|
Poisoned High-Tech Weapons for GURPSContemporary Ways of using Poisons and Drugs with Ranged Weapons Version 1.44 |
| Weapon | Malf | Type | Damage | SS | Acc | 1/2D | Max | Wt. | RoF | Shots | ST | Rcl | Cost | LC | Holdout |
| ST 18 Crossbow | Crit. | Imp. | 3d+1 | 11 | 8 | 400 | 500 | 7 | 1/8 | 1 | 10 | 0 | $300 | 5 | No |
| Weapon | Malf | Type | Damage | SS | Acc | 1/2D | Max | Wt. | RoF | Shots | ST | Rcl | Cost | LC | Holdout |
| ST 5 Crossbow Pistol | Crit. | Imp. | 1d+2 | 10 | 4 | 140 | 175 | 1.5 | 1/5 | 1 | 6 | 0 | $150 | 5 | -4 |
Notes: The arrows of both crossbows are not interchangeable. Impaling attacks do never less than 1 hit of damage. Kevlar body armor protects only with DR2 against impaling attacks.
Hydrogen Cyanide (AC): The arrow carries a capsule with a colorless highly volatile liquid that breaks on impact and releases a small cloud of hydrogen cyanide gas. The victim immediately takes 8d (ST19 crossbow: two doses; about 600mg) or 4d (ST5 crossbow: one dose; about 300mg) poison damage, in addition to any damage from the arrow. Depth of respiration increases within a few seconds. This stimulation is so powerful that casualties cannot voluntarily hold their breath. No resistance roll is possible (p. CII141). Violent convulsions occur after 20 to 30 seconds with cessation of respiration within one minute. Cardiac failure follows within a few minutes. If the target is not penetrated (e.g. because of body armor or a near miss) the capsule still breaks and the poison takes effect through inhalation. A protective mask (gas mask) helps. AC has a faint odor, somewhat like peach kernels or bitter almonds, and sometimes cannot be detected even in lethal concentrations. The poison looses its effectiveness rapidly. It is normally safe to approach the victim after several minutes. The poison arrows are stored in a shock-resistant container, 6 to a set: 2 lbs., $4,000 ($2,000 for ST5 crossbow).
Curare: The arrowhead is treated with Curare (p. CII140). A protective cover has to be removed before firing it. Roll for normal arrow damage plus a roll vs. HT-6 to resist the effect of the poison. If the victim makes this roll, he is at -5 DX for the next 15-HT minutes (minimum of 2). Failure means the victim is completely paralyzed and falls unconscious. The dosage is measured not to affect the lungs of an adult human (HT 10). Smaller or weaker victims have to make a second HT roll, without penalties, to remain breathing. Otherwise they suffocate (as per p. B91). For further details about First Aid in this case see p. CII140. The poison arrows are stored in a shock-resistant container, 6 to a set: 2 lbs., $2,000.
Technically poisoned bullets are a special type of expanding bullets (all rules for expanding bullets apply; see p. HT7). The poison is contained in a sealed cavity and released upon deformation or fragmentation of the bullet. Three poisons that have been used are documented: Aconitin, Botulin, and Ricin.
Aconitine is made from blue aconite (a plant). It was used 1944 by Russian assassins (TL 6). For game purposes (only) the costs and effects of aconitin are the same as for botulin. The minimum caliber is 7mm.
Botulin is covered on page 139 of the GURPS
Compendium II (botulism is caused by botulinum toxin, a.k.a. BTX or
botulinal toxin). It was used in WWII by British SOE assassins (TL 6).
Botulinum toxin is today commercially produced and is used in treating
squinting and other muscular disorders. This makes it relatively easy to
acquire the toxin. It takes effect after 1dx18 hours, causing 4d damage
per dose. Victims may roll vs. HT for half damage. It is possible to vaccinate
against botulism but once the victim has become poisoned there is no antidote
(The antidote mentioned in CII is fictional. It may be possible at TL 8.
However there is an antitoxin, that is only effective if given
immediately
after poisoning, lowering the amount of active toxin.). Symptoms include
difficulty of speaking, dilated pupils, inability to swallow and flaccid
paralysis. Death is possible due to respiratory and heart failure.
Lethality is so high that not only one dose (about one microgram =
1/1000 mg) but sixty (damage 6dx40) easily fit into a 7mm pistol bullet.
It is only a question of cost (one dose costs $200). To apply a proper
therapy for stabilizing the victim a skill roll against Poisons skill -2,
Physician skill -5, or Diagnosis skill -9 must succeed. If successful the
victim gets +2 on HT for all checks for dying. If the diagnose fails the
very rare type of poisoning is mistaken for something else (like wound
infection) and treated ineffectively (no HT bonus on dying rolls).
Ricin was used in 1978 by an Bulgarian assassin in the "umbrella murder" in London where a ricin-treated bullet was used to shoot a Bulgarian defector who died within a day. It is a toxin derived from the castor bean plant (a.k.a. castor oil plant or Palma Christi; scientific name Ricinus Communis; Spurge (Euphorbiaceae) Family), available worldwide, that is relatively easy to produce in large quantities. There have been several documented cases involving ricin throughout the U.S., particularly in rural areas. Ricin poisoning occurs through blockages of the body's synthesis of proteins. The development is slow (1dx6 hours) and includes decreased blood pressure. Death frequently occurs through heart failure (4d damage per dose). Lethality is so high that not only one dose (about 2 mg) but six (damage 6dx4) easily fit into a 7mm pistol bullet. One dose costs $100.
Note: All poison damage is in addition to the normal bullet damage for an expanding bullet.
If the needle of the dart penetrates DR, the victim takes superficial
damage from the dart and can make a HT-6 roll to resist the effects of
the injected drug. If resisted, the drug makes drowsy and reduces ST, DX,
and IQ each by -2 for (20-HT) minutes. If the roll is failed, the victim
suffers 5d fatigue. If this brings him to 0 ST, he falls unconscious for
one hour. He remains so for one additional hour for every point of ST below
0. A failure by 8 or more results in a coma - unconsciousness lasting 1d
hours. After that, roll vs. HT. If the roll fails, the coma continues another
1d hours, and so on. A coma longer than 24 hours reduces all attributes
and skills by -2 for a period of time equal to the duration of the coma.
Any critical failure means death from shock
within (20-HT) minutes if no antidote is given. Use Diagnosis skill to
recognize a potentially lethal shock. The antidote changes a critical failure
to an ordinary failure and wakes other victims within (20-HT) seconds.
Standard practice is to apply the antidote immediately after the tranquilizer,
using the seconds until the victim recovers to restrain him.
The drug doses are calculated to subdue an
average human of about 145 to 155 lbs. To match the dose to other targets
requires a roll vs. Poisons, Physician, or Veterinary. Using unmatched
doses is potentially dangerous: If the target is smaller, subtract -1 from
effective HT per 15 lbs. under 150 lbs. from all rolls to resist the drug
(a dose calculated for an adult can easily kill a baby). If the target
is bigger, add +1 to effective HT per 15 lbs. over 150 lbs. to all rolls
to resist the drug (a tiger is likely to get drowsy and seriously annoyed).
More than one dart fired at the same target may do the trick but also carries
the risk of an overdose.
Note that drugs used for humans and animals usually are not interchangeable.
A tranquilizer drug for humans used on an animals may produce no effect
at all and is usually not as effective as on humans; all HT rolls are at
+2 instead of -6, success by more than 5 indicates no effect at all.
A tranquilizer drug for animals used on humans often produces catastrophic
results. A tiny fraction of the normal dose of a commonly used drug that
will usually restrain a cow is immediately lethal if used on humans. If
the veterinary that loads the tranquilizer pistol just scratches himself
accidentally with the drugged dart he may be dead before he could reach
for the ready antidote injector in his pocket. 6d damage; damage is halved
if a HT roll is made, it is quartered if the antidote is given within HT-6
seconds. If you do not believe this ask a veterinary.
| Weapon | Malf | Type | Damage | SS | Acc | 1/2D | Max | Wt. | RoF | Shots | ST | Rcl | Cost | LC | Holdout |
| Tranquilizer Rifle | Crit. | Spcl | Spcl | 12 | 11 | 20 | 50 | 6 | ¼ | 1 | 9 | -1 | 2,000 | 4 | -6 |
| Weapon | Malf | Type | Damage | SS | Acc | 1/2D | Max | Wt. | RoF | Shots | ST | Rcl | Cost | LC | Holdout |
| Tranquilizer Pistol | Crit. | Spcl | Spcl | 10 | 2 | 20 | 50 | 2 | ¼ | 1 | 8 | -1 | 200 | 4 | 0 |
| Weapon | Type | Damage | Reach | ST | Wt. | Cost | LC | Holdout |
| Tranquilizer Injector | Spcl | Spcl | C | - | 0.5 | 200 | 3 | +4 |
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.