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Begin Technical Briefing +++
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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End Technical Briefing +++ |
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