Sandman "blaster" (Logan's Run Movie/TV)

ChrisDonovan's picture
ChrisDonovan
January 1, 2016 - 7:07pm
I know the Deep Sleep gun in the book is actually a projectile weapon of some sort, but that's about it.

I'm more interested in the version of the weapon from the movie and tv series.

More specifically, what kind of weapon is it?  Some sort of energy-base, but what kind?  Microwaver?  It fits the damage effects for the most part I think.  Plus no visible beam.  Can microwavers damage non-organic things the way the sandman guns could in both?

I'm also intrigued with the idea of a chemical laser in the IR range.  No visible beam, and the "muzzle flash" would be venting the waste products of the chemicals used to make the laser pulse.

Either might make a good choice for the movie weapon, but the tv version complicates things by adding a "stun" mode that paralyzes people with a very visible blue beam.  I got no idea what kind of energy weapon could do both in one gun.

Thoughts?
Comments:

Tchklinxa's picture
Tchklinxa
January 1, 2016 - 7:51pm
You mean this weapon? http://www.racprops.com/issue4/logansrun_dspistol/ This site actually looks at the props from the set, the firing of these working props and problems with them.

It looks like the weapon went through conception changes for various reasons.

Novel Version

The gun is described in the book as having six chambers each holding a different type of charge.

In the comic The Huntsman (Bizarre Adventures #2 Marvel Comics) they were using a six chambered weapon.

Film Version

The Sandman Gun (also known as the Deep Sleep Gun) has no variable ammunition options, but benefits from having the much larger ammunition capacity of 120 rounds or firings (good for approximately six weeks of normal Deep Sleep Operative use). Instead of firing solid projectiles, the gun shoots charged particles of variable intensity. A single well placed shot is enough to kill a human or destroy certain obstacles.

The gun's body is made up of teflon-plated tempered durasteel. The range of the Sandman Gun is approximately 360 feet, and has an average recharge time of three hours.

TV Series Version

In the television series The flameguns were called "weapons" and had three settings: Stun, Blast, and Kill. Settings were changed by turning the back of the barrel. The reason was a 'family values' issue at CBS. Logan's Run was a 'family' show thus the word "Gun" had certain connotations and could not be used.

http://scifi-weapons.wikia.com/wiki/Sandman_Gun

So based on this there are several options, which works best for your setting?
 "Never fire a laser at a mirror."

jedion357's picture
jedion357
January 1, 2016 - 8:01pm
Some threads around here:


http://www.starfrontiers.us/node/2958 http://www.starfrontiers.us/node/6869
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

ChrisDonovan's picture
ChrisDonovan
January 1, 2016 - 9:14pm
Some interesting material there! :)  Gave me some things to think about.

Here's a redesign of the Sandmen for a comic done some years ago authorized by the original author of Logan's Run.

http://www.comicbookresources.com/images/previews/bluewater/logansrun/logan_01.jpg

I honestly don't know which version I'd go with if I needed DS guns for some reason in my game.  The listed ammo capacity blows the SEU system into teeny tiny pieces.

rattraveller's picture
rattraveller
January 1, 2016 - 9:40pm
Interesting timing on this thread. One of the two authors of Logan's Run George Clayton Johnson died on Christmas day. Here's a link

http://news.yahoo.com/logans-run-co-author-george-clayton-johnson-dead-001152529.html
Sounds like a great job but where did you say we had to go?

ChrisDonovan's picture
ChrisDonovan
January 2, 2016 - 1:13am
I think I glanced at that article, but it didn't stick with me until just now.

Sargonarhes's picture
Sargonarhes
January 2, 2016 - 5:35pm
Wouldn't the effects of the gun from the TV series make it work like a long range electrostunner or zap gun? I prefer the term zap gun because who used it on it's stun setting?
But only because it is other than the sonic stunner, the only weapon in SF that gives you that Star Trek affect of the dual purpose weapon like a phaser. Which I'm not even sure how those have a stun setting like some Star Wars blasters have as well.

Are we talking about adding this gun to SF?
Because I've been trying to figure out what kind of weapons the game Dust 514 are and make them SF weapons as well. But vague names like 'scrambler', 'flaylock', and 'forge guns' aren't very descriptive. And just because you're using a assualt rifle doesn't mean it's firing bullets. In fact they all seem to be energy weapons.
In every age, in every place, the deeds of men remain the same.

ChrisDonovan's picture
ChrisDonovan
January 2, 2016 - 10:58pm
The answer to your first question is multi-faceted: 1) the movie version of the gun does not appear to have a "stun" setting.  All it does is blast things.  But it doesn't seem to involve electricity as a damaging medium.  The tv version of the gun (according to the above) has an anti-personnel setting, a "damage stuff" setting, and a stun setting.  2) yes I was idly considering how to add it to SF, but the SEU reserve in the canon versions would make the thing a game-breaker.  3) can't speak to the setting you're talking about as I don't know it at all.

Tchklinxa's picture
Tchklinxa
January 3, 2016 - 2:44pm
Well lets not worry about the amount of shots yet but what you want the weapon to do in this setting. How you really want it to look & work.

Below is an example of RPG version: Not sure of system... but it's a start to see how it has been converted from movie to RPGs by others.


5. Special Weapon (The Gun): This weapon has 6 charges per "clip", Range Ax4". To hit bonuses and damage varies by the type of charge used. The Gun's handle contains 6 Blister Charges that are used to disintegrate terminated runners (i.e. the deceased). They can be used as a limited weapon (range 1", 1d10 damage) when pressed. The Gun's charges are:
a. Tangler: This charge fires a blast of silver metallic threads that engulf the target upon a successful hit. Treat as Paralysis Ray (while the victim isn't actually unconscious, he/she is considered so until the strands are removed).
b. Ripper: This charge literally rips into its victims, tearing them apart. Attacks as Disintegration, +2 to hit, 3d10 damage.
c. Needler: This charge fires a burst of thin, ultra sharp needles at its target. Attacks as Disintegration, +4 to Hit, 2d10 damage.
d. Nitro: Explosive charge. Attacks as Power Blast, +2 to Hit, 2d20 + 20 Damage, Blast Radius 3". e. Vapor: This charge explodes releasing a noxious, poisonous gas. Blast radius 4". Those caught within the gas must make an Endurance check, or else experience great agonizing pain (-4 to all attack and damage rolls, skill checks/saving throws, etc). f. Homer: This heat-seeking charge homes in on a person's body temperature and once it hits, it ignites every pain nerve in its victim, causing instant death. Attack as Force Field, +10 to hit, and treats its effect as a ranged Death Touch. The Homer is feared by all for its accuracy and its deadliness.
The Gun also has several limitations:
a. Each Gun is coded to the Sandman's hand patterns. Should anyone else, even another Sandman, attempt to hold a gun not assigned to him, it will detonate (2d20 + 20 damage) to the holder.
b. The Gun also has a tracer located within it. Should a Sandman go rogue or run, then his gun will send a signal to the DS alert board when it is fired, thus alerting the rest of the Sandman agents.

 

 "Never fire a laser at a mirror."

Tchklinxa's picture
Tchklinxa
January 3, 2016 - 2:57pm
Another possable resource along the LR line game: (I have not played it, found it bumping around):


Logun's Run type world would great for a human colony world gone amok. 
 "Never fire a laser at a mirror."

Tchklinxa's picture
Tchklinxa
January 3, 2016 - 3:55pm
http://www.projectrho.com/public_html/rocket/sidearmexotic.php

A whole bunch of weapons including Logan's Run & Judge Dredd Guns another great weapon.
 "Never fire a laser at a mirror."

ChrisDonovan's picture
ChrisDonovan
January 3, 2016 - 8:05pm
Thanks for the links.  I'd seen some of them, but not all of them.

If I do use them, I think I'm going to politely ignore the 120 shots thing and define them as follows:

Movie version - chemical laser tuned to the IR spectrum (alternately, a microwave weapon), 4d10 damage, 2SEU/shot.  Accepts Powerclips only.

TV version - microwave weapon.  Blast setting as above.  Stun setting beam scrambles target's voluntary nervous system resulting in paralysis.  2SEU/shot.  Accepts Powerclips only.

Yeah, I know it's virtually identical to the electrostunner, but I don't like it as the mechanism of effect for the ES for this weapon.

rattraveller's picture
rattraveller
January 4, 2016 - 5:16pm
Having been a very avid Paranoia player you should know that game is a true player killer. Seriously your character is the first of six clones and you were lucky if you had 3 survive. When you died the next clone appeared by very unusual means. All weapons there are very deadly.
Sounds like a great job but where did you say we had to go?

ChrisDonovan's picture
ChrisDonovan
January 4, 2016 - 5:38pm
^ So I have heard.  Never cared for the tone or setting of Paranoia myself.

I think this project is kind'a done on my end.  It was more "thought experiment" as to what I might do anyways...

Thanks for the input guys!

SFAndroid's picture
SFAndroid
January 5, 2016 - 11:19am
Star Frontiersman Issue #17

Page 47

I wrote one up a few years ago.
You can't argue with the invincibly ignorant. - William F. Buckley

ChrisDonovan's picture
ChrisDonovan
January 5, 2016 - 2:49pm
Cool :D