Restraining Devices

* **Game Notes:** Upon activation, the intended victim must make a Moderate *brawling parry* roll to avoid entrapment (for victims up to 150 kg; victims from 151-300 kg need only make an Easy roll, while 301-450 kg targets require a Very Easy roll; this unit has no effect on targets over 450 kg). 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 (pg. 53)

### Biodegradable Binders

* **Type:** Temporary binders
* **Model:** TaggeCo. Biodegradable Binders
* **Cost:** 75cr
* **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 bingers deteriorate in 36 hours. An application of a special harmless chemical solvent will degrade the binders sooner if necessary.
* **Source:** Gundark’s Fantastic Technologies (pg. 70), Han Solo and the Corporate Sector Sourcebook (pg. 117)

### Electro-Collar

* **Type:** Personal restraint device
* **Cost:** 1,000cr
* **Availability:** 3, X
* **Game Notes:** Security collars have a *Strength* of 8D to hold individuals. They can be remotely triggered to explode, doing 10D damage.
* **Source:** Geonosis and the Outer Rim Worlds (pg. 14)

### Force Cage

* **Type:** Humanoid portable containment system
* **Model:** Damorind Securities Model S-3
* **Cost:** 7,000cr
* **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 (pg. 89), Gundark’s Fantastic Technology (pg. 70)

### Magnacuffs

* **Type:** Personal restraint device
* **Model:** Loris Syndicated Securities MCI-100
* **Cost:** 75cr
* **Availability:** 2, F
* **Game Notes:** Magnacuffs have a *Strength* of 6D+2 to hold individuals.
* **Source:** Galaxy Guide 10: Bounty Hunters (pg. 89), Gundark’s Fantastic Technologies (pg. 70-71), Arms and Equipment Guide (pg. 94)

### Magnaharness

* **Type:** Personal full-sized restraint device
* **Model:** Loris Syndicated Securities MCI-100
* **Cost:** 200cr
* **Availability:** 2, F
* **Game Notes:** Magnaharness have a *Strength* of 8D to hold individuals.
* **Source:** Galaxy Guide 10: Bounty Hunters (pg. 89-90), Gundark’s Fantastic Technologies (pg. 71)

### Man Trap

* **Type:** Localized gravity enhancer
* **Model:** Ubrikkian R-TechApp Man Trap
* **Cost:** 8,000cr
* **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 (pg. 90), Gundark’s Fantastic Technology (pg. 53)

### Restraint Capsule

* **Type:** Shipboard containment system
* **Model:** Damorind Securities RPC-12
* **Cost:** 10,700cr
* **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 (pg. 90), Gundark’s Fantastic Technology (pg. 71-72)

### SC-401 Stun Cuffs/Remote

* **Type:** Stun binders
* **Model:** Loris Syndicated Securities SC-401 Stun Cuffs/Stun Cuff Remote
* **Cost:** 100cr (remote: 500cr)
* **Availability:** 4
* **Game Notes:** The stun cuffs are passive if the cuffed character does not struggle. If the character does struggle, the cuffs tighten causing physical pain (2D damage). The tightening feature can be deactivated with a Very Difficult *security* roll, but if the roll fails by 10 or more, the cuff tightens, dealing damage. Deciphering the seven-digit master code requires a Heroic *computer programming/ repair* roll, failure by 10 or more causes the cuffs to tighten. The restraint can be controlled by a remote control that lock, unlocks and activates a stun charge that deals 5D stun damage. Remote has a 50-meter range and can control multiple stun cuffs.
* **Source:** Arms and Equipment Guide (pg. 94)

### Security Collar

* **Type:** Personal restraint device
* **Model:** Thalassian Security Collar
* **Cost:** 1,000cr
* **Availability:** 3, X
* **Game Notes:** Security collars have a *Strength* of 7D+1 to hold individuals. If the collar takes any damage, or if a *security* attempt to escape (Heroic+10 difficulty) fails by more than 5, it delivers an extremely painful neural shock, (2D damage, victim must make a Difficult *stamina* roll or fall unconscious). Most security collars come with remote triggers or voice activation.
* **Source:** Arms and Equipment Guide (pg. 94-95)

### Slave Collar (and Director Unit)

* **Type:** Slave collars
* **Model:** Custom-made Slave Collars with Director Unit
* **Cost:** 10,000cr (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 (pg. 72), Han Solo and the Corporate Sector Sourcebook (pg. 121)

### Stun Cuffs

* **Type:** Stun binders
* **Model:** BlasTech AR-101 Stun Cuffs
* **Cost:** 100cr
* **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:** Gundark’s Fantastic Technologies (pg. 73), The Jedi Academy Sourcebook (pg. 140-141)

### Universal Energy Cage

* **Type:** Enclosed prisoner transfer system
* **Model:** Imperial Universal Energy Cage
* **Cost:** 100,000cr
* **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 lower 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 (pg. 129), Gundark’s Fantastic Technology (pg. 74)