SR5:Security:Restraints
5th Edition Lists |
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Gear // Magic // Hacking // Skills // Qualities // Packs // Creatures |
Armor/Clothing // Cyberware // Magical // Vehicles/Drones // Vehicle Mods // Weapons // Electronics // Security // Medical // Others |
Devices | Restraints | B&E Gear | Grapple Guns | Communications | Battering Rams |
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TYPE | NAME | AVAIL | COST | SOURCE |
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Restraints | Metal | - | 20¥ | Core |
Restraints | Plasteel | 6R | 50¥ | Core |
Restraints | Plastic (per 10) | - | 5¥ | Core |
Restraints | Containment manacles | 6R | 250¥ | Core |
Metal
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Standard metal restraints come with a mechanical or a wireless-controlled lock. They're considered a Barrier (Armor 16, Structure 2) when trying to break them. |
Plasteel
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Modern plasteel restraints are flash-fused and remain inplace until the subject is cut free. For breaking them, they are considered a Barrier (Armor 20, Structure 2) |
Plastic (per 10)
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Disposable plastic straps (Armor 6, Structure 1) are lightweight and easy to carry in bundles. |
Containment manacles
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Containment manacles are metal (Armor 16, Structure 2) and attached to a prisoner’s wrists or ankles to prevent her from moving faster than a shuffle or extending a cyber-implant weapon |