NanoM injectors
Tactical
Described in: Core book
Sprays or injectors located in armour chestplate
Slots requirements
1
Lvl. 1 : 20 GP
Dormant medical nanomachines activated by transferring alpha energy to them heal the wearer as needed. Upon activation, the Knight immediately regains 1D6 lost health points. This automatically activates if the character reaches 0 health points.
Activation | Duration | Energy |
---|---|---|
None | Instantaneous | 5 |
Effect(s) | Damages | Violence | Informations / Condition |
---|---|---|---|
[Automatic heal] (1) [Automatic heal] (1) | - | - |
Energy | 5 |
---|---|
Duration | Instantaneous |
Activation | None |
Effect(s) | Damages | Violence |
---|---|---|
[Automatic heal] (1) [Automatic heal] (1) | - | - |
Lvl. 2 : 10 GP
The Knight now regains 2D6 health points per activation. This automatically activates if the character reaches 0 health points.
Activation | Duration | Energy |
---|---|---|
None | Instantaneous | 5 |
Effect(s) | Damages | Violence | Informations / Condition |
---|---|---|---|
[Automatic heal] (2) [Automatic heal] (2) | - | - |
Energy | 5 |
---|---|
Duration | Instantaneous |
Activation | None |
Effect(s) | Damages | Violence |
---|---|---|
[Automatic heal] (2) [Automatic heal] (2) | - | - |