Traps
Traps and Security Systems
Military bases, criminal hideouts, and other facilities often have security systems in place to deter intruders. The Detention Block of the Death Star is an example of a location laden with traps designed to halt unauthorized incursions.
- Set Explosive (Cl 2 or 5)
- A set exp losive usually takes the form of detonite or an explosive charge (see Explosives, page 130). When a set explosive detonates, make an attack ro ll (ld20+ 10) against the Reflex Defense of every creature and object in its blast rad ius. (Any creature or object to which the exp losive is attached is hit automatically.) If the attack succeeds, the creature or object takes full damage. If the attack misses, the creature or object takes half damage. This is considered an area effect. Detonite is a CL 2 hazard; an explosive charge is a CL 5 hazard.
- Blaster Turret (Cl 2)
- This robotic blaster turret is usually mounted to a section of floor, wall, or ceiling. It has the range of a pistol, can fire in any direction, and has the following trained skills - Initiative +5, Perception +5. It is equipped with darkvision (page 257) and makes one attack per round against the closest target within its line of sight. Make an attack roll (ld20+5) against the target's Reflex Defense. If the attack succeeds, the target takes 3d6 points of energy damage; on a miss, the target takes no damage.
- Blaster Rifle Turret (Cl 3)
- The blaster rifle turret is a slightly larger variant of the blaster turret. It is statistically identical to its smaller cousin except as noted here. It has the range of a rifle and can fire either single shots or switch to autofire mode (see Autofire, page 156).lt deals 3dS points of energy damage with each successful attack.