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Computer Spikes<br />Model: MicroThrust Computer Spikes<br />Type: Computer spikes<br />Skill: Computer programming/repair<br />Availability: X<br /> {| border="1" cellpadding="1" cellspacing="1" style="width: 350px;" |Name |Power |Cost |- |Piercer II |2D |3,000 Credits |- |Intruder |3D |4,500 Credits |- |Piercer IV |4D |6,000 Credits |- |Spear V |5D |7,500 Credits |- |Lancer |6D |9,000 Credits |- |Impalement Forward |7D |10,500 Credits |- |Riddle Eight |8D |12,000 Credits |- |Honey Comb IX |9D |13,500 Credits |- |Tunneler |10D |15,000 Credits |} Game Notes: Character must make an Easy computer programming/repair roll to prepare the spike. If roll succeeds, the program can be slotted into the computer system to be raided. If the roll fails, the spike is ruined. The player then rolls the spike’s die code against the difficulty number of the information. Use the computer programming/repair guidelines on page 63 of the Rulebook to determine the difficulty. A spike can only be used once.<br />Source: Cracken’s Rebel Field Guide (page 8)
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