EMP Projector
This cyberware has 10 charges. As an action, you can spend 1 or more charges to cause machines within 30 feet of you to cease to function, and to suppress wireless and radio connections within a 100-foot-radius of you. This effect lasts for a number of minutes equal to the amount of charges you spent. Alternatively, as a bonus action, you can spend 2 charges to attempt to disrupt a construct or vehicle you can see within 100 feet of you. Constructs with the Electronics feature targeted by this cyberware must succeed on a DC 15 Constitution saving throw or they are stunned until the end of your next turn. On a successful save, this stunning effect ends. A vehicle targeted by this cyberware must succeed on a DC 15 Constitution saving throw or its movement speed is reduced to 0 and it can’t take actions or reactions until the end of your next turn. You regain 1d8+2 charges over the course of a long rest.
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