Besides their uniforms, Stronghold guards have access to many different types of gear designed to make their job easier and safer — though a lot of it is only used during escape, riot, and hostage scenarios. In addition to the devices described on pages 33-34, any of which could be used in Stronghold as well as during courtroom or transport situations, here’s some of the equipment Stronghold guards use:
EVERYDAY EQUIPMENT COMMUNICATIONS UNIT Effect: HRRP Target: Self Duration: Persistent Range: Self END Cost: 0 Breakability: 2 DEF
Description: Attached to the right shoulder of every Stronghold guard’s uniform (and to the clothing of many non-guard personnel, including Warden Wildman) is a Communications Unit — basically a high-tech walkie-talkie that also has video capability. To talk on it, a guard has to use one hand to press a button and open a channel; to see the video screen he has to detach it from his shoulder so he can look at it. It runs on a high- powered battery good for 72 hours of use; each guard has two batteries so he can recharge one while the other’s in use.
Game Information: HRRP (Radio Group) (12 Active Points); OAF (-1), Affected As Sight And Hearing Group As Well As Radio Group (-½). Total cost: 5 points.
GRAB-CHAIN
Effect: +15 STR, Only To Grab (see text) Target: One character
Duration: Constant Range: Touch END Cost: 0 Breakability: 4 DEF
Description: A grab-chain is a device used to restrain uncooperative (or potentially unco- operative) prisoners. It consists of a length of metal chain about a foot long with a T-shaped metal handle on each end; the handles can lock together to form one unit. The guard simply wraps the chain around one of a prisoner’s limbs (something he’s taught to do in a fight as part of his hand-to-hand combat training) and locks the handles together (or simply grasps both in the same hand). This gives an enormous amount of extra leverage and makes it harder for the prisoner to break free.
In game terms, a grab-chain is defined as extra STR, Only To Grab. The extra STR only applies to Grabbing a single limb (even if it’s used when Grabbing two limbs) and cannot be used to Squeeze or Throw.
Game Information: +15 STR, Reduced Endurance (0 END; +½) (22 Active Points); OAF (-1), Only To Grab (see text; -1). Total cost: 7 points.
MECHALENE ZIPCUFFS
Effect: Entangle 5-10d6, 10-20 DEF, Takes No Damage From Attacks
Target: One character Duration: Instant Range: No Range Charges: 12 Charges Breakability: 10-20 DEF
Description: The “second stage” of Angelstone Laboratories’s Supercriminal Restraint System (SCRS) devices are the Mechalene Zipcuffs. (See
Cops, Crews, And Cabals for more information on
Angelstone and its technologies.) Made of a spe- cial plastic developed from technology recovered from the murderous sentient robot Mechanon, they’re capable of holding even the strongest superhumans. Each one consists of a strip of plas- tic (of varying thickness depending on strength) with one end molded so that the rest of the strip can be pulled through it one way, but not back out again. It’s the work of seconds to loop one around a held or restrained criminal’s wrists or feet and then pull it tight (which causes a “zip” sound that gives the cuffs their name).
Mechalene Zipcuffs come in three basic types. The Standard model suffices for any criminal with ordinary human strength up to superhumans who can lift as much as about 25 metric tons. The Heavy-Duty and Extra-Strength versions are intended for even stronger super- villains, up to and including the likes of Grond, Ripper, and Gargantua.
Once they’re attached, the only easy way to remove Mechalene Zipcuffs from someone is with a special cutting tool, also manufactured solely by Angelstone Laboratories. An ordinary knife or pair of tinsnips can do the trick, but that takes a lot more time and elbow grease. Angelstone sells Zipcuffs in packs of 12, boxed ten packs to the case; each case comes with one cutting tool. Game Information:
19 Standard Mechalene Zipcuff: Entangle 5d6 (standard effect: 5 BODY), 10 DEF, Takes No Damage From Attacks (+½) (112 Active Points); OAF (-1), Cannot Form Barriers (-¼), Set Effect (hands or feet only; -1), Does Not Prevent Use Of Accessible Foci (-1), No Range (-½), Must Follow Grab Or Target Must Be Willing (-½), Vulner- able (special cutting tool, see text; -¼), 12 Charges (-¼)
27 Heavy-Duty Mechalene Zipcuff: As Stan- dard, but Entangle 7d6 (standard effect: 7 BODY), 14 DEF (157 Active Points) 39 Extra-Strength Mechalene Zipcuff: As Stan-
dard, but Entangle 10d6 (standard effect: 10 BODY), 20 DEF (225 Active Points)
paizo.com #1661751, Patrick Ransom <[email protected]>, Apr 4, 2011 paizo.com #1661751, Patrick Ransom <[email protected]>, Apr 4, 2011
1459490 1459490 1459490 433197 433197 433197
paizo.com #1661751, Patrick Ransom <[email protected]>, Apr 4, 2011 paizo.com #1661751, Patrick Ransom <[email protected]>, Apr 4, 2011
1459491 1459491 1459491 433198 433198 433198 Stronghold 87 EMERGENCY EQUIPMENT
These devices are issued to guards only during crisis situations or when otherwise necessary; they’re not carried or used on an everyday basis.
STRONGHOLD BODY ARMOR
Effect: Armor (10 PD/10 ED), Activation Roll 14- (see text) Target: Self
Duration: Persistent Range: Self END Cost: 0 Breakability: 10 DEF
Description: Stronghold’s administrators want to keep the guards safe, and one way of doing that is to issue them protective body armor for use during crisis situations (such as escapes or riots). Stronghold guards do not wear body armor on a daily basis.
Game Information: Armor (10 PD/10 ED) (30 Active Points); OIF (-½), Activation Roll 14- (covers all but head and hands; -½), Half Mass (-½). Total cost: 12 points.
STRONGHOLD HELMET
Effect: Armor (10 PD/10 ED), Activa- tion Roll 8- (see text); HRRP; Sight and Hearing Group Flash Defense (10 points) Target: Self Duration: Persistent Range: Self END Cost: 0 Breakability: 8 DEF
Description: When necessary, Stronghold guards wear helmets to protect their heads. The helmet features a clear, full-face protective plate. The wearer attaches his Communications Unit (see below) to the left side of the helmet and can then speak into it without having to use his hands and see video data and pictures that it projects directly onto the upper left corner of the faceplate. Game Information:
Cost Power
7 Protective Helmet: Armor (10 PD/10 ED)
(30 Active Points); OIF (-½), Activation Roll 8- (covers Hit Locations 3-5; -2), Half Mass (-½)
7 Sight Protection: Sight Group Flash Defense
(10 points); OIF (-½)
7 Hearing Protection: Hearing Group Flash
Defense (10 points); OIF (-½)
Total cost: 21 points.
SH-1-7 PULSON RIFLE
Effect: Energy Blast 12d6; RKA 3d6; Energy Blast 5d6, NND Target: One character Duration: Instant Range: 300” or 225”
Charges: 2 clips of 30 Charges each Breakability: 18 DEF
Description: When Stronghold’s guards need to use force to prevent an escape, quell a riot, or deal with a similar emergency, the armory issues them SH-1-7 Pulson Rifles. The SH-1-7 fires a tuneable pulson beam that can impact, cut, or stun depend- ing on the needs of the shooter. Guards are sup- posed to rely on settings 1 and 3, avoiding setting 2 (lethal) unless it’s absolutely required or they’re ordered to use it by a commander.
In situations where the goal is to stun and incapacitate an inmate, guards often prefer the Lightning Stick Taser, which packs a stronger punch. However, the SH-1-7 has a much longer range and more energy, making it invaluable in some situations.
Game Information: Cost Power
36 SH-1-7 Pulson Rifle: Multipower, 60-point reserve, 2 clips of 30 Charges each for entire reserve (+½); all OAF (-1), Two-Handed (-½)
2u 1) Standard Beam: Energy Blast 12d6; OAF (-1), Two-Handed (-½)
1u 2) Intensified Beam: RKA 3d6; OAF (-1), Two-Handed (-½), Requires 3 Charges Per Use (-½)
2u 3) Stunner Beam: Energy Blast 6d6, NND (defense is ED Force Field; +1); OAF (-1), Two-Handed (-½)
Total cost: 41 points.
LIGHTNING STICK TASER
Effect: Energy Blast 12d6, NND; HA +3d6
Target: One character Duration: Instant
Range: Touch/12”/Touch END Cost: 30 Charges for entire
Multipower/0 Breakability: 30 DEF
Description: During crisis situations, Stronghold guards carry the “Lightning Stick” taser devel- oped by Angelstone Laboratories. A combina- tion of taser and nightstick, it has several func- tions. First, the user can touch a target with the metal prongs on the end to deliver a stunning shock. The user can control the amount of volts delivered with a simple thumb switch in the handle, from 2,000 (the amount in a standard taser, and thus suitable for ordinary humans) to 18,000 (upper-end ranges are only for the toughest superhumans). In game terms 2,000 volts is an Energy Blast 8d6, NND; every 2,000 volts beyond that adds +½d6.
paizo.com #1661751, Patrick Ransom <[email protected]>, Apr 4, 2011 paizo.com #1661751, Patrick Ransom <[email protected]>, Apr 4, 2011
1459491 1459491 1459491 433198 433198 433198
paizo.com #1661751, Patrick Ransom <[email protected]>, Apr 4, 2011 paizo.com #1661751, Patrick Ransom <[email protected]>, Apr 4, 2011
1459492 1459492 1459492 433199 433199 433199
88 Personnel Hero System 5th Edition Revised
Second, the user can fire the metal prongs toward a target up to 12” away, delivering the same sort of stunning shock. Third, a Lightning Stick can function as an ordinary nightstick.
Game Information: Cost Power
75 Lightning Stick Taser: Multipower, 120- point reserve, 30 Charges for entire reserve (+¼); all OAF (-1)
4u 1) HTH Taser: Energy Blast 12d6, NND (defense is insulated ED; +1); OAF (-1), No Range (-½), Requires Multiple Charges (1 Charge for 8d6, +1 Charge for every +1 DC thereafter; -¼)
5u 2) Ranged Taser: Energy Blast 12d6, NND (defense is insulated ED; +1); OAF (-1), Limited Range (12”; -¼), Requires Multiple Charges (1 Charge for 8d6, +1 Charge for every +1 DC thereafter; -¼)
6 Combat Baton: HA +3d6; OAF (-1), Hand-
To-Hand Attack (-½)
Total cost: 90 points.