Archiv der Kategorie: Rückhalte Systeme

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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