Stun 6,000eb
Class: Anti-Personnel
Strength: 3
MU: 3
Stun sends an overpowering bolt of energy into the
target, causing him to be frozen in place for 1D6 turns.
This is a very commonly used offensive program,
particularly by the NetCops.
ICON: A bolt of blue flame streaking
from the Netrunner's open palm.
Hellbolt 6,750eb
Class: Anti-Personnel
Strength: 4
MU: 4
A more powerful version of Stun, Hellbolt causes physical
damage (1D10 per attack) to the Netrunner. Damage is
subtracted from the Netrunner is a wound until he is
dead. Saves vs. Stun and Death must also be made.
ICON: A bolt of crimson fire launched
from the Netrunner's raised hand.
Sword 6,250eb
Class: Anti-Personnel
Strength: 3
MU: 4
A variant of Hellbolt, Sword causes 1D6 in physical
damage per hit.
ICON: A glowing energy katana.
Brainwipe 6,500eb
Class: Anti-Personnel
Strength: 3
MU: 4
Brainwipe is the simplest of a series of black programs,
all of which are designed to attack the Netrunner instead
of his programs. All black programs can be carried by an
intruding Netrunner and used to attack other 'Runners
encountered in the Net Brainwipe tracks the victim down,
fries his forebrain with a jolt of current, and reduces
him to a drooling vegetable, (1D6 each turn to INT). The
screaming Netrunner feels his mind melt away, until his
INT is reduced to 0 and he dies. Lost INT cannot be
regained.
ICON: An acid-green electrical arc,
which leaps from the floor and engulfs and kills the
'runner.
Zombie 7,500eb
Class: Anti-Personnel
Strength: 5
MU: 4
An advanced and more powerful version of Brainwipe,
Zombie wipes out the victim's forebrain, making him into
a drooling vegetable (1D6 to INT each turn).
ICON: A shrouded, skeletal form,
enveloped in à stinking gray mist. Its eyes are sunken
and its flesh is a mass of rotting, maggot-filled meal.
It lunges out and rips the Netrunner's head off.
Liche 7,250eb
Class: Anti-Personnel
Strength: 4
MU: 4
An advanced form of Zombie, Liche also rips away the
forebrain (1D6 to INT), but selectively. Most memory is
eradicated, leaving enough to implant an easily
controlled (by the Referee) pseudo personality into the
empty brain.
ICON: A metallic skeleton dressed in
black robes and wearing a blackened crown. It grabs the
Netrunner in its freezing grasp and drags him back under
the floor.
Firestarter 6,250eb
Class: Anti-Personnel
Strength: 4
MU: 4
Firestarter is indirectly anti-personnel in nature. Using
its Bloodhound subroutines, it tracks the intruder to its
source. Silently entering the electrical system, it
blasts the wiring with a megawatt power surge. The jolt
causes wiring fires, explosions, and fries the Netrunner
as if he were in an electric chair. Firestarter programs
are excellent covert killers, as they leave little of no
evidence in the charred wreckage.
ICON: A blazing pillar of fire, which
speaks the Netrunner's name in a hissing, booming voice,
then leaps at him.
Hellhound 10,000eb
Class: Anti-Personnel
Strength: 6
MU: 6
Hellhound combines the worst aspects of Pit Bull and
Flatline. It locates the intruder and sends out a
modulated pulse designed to cause a heart attack in
humans (2D10 wound damage). If the Netrunner escapes in
time, it remains active within the Net, lurking silently
in major long distance terminals, waiting for the
specific brain wave pattern of the intruder to show up.
It then tracks him down again and kills him. Patient and
remorseless, Hellhound can wait years for its victim to
log on. Its rarity and high price tag prohibits its use
against all but extremely high level Netrunners.
ICON: A huge, black, metal wolf. It's
eyes glow white, and fire runs in ripples all over its
body. It speaks in a grating, metallic voice, repeating
the Netrunner's name.
Spazz 6250eb
Class: Anti-Personnel
Strength: 4
MU: 3
Spazz causes epileptic seizures in the Netrunner's
nervous system. REF is automatically reduced to half for
1D6 turns, slowing the Netrunner's Initiative rolls
drastically.
ICON: Appearance: A nimbus of electrical
energy surrounding the target.
Glue 6,500eb
Class: Anti-Personnel
Strength: 5
MU: 4
Used by the "Icemen" of NetWatch as an arrest
program, Glue freezes the Netrunner in place for 1010
turns (4 turns is long enough to get a good trace on his
location in Realspace). The Netcops can then send a squad
along to pick him up at their leisure.
ICON: A shifting pattern of red shapes
flickering across the floor to entangle the Netrunner.
Knockout 6250eb
Class: Anti-Personnel
Strength: 4
MU: 3
Knockout delivers a powerful modulated shock that knocks
the Netrunner out for 1D6 hours. He is automatically
dumped out of the Net, and is in a coma in Realspace for
this period of time. Knockout is a very common defense
against low level intrusion (like the Phone Co. or an
office system).
ICON: A yellow neon schematic boxer
appears and strikes out at the Netrunner's ICON.
Jack Attack 6,000eb
Class: Anti-Personnel
Strength: 3
MU: 3
lack attack is often used as an arrest program. It stops
the Netrunner from jacking out for 1D6 turns if it is
successfully run.
ICON: A pair of glowing schematic
handcuffs encircling the Netrunner's wrists.
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