The Defenses of the "Night's Horse"
        This ship has some of the most modern defenses, and some of the oldest too.  Some defenses are just non-lethal (or lethal) weapons bolted onto the ships exterior or interior.  The inside defenses focuse more on live capture of intruders than the outside defenses do, mainly because lethal weapons do bad things to the insides of starships.
        All of the defenses are then wired to the Intruder Defense Control Board, also known as the IDCB.  All of these systems can be automated to fire on sight of motion, though this setting is rarely used.  With an intelligent droid at the controls the IDS (Intruder Defense Systems) are usually set to tag a target and ask the control board operator for clearance to fire.  The operator can then take control of the targetting systems to insure a hit or select what weapons for the computer to use and it will fire.  This is even better as the ship IS the pilot droid, it is semi-sentient so it can decide whether to fire or to call its owner for clearance.  If it doesn't get through or it does and gets clearance to fire it will do everything possible to stop attackers, short of raising ship that is.  If the ship is fired upon by a suspect the ship will repond with all force.  If the suspect tries to break in or is not actively engaging the ship it will respond first with an audible hailing of the suspect (there are maintenance crews that help out by refueling the ship etc. and police forces setting ambushes for pirates you know).
        Many times starport officials get angered by high-energy and explosive weapons being fired in a docking port (they make lots of noise and damage the starport) so violence is used as a last, no second to last option.  The last option is raising ship, picking up the crew from wherever they are (as they are probably now in great danger too!) and letting them evaluate the situation.

All defenses on this ship are mIlitary grade or, better yer, Smuggler Grade!


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)
 
 

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
 
 

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
 
 

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
 

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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