TARAWA System

Telepathically-controlled Array of Rapid Action WeAponry (TARAWA)

Designed as a method of giving SDA psions more offensive potential in the wake of the growing tide of war facing the Terran Alliance, the TARAWA System was conceived as a combination armament and mobility platform that could be mentally controlled by psionically-talented individuals.  Developed in secret on Mars with the help of the Teuthidoids in late 2029 and early 2030, the TARAWA Initiative was an experiment aiming to combine Human drone platform tech, Soft AI, Teuthidoid biotech, and advances in Human weapons technology in order to give psionically-talented humans the ability to deal with a variety of different combat and threat environments.

Character Level Controlled TARAWA Wings Special
1st-2nd 2 TARAWA System
3rd-4th 2
5th-6th 4
7th-8th 4
9th-10th 6
11th-12th 6 Defensive Wings
13th-14th 8
15th-16th 8 Wing Burst
17th-18th 10
19th-20th 10 Wing Burst (Longer Duration)

Controlled TARAWA Wings – While the limit on the number of TARAWA wings you can have docked at a time is determined by the Frame you have equipped, learning to control multiple wings at once takes talent and experience.  At level 1, a psion can only control 2 wings at a time.  This increases every 4 levels, to a maximum of 10 wings at level 17.  Deployed flight wings must be used in increments of 1 or 2.  For example, you can control 2 deployed flight wings and 2 deployed riding wings, or 1 deployed flight wing and 1 deployed normal wing – but not 3 deployed flight wings and 1 deployed normal wing (2 deployed flight wings and 1 deployed normal wing would work).

Defensive Wings : At level 11, a psion learns to utilize their non-active, docked wings for defensive purposes.  For every 2 docked wings you have, you receive a +2 bonus to your Reflex defense.

Wing Burst – Starting at level 15, you have learned how to push your TARAWA system, and yourself, beyond your safety limits for a limited amount of time.  As a swift action, you can control a full array of 12 Wings for a number of rounds equal to 1/2 your character level (round down), and gain a +4 bonus to attack and damage rolls with wings (but not when using the wings as handheld weapons).  You take 12d8 nonlethal damage at the conclusion of this time.  At level 19, this ability lasts for a number of rounds equal to your character level.

 

COMPONENTS

Base Harness

The harness’s primary component is a non-intrusive trans-cranial interface mounted at the top of the harness, where it rests against the wearer’s brainstem.  This device utilizes Teuthidoid biotech to provide passive feedback on the TARAWA system’s status by psionically transmitting it into the psion’s brainstem, leading to them simply ‘knowing’ the status of all components of the system as if it was just another part of their body.  This interface also allows for the faster than normal response times needed to operate the system at its full potential by acting as a booster for the psion’s own power through the use of the secondary component of the harness.  The harness’s secondary component is a signal repeater, which duplicates any mental signals that the interface detects and sends them to all deployed components of the TARAWA system.  The signal repeater is advanced Teuthidoid biotech, and is poorly understood by the Human scientists on the project.  This allows the user to control multiple Wings simultaneously.  The tertiary component of the harness is a specially-adapted set of AR Gloves, which assist with the control of the system.  These gloves can interface with a normal HUD device if needed.  Beyond this, the harness is a sleeveless vest, containing enough long-duration power cells to operate the interface for a full 24 hours before a 1-hour recharge using a standard recharger is required.  On the backside of the vest is hardware that allows the harness to interface with the other major component of the TARAWA system – the Frame.  Initial synchronization with the harness and any Wings currently comprising the system’s Array takes 30 seconds (5 rounds) of full-round meditation.

Frame

The Frame is a small boxlike structure, about the size of an average backpack, with racks projecting outwards from the sides of the box – each rack has a set of docking stations.  Inside the box is a large amount of high-capacity batteries and cargo space for ammunition for Wings.  The docking stations are outfitted with rapid-recharging equipment, and the boxlike structure has armatures that it uses to reload ammunition into Wings.  Several varieties of Frames have been developed, each with different capabilities.

  • Standard Frame – This frame has 12 docking stations, allowing for the greatest flexibility in Array load-out, but provides no bonuses beyond this.  This frame contains 100 power units for recharging drones, and 20 cargo units for reloading drones.
  • Flight Frame – This frame is more aerodynamic, and is optimized for rapid transit across a battlefield through the use of flight wings.  It has 8 normal docking stations, 2 docking stations dedicated for flight wings, and 2 permanently-installed flight wings.  While using flight wings to fly, this frame has a base speed of 2 squares higher then normal, and the enhanced flight control systems provide a +5 bonus to the user’s Pilot checks.  This frame contains 175 power units for recharging drones, and 15 cargo units for reloading drones.
  • Combat Frame – This frame is optimized for direct combat purposes.  It has 6 normal docking stations, 2 docking stations dedicated to DEW Wings, 2 docking stations dedicated to Rail Wings, and 2 docking stations dedicated to Light, Medium, or Heavy Wings.  Due to its larger then normal size to accommodate a larger cargo capacity, it flies 2 squares slower then normal when using flight wings to fly.  This frame contains 100 power units for recharging drones, and 35 cargo units for reloading drones.
  • Endurance Frame – This frame is designed for long-duration battles, primarily through the use of DEW and RAIL wings, but it will also support Light, Medium, and Heavy wings during these battles if provided with in-field ammunition reloads.  It has 6 normal docking stations, 2 docking stations dedicated to Flight Wings, 2 docking stations dedicated to DEW Wings, and 2 docking stations dedicated to Rail Wings.  Due to its larger then normal size to accommodate a larger power cell capacity, it flies 1 square slower then normal when using flight wings to fly.  This frame contains 175 power units for recharging drones, and 20 cargo units for reloading drones.
Cargo Unit Options
  • DEW Wing Ammunition – 1 Cargo Unit
  • Heavy Wing Ammunition – 2 Cargo Units
  • Light Wing Ammunition – 1 Cargo Unit
  • Medium Wing Ammunition – 1 Cargo Unit
  • Rail Wing Ammunition – 1 Cargo Unit

Array

The Array is the term that describes the arsenal of Wings that are currently synced to their brain and to the system.  The Array can contain 12 Wings at most.  Adding a new Wing to the Array takes 1 full round of meditation, while removing a Wing from your Array is a free action.

 

Wings

Wings provide the actual offensive and utility potential of the TARAWA system, so to speak.  While inactive, each Wing is about 1.25 meters long, and roughly shaped like an obtuse triangle, with streamlined – or sharpened in some cases – edges. The overall shape suggests a very narrow lifting body, but in reality the shape produces very little lift and the Wing itself is kept in their air through vectored thrust engines and inertial fields, like most airspeeders are.  When activated, a Wing will deploy additional components dependent on the type of Wing it is, and opens engine and thruster ports for mobility.

All wings have a Telepathic Receiver System, which is a genetically-engineered block of neurons built into a neural network which constitutes a sort of organic computer.  Running on this ‘computer’ is a specially-adapted, stripped-down Class VI[D] Artificial Intelligence, which lacks the usual combat automation and communication subroutines.  This AI’s purpose is solely to take instructions transmitted telepathically to it from either the psion using the system or the signal repeater they are attuned to and control the Wing based on those instructions – as such these AI have no designations or names, since they lack the ability to communicate.  Each Wing is equipped with basic sensor systems, including visual light cameras, which can be accessed by the psion for sensor input, but doing so blinds them in terms of using their own eyes.

Functionally, Wings are Small 4th-Degree Drones, except for the Flight Wing and Riding Wing, which are 3rd-Degree Drones.

Wings are supplied via Resource Units, which come in Power Units, which represent a combination of electricity and thruster fuel, and Cargo Units, which represent ammunition.  Power units are primarily used to power the Wing’s flight – as such, a Wing will automatically return to the Frame when it has only 1 Power Unit remaining (unless overridden as a free action).

There are a variety of different Wing designs.

DEW Wing – The DEW Wing (short for Directed Energy Weapon) represents the closest mankind has come to a production-ready man-portable directed energy weapon.  At the core of the DEW Wing is a small deuterium fluoride laser system, based on the successful Artemis-class Bombardment Laser.  This laser system functions as a heavy weapon which deals 4d10x2 Energy damage, plus half your level and any other applicable bonuses for a heavy weapon, with a Single-shot firing rate.  While controlling this Wing, you are treated as proficient with this weapon.  The DEW Wing can also be used as a man-portable Large-size Heavy Weapon, in which case it does 5d10x2 damage since it can channel energy normally meant for propulsion systems into the attack instead.  The beam fired by the DFL system is in the infrared range, and is therefore not visible to the unaided eye.  Infrared cameras inside the drone allow you to use this weapon without penalty while it is deployed, but a user not attuned to the Array who uses it in the man-portable function incurs a -4 penalty to attack unless you have some way of seeing in the infrared, such as the use of an Infrared Sensor eye implant.  While deployed, a DEW Wing moves with a fly speed of 4 squares.

  • HP: 60 (50 – 5 + 15)
  • Fortitude Defense: 10 + 2 CON + X User’s Heroic Level
  • Reflex Defense: 10 + 4 DEX + 1 Size + X User’s Heroic Level
  • Will Defense: N/A, Counts as Mindless and cannot be hacked because bio-computer.  Theoretically a Psion using the system could be targeted through a deployed Wing, but then they’ll use their own Will Defense.
  • STR 12, DEX 18, CON 15
  • RESOURCE CONSUMPTION
    • Power Units:
      • Undocked Flight – 0.25/Round
      • Firing DEW – 1/Shot
      • Firing DEW [Man-Portable] – 1.25/Shot
    • Cargo Units:
      • 1 DEW Wing Ammunition/Shot
  • RESOURCE CAPACITY
    • 6 Power Units
    • 4 Cargo Units (4 DEW Wing Ammunition)

 

Flight Wing – The Flight Wing has no armaments, stronger engines, and a reinforced frame with one aerodynamic, sharpened edge.  When you have two Flight Wings docked on your frame, you gain a fly speed of 6 squares.  For every 2 additional Flight Wings you have docked, your fly speed increases by another 2 squares.  2 Flight Wings attached to a Frame that is not attached to a Harness provide a base fly speed to the Frame of 8 squares, with the same speed increase for additional docked Flight Wings.  Flight Wings can be used in this manner to autopilot to a TARAWA user’s location, if necessary.  While deployed, a Flight Wing moves with a fly speed of 12 squares.  Attacking with a deployed Flight Wing is done via ramming, which works by making a Pilot check vs the target’s Reflex Defense.  If your check beats their Reflex defense, the target takes 1d10+3 damage, plus 1/2 your heroic level as normal.  This damage is Bludgeoning, Slashing, or Piercing damage (user’s choice, chosen each time you attack).  An undocked Flight Wing can also be used as a medium-sized Simple melee weapon, dealing 1d8+STR+1/2 Heroic Level damage – functionally, it is a War Sword, and benefits from the appropriate feats and talents.

  • HP: 61 (50 – 5 + 16)
  • Fortitude Defense: 10 + 3 CON + X User’s Heroic Level
  • Reflex Defense: 10 + 2 DEX + 1 Size + X User’s Heroic Level
  • Will Defense: N/A, Counts as Mindless and cannot be hacked because bio-computer.  Theoretically a Psion using the system could be targeted through a deployed Wing, but then they’ll use their own Will Defense.
  • STR 14, DEX 14, CON 16
  • RESOURCE CONSUMPTION
    • Power Units:
      • Docked Flight – 1/Round (if used) (drains directly from the Frame’s power supply)
      • Undocked Flight – 0.25/Round
  • RESOURCE CAPACITY
    • 4 Power Units

 

Heavy Wing – The Heavy Wing is designed for remote suppressing fire, and is consequently armed with a standard General Purpose Machine Gun.  Heavy Wings do 2d10 damage, plus half your heroic level, plus any damage modifiers you have for heavy weapons.  It is only capable of firing in automatic mode, and consumes the normal 10 rounds per automatic firing attempt.  While controlling this wing, you are treated as proficient with this weapon.  While deployed, a Heavy Wing moves with a fly speed of 4 squares.

  • HP: 60 (50 – 5 + 15)
  • Fortitude Defense: 10 + 2 CON + X User’s Heroic Level
  • Reflex Defense: 10 + 4 DEX + 1 Size + X User’s Heroic Level
  • Will Defense: N/A, Counts as Mindless and cannot be hacked because bio-computer.  Theoretically a Psion using the system could be targeted through a deployed Wing, but then they’ll use their own Will Defense.
  • STR 12, DEX 18, CON 15
  • RESOURCE CONSUMPTION
    • Power Units:
      • Undocked Flight – 0.25/Round
    • Cargo Units:
      • Firing Weapon – 0.2 Heavy Wing Ammunition/Autofire Burst
  • RESOURCE CAPACITY
    • 4 Power Units
    • 2 Cargo Units (1 Heavy Wing Ammunition)

 

Light Wing – The Light Wing is armed with a pistol-class weapon, and is intended for light interception use.  A Light Wing does 2d6 damage, plus half your heroic level, plus any damage modifiers you have for pistols.  It is capable of firing in semi-automatic firing mode. While deployed, a Light Wing moves with a fly speed of 8 squares.

  • HP: 60 (50 – 5 + 15)
  • Fortitude Defense: 10 + 2 CON + X User’s Heroic Level
  • Reflex Defense: 10 + 4 DEX + 1 Size + X User’s Heroic Level
  • Will Defense: N/A, Counts as Mindless and cannot be hacked because bio-computer.  Theoretically a Psion using the system could be targeted through a deployed Wing, but then they’ll use their own Will Defense.
  • STR 12, DEX 18, CON 15
  • RESOURCE CONSUMPTION
    • Power Units:
      • Undocked Flight – 0.25/Round
    • Cargo Units:
      • Firing Weapon – 0.02 Light Wing Ammunition/Shot
  • RESOURCE CAPACITY
    • 4 Power Units
    • 2 Cargo Units (2 Light Wing Ammunition)

 

Medium Wing – Designed for flexible combat use, the Medium Wing is armed with a slugthrower rifle, and is capable of firing in semi-automatic and fully automatic firing modes, as the situation warrants.  A Medium Wing does 2d8 damage, plus half your heroic level, plus any damage modifiers you have for rifles.  While controlling this wing, you are treated as proficient with this weapon.  While deployed, a Medium Wing moves with a fly speed of 6 squares.

  • HP: 60 (50 – 5 + 15)
  • Fortitude Defense: 10 + 2 CON + X User’s Heroic Level
  • Reflex Defense: 10 + 4 DEX + 1 Size + X User’s Heroic Level
  • Will Defense: N/A, Counts as Mindless and cannot be hacked because bio-computer.  Theoretically a Psion using the system could be targeted through a deployed Wing, but then they’ll use their own Will Defense.
  • STR 12, DEX 18, CON 15
  • RESOURCE CONSUMPTION
    • Power Units:
      • Undocked Flight – 0.25/Round
    • Cargo Units
      • Firing Weapon – 0.05 Medium Ammunition/Shot
      • Firing Weapon [Autofire] – 0.5 Medium Ammunition/Autofire Burst
  • RESOURCE CAPACITY
    • 4 Power Units
    • 2 Cargo Units (2 Medium Wing Ammunition)

Nano-Missile Array – A "Wing" in classification only, the Nano-Missile Array is actually a non-deployable wing which carries several missiles commonly used in the vehicular Nano-Missile System – these missiles still deal (4d10)x2 B/S/P damage. Each pod contains 20 missile tubes, which can be fired either in single-shot mode or fully-automatic (which consumes 10 missiles and attacks a 2×2 square area). These missiles are guided, so if you take an Aim action and miss on your attack then the missile can attack again on your next turn with a -5 penalty (this second attack does not require an action on your part). Nano-Missile Arrays cannot be reloaded by a Frame. The missiles have a cost of 10 credits each and an availablility of Military. The missiles use the same range categories as Nano-Missiles. While a Nano-Missile Array is not deployable, it must be ‘deployed’ in the same fashion as any other Wing, uses Controlled Wing capacity as normal, and must be used in blocks of two as usual.

  • HP: 60 (50 – 5 + 15)
  • Fortitude Defense: 10 + 2 CON + X User’s Heroic Level
  • Reflex Defense: 10 + 4 DEX + 1 Size + X User’s Heroic Level
  • Will Defense: N/A, Counts as Mindless and cannot be hacked because bio-computer.  Theoretically a Psion using the system could be targeted through a deployed Wing, but then they’ll use their own Will Defense.
  • STR 12, DEX 18, CON 15
  • RESOURCE CONSUMPTION
    • N/A, Missile Pods are not deployable.
  • RESOURCE CAPACITY
    • 20 Missiles

Rail Wing – Designed as a counterpart to the DEW Wing, the Rail Wing offers a heavy fire support that has a longer combat linger time then the DEW Wing does, at the cost of firepower.  Utilizing that advances pioneered by Project PRIESTESS MISSILE that led to the development of the XR1 Experimental Railgun System, the Rail Wing is armed with an extremely light railgun.  This Wing does 3d10x2 damage, plus half your heroic level, plus any modifiers you have that apply to heavy weapons, and it fires at a single-shot firing rate.  While controlling this wing, you are treated as proficient with this weapon.  The Rail Wing can also be used as a man-portable Large-size Heavy Weapon by a proficient user.  While deployed, a Rail Wing moves with a fly speed of 4 squares. Like all railguns, a Rail Wing counts as an energy weapon.

  • HP: 60 (50 – 5 + 15)
  • Fortitude Defense: 10 + 2 CON + X User’s Heroic Level
  • Reflex Defense: 10 + 4 DEX + 1 Size + X User’s Heroic Level
  • Will Defense: N/A, Counts as Mindless and cannot be hacked because bio-computer.  Theoretically a Psion using the system could be targeted through a deployed Wing, but then they’ll use their own Will Defense.
  • STR 12, DEX 18, CON 15
  • RESOURCE CONSUMPTION
    • Power Units:
      • Undocked Flight – 0.25/Round
      • Firing Weapon – 0.5/Shot
    • Cargo Units
      • Firing Weapon – 0.2 Rail Ammunition/Shot
  • RESOURCE CAPACITY
    • 5 Power Units
    • 1 Cargo Unit (1 Rail Ammunition)

 

Riding Wing – The Riding Wing is an adaptation of the Flight Wing, optimized for transporting other people instead of the Frame.  Two Riding Wings can dock together to form a flying platform capable of moving a human-sized creature with a fly speed of 6 squares.  This platform must still be partially controlled by the TARAWA user, and still counts as 2 active wings.  Additionally, four Riding Wings count as 2 Flight Wings for the purposes of determining the flight speed of the Frame, and the wearer of the Frame.  This Wing is unarmed, and cannot be used to attack – though it could theoretically ram a target, it would severely damage itself in the process.  While deployed, this Wing has a fly speed of 10 squares, which decreases to 6 squares when carrying a creature.  A pair of deployed riding wings docked together can be piloted by their rider – the wings still count against your deployed wings limit, but you are not penalized for controlling them.

  • HP: 61 (50 – 5 + 16)
  • Fortitude Defense: 10 + 3 CON + X User’s Heroic Level
  • Reflex Defense: 10 + 2 DEX + 1 Size + X User’s Heroic Level
  • Will Defense: N/A, Counts as Mindless and cannot be hacked because bio-computer.  Theoretically a Psion using the system could be targeted through a deployed Wing, but then they’ll use their own Will Defense.
  • STR 14, DEX 14, CON 16
  • RESOURCE CONSUMPTION
    • Power Units:
      • Docked Flight – 0.5/Round (if used) (drains directly from the Frame’s power supply)
      • Undocked, Unencumbered Flight – 0.25/Round
      • Undocked, Encumbered Flight – 0.5/Round
  • RESOURCE CAPACITY
    • 4 Power Units

Swarm Missile Pod – A "Wing" in classification only, the Swarm Missile Pod is actually a non-deployable wing which carries an extensive amount of small guided missiles which deal 4d10 B/S/P damage.. Based on a smaller-scale version of the Nano-Missile System installed on several TAAF ground and space vehicles, this pod contains an array of nano-missile tubes. Each pod contains 50 missile tubes, which can be fired either in single-shot mode or fully-automatic (which consumes 10 missiles and attacks a 2×2 square area).These missiles are guided, so if you take an Aim action and miss on your attack then the missile can attack again on your next turn with a -5 penalty (this second attack does not require an action on your part). Swarm Missile Pods cannot be reloaded by a Frame. The missiles have a cost of 5 credits each and an availablility of Military. The missiles use the same range categories as Nano-Missiles. While a Swarm Missile Pod is not deployable, it must be ‘deployed’ in the same fashion as any other Wing, uses Controlled Wing capacity as normal, and must be used in blocks of two as usual.

  • HP: 60 (50 – 5 + 15)
  • Fortitude Defense: 10 + 2 CON + X User’s Heroic Level
  • Reflex Defense: 10 + 4 DEX + 1 Size + X User’s Heroic Level
  • Will Defense: N/A, Counts as Mindless and cannot be hacked because bio-computer.  Theoretically a Psion using the system could be targeted through a deployed Wing, but then they’ll use their own Will Defense.
  • STR 12, DEX 18, CON 15
  • RESOURCE CONSUMPTION
    • N/A, Missile Pods are not deployable.
  • RESOURCE CAPACITY
    • 50 Missiles

 

WINGS STILL IN DEVELOPMENT

Nonlethal Wing – While not part of the original design specification handed to the TARAWA Initiative, there has been some interest in producing a Wing capable of doing nonlethal damage to humans.  There has been some pushback on this idea, as the TARAWA system was designed for combat against threats other then humans.

Repeater Wing – For the moment, this Wing remains pure theory, but it Teuthidoid scientists on the Initiative maintain that it is possible to build a Wing that would allow the user to relay pisonic powers through it – they’re just not quite sure how to actually do so yet.

 

 

USING THE TARAWA SYSTEM

CONTROLLING TARAWA WINGS:

While controlling a TARAWA Wing, you incur penalties dependent on the types of wings you are controlling and the actions you are attempting to do with them.

You take a -1 penalty to Attack rolls and Pilot checks for each different type of Wing you have active beyond the first.

You take a -2 penalty to Attack rolls and Pilot checks for each different action you have a Wing performing beyond the first.

Example: You have 4 wings undocked and active: 2 Mediums, a DEW, and a Rail.  You take a -2 penalty from the different types.  You are have the DEW wing following you, the Rail wing is in use as a handheld weapon by an ally, and you need to use the 2 Mediums as fire support to shoot a target that has just appeared.  You’re taking an additional -4 penalty, for a total of -6.

ACTIONS

You can use your Standard and Move actions to do things with Wings.  Standard actions let you attack with Wings, while Move actions let you move Wings.  You can command multiple wings to do the action with a single use of the action, but you take the penalties indicated above.

FIGHTING WITH WINGS:

Unless otherwise noted, attacking with a deployed Wing is done via a ranged attack roll, using your 1/2 your Charisma modifier instead of your Dexterity modifier.

Each set of 2 identical wings that you use provides a +1 bonus to attack and an extra die of damage when the wings are used to attack the same target.  This bonus stacks, and MUST BE USED when you are using a set of identical wings to attack the same target.  You cannot use a set of identical wings to attack a target multiple times in 1 round.  For example, if you control 6 deployed wings of the same type and you use them all to attack a single target, you make 1 attack with a +3 bonus and do +3 dice of damage against that target.

FORCED LOSS OF A WING:

A Wing that is forcibly disconnected from your Array either via damage or some other method incurs a temporary -1 step movement on the condition track until you refocus yourself with a DC 20 Psionics check (a standard action), and also inflicts 4d6 nonlethal damage on the user of the system.

Epic Space Adventures Abound!