Surge (enhancement)

Surge is Damage Modifier enhancement that can disable electronics or anything with the Electrical disadvantage on a critical hit.
== Notes ==
* This was initially in very limited situations (a critical hit) but new rules in the Arcing description in PU4 actually apply retroactively to basic Surge as well, if damage from it exceeds 1/3 HP, roll a HT roll, with failure being MoS seconds paralysis
** This may result in some rolls being resisted, so your mileage may vary.
** This is also similar to how Symptoms work. It's not helpful for the no-injury EMPs that Powers refers to though.
* GURPS Update mentions this is used to reproduce Shock from 3e
== In Practice ==
Using a surge weapon against an electrical target may result in critical hits becoming vastly more powerful, as they can effectively stun-lock a robot for multiple turns. It may be particularly useful to give a high DX character a Surge weapon, allowing their critical hits to disable high-priority targets.
==See Also==
*Surge, Arcing
Category:Enhancements