Telecom Attack

Telecom Basics:

Telecom attacks are mental attacks which use HRRP to establish “line of sight.” They are, in essence, viral programming which enters through a communication system to effect mech targetting and controls. Most mechs that have a strong Telecom theme will have HRRP with targetting. They are also likely to have bought up the perception roll to account for the size of the target area (the HRRP takes minuses like a mind scan). Telecom attacks can be augmented by hacking aids that lower the opponents Ego Defence, DMCV, Int, and Ego. Mechs that wish to strong against Telecom attacks will have high ego defence, high DMCV, Int and Ego. Other mechs have actual powers that act as telecom countermeasures (like disabling an invasive HRRP signal before it can deliver the virus).

See also Telecom Boosters under Auxillary Sensors and Recon

Chin Dip Code: Mind Control 14d6, Reduced Endurance (0 END; +1/2) (105 Active Points); Must find the target with HRRP and keep the target found throughout the effect (-1 1/4), Mech Tech (-1), Cannot be used on the same target twice (-1), OIF Expendable (Difficult to obtain new Focus; -3/4), Not in IMF (-1/2), Mandatory Effect: Character cannot take defensive maneuvers EGO +10 (Must Always Achieve [Particular Effect]; -1/2), Allocation: Head (-1/2), Beam (-1/4)

HVAC Murder Code (Uncommon)
7d6 Ego Blast at 0 End: Must target the character with HRRP and keep the character targetted throughout the effect (-3/4), OIF (-1/2), fragile focus (-1/4), difficult to replace focus (-1/4), not in IMF (-1/2), Mech Tech (-1) Total Limitations: -4 3/4 Active: 105, Real: 18

Puppet Code (Uncommon)
18d6 mind control at 0 End, difficult to dispel: Must target the character with HRRP and keep the character targetted throughout the effect (-3/4), OIF (-1/2), fragile focus (-1/4), difficult to replace focus (-1/4), not in IMF (-1/2), goes to 0 OCV throughout effect (-1), Mech Tech (-1) Total Limitations: -4 1/4 Active: 158, Real: 30

Friend or Foe Over-ride (AKA: FOFO or 44)(rare)
16d6 mental illusions at 0 end, invisible power affects (-1/2)- Must target the character with HRRP and keep the character targetted throughout the effect (-3/4), OIF (-1/2), fragile focus (-1/4), very difficult to replace focus (-1/4), not in IMF (-1/2), switches friends and enemies for one attack (-1), Goes to 0 OCV until effect goes off (-1), Mech Tech (-1) , Total Limitations: -5 3/4 Active: 180, Real: 27

Blink (Rare)

18d6 mind control at 0 end: Must target the character with HRRP and keep the character targetted throughout the effect (-3/4), OIF (-1/2), fragile focus (-1/4), very difficult to replace focus (-1/4), not in IMF (-1/2), forces a character to shut down a constant power or keeps the character from activating a deactivated constant power (-1), goes to 0 OCV throughout effect (-1), Mech Tech (-1) Total Limitations: -5 1/2 Active: 135, Real: 21

Gun Down (Uncommon)

12d6 mind control at 0 end- Must target the character with HRRP and keep the character targetted throughout the effect (-3/4), OIF (-1/2), fragile focus (-1/4), difficult to replace focus (-1/4), not in IMF (-1/2), keeps the target from using a specific obvious focus (-1), at 0 OCV throughout effect (-1), Mech Tech (-1) Total Limitations: -5 1/4 Active: 75 Real: 12

Worm (Uncommon)
12d6 Telepathy at 0 End- Must target the character with HRRP and keep the character targetted throughout the effect (-3/4), OIF (-1/2), fragile focus (-1/4), difficult to replace focus (-1/4), not in IMF (-1/2), Mech Tech (-1) Total Limitations: -3 1/4
Active: 75, Real: 18

Worm Secondary (uncommon)
4d6 mental paralysis, 4 PD, 4 ED (entangle)-ACV (uses OMCV against DMCV; ¼), Takes No Damage From Attacks (¾, see text); and Works Against EGO, Not STR (¼), invisible power effects (1/2)- Must target the character with HRRP and keep the character targetted throughout the effect (-3/4), OIF (-1/2), fragile focus (-1/4), difficult to replace focus (-1/4), not in IMF (-1/2), must hit targets Int+10 with telepathy (-1/2), 0 OCV while target is in Mental Paralysis (-1), Mech Tech (-1) Total Limitations: -4 3/4 Active: 110 real: 19

Worm Tertiary (uncommon)
10d6 mind control, commulative (up to 50) at 0 end- Must target the character with HRRP and keep the character targetted throughout the effect (-3/4), requires a telecom roll (-1/4), OIF (-1/2), fragile focus (-1/4), difficult to replace focus (-1/4), not in IMF (-1/2), at 0 OCV throughout (-1), must hit target’s Int +20 with Worm (-3/4), Only on targets in mental paralysis (-1), Mech Tech (-1) Total Limitations: -6 Active: 100 Real: 14

Worm Finale (uncommon)
7d6 Ego Blast at 0 End- Must target the character with HRRP and keep the character targetted throughout the effect (-3/4), OIF (-1/2), fragile focus (-1/4), difficult to replace focus (-1/4), not in IMF (-1/2), at 0 OCV throughout (-1), must hit target’s Int 20 with Worm (-3/4), must have Ego20 on mind control (-1), Mech Tech (-1) Total limitation: 6 Active: 105, Real: 15
Min. Active: 110, Real: 66

Telecom Attack

Rabbit Punches and Tyger Stripes monstro95968