GURPS Non-Lethal Weapons (TL 7)
Version 1.11
The U.S. Department of Defense defined Non-Lethal Weapons
in 1995 with the following words: "Non-lethal weapons are weapons systems
that are explicitly designed and primarily employed so as to incapacitate
personnel or material, while minimizing fatalities, permanent injury to
personnel, and undesired damage to property and the environment. (...)
Non-lethal weapons will not be required to have a zero probability of producing
fatalities or permanent injuries. However, while complete avoidance of
these effects is not guaranteed or expected, when properly employed, non-lethal
weapons should significantly reduce them as compared with physically destroying
the same target."
This article deals with the following examples of non-lethal weapons
for GURPS: Electrical
Stunners, Spray Weapons and the
Strobe
Flashlight.
Electrical Stunners
Ranged stunners and hand stunners are electronic incapacitation
devices that use he same rules regarding damage: The victim must make a
HT-4 roll to avoid being stunned; if stunned the victim remains stunned
for as long as the weapon is in contact, and (20-HT) seconds longer. If
the victim makes the HT-4 roll he is not stunned. A critical failure indicates
the victims heart has stopped: his HT goes to 0 immediately, he passes
out and will die in HT/3 minutes unless he receives CPR, which requires
a First Aid-4 or Physician roll. The electrical current (300,000 volt)
might trigger a coronary attack in someone with a bad heart (HT+4 roll
to avoid this), and will certainly do so if the victim has a pace-maker.
Ranged Stunner
 |
| Weapon |
Malf |
Type |
Damage |
SS |
Acc |
1/2D |
Max |
Wt. |
RoF |
Shots |
ST |
Rcl |
Cost |
LC |
Holdout |
| Stunner |
Crit. |
Spcl |
Spcl |
14 |
2 |
10 |
10 |
2 |
1/10 |
1 |
8 |
-1 |
150 |
5 |
-1 |
The weapon is a.k.a. Taser or Air Taser. It utilizes compressed air to
shoot two small darts at an attacker. These darts are connected by wire
back to the handheld power handel. An electric surge is automatically transmitted
along the wires to the body of the assailant. Use the Guns [Taser]
skill. The Taser fires two darts simultaneously. The victim takes 1 HT
damage from the darts (p. HT97, CII138). |
Hand Stunner
| Weapon |
Type |
Damage |
Reach |
ST |
Wt. |
Cost |
LC |
Holdout |
| Hand Stunner |
Spcl |
Spcl |
C,1 |
- |
0.5 |
50 |
5 |
+0 |
Note: Contact weapon; works through ordinary clothing but not through any
DR. If the victim resists the attacker can try another attack on his next
turn. The weapon is a.k.a. Stun Gun. Use DX+3
or any unarmed combat skill (e.g. Brawling or Karate) +3
to hit. For more on electrical stunners and the effects of electricity
on humans see p. HT97, and p. CII138.
Spray Weapons
These weapons spray jets of liquid, gas or
foam. They use the Guns [Flamethrower] skill; Default is DX-4. Use
the rules for Aiming Successive Groups (p. B121, CII67), adding the Accuracy
after the first shot and aiming bonuses after that. There is no range given
for 1/2D since neither Accuracy nor Damage drop significantly within the
short effective range of the sprays mentioned here.
CS Spray Gun
| Weapon |
Malf |
Type |
Damage |
SS |
Acc |
Max |
Wt. |
RoF |
Shots |
ST |
Rcl |
Cost |
LC |
Holdout |
| CS Spray Gun |
Crit. |
Spcl |
Spcl |
9 |
1 |
2 |
1 |
1 |
10 |
- |
0 |
50 |
6 |
+1 |
Note: CS is a "tear gas" (see p. B132), or rather, to be precise, a cloud
of irritating smoke. The rapid spreading of the cloud gives +2 to skill.
The cloud will last for 10 seconds. The victim has to roll each round vs.
HT (GMs may assign negative modifiers of -1 to -4 for heavy breathing as
a result of physical exertion or stress). A failed roll means 1 point of
damage and another roll vs. Will, modified by -1 for each point of damage
already taken by the gas. Failure means coughing, tightness of the chest,
and panic (deadly fear of suffocation). A critical failure means 1d damage
to the lungs; if taking more than HT damage the lungs are scorched and
the victim will suffocate as per p. B122. Tear gas is also a contact agent
to the eyes and mucous membranes. The victim has to roll vs. HT-2 to resist
if CS is sprayed in or near his eyes. A failed roll means he is partially
blinded (-5 on DX) for 3d seconds and his eyes hurt intensely: -4 to IQ
to think clearly. A critical failure means involuntarily closing of the
eyes (-10 on DX) for 6d seconds. Recovery takes at least 10 minutes in
fresh air. Fresh water is needed for the eyes. For more on Spray Guns see
p. UTT67.
Pepper Spray
| Weapon |
Malf |
Type |
Damage |
SS |
Acc |
Max |
Wt. |
RoF |
Shots |
ST |
Rcl |
Cost |
LC |
Holdout |
| Pepper Spray |
Crit. |
Spcl |
Spcl |
9 |
1 |
4 |
1 |
1 |
10 |
- |
0 |
40 |
5 |
+1 |
 |
Using Oleoresin Capsicum ("OC"), an inflammatory
agent, the pepper spray does only 1 HT damage to the eyes, but the victim
is blinded and in pain (-10 to combat skills) for 5 minutes if a roll against
HT-4 is failed. If the roll is made the victim is blinded and in pain (-5
to DX) for only 3d seconds. The GM rolls in secret (the victim shouldn't
know how long he will be blinded). If inhaled the effects are very similar
to CS including the risk of death (sorry, but that is the grim truth and
it happened several times). In addition to other effects this attack causes
intense pain: roll at -4 to IQ to think clearly, and subtract -5 from DX
unless a will roll is made. Pepper spray is not volatile and is not giving
of fumes like tear gas. The spray contains an ultraviolet die for identification
of sprayed individuals. Recovery takes about 45 minutes in fresh air. Fresh
water is needed for the eyes. Unlike mace (CN) and tear gas (CS), pepper
spray is usually more effective on people who are drunk, on drugs, or mentally
disturbed. |
Gas Pistol
| Weapon |
Malf |
Type |
Damage |
SS |
Acc |
1/2D |
Max |
Wt. |
RoF |
Shots |
ST |
Rcl |
Cost |
LC |
Holdout |
| U.D.A.R. |
16 |
Spcl |
Spcl |
10 |
1 |
- |
5 |
0.4 |
1 |
5 |
6 |
-1 |
10 |
5 |
0 |
Note: The UDAR is a light-weight plastic non-lethal self-defense tool made
by the Soviet State Arsenals and designed to deliver fluid CS or OC (pepper
spray). The weapon holds 5 specially designed cartridges. These are similar
to a shotgun shell, but use a primer to fire a piston which ejects the
liquid at the assailant. This is a fairly quiet weapon, as well as one
with a longer range than typical CS sprayers. Water filled training cartridges
are also available. The effects of a hit are very similar to a hit by the
CS
or pepper spray guns, depending on the used
cartridges.
Strobe Flashlight
A very bright pulsing electronic flashlight, used to dazzle and temporarily
blind. More effective at night. Requires a roll vs. HT-2 every second for
anyone within 10y looking in the direction of the strobe flashlight or
the person is blinded for 1d minutes. Add +2 over 10y, +5 for sunglasses;
+4 at daylight or similar bright conditions. The strobe flashlight may
- under extremely rare conditions - cause an epileptic fit like that described
for Epilepsy on p. B28; roll against HT, a 17+ indicates a seizure. Characters
suffering from the Epilepsy disadvantage have to roll against HT-2 and
any failure results in a seizure. 1 lb., $100.
Note: This "weapon", mentioned in an article of "Jane's Defence Weekly",
is much more humane (and compact) than so-called dazzle or "glare" lasers
(p. UTT56), which are carrying the distinct risk of damaging the victims
eyes permanently. Blinding antipersonnel battlefield laser weapons are
a reality today and
laser eye protection
is an issue of growing importance. Blinding laser weapons are known to
have been developed by the Russians and the Chinese, and proliferation
is a big concern.
Copyright © 1999 by Christoph
Sticherling. GURPS
is copyright © of Steve Jackson Games.
Thanks to Christoph Sticherling for allowing me to post his page on my page.