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One of the avenues for potential torrenters, the TROJ-WIRE is a long stretch of copper nanofilament wire that extends from the lower arm, with a jack at the end to enable access to various electronics that have a receptacle.
The TROJ-WIRE itself is able to bypass preliminary security systems of the electronics it is jacked into, however more advanced systems are unable to be bypassed.
Experienced Torrenters have been known to use the long cable of the TROJ-WIRE both as a weapon, in the form of a whip, and to breach electronics from a distance, although both are hard skills to master.
[+] Can be superheated with purchase of the “Tempered” Melee Overlock in the RELISTORE.
[+] Can be electrified with purchase of the “Voltized” Melee Overlock in the RELISTORE.
[-] Adds 3% to the chrome limit per arm.
[-] Requires a lower arm prosthetic and DEEPDIVE neural port.
[-] Extreme overuse (6+ times for several days) will cause early onset Overchrome.
Another avenue for potential torrenters, the PPD is roughly equivalent to a PDA, except melded into your forearm. It is quite bulky in construction and protrudes quite heavily, as it is mounted with several additional pieces of hardware to enable porting activities.
The PPD has an effective range of 25 feet, although its remote signal is unable to penetrate walls thicker than an inch, or composed of metallic materials.
Within its effective range, the PPD is able to remotely connect and breach preliminary security measures of various electronics, although it takes significantly longer than the direct connection of the TROJ-WIRE.
[-] Adds 5% to the chrome limit.
[-] Requires a lower arm prosthetic.
[-] Takes a period of time to actually access electronics, and cannot penetrate thick walls.
[-] Very fragile; requires an upright antenna to wirelessly communicate, which is prone to damage.
Simple is as simple does. The “Slab Splatterer”, or simply just “Splatterer”, is so simple that it’s something a child could make if they had the brains.
Templated from an incredibly roughly copied blueprint from a Northeastern Union Security committee conference, the GL-203x is a break-action “grenade launcher”; if you can even call it that. With some describing it as: “more like a mortar” with its horrible accuracy.
It makes use of compressed air from an internally-stored air tank, similar to ones found on the Barracuda or Angler’s Special. Because of the size of the augment, and to keep its cost low, it carves off the forearm of the user; implanting a metallic tube-shaped launcher on the stub. And an additional metal hook is implanted along the tube of the launcher, so as to not lose full use of the limb.
When firing, the air tank rapidly releases pressure out onto the loaded object; propelling it forwards. Rather unfortunately though, its lack of chemical ignition, means the user must manually prime any explosive that they intend on firing from the launcher. Because of this, if the projectile gets stuck in any way, or fails to launch, it catastrophically malfunctions and explodes in the tube—destroying the augment entirely.
[-] Adds 4% to the chrome limit per arm.
[-] Incredibly inaccurate.
[-] Replaces the entire lower arm with a break-action, single shot “grenade launcher” (operates more like a can launcher), similar to the underbarrel M203 or Cloudburster.
[-] If misfiring when utilizing an explosive payload, the item will jam, (<3 roll) and becomes inoperable for the rest of the fight.
[-] If the augment misfires with an explosive payload, then there is a very high likelihood (<6 roll after misfiring) the user will start to hemorrhage around the impacted areas (arm and lower torso), followed by a potential possibility of blacking out from combined blood loss and shock.
A jailbroken Pacific security augment, the KAPTAN is the epitome of “fuck around and find out.” Meaning that any ne’er-do-well to fuck around in the Pacific where a security contractor employed these, would find out.
The KAPTAN works by employing a number of custom superconductors in the knuckles, powered by a LiFePO battery in the wrist. It is activated by a programmable hand motion (such as snapping your fingers), which then activates the superconductors; leading them to be constantly active until deactivated by that same hand motion.
[-] The implant is literally crackling with electricity while active. It's very easy to backfire or friendly fire someone as a result (roll difference of 5 (eg. 5 to 10), which stuns the user for one turn.
[-] If the arm is splashed in water for whatever reason, backfire chance multiplies tenfold (must roll 18 or higher to not backfire while active).
[-] Attempting to cycle the KAPTAN with a used up battery can power it with a high enough roll (15+), but the user becomes the battery. Usage of the KAPTAN in this manner will make the user continuously more faint, resulting in a blackout by the third charge, regardless of success or failure.
[+] Standard charge (3 seconds) generates a stun effect on the victim (one turn).
[-] Adds 5% to the chrome limit per arm.
[-] Requires a lower arm prosthetic.
[-] Synthskin will become charred around the discharge point (the hand) after constant use.
[-] Relies on a battery within the arm carrying fifteen charges/ Normal stuns will cost only one charge; a ranged blast will cost two charges.
The Racketeer anti-infantry rifle is jailbroken and reverse-engineered from blueprints pirated from RELISTAR Industries, eventually debuting on the isle via the Chromeskulls.
It is chambered in the 7.62x51mm NATO round, and is fielded against the RELISTAR and Manus Carne forces; meant for purely reconnaissance or assassination, as its low ammunition store is not fit for taking on high numbers of combatants.
Furthermore, it’s equipped with in-house stabilization gyros, allowing it to be easily wielded without the hassle of setting up a sniper’s post.
[+] Automatically stabilizes itself upon deployment.
[-] Adds 5% to the chrome limit per arm.
[-] Requires a full arm prosthetic.
[-] Easy to deploy, but topheavy; making it difficult to swing around.
[-] Limited ammo capacity. You can only fit five rounds in at a time - try anything more, and you exponentially increase the risk of a jam or blow up.
[-] Prone to misfiring as most Chromeskull firearms are (roll <3 to misfire, and blow out the barrel).
7.62x51mm: 5 (+1) RNDS.