Tailgunner

Tech Level: 7

EDF Modifier:

Description: A tailgunner is a microcomputer wired to the cyberware recipient’s nervous system and the motive centers of his brain. It is capable of taking over a section of the recipient’s body and acting semiautonomously under the guidance of his subconscious mind, allowing him to do two things at once.

Benefit: The recipient’s mind is split into two independent parts. Each part functions in complete autonomy, like two characters in one body. The cyberware recipient’s new “second mind” does not control the majority of the character’s body, but it can use a single limb assigned to it to perform one purely physical attack or move action in a round if the action requires no more than a single limb action alone to complete. Because a tailgunner does not control such things as where the character looks or moves, any action it takes incurs a –4 penalty. Assigning or unassigning a tailgunner to a limb is a move action that can be taken once a round. The recipient cannot use a limb for normal actions while it is assigned to a tailgunner.

Although a tailgunner can take an action in the same round the recipient takes normal actions, it cannot act in every round. The subconscious section of the recipient’s brain used to make decisions for the tailgunner computer needs time to assess the situation after every action it takes. Thus, a tailgunner cannot act more often than once every other round. No effect that increases the recipient’s speed or number of actions increases the speed with which a tailgunner acts.

A tailgunner cannot be used to communicate in any way it can’t type or write messages, for example, since it’s not capable of complex thoughts. Nor can it act if the recipient’s full brain is incapable of action if he’s stunned, unconscious or dead. It can act in concert with the recipient, carefully choosing targets to attack, for example, or readying a piece of equipment for the recipient to use in the next round. If the recipient is subject to a compulsion or charm effect while a tailgunner is assigned to a limb, the tailgunner does
its best to follow the compulsion as well.

It is possible to have more than one tailgunner installed, but doing so only increases the number of limbs the tailgunner system can use one limb per tailgunner. All tailgunners in a single recipient must act in concert, taking the same action, though with two limbs the range of possible actions increases. A tailgunner can be assigned to a robotic arm if the recipient has one.

Type/Location: Internal/Head 1

Hardness/HP: —/4

Cost: 2700

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