Security Gear
Master Index » Equipment Index » Electronics Tables » Security Gear
NOTE: Denver Shadowrun MU* uses custom rules for some security gear. Please see +news building security for more details.
Security Devices
Chem Sniffers
Stats
Desc
Item Conceal Weight Avail Cost SI Legality
Hand-Held 6 1.0 Rating/72 h 10,000 x Rating 2 8P-U
Doorway 4 Rating/14 d 20,000 x Rating 3 9P-U
Chem Sniffer These devices, which may be hand-held or architectural, analyze molecules in the air and trigger an alarm if they detect concentrations of explosives or ammunition propellant.
Cyberware Scanners
Stats
Desc
Item Conceal Weight Avail Cost SI Legality
Hand-Held 6 1.0 Rating/72 h 2,000 x Rating 2 8P-U
Doorway 8 Rating/14 d 4,000 x Rating 3 9P-U
Cyberware Scanner Consisting of a hand-held microprocessor with a fold-out monitor and a sonic/magnetic scanning wand, this device detects and displays information on cyberware. It also comes in architectural models.
Identification Scanners
Stats
Desc
Item Conceal Weight Avail Cost SI Legality
Thumb Rating/72 h 200 x Rating 1 Legal
Palm Rating+1/72 h 300 x Rating 2 Legal
Retinal Rating+2/72 h 1,000 x Rating 3 Legal
Indentification Scanners A variety of devices contain print or retinal readers (pads for thumbprints and palmprints; eyecup pads for retinal scans) and library files of recording patterns. Most record the patterns of anyone who attempts to use the scanner. ID scanners are often incorporated into locks, which open only for authorized patterns.
Magnetic Anomaly Detector (MAD)
Stats
Desc
Item Conceal Weight Avail Cost SI Legality
Hand-Held 6 1.0 Rating/72 h 2,000 x Rating 2 8P-U
Doorway 8 Rating/14 d 4,000 x Rating 3 9P-U
Magnetic Anomoly Detectors Magnetic Anomaly Detectors are used to detect weapons and concentrations of metal. They come in hand-held wand-type designs and freestanding or architecturally-integrated doorway systems.
Maglocks
Stats
Desc
Item Conceal Weight Avail Cost SI Legality
Type I (Rating 1-3) Rating/48 h 75 x Rating .75 Legal
Type II (Rating 4-6) Rating/72 h 100 x Rating 1 Legal
Type III (Rating 7-9) Rating/84 h 150 x Rating 1.25 Legal
Type IV (Rating 10) Rating/96 h 250 x Rating 1.5 Legal
Biometric Rating/120 h 350 x Rating 2 Legal
Maglocks Household and commercial security rely almost exclusively on maglocks, electronic locks that feature a variety of access control options, from keypads to passcards to finger, palm, voice or retinal prints. Maglocks may be linked to the Matrix and may also be linked to the PANICBUTTON™ system to signal an alarm if tampering with the lock occurs. Maglocks come in four levels of security, Type I through Type IV. Biometric maglocks are Types III and IV that use any of the print systems mentioned above. Biometric locks add 2 to their effective Device Rating for attempts to bypass them.
Panicbutton Hook-up 10 Always 1,000 x Rating 1 Legal
PANICBUTTON Hook-up This keychain-sized device is a dedicated cellular phone that connects directly to Lone Star or whichever security provider is covering the area. It also acts as a tracking signal. It has a Device Rating of 2 for jamming purposes.
Restraints
Stats
Desc
Item Conceal Weight Avail Cost SI Legality
Metal 3 0.5 4/48 h 20 1 6P-U
Plasteel 3 4/48 h 50 1 9P-U
Restraints In addition to the usual metal models, high-tech plastic strips may be heat-fused to a subject’s wrists or ankles, where they will remain in place until the subject is cut free. Such restraints can be painful if the wearer resists them. Metal restraints have an effective Barrier Rating 12, plasteel restraints an effective Barrier Rating 15.
Containment Manacles 5.0 8/7 d 2,500 1 4P-V
Containment Manacles Designed for wrists and ankles, these manacles incorporate a mechanism that clamps down with agonizing pressure on tendon and bone if the prisoner extends razors, spurs or any similar cybermods. Each turn the cyberware is activated, the user must resist 5S Physical damage and 4M Stun damage.
Headjammer 3 1.0 Rating/72 h 1,200 x Rating 2 5P-V
Headjammer This headset features straps that “lock” onto a prisoner’s head. Any time that prisoner attempts to use an implanted phone or radio, the headjammer does (Rating)S Stun damage and jams the signal.
Jackstopper 10 4/48 h 100 2 8P-V
Jackstopper This dummy plug is designed to fit inside a datajack or chipjack, where it injects a quick-bonding epoxy and seals itself in the jack. Law enforcement uses these on captured deckers and BTL addicts. To clear the jack requires a Biotech (6) Test (base time 90 minutes) and a 10¥ dose of resin solvent available in convenience stores.
Skilltwitchers 9 6/72 h 200 2 4P-V
Skilltwitchers Similar to a standard skillsoft, a skilltwitcher sends a jamming signal into skillwire implants. When jacked, a skilltwitcher imposes a penalty to all Active Skill use (whether from a skillsoft or not) equal to the victim’s Skillwire Rating. Skilltwitchers are frequently combined with jackstoppers to make their removal difficult.
Squealer 4 6/72 h 100 2 Legal
Squealers Formally known as a location forbidder, this small box is strapped to the wrist or ankle of corporate employees or visitors. When the wearer approaches within a specified distance of a restricted area, the box emits a polite warning. At a closer distance, the device transmits a call to security and activates a siren to alert guards in the area. For purposes of avoiding jamming, a squealer has effective Device and Flux Ratings of 5.
Security Countermeasures
Stats
Desc
Item Conceal Weight Avail Cost SI Legality
Autopicker 8 1.0 10/14 d 25 x Rating 2 4P-V
Autopicker Also known as a Lockpick Gun, an autopicker is a device that attempts to open a mechanical lock. If the character is using an autopicker, simply make an Opposed Test between the autopicker and lock ratings. If the autopicker wins, the lock is opened. Using an autopicker takes a base time of 10 seconds; successes reduce this period. This item has Ratings from 1 to 10.
Cellular Glove Molder 4 5.0 Rating +2/7 d 1,000 x Rating 2 8P-V
Cellular Glove (Blank) 8 Rating/7 d 200 x Rating 1 6P-V
Cellular Glove Molder and Blank This device makes a sleeve (using the blank) of a person's hand/fingers for the purpose of defeating a finger or palm scanner. Make an Opposed Rating Test between the scanner and the fake print. If the print wins, access is gained. If the scanner wins, an alarm is triggered. On a tie, the system requests a retry.
Gas Detection System 5 1.0 Rating x3/7 d 1,000 x Rating 2 Legal
Gas Detection System Portable gas detection systems are used to detect the presence of various knockout, toxic and military gases. When gas is present, make a Gas Detector Rating Success Test against a target number of 6. Apply a –1 target number modifier for each additional second the detector is exposed to the gas. A character wearing, or in the proximity of, a gas detector may make a Reaction (6) Test to take appropriate action if he or she has a Delayed Action available (or can act in that Combat Phase) and is initially exposed to the gas during the Initiative Pass in which the gas detector alarm sounds.
Glasscutter 10 2/24 h 3 x Rating .5 Legal
Glass Cutter Glass windows can be scored and cut with a proper glass cutting tool. The tool's rating must be equal to or greater than the Barrier rating of the window's material.
Lockpick Set 10 1.0 6/7 d 50 2 6P-V
Lockpick Set A set of tools specifically designed to open old-style mechanical key locks. Manual lockpicking requires 60 seconds base time, modified by successes.
Maglock Passkey 9 1.0 Rating x 2/10 d 10,000 x Rating 2 4P-V
Maglock Passkey These sophisticated electronic devices fool a maglock with a passcard system into opening. The passkey is slotted through the cardreader just like any legitimate passcard. Use of such systems often leaves the lock scrambled or sluggish in response, providing evidence that the lock has been violated.
Polymer Print Coater 3 5.0 Rating/14 d 1,000 x Rating 2 6P-V
Polymer Print Coater A laser-etched polymer coating can be applied directly to the hand; this has the advantage of counteracting the loss conductivity. The polymer loses its effectiveness the longer the hand is used, at a rate of 1 rating point per hour (double this rate in the case of climbing, fighting or other exertion). Make an Opposed Rating Test between the scanner and the fake print. If the print wins, access is gained. If the scanner wins, an alarm is triggered. On a tie, the system requests a retry.
Professional Audio Recorders 5 2.0 Rating/(Rating x2) d 100 x Rating2 1.5 Legal
Professional Audio Recorders This is professional grade recording equipment used to gain better quality vocal recordings for the purposes of defeating voiceprint scanners. Make an Opposed Test between the rating of the scanner and the rating of the recorder used to record the voice. The system that generates the most successes wins.
Proxy Emitter 6 4/48 h 200 2 Legal
Proxy Emitter The most common method of bypassing a trip beam is to create a proxy beam by aiming additional emitters of the appropriate type at the detectors. When the character breaks the trip beam, the proxy emitter sends sufficient beam wattage to the detector, fooling it into thinking everything is fine. One proxy emitter is required for each detector used by the trip beam. Setting up the proxy beam requires a successful Reaction (6) Test. If the test is unsuccessful, breaking the trip beam triggers the alarm.
Sequencer 8 2.0 Rating x 2/14 d 500 x Rating2 3 4P-V
Sequencer This device is designed to defeat keypad systems on maglocks. The device must be attached to the keypad’s circuits, so the character using it must still remove the keypad’s case.
Suction Cup 6 1.0 4/48 h 10 1 Legal
Ultrasound Detector 10 6/72 h 40 3 Legal
Ultrasound Detector This simple device detects ultrasound fields that fall within its range. It will alert a user to an ultrasonic motion sensor system or someone using an ultrasound sight.
Ultrasound Emitter/Detector 8 0.5 Rating x 2/72 h 400 x Rating 3 8P-V
Ultrasound Emitter/Detector This device detects and analyzes the ultrasonic field produced by certain motion sensors. It can also attempt to spoof the sensor into thinking that nothing is moving through its field. This requires an Opposed Test between the motion sensor’s Device Rating and the emitter’s Device Rating. If the Opposed Test is successful, a character using this device can move 2 meters per Combat Turn through the field. A successful Stealth (Motion Sensor Rating) Test adds dice to those available for the Opposed Test in that same Combat Turn. Moving slower than one-half of normal walking speed reduces the target number for the Opposed Test by 1 for every half meter slower than 2 meters that the character moves. Moving faster increases the target number by 1 for each additional quarter of a meter moved.
Wire Clippers 12 1.0 Always 25 1 Legal
Wire Clippers Wire clippers double the user’s effective Strength when cutting wire.
Master Index » Equipment Index » Electronics Tables » Security Gear
NOTE: Denver Shadowrun MU* uses custom rules for some security gear. Please see +news building security for more details.
Security Devices
Chem Sniffers
Stats
Desc
Item Conceal Weight Avail Cost SI Legality
Hand-Held 6 1.0 Rating/72 h 10,000 x Rating 2 8P-U
Doorway 4 Rating/14 d 20,000 x Rating 3 9P-U
Chem Sniffer These devices, which may be hand-held or architectural, analyze molecules in the air and trigger an alarm if they detect concentrations of explosives or ammunition propellant.
Cyberware Scanners
Stats
Desc
Item Conceal Weight Avail Cost SI Legality
Hand-Held 6 1.0 Rating/72 h 2,000 x Rating 2 8P-U
Doorway 8 Rating/14 d 4,000 x Rating 3 9P-U
Cyberware Scanner Consisting of a hand-held microprocessor with a fold-out monitor and a sonic/magnetic scanning wand, this device detects and displays information on cyberware. It also comes in architectural models.
Identification Scanners
Stats
Desc
Item Conceal Weight Avail Cost SI Legality
Thumb Rating/72 h 200 x Rating 1 Legal
Palm Rating+1/72 h 300 x Rating 2 Legal
Retinal Rating+2/72 h 1,000 x Rating 3 Legal
Indentification Scanners A variety of devices contain print or retinal readers (pads for thumbprints and palmprints; eyecup pads for retinal scans) and library files of recording patterns. Most record the patterns of anyone who attempts to use the scanner. ID scanners are often incorporated into locks, which open only for authorized patterns.
Magnetic Anomaly Detector (MAD)
Stats
Desc
Item Conceal Weight Avail Cost SI Legality
Hand-Held 6 1.0 Rating/72 h 2,000 x Rating 2 8P-U
Doorway 8 Rating/14 d 4,000 x Rating 3 9P-U
Magnetic Anomoly Detectors Magnetic Anomaly Detectors are used to detect weapons and concentrations of metal. They come in hand-held wand-type designs and freestanding or architecturally-integrated doorway systems.
Maglocks
Stats
Desc
Item Conceal Weight Avail Cost SI Legality
Type I (Rating 1-3) Rating/48 h 75 x Rating .75 Legal
Type II (Rating 4-6) Rating/72 h 100 x Rating 1 Legal
Type III (Rating 7-9) Rating/84 h 150 x Rating 1.25 Legal
Type IV (Rating 10) Rating/96 h 250 x Rating 1.5 Legal
Biometric Rating/120 h 350 x Rating 2 Legal
Maglocks Household and commercial security rely almost exclusively on maglocks, electronic locks that feature a variety of access control options, from keypads to passcards to finger, palm, voice or retinal prints. Maglocks may be linked to the Matrix and may also be linked to the PANICBUTTON™ system to signal an alarm if tampering with the lock occurs. Maglocks come in four levels of security, Type I through Type IV. Biometric maglocks are Types III and IV that use any of the print systems mentioned above. Biometric locks add 2 to their effective Device Rating for attempts to bypass them.
Panicbutton Hook-up 10 Always 1,000 x Rating 1 Legal
PANICBUTTON Hook-up This keychain-sized device is a dedicated cellular phone that connects directly to Lone Star or whichever security provider is covering the area. It also acts as a tracking signal. It has a Device Rating of 2 for jamming purposes.
Restraints
Stats
Desc
Item Conceal Weight Avail Cost SI Legality
Metal 3 0.5 4/48 h 20 1 6P-U
Plasteel 3 4/48 h 50 1 9P-U
Restraints In addition to the usual metal models, high-tech plastic strips may be heat-fused to a subject’s wrists or ankles, where they will remain in place until the subject is cut free. Such restraints can be painful if the wearer resists them. Metal restraints have an effective Barrier Rating 12, plasteel restraints an effective Barrier Rating 15.
Containment Manacles 5.0 8/7 d 2,500 1 4P-V
Containment Manacles Designed for wrists and ankles, these manacles incorporate a mechanism that clamps down with agonizing pressure on tendon and bone if the prisoner extends razors, spurs or any similar cybermods. Each turn the cyberware is activated, the user must resist 5S Physical damage and 4M Stun damage.
Headjammer 3 1.0 Rating/72 h 1,200 x Rating 2 5P-V
Headjammer This headset features straps that “lock” onto a prisoner’s head. Any time that prisoner attempts to use an implanted phone or radio, the headjammer does (Rating)S Stun damage and jams the signal.
Jackstopper 10 4/48 h 100 2 8P-V
Jackstopper This dummy plug is designed to fit inside a datajack or chipjack, where it injects a quick-bonding epoxy and seals itself in the jack. Law enforcement uses these on captured deckers and BTL addicts. To clear the jack requires a Biotech (6) Test (base time 90 minutes) and a 10¥ dose of resin solvent available in convenience stores.
Skilltwitchers 9 6/72 h 200 2 4P-V
Skilltwitchers Similar to a standard skillsoft, a skilltwitcher sends a jamming signal into skillwire implants. When jacked, a skilltwitcher imposes a penalty to all Active Skill use (whether from a skillsoft or not) equal to the victim’s Skillwire Rating. Skilltwitchers are frequently combined with jackstoppers to make their removal difficult.
Squealer 4 6/72 h 100 2 Legal
Squealers Formally known as a location forbidder, this small box is strapped to the wrist or ankle of corporate employees or visitors. When the wearer approaches within a specified distance of a restricted area, the box emits a polite warning. At a closer distance, the device transmits a call to security and activates a siren to alert guards in the area. For purposes of avoiding jamming, a squealer has effective Device and Flux Ratings of 5.
Security Countermeasures
Stats
Desc
Item Conceal Weight Avail Cost SI Legality
Autopicker 8 1.0 10/14 d 25 x Rating 2 4P-V
Autopicker Also known as a Lockpick Gun, an autopicker is a device that attempts to open a mechanical lock. If the character is using an autopicker, simply make an Opposed Test between the autopicker and lock ratings. If the autopicker wins, the lock is opened. Using an autopicker takes a base time of 10 seconds; successes reduce this period. This item has Ratings from 1 to 10.
Cellular Glove Molder 4 5.0 Rating +2/7 d 1,000 x Rating 2 8P-V
Cellular Glove (Blank) 8 Rating/7 d 200 x Rating 1 6P-V
Cellular Glove Molder and Blank This device makes a sleeve (using the blank) of a person's hand/fingers for the purpose of defeating a finger or palm scanner. Make an Opposed Rating Test between the scanner and the fake print. If the print wins, access is gained. If the scanner wins, an alarm is triggered. On a tie, the system requests a retry.
Gas Detection System 5 1.0 Rating x3/7 d 1,000 x Rating 2 Legal
Gas Detection System Portable gas detection systems are used to detect the presence of various knockout, toxic and military gases. When gas is present, make a Gas Detector Rating Success Test against a target number of 6. Apply a –1 target number modifier for each additional second the detector is exposed to the gas. A character wearing, or in the proximity of, a gas detector may make a Reaction (6) Test to take appropriate action if he or she has a Delayed Action available (or can act in that Combat Phase) and is initially exposed to the gas during the Initiative Pass in which the gas detector alarm sounds.
Glasscutter 10 2/24 h 3 x Rating .5 Legal
Glass Cutter Glass windows can be scored and cut with a proper glass cutting tool. The tool's rating must be equal to or greater than the Barrier rating of the window's material.
Lockpick Set 10 1.0 6/7 d 50 2 6P-V
Lockpick Set A set of tools specifically designed to open old-style mechanical key locks. Manual lockpicking requires 60 seconds base time, modified by successes.
Maglock Passkey 9 1.0 Rating x 2/10 d 10,000 x Rating 2 4P-V
Maglock Passkey These sophisticated electronic devices fool a maglock with a passcard system into opening. The passkey is slotted through the cardreader just like any legitimate passcard. Use of such systems often leaves the lock scrambled or sluggish in response, providing evidence that the lock has been violated.
Polymer Print Coater 3 5.0 Rating/14 d 1,000 x Rating 2 6P-V
Polymer Print Coater A laser-etched polymer coating can be applied directly to the hand; this has the advantage of counteracting the loss conductivity. The polymer loses its effectiveness the longer the hand is used, at a rate of 1 rating point per hour (double this rate in the case of climbing, fighting or other exertion). Make an Opposed Rating Test between the scanner and the fake print. If the print wins, access is gained. If the scanner wins, an alarm is triggered. On a tie, the system requests a retry.
Professional Audio Recorders 5 2.0 Rating/(Rating x2) d 100 x Rating2 1.5 Legal
Professional Audio Recorders This is professional grade recording equipment used to gain better quality vocal recordings for the purposes of defeating voiceprint scanners. Make an Opposed Test between the rating of the scanner and the rating of the recorder used to record the voice. The system that generates the most successes wins.
Proxy Emitter 6 4/48 h 200 2 Legal
Proxy Emitter The most common method of bypassing a trip beam is to create a proxy beam by aiming additional emitters of the appropriate type at the detectors. When the character breaks the trip beam, the proxy emitter sends sufficient beam wattage to the detector, fooling it into thinking everything is fine. One proxy emitter is required for each detector used by the trip beam. Setting up the proxy beam requires a successful Reaction (6) Test. If the test is unsuccessful, breaking the trip beam triggers the alarm.
Sequencer 8 2.0 Rating x 2/14 d 500 x Rating2 3 4P-V
Sequencer This device is designed to defeat keypad systems on maglocks. The device must be attached to the keypad’s circuits, so the character using it must still remove the keypad’s case.
Suction Cup 6 1.0 4/48 h 10 1 Legal
Ultrasound Detector 10 6/72 h 40 3 Legal
Ultrasound Detector This simple device detects ultrasound fields that fall within its range. It will alert a user to an ultrasonic motion sensor system or someone using an ultrasound sight.
Ultrasound Emitter/Detector 8 0.5 Rating x 2/72 h 400 x Rating 3 8P-V
Ultrasound Emitter/Detector This device detects and analyzes the ultrasonic field produced by certain motion sensors. It can also attempt to spoof the sensor into thinking that nothing is moving through its field. This requires an Opposed Test between the motion sensor’s Device Rating and the emitter’s Device Rating. If the Opposed Test is successful, a character using this device can move 2 meters per Combat Turn through the field. A successful Stealth (Motion Sensor Rating) Test adds dice to those available for the Opposed Test in that same Combat Turn. Moving slower than one-half of normal walking speed reduces the target number for the Opposed Test by 1 for every half meter slower than 2 meters that the character moves. Moving faster increases the target number by 1 for each additional quarter of a meter moved.
Wire Clippers 12 1.0 Always 25 1 Legal
Wire Clippers Wire clippers double the user’s effective Strength when cutting wire.