Technology: Devices G-L

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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 (G - L)

The following is an alphabetical list of Devices, from G to L.

GYROSTABILIZER
Field: Armaments [Module]
Slot: Low
Capacitor Usage: No
Level: Grm 1st
Activation Time: Passive (T)
This device assists in stabilizing projectile weapons, increasing their damage. Fitted weapons of the (Projectile) subfield gain a +1 equipment bonus to damage.

 

'HALO' SHIELD RECHARGER
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 shield recharge rate by +16.

 

'INCEPTION' TARGET PAINTER
Field: Armaments [Module]
Slot: Mid
Capacitor Usage: 4
Level: Grm 2nd
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 +4 bonus to attack the creature while this device is active; in addition, any concealment the creature gains is reduced by 10%.
The effects of multiple target painters on a single target are affected by vehicle stacking rules.

 

IRON PLATES
Field: Armaments [Module]
Slot: Low
Capacitor Usage: No
Level: Grm 1st
Activation Time: Passive
These layers of iron plating provide additional protection from attack. The vehicle gains a +2 armor bonus to AC.

 

'KINDRED' STABILIZATION ACTUATOR
Field: Armaments [Module]
Slot: Low
Capacitor Usage: No
Level: Grm 5th
Activation Time: Passive (T)
This device assists in stabilizing projectile weapons, increasing their damage. Fitted weapons of the (Projectile) subfield gain a +16 equipment bonus to damage.