Tranquilizer Auto-Injector

Knock-Out Hypo

weapon (melee)

Tranquilizer Auto-Injector: Drain STUN 2d6, Constant (+1/2) (30 Active Points); OAF Fragile Expendable (Easy to obtain new Focus; -1 1/4), PD Applies (-1), No Range (-1/2), Requires A Roll (Skill roll; -1/2), Restrainable (-1/2), Real Weapon (-1/4), Extra Time (Delayed Phase, Only to Activate, -1/4), Reduced Penetration (-1/4), 4 Continuing Charges lasting 5 Minutes each (-0)
Real Cost: 5 Points.


This device comes four to a belt pouch. The pouch is easily opened by yanking on the Velcro™ closure, revealing the four auto-injectors inside. To use, one removes the protective cap over the business end of the injector and then jams the injector against the subject’s flesh (preferably a large muscle mass such as the thigh, buttock, or bicep or chest).

Pressure on the end of the autoinjector causes a spring-loaded needle to emerge, penetrating the skin, and injecting a dose of potent tranquilizer. The drug begins working immediately but takes approximately five minutes to take full effect, at which point the subject is (or should be) unconscious—and will remain so for hours.

The needle on the autoinjector is necessarily small, and thus fragile. It may not penetrate clothing, especially heavy fabrics, and should be used on bare skin whenever possible.

Tranquilizer Auto-Injector

DHS - Mutant Division sinanju