Bio MonitorModel: BlasTech BioMonitorType: Bio-monitor detonator Cost: Special Range: Special Game Notes: The BioMonitor is a very unique piece of equipment. Usually only owned by paranoid bombers who act alone, a BioMonitor must be surgically implanted in the body and attached to both the brain stem and the heart. (Difficult Medicine roll with proper facilities. Heroic Medicine roll without. Characters with no "Medical" background should definitely forget it; failed roll means either Mortally Wounded or Killed patient, GM's discretion). The equipment thus installed may be one of two models: a Remote set (1000 credits), which is simply a Remote Cap wired to the BioMonitor hookups, or a self contained explosive set. The Self Contained setup requires the removal of a large volume of internal organs; possibilities include: a lung, a few meters of intestine, a kidney and part of the liver, etc. The organ removal is a second roll as described above. Having successfully "gutted" the patient, it now remains to "stuff" him/her. A large package of a detonite compound is inserted in the new cavity; when the BioMonitor reads all flat lines, this package goes off, doing damage as follows: Radius: 0-.5/5/13/25 Damage: (Speeder Scale) 10D/7D/5D/4D. Once this 20,000 credits worth of equipment has been firmly packed into the patient, he can be sown up and treated as "Incapacitated." If rest is taken instead of a proper bacta treatment, this operation will leave a scar like a cesarean from hell. The chipware is made of a carbon based substance, and the explosive is coated in such a way that neither show up on weapons scans. All costs are for equipment only; doctor's fees should also be considered. |
Contact StripsModel: BlasTech Contact StripsType: Contact detonator Cost: 50 credits Range: Touch Game Notes: Each of the two components of a Contact trip set is either wired or set in direct contact with the explosive. Then, when the two 2 x 5 cm strips are set into contact with each other, the explosive is set; when the strips cease to be in contact with each other, the explosive goes off. This is useful on old-style hinge doors, brief cases, or a connection between a data disk and a desktop. When used in a brief case, often accompanied by a friendly message on an Effect Screen. |
Dead Man's SwitchModel: BlasTech Dead Man's SwitchType: Dead man's detonator Cost: 20 credits Range: See Below Game Notes: The DeadMan's Switch is possibly the least popular of all detonation devices, as detonation usually causes or is caused by or results in the death of the bearer. Since most bombers are not (contrary to popular belief) raving sociopaths, this seems like a gratuitous lose of life and should be avoided. A typical Dead Man's switch is wired to an explosive worn by the switch bearer. The bearer holds this blaster-sized unit in his hand/claw/tentacle, depressing a switch to turn the unit "on." After the switch is depressed, releasing it again will cause detonation. If the user (person holding the switch "on") takes damage up to "Wounded," an Easy Strength roll allows the user to keep his grip. Taking "Incapacitated" or "Mortally Wounded" damage requires a Moderate roll, being "Killed" usually calls for immediate detonation. The user may ALWAYS release his grip voluntarily with no roll at all, rolls are for users who wish to hold off the effect until the perfect moment. |
Distance MonitorModel: BlasTech Distance MonitorType: Distance monitoring detonator Range: 0.5-15 m Cost: 150 credits Game Notes: This detonator is placed or wired into the explosive and, after a user designated time, up to a standard minute, puts out a straight ranging laser to the closest object in front of it. If this object is less than 0.5 meters away, roll 1D, on a 1 the Monitor sends the detonation charge, on 2-6 the laser crystal shatters, rendering the device permanently useless. If there is no object within 15 meters, the detonator activates the first time something enters its range. After the initial distance is set, movement of the object of more than 5 centimeters will cause detonation. If a second object comes between the Monitor and the set object, the monitor will also detonate, unless the second object if closer that 0.5 meters, in which case the roll is made as before. Batteries allow the device to continue operation up to 30 standard days, after which time roll 1D for each day; device continues operation on a roll of 1. |
Drop CapModel: BlasTech Drop CapType: Contact detonator Range: Contact only Cost: 20 credits Game Notes: Designed with the desperate in mind, this cap is a highly simplified Time cap. About the size of a man's thumb, this little piece of equipment is set for up to 20 seconds by twisting a red dot on the top half to match the designated hash mark on the bottom half. The whole unit is then packed in explosives and dropped or thrown. Not known for reliability, this can be used as a free move but with 1D rolled to determine if the actual time is, 1=spot on, 2=+1 3=+2 4=-1 5=-2 6=-3, what the user is trying for. (Thus pulling the cap and explosive, setting the cap, and disposing of the whole lump is only two moves instead of three.) This cap cannot be wired to anything, and must be put in direct contact with the explosive. |
Light Relay WireModel: BlasTech Light Relay WireType: Direct explosive wiring Cost: 75 credits Range: 1,000 meters Game Notes: Sold ordinarily in spools of 1 kilometer, Light Relay Wire can be purchased also in much larger amounts. It serves as a direct wire between detonators and explosives or between parts of the detonation sequence; e.g., Contact Strips wired to an Effect Screen wired to a quantity of Detonite. Slim as most modern fiber optics, the standard 1,000 meter roll is contained in a spooling unit about the size of a man's palm. As the wire is strung out, two options are given on the side of the spool: strip or cut. The strip function rips off the light insulation surrounding the ultra-thin wire for the setting of more than one charge along the same uninterrupted length of wire. The cut function strips a small segment of wire, then backs up to the middle of the stripped section and cuts (so that the beginning of the next piece and the end of the current piece are both bare). Stripping and cutting is accomplished by a small internal vibroblade. Each spool contains enough battery power for 2,000 cuts and stripping of up to 10% of the total length of the wire. |
Motion MonitorModel: BlasTech Motion MonitorType: Motion monitoring detonator Cost: 200 credits Range: See Below Game Notes: The motion monitor, while standard for an IM mine or the like, is useful in the creation of shape charges or use of special effect traps. The Monitor is first set, usually in contact with or wired to the explosive. Then, after a user specified amount of time up to a standard minute, the monitor "watches" an area up to 30m out, in an arc of 90 degrees. Any motion within this quarter-circle will cause immediate detonation. Note that the Monitor can only operate in a "line-of-sight" manner; objects behind some sort of non-moving cover can move without triggering the device assuming that they do not move into it's monitored area. |
Remote CapModel: BlasTech Remote CapType: Remote detonator Cost: 300 credits Range: Anywhere on same planet hemisphere, up to low orbit; 50 Space Units Game Notes: A BlasTech remote cap is far and away the most useful detonator. Attached directly to the explosive, this one-use wonder can be activated by any comlink, droid, or holonet transmission, with a code word or binary signal. The comlink's range need not be as long as the Cap's. Set to a specific frequency. Listener only, does not send forth any active signal. |
Remote PagerModel: BlasTech Remote PagerType: Remote detonator Cost: 200 credits Range: Anywhere on same planet hemisphere, up to low orbit; 50 Space Units Game Notes: Set to the frequency of a Remote Cap, a Pager uses a binary code also set by user to detonate the remote unit. Can be set by a standard data pad. Sends signal either at push button activation or can be wired to any other activation unit. Due to current technological limits, no more than 5 remote Caps may be slaved to one remote Pager. |
Time CapModel: BlasTech Time CapType: Timed detonator Cost: 25 credits Range: Immediate vicinity Game Notes: Easily the cheapest of the detonators, this also connects directly to the explosive and so, except in the event of a misfire, is also one use only. It is, however, a very versatile detonator, which can be set to keep "ticking" for up to 30 standard days. 3 x 0.5 cm LED (Light Emitting Display) digitally displays DD:HH:MM:SS. |
TripwireModel: BlasTech IR TripwireType: Tripwire detonator Skill: Demolitions Range: 50m Cost: 100 Game Notes: The IR tripwire produces a thin, tight beam deep in the infrared spectrum. May be spotted by creatures with infrared encompassing vision or some night vision equipment; not visible under normal conditions to normal humans. The tripwire is a two piece unit, one unit (sender) locates and sends a tight beam to the second (receiver). Either the receiver unit, the sender unit, or both may be fitted with explosives, or the receiver may be wired to send a detonation signal to a Remote Cap. Batteries will allow tripwire to continue working for up to 20 standard hours' continuous use. Because it need not be within the blast radius of the explosives (it isn't necessarily in direct contact) it. |
Acidic Adhesive Thermite GelModel: Imperial Intelligence AsG1Type: Acidic adhesive thermite spray gel Character Skill: Spray weapons or Demolitions Ammo: 5 (each can cover up to one square meter in gel) Cost: 375 credits Availability: 1, R Range: 1-2/4/6
A Character must make an Easy Dexterity roll to remove any bits of clothing and/or armor before the acid comes in contact with the skin. In the case of an ignition of the plasticene thermite, drop the damage for the acid base and use the 10D per round damage for the thermite. AsG1 gel was created accidently by researchers
working for the Ubiqtorate (Imperial Intelligence)
who were simply looking to create an adhesive
that could be applied to any surface to trap
enemies and possibly help aid in the escape
of an agent. The lead researcher, seeing
a possible promotion in his near future for
developing AsG1, had the team insert plasticene
thermite into the mixture for more destruction. Ryan Matheny (darkweji@gte.net) |
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Smoke CanisterModel: BlasTech Smoke CanistersType: Smoke canister Cost: 25 credits Range: 50 cubic meters of smoke. Game Notes: Sometimes you don't need a fire. Sometimes the smoke is enough. For use with the other detonations equipment, these smoke canisters, upon receiving a detonation signal from one of the other caps (has no independent firing mechanism) pours out (in one round) 50 cubic meters of smoke (25 credits is standard black/grey smoke. Color effects are available in green, red, purple, crimson, blue, and white at 30 credits per canister.) If set in an open area, this balloons out to a 3.5 meter radius hemisphere (Assuming that the canister is on a large flat surface when it goes.) Can also be used to fill 20 meters of standard hallway, one large room (8x5 m), etc.
Stats given are for open air detonation. For enclosed area (Amphitheater, building with open windows, etc.) each division lasts one round longer (1-4, 5-9, 10-13). For airtight area (closed cockpit, windowless room, etc.) double all times. Canisters designed so that human breathing is unhindered by smoke. Smoke is as heavy as air, so it neither settles nor rises. These may be used repeatedly. |