TEXT: The Modern Dispatch
  Line Zero
  Page 
  Requires the use of the d20 Modern Roleplaying 
  Game, published by Wizards of the Coast, Inc.
  d20 Modern and Wizards of the Coast are 
  trademarks of Wizards of the Coast, Inc. in the 
  United States and other countries and are used 
  with permission
  ‘d20 System’ and the ‘d20 System’ logo are 
  trademarks of Wizards of the Coast, Inc. and are 
  used according to the terms of the d20 System 
  License version 6.0.  A copy of this License can 
  be found at www.wizards.com/d20.
  Author: 
  Fraser Ronald
  LAYOUT: 
  CHRIS DAVIS 
  and 
  Fraser Ronald
  Art: Dean Ma$rtin and IMK
  swordsedgepublishing.Ca
  #04
  LIne ZeRO
  black the government does not know it exists. 
  Above politics and beyond concerns of diplomacy, 
  Line Zero exists to safeguard the nation, sometimes 
  from itself. Those recruited into the team are known 
  to have strong, personal convictions—convictions 
  based on the spirit and hope of the nation itself. These 
  men and women have all attempted to serve the nation 
  in one form or another. Some became known within 
  the community of their endeavors, some labored in 
  obscurity, but all let their morals lead them. Whether 
  famous, infamous, or simply invisible, these individuals 
  had intelligence, skills, and ethics.
  Line Zero works because it gives an outlet for the 
  convictions of its members. Economics, diplomacy, and 
  international reputation are important to a state, but the 
  security and survival of the nation is paramount. It has 
  “Well, soldier, this is your lucky day.”
  Jackson shifted in his chair. Flanked by a couple of sunglass-
  wearing suits, he didn’t feel lucky. The fact that number 
  three in the little entourage, apparently the mouthpiece, wore 
  a short skirt rather than a suit and didn’t cover the brilliant 
  green playground of her eyes did nothing to put Jackson at 
  ease.
  “I’ve had plenty of those,” Jackson said. “You maybe want to 
  cut to the chase, so I can get back to doing what I do?”
  Bright-eyes smiled, showing perfect teeth. “Don’t you 
  worry, you’ll be doing what you do. Only from now on, 
  you’ll actually make a difference. I’m offering you an in to 
  something special.”
  Rising from the chair, Jackson’s mouth twisted into a half-
  smile. “Yeah, sell that somewhere else. I have to get back to 
  my team, ma’am.”
  “We aren’t spooks.” Bright-eyes offered Jackson an envelope. 
  “Well, we aren’t the kind of spooks you think we are. As 
  much as can be explained, is explained in that letter. I can 
  tell you that you’ll be working alongside the best of the best. 
  You think your team is hot? They’re pedestrians compared to 
  team we’ve got.”
  Jackson took the envelope. His curiosity got the better of him. 
  He slid out the letter and started reading. “You have got to be 
  playing me.”
  Bright-eyes gave Jackson a wink. “You are going to love your 
  new toys.”
  There is no history of Line Zero. The past is as 
  shrouded in misdirection and euphemisms as the future 
  is in conjecture and secret wishes. What is known is 
  that during the Cold War, a collection of individuals 
  with influence formed a special team, so deep in the 
  
  The Modern Dispatch
  Line Zero
  Page 
  “What’s wrong with my cell?” Jackson hefted both phones in 
  his hands, and could feel no difference in weight.
  “Your old cell is just a cell phone.” Angela tapped the cell she 
  had given Jackson. “This one is the one Cincinnatus will use 
  to contact you. This is your Line Zero hotline.”
  been accepted in Line Zero that the government of the 
  nation considers its own interests before the interests of 
  the nation. This has led to many dangerous moments. 
  Sadly, politicians can rarely be trusted to adhere to the 
  fundamental ideas and ethics of the nation.
  This does not make Line Zero a force for international 
  conflict. It is well-understand that a secure and stable 
  world helps create a secure and stable nation. However, 
  concepts such as inviolate sovereignty are ignored 
  when involvement in a foreign state’s internal struggle 
  is required to protect  the nation. 
  Codename CINCINNATUS
  Line Zero is controlled by Codename CINCINNATUS, 
  named after Lucius Quinctius Cincinnatus, a hero of 
  the Roman Republic and symbol of public service 
  while sacrificing private gain. The creators and/or 
  directors of Line Zero are not known. It could be 
  a single individual, but the word among the Line 
  Zero operatives is it’s led by a council. Whatever the 
  truth, Codename CINCINNATUS directs Line Zero 
  by feeding information and providing missions. The 
  various operatives of Line Zero are self-governed, 
  though within recent memory, a team of operatives was 
  directed to remove another member, who had betrayed 
  the unit by selling special technology known only to the 
  unit—called Zero Tech. Another, less violent, incident 
  had an operative frozen out. This operative had passed 
  on information about Line Zero to a journalist. The 
  operative was not sanctioned, merely removed from 
  the team.
  Bright-eyes—she used the name Angela, but was known as 
  Two-Seven in the team—handed Jackson a cell phone. It 
  looked exactly like his existing cell. He pulled that out and 
  compared the two. 
  “That’s your new cell,” Angela said. “It’s already got your 
  number programed, so you can stuff your cell in a sock 
  drawer somewhere.”
  Contact
  Each Line Zero operative has a special cell phone with 
  which Codename CINCINNATUS can initiate contact, 
  and with which the operative can contact or receive 
  communications from other operatives. A search of the 
  cell phone will reveal a Zero Tech chip—known as a 
  Zero Chip—that  allows for the communication, and 
  also allows the cell phone to maintain communications 
  even when normal cell phones would lose the signal. 
  This chip has an integral self-destruct that cannot be 
  removed from the assembly without destroying the 
  chip. When activated, the self-destruct melts the chip. 
  This is how operatives are removed from Line Zero.
  Jackson sat across from Angela. He sipped coffee and eyed 
  her warily. “Three weeks and I hear nothing from you guys.”
  “You’re still getting the pay checks, aren’t you?” Angela 
  smiled. “Lighten up. Our operational tempo can be slight, but 
  sooner or later, things blow up.”
  Jackson put down his mug. “And things have blown up?”
  “And then some.”
  Jackson pulled out his cell phone and laid it on the table. 
  “Why did I get a call from you and not  Cincinnatus?”
  “I got the call,” Angela said. “And I chose you to be on my 
  team. I figured you’d be bored. If you’re not interested . . .”
  Jackson held up his hands in mock surrender. “Oh no, I’m 
  plenty interested.
  together once a history of trust has been established. 
  There is no base, nor are there any functional locations 
  permanently tied to the unit. When contacted by 
  CINCINNATUS, directions  to a safehouse in which 
  the operatives will find required equipment. The 
  equipment always includes a laptop which has a Zero 
  Chip to provide communications and a connection to 
  the CINCINNATUS database for information retrieval. 
  Like the Zero Chip in the cell phone, this chip can self-
  destruct, and will if any attempt is made to alter or 
  tamper with it. The safehouses are only temporary, and 
  once the mission has been completed, CINCINNATUS 
  withdraws its protection. Whatever overwatch or 
  ownership CINCINNATUS has exerted is removed.
  CINCINNATUS chooses very specific operatives for 
  a mission, but if an operative prefers to work within 
  a set team, that is the operative’s decision. Line Zero 
  only recruits members that CINCINNATUS judges to 
  have the initiative and personal morality required to 
  undertake missions independently and in a manner that 
  reflects the spirit and morals of the nation.
  All operatives are known by numbers. Though they 
  may exchange names and other personal information, 
  CINCINNATUS always refers to operatives by their 
  numbers. Based on the operatives now active, there 
  does not seem to be any particular code or meaning to 
  the numbers, and they may simply be random.
  Game Information
  Any nation could act as the parent country for Line 
  Zero, and the outline has been left relatively vague 
  regarding the location for that purpose. If required 
  by the campaign, Line Zero might be attached to an 
  international organization such as the United Nations or 
  NATO. Further, Line Zero might not even be affiliated 
  with a particular government. In a world in which an 
  Alien conspiracy is kidnapping innocents, Line Zero 
  might be the secret anti-Alien resistance organization.
  Organization
  There is very little organization to Line Zero. Teams 
  are fluid, though some operatives prefer to work 
  
  The Modern Dispatch
  Line Zero
  Page 
  CINCINNATUS
  This is the ultimate NPC, a motivator and information 
  bank the GM can use to pass on vital information or 
  prod the characters into action. For all intents and 
  purposes, CINCINNATUS is Line Zero, without this 
  entity, there would be no Line Zero. The removal of 
  CINCINNATUS means the removal of Line Zero 
  access. Further, it should be made clear to PCs that 
  they are expected to act in a manner acceptable to the 
  general concept and ideas of a free nation, rather than 
  thuggery or mob justice. Actions outside the parameters 
  set by CINCINNATUS will likely mean the characters 
  are frozen out of Line Zero.
  Zero Tech
  The equipment used by Line Zero is usually at least 
  1 Progress Level higher than the general technology 
  available in the setting. The origin of this technology 
  is not addressed, but depending on the campaign it 
  could be reverse-engineered from Alien technology 
  or CINCINNATUS may have secret research facilities 
  about which the players know nothing. From wherever 
  it comes, Zero Tech is beyond the general technology 
  available in the setting. In a standard Modern campaign, 
  the Progress Level would likely be Progress Level 5, 
  Information Age. In such a campaign, Zero Tech would 
  encompass most of the equipment available in Progress 
  Level 6, Fusion Age, and some general equipment is 
  listed below.
  Line Zero weaponry is at the highest end of its Progress 
  Level. While a gadget system or other system to 
  increase the effectiveness of weapons could be used, 
  Line Zero operatives in a Modern campaign should 
  not have access to laser weapons. Some advanced 
  weaponry available to Zero Ops is included below.
  Zero Chip
  All Zero Tech includes a Zero Chip. The purpose of 
  the chip is to allow CINCINNATUS to track Line Zero 
  equipment and deactivate it if it falls into the wrong 
  hands. The removal of a Zero Chip is pretty much 
  impossible without rendering the pieces of equipment 
  inoperative and destroying its secrets. People and 
  characters will—of course—try to remove the chip. As 
  such, it requires a Craft (electronics) skill check against 
  DC 40 followed by a Repair skill check against DC 50 
  to remove the chip without destroying the equipment. 
  Further, it requires a Craft (electronics) skill check 
  against DC 30 to note the alarm on the chip that will 
  alert CINCINNATUS to the chip’s removal. If the 
  alarm is noted after the chip’s removal, it is already 
  too late. If it is noted before the chip’s removal, it 
  requires a further Craft (electronics) check against DC 
  40, followed by a Repair skill check against DC 50 to 
  disarm the alarm. Even with the alarm disarmed, the 
  individual attempting to remove the chip must continue 
  on with the skill checks for the actual removal.
  Line Zero Equipment
  This equipment is available to Line Zero operatives. 
  Equipment usually awaits the characters at the 
  safehouse designated by CINCINNATUS. If the 
  characters request equipment above and beyond 
  what CINCINNATUS delivers, as long as the request 
  is within reason, CINCINNATUS tends to deliver 
  whatever is requested. Requests for nuclear weapons, 
  cloning technology, and/or expensive sports cars would 
  likely lead CINCINNATUS to reconsider the inclusion 
  of the characters in Line Zero.
  The equipment listings do not include Purchase DCs as 
  no Line Zero equipment is intended for purchase or sale. 
  The restrictions on most Line Zero equipment is Illegal, 
  not because it is outlawed but because it is not supposed 
  to exist, nor would it have been attained through legal 
  channels unless supplied by CINCINNATUS.
  Hades Weapon System
  The Hades Weapon System (HWS) includes a group 
  of weapons with interchangeable accessories and parts. 
  All HWS weapons will accept the listed accessories. 
  The HWS fires a unique 7.2X25 mm caseless round. 
  Various ammunition types are available in this 
  cartridge, but it is only available through Line Zero and 
  is unknown to the general public.
  All HWS weapons are manufactured from composite 
  materials that are not usually detectable by standard 
  metal detectors. The minute amount of metals in the 
  key components is very difficult to detect. In game 
  terms, it would require a Computer Use skill check 
  against DC 30 to detect.
  Each HWS weapon includes a personalized security 
  setting. If desired, this security setting can ensure 
  the weapon only functions properly for the owner or 
  owners of the weapon, or for a particular group. If an 
  unauthorized individual picks up or attempts to use the 
  weapon, a special trap is immediately triggered. After 
  a trap is triggered, only an authorized user can reset the 
  weapon to its normal state. 
  Initially, the security module will emit a stunning shock 
  through the grip of the weapon, forcing a Fortitude save 
  against DC 18. Failure will leave the target stunned for 
  1d4 rounds. If the target does not release the weapon 
  at that time, the security module will discharge an 
  electric shock dealing 1d6 points of electricity damage. 
  The security module will continue to discharge an 
  electric shock each round until the weapon is reset by 
  an authorized user.
  Some HWS weapons include a select-fire mode. These 
  weapons can be fired on semi-automatic, 3-round burst 
  and full automatic modes. When using the 3-round 
  burst mode with the Burst Fire feat, it fires only three 
  bullets instead of five and can be used with only three 
  bullets in the weapon. This setting does not grant the 
  ability to make burst fire attacks without the Burst Fire 
  
  The Modern Dispatch
  Line Zero
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  feat; if a character uses the setting without the feat, he 
  or she makes a normal attack, and the extra two bullets 
  are wasted.
  Another feature on some HWS weapons is a variable 
  ammunition feed. The standard HWS  magazines can 
  be loaded with two different kinds of ammunition. A 
  selector allows the user to choose one ammunition type 
  or the other. Once one type of ammunition has been 
  spent, the weapon will continue to fire the second type 
  of ammunition, no matter on which the selector is set.
  HWS Mk 7 Autoloader Pistol: This is the smallest 
  version of the HWS. While its magazine holds 16 
  rounds, it can accept the magazines from other HWS 
  weapons. When used for Double Tap, the Mk 5 incurs 
  a -2 penalty unless the HWS Recoil Compensator is 
  used. This penalty stacks with other penalties for using 
  Double Tap.
  fire and variable ammunition features, as discussed 
  above. When used for Double Tap, the Mk 12 incurs 
  a -2 penalty and a -4 penalty when used for Burst Fire 
  or Autofire, unless the HWS Recoil Compensator is 
  used. This penalty stacks with other penalties for using 
  Double Tap, Burst Fire or Autofire.
  HWS Mk 5 Personal Defense Weapon : The Mk 5 
  is only slightly larger than a machine pistol. While 
  the Mk 5 magazine holds 30 rounds, it can accept the 
  magazines from other HWS weapons. The Mk 5 has 
  the select-fire feature, as discussed above. When used 
  for Burst Fire or Autofire, the Mk 5 incurs a -2 penalty 
  unless the HWS Recoil Compensator is used. This 
  penalty stacks with other penalties for using Burst Fire 
  or Autofire. With the magazine removed, this weapon 
  grants a +1 circumstance bonus to Sleight of Hand 
  checks made to conceal the weapon.
  HWS Mk 12 Variable Ammunition Autoloader 
  Pistol: This handgun is the standard sidearm for Line 
  Zero operatives. It is larger than the Mk 7, and while its 
  magazine holds 24 rounds, it can accept the magazines 
  from other HWS weapons. The Mk 12 has the select-
  Table: Ranged Weapons
  Weapon
  Damage
  Crit
  Damage Type
  Range Incr
  Rate of Fire
  Mag
  Size
  Weight
  Purch DC
  Rest
  HWS Mk 7 pistol
  2d8
  20
  Ballistic
  30 ft.
  S
  16 box
  Tiny
  2 lb.
  --
  Illegal
  HWS Mk 12 pistol
  2d8
  20
  Ballistic
  40 ft.
  S,A
  24 box
  Small
  3 lb.
  --
  Illegal
  HWS Mk 5 PDW
  2d8
  20
  Ballistic
  50 ft.
  S, A
  30 box
  Medium
  5 lb.
  --
  Illegal
  HWS Mk 15 SMG
  2d8
  20
  Ballistic
  60 ft.
  S, A
  40 Box
  Large
  6 lb.
  --
  Illegal
  HWS Mk 15 Sub-Machine Gun: The Mk 15 is the 
  largest of the HWS weapons, and includes a folding 
  stock. While the Mk 15 magazine holds 40 rounds, it 
  cn accept the magazines from other HWS weapons. 
  The MK 15 has the select-fire and variable ammunition 
  features, as discussed above. With the stock folded, 
  The Mk 15 incurs a -2 penalty when used for Burst Fire 
  or Autofire, unless the HWS Recoil Compensator is 
  used. Further, with the stock folded, this weapon grants 
  a +1 circumstance bonus to Sleight of Hand checks 
  made to conceal the weapon. With the stock retracted 
  and the magazine removed, this weapon grants a +2 
  circumstance bonus to Sleight of Hand checks made to 
  conceal the weapon.
  
  The Modern Dispatch
  Line Zero
  Page 
  strip on one side. Each DEC carries a single program 
  designed for a single purpose; this may be to open 
  doors, bypass security restrictions, crash a computer, or 
  even to modify information. Almost any task that can 
  be performed by using the Computer Use skill can be 
  encoded into a DEC. DECs can be swiped in magnetic 
  keycard readers and can be inserted into CD/DVD 
  drives on computers with the same ease.
  When a character uses a DEC for its designated 
  purpose, the DEC’s Computer Use bonus (+20) is used 
  in the place of the character’s. DECs can be modified 
  to allow for other connections with computers, such as 
  a USB port. These attachments slid onto the DEC and 
  cover the magnetic strip. 
  Duracable: Strong as steel, flexible as rubber, and 
  almost as light as normal rope, duracable has replaced 
  cables and ropes for Line Zero operatives. Duracable 
  is made of lightweight and durable wiring wrapped 
  hundreds of times in a swirl that reinforces itself as 
  more stress is placed on the coil. Duracable is able to 
  support up to 10 metric tons of weight. The standard 
  dispersement is 50 ft.
  Grappler Tag: Often used in conjunction with 
  duracable, the grappler tag is a small disc roughly 
  six inches in diameter. When placed against a solid 
  surface, the grappler tag attaches to that surface by 
  magnetism (if the surface is ferrous) or by an array of 
  nearly microscopic metal barbs (if not). The tag can 
  then be attached to duracable and used as an anchor for 
  climbing, pulling, or any other purpose. A button on the 
  top of the disc releases the grappler tag’s hold.
  HWS Accessories
   7.2 HWS Armor Piercing Ammunition: HWS armor 
  piercing ammunition provides a +1 attack bonus 
  against armored opponents or opponents with natural 
  armor, but incurs a -1 penalty to damage.
   7.2 HWS Explosive Ammuntion: HWS explosive 
  ammunition explodes on contact with a target, 
  delivering +1d6 damage, but using this ammunition 
  incurs a -2 attack penalty.
   7.2 HWS Hollow-point Ammunition: HWS hollow-
  point ammunition provides a +1 modifier to damage but 
  incurs a -1 attack penalty against armored opponents or 
  opponents with natural armor.
   7.2 HWS Non-Lethal Ammunition: HWS non-lethal 
  ammunition only inflict non-lethal damage and incurs 
  a -2 attack penalty.
   Laser Aiming Device: This small laser mounts on a 
  firearm, and projects a tiny red dot on the weapon’s 
  target. A laser sight grants a +1 equipment bonus on all 
  attack rolls made against targets no farther than 30 feet 
  away. The device can be switched from visible laser to 
  infra-red. The infra-red is visible to individuals using 
  nightvision equipment.
   Recoil Compensator: The recoil compensator is a small 
  device affixed to the barrel in order to increase the 
  weapon’s handling when firing on burst or automatic 
  settings. When attached, the Recoil Compensator 
  incurs a -1 circumstance penalty to Sleight of Hand 
  checks made to conceal the weapon .
   Removable Suppressor: The suppressor fits on the end of 
  the firearm, capturing the gases traveling at supersonic 
  speed that propel a bullet as it is fired. This eliminates 
  the noise from the bullet’s firing, dramatically reducing 
  the sound the weapon makes when it is used. The only 
  sound is the mechanical action of the weapon (Listen 
  check, DC 15, to notice). When used, the suppressor 
  increases the size of the weapon by one category, 
  meaning the Mk 7 pistol would be small, the Mk 12 
  pistol would be medium, and both the Mk 5 PDW and 
  Mk 15 SMG would be large.  
  Polyfiber Armor: This fabric armor includes thin plates 
  of an advanced polymer known as polystern. It covers 
  the torso and upper thighs. The polyfiber and polystern 
  plates are of an unknown material, but provides greater 
  protection than kevlar. It is easily concealable and can 
  be worn under regular clothes. 
  Polyfiber Tac Armor: This is the tactical version of 
  polyfiber armor. It includes complete protection of the 
  body, as well as a polyfiber/polystern helmet. While 
  light, this armor can only be concealed with difficulty 
  and cannot be concealed when wearing the helmet. 
  When the helmet is worn, the armor’s equipment bonus 
  is increased to +8. 
  Zero Tech Equipment
  This is some of the standard equipment that would be 
  provided by CINCINNATUS. A variety of other types 
  of equipment exist, but these are the most common.
  Computer, ZT notebook: This Zero Tech notebook 
  computer is extremely thin and light. It also has twice 
  the power and speed of the most powerful desktop 
  available to the public. It has an integral satellite modem 
  that operates at fiber-optic speeds. It has extremely 
  powerful security software and hardware, and has 
  encrypted access to the CINCINNATUS database.
  DEC: A marvel of computer technology, the Data 
  Encryption Card is designed to allow those who are not 
  computer savvy to bypass technological and computer 
  barriers or perform computer-related tasks. Each DEC 
  is an individual data-carrying card roughly the size of 
  a credit card with a hole in its center and a magnetic 
  Table: Armor
  Armor
  Type
  Equipment 
  Bonus
  Nonprof. 
  Bonus
  Maximum Dex 
  Bonus
  Armor 
  Penalty
  Speed 
  (30 ft.)
  Weight
  Purchase 
  DC
  Restriction
  Polyfiber
  Conceal
  +5
  +2
  +6
  0
  30
  2 lb.
  --
  Illegal
  Polyfiber Tac
  Tactical
  +7
  +3
  +4
  –1
  30
  4 lb.
  --
  Illegal
  
  The Modern Dispatch
  Line Zero
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  Angela held up the data card they had been sent to retrieve. 
  “Just call me Lady Apollo.”
  Jackson holstered his sidearm. “Wouldn’t that make you 
  Athena?”
  “Wouldn’t that make you a wise-guy?”
  damage and then again for 32 points of damage, the 
  character would take 12 points of lethal and 12 points 
  of non-lethal damage and then 17 points of lethal and 
  15 points of non-lethal damage. 
  Ares: The Ares augment is a combat augment. It 
  provides a stackable modifier of +4 to both attacks and 
  Defense. 
  Poseidon: The Poseidon augment increases the bodies 
  speed. When active, the Poseidon augment triples the 
  character’s movement speed, as well as adding 1 attack 
  action per round. 
  Selene: The Selene augment is also called the covert 
  augment. It provides a +10 modifier to all Hide and 
  Move Silently skill checks as well as providing 
  darkvision for up to 120 ft.
  Table: Equipment
  Name
  Size
  Weight
  Restriction
  Computer, ZT notebook
  Medium
  4 lb.
  Illegal
  DEC
  Diminutive
  --
  Illegal
  Duracable
  Medium
  2 lb.
  Illegal
  Grappler Tag
  Tiny
  1 lb.
  Illegal
  HWS 7.2 Ammunition, box 50
  Small
  1 lb.
  Illegal
  HWS Laser Aiming Device
  Tiny
  0.5 lb.
  --
  HWS Recoil Compensator
  Tiny
  1 lb.
  Illegal
  HWS Removable Suppressor
  Small
  2 lb.
  Illegal
  Nanobeacon
  Fine
  --
  Illegal
  Soother Pulse
  Diminutive
  --
  Illegal
  Nanobeacon: An invaluable device used in tracking 
  and search and rescue, the nanobeacon is a small 
  microchip that is placed on a target’s body (or on an 
  object). It sends out a pulse every second that can be 
  detected by sensors attuned to the beacon’s frequency. 
  The nanobeacon projects its pulse at up to a 500 
  mile radius, each nanobeacon with its own unique 
  identification code. Nanobeacons are often used to 
  coordinate combat squads, track wanted criminals, 
  and even to help recover kidnapped or lost children. 
  A beacon can be placed on any character or object by 
  making a simple touch attack against the target.
  Soother Pulse: A small box that fits in one hand, the 
  soother pulse emits sub-audible noises and subtle 
  vibrations that can soothe almost any animal. It carries 
  in its memory banks the codes of pulses to soothe almost 
  every animal on the planet, and new pulses can be 
  loaded into the device whenever they are discovered. A 
  character using the soother pulse gains a +6 equipment 
  bonus on all Handle Animal checks when dealing with 
  an animal identified in the soother pulse’s database.
  Jackson slid a new magazine into his Mk 12. “I’ve never seen 
  anyone move so fast.”
  Angela smiled as she searched the pockets of one of their 
  neutralized opponents. “That’s a little cocktail Daddy 
  Cincinnatus brewed up.”
  “That injection you took back at the safehouse?” Jackson 
  asked.
  Line Zero Augments
  Augments are the most secretive feature of Line Zero. 
  LZA’s are nanobots, robots built of molecule-sized 
  components, that alter an individual’s body. While 
  incredibly powerful, the LZA nanobots have a lifespan 
  of 24 hours. Further, they are powered by the body’s 
  own resources, and use inflicts bodily damage on the 
  host.
  Augments will be delivered along with other equipment 
  by CINCINNATUS. Usually, operatives will use a 
  different augment, providing a variety of enhanced 
  abilities for a mission.
  The LZA nanobots are injected with a hypodermic 
  needle. Once they enter the bloodstream, it takes 90 
  minutes for them to alter the body enough to actually 
  augment physical performance. An augment lasts a 
  maximum of 24 hours from the time of injection. As 
  the LZA nanobots use the body’s resources, and the 
  alteration required for augmentation is deleterious, the 
  subject loses 1 hit point per hour while the nanobots are 
  active. These lost hit points—24 in total by the time the 
  LZA nanobots expire—cannot be healed in any manner 
  unless the LZA nanobots are deactivated. Deactivation 
  requires a second hypodermic injection, 90 minutes 
  after which the LZA nanobots cease to function and 
  cease damaging the subject’s body.
  Achilles: The Achilles augment increases the density of 
  the skin and muscle tissue. One-half of lethal damage 
  per attack is converted to non-lethal damage, up to a 
  maximum of 30 hit points of damage per attack. For 
  example, if the character was shot for 24 points of 
  
  The Modern Dispatch
  Line Zero
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  Open game license
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is 
  Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
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  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  Modern System Reference Document Copyright 2002, Wizards of the Coast, 
  Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based 
  on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, 
  Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.
  Modern Dispatch #104: Line Zero Copyright 2006, Sword’s Edge Publishing; 
  Author Fraser Ronald
  OPen gAMIng COnTenT
  Designation of Product Identity: The following terms are designated as 
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  Modern Dispatch, SEP.
  Designation of Open Gaming Content: The following sections of Modern 
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  All the text of this document is open content. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/3rd Party/d20 Modern/3rd Party/RPG Objects/Modern Dispatch/Modern Dispatch 104 - Line Zero.pdf