Dark Ops Tech
Dark Ops Tech
Equipment Inspired by Perfect Dark

Perfect Dark is an old game by standards of the industry, but its quality hasn't diminished with age. It's still a hallmark first-person shooter, complete with an engaging storyline, great gameplay, creative multi-function weapons and excellent AI. However, beyond being a great game, it also inspired me. With the futuristic tech, corporate espionage, and Perfect Dark's overall look and feel, it practically screams "Technocracy". While trying to fit the events in the game into the World of Darkness and remaining true to either might prove problematic, there's no reason certain elements from the game, notably weapons, can't be adopted to a Mage setting. My attempt here was to create items that can be dropped into any Mage game as the Storyteller sees fit; players, be sure you have the proper clearances before bringing these devices into the game.

Protecting reality is often a dirty job, and one should use the proper tool for the job. In extremis, Technocracy agents employ many devices that are unfit to be used in front of the Masses. Even assuming shielding the public from such dangerous technologies wasn't a factor, such new, largely untested devices perform unpredictably in the field, and are prone to malfunctions. Still, when clearing an area of subterranean shapeshifters or other such threats, sometimes nothing but an N-Bomb will do the trick. While many of the following devices won't raise questions among the Masses, some definitely will. Items listed in bold purple are considered too unsafe to used in the presence of the common people, and are prone to the Paradox Effect (while the agents using them carelessly are prone to censure).


Weapons
Availability: How easily someone can obtain the weapon.
Ammo: The type and/or caliber of ammunition the weapon uses. U = unique.
Damage: The damage the weapon inflicts. Unless stated otherwise, all weapons do lethal damage.
Range: This is the maximum range in yards. Firearms may be used to hit targets at up to double the listed range, but the attack is made at +2 difficulty.
Rate: The maximum number of rounds or short bursts that can be fired per turn. (This doesn't apply to full-auto or spray attacks, only one of which is allowed per round.) Those listed with "auto" can only be fired in full-auto or semi-auto modes.
Clip: The maximum number of rounds the weapon can hold at a time, either within the weapon or in an attached clip. +1 means the weapon can hold a round in the chamber, ready to fire.
Concealment: P = can be carried in pocket; J = can be carried in a jacket; T = can be hidden under a trenchcoat, duster or other long apparel; N = impossible to conceal.
.357 Magnum: The .357 Magnum is still the most reliable high-powered handgun in the world. While its recoil causes accuracy problems save for all but the strongest users, the massive kick on the receiving end makes this gun widely feared. In gamespeak, those with a Strength of 4 or less suffer a -1 accuracy penalty unless gripping the Magnum with both hands.
A Man in White known only as Mr. East had a custom-made, gold-plated variation of this model that possessed a tiny diamond-tipped saw in the cylinder. The saw selectively scarred the tip of the bullet in an x-pattern without compromising its aerodynamic properties. The bullet fired by this gun mushroomed inside the victim's body, tearing organs and even bone to shreds (insufficiently armored human targets suffered double base damage); one hit was usually instantly fatal. Since East's death, the whereabouts of his "Golden Magnum" is unknown, but there are no more than four duplicates floating around, and all of these are securely in the possession of top-ranking NWO operatives.
Availability: It's not too hard for the layman to find Magnums on the street. This doesn't apply to Golden Magnums, which simply aren't available.
Statistics: Ammo .357, damage 6, range 40, rate 2, clip 6, conceal J.
Callisto NTG: The Callisto NTG is the fruit of a tentative exchange between Void Engineer explorers and an alien species... though what was given to the aliens in return for it is unknown. These entities' designs were adapted to a more human morphology, and the results are the Callisto and its companion weapon, the Phoenix.
The Callisto NTG is a fully automatic rifle, very lightweight and able to withstand long periods of use without overheating. The casing is made of a permeable, plastic-like material cool to the touch, and is resistant to impact and heat. The Callisto's relatively small clip is a drawback, but many feel the gun's ability to fire high-impact rounds makes up for this. When activated, two ferrocobalt magnets housed in the stock near the barrel switch on, and accelerate rounds that pass between them in a manner similar to a rail gun. This increases the damage, though slows the rate of fire and reduces the gun's range considerably. The weapon is obviously of unearthly origin, and thus is almost never seen earthside.
Availability: The Callisto NTG is only seen in the possession of Space Marines, as they make most rank-and-file Technocrats nervous.
Statistics: Ammo U, damage 5 (6), range 50 (30), rate auto, clip 32, conceal NA.
CMP150: The CMP150 is a popular, standard issue submachine gun on the Front Lines. Its small size, light weight, large clip and fast fire-rate makes it a favorite among Technocrats. Just its standard features make it an ideal weapon, but the lock-on function makes the CPM150 invaluable: A minicomputer within the gun allows the user to lock on to living targets, increasing firing accuracy.
In gamespeak, when the lock-on option is used, the character must aim at a target (see pg. 241) and activate the tracking sensors -- this requires an Intelligence + Technology check. From then on, the user gains two extra attack dice against the target, instead of the standard one for aiming, and this accuracy bonus is retained for the rest of the scene. Up to four targets may be locked onto at one time. The only drawback of the weapon is that it's prone to jams if not cleaned and maintained often, and the computers within it have to be recalibrated (this takes a technician with a Technology rating of 3 or greater).
Availability: CMP150s are rare, and are only used by agents trusted to be able to keep up with them. Some tech-savvy superstionists have managed to obtain some of these weapons, using them against reality's defenders. Since then, Control has been very careful about distributing CMP150s.
Statistics: Ammo 9mm, damage 4, range 25, rate auto, clip 32, conceal J.
Cyclone: While not the most accurate or subtle weapon, nothing beats this Iteration X favorite for putting massive amounts of ammunition out very quickly (except, maybe, the Reaper). The Cyclone is bulky, as it has a self-contained liquid nitrogen coolant system to prevent weapon overheating and a pneumatic recoil compensator. (The weapon's weight and bulk could be halved if not for these features, but without them the Cyclone would overheat after less than a minute of use and prove too unwieldy to fire.) However, the appeal of the weapon is that it can be used one-handed, allowing those properly trained to use two Cyclones at once. The fact that a character wielding dual Cyclones can put out four hundred rounds in only a few seconds outweighs the weapons' recoil, lack of accuracy, short range, and the accompanying collateral damage. However, the weapon is ammo-inefficient and can only be fired in semi-auto or full-auto mode. Also, a character with a Strength of 3 or less suffers a -1 accuracy penalty unless he grips the a Cyclone with both hands, due to recoil. These drawbacks aren't enough to dissuade the trigger-happy mavericks that prefer the Cyclone.
Availability: While not hard for agents to requisition or buy outright, Cyclones are not available on the general market.
Statistics: Ammo 9mm, damage 5, range 20, rate auto, clip 200, conceal T.
Falcon 2: An upgrade of the popular Falcon, this is the Union's premier handgun. Available with several options, including silencers, scopes and laser sights. While not the most damaging weapon out there, the Falcon 2 is lightweight, easy to conceal and very accurate (+1 to firearms die pools when using the gun); however, the gun has to be maintained and cleaned often to to retain this feature. Since its recent release to the public, it's gaining popularity among law enforcement officers and government agents.
Availability: The Falcon 2 is a very popular gun, and is commercially available, though is usually restricted to government agencies. They typically sell for two grand a piece, due to their high quality and reliability.
Statistics: Ammo 9mm, damage 4, range 30, rate 3, clip 8, conceal P.
Laptop Gun: These very useful fully automatics are constructed of light, resilient polymers and plastics. They have little recoil when fired, making them highly accurate, and it comes equipped with a scope. The handle, trigger, barrel and clip may be folded into the stock; while it can't be fired this way, it allows the Laptop Gun to pass for a functioning laptop computer (hence the name). The deception passes casual inspection, and even an X-ray scan unless the person manning the x-ray machine knows what to look for (Perception check, difficulty 8). Variations on this weapon exist that can pass for briefcases, packages and even medical equipment. The only functioning drawbacks to the Laptop Gun are the lack of a single-shot firing mode and that it's vulnerable to damage and jamming.
The premier function of the Laptop Gun, however, is the sentry gun mode. By pushing two buttons simultaneously (this action requires no die roll, but is necessary to prevent involuntary activation of the sentry gun mode) and then tossing the weapon onto a nearby surface, the Laptop Gun automatically folds into a sentry gun. An adhesive on the base allows it to stick to any surface. Within a turn of being activated and thrown (whether or not it's currently on a surface), the Laptop Gun will begin firing on full automatic mode at any biological signature (such as a person) within sensor range (100'), unless that person is wearing a transponder emitting the proper frequency (see miscellaneous items, below). The Laptop sentry can only fire at one target at a time; it will pick the closest potential target in range and fire at it until it's terminated or out of range, then start firing at the next closest one. The sentry gun mode has a maximum clip of 200 rounds, and a Firearms dice pool of 8, but characters always use their own die pools when firing it as a gun. The sentry gun can be folded back into a gun (or laptop) and reused, or reloaded. Thus far, the sentry gun function of the laptop hasn't been perfected, and is only employed in facilities where they can be regularly maintained. Within five years, researchers believe they will have the bugs worked out and be able to release the gun to the public.
Availability: Needless to say, such a useful gun is in high demand, and even low-ranking Technocracy agents find it difficult to procure the Laptop Gun.
Statistics: Ammo 9mm, damage 4, range 50, rate auto, clip 50, conceal (special).
MagSec 4: The MagSec 4 is a fairly straightforward semiautomatic handgun. It has a three-round burst option, and is equipped with an excellent scope. Its primary drawback is that its modest clip is quickly drained by bursts.
Availability: The MagSec 4 has next to no street availability, though proles and Enlightened Operatives commonly carry them.
Statistics: Ammo M, damage 3, range 30, rate 3, clip 8, conceal J.
Mauler: The Mauler is a pistol rumored to be based on designs of weapons wielded by a species of hostile and territorial aliens. Weapons seized from dead monsters were brought back by Void Engineers years ago. Since then, Iteration X has duplicated and perfected the weapon, and it has become popular among agents due to its accuracy, large clip and ease of use.
The Mauler has a standard single-shot firing option; it has no three-round burst or automatic firing mode. However, the wielder can activate the pistol's charged shot setting, which burns from one to five rounds from the pistol's clip (and thereby reduces the number of shots between reloads) but increases the damage inflicted by the first shot fired immediately afterwards; for every two rounds burned (rounded up), increase the first shot's base damage pool by one. The charged damage is good only for one shot, and if the charged shot fails to hit the extra damage is wasted. This charged shot is a pretty vulgar display of power (double entandre intended), and thus the gun isn't used in public.
Availability: Maulers are only used by the most trusted operatives. As the gun is based on an alien design, it's understandable that the Technocratic Union wouldn't want these weapons getting lost or stolen and making their way into the hands of the masses (or worse, reality deviants).
Statistics: Ammo M, damage 4, range 25, rate 3, clip 20, conceal J.
N-Bomb: N-Bombs are portable neutron bombs developed by Iteration X. They've not managed to work the bugs out of these weapons yet, and they work only sporadically outside of sterile laboratory environments. They're used as grenades; one turn after the button is pushed and thrown, an N-Bomb emits neutrons within five yards from the point of impact for two turns (the radiation affects a total ten-yard spread). These devices don't inflict as severe damage to victims as many other weapons, but the radiation causes dizzyness and nausea; those affected by the radiation suffer die penalties equal to the health levels of damage inflicted by the radiation -- this is in addition to wound penalties. N-Bombs cause no collateral damage and aren't as noisy as one might assume, making them ideal for covert missions. In addition, neutrons penetrate conventional protection (such as armor) and even Kinetic Shields, rendering them useless against the N-Bomb. The long-term effects of exposure to such massive doses of radiation aren't known, but can't be pleasant.
Availability: Few agents are trusted with these pocket-sized nukes; only agents of the highest security clearance may requisition them.
Statistics: Damage 5 dice per turn of exposure, range Strength x 5 yards, conceal P (5), J (10), T (15).
Phoenix: Based on the same technology as the Callisto, and made of the same light aqua material, the Phoenix is a large pistol with the ability to fire plasma-charged shots that explode on impact; charged shots inflict an extra die of damage, though it reduces the rate of fire to two rounds per turn.
Availability: These sidearms are only seen in the possession of higher-ranking Void Engineers, as they make most rank-and-file Technocrats nervous. They aren't used around sleepers, as they are flagrantly .
Statistics: Ammo U, damage 4 (5), range 30, rate 3 (2), clip 8, conceal P.
The Reaper: Another nasty weapon developed by the same aliens that the created the Mauler, the Reaper looks like a techno-organic gun stock the size of a child's torso with a large, three claw-like blades where the barrel should be. As one might guess, the weapon is heavy, bulky, unwieldy, and wildly inaccurate at long range. The Reaper's appeal, however, is that it fires a hail of bullets over a wide spread, making it an ideal corridor sweeper. The blades spin at a high rate of speed as they fire and throw bullets in a haphazard spread, making it practically impossible for those in the line of fire to avoid the bullets (Dodge difficulties are 9). The clips for the Reaper are huge, as well, holding 200 rounds apiece, and are loaded into a socket in the side. Once the Reaper's blades are spinning at full speed and are throwing out bullets, it's immensely damaging. When out of bullets, or the user switches the gun function off, the spinning claw-blades on the end can shred anyone unfortunate enough to get in the way (use Melee to hit, though additional attack successes don't add to damage). While odd-looking, the gun technology isn't that advanced, and it's technically safe to be used in public (though few agents would).
The Reaper has several drawbacks. It's designed to be used by aliens who are considerably stronger than humans; when fired or used as a close-quarters weapon, the attacker suffers a flat accuracy penalty of -4 minus his Strength (so a character with a Strength of 3 only suffers a -1 accuracy penalty). It's by nature inaccurate, and takes little to no skill to use properly; thus, additional successes on the attack roll aren't added to damage. It also takes a while to get revved up: on the turn the wielder starts firing, impose a -2 accuracy penalty to the wielder's attack die pool (cumulative with accuracy penalties, above) and halve damage die pools (to 4); by the second turn of fire, however, the Reaper's attack and damage die pools are normal.
Finally, this isn't a weapon designed with moderation in mind. The only firing option for the Reaper is full auto, and it goes through a lot of ammo very quickly. And ammunition based on an alien weapon is pretty hard for even high-ranking agents to procure.
Availability: The Reaper (and its ammo) is clearly a weapon of inhuman design, and only five have been made from the specimen the Void Engineers brought back years ago. Therefore most agents aren't likely to get their hands on it, unless they have a very good explanation why that particular weapon is needed.
Statistics: Damage 8 ranged/ 5 melee, range 5, rate (special), clip 200, ammo U, conceal N.
Wrist Laser: The Wrist Laser is strapped to the user's arm, who needs only point it at the target and bend her wrist at an angle to shoot a focused beam of light. If it needs to be said, this weapon is not used in front of the Masses.) The damage comes not from the laser itself, but from the superheated air in the path of the laser. The Wrist Laser weapon is popular because it never requires reloading; as long as the batteries are charged, it can be fired as often as the wielder wishes. And while the damage won't kill someone outright, it causes severe burns; damage is aggravated instead of lethal. Conventional armor resists laser damage with bashing soak, and it only offers half normal protection (rounded down). The batteries are sufficient to operate the device for forty-five minutes, or slightly less if fired in a continuous stream (see below).
The Wrist Laser has two modes: the short burst and the stream. With the weapon statistics below, there are two sets of numbers; the burst mode uses the set of stats before the slash, and the stream uses the second set.
Availability: Like the N-Bomb, these weapons are considered too risky to be used around the masses, and are only used in space or when facing especially dangerous Deviants.
Statistics: Ammo NA, damage 3 (aggravated), range 30/ 7, rate 3/ na, clip NA, conceal J.


Armor and Miscellaneous Items
Force Shield: The Force Shield (which takes the form of a hand-sized device attached to a belt, normally worn around the waist or chest) weighs less than two pounds, and the graviton field it emits doesn't encumber the wearer in any way; therefore, it doesn't count as worn armor. It uses focused gravitons to create a force field around the wearer which absorbs and redirects kinetic and heat energy. The field extends to several inches from the wearer, and is visible as a glowing shimmer when something contacts it. Each hit drains the belt's graviton batteries, however, so the device will only protect the wearer only so much. The field can absorb a total of six health levels of damage before failing, and has a soak pool of two dice against any form of damage. Damage is subtracted from the force field's "health levels" before they are applied to the wearer's health track; however, damage that penetrates the shield is applied to the character. One Force Shield's batteries can be used to recharge another. Note that some high-energy attacks, such as x-rays and the neutrons emitted by N-Bombs, will penetrate graviton shields. And the graviton field surrounds the bio-signature of the wearer, and doesn't protect the weapons the character uses. This practical feature allows the wearer to fire guns while wearing the shield, but it does make him vulnerable to disarm attempts and his weapons open to attack by sharpshooters.
The "Turtle Belt" is an experimental prototype that produces a much stronger graviton field, able to absorb far more damage than the standard type (twelve health levels' worth, with a soak pool of three). However, the problem is that the field produced by the item suppresses all kinetic energy within the field, reducing the wearer's speed and agility enormously. It also quickly tires the character, as he must apply twice the effort to perform the same tasks he would normally. While the barrel of the wearer's weapons are outside the field produced by the Turtle Belt (and can be used normally), the character himself is slowed. All the character's Dexterity die pools are halved (except for making Firearm attacks), he suffers a -3 Initiative penalty, his movement rate is one-third normal, and he can only take one full action every other turn (though he can use the multiple action rules to act every turn). Otherwise, the Turtle Belt functions like the the Force Shield.
Availability: The Force Shield is an experimental device, and due to its rarity and clunkiness isn't widely used by Technocracy agents.
Frequency Transponder: The frequency transponder is no larger than a pocket watch, and is worn by those using the Laptop Gun (above) in sentry gun mode. It's also given to those who patrol or frequent areas monitored by sentry guns or high-tech security systems. A transponder continually emits radio frequencies to a range of 100 yards. This broadcast is received by receivers wired to various security systems (such as, for example, sentry guns or alarms). A security system won't activate when only characters transmitting "friendly" frequencies are present. Security systems trigger at the presence of any biological signatures larger than a cat with no transponder, or that has a transponder broadcasting the incorrect frequency. (So simply wearing a transponder all the time won't protect you, as there is no "generic" radio frequency attuned to all receivers.) Only Constructs and other technocracy strongholds employ sentry guns and frequency transponders; the technology is being perfected, however, and it's possible government installations will be using this technology within the decade.
Those with the proper computer skills and equipment can hack transponder codes, allowing the hackers a variety of options. The computing muscle necessary to perform such feats is restricted to the most powerful (i.e., hypertech) laptops. A character with a sufficiently powerful computer, and that is connected to a mainframe, may attempt to hack the system. The simplest hacking job is to discover the proper frequencies to evade a security system, then reprogram a transponder to emit those frequencies. A more difficult task is to reprogram a security system to accept foreign frequencies. Some hackers delight in scrambling a receiver, either impairing its ability to interpret frequencies or have it read all frequencies as foreign. The effect this has can be devastating, as alarms suddenly begin blaring and sentry guns start firing away at security guards, secretaries and everyone else. However, while permissible in some circumstances, this isn't a wise thing to do when civilians are present. Most ranking Technocrats would likely would spare no expense having any Virtual Adept or other such hacker guilty of this sanitized or forcibly reprogrammed.
Maialar Armor: One of the Technocracy's better breakthroughs, Maialar armor was developed by Void Engineer scientists to use in more lightweight space suits. This spandex-like material is nearly as thin as denim, flexible, comfortable, allows skin to breathe, and can be worn under other clothes or armor. Maialar is resistant to penetration by bullets and blades, and has a limited ability to re-channel kinetic and heat energy, distributing the force of impact over a wider area. However, fire, radiation and energy easily penetrate it.
Availability: Many agents and proles wear Maialar armor, and pieces made from the material can be found on the black market.
Statistics: Bashing soak +1, Melee soak +1, Bullet soak +2, Dexterity penalty 0, conceal W.
Ninja Boots: These boots, more properly known as CopCorp Stealthteks, have gotten their nickname from the advantages they give the wearer. Developed by CopCorp (a Syndicate front company), they have since seen a great deal of use by police, military special ops, corporate security, and other dealers in espionage. However, they are costly ($1200 per pair) and hard to obtain (as CopCorp won't sell to just anyone); Stealthteks are made of special materials, and each pair is custom-ordered to fit the wearer.
Each Ninja Boot has soft, flexible soles and special gel-cushioned pockets. These features allow the boots to absorb and partially negate fall impact, and makes movement less noisy. If the wearer securely lands on her feet, two health levels of damage that would have been inflicted to the wearing from a high drop is automatically "soaked." While extremely useful for low jumps and parachuting, Ninja Boots will not save someone stupid enough to jump off a high-rise or from an aloft aircraft. If the character is actively attempting to move quietly, the boots also add a die to the character's Stealth dice pool.
Availability: As mentioned above, Ninja Boots' expense and their manufacturer's strict standards means it is almost unheard of for someone to obtain them illicitly. Also, because each pair is custom-fitted to the intended wearer, second-hand boots (such as those pulled off dead bodies) are unlikely to fit properly; they will either offer no benefits or not fit at all. Both Enlightened and mundane agents may obtain Ninja Boots, but only if they're often sent on mission that necessitate their use.


Click here to return to the Mage index.