Date: 010510
Time: 2230Z
Connection: Active

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BLACKNET DATABASE

Equipment

New! Improved Laser Cells Developed by Shadow in close concert with Fish Face these improved laser crystals and energy chambers provide a 100 fold improvement in the lasers energy output with no increase in weight. Developed in early 2002.

Black Card ID (Create-a-Card): Standard size credit card that is totally black and polished. Black Ops holding the card use it to create a perfect replica of any card they have seen (to the limits of their memory.) Brain wave scanners in the matrix of the chip access the users neural synapses for data input. Examples are Credit Cards, Bank Cards, ID cards (FBI, CIA, NSA, etc.) Grocery cards, security passes, driver licenses, social security cards, and movie rental cards. Black Ops are issued three. Magnetic swipe can be replicated as long as the Op knows what is to be replicated. So you can think for it to hold $ 5000 on you credit card, but it won't open a swipe card access panel unless you know the code.

Mem-O-Rizer: CD Walkman size device that implants memories. Replaces a trained hypnotist. For every hour of memory that needs to be implanted or re-designed, five hours of programming the machine are needed.

Black Ops Utility Belt:

Cordua/Nylon 3" belt, adjustable from 25" to 52"

  1. Mini-tool kit: Beryllium copper attachments and electric driver. (drills, hexes, screws, sockets (m/s), various)
  2. Mini-Electrical tool kit: stuff
  3. Polywire, hook, carbiner, and T. 1000' and 500# nominal tensile
  4. CBR(chemical, biological, radiation) mask, and goggles
  5. Molecular super glue, duct tape, 20 zip restraints, chalk, razor, stop watch, 2" x 2" polished steel mirror
  6. Mini-televiewer
  7. 28 function Swiss army knife, Leatherman EOD level tool, CQB Extender fighting knife, and garrote wiresaw
  8. Shortrange cigarette lighter scrambled communicator, space pen, paint pen, dye pen, permanent pen, pencil.
  9. Personel Med. Kit, 2 tubes rations, 2 candy bars, pack of gun.
  10. Mini-Maglight with IR, green, and red filters.

Total weight. 7 lbs. No item on the belt is taller than the belt itself, or sticks out from the belt more than 2 inches. Giving the belt a -3 to holdout. All the items take up 75% of the belts lateral area when it is set for 34" circumference.

Stealth Luggage: Elegantly styled armoured luggage with several concealed compartments and ECM gear. It also includes thumb-print locks, and a coded GPS tracker. Available in briefcase (20 lbs, 2 cf), suitcase (100 lbs, 5cf) and steamer trunk models (200 lbs, 10 cf), all have DR 8. The hidden compartments can hide objects up to 1/20 of the capacity with an effective Holdout of 25.

Armor Luggage: Functional designs combine toughness with sleek looks. In sizes ranging from golf club bags and full size luggage; to attache cases and clip boards, all provide DR 30. If small enough they can be used as a shield and provide PD 2 (The clip board provides PD 3.)

Toxins: Self-explanatory.
Insanity: Rearranges portions of the targets neural synapses into a prearranged pattern. Patterns are those of the clynically insane; which gives the target that insanity. There is an antidote.
AH (Anoetic Hystamine): Impedes upper brain functions, reducing the IQ of the injected to 7. Also creates a higly suggestable state. Effectively a liquid hypnotic. There is an antidote.
Tureus X: Degrades nerve synapses over ten hours. Creates a pain like being slowly dipped in acid, coinsides with voluntary muscle control in under three seconds. Slow painful death, reportedly the only way to end it is swallow your tounge before too late. Resist vs. HT at -16. [TL10]
Alexi: Induces mind ripping terror and pain that keeps the subject at the edge of death with out blacking out for up to six hours through over-sensitization of the nerve endings. Then induces cardiac arrest and usually the subject is willing to talk to not endure it again (99%.) Resist vs. HT at -16. [TL10]
Celerity: Speeds up the users perception of time 600 fold, effectively making one second into a ten minutes. Dosages can last from ten minutes to days. Dangerous to use as a combat drug because of the stress it puts on the nervous system and the muscular system because the body is moving so fast. Roll HT-4 every real second or take 1 point of damage. If not used for a Combat Drug it is incredibly relaxing and useful for speed reading/training.
Time Out: A strong neural tranqualizer, acts in under a second. Roll vs. HT-8 to stay conscious. Over three doses cause death, requardless of consciousness.
Penatly Box: Somewhat weaker tranqualizer derived from a very strong depressant. Roll vs. HT-3 to stay conscious. If succeed, at DX-2, which is cumulative with multiple injections. If DX is reduced to zero the target goes unconscious regardless of any rolls.

360 Helmet: Full facemask helmet that projects a 360 degree view of the world in 170 degrees. Chrome of Midnight colored visor ring. CID adaptable or LIH capable (adds three pounds to the latter.)

Communications Pack: A backpack or suitcase which includes a variety of electronics for receiving signals from audio and visual bugs. Includes field strength meters, radio direction finders, and recording devices. Comes with a laser listening device, folding parabolic mike, and a variety of probes, listening devices, keyhole mikes, telephone bugs, tracers, and miniature video cameras. 20 lbs. Suitcase or Backpack.

Modulator: A compact, portable sound studio, acting as a synthesizer, sound mixer and recorder (using standard computer disks). On a successful Electronics Operation (Communications) roll it can record any sound, analyze it, duplicate it, or modify it. It can also synthesize, alter and record speech; on a successful skill roll, it can make a good enough recording to fool a voiceprint lock. A modulator is usually worn on a shoulder strap. 2 lbs.

Parabolic Pen: A parabolic microphone dish which looks just like a fountain pen until activated. A collapsed fan spreads out to form the parabolic dish, and the microphone connects to an inner ear listening device. The dish can be modified by Tech Ops for use in radios, microwave sending and receiving, or other purposes.

Miniature Camera: About the size of a cigarette lighter, this is available in film, and digital media.

Science Kit: A backpack sized kit which includes a variety of sample and collection jars, dissection equipment, a small microscope, chemical test strips, radiation counters, and a bunch of other cool gadgets for analysis and testing of specimens. 20 lbs. Backpack.

MedKit: A backpack sized kit, filled with everything needed for field surgery, and treatment of Op related trauma, including Suspend, Juice, high power antibiotics (to wipe out Batshrooms and Brainsquids), and Hypercoagulin. 20 lbs. Backpack.

Science Bandolier: This has become something of a badge of the Science Dept, sort of like a pocket protector full of pens. The bandolier hangs over the shoulder, holding twenty shotgun rounds, gyrojet rounds or sample vials. A pouch at the bottom is ideal for carrying dissection kits, forceps, larger sample vials, and small scientific equipment. 1 lb. Curious looking.

Geology Hammer: This can actually be a highly effective melee weapon, and will not be looked at with much suspicion in most areas. 2 lbs.

Chemlab: A portable chemistry lab, it allows anyone with Chemistry or Biochemistry skills to analyze complex compounds including wonder drugs, exotic alloys, and alien biochemistry. It can also manufacture simple chemical compounds (e.g. drugs, chemical explosives) in small quantities. 14 lbs. Backpack or suitcase.

Hellkitchen: A suitcase lab containing all the equipment necessary to transform an ordinary kitchen into a biowarfare laboratory. Includes a miniaturized gene machine, cell cultures, and genetic engineering computer software. It can modify existing disease cultures so that they are resistant to antibiotics or create special target seeking viruses. It can also create countermeasures to such plagues, or create additional doses of an existing disease. The Hellkitchen is so compact because it lacks safety features. 40 lbs.

Brainscanner (Psychoactive Electro EncephaloGraph - PEEG): A sophisticated dedicated computer and electrodes which fits in a briefcase sized case. The brainscanner can connect brain activity with specific emotions or types of thought, revealing the emotional or physical reactions a subject is currently feeling, whether the subject is consciously or subconsciously using psi powers, or is being affected by psi powers. A skilled operator can detect conditions such as Brainsucker possession, Brainsquids, tumors, or other unusual circumstances. A reading takes about four hours. 4 lbs. Briefcase sized case. Easily disguised.

Hazmat Suits: Permanent versions of SecureSkin, these suits are fully sealed, black poly-vinyl with a layer of Monocrys. They are highly resistant to tearing, and are insulated (useful if firing Proton packs in water). The hood includes an armoured visor, and an internal oxygen supply for four hours. Some suits have environmental controls (cooling and heating), but these are notoriously touchy. The suits also include a mount for a shoulder light, plenty of external pockets, and harness attachments.

Screamer: A box about the size of a hardcover textbook, when activated it warbles with a variety of ultrasonic frequencies. This is very annoying to humans, may repel insects and small animals, and can stun a Sewer Fluke. The batteries will power it for about 5 minutes of continuous warbling. 3 lbs. Bulky and obvious.


Cybernetics

Cybernetics are available to black ops at cost. Characters start with a budget for $200,000 after that cybernetics are bought using Company salary only. All TL8 Cyber-ware is available. Some is in the prototype phase. Neural Interfaces and Wired Reflexes are available as is limited TL9 warez.

New Cyberware:
Augmented Strength: Halves cost of raising ST attribute. Maximum bonus is ((TL / 2) x 10) + 5 Characters can buy points for 5000 $ / pt. Freezes natural strength.

Wired Reflexes: DX attribute is two fifths cost (2/5). Maximum bonus is (TL - 5) x 4 Characters can buy points for 10,000 $ / pt. Freezes natural dexterity. Effects all skills and derived values.

Smart-Gun Link: Implanted subdermaly into the palm of the agent it gives him tremendous control over his weapon. Provides ammo saving (1/2 of rounds that would miss, aren't fired), increased accuracy on aimed shots (+2 on aimed), better control (1/2 to SS), instantaneous ejection of magazine, and changing of fire modes. Point of aim is displayed as an icon on either linked glasses, implant contacts, or on eye HUD display. $5k per hand
Smart-Gun Device: After-market add on to all weapons. A control patch on the grip that looks like a Hogue Grip. Also a unit that mounts under the barrel roughly the size of a pack of cigarettes, containing the laser aiming unit, IR light/normal light, and sensors. A control unit mounts on the top rail of the run, looking like two cigars and roughly that size. The whole unit adds .5 lbs. to the gun weight and is conspicuous. $5k


Salary

Black Ops receive a stipend of $45,000 per year; plus $1,000 per Rank squared per year; plus $2000 per year of active duty. Paid monthly. The rest is up to the individual Black Op to provide for him/herself using their skillful improvisation. Housing is on their own, base rooms are provided only for cadets.


Armory

TL 8 AGENT ARMOR
WeightBodyVitalsHeadArmsLegsTL
Combat Infantry Dress (CID) Numerous features.
MediumPD4 DR40 (25#)PD4 DR 40PD4 DR40PD2 DR12(10#)8
Combat Infantry Dress Helmet Full of electronics, HUD, etc.
MediumPD4 DR18 (10#)
Clamshell Cuirass (like a football shoulder-pad set)
LightPD4 DR20 (7#)PD4 DR208
MedPD6 DR30 (12#)PD6 DR308
HeavyPD6 DR45 (18#)PD6 DR458
Monocrys Vests(torso&vitals only)/Suits (whole body)
Light 3#/7#PD2 DR8 PD2 DR8PD2 DR8PD2 DR88
Med 5#/12#PD2 DR16 PD2 DR16PD2 DR16PD2 DR168
Heavy 7#/16#PD2 DR24 PD2 DR24PD2 DR24PD2 DR248
Light Infantry Helmet Open and bare, no electronics
LightPD4 DR15 (1.5#)
Open Body Armor (unsealed and without extra systems)
Light (LBA)PD4 DR20 (20#)PD4 DR20PD4 DR15PD2 DR12PD2 DR128
Med (MBA)PD6 DR30 (30#)PD6 DR30PD4 DR18PD4 DR20PD4 DR208
Heavy (HBA)PD6 DR45 (45#)PD6 DR45PD5 DR25PD4 DR30PD4 DR308
Combat Armor (Sealed and suitable as space suits)
Light (LCA)PD4 DR20 (20#)PD4 DR20PD4 DR15PD2 DR12PD2 DR128
Med (MCA)PD6 DR30 (30#)PD6 DR30PD4 DR18PD4 DR20PD4 DR208
Heavy (HCA)PD6 DR45 (45#)PD6 DR45PD5 DR25PD4 DR30PD4 DR308
Kevlar Vests
Level IIAPD2 DR4 (3#)PD2 DR47
Level IIPD2 DR6 (4#)PD2 DR67
Level IIIAPD2 DR10 (8#)PD2 DR107
Level IIIPD2 DR12 (12#)PD2 DR127
Military 'Ranger' VestPD2 DR25 (18#)PD2 DR257
EOD SuitPD3 DR30 (35#)DR30DR20 /face DR10DR10DR107
Ceramic Inserts to be put in monocrys vests
F & B MedPD+0 DR24 (16#)DR248
F & B HeavyPD+0 DR36 (16#)DR368

Check out these Guns.


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