Archiv der Kategorie: Sicherheit

Cold Crate

Cold Crate
Model: SoroSuub CLD-50 Cryo-Case
Type: Cold crate
Cost: 250 (50 per
additional cryo canister)
Availability: 2
Game Notes: The unit
has enough power
and liquid gas to
keep the crate at or
below freezing for 50
standard hours. Low
temperatures can be
maintained indefinitely
by recharging the fuel
cells from a generator
and replacing the cryo canister with a spare.
Source: Platt’s Smugglers Guide (page 52)

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Holographic Image Disguiser

Holographic Image Disguiser
Model: Corellidyne CQ-3.9x
Type: Holgraphic image disguiser
Cost: 25,000
Availability: 4
Game Notes: This small unit can be worn on a belt and
projects an holographic image over an existing real world
object or living creature. Its memory capacity can store only
a single holographic image and it can operate for 2 minutes
before recharging, though it’s possible to hook it up to a
larger power supply. The holoprojection is almost perfect
and even moves as the item or person shrouded moves. It
takes a Difficult search roll to detect a fake, though sensors,
cameras and droids get a +2D bonus to detect it.
Source: Arms and Equipment Guide (page 91), Ultimate
Adversaries (page 155)

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Doubler Suit

Doubler Suit
Model: Modified Corellidyne Holographic Projector Doubler
Suit
Type: Human-sized three-dimensional imaging system
Skill: Computer programming/repair (Difficult difficulty
to properly operate doubler imaging application; if the
programming roll fails, the flaws will be immediately evdent
the first time the doubler image is used)
Cost: 30,000
Availability: 4, X
Game Notes: Once programmed, an Easy Mechanical
roll will allow projection of lifelike image duplicating the
character. The image can be projected in any direction, up
to 10 meters away. The operating character should secretly
inform the gamemaster of attempts to project the holo
image, specifying location and distance relative to the true
individual. If a successful roll is made, all others will see the
apparent image of original character projected as previously
indicated. Viewers must make Very Difficult Perception or
search roll to discover the true nature of the image (at a
range of 50 meters or more; for every 10 meters close to the
target, reduce the difficulty by one level).
Source: Galaxy Guide 10: Bounty Hunters (page 88),
Gundark’s Fantastic Technology (page 52)

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Shadowcloak

Shadowcloak
Model: Shadowcloak
Type: Disguise field
Scale: Character
Skill: Con: disguise
Cost: 10,000
Availability: 3, R
Game Notes: This device, when worn, distorts the wearer’s
voice until it cannot be recognized, even to a voice reader.
It also creates as static “black field,” which generates a field
of blackness over the wearer’s entire body. This makes the
subject featureless to all eyes and sensors. A shadowcloak
grants a +6D bonus to any con: disguise skill checks made
to conceal a character’s identity. An opposed search roll can
be attempted against the wearer’s con: disguise skill if an
observer wishes to identify the subject. The downside is that
a subject cannot walk around without being identified, but
must instead remain stationary. The device can maintain its
black field for an hour, after which it must cool down and
recharge for 4 hours.
Source: Coruscant and the Core Worlds (pages 44-45)

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Ooglith Masquer

Ooglith Masquer
Model: Yuuzhan Vong Ooglith Masquer
Type: Organic disguise
Scale: Character
Skill: Con: disguise
Cost: Not available for sale
Availability: 4, X
Game Notes: The ooglith masquer, similar to the ooglith
cloaker, covers its user’s body with a convincing disguise.
Each masquer is engineered to mimic a specific species.
When used, an ooglith masquer grants a Yuuzhan Vong
a +3D bonus to his con: disguise skill roll. Just like the
ooglith cloaker, the masquer is painful to wear, and inflicts
2D damage every time it is worn. It can also be removed by
pressing a hidden organ.
Source: d20 Core Rulebook (page 356), The New Jedi Order
Sourcebook (page 23)

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Flesh Camouflage

Flesh Camouflage
Model: Illicit Electronics Flesh Camouflage
Type: Personal disguise device
Skill: Computer
programming/repair
Cost: 11,000 (computer), 500 (per retinal contact pair;
non-reusable), 500 (per SecCard taker), 250 (per flesh
concealment kit, non-reusable)
Availability: 4, X
Game Notes: The
operator must make a computer programming/repair roll:
Roll Result
Very Easy Contacts, SecCard and flesh are all unusable
Easy Contacts: +2 to security for retinal scans
SecCard: +2 to security for card scans
Flesh: +2 to con.
Moderate Contacts: +1D to security for retinal scans
SecCard: +1D to security for card scans
Flesh: +1D to con.
Difficult Contacts: +1D+2 to security for retinal scans
SecCard: +1D+2 to security for card scans
Flesh: +1D+2 to con.
Very Difficult Contacts: +2D to security for retinal scans
SecCard: +2D to security for card scans
Flesh: +2D to con.
Heroic Contacts: +3D to security for retinal scans
SecCard: +3D to security for card scans
Flesh: +3D to con.
Retinal Contact: These will produce thin plasticizes
membranes which replicate the retina pattern of the target
to be impersonated.
Chemical Security Card (SecCard): This will store 10 image
sheets, which can contain pictures, text information or
identification with
proper code sequences.
The SecCard has no
electronic parts. O
change to the next
identification screen,
one presses the
“advance” button.
Once an image sheet
is used the information
cannot be retrieved.
Flesh Disguise: These
are replicas of the
face, hands, and feet of
another person. Once
fitted into place, the replications are extremely effective at a
distance. The mouth of the disguise has a small electronic
link to modify the pitch and tone of the voice (if the recorded
voice is available)
Source: Galladinium’s Fantastic Technology (pages 95-96)

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Disguise Kit

Disguise Kit
Type: Typical disguise kit
Skill: Con: disguise
Cost: 500
Availability: 2, R
Game Notes: This kit contains an easily hidden voicedistorter,
prosthetics, pigments, and contact lenses. It
allows humanoids to pass for a member of some other
humanoid species of similar size, adding a +1D bonus to
any con: disguise skill rolls.
Source: Coruscant and the Core Worlds (page 125),
Ultimate Adversaries (pages 155-156)

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Code Slicer

Code Slicer
Model: Duwani Mechanical Products UniSlice
Type: Security code breaker
Skill: Security
Cost: 2,000
Availability: 3
Game Notes: Provides +1D security bonus in attempts to
bypass or break through security measures.
Source: Gundark’s Fantastic Technology (page 96), Tales of
the Jedi Companion (page 122)

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Security Kit

Security Kit
Type: Typical security kit
Skill: Security
Cost: 750, 1,500 (mastercarft)
Availability: 2, R or X
Game Notes: A security kit
is a set of special tools for
bypassing electronic and
mechanical locks. This item
gives it user a +1D bonus on
security rolls. It also provides a
+1D bonus on any repair rolls
relating to security systems.
A mastercraft security kit
provides a +2D bonus and
contains a comlink that monitors frequencies typically used
by silent alarms, so the user can know if such an alarm has
been triggered at any point during the operation.
Source: d20 Core Rulebook (page 143)

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Lock Breaking Kit

Lock Breaking Kit
Model: Individual manufacture; many types
Type: Security code de-scrambler
Skill: Security: lockpicking
Cost: 8,000 (if purchased through legitimate agent),
16,000+ (black market price)
Availability: 4, R or X
Game Notes: Adds +2D to a user’s security skill when
attempting to open an electronically sealed entryway.
Source: Pirates & Privateers (page 49), Rules of Engagement
– The Rebel SpecForce Handbook (page 45)

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Electronic Lock Breaker

Electronic Lock Breaker
Model: Outlaw Tech Lock Breaker
Type: Security tampering unit
Skill: Security, computer programming/repair
Cost: 25,000 (basic unit), 1,000 (per security system profile
software package)
Availability: X*
Game Notes: The Lock Breaker requires a Moderate security
roll to activate and a Difficult computer programming/repair
roll to successfully determine gene code sequences in
advanced computer locks. Specific system profiles must
be programmed before use, but pre-programmed system
profiles (which are quicker to enter and generally more
effective than “homemade” profiles) can be installed with a
Moderate computer programming/repair roll.
117
* Note: This item is not available prior to the Battle of
Endor.
Source: The Last Command Sourcebook (pages 122-123),
Gundark’s Fantastic Technology (pages 97-98), The Thrawn
Trilogy Sourcebook (pages 188-189)

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Master Coder Chip

Master Coder Chip
Type: Illegal security override
Skill: Security
Cost: 1,000 – 340,000 (dependant upon quality and utility)
Availability: 4, X
Game Notes: A properly coded master coder chip gives the
user a +1 to +4D bonus to security rolls involving electronic
systems (electronic code locks, palm print scanners and
retinal scanners, for example; the bonus modifier depends
upon the sophistication of the computer system) but failure
on a security roll (or a “1” on the Wild Die roll) means that
the illegal master coder has been detected by the security
system, sounding an alarm.
Source: Gundark’s Fantastic Technology (pages 98-99), The
Truce at Bakura Sourcebook (pages 138-139)

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Retinal Disguiser

Retinal Disguiser
Model: Individual criminal manufacture
Type: Retinal pattern falsification device
Skill: Medicine
Cost: 25,000 (black market)
Availability: 4, X
Game Notes: Normal operation requires an Easy medicine
total. In the event that a pre-existing pattern has been
loaded into the device (rather than storing a live subject
scan), the gamemaster must determine the relative accuracy
of the pattern.
This may require
the user to make a
higher difficulty roll.
Users deemed to be
sufficiently proficient
may attempt to
manufacture their
own retinal patterns
“from scratch”. Such
attempts will always
result, however,
in much higher
medicine difficulties.
Source: Galaxy
Guide 11: Criminal
Organizations (pages
84-85), Gundark’s
Fantastic Technology
(page 110)

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Fingerprint Masque

Fingerprint Masque
Model: Individual criminal manufacture
Type: Fingerprint pattern alteration kit
Skill: Computer programming/repair (to use)
Cost: 15,000 (black market)
Availability: 4, X
Game Notes: The flip-top surface contains a liquid crystal
display used to confirm commands and the display of
desired patterns. The bottom half of the device’s “pad”
contains a small input panel and a “sensor pad” where the
digit is placed while the new pattern is being formed.
Source: Galaxy Guide 11: Criminal Organizations (page 84),
Gundark’s Fantastic Technology (page 108)

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Shipjacking Kit

Shipjacking Kit
Model: Individual manufacture
Type: Ship security code scrambler
Skill: Security
Cost: 8,000 (licensed collection agency), 16,000+ (black
market)
Availability: 4, F or X
Game Notes: Adds +3D to user’s security roll to break
through a ship’s security code system.
Source: Galaxy Guide 11: Criminal Organizations (pages
85-86), Gundark’s Fantastic Technology (page 99), Han Solo
and the Corporate Sector Sourcebook (page 121)

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Tri-laser Engraver

Tri-laser Engraver
Model: Opirus Personal Lasers, Model KL-543
Type: Tri-laser engraver
Skill: Forgery
Cost: 4,000; 8,000+ on the black market
Availability: 3, F or R
Game Notes: Long-term close-up use of this device without
proper protective eyewear can lead to temporary visual
distress and permanent injury.
Source: Galaxy Guide 11: Criminal Organizations (page 86),
Gundark’s Fantastic Technology (page 110)

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Magnacuffs

Magnacuffs
Model: Loris Syndicated Securities MCI-100
Type: Personal restraint device
Cost: 75
Availability: 2, F
Game Notes: Magnacuffs have a Strength of 6D+2 to hold
individuals.
Source: Galaxy Guide 10: Bounty Hunters (page 89),
Gundark’s Fantastic Technology (pages 70-71), Arms and
Equipment Guide (page 94)

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Biodegradable Binders

Biodegradable Binders
Model: TaggeCo.
Biodegradable Binders
Type: Temporary binders
Cost: 75
Availability: 2, R
Game Notes: Once
applied, a character
must make an opposed
Strength roll to break
free (the binders have
a Strength of 6D). Once
activated, the binders
deteriorate in 36 hours.
An application of a
special harmless molecular solvent will degrade the binders
sooner if necessary.
Source: Gundark’s Fantastic Technology (page 70), Han
Solo and the Corporate Sector Sourcebook (page 117)

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Stun Cuffs

Stun Cuffs
Model: BlasTech AR-101 Stun
Cuffs
Type: Stun binders
Cost: 100
Availability: 2, F
Game Notes: The stun cuffs are
passive if the cuffed character
does not struggle. If the character
does struggle, the cuffs do stun
damage equal to the character’s
Strength.
Source: The Jedi Academy
Sourcebook (pages 140-141),
Gundark’s Fantastic Technology (page 73)

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SC-401 Stun Cuffs/Remote

SC-401 Stun Cuffs/Remote
Model: Loris Syndicated Securities SC-401 Stun Cuffs/
Stun Cuff Remote
Type: Stun binders
Cost: 100 (remote: 500)
Availability: 4
Game Notes: The stun cuffs are passive if the cuffed
character does not struggle. If the character does struggle,
the cuffs tighten causing physical pain (2D damage). The
tightening feature can be deactivated with a Very Difficult
security roll, but if the roll fails by 10 ore more, the cuff
tightens, dealing damage. Deciphering the seven-digit
master code requires a Heroic computer programming/
repair roll, failure by 10 or more causes the cuffs to tighten.
The restraint can be controlled by a remote control that
lock, unlocks and activates a stun charge that deals 5D
stun damage. Remote has a 50-meter range and can control
multiple stun cuffs.
Source: Arms and Equipment Guide (page 94)

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Yuuzhan Vong Cuffs

Yuuzhan Vong Cuffs
Model: Yuuzhan Vong Cuffs
Type: Organic restraint device
Scale: Character
Cost: Not available for sale
Availability: 4, X
Game Notes: These small creatures are used by the
Yuuzhan Vong as restraint devices, and are locked around
humanoid wrists much like regular handcuffs or binders.
Anyone attempting to escape can roll a security skill check,
with a Heroic +15 difficulty. On a failed roll, the cuffs tighten
painfully, inflicting 1D of damage. If attacked, the creature
has a Body Strength of 2D, and an armor bonus of +3D. If
not killed in a single attack, the creature will tighten its grip,
inflicting 2D damage per round until dead.
Source: The New Jedi Order Sourcebook (page 103)

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Security Collar

Security Collar
Model: Thalassian Security Collar
Type: Personal restraint device
Cost: 1,000
Availability: 3, X
Game Notes: Security collars have a Strength of 7D+1 to
hold individuals. If the collar takes any damage, or if a
security attempt to escape (Heroic+10 difficulty) fails by
more than 5, it delivers an extremely painful neural shock,
(2D damage, victim must make a Difficult stamina roll or
fall unconscious). Most security collars come with remote
triggers or voice activation.
Source: Arms and Equipment Guide (pages 94-95)

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Neural Control Collar

Neural Control Collar
Model: Cybersoft Corp. neural Control Collar
Type: Animal control device
Cost: 600 (one collar and basic control computer), 300
(collar only), 1,000 (control computer for use with multiple
collars)
Availability: 2, R or X
115
Game Notes: Causes
7D stun damage,
but instead of falling
unconscious, the
animal is subjugated by
the control computer,
capable of giving simple
instructions. A central
computer can control
up to 50 collars with a
range of 5 kilometers. A
collar that is moved out
of range of its control
unit will automatically
make its wearer return
to the control unit and
inflict 6D damage.
Source: Galladinium’s Fantastic Technology (page 58)

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Slave Collar (and Director Unit)

Slave Collar (and Director Unit)
Model: Custom-made
Slave Collars with
Director Unit
Type: Slave collars
Scale: Character
Cost: 10,000 (for one
director unit and 10
slave collars)
Availability: 3, R or X
Game Notes: 2D-
5D physical damage
depending on setting,
“kill” setting: 8D
damage.
Source: Gundark’s
Fantastic Technology
(page 72), Han Solo and
the Corporate Sector
Sourcebook (page 121)

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Bio-Cocoon

Bio-Cocoon
Model: Dendratis Biological Exports, Incorporated Bio-
Cocoon
Type: Biological containment system
Cost: 2,000
Availability: 3
Game Notes: Upon activation, the intended victim must
make a Moderate brawling parry roll to avoid entrapment
(for victims up to 150 kilograms; victims from 151-300
kilograms need only make an Easy roll, while 301-450
kilograms targets require a Very Easy roll; this unit has no
effect on targets over 450 kilograms). Failure results in an
immediate -1D to Dexterity and 1D stun damage. Increase
the brawling parry
difficulty to escape by
one level each additional
round and increase the
Dexterity penalty by -1D
and increase the stun
damage by +1D. The target
is fully cocooned when the
Dexterity penalty matches
or exceeds the character’s
Dexterity or the stun
damage is sufficient to
knock out the character.
Source: Galladinium’s
Fantastic Technology
(page 53)

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Man Trap

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 5D and 15D.
Source: Galaxy Guide 10: Bounty Hunters (page 90),
Gundark’s Fantastic Technology (page 71)

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Restraint Capsule

Restraint Capsule
Model: Damorind Securities RPC-12
Type: Shipboard containment system
Skill: Security
Cost: 10,700
Availability: 3, F
Game Notes: The shock system may be set for variable
damage (1D-7D, stun or normal damage). Anyone confined
within the cage must make an opposed roll against the
cage’s Strength of 7D to break out.
Source: Galaxy Guide 10: Bounty Hunters (page 90),
Gundark’s Fantastic Technology (pages 71-72)

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Force Cage

Force Cage
Model: Damorind Securities
Model S-3
Type: Humanoid portable
containment system
Skill: Security (to assemble)
Cost: 7,000
Availability: 3
Game Notes: As Easy
security roll is necessary
to properly assemble the
device; if not assembled
properly, the shock system
does not work. The shock
system may be set for
variable damage (1D-7D,
stun or normal damage).
Anyone confined within the
cage must make an opposed
roll against the cage’s
Strength of 7D to break out.
Source: Galaxy Guide 10: Bounty Hunters (page
89), Gundark’s Fantastic Technology (page 70)

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Universal Energy Cage

Universal Energy Cage
Model: Imperial Universal Energy Cage
Type: Enclosed prisoner transfer system
Scale: Character
Cost: 100,000
Availability: X (restricted to legal governments)
Move: 15; 45 kmh
Game Notes: Energy cage encloses prisoner In a force field
with a Strength of up to 15D (unit only applies as much
energy as necessary to restrain prisoner, so the energy level
is often much tower when not being resisted). Somehow, the
cage emanates a special type of energy that blocks Force
energies and similar mental energies with an effectiveness
of up to 15D. The unit has a special repulsor unit keeping
the prisoner suspended in the center of the cage. This
bottom mounted unit also supplies oxygen to the prisoner
(there are no provisions for food and water; it is presumed
that a Jedi will go into hibernation if he or she spends a long
time in the cage).
Source: Dark Empire Sourcebook (page 129), Gundark’s
Fantastic Technology (page 74)

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Spacer’s Chest

Spacer’s Chest
Model: SoroSuub Wanderer Space Chest
Type: Spacer’s chest
Cost: 200 credits
Availability: 1
Game Notes: A rectangular, 1 meter long chest, with
handles on each face. It can be locked with an electronic
combo-lock (Moderate to pick), sealed against vacuum, and
is quite durable: 6D Strength.
Source: Platt’s Smugglers Guide (page 46), Gundark’s
Fantastic Technology (pages 76-77), Pirates & Privateers
(pages 47-48)

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Sleight Box

Sleight Box
Model: Ecls Industries R-Roll Crate
Type: Sleight box
Cost: 750-2,000
Availability: 3, X
Game Notes: These cargo containers have a low-powered
repulsorlift coil matrix and power supply cleverly concealed
in the bottom casing. A small compensator c-board helps
the repulsorfield neutralize the weight of anything inside,
making the box feel like it’s empty. Scans detect a sleight
box’s energy source on a Difficult sensor roll; increase the
difficulty one level if the container is stowed near another
power source.
Source: Platt’s Smugglers Guide (pages 52-53)

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Bith Hiding Cube

Bith Hiding Cube
Model: Veretrex Securities Hiding Cube SCT-1000
Type: Security container
Cost: 3,000
Availability: 4
Game Notes: Cube is 75 centimeters on a side. When
activated and properly hidden, a viewer must make a
Moderate Perception roll to notice “something” about the
wall where the cube is. External magna-locks along the
container surface require a Very Difficult security total to
pick. The container’s outer surface has a Strength of 4D to
resist damage.
113
Source: Galladinium’s Fantastic Technology (page 28)

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Chronometer with Hidden Compartment

Chronometer with Hidden Compartment
Model: Alliwon Electronics Vennoc-x Chronometer
Type: Personal chronometer
Cost: 50, 65 (belt version)
Availability: 1
Game Notes: Hidden compartment can hold items smaller
than four by four centimeters.
Source: Galladinium’s Fantastic Technology (page 44),
Arms and Equipment Guide (page 96)

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Imperial Customs Holoseal

Imperial Customs Holoseal
Model: MerenData Imperial Holoseal
Type: Customs holoseal
Cost: Not available for sale
Availability: 2, R
Game Notes: Successfully removing an Imperial holoseal is
a Very Difficult security task. Other seals used by sector and
system customs authorities can be removed with Moderate
to Difficult security roll.
Source: Platt’s Smugglers Guide (page 51)

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Magna Lock

Magna Lock
Model: Locris Syndicates MLC-50
Type: Surface locking mechanism
Skill: Security
Cost: 150
Availability: 2
Game Notes: A Very Easy
security roll is required to
activate the unit in place.
The device adds +2D to an
object’s Strength to resist
damage.
Source: Galladinium’s
Fantastic Technology
(page 31), Arms and Equipment Guide (page 94)

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Bith Computer Retinal Lock

Bith Computer Retinal Lock
Model: Veredictas CompuTechnology Bith Computer
Retinal Lock
Type: Computer security system
Skill: Computer programming/repair
Cost: 1,200
Availability: 3
Game Notes: An Easy computer programming/repair roll
is required for installation. Once in place, only retinal
falsification system will allow unauthorized users to access
secured files.
Source: Galladinium’s Fantastic Technology (page 59)

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Bith Vehicle Voice Lock

Bith Vehicle Voice Lock
Model: Casilis Electronics Defenses BiVVoL RVR-325
Type: vehicle theft deterrent
Skill: Streetwise
Cost: 650
Availability: 3
Game Notes: An Easy communications total is required
to properly encode the BiVVoL or change an established
pattern. Normal activation by the owner with voice command
code is automatic within a 10-meter range (if the owner is
willing). The owner can alter the command sequence’s tone
to fail an activation if under duress. A failed attempt to
circumvent a BiVVoL means that the vehicle’s power system
is disabled until the secondary system establishes identity.
Attempting to “forge” a voice replication requires a voice
replication unit with sound adjustment functions, at least
three hours of work creating the forgery, and a Moderate
communications roll and a Moderate forgery roll.
Source: Galladinium’s Fantastic Technology (pages 12-13)

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Key Card Ship’s Lock

Key Card Ship’s Lock
Model: Aratech Cradset System
Type: Code key lock
Cost: 1,000
Availability: 2, F
Game Notes: Installing this lock yourself requires a
Difficult security roll. Failure means the lock sometimes
sticks, and sometimes doesn’t engage all the way. Most key
card locks come with two imprinted cards. Bypassing this
lock requires a Very Difficult security roll.
Source: Platt’s Smugglers Guide (pages 55-56)

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Electronic Combination Hatch Lock

Electronic Combination Hatch Lock
Model: Varge Corp. Cipher Security Seal
Type: Combination hatch seal
Cost: 750
Availability: 2, F
Game Notes: Installing this lock yourself requires a Difficult
security roll. Failure means the lock sometimes sticks, and
sometimes doesn’t engage all the way. Bypassing this lock
requires a Difficult security roll.
Source: Platt’s Smugglers Guide (pages 55-56)

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Remote Control Hatch Lock

Remote Control Hatch Lock
Model: Varge Corp. Ranged Lock
Type: Remote control seal
Cost: 1,250
Availability: 2, F
Game Notes: Installing this lock yourself requires a Very
Difficult security roll. Failure means the lock sometimes
sticks, and sometimes doesn’t engage all the way. The
remote control unit has a range of 30 meters. Bypassing
this lock requires a Very Difficult security roll.
Source: Platt’s Smugglers Guide (pages 55-56)

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Console Lock Panel

Console Lock Panel
Model: Varge Corp. CS20 Board Plate
Type: Control lock panel
Cost: 300 (electronic combination), 500 (key card)
Availability: 2
Game Notes: Installing the panel assembly yourself
requires a Difficult security roll. Failure means the lock
sometimes sticks, and sometimes doesn’t engage all the
way. Bypassing the lock requires a Moderate security roll.
To engage or remove the panel takes six rounds.
Source: Platt’s Smugglers Guide (page 56)

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Console Dead Lock

Console Dead Lock
Model: Arakyd PowerLock 2500
Type: Console power lock
Cost: 1,000 (electronic combination), 1,500 (key card)
Availability: 2
Game Notes: Cuts the energy feed to your control boards.
Installing the lock yourself requires a Very Difficult security
roll. Failure damages some of the cockpit, instrumentation
and controls. Bypassing the lock requires a Very Difficult
security roll.
Source: Platt’s Smugglers Guide (page 56)

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Monofilament Screen Guards

Monofilament Screen Guards
Model: Novaplex Monofilament Screen Guards
Type: Anti-intrusion device
Cost: 450 (1 pair 80 centimeter long strips)
Availability: 4, F, R or X
Game Notes: An intruder must make a Very Difficult search
roll to detect strips in place. Contact with the strips causes
6D damage (if the subject is moving rapidly when contact is
made, increase the damage to 9D)
Source: Galladinium’s Fantastic Technology (pages 31-32),
Arms and Equipment Guide (page 94)

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Pressure Plate Trip

Pressure Plate Trip
Model: Zone Supplies, Ltd. Pressure Plate Trip
Type: Trip sensor
Skill: Sensors
Cost: 300
Availability: 2, F
Game Notes: Two sizes available: one-third meter by onethird
meter, and one meter by one meter. Small trips weigh
300 grams, and large trip weigh one kilogram. Power pack
lasts 72 hours. Characters must make a search roll to detect
the trips. A Moderate roll is necessary to spot the large trip,
while a Difficult roll is necessary to spot the small trip. Any
pressure triggers the plate; can be set to trip at minimum
weights. Can be attached to blasters, bombs or alarms.
Source: Cracken’s Rebel Field Guide (page 20), Rules of
Engagement – The Rebel SpecForce Handbook (pages 42-
43)

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Laser Detection Trip

Laser Detection Trip
Model: Merr-Sonn LCT Laser Trip
Type: Laser emplacement trip
Skill: Computer programming/repair
Cost: 350
Availability: 2
Game Notes: If tied into a computer system, the trips detect
living beings passing through its beam.
Source: Shadows of the Empire Planets Guide (page 84

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Motion Sensor Trip

Motion Sensor Trip
Model: BlasTech MoveSense 34 Motion Trip
Type: Trip sensor
Skill: Sensors
Cost: 100
Availability: 2, F
Range: 4 meters, 180-degree dome arc
Game Notes: Finding sensor requires Difficult security
roll. Sneaking by a motion sensor trip requires a Difficult
sneak roll. Alarm emits a piercing shriek when triggered by
any motion above 0.2 meters-per-second. Can be remotely
turned on and off with calibrated security systems. System
must have transmitter within 50 meters of sensor. Unit is
cubed, six centimeters to a side.
Source: Cracken’s Rebel Field Guide (page 19), Rules of
Engagement – The Rebel SpecForce Handbook (page 42)

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Heat Sensor Trip

Heat Sensor Trip
Model: Imperial Heat Sensor Trip
Type: Trip sensor
Cost: Not available for sale
Availability: X
Range: 20 meters, 45-degree arc
Game Notes: Sensors can be programmed to set off alarms
or notify a central computer. Character must disable heat
sensor or successfully disguise his heat pattern as a proper
shape and heat pattern to pass by undetected. Sensor
connected to computers by 50-meter long cable, although
multiple cables can be connected for greater range.
Source: Cracken’s Rebel Field Guide (page 18)

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SoroSuub Heat Sensor Trip

SoroSuub Heat Sensor Trip
Model: SoroSuub Heat Sensor
Type: Heat sensor
Skill: Sensors
Cost: 100
Availability: 2
Range: 20 meters, 45-degree arc. Has a variable trigger
mechanism; can be set to trip if it detects a heat source
with a temperature ranging from three to thirty degrees
standard.
Source: Rules of Engagement – The Rebel SpecForce
Handbook (page 42)

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