Briefing

  Lawgiver Mk. 11

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Lawgiver Mk. 11
Colt Widowmaker 3000

 

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Manufactured by General Arms
Microdot Technology by Dot Com
Failure level 00.00 (The Mk.11 only fails on 0 on D10 if a previous 00 has been rolled).
Controlled by Micro-dot processor located within armored casing
Weight 1.5 kilos (fully loaded)

Magazine
Much larger than that of the Lawgiver Mk. 1, the Mk. 11 magazine has increased to a 72 round capacity, and allows access to all six types of standard ammunition at all times. Due to Justice Department ordinance regulations, each magazine is pre-filled with 36 rounds of General Purpose ammunition, leaving the remainder of the magazine free to be filled by special-purpose ammunition in 6-round blocks. 

Ammunition Options
 
General Purpose (GP, AKA Standard Execution)
Max Range 200m
Reloading 2 Actions
Special Effect None
General Purpose ammunition is the most commonly used type of shell; it has no special effects, but has the advantage of its long range. In accord with Justice Dept. regulations, at least half of the ammunition a Judge carries must be GP type.
 
High Explosive (HE)
Max Range 25m
Reloading 2 Actions
Special Effect Area Burst (5m diameter)
The HE shell is designed to deliver an area-burst explosion. This burst has a diameter of 5 meters, and adds a +1 Modifier to the weapon's Effect. This shell is limited by its very short effective range, which is due to the weight and nature of the charge, but this is outweighed by its destructive power.
 
Incendiary (I)
Max Range 100m
Reloading 2 Actions
Special Effect Burning
Incendiary shots explode, to shower their targets with an unstable and inflammable chemical. The shot hits with a normal Effect, but there is then a 90% chance that the target will catch fire. These flames will cause an extra +1 to the Effect in that Combat Round, and then +3 for each Subsequent Round, until the flames are put out.
 
Heat-Seeker (HS)
Max Range 50m
Reloading 2 Actions
Special Effect See Below
A considerable revision from the original heat-seeker, the new round is a single unit, instead of a tracking-and-maneuvering unit propelled by a GP bullet. The new heat-seeker is a self-contained, self guiding micro-missile, the same size and shape as a GP round. This upgrade allows a Judge to fire a hotshot with one hand, and significantly lowers response time.
 
Armour Piercing (AP)
Max Range 100m
Reloading 2 Actions
Special Effect +1 Effect Modifier and See Below
The penetration of this round has been improved, giving a corresponding reduction in target armor effectiveness. When using new AP ammo, all armor is treated as though it gave 50% less protection than usual (in demonstrations this bullet has been seen to shoot through 2cm armor plate).
 
Rubber Ricochet (RR)
Max Range 50m
Reloading 2 Actions
Special Effect See Below
The titanium-tipped Rubber Ricochet shell is designed to bounce off walls and ceilings, and flush perps out of enclosed spaces, such as rooms, tunnels, and so on. A RR shot is only truly effective when used in this manner. In a room or vehicle, or other enclosed area, the shell causes a double-chance Wild Fire hit on every occupant; in a tunnel or passage, the shell causes a double-chance Wild Fire hit on each target within 5 meters of the first person or object to be hit. The chance of hitting each target is doubled again if the round is used on rapid fire.

Optional Ammunition Types

The Mk.11 supports two optional rounds, Grenade and Gas, used primarily for crowd suppression.

Grenade (GD)
Max Range 50m
Reloading 2 Actions
Special Effect Area Burst (5m diameter)
Although the Grenade round is still available, it has largely fallen into disuse due to the Mk.11's Stun and gas ammunition capabilities. Some older Judges still prefer the the Grenade round, though, which is very similar to a shotgun cartridge, in that it gives a low velocity hit, spread over an area. The burst area of the shell is 5 meters in diameter, hitting with a -1 Effect. Grenade shells are useful in  incapacitating, but not killing, large crowds of opponents.
 
Gas (GS)
Max Range 50m
Reloading 2 Actions
Special Effect Area Burst (2m diameter)
Gas shells carry a small payload of liquefied gas, which vaporizes rapidly on impact. Most gas rounds carry Stumm or Tranq gas for quick perp suppression, but can be modified to carry other gas payloads by a skilled tech. Burst radius is two meters.
 
Additional Features

Neuro-Electric Stun Pulse
Max Range 20m
Reloading See Below
Special Effect See Below
The Mk.11 has the ability to emit a short range neuro-electric pulse, specifically tuned to the human central nervous system. This has the effect of stunning the target (1D6 Stuns) but causing no permanent damage. The pulse can be used a maximum of 12 times before the Lawgiver's energy cell needs to be recharged. More than 12 shots will drain the cell, and the gun will become inactive until recharge. The Lawgiver can be recharged at any sector house, or from a Judges Lawmaster. Though the pulse is short-ranged, the neuro-electric shock may be transmitted by contact, affecting up to six perps, if they are in physical contact with the target. As the pulse is optimized for humans, it has little or no effect on aliens, mutants and other lifeforms significantly deviated from the human norm. The pulse likewise has no effect on robot or machine systems, which are generally insulated against energy surges. Insulated clothing or armor will also protect the target from the effects of stun, unless the pulse impacts a non-insulated area of the body. The pulse has no lasting side-effects, though it may cause heart failure, epileptic episodes, or CNS damage in young juves or oldsters.
 
Target Acquisition Sensor
The Mk.11 is equipped with a dedicated motion sensor, which sweeps the area in a 90 degree arc in front of the weapon and emits a bleeping tone in the Judges helmet when movement is detected. The closer the crosshairs of the weapon are to the target, the faster the bleeps. When the weapon is directly aimed at a target, the bleeping becomes a single continuous tone. The sensor is capable of detecting movement through walls and armor plating, and has an effective detection range of 50 meters. The weapon has a 50% chance of detecting a moving target, plus the Judges Street skill. Once the Judge has acquired his target, he must roll a CS with a 10% penalty to hit it.
 
Infra-Red Sight
The Lawgiver Mk.11 has IR imaging capability built-in to its through-barrel targeting system, allowing the Judge to observe in darkness as though it were normal daylight.
 
Rapid-Fire Mode
The Lawgiver may be switched to full-auto "Rapid Fire" mode, transforming it into a weapon of awesome destructive capability. For each trigger pull, rapid fire will fire 6 rounds of a single ammunition type. This may be directed at a single target for +2 effect, or used to sweep up to a 4m area at normal effect. The Judge must aim as normal, then make an unmodified CS roll (no aiming bonus due to the slight recoil). For hits on a single target, roll damage as normal with a +2 effect modifier. For area fire roll 1D6: this is the number of rounds that actually hit targets, divide the rounds among the relevant targets and roll damage normally for each round that hit. Due to several unfortunate accidents in the past, the Lawgiver has been modified to not rapid-fire Hi-Ex ammunition. When rapid-firing Rubber-Ricochet, the normal chance of RR hitting a target is doubled.
 
Micro-Dot Computer
The Lawgiver Mk.11's many functions are controlled by a tiny computer within its chassis. Shortly after its introduction, it was revealed that this processor could be switched off remotely. Though the criminal behind this has now been brought to Justice, the processor does remain a weakness. The computer controls all weapon functions and encodes each round fired with ballistic information and the wielder's identity imprint. This data, along with ammunition usage statistics, is regularly communicated to MAC via a UHF transceiver for SJS review.
 
Voice Control
The Lawgiver Mk.11 is equipped with a voice control unit, allowing the Judge to select bullet type either by vocal command or by fire selector switch. When the gun receives a vocal command from the Judge, it signals compliance to the helmet comm unit with a low tone. Should the selected shell no longer be available, the gun will inform the Judge with a synthetic voice.
 
Lawgiver Mk.11 Accessories
 
Hypo
Max Range 50m
Reloading 2 Actions
Special Effect See Below
These are small, heat-guided missiles, similar to a Heat-Seeker, which fit on to the end of the Lawgiver's barrel, and are propelled by a GP shell. Each Judge carries up to 3 Hypos his glove pouches, and loading one takes 2 Actions. A Hypo works in exactly the same way as a Heat Seeker, but rather than having a standard shell they instead deliver a measured dose of a knockout drug. This delivers a standard Knockout.
 
Silencer and Flash Suppressor
The Lawgiver's Silencer is kept in a pouch in the Utility Belt. It may be used with any Lawgiver shot, except Hypos, to deliver a noiseless, flashless shot (unless, of course, the ammunition is Hi-Ex).

Self-Destruct Charge
Every Lawgiver is protected from any misuse by the inclusion of an inbuilt hand-print sensor. A Lawgiver can only be used by the Judge whose print is registered in the gun's computer; should anyone else try and use it, the gun will immediately explode, causing a hit to the arm holding the gun, with a +2 Effect Modifier. This does, of course, also mean that you may not use a fellow Judge's Lawgiver either, without first disabling the self-destruct charge (requiring a Tech Skill roll and one full Combat Round).

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