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Splicers Highjacker

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Featured in The Rifter# 76, "I am Legion," Episode 5 Article, published by Palladium Books.

 
palladium-store.com/1001/produ…

This frail and seemingly insignificant-looking skeletal robot, is a small bio-mechanical creature made of living tissues and synthetic materials, yet it possesses an ability that makes it one of the most terrifying minions in Legion’s arsenal. This wicked design is not a traditional robot nor made of metals, it is derived from an alien squid worm species that Legion stole from one of Gaia's cryo-zoos. This creature has been  augmented with advanced machine technology, giving it the power to seize control of a suit of Host Armor and operate it like a puppet. The Highjacker fires a pair of high-tensile tendrils from each wrist that embed themselves into the Host Armor with barbed spikes. Once the barbs are set and the neural circuit is complete, the Highjacker can attempt to seize a limited amount of control over the targeted Host Armor. Host Armors that have a conscious pilot inside however can resist the control. The long-range jacker tendrils can really only seize control of the limbs, but this is often more than enough if the pilot is dazed, sleeping, unconscious or worse, dead. It was the genius of Legion that was able to create a twisted creature that can steal a Host Armor at short or long-range. 

 While most awakening pilots struggle to regain control of his Host Armor, the Highjacker works to quickly slice open the rear hatch and pry the vulnerable pilot out of his protective shell. Any unconscious human or dead body will easily be discarded for Collectors or other minions to retrieve while the Highjacker quickly gets inside and seizes control of the Host Armor. Highjackers work carefully to make sure the Host Armor is not damaged too much in the process since the ultimate purpose is to use these powerful weapons of war against other Splicers. Most Highjackers try to steal Host Armors while the pilots are away and out of the armor suits, ideally targeting remote Splicer outpost or haven armories where there are plenty of opportunities. Pilots that are asleep in their Host Armors are the next prioritized targets.    

 An unarmored Highjacker sticks to the shadows, patiently stalking its quarry and only strikes targets that are alone and usually preoccupied with some other task or that have been weakened from previous battle. These somewhat fragile robot creatures are best used against opponents that are unprepared for battle. Splicers with their guard up will still be attacked (from behind), but the best prey is the one that does not know its being hunted.

 However, once a Highjacker acquires a suit of Host Armor, it becomes far bolder. Legion is quite familiar with the Resistance’s strategies and tactics. Besides using Bio-Comms and mimicking any voice she hears, Legion also knows the hand signals that field teams use to communicate when noise discipline is required, and she uses this knowledge to get her Highjacker agents into place. The Highjacker uses the stolen Host Armor to get close to other Splicers so that it can gather intel, lead them into ambushes, distract platoons or lure them away from achieving objectives, framing pilots or instigating blood feuds by misusing the stolen armor, or launching devastating surprise assaults. Currently, Legion uses Highjackers to lure Splicers into traps so they can be captured and turned into Frankenstein-like Amalgams, but once she tires of this activity, she will use them a bit more aggressively. Highjackers are relatively cheap to create, so she really has no qualms about walking them into the center of armed camps and unloading every armament at their disposal until they are eventually overwhelmed and destroyed. She also plans on leaving a few armored Highjackers lying among the corpses of slain Splicers to give any teams searching for survivors an unpleasant surprise. Legion does enjoy toying with her opponents, and Highjackers are truly some of her most entertaining game pieces.

Class: Light Infiltration Bio-Robot.


Speed: 

Running: Maximum speed is 150 mph (240 km).

Digging: 10 mph (16 km) through dirt or sand, half that speed through clay, rock, or stone.

Leaping: 25 feet (7.6 m) high or lengthwise increase by 50% with a running start.

Swimming: Not possible. Sinks like a stone.

Flying: Not possible, though it can highjack Wing Packs.

 

Statistical Data:

Height: 5-6 feet (1.5 to 1.8 m).

Width: 2-3 feet (0.6 to 0.9 m).

Length: 1-2 feet (0.3 to 0.6 m).

Weight: 250 lbs. (112.5 kg).

Physical Strength: Robotic P.S. of 28.

Cargo: None.

Power System: Organically driven, good for 1D8+6 months, after which it will be converted into a Necroborg.

Trade Value: None. Not even Technojackers can meld or control Highjackers (something even Legion is not aware of, yet).

Horror Factor: 13 to most people, but 17 to a Splicer in Host Armor.

Senses and Features: Standard features (all encased in hard fiber plastics or advanced bio-synthetic materials), plus Prowl 85% and Operate Host Armor: Highjackers are equipped with a special nervous system that allows them to hack into a Host Armor’s nervous system and seize direct control. This means that Highjackers can actually pilot another Splicer’s Host Armor. This interface is not as fluid as that between a human and Host Armor, so the Highjacker is not able to tap into the supernatural reflexes of the armor (no additional bonuses), Bio-Comms, or senses. However, the Highjacker can use the suit’s weapon systems and its own superhuman reflexes to make up for any shortcomings. In order to overcome the sensory deprivation that comes along with piloting Host Armor, the Highjacker weaves miniature fiber optic cameras and bio-mechanical, microphones through the skin of the armor to view the world around it. 

Note: Legion has infused the Highjackers with special biomechanical plating that protects from her nanobot plague reaction, but Highjackers are fully susceptible to the N.E.X.U.S. nanobot plague reaction.   

Weapon Systems:

1. Jacker Cables: Mounted in each wrist is a launcher that shoots a special barbed spike attached to a thin yet surprisingly durable wire like tendril. Both spikes are fired in tandem at the same target. If they strike successfully, then a connection is formed between the Highjacker and the Host Armor’s nervous system. Once the circuit is completed, the Highjacker can attempt to seize control from the sleeping/unconscious or dazed pilot. They fight a battle of wills by rolling 20-sided dice and adding their M.E. attribute numbers to the results, highest number wins. For the purpose of this battle of wills, the Highjacker has an M.E. of 15. If the Highjacker wins, it must quickly pry the pilot out of the armor before he regains control. The battle of wills continues every melee action until either the pilot or the jacker cables are removed from the armor. The jacker cables provide a bit more limited level of control than the synthetic nervous system. The creature cannot access any of the Host Armor’s weapon systems, nor can it open the back hatch to expose the pilot. The Highjacker can only move (or paralyze) the limbs of the Host Armor for 1D6+2 melee actions per Melee Round. This means it is possible the pilot can still target the Highjacker with any head mounted weapons or other defensive measures like Needle Death Blossom. This is another reason why Highjackers move quickly to slice the pilot out of his armor once the connection has been made. Pilots that are completely awake and alert receive a +5 to their Battle of Wills roll and are harder to take over, thus Highjackers usually target the sleeping or unwary. Awakening, dazed, stunned or unwary pilots are penalized -5 to their rolls. Sleeping or unconscious pilots are penalized a -10 to their rolls.    

Primary Purpose: Assault.

Secondary Purpose: Defense.

M.D.C.: Each cable requires 25 M.D.C. to sever. Severing just one cable destroys the link and makes high jacking impossible. The creature contains 200 feet (61 m) of extra cable and 20 extra spikes inside its frame. If the cable is cut, it only takes one melee round to create a replacement cable.

Rate of Fire: Equal to the number of attacks per melee. 

Effective Range: 30 feet (9.1 m).

Bonus: +4 to strike, but this is the only bonus that applies.

Note: It requires a Splicer P.S. of 30 or higher to pull out each jacker cable.

2. Talons: The tip of each finger ends in a 3-inch long blade. They make decent combat weapons, but they are typically used to surgically slice through the outer hatch of the Host Armor so the Highjacker can climb inside.

Primary

 

This frail and seemingly insignificant-looking skeletal robot, is a small bio-mechanical creature made of living tissues and synthetic materials, yet it possesses an ability that makes it one of the most terrifying minions in Legion’s arsenal. This wicked design is not a traditional robot nor made of metals, it is derived from an alien squid worm species that Legion stole from one of Gaia's cryo-zoos. This creature has been  augmented with advanced machine technology, giving it the power to seize control of a suit of Host Armor and operate it like a puppet. The Highjacker fires a pair of high-tensile tendrils from each wrist that embed themselves into the Host Armor with barbed spikes. Once the barbs are set and the neural circuit is complete, the Highjacker can attempt to seize a limited amount of control over the targeted Host Armor. Host Armors that have a conscious pilot inside however can resist the control. The long-range jacker tendrils can really only seize control of the limbs, but this is often more than enough if the pilot is dazed, sleeping, unconscious or worse, dead. It was the genius of Legion that was able to create a twisted creature that can steal a Host Armor at short or long-range. 

 While most awakening pilots struggle to regain control of his Host Armor, the Highjacker works to quickly slice open the rear hatch and pry the vulnerable pilot out of his protective shell. Any unconscious human or dead body will easily be discarded for Collectors or other minions to retrieve while the Highjacker quickly gets inside and seizes control of the Host Armor. Highjackers work carefully to make sure the Host Armor is not damaged too much in the process since the ultimate purpose is to use these powerful weapons of war against other Splicers. Most Highjackers try to steal Host Armors while the pilots are away and out of the armor suits, ideally targeting remote Splicer outpost or haven armories where there are plenty of opportunities. Pilots that are asleep in their Host Armors are the next prioritized targets.    

 An unarmored Highjacker sticks to the shadows, patiently stalking its quarry and only strikes targets that are alone and usually preoccupied with some other task or that have been weakened from previous battle. These somewhat fragile robot creatures are best used against opponents that are unprepared for battle. Splicers with their guard up will still be attacked (from behind), but the best prey is the one that does not know its being hunted.

 However, once a Highjacker acquires a suit of Host Armor, it becomes far bolder. Legion is quite familiar with the Resistance’s strategies and tactics. Besides using Bio-Comms and mimicking any voice she hears, Legion also knows the hand signals that field teams use to communicate when noise discipline is required, and she uses this knowledge to get her Highjacker agents into place. The Highjacker uses the stolen Host Armor to get close to other Splicers so that it can gather intel, lead them into ambushes, distract platoons or lure them away from achieving objectives, framing pilots or instigating blood feuds by misusing the stolen armor, or launching devastating surprise assaults. Currently, Legion uses Highjackers to lure Splicers into traps so they can be captured and turned into Frankenstein-like Amalgams, but once she tires of this activity, she will use them a bit more aggressively. Highjackers are relatively cheap to create, so she really has no qualms about walking them into the center of armed camps and unloading every armament at their disposal until they are eventually overwhelmed and destroyed. She also plans on leaving a few armored Highjackers lying among the corpses of slain Splicers to give any teams searching for survivors an unpleasant surprise. Legion does enjoy toying with her opponents, and Highjackers are truly some of her most entertaining game pieces.

Class: Light Infiltration Bio-Robot.

Speed: 

Running: Maximum speed is 150 mph (240 km).

Digging: 10 mph (16 km) through dirt or sand, half that speed through clay, rock, or stone.

Leaping: 25 feet (7.6 m) high or lengthwise increase by 50% with a running start.

Swimming: Not possible. Sinks like a stone.

Flying: Not possible, though it can highjack Wing Packs.

 

Statistical Data:

Height: 5-6 feet (1.5 to 1.8 m).

Width: 2-3 feet (0.6 to 0.9 m).

Length: 1-2 feet (0.3 to 0.6 m).

Weight: 250 lbs. (112.5 kg).

Physical Strength: Robotic P.S. of 28.

Cargo: None.

Power System: Organically driven, good for 1D8+6 months, after which it will be converted into a Necroborg.

Trade Value: None. Not even Technojackers can meld or control Highjackers (something even Legion is not aware of, yet).

Horror Factor: 13 to most people, but 17 to a Splicer in Host Armor.

Senses and Features: Standard features (all encased in hard fiber plastics or advanced bio-synthetic materials), plus Prowl 85% and Operate Host Armor: Highjackers are equipped with a special nervous system that allows them to hack into a Host Armor’s nervous system and seize direct control. This means that Highjackers can actually pilot another Splicer’s Host Armor. This interface is not as fluid as that between a human and Host Armor, so the Highjacker is not able to tap into the supernatural reflexes of the armor (no additional bonuses), Bio-Comms, or senses. However, the Highjacker can use the suit’s weapon systems and its own superhuman reflexes to make up for any shortcomings. In order to overcome the sensory deprivation that comes along with piloting Host Armor, the Highjacker weaves miniature fiber optic cameras and bio-mechanical, microphones through the skin of the armor to view the world around it. 

Note: Legion has infused the Highjackers with special biomechanical plating that protects from her nanobot plague reaction, but Highjackers are fully susceptible to the N.E.X.U.S. nanobot plague reaction.   

Weapon Systems:

1. Jacker Cables: Mounted in each wrist is a launcher that shoots a special barbed spike attached to a thin yet surprisingly durable wire like tendril. Both spikes are fired in tandem at the same target. If they strike successfully, then a connection is formed between the Highjacker and the Host Armor’s nervous system. Once the circuit is completed, the Highjacker can attempt to seize control from the sleeping/unconscious or dazed pilot. They fight a battle of wills by rolling 20-sided dice and adding their M.E. attribute numbers to the results, highest number wins. For the purpose of this battle of wills, the Highjacker has an M.E. of 15. If the Highjacker wins, it must quickly pry the pilot out of the armor before he regains control. The battle of wills continues every melee action until either the pilot or the jacker cables are removed from the armor. The jacker cables provide a bit more limited level of control than the synthetic nervous system. The creature cannot access any of the Host Armor’s weapon systems, nor can it open the back hatch to expose the pilot. The Highjacker can only move (or paralyze) the limbs of the Host Armor for 1D6+2 melee actions per Melee Round. This means it is possible the pilot can still target the Highjacker with any head mounted weapons or other defensive measures like Needle Death Blossom. This is another reason why Highjackers move quickly to slice the pilot out of his armor once the connection has been made. Pilots that are completely awake and alert receive a +5 to their Battle of Wills roll and are harder to take over, thus Highjackers usually target the sleeping or unwary. Awakening, dazed, stunned or unwary pilots are penalized -5 to their rolls. Sleeping or unconscious pilots are penalized a -10 to their rolls.    

Primary Purpose: Assault.

Secondary Purpose: Defense.

M.D.C.: Each cable requires 25 M.D.C. to sever. Severing just one cable destroys the link and makes high jacking impossible. The creature contains 200 feet (61 m) of extra cable and 20 extra spikes inside its frame. If the cable is cut, it only takes one melee round to create a replacement cable.

Rate of Fire: Equal to the number of attacks per melee. 

Effective Range: 30 feet (9.1 m).

Bonus: +4 to strike, but this is the only bonus that applies.

Note: It requires a Splicer P.S. of 30 or higher to pull out each jacker cable.

2. Talons: The tip of each finger ends in a 3-inch long blade. They make decent combat weapons, but they are typically used to surgically slice through the outer hatch of the Host Armor so the Highjacker can climb inside.

Primary Purpose: Assault.

Secondary Purpose: Defense.

 

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Comments16
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Well that's... terrifying.