Choke Gas
A particularly indiscriminate and potentially lethal weapon designed for crowd control and riot dispersal, choke gas contains a powerful irritant that attacks the eyes and respiratory system. A few lungfulls of the thick bluish gas can reduce the most ardent of mobs to a sobbing, coughing morass. Despite its undoubted effectiveness, choke gas is not a weapon of first choice for the Adeptus Arbites and is usually relegated to heavy raids or serious civil crackdowns, as it has a tendency to spread through the air filtration systems common to many hives, and is powerful enough to kill or seriously harm those of weak constitution.
Each Turn that a character is caught in the blast radius of choke gas, they must Test Toughness. A failed Test indicates the victim gains a level of Fatigue (multiple Rounds are cumulative). The harmful effects of choke gas last while the character is in the blast area plus 1d10 Rounds. If a victim of choke gas fails the Test by four or more degrees, they also reduce their Toughness Characteristic by 1d10 for 1d5–1 hours. Choke gas clouds linger for 1d5 × 3 minutes. Choke gas comes in the form of canister grenades and as launcher rounds.
Each Turn that a character is caught in the blast radius of choke gas, they must Test Toughness. A failed Test indicates the victim gains a level of Fatigue (multiple Rounds are cumulative). The harmful effects of choke gas last while the character is in the blast area plus 1d10 Rounds. If a victim of choke gas fails the Test by four or more degrees, they also reduce their Toughness Characteristic by 1d10 for 1d5–1 hours. Choke gas clouds linger for 1d5 × 3 minutes. Choke gas comes in the form of canister grenades and as launcher rounds.
Item type
Weapon, Ranged
Subtype / Model
Manufacturer
Related Technologies
Remove these ads. Join the Worldbuilders Guild
Comments