Each clamp locks to ferrous metal as a secure anchor (rip free STR vs 18). On rough non-ferrous (stone/duracrete) deploy micro-spikes (rip free STR vs 15); on smooth non-ferrous, seat carefully (GM may call for a Moderate Climbing/jumping test; rip free STR vs 12). Attaching or releasing a clamp is 1 action (free outside combat). Using two clamps to rig a traverse reduces Climbing difficulty one step (e.g., Difficult → Moderate). "Pulse" test-lock adds +5 difficulty to opposing Search checks to notice the setup. Wild 1 while weighting a fresh set: immediate Moderate Climbing/jumping test or slip (apply falling rules).