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system:armory:devices [2016/12/13 12:27] schrodinger |
system:armory:devices [2016/12/13 14:58] (current) schrodinger [Devices] |
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[[system:armory:devices#mobile cover unit|Mobile Cover Unit]] | [[system:armory:devices#mobile cover unit|Mobile Cover Unit]] | ||
+ | |||
+ | [[system:armory:devices#particulate imaging relay|Particulate Imaging Relay]] | ||
[[system:armory:devices#suppression field|Suppression Field]] | [[system:armory:devices#suppression field|Suppression Field]] | ||
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* As long as it is released before being removed, it causes no lasting damage. | * As long as it is released before being removed, it causes no lasting damage. | ||
* If the device must be removed by force, it will take a sizable chunk of the victim's body with it. | * If the device must be removed by force, it will take a sizable chunk of the victim's body with it. | ||
- | * Firing makes use of elastic mechanisms and is considered almost noiseless. Detection by sound suffers -1AP per meter of distance from the firing point. | + | * The launcher makes use of elastic mechanisms to fire and is considered Near-Silent. Detection by sound suffers -5AP per meter of distance from the firing point. |
</hidden> | </hidden> | ||
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* Offers a maximum of 10 functions. | * Offers a maximum of 10 functions. | ||
* Mass of 20Kg. | * Mass of 20Kg. | ||
+ | |||
+ | </hidden> | ||
+ | |||
+ | \\ | ||
+ | \\ | ||
+ | \\ | ||
+ | |||
+ | === Particulate Imaging Relay === | ||
+ | |||
+ | [[system:armory:devices|Back to Top]] | ||
+ | |||
+ | //A soft, projectile is fired or thrown to a target point, where it attaches and disperses nano-particles into the surrounding atmosphere. These particles adhere to anything they contact and continuously report their position back to the projectile, creating a real-time three-dimensional map of a small area. This is relayed back to the user remotely through a visor, allowing them to monitor the space without detection.// | ||
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+ | \\ | ||
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+ | <hidden **Rules**> | ||
+ | |||
+ | \\ | ||
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+ | * The PIR is treated as a Ranged weapon when fired, or a Thrown weapon when thrown. Standard Shooting or Throwing tests are rolled, applying Range and Small Target penalties as normal. The resulting AP are used to calculate the effective dispersal of the particle cloud. See the Devices section below for details. | ||
+ | * The Shooting and Throwing actions are considered generic tests. This means they roll on the Physique Trait as normal, but never benefit from any Skill bonuses and also never suffer the Untrained penalty. | ||
+ | * If a Suppression Field with electrical suppression is active at the location of the particle cloud, the Character's Shooting or Throwing test suffers the full penalties of the Suppression Field. This means the AP used for effective dispersal will be greatly diminished, if not eliminated. | ||
+ | * Enemies marked by the particle cloud remain so until either the duration of the effect ends, or they exceed the maximum signal range. | ||
+ | * The launcher makes use of elastic mechanisms to fire and is considered Near-Silent. Perception tests to detect the sound of firing suffer -5AP per meter of distance from the firing point. | ||
+ | * Throwing the projectile is considered Fully-Silent and may not be detected by sound. | ||
+ | * The projectile is specially designed to land and attach quietly and its impact is considered Near-Silent. Perception tests to detect the sound of impact suffer -5AP per meter of distance from the impact point. | ||
+ | |||
+ | </hidden> | ||
+ | |||
+ | \\ | ||
+ | |||
+ | <hidden **Devices**> | ||
+ | |||
+ | \\ | ||
+ | |||
+ | * **Limited PIR** //- Requires Acuity 3 + Carry 1 ----- Costs 1k// | ||
+ | * Projectile range: 20m | ||
+ | * Dispersal radius: 1m per 1AP on Shooting / Throwing test | ||
+ | * Duration: 2 rounds or 1 minute | ||
+ | * Signal radius: 30m | ||
+ | * Projectiles cost: 200 each. | ||
+ | |||
+ | * **Standard PIR** //- Requires Acuity 6 + Carry 2 ----- Costs 5k// | ||
+ | * Projectile range: 50m | ||
+ | * Dispersal radius: 2m per 1AP on Shooting / Throwing test | ||
+ | * Duration: 3 rounds or 1 minute 30 seconds | ||
+ | * Signal radius: 50m | ||
+ | * Projectiles cost: 300 each. | ||
+ | |||
+ | * **Advanced PIR** //- Requires Acuity 9 + Carry 3 ----- Costs 15k// | ||
+ | * Projectile range: 200m | ||
+ | * Dispersal radius: 3m per 1AP on Shooting / Throwing test | ||
+ | * Duration: 5 rounds or 2 minutes 30 seconds | ||
+ | * Signal range: 100m | ||
+ | * Projectiles cost: 500 each. | ||
</hidden> | </hidden> | ||
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\\ | \\ | ||
- | </hidden **Devices**> | + | <hidden **Devices**> |
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\\ | \\ | ||
- | * It can easily be mounted or removed from a helmet, even one-handed, or be worn on a strap around the head. | + | * The device is touch activated and requires 1 hand to operate. |
- | * The device can be touch or voice activated. | + | |
* Marked targets or locations can be detected by several other Devices and Augs. Check their specific rules for details. | * Marked targets or locations can be detected by several other Devices and Augs. Check their specific rules for details. | ||
* A generic Shooting test (Physique dice with no Skill bonus) may be used to employ a Target Marker, in addition to Turn AP during combat. Out of combat, marking requires 10s. | * A generic Shooting test (Physique dice with no Skill bonus) may be used to employ a Target Marker, in addition to Turn AP during combat. Out of combat, marking requires 10s. |