| Chemical Agents:
Chemical Warfare Agents
Agent Str Effect Vector Cost
Tear Gas Auto -5 Awareness for D6 minutes after exposure due to tearing Eyes, lungs 40 eb
20 ½ INT, REF, COOL and MA (roll each round of exposure)
Vomit Gas Auto -5 Awareness for D6 minutes after exposure due to tearing Eyes 70 eb
25 ½ BOD, STR, REF, COOL, MA (roll each round of exposure) Eyes, lungs
20 ½ REF, MA for 3D10 minutes from convulsive vomiting lungs
Mustard Gas Auto D6 damage to D3 locations each turn Contact 80 eb
15 ½ INT, REF, COOL and MA (roll ea. rnd of exposure),-5 Awareness
Beta-Fomoral Auto 4D6 damage as nerve endings flare up and disrupt Contact 200 eb
Alpha-Fomoral Auto 8D6 damage as nerve and muscle clusters tear, disrupt [10] Contact 300 eb
Nerve Gas Auto 8D10 damage internal bleeding, clotting, and organ disintegration. Contact 400 eb
Algira-Hemoglobin Auto -5 on all rolls for D10 hours [14] Lungs 400 eb
15 Death in 6D10 min. from thickening blood causing asphyxiation
Antidiuretic Hormone 30 Involuntary urination in D10x30 seconds Lungs 160 eb
25 Dehydration sets in in 20+3D10 minutes, causing -4 on all rolls for 24 hours
20 Severe dehydration sets in in 20+2D10 minutes, causing 5D6 damage
15 Death by dehydration in 20+D10 minutes
CHS-IV 30 3D6 damage, 1/4 REF & MA for 2D10 min. from vomiting blood Lungs 500 eb
20 In 10 turns, Death save at -2 from drowning every turn as blood erupts into lungs
Etherylide-23 30 Loss of D3 Cool, Int and Tech, recovered at 1pt /wk (synaptic) Contact 350 eb
20 Death by stroke as Etherylide absorbs neural impulses in the heart
Hemoethygene 30 ½ Str & Bod for 1 hour per point failed Lungs 500 eb
18 Death save at -5 in D20 hours from red blood cell depletion
Polypheronol-70 30 Muscle spasms cause -2 REF for 1 hour / point failed Contact 150 eb
20 Muscle spasms cause -6 REF for 20 minutes / point failed
13 Muscle spasms cause complete paralysis for 10 minutes / point failed
VXX Neurotoxin 21 Unconsciousness for 2D10 minutes Contact 400 eb
15 Death
Joker Gas 30 Minor spasms cause -1 REF, +4 stress, 2D6 HL for 2 hours Contact 200 eb
24 -1 INT, MA, REF for 2D6 minutes and twitch and laugh.
18 ½ INT, MA, REF for the duration
BlackOut 23 Unconsciousness for D3+1 hours... 3D6 HL for 2D6 hours after Contact 200 eb
Spaz 20 Full paralysis for 4 days, 24 hours with tissue flush Contact 250 eb
Blue Glass Auto Hallucination, Blackouts (Cool - 2), Catatonia (Cool - 6) Inhaled 100 eb
15 Disabling hallucinatory state lasting the duration (6 hours). 1 minute onset
NeoCorticine Auto Hypnotic +3, Bad Hallucinations (4 in 6) Contact Liquid 100 eb
Black-Eyed Dick Auto 4D6 damage nerve agent in D3-1 turns Injected 150 eb
Nap-Time 2020 Auto 5D6 Dmg, ½ Stun. -1 Notice; Failed save results in KO for D6x10 min Injected 125 eb
Epidemic-Class Biotoxin Auto Any of a number of high-vector, high-volume payloads that usually kill after great horrible things occur to the afflicted. Delivery can be of many forms, and vectors may spread rapidly. GM use only (includes bacteria [Anthrax [12], Brucellosis, Cholera, Glanders, Plague, Q fever and Tularemia], viruses [Arboviral encephalitis, Ebola virus [13], Hemorrhagic fever, Lassa fever, Marburg hemorrhagic fever and Smallpox] and toxins [Botulism, Mycotoxins, Ricin and Staphylococcal enterotoxin B]) For a comprehensive FAQ on these terrorist weapons, follow this link
Notes:
Strength: The number to beat (using a Resist Drugs roll: BODY + RESIST TORTURE/ DRUGS + 1d10) in order to shrug off the effects of the drug. If the Strength is classified as ‘Auto’ then the effect is automatic and no save is made.Several of the agents in question have multiple strength ratings and effects; roll the save once: any of the multiple Strength levels below the save roll are ignored, but any above that roll take effect.
Chemical Weapon Delivery
Item Price Mult. Notes
Hand Grenades & 40mm Grenades 100% Cost 5m radius cloud of gas, with 15m downwind tail. 10m radius cloud indoors
25mm Grenades 75% Cost 3m radius cloud of gas
Micro Spray Can 50 % Cost 1 shot spray can with 1m range, size of a lighter
Mini Spray Can 100% Cost 3 shot spray can with 2m range, slightly smaller than a grenade
Spray Can 200% Cost 8 shot spray can with 2m range, size of small can of bug spray
Hypogun 150% Cost 1 shot hypo , size of a medium pistol [11]
Paint Balls (non-aerosol) 250% Cost 50 paintballs loaded with a liquid chemical weapon
Paint Balls (aerosolizing) 400% Cost 50 paintballs that aerosolize on impact into a 1m cloud
Shotgun slug canisters 100% Cost 8 Slugs pen. up to 8 SP barricades and deliver a 1.5m cloud
TechJager Air Fouler +400 eb Fills a 10' x 10' room with selected chemical agent gas
FlashLight Gas Dispenser +50 eb 3 shot spray can with 2m range
Flachette Payload High STR x 100 eb per flachette round) Payload for flachette/needle weapons
Chemical Warfare Gear
Item Price Notes
USM-1128 Gas Mask 200 eb US Military Gas Mask with 2 filter system
Surplus Gas Mask 60 eb Gas Mask with single filter [8]
Esporma Environment Suit 725 eb SP:10, SP:30 vs corrosives, air supply, etc [15]
EnviroScanner 400 eb Detects radiation & biological contamination within 7m
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