Post by Gravedust on Oct 19, 2016 10:50:54 GMT -8
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Rangefinder
Effect: Indicate any square within LOS. Any ballistic attacks (excluding hand grenades) made on that square will have their difficulties reduced by the Tech skill of the Unit using the Rangefinder. This effect does not stack. Can only be used if the user did not move that turn.
Uses: Unlimited
Scarcity: Very Rare
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A handheld unit that uses a laser to range a distant patch of land, giving it's distance and elevation relative to the user. Very useful when planning ballistic attacks.
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Laser Designator
Effect: Indicates a target square within LOS to be hit by off-map artillery. The maximum range of the designator effect is the user Tech Score*10.
Uses: Unlimited
Scarcity: Very Rare
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This unit produces a powerful laser beam that provides a homing point for many types of long-range Guided artillery or AtG missiles.
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Body Armor
Effect: Adds a +2 bonus to Wound and Death roll results. Also reduces the Wound counter by 2 after a Wound is applied. (may not be reduced below 1)
Multiple Armors do not stack.
Scarcity: Uncommon
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Advanced Body Armor
Effect: Adds a +4 bonus to Wound and Death roll results. Also reduces the Wound counter by 4 after a Wound is applied. (may not be reduced below 1)
Multiple Armors do not stack.
Scarcity: Rare
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Body Camo
Effect: Reduces the Wearer's Line of Sight Detection by 4, but does not effect sound Detection. (Note that Equipment detection increase is ignored for this item.) Multiple Camos do not stack.
Scarcity: Very Rare
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Sentry Camera
Effect: Can be placed on the map and makes an LOS detection roll from that location when monitored (as an Action) by the owner. Maximum range between camera and operator is [#tech Score*20]
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A small camera which can be easily concealed in the environment that broadcasts a video signal to the operator. Can be recovered and reused.
Scarcity: Rare
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Medkit
Effect: Attempts to patch up an incapacitated soldier. When used, roll a number of D20's equal to the user Tech skill. If any roll is equal to or higher than the Wound score, the soldier is fixed up and can take actions next round. Must be adjacent to the soldier to be revived.Uses:2
Scarcity: Common
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Medkits contain materials to rapidly dress wounds and restore consciousness and function to incapacitated soldiers, including an autoinjector, skin patches, steri-spray, and synthetic blood. All soldiers are versed in basic combat lifesaving, but in skilled hands a medkit can help soldiers recover enough from even grievous wounds to be combat effective.
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Demo Charges
Uses:4
Scarcity: Uncommon
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A small packet of shaped-charge plastic explosives intended to be used to demolish walls, buildings, and other structures. Demo charges can only damage building or other structures, and ignore a structure's armor value to deal damage directly. They are set of by timer, with a fuse time that can be set to between 1 - 5 rounds. The amount of damage done by each charges is dependent on the tech skill of the person who set them. Damage is [25 * Tech].
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Autoinjector
Effect: If the wearer is Wounded, their autoinjector will try to automatically revive them, trying once per round until it either succeeds or runs out of charges. When a soldier becomes Wounded the Autoinjector automatically performs the Medkit roll, though always rolls 1D20.
Uses:3
Scarcity: Rare
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A smaller version of the autoinjectors found in medkits, Autoinjectors consist only of a number of small chemical vials, attached to a needle bundle that is worn on the arm or neck, depending on the system. The autoinjector system is tied into a trauma detection system, and in the event of a serious injury, will inject a chemical mix into the wearer's bloodstream, most often to suppress the onset of shock, deaden pain, and promote clotting. Use of these systems can help a soldier stay on his or her feet in an emergency, but is certainly no replacement for real medical care.
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Pulse Pack
Effect: When used, will temporarily incapacitate all M and S-class Geist within it's range of effect, causing them to neither move nor take actions during their next round. While incapacitated, Geist do not benefit from their Defense bonus against attack rolls. Upon recovering, Geist will be temporarily immune to more pulse pack effects for 2 rounds. Range of effect is equal to 5*Tech skill, in squares. Pulse packs cannot be recharged, so once used they are discarded.
Uses:1
Scarcity: Very Rare
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Pulse packs are expensive, heavy, bulky apparatus that emit a powerful combination of high frequency sound, radio waves and electromagnetic interference that has been shown to be effective in temporarily confusing and incapacitating Geist. This seems to last for only a few seconds, and afterward Geist seem to develop a temporary immunity, so care should be taken that the packs are used at the moment of greatest effect. Technically skilled soldiers can tune the device for increased effectiveness depending on the surroundings.
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Anchor Wire Roll
Effect: When used, Covers 3 adjacent squares to the user with Anchor Wire. When a non-flying enemy crosses into a square containing Anchor Wire, they are immediately immobilized and can make no further moves that turn. Anchor Wire is consumed once it snares an enemy.
G-class Geist and ground vehicles are immune to the effects of Anchor Wire, and will destroy any they cross over.
Soldiers can cross though one square of Anchor wire per turn without being snared, but this requires their Action that turn.
Uses:2
Scarcity: Common
Rangefinder
Effect: Indicate any square within LOS. Any ballistic attacks (excluding hand grenades) made on that square will have their difficulties reduced by the Tech skill of the Unit using the Rangefinder. This effect does not stack. Can only be used if the user did not move that turn.
Uses: Unlimited
Scarcity: Very Rare
---------------------
A handheld unit that uses a laser to range a distant patch of land, giving it's distance and elevation relative to the user. Very useful when planning ballistic attacks.
======================
Laser Designator
Effect: Indicates a target square within LOS to be hit by off-map artillery. The maximum range of the designator effect is the user Tech Score*10.
Uses: Unlimited
Scarcity: Very Rare
---------------------
This unit produces a powerful laser beam that provides a homing point for many types of long-range Guided artillery or AtG missiles.
================================================================
Body Armor
Effect: Adds a +2 bonus to Wound and Death roll results. Also reduces the Wound counter by 2 after a Wound is applied. (may not be reduced below 1)
Multiple Armors do not stack.
Scarcity: Uncommon
================================================================
Advanced Body Armor
Effect: Adds a +4 bonus to Wound and Death roll results. Also reduces the Wound counter by 4 after a Wound is applied. (may not be reduced below 1)
Multiple Armors do not stack.
Scarcity: Rare
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Body Camo
Effect: Reduces the Wearer's Line of Sight Detection by 4, but does not effect sound Detection. (Note that Equipment detection increase is ignored for this item.) Multiple Camos do not stack.
Scarcity: Very Rare
================================================================
Sentry Camera
Effect: Can be placed on the map and makes an LOS detection roll from that location when monitored (as an Action) by the owner. Maximum range between camera and operator is [#tech Score*20]
-----------------------
A small camera which can be easily concealed in the environment that broadcasts a video signal to the operator. Can be recovered and reused.
Scarcity: Rare
================================================================
Medkit
Effect: Attempts to patch up an incapacitated soldier. When used, roll a number of D20's equal to the user Tech skill. If any roll is equal to or higher than the Wound score, the soldier is fixed up and can take actions next round. Must be adjacent to the soldier to be revived.Uses:2
Scarcity: Common
---------------------
Medkits contain materials to rapidly dress wounds and restore consciousness and function to incapacitated soldiers, including an autoinjector, skin patches, steri-spray, and synthetic blood. All soldiers are versed in basic combat lifesaving, but in skilled hands a medkit can help soldiers recover enough from even grievous wounds to be combat effective.
================================================================
Demo Charges
Uses:4
Scarcity: Uncommon
-----------
A small packet of shaped-charge plastic explosives intended to be used to demolish walls, buildings, and other structures. Demo charges can only damage building or other structures, and ignore a structure's armor value to deal damage directly. They are set of by timer, with a fuse time that can be set to between 1 - 5 rounds. The amount of damage done by each charges is dependent on the tech skill of the person who set them. Damage is [25 * Tech].
================================================================
Autoinjector
Effect: If the wearer is Wounded, their autoinjector will try to automatically revive them, trying once per round until it either succeeds or runs out of charges. When a soldier becomes Wounded the Autoinjector automatically performs the Medkit roll, though always rolls 1D20.
Uses:3
Scarcity: Rare
---------------------
A smaller version of the autoinjectors found in medkits, Autoinjectors consist only of a number of small chemical vials, attached to a needle bundle that is worn on the arm or neck, depending on the system. The autoinjector system is tied into a trauma detection system, and in the event of a serious injury, will inject a chemical mix into the wearer's bloodstream, most often to suppress the onset of shock, deaden pain, and promote clotting. Use of these systems can help a soldier stay on his or her feet in an emergency, but is certainly no replacement for real medical care.
================================================================
Pulse Pack
Effect: When used, will temporarily incapacitate all M and S-class Geist within it's range of effect, causing them to neither move nor take actions during their next round. While incapacitated, Geist do not benefit from their Defense bonus against attack rolls. Upon recovering, Geist will be temporarily immune to more pulse pack effects for 2 rounds. Range of effect is equal to 5*Tech skill, in squares. Pulse packs cannot be recharged, so once used they are discarded.
Uses:1
Scarcity: Very Rare
---------------------
Pulse packs are expensive, heavy, bulky apparatus that emit a powerful combination of high frequency sound, radio waves and electromagnetic interference that has been shown to be effective in temporarily confusing and incapacitating Geist. This seems to last for only a few seconds, and afterward Geist seem to develop a temporary immunity, so care should be taken that the packs are used at the moment of greatest effect. Technically skilled soldiers can tune the device for increased effectiveness depending on the surroundings.
================================================================
Anchor Wire Roll
Effect: When used, Covers 3 adjacent squares to the user with Anchor Wire. When a non-flying enemy crosses into a square containing Anchor Wire, they are immediately immobilized and can make no further moves that turn. Anchor Wire is consumed once it snares an enemy.
G-class Geist and ground vehicles are immune to the effects of Anchor Wire, and will destroy any they cross over.
Soldiers can cross though one square of Anchor wire per turn without being snared, but this requires their Action that turn.
Uses:2
Scarcity: Common