Paladin Steel/Aegis Stellar Industries BlueSteel 5-0 Security Robot(aka ‘Canner’, ‘Bluebottle’)
http://i408.photobucket.com/albums/pp164/taalismn/img383_zpscd6f1ac9.jpg “We wuz through the fences and well on our way to hot-wiring and boosting some of those nice shiny vehicles waiting in the lot when the bluebottles bounced us. Maybe we missed a microwave scanner, or they wired the yard or maybe those jammers Spekko sold us are cruddle, but the next we know a dozen of those flying people-cans were popping up all over demanding we surrender. Like we’re going to give up to the corpos. Anyways, we jazz them with our empy wands and run for it, only they got shields or something, ‘cause the jolts hardly slows them.
Kerin was right behind me when we got to the tunnel and I dove in. Almost made it in too, but when I turned around, the last I saw of her, she was being stuffed inside one of those things. I went deep, rather than wait around; I heard the corpos got ‘bots or worse that can go into the tunnels and I didn’t want to find out for sure. I ain’t ‘eard tweet from the rest of the crew, so I’m guessing they ‘n Kerin are all in zombieland getting their ‘antisocial criminal attitudes’ psycho-screwed outta them. But that’s street-loss for you.”
The BS5-0 is a robot drone that first appeared in the PS inventory in the ASI stables. It is a hover security drone used in both facility patrol and criminal apprehension.
Described sometimes as looking like a ‘flying Isetta’, the 5-0 is a bulbous, roughly conical, robot vehicle with four small hoverjets on its underside. The ‘bot is held aloft by a steady-state GMR antigravity system and propelled by the jets. The hull is topped by a sensor/weapons turret. Up to six tentacle arms can be extended from the hull to entangle suspects and pull them inside the confinement compartment. The tentacles are strong enough to tear open cover a suspect might be hiding behind, detach body armor and cyber-weaponry from an apprehended suspect, or pry open a crushed vehicle to safely extract people inside.
The broad prow of the robot opens up(both clamshell and single door variants exist) to reveal an interior space large enough to fit most humans and similarly sized humanoids. This interior space can be fitted with a removable restraint-rig seat for securing prisoners for transport to a police facility. The 5-0 is heavily armored enough to handle environmental hazards as well as from weapons fire(either suspects not wanting to be caught or an apprehendee’s colleagues trying to mount a rescue).
The 5-0 can also be used as an emergency response vehicle, being both programmed and outfitted with paramedic gear. In a pinch, it can be used to transport accident victims to medical facilities, the restraint couches serving quite ably as strap-backboards.
The 5-0is programmed with standard police procedures, medical emergency response protocols, and street-patrol intelligence and tracking routines, making it a versatile unit for urban operations. However, it rarely operates wholly autonomously, but is typically supervised by a living overwatch officer or team(often monitoring from a nearby command vehicle).
Because of its security role, the 5-0 is rarely fitted with lethal weapons, but is instead fitted from a variety selection of non/reduced-lethality stun and subdual weapons and devices. In mores serious situations, such as all-out riots with military weaponry, bandit attacks, or invasion, the 5-0 can be fitted with more lethal weaponry. If pursuing specific types of targets, such as supernaturals or superhumans, the 5-0s may be equipped with target-specific equipment to facilitate apprehension.
5-0s can be left to follow preprogrammed directives or can be remote controlled from a secure location. It is frequently set to track and subdue fugitives, or stationed around a police operations area to warn off innocent bystanders and stop escaping fugitives(‘mining the perimeter’ as it were). It is also occasionally used by scientific teams as a scientific sensor platform and bio-sampler.
“The true mark of a celebrity social activist is to get arrested by the robo-cops! Yeah, the socially-conscious fashion accessory this year is a police capture drone locked around you!”
Type: PS/ASI-R-BS5-0
Class: Semi-Autonomous Police Security Drone
Crew: Robot Drone or can be remote controlled
MDC/Armor by Location:
Main Body 200
Sensor/Weapons Turret 90
Hoverjets(4) 45 each
Tentacle Arms(6) 40 each
Height: 4.5 ft
Width: 4.5 ft
Length: 7 ft
Physical Strength: Robotic P.S. of 30
Weight: 475 kg (1,050 lb) empty
Cargo: 500 kg (1,100 lb) load capacity
Powerplant: Powercell, good for 72 hours before needing recharging.
A nuclear power unit is also available, with a 5 year energy life.
Speed:(Flying) Hover to 200 MPH, maximum altitude of 800 ft.
Market Cost: 1.9 million credits for the base model, 4.9 million credits for the nuclear powered model.
Systems of Note:
*Radio w/ Scrambler-50 mile range
(w/ radio tracker---able to follow a worn or implanted beacon on its charge)
*External Loudspeaker-60 decibels
*Data Drives/Recorders---Can record up to 48 hours of audio/visual inputs before needing disc erasure/download
*Voice Synthesizer----Typically has a monotone voice
*Optics(full 360-degree arc of vision):
Thermo-Imaging, IR/UV, Passive Nighvision, Image Enhancement, Telescopic
*Advanced Audio
Sound Editor, Ultra-Ear
*Laser Targeting--(+1 to strike w/ ranged weapons)
*Radiation Detector
*Micro-Radar---3 mile range
*Facial Recognition Scanners----Laser and sonar scanners that match facial/body features against a database for identifying specific individuals.
*Motion Detector----360-degree coverage and 100 ft effective range, Particularly useful for tracking incoming projectile fire, allowing the ‘bot to backtrack the source of sniper fire or projectiles during riots.
*Combat Recorder---Onboard recorders can save and store up to 48 hours (standard configuration)of sensory data and download it to police databanks for evidence and evaluation.
*Prisoner Restraints---A removable restraint frame is fitted with multiple arm, leg, torso, and neck shackles, typically each having about 15-30 MDC, allowing the ‘bot to restrain augmented beings such as Juicers and light cyborgs.
*Automed System---The interior couch has an automed system, meant to supervise the restraint and sedation of potentially injured prisoners, but it can also be used to stabilize the condition of emergency victims. The automed system includes a breathalyzer and molecular analyzer for doing on-the-spot toxicology for identifying alcohol and/or drugs in a suspect’s system. The system can also inject medications, sedation, and medical nanites.
Acoustic Stealth---The 5-0 is quite quiet, and has a default Prowl ability of 65%, owing to its quiet hoverjets and ‘floater’ A-G system.
Weapons Systems: None standard, but the top turret can be fitted with TWO of the following:
a) Pepper Gun----A multipurpose chemical sprayer
Range: 150 ft
Damage: Varies by chemical used
Rate of Fire:S tandard
Payload: Enough liquid for 50 blasts
Cost: 700 credits
b)5.56mm Gattler---Rapid-fire machine gun based on the PS ‘Fhizer’ . Because sometimes you don’t want or need to reduce somebody to a fine red vapor.
Range: 700 ft
Damage: (Rubber Baton) Range 300 ft, 1 SDC, and a 15% chance of knocking down a suspect. This option is best used in a burst, for maximum chance of knockdown.
(Taser) 1d6 SDC, victim is -8 to strike, dodge, and parry for 1d4 melees, plus an additional 1d4 melees per subsequent hit, Also must save versus non-lethal poison, 16 or higher, or be knocked unconscious.
(Tear gas) None...Due to the small internal volume of the bullet, this shell can deliver only a small amount of chemical agent to the target area; enough for a 5 ft cloud. It’s best used in a burst for maximum effect. Victims are -10 to strike, parry, and dodge, plus lose one attack/action per melee for 1d6+1 melees
(Tag) None...This is either a paintball round or a special scent pellet...the scent pellet gives a +20% to anyone with an advanced sense of small to identify and track a tagged suspect. Paint or scent tags can only be removed with a paint remover like turpentine.
(Drug Dart) Does no damage, but victim must make a save versus nonlethal poison or fall asleep for 3d6 minutes. A successful save means that the victim has fought off most of the drug, but is still dizzy and disoriented; -5 to initiative/strike/parry/dodge/ and roll, and -1 APM for 1d6 melees.
The danger comes in multiple strikes; for every dart strike after the first, while its effects are still being felt, the victim has a chance of suffering physical damage from drug overdose...each strike/unsuccessful save thereafter does 1d4 SDC, as well extends the effects of the dart. For this reason, police rarely ever fire drug darts in bursts, except against exceptional physical specimens, like Juicers or Crazies.
(5.56 mm Cartridge) 3d6 SDC per single rd
Note: PS is also developing other specialized ammunition types...the ‘Fhizer’ is fully compatible/able to fire wood and silver rounds as well.
Rate of Fire: Standard; single shot, 3, 5, or 10 rd burst
Payload: 300 rd magazine
Cost: 2,500 credits
c)10 Gauge Auto-Shotgun---A clip- or drum-fed combat automatic shotgun. Especially popular for security forces engaged in riot control. Can fire a variety of rounds from SDC buckshot to high-explosive micro-grenades.
Range: 150 ft
Damage:(Solid Slug) 5d6 SDC
(SDC Buckshot) 4d6 SDC to a 6 ft spread
(Riot Baton)---Plastic bullet; does 1d6 SDC, and has 50% chance of knocking down human-sized targets
(Taser)---Essentially an airborne neural mace. Delivers a powerful electrical charge on contact. 1d8 SDC, and -8 to strike, parry, and dodge for 2d4 melees, plus an additional 2d4 melees per subsequent hit. Roll versus non-lethal poison, 16 or higher, or be knocked unconscious.
(Wooden Slug)----For anti-vampire use. Does 1d8 SDC, but 4d4 HP to vampires
(Gas/Smoke) Effects vary by specific chemical, but typically has enough agent to cover roughly 10 square ft.
(High Explosive)
Rate of Fire:S tandard
Payload: 6 shot clip, or 25 rd drum
Cost: 1,000 credits
d)Taser----Electric stunner that first fires a small laser to create an ionized guide path to the target, then lets loose a stunning electrical charge.
Range: 100 ft
Damage: Victims must save versus non-lethal poison(12 or better) or suffer
-10 to strike, parry, and dodge, reduce speed and APMs by HALF, for 2d4 melees per hit. Cyborgs(full and partial conversion) save at 8 or better. Also has the effect of shorting out vehicle ignition systems(60% chance)
Rate of Fire: ECHH
Bonus: +1 to strike
Payload: 300 shot battery. Effectively unlimited hitched up to a nuclear power plant.
Cost: 22,000 credits
e)E-Zapper-- A combination EM-bolt gun and neuro-electric shock cannon.
Range: (EM Bolt) 800 ft
(Scattershot Bolt) 400 ft, covers 15 ft area
(SDC Shot) 800 ft
(Stun Vortex) 300 ft
(Shock Ball) 300 ft
Damage: (EM Bolt) 4d6 MD per shot
(Scattershot Bolt) 2d4 MD to everything in 15 ft area
(SDC Shot) 6d6 SDC per bolt
(Stun Vortex) None; has 80% chance of knocking down human-sized targets(lose initiative and 1 action/attack getting up), plus 60% chance of knocking them out, stunning them with concussion effects(-10 to strike, parry, roll, and dodge, lose initiative, lose HALF speed and actions/attacks for 1d4 melees!)
(Shock ball) Basically an electrically-charged Stun Vortex that works like a more powerful Taser. No damage, but humanoids struck with this weapon must save vs. coma or be shocked unconscious for 1D6 minutes. Cyborgs have an 80% chance of having their cybernetics disrupted for 1D10 minutes, and a 40% chance of a non-vital system being permanently shorted out.
Rate of Fire:(EM Bolt)(Scattershot Bolt)(SDC Shot)(Stun Vortex) ECHH
Payload: 300 shot battery. Effectively unlimited hitched up to a nuclear power plant.
Bonus: Laser targeting add +1 to strike. EM bolts are -6 to dodge, on top of that!
Cost: 95,000 credits
f) Neural Disrupter Blaster---A knockoff of a Northern Gun weapon(industrial espionage being alive and well), but tweaked for greater efficiency and range. Nicknamed the ‘nerve blaster’ and the ‘brain sandblaster’ for its brute force approach to taking people down. NOT recommended for gentle persuasion or use on children, elders, or other innocent bystanders.
Range: 1,400 ft
Damage: (Setting One) 2d6 SDC and victim must roll versus non-lethal poison(16 or better). On a successful save the target is -3 to strike, parry, dodge, and loses initiative and 1 APM for 1d4 melee rounds. A FAILED save means the target is -7 to all actions, loses initiative, reduce APMs to ONE, skill performance is -60%, -90% to Speed, and suffers convulsions that do 1d6 SDC per round for 2d4 melee rounds.
(Setting Two) Does 2d6x10 SDC(or 1 MD), and victim must roll versus non-lethal poison(16 or better). On a successful save an augmented human(oid) is -5 to strike, parry, dodge, and loses initiative and 1 APM for 1d4 melee rounds. A successful save by UNaugmented human(oid)s results in -10 to strike, parry, dodge, lose initiative and is reduced to 1 APM, skill performance is -80%, speed reduced 95%, and suffer painful convulsions doing 1d6 SDC per melee for 2d4 MINUTES.
A FAILED save by augmented human(oid)s means the target is -7 to all actions, loses initiative, reduce APMs to TWO, skill performance is -60%, -80% to Speed, and suffers convulsions that do 4d6 SDC per round for 2d4 melee rounds.
Note: Works through most body armor up to 50 MDC. Those in armor protection of 51-80 MDC are +6 to save. Those in heavier armor, power armor, full conversion cyborgs, vehicles, robots, or who are MegaJuicers or Dragons are impervious.
Rate of Fire: ECHH
Payload: 300 shot battery. Effectively unlimited hitched up to a nuclear power plant.
Cost: 55,000 credits
g) Sonic Projector---A megadamage weapon ‘downscaled’ to lower power levels and used only in serious situations.
Range: 500 ft(1,000 ft underwater)
Damage: Wide Beam: 2d6 MD to a 30 ft area
Concentrated Beam: 4d6 MD per blast
Unprotected personnel must save versus non-lethal poison (16 or higher) or be stunned for 1d4 melee rds. People in sealed power armor save at an 8 or higher for the wide area blast, but make a standard save for the concentrated blast.
Sonar Blast----This is an enormous ‘belch’ of sonic cacophony that can blind sonar systems within range with a mass of ‘white noise’, knocking them out for 1d4 melees. Sonar and acoustic homing systems will lose target lock, and sonar-using creatures will be stunned and ‘blind’ for 1d4 minutes.
Vibration Blast---This takes up ALL attacks per melee to initiate and maintain, and consists of focusing a low powered beam on a sealed ship(submarines are ideal), and gradually inducing an ultra-low frequency vibration throughout its structure. While this doesn’t do any damage per se, it does affect the hearing and inner ears of crew members, causing creeping disorientation and increasing unsettledness, leading up to nausea. After one melee people with unprotected hearing(or un-insulated contact with the ship’s hull structure) will be -1 to strike, parry, and dodge, and -5% to skills(they become easily distracted). After two melees they are -2 to strike, parry, and dodge, -10% to skills, and are -10% to their sense of balance...and so on...People with protected hearing are immune to the effect, but beings with enhanced hearing are TWICE as susceptible to the effects.
This setting is most effective against vessels 60 ft long or smaller...larger vessels will take an extra full melee per 50 ft of length for this to work...or several cannon working in concert, to be effective.
Rate of Fire: ECHH
Payload: 200 shot battery. Effectively unlimited hitched up to a nuclear power plant.
Cost: 65,000 credits
h) Net Gun
Range: 200 ft. Net covers a 6 ft area
Damage: Varies;
(Standard Net) Heavy high-tensile strength megadamage steel cable net; takes 2d4 melee actions/attacks to untangle self(half that for creatures with supernatural PS of 30 or higher)...in the meantime, the victim CANNOT strike or parry, is -2 to dodge, and reduce speed by 90%
(Slicer Net) As above, except that every melee the target spends struggling and trying to get out, they take 1d4 MD from the various hooks and razor-lines. In addition to usual penalties, takes an additional -2 to dodge from the pain. This is NEVER issued to police forces.
(Shock Net)As above, except that each melee entangled, the target takes electrical shock damage. At mild current levels, this can be annoying and distracting, but can also stun the victim...higher levels of voltage can toast the entrapped target and damage them severely, if not kill them outright....
2d6 SDC per melee/shock pulse, plus beings must roll versus non-lethal poison(16 or better) or be stunned /knocked out for 1d4 melees. Cyborgs have a 40% chance of having their systems overloaded and being immobilized for 1d4 melees, plus a 40% chance of electrical systems/accessories such as sensors or weapons knocked out for 1d4+2 melees. Power Armor fare somewhat better, having only a 10% chance of losing electrical systems or peripherals for 1d4 melees.
(Drug Net)As above, except that the net has microcapsules that break with any struggle, releasing a skin-contact/aerosol drug--Unless the victim has complete environmental protection(sealed off from contamination), they must roll each melee they are entangled against non-lethal toxin, or find themselves succumbing to chemical lethargy; cumulative -20% chance of falling unconscious(for 2d4 minutes), -1 to initiative, -2 Dodge, Strike, Parry, and Roll, -1 APM (in addition to entanglement penalties). This is RARELY issued to police forces if possible lethal drug allergies in suspects are a possibility.
(Thermite Net) A nasty variant, based on designs brought back from South America(See Rifts South America 2). Same as above, but bursts into flame, doing 4d6 MD for 1d6 melees. This is NEVER issued to police forces.
Rate of Fire: ECHH
Payload: 30 shots
Cost: 3,000 credits for the launcher
i) Ion Blaster---If heavy combat is anticipated, a powerful ion blaster(or pulse laser) can be installed instead.
Range: 800 ft
Damage: 4d6 MD single shot
1d4x10 MD per three-shot burst
Rate of Fire: Standard
Payload: 100 shot battery for fuel cell models, effectively unlimited for nuclear-powered models. Can also use a back-up e-clip system; 30 shots short e-clip, 60 shots long e-clip
Options: Like the handgun version, the vehicle-mounted version can be similarly modified for extra effect/power:
Note: It takes a person with the Weapons Engineer skill a successful roll and about 5 minutes to install and test one of the following modules, those with the Armorer/Field Armorer skill about 10 minutes, and someone following the printed instructions about 30-45 minutes to install/swap modules.
*Ion Scatter-Shot Module---This is a barrel clip-on that turns the PSIP-2 into a short range shotgun with an area of effect blast. Reduce range to 400 ft, but does 4d6 MD to a 10 ft wide area. Cost: 5,000 credits
*Ion Booster Module---Another barrel attachment that boosts the range of the ion bolts, albeit with a small reduction in damage capability. Reduce damage to 3d6 MD, but boost range to 1,500 ft. Cost: 7,000 credits
*Ion Focal Booster Module---Aka ‘Puncher’---This barrel attachment improves the focus of the ion pulse density, improving damage at the cost of range. Reduce range to 400 ft, but up damage to 5d6 MD per shot. Cost: 5,000 credits.
*Laser Sight Module---Another underbarrel attachment, this consists of an improved laser sight that adds a bonus to strike, but the laser also creates a temporary ‘guide path’ of disturbed/ionized air that slightly improves the striking power of the ion bolts. +2 to Strike, and +3 to damage per bolt. This can be used in conjunction with the other barrel attachments, but added damage is reduced to +2 MD. Cost: 1,000 credits
*Ion Step-Down Module---This barrel attachment, rather than increase range or power, actually ‘steps down’ the power of ion bolts into the SDC range, and modulates their effect, making the weapon in effect a ‘super-taser’(albeit it with flash-burns). An added power regulation chip allows the weapon to use less power in SDC mode. CAN be used in conjunction with the the Laser Sight Module. Switching between MD/SDC modes takes 2 actions. Popular with urban security and police units.
Range:(SDC shots) 600 ft
Damage: 1d6 SDC shock-burn. Plus, victims must make a save of 14 or better, or be -8 to strike, parry, and dodge for 2d6 melees. A savings throw versus non-lethal poison means the person is unimpaired. 25% chance of knocking out unshielded cybernetics for 1d4 melees.
Payload: One MD shot equals 10 SDC shots
Cost: 4,000 credits
j)Pulse Laser---Typically installed only when megadamage opposition is expected.
Range: 2,000 ft
Damage: 2d4 MD per shot, 4d4 MD for a double blast
Rate of Fire: ECHH
Payload: 100 shot battery for standard models, effectively unlimited for nuclear-powered models
Cost: 12,000 credits
k) “Gum Gun”---- The “Gum Gun” applies/squirts a super-strong epoxy adhesive that can be used to cement MDC materials together, or make temporary patches. Used in quantity, the epoxy can be used to build up an MDC barrier. As a weapon, the Gum Gun can be used to capture opponents with an entangle.
Each application covers about five square feet,. To completely cover a human-sized target, the attacker must roll a 12 or better on the strike roll, otherwise only a limb is glommed. Anyone caught in the goo must have a supernatural or robotic PS of 30 or better to break free; otherwise they are stuck until the goo is somehow removed.
The epoxy sets within seconds, and can be used underwater. For larger jobs, the ‘bot can be fitted with a larger tank holding additional chemicals.
Weight: 60 lbs for a single forearm sprayer, 200 lbs for the backpack tank.
Range: 100 ft
MDC : Epoxy has 2d4 MDC per application, but hardens to 2d6 +1 MDC after curing for 1d4 hours
Damage: None
Payload: 30 applications per small tank. Large tank holds 100 applications
Cost: 50,000 credits
l) Stun-Plug Gun---Fires adhesive gel-battery ‘slugs’ that delivery a pulsating and regular electrical stun charge to the victim:
Range: 500 ft
Damage: None against inorganic targets.
Against organic targets, the stun-plug inflicts an electrical shock that does 1d6 SDC/HP per jolt. However, this is STUN damage and not tissue-damage. Being shocked five or more times, or with less than HALF hit points remaining, and failing a roll of 15 or better means falling unconscious for 2d4 melee rounds, and suffering stun penalties for a minute(4 melees) afterwards. Stunned victims are -6 to strike, parry, dodge and reduce Speed and APMs by HALF.
The Stun Plug has enough capacity for 60 charges. Depending on the situation and intended target, the Stun Plug can be set to discharge at rates of 1-5 shocks per melee until they run dry or the target falls unconscious, whichever comes first. If the person regains consciousness with the Stun Plug still attached(and with remaining charges in it), there’s a 60% chance of the Stun Plug reactivating and proceeding to discharge.
Note that even if/when the Plug runs out of electrical charge, it may still be attached and the tracker chip will still be active for up to 4 hours.
Effects from multiple stun-plugs are cumulative.
A full charge discharge(as can occur when tampering) does 4d6 SDC/HP damage. Unlike the stun-shock, this IS tissue damage, and at 8 or less hit points remaining, there’s a 01-60% chance of cardiac arrest and death within 1d4 minutes unless CPR is administered or a successful save versus coma/death is made. Recovery from such will leave the victim feeling stunned(same penalties) for 2d4x10 minutes.
Rate of Fire: ECHH
Payload: 25 round drum
Cost: 2,000 credits for the gun, 8 credits per stun plug.
2)Hand to Hand Combat
Actions/Attacks per Melee: 4(+3 tentacle attacks)
Strike +6
+4 Strike w/ Energy Weapons
+2 Strike w/ Projectile Cannon
+3 Strike w/ Aimed Shot
Parry +4, +1 per pair of tentacles, +3 for all six
Dodge +4
Roll +2
Pull Punch+4
Disarm +2, +1 per pair of tentacles, +3 for all six
Entangle +3 per pair of tentacles, +9 for all six
Initiative +1
Critical Strike on a natural 19 or 20
Restrained Tentacle Punch 1d4 MD
Full Strength Tentacle Punch 1d6 MD
Body Block/Ram 1d6 MD(occasionally used for breaking down doors, windows and barricades)
Programming:
* Standard:
-Radio: Basic 98%
-Math: Basic 98%
-Read Sensory Instruments 98%
-Land Navigation 94%
-Language:(all at 94%)
American-English
Spanish
Dragonese
Euro
Techno-Can
Can identify common North American factions, equipment, insignia, and protocols(including Coalition and Triax), common Western Hemisphere monsters, demons, aliens, and d-bees.
*Police (Special)
-Surveillance Systems 80%
-Tracking(people) 80%
-Tailing 74%
-Military/Police Etiquette 90%
-Find Contraband 50%
*Medical: (Nurse/Paramedic)
-Paramedic 85%
-Basic and Advanced Math 98%
-Biology 80%
-Chemistry 90%
-Forensics 85%
Options:
*Chemical Sprayer System---Effects vary by the chemical agent deployed, but the sprayers can spray out to 10 ft. Reservoirs hold enough liquid chemical for 25 shots.
Cost: 10,000 credits
*Molecular Adhesion Cuffs---The standard BS5 tentacle arm ends in a simple lock-cuff, but they can be fitted with a molecular adhesion head that sticks to the flesh of an apprehended suspect, making pulling free well-nigh impossible without taking off a swath of skin in the process.
Cost: 10,000 credits
*Isolation Cage---The confinement compartment can be insulated to shut out external sounds and EM radiations, as well as block them from getting OUT of the compartment(no calling for help on your radio implant!).
Cost: 7,000 credits
*EM Shielding---Common in areas with high-tech criminal elements, This option adds EM shielding that negates the effects of EMP weaponry and other similar ‘overload’ devices.
Cost: 20,000 credits
Variants:
*BS5-0CSI--- Crime Scene Investigations variant, equipped as a mobile crime lab. Its antigravity system minimizes contamination of a crime scene while its many sensors scan the site and its sampler arms collect evidence. In place of a restraint cage, its hull holds a stasis locker for forensic evidence.
*BS5-0F---Firefighting variant. Does away with the prisoner compartment for a larger internal tank for firefighting fluids. Armored in thermal-resistant materials(heat and flame do 1/4 normal damage).
*BS5-0R---Rescue unit with a seat in place of the restraint frame. Armored in thermal-resistant materials(heat and flame do 1/4 normal damage).