Avatar Combat Equipment

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Weapons

Weapons may be either hardmounted or carried. Each hand generally can carry a weapon of up to size 4 or a mecha can use two hands to use a weapon of up to size 10 (with the caveat that damage to either hand renders it unusable), while large hands can carry a weapon of up to size 8 (or two-hand one of up to size 20). Handheld weapons use a variety of hookups with the machine in question (or can add their own batteries) to power themselves.

Missile Launchers are typically accurate, but extremely large and bulky systems which require little power.

Similar but different are Missile Pods, which are single-shot weapons that are small and cheap but only get one shot. They typically have no power requirements either, integrating single-use capacitors to launch their guided projectiles.

Standard Weapons use various methods of shooting holes in things whether bullet or energy based. They typically have balanced power requirements for their size.

Plasma Weapons can come in unguided (glowy bolt) or guided (Covenant plasma torpedo) variants.

Beam Weapons use glowy sci-fi non lightspeed beams (versus less cinematic lightspeed beams) and provide additional hitting power for a very small size but are power hungry.

Coherent-Gravity Weapons are extremely large and power hungry but have devastating effect.

Melee

Conventional

Knife: It's an alpha edge knife. You stab things with it. Basically used only as an absolute last resort backup weapon.

Size: 2
Durability: 2
Power: 0
Accuracy: +2
Penetration: 1
Range: Melee
Cost: 0 MBP

S-Knife: An alpha edge knife with a nanoviral coating.

Size: 2
Durability: 2
Power: 0
Accuracy: +2
Penetration: 1
Range: Melee
Cost: 0 MBP
A successful attack with a S-knife is a Strength 0 infection attack.

Sword: An alpha edge vibrosword with a low-power disruption field. Trades lower accuracy and penetration for lowered power draw. This stat block is used by a whole bunch of similar weapons, including axes, swords, spear, and even power fists.

Size: 4
Durability: 1
Power: -1
Accuracy: +0
Penetration: 4
Range: Melee
Cost: 1 MBP ([Pen 4 * 0.5] -1 Melee Weapon -1 Cost Break, min cost 1)

Viral Lance: The viral lance is a combination of hyperedge spear and viral injector. A deadly melee weapon, a successful attack not only risks damage, but infection as well.

Size: 4
Durability: 1
Power: -1
Accuracy: +0
Penetration: 4
Range: Melee
Cost: 3 MBP
A successful Viral Lance attack is an infection attack with Strength 2 as well as dealing conventional damage.

Two-Handed Sword: A giant sword, easily 15-20 meters in length. Roughly equivalent to the 2h beam sword.

Size: 8
Durability: 2
Power: -2
Accuracy: -2
Penetration: 9 (Devastating:2)
Range: Melee
Cost: 4 MBP ([Pen 9 * Devastating 2 * 0.5] -1 Accuracy - 1 Melee Weapon - 2 Cost Break - 1 2h)

Energy

Beam Knife: It's a knife that uses power. Higher penetration at the cost of requiring power input and being a lot more fragile.

Size: 2
Durability: 1
Power: -1
Accuracy: +2
Penetration: 4
Range: Melee
Cost: 1 MBP ([Pen 4 * 0.5] + 1 Accuracy - 1 Melee Weapon - 2 Cost Break)

Beam Sword: The most common standard melee weapon, beam swords can lop off limbs in a single blow. Again, these stats are broadly representative of a lot of weapons, like beam-axes, beam-swords, beam-whips, and beam-claws.

Size: 4
Durability: 1
Power: -3
Accuracy: +2
Penetration: 8
Range: Melee
Cost: 2 MBP ([Pen 8 * 0.5] + 1 Accuracy - 1 Melee Weapon - 2 Cost Break)

Two-Handed Beam Sword: A giant beam sword. Double the size, triple the power draw, double the penetration.

Size: 8
Durability: 2
Power: -9
Accuracy: -1
Penetration: 10 (Devastating:2)
Range: Melee
Cost: 6 MBP ([Pen 10 * 2 * 0.5] - 0.5 Accuracy - 1 Melee Weapon - 2 CB - 1 2h)

Anti-Warship Beam Sword: An even larger beam sword, with a blade often double or triple the height of the machine wielding it and can cleave just about anything in half with one blow. Only frames with reinforced musculature or super robots can even attempt to wield one.

Size: 14
Durability: 2
Power: -20
Accuracy: -4
Penetration: 15 (Devastating:3)
Range: Melee
Cost: 17 MBP ([Pen 15 * 3 * 0.5] - 2 Accuracy - 1 Melee Weapon -2 CB -1 2h)

Manifold Sword: A hypertech blade that uses coherent gravity to deal damage. A significant threat to even warships, these blades are thankfully rare and difficult to replace.

Size: 4
Durability: 2
Power: -16
Accuracy: +2
Penetration: 12 (Devastating:3)
Range: Melee
Cost: Hypertech (cost 8)

Special

Plasma Ejector: A hypertech flamethrower, plasma ejectors can melt through shields and armor, but their real power is against lightly armored targets, which essentially melt against them in an instant. Unfortunately they're fragile and power-hungry.

Size: 10
Durability: 1
Power: -12
Accuracy: +4
Penetration: 5 (Devastating:2, Scatter:4)
Range: Melee
A Plasma Ejector is not a muscle powered melee weapon and therefore does not benefit from any enhancements which increase the power of melee weapons.
Cost: 14 MBP ([Pen 4 * (2 + [4 * 1.5]) * 0.5] + 2 Accuracy - 1 Melee Weapon -2 CB -1 2h)

Short Range

Guided

Short Range Missiles: Standard short range missiles, designed for high agility dogfighting. The gravitic launcher and ammunition feed for the weapons require a slight amount of power, as does fueling the missiles' plasma drives, but SRMs are power efficient weapons. Missile launchers are assumed to have sufficient ammunition for a protracted engagement and therefore do not track ammo.

Size: 4
Durability: 1
Power: -1
Accuracy: +5 (Guided)
Penetration: 4
Range: Short
Cost: 2 MBP (Pen 4 * 0.5) + 2.5 (Accuracy) - 1 (Guided) - 2 CB

Infectors: SRMs with their warheads replaced with nanowarfare payloads.

Size: 4
Durability: 1
Power: -2
Accuracy: +5 (Guided)
Penetration: N/A
Range: Short
Cost: 2 MBP
Infectors are subversive weapons with Strength 4.

Plasma Swarmer: Plasma swarmers use dozens of miniature plasma torpedoes to engage targets. Nearly impossible to evade, they (fortunately) lack hitting power.

Size: 6
Durability: 1
Power: -6
Accuracy: +10 (Guided)
Penetration: 4 (Scatter:3)
Range: Short
Cost: 7 MBP (Pen 4 * Scatter 3 * 0.5) + 5 (Accuracy) - 1 (Guided) - 2 CB -1 2h

Kinetic

Pistol (Slug): An Avatar-sized pistol, mass driver version. Although compact, their short length and low power draw means they have relatively poor muzzle velocity and therefore subpar penetration, making them weapons of last resort only.

Size: 2
Durability: 1
Power: 0
Accuracy: +0
Penetration: 3
Range: Short
Cost: 0 MBP

Submachine Gun (Slug): The bad news is that SMGs are inaccurate short-range only weapons. The good news is that its inaccuracy means you cover an entire machine with fire, damaging structural weakpoints such as heads and wearing away at armor. Intended for elimination of lightly armored machines.

Size: 4
Durability: 1
Power: -3
Accuracy: -2
Penetration: 2 (Scatter:6)
Range: Short
Cost: 3 MBP (Pen 2 * Scatter 6 * 0.5) -1 (Accuracy) -2 (CB)

Shotgun (Slug): Mecha shotguns. Larger than SMGs, they provide greater accuracy and penetration (due to saturating a much larger area with deadly submunitions) but require more power and space. Slug versions use mass driver tech, giving them high rates of fire and low power draw but significant bulk.

Size: 10
Durability: 2
Power: -4
Accuracy: +1
Penetration: 5 (Scatter:5)
Range: Short
Cost: 10 MBP (Pen 5 * Scatter 5 * 0.5) + 0.5 (Acc) -2 (CB) -1 (2h)

Infector: Intended to spray viral-active submunitions, infectors are much weaker than shotguns but provide an Avatar the ability to damage or shut down internal components without scratching the armor.

Size: 10
Durability: 2
Power: -6
Accuracy: +1
Penetration: 3 (Scatter:5)
Range: Short
Cost: 15 MBP
A successful hit by an Infector infects a target with multiple viral strains with differing vectors, inflicting 4 viral attacks of Strength 5.

Energy

Pistol (Energy): An Avatar-sized pistol, energy weapon version. This version doesn't have the ability to fire off an entire magazine from a small integrated battery, but it's still a power efficient weapon.

Size: 2
Durability: 1
Power: -2
Accuracy: +2
Penetration: 4
Range: Short
Cost: 1 MBP (Pen 4 * 0.5) + 1 accuracy - 2 (CB)

Submachine Gun (Energy): Energy SMGs consume more power and provide superior accuracy and per-shot firepower but require significantly more power.

Size: 4
Durability: 1
Power: -5
Accuracy: -1
Penetration: 4 (Scatter:3)
Range: Short
Cost: 4 MBP (Pen 4 * Scatter 3 * 0.5) - 0.5 accuracy - 2 CB

Shotgun (Energy): Plasma shotguns are exceedingly powerful two-handed weapons that can achieve widespread damage. Compared to the slug variant, they are less accurate (due to the use of plasma instead of semi-guided submunitions), more fragile, and drain far more power, but much more powerful.

Size: 10
Durability: 1
Power: -10
Accuracy: -2
Penetration: 6 (Scatter:6)
Range: Short
Cost: 13 MBP (Pen 6 * Scatter 6 * 0.5) - 1 accuracy -1 2h -1 Very Fragile -2 CB

Rad Gun: The Radiation Gun uses extremely high-wavelength radiation to penetrate conventional radiation shielding and kill pilots. This is an extremely inefficient and power-hungry weapon but useful to various forces for the chance of leaving an intact Avatar.

Size: 10
Durability: 1
Power: -15
Accuracy: +0
Penetration: 20
Range: Short
Cost: 10 MBP
Rad Guns do not use the standard damage allocation table and always hit the Core of a machine unless prevented by shield drones. A Rad Gun inflicts a critical hit on the cockpit if the damage roll is a 6+, and does nothing otherwise.

Medium Range

Guided

Plasma Torpedo: Plasma torpedoes are guided standoff weapons using metastable plasmoids. They have excellent target tracking ability and incredible power but are power-intensive and large.

Size: 10
Durability: 2
Power: -10
Accuracy: +6 (Guided)
Penetration: 10 (Devastating:2)
Range: Medium
Cost: 8 MBP ([Pen 10 * Devastating 2 * 0.5] + 3 Accuracy - 1 Guided - 2 CB - 1 2h

Vectored Beam Emitter: A compact hypertech bendybeam weapon, like a cluster of much smaller beam rifles. Poor accuracy for a guided weapon, but the dozens of curving beams are both aesthetically appealing and deadly to poorly armored foes.

Size: 4
Durability: 1
Power: -6
Accuracy: +2 (Guided)
Penetration: 7 (Scatter: 4)
Range: Medium
Cost: Hypertech (Cost 4)

Kinetic

Assault Rifle (Slug): Higher penetration, but much larger and more power hungry compared to the SMG. This is a slug variant, trading accuracy and firepower for lower power drain and greater durability.

Size: 8
Durability: 2
Power: -4
Accuracy: +1
Penetration: 5 (Scatter:3)
Range: Medium
Cost: 5 MBP ([Pen 5 * Scatter 3 * 0.5] + 0.5 Accuracy) - 2 CB - 1 2h

Rotary Assault Cannon: With the ability to put out hundreds of high-impact rounds per second, these weapons are fantastically power hungry mass drivers with power draws that approach the limits of what even superconducting cabling can provide.

Size: 16
Durability: 2
Power: -20
Accuracy: +0
Penetration: 6 (Scatter:8)
Range: Medium
Cost: 21 MBP ([Pen 8 * Scatter 8 * 0.5] - 2 CB - 1 2h

Lance Driver: A large rapid-firing mass driver firing high-velocity projectiles in (typically) 2-5 round bursts. These projectiles are approximately 40-60mm in caliber.

Size: 16
Durability: 2
Power: -6
Accuracy: +1
Penetration: 11 (Devastating:2)
Range: Medium
Cost: 9 MBP ([Pen 11 * Dev 2 * 0.5] + 0.5 Accuracy - 2 CB - 1 2h)

Energy

Assault Rifle (Energy): Higher penetration, but much larger and more power hungry compared to the SMG. This is an energy weapon variant. Compared to the mass driver, it draws more power but is more accurate and better penetrating.

Size: 8
Durability: 1
Power: -8
Accuracy: +2
Penetration: 6 (Scatter 3)
Range: Medium
Cost: 7 MBP ([Pen 6 * Scatter 3 * 0.5] + 1 Accuracy - 2 CB - 1 2h)

Beam Rifle: A more powerful, slower firing equivalent to the assault rifle.

Size: 8
Durability: 2
Power: -10
Accuracy: +2
Penetration: 10 (Devastating: 2)
Range: Medium
Cost: 8 MBP ([Pen 10 * Dev 2 * 0.5] + 1 Accuracy - 2 CB -1 2h)

Heavy Beam Rifle: A larger and heavier beam rifle with more firepower.

Size: 10
Durability: 2
Power: -12
Accuracy: +0
Penetration: 13 (Devastating: 2)
Range: Medium
Cost: 10 MBP ([Pen 12 * Dev 2 * 0.5] - 2 CB - 1 2h)

Subversion Beamer: A medium-range, low-power electronic virus seeder.

Size: 4
Durability: 1
Power: -4
Accuracy: +2
Penetration: N/A (no damage)
Range: Medium
Cost: 2 MBP
Subversion Beamers inflict a virus of Strength 2 on a successful hit.

Gravity Beam Emitter Rifle: A rifle-sized coherent gravity weapon, the smallest possible type. This one creates a needle beam perhaps 20mm in width, sufficient to inflict structural damage but not enough to do more than that.

Size: 8
Durability: 1
Power: -15
Accuracy: +2
Penetration: 30
Range: Medium
Cost: Hypertech (8 points)
A GBE may never do more than Major Damage. If damage above this is rolled, treat it as Major damage.

Long Range

Guided

Long Range Missiles: LRMs use large mass-driver powered missile launchers to achieve long range engagement capability. Relatively weak harassment weapons, they manage to reach to long range while retaining enough punch to cause damage to lightly armored units in an extremely compact pod, making them a useful choice for long range attacks against swarms of weak enemies.

Size: 4
Durability: 1
Power: -1
Accuracy: +6 (Guided)
Penetration: 4
Range: Long
Cost: 3 MBP (Pen 4 * 0.5) + 3 Accuracy +1 Long Range -1 Guided - 2 CB

Long Range Infectors: LRMs with their warheads replaced with nanowarfare payloads.

Size: 4
Durability: 1
Power: -2
Accuracy: +6 (Guided)
Penetration: N/A
Range: Long
Cost: 4 MBP
LR Infectors are subversive weapons with Strength 4.

Extended-Range Plasma Torpedo: Plasma torpedoes are guided standoff weapons using metastable plasmoids. They have excellent target tracking ability and incredible power but are power-intensive and large. This is an extended range variant, which uses 50% more power but possesses superior range and boosted impact power.

Size: 10
Durability: 2
Power: -15
Accuracy: +6 (Guided)
Penetration: 11 (Devastating:2)
Range: Medium
Cost: 10 MBP ([Pen 11 * Devastating 2 * 0.5] + 3 Accuracy + 1 Long Range - 1 Guided - 2 CB - 1 2h)

Vectored Beam Rifle: An extended-range beam rifle that curves its beam towards a target painted by integrated designators. The beam's (relatively) slow velocity and the necessity for continuous guidance make vectored beam rifles use similar targeting mechanics to other guided weapons.

Size: 8
Durability: 2
Power: -10
Accuracy: +6 (Guided)
Penetration: 10 (Devastating: 2)
Range: Medium
Cost: 10 MBP ([Pen 10 * Dev 2 * 0.5] + 3 Accuracy - 2 CB -1 2h + 1 LR - 1 Guided)

Kinetic

Sniper Rifle (Slug): A heavy mecha-scaled sniper rifle. Accurate and deadly.

Size: 10
Durability: 2
Power: -6
Accuracy: +4 (Precision:2)
Penetration: 10
Range: Long
Cost: 7 MBP (Pen 10 * 0.5) + 2 Accuracy + 2 Precision +1 Long Range - 2 CB -1 2h

Artillery Cannon: Whichever insane person gave your giant robot a plasma cannon, heavy laser, or mass driver approximately the size of a battleship gun should either be rewarded or shot. Designed for anti-ship use, in the event that you manage to point it at an Avatar and successfully hit, there probably isn't going to be much left of it.

Size: 20
Durability: 1
Power: -20
Accuracy: -6
Penetration: 12 (Devastating:3, Scatter:2)
Range: Long
Cost: 25 MBP (Pen 12 * [3 + 2] * 0.5] - 3 Accuracy + 1 Long Range - 1 2h - 2 CB)

Phase Rifle: A phase rifle uses precision teleportation to pierce shields of any sort. Otherwise, it is identical to a mass driver sniper rifle.

Size: 10
Durability: 2
Power: -10
Accuracy: +4 (Precision:2)
Penetration: 10
Range: Long
Cost: Hypertech (cost 6)
Phase Rifles ignore any enemy defensive or durability bonuses gained from shield systems, including deflectors, barriers, or shield drones.

Energy

Sniper Rifle (Energy): Even more accurate than the slug variant, but more fragile and with greater power draw.

Size: 10
Durability: 1
Power: -10
Accuracy: +5 (Precision:3)
Penetration: 13
Range: Long
Cost: 10 MBP (Pen 13 * 0.5) + 2.5 Accuracy + 3 Precision + 1 Long Range -2 CB - 1 2h

Precision Beam Rifle: A beam rifle modified for greater accuracy and longer engagement ranges.

Size: 10
Durability: 2
Power: -12
Accuracy: +4 (Precision:1)
Penetration: 11 (Devastating: 2)
Range: Long
Cost: 12 MBP (Pen 11 * Dev 2 * 0.5) + 2 Accuracy + 1 Precision + 1 Long Range - 2 CB - 1 2h

Beam Cannon: A very large long-range beam rifle.

Size: 16
Durability: 2
Power: -16
Accuracy: +2
Penetration: 14 (Devastating: 3)
Range: Long
Cost: 20 MBP (Pen 14 * 3 * 0.5) + 1 Accuracy + 1 Long Range - 2 CB - 1 2h)

Defenses

Deflectors

Deflectors make it harder to hit the machine in question. Deflectors are not cumulative (the exception is distortion plating, which adds a +1 bonus over and above all shields), although multiple shield systems allow for redundancy. Note that due to interference issues, a machine requires 1 turn to allow a shield to fully shutdown before bringing another online. Catastrophic shutdown (i.e. the active generator being destroyed), however, allows another shield to be immediately brought online.

Basic Deflector: A compact basic deflector system, basic deflectors attempt to bend or otherwise push attacks out of the path of a machine.

Size: 2
Durability: 1
Power: -4
Cost: 2 MBP
+1 Shield Bonus

Combat Deflector: A larger deflector system intended for non-split tap designs.

Size: 4
Durability: 1
Power: -6
Cost: 3 MBP
+2 Shield Bonus

Aggressor Shield: Intended for aggressive, melee-based designs which need to survive to close with the enemy, the aggressor shield is optimized to stop high-velocity low-momentum attacks and provides no protection against melee range attackers.

Size: 4
Durability: 1
Power: -6
Cost: 3 MBP
+4 Shield Bonus (against ranged only)

Duelist Shield: The opposite of an aggressor shield, the duelist shield provides protection against melee attacks and grants no protection against ranged attacks.

Size: 4
Durability: 1
Power: -6
Cost: 3 MBP
+4 Shield Bonus (against ranged only)

Heavy Deflector: Heavy deflector system intended for super robots and other wonderful things.

Size: 8
Durability: 1
Power: -10
Cost: 5 MBP
+4 Shield Bonus

Flash Shield: A hypertech combination of deflector and barrier shielding, a flash shield provides the deflective capability of a heavy deflector-and the weapons fire which does hit is attenuated by more than what a basic barrier shield can boast. As a final point it's smaller and much more efficient than combining the two systems as well! Just don't expose it to too much enemy fire, it's extremely fragile.

Size: 10
Durability: 1
Power: -16
Cost: Hypertech
+4 Shield Bonus, +2 Durability to all components. Flash fields count as both a deflector and a barrier shield.

Barriers

Barrier shields add to a machine's overall armor rating via attenuating and weakening incoming attacks, rather than attempting to outright deflect incoming fire. Barrier shields are not cumulative-multiple generators add backups in case of destruction but have no other effect.

Barrier Shield: A standard barrier shield designed for non-split tap machines. Balanced power consumption and protection.

Size: 5
Durability: 1
Power: -12
Cost: 15 MBP
+3 Durability to all components.

Advanced Barrier Shield: A more advanced model. Pays for higher durability and greater efficiency with greater power consumption.

Size: 5
Durability: 1
Power: -16
Cost: 20 MBP
+5 Durability to all components.

Compact Barrier Shield: A small barrier field generator that provides a moderate amount of effective armor protection at a low power cost, but is less efficient than the larger models in a strict power consumption sense. Intended for the military, compact barrier shields find themselves commonly used by split nanogauge tap designs, where their low power draw makes them an excellent choice for improving component protection.

Size: 2
Durability: 1
Power: -6
Cost: 5 MBP
+1 Durability to all components.

Overshield: Intended to be used in conjunction with batteries overshields are extremely inefficient but very powerful, providing bursts of temporary (near) invulnerability.

Size: 4
Durability: 1
Power: -20
Cost: 15 MBP
+12 Durability to all components. Requires two turns of cooling after every turn of use.

Drones

Drone defenses attempt to interpose themselves between your avatar and an attacker, expending themselves to protect against damage. Shield drones are an external equivalent to the 'armored components' system: Any successful hits must be allocated to shield drones first before allocating to other external components. Shield drones are automatically destroyed if hit. Note that shield drone bays require power.

Shield Drone Bay: A standard shield drone bay, operating 2 shield drones.

Size: 5
Durability: 1
Power: -3
Cost: 4 MBP
Deploys 2 shield drones. Shield drones intercept enemy fire, taking hits before the main body of a machine, but are automatically destroyed/rendered useless in the process. Drone controllers are extremely stressful to manage and this component adds +2 strain.

Large Shield Drone Bay: A larger shield drone bay that operates 4 shield drones.

Size: 8
Durability: 1
Power: -6
Cost: 8 MBP
Deploys 4 shield drones. Shield drones intercept enemy fire, taking hits before the main body of a machine, but are automatically destroyed/rendered useless in the process. Drone controllers are extremely stressful to manage and this component adds +4 strain.

Pin Point Barrier Generator: A PPB generates small energy ovoids in front of incoming enemy fire, acting as the rough equivalent of a shield drone system. Of course, the advantage of a PPB is that its drones, being made of nothing but ephemera, regenerate over time.

Size: 6
Durability: 1
Power: -6
Cost: Hypertech
Deploys 2 pin point barriers. PPBs intercept enemy fire, taking hits before the main body of a machine. This system is extremely stressful to manage and adds +3 to strain. At the end of a turn, each one of these generators regenerates half of a pinpoint barrier (so if an Avatar has 1 generator it regenerates a PPB every 2 turns, while one with 2 generators regenerates a PPB every turn, etc).

Shields

Physical shields are used to parry attacks and absorb damage to limbs. In general, consider them damage soaks that happen to also increase durability. If the defender has a physical shield, add +2 to his total when rolling to see who allocates damage. These shields also add bonus durability to the component they're attached to, but this bonus does not stack (use the highest).

Small Shield

Size: 4
Durability: 2
Power: 0
Cost: 2 MBP
A small-sized shield that adds +1 durability to the component in question.

Impact Shield

Size: 6
Durability: 3
Power: -2
Accuracy: -1
Penetration: 2
Range: Melee
Cost: 4 MBP
A small-sized shield that adds +1 durability to the component in question. This shield has a disruptive energy field surrounding it, making it a serviceable melee weapon as well as a protective shield.

Medium Shield

Size: 6
Durability: 3
Power: 0
Cost: 4 MBP
A medium-sized shield that adds +2 durability to the component in question.

Large Shield

Size: 8
Durability: 4
Power: 0
Cost: 6 MBP
A medium-sized shield that adds +3 durability to the component in question.

Other

Point Defense Guns: Point defense energy guns. Intended to deflect enemy fire, PD guns are low power energy weapons or mass drivers which are largely ineffective against larger units like Avatars.

Size: 2
Durability: 1
Power: -1
Accuracy: +1 (Point Defense)
Penetration: 0
Range: Short
Cost: 2 MBP (min pen 1 * 0.5) + 0.5 Accuracy + 1 PD

Immune Node: An immune node is a combination of nanotech immune system and system monitor, protecting, quarantining, and otherwise dealing with subversive payloads.

Size: 1
Durability: 1
Power: -1
Cost: 1 MBP
Immune Nodes add +1 to Firewall per node.

Shield Amplifier: Shield amplifiers, or S-Amps as they are commonly referred to, provide additional shield power to deflectors. However, they are extremely vulnerable to destruction if the shield is penetrated.

Size: 2
Durability: 1
Power: -6
Cost: 2 MBP
+1 to Shield Bonus. If a shot penetrates the deflector shield and hits the component the Shield Amp resides in, the Shield Amp is automatically destroyed from feedback.

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