UT164 – Electric Stun Wands

(TL9)
Also called shock clubs or stun sticks, these batons use low-powered electric currents to disorganize nerve function – an effect called electromuscular disruption.

They are often carried by police officers. Some are jointed, to prevent a victim taking damage even when struck by an adrenaline-charged riot policeman; others do damage as a baton.

The victim gets a HT-5 roll to resist.  Nonmetallic armor gives a bonus equal to its DR, and the stun effect has a (0.5) armor divisor: add +2 to HT for every DR 1. On a failure, the victim’s voluntary muscles convulse, and he is knocked down and paralyzed. He may roll vs. HT-5 each second to recover; however, the user may take a Concentrate maneuver to hold the baton in contact.  This prevents recovery until it is removed, but drains a charge each second. DR does not add to HT on recovery rolls. Stun wands are wielded using Shortsword skill. They use a B cell and strike 20 times before losing power. $100, 1 lb. LC4.


 Weapon  Damage  Reach  Parry  Cost  Weight  Shots  Ammo  ST  LC
 Stun Wand  sw cr or
 th cr

 linked HT-5(2) aff

 1  0  $100  1  20  1B  5  4

NB:  Stat block per UT, not modified for Dominion.

2 Responses

  1. Lia Silver-Rose says:

    How long are they? If it’s not too big for Lia to wield, she’ll take a jointed one (if available). She’ll have to learn how to use it but it might be handy at some point.

    • Overlord Frank says:

      Length is typically 30-60cm. Skill defaults are DX-5, Broadsword-2, Force Sword-4, Jitte/Sai-3, Knife-4, Saber-4, Smallsword-4, or Tonfa-3.

      I’ll follow up in the play thread for the specific instance we’re discussing.

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