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Like the derelict, dissident souls of most plexes the Void is seemingly everywhere, though most see only those few aspects of it that relate to their own perspectives of the moment. A perpetually flowing world of surreal incandescence and fluctuating bits of light and data that ebb and flow in a ceaseless, orchestrated dance. An other dimensional backdrop to the waking world, that is utilized by most to such a degree that it’s taken for granted almost as much as air. Relatively invisible the Void is virtually omnipotent when it comes to affecting people’s day to day lives. To most, this consensual illusion is a simple expedience, a means to an end in whatever pursuit of the moment busies them. To a select few the Void is a lawless Wild West, where anything is possible with enough gear, skill and luck These select few are the digitized gunslingers and virtual gladiators of the Void, data-pirates and guardians of the proverbial well of all knowledge. One and all, they risk their neurons and the lives as they ride the rushing avalanche of information through a scintillating world of blistering light and nanosecond swift danger that flat-lines the uninitiated out of hand. |
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| Cyberjacks, micro-memory, a host of useful cybernetic devices and of course the state of the art cyberdecks that act as both armament and armor grant these neuromancers the means by which they skirt the edge of destruction at incalculable speeds in pursuit of the prize of the moment, while their meat bodies sit in a near comatose torpor. Below is the data that allows the Void outlaws and authorities to flourish and survive. Jack in, you might see something you like. | |
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EdgeTech Quickjump |
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| CyberjackS - Far from common in their usage, these specialized pieces of ware are most often used by corporate wageslaves who purchase the lower end cyberjacks in an attempt to gain an edge over those interfacing intra-corporate systems via more basic com or holographic based jacks. The faint of heart or rightfully paranoid will avoid cyberjacks altogether, as there use subjects one to the risk of being ghost-hacked. A cyberjack allows its user to function and manipulate things within the Void to a far greater degree and infinitely faster than any other form of interface. While it is readily possible to interface with the matrix utilizing only a cyberjack, hackers, data-pirates and even legitimate users will almost always utilize a cyberdeck or much slower interface option to limit their exposure to the risks that go hand in hand with utilizing direct neural interfaces. | ||||
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Cyberdecks - In essence a cyberdeck is a concrete yet gossamer thin veil between the user of a cyberjack and the quicksilver realm of the Void. This potent barrier between the searing conduits of continuously flowing data and the user's own brain both augments the user's abilities and experience, and gives them a greater degree of protection from other other users, virals, programs and deadly ICE. A cyberdeck is a very specialized expert micro computer, that is easily on par with the mainframes that the worlds' corporations, megacorporations and governments utilize to see to their complex minute to minute functionality. Everyone and thing, utilizing the Void takes on a form of some sort. For those using any non direct neural interface, the Void runs along the line of a personal interactive holographic projection. Due to the relative weakness of their link in comparison to neural connections, both the potential danger and their own speed and functionality is drastically limited by comparison. Alternatively, neural interfacing subject's one to the risk of having their very minds hacked, whether being rendered a drooling vegetable or being locked into a perpetual grand mal seizure, they are at far greater risk than those who use lesser methods. The counterbalance to this, is that this tenuous link allows the user to interface and interact with the Void at speeds and to such an extent that defy easy comprehension by the layman Void user. |
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ADD-ONS |
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Type |
Function |
Cost |
INDEX |
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Neuro-Flash Assist |
RB UDR HG |
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1: 1d2 (1) - - | 1:45000 | 20 | ||
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2: 1d2+1 (2) -1 1 |
2:90000 | 22 | ||
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3: 1d4+2 (3) -2 2 | 3:160000 | 24 | ||
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4: 2d4+3 (4) -3 3 | 4:320000 | 28 | ||
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5: 3d4+4 (6) -4 4 | 5:500000 | 30 | ||
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6: 4d4+5 (8) -5 5 | 6:800000 | 32 | ||
| The RB modifiers represent reflex or initiative adjustments granted to the user, while the number in () represents the effective increase in the user's Intuition with regard to matrix related combat or actions only. Likewise Neuro-Flash Assists beyond level 1 grant the hacker UDR that adds its value to both IDR and DR. Optical decks can only benefit from Neuro-Flash Assists up to level 2, while Parallel and Molecular systems can utilize up to level 4 and Quantum decks can utilize the whole gambit. | ||||
| Note: Neuro-Flash Assist does not allow a deck or system to overcome the integral disparity between architectural types. As would be the case if no neuro-flash was present, a lvl3 optical deck with neuro-flash assist lvl2 has no RB against a lvl1 parallel deck that has no neuro-flash assist whatsoever. | ||||
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Abbreviation Key: (RB - Reflex Bonus) (UDR - Universal Damage Reduction) (IDR - Iconic Damage Reduction) (DR - Damage Reduction) (HG - Heat Generation) |
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Nano-Coolant Plug-In Modules |
HDF Duration |
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1: 2 6/Hours | 1:2000 | 16 | ||
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2: 4 6/Hours |
2:4000 | 18 | ||
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3: 6 6/Hours | 3:6000 | 20 | ||
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4: 8 6/Hours | 4:8000 | 20 | ||
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5: 10 6/Hours | 5:10000 | 22 | ||
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6: 12 6/Hours | 6:12000 | 22 | ||
| Nano-Coolant Plug-In Modules are tailor-made for use with cyberdecks and provide a great amount of stability albeit temporarily, to those decks that tend to run with a higher Heat Factor than their integrated cooling systems can cope with. | ||||
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Abbreviation Key: (HDF - Heat Dissipation Factor) |
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Nano-Coolant Regeneration Module |
Regeneration-Rate |
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1: 1 Module/Per Hour | 1:2000 | 16 | ||
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2: 2 Modules/Per Hour |
2:4000 | 18 | ||
| This costly piece of black-market tech can plug-in to only the type of Nano-Coolant Plug-In Module it was made to regenerate and gradually begins re-filling the module after it has been depleted. Nano-Coolant Plug-In Modules that are not connected with this device within 5 minutes of depletion, lose the residual signature that allows the Regeneration Module to identify and thus regenerate those nanites, making it nothing more than a useless plug-in for any deck. | ||||
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Nanite Liquid Nitrogen Cooling System |
HDF Duration |
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1: 2 Constant | 1:3000 | 16 | ||
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2: 3 Constant |
2:6000 | 18 | ||
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3: 4 Constant | 3:9000 | 20 | ||
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4: 5 Constant | 4:12000 | 20 | ||
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5: 6 Constant | 5:15000 | 22 | ||
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6: 7 Constant | 6:18000 | 22 | ||
| Nanite Nitrogen-Cooling Systems are nano-orchestrated throughout all of the various heat generating systems located within a deck. The HDF directly counter-affects a decks HF. This process is done after the deck is complete and if the deck is later augmented by any additional ware that generates heat, the process must be done anew. In rare instances if the deck suffers abuse, the nano-interlacing can be broken and the liquid nitrogen will coat the system and destroy it. Invest in impact casing if you use this system. This technique is not compatible with Dual Nano-Sheathing. | ||||
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Abbreviation Key: (HDF - Heat Dissipation Factor) |
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Dual Nano-Sheathing |
HDF Duration |
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1: 3 Constant | 1:24000 | 16 | ||
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2: 5 Constant |
2:36000 | 18 | ||
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3: 7 Constant | 3:48000 | 20 | ||
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4: 9 Constant | 4:60000 | 20 | ||
| Dual Nano-Sheathing utilizes nanites in coating every facet of the deck's interior and exterior system (Not the case.) with a near frictionless sheathe of molecules that grant the deck an amazing resilience to heat generation. This technique is not compatible with the Nanite Nitrogen-Cooling System. | ||||
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Abbreviation Key: (HDF - Heat Dissipation Factor) |
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Dikot Immersion |
HDF |
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1: 2 | 1:24000 | 16 | ||
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2: 4 |
2:36000 | 18 | ||
| Dikot Immersion involves coating the deck's interior circuitry and MPU through the use of nanites with a thin sheathe of diamond molecules which dissipate heat at a far greater rate than might be possible otherwise. | ||||
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Abbreviation Key: (HDF - Heat Dissipation Factor) |
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PAI Expert Module |
HSB RB UDR HDF AMMU |
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1: 3 2d4+2 -3 2 8 | 1:24000 | 16 | ||
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2: 5 4d4+4 -6 4 12 |
2:36000 | 18 | ||
| The Pseudo AI module can be used with any cyberdeck, and is required for molecular and quantum cyberdecks. The PAI acts as an extensive expert system and grants impressive benefits though it does require 8 and 12 Q-Bytes of the deck's AMMU respectively. The user's hacking skill and the deck's reflex bonus are increased, the Diffusion Array gains a modifier to its Armor Rating and the PAI acts to maximize the system and degrades the dangers of overheating with an innate HDF, RB enhancement, and UDR that adds its value to both IDR and DR. PAIs are highly illegal for anyone but legitimate corporate or government personnel to have. | ||||
| Note: The PAI expert module does not allow a deck or system to overcome the integral disparity between architectural types. As would be the case if no PAI expert module was present, a lvl3 optical deck with a PAI expert module lvl2 has no RB against a lvl1 parallel deck that has no PAI expert module. | ||||
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Abbreviation Key: (PAI - Pseudo Artificial Intelligence) (HSB - Hacking Skill Bonus) (RB - Reflex Bonus) (UDR - Universal Damage Reduction) (IDR - Iconic Damage Reduction) (DR - Damage Reduction) (HDF - Heat Dissipation Factor) (AMMU - Active Micro-Memory Units) |
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Hitcher Rigs |
- |
300 |
2 |
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| Dikot Immersion involves coating the deck's interior circuitry and MPU through the use of nanites with a thin sheathe of diamond molecules which dissipate heat at a far greater rate than might be possible otherwise. | ||||
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Holo-Orbs |
- |
1200 |
2 |
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| Holo-Orbs are made up of three miniscule strobes that can be readily affixed to the top of a deck or upon most surfaces utilizing Clean-Tac technology. These strobe-nodes utilize intense polarized multi-hued beams to create exacting, detailed, 3-D holographic images of any number of things, but are most often utilized to either display data or even with a small amount of signal slowness for the hacker; the matrix itself! (If used to display the hacker's view of the matrix the hacker suffers a -8 to their RB and 2 memory units of the deck's AMMU are utilized and made unavailable to the hacker for as long as this function continues.) | ||||
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Abbreviation Key: (RB - Reflex Bonus) (AMMU - Active Micro-Memory Units) |
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Laser Projector |
- |
500 |
2 |
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| These miniscule projectors are about the size of the last digit on a pill capsule and are capable of projecting amazingly detailed images upon virtually any flat surface or even smoke if dense enough. As with the holo-orb laser projectors are usually treated with Clean-Tac for easy placement. (If used to display the hacker's view of the matrix the hacker suffers a -6 to their RB and 2 memory units of the deck's AMMU are utilized and made unavailable to the hacker for as long as this function continues.) | ||||
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Abbreviation Key: (RB - Reflex Bonus) (AMMU - Active Micro-Memory Units) |
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LCD-Flat Fold Screens |
- |
500 |
2 |
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| Like the LCD screens of yore, these wafer thin screens are composed of memory plastics that go from the size of a cred-card to up to a 48-inch screen with exceptional visual quality. These are usually used to display data or even to allow others to witness what a hacker sees as they journey through the matrix. (If used to display the hackers view of the matrix the hacker suffers a -4 to their RB and 1 memory unit of the deck's AMMU are utilized and made unavailable to the hacker for as long as this function continues.) | ||||
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Abbreviation Key: (RB - Reflex Bonus) (AMMU - Active Micro-Memory Units) |
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Remote Relay ECM Module |
ECM Rating |
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1: 6 | 1:3000 | 16 | ||
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2: 8 |
2:6000 | 18 | ||
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3: 10 | 3:9000 | 20 | ||
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4: 12 | 4:12000 | 20 | ||
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5: 14 | 5:15000 | 22 | ||
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6: 16 | 6:18000 | 22 | ||
| The Remote Relay ECM Module aids in protecting a device's or group of devices signal from interference or eavesdropping via any electronic information gathering devices that might otherwise jeopardize data-integrity or the continuation of the signal itself. | ||||
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Remote Relay ECCM Module |
ECCM Rating |
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1: 6 | 1:3000 | 16 | ||
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2: 8 |
2:6000 | 18 | ||
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3: 10 | 3:9000 | 20 | ||
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4: 12 | 4:12000 | 20 | ||
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5: 14 | 5:15000 | 22 | ||
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6: 16 | 6:18000 | 22 | ||
| The Remote Relay ECCM Module is used to decipher protected signals, such as those warded by the Remote Relay ECM Module. Without a method to intercept or identify signals, the Remote Relay ECCM Module is essentially worthless. However with such and this module an opposed test allows the user to effectively eavesdrop on the signal in question, though if the data within the signal is encrypted other modules may be required to access it. | ||||
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Abbreviation Key: (ECCM- Electronic Counter Counter Measures) (ECM- Electronic Counter Measures) |
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Signal Scanner Module |
Rating Range |
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1: 12 50-meters | 1:3000 | 16 | ||
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2: 12 100-meters |
2:6000 | 18 | ||
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3: 12 200-meters | 3:9000 | 20 | ||
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4: 14 400-meters | 4:12000 | 20 | ||
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5: 14 800-meters | 5:15000 | 22 | ||
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6: 14 1600-meters | 6:18000 | 22 | ||
| This module allows it's user to potentially discover and intercept signals beaming down or emanating from a given radius. Unless utilized in the location of a signal or broadcast that the user knows about before hand, there is only a 5% chance of randomly happening upon any information of use and even then if the signal is protected via the Remote Data-Relay ECM Module or Encryption Module the subject must likewise possess a Decryption Module and/or Remote Data-Relay ECCM Module with which to oppose the signal protections or the signal and signal information is effectively useless gibberish. | ||||
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Abbreviation Key: (ECM- Electronic Counter Measures) (ECCM- Electronic Counter Counter Measures) |
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Encryption Module |
Encryption Rating |
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1: 4 | 1:3000 | 16 | ||
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2: 6 |
2:6000 | 18 | ||
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3: 8 | 3:9000 | 20 | ||
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4: 10 | 4:12000 | 20 | ||
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5: 12 | 5:15000 | 22 | ||
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6: 14 | 6:18000 | 22 | ||
| The Encryption Module allows a device to encrypt the signal and data-flow that moves to and from the device to the matrix. Almost a prerequisite for anyone conducting any form of business they'd like to keep private in any populated region. | ||||
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Decryption Module |
Encryption Rating |
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1: 4 | 1:3000 | 16 | ||
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2: 6 |
2:6000 | 18 | ||
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3: 8 | 3:9000 | 20 | ||
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4: 10 | 4:12000 | 20 | ||
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5: 12 | 5:15000 | 22 | ||
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6: 14 | 6:18000 | 22 | ||
| Just as the Encryption Module is used in trying to keep your data sacrosanct from decryption if it is filtered out of the ether, so too is the Decryption Module a useful tool for doing just that. With this module a person can attempt to intercept the signal and decipher any encryption for perusal. | ||||
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IFF-Tac System |
TN RB DR |
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1: 6 +4 -2 | 1:3000 | 16 | ||
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2: 8 +6 -4 |
2:6000 | 18 | ||
| The IFF-Tac System has limited uses for a hacker and is a pricey specialist add-on. If a hacker has interfaced with a building's security systems and taken them over they can utilize this dedicated smart-system to keep their teammates appraised of any and all foes and their fellow teammates as long as the systems the hacker has access to allow for such. The TN represents how many teammates can automatically share in this information as it is updated from nanosecond to nanosecond. The RB and DR apply to all those team members who are in the know. Ironically they do not apply to the hacker him/herself unless the hacker is also equipped with a TVAI. | ||||
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Abbreviation Key: (IFF - Identify Friend or Foe) (TN -Team Number) (RB - Reflex Bonus) (DRR - Damage Reduction) (TVAI - Tactical Virtual Artificial Intelligence) |
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Sculpted Reality Inducer |
RB HG QF AMMU |
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1: +1d2+3 - W 2 Mem Units | 1:24000 | 16 | ||
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2: +1d4+4 1 F 4 Mem Units |
2:36000 | 18 | ||
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3: +2d4+5 2 E 8 Mem Units | 3:48000 | 20 | ||
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4: +3d4+6 3 P 10 Mem Units | 4:60000 | 20 | ||
| The Sculpted Reality Inducer is both a blessing and a curse. What the SRI does is impose a preprogrammed world over what the hacker would normally see, allowing him/her to define certain aspects of the matrix, systems, or nodes that might otherwise be misleading by appearance. Thus all Trace ICE could appear as frigid warriors and thus shorten the hacker's response time in identifying or dealing with such and so forth. The SRI grants a RB though likewise the more powerful SRIs create an added HG to the deck. The quality of the sculpted reality is based on the QF and appears as follows W-Weak (2-Dimensional, pixels are visible, vaguely cartoonish in quality.), F-Fair (3-Dimensional but still cartoonish.), E-Excellent (3-Dimensional and exceptionally well-rendered.), P-Perfect (3-Dimensional and apparently as real as real life.). The AMMU represents the Active Micro-Memory Units of the deck that are taken up by the SRI if it is utilized. | ||||
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Abbreviation Key: (SRI - Sculpted Reality Inducer) (RB - Reflex Bonus) (HG - Heat Generation) (QF - Quality Factor) (AMMU - Active Micro-Memory Units) |
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Flash Burn Switch |
- |
3200 |
2 |
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| This handy little modification allows the hacker to flash burn all of his/her storage and active memory at the push of a button. A rare necessity if you don't want to get caught with those incriminating files or programs sitting in your deck. Hope you've got backups. | ||||
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Cranial Cyberdeck |
- |
* All costs are 10 to 20% higher |
2 |
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| Cranial cyberdecks can include almost all of the various primary and additional add-ons that are listed here. The biggest difference being one of cost and potential hazard. With respect to any given primary or add-on facet of a cranial version of a cyberdeck, add 10 to 20% to each item's cost with subsequent surgery and recovery costs as well. The obvious benefit of a cranial cyberdeck over other variants is one of utility and of course the covert nature of an integrated system over an external version. The downside to a cranial cyberdeck is the potential for the deck to become damaged if the hacker suffers a significant head injury, though various other wares as well as different types of armor can aid in the prevention of this sort of thing. | ||||
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Cranial Cyberdeck NRS |
- |
* All costs are 10 to 20% higher |
2 |
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| This option is only utilized by those who have the credit and have opted to go with a cranial cyberdeck rather than the external version. A module filled with tailored nanites see to repairing or correcting cyberdeck damage that would otherwise require surgery in those cases where this system isn't utilized, in order to repair potential deck damage that might be caused by physical damage or as a result of matrix-combat with other hackers, programs or ICE. Each such module is only good for one use before the module must be refilled at half the above listed cost. The duration necessary to properly effect repairs is always 1 to 4 days. | ||||
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Abbreviation Key: (Nanite Repair System) |
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Composite Impact Casing |
DR CSP |
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1: -2 20 | 1:3000 | 16 | ||
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2: -4 40 |
2:6000 | 18 | ||
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3: -6 60 | 3:9000 | 20 | ||
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4: -8 80 | 4:12000 | 20 | ||
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5: -10 100 | 5:15000 | 22 | ||
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6: -12 120 | 6:18000 | 22 | ||
| Various treated ceramics, polymers, and resins go into the creation of a form-fitted protective covering for the cyberdeck. Most of the cases are less than a millimeter in thickness and encapsulate the entire deck. Where ports or openings are required, the case is capable of altering shape to suit function upon purchase of the case. Subsequent changes to the deck require a new case be tailor crafted. These cases are proof against water. Though costly, the cost well outweighs the cost of replacing more expensive decks. Each case has a DR and CSP. If the CSP is depleted the casing has given way and any excess damage is dealt to the deck itself. | ||||
| Abbreviation Key: (DR - Damage Reduction) (CSP - Case Structural Points) | ||||
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EMP Shielding |
EMP Resist Percentage |
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1: 25% | 1:3000 | 16 | ||
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2: 40% |
2:6000 | 18 | ||
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3: 60% | 3:9000 | 20 | ||
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4: 80% | 4:12000 | 20 | ||
| The decks casing is treated with tailored resins that shield the delicate inner circuitry and power source from the telling affects of an electro-magnetic pulse. | ||||
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Microwave Shielding |
Microwave Resist Percentage |
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1: 30% | 1:3000 | 16 | ||
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2: 45% |
2:6000 | 18 | ||
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3: 65% | 3:9000 | 20 | ||
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4: 85% | 4:12000 | 20 | ||
| The decks casing is treated with a special ceramic resin that acts to shield the decks inner circuitry from the destructive affects of microwave radiation. | ||||
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Scan Shielding |
Scan Resist Percentage |
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1: 60% | 1:3000 | 16 | ||
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2: 70% |
2:6000 | 18 | ||
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3: 80% | 3:9000 | 20 | ||
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4: 90% | 4:12000 | 20 | ||
| Treated with specialized polymers and ceramics this process impregnates the decks case with shielding that in most cases prevents scanners from noting that the deck is anything more than a simple computer at most. Because of its nature, cyberdecks are much easier to get past scanners than most forms of cyberware. | ||||
| Bare-bone Cyberdecks & General Laws: Most would-be hackers begin with a cyberdeck that is essentially an amalgamation of components tweaked and put together by the data-pirate that's decided to take the wannabe under their wing and show them what's up. All legitimately purchased cyberdecks have a unique identification sequence hard-coded into their MPU, allowing their activity and use to be monitored and catalogued. For this reason, most Edgers and Lancers consider it their first priority to rid themselves of this unwanted identifier. With the proper skills and knowledge, the individual him or herself can manage this through the use of a micro-tronic toolset, however, if one lacks the necessary tools or knowledge, there are several disreputable souls in the shadowy precincts of the streets (some even Corpse) who can do it, for a fee of course. | |
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Possession of a cyberdeck without the proper licenses carries harsh penalties, if a cyberdeck likewise lacks the identification sequence, these penalties are even more extreme. Failure to provide essential credentials and licenses that allow one to even possess a cyberdeck, and the inability to provide them after a grace period, (usually 3 days, during which the cyberdeck is held by authorities) carries a minimum penalty of 5 years imprisonment, confiscation of all properties and a 5000000 credit fine. If the cyberdeck in question lacks the prescribed serial identification number this penalty grows far worse, carrying a minimum of 10 years imprisonment, confiscation of all properties and a 10000000 credit fine. If the subject is caught in the act of utilizing a cyberdeck in an unlawful manner, even if licensed; the hacker faces a minimum 25 years imprisonment, confiscation of all properties and a 25000000 credit fine. |
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ADD-ONS |
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Type |
Function |
Cost |
INDEX |
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| Effective Rating |
165000 |
22 |
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MPU Optical (1) | ||||
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MDA (3) |
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MDA (3) | ||||
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IFI (3) | ||||
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MSA (3) | ||||
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AMMU (*See e MPU) | ||||
| Like most over the counter decks, the Omni-Tech Optical Cyber System is equipped with middling range primary attributes and the full amount of active memory modules possible in relation to its MPU. Discounted slightly from what its individual components would cost if a similar system were to be built from scratch, the Omni-Tech is the most widely used cyberdeck both by illegal and general private or business related Corpse interests. | ||||
| Effective Rating |
179000 |
24 |
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MPU Optical (2) | ||||
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MDA (3) |
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MDA (3) | ||||
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IFI (3) | ||||
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MSA (3) | ||||
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AMMU (*See e MPU) | ||||
| The Vertigo Optical Cyber System is equipped with middling range primary attributes and the full amount of active memory modules possible by virtue of its MPU. Allowing for greater through-put in both active memory and data-transfer, the Vertigo is both costly and rare in the streets, though it has found a home with most affluent Corpse-types. Likewise the Vertigo is the primary deck used by various matrix security forces. | ||||
| Effective Rating |
194000 |
26 |
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MPU Optical (3) | ||||
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MDA (3) |
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MDA (3) | ||||
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IFI (3) | ||||
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MSA (3) | ||||
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AMMU (*See e MPU) | ||||
| The Mirage is state-of-the-art with respect to optical based cyberdecks and is used by the rarest of Edgers or Lancers, while it is the staple deck for Corpse in charge of high-security data-stores and important linking nodes within the matrix and its various sub-systems. Sleek in both appearance and function, the Mirage is likewise used by upper echelon Corpse types who have developed an affectation for interaction and travel via the matrix. | ||||
| Effective Rating |
245000 |
28 |
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MPU Parallel (1) | ||||
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MDA (3) |
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MDA (3) | ||||
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IFI (3) | ||||
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MSA (3) | ||||
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AMMU (*See e MPU) | ||||
| The Echo cyberdeck, like the Blitzkrieg; is strictly sold through corporate channels and is both costly and exceedingly rare on the Black Market. Still, more than one Echo has found its way into the shadows of the streets and likewise into the hands of a few Lancers of note. By and large the primary users of these impressive parallel-based system are elite Corpse matrix security types and the rarest of data-pirates. | ||||
| Effective Rating |
285000 |
30 |
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MPU Parallel (2) | ||||
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MDA (3) |
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MDA (3) | ||||
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IFI (3) | ||||
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MSA (3) | ||||
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AMMU (*See e MPU) | ||||
| The Blitzkrieg is as fast and devastating as its name would imply. Though there are decks that put even this blisteringly fast cyberdeck to shame, they are so rare as to be all but non-existent. In general only the most elite of the elite have ever even enjoyed the opportunity to use a deck of this speed and computational power. Used by special operatives both within corporate systems and to police or achieve hidden goals and recon within the matrix, the Blitzkrieg tends to make even the most egotistical of hackers pause and whistle in appreciation. | ||||
| Straight Jacking: Jacking into the matrix via direct neural interface without the benefit of a cyberdeck is usually referred to as straight jacking or going in naked and is intrinsically dangerous and avoided by hackers if at all possible. It is however still an option for those equipped with a cyberjack and who find themselves desperate enough to attempt it. Both limiting in functionality and defense, straight jacking utilizes the category of cyberjack and hacker statistics to define their functionality. In most situations this roughly equates to half of what a bottom rung cyberdeck grants a hacker. |