Difference between revisions of "Technology: Devices A-F"
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|-align="left" | |-align="left" | ||
|6 || [[Technology:_Devices_A-F#2500mm_Autocannon|2500mm Autocannon]] | |6 || [[Technology:_Devices_A-F#2500mm_Autocannon|2500mm Autocannon]] | ||
+ | |}</div> | ||
+ | |} | ||
+ | </div> | ||
+ | |||
+ | | ||
+ | |||
+ | <div id="'Economist'_Tracking_Engine"> | ||
+ | {|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;" | ||
+ | ! style="background:#DCDCDC;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">'ECONOMIST' TRACKING ENGINE</font></div> | ||
+ | |-style="background:white;" align="left" | ||
+ | |'''Field:''' Mechanics [Module] | ||
+ | |- align="left" | ||
+ | |<div style="margin-left:15px;">''Slot:'' Mid</div> | ||
+ | |- align="left" | ||
+ | |<div style="margin-left:15px;">''Capacitor Usage:'' 5</div> | ||
+ | |- align="left" | ||
+ | |'''Level:''' [[Class:_Greasemonkey|Grm]] 5th | ||
+ | |- align="left" | ||
+ | |'''Activation Time:''' 2 rounds (R, T) | ||
+ | |-align="left" | ||
+ | |This small analytical engine is specifically designed to aid in vehicular targeting systems. When plugged into a vehicle and activated, it overrides the vehicle's standard targeting protocols, enabling it to lock onto targets easier and farther away. All [turret] modules fitted on the vehicle gain a +8 equipment bonus to attack rolls and a +40 feet equipment bonus to range. | ||
+ | |-align="left" | ||
+ | |'''Special:''' This device, and all its variants, can by modified by a ''reckoner script''. Such scripts can force this module to focus on either accuracy or range: in either case, the bonus to one area (attack rolls or range) is doubled, and the other negated. | ||
+ | |-align="left" | ||
+ | | | ||
+ | |-align="left" | ||
+ | |<div style="margin-left:15px;"> | ||
+ | {|width="70%" | ||
+ | ! width="20%" align="left" style="background:#B0E2FF;"|<div style="margin-left:0px;">'''Device Level'''</div> | ||
+ | ! width="80%" align="left" style="background:#B0E2FF;"|<div style="margin-left:0px;">'''Variants'''</div> | ||
+ | |-align="left" | ||
+ | |1 || [[Technology:_Devices_S-Z#Tracking_Engine|Tracking Engine]] | ||
+ | |-align="left" | ||
+ | |2 || [[Technology:_Devices_M-R#Optical_Tracking_Engine|Optical Tracking Engine]] | ||
+ | |-align="left" | ||
+ | |3 || [[Technology:_Devices_M-R#Monopulse_Tracking_Mechanism|Monopulse Tracking Mechanism]] | ||
+ | |-align="left" | ||
+ | |4 || [[Technology:_Devices_A-F#F-12_Nonlinear_Tracking_Gear|F-12 Nonlinear Tracking Gear]] | ||
+ | |-align="left" | ||
+ | |5 || ''This.'' | ||
+ | |-align="left" | ||
+ | |6 || [[Technology:_Devices_S-Z#'Shadow'_Tracking_Mechanism|'Shadow' Tracking Mechanism]] | ||
+ | |}</div> | ||
+ | |} | ||
+ | </div> | ||
+ | |||
+ | | ||
+ | |||
+ | <div id="F-12_Nonlinear_Tracking_Gear"> | ||
+ | {|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;" | ||
+ | ! style="background:#DCDCDC;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">F-12 NONLINEAR TRACKING GEAR</font></div> | ||
+ | |-style="background:white;" align="left" | ||
+ | |'''Field:''' Mechanics [Module] | ||
+ | |- align="left" | ||
+ | |<div style="margin-left:15px;">''Slot:'' Mid</div> | ||
+ | |- align="left" | ||
+ | |<div style="margin-left:15px;">''Capacitor Usage:'' 4</div> | ||
+ | |- align="left" | ||
+ | |'''Level:''' [[Class:_Greasemonkey|Grm]] 4th | ||
+ | |- align="left" | ||
+ | |'''Activation Time:''' 2 rounds (R, T) | ||
+ | |-align="left" | ||
+ | |This small analytical engine is specifically designed to aid in vehicular targeting systems. When plugged into a vehicle and activated, it overrides the vehicle's standard targeting protocols, enabling it to lock onto targets easier and farther away. All [turret] modules fitted on the vehicle gain a +6 equipment bonus to attack rolls and a +30 feet equipment bonus to range. | ||
+ | |-align="left" | ||
+ | |'''Special:''' This device, and all its variants, can by modified by a ''reckoner script''. Such scripts can force this module to focus on either accuracy or range: in either case, the bonus to one area (attack rolls or range) is doubled, and the other negated. | ||
+ | |-align="left" | ||
+ | | | ||
+ | |-align="left" | ||
+ | |<div style="margin-left:15px;"> | ||
+ | {|width="70%" | ||
+ | ! width="20%" align="left" style="background:#B0E2FF;"|<div style="margin-left:0px;">'''Device Level'''</div> | ||
+ | ! width="80%" align="left" style="background:#B0E2FF;"|<div style="margin-left:0px;">'''Variants'''</div> | ||
+ | |-align="left" | ||
+ | |1 || [[Technology:_Devices_S-Z#Tracking_Engine|Tracking Engine]] | ||
+ | |-align="left" | ||
+ | |2 || [[Technology:_Devices_M-R#Optical_Tracking_Engine|Optical Tracking Engine]] | ||
+ | |-align="left" | ||
+ | |3 || [[Technology:_Devices_M-R#Monopulse_Tracking_Mechanism|Monopulse Tracking Mechanism]] | ||
+ | |-align="left" | ||
+ | |4 || ''This.'' | ||
+ | |-align="left" | ||
+ | |5 || [[Technology:_Devices_A-F#'Economist'_Tracking_Engine|'Economist' Tracking Engine]] | ||
+ | |-align="left" | ||
+ | |6 || [[Technology:_Devices_S-Z#'Shadow'_Tracking_Mechanism|'Shadow' Tracking Mechanism]] | ||
|}</div> | |}</div> | ||
|} | |} |
Revision as of 14:14, 18 June 2013
A list of technological devices for all technology-using classes.
The devices index includes a full index of all devices, as well as an explanation of some of the terms used in these descriptions.
Devices Index | A - F | G - L | M - R | S - Z
Devices (A - F)
The following is an alphabetical list of Devices, from A to F.
150mm LIGHT AUTOCANNON
| ||||||||||||||
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Field: Armaments (Projectile) [Module: Turret] | ||||||||||||||
Slot: High
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Capacitor Usage: No
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Size: Medium
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Level: Grm 1st | ||||||||||||||
Activation Time: Attack action | ||||||||||||||
Range: 30 ft. (Max Range Increments: 5) | ||||||||||||||
Target: One creature | ||||||||||||||
Duration: Instantaneous | ||||||||||||||
Technology Resistance: Yes | ||||||||||||||
This weapon is a projectile turret, meaning that it deals normal damage, and as such damage it deals is subject to DR. This weapon deals 1d10 damage on a successful hit. | ||||||||||||||
|
220mm VULCAN AUTOCANNON
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Field: Armaments (Projectile) [Module: Turret] | ||||||||||||||
Slot: High
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Capacitor Usage: No
| ||||||||||||||
Size: Huge
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Level: Grm 2nd | ||||||||||||||
Activation Time: Attack action | ||||||||||||||
Range: 40 ft. (Max Range Increments: 5) | ||||||||||||||
Target: One creature | ||||||||||||||
Duration: Instantaneous | ||||||||||||||
Technology Resistance: Yes | ||||||||||||||
This weapon is a projectile turret, meaning that it deals normal damage, and as such damage it deals is subject to DR. This weapon deals 2d8 damage on a successful hit. | ||||||||||||||
|
280mm ARTILLERY CANNON
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---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Field: Armaments (Projectile) [Module: Turret] | ||||||||||||||
Slot: High
| ||||||||||||||
Capacitor Usage: No
| ||||||||||||||
Size: Medium
| ||||||||||||||
Level: Grm 1st | ||||||||||||||
Activation Time: Attack action | ||||||||||||||
Range: 50 ft. (Max Range Increments: 8) | ||||||||||||||
Target: One creature | ||||||||||||||
Duration: Instantaneous | ||||||||||||||
Technology Resistance: Yes | ||||||||||||||
This weapon is a projectile turret, meaning that it deals normal damage, and as such damage it deals is subject to DR. This weapon deals 1d8 damage on a successful hit. | ||||||||||||||
|
425mm AUTOCANNON
| ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Field: Armaments (Projectile) [Module: Turret] | ||||||||||||||
Slot: High
| ||||||||||||||
Capacitor Usage: No
| ||||||||||||||
Size: Colossal
| ||||||||||||||
Level: Grm 3rd | ||||||||||||||
Activation Time: Attack action | ||||||||||||||
Range: 60 ft. (Max Range Increments: 6) | ||||||||||||||
Target: One creature | ||||||||||||||
Duration: Instantaneous | ||||||||||||||
Technology Resistance: Yes | ||||||||||||||
This weapon is a projectile turret, meaning that it deals normal damage, and as such damage it deals is subject to DR. This weapon deals 4d6 damage on a successful hit. | ||||||||||||||
|
650mm ARTILLERY CANNON
| ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Field: Armaments (Projectile) [Module: Turret] | ||||||||||||||
Slot: High
| ||||||||||||||
Capacitor Usage: No
| ||||||||||||||
Size: Huge
| ||||||||||||||
Level: Grm 2nd | ||||||||||||||
Activation Time: Attack action | ||||||||||||||
Range: 80 ft. (Max Range Increments: 10) | ||||||||||||||
Target: One creature | ||||||||||||||
Duration: Instantaneous | ||||||||||||||
Technology Resistance: Yes | ||||||||||||||
This weapon is a projectile turret, meaning that it deals normal damage, and as such damage it deals is subject to DR. This weapon deals 2d6 damage on a successful hit. | ||||||||||||||
|
720mm ARTILLERY CANNON
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---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Field: Armaments (Projectile) [Module: Turret] | ||||||||||||||
Slot: High
| ||||||||||||||
Capacitor Usage: No
| ||||||||||||||
Size: Colossal
| ||||||||||||||
Level: Grm 3rd | ||||||||||||||
Activation Time: Attack action | ||||||||||||||
Range: 100 ft. (Max Range Increments: 12) | ||||||||||||||
Target: One creature | ||||||||||||||
Duration: Instantaneous | ||||||||||||||
Technology Resistance: Yes | ||||||||||||||
This weapon is a projectile turret, meaning that it deals normal damage, and as such damage it deals is subject to DR. This weapon deals 2d12 damage on a successful hit. | ||||||||||||||
|
1200mm ARTILLERY CANNON
| ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Field: Armaments (Projectile) [Module: Turret] | ||||||||||||||
Slot: High
| ||||||||||||||
Capacitor Usage: No
| ||||||||||||||
Size: Enormous
| ||||||||||||||
Level: Grm 4th | ||||||||||||||
Activation Time: Attack action | ||||||||||||||
Range: 150 ft. (Max Range Increments: 15) | ||||||||||||||
Target: One creature | ||||||||||||||
Duration: Instantaneous | ||||||||||||||
Technology Resistance: Yes | ||||||||||||||
This weapon is a projectile turret, meaning that it deals normal damage, and as such damage it deals is subject to DR. This weapon deals 4d8 damage on a successful hit. | ||||||||||||||
|
1400mm ARTILLERY CANNON
| ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Field: Armaments (Projectile) [Module: Turret] | ||||||||||||||
Slot: High
| ||||||||||||||
Capacitor Usage: No
| ||||||||||||||
Size: Titanic
| ||||||||||||||
Level: Grm 5th | ||||||||||||||
Activation Time: Attack action | ||||||||||||||
Range: 200 ft. (Max Range Increments: 18) | ||||||||||||||
Target: One creature | ||||||||||||||
Duration: Instantaneous | ||||||||||||||
Technology Resistance: Yes | ||||||||||||||
This weapon is a projectile turret, meaning that it deals normal damage, and as such damage it deals is subject to DR. This weapon deals 5d10 damage on a successful hit. | ||||||||||||||
|
2500mm AUTOCANNON
| ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Field: Armaments (Projectile) [Module: Turret] | ||||||||||||||
Slot: High
| ||||||||||||||
Capacitor Usage: No
| ||||||||||||||
Size: Awesome
| ||||||||||||||
Level: Grm 6th | ||||||||||||||
Activation Time: Attack action | ||||||||||||||
Range: 100 ft. (Max Range Increments: 10) | ||||||||||||||
Target: One creature | ||||||||||||||
Duration: Instantaneous | ||||||||||||||
Technology Resistance: Yes | ||||||||||||||
This weapon is a projectile turret, meaning that it deals normal damage, and as such damage it deals is subject to DR. This weapon deals 8d12 damage on a successful hit. | ||||||||||||||
|
3500mm ARTILLERY CANNON
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---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Field: Armaments (Projectile) [Module: Turret] | ||||||||||||||
Slot: High
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Capacitor Usage: No
| ||||||||||||||
Size: Awesome
| ||||||||||||||
Level: Grm 6th | ||||||||||||||
Activation Time: Attack action | ||||||||||||||
Range: 250 ft. (Max Range Increments: 20) | ||||||||||||||
Target: One creature | ||||||||||||||
Duration: Instantaneous | ||||||||||||||
Technology Resistance: Yes | ||||||||||||||
This weapon is a projectile turret, meaning that it deals normal damage, and as such damage it deals is subject to DR. This weapon deals 6d12 damage on a successful hit. | ||||||||||||||
|
ANCILLARY ARMOR REPAIR
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---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Field: Mechanics [Module] | ||||||||||||||
Slot: Low
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Capacitor Usage: 1
| ||||||||||||||
Level: Grm 1st | ||||||||||||||
Activation Time: Swift | ||||||||||||||
Range: Vehicle | ||||||||||||||
Target: Fitted vehicle | ||||||||||||||
Duration: One round (R) | ||||||||||||||
Technology Resistance: No | ||||||||||||||
This device is integrated directly into the armor of a vehicle, allowing it to be restored when damaged. At the end of this device's duration, it heals the vehicle of 6 points of damage. | ||||||||||||||
|
AUTOMATED CARAPACE RECONSTRUCTOR
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Field: Mechanics [Module] | ||||||||||||||
Slot: Low
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Capacitor Usage: 8
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Level: Grm 5th | ||||||||||||||
Activation Time: Swift | ||||||||||||||
Range: Vehicle | ||||||||||||||
Target: Fitted vehicle | ||||||||||||||
Duration: One round (R) | ||||||||||||||
Technology Resistance: No | ||||||||||||||
This device is integrated directly into the armor of a vehicle, allowing it to be restored when damaged. At the end of this device's duration, it heals the vehicle of 40 points of damage. | ||||||||||||||
|
AZEOTROPIC SHIELD GENERATOR
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Field: Energy (Generator) [Module, Shield] | ||||||||||||||
Slot: High
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Capacitor Usage: No
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Level: Grm 3rd | ||||||||||||||
Activation Time: Passive | ||||||||||||||
This complex device generates a hydromagnetic field around the vehicle, giving it an SH rating of 6. A vehicle can have only one (Generator) module fitted at a time. | ||||||||||||||
SH functions like a combination of ER and DR: in essence, any damage that hits the vehicle is absorbed by SH. Unlike DR and ER, SH is ablative - damage is subtracted from it, and any leftover is applied immediately to the vehicle. Note that some effects can modify SH to give it ER or DR, decreasing the damage applied to the SH rating from certain damage sources. | ||||||||||||||
At the beginning of each turn, SH recharges as a function of a vehicle's shield recharge rate. By default, all (Generator) modules have a shield recharge rate of 1: thus, at the beginning of each turn, your SH increases by 1, to its maximum. Some modules and effects can modify shield recharge rate. | ||||||||||||||
|
BARRIER EMITTER
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---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Field: Energy (Generator) [Module, Shield] | ||||||||||||||
Slot: High
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Capacitor Usage: No
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Level: Grm 2nd | ||||||||||||||
Activation Time: Passive | ||||||||||||||
This complex device generates a hydromagnetic field around the vehicle, giving it an SH rating of 4. A vehicle can have only one (Generator) module fitted at a time. | ||||||||||||||
SH functions like a combination of ER and DR: in essence, any damage that hits the vehicle is absorbed by SH. Unlike DR and ER, SH is ablative - damage is subtracted from it, and any leftover is applied immediately to the vehicle. Note that some effects can modify SH to give it ER or DR, decreasing the damage applied to the SH rating from certain damage sources. | ||||||||||||||
At the beginning of each turn, SH recharges as a function of a vehicle's shield recharge rate. By default, all (Generator) modules have a shield recharge rate of 1: thus, at the beginning of each turn, your SH increases by 1, to its maximum. Some modules and effects can modify shield recharge rate. | ||||||||||||||
|
CROSS-LATER GYROSTABILIZER
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---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Field: Armaments [Module] | ||||||||||||||
Slot: Low
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Capacitor Usage: No
| ||||||||||||||
Level: Grm 2nd | ||||||||||||||
Activation Time: Passive (T) | ||||||||||||||
This device assists in stabilizing projectile weapons, increasing their damage. Fitted weapons of the (Projectile) subfield gain a +2 equipment bonus to damage. | ||||||||||||||
|
CRYSTALLINE CARBIDE PLATES
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---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Field: Armaments [Module] | ||||||||||||||
Slot: Low
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Capacitor Usage: No
| ||||||||||||||
Level: Grm 4th | ||||||||||||||
Activation Time: Passive | ||||||||||||||
These layers of steel provide additional protection to the vehicle. The vehicle gains a +8 armor bonus to AC. | ||||||||||||||
|
DUAL 425mm AUTOCANNON
| ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Field: Armaments (Projectile) [Module: Turret] | ||||||||||||||
Slot: High
| ||||||||||||||
Capacitor Usage: No
| ||||||||||||||
Size: Enormous
| ||||||||||||||
Level: Grm 4th | ||||||||||||||
Activation Time: Attack action | ||||||||||||||
Range: 80 ft. (Max Range Increments: 8) | ||||||||||||||
Target: One creature | ||||||||||||||
Duration: Instantaneous | ||||||||||||||
Technology Resistance: Yes | ||||||||||||||
This weapon is a projectile turret, meaning that it deals normal damage, and as such damage it deals is subject to DR. This weapon deals 5d8 damage on a successful hit. | ||||||||||||||
|
DUAL 650mm AUTOCANNON
| ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Field: Armaments (Projectile) [Module: Turret] | ||||||||||||||
Slot: High
| ||||||||||||||
Capacitor Usage: No
| ||||||||||||||
Size: Titanic
| ||||||||||||||
Level: Grm 5th | ||||||||||||||
Activation Time: Attack action | ||||||||||||||
Range: 100 ft. (Max Range Increments: 10) | ||||||||||||||
Target: One creature | ||||||||||||||
Duration: Instantaneous | ||||||||||||||
Technology Resistance: Yes | ||||||||||||||
This weapon is a projectile turret, meaning that it deals normal damage, and as such damage it deals is subject to DR. This weapon deals 6d10 damage on a successful hit. | ||||||||||||||
|
'ECONOMIST' TRACKING ENGINE
| ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Field: Mechanics [Module] | ||||||||||||||
Slot: Mid
| ||||||||||||||
Capacitor Usage: 5
| ||||||||||||||
Level: Grm 5th | ||||||||||||||
Activation Time: 2 rounds (R, T) | ||||||||||||||
This small analytical engine is specifically designed to aid in vehicular targeting systems. When plugged into a vehicle and activated, it overrides the vehicle's standard targeting protocols, enabling it to lock onto targets easier and farther away. All [turret] modules fitted on the vehicle gain a +8 equipment bonus to attack rolls and a +40 feet equipment bonus to range. | ||||||||||||||
Special: This device, and all its variants, can by modified by a reckoner script. Such scripts can force this module to focus on either accuracy or range: in either case, the bonus to one area (attack rolls or range) is doubled, and the other negated. | ||||||||||||||
|
F-12 NONLINEAR TRACKING GEAR
| ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Field: Mechanics [Module] | ||||||||||||||
Slot: Mid
| ||||||||||||||
Capacitor Usage: 4
| ||||||||||||||
Level: Grm 4th | ||||||||||||||
Activation Time: 2 rounds (R, T) | ||||||||||||||
This small analytical engine is specifically designed to aid in vehicular targeting systems. When plugged into a vehicle and activated, it overrides the vehicle's standard targeting protocols, enabling it to lock onto targets easier and farther away. All [turret] modules fitted on the vehicle gain a +6 equipment bonus to attack rolls and a +30 feet equipment bonus to range. | ||||||||||||||
Special: This device, and all its variants, can by modified by a reckoner script. Such scripts can force this module to focus on either accuracy or range: in either case, the bonus to one area (attack rolls or range) is doubled, and the other negated. | ||||||||||||||
|
F-M3 MUNITION INERTIAL SUSPENSOR
| ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Field: Armaments [Module] | ||||||||||||||
Slot: Low
| ||||||||||||||
Capacitor Usage: No
| ||||||||||||||
Level: Grm 4th | ||||||||||||||
Activation Time: Passive (T) | ||||||||||||||
This device assists in stabilizing projectile weapons, increasing their damage. Fitted weapons of the (Projectile) subfield gain a +8 equipment bonus to damage. | ||||||||||||||
|