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RUNNERS' GUIDE v.1.001.01.tciv
VANDAL SHELL
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SHELL MODEL: VANDAL
ROLE: Combat Anarchist
TECH: Enhanced Mobility
OVERVIEW: Movement matters. Can you get in and get out, quick? Can you disrupt, annoy, distract, avoid? In a VANDAL SHELL? Yes to all the above. These troublemakers are off-market, kit-bashed proprietarily RUNNER-centric tools of chaos. Everything about them, from AMPLIFIED movement systems to the DISRUPT CANNON hidden in the forearm, voids the warranties of the underlying tech. This is illicit running made fashionable—pick a fight, grab the loot, make your escape, and look good doing it.
ABILITIES / TRAITS:
• DISRUPT CANNON
• AMPLIFY
• MICROJETS
• POWER SLIDE
HISTORY: As the name may indicate, the VANDAL SHELL started with MIDA. Someone took a stolen truckload of baseline SHELLS, went to work on them in their lab, bent the limits of their agility, and added MICROJETS to the lower limbs and a goddamn CANNON to the forearm—then dressed in the coolest streetwear this side of Palace Mons, recruited some friends and made the newsfeeds with a daylight attack on a UESC weapons caravan. Headline was: A Dozen Lunatics Bumrush UESC Mobile Armory. Apparently, MIDA recruitment went up 7500% the week after.
COMMON SHELL SERIES: The GLITCH series was initially used as a standard by MIDA operatives who popularized the VANDAL SHELL during insurrectionist operations on Mars. The face/vocalization pattern pairing created a uniform base identity that when used across multiple VANDAL SHELLS made it difficult for UESC and local law enforcement to identify/track the individual RUNNERS participating in illicit activities. Further, the general streetwear fashion that became a trademark of GLITCH'S various styles became a trend amongst Martian youth, adding additional complexity to any anti-RUNNER enforcement efforts—it's easier to disappear when an entire subculture rises up around your aesthetics.
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[RNNRqterm] || CyberAcme Systems, Inc. ///REDACTED///
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RUNNERS' GUIDE v.1.001.01.tciv
VANDAL TACTICAL ABILITY: DISRUPT CANNON
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OVERVIEW: Nothing better than a trick up your sleeve. The VANDAL SHELL's DISRUPT CANNON is a built-in energy weapon designed specifically to disrupt a combat situation. On impact, it does significant damage while dislodging an enemy target from position, knocking them away from the point of impact (or off a ledge, or into more danger, or out of your way).
OPERATION:
• Engage DISRUPT CANNON
• AIM
• FIRE
• DISRUPT your enemy's position/life/courage
HISTORY: This is an energy projectile weapon dismantled and reconstituted to operate (read: fire) within the functioning forearm of a bio-cybernetic shell. The history of weaponizing cybernetic body modification for use in illicit activities is violent and very interesting and too long and sordid to explain here. For now, run a VANDAL SHELL and maybe make some history of your own.
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[RNNRqterm] || CyberAcme Systems, Inc. ///REDACTED///
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RUNNERS' GUIDE v.1.001.01.tciv
VANDAL PRIME ABILITY: AMPLIFY
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OVERVIEW: VANDALS move fast, closing distances or making a break at speeds that would snap another shell's biosynthetic bones. AMPLIFY is a favorite amongst wild cards and disruptors for its "game changing" mobility. Hard to control an encounter when your rival won't hold still. Hard to catch a RUNNER who can't slow down.
OPERATION:
• Activate AMPLIFY
• MOVE faster/longer/freer
• JUMP faster/higher/farther
• EQUIP quicker/cleaner
• CREATE chaos
• FEEL the rush
HISTORY: Athletes competing in shell-based competition were the first to jailbreak a shell's movement mechanics and push the limits of their synth tendons, musculature, skeletal, and cardiovascular systems. MIDA then took what they started and made it scary effective, pioneering the modern wave of amplified movement abilities utilized by countless RUNNERS, regardless of their affiliation.
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[RNNRqterm] || CyberAcme Systems, Inc. ///REDACTED///