Ganglionic teleprojector: Difference between revisions

Charge notes
(Note about overloading)
(Charge notes)
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After a few turns of being worn, the {{name}} [[Boot sequence|attunes to your physiology]], then grants you the ability to activate a version of [[domination]] that only works against robots.
After a few turns of being worn, the {{name}} [[Boot sequence|attunes to your physiology]], then grants you the ability to activate a version of [[domination]] that only works against robots.
Activating a {{name}} to attempt domination normally requires 1000 charge, and maintaining domination normally requires 10 charge per turn.


Success Roll: 1d8 + Attacker level + 4 >= (4 + Defender MA) + Defender Level
Success Roll: 1d8 + Attacker level + 4 >= (4 + Defender MA) + Defender Level


[[Overloaded|Overloading]] a {{name}} will provide a +2 bonus to the success roll.
[[Overloaded|Overloading]] a {{name}} will provide a +2 bonus to the success roll, but will also consume four times as much charge.
[[Category:Helmets]]
[[Category:Helmets]]