On a roll of 20, the person’s eyesight is permanently blinded(without treatment or replacement)-01-50% one eye is blinded, 51-00% both eyes are affected. On a ‘to strike’ roll of 17-19, retinal damage is done the person’s visual acuity is reduced by 1d6x10% even after that, and the victim must roll vs non-lethal poison successful roll means that full eyesight is restored after 2d4 days of rest, while a failed save means the damage is permanent, unless medical treatment(or eye replacement) is applied. Range: 4,000 ft and covers a 10 ft wide areaĭamage: None, but on a ‘to strike’ roll(no bonuses) of 5 or better those with unprotected eyes will be temporarily blinded for 1d6 minutes. Frequency-jumping is also possible as a feature, in which case the laser can be used to counter laser-ranging and targeting optics, by effectively blinding them(no bonus to strike). They are meant to blind unprotected observers and sensitive optical equipment.īlinder Lasers occupy a narrow niche in capabilities too powerful for the Golden Age’s enlightened law enforcement policies(the lasers can do permanent damage to optical nerves, such as retinal burn), but effectively useless against military-grade eye protection(most EBA incorporate sufficient optical protection), they are regarded as high-end ‘light’ antipersonnel or antiriot weaponry.īlinder Lasers have proven effective in many cases against even MDC organisms, so Paladin Steel has begun mounting Blinder Laser systems on many of its vehicles and power armors.īlinding Lasers can be actively aimed for directed blinding efforts, or they can be continually on, as vision-denial devices. “Sniper at three o’clock, up on the rooftop! Blinder-lasers only! Fan that balcony! He’s got too much cover and we don’t want to bring the building down on top of the civilians! Get the APC between those people and that shooter!!!”īlinder Lasers are low-powered(by Rifts Earth standards) antipersonnel optical lasers that are calibrated to blinding bright spectrums and area of effect.
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