Remote casualty producing devices (RCPDs) have been a staple of warfare since the first time a branch had a point put on itand holes were dug. In fact, this is all that the first devices were, spike lined, camouflaged pits. Over the centuries, the devices became more exotic. Crossbows and slugthrowers attached to trip lines. Various and sundry explosive and incendiary devices. Gravity powered spikes and weights. Pits, in all sizes, filled with spikes, water, acid or just incredibly deep. Snares that hauled the victim into the air, or down a cliff, or across and over a tree limb, or into a hole smaller than the victim. Electrified fields. laser enclosion grids. Today, the assortment of technological mayhem that can be inflicted on individuals after you've left is incredible. For additional information, please refer to General Craken's field guide.PRIMITIVE RCPDS
Spiked PitENERGY BASED RCPDS
Merr-Sonn Sentry GunEXPLOSIVE BASED RCPDS
Laser Enclosion Grid
Lightning Hall
Landmine EtiquetteMerr-Sonn LM-18 Anti-Personnel Mine
Merr-Sonn LM-10 Area Denial Mini-Munition
Improvised Anti-Walker Mine
SoroSuub M15B3 Bounding Landmine
Hover Mine
Stun Mine
Explosive Snare
To conserve space, and to take into account the near infinite number of variables involved, the technologically primitive traps will only be given a light overview. To be precise, we will only cover the most basic, the spike pit. Please refer to your favorite wilderness survival manual for a more complete description of other systems.
Due to the increasing dependence on energy weapons, most boot manufacturers have stopped producing spike-resistant boots, making most individuals an easy mark for this trap. If you feel the need, coat the spikes with whatever toxin you happen to like.
Type: Spike lined pit
Damage: 2D-5D (depending on the spike construction, pit depth and other
variables)
With the advent of the energy weapon, trapping took a different turn. Before, there had been some work done with slugthowersand bows, but nothing really efficient. Most of the R&D money went into explosive devices. Today, there are several energy-based RCPDs available, but many of them must be built into a building's structure to conceal them. This is why energy weapons are best used to defend a fixed posision, not to cover one's travel.
Type: Remote sentry gun
Availability: 3 X
Cost: 1000 (50)
Skills: Blaster: sentry gun 3D, Search 4D (not improvable)
Range: 1-10/30/100
Fire rate: 5
Ammunition: 500, or connected to a power generator for unlimited
ammunition
Damage: 4D+2
Notes:
Firing Procedure: The
weapon must make a Search roll vs the characters' Sneak roll. If
the targets are located, then the gun may fire on targets. The gun
will only fire once per round at a particular target.
Field Limiters: The gun's
field of fire may be restricted to as little as 20 degrees of arc, or opened
up to a full 360 degrees.
Fire Linking: Multiple
sentry guns may be firelinked, with damage calculated as per normal.
Type: anti-intruder device
Availability: 3 R,X
Cost: 300+ per meter of wall and ceiling needing emitters (cost depends
on how hard it is to add to building)
Damage: 6D
Type: anti-intruder defense
Availability: 2 R,X
Cost: 200/meter of corridor
Damage: 1D-8D, stun or lethal
Explosives have been the backbone of RCPDs since the triggering devices became stable enough to meet the mission at hand. The devices have included such things as an armed hand grenade placed inside a can, and rigged to be pulled out of the can when a line is pulled. These devices can be large enough to take out a tank, or small enough to simply remove a couple of toes. They can be detonated by command, from pressure being placed on them, pressure being removed from them, pull switches, push switches, various sensors, or anything else you can think of.
There are millions of models of anti-personnel and anti-vehicle mines manufactures through out known space. This document is in no way intended to even begin to catalog these devices, but is rather an overview of the more common types available, and whenever possible, discuss one of the more common models of that type in use with Imperial forces.Landmine Etiquette
Lets be honest, these are not a good weapon. They are small, cheap and can function over decades, even centuries. They can not discriminate, and the explosive ones are difficult and dangerous (if not impossible) to disarm. For these reasons, use them only when you must. If you must use them, keep the most accurate record concerning their type, quantity and location that you can.Traditionally, they have been used to form a perimeter around a fixed position, to provide extra power to an ambush, or individually placed in likely places to harass the enemy while on patrol. Other times, they are placed in mass quantities, without bothering to conceal them, so as to force the enemy to waste time either disarming them or going around, often into a favorable position.
Auto guns have been used in situations were the use of a living sentry has not been preferable, or to provide additional firepower to defenders. They also have been used to secure vaults, as they can not become greedy nor can they be reprogrammed by such a person. They also have the added bonus on not having a brain, and thus can not be scared.
Type: Directional, anti-personnel device
Availability: 2 X
Cost: 450
Notes:
Detonating Devices:
it may be attached to a variety of trips, a timer or a command detonator.
Difficulties: Easy
Demolition to arm or disarm (modified by circumstance).
Blast radius/damage:
Blast Radius 0-2m 6m 10m 15m Primary 15 Degree Arc 6D 5D 4D 2D Secondary 15 Degree Arc (around the primary) 5D 4D 2D All directions 2D
Once they are armed, they can not be disarmed. It is for this reason that the Empire is experimenting with larger canisters of thousands of these little bastards, to be carried and sown by TIEs or airspeeders. If dropped high enough, they arm before hitting the ground, doing a relative small amount of damage to an incredibly large area. There have been some vocal opponents to the manufacture of these items, but the most vocal of them have met with Treason charges.
Type: Miniature, area denial munitions
Availability: 2 X
Cost: 1300 (package of 100)
Damage: 3D
Notes: Armed 30 seconds after removed from canister. Detonated by contact.
Can not be disarmed.
Type: improvised high yield landmine
Availability: 2 R,X (warhead)
2 F,R (sensors)
Cost: 200-500 (projectile)
400 (sensors)
Scale: starfighter
Blast radius: 5m (typically, depends on the weapons involved)
Damage: 6D-9D (depending on projectile used).
Notes:
Targeting: Fitted
with repulsorlift and vibration sensors. Detection radius 3m.
Difficulties: Moderate
Demolition to construct, Heroic Demolition to disarm.
Model: SoroSuub M15B3 Bounding Landmine
Type: Bounding anti-personnel mine
Availability: 2 X
Cost: 400
Blast radius: 0-2/4/6/10
Damage: 5D/4D/3D/2D
Notes: Moderate Demolition's to emplace, Difficult Demolitions to disarm.
Model: BlasTech M-32 Hover Mine
Type: Anti-personnel smart bomb
Scale: Character
Skill: Grenade
Weight: 0.5 kilograms
Cost: 1,000 credits (tracker: 500)
Range: 5 meters (without tracker)
Blast Radius: 3 meters
Damage: 8D
Game Notes: The tracker, if added, has 3D in Tracking.
Model: BlasTech 9 Stun Amplifier
Type: Stun mine
Scale: Character
Skill: Demolitions
Cost: 500 credits
Ranges: 1-10/18/20
Damage: 7D/5D/3D (stun)
At intervals of 24cm (4 squares) all across the inside of the mesh are small sensors, like the sensor of an IM mine, which can detect repulsor or contact. Using tiny "smart" technology, the meshing watches the movement across its surface; a targeted object does not trigger the snare until it is as close to the middle as possible on it's current path; when the object begins to move away from the center again, the trap is triggered. All four repulsors roar to life, swinging first straight upward until, held by the weight of the victim, each is forced into a tethered semi-circle, bringing its corner of the mesh over (or at least up the side of) the victim. A full dodge will bring a character outside of the snare's range, a regular dodge will bring a character out if he/she is within half a meter of the edge. (Both are rolled against the Snare user's Demolition's total.)
Objects with a move greater than 20 cannot be trapped by a 9sq.m. Snare, greater than 50 by a 25 sq.m., greater than 200 by a 100 sq.m.; the snare is still set off, however. (Assuming that a snare has been set up on the ground. It may also be set vertically, allowing nothing to escape if it collides with the net.) The net then detonates all the small pieces of detonite, causing 4D/10D/20D speeder scale damage, dependent on Snare size, to any one or anything contained therein. The net can also be spread "upside down," tarp-like, over parked (or at least unmoving) speeders, starships, bunker doors, walkers, etc., and detonated. Folded and packed (as sold) the 9sq.m. snare is about as large as a paperback, the 25sq.m. about a large textbook, the 100sq.m. is contained in a large duffel bag.
Model: BlasTech Explosive Snare
Type: Explosive net
Cost: 2,000 (9 square meters), 5,000 (25 square meters), 10,000 (100 square
meters)
Range: 3x3, 5x5, 10x10