Breaking and Entering

GEAR AVAIL COST
Autopicker (Rating 1-6) 8R Rating x500Y
Battering Ram (Standard) 10R 2.000Y
Battering Ram (Fluid-Motion) 10R 3.500Y
Battering Ram (Pneumatic) 18R 10.000Y
Battering Ram (Shock) 10R 15.000Y
Cellular Glove Molder (Rating 1-4) 12F Rating x500Y
Chisel/Crowbar - 20Y
Keycard Copier (Rating 1-6) 8F Rating x600Y
Lockpick Set 4R 250Y
Maglock Passkey (Rating 1-4) (Rating x3)F Rating x2.000Y
Miniwelder 2 2500Y
Miniwelder Fuel Canister 2 80Y
Monofilament Chainsaw 8 500Y
Sequencer (Rating 1-6) (Rating x3)F Rating x250Y
EXOTIC MELEE WEAPON ACC REACH DAMAGE AP
Battering Ram (Standard) 4 - (STR+2)P -1
Battering Ram (Fluid-Motion) 5 1 (STR+3)P -1
Battering Ram (Pneumatic) 6 - 16P -4
Battering Ram (Shock) 4 1 (STR+2)P+12(e) -3
Monofilament Chainsaw 3 1 8P -6
  Rules for typical security devices and how to break them can be found on p. 362 CRB. Most of the gear you’d expect to find here but isn’t can be covered with the appropriate tools (p. 443 CRB).  

Autopicker: This lockpick gun is a quick and effective way of bypassing mechanical locks. The autopicker’s rating is added to your limit when picking a mechanical lock.
Wireless: Having access to a huge online database of mechanical locks lets you add the autopicker’s rating as a dice pool modifier to your test when picking a mechanical lock.

 

BATTERING RAMS:
Sometimes, when a maglock pass key or a lock pick just can’t get the job done, a more robust method becomes necessary. Popular with entry teams, battering rams range from hunks of metal to high-tech wireless devices. Battering rams are not recommended for use as a melee weapon but can be used as such (use Exotic Melee Weapon (Battering Rams) skill, assuming you had the foresight to select it). For normal use, battering rams require a Strength + Agility Test to determine hits, which is added to the damage and then resisted by the object’s Body + Armor.

 

Standard Ram: A metal tube weighing approximately 20 kilograms with a blunted end and handles along the sides, this is a no-frills entry tool that relies on the user’s Strength for breaching. The standard ram is normally used by one individual, but heavier versions are available and can be used by two average humans.

 

Fluid-Motion Ram: The same as the standard battering ram, but it includes an internal ten-liter liquid reservoir. When used, the ram is swung backwards and then forward to strike the target. On impact the internal fluid in the ram creates extra momentum that increases the impact damage. Very useful against more durable doors, but using it requires two average-size humans or one average-size troll.
Strength Rating to be used is (combined Strength of all users) / (number of users)

 

Pneumatic Ram: Also known as the P-Ram, a pneumatic ram’s breaching power comes from a large, battery-powered pneumatic piston. A P-Ram is too large and heave to be swung. The quad-legged device is securely positioned at the door or barrier before operation and triggered by a touch pad or wirelessly. Its power comes at the expense of mobility; it requires a four-person team of average humans to deploy.

 

Shock Ram: Users call it the Shock Knocker. It’s a shock ram is designed to disable electronic locks or defenses when it breaches a door or barrier. Four large conductive spikes protrude from the ram’s head that penetrates the barrier to deliver the charge. A metahuman in contact with the barrier or the spikes must resist shock damage per normal rules. Shock rams can be wirelessly discharged. Though an effective breaching tool, a shock ram requires frequent maintenance and constant monitoring, as repeated use can damage the mechanism and insulating protective casing. A glitch on a use test results in the batteries failing; a critical glitch results in a shock to the operator.

 

Cellular glove molder: This device will take a finger or palm print and mold a “sleeve” you can wear to mimic the print to fool some biometric locks (Maglocks, p. 363 CRB).

 

Chisel/crowbar: The chisel (or crowbar if you prefer) doubles your effective Strength when you’re forcing a door or container.

  Keycard copier: The keycard copier allows the user to copy a (stolen) keycard in seconds. A new keycard can then be manufactured with a Hardware kit, about ten minutes, and a Hardware + Logic [Mental] (2) Test. When used, the forged keycard uses its Rating x 2 in an Opposed Test against the Maglock Rating x 2 (Maglocks, p. 363 CRB). Some security systems may note the unusual usage of duplicate keys, like when “Dr. Scientist” accesses a lab that she just accessed and hasn’t left yet.  

Lockpick set: These mechanical burglary devices have undergone only slight improvements in the last several centuries. They are necessary tools for picking locks.

 

Maglock passkey: This maglock “skeleton key” can be inserted into any cardreader’s maglock, cleverly fooling it into believing that a legitimate passkey has been swiped. See Maglocks, p. 363 CRB.
Wireless: The passkey receives a +1 bonus to its Rating.

 

Miniwelder: This portable device creates a small electric arc to melt metals, either to cut through metal or to weld it together. Its power supply allows it to operate for 30 minutes. While creating an intense heat, the arc is much too small to make a good weapon (it would be like trying to stab someone with a lighter). The miniwelder has a Damage Value of 25 when used to cut through barriers.

 

Monofilament chainsaw: The top of each chain segment on this portable motorized saw is covered with monofilament wire. Ideal for cutting through trees, doors, and other immovable objects. A monofilament chainsaw is too unwieldy to make a good melee weapon (use Exotic Melee Weapon skill). When used against barriers, double the monofilament chainsaw’s Damage Value of 8P.

 

Sequencer: An electronic device requried to defeat keypad-maglocks. See Maglocks, p. 363 CRB.
Wireless: The sequencer receives a +1 bonus to its Rating.

Item type
Tool