by Simon Naylor
This BPN is the third part of the machine
campaign. With Manchine Cultists thin on the ground, their prototype
potentially destroyed, and their grim design ready for phase two field
tests, Tek Trex once again clash with the squad.
Background
After the destruction by the squad of the
manchine cultist prototypes in Giving to the Machine, Tek Trex have
brought forward phase two of the testing of their new implants. Short on
manchine cultists, they have turned to the denizens of Rust Alley. This
has advantages and disadvantages – the Chrome Age vets are combat
trained and desperate to get back into work, but they’re a lot harder to
direct. The Tek Trex development team start on a gesture of good faith,
replacing the defunct power cells of cooperative vets. This act restores
them to full strength, making them formidable warriors. However, while
undergoing the surgery to receive the new cells the vets got a little
more than they asked for. While the development team are happy to let
the vets do their thing for now, they are gathering data towards a point
where they will activate the control chips that were secretly implanted.
Contact
Mr Risikko isn’t new to the squad, but they might not realise. He was present at the end of Giving to the Machine, one of the executives from the Dept of Subversion. Aware that Tek Trex are developing cybernetic prototypes for use in field agents, he correctly predicted that the Rust Alley veterans would provide a wealth of ideal test subjects. He has a bit of a catch 22 with his choice of squad for the BPN – he doesn’t want them to know too much, but likewise he doesn’t want them to overlook information that might be related to Tek Trex’s bigger picture. He decides to issue the BPN but conceal his motives and see what the ops uncover, and a whole squad of Ops falling to the newly restored cybernetics provides the ideal cover.
When the squad meet Risikko a player with an average detect and CONC of 11+ will recognise him from the previous BPN. It doesn’t matter much, but it might give them a clue as to where the BPN is heading. If they only speak to him on the phone then make the target 15 to recognise his voice.
Risikko informs the players that the 10,000
Rads squad were on a BPN investigating a black marketeer when they
disappeared. Shivers in the sector report a firefight in one of the
residential blocks, but upon attending the scene found only residual
damage and a dead Ebon.
10,000 Rads
This relatively inexperienced squad consisted
of four members:
Tycho – SCL 10A.8, Human, Kick Murder, Squad
Leader.
McAllen – SCL 10A.8, Frother, Death Squad
Rossi – SCL 10A.8, Human, Strike Squad
Melody – SCL 10A.8, Ebon, Scout
They had been closing in on the end of their
investigation, looking for a black marketeer. Their BPN had been issued
after props in the area had been spotted with a higher than normal
amount of SLA equipment, and after asking around the area for several
days they had finally bribed a small-time dealer into disclosing the
culprit. Unfortunately for them the dealer tipped the target off and
they were ambushed by three well armed and fully restored chrome
warriors. Melody’s body was left behind after being stripped of weapons
and ammo, her Deathsuit being useless to them. The others were taken
away to be looted and stripped of armour. Records show that amongst the
squad, now unaccounted for, were 4x FEN 603s, 2x FEN ARs, a KPS Mangler,
an SP Vibrodisc and a Power Claymore, as well as two suits of Blocker
and a suit of Exo. Should anyone check recent computer activity from the
squad they will find a search for the address of Adrian Ordley, which
coincides precisely with the last known location of 10,000 Rads.
The
fight scene
The obvious first point of call is the
location where the fight happened. On the eighth floor of a downtown
residential block, not far enough from the CS1 wall, is a bullet riddled
corridor. The Shivers have cleaned most of it up, but there are still a
few bloodstains in the middle and lots of bullet holes. A character with
a forensics of 4 or above can deduct that fire came from both ends of
the corridor, catching whoever was in the middle in a crossfire. Nearby
residents did the sensible thing, as most Downtowners know how, and
stayed indoors and under cover. However, two displaced residents were
kicked out of their apartments to provide ambush points and they got
good looks at the attackers. They describe them as large and deliberate,
wearing coats over some kind of armour and carrying assault rifles.
Shivers
The squad can get decent reports from the
sector Shivers. A resident called them after hearing automatic fire in
the corridor. By the time the Shiver squad arrived they found only
bullet holes and the corpse of Melody. Forensic reports from the scene
and Melody’s autopsy reveal they were attacked with DarkNight ARs firing
10mm HESH. Some fire was returned, but by the pattern of damage to the
walls it looks like it was mostly ineffective.
The
Black Marketeer
The chrome vets may have got the better of 10,000 Rads, but the encounter cost the arms dealer who hired them, Adrian Ordley, his safe house. After the fight he got out and went to hole up somewhere else before the Shivers and later Ops turned up and started asking questions. This leaves him conspicuous by his absence. The local residents know all about him, and he’s the most obvious reason Ops would be there should the squad ask. His apartment is noticeably heavily secure, unlike the others, which is apparent to anyone with a detect of 2 or more. If asked about the apartment, which appears to be empty, the Shivers will confirm that there was nobody there when they investigated the scene.
The apartment is protected by a security door and armoured windows. The door has a class 5 mechanical lock (-5 to roll to pick), but can be broken down by a large character (STR 9+) with a suitable weapon such as an axe or sledgehammer.
Inside the apartment it is obvious that the
occupier is no ordinary Downtown resident. The décor and luxury would
look more at home in a sleazy Operative’s home – cheap, but way out of
the price range of a regular Downtowner. A character looking around with
a detect skill of 5 or more will find a stash of (pornographic)
photographs of one man with various different women. Station Analysis or
a database search with a computer use skill of 4+ will turn up Ordley’s
name. A quick forensics check of the apartment (3+) will reveal Ordley’s
fingerprints and/or DNA leading to his criminal record (along with about
half a dozen hookers). Characters with lower search skills will see that
the place was obviously vacated in a hurry – clothes scattered on the
floor, dropped scatterings of recreational drugs and a few Uni, a large
safebox left open and empty.
On
The Trail
Ordley will be difficult to track down, but it isn’t necessarily needed. Characters going undercover in the bars and hangouts near the apartment can get quite a bit of information on him and his activities, as the loud and extravagant arms dealer makes no secret of his work. Spending a couple of nights interviewing hookers in the sector (and lots of uni in bribes) will get a location for Ordley if the Ops are desperate, but after three or four hours of the Ops asking about him he will make himself known by paying one of said hookers to pass a message to them asking to meet him in a dingy transit tunnel intersection. Again, Ordley is planning to use his new Chrome bodyguards to ambush and destroy the Operatives, but all this fighting is drawing a lot of unwanted attention that a third party isn’t happy with.
Should the Ops put the effort into tracking
down Ordley instead of meeting him they will catch him slightly off
guard. He will try to be helpful and charming, passing off the killings
as his bodyguards being overenthusiastic and certainly not ordered by
him. He will pass on the names of three Rust Alley vets, Cesar, Travis,
and Parker, before quietly allowing himself to be handed over to the
Shivers who will then drop the charges and release him so not to disrupt
their own life saving supply of illegal ammo.
The
Meeting
If the Ops decide to attend the meeting, nobody will be there. Returning to the place where they met their messenger they will find her still there, albeit surprised to see the Ops still alive. She knows where Ordley has been hanging out and heads off to get her payment, heedless of whether the Ops follow her or not. The hideout is a somewhat shoddier apartment than the secure but tacky luxury of Ordley’s regular place. The door is flimsy enough for the Ops to force it open, where they find the bullet-riddled corpse of the arms dealer. A simple (skill 2+) forensics check reveals that he hasn’t been dead long, and a skill of 5+ along with a comparison of the 10,000 Rads report shows that the 10mm HESH he has been killed with matches.
Interviewing nearby residents will reveal that
Ordley had moved in a few days back and, among all the hookers, had
three male visitors. They came on a couple of occasions, the last being
about an hour ago and preceded a loud burst of automatic gunfire. If
several occupants are asked, one tells the Ops that the visitors were
dressed in large coats and is confident they were well armed. He also
saw that at least one had old metal implants like the ones in Rust
Alley.
Rust Alley
Rust Alley is a terrible place. Ageing
veterans, riddled with rusting cybernetics, line the tunnel in various
states of disability and insanity. Some still bear the cold intelligence
of professional fighters, but many are dulled and resigned to a
miserable existence. The lucky ones lie in delusional insanity,
blissfully unaware of their ruined bodies and their former brothers in
arms who still tend to them. Most have lost at least some of their
mobility, the worst using their remaining limbs to drag themselves
around, trailing their useless metal legs. Many are partially or fully
blind, the circuits of their cybernetic eyes having burnt out. A couple
still have working components, but have to be wired into the lighting
circuit of the tunnel to use them. The whole place stinks of human waste
as many vets cannot move even to relieve themselves.
The Rust Alley vets harbour a deep resentment
for SLA and their Operatives. SLA has abandoned them to this fate when
they were once great. However, in many cases their need for money is far
greater than their hatred of SLA and they will tell all they know for a
decent contribution.
The vets have been seeing corporate types talking to people in the alley recently. They were trying to be inconspicuous, but a suit is a suit regardless of what they wear and the vets can spot them a mile off. Some have spoken to them, and they’ve been asking about the implants – age, type, serviceability. Whoever gave them the answers they were looking for, whatever they might be, seem to have been offered salvation and taken away. Nobody has yet refused.
In all, seven vets have left this way. All
were pretty much sane, but had a variety of implants in various states
of repair. A little more bribery (which should have been costing the Ops
a few hundred uni by now) will turn up some names and info (exactly how
much of this information is handed over is up to the GM based on how
well the players deal with the vets):
- Cesar Freeman
Ex Operative. Cesar was relatively young and
had most of his implants still serviceable, although they had to be
hooked up to a power socket. Mainly they were physical enhancements –
skeletal limb servo upgrades, spinal reinforcement, torso dermal
plating.
- Chester Shad Hess
Ex Operative. Hess was a Kick Murder Op with
concealed vibro blades on all four limbs and memory fibre tendon
bundles.
- Louis Travis
Ex Operative. Travis, like Cesar, had skeletal
limb servo upgrades and spinal reinforcement. He also had tele-optics
and a data link for them.
- Nickolas Parker
Ex Operative. Parker has some minor memory
fibre tendon bundle replacement, spinal reinforcement, full subdermal
plating, tele-optics and short range motion tracker.
- Rico Walker Pickett
Ex Contract Killer. Once he was known as Blood
Rico and made a fair career for himself, but as with many Killers he
suffered more than the ex-Ops from his multitude of implants. Full
cybernetic replacement limbs, torso dermal plating, spinal
reinforcement, cranial subdermal plating, full thermal and low light
optics, neural stims and retractable fist mounted vibro blades made him
a tough killer. Now they make him blind and quadriplegic.
- Seth Gerry Cohen
Ex Contract Killer. Formerly Heretix, a heavy
fighter of some renown. Cohen has full cybernetic replacement limbs,
full heavy dermal plating, enhanced spinal reinforcement, partial
thermal and low light optics with HUD-link, short range motion tracker,
radio and shock defence. He was huge before his enhancements, now he
looks monstrous. Unfortunately his implants have left him crippled for
years and have been slowly crushing him. Constant pain and despair have
left his sanity in tatters.
- Wade Jacobson
Wade Jacobson is an anomaly among anomalies.
The only Dante veteran in Rust Alley, he has an impressive suite of
non-functional enhancements. When he was brought into a Dante field
hospital suffering massive injuries, the already decorated soldier was
restored to fighting fitness with the best cybernetic implants money
could buy. SLA used him as a reluctant publicity figure and he went on
to complete his entire tour with many awards and commendations. Upon
returning to Mort, however, he was abandoned. Needless to say, he
harbours a massive grudge against the company now – unlike the rest of
the vets, he didn’t even choose to get the implants. Complimenting
Jacobson’s feelings about the company is a fine suite of hardware that
has confined him to a cable leash’s distance from Rust Alley. Fully
replaced experimental limbs and eyes, neural enhancement, augmented
hearing, heavy spinal reinforcement and thick subdermal plating on the
head and torso once left him barely able to move and mostly deaf and
blind. Now they make him extremely tough.
Stakeout
Rust Alley is pivotal to this entire
investigation, and this should be obvious to the Ops. Depending on what
has already happened, the activities around Rust Alley will differ
slightly.
If the Ops found Ordley dead then the first
suspicious activity they will see, not long after they start watching
the alley, is two indistinct men talking to various veterans. It’s
fairly obvious that they are interviewing them. If the Ops leave them to
it they will talk for half an hour or so, hand over a bit of cash
(spotted by those watching with a detect roll of 15+) and leave. If the
Ops interfere the two characters will run, and running is something they
do very well. The pair are, in fact, DarkNight Espionage Agents sent to
find out what happened to their key salesman, and their investigation
has also led them here. Lightly armed and armoured, they won’t even
consider stopping to fight and will split up at speed. Espionage Agents
are well trained, and will be difficult to catch, heading for high
ground and making use of the terrain parkour style. An Operative hoping
to catch them had better be fast and nimble.
Should one or both of the Agents be caught
alive (and they will try to kill themselves before capture), and the Ops
manage to get information from them they will admit to trying to track
down the chrome bodyguards that killed their outlet man. They know
little else – they’re from another sector and, as with any other Agent,
know only the voice of their handler and the other members of their
group. Nothing pertaining to further DarkNight activity can be gleaned
by mere Ops, but a 50c bonus will be offered by the Dept of Extraction
for each Agent handed over to them, should the Ops follow the official
channels. The Tek Trex team will appear the night after, as described
below.
If Ordley was intercepted and sent to the
Shivers, or if the Agents are observed but left to their own devices,
the real subjects will appear the night after. The Tek Trex execs aren’t
stupid, and know that the heat is rising in the area, but they’re also a
little cocky after their recent successes. Their current recruitment
team is tougher than before, full of the knowledge that there are more
Ops in the area who won’t take long to work out that Rust Alley is a
place of interest. Cohen and Jacobson will be tagging along as heavy
support, as well as being poster boys for what Tek Trex can do for those
who are willing to accept employment. There will also be a recruitment
officer there, the identity of whom will depend on the Giving To The
Machine BPN; if the drone prototype was destroyed in that BPN then the
officer will be a Tek Trex executive, part of the junior management of
the project team. If the prototype is still operational then that will
play the part of the executive, directed by a real executive from the
control point in a van several blocks away.
In either case, the trio will consult about
half a dozen veterans and then bundle them into a van. This will take
about half an hour, if left uninterrupted. The moderately observant
(detect 3+) will notice that they’re the nearest six to the far alley
entrance, indicating that they are being less than choosy about who they
recruit. Of course the Ops might decide to step in, in which case
they’re up for a tough fight. While large, the vets aren’t obviously
enhanced and careless Ops who haven’t done their research might not
realise that underneath the coats are lots of enhancements, body armour,
and some moderately powerful firepower.
Contact with the executive variation of this
setup will see the vets attacking or making a fighting retreat from the
Ops, depending on the strength of the Ops, while the exec bolts for the
van. Should the drone be there, it will also fight. Ops observing the
drone closely either during surveillance or in combat will spot that it
doesn’t seem quite human. In fact, it is the very epitome of Uncanny
Valley – so close to human, but so subtly different that it is
repellent. Again, they won’t fight a battle they know they’ll lose and
will withdraw if the Ops outgun them by too much.
To
The Victor The Spoils
If the Ops attack the Tek Trex team they will halt their recruitment in Rust Alley and instead concentrate on using whatever vets they have to hunt down the squad. From this point on, the Ops will have little in the way of new leads until they are attacked by Tek Trex (see Hunted).
If the Ops kill the team (or if they escape but take casualties) they will get some information from the corpses. Recovered vet corpses will be easily identifiable, especially if the vets in Rust Alley are feeling cooperative. Immediately apparent is the fact that they are equipped with some of the weapons and armour from 10,000 Rads squad. Ops with first aid (3+) will be able to spot, should they check, that the vets are sporting a variety of Chrome Age implants. A later Shiver autopsy will confirm this and provide a full list of the implants. Should a Tek Trex exec be killed the Ops will find him to be carrying a rather secure looking personal device (phone/fax/computer etc). The device contains a lot of useful data, but Tek Trex are aware of the risk of it falling onto the wrong hands so security is high. Access is secured by a code number followed by a retina scan, and three failures to provide the correct inputs in the correct order will result in the memory being fried by the battery discharging directly to it. Several ways of accessing the device are available now that the only man who knew the access code is dead. A character with the appropriate tools and equipment may make an electronics roll with a -6 modifier to attempt to disable the security. A character with a computer and leads may attempt to use Computer Subterfuge at -8 to hack the security and retrieve the data. Failure of either will render the device useless. Additionally, any attempt regardless of success should prompt a rival company knowledge roll at -4 to spot the telltale signs of Tek Trex technology.
The device contains contact numbers for the
other members of the team. If the device is passed to Station Analysis
they can analyse it and triangulate the signals from any of the other
devices that have connected to it. This will give the Ops the location
of any of the other executives whenever they use their devices. It also
contains the detailed descriptions of the named veterans from the ‘Rust
Alley’ section of this BPN.
Should the drone be destroyed at this point
the Operatives should notice something unusual right away. Up close it
is obvious that the thing is not human, but some sort of machine.
Players may mistake it for a Manchine, but unlike a Manchine its skin is
prosthetic. Informing any authorities about the machine, especially Mr
Rissiko will cause a lot of activity. The Ops will be told to secure the
thing until they can arrive, which will be in about 10 minutes by
Kilcopter. In a scene startlingly reminiscent of the end of Giving to
the Machine, Mr Rissiko, several other executives, a couple of
technicians and four heavily armoured and armed Operatives will descend
and remove it, along with any other bodies the squad made. Mr Rissiko
will ask for a report on how they came upon the drone, and then instruct
them to track down any more missing veterans. Once the bodies are on
board the Kilcopter they will leave (actually heading for the Shiver
Station to commandeer their pathology labs as a HQ for their own
investigation until the end of the BPN).
Continuation
Should the squad fail to keep surveillance on
Rust Alley, or they don’t attempt to stop the Tek Trex, the exec and his
bodyguards will return for two nights afterwards to pick up Rust Alley
vets. None will refuse, and after two night all of them will have gone
in the same manner. A further two nights after they stop a couple of
bodies will be found in the sewers of the sector. Implants show that the
bodies belong to a couple of vets, and both show signs of recent
surgery. Another two days later and a third body will arrive in the same
way with similar signs of surgery. In all cases death seems to have been
caused by haemorrhaging brought on by invasive surgery to the frontal
lobe. Not a lot can be revealed from these alone, although it is
possible the players will come up with some way of tracking the bodies
back to the lab they came from. If it takes them this long to track it
down, though, there will be a further ten basic vet drones on top of
those described below (see The Lab). If the Ops manage to fail utterly
to find the lab on their own, one of the vets will escape after another
couple of days and hand themselves into the Shiver station. Still
recovering from heavy surgery, and with a few new (but unpowered)
implants, the vet can tell the Ops how he was offered redemption at the
hands of an executive claiming to be from Tek Trex. Take some
experimental implants and act as the initial phase of the security
operation around turning the procedures into a full business venture,
and in return they have their life back. However, this particular vet
got spooked when a couple of his buddies never returned from surgery –
it would seem the process is far from perfect. The vet will direct the
Ops back to the lab, but by the time they arrive most of the equipment
and personnel are gone, leaving only some fairly common surgical stuff
and about 20 of the reconfigured vets (5 of the lower end named vets
above, plus 15 generic vets). The remainder will live to fight another
day (on another BPN).
Hunted
Once alerted to the presence of a competent squad of Operatives, Tek Trex will halt their activities and go on the attack. Starting with a couple of lighter vets scouting out the Ops, they will try to ambush them. Should the scouts be spotted and attacked, the remainder will try the slightly less subtle approach of leading the Ops into an alley or building where they can be attacked. The attack team will consist of all the named vets apart from Cohen and Jacobson, plus five generic vets (if available).
After the combat, should any of the vets be
captured alive, the Ops might be able to get the location of the labs.
The generic vets are fairly easy to get information out of, but the
named vets are a little more difficult. If none of the Ops are any good
at interrogation techniques they always have the option of telling Mr
Rissiko, who will take any survivors away for interrogation and then
inform the Ops of the location of the lab.
The
Lab
If the Ops move fast after discovering the lab’s location they should be able to catch the surviving vets, the drone (if alive), and some of the techs off guard. The amount of vets will depend on previous events, but all the remainder should be there. The lab is situated in an old automated machine shop which occupies two levels. The top level contains crude living quarters, kitchen, toilet facilities and a crew room. These rooms lead onto a garage area with a few crates of electronics. Access to this level is by a rolling door that leads to a ramp to surface level, and by a solid door next to it that leads up some stairs to the surface. Both are guarded on the inside by the same staff, who are lounging on a couple of old easy chairs. A couple of techs are in the crew room watching TV. Access to the lower level from here is via a freight elevator.
The lower level is mostly machinery that hasn’t worked in decades. Between the large automated machines space has been made for surgical tables, medical and electronic diagnostic equipment, and a rack of servers. Plastic sheeting hangs from stands around the equipment to try to keep things sterile. Access to this level is possible via a maintenance hatch that opens up on the level below. It is small, and the vets haven’t paid it much attention as it is behind a large lathe. Another half a dozen techs are here working on a couple of vets who are hooked up on the tables. If they have had time to gather a good number of vets there may be some lying around hooked up to machines waiting for surgery. If the drone is still around it will be charging, and the remaining named vets will be loitering around watching the techs.
If the Ops attack the lab the vets who are functional will do their best to put up a defence. The techs will try to escape if possible, but will put up no resistance – they aren’t armed and have no combat skill. The vets who are undergoing surgery or waiting will for the most part be out of action, under anaesthetic. The drone will activate at the first sign of action and will try to escape via the top level.
Conclusion
Technically all that is needed to complete the
BPN is to associate the vets with Tek Trex, but if the Ops choose to
simply leave it at that Mr Rissiko will be less than impressed and will
not call on them again for further BPNs. Finding the lab is the main
objective, and Mr Rissiko will be pleased by the discovery even if it
has been evacuated. Hefty bonuses will be awarded for various things:
Drone captured (intact or otherwise) – 200c
Vet captured – 100c
Lab captured with equipment – 250c
Tech captured – 50c
NPCs
Generic vet
Restored power and basic repairs to restore
functionality. Not much in the way of loyalty to Tek Trex.
Hits: 16
Phases: 1, 3, 5
PV: 3
Skills: Pistol-6, rifle-8, melee-7, auto-6
Equipment: 10mm pistol and DN shotgun, or 10mm
SMG
Cesar Freeman
Ex Operative. Cesar was relatively young and
had most of his implants still serviceable, although they had to be
hooked up to a power socket. Mainly they were physical enhancements –
skeletal limb servo upgrades, spinal reinforcement, torso dermal
plating.
Hits: 18
Phases: 1, 3, 5
PV: 5
Skills: Pistol-6, rifle-8, melee-7, auto-8
Equipment: FEN AR
Chester Shad Hess
Ex Operative. Hess was a Kick Murder Op with
concealed vibro blades on all four limbs and memory fibre tendon
bundles.
Hits: 16
Phases: 1, 2, 4, 5
PV: 3
Skills: Pistol-6, melee-10, gymnastics-9
Equipment: 10mm pistol, fist/foot blades (PEN
4, DAM 4, AD 2)
Louis Travis
Ex Operative. Travis, like Cesar, had skeletal
limb servo upgrades and spinal reinforcement. He also had tele-optics
and a data link for them.
Hits: 18
Phases: 1, 3, 5
PV: 3
Skills: Pistol-6, rifle-8, melee-7, Auto-6
Equipment: KPS Mangler
Nickolas Parker
Ex Operative. Parker has some minor memory
fibre tendon bundle replacement, spinal reinforcement, full subdermal
plating, tele-optics and short range motion tracker.
Hits: 20
Phases: 1, 2, 4, 5
PV: 8
Skills: Pistol-6, rifle-8, melee-7, auto-8
Equipment: FEN AR
Rico Walker Pickett
Ex Contract Killer. Once he was known as Blood
Rico and made a fair career for himself, but as with many Killers he
suffered more than the ex-Ops from his multitude of implants. Full
cybernetic replacement limbs, torso dermal plating, spinal
reinforcement, cranial subdermal plating, full thermal and low light
optics, neural stims and retractable fist mounted vibro blades made him
a tough killer. Now they make him blind and quadriplegic.
Hits: 27
Phases: 1, 2, 4, 5
PV: 5
Skills: Pistol-6, rifle-9, melee-8, auto-8
Equipment: FEN AR, fist blades (PEN 4, DAM 6,
AD 2)
Seth Gerry Cohen
Ex Contract Killer. Formerly Heretix, a heavy
fighter of some renown. Cohen has full cybernetic replacement limbs,
full heavy dermal plating, enhanced spinal reinforcement, partial
thermal and low light optics with HUD-link, short range motion tracker,
radio and shock defence. He was huge before his enhancements, now he
looks monstrous. Unfortunately his implants have left him crippled for
years and have been slowly crushing him. Constant pain and despair have
left his sanity in tatters.
Hits: 26
Phases: 1, 2, 4, 5
PV: 10
Skills: Pistol-6, rifle-8, melee-6, auto-8
Equipment: DN AR, +1 to hit from HUD link
Wade Jacobson
Wade Jacobson is an anomaly among anomalies.
The only Dante veteran in Rust Alley, he has an impressive suite of
non-functional enhancements. When he was brought into a Dante field
hospital suffering massive injuries, the already decorated soldier was
restored to fighting fitness with the best cybernetic implants money
could buy. SLA used him as a reluctant publicity figure and he went on
to complete his entire tour with many awards and commendations. Upon
returning to Mort, however, he was abandoned. Needless to say, he
harbours a massive grudge against the company now – unlike the rest of
the vets, he didn’t even choose to get the implants. Complimenting
Jacobson’s feelings about the company is a fine suite of hardware that
has confined him to a cable leash’s distance from Rust Alley. Fully
replaced experimental limbs and eyes, neural enhancement, augmented
hearing, heavy spinal reinforcement and thick subdermal plating on the
head and torso once left him barely able to move and mostly deaf and
blind. Now they make him extremely tough.
Hits: 28
Phases: 1, 2, 3, 4, 5
PV: 12
Skills: Pistol-6, rifle-10, melee-8, auto-10
Equipment: FEN Warmonger, Power Claymore (+4
damage from strength)
Drone
The drone will most probably be mistaken for a
manchine by Operatives, but unlike manchines it is incapable of making
decisions of its own. Generally it will be controlled by a Tek Trex
technician via radio from a safe location, and should it find itself
without connection it will default to a standard program of basic (but
silent) humanoid behaviour. Should it be attacked while disconnected it
will flee to a rendezvous and wait further instructions.
ID: 20
Phases: 1, 2, 4, 5
PV: 3
Skills: Pistol-7, blade 1H-7, auto-8
Equipment: DN SMG, Vibrosabre (+4 DAM from
strength)
Note: While the flesh on the drone may take
normal damage from weapons, the machinery remains mostly unaffected. The
ID listed above will take armour damage from weapons, not normal damage.