Archiv der Kategorie: Verteidigungssysteme

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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