DagTech Enterprises
Founded in 103 P.A. by a dwarven techno-wizard with a background in hard engineering and cybernetics, DagTech Enterprises is a high-tech company operating out of the remains of southern Sweden. Rumors state that the founder of the company once worked for the Angel of Death, and the fact that the company specializes in applied cybernetic technology would seem to bear out that he's had some contact with the cybernetics maven of Europe. The company has issued repeated statements saying that no such connection exists, but many point to the fact that these releases deny any current connection, not any past connections.
While Dag-Tech does its share of implant cybernetics and bionics, their main focus is taking the proven technology in cybernetics and applying it to external devices. Since cybernetic devices are marvels of micro-technology, their technology has a wide variety of possibilities. Medical technology, in particular, has benefited from the cybernetic revolution, but so have optics, environmental technologies, and even such basics as personal hygiene. Since most of their products do not require cybernetics surgery, they're also much cheaper than standard cybernetic devices with the same abilities, though of slightly lower quality. By using a combination of cybernetics, micro-robotics, and innovations on old technologies, the corporation has been able to achieve a large amount without making any significant technological breakthroughs. Dag-Tech broke onto the market in the NDR (Neues Deutsches Republik) with their innovative OpEnS system, which combined cybernetic vision technologies with stylish sunglasses, an option which has proven popular amongst those who wish to avoid cyber-surgery and the negative social (and magical) effects. It took another two years for them to establish a North American presence, but their means of transporting things across the ocean remains a closely-guarded secret. It is known that their products are available in both Northern Gun and the Manistique Imperium, and some have shown up for sale in Free Quebec, though at grossly inflated prices (sold through a middle-man in the NDR). Triax is currently negotiating a license with DagTech Enterprises to integrate the OpEnS technology into military and commercial armors; while the sunglasses are nice, they are impractical in the field. No knock-offs of DagTech's technology have yet appeared, but it's only a matter of time. Triax is not knocking off the technology simply because working with DagTech is more convenient for the time being; they're certainly capable of developing this on their own.
In addition to standard technologies, several engineers and technicians at Dag-Tech Enterprises are Techno-Wizards. While they do not widely advertise their techno-magical abilities, especially not in North America, they have been known to take "special orders" for their systems. While they have not yet mastered techno-magical cybernetic devices, some variations on the OpEnS systems are available with Eyes of Thoth, Eyes of the Wolf, See the Invisible and even Second Sight are available from time to time.
Below is an excerpt (and translation) from DagTech's NDR catalogue for Fall, 106 PA. Prices in North America are roughly 10-25% higher on the open market, and 25-50% higher on the black market. If available in Free Quebec, the prices are usually double these.
>BEGIN
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>Title: DagTech Enterprises Fall Catalogue<
Optical Enhancement Sunglasses
Cybernetically enhanced vision is one of the many perks magicians and psychics simply miss out on, in order to keep their powers intact. For others, the price for new cybernetic eyes is simply too steep, while still others object to the social effects of cybernetic eyes... though the vision from them may be 20/20, anyone who's looked into the eyes of a cyborg knows that the vision of them is anything but comforting. Many places will close their doors to the obviously enhanced, and a closed door means a closed opportunity.
It is for these purposes that OpEnS were created. OpEnS utilize cybernetic technology in an external form, allowing the benefits of cybernetic vision for the average human being. Furthermore, there are special options that make them attractive even to our already cybernetically enhanced customers. Last but not least, their slick design makes them attractive to look at, as well as to use in the field.
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The theory behind OpEnS is simple. Cybernetic eyes have are a long proven technology, and their enhancement potential is undeniable. Most importantly, though, their small size proves that you no longer need clunky, visor-style goggles to gain the benefits of telescopic and macroscopic sight, thermographic vision, and even light amplification-based passive nightvision. We at DagTech, however, have taken the technology that allows cybernetic eyes to maintain their awesome clarity and versatility, and installed it into the lenses of these stylish sunglasses, but without compromising your ability to see when our features are turned off. A small console, easily held in one hand or built into a suit of armor, allows you to switch freely between any options you have installed, or between them and normal sight, just as if you had cybernetic vision installed! Thus, the world of cybernetic sight, with its awesome clarity and versatility, is open to the common man, all without ever going under the knife.
Each pair of DagTech OpEnS is made to our exacting standards, and a wide variety of models and combinations of features is available. If what our local retailer has to offer doesn't satisfy you, we can special order any combination of features that you may desire and deliver them to our local retailer for you to pick-up. And all of this comes at a fraction of the cost of cybernetic eyes, with none of the surgery!
Basic OpEnS System: 6000cr
The basic OpEnS System includes the glasses, which we will be happy to calibrate to match your vision; if you have any vision deficiencies, these glasses will correct them to 20/20, and even function as multi-focal lenses for those who require it.
Basic OpEnS Options:
Thermo-Imaging:
2000cr
Accurate to 1600 feet (480m)!
Passive
Nightvision: 2000cr
Allows vision clearer than any
conventional image enhancer to 2000 feet (610m), 25% further than
conventional systems!
Telescopic
Vision: 1200cr
Using electronic image enhancers, we can
improve your distance vision by a factor of eight! Objects up to a
mile away (1.6km) seem as if they were right next to you!
Microscopic
Vision: 1200cr
We can't show you a quark, but with our
glasses, objects within 3 feet (.9m) can be digitally enhanced up to
ten times their usual size and detail!
Computer Interface: 1500cr
For this low price, our system can access and display information from any computer attached to it by our universal plug (comes with 5 feet of detachable cord), including our cybernetic internal computers! Text and images are displayed in your view, no matter how you move your head!
(Note: Cost may vary due to supply and local conditions. Costs above represent the MSRP.)
Even more is available to our customers who already have cybernetics installed. With our Headjack plug installed in the temple piece of the OpEnS system, complete cybernetic control is possible of your vision enhancements, obliterating the need for our controller. In addition, there are more options that can be installed, including a tracking crosshair, a micro-radio, and even an anti-theft Device! Also, if you have a Optic Video Nerve Implant, the OpEnS can be modified by a qualified technician (or ordered from the factory) to transmit the images that come across their lens, whether the OpEnS are on your head or not!
OpEnS Cybernetic Options
Targeting
Crosshairs: 4000cr
In field testing, the use of our targeting
crosshairs has increased accuracy by 5%! The image of the crosshairs
is projected on the lens, and tracks your chosen target. When
combined with one of our image-enhancement options (nightvision or
telescopic vision), the target can even be highlighted against the
background! These require a headjack plug in order to use. (These add
a special +1 to strike with ranged weapons)
Built-in
Radio: 8000cr
Much like the headjack option, this builds a
small radio into the opposite temple piece from the headjack plug,
and transmits what it receives to your headjack on a special,
low-power frequency. A small receptor is built into a collar,
allowing you to send messages as well as receive them. The range of
the radio is 3 miles. This, of course, requires a headjack.
Ultrasonic
Option: 3500cr
This small receptor is built into a temple
piece of the OpEnS system, allows you to understand ultrasonic
transmissions through your headjack, without having additional
surgery.
Molecular
Analyzer: 15,000cr
Much like the lung implant, this
temple-piece mounted microchip samples the air around the OpEnS
system and transmits alerts to you through your headjack!
Visual
Data Transmitter: 1500cr
This is a simple, narrow-band
transmitter that will, when combined with one of our image-enhancing
options, send whatever your OpEnS system sees to your Optic Video
Nerve Implant, allowing you to see whatever your OpEnS system does
from up to a mile away (1.6km)!
Explosive
Temple Piece: 1000cr
This is the ultimate in anti-theft
devices! If someone else attempts to plug into your OpEnS system, the
difference in their headjack's electronic signature will cause a
small fusion charge to explode in the temple piece, killing any
mortal instantly (1d4 Mega-Damage).
Lastly, many of our technicians (including the Founder of DagTech Enterprises) are Techno-wizards, and they have the know-how and technology to modify the OpEnS system to include many different Techno-Wizard devices into your OpEnS system. Options include magical Nightvision, perfect literacy in any language, the ability to gauge your enemies strength and find their invisible or concealed forces. These modifications, however, are only available at our facilities, and only by contract with our engineers.
Clean-Breathe Environmental Systems
The Clean-Breathe line of gas and oxygen masks is based on proven technology. Using chemical cells, much like those in cybernetic lungs, oxygen is stored from normal breathing, and gradually released for inhalation. Meanwhile, micro-robotic scrubbers and a series of filters cleans incoming air, greatly extending the usable air in any environment.
Basic Oxygen System: 25,000 credits
This system, consisting of a nose and mouth-covering mask and an oxygen cell, provides sufficient oxygen for 30 minutes of breathing. Note that, without our special pump (only 500 credits more!), one hour of normal breathing through the mask is required to recharge the cell between uses; with the pump, the recharging can be done automatically.
Advanced Oxygen System: 30,000 credits
An enhanced version of the basic system, this dual-cell system provides enough oxygen for up to an hour of breathing. Recharging the chemical cell requires two hours of normal breathing, but this system is available with a single pump or double-pump system to allow recharging when not wearing the mask. The double-pump system is a steal at only 800 credits, and recharges the system in only an hour!
Basic Air Filter System: 5,000 credits
Don't let the price put you off… this is no simple air filter. Our nose and mouth mask uses micro-robotics and filters to remove more than 80% of all inhaled pollutants from the air you breath! This is proven to reduce the suffering from allergies, as well as protect from weapons-grade chemical poisons. Filters need to be replaced every 120 hours, but new ones are only 100 credits each from one of our retailers! (The system adds +3 to save against inhaled poisons and fumes, but is ineffective against tear gas and other chemicals which work by irritating the skin and eyes.)
Clean-Breathe Gas Mask: 40,000 credits or 45,000 credits for the dual-cell system.
Our Clean-Breathe Gas Masks are the best on the market, combining our air filtering systems and our oxygen storage systems with a tough, protective, hood. Our special seals allow them to be integrated into fully environmental armor or used on their own, providing you with top of the line environmental protection. By engaging both our toxin filters and oxygen systems, the system can last for three times as long as our oxygen systems alone when in hostile environments, or work purely off of stored oxygen in airless environments! Since our hood is specially treated to resist weapons-grade chemicals, you also have complete protection from tear gas! We can even customize your gas mask to include the advantages of our OpEnS system, for only 4000 credits, plus any other options you may choose! (The system adds +5 to save vs. inhaled poisons and fumes while the air filters are engaged. The hood itself has 2 M.D.C., but that only applies if the head is specifically targeted. Like the basic air filter, filters must be changed every 120 hours.)
Complete Clean-Breathe Environmental System: 60,000 credits
This is the ultimate in environmental protection! A complete body glove (available in several colors), made of the same tough fibers as Triax's Plainclothes Armor, this includes not only our advanced oxygen system, but also integrates it with the basic air filter and eye and skin protection to form an environmental suit which can even be worn under military and civilian armor! The integration of our oxygen and air filtering systems can provide up to five hours of breathable air, or an hour running on completely sealed systems! Built into the system is our proven double-pump recharging system, allowing the system to recharge on its own when not in use, and can even recharge while the system's air filters are engaged! (The body glove has 10 MDC and a -5% prowl penalty, but otherwise functions as a fully environmental suit of armor; below 7 M.D.C., the environmental system is compromised, and will only work as well as the gas mask detailed above. Can be worn with other, non-environmental, suits of armor. When running partially on filter, the wearer has a +8 bonus to save vs. poison gases and fumes, including nerve gases. Like the basic air filter, filters must be changed every 120 hours.)
Molecular Analyzer Option: 15,000 credits
Any of our Clean-Breathe line of environmental protection systems can be enhanced with a molecular analyzer. As efficient as the version on our OpEnS system, the data can be transmitted either to your headjack, cybernetic hearing augmentation, or even to a wristwatch style receiver!
Robotic Aid Systems
Based on the same Pre-Rifts technology as the Robot Medical Kit, the Robotic Aid Systems are designed with you, the modern person on the go, in mind. Each system consists of a tough case (6 M.D.C.), approximately 3 inches * 12 inches * 9 inches (or 7.62*30.48*22.86 centimeters) which contains between six and thirty tiny robots, each about the size of a shirt button. These robots are programmed to perform very specific functions, making them indispensable in their situation. Each case is covered in solar cells, allowing the system to recharge simply by sitting in the sun; cords are also available for constant use, or recharging when sunlight is not available
Robot Demolitions Kit: 60,000 credits
One of our more popular creations to date, the case of this system is specially reinforced for those who will be working on the front lines (15 M.D.C.). The system and its robots are perfectly capable of examining and defusing explosive materials; all they need is someone to activate them and direct them toward their work! The system handles most human-made explosives at 80%, but has some trouble with more complex explosives (-5 to -20% to work on alien explosives, unless very similar to those created by humans; Game Master's call).
Robot Diagnostic Kit: 30,000 credits for power armor or motorcycle-sized vehicles, 50,000 credits for giant robots or larger vehicles; information disks cost 7000 credits each
Each Robot Diagnostic Kit is programmed with one specific model of power armor or vehicle. Upon activation, it releases a number of our special robots (twenty for the smaller sized machines, thirty for the larger) which seek out damaged systems and report back to the case, providing a mechanic with a complete diagnosis of the machine's status, all within only 30 minutes! While the robots do not repair the damage, they are tested to be at least 75% accurate, and provide invaluable information for a mechanic.
While each kit is only programmed with the information for a single vehicle or power armor, the system can be reprogrammed with our handy information disks; for 7000 credits each, you can add a new model of commercial power armor, robot, vehicle or 'borg chassis, each accurate to 60%! Remove the disk, and you're back to full efficiency for the type of machine for which your RDK was originally programmed! Military designs are not available.
(Any mechanic making use of this diagnostic tool receives a special +15% bonus to repair the vehicle or power armor; this is reduced to +10% if the system has been reprogrammed. Attempting to use the RDK on a design for which has not been programmed, or a design which is too large for it, reduces the bonus to +1D20 -10%; penalties are possible, and the new penalty or bonus must be determined each time the RDK is used.)
Robot Electronics Kit: 30,000 credits
More closely based on the Robot Medical Kit, the Electronics Kit can be used to repair computers and basic electronic devices, or provide more in-depth diagnoses for problems it cannot repair. Upon activation, up to a score of microbots will enter and inspect the target system, to either repair or diagnose the damage. Equal to a Basic Electronics and Computer Repair skill of 88%, and able to perform diagnoses for Electrical Engineer or Robot Electronics problems at 75%. Accurate diagnoses add +15% to the skill roll for repair.
Robot Hygiene Kit: 20,000 credits
The Robot Hygiene Kit is great for those who spend a long time away from the comforts of civilization. Upon being activated, six tiny robots are released from their housing and begin to traverse the body, removing dirt, cleaning hair and fur, and even polishing teeth and applying medication to acne and other skin blemishes. In only fifteen minutes, you can be once again clean and ready to face the day, whether that brings Gargoyles, Brodkil, or a state dinner!
Cybernetic Systems
Bio-Comp
Most people are familiar with a bio-comp as an integral part of the Juicer Augmentation process; indeed, that's where the concept originated. Within the past five years, however, the cyber-technicians at DagTech Enterprises have experimented with using a Bio-Comp in conjunction with only the hundreds of microscopic sensor implanted in the body, rather than a Juicer's drug harness. Rather than optimizing the system to work with synthetic chemicals to create a superman, the reprogrammed Bio-Comps are designed to make the most of the bodies natural resources. This increases a person's capabilities, making them stronger, faster, and healthier without the negative side-effects of Juicer augmentation (most notably, the implants actually increase the individual's life span and prevent the sexual and emotional problems so common to Juicers).
The system works by constantly monitoring the body's state, and by storing any surpluses of the body's natural hormones until they might be needed. This allows the body to operate at peak, natural, efficiency, quickly shed excess weight, and resist a variety of diseases and drugs by optimizing the body's resources. The end result is an exceptionally healthy human being, who is faster, tougher, and better able to meet the challenges of the modern world, but still falls within the normal range of human abilities!
Our system is infinitely simpler and safer than that used by Juicers, as it deals only with the body's own products. Additionally, since it works only with natural chemicals, an unlikely malfunction will have almost no negative effect. We pass this simplicity and safety onto you by using only a single processor in our basic system, allowing this system to be as expensive as possible, while still providing the maximum benefit. Of course, since many of our customers are involved in the war against the Gargoyles, we do offer systems with fail-safe processors, to ensure that, no matter how great the injury, your DagTech Bio-Comp keeps working. The Bio-Comp also comes with an external system monitor (usually a wristband), so its modifications can be monitored and important information can be relayed.
Currently,
the device is limited to augmentation of a normal human being.
However, the cyber-technicians at DagTech Enterprises are working
hard on other uses for the device. Within a few months, we expect
that they will have perfected a program optimized for dwarves, and
the Bio-Comp is showing great promise in aiding in the detoxification
of Juicers, by slowly changing the program to wean them away from the
drugs. Early tests have shown that it increases the chance of a
successful detox by as much as 30%, and make the effects of
withdrawal less harsh on older juicers.
Bonuses:
Add 3D6 SDC and 1D6 to Hit Points (the skin is maintained in a more healthy state, and stored hormones help to reduce pain and injury)
Add +2 to P.S., P.P. and P.E., and can last half again as long as a normal person before feeling fatigued
Add +1 to P.B., as the bio-comp tends to reduce one's weight, tone the body, promote positive pheromones, and even make sure that dead skin cells are removed quickly. On the downside, those attempting to track the character by smell receive an additional +10%, as the scent is more distinctive (due to the boosted pheromone output and dead skin removal).
Add +4 to Speed
Add +1 to initiative and roll with punch/fall, as well as +2 to save versus poisons, toxins, gases, drugs and diseases.
The character heals one more hit point and two more SDC per day, depending on what sort of care they are receiving.
Though it hasn't been tested (due to the recent use of the technology in this fashion), it is thought that people implanted with this device will live 10% longer than normal, due to their health being minutely controlled.
This device has no negative impact on either magic or psionics, and does not count against a character's limit for cybernetic devices.
Cost: 250,000 credits, at minimum; 50,000 credits for each additional fail-safe processor installed. At the present time, this cybernetic device only works on pure-blooded humans (not ogres, psi-stalkers, or any other offshoots), but within three months there will be a version optimized for Dwarves, so place your orders early! The system will also require a slight retuning for each new cybernetic or bionic device is installed, to take into account that new system; this costs 3000 credits, and can only be performed by someone with both the Juicer Technology and Computer Programming skills.
Juicers who undergo the still-experimental Bio-Comp modification process will be hospitalized for a full month while the system is constantly monitored and adjusted, but have a 5-30% ((1D6*5%; every Juicer reacts differently), greater chance of a successful detox, and Juicers of up to three years old gain the same advantages as those detoxing in their first or second year without the system. The cost of such a procedure is 100,000 credits (but includes room and board for the month).
(Note on the bio-comp as part of character creation: If a Bio-Comp is chosen as one of the cybernetic devices chosen at character creation (for OCCs like Cyber-Docs and Headhunters who receive cybernetics as part of their beginning equipment), it counts as two cybernetic implants (or one bionic limb) due to its extremely high cost. If implanted in a race for which it is not optimized, all of the above bonuses become penalties as the bio-comp fights against the body's system.)
Cybernetics System Monitor
Given the success of both the Bio-Comp and IRMSS Full-Life System, our designers decided to apply those same concepts, plus those from the RDK, to provide something that our cyborg customers are going to absolutely love.
The Cybernetics System Monitor works much like the standard internal sensors common to every cyborg. However, instead of just monitoring system damage, the CSM can be engaged to repair minor system damage, and even perform minor repairs on the frame and integral armor!
Taking the place of two large compartments, the CSM consists of a damage monitoring computer and more than fifty microbots. The damage monitoring system provides up to the second information about system functions and problems. Upon activation system shutdown, or activation by the user, half a hundred microbots pour out across the cybernetic body, initiating system repairs. These repairs are not fast, nor are they complete, but any cybernetic or bionic device not completely destroyed will see 50% of its function restored in ten to sixty minutes. To repair any more, the cyborg will have to undergo full bionics repair. Provided the cyborg is conscious, the microbots can be directed to repair certain systems first; otherwise, the systems are preferenced, in descending order of importance: life support, primary sensory, limbs, weapons, tools, peripheral tools and systems, and lastly armor. Armor can not be extensively repaired, and armor repairs always require a source of material. Each individual "wound" will see 1 M.D.C. worth of damage repaired, at maximum, and only if there is at least 2 M.D.C. worth of compatible material within arm's reach of the cyborg. (For example, someone hit three times for a total of 50 M.D.C. will get back 3 M.D.C. points from the repairs, while someone hit once for 50 M.D.C. will only get back 1 M.D.C. point.)
In addition to major system repairs, the CSM can also be engaged for routine maintenance. Usually, this is a combination of diagnostic sweep and cosmetic repair, coupled with lubrication and cleaning, but potential major problems will be detected before they compound into something more serious. Lastly, information stored in the CSM will help your mechanic repair any damage that our system cannot compensate for, much as if you were carrying a Robot Diagnostic Kit tuned to you only!
Cost: The Cybernetics System Monitor costs only 350,000 credits, and, best of all, requires no surgery to install, only mechanical modifications. DagTech Enterprises recommends that the system be serviced once every year, or after every instance of major system damage, and will perform such a service for the low price 3500 credits. These services replace damaged microbots, refill expendable supplies, and tune the system to better serve you. Any time a new system is installed, the CSM must be updated with the information for that system; this is available for 2000 credits, or only 5000 credits if you have your system serviced at the same time.
Internal Computer
This computer is implanted into the character's body, and is equal to the common PC-3000 hand-held computer (minus the micro-printer, though one can be attached through a jack port)! Unlike the hand-held model, however, this computer cannot be lost, stolen, or accidentally destroyed! With a headjack, optic video nerve implant, or our special external plug-in devices, the computer can be implanted entirely within the body cavity, it's only visible evidence being five small universal jack ports for the attachment of peripherals, and a small access port for the loading of information disks! Alternatively, the computer can be implanted either in either the forearm or thigh, giving you easy access to the screen and input devices!
Cost: Varies according to where the system is implanted. A system implanted into an artificial arm or leg costs 5000 credits. Those implanted into a living arm or thigh cost 10,000 credits. Those implanted internally, and accessible by headjack, video nerve implant, or external plug-ins cost 7500 credits. A plug-in monitor will run 500 credits, or 750 if mounted on a headset; 100 credits for a keyboard/mouse combination.
IRMSS Full-Life System
This system is implanted into one of the body cavities of a human being; usually placing it between two reinforced ribs, right next to the heart. It functions exactly like the IRMSS system implanted in a juicer. Upon being activated by four strong strikes to the chest (four was chosen since the default for most pulse laser rifles is three; originally the plans called for a single strike, but many found that any weapon impact to the chest would activate the robots, whether they were needed or not), the implant injects twelve microscopic robots into the character's bloodstream, which will quickly seek out any source of blood loss and seal it closed. Once the damage is repaired, the robots will return to their housing for recharging and repair. The entire system runs off the body's natural bio-electricity, and so is very energy efficient. Service is recommended every three months (or 30 activations, for those who like to live on the edge) to replace microbots and refill its store of expendable supplies. As an option, the system can be linked to our reprogrammed Bio-Comps; the system becomes much more efficient, and no longer requires external activation (i.e. no longer requires chest strikes to turn on). If linked to a Bio-Comp, the system requires service only once a year (or 120 activations).
Cost: The basic system costs 85,000 credits, with each service costing from one to four thousand credits (variable as some bots might or might not need to be replaced). Linking the system to a bio-comp will cost only 5000 credits.
(The system is equivalent to a surgical skill of 75%. For every activation beyond 30 without service, reduce the skill by 5%; as they run out of supplies and bots need replacement, the system begins to fail. If the percentage ever falls to 0%, the entire system will need to be replaced. Service visits cost 2D4*500 credits)
Other Systems
DT-WLT-04: Written Language Translator: 9500 credits for basic system with one language, 100-1500 for additional languages/alphabets
Although illegal in some North American markets, the Written Language Translator remains popular throughout Europe! Consisting of a small computer (about the size of a paperback novel) and a detachable optical scanning wand, our Written Language Translator comes programmed with one language of your choice. By simply passing the optical scanning wand over the text, the computer will decipher the symbols and read them back to you, in a second language that you choose! The system's accuracy is rated at nearly 80% under ideal conditions, but widely variant scripts can reduce that percentage.
Each unit is permanently programmed to speak in one language. However, data disks with additional languages may be purchased, allowing the system to read up to 10 languages. The computer can freely swap out these languages just as quickly as you can swap out data disks!
Available languages are English/American, German, Swedish, Norwegian, Danish, Demongogian, Euro, Polish, Russian, Dwarven, Dragonese/Elven, Techno-Can, Spanish, Japanese, Chinese and Gaelic (Scots and Irish). DagTech Enterprises is always interested in hiring those with unusual linguistic knowledge to help develop more languages for this system; speak to our retailers if you feel you have a language we might like to learn.
DT-WFC-03: Weather Forecasting Computer: 20,000 credits for the entire system (including 3 globes and 9 parachutes), 1500 credits for each sensor globe, 100 credits for self-deploying parachutes.
The Weather Forecasting Computer is a large case, about 1m x 1m x .5m, weighing almost 40kg, with a detachable, hollow tube on one end, and a tube sealed on one end on the other. Opening the case reveals that the entire bottom is filled with a complex computer and receiver for narrow-band transmissions. The top has space for nine globes, each about a 25cm in diameter, and the detachable tube attaches to the partially sealed tube, forming a long, upright, barrel.
When turned on, the WFC begins collecting atmospheric data; air pressure, relative humidity, wind speed and direction, as well as requesting some information from the user about conditions the past day. From this information, the WFC has a 30% chance to accurately predict the weather for the next six hours, with a decreasing 5% chance every six hours after that. In order to get more accurate information, the system will prompt its user to load one of the sensor globes into the barrel, then give it one meter as safe firing clearance.
The barrel is actually a quite simple Gauss cannon, consisting of some 30 rings of electromagnets. This Gauss cannon will fire the sensor globe just over a kilometer into the air, where it will gather more atmospheric data, including brief radar scans, more accurate upper-level wind speed, and visual images. All of these are fed back to the central computer on a narrow-cast feed. The globe will then deploy a small parachute, and float back to the ground, transmitting its data as it goes. It takes about 30 minutes for the entire procedure to complete, from set-up to firing the sensor globe to finishing the data analysis. Even with the parachute, there is a 15% chance that the globe will be badly damaged, and need to be repaired (fortunately, this only requires Basic Electronics; Electrical Engineers and Computer Repair specialists gain a +10%). The parachute is not reusable (it uses a time-release gas caplet to rapidly expel and expand the chute, which cannot be easily replaced without a large facility).
If the sensor globe is deployed, the accuracy of the reading raises to 75% for the next 24 hours, with the same decreasing 5% chance for every six hours after that. However, since the sensor globes make use of active radar and transmissions, anyone using this is very easy to spot using either active or passive sensors. The system's batteries contain enough power to be used 3 times without the sensor globe being deployed, or once if the sensor globe is deployed. It takes about 6 hours for the system to fully recharge using solar power (the top panel is always a solar panel), or about one hour from a nuclear power plant. While an e-clip can be jury-rigged to provide power, the entire process will completely drain two e-clips.
Incidentally, the Gauss cannon makes a lousy weapon; it is -3 to strike, and will inflict only 5D6 SDC damage to those hit by a sensor globe, but will has a 30% chance of knocking down a man-sized opponent with normal strength. Some mercenaries have experimented with using the Gauss cannon, in an emergency, to hurl grenades or other bundles of joy incredible distances, DagTech is not currently planning on releasing any weapons specifically designed for the Gauss firing system; they concentrate on sensors, cybernetics, and robots, not weapons of war. Triax, however, is reportedly interested in using Gauss cannons as man-portable mortars.
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