Difference between revisions of "Technology: Devices A-F"

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|-align="left"
 
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|6 || [[Technology:_Devices_A-F#2500mm_Autocannon|2500mm Autocannon]]
 
|6 || [[Technology:_Devices_A-F#2500mm_Autocannon|2500mm Autocannon]]
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|}</div>
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|}
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</div>
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&nbsp;
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<div id="'Economist'_Tracking_Engine">
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{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
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! 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>
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|-style="background:white;" align="left"
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|'''Field:''' Mechanics [Module]
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|- align="left"
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|<div style="margin-left:15px;">''Slot:'' Mid</div>
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|- align="left"
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|<div style="margin-left:15px;">''Capacitor Usage:'' 5</div>
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|- align="left"
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|'''Level:''' [[Class:_Greasemonkey|Grm]] 5th
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|- align="left"
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|'''Activation Time:''' 2 rounds (R, T)
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|-align="left"
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|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"
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|'''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.
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|-align="left"
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|
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|-align="left"
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|<div style="margin-left:15px;">
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{|width="70%"
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! width="20%" align="left" style="background:#B0E2FF;"|<div style="margin-left:0px;">'''Device Level'''</div>
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! width="80%" align="left" style="background:#B0E2FF;"|<div style="margin-left:0px;">'''Variants'''</div>
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|-align="left"
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|1 || [[Technology:_Devices_S-Z#Tracking_Engine|Tracking Engine]]
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|-align="left"
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|2 || [[Technology:_Devices_M-R#Optical_Tracking_Engine|Optical Tracking Engine]]
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|-align="left"
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|3 || [[Technology:_Devices_M-R#Monopulse_Tracking_Mechanism|Monopulse Tracking Mechanism]]
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|-align="left"
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|4 || [[Technology:_Devices_A-F#F-12_Nonlinear_Tracking_Gear|F-12 Nonlinear Tracking Gear]]
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|-align="left"
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|5 || ''This.''
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|-align="left"
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|6 || [[Technology:_Devices_S-Z#'Shadow'_Tracking_Mechanism|'Shadow' Tracking Mechanism]]
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|}</div>
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|}
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</div>
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&nbsp;
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<div id="F-12_Nonlinear_Tracking_Gear">
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{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
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! 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>
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|-style="background:white;" align="left"
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|'''Field:''' Mechanics [Module]
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|- align="left"
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|<div style="margin-left:15px;">''Slot:'' Mid</div>
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|- align="left"
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|<div style="margin-left:15px;">''Capacitor Usage:'' 4</div>
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|- align="left"
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|'''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
Field: Armaments (Projectile) [Module: Turret]
Slot: High
Capacitor Usage: No
Size: Medium
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
Field: Armaments (Projectile) [Module: Turret]
Slot: High
Capacitor Usage: No
Size: Huge
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
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
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
Field: Armaments (Projectile) [Module: Turret]
Slot: High
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
Field: Mechanics [Module]
Slot: Low
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.
Device Level
Variants
1 This.
2 ---
3 Polarized Armor Regenerator
4 ---
5 Automated Carapace Reconstructor
6 ---

 

AUTOMATED CARAPACE RECONSTRUCTOR
Field: Mechanics [Module]
Slot: Low
Capacitor Usage: 8
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.
Device Level
Variants
1 Ancillary Armor Repair
2 ---
3 Polarized Armor Regenerator
4 ---
5 This.
6 ---

 

AZEOTROPIC SHIELD GENERATOR
Field: Energy (Generator) [Module, Shield]
Slot: High
Capacitor Usage: No
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
Field: Energy (Generator) [Module, Shield]
Slot: High
Capacitor Usage: No
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
Field: Armaments [Module]
Slot: Low
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
Field: Armaments [Module]
Slot: Low
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.