Usage Held in 1 hand; Bulk L; Activate Strike;
A subduer resembles a hollow rod with internal coolant reserves, and it relies on the user’s forceful movements to spray the coolant forward. Employed primarily by kasathan security forces to prevent suspects from fleeing, subduers coat their targets in a thin layer of expelled coolants that cause temporary painful freezing of the target’s skin that deals little lasting damage. On a lucky shot, the frozen layer also interferes with the target’s ability to function. Frost and rime subduers are often employed by peacekeeping forces, while sleet and glacier subduers typically see use only by pirates or mercenary groups.
Cryo Weapons
Cryo weapons generate blasts of supercooled gas that can damage or incapacitate a target. The gas is kept within a charged cryochamber attached to the weapon. While primitive models simply sprayed these freezing chemicals like a flamethrower, modern models use a containment beam to deliver deadly frozen particles to targets at impressive ranges. Most cryo weapons automatically replenish their reservoirs of reactive chemicals by drawing and processing various gases from the atmosphere, needing only batteries to maintain their ammunition supply.
One of the most popular lines of cryo weapons are zero weapons, including zero cannons, pistols, and rifles. In common parlance, avalanche-class cryo weapons are the coldest and most dangerous, followed in descending order by blizzard-class, hailstorm-class, and frostbite-class cryo weapons.
Type Frost;
Level 2;
Price 790 SN;
- Damage 1d4 C
- Range 40ft
- Critical Staggered
- Capacity 20 Charges
- Usage 1
- Special Nonlethal
Type Rime;
Level 9;
Price 13200 SN;
- Damage 1d12 C
- Range 60ft
- Critical Staggered
- Capacity 20 Charges
- Usage 1
- Special Nonlethal