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Biotech Info
Acidic Secretion
Additional Limb
Adrenal Node
Additional Socket
Additional Vitals
Behavioral Mod
Bio Optics
Chitin Plating
Camo Skin
Dex Aug
IQ Aug
Lung Implants
Muscle Aug
Pop Aug
Reflex Enhancement
Replacement Limb
Subdermal Sheathing
Toxin Node


Bio-Tech for the Dark Star campaign by TerroX (printer friendly)

The Hornet is a class of ranged weapons formed out of living tissue which is physically attached to the host. It uses the Modern Ranged Weapons - rifle skill, in Fire mode only, of type En/O, cannot be hidden, can be used at a rate of 4 actions per round, and has a 'clip' size of 16 which replenishes every day. This Bio Gear actually produces small living creatures, the 'hornets' after which the weapon is named, which contain small amounts of plasma in their system and explode upon contact with any object. These hornets do possess vestigial wings, and so continue to accelerate even after fired from the Hornet, and can even change direction. Moreover, they have the ability to sense body heat even from great distances, and actively pursue sources of heat. Thus, the Hornet has an accuracy bonus of -1, -2, or -3 (depending on the quality of the Hornet), but can occasionally be confused by other heat sources (not unlike twentieth-century heat-seeking missiles). Upon striking their target with an O/G/A success, the hornets inflict damage dependant upon the quality of the Hornet. An Ordinary quality Hornet inflicts d4+1w/d6+1w/d4m with range 2/6/12, Good quality inflicts d6w/d6+2w/d6m with range 10/20/100, and an Amazing Hornet inflicts 2d4w/2d4+1w/d4+3m with range 20/40/200. The GM may call for a bio-induced Cykosis check upon implantation, due to the brain-Hornet interface requirements of this Bio Gear. The listed Cost, Mass, and Size, are of course for one Hornet attached to one arm. A Hornet cannot be attached to the same arm as a BioKlaw.

Name Hornet
O Cost $8 000
G Cost $12 000
A Cost $16 000
Avail Military
PL 7
Mass 3
Size 1

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