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Security Systems for sale

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Security Systems for sale Empty Security Systems for sale

Post  Admin Thu Feb 09, 2012 10:44 am

Doors
The following prices are for doors large enough for one person. For a door suitable for a vehicle multiply the price by 5. HP and AV for doors can be found on page 206 of the core book.

Weak doors offer little resistance and cost 50 credits
Tough doors are more able to take a beating, but will not hold up for long. They cost 100 credits.
Transparent polymer doors look like glass, but are much stronger. They cost 250 credits and look very good in offices and open spaces.
Metal doors are commonly found in high security bases. They cost 1000 credits each and will withstand severe punishment
Durasteel doors are the strongest door available commercially. They cost 5000 credits and are guaranteed secure against anything except plasma weapons (proof of purchase required).

Locks
There are many different types of locks and they come in various levels of quality. Below are some basic locks and their cost. Some of this information can be found in the core rules on page 19.

Crude lock: 50 credits. Gives the criminal a +2 bonus to picking the lock.
Normal Lock: 100 credits
Good Lock: 500 credits. Gives the criminal a -4 penalty to picking the lock.
Advanced Lock: 1000 credits. Gives the criminal a -8 penalty to picking the lock.
Elite Lock: 5000 credits. Gives the criminal a -12 penalty to picking the lock.


ID Chip locks
Bypassing an ID chip scanner requires a security bypass device. ID chip scanner locks are described in Machines of War on page 137. They work with another lock on a door, which itself can be bypassed. However, if the door lock is opened without the chip checker being used it will immediately trigger an alarm.
ID chip locks can only be bought from the UIG because they utilize the special UIG ID database. They cannot be tampered with, or they will shut down and alert the UIG. Tampering with the workings of a UIG lock system (even your own) is a crime with a penalty of 2 rank points.
It is possible to use a normal chip scanner hooked up to a database to simulate this kind of ability, but this would simply count as a normal lock that can be bypassed without triggering the alarm and does not require the use of a bypass device.

Chip checker grade Penalty to bypass Cost
Cheap0 500
Standard 42000
Advanced 810000
Elite 12 50000

Sensors
Sensors can be hooked up to alarms, booby traps and security networks. Bypassing sensors is possible using skill and equipment. A.Is controlling a security system can actively use a number of sensors equal to their observation skill, but can still have more systems in the network running as simple motion sensors.

Optical camera: 250 credits. Can feed data to a network or simply watch for movement. (Stealth roll XS 6 or invisibility to avoid for 30 seconds or one round in combat)
Infra-red camera: 500 credits. (Stealth roll XS 8 or invisibility to infra-red to avoid for 30 seconds or one round in combat)
Air pressure sensors (basic): 1000 credits. Detects sudden movements of air near their location. Can be avoided by moving very slowly.
Air pressure sensors (advanced): 5000 credits. Detects pressure shifts that indicate if a door has been opened in that location or if someone is moving nearby. Can only be fooled by equalising the pressure on both sides of a door before it is opened. Making your own door by cutting through a wall or window will also trigger this system.
Laser beams: 250 credits. Triggered whenever a beam is broken. Can be fooled with the skilful use of mirrors. The beam is still broken by criminals using stealth fields and cloaking.
Pressure pad -100 credits. Activated by stepping on a small pressure switch. Corridor of injector dart launchers sold separately.

Offensive systems
Sonic alarm: 5000 credits. When triggered, a sonic alarm will make it impossible to hear any other sounds in the room. Unless measures have been taken against it, the alarm will deal 1d8 sonic damage per round (ignores shields, ignores armour) to anyone caught inside the room. To install this system legally you must have an offensive equipment (1) license. Disabling a sonic alarm requires a mechtronics tool kit and an intelligence + mechtronics roll with a penalty of -2. If you are disabling the alarm while it is still active you will receive an additional -6 penalty. and take an extra 2 damage per round because you are so close to the alarm emitter. Sonic ear guards are available for 250 credits each, and these will prevent a user taking damage, or from hearing anything except smeaker communication while they are being used.

Gas trap: 2500 credits for a small room. When triggered a gas will be pumped into a room and will take effect after 2 rounds. The intruder must make a check to counter the effects of the gas each round that they are in the room. A knock out gas is provided with this trap, but this can be switched with a gas provided by the trap owner.

Electrical trap: 5000 credits per floor, wall or ceiling for a small room. When triggered a surface will become electrically charged and deal 2D10 damage per round. You must have an offensive equipment (2) license to install this system legally.

Security Software

Any computer can run the software necessary to monitor a security network and operate the traps and devices. Basic security software can be freely downloaded from the WDN. However, security networks become much more effective when managed by an A.I which can add its skills to the abilities of the devices attached to it. Running the software on a mainframe allows security modules to be installed for even more benefit.
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