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Old 12-03-2009, 12:21 AM   #3
SuedodeuS
 
Join Date: Sep 2008
Default Re: Security 'necessities' for Spaceships

Sounds reasonable enough. Some things to consider...

ETC: Find out if you have access to this option. It greatly increases damage and range for slugthrowers if it's available. ETK is even better, but it's in the Designer's Notes for UT, rather than the book itself. I'd actually recommend against ETC/ETK for the handgun, however - you really, really don't want overpenetration, and should be using something more appropriate against anything a typical handgun firing HP can't handle.

Rifle: For the AP ammo, I'd recommend a high-powered marksman rifle, preferably with ETK or Liquid Propellant. You might also want a more traditional assault rifle (ETC or better) in case you need to go bug-hunting.

Shotgun: Ideal for close defense, and quite good against slow-bleeders (like the velociraptors from the Jurassic Park book). Loaded with buckshot, it effectively ignores the blow-through rules from High-Tech (as blow-through would be calculated for each pellet), and you needn't worry about it depressurizing your ship. It does have poor performance against armor, however. ETC/ETK should be safe for the shotgun, as it's likely to have even poorer performance against armor than the handgun. You may want to keep some slugs around just in case, although in general any enemy that calls for a slug should be engaged using one of the rifles instead.

HAZMAT: Biological weapons, or simply alien pathogens, are always a concern, so having equipment to allow you to not become infected is a good idea. These suits should probably be engineered to function as EVA (space-walking) suits as well.

Explosives: Carrying explosives on the ship is probably asking for disaster, so this is more character than equipment. A security officer who knows his way around a bomb can, potentially, diffuse one if it comes on board. Similarly, if you fall behind enemy lines at some point, knowing how to make IED's can turn the tide of battle. You might want to consider requesting to your GM that your character have skill in Explosives.

Electrolasers: Rather than (or in addition to) rubber bullets, an electrolaser can be both more effective and safer for dropping a subject. I think there is an underbarrel model in Ultratech, although I'm not certain, in which case you could carry around your shotgun loaded with baton rounds (or rubber shot) with an underbarrel (or, rather, side-barrel) electrolaser mounted. A pistol version would probably make a good sidearm.

Armor: You'll probably mostly want anti-stab rather than anti-ballistic armor, as you'll probably be dealing mostly with irate passengers and local fauna, neither of which tend to have access to firearms. I don't think UT actually has any anti-stab armor, although you could probably extrapolate from HT.


EDIT: I should note this is made with an overarmed, cinematic security officer in mind. Think Muldoon, but expecting to deal with the kinds of crap that happens in Star Trek, rather than "just" a bunch of dinosaurs trying to eat him.
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Last edited by SuedodeuS; 12-03-2009 at 12:35 AM.
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