06-14-2019, 08:10 AM | #11 |
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Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Re: The Effectiveness of Dazzler Carbines [Ultratech]
How many realistic less than lethal weapons don't only open a tiny window of opportunity?
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06-14-2019, 08:18 AM | #12 | |
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Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: The Effectiveness of Dazzler Carbines [Ultratech]
Quote:
And if we go non-TL^ TL9-TL10 stuff, sleep gas is also long-term. |
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06-14-2019, 08:36 AM | #13 |
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Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Re: The Effectiveness of Dazzler Carbines [Ultratech]
The rules seem to allow healthy individuals to only be stunned for maybe a second or two by less than lethal shock weapons.
I'm a bit dubious of any gas attack being anywhere near as "mostly" safe against the general public as TASERs. Though of course for a game, realism is always bent at least a little.
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06-14-2019, 12:08 PM | #14 | ||
Join Date: Aug 2004
Location: Wellington, NZ
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Re: The Effectiveness of Dazzler Carbines [Ultratech]
Quote:
And electrolaser from UT is fairly weak, in that you can hold the power on the victim, so they get to start recovering immediately. Quote:
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06-14-2019, 02:06 PM | #15 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: The Effectiveness of Dazzler Carbines [Ultratech]
Well, no, they're only 'safe' in an adventuring context because of cinematic rules. Chemical agents in general have problems with varying susceptibility, and gases make it very hard to control the dose, so any disabling agent safe enough to use will also fail to work on a large number of people.
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06-14-2019, 02:48 PM | #16 |
Join Date: Aug 2004
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Re: The Effectiveness of Dazzler Carbines [Ultratech]
Dazzler carbies of a sort exist now. The Chinese ZM-87 and there are others including street variations called bedazzlers
They seem to end up causing permanent blindness which is considered a war crime and against treaty or in the case of civilian dazzlers not be especially effective. Might as well deploy a high lumen flashlight which has more uses In a pure TL9 setting, common countermeasures make them mainly an anti civilian weapon for riot control or suppression duty As such PC's who usually aren't playing riot cops or enforcer types won't get much use from them or stunners of any sort. A lot of this is highly setting specific, in a real world TL9 developed nations a trending to very old population and heavy automation with extreme levels of surveillance. Using Germany as an example the median age by 2050 would be 50 years old Basically the demography of a retirement colony The US would be a bit younger but not by much , maybe later 40's so modern Florida or younger This suggests little crime where such weapons would be useful and PC's would probably never need them. Other settings may very quite a bit but TL;DR these are basically setting specific weapons |
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