Restraining Devices

Restraining Devices

Binder Cuffs
Model: Loris Merr-Sonn Binder Cuffs
Type: Personal restraint device
Cost: 50
Availability: 1
Game Notes: Binder cuffs have a Strength of 5D to hold individuals.

Magnacuffs
Model: Loris Syndicated Securities MCI-100
Type: Personal restraint device
Cost: 75
Availability: 2, F
Game Notes:
Magnacuffs have a Strength of 6D+2 to hold individuals.
Source: Galaxy Guide 10: Bounty Hunters (page 89), Gundark’s Fantastic Technology (pages 70-71)

Magnaharness
Model: Loris Syndicated Securities MCI-200
Type: personal full-sized restraint device
Cost: 200
Availability: 2, F
Game Notes:
Magnaharness have a Strength of 8D to hold individuals.
Source: Galaxy Guide 10: Bounty Hunters (pages 89-90), Gundark’s Fantastic Technology (page 71)

Biodegradable Binders
Model: TaggeCo. Biodegradable Binders
Type: Temporary binders
Cost: 75
Availability: 2, R
Game Notes:
Once applied, a character must make an opposed Strength roll to break free (the binders have a Strength of 6D). Once activated, the binders deteriorate in 36 hours. An application of a special harmless molecular solvent will degrade the binders sooner if necessary.
Source: Gundark’s Fantastic Technology (page 70), Han Solo and the Corporate Sector Sourcebook (page 117)

Stun Cuffs
Model: BlasTech AR-101 Stun Cuffs
Type: Stun binders
Cost: 100
Availability: 2, F
Game Notes:
The stun cuffs are passive if the cuffed character does not struggle. If the character
does struggle, the cuffs do stun damage equal to the character’s Strength.
Source: The Jedi Academy Sourcebook (pages 140-141), Gundark’s Fantastic Technology (page 73)

Neural Control Collar
Model: Cybersoft Corp. neural Control Collar
Type: Animal control device
Cost: 600 (one collar and basic control computer), 300 (collar only), 1,000 (control computer for use with multiple collars)
Availability: 2, R or X
Game Notes:
Causes 7D stun damage, but instead of falling unconscious, the animal is subjugated by the control computer, capable of giving simple instructions. A central computer can control up to 50 collars with a range of 5 kilometers. A collar that is moved out of range of its control unit will automatically make its wearer return to the control unit and inflict 6D damage.
Source: Galladinium’s Fantastic Technology (page 58)

Slave Collar (and Director Unit)
Model: Custom-made Slave Collars with Director Unit
Type: Slave collars
Scale: Character
Cost: 10,000 (for one director unit and 10 slave collars)
Availability: 3, R or X
Game Notes:
2D-5D physical damage depending on setting, “kill” setting: 8D damage.
Source: Gundark’s Fantastic Technology (page 72), Han Solo and the Corporate Sector Sourcebook (page 121)

Bio-Cocoon
Model: Dendratis Biological Exports, Incorporated Bio-Cocoon
Type: Biological containment system
Cost: 2,000
Availability: 3
Game Notes:
Upon activation, the intended victim must make a Moderate brawling parry roll to avoid entrapment (for victims up to 150 kilograms; victims from 151-300 kilograms need only make an Easy roll, while 301-450 kilograms targets require a Very Easy roll; this unit has no effect on targets over 450 kilograms). Failure results in an immediate -1D to Dexterity and 1D stun damage. Increase the brawling parry difficulty to escape by one level each additional round and increase the Dexterity penalty by -1D and increase the stun damage by +1D. The target is fully cocooned when the Dexterity penalty matches or exceeds the character’s Dexterity or the stun damage is sufficient to knock out the character.
Source: Galladinium’s Fantastic Technology (page 53)

Man Trap
Model: Ubrikkian R-TechApp Man Trap
Type: Localized gravity enhancer
Cost: 8,000
Availability: 3, F
Game Notes:
The person setting the man trap should make a hide roll to see how well the device is hidden; any potential target making a successful Perception roll will notice the trap. Anyone caught by the trap must make an opposed Strength roll – the man trap’s gravity setting is variable, simulated by allowing the hunter to choose a Strength anywhere between 5D and 15D.
Source: Galaxy Guide 10: Bounty Hunters (page 90), Gundark’s Fantastic Technology (page 71)

Restraint Capsule
Model: Damorind Securities RPC-12
Type: Shipboard containment system
Skill: Security
Cost: 10,700
Availability: 3, F
Game Notes:
The shock system may be set for variable damage (1D-7D, stun or normal damage). Anyone confined within the cage must make an opposed roll against the cage’s Strength of 7D to break out.
Source: Galaxy Guide 10: Bounty Hunters (page 90), Gundark’s Fantastic Technology (pages 71-72)

Force Cage
Model: Damorind Securities Model S-3
Type: Humanoid portable containment system
Skill: Security (to assemble)
Cost: 7,000
Availability: 3
Game Notes:
An Easy security roll is necessary to properly assemble the device; if not assembled properly, the shock system does not work. The shock system may be set for variable damage (1D-7D, stun or normal damage). Anyone confined within the cage must make an opposed roll against the cage’s Strength of 7D to break out.
Source: Galaxy Guide 10: Bounty Hunters (page 89), Gundark’s Fantastic Technology (page 70)

Universal Energy Cage
Model: Imperial Universal Energy Cage
Type: Enclosed prisoner transfer system
Scale: Character
Cost: 100,000
Availability: X (restricted to legal governments)
Move: 15; 45 kmh
Game Notes:
Energy cage encloses prisoner In a force field with a Strength of up to 15D (unit only applies as much energy as necessary to restrain prisoner, so the energy level is often much tower when not being resisted). Somehow, the cage emanates a special type of energy that blocks Force energies and similar mental energies with an effectiveness of up to 15D. The unit has a special repulsor unit keeping the prisoner suspended in the center of the cage. This bottom mounted unit also supplies oxygen to the prisoner (there are no provisions for food and water; it is presumed that a Jedi will go into hibernation if he or she spends a long time in the cage).
Source: Dark Empire Sourcebook (page 129), Gundark’s Fantastic Technology (page 74)

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