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Author Daniel Burnet release of testing information which after 10,000

Illustrator Brian Bond test exposures, there was less than 0.1% of a
chance of a subject suffering even the most minor
Weapon Focus is a PDF series exploring of injuries.
weapons from different sources and genres, and
providing a more in-depth look at some of the most
A History of Sonic Weaponry
common and popular weapons, providing new
feats, rules variations, and examples of special At first existing only in science fiction,
weapons, as well as exploring the origins of the research into lethal and incapacitating effects of
weapons as well as the real world history of the sonic weapons eventually made their existence a
weapon's development and use. reality. Sonic devices have been used to deter
youngster from loitering and causing trouble in
A History of Netguns public areas, and to deter sea pirates from attacking
cruise and cargo ships.
Netguns, designed to add extensive range to
the use of nets, have been used for decades for the
safe capture of live wild animals. After the turn of A History of the Dazzler
the millennium, research into the design of netguns The dazzler is a device designed to operate
built for the non-lethal capture of violent around the 1995 UN ban on blinding lasers by
individuals, particularly in riot situations. After causing only temporary blindness, operating as
several years of research and development, the high tech versions of search lights which were used
netguns saw widespread implementation in to blind pilots in the past.
military and law enforcement.
In 2006, United States military troops in
Iraq were equipped with dazzlers in order to
A History of Active Denial provide a non-lethal method of stopping drivers
Systems who fail to stop at checkpoints.
Widespread development of the Active
Denial System began in the United States in 2004, A History of Non-Lethal Grenades
when a company was granted an FCC license to
demonstrate the technology, followed quickly by a Flashbang grenades were first researched by
Department of Defense contract. the British Special Air Service designed to
incapacitate through confusion and disorientation
In 2007, the ADS gained widespread combined with temporary blindness and deafness.
recognition following a demonstration at a United
States Air Force base, which was coupled by the Following the advent of the stun grenade,
the sting grenade was developed to overcome the
weakness of the flashbang grenade, which required energy (of a specific type).
the target to be looking at the grenade for it take its Range Increment: Any attack at less than this
full effect, and could be mitigated by covering the distance is not penalized for range. However, each
eyes and ears. Based on the design of a full range increment causes a cumulative 2
fragmentation grenade, sting grenades are loaded penalty on the attack roll. Ranged weapons have a
with a heavy material that bursts out of the maximum range of ten range increments, except
grenades casing, temporarily over-whelming the for thrown weapons, which have a maximum range
targets with pain. of five range increments.
Rate of Fire: Some ranged weapons have a rate of
A History of Solidifying Foam fire of 1, which simply means they can be
Patents were being filled as early as 1998 employed once per round and then must be
with designs for foams which would expand and reloaded or replaced. Firearms, which operate
solidify when exposed to oxygen. The initial through many different forms of internal
research was aimed at creating a foam which could mechanisms, have varying rates of fire.
be used to protect structures and vehicles from Single Shot: A weapon with the single shot rate of
attack or damage from earthquakes. fire requires the user to manually operate the action
It did not take long, however, for military (the mechanism that feeds and cocks the weapon)
applications to be sought, originally with the between each shot. A weapon with the single shot
intention of immobilizing vehicles without risk of rate of fire can fire only one shot per attack, even if
damaging them or the occupants. Later designs the user has a feat or other ability that normally
would focus on immobilizing individuals. allow more than one shot per attack.
Magazine: The weapon s magazine capacity and
Weapon Details type are given in this column. The number in this
entry is the magazine s capacity in shots; the word
Ranged weapons are described by a number of that follows the number indicates the magazine
statistics, as shown on the table below. type. Weapons with a dash in this column have no
magazines; they are weapons that are loaded as
Damage/Direct Hit Damage: The primary part of the firing process.
damage dealt by the weapon. For explosives, the
Damage column shows the damage dealt to all Internal: Some weapons keep their ammunition in
creatures within the explosive s burst radius. an internal space, which must be loaded by hand.

Burst Radius/Splash Damage: For explosives, Size: A Small or smaller weapon is considered a
the burst radius is the area affected by the light weapon. It can be used one-handed and, as a
explosive. All creatures or objects within the burst light weapon, is easier to use in your off hand.
radius take damage from the explosive. Weight: This column gives the weapon s weight
Critical: The threat range for a critical hit. If the when fully loaded.
threat is confirmed, a weapon deals double damage Purchase DC: This is the purchase DC for a
on a critical hit (roll damage twice, as if hitting the Wealth check to acquire the weapon. This number
target two times). reflects the base price and doesn t include any
Reflex DC: Any creature caught within the burst modifier for purchasing the weapon on the black
radius of an explosive may make a Reflex save market.
against the DC given in this column to mitigate the Restriction: The restriction rating for the weapon,
effects. if any, and the appropriate black market purchase
Damage Type: Ranged weapon damage is DC modifier. Remember to apply this modifier to
classified according to type: ballistic (all firearms), the purchase DC when making a Wealth check to
acquire the weapon on the black market.
Ranged Weapons Table
Weapon Damage Critical Damage Range Rate Magazine Size Weight Purchase Restriction
Type Increment of DC
Fire
Netgun Special - - 15 S Single Large 17 lb Res +2
Rifle, Special - - 30 S 10 box Medium 16 lb Res +2
ADS
Rifle, Special - - 30 S 20 box Medium 13 lb Lic +1
Dazzler
Rifle, Special - - 10 S 10 box Large 15 lb Res +2
Foam
Rifle, Special - - 35 S 20 box Medium 14 lb Lic +1
Sonic
Irritant
Rifle, 3d6 non- 20 Sonic 40 S 10 box Medium 10 lb 19 Mil +3
Sonic lethal,
Pulse plus
special
Rifle, Special - - 30 S, A 20 Box Large 8 lb 16 Lic +1
Tangler

Splash Weapons Table


Weapon Damage Critical Damage Burst Reflex Range Size Weight Purchase DC Restriction
Type Radius DC Increment
Grenade, Special - - 10 - 10 ft. Tiny 2 lb Res +2
ADS
Grenade, Special - - 15 15 10 ft. Tiny 2 lb Lic +1
Dazzler
Grenade, Special - - 15 15 10 ft. Tiny 1.5 lb Res +2
Flashbang
Grenade, Special - - 5 - 10 ft. Tiny 2 lb Res +2
Foam
Grenade, Special - - 15 15 10 ft. Tiny 1 lb Lic +1
Sonic
Irritant
Grenade, 3d6 non- - Sonic 15 15 10 ft. Tiny 1 lb 18 Mil +3
Sonic lethal,
Pulse plus
special
Grenade, Special - 15 - 10 ft. Tiny 2 lb Res +2
Sting
Grenade, Special - - 5 - 10 ft. Tiny 1 lb 14 Lic +1
Tangler
Grenade, Active Denial System (ADS)
The Active Denial System operates by using electromagnetic frequencies to excite cells underneath the
skin, causing an intense burning sensation without causing any damage.
Any living creature in the burst radius must make a Will Save (DC 20) or be panicked be for one round.

Grenade, Dazzler
The Dazzler is a laser device designed to affect the eyes and cause temporary blindness and
disorientation.
Any living creature in the burst radius must make a Reflex Save (DC 15) or be blinded for one round.

Grenade, Flashbang
The flashbang grenade causes a loud blast of sound and light designed to cause temporary blindness
and deafness.
Any living creature in the blast radius must make a Reflex Save (DC 15) or be blinded and deafened
for one round.

Grenade, Sting
When the sting grenade explodes, it unleashes a number of tiny rubber balls which create a nonlethal
blunt impact within the burst radius, designed to disorient and stun.
Any living creature in the blast radius must make a Fortitude Save (DC 15) or be stunned for one
round. If the save succeeds, the creature is still shaken for one round.

Grenade, Solidifying Foam


When the grenade explodes, it unleashes a solidifying foam which expands and solidifies after being
exposed to oxygen, making it an excellent securing agent. Any living creature in the blast radius must
make a Reflex Save (DC 20) or be struck by the foam and become pinned and held in place.
The foam has 5 hit points and can be burst with a Strength check (DC 25, a full-round action).

Grenade, Sonic Irritant


The sonic irritant grenade is designed to nauseate any living creature hit. (Robots and other nonliving
creatures are not affected.) Any living creature in the blast radius must make a Reflex Save (DC 15) or
be forced to make a Fortitude Save (DC 15) or be nauseated for 1d4 rounds.

Grenade, Sonic Pulse


A sonic pulse grenade deals 3d6 points of nonlethal sonic damage to any living creature in the burst
radius. (Robots and other nonliving creatures are not affected.) In addition, creatures that take damage
from the sonic pulse grenade must also succeed on a Fortitude Save (DC 12) or be shaken for 1d4
rounds.
Grenade, Tangler
The tangler grenade operates on the same principle as the tangler gun, but targets an area rather than
one specific character. Any time a character is struck by a tangler grenade, that character suffers a
cumulative –2 penalty to Dexterity. This penalty remains in place until the compound is dissolved.
If the character is struck with enough tangler grenades that the penalty is equal to or greater than his
Dexterity, he is immobilized and may take no actions until the compound is dissolved. Dexterity
penalties from tangler grenades stack with those from tangler guns.
Hardened compound dissolves naturally after 8 hours or can be removed by using solvaway chemical
or some other spray solvent.

Netgun
This is a bulky, compressed air rifle with a conical muzzle that throws a weighted net when fired.
Police and animal control personnel use net launchers, as well as big game hunters and the occasional
field researcher hoping to bag a live creature.
When you fire a net, you make a ranged touch attack against your target. You suffer no range penalties
to throw it even to its maximum range. If you hit, the target is entangled. An entangled creature suffers
a –2 penalty on attack rolls and a –4 penalty on effective Dexterity.
The entangled creature can only move at half speed and cannot charge or run. If you control the trailing
rope by succeeding at an opposed Strength check while holding it, the entangled creature can only
move within the limits that the rope allows.
The entangled creature can escape with an Escape Artist check (DC 20) that requires a full-round
action. The net has 5 hit points and can be burst with a Strength check (DC 25, also a full-round
action).
Net launchers have a much greater range than a regular thrown net. It takes 10 minutes to reset a net
that was previously fired or 1 minute to set the net launcher with a prepackaged net (purchase DC 6, 2
lb. per package).

Rifle, Active Denial System (ADS)


The Active Denial System operates by using electromagnetic frequencies to excite cells underneath the
skin, causing an intense burning sensation without causing any damage.
When you fire the ADS rifle, you make a ranged touch attack against your target. If you hit, the target
must make a Will Save (DC 20) or be panicked.

Rifle, Dazzler
The Dazzler is a laser device designed to affect the eyes and cause temporary blindness and
disorientation. When you fire the dazzler, you make a ranged attack against your target. If you hit, the
target is blinded for one round

Rifle, Solidifying Foam


The solidifying foam expands and solidifies after being exposed to oxygen, making it an excellent
securing agent. Any target struck by the foam becomes pinned and held in place.
The foam has 10 hit points and can be burst with a Strength check (DC 30, a full-round action).

Rifle, Sonic Irritant


The sonic irritant rifle is designed to nauseate any living creature hit. (Robots and other nonliving
creatures are not affected.) Any living creature hit must make a Fortitude Save (DC 20) or be
nauseated for 1d4 rounds.

Rifle, Sonic Pulse


A sonic pulse rifle deals 3d6 points of nonlethal sonic damage to any living creature hit. (Robots and
other nonliving creatures are not affected.) In addition, creatures that take damage from the sonic pulse
grenade must also succeed on a Fortitude Save (DC 12) or be shaken for 1d4 rounds.

Rifle, Tangler
A unique nonlethal weapon eagerly adopted by law enforcement agencies around the world, the tangler
gun fires condensed balls of an incredibly sticky compound that can render a target immobile in a few
short moments. The tangler gun fires pellets of an inert compound that, when broken, expand into a
gelatinous substance that covers large portions of a target. Unfortunately for the target, the disgusting
mess soon becomes more problematic as the compound hardens. Within seconds, a single pellet no
larger than a fingernail has expanded into a ball of goop and then hardened into an immobilizing layer
of tough chitin.
Any time a character is struck by a tangler gun, that character suffers a cumulative –2 penalty to
Dexterity. This penalty remains in place until the compound is dissolved.
If the character is struck with enough tangler pellets that the penalty is equal to or greater than his
Dexterity, he is immobilized and may take no actions until the compound is dissolved. Dexterity
penalties from tangler guns stack with those from tangler grenades.
Hardened compound dissolves naturally after 8 hours or can be removed by using solvaway chemical
or some other spray solvent.
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