Made by Kevin Dole 1996
E-mail: dmerrill@plainfield.bypass.com
Remote casualty producing devices (RCPDs) have been a staple of war-
fare since the first time a branch had a point put on it and holes
were dug. In fact, this is all that the first devices were, spike
lined, camouflaged pits. Over the centuries, the devices became more
exotic. Crossbows and slugthrowers attached to trip lines. Various
and sundry explosive and incendiary devices. Gravity powered spikes
and weights. Pits, in all sizes, filled with spikes, water, acid or
just incredibly deep. Snares that hauled the victim into the air, or
down a cliff, or across and over a tree limb, or into a hole smaller
than the victim. Electrified fields. Laser enclosion grids.
Today, the assortment of technological mayhem that can be inflicted on
individuals after you've left is incredible.
For additional information, please refer to General Craken's field
guide.
PRIMITIVE RCPDS
To conserve space, and to take into account the near infinite number
of variables involved, the technologically primitive traps will only
be given a light overview. To be precise, we will only cover the most
basic, the spike pit. Please refer to your favorite wilderness survival
manual for a more complete description of other systems.
Spiked Pit
The easiest RCPD is the pit trap. Simply a hole dug in the ground,
the basic pit is best used to trap land vehicles that can not climb
out. To be able to efficiently use it against sentients, you must
become more creative. While some people have tried exotic methods,
such as acids, the easiest method is to spike the bottom. Simply place
sharpened spike in the bottom of the pit, with not much more than 5cm
separating them, but not less than 3cm apart (any closer, and the
target will be able to spread his weight across a larger number).
When the victim steps on the surface camouflage, he breaks through,
sending the sole of his boot to the spikes. Due tot he increasing
dependence on energy weapons, most boot manufacturers have stopped
producing spike-resistant boots, making most individuals an easy mark
for this trap. If you feel the need, coat the spikes with whatever
toxin you happen to like.
type: spike lined pit
damage: 2D-5D (depending on the spike construction, pit depth
and other variables)
ENERGY BASED RCPDS
With the advent of the energy weapon, trapping took a different turn.
Before, there had been some work done with slugthowers and bows, but
nothing really efficient. Most of the R&D money went into explosive
devices. Today, there are several energy-based RCPDs available, but
many of them must be built into a building's structure to conceal them.
This is why energy weapons are best used to defend a fixed posision,
not to cover one's travel.
Merr-Sonn Sentry Gun
Merr-Sonn has taken a bold step into the line of automated sentries
with the introduction of the Sentry Gun. Essentially a blaster, mounted
on a tripod and slaved to a motion tracker, it does away with the
potential for rouge programming found in sentry droids. Having an
effective range of 100m, the sentry's computer targeting system is
roughly as skilled as a common rifleman. It has a very high ammunition
capacity, and may be connected to a power generator for unlimited fire-
power. The tripod features mechanical field limiters, preventing the
gun from firing on targets outside of it's designated field of fire.
This means that they can be used to support troops or protect landing
fields without the chance of friendly fire.
There are currently variants of this device under development that use
flame throwers, grenade launchers and non-lethal arms.
type: remote sentry gun
availability: 3 X
cost: 1000 (50)
skills: Blaster: sentry gun 3D, Search 4D (not improvable)
range: 1-10/30/100
fire rate: 5
ammunition: 500, or connected to a power generator for unlimited
ammunition
damage: 4D+2
notes: Firing Procedure: The weapon must make a Search roll vs
the characters' Sneak roll. If the
targets are located, then the gun may
fire on targets. The gun will only fire
once per round at a particular target.
Field Limiters: The gun's field of fire may be restricted to as
little as 20 degrees of arc, or opened up to a
full 360 degrees.
Fire Linking: Multiple sentry guns may be firelinked, with
damage calculated as per normal.
Laser Enclosion Grid
This device is one of those that must built into a building. it
consist of a series of laser emitters mounted along one wall and either
the floor or ceiling, usually separated by only a centimeter or two.
This produces a "mesh" of laser beams, that are virtually guaranteed
to slice into the flesh of the individual who tries to pass through.
They are commonly found in Imperial installations and ships, usually
near command centers, armouries, prison blocks and computer and power
cores. They are nasty weapon that requires no skill to use, other than
the ability to throw a switch, need very little maintenance, and can be
activated from almost anywhere. Very, very effective.
type: anti-intruder device
availability: 3 R,X
cost: 300+ per meter of wall and ceiling needing emitters (cast
depends on how hard it is to add to building)
damage: 6D
Lightning Hall
The "Lightning Hall" defense is an old, and reliable, one. It must be
built into a structure at the time of construction, and can not be
retrofitted very easily. It requires metal walls, floor and ceiling,
and a direct feed from a large energy source. When activated, whole
sections of the corridor become shot through with lightning. Anything
conductive that passes through the hall acts as a lightning rod. Some
users have even taken to adding water mister nozzles to these areas for
the psychological effects. The nice thing about this RCPD over a laser
enclosion grid is that the voltage may be adjusted in potency, and in
amperage for either stunning or lethal force.
type: anti-intruder defense
availability: 2 R,X
cost: 200/meter of corridor
damage: 1D-8D, stun or lethal
EXPLOSIVE BASED RCPDS
Explosives have been the backbone of RCPDs since the triggering devices
became stable enough to meet the mission at hand. The devices have
included such things as an armed hand grenade placed inside a can, and
rigged to be pulled out of the can when a line is pulled. These devices
can be large enough to take out a tank, or small enough to simply remove
a couple of toes. They can be detonated by command, from pressure
being placed on them, pressure being removed from them, pull switches,
push switches, various sensors, or anything else you can think of.
Merr-Sonn LM-18 Anti-Personnel Mine
The LM-18 follows the typical pattern for this kind of device. It
consists of a layer of explosives placed under a layer of shrapnel
material. This is packed into a curved, fibrous or plastic container,
which has fittings for a detonator, which is in turn attached to the
initiator, and set of metal legs and loops for mounting. There is
certain danger area behind the device when it detonates, but for the
most part the danger is to the front of the mine. The air is filled
with whistling shrapnel, producing horrific effects.
Due to their simplicity and effectiveness, directional mines of a
staple of guerrilla forces, but only the Merr-Sonn LM-18 is good
enough for the forces of His Majesty Palpatine.
type: directional, anti-personnel device
availability: 2 X
cost: 450
range/damage: 6D (0-2)/5D (6)/4D (10)/2D (15) in a 15 degree
arc, 5D (0-2)/4D (6)/2D (10) in a 15 degree arc
on either side of the primary arc, and 4D over
2m in all directions.
notes: Detonating Devices: it may be attached to a variety of
trips, a timer or a command detonator.
Difficulties: Easy Demolition to arm or disarm.
Merr-Sonn LM-10 Area Denial MiniMunition
Merr-Sonn has done it again, producing a small, easy to use, impossible
to disarm RCPD. The LM-10 is a 12mm diameter sphere of explosives,
detonated by contact. They come packaged in a canister of 100.
DO NOT remove them from their shipping container. This contains a
strong magnetic field that inhibits their detonator. When removed
from their container, they arm 30 seconds later. The next thing that
they hit, they explode. Once they are armed, they can not be disarmed.
It is for this reason that the Empire is experimenting with larger
canisters of thousands of these little bastards, to be carried and
sown by TIEs or airspeeders. If dropped high enough, they arm before
hitting the ground, doing a relative small amount of damage to an
incredibly large area. There have been some vocal opponents to the
manufacture of these items, but the most vocal of them have met with
Treason charges.
type: miniature, area denial munitions
availability: 2 X
cost: 1300 (package of 100)
damage: 3D
notes: Armed 30 seconds after removed from canister. Detonated
by contact. Cannot be disarmed.
Improvised Anti-Walker Mine
These are commonly manufactured by forces that do not have accsess to
preproduced devices, including many Imperial forces (considering the
current shortages). They are formed by removing the warhead from a
proton torpedo or a concussion missile, and fitting it with pressure
and repulsorlift switches. This home made device is then buried along
the expected route of a vehicle. When the sensors detect the passage
of the vehicle, it detonates with same amount of force as it would
have if it had been fired from a fighter, doing an incredible amount
of damage. Similar conversions have been made of concussion grenades,
artillery missiles, and even capital class concussion missiles.
These last are especially devastating, but very heavy and expensive.
type: improvised high yield landmine
availability: 2 R,X (warhead), 2 F,R (sensors), 2 (tech)
cost: 200-500 (projectile), 400 (sensors), 100 (typical work
expense)
scale: starfighter
blast radius: 5m
damage: 6D-9D (depending on projectile used).
notes: Targeting: Fitted with repulsorlift and vibration
sensors. Detection radius 3m.
Difficulties: Moderate Demolition to construct, Heroic
Demolition to disarm.
SoroSuub M15B3 Bounding Landmine
This a fairly nasty little RCPD. It consists of a pressure switch,
connected to a spring loaded launcher that contains a modified hand
grenade. When the grenade reaches the end of it's one meter tether,
it detonates. The pressure switch is one of the most advanced of its
kind on the market. When more than 40kg is placed on it, the system
cocks. When the weight is removed, it starts a two second delay, which
leads to the launching spring. These are popular with some elements of
the Rebellion for dealing with Imperial patrols in rural areas, but the
Rebellion as a whole is reluctant to use mines.
type: Bounding anti-personnel mine
availability: 2 X
cost: 400
blast radius: 0-2/4/6/10
damage: 5D/4D/3D/2D
notes: Moderate Demolition's to construct, Difficult
Demolitions to disarm.
LANDMINE ETIQUETTE
Lets be honest, these are not a good weapon. They are small, cheap and
can function of decades, even centuries. They can not discriminate,
and the explosive ones are difficult and dangerous (if not impossible)
to disarm. For these reasons, use them only when you must. If you must
use them, keep the most accurate record concerning their type, quantity
and location that you can.
Traditionally, they have been used to form a perimeter around a fixed
position, to provide extra power to an ambush, or individually placed
in likely places to harass the enemy while on patrol. Other times,
they are placed in mass quantities, without bothering to conceal them,
so as to force the enemy to waste time either disarming them or going
around, often into a favorable position.
Auto guns have been used in situations were the use of a living sentry
has not been preferable, or to provide additional firepower to defenders.
They also have been used to secure vaults, as they can not become greedy
nor can they be reprogrammed by such a person. They also have the added
bonus on not having a brain, and thus can not be scared.