Indoor Defenses (check map for placement)
Bioscan unit atop
entry ramp
2 security cameras
pointed at entry ramp (30 degree turret rotation)
5 man traps atop
entrance ramp in floor (15D gravity damage)
Man Trap
The man trap is a miniaturized reversed repul-
sorlift
field. A small flat one-meter-square piece of
metal
is normally hidden; it is powered by a small
repulsorlift
generator, with a cord 10 meters long
(additional
length cords can be purchased). The
man
trap also has a remote activator. Once acti-
vated,
the man trap creates a high intensity grav-
ity
field (repulsorlift repels against local gravity;
this
revered field greatly intensifies the gravity).
The
resulting gravity field is so strong that a target
stepping
on or over the field is pulled to the plate,
immobilized.
Movement, let alone escape, is virtu-
ally
impossible. Once the intended target is so
immobilized,
the acquisition can be quickly tran-
quilized
and secured.
Man Trap
Model: Ubrikkian
R-TechApp Man Trap
Type:
Localized gravity enhancer
Cost: 8,000
Availability: 3, F
Game Notes: The person setting the man trap should make
a hide roll to see how well the device is hidden; any
potential target making a successful Perception roll will
notice the trap. Anyone caught by the trap must make an
opposed Strength roll-the man trap's gravity setting is
variable, simulated by allowing the hunter to choose a
Strength anywhere between 50 and 150.
Gunmaii/44:2:4:09/EIr.
The practical applications
of this
device are enormous. Not only is it an
effective
restraint and capture device, but I've
seen
it work as a military defensive measure as
well.
We were dug in, holding off an attack by some
Imperial
Army grunts on Gosho IV, and we set up
a defensive
perimeter of these things (we had
dozens
after a raid on an Imperial weapons dump).
The
Imps began tossing grenades.. .which were
promptly
slammed to the ground by the traps,
detonating
prematurely. It gave us a few spare
seconds
to rally and push them back.
2 Stokhli spray sticks
in corridor (30 degree turret rotation)
5 Tangle guns (180
degree turret rotation)
5 Snare guns (60
degree turret rotation)
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Outdoor Defenses (check map for placement)
- Door Locks Include
a Key card slot, a 10-digit pass code and a Retinal scanner. The door can
also be opened from the IDCB too.
- Security camera
pointed at ramp (30 degree turret rotation)
- Security camera
mounted under front missile tube setup (360 degree turret rotation)
- Everything below
E-Web Repeating Blaster- retractable
This toy is handy when you are in a rush to leave and
unwanted company pops up at the door to your docking bay. Just leave
athem a few shots of this and they'll be happy until you leave. Or
at least they won't bother you until you leave, either way is good.
Model: BlasTech E-Web Repeating Blaster
Type: Heavy repeating blaster
Fire arc: Turret
Scale: Character
Skill: Starship gunnery
Cost: 31,880
Availability: 2, X
Fire control: 1D+2
Space range: .05-1.13/3/7.5
Atmosphere range: 5-113/300/750
Damage: 9D+2
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4 Atgar B1/a15 Picket Guns
When stuck on ground and getting shot at by infantry
these are very useful. They also make a great defense for when the
ship must be left alone.
Type: Automated Auto Laser
Scale: Character
Skill: Blaster
Cost: 29,030
Fire control: 1D+2
Fire rate: 5
Fire arc: Turret; one front + left; one front + right;
one back + left; one back + right
Range: 5-75/113/150
Damage: 7D+2
Notes: blaster 5D; search 5D; five kilometer
comlink; turned on or off by cockpit or comlink signal
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2 Espo Grenade Mortars
These two fun guns alternate between modified thermite
grenades and white phosphorus grenades to deliver a mix of destruction
capable of destroying infantry, vehicles, and much more. I believe
that they can even eat through the hull, not sheilds, but the hull of an
impstar-duce, eventually.
With their long range these can be used to shell advancing
armies as well.
Skill: Blaster Artillery
Crew: 1, copilot or pilot
Ammo: 200
Cost: 12,495
Original Cost: 3,500
Body: 4D
Fire Rate: 5
Fire Control: 2D+2
Atmosphere Range 38-150/750/1.5km
Space Range .4-1.5/7.5/15
Damage: As per type, look below
TYPE: Modified thermite grenade
Availability: Stock: 2 R,X;
As per now: near unique, takes 10 minutes to modify one, moderate demolitions
or easy grenade repair (why bother with this skill?)
Cost: 500 (each); 100,000 (one launcher full)
Range: 0-5/10/20
Blast radius: 0-1
Damage: 8D per round for the next ten rounds.
TYPE: White phosphorus grenade
Availability: 2 R,X
Cost: 300 (each); 60,000 (one launcher full)
Range: 3-7/20/40
Blast radius: 0-2/4/8
Damage: 5D/4D/3D, does 3D damage per round to flammable
material and personel until smothered or submerged, or until the effected
bodily areas and/or structures are gone. Generates 1D smoke for 10
rounds.
Note: will not work in an atmosphere that does not contain
freely available oxygen
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5 Merr-Sonn Sentry Guns
These smaller sentry guns pop out of the sides of the
ship and are useful for those same pesky situations with uninvited visitors.
These are also removable in a matter of a few minutes for any normal person
with the right tools and know-how. They can by wired to the ship
from perimeter positions or just let to sit with their power packs.
Also useful when the generator dies, they have 1000 shots on their power
packs.
Cost: 6,376; 500 (internal power pack)
Skills: Blaster: sentry gun 3D, Search 4D (not
improvable)
Ammo: unlimited (hooked to ship's generator); 1000 if
generator is down
Range: 1-15/45/150
Fire rate: 5
Damage: 6D+1
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 Delimiters:
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 fire linked, with damage calculated as per normal. |
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