||Because of the remoteness of the location, the guards have received minor augmentations and given weapons that feed off those augmentations. Rather than splurge for reflex enhancements, DocWagon has implanted reusable auto- injectors into the guards, allowing them to inject themselves with a combat drug known as Jazz in case of emergencies. This drug, when used, will last for 1D6 x 10 minutes and increases the user’s Action Points by 1 and increases Initiative to 1d6+6+MOD.
The guards are not stupid; they know enough not to use this drug unless an emergency arises (like intruders spotted on the grounds). They will use tactics to repel intruders, such as taking cover and using aim actions to reduce penalties for their shots (if, for example, the intruders have also taken cover). They are also not above using tricks in combat (like grabbing up a handful of white powder – inert residue from the manufacturing process – and attempting to throw it into an intruder’s eyes). Since the guards have access to the doors, they might use a tactic where one guard opens the door, and another uses his held action to fire into the room beyond, whereupon the first guard closes the door again – forcing the person beyond the door to expend an action opening the door.
The guards have their Etiquette and Negotiation skills listed in case the runners attempt to negotiate or bribe the guards into leaving. As their favorite break period pastime is card playing, have become rather good at the guards negotiating with other people.
*Cyberware*: ARFE, Hearing Damper Modification, Datajack, Reusable Auto-injector* [*include notes for Auto-injector]
*Weapons*: Heckler & Koch HK 227 SMG (Conc. 4, Ammo 28(c), Mode SA/BF/FA, Damage 7M, Recoil Comp 3) with External Smartgun Mounted (2,100¥ value); 2 clips normal ammunition; 2 clips gel ammunition
*Other Gear*: 1 dose Jazz in auto-injector; Transceiver Rating 1 with Broadcast Encryption Rating 2 (2,500¥ value); standard medkit (200¥ value); Stim 3 Slap Patch (75¥), Trauma Patch (500¥)
**Augmented Reality Firearm Enhancement (ARFE)**
An integral part of certain advanced firearms, this gives control of mechanical actions of the firearm, as well as access to balance, direction, and other sensors inside of the gun. With cybereyes, it allows the gun wielder to access information about how many rounds are left, temperature of the barrel, and form a virtual crosshair that allows for better aiming. The benefits are:
* The wielder can control the firing mode mentally. Switch Fire Mode becomes a Free Action.
* A virtual crosshair appears in the field of vision with those wielders with a cybereyes, allowing aiming in 1 turn instead of 1 round. (Note, these guards do not have this)
* The wielder can trigger the dropping of the magazine mentally. Reduce the Load rating of the weapon by 1 action for weapons with detachable magazines.
**Gel Rounds** Treat as regular ammunition, cannot cause a major wound.
**Hearing Dampener** These monitor the nerve impulses and sound waves to prevent damage and stunning. Makes defense against sonic attacks that rely on hearing one step easier.
**Stim Patch** For the rest of the scene, all Fatigue effects gained from laborious activity are ignored. Once the scene ends, all Fatigue returns, and the character gains an additional level.
**Trauma Patch** Will instantly stop all bleeding and stabilize a location. It does not heal the wound, and it is possible to further aggravate it or have another wound cause bleeding in that location. This patch must be applied directly to the location
In the break room, there is a large, circular table, six chairs, two vending machines, and a security case containing two AK-97 Assault Rifles and ten pre-loaded clips of normal ammunition for them. The Assault Rifles are equipped with Gas-Vent III recoil compensation systems, shock pads, low-light imaging scopes, and modified with internal smartgun systems. (Note: 3,800¥ value each) It requires one Complex Action to unlock the security case, which is keyed to the guards’ credsticks.