12-04-2009, 10:32 AM
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#42
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Join Date: Aug 2007
Location: Boston, Hub of the Universe!
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Re: Security 'necessities' for Spaceships
Quote:
Originally Posted by Ubiquitous
My GM set out a game-plan for a future game we're playing; we all choose a character role (ship commander, pilot, what-have-you) and I got Security Officer. Since my GM's a little tired of ST 20/ETS-cracked characters, he wants to make up my sheet for me.
Which is great, but I'm a little worried he'll leave me under-equipped, equipment-wise, for dealing with a star-system's worth of adventure.
So, has anyone played a High TL campaign where they found certain items of constant use, and could anyone suggest some practical items to bring along on a spaceship, so I can suggest these things? I've already got a pistol loaded with HP rounds (same deal as Frangible, except more apt for combat was what I thought), a flamethrower for antagonistic or parasitic plant-life, acid dispensers for flame-resistant mold and something to fire armor-piercing bullets in case we run into any carapaced wildlife. And some flash-bangs in case things on the ship get reeeaaal hairy.
For both my protection and the crew's I think I should add armor for myself to deflect melee blows and stabbings (I expect to be the only one armed with a gun on the ship) and rubber bullets in case of 'space madness' and not a murder-spree.
Does this sound reasonable to the hivemind, and is there anything I should add to make sure I'm the best damn security chief possible?
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- LBV (Load Bearing Vest from HT). Or a tactical vest, which one can assume includes a LBV.
- Load up the vest with your dangerous-situations kit: filter mask, mini air tank or air tube, sensor goggles, longer-range communicators.
- An assortment of thimble grenades with fun warheads (tangler, smoke, biochem goodies). Thimble grenades are so small that you can have a box of them that would easily fit into your LBV.
- A medikit. Also load it up with exciting drugs and useful poisons. Neural Inhibitors are tiny and can be used to completely paralyze. Also, you can get them past customs because they're obviously medical not weapons. :)
- A laser pistol that can do both beam and pulse. Should also be hotshot-able. Or possibly a flashlight-laser-torch.
- If TL is high enough, an omni-blaster if lethality is ever-present. If TL is high, but you have to pretend to be peaceful, a force beamer works great as a mostly-self-defense weapon.
- If TL is low, an underbarrel electrolaser on a payload-delivery-type weapon (like a payload rifle, grenade launcher, or shotgun) upgraded with ETC, LP, or ETK.
- Karatands built into ballistic armor gloves, or a zap glove.
- Some sort of ultra-tech knife (superfine, monowire, vibro, hyperdense, or nanothorn).
- Plus all the typical security gear: handcuffs, electronic lockpicks, surveillance devices, etc.
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Demi Benson
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