====== ELECTROLASERS ====== Electrolasers use a pair of low-power far-ultraviolet laser beams to create an ionized path through the air, then transmit an electrical discharge that follows this to the target. In effect, they’re an electric stun gun that uses a laser beam instead of a wire. They’re also called “zap guns” or “stat guns.” ==== Low-Power Electrolasers ==== These are non-lethal weapons. They deliver both an electrical shock and a minor laser burn. The laser beam inflicts 1d-3 burn damage. It needn’t penetrate to carry the charge. Smoke, fog, rain, or clouds give extra DR equal to the visibility penalty. For example, if rain gives a penalty of -1 per 100 yards, a target 200 yards away gets an extra DR 2. An electrolaser’s shock is a HT-based affliction attack with a (2) armor divisor (each 2 DR on the location struck provides +1 to HT). Add +3 past 1/2D range. If the victim fails to resist, the shock stuns him. He may roll against HT every turn at the same penalty (but without the DR bonus) to recover. Electrolasers also affect machines that are Electrical. Electrolaser weapons produce a “zap” sound, no louder than a silenced pistol, and the beam is visible. They are most effective in dry climates. In humid conditions they are less accurate; the electrical bolt jumps off the laser path to paths of lower resistance. This gives a -2 to hit in moist, humid environments, and a -6 to hit in rain, drizzle, or heavy fog. In a vacuum or trace atmosphere, there is no air to ionize; the electrolaser only inflicts 1d-3 burn damage from the laser, with no additional linked effect. Police and civilians often use electrolasers; they’re also popular for prisoner control, kidnappings and covert operations, and even subduing animals. Electrolasers are available in holdout, pistol, carbine, and rifle configurations at TL9. ==== Electrolaser Weapons ==== Electrolaser Carbine: This compact rifle is one of the most common ultra-tech stun weapons. Police on patrol often carry one of these in their vehicle for use in long-range suspect takedowns. Electrolaser Pistol: A wireless successor to dart-firing electric stun guns. It is popular as a police and prison guard weapon. Heavy Electrolaser: A heavy-duty electrolaser used against armored foes or large animals. Its ultraviolet carrier beam causes a more severe burn than lower-powered weapons, so it’s best used on targets that have some protection (heavy clothes, fur, etc.). Holdout Electrolaser: A palm-sized zap gun popular for covert ops, kidnappings, and self-defense. Its electroshock capabilities also endear it to slavers and torturers. Underbarrel Electrolaser: This electrolaser is designed to be attached under the barrel of any weapon with Bulk -3 or more, providing a backup stun capability. Use the Bulk, ST, and sighting bonuses of the weapon it is installed in. Semi-Portable Electrolaser: Also called a "tripod zapper," this powerful long-range electrolaser is usually mounted on a vehicle or tripod. Like the heavy electrolaser, its carrier beam can inflict nasty burns. === Lethal Electrolasers === Any electrolaser may have an optional "kill" setting that uses up two shots instead of one. It takes a Ready maneuver to change settings. On "kill" the weapon transmits a higher-amperage current. Any HT roll that fails by 5 or more triggers the Heart Attack mortal condition (p. B428). For electrical machines, a “heart attack” results in the target’s electrical systems burning out until repaired. These are popular assassination weapons. Lethal electrolasers are all LC2. ===Electrolaser Table=== ==BEAM WEAPONS (PISTOL) (DX-4, other Beam Weapons-4, or Guns (Pistol)-4)== ^ TL ^ Weapon ^ Damage ^ Acc ^ Range ^ Weight ^ RoF ^ Shots ^ ST ^ Bulk ^ Rcl ^ Cost ^ LC ^ | 9 | Electrolaser Pistol | HT-4 (2) aff | 4 | 40/80 | 2.2/C | 3 | 36(3) | 4 | -2 | 1 | $1,800 | 4 | | | | linked 1d-3 burn | | 9 | Holdout Electrolaser | HT-2 (2) aff | 2 | 10/20 | 0.3/B | 1 | 22(3) | 3 | -1 | 1 | $250 | 4 | | | | linked 1d-3 burn | ==BEAM WEAPONS (RIFLE) (DX-4, other Beam Weapons-4, or Guns (Rifle)-4)== ^ TL ^ Weapon ^ Damage ^ Acc ^ Range ^ Weight ^ RoF ^ Shots ^ ST ^ Bulk ^ Rcl ^ Cost ^ LC ^ | 9 | Electrolaser Carbine | HT-4 (2) aff | 8 | 160/470 | 3.7/2C | 3 | 72(3) | 4† | -4 | 1 | $3,900 | 3 | | | | linked 1d-3 burn | | 9 | Heavy Electrolaser | HT-6 (2) aff | 8 | 400/1,100 | 20/Dp | 1 | 83(3) | 10† | -5 | 1 | $20,000 | 3 | | | | linked 1d-2 burn | | 9 | Underbarrel Electrolaser | HT-3 (2) aff | 4 | 90/270 | 1.8/C | 1 | 66(3) | 4 | – | 1 | $1,300 | 4 | | | | linked 1d-3 burn | ==GUNNER (BEAMS) (DX-4, or other Gunner-4)== ^ TL ^ Weapon ^ Damage ^ Acc ^ Range ^ Weight ^ RoF ^ Shots ^ ST ^ Bulk ^ Rcl ^ Cost ^ LC ^ | 9 | Semi-Portable Electrolaser | HT-8 (2) aff | 12 | 600/1,900 | 70/Dp | 10 | 100(5) | 18M | -8 | 1 | $35,000 | 1 | ==== Electrobeam Weapons (TL10^) ==== Electrobeam weapons are directed energy weapons that use the same technology as electrolasers (GURPS Ultra-Tech, p. 119) but with a much more intense bolt of electricity, strong enough to burn rather than just stun or cause a heart attack. Essentially, they're another step above lethal electrolasers. An electrobeam weapon may also incorporate a normal electrolaser mode for +1 CF. Electrobeam weapons inflict burning damage with a (3) armour divisor and the surge damage modifier. If you're playing a cinematic or soft sci-fi game, electrobeam weapons may optionally treat any non-insulated metallic armour as DR 1 (ignoring the weapon's normal armour divisor). In a vacuum or trace atmosphere, there is no air to ionize; electrobeam weapons only inflict the linked burning damage from the priming laser, with no other effect. In all other respects, they act like electrolasers. ==Beam Weapons (Pistol)== ^ TL ^ Weapon ^ Damage ^ Acc ^ Range ^ Weight ^ RoF ^ Shots ^ ST ^ Bulk ^ Rcl ^ Cost ^ LC ^ | 10 | Light Electrobeam Pistol | 2d+2(3) burn sur | 4 | 300/900 | 1/C | 3 | 58(3) | 3 | -1 | 1 | $500 | 3 | | | | linked 1d-3 burn | | 10 | Electrobeam Pistol | 3d(3) burn sur | 4 | 400/1,200 | 1.5/C | 3 | 34(3) | 4 | -1 | 1 | $900 | 3 | | | | linked 1d-3 burn | | 10 | Heavy Electrobeam Pistol | 4d(3) burn sur | 4 | 600/1,800 | 2.7/C | 3 | 14(3) | 5 | -2 | 1 | $2,200 | 3 | | | | linked 1d-3 burn | ==Beam Weapons (Rifle)== ^ TL ^ Weapon ^ Damage ^ Acc ^ Range ^ Weight ^ RoF ^ Shots ^ ST ^ Bulk ^ Rcl ^ Cost ^ LC ^ | 10 | Electrobeam PDW | 4d+2(3) burn sur | 8 | 800/2,400 | 4.2/2C | 10 | 20 | 4† | -3 | 1 | $6,300 | 2 | | | | linked 1d-3 burn | | 10 | Electrobeam Carbine | 5d(3) burn sur | 8 | 1,000/3,000 | 5.4/2C | 10 | 14 | 5† | -3 | 1 | $8,700 | 2 | | | | linked 1d-3 burn | | 10 | Electrobeam Rifle | 6d(3) burn sur | 8 | 1,000/3,000 | 7.5/Dp | 10 | 42 | 6† | -4 | 1 | $15,000 | 2 | | | | linked 1d-3 burn |