WarWired Kids

   When the Mandate recovered the Kragga’s “recruits”, they’d already been augmented with the Warwiring Nanites – and a fair percentage of them opted to keep the package. Warwiring is pretty much at the limits of a technological augmentation package – hence their statistics make a pretty good guide to what you can expect to see in any fully-developed super-soldier program or advanced alien military force. Still, the kids, even if they were carefully selected from the best and most combative kids earth had to offer, were still just kids.  As fully-trained and experienced adults they’d have another 76 points to spend – their full base of 100 – on a few slightly-higher attributes, more skills, perhaps a bit of physical training or a few perks, and possibly a bigger chunk of their equipment multipower pool.

   Secondarily, their equipment package is actually fairly conventional. It’s a bit lighter and more compact than the earthly equivalents, but earth military gear has much the same game statistics. Going Ultratech is expensive – and that’s not really what you want when you’re collecting disposable light infantry for use in deniable operations.

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Value Characteristic Points
8/33 STR -2
14/24 DEX 12
10/23 CON 0
10 BODY 0
13 INT 3
8 EGO -4
15 PRE 5
10 COM 0
5 PD -2
5 ED 0
3/5 SPD -4
12 REC 0
36 END -5
39 STUN 0
  Total 3

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Points Powers END
0 War-Wiring Package; The “War-Wiring” Package is the symbiotic result of infusion with with quasi-living alien nanites. As such, it counts as the single power package for which normal humans are eligible. It has a net cost of 90 points – the upper limit for a power package – but carries sufficient disadvantages to pay for itself.  
     
(0) Elemental Control: Computer Augmentation (2-pt reserve); Cybrenetic Powers Only (-.5), Visible (Easily detected by energy sensors, etc (-.25), User’s mind can be “hacked” (albeit with difficulty) and is subject to loyalty programming (-1), User must obey duly authorized Kragga commands (-.25), Always On (-.5) and so Side Effects Cannot be Avoided (-.5).  
a-4 Basic Computer Functions  
(1) Absolute Time Sense  
(1) Inertial Locator/Bump of Direction  
(1) Lightning Calculator  
(2) Eidetic Memory; Always On (Memory is either perfect or utterly gone): -½  
b-1 Radio Listen and Transmit; Invisible (Scrambled: Detectable, but untranslatable.): One Sense Group, +½  
c-1 Infrared Vision  
d-1 Telescopic Vision (Sight, +4 to PER)  
e-1 Flash Defense (Sight, 5 pts)  
f-1 Flash Defense (Hearing, 5 pts)  
g-1 Detect Health of User (+1 to PER); Time Required: Instant, +2; Range: Touch, +0; The system automatically monitors the user’s health and reports it – along with various other bits of information – back to whoever’s in command.  
h-1 Enhanced Perception (all) (+2 to PER)  
i-1 Detect Environmental Hazards (+1 to PER); Time Required: Instant, +2; Range: Touch, +0; Detects Chemical Weapons, High Radiation, Etc.  
j-1 GPS/Heads-Up Map Display: Navigation 13-
k-1 Tactical Computer: Tactics 13-
l-6 +3 level w/All Combat  
m-5 2d6 Aid: Programs/Databases (Fade/day, Max. 30); Range: 0; Affects: Single Power of Special Effect, +¼; Extra Time: 5 min., -2; Activation: 11-, -1; Must have program available to load: -2; This allows the user to load maps (area knowledge), mission information, and so on. The “Aid” is normally applied directly to the user: a common skill package is listed under “Skills”. 2
     
65 Cybernetic Enhancements; Champions Limitation: -2¼; Visible (Easily detected by energy sensors, etc (-.25), User’s systems can be “hacked”, albeit with difficulty (-.5), User generally regarded as a dangerous cyborg commando by most races, as property by the Kragga (-.25), User must obey dully authorized Kragga commands (-.25), Always On (-.5) and so Side Effects Cannot be Avoided (-.5). things.  
(9) +10 DEX; Champions Limitation: -2¼  
(6) +2 SPD; Champions Limitation: -2¼  
(5) +8 CON; Champions Limitation: -2¼  
(5) +10 STR; Reduced END: Zero, +½; Champions Limitation: -2¼ 0
(9) Armor (8 PD/8 ED); Hardened: ×1, ¼; Champions Limitation: -2¼  
(7) Life Support (total); Champions Limitation: -2¼; This provides resistances only: the user will still age, can still become ill, etc. Reduce the effects of aging, relevant NND attacks and such by two-thirds.  
(5) Regeneration (1 BODY/5 min.); Regenerate: Lost Limbs and Organs, +10; Champions Limitation: -2¼  
(6) Running (+6″, 18″, NC: 36″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 22; Reduced END: Zero, +½; Champions Limitation: -2¼ 0
(4) Mental Defense (14 pts); Add to Total; Champions Limitation: -2¼  
(2) Power Defense (5 pts); Champions Limitation: -2¼  
(1) Lack of Weakness (-5 to Roll); Only against technological or simple physical attacks: -1; Champions Limitation: -2¼  
(6) Hand-to-Hand Attack (4d6, Total 10½d6); Range: 0; Reduced END: Zero, +½; Champions Limitation: -2¼ 0
     
6 2d6 60-Point Available Equipment Allowance Aid (Fade/week, Max. 60); Range: 0; Affects: Single Power of Special Effect, +¼; Extra Time: 1 hour, -2½; Only activates in armories, labs, or between outings: -1½; Personal Only: -1; Difficult to Dispel: ×2, +¼; Increased END: ×10, -4; Only to GM-specified items: -2; Actual point total of equipment available limited by GM decision.: -2; Must actually locate gear, availability is not automatic.: -2; This allows a character to haul along 60 CP worth of customized gear. 30
     
15 Equipment Multipower Base  
     
75 Usual Equipment:; The equipment the youngsters were issued looks a bit odd, and is somewhat lighter than the earthly versions of similar gear – but even aliens are subject to the laws of economics. Ultratech is expensive, and thus light infantry gets issued conventional gear. Specific missions might call for special equipment of course.  
(2) Power Armor Elemental Control (5-pt reserve); All abilities -.5 OIF (Power Armor), -1 (Conventional Technology Only), -.25 (Visible: power armor is pretty obvious).  
a-12 Armor (12 PD/12 ED); Hardened: ×1, ¼; Always On: -½  
b-4 Life Support Systems  
(1) Life Support: High Pressure/Vacuum  
(1) Life Support: High Radiation  
(4) Need Not Breathe  
(1) Life Support: Intense Heat/Cold  
c-4 Running (+6″, 18″, NC: 36″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 22; Reduced END: Half, +¼ 1
d-2 Superleap (+10″, 17″, NC: 34″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 37 2
e-6 +15 STR; Reduced END: Zero, +½ 0
f-2 +5 CON  
     
(30) Equipment Multipower (75-pt reserve); Conventional Technology Only (-1), Variable limitations (various OAF, -.5).  
     
u-1 1d6+1 Assault Rifle: Killing Attack (RKA); Range: 200; Autofire: 5 shots, ½; Charges: 32, +½; Clips: 4 0
u-1 2d6 First Aid Kit: Aid to all damaged powers and attributes (Fade/turn, Max. 12); Range: 0; Affects: All Powers of Special Effect, +2; Restore Only Lost Characteristics and Powers: -½; Charges: 12, -¼ 0
u-1 2d6 Combat Knife: Killing Attack (HTH) (Total 4d6); Range: 0 3
     
  Multigrenade Launcher  
u-1 Smoke Grenades: Darkness (Normal Sight, 1″ radius); Range: 135; Area Effect (Radius): 8″ radius, +1; Increased Area: ×8, +¾; Charges: 6, +0; Continuing Charges: 1 Minute, -3 lev 0
u-1 3d6 Tangler Grenades: Entangle (DEF 3); Range: 225; Charges: +8, -½; Area Effect (One-hex): 1 hex(es), +½ 0
u-1 6d6 Concussion Grenade Stun-Only Energy Blast; Range: 225; Versus: PD; Explosion (Extended Area +0″/DC): +½; OAF: -1; Charges: +12, -¼ 0
u-1 2d6 Fragmentation Grenades: Killing Attack (RKA); Range: 225; Explosion (Extended Area +0″/DC): +½; Charges: 8, -½; OAF: -1 0
u-1 6d6 Incendiary Grenade: Energy Blast (Fire); Range: 225; Versus: ED; Explosion (Extended Area +0″/DC): +½; OAF: -1; Charges: +8, -½ 0
     
  Heavy Weapons  
u-1 4d6 Micro-Missile Launcher: Killing Attack (RKA); Range: 300; OAF: -1; Charges: 8, -½ 0
u-2 15d6 Assault Cannon: Energy Blast; Range: 375; Versus: PD; Focus: Obvious Accessible, -1; Extra Time: full phase, -½; Charges: 6, -¼; Clips: 4 0
u-2 2d6 Laser Sniping Rifle: Killing Attack (RKA); Range: 3000; OAF: -1; Armor Piercing: 1, +½; Increased Maximum Range: ×25, +½; No Range Penalty: +½; Charges: +6, +0; Clips: 8; Extra Time: full phase, -½ 0
21 Total Powers  

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Points Skills, Talents, Perks Roll
30 Commonly Programmed Skills  
(3) Acrobatics 14-
(3) Area Knowledge (Mission Area) 12-
(3) Climbing 14-
(3) Combat Driving 14-
(3) Combat Piloting 14-
(3) Demolitions 11-
(3) Paramedic 12-
(3) Security Systems 12-
(3) Stealth 14-
(3) Survival 11-
0 Total Skills, Talents, Perks  

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0+ Disadvantages
180 Package Disadvantages
; The first group are the side effects of having the system installed. The second group actually pay for the package.
(15) Mind can be “hacked”, like any other computer system. (Infrequently, Fully)
(15) Subject to loyalty programming (Frequently, Greatly)
(15) Body can be “hacked” or manipulated electronically (Infrequently, Fully)
(15) Generally regarded as a dangerous cyborg commando (Common, Strong); Situation: Common, +10; Intensity: Strong, +5
(10) Seen as property by the Kragga (Uncommon, Strong); Situation: Uncommon, +5; Intensity: Strong, +5
(10) Distinctive Features: Energy Signature, Nanite Augmentations, Weird Medical Results, Etc; Concealability: Concealable, 10; Reaction: Noticed and Recognizable, +0
(10) Needs occasional bouts of programming maintenance to operate at full power. (Uncommon, Strong); Situation: Uncommon, +5; Intensity: Strong, +5
   
(20) Always Obeys Orders of Superiors (Very Common, Strong)
(20) Vulnerability: Electrical Attacks (1½× STUN and BODY); Attack: Common, +10
(10) Vulnerability: Magnetic Attacks (1½× STUN and BODY); Attack: Uncommon, +5
(15) Evaluates EVERYTHING as a combat situation (Very Common, Moderate)
(10) Basic abilities and limits can be easily determined with a little research (Common, Moderate); Situation: Common, +10; Intensity: Moderate, +0
(15) Hunted: Opponents of current commanders (8-); Capabilities: More Powerful, 15; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
   
  Personal Disadvantages
10 Watched (Parents, Government, Aliens, Etc) (11-); Capabilities: More Powerful, 15; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Only Watching: ×½; Punishment: Harsh, 0
20 Adolescent: Overenthusiastic, Inexperienced, Easily Led, Tries too hard to impress the opposite sex, etc. (Very Common, Strong)
15 Overconfidence (Very Common, Moderate)
5 Poor
50 Total Disadvantages

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COSTS: Char.   Powers   Total Total   Disadv.   Base
  3 + 21 = 24 50 = 50 + 0

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OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
8 8 3 14 25/20 25/20 3, 5, 8, 10, 12

 

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