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Non-Lethal Weapons for Stargrunt II
Version 1.0 By Thomas Barclay
Original © Thomas Barclay, 1998 (Ver 0.8)


Back to House Rules

This Page: Introduction   Infantry Ranged Combat Options   Close Assault Options 
Group Suppression Options   Vehicle Counter Measures   Non-Lethal Weapon Counter Measures 
Non-Lethal Weapon Effects  



Introduction Back to Top

"Delta One to Roost. We have a crowd of angry looking Euries armed with gardening implements, knives, and I see some air rifles and maybe a .22 target rifle... they don't look happy... I think they want the Anglian freighter Captain we've got in custody. Can't say as I blame them... that blight he brought in because he wouldn't follow Decontam rules will make it a mighty hungry winter on Caldan. But these guys look like they don't care who they have to go through to get to him...request permission to fire if the mob attacks...Over."

"Roost to Delta One. Negative. You know the Rules of Engagement prohibit escalation. This is a UNSC Article 7 Peacekeeping mission, not an Article 9 Intervention. Use of lethal force must be avoided at all costs. The UNSC cannot afford to be seen to be aggressive or trigger happy. Only non-lethal response, Sergeant. Is that crystal clear? Reinforcements have been dispatched with an APC to pick up the freighter Captain you have taken into protective custody. ETA ten minutes. I recommend you attempt to avoid a hostile confrontation. But I reiterate - No Lethal Response Permitted. Is that understood Delta One? Over."

"Delta One to Roost. No Lethal Response Permitted - Understood. I think it stinks Major, but I can take an order. I'll try to get us out of this without any kind of incident, but tell that APC to step on it just in case we need bailed out of the middle of a mob. Delta One Out."

What does your Stargrunt II squad have when they don't have 4mm ferrite needles, PyrOx grenades, artillery support, and cannister rounds? Why non-lethal measures of course! Bean bags, rubber bullets, wax bullets, nets, slippery and sticky foam, sonics, neural disrupters, stun guns, tasers, and when it gets close in - riot shields, riot armour, and a good old fashioned 90cm polycarbonate truncheon weighted with lead. This article covers the various possible non-lethal weapons used in peacekeeping, crowd control, and in scenarios where it is more desirable to take a prisoner than to score a kill such as some Black Ops.


Infantry Ranged Combat Options Back to Top

Note: Anything that has damage type Non-Lethal, or Non-Lethal* is covered later by the Non-Lethal Effects rules.

Individual Ranged Combat Options

  • Wax Bullets (Impact die shifted down two, Non-lethal Wound Effects*, Max Range 2 bands)
    The Wax Bullet is loaded into a reduced powder cartridge and is made of an easily deforming wax. Wax bullets are not available for gauss weapons or energy weapons.
  • Rubber Bullets (Impact die shifted down one, Non-lethal Wound Effects*, Max Range 3 bands)
    The Rubber Bullet is loaded into a reduced powder cartridge and is made of a hard rubber compound. Rubber bullets are not available for gauss weapons or energy weapons.
  • Shotgun Beanbag (No shift of impact die, Non-lethal Wound Effects*, reduced FP, Max Range 3")
    The Shotgun Beanbag is a small kevlar bag that will fit inside a standard magnum-size shotgun shell. The bag is filled with a combination of round lead shot and a gel matrix. When the shell hits the target, normally (unless a head or neck hit is scored) the bag will distribute the mpact while restraining the lead shot from tearing free. Basically, targets hit with this weapon report it is like being hit with a sledgehammer, quite often knocking the fight out of the target.
  • Grenade Launcher Beanbag (D10 impact die, Non-lethal Wound Effects, reduced FP, Max Range 5")
    The Grenade Launcher Beanbag is simply a much larger Shotgun Beanbag. It is fired from standard military 30mm or 40mm Grenade Launchers. It even has enough power to stun some armoured targets.
  • Taser (1 FP, D6 Impact, ineffective against full armour, Non-lethal Wound Effects, Max Range 2")
    The Taser is a small pistol like handgrip from which two metallic barbed arrow shaped electrodes are launched. Each of these electrodes trails a wire. If both electrodes hit the target, a charge from a capacitor/battery combination in the handgrip can render the target incapable of action. But it is difficult to get both electrodes in contact with the flesh of the target. Also, note that some models only allow one shot, where others have quick-release electrodes and a magazine of up to three shots.
  • Sonic Disruptor (2 FP, D8 Impact, ineffective against full armour, Non-lethal Wound Effects, Max Range 5")
    The Sonic Disruptor is a small carbine which is powered from a powerful battery pack. It harnesses focused sonic and ultrasonic vibrations that affect the inner ear and balance centres of its target. These vibrations can be effectively blocked by a good helmet.
  • Neural Disruptor (3 FP, auto wounding, Non-lethal Wound Effects, Max Range 6")
    The Neural Disruptor is a high-tech development in neurological weaponry. It is a rifle, powered by a powerful battery pack. When discharged, it automatically affects any target it hits by disrupting their voluntary nervous system. This disruption tends to render the targets hors de combat. The victims tend to have no control of voluntary responses, but autonomic responses have not been affected, so breathing, pumping blood, etc. continue without disruption. This would be the ideal weapon for crowd dispersion and riot suppression (and even some military actions) if it weren't for the fact that these weapons are very expensive, people still tend to get broken bones, etc. from falling down when hit with this weapon, and studies show some individuals (about 0.3%) do suffer autonomic nervous dysfunction which may result in death. Also some studies indicate that habitual protestors and rabble rousers, when shot repeatedly with this weapon, may develop long term central nervous system disorders and experience rapid degeneration of the myelin sheathing.
  • Grenade Launcher Net (Grenade Launcher FP, D10 Impact, Entangle Effects, Max Range 3")
    The Grenade Launcher Net Grenade is a low-tech solution to the problem of how to subdue a target. It was originally developed for use in capture of mid-sized game animals. It can be fired from any standard 30mm or 40mm Grenade Launcher. The Net (if used in crowd suppression) is often a polymer rope (perhaps woven out of monofilament strands) which is then coated with a sticky substance with sedative properties. Netted targets are often sleeping like a baby, and Net removal is performed with gloves (supplied with each case of Grenades).
  • Grenade Launcher Charged Net (Grenade Launcher FP, D10 Impact, Entangle + Non-lethal Wound Effects, Max Range 3")
    The Grenade Launcher Charged Net is a more advanced solution (some would argue) to target subdual. It combines a metal fibre net (loaded in the Grenade which fits any standard 30mm or 40mm Launcher) with a powerful electric charge. The Grenade is "charged" then fired at the target. When it hits the target (or any other thing which will let it ground, hence it isn't a good weapon in stormy, wet weather), the target is not only entangled, but given a hefty shock. Targets in metallic armour such as powered armour actually get a one die negative shift on their armour die to represent the risks to the control systems and the conductivity of many armour types.
  • Dart Guns (1 FP, D6 Impact, ineffective against full armour, Non-lethal Wound Effects, Max Range 6")
    Dart guns are the original approach to subdual of a wild game target, but have been adapted to allow human targets to be dropped. The dart guns are rifles that fire using a constant air tank similar to that used by paintball guns. The darts are a polymer coated with a sleep agent similar to that used on the Net above. If the dart finds skin (and it can penetrate most light clothing), then the target is off to dreamland unless they are very well constituted or manage to yank the dart out before getting a full dose.
  • Laser Decapacitor (2 FP, auto wounding unless protected, Non-lethal Wound Effects, Max Range 6")
    A very popular, portable tool for non-lethal uses. The Laser Decapacitor (or Puke Laser as some call it) is a multi-frequency strobing laser which strobes at a frequency which automatically and instantly induces a reaction in humans that are able to see the strobe. The reaction includes weakness, dizzyness, loss of balance, vomitting, sometimes even passing out. Most modern infantry battle helmets are screened against this type of attack with instantly polarizing visors (no, you won't find any battlefield versions as they have been countered long since) and a good pair of 2183 Spaghetti DriverTM; sunglasses will stop the effects too. So will closing your eyes, but from a crowd control perspective, if you can get your target to do that, you've got him. The device itself resembles a modern day MagLiteTM; or similar flashlight. It is quite portable and very effective against both humans and animal targets (one of the reasons for being multi-frequency).
  • Compressed Air (CA) Needler Pistols (2 FP, 1d6 Impact, Non-lethal Wound Effects, Max Range 6")
    These small plastic pistols fire (at a very high rate) small needle like darts of solidified paralysis agent. Any target struck (where a needle reaches skin) will be paralyzed relatively swiftly, unless removal of the dart is fast enough to prohibit the target receiving a full dose, or unless the target is very well constituted.
  • Sleep Darts for Gauss Weapons (Normal FP, Normal Impact, Normal Effects + Non-lethal Weapon Effects)
    It is possible to load gauss weapons with ferrite darts coated with the same sleep agent used in other non-lethal weapons systems. However, this does not lessen their lethality, it just insures that if the target is hit, a second set of wound effects are rolled (increasing the chance of disabling the target). On some very advanced Gauss Rifles, it is possible to dial-down the accleration imparted to the rounds (shifting the impact down up to two levels, and eliminating the furthest range band). Not all Gauss Rifles allow such humane features though. Note that, although it doesn't fall within the context of this article, it is possible to use the same method to deliver toxins…
  • Grenade, IAVR or GMS Launched Fast Absorbing (DMSO) Aerosol Subdual Agents
    This is a 'gas' or aerosol attack using DMSO to increase absorption of the paralytic chemicals into the blood system. The aerosol can be delivered (in a small form) by a 40mm Grenade Launcher cartidge or GMS or IAVR with a gas warhead. The impact is determined as any standard infantry attack. A miss scatters d4" in a random direction. From the MPI, the gas expands to an area (40mm: 1"x2", IAVR or GMS/P: 1"x3", GMS/L: 1.5"x4", GMS/H: 2"x4") downwind. In the event of no wind, the gas expands in a radius (40mm: 1.5", IAVR or GMS/P: 1.75", GMS/L: 2.25", GMS/H: 3"). Any unit that has figures in the area of effect exposed takes a gas attack (see NBC/Gas Gear). If they cannot get into their gear quick enough, they will take standard non-violent wounding effects (Strength of Agent (Basic, Enhanced, Superior) versus d4 if they miss the gas reaction check). This gas also blocks unaided LoS. Note on all areosols: Not effective on PA or other NBC sealed combat armour.

Close Combat Options Back to Top

Individual Ranged Combat Options

  • Stun Gun/Shock Gloves (+1 shift in close assault, Non-lethal Wound Effects, ineffective against full armour)
    The Stun Gun is a small battery operated unit about the size of a banana. It runs a current through the target, often inducing paralysis or epileptic seizures in the target. The Shock Gloves are a set of metal mesh gloves (with an insulated liner) that are powered by a belt battery pack which produce the same effect.
  • Truncheon, Riot Armour, and Shield (+2 shifts in close assault, Non-lethal Wound Effects*, shield and riot armour are D6 armour sides and back and D10 front against fire combat, encumbering)
    This set of equipment represents the good old standard in riot control. Ballistic cloth armour, reinforced with ceramic, plastic or metal inserts, a large bulletproof plastic shield, and a 90 cm Polycarbonate Truncheon.
  • Pepper Spray/Mace (+1 shift in close assault, Non-lethal Wound Effects*)
    This represents the standard personal defence spray gun - not much larger than a thick felt marker. This spray is based either upon capsicum or habanero peppers or upon a variety of nasty synthesized agents that the various militaries have developed over the years. A fair number of people have serious anaphylactic reactions to these substances, hence there is a chance the target will go into respiratory failure.

Group Suppression Options Back to Top

Individual Ranged Combat Options

  • Sonic Suppressor (Works sort of like a CDM)
    Rolls same dice as CDM, but damage is Non-Violent. It is a sonic attack and is defended against by sonic defenses.
  • Neural Suppressor (Similar to Sonic Suppressor only more devastating)
    The Neural Suppressor is a high-tech development in neurological weaponry. It is a mine, powered by a powerful battery pack. When discharged, it automatically affects any target it hits by disrupting their voluntary nervous system. This disruption tends to render the targets hors de combat. The victims tend to have no control of voluntary responses, but autonomic have not been affected, so breathing, pumping blood, etc. continue without disruption. This would be the ideal weapon for crowd dispersion and riot suppression (and even some military actions) if it weren't for the fact that these weapons are very expensive, people still tend to get broken bones, etc. from falling down when hit with this weapon, and studies show some individuals (about 0.3%) do suffer autonomic nervous dysfunction which may result in death. Also some studies indicate that habitual protestors and rabble rousers, when shot repeatedly with this weapon, may develop long term central nervous system disorders and experience rapid degeneration of the myelin sheathing. It as treated as a CDM, but is auto wounding to anyone within the radius of effect (nor roll required) if they are not neurally shielded.
  • Sticky/Slippery Foam (Each hit on target unit gives an additional die shift downward in movement. Less than D4 is immobilized.)
    This foam is fired from a Water Canon like launcher (or from grenades). Each time a hit is scored on the target unit, it loses a die shift in movement. When it gets below D4, it is effectively immobilized until assisted. How you escape sticky foam is different than trap foam - it traps you. (See later rules on solvents and escaping entanglements).
    Water Canon Stats: 8" Range bands. Fired with FP d8, Impact D8 Non Violent*, Max Range 3 bands)
    Fired with Fire Control rather than FP if installed on vehicle. Note that conventional armour is no use - only powered or full combat armour will have any effect. Partial armour (flak jackets, etc) roll d4 vs. Water Canon impacts.
  • Trap Foam (Hit on target unit imobilizes target instantly.)
    This foam is fired from a Water Canon like launcher (or from grenades). Each time a hit is scored on the target unit, it loses a die shift in movement. When it gets below D4, it is effectively immobilized until assisted. How you escape sticky foam is different than trap foam - this one traps you. If a hit is scored on an infantry unit, it is immobilized immediately. (See later rules on solvents and escaping entanglements).
    Water Canon Stats: 8" Range bands. Fired with FP d8, Impact D8 Non Violent*, Max Range 3 bands)
    Fired with Fire Control rather than FP if installed on vehicle. Note that conventional armour is no use - only powered or full combat armour will have any effect. Partial armour (flak jackets, etc) roll d4 vs. Water Canon impacts.
  • Sticky Web (Someone trapped in Web cannot move. May entangle others trying to free the victim who don't have solvents.)
    More a barrier than a weapon, sticky web is place where people don't want other people to pass. If a unit attempts to pass through Sticky Web, for every 1" of it they attempt to pass through, they are attacked with a D10 roll + Emplacing Unit Quality vs. Unit Quality (PA doubles if coated with Stick-Slip Teflon Coating). If the a partial success is scored, one figure is entangled. If major success is scored, reckon casualties by summing the D10, the emplacing unit quality die, and dividing by the quality die of the moving unit. Each casualty is stuck (minimum 1). See later entanglement rules for escape rules.
  • Stun Grenade (+3 shifts in close assault, Non-Violent*)
  • Tear Gas (CS)
    This is a 'gas' or aerosol attack using CS gas. The aerosol can be delivered (in a small form) by a 40mm Grenade Launcher cartidge or GMS or IAVR with a gas warhead. The impact is determined as any standard infantry attack. A miss scatters d4" in a random direction. From the MPI, the gas expands to an area (40mm: 1"x2", IAVR or GMS/P: 1"x3", GMS/L: 1.5"x4", GMS/H: 2"x4") downwind. In the event of no wind, the gas expands in a radius (40mm: 1.5", IAVR or GMS/P: 1.75", GMS/L: 2.25", GMS/H: 3"). Any unit that has figures in the area of effect exposed takes a gas attack (see NBC/Gas Gear). If they cannot get into their gear quick enough, they will take standard non-violent wounding* effects (Strength of Agent (always Basic for Tear Gas) versus d8 if they miss the gas reaction check). This gas also blocks unaided LoS. Note on all areosols: Not effective on PA.
  • Vomit Gas (CN)
    This is a 'gas' or aerosol attack using CN gas. The aerosol can be delivered (in a small form) by a 40mm Grenade Launcher cartidge or GMS or IAVR with a gas warhead. The impact is determined as any standard infantry attack. A miss scatters d4" in a random direction. From the MPI, the gas expands to an area (40mm: 1"x2", IAVR or GMS/P: 1"x3", GMS/L: 1.5"x4", GMS/H: 2"x4") downwind. In the event of no wind, the gas expands in a radius (40mm: 1.5", IAVR or GMS/P: 1.75", GMS/L: 2.25", GMS/H: 3"). Any unit that has figures in the area of effect exposed takes a gas attack (see NBC/Gas Gear). If they cannot get into their gear quick enough, they will take standard non-violent wounding* effects (Strength of Agent (always Basic for Vomit Gas) versus d4 if they miss the gas reaction check). This gas also blocks unaided LoS. Note on all areosols: Not effective on PA.
  • Microwave Cordon
    Kind of like 'active fencing'. Must be powered by HMT or FGP and emits a lot of radiation on the downrange side - which makes people get sicker as they get closer to it. Troops closing to within 9" of an emitter line must roll Troop Quality versus d8. Troops closing to within 6" much check again at Troop Quality versus d12. Troops closing to within 3" much check at Troop Quality versus d12x2. The microwave radiation causes Non-Violent wound* effects on ALL the figures in the unit if the attack roll exceeded the troop quality roll. If you happen to be stunned inside the area of effect, you check EVERY ROUND. (unless someone drags you out or shuts off the field, you will probably die). It takes the power of one good sized vehicle to drive a line of 6 emitters, usually emplaced at 6" intervals (so if one is knocked out, you still have coverage). Coverage is front 180 of the emitter (semi-circular). An emitter is targetted as an individual would be, and is armour d8. Any wounding hit destroys it.
  • Heavy Laser Decapacitor (d8 FP, auto wounding unless protected, Non-lethal Wound Effects, Max Range 12" (HW range bands))
    A very popular, crew served weapon for non-lethal uses. The Heavy Laser Decapacitor (or Puke-O-Matic as some call it) is a multi-frequency strobing laser which strobes at a frequency which automatically and instantly induces a reaction in humans that are able to see the strobe. The reaction includes weakness, dizzyness, loss of balance, vomitting, sometimes even passing out. Most modern infantry battle helmets are screened against this type of attack with instantly polarizing visors (no, you won't find any battlefield versions as they have been countered long since) and a good pair of 2183 Spaghetti Driver(TM); sunglasses will stop the effects too. So will closing your eyes, but from a crowd control perspective, if you can get your target to do that, you've got him. The device itself resembles a modern day tripod mount heavy weapon, fed from a power pack with a big power cable. It requires a two man crew, but the power pack takes a third to carry. It is somewhat portable and very effective against both humans and animal targets (one of the reasons for being multi-frequency).
  • Water Cannon
    Water Canon Stats: 8" Range bands. Fired with FP d8, Impact D8 Non Violent*, Max Range 3 bands. Fired with Fire Control rather than FP if installed on vehicle. Note that conventional armour is no use - only powered or full combat armour will have any effect. Partial armour (flak jackets, etc) roll d4 vs. Water Canon impacts.
  • Artillery Launched or Aerosol Dispensed DMSO Subdual Agents
    As a smaller DMSO agent, only area of effect should be proportional to the beaten zones of the artillery in question.

Vehicle Counter Measures Back to Top

Vehicle Counter Measures

  • EMP Mines (automatic or remote triggered)
    Placed like standard mines, either triggered by comms task (treat mine as Ldr 2) from the emplacing or controlling unit or by remote sensors which can be set to detect PA or vehicles in range. When PA or a vehicle passes within 10m (1") of the mine (or if using hidden placement or if the enemy is dense and they decide to drive over it), the EMP mine fires. Roll a D6. Versus PA, a roll of 3+ casualties (white skull) the PA (systems down). Versus a vehicle (civilian), a roll of 2+ Immobilizes the vehicle (and it cannot fire energy weapons like HELs), 4+ Disables the vehicle. Versus a vehicle (military), a roll of 4+ Immobilizes the vehicle, and 6 Disables the vehicle. Engineers can sweep these mines but with a one die shift difficulty as they react badly to active detectors/sweeping mechanisms. Note that vehicles must roll a second D6... on a 6, the FGP equipped vehicles cook off, destroying the vehicle. On a 6 on a CFE equipped vehicle, the vehicle is on fire. On an HMT vehicle, nothing else happens.
  • Rubber Destroying Enzyme (RDE) Cloud
    Typically delivered by either a Grenade Launcher, IAVR, or GMS (or sometimes Arty), this is delivered as described for Launched Aerosol DMSO Subdual Agents. Only in this case the cloud is either Enzymes or Nanites that attack and destroy any rubber gaskets, seals, etc. The cloud also attacks commonly used substitutes. A vehicle hit by this cloud must roll an Agent Strength versus a Crew Quality. If the Agent Strength roll exceeds the Crew Quality, then the agent has 1) destroyed the vehicles engine system (Immobilized) and 2) destroyed environmental integrity (for the types of battle where this matters). Otherwise, move the vehicle just out of the cloud (retreating usually).
  • Metal Embrittlement Enzyme (MEE) Cloud
    Typically delivered by either a Grenade Launcher, IAVR, or GMS (or sometimes Arty), this is delivered as described for Launched Aerosol DMSO Subdual Agents. Only in this case the cloud is either Enzymes or Nanites that attack and destroy vehicle armour. The cloud also attacks commonly used substitutes. A vehicle hit by this cloud must roll an Agent Strength versus a Crew Quality. If the Agent Strength roll exceeds the Crew Quality, then the agent has 1) destroyed the vehicles engine system (Immobilized) and 2) destroyed environmental integrity (for the types of battle where this matters). Otherwise, move the vehicle just out of the cloud (retreating usually). Additionally, each face loses 1 armour rating in either case.
  • Fake Mines
    The old upturned pie plate trick. Place counters (the fact they are all dummies won't become apparent until later - especially if you fire on the guys trying to sweep them).
  • Non-Tractile Polymer Ground Treatment ("Snot")
    The treatment is a translucent, viscous liquid that can be applied to a road surface from a bucket or barrel. A standard barrel will cover 100square meters (or 1"x1"). Treat this area as impassible to walkers and really tough going (3" per inch) for wheeled or tracked vehicles (grav and hover can ignore). For infantry, it is difficult going (2" per inch). If put on a hill, the hill will be unclimbable in that section. Additionally, normal infantry passing through it must take a D6 impact versus armour to represent various slips and falls.

Non-lethal Weapon Counter Measures Back to Top

Counter Measures versus Non-Lethal Weapons

  • Sonic Protection (+2 shifts to armour die vs. sonics)
    This sonic protection represents not only the obvious "earplugs", but also the insulation of armours with energy absorbing materials that affect vibrational waves from sonic weapons. Sonic weapons can still affect users shielded by "earplugs".
  • Neural Protection (Neural weapons are ineffective)
    This represents active neural shielding, and can be built into helmets (which protect the brain and main nerve clusters). It has no effect (adds a pound or two to helmet weight) except to render neural weapons ineffective. Note that some 'agents' and the like have neural protection engineered into their endoskeleton which is a passive shield (or at least powered by bioenergy). This type of shielding is very expensive, but also prevents the function of neural weapons. If anyone started deploying neural weapons in large numbers, these would swiftly become a standard infantry countermeasure.
  • Foam Solvent (Once action to use, frees target)
    Foam solvent is a chemical used to disolve trap foam. Police usual carry it in a dispenser similar to a fire extinguisher. It disolves the foam into a watery, white, bio-degradable mass which washes away with water. Without this solvent, targets stuck in trap foam must be carefully (read: labouriously) chipped out with knives or other similar sharp implements. This would take about 15 minutes (3 SG2 activations) or more per target (it could be done in 1 turn, but the victim would have to make a wound roll - d6 - where 1-3 is freed, no injury, 4-5 is injured (white skull), and 6 is dead/black skull).
  • Web Solvent (Once action to use, frees target)
    Web solvent is used to free a target from sticky web. It does not disolve the web, it merely de-adheres the target from the web. A separate 'disolution' agent is used to disolve the web, and it is dispensed from an aerosol sprayer. The web solvent frees the target in 1 action. Otherwise, it would take 2 full activations to free the target by pulling and tearing away from the web. If this method of freeing the victim was chosen, regardless of how slowly the target was extracted, a d6 roll similar to the one described for foam solvent above would be required. The web adhesive sticks to the skin of targets and the adhesion (without a solvent) is quite strong. Skin will tear before the adhesive bond will give. Those lucky enough to not have much in contact with skin can escape sans only a few skin patches.
  • NBC Gear/Gas Masks
    NBC Gear/Masks are used as protectants against aerosol agents. 1 Stargrunt action to don. In the event of an unprepared gas exposure, the targets may make a reaction test. If the agent is a rapid absorption agent, then the reaction test is against TL 5. If the agent is a normal agent, the roll is TL 3. This simulates emergency gas drills. Failure indicates the squad is unsuccessful in donning protective gear before the agent attack is resolved.
  • Universal Solvent/Cleanser
    This frothy liquid mixture is used to hose down areas of road coated with non-tractile polymer ground treatment. It sluices away the polymer as it breaks the bonds between molecules and between the polymer treatment and the ground. The polymer area then becomes passable (if it was before!).
  • Anti-Enzyme Coatings
    Used to protect military vehicles from Metal Embrittlement and Rubber Consuming Enzymes. A coating will protect a vehicle for about a week. It is thick enough that it won't be washed off by anything less than a typhoon. A vehicle so protected is immune to the enzymes. (Or if you are of an evil mind, roll a support unit quality vs enzyme quality - determines if the enzyme is tough enough to beat the protectant and whether the support services unit did a good job on the particular vehicle or not).
  • Stick-Slip Telfon Coatings
    These coatings are applied to vehicles and PA and make them resistant to sticky webs. They should also give 1 DS or a plus when trying to escape nets and avoid entanglements (like non-stick cookware!).

Non-lethal Weapon Effects Back to Top

Non-Lethal Weapon Wound Effects (D6)

  1. Stunned (If the weapon has a *, this is treated as a normal kill).
  2. Stunned (If the weapon has a *, this is treated as a normal wound).
  3. Stunned
  4. Stunned
  5. Okay
  6. Okay
  7. Okay (just in case you've got a medic treating the stunned)

Stunned is similar to wounded in that the figure is out of the fight, but he is just beaten up and the fight taken out of him, or semi-conscious. He won't die if unattended like a wounded figure in Stargrunt normally will.

Non-Lethal Weapon Entangle Effects (D6 - resolved immediately, unlike wound effects)

  1. Badly Entangled (two actions to free, then wounded. If not attended within three rounds, it is treated as a kill).
  2. Entangled
  3. Entangled
  4. Partially Entangled
  5. Partially Entangled
  6. Missed
  7. Missed

+1 to check if target in powered armour.

Entangled means tied up, unable to fire or move, one action to free (but it can't be the entangled person attempting it - they are too tied up to rescue themselves) assuming the correct tools (for a net, a knife will do) or solvents. Otherwise, two actions to free with bare hands.

Partially entangled means encumbered, one die shift down for movement, and one die shift down for fire. One action to free. If partially entangled with sticky web, may become fully entangled if trying to remove.



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