Wires and Fences Information
Wire Damage: Impact Armor offers one-half (round down) protection versus this damage.
Cutting Wires: Cutting wires with clippers requires a Strength (6) Test. Monowire only requires a Strength (5) Test to cut, but if the loose ends are not secured, a Quickness (6) Test is required to avoid being hit by the whipping end(s) for 10S damage.
Electrified Fences/Wires: A character touching such items will suffer 4D Stun damage as if from a Shock Weapon. The character must also suceed a Body (6) Test to remove their paralyzed hands from the fence/wire, or else they will continue to take 4D at the end of each Combat Turn. A character rendered unconscious will take one last 4D zap before
their muscles relax and they slump to the ground. Proper grounding and insulation can reduce this damage.
Fences: Fences may be climbed (see rules in SRComp) or characters may cut through them with clippers at a speed of (Strength/2, round up) meters per minute.
| Wire/Tripwire Type | Perception Target |
|---|---|
| Barbed Wire | 4 |
| Concertina/Razorwire | 3 |
| Monofilament Wire | 8 |
| Capacitance Wire | 8 |
| Trip Beam (Obvious) | 2 |
| Trip Beam (Visible) | 6 |
| Trip Beam (Invisible) | 12 |
| Mechanical Tripwire | 6 |
| Pressure Pad | 6 |
| Pressure Mesh | 8 |
| Situation | Perception Modifier |
|---|---|
| Camouflaged/Obscured in Brush | +1 to +4 |
| Character Distracted/Running | +2 |
| Illumination level fluctuated | Add +1 to modifier of worst level |
| Wire Type | Grab/Walking/Running Damage |
|---|---|
| Barbed | 3L/4L/6L |
| Concertina | 4M/5M/8M |
| Monofilament | 7S/9S/11S |





