Hunter-Killer Grenades: Also known as HK grenades or "spider grenades", this modification to the normal grenade is a curious and insidious one. Related to Smart Mines (p. 163 X-Risks), but much more portable and flexible, this system is basically a little four-legged drone which can mount a standard grenade to it. This enables the grenade to be moved around and placed without just needing to throw it, and more precision than seekers at close range. The drone can walk up walls using grip pad material, and can detonate via any normal grenade methods, and be controlled either by a primitive AI or by remote. This AI can be told to do a variety of things, such as "search and destroy", move to specific locations, wait for someone to approach, etc. Additionally, due to the grip materials, the HK grenade doubles as a Sticky Grenade. [Low], plus Payload cost.
Activating a HK grenade is as simple as triggering a regular grenade. Just dropping one on the floor is a Simple Action, but throwing it is an attack roll as normal. The drone then moves at a rate of 4 meters per round, and detonates when it is triggered remotely or otherwise meets it's detonation condition. If attempting to latch on to a specific person or object, the Grenade can make one Unarmed check to grapple per Action Turn at a rating of 40. One can shoot an HK grenade, and they do not dodge, but do count as Very Small targets (-30). Dealing any amount of DV to the drone will cause it to explode where it is currently. The drone is armed with a basic microphone and 360 camera to navigate with. The drone only has enough battery life for 24 hours, and then will need to be replaced or linked to wi-tricity.
HK grenades are not necessarily more effective than throwing regular or sticky grenades, but are more intimidating, and offer more opportunities to be clever. Some one perfectly skilled in lobbing grenades will not get much use out of them, but those who set traps or maybe need some help getting grenades on target may find them useful. Due to their propensity for use in sabotage or covert attacks, HK Grenades are illegal in most habs.
Showing posts with label traps. Show all posts
Showing posts with label traps. Show all posts
Saturday, November 11, 2017
Thursday, September 28, 2017
Undetectable Shrapnel
(Author's Note: So, I actually wanted to start posting H-Rep again earlier in the month, but was delayed by a lengthy loss in utilities for most of it. This did, however, give me some time to collect my thoughts and figure out more entry ideas, so look forward to regular updates [in some form] over the coming weeks)
"War crimes" is a fuzzy area in the Transhuman Future. For something to be a crime, there must be laws against it. And for those laws to matter, somebody has to be enforcing them. As there is no form of "international" governing body in the greater Solar System, nor do a majority of the powerful governments in that solar system wish to enter into any kind of treaties or agreements with most of the other, this means that since many of the Old Earth nation-states have folded there are not a lot of key regulations in how remaining polities conduct warfare. The UN attempted to remain together and positive in the exodus of the Fall and the immediate Post-Fall era, but rather quickly disbanded and either joined the Planetary Consortium or folded into their cultural groups. Since pandora's box of WMDs and other such things was opened to fight the TITANs, when there are serious security threats quite a few governments no longer hold back. This can lead to some fairly insidious and dangerous weapons.
Undetectable Shrapnel is a concept actually originating from the region of the 20th and 21st Centuries. While verboten in a proper war, some governments utilized them in counter-terror and anti-insurgency operations. Originally made of hardened plastics, in AF 10 these can be made from carbon fibers or other nanomaterials, transparent alumina or hardened, frangible ceramics. The idea is that these fragments still embedded deep in the body, but are not detectable by metal detectors and have a minimal cross-section on X-rays, T-rays, Ultrasound or many other sensor systems, only easily detected by a pervasive internal sensor network (i.e. Medichines). Since the shrapnel is hard to detect, it can linger in the body, preventing injuries from fully healing and causing further damage. Some may be keyed with a certain chemical "tracer", so that if they are discovered removed or in-situ they act as an ID on the person hit with the weapon. The most insidious types are made of smart materials or other embedded nanotech, and may administer nanotoxins or make more serious injuries - though many types of these materials are too fragile to use. Officially, you see these in place in minefields around the TQZ or certain spots on the surface of Luna, and unofficially, you may see them used by criminals to guard hideouts and caches, or by Hypercorps on planetary bodies to fend of Barsoomians or other Anarchist Guerrillas. Most governments have restrictions about using such materials on civilians, but these can easily be circumvented by their placement on private territory, or high-security locations.
Mechanics:
Other than just an insidious and thought-provoking concept, there are a couple of ways to handle "Undetectable Shrapnel" in play. The easiest is to impose a penalty to First Aid or Surgery rolls to the subject of -10 to -30, counteracted by using certain tools like Nanoscopic Vision or a Utilitool. This reflect the difficulty in treating the subject. For a more lasting effect, possibly on player characters, try out an effect like when a Wound is inflicted (indicating lasting or serious injuries), the character heals at half the normal rate unless healing by some form of nanomedicine, or imposing appropriate SOM or even DUR penalties until the shrapnel is removed. This encourages victims to resleeve to be rid of them fast, making a very draining injury in a game where physical harm is usually very quickly reversed. For PCs who want to utilize such things, the Shrapnel can be applied in the manufacture of any fragmentation weapon. This may require a difficult programming test to re-write blueprints to use new materials, upgrade the cost category or just make otherwise legal gear become Restricted or Illegal.
"War crimes" is a fuzzy area in the Transhuman Future. For something to be a crime, there must be laws against it. And for those laws to matter, somebody has to be enforcing them. As there is no form of "international" governing body in the greater Solar System, nor do a majority of the powerful governments in that solar system wish to enter into any kind of treaties or agreements with most of the other, this means that since many of the Old Earth nation-states have folded there are not a lot of key regulations in how remaining polities conduct warfare. The UN attempted to remain together and positive in the exodus of the Fall and the immediate Post-Fall era, but rather quickly disbanded and either joined the Planetary Consortium or folded into their cultural groups. Since pandora's box of WMDs and other such things was opened to fight the TITANs, when there are serious security threats quite a few governments no longer hold back. This can lead to some fairly insidious and dangerous weapons.
Undetectable Shrapnel is a concept actually originating from the region of the 20th and 21st Centuries. While verboten in a proper war, some governments utilized them in counter-terror and anti-insurgency operations. Originally made of hardened plastics, in AF 10 these can be made from carbon fibers or other nanomaterials, transparent alumina or hardened, frangible ceramics. The idea is that these fragments still embedded deep in the body, but are not detectable by metal detectors and have a minimal cross-section on X-rays, T-rays, Ultrasound or many other sensor systems, only easily detected by a pervasive internal sensor network (i.e. Medichines). Since the shrapnel is hard to detect, it can linger in the body, preventing injuries from fully healing and causing further damage. Some may be keyed with a certain chemical "tracer", so that if they are discovered removed or in-situ they act as an ID on the person hit with the weapon. The most insidious types are made of smart materials or other embedded nanotech, and may administer nanotoxins or make more serious injuries - though many types of these materials are too fragile to use. Officially, you see these in place in minefields around the TQZ or certain spots on the surface of Luna, and unofficially, you may see them used by criminals to guard hideouts and caches, or by Hypercorps on planetary bodies to fend of Barsoomians or other Anarchist Guerrillas. Most governments have restrictions about using such materials on civilians, but these can easily be circumvented by their placement on private territory, or high-security locations.
Mechanics:
Other than just an insidious and thought-provoking concept, there are a couple of ways to handle "Undetectable Shrapnel" in play. The easiest is to impose a penalty to First Aid or Surgery rolls to the subject of -10 to -30, counteracted by using certain tools like Nanoscopic Vision or a Utilitool. This reflect the difficulty in treating the subject. For a more lasting effect, possibly on player characters, try out an effect like when a Wound is inflicted (indicating lasting or serious injuries), the character heals at half the normal rate unless healing by some form of nanomedicine, or imposing appropriate SOM or even DUR penalties until the shrapnel is removed. This encourages victims to resleeve to be rid of them fast, making a very draining injury in a game where physical harm is usually very quickly reversed. For PCs who want to utilize such things, the Shrapnel can be applied in the manufacture of any fragmentation weapon. This may require a difficult programming test to re-write blueprints to use new materials, upgrade the cost category or just make otherwise legal gear become Restricted or Illegal.
Monday, March 13, 2017
Mantrap
While many are effective or even insidious, many forms of "Traps" available to Eclipse Phase are distinctly non-portable, and even complex. Those that aren't tend to be explosives or otherwise highly destructive. While for TITANs, criminals or private security forces who really like their privacy, this makes sense, there are many situations where a regular individual in their course of life might with to lay out a "trap" to catch or discourage vermin, wild artificials or trespassers. In this case, there is the Mantrap.
Mantrap: The mantrap is a portable anti-personnel trap which folds up to be about the size of an early 21st century portable computer. It is "armed" by opening it and setting it on the floor. There are two, primary varieties of mantrap, harmful and adhesive. The adhesive trap, also known as a glue trap or a "roach" trap, has an adhesive covering which activates in contact with air. If stepped in, a character will become stuck to the trap, which may prevent them from moving entirely, or greatly restrict their movement by encumbering one leg (half movement rate) and giving them a -20 penalty on Fray and other movement skills unless they can pass a SOM test to break free. If anchored to the floor or another surface, it can effectively immobilize like an Adhesive Surface (p. 181 X-Risks).
The harmful or injurious type is referred to as a "maneater", a "welcome mat" and many other names. It has folding "jaws" with offset teeth lined with nearly monomolecular edges - which are not designed to be self-sharpening and thus dull inside the target to catch better once they enter. These traps can even be lethal if they cause the right damage, and are armed with a pressure plate and a remote trigger to activate. When they do so, they slam shut, they deal an amount of DV equal to the target's Wound Threshold x3, with an AP of -6. This will typically incapacitate most morphs, though those in heavy armor compared to their smaller weight may find relatively little harm as the force is offset and thus allow them to escape relatively unharmed. A trapped character is likely to be knocked prone and forced to move that way (recommend limiting them to 1/4 movement) or otherwise have their movement significantly hampered, granting a -30 penalty to Fray and other movement tests unless they can remove the trap with a SOM x2 test, or someone else might damage or destroy it.
Both types of traps are equipped with mesh signals to send radio alerts or telemetry data when they are activated. Spotting a mantrap is at -10. [Low]
Mantrap: The mantrap is a portable anti-personnel trap which folds up to be about the size of an early 21st century portable computer. It is "armed" by opening it and setting it on the floor. There are two, primary varieties of mantrap, harmful and adhesive. The adhesive trap, also known as a glue trap or a "roach" trap, has an adhesive covering which activates in contact with air. If stepped in, a character will become stuck to the trap, which may prevent them from moving entirely, or greatly restrict their movement by encumbering one leg (half movement rate) and giving them a -20 penalty on Fray and other movement skills unless they can pass a SOM test to break free. If anchored to the floor or another surface, it can effectively immobilize like an Adhesive Surface (p. 181 X-Risks).
The harmful or injurious type is referred to as a "maneater", a "welcome mat" and many other names. It has folding "jaws" with offset teeth lined with nearly monomolecular edges - which are not designed to be self-sharpening and thus dull inside the target to catch better once they enter. These traps can even be lethal if they cause the right damage, and are armed with a pressure plate and a remote trigger to activate. When they do so, they slam shut, they deal an amount of DV equal to the target's Wound Threshold x3, with an AP of -6. This will typically incapacitate most morphs, though those in heavy armor compared to their smaller weight may find relatively little harm as the force is offset and thus allow them to escape relatively unharmed. A trapped character is likely to be knocked prone and forced to move that way (recommend limiting them to 1/4 movement) or otherwise have their movement significantly hampered, granting a -30 penalty to Fray and other movement tests unless they can remove the trap with a SOM x2 test, or someone else might damage or destroy it.
Both types of traps are equipped with mesh signals to send radio alerts or telemetry data when they are activated. Spotting a mantrap is at -10. [Low]
Friday, December 16, 2016
Explosives
Explosives in Eclipse Phase are fairly straightforward. Grenades and Seekers (p. 340 EP) address most forms of weaponized explosives you would utilize in most combat situations. X-Risks expands this to cover Mines (p. 182 X-Risks) as a trap, with basic functions identical to grenades. Superthermite Charges (p. 330 EP) are a demolitions tool utilizing nanofabrication to produce prebuilt, stable charges with high heat and force. While not outright explosive, Liquid Thermite and Scrapper's Gel (p. 323 EP) are valid substitutes for demolition needs, but these reactive substances take some set up to use. Below are a list of some different kinds of explosive devices with a variety of uses which should be compatible with the normal rules and Demolitions skill.
AP MINES
Anti-Personnel mines have been fairly standard security measures for quite some time. The modern device uses either a wireless detonator or a basic proximity, and are pre-shaped, operating similar to fragmentation grenades. They have a couple manufacturers, most common with names like "Flamberge", "Broadsword" or "MONDO-100". AP Mines are easily set with just a Demolitions check, and when triggered deal 6d10+12 DV with an AP of -4 directly in front, with damage outside of the forward cone being reduced by 1/3, in addition to normal reduction for distance. AP Mines are small (-10 to Perception to detect), but using IR or radar sensors to trip proximity may make them visible through other means. [High]
COOKIE CUTTER
"Cookie Cutter" really resembles more a nanotoxin than a conventional explosive, but does in fact, explode. This dosage of nanotech assembles minute amounts of high explosives from onboard molecules as it distributes around the body, creating subdermal explosives. It was originally developed Pre-Fall for Law Enforcement of persons with dangerous cybernetic implants. Usually injected by capsule rounds, Cookie Cutter requires an Action Turn to distribute to a per-programmed location in the subject's body (usually controlled via Smartlink), where it will then distribute itself and make explosives in the targeted region. A common tactic also is to have it encircle the neck below the line of the cortical stack, making a clean cut which keeps the stack (and possibly cyberbrain) intact while separating it from the body. When detonated (either on a timer or remote trigger), Cookie Cutter deals enough DV to inflict 2 Wounds (ignoring armor), and the victim must make a SOM x2 test. If they fail, the Cookie Cutter was able to distribute sufficiently to cripple or amputate the targeted limb. Multiple doses of Cookie Cutter stack, and the nanites remain active for 24 hours before becoming inert. Has several names on the street, like "Hangman", "Axecop" or "Black Hood". [High]
Type: Nano
Application: D, Inj
Onset: 2 Action Turns
Duration: 24 Hours
DEMO CABLE
A relative of much simpler "detcord", Demo Cable comes in the form of a self-generating reel similar to a Spindle (p. 333 EP), though much slower due to the larger size and complexity. Used for it's stability, flexibility and steady rate of explosion, Demo cable is very common in scavenging and construction. It extrudes at a rate of about 15 CM a second, or about 9 meters in a minute. It can extrude about a maximum of 1 km of cable, and the battery runs for about 1,000 hours. While the generator can extrude in a continuous line or cut to length, Demo-cable is usually rated in lengths of 1 meter at a time. Demo cable requires a blasting cap or some other kind of external device (usually produced by the reel, but can be rigged otherwise) to detonate, and so is usually not a combat weapon. However, it does deal 2d10+10 DV per meter to any object in its immediate vicinity when set off (which requires no check), and this blast can be tamped down or shaped to do x3 DV in a specific direction. [Moderate]
FOUGASSE
A fougasse technically isn't an explosive in of itself, but rather a medieval term for an improvised mortar, which is now still used as term for this sort of improvised explosive device. The original fougasse was hollowed into rock or stone, but they can also be made from lengths of pipe or tubing. These most commonly see use on moonlets or on Mars as a weapon of terrorism or area denial. A Fougasse can be rigged with any kind of shrapnel, smaller explosives, or even incendiary compounds. No two fougasse need be exactly alike. In general, assembling a fougasse falls under the rules for demolitions covered on page 197 of Eclipse Phase, but with a couple of notations. While assembling and "arming" it is still a Demolitions check to make and set the explosives, the actual device itself and it's raw materials can be gathered with a Task Action of 30 minutes to 1 hour (GM's discretion based on conditions and tools available) with a Scrounging Test. Excellent or Critical Successes on this scrounging test can offer bonuses to the Demolitions test to set up for higher quality materials, or add bonus damage, AP or other effects (such as setting a target On Fire). Otherwise, arming it should be a Demolitions task action of 1 Hour, and deals 3d10 DV (consider the device already shaped) when fired. Traditionally, a fougasse is ignited with a long, slow-burning fuse, but they can be rigged with timers or remote detonators without trouble.
PLASMA CHARGE
While not as effective as tactical weapons (tacnukes or antimatter grenades), the Plasma Charge was developed as an enlarged Plasmaburst device to clear buildings and damage weak structures, but won't breach the hull of a habitat. During and after the Fall, Plasma Charges became fairly standard (if somewhat bulky and expensive) equipment in order to clear areas of potentially dangerous nanotech or TITAN infection vectors, as the heat wave does significant damage to nanoswarms. Notably, during the early days of the Planetary Consortium, Plasma Charges have also been utilized to clear "squatters" from habitats which transferred ownership. Typical charges are blocks about 30 cm on a side and 10 cm tall. While multiple charges can be linked together, their nature makes it incredibly difficult to shape them like one would a Superthermite charge. A Plasma Charge deals 6d10+20 DV, with an Armor Penetration of 8. [Expensive]
PLASTIQUE
Plastic Explosives come in a variety of compositions, styles and names. Modern explosives us sophisticated fabrication to produce the most "bang" for your buck, and are generally considered more flexible and effective than Superthermite, though individually they have slightly less yield. Plastic explosives have a texture and pliability similar to modelling clay, and can be shaped in any way, and moulded to fit any location. This grants the user a +20 bonus on Demolitions checks to shape them, or place them on weak points of a structure. Plastique can only be detonated via electronic detonators which they are bundled with, and are activated via encrypted wireless. Individual "bricks" of Plastique weight about 1 kg and deal 2d10 DV, but individual bricks can easily be stacked for cumulative damage. [Moderate]
SPRAY EXPLOSIVE
An alternative to plastic explosives, this type of device was developed by the US Military shortly before the Fall, and many variants are now known to multiple military forces. Also called "Sticky Bombs", "Foaming Explosive" or "Comp-D", this container has an explosive mixed with an aerosolizer, which produces a spray of quick-hardening foam similar to a Freezer. The foam is premixed with an electrical line to act as a detonator, and it can be applied at ranges of up to 5 meters. A canister of Spray Explosive holds about 8 standard uses, which in total can cover one Large Sized morph or vehicle, or about 8 medium sized objects (morphs) at least on one facing or side. Spray Explosive isn't very harmful in single uses, dealing 1d10 DV to the immediate vicinity (which is cumulative), but it has two useful properties, besides the range and utility of the spray. Firstly, any object it is adhered to takes x2 DV (which becomes x4 if a Demolitions test is used to place it on a weak point), and the spray itself does not require a Demolitions test to use, only to rig properly. It can be improvised as a weapon using Spray Weapons at -20, but it only has a range of about 5 meters, and the target may attempt a full Fray to avoid it - and even if they are caught, the user would also be in the immediate blast radius. [Moderate]
TACTICAL NUCLEAR WEAPONS
Due to advanced manufacturing techniques, the smallest modern tactical nuclear weapon is roughly the size and shape of an overinflated american football. These devices were used commonly during the Fall to deter TITAN attacks (or other Transhumans) and even now their high yield makes them useful in certain conditions to clear small areas and these devices are less expensive and easier to move than Antimatter Grenades (p. 179 Firewall) though illegal in many polities still. Typically, modern tacnukes have quantum encrypted detonators, or small QE comm linked for remote detonation. When detonated, anything inside a 20 meter radius that does not have a cumulative DUR+Energy Armor of 200 or more is vaporized, and even stronger items take severe damage. In atmosphere, at up to 60 meters there is an intense pressure wave. Unprotected biomorphs will almost assuredly be killed, and structures weaker than Metallic Glass will be destroyed or suffer critical damage. At up to 120 meters, the blast wave is reduced, most biomorphs will receive enough damage to be incapacitated, and structures and objects made of materials like Polymers, Wood or Transparent Alumina will be destroyed or severely damaged. 150 meters is the rough thermal radiation radius, which applies even in vacuum. Unprotected biomorphs will suffer severe burns, probably be incapacitated or severely injured, and flammable objects can be set on fire in proper conditions. 450 meters is the effective and immediate particle radiation radius, where unshielded biomorphs will suffer the effects of radiation poisoning (p. 201 EP). If in Atmosphere, this is also the effective radius of the EMP effect the weapon generates. Effects on Synthmorphs are up to the GM to determine, but many will still experience high amounts of damage or other complications. [GM's Discretion]
THERMITE TAPE/STRIPS
An alternative to liquid thermite for demolition or scavenging purposes, mainly developed for microgravity where liquids are difficult to use, or for situations with possible risk of ignition. Sold in rolls similar to Grip Tape, Thermite Tape or strips can applied to almost any surface, and is made with similar materials to Superthermite charges. However, it does not properly "explode" with force, making it a more ideal precision tool. The tape can be set to detonate with an electrical contact which is shielded in the core of the strip, and only exposed when part of the tape is set. When activated, it deals 2d10+5 DV to anything it is touching for 3 Action Turns, and will start a small fire in the right environment. This damage is reduced by Armor, but it reduces the AV of the targeted object by the amount of damage done until it is repaired. [Moderate]
AP MINES
Anti-Personnel mines have been fairly standard security measures for quite some time. The modern device uses either a wireless detonator or a basic proximity, and are pre-shaped, operating similar to fragmentation grenades. They have a couple manufacturers, most common with names like "Flamberge", "Broadsword" or "MONDO-100". AP Mines are easily set with just a Demolitions check, and when triggered deal 6d10+12 DV with an AP of -4 directly in front, with damage outside of the forward cone being reduced by 1/3, in addition to normal reduction for distance. AP Mines are small (-10 to Perception to detect), but using IR or radar sensors to trip proximity may make them visible through other means. [High]
COOKIE CUTTER
"Cookie Cutter" really resembles more a nanotoxin than a conventional explosive, but does in fact, explode. This dosage of nanotech assembles minute amounts of high explosives from onboard molecules as it distributes around the body, creating subdermal explosives. It was originally developed Pre-Fall for Law Enforcement of persons with dangerous cybernetic implants. Usually injected by capsule rounds, Cookie Cutter requires an Action Turn to distribute to a per-programmed location in the subject's body (usually controlled via Smartlink), where it will then distribute itself and make explosives in the targeted region. A common tactic also is to have it encircle the neck below the line of the cortical stack, making a clean cut which keeps the stack (and possibly cyberbrain) intact while separating it from the body. When detonated (either on a timer or remote trigger), Cookie Cutter deals enough DV to inflict 2 Wounds (ignoring armor), and the victim must make a SOM x2 test. If they fail, the Cookie Cutter was able to distribute sufficiently to cripple or amputate the targeted limb. Multiple doses of Cookie Cutter stack, and the nanites remain active for 24 hours before becoming inert. Has several names on the street, like "Hangman", "Axecop" or "Black Hood". [High]
Type: Nano
Application: D, Inj
Onset: 2 Action Turns
Duration: 24 Hours
DEMO CABLE
A relative of much simpler "detcord", Demo Cable comes in the form of a self-generating reel similar to a Spindle (p. 333 EP), though much slower due to the larger size and complexity. Used for it's stability, flexibility and steady rate of explosion, Demo cable is very common in scavenging and construction. It extrudes at a rate of about 15 CM a second, or about 9 meters in a minute. It can extrude about a maximum of 1 km of cable, and the battery runs for about 1,000 hours. While the generator can extrude in a continuous line or cut to length, Demo-cable is usually rated in lengths of 1 meter at a time. Demo cable requires a blasting cap or some other kind of external device (usually produced by the reel, but can be rigged otherwise) to detonate, and so is usually not a combat weapon. However, it does deal 2d10+10 DV per meter to any object in its immediate vicinity when set off (which requires no check), and this blast can be tamped down or shaped to do x3 DV in a specific direction. [Moderate]
FOUGASSE
A fougasse technically isn't an explosive in of itself, but rather a medieval term for an improvised mortar, which is now still used as term for this sort of improvised explosive device. The original fougasse was hollowed into rock or stone, but they can also be made from lengths of pipe or tubing. These most commonly see use on moonlets or on Mars as a weapon of terrorism or area denial. A Fougasse can be rigged with any kind of shrapnel, smaller explosives, or even incendiary compounds. No two fougasse need be exactly alike. In general, assembling a fougasse falls under the rules for demolitions covered on page 197 of Eclipse Phase, but with a couple of notations. While assembling and "arming" it is still a Demolitions check to make and set the explosives, the actual device itself and it's raw materials can be gathered with a Task Action of 30 minutes to 1 hour (GM's discretion based on conditions and tools available) with a Scrounging Test. Excellent or Critical Successes on this scrounging test can offer bonuses to the Demolitions test to set up for higher quality materials, or add bonus damage, AP or other effects (such as setting a target On Fire). Otherwise, arming it should be a Demolitions task action of 1 Hour, and deals 3d10 DV (consider the device already shaped) when fired. Traditionally, a fougasse is ignited with a long, slow-burning fuse, but they can be rigged with timers or remote detonators without trouble.
PLASMA CHARGE
While not as effective as tactical weapons (tacnukes or antimatter grenades), the Plasma Charge was developed as an enlarged Plasmaburst device to clear buildings and damage weak structures, but won't breach the hull of a habitat. During and after the Fall, Plasma Charges became fairly standard (if somewhat bulky and expensive) equipment in order to clear areas of potentially dangerous nanotech or TITAN infection vectors, as the heat wave does significant damage to nanoswarms. Notably, during the early days of the Planetary Consortium, Plasma Charges have also been utilized to clear "squatters" from habitats which transferred ownership. Typical charges are blocks about 30 cm on a side and 10 cm tall. While multiple charges can be linked together, their nature makes it incredibly difficult to shape them like one would a Superthermite charge. A Plasma Charge deals 6d10+20 DV, with an Armor Penetration of 8. [Expensive]
PLASTIQUE
Plastic Explosives come in a variety of compositions, styles and names. Modern explosives us sophisticated fabrication to produce the most "bang" for your buck, and are generally considered more flexible and effective than Superthermite, though individually they have slightly less yield. Plastic explosives have a texture and pliability similar to modelling clay, and can be shaped in any way, and moulded to fit any location. This grants the user a +20 bonus on Demolitions checks to shape them, or place them on weak points of a structure. Plastique can only be detonated via electronic detonators which they are bundled with, and are activated via encrypted wireless. Individual "bricks" of Plastique weight about 1 kg and deal 2d10 DV, but individual bricks can easily be stacked for cumulative damage. [Moderate]
SPRAY EXPLOSIVE
An alternative to plastic explosives, this type of device was developed by the US Military shortly before the Fall, and many variants are now known to multiple military forces. Also called "Sticky Bombs", "Foaming Explosive" or "Comp-D", this container has an explosive mixed with an aerosolizer, which produces a spray of quick-hardening foam similar to a Freezer. The foam is premixed with an electrical line to act as a detonator, and it can be applied at ranges of up to 5 meters. A canister of Spray Explosive holds about 8 standard uses, which in total can cover one Large Sized morph or vehicle, or about 8 medium sized objects (morphs) at least on one facing or side. Spray Explosive isn't very harmful in single uses, dealing 1d10 DV to the immediate vicinity (which is cumulative), but it has two useful properties, besides the range and utility of the spray. Firstly, any object it is adhered to takes x2 DV (which becomes x4 if a Demolitions test is used to place it on a weak point), and the spray itself does not require a Demolitions test to use, only to rig properly. It can be improvised as a weapon using Spray Weapons at -20, but it only has a range of about 5 meters, and the target may attempt a full Fray to avoid it - and even if they are caught, the user would also be in the immediate blast radius. [Moderate]
TACTICAL NUCLEAR WEAPONS
Due to advanced manufacturing techniques, the smallest modern tactical nuclear weapon is roughly the size and shape of an overinflated american football. These devices were used commonly during the Fall to deter TITAN attacks (or other Transhumans) and even now their high yield makes them useful in certain conditions to clear small areas and these devices are less expensive and easier to move than Antimatter Grenades (p. 179 Firewall) though illegal in many polities still. Typically, modern tacnukes have quantum encrypted detonators, or small QE comm linked for remote detonation. When detonated, anything inside a 20 meter radius that does not have a cumulative DUR+Energy Armor of 200 or more is vaporized, and even stronger items take severe damage. In atmosphere, at up to 60 meters there is an intense pressure wave. Unprotected biomorphs will almost assuredly be killed, and structures weaker than Metallic Glass will be destroyed or suffer critical damage. At up to 120 meters, the blast wave is reduced, most biomorphs will receive enough damage to be incapacitated, and structures and objects made of materials like Polymers, Wood or Transparent Alumina will be destroyed or severely damaged. 150 meters is the rough thermal radiation radius, which applies even in vacuum. Unprotected biomorphs will suffer severe burns, probably be incapacitated or severely injured, and flammable objects can be set on fire in proper conditions. 450 meters is the effective and immediate particle radiation radius, where unshielded biomorphs will suffer the effects of radiation poisoning (p. 201 EP). If in Atmosphere, this is also the effective radius of the EMP effect the weapon generates. Effects on Synthmorphs are up to the GM to determine, but many will still experience high amounts of damage or other complications. [GM's Discretion]
THERMITE TAPE/STRIPS
An alternative to liquid thermite for demolition or scavenging purposes, mainly developed for microgravity where liquids are difficult to use, or for situations with possible risk of ignition. Sold in rolls similar to Grip Tape, Thermite Tape or strips can applied to almost any surface, and is made with similar materials to Superthermite charges. However, it does not properly "explode" with force, making it a more ideal precision tool. The tape can be set to detonate with an electrical contact which is shielded in the core of the strip, and only exposed when part of the tape is set. When activated, it deals 2d10+5 DV to anything it is touching for 3 Action Turns, and will start a small fire in the right environment. This damage is reduced by Armor, but it reduces the AV of the targeted object by the amount of damage done until it is repaired. [Moderate]
Thursday, December 8, 2016
TITAN Traps v1
BONE ASH
Concealment: Only visible with nanodetectors
Disarm: None
Effect: 2d10 DV per action turn (ignoring armor)
"Bone Ash" is a TITAN nanoplague which appeared late in the period of the Fall, and was detailed by some late-term evacuations or reports, and much more commonly seen by scavengers and Zone Runners in regions of TITAN attacks. This nanoswarm reacts with biological material, causing an exothermic reaction which rapidly carbonizes the tissue, turning it to ash and cinder. This results in brittle, hardened shells of ash or charcoal around any cybernetic implants the victim has. A biomorph or pod exposed to Bone Ash takes damage and any Wounds they take have a high chance of indicating a portion of the body has burned off. Damage continues until the morph is destroyed, though it can be stopped by removing the burning portion of the body or exposing the Bone Ash nanites to something which would harm them, such as an EMP or other intense radiation - and they are damaged by Nanophages or Guardian swarms as normal. A character who is going to come into contact with Bone Ash can roll MOXx10 to avoid it (or perhaps REFx3 if they are aware of what they are about to touch). Synthmorphs are not directly targeted by Bone Ash, but may take damage if they touch an active swarm (this DV is reduced by armor). Because this weapon leaves intact cyberbrains, cranial computers and cortical stacks, it is believed that TITANs use it for mass pacification, or to capture intelligence from scavengers - as the swarm is not fully airborne and is usually transmitted by contact with a victim. Bone Ash is particularly dangerous as it gathers energy from the reaction it causes, meaning it can lie dormant for months or years after claiming a victim.
CRYBABY
Concealment: -10
Disarm: Hardware: Electronics, 1 Action Turn
Effect: 1d10/2 SV, more if imitating a person the target knows personally
The crybaby isn't a proper trap, but more of a lure to a more deadly or insidious trap. The principle is sound, but wasn't ever used in a large scale until the Fall - use of sound or other forms of communication to attract new victims. Early crybaby systems were fairly simplistic; they made sounds of domestic animals, small children or even adult humans in distress to draw in others nearby. But, over the course of the Fall and contact with TITAN facilities since, this system has evolved. Most commonly, crybaby systems are invested with weak AI who can gather small amounts of intelligence and adjust their patterns - they will gather data on nearby targets and tailor their responses for maximum effect, even impersonating people a target knows if they can identify them. Some can even falsify mesh communication. A person who is lured in may even be targeted by a digital version of the Exsurgent Virus, but more commonly Crybabies are paired with other conventional booby-traps. The onboard AI version comes with relevant social skills at 40, Academics: Psychology 80 and Perception, Interfacing and InfoSec of 40. It's quite telling that many Exhuman predator clades have started using their own versions of the Crybaby tactic since the Fall.
DRAGON'S TEETH
Concealment: 0
Disarm: None
Effect: 1 DV (ignoring armor) to touch/2d10+2 DV AP -4 falling or running, Fray to avoid further damage
The Dragon's Teeth are a dangerous TITAN area denial weapon. Normally, they have an almost "lightning bolt" shape, with two mirrored wedge-shaped blades up to a meter in length on a "side" - but more commonly only one half is seen as they tend to be embedded in the ground or objects. Dragon's Teeth are notoriously hard to examine, because they are effectively fractal blades, the interior structure is made of a TITAN smart material with effectively infinitely nests monomolecular blades which can extend at any angle or direction from the main "tooth". Damage is minor (but guaranteed) on contact as the teeth "bite" or scrape, but serious damage is inflicted if one falls into them, or is pushed. The victim must make a Fray test to remove themselves or take the damage a second time as the blades further unfold in their body. A third test means the tooth fully "blooms" filling a majority of the victim's body with it's unfurled blades - all that remains is a MOXx10 test to see if their Cortical Stack is shredded as well. Luckily, Dragon's Teeth are fairly recognizable, and relatively fragile if attacked (though melee is not recommended), having an AV of 10 and a DUR of 20 per tooth.
FALSE DOORS/FLOORS
Concealment: -30
Disarm: Hardware: Electronics/Industrial, 10 Action Turns
Effect: Characters will fall through false floors, taking damage accordingly/Characters who run into a false door may take impact damage
False Doors or Floors are not an exclusively TITAN tactic, but their advanced technology and capabilities with holograms, metamaterials and even Basilisk Hacks mean they do them some of the best in the business. Similar to the practice of Invisible Doors (p. 164 Panopticon) a false door or floor utilizes chameleonic or metamaterials, or HD holograms to generate the false image of a door or floor space which is not really there. Doors are the rarer version of this tactic, usually used as a security measure or herding tactic in some facilities subverted by TITANs, to make people think there is an exit when in reality there is a dead end. False Floors, on the other hand, are often paired with other traps or even created by some TITAN made bots or other hostiles to hide under. Visually, a False Door or Floor is impossible to detect without physically contacting it. However, use of Radar, X-Rays or T-rays can detect that a door is actually a wall, or a floor is not present without too much trouble. Another conventional tactic if one is not sure is to utilize water, sand or some other function (like cheap Dust Repellant) to make physical material contact the area in question. This will cause minute disruptions in holograms, and reveal a passage is not actually there.
FRACTAL SNOW
Concealment: Only visible with nanodetectors
Disarm: None
Effect: Reduced visibility, contaminated atmosphere, possible 1-1d10/2 DV
Fractal Snow is not properly a "trap", though it can be artificially induced as an area denial or suppression tactic. Rather, this phenomena occurs when weather-maintenance nanotech or utility fog goes awry, either being directly subverted by TITANs or just left to its own devices too long. Instead of forming snow from ice crystals, the system artificially forms crystals using ceramic or metallic compounds, which snow much heavier and faster than normal. This presents a number of difficulties. First, this snow not only inhibits visibility, but may damage sensor and radio range, presenting -10 to -30 penalties to visibility, and reducing the range of radio transmission by half. The second is that breathing in these sharp crystals can be harmful or distracting, presenting a -10 to -30 to all actions as if from contaminated atmosphere, and if the snow is particularly intense or the morph is breathing hard, may suffer 1 DV per action turn (ignoring armor) while they are in it. Fierce winds might also blow the fractal snow hard enough to abrade or harm exposed areas of morphs, inflicting 1d10/2 DV per Action Turn. Under close examination, these microscopic crystals often have bizarre or alien structures of fractal patterns.
FREEZERBURN
Concealment: Only visible with nanodetectors
Disarm: None
Effect: 1d10+5 DV per action turn or -10 to all actions for 10 minutes
This nanoplague, also sometimes called "Ice-9" is an inverse of the "Bone Ash" weapon. It generates a technically endothermic reaction, artificially removing energy from water to force it to form ice crystals. Luckily, unlike the sci-fi it's secondary name comes from, Freezerburn seems to only react with water in living tissue, through some means of identifying we are not sure of. It has frozen over small bodies of water with large presences of algae or other plants, however. Ultimately this effect causes extreme pain and tissue damage, resembling frostbite into extreme necrosis. Unlike Bone Ash, however, Freezerburn is slightly more manageable, as the body has natural ways to try and protect itself from being cold. Exposure to Freezerburn triggers an opposed test of SOMx2 (+10 with Medichines, +30 with Nanophages) vs the plague's Infection Rating (which normally should be 50-60, but a GM may adjust). Failure means the plague takes hold, and the morph begins damage. Wounds may indicate permanent damage which cannot be naturally healed and requires advanced medicine to fix. At GM's discretion, Temperature Tolerance implants may halve this damage. Passing the test still means the morph suffers some negative effects, taking -10 to all actions for 10 minutes, minus 1 minute for each full 10 MoS. Once infected, like Bone Ash the only way to remove the infection is to remove the infected tissue or damage the nanoswarm directly.
FUGUE FOG
Concealment: 0
Disarm: None
Effect: -10 SOM and DUR while in the fog
Similar to the phenomena known as "Blue Fade" (p. 8 Zone Stalkers), this is an unusual, greyish-white fog which clings to the ground even in conditions which do not normally form fog. Analysis of this fog is limited, but it appears to contain minute microbes. Unlike Airborne Feed, Fugue Fog does not seem to react with reagents directly and the fog is visually opaque and thus prevents LIDAR, but is not picked up by radar, chem sniffers or nanodetectors. The fog has a simple effect, all morphs which physically pass through it (including Pods and Synthmorphs) immediately take the -10 penalty so long as they are within the fog. A character reduced to 0 SOM this way collapses and cannot move under their own strength, and a character reduced to 0 DUR passes out as normal. No one is sure of long-term effects of Fugue Fog exposure, but it does seem to make victims more tired than they were, possibly requiring more sleep in the aftermath. Asyncs are unaffected by the Fog, and may in fact feel more alert and refreshed while passing through it.
SMART RAZORWIRE
Concealment: -10
Disarm: SOMx3 -20, 1 Action Turn
Effect: 3d10 DV -8 AP per turn, 30% chance a Wound removes a limb, can't move
"Smart" Razorwire was originally a transhuman area denial and perimeter defense mechanism, similar even to Smart Mines (p. 138 X-Risks) which was subverted and even made better by the TITANs. The normal form is of a shape-adjusting wire which is edged or flanged with sharp blades, which approach a single molecule, making them very sharp. If a character comes into contact with the wire, it automatically stretches and coils around them, preventing them from escaping and inflicting the associated damage. It is a SOMx3 test with a -20 to break the wire and escape. This conventional wire is usually strung atop fences or other barriers, or rarely trails along the ground as a particularly nasty tripwire. The TITAN variant is more insidious, as it is directly attached to a device similar to a spindle, a spool generator which gradually extract complex webs and lines of the material in non-standard patterns to entrap those who approach. Not only does this variation heal damage to the lines over time, but it may be equipped with wireless capability to signal when it traps someone. The razorwire "hub" has a DUR of 20 and an AV of 3.
Concealment: Only visible with nanodetectors
Disarm: None
Effect: 2d10 DV per action turn (ignoring armor)
"Bone Ash" is a TITAN nanoplague which appeared late in the period of the Fall, and was detailed by some late-term evacuations or reports, and much more commonly seen by scavengers and Zone Runners in regions of TITAN attacks. This nanoswarm reacts with biological material, causing an exothermic reaction which rapidly carbonizes the tissue, turning it to ash and cinder. This results in brittle, hardened shells of ash or charcoal around any cybernetic implants the victim has. A biomorph or pod exposed to Bone Ash takes damage and any Wounds they take have a high chance of indicating a portion of the body has burned off. Damage continues until the morph is destroyed, though it can be stopped by removing the burning portion of the body or exposing the Bone Ash nanites to something which would harm them, such as an EMP or other intense radiation - and they are damaged by Nanophages or Guardian swarms as normal. A character who is going to come into contact with Bone Ash can roll MOXx10 to avoid it (or perhaps REFx3 if they are aware of what they are about to touch). Synthmorphs are not directly targeted by Bone Ash, but may take damage if they touch an active swarm (this DV is reduced by armor). Because this weapon leaves intact cyberbrains, cranial computers and cortical stacks, it is believed that TITANs use it for mass pacification, or to capture intelligence from scavengers - as the swarm is not fully airborne and is usually transmitted by contact with a victim. Bone Ash is particularly dangerous as it gathers energy from the reaction it causes, meaning it can lie dormant for months or years after claiming a victim.
CRYBABY
Concealment: -10
Disarm: Hardware: Electronics, 1 Action Turn
Effect: 1d10/2 SV, more if imitating a person the target knows personally
The crybaby isn't a proper trap, but more of a lure to a more deadly or insidious trap. The principle is sound, but wasn't ever used in a large scale until the Fall - use of sound or other forms of communication to attract new victims. Early crybaby systems were fairly simplistic; they made sounds of domestic animals, small children or even adult humans in distress to draw in others nearby. But, over the course of the Fall and contact with TITAN facilities since, this system has evolved. Most commonly, crybaby systems are invested with weak AI who can gather small amounts of intelligence and adjust their patterns - they will gather data on nearby targets and tailor their responses for maximum effect, even impersonating people a target knows if they can identify them. Some can even falsify mesh communication. A person who is lured in may even be targeted by a digital version of the Exsurgent Virus, but more commonly Crybabies are paired with other conventional booby-traps. The onboard AI version comes with relevant social skills at 40, Academics: Psychology 80 and Perception, Interfacing and InfoSec of 40. It's quite telling that many Exhuman predator clades have started using their own versions of the Crybaby tactic since the Fall.
DRAGON'S TEETH
Concealment: 0
Disarm: None
Effect: 1 DV (ignoring armor) to touch/2d10+2 DV AP -4 falling or running, Fray to avoid further damage
The Dragon's Teeth are a dangerous TITAN area denial weapon. Normally, they have an almost "lightning bolt" shape, with two mirrored wedge-shaped blades up to a meter in length on a "side" - but more commonly only one half is seen as they tend to be embedded in the ground or objects. Dragon's Teeth are notoriously hard to examine, because they are effectively fractal blades, the interior structure is made of a TITAN smart material with effectively infinitely nests monomolecular blades which can extend at any angle or direction from the main "tooth". Damage is minor (but guaranteed) on contact as the teeth "bite" or scrape, but serious damage is inflicted if one falls into them, or is pushed. The victim must make a Fray test to remove themselves or take the damage a second time as the blades further unfold in their body. A third test means the tooth fully "blooms" filling a majority of the victim's body with it's unfurled blades - all that remains is a MOXx10 test to see if their Cortical Stack is shredded as well. Luckily, Dragon's Teeth are fairly recognizable, and relatively fragile if attacked (though melee is not recommended), having an AV of 10 and a DUR of 20 per tooth.
FALSE DOORS/FLOORS
Concealment: -30
Disarm: Hardware: Electronics/Industrial, 10 Action Turns
Effect: Characters will fall through false floors, taking damage accordingly/Characters who run into a false door may take impact damage
False Doors or Floors are not an exclusively TITAN tactic, but their advanced technology and capabilities with holograms, metamaterials and even Basilisk Hacks mean they do them some of the best in the business. Similar to the practice of Invisible Doors (p. 164 Panopticon) a false door or floor utilizes chameleonic or metamaterials, or HD holograms to generate the false image of a door or floor space which is not really there. Doors are the rarer version of this tactic, usually used as a security measure or herding tactic in some facilities subverted by TITANs, to make people think there is an exit when in reality there is a dead end. False Floors, on the other hand, are often paired with other traps or even created by some TITAN made bots or other hostiles to hide under. Visually, a False Door or Floor is impossible to detect without physically contacting it. However, use of Radar, X-Rays or T-rays can detect that a door is actually a wall, or a floor is not present without too much trouble. Another conventional tactic if one is not sure is to utilize water, sand or some other function (like cheap Dust Repellant) to make physical material contact the area in question. This will cause minute disruptions in holograms, and reveal a passage is not actually there.
FRACTAL SNOW
Concealment: Only visible with nanodetectors
Disarm: None
Effect: Reduced visibility, contaminated atmosphere, possible 1-1d10/2 DV
Fractal Snow is not properly a "trap", though it can be artificially induced as an area denial or suppression tactic. Rather, this phenomena occurs when weather-maintenance nanotech or utility fog goes awry, either being directly subverted by TITANs or just left to its own devices too long. Instead of forming snow from ice crystals, the system artificially forms crystals using ceramic or metallic compounds, which snow much heavier and faster than normal. This presents a number of difficulties. First, this snow not only inhibits visibility, but may damage sensor and radio range, presenting -10 to -30 penalties to visibility, and reducing the range of radio transmission by half. The second is that breathing in these sharp crystals can be harmful or distracting, presenting a -10 to -30 to all actions as if from contaminated atmosphere, and if the snow is particularly intense or the morph is breathing hard, may suffer 1 DV per action turn (ignoring armor) while they are in it. Fierce winds might also blow the fractal snow hard enough to abrade or harm exposed areas of morphs, inflicting 1d10/2 DV per Action Turn. Under close examination, these microscopic crystals often have bizarre or alien structures of fractal patterns.
FREEZERBURN
Concealment: Only visible with nanodetectors
Disarm: None
Effect: 1d10+5 DV per action turn or -10 to all actions for 10 minutes
This nanoplague, also sometimes called "Ice-9" is an inverse of the "Bone Ash" weapon. It generates a technically endothermic reaction, artificially removing energy from water to force it to form ice crystals. Luckily, unlike the sci-fi it's secondary name comes from, Freezerburn seems to only react with water in living tissue, through some means of identifying we are not sure of. It has frozen over small bodies of water with large presences of algae or other plants, however. Ultimately this effect causes extreme pain and tissue damage, resembling frostbite into extreme necrosis. Unlike Bone Ash, however, Freezerburn is slightly more manageable, as the body has natural ways to try and protect itself from being cold. Exposure to Freezerburn triggers an opposed test of SOMx2 (+10 with Medichines, +30 with Nanophages) vs the plague's Infection Rating (which normally should be 50-60, but a GM may adjust). Failure means the plague takes hold, and the morph begins damage. Wounds may indicate permanent damage which cannot be naturally healed and requires advanced medicine to fix. At GM's discretion, Temperature Tolerance implants may halve this damage. Passing the test still means the morph suffers some negative effects, taking -10 to all actions for 10 minutes, minus 1 minute for each full 10 MoS. Once infected, like Bone Ash the only way to remove the infection is to remove the infected tissue or damage the nanoswarm directly.
FUGUE FOG
Concealment: 0
Disarm: None
Effect: -10 SOM and DUR while in the fog
Similar to the phenomena known as "Blue Fade" (p. 8 Zone Stalkers), this is an unusual, greyish-white fog which clings to the ground even in conditions which do not normally form fog. Analysis of this fog is limited, but it appears to contain minute microbes. Unlike Airborne Feed, Fugue Fog does not seem to react with reagents directly and the fog is visually opaque and thus prevents LIDAR, but is not picked up by radar, chem sniffers or nanodetectors. The fog has a simple effect, all morphs which physically pass through it (including Pods and Synthmorphs) immediately take the -10 penalty so long as they are within the fog. A character reduced to 0 SOM this way collapses and cannot move under their own strength, and a character reduced to 0 DUR passes out as normal. No one is sure of long-term effects of Fugue Fog exposure, but it does seem to make victims more tired than they were, possibly requiring more sleep in the aftermath. Asyncs are unaffected by the Fog, and may in fact feel more alert and refreshed while passing through it.
SMART RAZORWIRE
Concealment: -10
Disarm: SOMx3 -20, 1 Action Turn
Effect: 3d10 DV -8 AP per turn, 30% chance a Wound removes a limb, can't move
"Smart" Razorwire was originally a transhuman area denial and perimeter defense mechanism, similar even to Smart Mines (p. 138 X-Risks) which was subverted and even made better by the TITANs. The normal form is of a shape-adjusting wire which is edged or flanged with sharp blades, which approach a single molecule, making them very sharp. If a character comes into contact with the wire, it automatically stretches and coils around them, preventing them from escaping and inflicting the associated damage. It is a SOMx3 test with a -20 to break the wire and escape. This conventional wire is usually strung atop fences or other barriers, or rarely trails along the ground as a particularly nasty tripwire. The TITAN variant is more insidious, as it is directly attached to a device similar to a spindle, a spool generator which gradually extract complex webs and lines of the material in non-standard patterns to entrap those who approach. Not only does this variation heal damage to the lines over time, but it may be equipped with wireless capability to signal when it traps someone. The razorwire "hub" has a DUR of 20 and an AV of 3.
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