Magnetic Field Manipulator
Allows for the manipulation of magnetic fields, and therefore anything susceptible to magnetism. Useful for smashing ships against asteroids, crushing a cockpit like a grape, or hanging your less intelligent squadmate's crayon drawing on the fridge.
  • Creds: 8000
  • Ammo: Uses ship power
    Takes one turn to fully cool down, but can be used more than once once
    Multiple uses in rapid succession cause overheating, leading to longer cooldown times
    Using too rapidly can prove fatal
  • Requirements: Unconventional Weaponry +1
  • Rolls: Attacker's Computer vs Defender's Durability

Additional Details

  • Expensive, but effective
  • Larger objects are more difficult to move
  • Powered via miniature telefusion cell
  • Incorrect use voids warranty and can cause catastrophic failure
  • Effective range of about two kilometers, accuracy falls off sharply after one kilometer
  • Can't do much with anything the size of the Tartarus, so stop trying
  • Use the force, Luke

Ingame Example

Technical details

Ship: Conventional
Ship: Unconventional
Ship: Exotic
Ship: Auxiliary
Ship: Handiwork
Ship: Robotics
Ship Catalog

Tag as ship gear | Tag as infantry gear
Tag as WIP | Remove WIP tag
Tag as has image | Remove has image tag