield, and when the charge is removed the shield collapses back down.  Law Enforcement-issued shields are additionally laced with conductive threads that are small enough to not hamper visiblity, but large enough to carry enough current to deliver a potent jolt, however the energy cell only has enough capacity to deliver the stun jolt twice before it needs to be replaced.  A third jolt can be discharged, however after discharging the third jolt the shield immediately collapses back down.
 
Lissonian Enforcement Shields are used by law enforcement within the ULT for crowd control and self defense among licensed personnel.  Measuring about a meter long and half a meter wide, they are made of a lightweight, transparent shape-memory polymer.  When exposed the a charge the material expands out from the the bracer it is contained in into the full size of the shield, and when the charge is removed the shield collapses back down.  Law Enforcement-issued shields are additionally laced with conductive threads that are small enough to not hamper visibility, but large enough to carry enough current to deliver a potent jolt, however the energy cell only has enough capacity to deliver the stun jolt twice before it needs to be replaced.  A third jolt can be discharged, however after discharging the third jolt the shield immediately collapses back down.
While wielding an expanded Enforcement Shield you gain cover (+5 cover bonus to Reflex Defense) against all ranged attacks on any turn in which you take the Fight Defensively action.
While wielding an expanded Enforcement Shield you gain cover (+5 cover bonus to Reflex Defense) against all ranged attacks on any turn in which you take the Fight Defensively action.
===Propellant Chip===
This is a minicomputer installed on a weapon that uses Electrothermal Propellant.  The computer regulates the dose of propellant used, enabling the user to select a dose of propellant that will determine the bullet's velocity according to their needs.  The chip has 3 settings: low, normal, and hypervelocity.  Low velocity shots are treated as subsonic bullets (along with any other properties of the bullet), but they suffer a -2 penalty to damage (cancelling out the usual +2), however they also do not suffer the usual increase to semiauto/auto penalty and count as half of a shot for the purposes of tracking propellant use.  Normal velocity shots function as normal for the weapon.  Hypervelocity shots increase the +2 damage bonus to +4, however they count as two shots of the weapon for tracking propellant use and double the penalty to semiauto/auto fire.

Latest revision as of 05:16, 11 January 2023

Electrothermal Propellant

An electrothermal weapon fires solid projectiles without any propellant embedded in them. Instead, the propellant is a liquid chemical mixture that is injected into the chamber just prior to firing. An electrical arc superheats the inert chemical into plasma that dilates explosively, propelling the bullet to much greater velocities than those achieved with conventional propellants. +2 damage, when using semiauto/auto to fire more than once, increase penalty by the # of shots fired.

Lissonian Enforcement Shield

Size: Medium

Weapon Type: Simple Weapon (Melee)

Cost: 1,000 Lissonian Exchange Units

Availability: Licensed

Damage: 1d6 Bludgeoning

Stun: Yes (2d6 Stun) [Law Enforcement-issue only]

Mass: 7 kg

Lissonian Enforcement Shields are used by law enforcement within the ULT for crowd control and self defense among licensed personnel. Measuring about a meter long and half a meter wide, they are made of a lightweight, transparent shape-memory polymer. When exposed the a charge the material expands out from the the bracer it is contained in into the full size of the shield, and when the charge is removed the shield collapses back down. Law Enforcement-issued shields are additionally laced with conductive threads that are small enough to not hamper visibility, but large enough to carry enough current to deliver a potent jolt, however the energy cell only has enough capacity to deliver the stun jolt twice before it needs to be replaced. A third jolt can be discharged, however after discharging the third jolt the shield immediately collapses back down. While wielding an expanded Enforcement Shield you gain cover (+5 cover bonus to Reflex Defense) against all ranged attacks on any turn in which you take the Fight Defensively action.

Propellant Chip

This is a minicomputer installed on a weapon that uses Electrothermal Propellant. The computer regulates the dose of propellant used, enabling the user to select a dose of propellant that will determine the bullet's velocity according to their needs. The chip has 3 settings: low, normal, and hypervelocity. Low velocity shots are treated as subsonic bullets (along with any other properties of the bullet), but they suffer a -2 penalty to damage (cancelling out the usual +2), however they also do not suffer the usual increase to semiauto/auto penalty and count as half of a shot for the purposes of tracking propellant use. Normal velocity shots function as normal for the weapon. Hypervelocity shots increase the +2 damage bonus to +4, however they count as two shots of the weapon for tracking propellant use and double the penalty to semiauto/auto fire.