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.

M51 ITERATIVE SHIELD RECHARGER
Field: Energy [Module, Shield]
Slot: Mid
Capacitor Usage: No
Level: Grm 5th
Activation Time: Passive
This device plugs into the framework of a shield generator. If a vehicle does not have a fitted module from the (Generator) subfield, this device has no function.
This device increases the vehicle's shield recharge rate by +11.

 

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.

 

MONOPROPELLANT HYDRAZINE BOOSTER
Field: Energy [Module]
Slot: Mid
Capacitor Usage: 12
Level: Grm 4th
Activation Time: Swift
Duration: 2 rounds (R)
This device mounts onto the outer frame of the vehicle. When activated, it provides a significant increase in thrust, increasing the vehicle's movement speeds by +120 feet, minus 15 feet for each size category above Medium the vehicle is. If the speed increase would be reduced to 0 or less, this device has no effect.

 

MONOPULSE TRACKING MECHANISM
Field: Mechanics [Module]
Slot: Mid
Capacitor Usage: 3
Level: Grm 3rd
Activation Time: Swift (T)
Duration: 2 rounds (R)
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: Swift (T)
Duration: 2 rounds (R)
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.

 

PARALLEL WEAPON NAVIGATION TRANSMITTER
Field: Armaments [Module]
Slot: Mid
Capacitor Usage: 16
Level: Grm 5th
Activation Time: Swift
Range: 80 ft.
Target: One creature
Duration: 2 rounds (R)
Technology Resistance: Yes
This device is designed to "paint" a "tag" on a target. You must make a ranged touch attack with this device at the target (d20 + vehicle BAB + vehicle Dex mod), with a bonus equal to the device constructor's student level. If you hit, all creatures gain a +10 bonus to attack the creature while this device is active; in addition, any concealment the creature gains is reduced by 25%.
The effects of multiple target painters on a single target are affected by vehicle stacking rules.

 

PARTIAL WEAPON NAVIGATION
Field: Armaments [Module]
Slot: Mid
Capacitor Usage: 6
Level: Grm 3rd
Activation Time: Swift
Range: 80 ft.
Target: One creature
Duration: 1 round (R)
Technology Resistance: Yes
This device is designed to "paint" a "tag" on a target. You must make a ranged touch attack with this device at the target (d20 + vehicle BAB + vehicle Dex mod), with a bonus equal to the device constructor's student level. If you hit, all creatures gain a +6 bonus to attack the creature while this device is active; in addition, any concealment the creature gains is reduced by 15%.
The effects of multiple target painters on a single target are affected by vehicle stacking rules.

 

PASSIVE BARRIER COMPENSATOR
Field: Energy [Module, Shield]
Slot: Mid
Capacitor Usage: No
Level: Grm 2nd
Activation Time: Passive
This device plugs into the framework of a shield generator. If a vehicle does not have a fitted module from the (Generator) subfield, this device has no function.
This device increases the vehicle's shield recharge rate by +2.

 

PERIPHERAL WEAPON NAVGIATION DIAMETER
Field: Armaments [Module]
Slot: Mid
Capacitor Usage: 10
Level: Grm 4th
Activation Time: Swift
Range: 80 ft.
Target: One creature
Duration: 2 rounds (R)
Technology Resistance: Yes
This device is designed to "paint" a "tag" on a target. You must make a ranged touch attack with this device at the target (d20 + vehicle BAB + vehicle Dex mod), with a bonus equal to the device constructor's student level. If you hit, all creatures gain a +8 bonus to attack the creature while this device is active; in addition, any concealment the creature gains is reduced by 20%.
The effects of multiple target painters on a single target are affected by vehicle stacking rules.

 

PHASED WEAPON NAVIGATION ARRAY GENERATION EXTRON
Field: Armaments [Module]
Slot: Mid
Capacitor Usage: 20
Level: Grm 6th
Activation Time: Swift
Range: 80 ft.
Target: One creature
Duration: 2 rounds (R)
Technology Resistance: Yes
This device is designed to "paint" a "tag" on a target. You must make a ranged touch attack with this device at the target (d20 + vehicle BAB + vehicle Dex mod), with a bonus equal to the device constructor's student level. If you hit, all creatures gain a +12 bonus to attack the creature while this device is active; in addition, any concealment the creature gains is reduced by 30%.
The effects of multiple target painters on a single target are affected by vehicle stacking rules.

 

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.