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=== New Equipment === * '''Disposable Disentangler 1XP (C )''' Using this one-shot item, you may perform a TN12 Tech roll to break free from being Entangled. You may also use this item to free an adjacent Entangled friend. You may purchase and carry as many as needed, at 1XP each. * '''Cling-suit ( C ) 1XP per level, up to 3XP''' This is a piece of civilian equipment that gives the wearer the same abilities as the Clinging trait possesses by some aliens, for the same XP cost. It is used to let humanoids move on settlements, structures and spaceships created by alien races with the Clinging trait, and it is also handy to perform spaceship repairs in zero-gee environments. The user has no hands or feet free while clinging, but can freely move on walls and ceilings. For other rules, see the Clinging trait. As a Civilian grade equipment, this can be damaged by superficial damage. If this happens while the wearer is clinging, the wearer will fall. The cling suit can be worn together with any Civilian-grade armour but not with Force-fields of any kind β the molecular charge suppression used to cling interferes with the force field generators. * '''WRIST TANGLER ( C ) 10XP Civilian, armor-mounted or cyberware only This apparatus may be mounted on any form of rigid power armor. It shoots a mass of telescopic, superflexible steel cables at a target within 1MU. This count as a Long melee weapon and hits with a melee roll, not a Shoot roll, and is modified by levels in the Weapon Master trait, not Marksman. The weapon inflicts no damage. The target must perform a roll to avoid being entangled (+1 per level of the Agile trait, -2 if wearing Bulky Armor, -2 if encumbered with a Heavy load). The roll has a TN equal to the modified number rolled by the attacker. For example, if the attacker rolled 13 and had a modifier of -1, the TN would be (13-1)= 12. On a critical failure, the character is caught on the body part that was hit, and falls Prone. On a failure, the character is caught on the body part that was hit, OR is disarmed (attacker's choice). The disarmed weapon is caught in the mass of steel cables. The Wrist Tangler user may, as a free action, decide to retrieve the weapon using another hand or throw it up to 4MU away. On a success, the character avoids the tangler. On a critical success, the character avoids the tangler and may do one of the following: Move away 2β as a free action (receiving no Free Hacks as he does so); Grab the cables (if he has a free hand and has Armor 2 or better on the arm grabbing the cables); Cut the cables (if he has a ready Damage 4 or better melee weapon in his hands). If a target is caught, the user of the Wrist Tangler may use an action to drag him towards himself, in base-to-base contact with himself, and perform a Free Hack at him using a non-Long melee weapon. Compare the Size of the Tangler-wielder and the target: a character may only drag targets its own size or smaller. A character wearing an exoskeleton may drag any target. Once caught, a target may free himself only by performing one of the following: Putting the user OOA; Crippling the user's arm; Cutting the wires using a Damage 4 or better, non-Long melee weapon; Using a Disentangler and performing a successful TN12 Tech roll; Teleporting away from the melee; Hitting the tangler with a Telekinetic Crush attack; Destroying the tangler with a Superficial Damage result. Until the target disentangles himself, he may not leave the melee. Use of any form of movement causes the target to fall Prone at his captor's feet. The Wrist Tangler may also be used to aid in climbing. The character must spend one action to shoot the cables on some fixture that can hold his weight (players' judgment, but in general any metallic structure and large trees will hold a normal sized character). After he does so, he has a +3 to his Climbing roll for the first Climbing action. After that, if the character wants to use the bonus again, he must spend another action to repeat the process.
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