Technology: Devices A-F

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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 (A - F)

The following is an alphabetical list of Devices, from A to F.

1MN AFTERBURNER
Field: Energy [Module]
Slot: Mid
Capacitor Usage: 3
Level: Grm 1st
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 +30 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.

 

10MN AFTERBURNER
Field: Energy [Module]
Slot: Mid
Capacitor Usage: 9
Level: Grm 3rd
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 +90 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.

 

100MN AFTERBURNER
Field: Energy [Module]
Slot: Mid
Capacitor Usage: 16
Level: Grm 5th
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 +150 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.

 

125mm RAILGUN
Field: Armaments (Hybrid) [Module: Turret]
Slot: High
Capacitor Usage: 2
Size: Medium
Level: Grm 1st
Activation Time: Attack action
Range: 30 ft. (Max Range Increments: 5)
Target: One creature
Duration: Instantaneous
Technology Resistance: Yes
When you construct this device, choose an energy type.
This weapon is a hybrid turret, meaning that it deals a combination of normal damage and energy damage; the physical portion of its damage is subject to DR, while the energy portion is subject to the appropriate ER. This weapon deals 1d6 physical damage and 1d6 energy damage of the chosen type.

 

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.

 

AZEOTROPIC WARD SALUBRITY
Field: Energy [Module, Shield]
Slot: Mid
Capacitor Usage: No
Level: Grm 4th
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 SH by +16. However, because of the resonance effect this device has on the shield generator, it makes the vehicle stand out more, making it easier to hit, thus giving the vehicle an AC penalty of -4.

 

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.

 

'BENEFACTOR' WARD RECONSTRUCTOR
Field: Energy [Module, Shield]
Slot: Mid
Capacitor Usage: No
Level: Grm 4th
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 +7.

 

'CANYON' SHIELD EXTENDER
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 SH by +32. However, because of the resonance effect this device has on the shield generator, it makes the vehicle stand out more, making it easier to hit, thus giving the vehicle an AC penalty of -8.

 

CAPACITOR RECHARGER
Field: Energy [Module, Reactor]
Slot: Mid
Capacitor Usage: No
Level: Grm 1st
Activation Time: Passive (T)
This device mounts into the vehicle's power plant, improving the vehicle's capacitor recharge rate by 2%.

 

COLD-GAS ARCJET THRUSTER
Field: Energy [Module]
Slot: Mid
Capacitor Usage: 6
Level: Grm 2nd
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 +60 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.

 

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: 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 +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: 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 +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.

 

F-S9 REGOLITH SHIELD INDUCTOR
Field: Energy [Module, Shield]
Slot: Mid
Capacitor Usage: No
Level: Grm 6th
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 SH by +64. However, because of the resonance effect this device has on the shield generator, it makes the vehicle stand out more, making it easier to hit, thus giving the vehicle an AC penalty of -16.