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Equipment
Submitted by Matthew
Keevil, UK,
whitewizard1988@yahoo.co.uk
Monomolecular whip
- CyberLyte GX-28 A.I. Controlled Monowhip
When not in use this device is simply a nondescript metal baton
about a foot long with an x-pin plug at one end and a conical
depression at the other ringed by plasma emitters. The x-pin plug
can extend a cable to allow it to be inserted into a neural jack, if
this is done then the agent may deploy the weapon, a carbon wire 1
molecule thick made with Ai-jinn nanotechnology. The wire is only
made visible by the field of plasma which cocoons it, this field has
its strength and frequency controlled by the agents Internal A.I.
and serves a multiple purpose; 1. It makes the whip visible 2. It
allows the A.I. partial control over the whips movements, preventing
the agent from injuring himself through clumsiness and augmenting
his attacks 3. adds armour penetration.
D10 + Agility + Special 20,000 C Close combat Rate 3 EMPS 15
The user of the Monomolecular whip gains a bonus to hit equal to his
level of internal A.I. and may add his XS to damage exactly as if he
had the Mastered Weapon training, if he later takes the
Mastered Weapon training and selects "Monomolecular Whip" as his
entire category he may add his XS to damage Twice. Like all
plasma weapons, it ignores 4 points of armour.
Nanosaber
Appearing to be a plasma-longsword at first glance due to the
technological complexity of the hilt and grip, this weapon is
actually far more complex. The mirror-like blade is in fact a large
single-task colony of nanobots which flows like mercury in a force
field when active. Designed by Ai-Jinn to counter the effectiveness
of Shi Yukiro Ion Katanas, Nanosabers go one step beyond Ion
Weaponry in that they not only partially ignore armours
effectiveness but they actually leave part of the nanocolony behind,
eating away at the armour that remains. In time a single strike with
a nanosaber could theoretically grow to consume an entire cyberlin,
though the self-repair systems of most cyberlins will destroy
offensive nanites on contact after one round, rendering this a moot
point. Rumours persist of Ai-Jinn terror weapons that use the same
principle but configure the nanocolony to attack organic material,
leaving only the victims clothing, cybernetics and ID chip behind.
Ai-Jinn are worryingly silent on the matter.
2D4+Str 17,000 C Close Combat Rate 2 EMPS 18
Nanosabers ignore 6 points of armour. When directly attacking
objects and equipment (see page 31 of the core rulebook) and
successfully manage to inflict at least one point of damage the
object takes D6 damage next round and each subsequent round until it
is destroyed. You may make multiple attacks of this type, adding
another D6 damage per round.
e.g. Agent Michael "the Greek" Davero is trying to gain access to
a bank vault during a heist on the part of the Ai-Jinn corporation,
He attacks the vault with his nanosaber and rolls 12 points of
damage, bypassing it's AV of 15 when his Nanosabers armour reduction
is factored in. The vault begins to corrode, molecularly transmuted
from a solid-state metal to a liquid-state metal by the nanobots,
taking 1d6 damage per round. Next round, Michael attacks the vault
again, if he succeeds in bypassing it's AV again it will take 2d6
damage next round and so on.
Several versions of the nanosaber exist, including two-handed
versions that can cut rents in even cyberlin armour!
Psi-Blade Augmenter
Tired of being outmatched by the Order of the True Faith in close
combat, with their resonance weapons and mastery of the psi-blade,
Comoros developed these devices for their most combat-proficient
agents. These articulated gauntlets come in a variety of shapes and
sizes, from elegant form-fitting mesh-and-plate gloves to oversized
and intimidating spiky-and-demonic claws. What they all have in
common is at least one crystalline emitter fitted to either the
knuckles, palm or fingertips (for agents who like manifesting psi-claws).
The entire Gauntlet is actually a highly complex telepathic
amplifier, working on much the same principles as the telepathic
converger but bypassing direct neural interface in favour of a
complex crystal-based system that resonates in frequency with the
wielders telepathic abilities, allowing him to use more telepathic
energy in forming his blade. The crystals growth must be directly
influenced by the telepathic signature of the Augmenters wielder,
requiring him to spend a weeks downtime at a Comoros tech facility
while he crystals are being grown, as a side effect the augmenter
can only be used by the individual it is coded to, like a
"telepathic chip-check". Psi-blade amps are available individually
or in pairs, Comoros is conducting research into psi-blade
augmentation and may have Augmenters capable of doing even stranger
things to an agents psi-blade.
Psi-blade Augmenters allow an agent to spend TE when manifesting a
psi-blade above and beyond what he is normally able to with a
consequential increase in damage. They cost 2,500 C per additional
point of TE they allow to be spent, up to a maximum of 25,000 for a
10 point increase.
Note: Psi-claws is a training I’ll be putting out soon, watch and
wait ^_^
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