Ultra-Tech Melee Weapons

Electronic Incapacitation Devices

These weapons are non-lethal rods meant to deal a quick, incapacitating blow as well as cowing nearby nearby like-minded civilians into realizing that their agitation is not worth being at the receiving end of one of these.

Armatech Stun Wand

The most common non-lethal melee weapon for most police-type units is the Armatech Stun Wand, a slim, insulated rod that delivers a powerful electrical jolt as well as a few heavy bruises.

The victim gets a HT-5 roll to resist. Nonmetallic armor gives a bonus equal to its DR, and the stun effect has a (2) armor divisor: add +1 to HT for every DR 2. On a failure, the victim’s voluntary muscles convulse, and he is knocked down and paralyzed. He may roll vs. HT-5 each second to recover; however, the user may take a Concentrate maneuver to hold the baton in contact. This prevents recovery until it is removed, but drains a charge each second. DR does not add to HT on recovery rolls. Stun wands are wielded using Shortsword skill. They use a B cell and strike 20 times before losing power. $100, 1 lb. LC3.

Armatech Agonizer

The heavy-duty ‘big-brother’ to the stun wand, the Armatech Agonizer was designed more for military-grade interrogations than crowd control. Like the Glodus Joy Buzzer, the Agonizer sends powerful electrical messages to the nervous system – but instead of targeting the pleasure centers, the Agonizer go right for the pain centers, causing intense agony with every discharge.

The victim gets a HT-5 roll to resist. Nonmetallic armor gives a bonus equal to its DR, and the Agony Effect (B428) has a (2) armor divisor: add +1 to HT for every 2 DR. On a failure, the victim is overcome with waves of incredible pain. He may roll vs. HT-5 each second to recover; however, the user may take a Concentrate maneuver to hold the baton in contact. This prevents recovery until it is removed, but drains a charge each second. DR does not add to HT on recovery rolls. Agonizers are wielded using Shortsword skill. They use a B cell and strike 15 times before losing power. $1000, 1 lb. LC2.

Umbra Sick-Stick

Like the Stun Wand, the Umbra Sick-Stick is designed to take the fight out of a someone without killing them, but instead of a jolt of stunning electrical discharge, the Sick-Stick sends a neurological message to the brain, causing the victim to vomit! Nothing ends fight-or-flight instincts like a moment of heaving up ones lunch!

The victim gets a HT-5 roll to resist. Nonmetallic armor gives a bonus equal to its DR, and the Retching Effect (B429) has a (2) armor divisor: add +1 to HT for every 2 DR. On a failure, the victim begins a retching fit. He may roll vs. HT-5 each second to recover; however, the user may take a Concentrate maneuver to hold the baton in contact. This prevents recovery until it is removed, but drains a charge each second. DR does not add to HT on recovery rolls. Sick-Sticks are wielded using Shortsword skill. They use a B cell and strike 20 times before losing power. $500, 1 lb. LC3.

Glodus Tech Joy Buzzer

The ultimate form of humane incapacitation, the Glodus Tech Joy Buzzer sends neurological waves of intense pleasure throughout the body, rendering the victim powerless as he is wracked with ecstasy. While this may seem like the ideal form of civilian incapacitation, it has been banned in many areas after massive reports of scandalous improprieties.

The victim gets a HT-5 roll to resist. Nonmetallic armor gives a bonus equal to its DR, and the Ecstasy Effect (B428) has a (2) armor divisor: add +1 to HT for every 2 DR. On a failure, the victim is overcome with waves of pleasure. He may roll vs. HT-5 each second to recover; however, the user may take a Concentrate maneuver to hold the baton in contact. This prevents recovery until it is removed, but drains a charge each second. DR does not add to HT on recovery rolls. Joy Buzzers are wielded using Shortsword skill. They use a B cell and strike 20 times before losing power. $950, 1 lb. LC2.

Shortsword (DX-5, Broadsword-2, Force Sword-4, Jitte/Sai-3, Knife-4, Saber-4, Smallsword-4, or Tonfa-3)
Weapon Damage Reach Parry Cost Weight ST LC Notes
Stun Wand sw cr, Linked HT-5(2) Aff 1 0 $100 1 5 3 See Above
or thr cr, Linked HT-5(2) Aff 1 0 - See Above
Agonizer sw cr, Linked HT-5(2) Aff 1 0 $1000 1 5 2 See Above
or thr cr, Linked HT-5(2) Aff 1 0 - See Above
Sick Stick sw cr, Linked HT-5(2) Aff 1 0 $500 1 5 3 See Above
or thr cr, Linked HT-2(2) Aff 1 0 - See Above
Joy Buzzer sw cr, Linked HT-5(2) Aff 1 0 $950 1 5 2 See Above
or thr cr, Linked HT-5(2) Aff 1 0 - See Above

Armatech Zap Glove

Zapglove

A heavy insulated glove with a powerful electrical generator, the Armatech Zap Glove is capable of delivering either a stunning jolt or a more powerful lethal charge.

A zap glove may be used with DX or any “Unarmed” combat skill (Brawling, Boxing, Judo, Karate, Sumo Wrestling, Wrestling) and has two settings: “stun” and “kill.” Changing settings takes a Ready maneuver and either setting may be utilized as a follow-up attack to a normal strike. On “stun,” the effect is the same as an electric stun wand, though the HT penalty is a base -6. On “kill,” the zap glove does 2d (2) burning damage and uses the rules for lethal electrical damage (p. B432) – someone electrocuted in that setting must make a HT roll at a penalty equal to 2 per point of the injury they sustained. On a failure, he falls unconscious for as long as the current is applied, and for (20 – HT) minutes afterward, with a minimum of 1 minute. He will be at -2 DX for another (20 – HT) minutes when he recovers. Failure by 5 or more, or any critical failure, results in a heart attack; see Mortal Conditions (p. B429). On the ‘kill’ setting, damage also causes “surge” effects in victims who have the Electrical disadvantage (p.B134).. A B cell in the lining of the glove provides sufficient power for 10 zaps (each zap on “kill” setting counts as two). The glove protects the hand with DR 5. It can also be built into existing armor gauntlets. This increases the armor’s cost and weight by $400 and one pound. A zap glove is LC3.

”Unarmed” Weapons (any of DX, Brawling, Boxing, Judo, Karate, Sumo Wrestling, Wrestling)
Weapon Damage Reach Parry Cost Weight ST LC Notes
Zap Glove HT-6(2) Aff C No $400 1 2 3 See Above
or “kill” 2d (2) Burn C No - See Above


Physical Weapons

Monoblades

Monoblade katana

These are weapons shaped like a normal knife or sword, but with a bladeform composed of a crystalline ceramic form of aluminium which can only be grown in microgee. The bladeform is then edged with a single strand of monowire, a strand of super-strong wire a few molecules thick, which provides both edge and point to the weapon.

Such weapons do +2 cutting and thrusting damage for a weapon of their kind and size, with an Armor Divisor of 5.

Monoblade crystals are strong in the direction the wire edge pushes against, not so much so in the transverse plane – they cannot be better than Good quality. The crystal matrix of the blade shape is naturally a translucent gray, however a small LED can be imbedded in the hilt when then shines up the blade length and makes it glow. LEDs are available in various colors at no extra cost.

Monoblades cost 10 times the normal cost of any weapon.

Monoslicers

Monowire slicer

The monoslicer is a far simpler weapon than the monoblade, consisting of a single length of monowire stretched between two ceramic anchor points, which are then fitted to a knife or other weapon haft and a supporting backbone, usually composed of plastic and steel. They can be of Fine but not Superfine quality.

Monoslicers cannot be used to thrust, but do +2 cutting damage with an Armor Divisor of 10.

Monoslicers are cheaper than monoblades, being only 5 times the cost of a basic weapon of their type.

Armatech “Spawnblade”

Spawnblade The Spawnblade from Armatech looks just like a normal large combat knife, but the blade is composed of memory metal which, when a button on the hilt is pressed to send an electric pulse to the blade, fans out in a porcupine of barbs inside the victim’s body – automatically targeting the victim’s Vitals. Once used like this the blade is essentially useless since it cannot be commanded back to its original shape. The expanded blade takes a Surgery roll at -5 to safely remove the barbs without another 1d impaling damage for each failure!

Wasp Injection Knife

Wasp injection knife Wasp blades are made by several manufacturers, including Armatech and Kriegs Kapital. The hilt contains a canister of compressed air that, when a button is pressed, is injected through a hollow tube in the knife-blade’s backbone into the victim at over 850 psi. The pressurized gas expands rapidly but is incredibly cold – freezing a basketball sized lump of flesh wherever the blade penetrated. Commonly, a Wasp blade comes complete with 3 gas cylinders. Due to their complexity of construction, and the weakeness inherent in having a hollow channel inside the blade, Wasp knives cannot be Fine or Superfine.
Knife (DX-4, Shortsword-3)
Weapon Damage Reach Parry Cost Weight ST LC Notes
Spawnblade sw-2 cut C,1 -1 $400 1 6 2
or thr imp + 1d imp follow up C -1 - 6 1
Wasp sw-2 cut C,1 -1 $500 1 6 2
or thr imp + 1d exp follow up C -1 - 6 1


Ultra-Tech Melee Weapons

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