PROGRAMMING 101: KA-BOOM!!
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Fire Support |
CLASS: Anti-Program |
COST: 1,120eb |
STRENGTH: 3 |
MU: 4 |
PROGRAMMING: 168 |
DIFFICULTY: 28 |
FUNCTION(S): Anti-Program |
OPTION(S): Superrealistic ICON |
ICON: A battery of three 240mm howitzers |
DATA: In a bind? That Anti-Personnel program about to flatline you? Not to worry, just call in some fire support. Go ahead. The other ‘runners are doin’ it. So should you! This program enters the main processing module of the target and enters error statements into the routine. |
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Sniper |
CLASS: Compiler |
COST: 1,400eb |
STRENGTH: 6 |
MU: 5 |
PROGRAMMING: 210 |
DIFFICULTY: 35 |
FUNCTION(S): Compiler [Demon] |
OPTION(S): Movement Ability, Recognition, Invisibility, Superrealistic ICON |
ICON: A huge, powerfully built, caucasian male. He is dressed in a gully suit with a forest camouflage pattern. He is armed with a United States Marine Corps M40 Sniping Rifle. |
DATA: You’ve seen it here first as a customer and not as a target, the first compiler in the Soldier Series! It carries four programs as well as being able to move indepently, recognize the difference between a netrunner and a program, and it’s invisible. |
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Sniper Routine |
COST: 3,150eb |
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PROGRAMMING: 195 |
DIFFICULTY: 32.5 |
FUNCTION(S): Evasion, Stealth, Anti-Program, Anti-Personnel |
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Sapper |
CLASS: Intrusion |
COST: 250eb |
STRENGTH: 2 |
MU: 3 |
PROGRAMMING: 150 |
DIFFICULTY: 25 |
FUNCTION(S): Intrusion |
OPTION(S): Invisibility, Superrealistic ICON |
ICON: A small, statured person wearing black underwear and carrying several satchel charges under his arms. |
DATA: Sapper uses small electrical pulses to breech data walls. The drawvback to this is it sets off a loud electrical “explosion” on the final breech. Within 1d10 rounds, it will alert any defensive program or Sysop to the location of the breech. The attack does 1d10 points of damage to the data wall’s strength. |
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Dynamite |
CLASS: Intrusion |
COST: 240eb |
STRENGTH: 4 |
MU 3 |
PROGRAMMING: 144 |
DIFFICULTY: 24 |
FUNCTION(S): Intrusion |
OPTION(S): Superrealistic ICON |
ICON: Six sticks of dynamite tied together with wires (red, blue, green, and yellow) and attached to a stopwatch. |
DATA: Dynamite is a stronger version of Sapper. It bombards the data wall with a stronger electrical pulse. The attack will do 2d6 points of damage to the wall’s stength. It is very noisy and will alert any defensive program or Sysop within ten spaces. |
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C-4 |
CLASS: Intrusion |
COST: 270eb |
STRENGTH: 7 |
MU: 4 |
PROGRAMMING: 162 |
DIFFICULTY: 27 |
FUNCTION(S): Intrusion |
OPTION(S): Superrealistic ICON |
ICON: A ball of pink clay with a digital timer imbedded in it. |
DATA: As modern technology keeps up in the real world, so must it keep up in the matrix. Here is another installment in my Explosive series of intrusion software to add to your arsenal. This “explosive” bombards the data wall with an even stronger pulse of raw electrical power. It will do 3d6 points of damage to the data wall’s strength. Although it is not as loud its predecessors, it will automatically alert any defensive program or sysop within seven spaces after 1d10/2 rounds. |
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Sapper |
CLASS: Intrusion |
COST: 420eb |
STENGTH: 4 |
MU: 7 |
PROGRAMMING: 252 |
DIFFICULTY: 41 |
FUNCTION(S): Intrusion |
OPTION(S): Movement Ability, Recognition, Invisibility, Memory, Endurance, Superrealistic ICON |
DATA: For those who prefer the silent approach to entering a data fortress, Deadlock Enterprises proudly introduces the first program of the Recon Series. This program is designed to emulate part of the architecture of the structure, slip in, and reconnaissance the contents contained within. It can recognize the difference bwtween a program’s signal and one belonging to a netrunner. It will remember anything it comes across, it’s invisible, and best of all, it doesn’t stop until it returns to you or it gets deleted by the opposition. |
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