"New Cyber Equipment", © 1990, 1999-2005 by
Michael
LaBossiere, originally appeared in _Challenge_ #43 (pages
52-59).
Text-entry & HTML by:
Steve C.
A huge spider creeps towards you, tracking you by scent and heat. You'd better run - this is only one piece of the new cybertech equipment coming your way!
The Autoinjector is a popular piece of medical equipment among soldiers, scientists, and explorers. It is basically a slim box composed of human-compatible synthetics that holds eight doses of drugs, and a microprocessor and blood analyzer. The simple version monitors the levels of various chemical substances in the blood and, in response to changes in blood chemistry, will inject the drugs it has been programmed to use. In most cases, the unit is programmed to respond to the presence of toxins and to inject the proper antidote. The unit is programmed by the insertion of a drug tube which contains, in addition to the drug, a microchip with data for its proper use.
The advanced version has all the features of the simple version and, in addition, has a link from the microprocessor to the person's brain. This link provides the person with data about his blood, as well as very basic medical advice, such as which drug to inject. The link also allows characters conscious control over the injection of the drugs. Most units have a safety override to prevent the user from injuring himself (for instance, by injecting all the drugs at once). The unit is implanted in the torso and has the injectors linked into a major artery. The blood analyzer also links up to the artery. In the advanced version, the link runs along the spinal cord and into the brain.
2300 AD: The autoinjector unit constantly the bloodstream. If a toxin the unit is programmed to recognize (one that it has an antidote for) is injected into the blood, the unit will introduce the proper antidote drug, negating the toxin's effects. The advanced version allows a character to use the device as a blood analyzer and to make a diagnosis on his own using the Medical skill (the difficulty is based on the task at hand). This unit can also hold drugs like Herc and Bounce, and be programmed to inject them on a timed basis. Or when the blood level/blood chemistry reaches a crisis point, the unit can automatically inject them. Naturally, the owner of the advanced version can control the injection.
Weight: Insignificant (when implanted) Price: Simple Unit: Lv 500, Advanced Unit: Lv 1,000 (includes implantation) Drug Tube: Lv 10 + drug cost.
Cyberpunk: The simple and advanced autoinjector versions will constantly monitor the blood chemistry levels and perform injections as programmed. The advanced version allows a character to control the injections and be aware of what is going on in his bloodstream. The simple version is popular with soldiers (who load it with 'dorphs), biotechs, and scientists (who load it with antitoxins, antiviral agents, and and so forth), and drug users (who load it with 'dorphs, lace, and worse). The advanced version is very popular with Solos, especially those who might get involved with poison, or biological or chemical weapons. Some solos have been known to have a "black vial" of poison available to avoid capture (and torture). Some governments and corporations have been known to install little "surprises" in some of their people's autoinjectors. Use your imagination.
Humanity Cost = 1 point. Prices: Simple Unit $200, Advanced Unit $300 Drug Tube: $5 + drug cost (plus an additional cost for exotic chips, especially for viral agents). More sophisticated units are available at increasingly higher costs.
The poison vial is an addition to an already installed subdermal weapon, such as slashers. It is an implanted container that holds two uses of a toxic substance. The container is implanted in the finger and replaces either the first or second finger bone. The container can be refilled from a suitable source, generally a hypodermic needle.
2300 AD: The poison vial may be linked up to slashers or (for the very psychotic) to the monofilament garrote. The effect will be that if a being is wounded by the poisoned implement, it will also be subject to the effects of the toxin. The exact effect depends upon the toxin used.
Note: This option is not at all well received by law enforcement agencies.
Weight: Insignificant Price: Lv 100 per vial (implanted). The toxins themselves cost extra.
Cyberpunk: The poison vial may be linked up to scratchers, rippers, or (for the truly insane) "slice `n' dice". The effect is that anyone wounded with the poisoned weapon is also exposed to the toxins. It is rumored that some particularly disturbed individuals have had vials installed in their "vampire" canine teeth implants. Poison vials are popular with assassins and are considered to be black market cybertech.
Humanity Cost = 1 point. Price: $35 per vial implanted (often more though, especially for "vampires"). The toxins cost extra.
Surprises are a mixed bag of items that are not desired or purchased by the person unfortunate enough to have them in his body. These devices are used to kill people or to control people via the threat of their use. Warning: Placing these in player characters can be harmful to your campaign.
The exact specifications of many of these devices are up to the referee since most of these items are tailor made and not "off the shelf." These devices are probably not appropriate to the atmosphere of 2300 AD. However, they are just right for Cyberpunk. In Cyberpunk, life is tough and short. You should learn to trust no one and nothing, not even your own body. Nonetheless, if you are a referee, you should realize that it is unwise to infest your PCs with these nasties. A sparing use of them can add to the game, but if somebody's head exploded every day, then it won't be long before the players are going to head to greener pastures.
This device consists of a small amount of powerful, hard-to-detect explosive material linked to a receiver, a timer, or both. The device is implanted in the base (generally the medulla oblongata) of the brain. When the timer runs out or the signal is received (generally from a radio or microwave transmitter), the device explodes, killing the victim. These devices are generally not sold, but they can sometimes be acquired on the black market for a minimum of $400 (or Lv 1,000 in 2300 AD). Simple versions are easy to detect (generally by X-ray or more advanced methods) and removed (through surgery performed by a skilled practitioner).
More advanced versions require special detection equipment (like an autodoc) or exploratory surgery, and are more difficult to remove. Common uses for such devices include prisoner restraint (the device explodes if the prisoner leaves a certain area or if the device receives a signal to detonate), ensuring military discipline, etc. There are so many varieties of this device that the referee can freely develope his own for whatever he has in mind.
A less lethal cousin of the brain bomb, the limb bomb consists of a circular ring of of powerful explosives linked to a timer, a receiver, or both. The device is implanted in a limb and is connected around the bone. When detonated, the device severs the limb, causing a serious wound to that part of the body.
Often several limb bombs are implanted simultaneously. In these cases small bombs are planted in the fingers to serve as "warnings"; larger bombs are placed in the wrist, elbow, and shoulder. A similar series of bombs can be arranged utilizing the legs. Neck versions are also available and, as is expected, are fatal. Cheaper versions of the limb bomb include external devices that are locked around the neck or limbs (as in The Running Man).
Prices range from $25 (Lv 150) for a timed external finger bomb to $375 (Lv 950) for an internal timer and receiver neck bomb on the black market. These devices are often used in prisoner restraint, to ensure military discipline, or by organized crime for illegal and coercive activities. Some limb bombs are disguised as jewelry (especially rings, watches, necklaces) or clothing (belts, sweatbands), and are used in assassinations. Internal devices are often difficult to detect unless advanced medical equipment is used, but they are easy to remove through surgery (unless trapped to explode upon removal).
External devices are easy to detect unless disguised, but they are hard to remove without killing the wearer, as they often incorporate electronic security locks.
Bug bomb is a generic term for a wide variety of devices that contain chemical or biological agents which are implanted in the body and released by a timer or by a received transmission. They can be implanted almost anywhere within the body. When activated, they release their contents, which range from chemicals that render the victim unconscious to tailored viral agents.
Bug bombs are fairly popular with governments and corporations because they can be made with dissolving containers (their timers) that hold naturally occurring fatal or crippling bugs. The effects can then be passed off as having natural causes.
Detection and removal of a bug bomb ranges from a fairly routine job to a nightmare ordeal. Sometimes the containers are fabricated out of normal body materials (like bone or cartilage) and contain only a scant number of viruses or microbes. Such bombs are nearly impossible to locate without advanced medical technology and painstaking effort.
Fortunately, such bombs are only used by biotechnology companies and very wealthy governments. Bug bombs are most often used to endure the loyalty of key personnel, especially employees of biotechnology-oriented corporations.
Extremes are devices that go beyond the normal methods of controlling or killing people through implants. Even governments and corporations rarely use extremes.
Some examples of extremes include the implantation of large bombs (sometimes nuclear, if the technology permits - see GDW's Earth/Cybertech Sourcebook), implantation of biological agents that will infect others, and implants that turn the victim into a homicidal maniac.
Extremes are often used by terrorists or psychotics to cause terror and to kill seemingly at random. Often an innocent and unknowing victim is selected, implanted, and turned loose. Another scenario involving the use of extremes is when an enemy is captured, implanted, and allowed to escape back to his friends or superiors (along with a bomb or viral agent).
Extremes should be used very rarely, and should almost never be used on a player character.
A cutoff is the slang term for a special neurochip that serves, on the owner's command, to prevent the central nervous system from being aware of what is happening to the body. Simply put, when the cutoff is engaged, the brain will not realize that the body is damaged, hungry, tired, or in need of restroom facilities. Further, the chip also deadens fear, shock, and panic responses. This is useful for situations in which your body would interfere with the achievement of your goals (such as not revealing information under torture or staying on your feet when wounded).
2300 AD: If a chip implanted in a character is activated, the character will not feel pain, hunger, fear, etc. In combat, if the character is wounded, he cannot be dazed, and shock points and stun points are cut in half. If the chip is turned off while the character is wounded, the full effect of the wounds will set in. The character loses only one initiative level for every two light wounds when the chip is activated, and his cool increases by two. However, there are serious side effects to using the chip. When the chip is on, the character becomes very emotionally cold and distant, which may affect how others relate to him (and may impair leadership and other social skills). Most seriously, every half-hour the chip is used reduces the character's senses by about one percent. In other words, 100 30-minute uses will leave the character without any sensory capacity (making him blind, deaf, and numb). Surgical installation of the chip requires a very skilled surgeon (it is implanted within the medulla oblongata). These chips are carefully regulated for obvious reasons.
Price: Lv 8,000 (includes installation).
Cyberpunk: The character who has this chip installed and activates it will not feel pain, hunger, fear, etc. In combat, the character's Cool statistic will increase by two. Flesh wounds will have no effect, and are not even noticed by the character.
Serious Wounds: Breaking arms or legs renders them useless, but the character will not feel the pain, so he can continue to use the limb at reduced efficiency. Broken ribs reduce Movement Allowance by one-fourth and ability to attack and defend by -1. A skull fracture reduces Intelligence, Reflexes, and Cool by one-fourth (due to structural damage, not pain).
Critical Wounds: Limbs which take critical wounds are unusable, but the character will not feel the pain. If the lungs are punctured, the character can still move at one-fouth his Movement Allowance. If the abdominal organs are damaged, the character has his Intelligence, Reflexes, and Cool cut to one-fourth their normal level, and his Movement Allowance drops to one-fourth normal. Major damage to the lower abdomen and groin has the same effect as damage to the abdominal organs. A crushed skull has full, normal game effects (see Friday Night Firefight, page 12), even though the character won't feel it. If the skull is crushed, there is a 10-percent chance the cutoff chip will be destroyed and a 20-percent chance it will be deactivated.
Mortal and Dead Instantly Wounds: While the character won't feel the pain, of his imminent or instant death, the chip won't provide any additional help.
Finally, the character has the benefit of a -2 on his consciousness saves While the chip is on. Turning the chip off while still injured will result in the full effects of the injury coming into play immediately. Naturally, severe disadvantages are associated with the chip. First, every half-hour of use costs the character a one-percent reduction in his senses. Second, the chip makes him aloof, which translates into a Humanity Cost of 1 for every hour the chip is used. Third, some chips have been known to be equipped with add-ons that actually cause pain, hunger, etc., at the command of the person owning the activating transmitter. These chips are often used to ensure loyalty, and control people.
Humanity Cost = 2D6+3 (initially). Price: The chip is black market (but is available in the military and in some corporations) and is priced between $750 and $1,000.
Hornet is the trade name for a fingertip implant. The implant is similar to implanted blades but different in that it consists of replacing the first bone of a finger with a cylinder equipped with an extendable hypodermic needle. The device is constructed entirely of organic materials, and is virtually undetectable, except by thorough investigation of the fingers with advanced medical scanners. The hornet links into the character's nervous system, and enables him to extend and retract the needle at will, as well as control the injection of the poison stored in the cylinder (it is good for two doses).
The needle is not strong enough to penetrate armor, but will go through normal clothing. It does no damage, except for the effect of the poison in the cylinder. The effect depends on what type of poison is used. It can be refilled by a syringe.
2300 AD: Price: Implantation: Lv 300 per finger. Refill: Variable. Note: Detection is a Very Difficult task.
Cyberpunk:
Humanity Cost = 1 per hornet. Price: Implantation: $20 per finger. Refill: Variable.
Years of military research in sound-ranging devices and data translation have resulted in the bat skull implant. This device consists of a high-frequency pulse generator, a receiver, and a microprocessor and imager that converts sound reflactions into imagery the human brain can interpret. What the person "sees" has been described as similar to infrared imaging, except different reflaction capacities yield different colors. The unit can also be switched to a dot display which shows the position of objects relative to the person (sort of like a radar screen). Two models are available: One provides an areas of coverage equal to normal human vision (but may be set in the back of the head for rear "vision"). The other provides a 360-degree field of detection. This model takes some getting used to and is only usable in dot mode - to prevent sensory overload. It can be "scaled down" to normal vision range and used in nondot mode. The device is implanted in a character's head and is linked into the nervous system. While some people complain of headaches after prolonged use, there have yet to be any serious side effects.
The device provides a character with something much like sonar, and it will enable him to detect and range any object that reflects sound waves. Very soft objects will show up faintly, and very dense objects will show up very brightly. While this implant will tell the character what is around him in terms of general shape, size, and density, it lacks the ability to detail features. For example, two humans of roughly the same size will "look" the same. On dot mode a bat is even less discriminating. It displays lines for large objects (walls) and dots for smaller objects (people, furniture). The device has an effective range of 10 meters before distortion makes the results unintelligible (a stronger pulse would correct this problem, but would also require more power and shielding for a person's head). Finally, loud noises and pressure waves (from concussion grenades, explosions, etc.) will create distortions and false signals.
2300 AD: Price: Normal Bat: Lv 1,300. Deluxe Bat: Lv 2,250.
Cyberpunk: Price: Normal Bat: $400, HC=1D6. Deluxe Bat: $800, HC=2D6.
Research in microcybernetics and organic systems has resulted in the development of cyberform technology. A cyberform consists of a synthetic body structure that is controlled by an organic central processor. Current cyberform technology has produced the A model spider and the B model centipede.
Cyberforms behave in combat as animals would, except that cyberforms have definite, programmed functions to fulfill and are single-minded about completing their tasks. They are considered to be black market items in most areas, and as such will be difficult to acquire and expensive (two to five times the listed price). Programming them to attack particular targets requires data on the target (heat pattern, scent, etc.) that must be put into the unit's memory. Being experimental, these units have been known to suffer strange malfunctions, especially since they as partially organic. There are rumors that larger and more dangerous cyberforms are being developed, but these rumors are so far unconfirmed.
The spider consists of a 10-centimeter-wide disk body that is four centimeters thick at its thickest point. The central disk contains the unit's OCPU, as well as its memory chips and sensors (both infrared and olfactory - 10 meter range). Finally, the disk contains the unit's weapon, a poison injector needle. Located on the disk's rim are four legs, each containing a synthetic substance that can create up to 30 meters of "string" that is strong enough to support the unit's weight and is used to lower the unit. The unit tracks by scent and heat (and can be programmed to attack individual humans or to attack living things of certain types).
2300 AD: The spider has an armor value of 0.2 and a life level of 5. It has no signature, an initiative of 8, and is Very Difficult to hit. A successful attack (the needle will only penetrate normal clothing) injects a poison (DPV=2), and the unit has four doses available.
Price: Lv 400 + Lv 25 per poison dose.
Cyberpunk: The spider has an SP of 2 and an SDP of 1. The needle cannot penetrate anything thicker than normal clothing, but a successful attack will poison the victim (the exact effect depends on the poison). The unit should be considered to have an REF of 6, a skill in Attack of +2, and Athletics skill of +4. The needle is accurate (+1).
Price: $150 + cost of the poison (varies with type).
Designed for jungle combat, the centipede is the second model of cyberform to be produced. The unit has two 20-centimeter body segments each equipped with four legs (each leg contains synthetic material capable of producing 30 meters of "string" that is strong enough to hold the unit) and a 20-centimeter head section that is equipped with a dart gun and mandibles. The unit has infrared, ultraviolet, olfactory, and crude visual sensors that enable it to recognize a target up to 100 meters away. The unit can be programmed to attack particular individuals (the data for up to six people can be stored in its memory), certain types (humans, Kafers, etc.), or anything that moves. These units have an incredible psychological effect on the humans who have fought them, as they look and behave like demonic insects. They are not intelligent, but have combat programming that enables them to engage in rudimentary strategies (ambush, group operations, camouflage, etc.).
2300 AD: The centipede has an armor value of 0.4 and a life level of 15. Its signature is -6; it has an initiative of 10; and it is very difficult to hit. Its dart gun is equivalent in effect to the Stracher SS-7 (it runs the length of the unit's body). Its mandibles have DPV = 0.1.
Price: Lv 2,000. Reload Price: As per weapon.
Cyberpunk: The centipede has an SP of 10 and an SDP of 6. The unit should be considered to have an REF of 9, an Attack skill of +4, and an Athletics skill of +6. The dart gun should be treated as a Hammer M-11 pistol (see the Near Orbit sourcebook, page 26) and the madibles treated as a knife.
Price: $850 Reload Price: As per weapon.
The independent American arms company Constitution Arms has released three specialized weapons, and a new ammunition type. These weapons are only available to U.S. government agencies and the military, but they will soon be available to licensed buyers. Constitution Arms has its headquarters in Boston, Massachusetts and may be contacted at Net-Fax #245-899-099. Only Cyberpunk statistics are given for Constitution Arms weapons.
The vortex squad support weapon is the product of extensive research and testing. Earlier support weapons were found to be vulnerable to rusting, excessive malfunction, and overheating. The Vortex solves all these problems as it has a simple firing mechanism and is composed of lightweight, strong ceramics. The weapon is chambered for the heavy 7.62mm NATO caseless round and has a 100-round drum magazine. The Vortex is in use with the U.S. Marine Corps and many police forces in areas with large populations of cybernetically enhanced citizens. Extensive field use has indicated that the weapon's high rate of fire, combined with the power of the 7.62mm round, makes the Vortex a devastating weapon - even against heavily armored and enhanced targets.
Predicted Retail Price: $700-800. Drum Cost: $20-40 (unloaded).
Vortex, RIF, N, P, 7.62N, 100, 35, VR.
The Cyber Elite Nine is a 9mm automatic pistol designed for elite U.S. military and law enforcement personnel. Each weapon is equipped for cybernetic interface. Each pistol is customized to the owner's hand and firing style, resulting in a +3 accuracy. However, in the hands of another person, the Cyber Elite Nine has only +1 accuracy.
Predicted Retail Price: $1,600 (including smartchipping and customizing).
Cyber Elite Nine, P, (3), J, R, 9mm, 15, 2, VR.
The Whirlwind is a three-barreled, fully automatic street fighting weapon. The three barrels are rotated to cool them and to increase the rate of fire. The weapon has two 20-round magazines and arm clamps to hold it steady when firing. While the cybernetically enhanced can sometimes use the weapon one-handed, it is often equipped with a recoil stock (included) to make firing more manageable. The Whirlwind is used extensively by urban combat units and special police units, and is effective in close urban combat. As one psycho squad officer said, "It's like Lysol - one spray and the scum dies." When fired without the recoil stock, the weapon is treated as firing "from the hip".
Predicted Retail Price: $400+
Whirlwind, SHG, 0, N, R, 12g, 40, 20, ST.
PCA stands for penetrator core ammunition. PCA is a standard lead round with a rod-shaped core of tungsten, depleted uranium, or another armor-piercing substance. When the round hits the target, one of two things can happen: If the target is unarmored or lightly armored, the round will act like a standard round. If the target is heavily armored, the armor will stop the lead, but the penetrator core will continue through the armor and into the target. PCA is only produced in rifle calibers, but it can be produced for virtually any ammunition (except pellets). Treat PCA as normal or armor-piercing ammunition, whichever is more favorable. PCA is not commonly available and is not sold in stores. Some is available on the black market, but the police will not be happy if they find unauthorized personnel using it. Most PCA ammunition is sold to the U.S. military and special police units.
Black Market: $40+ per 50 rounds.
Sense Enhance is an American cybernetics corporation that operates in the Midwest. It produces standard high-quality cyberoptics, cyberaudio, and other sensory enhancement devices. In addition, it also produces unique products of its own. Sense Enhance is located in Columbus, Ohio and may be contacted by Net-Fax #007-678-903. Only Cyberpunk statistics are given for Sense Enhance equipment.
This is a cyberoptic option (at least one cyberoptic is required) that equips the eye with a special monitor device that enables the owner to "see" what the remote optics are picking up. This option costs $200 and has an HC of 2. The third eye also requires the owner to have at least one interface plug. There are two basic types of optic devices. The cheapest ($35) consists of an optic, a fiber-optic cable, and an interface plug. The standard cable is 100 meters. Basically, the optic "sees" like a normal human eye (plus any options built into the optic) and transmits an image down the cable into a converter, then into the interface, and from there into the owner's cyberoptic, where the image is seen. The more expensive version ($100) has a built-in transmitter and is linked to an interface receiver. The owner will see what the optic does by "tuning in" to the optic. The range is about five kilometers, but advanced (and more expensive) versions have longer ranges.
This is the audio version of the "third eye" and operates in a similar manner except with sound and the cyber audio. The cable "ear" costs $25, and the transmitter version costs $85. A character with a radio splice option can use this instead of an interface receiver. The option itself costs $100 and has an HC=1.
A person with both options may use combination units. An optic and microphone unit costs $60, and the transmitter version costs $170.
The switchboard is a large interface plug that comes in two versions. The $100 version can handle four cable plugs and enables the owner to switch among them at will. The $400 version can handle four transmitter units, and the owner can switch among them at will. Switchboards are often used by military sentries as well as corporate security personnel who move around and hence do not have constant access to a television monitor. In this case, the optics are the building cameras.
An oxygenator is a small device consisting of a high-pressure cylinder of oxygen, a cylinder of carbon dioxide-absorbing chemical, and a central component that links both to the person's pulmonary artery and allows blood to flow into and out of the unit. The device also has a sensor that monitors blood carbon dioxide and oxygen levels. Finally, an oxygenator has a link to the brain that informs the person of the chemical status of his blood and enables him to activate and deactivate the unit at will. Essentially, the device serves as an artificial lung for the person in situations in which he does not have access to breathable air.
In both game systems this device enables the character to last approximately 30 minutes without oxygen or breathable air. (This duration can be modified by the user's degree of exertion, body size, etc., if your referee wants to get into these details.) This device does not in any way provide the body with the ability to survive in a vacuum. Replacement/refill of the cylinders will require minor surgery unless the character opts to have two loading ports installed in his body. These allow replacement without surgery, but lack aesthetic appeal.
2300 AD: Price: Oxygenator: Lv 600. Loading Ports: Lv 100. Reloads: Lv 20.
Cyberpunk: Price: Oxygenator: Lv $200, HC=1. Loading Ports: $25, HC=1D6. Reloads: $5.