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==='''Static Repeater'''=== This ancient weapon of unknown origin has been recovered from the surface of the planet Kurse, deep within the Vortex. The static repeater fires bolts of electromagnetic energy from a revolving chamber, bursts that disrupt and destroy technological artifacts, or at the very least cause them to malfunction spectacularly. Such devices are particularly sought after by the Magos of Forge Polix, who have no means to search Kurse on their own, as their rivals on Forge Castir dominate nearby space. ===='''Haywire Field Effects'''==== *'''Area of Effect''': 1 meter Haywire weapons make use of microwaves or electromagnetic radiation to destroy the inner workings of machines and tech. Everything within the field’s radius is affected. Roll 1d10 on the Table: Haywire Field Effects to determine the strength of the effect. As the field slowly dissipates, the strength lessens one step in severity each round until it becomes Insignificant (i.e., a result of Major Disruption would become Minor Disruption the following round and then cease to have an effect the round after that). Additional Haywire attacks in the same area do not stack but instead create a new effect that will either be ignored if lower than the current effect or replaced if higher. {| style="width: 100%;" class="article-table" cellspacing="1" cellpadding="1" border="3" |- | style="text-align: center;"|<u>'''Roll'''</u> | style="text-align: center;"|<u>'''Effects'''</u> |- | style="text-align: center;"|1-2 |'''Insignificant''': There is no noticeable effect on nearby technology. |- | style="text-align: center;"|3-4 |'''Minor Disruption''': All actions utilizing technology, and any physical actions attempted while wearing power armor or employing cybernetics suffer a –10 penalty. The Base Movement of anyone in power armor is reduced by 1. |- | style="text-align: center;"|5-6 |'''Major Disruption''': All actions utilizing technology, and any physical actions attempted while wearing power armor or employing cybernetics suffer a –20 penalty. The Base Movement of anyone in power armor is reduced by 3. Melee weapons with technological components function as a non-powered weapon of the analogous type. |- | style="text-align: center;"|7-8 |'''Dead Zone''': Technology within the affected area completely ceases to function. Power armor becomes unpowered, reducing the wearer’s movement to 1. Characters with cybernetic replacements to any internal organ(s) suffer one level of Fatigue each round they remain in the Dead Zone. Melee weapons with technological components (i.e., power swords) function as a non-powered weapon of their type. |- | style="text-align: center;"|9-10 |'''Prolonged Dead Zone''': As Dead Zone (if this result is rolled, the field lasts for two rounds as it lessens to Dead Zone during the following round). |}
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