Rules:Nanoarmor

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Eligible Power Types: All
Technique Type: Item
Required Credentials: None Society: Ranger Guard


This common technique is a "Society Technique".
Only qualifying members of the listed organization may research this technique.


Description

(Fluff under construction)

Logistics

There are two types of Nanoarmor: Heavy and Light. This type should be listed with the name of this CT in your tech listings.

Two or more suits of Nanoarmor may not be worn simultaneously, but Nanoarmor may be worn with other armor items, and are compatible with most barrier effects.

Nanoarmor suits are standard issue for Ranger Guard recruits -- but only one of them is generally issued. Training Ranger Guards must choose between the two types for their first suit of armor.

The tech days displayed for both models of Nanoarmor represent training in use of the armor. Once a Guard is trained in its use, if a suit of Nanoarmor is completely destroyed, a new suit can be requisitioned in 7 days (not tech days), provided the Guard has been trained and cleared for use of that particular model.

Training in one of the two models of Nanoarmor is necessary for Ranger Guard graduation. However, a Guard does not have to wear Nanoarmor to every combat situation, unless ordered otherwise. A Guard is merely required to have their insignia, rank, and namepin clearly displayed on whatever they ARE wearing.

Heavy

Upon armor activation, the character may choose one of the following modes for the suit:

  1. The armor gives 200% of a single, selected PL in durability. That PL is reduced by 20% (after durability calculations).
  2. The armor gives 150% of all PLs in durability. All PLs reduced by 15% (after durability calculations).

Regardless of the mode chosen, the armor acts as follows:

Auto-repairs up to half of it's durability per battle, 10% of that amount per turn, not to exceed original maximum. Drains that PL amount from the wearer's natural charge and stamina of the PL types selected from the modes above each given post, but does not interfere with actions. Auto-repair can be deactivated at will.

Armor can be deactivated, in which state it shrinks into a belt and cannot repair itself. While deactivated, PL is restored. While activated, armor covers entire body. Damage taken by the armor counts half toward breaking concentration. Armor can only be deactivated or activated once per post.

Armor may be modified before battle to support the wearer in an unbreatheable environment, but doing so reduces eyesight detection by 25% of total.

Heavy Nanoarmor costs 180 (135/225) tech days of research.

Light

Upon armor activation, the character may choose one of the following modes for the suit:

  1. The armor gives 100% of a single, selected PL in durability. That PL is reduced by 10% (after durability calculations).
  2. The armor gives 50% of all PLs in durability. All PLs reduced by 5% (after durability calculations).

Regardless of the mode chosen, the armor acts as follows:

Does not posess auto-repair. Instead, the wearer can, once per battle, activate a repair function using any of the affected PL types' actions for one post (using any applicable technique actions), and repair up to all of those natural charges, combined, not to repair more than half of the original maximum or cause the durability to exceed its normal maximum. Repaired damage costs an equal amount of stamina. Amount repaired by the repair function cannot be reduced.

Armor can be deactivated, in which state it shrinks into a belt and cannot repair itself. While deactivated, PL is restored. While activated, armor covers torso, shoulders, forearms/hands and calves/feet. Damage taken by the armor counts half toward breaking concentration. Armor can only be deactivated or activated once per post.

Armor cannot support its wearer in space.

Light Nanoarmor costs 90 (68/113) tech days of research.