ACME Software

ACME: Your SPECIAL Software Resource

Intrusion

ACME Pneumatic Drill

COST: 2800 eb STRENGTH: 9 MU: 5

Another COOL creation of our programmers! Using the latest algorithms available this program will destroy a datawall in only a turn using a powerful energy beam that cames directly from the power supply of the datafortress! As side effect of this method (that causes a power drain in the system) all defense programs and sysops in a range of 30 spaces will be alerted. Use this program when you know where are the datas you need and you want a FAST action!

ICON: A large, HUGE, powerful looking chrome Drill


ACME Wall Eater

COST: 4000 eb STRENGTH: 4 MU: 6

This is the ACME version of the Worm program. Not only powerful but it doesn't de-rezz after eating the wall, its powerful algorithm makes it search another wall to eat! Because of the algorithm involved the Wall Eater will disable a data wall in 3 turns and it doesn't work with data gates. Just sit down and wait, the ACME Wall Eater will make useless all connected data walls until destroyed. The GM must run a 1D6 to determine where the worm will go if it hasn't a wall in front of itself (1-3 left, 4-6 right). When it doesn't find a wall in a square next to it's position the Wall Eater will Auto de-rezz.

ICON: A small Slimy worm with the ACME logo on a side.


Detection/Alarm

ACME Pressure Pad I

COST: 540 eb STRENGTH: 4 MU: 4

This is the first version of the ACME Pressure Pads. Just put this progams in the empty areas of your datafortress; It's invisible! As a netrunner will enter in it's action radius (the square where it lies) a silent alarm will be sent to the Sysop and all near (5 squares) programs.

ICON: It will look as all the floor aroud.


ACME Rooster

COST: 560 eb STRENGTH: 2 MU: 3

ACME brings you an OLD fashioned program! This Rooster program will patrol its 4 squares poultry-pen, and whenever it detects an intruder it will start to scream alerting all near ACME Hen defence programs.
Game notes: The program is useless without the hens and it will only detect a netrunner/program in its square.If attacked the program can defense itself with 1D6/2 damage.

ICON: An haughty looking, slow walking rooster.


ACME Hen

COST: 500 eb STRENGTH: 1 MU: 3

This program should be used in conjunction with the ACME Rooster, it lies on the grond of the datafortress sleeping. It will wake up if the netrunner tries to move near it (1-2 on 1D6) or when it hears the scream of an ACME Rooster program (immediately).Once awake the hem starts to run around in a random direction (1D4) awakening all near (1 square) hems and programs.The hem changes direction every square.

ICON: A cartoon-like white sleeping hen.


ACME Combat Rooster

COST: 1400 eb STRENGTH: 4 MU: 5

Same functions of the ACME Rooster, but after its war scream the ACME Combat Rooster will Attack the intruder with 1D6 damage.

ICON: A self-confident looking, walking rooster.


Anti-IC

ACME Beech-marten

COST: 1600 eb STRENGTH: 3/6 vs ACME Hen MU: 6

Do you really thougth we invented the ACME Hem without a countermeasure? This is the response to the ACME Hen program directly from ACME!!! This cool program will approach one Hen after another and silently kill it (1D6 damage).
Game notes: to awake when the beech-marten is near, an hen must roll 5-6 on 1D6.

ICON: A cunning beech-marten.


Anti-Personnel

ACME Loud Speaker

COST: 9000 eb STRENGTH: 6 MU: 6

This simple but effective program will stun the netrunner with a LOUD Electric Guitar Riff aimed to netrunner's acoustic nerve (4 turns).

ICON: An HUGE Speaker cone. (Do you remember that ancient odd film titled "Back to the Future"?)


ACME Gong

COST: 9250 eb STRENGTH: 7 MU: 6

This is the enhanced version of the ACME Loud Speaker program: It will send to the netrunner's acoustic nerve a raw impulse of electricity and a powerful GONG sound stunning him for 1D6 minutes and with 2 possibility on 10 of totally deafing he.The GM must roll 1D10 and tell to the player the effect of the implulse when he revive: 1-2 Totally Deaf/ 3 Deaf to low frequencies/ 4 Deaf to high frequencies/ 5 Deaf to middle frequencies/ 6 Continual Humming Noise of Medium intensity (-2 on all INT applicable checks)/ 7 Continual Humming Noise of low intensity (-1 on all INT applicable checks)/ 8 Intermittent Humming noise (-1 on all INT applicable checks,one time in two)/ 9 Nothing/ 10 Increased auditive capacity (+1 and all awareness checks). If the netrunner is hit more than one time, for every attack it suffers add a -2 on the D10 check.

ICON: A golden subtle vibrating Gong.


ACME Sheeps I

COST: 6500 eb STRENGTH: 2 MU: 4

This powerful program is the result of endless studies on the sleep mechanism and the insomnia problem. Its algorithm uses an alpha/tetha waves pattern generator to induce sleep in the brain of the netrunner. In game terms the Netrunner will fall asleep for 1d6 minutes and cannot awake even with external help.

ICON: A, cartoonish like, sheep that jumps over a fence again and again.


ACME Sheeps II

COST: 7750 eb STRENGTH: 4 MU: 5

The improved version of the ACME Sheeps program. The Netrunner will fall asleep for 1d6 hours and cannot awake even with external help.

ICON: A sheep that jumps over a fence again and again.


ACME Sheeps III

COST: 8500 eb STRENGTH: 6 MU: 5

The top version of the ACME Sheeps series programs. The Netrunner will fall asleep for 1d6 days and cannot awake even with external help. Remember to plug him to a life support system or he will die from denutrition, water shortage or ehm, when you don't go at WC....

ICON: A marvellous looking white sheep that jumps over a fence.


ACME Black Sheep

COST: 10250 eb STRENGTH: 6 MU: 7

The top Killer version of the ACME Sheeps series programs. This lethal program will induce in the Netrunner a coma state. Game Notes: The GM must roll a secret 1d6 to know how many days the body of the Netrunner will survive without a life support. If 1 the dice must be rerolled to know how many HOURS he will survive. If another 1 is rolled (how luck!) the dice should be rolled again for the MINUTES count. If the Netrunner is really lucky the GM must roll again for the SECONDS!? and eventually again. In the last case there will be no effect at all and the Netrunner will barely notice a moment of incounsciosness. If the body isn't connected to a life support, after the given time, the body will suffer of a -1INT damage every 1d6 (unity of measure decided with the first roll) and a 1d6/2 phisical damage until the brain dies (INT 0) then in about 5 minutes also the body will die. If the Netrunner's body is plugged into a life support after the brain is dead but before the body is, the players will have a new nice plant for their apartments. Remember that the first body parts to die will be feets and hands, than legs and arms in order as the countdown continues, so surgeons should aumputate some parts...

ICON: A Black Sheep with a white Skull instead of the head and the ACME logo on the sides.


ACME Caries

COST: 8750 eb STRENGTH: 4 MU: 5

This program is simple but very effective, it stimulates the trigeminal nerve with an electrical impulse. As result of this action the netrunner will be affected by a very painful thoothache that will pop him out of the cyberspace and let suffer for his actions....(10 minutes of REAL pain).

ICON: What icon? Caries is invisible! 8)


Controllers

ACME Remote Control

COST: 160 eb STRENGTH: 6 MU: 2

This is the ACME enhanced version of the standard Hotwire(TM) controller.


Utilities

ACME Re-Rezz

COST: 160 eb STRENGTH: 6 MU: 2

This is the ACME enhanced version of the standard Re-Rezz utility program.



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