Looting Your Fomer Home Base
Choose 1:
[ ] MA-38 AESS + IX-881 Plasma Projector
OR
[ ] S-25-B8 Symbiont Armor + IX-18R Seeker Rifle
OR
[ ] RPV "Rocket Proof Vests" + R-series "Rambo Specials"
Choose 1:
[ ] Prosthetic Rejection Inhibitors + IX-18R + Guardian Rig
OR
[ ] Miscellaneous RD Artifacts + R-series "Rambo Specials" + IX-881 Plasma Projector
OR
[ ] M-1992 ZERUEL Combat Chassis
[ ] MA-38 AESS + IX-881 Plasma Projector
IX-881 Plasma Projector
- Post-1999 Autopolitan Infantry Support Weapon
- Originally intended for direct integration, aftermarket modifications add computer sight, stock, trigger. Roughly 90cm long, 15kg.
- Runs on standard Union Prime Energy powercells
- Three firing modes: Beam, Plasmoid (Forces 3/Prime 2), Suicide Overload (Forces 5/Prime 2)
- Vectored plasma bursts home in on enemies (roll attacks twice, take better, dodges are less effective)
- Beam mode provides high-penetration anti-materiel effectiveness against light combat walkers and heavy HITMarks
- Plasmoid mode provides area of effect elimination of lightly armored targets such as IFVs
- Suicide Overload allows for wide area destruction. Obviously single use.
OR
[ ] S-25-B8 Symbiont Armor + IX-18R Seeker Rifle
S-25-B8 Symbiont Armor
- Transhuman Multimodal Combat Symbiote
- Standard modes are disguise, light combat, heavy combat, stores additional biomass in phase space until necessary
- Integrated biomedical symbionts optimize user fatigue levels and repair injury (Life 3, user regenerates 1 bashing/lethal HL per round, no longer needs sleep or feels pain)
- Integrated cognitive subprocessors increase user reaction speed and perception (+1 Perception, +1 Wits)
- Provides superhuman eyesight, hearing, and sense of smell
- Disguise mode provides moderate attribute boosts and protection against small arms. Mostly coincidental. Can be worn under clothing.
- Life 3 Bodysculpt allows user to disguise him- or her-self as anyone equal or larger in size.
- Bodysculpt flaw: Disguised form must have Appearance above 3.
- Tactile sensors allow 24/7 wearing with no loss of sensation.
- Provides total protection against non-armor piercing heavy rifle fire and protection from AP assault rifle ammunition. Covers even the mouth and respiratory/digestive tracts.
- Integrated self-defense plasmids: Electroshock emitter, oral flamethrower
- Life 3 Bodysculpt allows user to disguise him- or her-self as anyone equal or larger in size.
- Light combat mode is obvious hard-shelled carapace armor. Semi-coincidental unless breached.
- Hard-shelled carapace provides protection against small arms, limited protection against light autocannon fire.
- Symbiont Bio-Booster system accelerates user cognition and movement speed by ~200% (Time 3), allows for greatly increased jump height and physical strength (Forces 2)
- Integrated weapons plasmids: As above, but includes EDE-derived electromagnetic manipulation and psychokinetic capability. Combination allows for organic plasma weapon deployment. Also includes corrosive or explosive gel generation and ejection.
- Deployable forearm, shin NEMEAN vibroblades, retractable vibroclaws.
- Heavy combat mode increases wearer height by ~100%, mass by ~700%.
- Protection equivalent to armored vehicle
- Reverse engineered hemophage biotechnology allows for drastically increased muscle strength
- EDE-derived musculature allows for high-velocity ejection of NEMEAN vibroblades as ranged anti-armor munitions
- Integrated weapons plasmids run at full power.
- Metabolic strain on unaugmented or lightly augmented individuals creates risk of cardiovascular failure. Risk increases with light and heavy combat mode activation.
- Slight risk of permanent attachment.
OR
[ ] RPV "Rocket Proof Vests" + R-series "Rambo Specials"
R-Series Weapons
- "Rambo Specials" provide endless, mostly coincidental firepower
- One crate of high-end weaponry
- Corr 5 CAD/CAM designs, Matter 4 reinforcement, Forces 2 recoil compensators
- Include R-9 machinepistols (handguns firing 7.62x51mm ammunition), R-16 assault rifles (fires 12.7x99mm ammunition), R-240 squad support weapons (fires 20x102mm ammunition), R-82 sniper rifles (antimateriel sniper rifle fires L/70 40x364mmR round from 10 round magazine). Also includes R-203 mini-mortar (fires 120mm mortar shells instead of 40mm grenades, 3 round capacity, disposable) attachments to R-16s. Roughly enough weapons to equip 2 ten-man squads.
- Includes Geneva-noncompliant ammunition. Fragmenting explosive rounds, white phosphorous, chemical weapons shells. Standard ammunition is infinite and generated from absorbing ambient dust and other matter (Matter 3, Prime 2).
- Look identical to standard NATO weapons. Careful crafting (Prime 3) reinforces disguise.
Choose 1:
[ ] Prosthetic Rejection Inhibitors + IX-18R + Guardian Rig
Guardian Rig
- Hard-Light Holoprojector System
- Tertiary Mode: Personal shield generator (Forces 3).
- Secondary Mode: Personal Telekinesis Rig (Forces 2, Correspondence 2).
- Primary Mode: Constitutes duplicates made out of solidified forcefields (Forces 3, Correspondence 4, Prime 2, Mind 1, Entropy 1). Creates 1 duplicate/success.
- Duplicates will attack most dangerous threat to the user with hard-light weaponry.
- Duplicates are shielded by Prime 3 sensory warding to jam enemy attempts to discern real target.
- User may at any time switch positions with any of the duplicates (Correspondence 3).
- Duplicates have limited battery life (30 seconds) after which they expire. They sometimes scream or beg when they die.
OR
[ ] Miscellaneous RD Artifacts + R-series "Rambo Specials" + IX-881 Plasma Projector
RD Artifacts
- RD Artifacts cleared for limited use
- Some weapons constructed out of metamaterials-Primium precursors, unknown metamaterials. Very sharp, very lethal. Other uses limited.
- Descriptions of some weapons match missing artifacts in Moscow museum
- Radioactive dating puts date as to >12,000 years
- May be some more exciting things in the create-no time to check.
OR
[ ] M-1992 ZERUEL Combat Chassis
M-1992 ZERUEL Combat Chassis
- Iteration X high end synthetic body. Likely discarded by former user and delivered as a 'hand me down.'
- Body requires one (1) human brain. Donation is irreversible.
- Human brain is replaced (Matter 4/Life 5/Mind 5/Prime 5) with synthetic nanotech emulation, granting drastically accelerated cognitive clockspeed (Time 3). In crisis situations clockspeed can be unlimited (Mind 1/Time 4) to effectively allow infinite thinking time.
- Derivative of high-end ItX bodies used by leadership personnel pre-99. Demonstrably allows user to retain Enlightened Science ability.
- Built out of adaptive nanotech over a micromachine (~3mm) skeleton (Correspondence 4, Matter 4). Micromachine skeleton is built out of Primium, providing heavy countermagic. Unit can disassemble to fit through small gaps or other spaces, but operator may not attempt Enlightened Science if disassembled, for unknown reason.
- Capable of plasma generation equivalent to heavy antimateriel plasma weapons (Enlightenment 8, Forces 3/Prime 2). Strength and durability equivalent to commando HITMark V unit, but with self-repair. Superhuman speed and coordination.
- Universal Weapons System (Matter 4) allows for generation of any mundane weapons system, melee or ranged. Unit is capable of shapeshifting to disguise self or improve combat effectiveness.
- Prime 5 Self-Diagnostic Systems and capacitors allow for paradox mitigation. Internal fusion reactor provides steady trickle of Prime Energy, sufficient to mitigate normal paradox conditions. Heavy combat will strain reactor.
- User becomes effectively unliving and is immune to Life effects. Matter effects must be used instead. User will not show up on Life scans.
- Override codes and Conditioning triggers must be installed post-market.
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