has noticed how many Troubleshooter teams have been wiping themselves out
in extreme demonstrations of loyalty. While this is proof that there is
obviously a real threat from traitors, The Computer is distressed
at how many Troubleshooters are being lost in these firefights.
reasons that the problem is obviously being caused by a single traitor
in each Troubleshooter team wiping the others out. The chances of having
two traitors in a team are beyond even The Computer's processing
powers to calculate. The logical solution is to disable all of the team's
laser pistols except when they are actually required.
Note that this is
under the PLC section because this equipment is not optional - everybody
has to have these. So PLC distribute them instead of R&D.
When the Troubleshooters
enter the briefing room, take all their weapons away from them. Tell them
that they will be issued with new pistols when they get to PLC. Let them
keep their laser barrels, since they are of no use without the pistols.
During the briefing, assign job titles of Team Leader and Deputy
When the team get
to PLC they are issued with new R&D-approved "safety guns". These operate
in exactly the same way as normal pistols except that there is a manual
override unit. Actually there are two - one for the Team Leader and one
for the Deputy. The override unit is like a wristwatch and has two buttons,
marked "+" and "-". Each button has a light behind it showing
the status of the system. "+" means the guns will work, "-"
means they won't.
Operation is simple.
Pressing the "+" button enables all of the pistols to be used. Pressing
the "-" button stops them being used. The pistols have no indicator
to show what state they are currently in. (If you find the Safety Guns
useful, you may like to introduce a status light on the pistols in a subsequent
Holding down a button
effectively jams the weapons in that state and stops the other unit from
overriding it. Whoever presses and holds the button first wins. If the
players simply press (and release) their buttons then it boils down
to who pressed last (eg. the guns are enabled and immediately disabled
Pressing both buttons
at once does whatever seems appropriate at the time. Blow all the guns
up, or disable them permanently, or make them fire themselves, or make
them beep threateningly. It's up to you.
While the safety
guns may help stop the Troubleshooters from lasering each other to death,
they won't help much if someone in the team has, say, a flamethrower from
R&D. Nor will it help if a clone gets pushed off a ledge. And it certainly
won't stop the clones trying to get hold of the control units by whatever
means they see fit.
If you decide to use
the Safety Guns in subsequent missions, you might like to make them more
common. Other teams (and bands of traitors) may also have them. Just think
of the fun you could have if another team's wristband turned your teams
weapons on or off when you weren't looking. Or even better, stage a firefight
where the team discover that they can stop the opposition from shooting
at them by turning the lasers off. (Of course, they will have a problem
if they can't use their own lasers either).
Fun for ALL the family.
(All six of them!)
and The Computer logo are registered trademarks of West
Authors of submitted items are indicated where appropriate
All other text and graphics by Steve