spirits enact a shutdown on that particular panel for unauthorized access. Eac h panel does one of the following. Each effect can only be activated once: +Night-fire testing The area is treated as being in darkness. Rans will activate a searchlight on t he engine making it possible to see him regardless. Ends after five turns. +Unlock armory Grants access to an armory containing the following "Fury" Pattern Self-contained RPG w/targetting array Cost: 1,500 thrones, Class: Basic 120m, S/-/-, 2d10 X, Pen 4, Clip 1, Rld -, Special Special: If you use the Aim action, you may ignore any penalties resulting from lacking the appropriate weapon training talent. You do not gain any of the nor mal benefits for aiming if you do so. If you possess the appropriate weapon tra ining talent, treat it as though it had the Accurate quality. After a single us e the device becomes completely unusable. Repair and reloading are impossible. Can only use the provided rocket profile and cannot load other types of missile s. Blind grenades Any that are not used are lost at the end of the encounter. It's assumed the pl ayers use up all functional weapons in the armory, regardless of how many they u se. +Raise blast shields Raises shields that provide 16 AP cover to those behind them. +Activate lift Raises the lift meant for removing heavy testing materials from the area. Will knock Rans prone for a turn as it knocks the engine off balance. Rans spends hi s entire turn getting up. +Fire suppression protocol Douses the area in flame dousing fluids. The fluids will cover the engine's fla mers preventing their use for the encounter. In addition anyone currently on fi re, or any areas currently on fire, are no longer on fire. +Isolation testing Drops a blast resistant glass shield around Rans. It takes two turns for him to break out. +Ballistics armor stress testing Causes various guns to drop from the ceiling and fire on Rans's location. Treat this as a heavy stubber with the Twin-Linked quality with a ballistic skill of 40 (+20 for full auto, +20 for twin-linked, +10 for half range, +10 for hulking, so 100 to hit).