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Roguetech Wiki
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= Component and Status Effects = ''LowVisibility'' is a toolkit designed to allow mod authors a great deal of flexibility. This flexibility comes at a cost, as each author has to understand how the various components work together. The mod is built from many differnet effects which can be applied to components or as statuses to fit the mod needs. === Advanced Sensors === The BattleTech universe includes a complex array of sensors that improve a unit's ability to find enemies in specific situations. In ''LowVisibility'' all of these advanced sensor types provide a bonus to the target details check. === Active Probes === Active Probes are designed to counteract ECM, Stealth, and other forms of obfuscation. ''LowVisibility'' provides two active probe effects that reduce these values one for one. The first is a passive effect that always applies to the carrier unit. The second is a intended to be used for transient effects that originate from a 'ping', as per the HBS Active Probe system. The transient effect is stronger as it applies equally to all friendly units, while the passive effect only applies to the source unit. === ECM === Please see [[Electronic Warfare|Electronic Warfare]] for breakdown of how ECM works. === Stealth === Thematically, Stealth components interfere with an opponent's ability to sensor lock the protected unit. Units absorb sensor waves and thus seem to disappear from the attackers screens. Mechanically it provides a modification to the unit's signature, a modifier to detailed information, and range-based attack modifiers. Because these values aren't set you can use them in a variety of ways, including building stealth true to the table-top version. Units protected by an active stealth effect will be surrounded by a black bubble when they are visible. === Mimetic Armor === Mimetic armor makes the target difficult to visually or impossible to identify, and approximates the chameleonic armor of many sci-fi settings. Mechanically it provides a modification to the unit's visibilty as well as an attack modifier based upon how far the unit has moved. Units protected by an active mimetic effect will be surrounded by a shimmer effect when they are visible. === Narc === Narc beacons launch a small transmitter that attaches to the target and broadcasts their location. Mechanically ''LowVisibility'' provides a Narc effect that makes it easier to locate and target the narc'd unit. === TAG === TAG emitters are special sensors that provide deep information on a target so long as they can be targeted with a laser-like beam. ''LowVisibility'' provides a TAG effect that makes it easier to locate and target the TAG'd unit. == Attack Modifiers == Once a target has been detected it can be attacked normally, though attacks may suffer penalties based upon how strong of a lock they have to the target. If an attacker only has ''sensor lock'' to the target, they suffer a Sensors Only attack penalty of +2 (''SensorsOnlyPenalty''). If an attacker only has ''visual lock'' to the target, they suffer a Vision Only attack penalty based upon their distance to the target. For every 3 hexes away (''VisionOnlyRangeStep'') the attacker suffers a +1 attack penalty (''VisionOnlyPenalty''), regardless of the weapon used. === Zoom Vision === BattleTech has a long standing tradition of zoom vision being a standard feature on cockpits. To support this, equipment with extra zoom levels apply an attack bonus that decays over distance. Each point of X applies as a -1 bonus to the attack roll. For each Y hexes between the attacker and the target, the bonus is reduced by one, until no bonus is provided. This bonus only applies ranged attacks. This bonus does not stack with other vision bonuses. An attacker with multiple visual enhancement components applies the highest bonus to an attack, plus +1 for each addition visual enhancement component that provides a bonus. === Heat Vision === Like zoom vision, detecting an opponent through thermal vision has been a staple of BattleTech games back to MW2. Components capable of "Heat Vision" mimic this effect by applying an attack bonus that increases the as the target heats up. The attacker gains a -X bonus to their attack for each Y points of heat the target currently has. This bonus only applies ranged attacks. This bonus does not stack with other vision bonuses. An attacker with multiple visual enhancement components applies the highest bonus to an attack, plus +1 for each addition visual enhancement component that provides a bonus.
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