Security

**Security** is an important consideration when you start to earn reputation or influence, or when you're a megacorporation looking to protect its assets. It can come in the form of automated defences such as turrets or traps, or else as armed and trained manpower.

## Security Personnel

Security Personnel don't come cheap, especially if you want the best, but they're the most flexible and robust option if you can afford it. Where other defences have triggers that can be outsmarted, or access points that can be hacked, or limitations in behaviour, a bodyguard can think, act, and react on the spot. This makes them by far the more preferred option for dealing with clever intruders, and the only real option if you're out and about.

Security services are provided by a number of security companies, catering to a broad range of clientele. You pay **per bodyguard** at the beginning of the month you are hiring their services, and must pay the full month even if the bodyguard is killed or injured in action. The security company generally pays for the bodyguards' treatment, and will offer a replacement (for a seperate cost) if required.

## Active Defences

*Main article: Drones*
Active Defences, or *drones*, are small, unmanned machines capable of independent action within a limited area around their linked NET architecture, such as up to the perimeter of a site such as a building or a fenced/enclosed area. They are capable of autonomous movement and limited decision making in following their given instructions. Unless they are being controlled manually by a Netrunner, Active Defences require a Demon controlling their Control Node in the Architecture to stay operational. Otherwise, they will remain idle waiting for instruction.

When an Active Defence isn't being controlled, it is vulnerable to being countered using the Electronics/Security Tech Skill. Once countered, the Active Defence can be controlled remotely within 6m of one of the NET Architecture's access points with an Agent using an Action in the same manner that a Netrunner does with their Interface Ability, Control. When controlled by a Netrunner, all attacks and defences are made using the Netrunner's own Skills as if they were firing its weapons in their own hands and dodging with their own body.

## Emplaced Defences

Emplaced Defences are systems that are immobile and restricted to a single space or area. They are considered "active" Defences in as much as their programming requires a set of predetermined conditions that then trigger an attack. Each is connected to its own Control Node in a NET Architecture. Unlike Active Defences, Emplaced Defences do not require a Demon or Netrunner to operate them. When acting on their own without being controlled by a Demon, they use their Combat Number, which combines both STAT and Skill for them, to which you add a 1d10. Emplaced Defences can't dodge attacks because they are stationary.

When an Emplaced Defence isn't being controlled, it is vulnerable to being countered using the Electronics/Security Tech Skill. Once countered, the Emplaced Defence can be controlled remotely within 6m of one of the NET Architecture's Access Points with an Agent using an Action in the same manner that a Netrunner does with their Interface Ability, Control. When controlled by a Netrunner, all attacks are made using the Netrunner's own Skills as if they were firing its weapons in their own hands.

There are 3 main types of Emplaced Defences:

* **Automated Turret:** This is an automated ranged weapon, usually implanted in the ceiling of a room for best coverage. Triggers when a target enters the designated area without wearing a proper pass or badge. The turret continues to fire until the target is dead, or no longer in range, or proper identification registered to stop the trigger is presented.
* **Automated Slicer:** This is an automated melee weapon, typically attacking from one section of a room. Triggers when a target enters the designated area without wearing a proper pass or badge. The weapon continues to attack until the target is dead, or no longer in range, or proper identification registered to stop the trigger is presented.
* **Automated Blood Swarm:** This is an automated port that disperses a swarm of nanites into the room as a red fog. The nanites, when inhaled, attack their victim from within by binding the hemoglobin in their blood into clots. Anything that filters gas attacks blocks the Blood Swarm. Everyone Meat without protection within the Defended Area must succeed at a DV15 Resist Torture/Drugs Check. Anyone who fails is dealt 3d6 damage directly to their HP. Their armour isn't ablated. Triggers when a target enters the designated area without wearing a proper pass or badge.

## Environmental Defences

Environmental Defences are systems that are "built into" a specific part of the everyday environment and therefore difficult to spot, acting as traps. They are usually spread over a limited space, such as a hallway, room, or relatively small enclosed/fenced space. Many of these are either part of the structure of the floors, walls, or ceilings, or have emitters/projectors built into those spaces. Environmental Defences will each have their own Control Nodes in a NET Architecture. They are all automatic, and even when controlled by a Demon or a Netrunner can only be toggled ON or OFF, and always Activate exactly on their trigger. When a Demon isn't present, turning on the Electrical Flooring at night before they leave is somebody in the building's job.

When an Environmental Defence isn't being controlled, it is vulnerable to being countered using the Electronics/Security Tech Skill. Once countered, the Environmental Defence can be controlled remotely within 6m of one of the NET Architecture's Access Points with an Agent using an Action in the same manner that a Netrunner does with their Interface Ability, Control.