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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