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Hacker Chronicles 2
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1129.TECH3.TXT
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1993-10-25
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Vehiclular Accessories and Enhancements
**Wheel Armor/Armored Hubs: A subtle and stylishly painted/crafted plate
of armor material mounted on the wheel hub and flared out to cover the
tire sidewalls to within an inch of the edge. Provides the wheel with
a 4/2 armor rating in addition to any armor rating that the tire itself
might have; and makes it very difficult to successfuly target a
vehicle's tires. Any such shot has a +2 target number to hit the tire.
¥500 per wheel, must be matched to the hub, tire and vehicle type, must
be mounted in even pairs (both on same axle and same tire) or suffer a
+1 handling penality due to the uneven weight distrubition. Every pair
of armored hubs decreases the vehicle's current speed by 2%, add the
total percentage loss for all hubs before calcuating and subtracting
from the vehicle's speed.
Note on all vehicular speed modifiers: Each piece of tech increases
speed by a certain percentage of the vehicle's base speed (that is, the
speed of a shelf model, before any modifications). When adding
multiple speed increasers, calcuate each one's speed bonus, then add
the bonus to the vehicle's current speed. Likewise, all of this tech
has a cost dependant on the vehicle's base cost (the shelf cost,
regardless of how much extra you've spent modifying it; use the
unmodified cost of the vehicle for the calcuation of tech prices unless
a previous modification alters the base cost, creating a new base cost
for future modifications to that vehicle). Remember that most of these
technologies increase both of the vehicle's speed ratings (cruising and
maximum); so you have to compute new speeds for both. If a certain
piece of tech only affects one or the other it will say so; otherwise it
affects both.
Note for B/R on vehicles when modifying:If the character has tools,
space to work, designs for both his vehicle and how the new tech will
fit in, and the parts; he can do a tech modification himself. The parts
cost listed in the tech description is the same if he does it himself,
and the B/R test target for the installiation is also listed there.
The B/R required will depend on the type of vehicle being modified
(if a car is being worked on then Ground Vehicles B/R is needed, a
helicopter will require Rotor B/R, etc..). As a general rule of thumb
when deciding on labor costs when a character has someone who will be
charging him work on a vehicle (a fixer connection, a shop, etc...); B/R
services are charged by the hour and dependant on the skill level of the
tech.
Every 1 point of skill in the skill(s) that will be used to make a
test will cost the character ¥50 per hour (and no, characters can not
say "Great! I want a tech with skill level 20, I've got the cred!";
they must search out highly skilled techs through roleplaying and GM
mercy if they want their services, and even then it's hard to find
really good techs, and it's never cheap).
Furthermore, if the tech is using his own tools and spaces
(characters can have techs come use their tools and space if they're
adaquate for the job), it'll cost an extra 5% for a kit, 10% for a shop
and 20% for a facility (techs will only charge the percentage required
for the job, even if they're in a facility doing work that only needs a
kit) added to the final labor cost (figure that space is part of the
required tools).
**Overdrive Gearing: This is an extra gear added to the top of the
transmission range that increases the maximum speed by 10% but reduces
the fuel efficiency by 10% too. Overdrive increases the base Max
speed for computation of other modifications to the vehicle. Base time
of 20 hours to modify the vehicle (entire engine and transmission must
be torn down and rebuilt). For a character to do this himself requires
a B/R (5) test and a facility. Parts cost is 5% of the vehicle's base
cost.
**Tubular Headers: These are extended exhaust pipe bundles, like are
commonly seen on dragsters and top fuel funny cars; they increase
horsepower for internal combustion engines, and therefore speed
(electricly powered vehicles get no benefit from Tubular Headers). Any
combustion engine vehicle can utilize these, even motorcycles. Speed
bonus is 10% of base speed; fuel efficiency is reduced by 15%. Headers
increase the base speed for computation of other modifications to the
vehicle. Parts cost is 8% of base vehicle cost, 5 hours base time
(engine and exhaust system must be partially and completely
(respectively) torn down and reworked). B/R (3) test and a facility to
install.
**Blueprinted Engines: A blueprinted engine is an engine that has been
pampered, loved, coddled and begged into the absoulte best shape it can
be, thereby giving the best preformance it can give. Seriously,
blueprinting an engine is breaking the entire engine and drive system
out of the vehicle body in a facility, tearing it down to it's seperate
components, testing and analyzing everything in everyway, then
rebuilding and reinstalling it all piece by piece, still testing and
analyzing everything in every way, every step along the way.
This is a very time consuming and expensive process, but it has a
light at the end of the tunnel. After the engine has been blueprinted
and reinstalled in the vehicle, the vehicle will have a +20% (of base)
speed bonus and will cost 40% of the vehicle's base cost in parts
(replacing worn ones, etc...).
Only a vehicle tech with the following minimum levels in the
following required skills can blueprint an engine; B/R 6 and B/R Theory
6. Furthermore, only a tech with the folloing minimum levels and
required skills can repair, tune or modify a blueprinted vehicle without
ruining the blueprinting; B/R 5 and B/R Theory 4.
To blueprint an engine requires a base time of 100 hours and two
tests; B/R (6) and B/R Theory (6), add the successes from both tests
together before dividing them into the base time to find the real time.
If the blueprinting is ruined by blundering techs, the speed bonus is
lost (the character must list the speed bonus seperately for just such
an occurance).
If a vehicle with ruined blueprinting isn't driven, it's merely a
B/R (3) and B/R Theory (3) test and 2 hours base time for a proper tech
to "rebalance" the engine, thereby restoring the blueprinting speed
bonus. If the vehicle is driven, then the entire blueprinting process
must be undergone again (including the time and nuyen).
As you can see, blueprinting is not for everybody, even if they
have the nuyen; usually only megacorps, the goverment and SOTA riggers
can maintain a blueprinted vehicle. When an engine is blueprinted, the
base speed plus the speed bonus now becomes the new base speed for all
other modifications (existing and future; and if the blueprinting is
ruined, the base speed reverts to the orginal).
Any other vehicle modifications that will involve the engine MUST
be included at the time the engine is blueprinted, to be factored into
the maximizing process. Failure to do so will eliminate the
blueprinting and require the whole process be repeated.
**Advanced Handling/Traction Computer: An expert program that interacts
between the driver and the vehicle to aid control of the vehicle. Makes
skidding and traction loss nearly impossible, slides are almost as hard.
Two levels of AHTC are avaiable, identical in mechanics but different in
sophisification of programing (and confered Handling Bonus). Level 1
AHTC gives a -1 Handling, ¥1000 plus 5% of vehicle's base cost to
purchase, B/R (3), 1 hour base time and a shop to install. Level 2 AHTC
gives a -2 Handling, ¥2500 plus 7% of vehicle's base cost to purchase,
same installiation.
**Stealth Materials Structure: A varient on the Structure Reinforcing
tech, this replaces or surrounds the vehicle's structure and body with
sensor absorbing, deflecting and evading materials that increase the
vehicle's signature. Level 1 adds +1 to Signature, ¥20,000 plus 5% of
base cost. Level 2 adds +2 to Signature, ¥35,000 plus 10% of base cost.
B/R (5) and 25 hours base time. When a stealth vehicle is damaged, it's
Signature worses because of the damage. Medium damage drops the
Signature by 1, Serious damage drops it by 2.
New weaponry and accessories
**Recognition Pads: This option is designed for smartlinked systems, but
it has been adapted for non cybernetic users. If a smartlink, it puts a
code sequence into the user's link pad, and into the weapon. When the
weapon is grasped, the system matches the codes, and if they don't, it
locks the weapon. This type of modification requires only ten minutes
work (total) done to both the link pad, and the weapon itself; and any
weapons technician can preform it with an Electronics B/R (4) test, ¥75
in parts (labor is another story) and adds .05 weight.
Non smartlinked weapons are more difficult to secure. A touch
sensitive surface is layered over the grips and finger rests (including
the trigger) of the weapon. This surface gives a grip equivalent to
other types of "sure-grip" substances. When it is picked up, it matches
the palm and finger prints of the hand gripping it to the ones in it's
processor chip. If a match isn't found, the weapon locks. If the user
wants to wear gloves, he'll have to have special ones made with some
unusual surface or designs layered on them; and have the designs
inserted into the processor's memory (Note that massive skin damage to
the user's hand(s) will force the gun to say it doesn't reconginize the
user).
This type of modification costs ¥250 in parts, requires 30 minutes
base time and adds .15 weight. The processor (in either type of
modification) can hold up to 10 different codes or prints. Unlocking a
locked weapon without the proper codes or prints requires an Electronic
B/R (6) test with a base time of 1 hour. Only one type of recognition
can be on any one weapon, they can't be combined.
**IFF Saftey Lock Transcievers: IFF (Interrogate Friend or Foe?) is a
code sequence normally used in vehicles to identify them to their
controlling radars or command posts. In this instance, it's been
adapted for use in weapons to help avoid accidental shootings of
friendlies by fellow personnel. Every member of the team has a personal
transponder on his person, and each transponder usually broadcasts a
single and unique code sequence when interrogated. Each weapon has a
IFF transciever attached to it.
It is constantly scanning for transponders in the direction that it
is being pointed when the trigger is being fingered or held tight
(keeping any slack on the trigger pulled back). If it detects one, it
"interrogates" it, causing it to send out it's code. The IFF recieves
the code and checks it's list of athorized codes. If the code is on the
list as a friend, the weapon will for that firing action (not fire at
the "friend".
Most IFF's have a one finger override button (similar in design
and placement to the safety) that allows the weapon to be cleared to
fire at that code; but each force's IFF system is set up differently.
Some have certain codes that are "Ultimates", and can't be fired upon by
saftey locked weapons regardless, others have all codes considered to be
Ultimates. Transponders are passive until interrogated, producing a 1
second period of transmission. Interrogaters are passive unless
scanning.
IFF saftey locking of a weapon costs half the base cost of the
weapon, plus ¥5 per IFF code that the weapon is programed to recongnize.
Personal transponders are ¥75 each, changing a transponder's code
requires a Computer/Software/Non Matrix programming (3) test and five
minutes base time to modify one transponder and IFF saftey locked
weapon. Most organizations change transponder codes weekly to avoid
being compromised and placed at a disadvantage by inflitraters.
**Warbler Grenade: Looks just like the other grenade types. It has all
of the usual detonation parameters (interna stop, timed delay, remote).
When it "detonates", small panels on the side slide back, revealing
small speaker grids. The grenade begins emitting a pitch that
oscillates up and down the audible scale in subsonic, nerve wracking
levels. Damage is 9M stun vs. Willpower, power reduction of -1 per 2m.
Only aural protection (ear baffles and the like) will provide armor
against this; consider commercial baffles like used on flight lines to
have an armor rating of 6 against warblers.
Everyone in the range of effect must resist every turn until they
leave the area of effect, or the grenade is destroyed or exhausted.
Additionally, the power level that each being resists aganist is a
penality to all tgt#'s to do anything requiring the least bit of
thought. A warbler has a 15 second (5 turn) battery life; unless
altered before used, it will sound until it's power is depleted.
Multiple warblers don't increase or add to the effects. ¥500 each, .20
lbs. Immersion in liquid shorts them out.
**Helmets: Helmets come in a number of different forms and levels of
protection. First the protection; helmets are important because they
shield against attacks directed at the head.
Plastic- Armor 1/1 (200¥) Reinforced Plastic- Armor 1/2 (350¥)
Steel- Armor 2/2 (550¥) Reinforced Steel- Armor 3/2 (800¥)
Kevlar- Armor 3/3 (1100¥) Reinforced Kevlar- Armor 3/4 (1350¥)
Titanium- Armor 4/4 (2250¥) Reinforced Kevlar- Armor 5/5 (2700¥)
This is the ratings and costs for the helmets depending on what
they're made of. Note that wearing a helmet styled as anything other
than a motorcycle helmet, or wearing it other than while on a cycle,
will draw Lone Star attention. Consider the availability of all helmets
the average of the two armor ratings (rounded up) added to 1, time 12
hours for the first two (plastic and steel), time 36 hours for the last
two (kevlar and titanium).
These helmets are all standard models, motorcycle style. Adding an
armored collar at the bottom that connects to armored suits to complete
a chemical seal or the like adds 25% to the helmet's cost. Configuring
the helmet with sensors and either a datajack link or interior screens,
along with a totally enclosed construction (no visor) give the helmet's
armor rating to the entire head. Costs are generally the same, plus the
costs for the sensors and datalinks or HUDs (or both) that the helmet is
given.
New Cyberware
**Tactile Enhancement: Commonly applied only to the hands, though this
modification could be made to any portion of the body. Thousands of
additional microsensors are implanted in the dermis, drastically
increasing the amount and level of sensation available to the subject.
This comes with an automatic "dampener" system, cutoffs for drastic,
sudden increases in the amount of raw data that gets dumped to the
nervous system and brain; to avoid nerve damage or other problems.
Tactile Enhancement doubles the dice available for Perception tests
involving feel. Essence Cost .3. 15,000¥. These costs (nuyen and
essense) assume for the surface area of the hands (for game simplicity;
keep it the same regardless of whether it's a Dwarf's or a Troll's
hands being enhanced).
**Microcontrol: Purchased for each limb, or for both hands or both feet
(two hands or two feet count as one limb for these purposes).
Microgyros, tensile sensors and more are implanted in the skeletal and
muscular structure of the enhanced areas. The result is a degree of
control that can be measured in the molecular range.
Characters with Microcontrol have total precision of movement and
control over the enhanced limbs. Similar to how smartlinks allow
shooters to select their targets regardless of what may also be in the
area, Microcontrol allows melee attacks in the same fashion, for
example. Other examples include precise pressure and thrust for
throwing, catching. The ability to use Tactile Enhancement along with
vision magnification to work at delicate tasks.
Treat characters with Microcontrol as if they had a smartlink for
their limbs. They have total control over the enhanced limb. Throwing,
catching, any action that depends on any degree of control over the limb
preforming the action has a -2 applied to the target number. This
ranges from melee combat to throwing to vehicle piloting to build and
repair skills; all get the -2 target number bonus.
A special note about Microcontrol bonuses and firearms combat.
Full MC bonuses apply to projectile and throwing weapons, but the bonus
applies differently for firearms combat. You get the full -2 to the
target number ONLY for recoil purposes; in other words, if you have a
+1 recoil penality then you'll get a -1 MC bonus applied towards your
recoil penality. If a +2, then a -2. The MC only helps with the
movement of the gun; the target bonus does not apply unless there are
recoil or movement penalities.
Essence cost is .75 per whole limb, 45,000¥. Half limbs may be
enhanced (fingers to elbow, toes to knee, for example) for half the
essense and nuyen costs. Half limbs can only use half the target number
bonus, and only for tasks not involving movement of their upperlimbs.
Cyberlimbs may add Microcontrol for only a quarter of the essence lost
(multiply the essence cost by .25) and half the nuyen.