Strike Force Zero Gadgets: Difference between revisions

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'''Sensor Glasses'''<br>
'''Sensor Glasses'''<br>
Simulates Rank 1 sensory magics at a 1-success level. Most common are Forces 1 (Nightvision), Life 1 (Heartbeat sensor), Mind 1 (Bioelectrical monitoring)
Simulates Rank 1 sensory magics at a 1-success level. Most common are Forces 1 (Nightvision), Life 1 (Heartbeat sensor), Mind 1 (Bioelectrical monitoring)
'''Wound Closure Gel'''<br>
Wound closure gel is basically "tissue glue" with a powerful topical analgesic and disinfectant ability that can hold wounds together, allowing for a wounded operative to maintain combat effectiveness. When used on a person, any Medicine rolls to stabilize a wounded person are reduced by 1 in difficulty, and that person's wound penalties are reduced by 1.


==Cybernetics==
==Cybernetics==

Revision as of 01:51, 28 May 2010

Weapons

Raiden Heavy Electrolaser
Part of the push to make death rays coincidental. Gigantic electrolaser, size of a light machine gun. Nonconcealable. Can dial damage from 1-10 B/L, and has a "battery" of 40 dice of damage (lethal damage takes double power). Living targets hit by the Raiden who fail to soak the damage are stunned for their next turn, adding +1 to action difficulties.

UV Knife
Anti-hemophage melee weapon as a last-resort for agents, using a binary chemical to create a brief but intense burst of UV light. Attacks as a normal knife, but deals additional (1-3 levels?) damage against creatures vulnerable to UV. Due to its use of a blade made of tempered glass and transparent plastic laminate and the side effects of the reaction, a successful attack shatters the knife and renders it useless as both a cutting tool and a UV delivery method.

Ultrasound Grenade
Anti-shapeshifter grenade that creates a high pitched ultrasound burst. Living targets immediately next to the grenade take 8B damage decreasing as distance increases, with more than 1 level of post-soak damage causing temporary (scene-long) hearing loss and more than 3 levels making it permanent. Dogs and other things with superhuman hearing ranges (like say, werewolves) must roll Willpower (or Permanent Rage, whichever is higher) at Difficulty 8 even if they take no levels of damage to do something besides clutch their ears and whimper. A successful WP/Rage roll from a shapeshifter is going to leave you with a very active, and very pissed shapeshifter after you though.

Armor

Samurai Powered Exoskeleton
100 pounds of ceramic, kevlar, and hydraulics. Hardened Armor at 5d, cannot jump or run. Replaces user Str/Dex with Strength 6/Dexterity 1, runs out of power after 3 hours. Bring your extension cord. Called shots to the rear-mounted battery packs (at +3) can render the user immobile.

Noncombat Equipment

Sensor Glasses
Simulates Rank 1 sensory magics at a 1-success level. Most common are Forces 1 (Nightvision), Life 1 (Heartbeat sensor), Mind 1 (Bioelectrical monitoring)

Wound Closure Gel
Wound closure gel is basically "tissue glue" with a powerful topical analgesic and disinfectant ability that can hold wounds together, allowing for a wounded operative to maintain combat effectiveness. When used on a person, any Medicine rolls to stabilize a wounded person are reduced by 1 in difficulty, and that person's wound penalties are reduced by 1.

Cybernetics

Other Stuff

Janus Semi-Automated Sentry Gun
7.62mm machine gun mounted on a remote-controlled platform. Can be set to operate via teleoperation, semi-autonomously (user designates targets, fires with a pool of 4d), or fully autonomously. Only has very limited intelligence-typically set up to automatically fire on any target without human-normal body temperature. Personnel with severe fevers should not walk within its firing arc.

Uses the .30 caliber machine gun stats (Technomancer's Toybox p.92), has a Dex + Firearms pool of 4d when operating autonomously.
.30 Caliber MG: Diff 6, Damage 6/12, Rate 21/5, Capacity 100.