Technology: Devices M-R

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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 (M - R)

The following is an alphabetical list of Devices, from M to R.

MONOPHONIC STABILIZATION ACTUATOR
Field: Armaments [Module]
Slot: Low
Capacitor Usage: No
Level: Grm 6th
Activation Time: Passive (T)
This device assists in stabilizing projectile weapons, increasing their damage. Fitted weapons of the (Projectile) subfield gain a +32 equipment bonus to damage.

 

MONOPULSE TRACKING MECHANISM
Field: Mechanics [Module]
Slot: Mid
Capacitor Usage: 3
Level: Grm 3rd
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 +4 equipment bonus to attack rolls and a +20 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.

 

OPTICAL TRACKING ENGINE
Field: Mechanics [Module]
Slot: Mid
Capacitor Usage: 2
Level: Grm 2nd
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 +2 equipment bonus to attack rolls and a +10 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.

 

ORICHALCUM PLATES
Field: Armaments [Module]
Slot: Low
Capacitor Usage: No
Level: Grm 6th
Activation Time: Passive
These layers of orichalcum provide additional protection to the vehicle. The vehicle gains a +12 armor bonus to AC.

 

PNEUMATIC STABILIZATION ACTUATOR
Field: Armaments [Module]
Slot: Low
Capacitor Usage: No
Level: Grm 3rd
Activation Time: Passive (T)
This device assists in stabilizing projectile weapons, increasing their damage. Fitted weapons of the (Projectile) subfield gain a +4 equipment bonus to damage.

 

POLARIZED ARMOR REGENERATOR
Field: Mechanics [Module]
Slot: Low
Capacitor Usage: 4
Level: Grm 3rd
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 24 points of damage.
Device Level
Variants
1 Ancillary Armor Repair
2 ---
3 This.
4 ---
5 Automated Carapace Reconstructor
6 ---

 

'REFLECT' SHIELD GENERATOR
Field: Energy (Generator) [Module, Shield]
Slot: High
Capacitor Usage: No
Level: Grm 5th
Activation Time: Passive
This complex device generates a hydromagnetic field around the vehicle, giving it an SH rating of 12. 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.

 

REGOLITH BARRIER EMITTER
Field: Energy (Generator) [Module, Shield]
Slot: High
Capacitor Usage: No
Level: Grm 4th
Activation Time: Passive
This complex device generates a hydromagnetic field around the vehicle, giving it an SH rating of 8. 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.

 

ROLLED TUNGSTEN PLATES
Field: Armaments [Module]
Slot: Low
Capacitor Usage: No
Level: Grm 5th
Activation Time: Passive
These layers of rolled tungsten provide additional protection to the vehicle. The vehicle gains a +10 armor bonus to AC.