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===Omegatech Deck=== '''1''' 6. The Patch II (O; C; Area 52) When you slap this metallic dsic into the back of your hand, tiny medicinal machines flood your bloodstream.; Power: Consumable Healing.; Minor Action; Personal; Effect: You regain hit points equal to 2d6 + your bloodied value. '''2''' 27. Mass Pistol (O; C; Area 52) The barrel of this small pistol ends in a small metal sphere with no bore. It generates “knuckles” of gravity distortion in the target. Weapon: 1-hand ranged; Power: Encounter Physical; Standard Action, Ranged 10; Target: One creature; Attack: Level + 6 vs. Fortitude; Hit: 3d6 physical damage, and the target is slowed until the end of your next turn.; Salvage 3: A 3rd-level character can salvage the mass pistol. It becomes a light 1-hand ranged 10 weapon: Dex/Int; +3 accuracy; 2d6 physical damage, and the target is slowed until the end of your next turn. '''3''' 28. Mindbore Orbiter (O; C; Area 52) As this tiny silver drone circles your head, it continually yammers on about what those around you are thinking. It can get pretty annoying. Head; Power: Encounter Psychic; Standard Action, Ranged 20; Target: One creature; Attack: Level + 6 vs. Will; Hit: 4d6 + Intelligence modifier + twice your level psychic damage.; Salvage 4: A 4th-level character can salvage the mindbore orbiter. It becomes a head item with the following property: You can communicate telepathically with any creature within 5 squares of you. '''4''' 39. H11 Blaster Rifle (O; C; Xi) This large rifle will put a 2-inch smoking hole in your target. Weapon: 2-hand ranged; Power: Encounter Fire, Force, Laser; Standard Action, Ranged 20; Target: One Creature; Attack: Level + 6 vs. Reflex; Hit: 3d6 + Dexterity modifier + twice your level laser and force damage, and ongoing 5 fire damage (save ends); Salvage 6: 6th-level character can salvage the H11 blaster rifle. It becomes a light 2-hand ranged 20 weapon: Dex/Int; +3 accuracy; 3d6 laser and force damage. '''5''' 62. Autodoc (O; U; Area 52) This shiny metal belt whirrs and clicks. Sometimes it dispenses colored pills that make you feel better. Waist; Power: Encounter Healing; Minor Action, Personal; Effect: You regain 10 hit points. In addition, until the end of the encounter, you regain 5 hit points at the start of each of your turns, if you have at least 1 hit point.; Salvage 2: A 2nd-level character can salvage the autodoc. It becomes a waist item with the following property: Your maximum hit points increase by 5. '''6''' 64. Gunsight Orbiter (O; U; Area 52) This silver drone hovers in front of your forehead, telepathically imparting targeting data to your mind. Head; Power: Encounter; Free Action, Personal; Trigger: You deal damage with an attack; Effect: The triggering attack deals 2d10 + your Wisdom modifier extra damage to the target.; Salvage 5: A 5th-level character can salvage the gunsight orbiter. It becomes a head item with the following property: You gain a power bonus to damage rolls with ranged attacks equal to your Wisdom modifier. '''7''' 68. Photonic Spear (O; U; Ishtar) This slender crystal spear pulses with red light as you attack with it. Weapon: 2-hand melee; Power: Encounter Laser; Standard Action, Melee 1; Target: One Creature; Attack: Level + 8 vs. AC; Hit: 3d8 + Wisdom modifier + twice your level laser damage, and the target is blinded (save ends).; Salvage 2: A 2nd-level character can salvage the photonic spear. It becomes a light 2-hand melee weapon: Dex/Int; +3 accuracy; 1d12 damage, and the target takes a -2 penalty to attack rolls until the start of your next turn. '''8''' 71. Diskthrower (O; U; Ishtar) This mechanical gauntlet lets you fling a spinning, diamond-sharp metal disk at your foe. Weapon: 1-hand ranged; Power: Encounter Physical; Standard Action, Ranged 10; Target: One creature; Attack: Level + 8 vs. AC; Hit: 2d12 + Dexterity modifier physical damage, and ongoing 10 physical damage (save ends).; Miss: You must choose a creature within 5 squares of the target and make the attack again against that creature.; Salvage 4: A 4th-level character can salvage the diskthrower. It becomes a light 1-hand ranged 10 weapon: Dex/Int; +3 accuracy; 2d8 damage. '''9''' 77. Artificial Blood (O; U; Xi) This small medical unit attaches to your lower back and injects nanobots into your bloodstream when you need a boost. Waist; Power: Consumable; Free Action, Personal; Trigger: You start your turn; Effect: Until the end of the encounter, whenever you roll a saving throw, you can replace the result of the roll with a 10. '''10''' 110. Black Ray Gun (O; R; Area 52) This ornate pistol fires a ray of ebony energy that will drop your enemy in its tracks. Weapon: 1-hand ranged; power: Encounter Necrotic; Standard Action, Ranged 10; Target: One creature; Attack: Level + 6 vs. Will; HIt: 4d8 + Wisdom modifier + twice your level necrotic damage, and the target falls unconscious (save ends). The unconsciousness also ends if the target takes damage.; Salvage 8: An 8th-level character can salvage the Black Ray Gun. It becomes a light 1-hand ranged 10 weapon: Dex/Int; +3 accuracy; targets Will; 2d8 necrotic damage, and ongoing 5 necrotic damage (save ends). '''11''' 112. Phoenix Neurojack (O; R: Xi) When you’re near death, this device releases a flood of nanobots into your bloodstream to bring you back. Neck; Power: Encounter Healing; No Action, Personal; Trigger: You drop to 0 hit points or fewer; Effect: You regain hit points equal to your bloodied value, and you are dazed until the end of your next turn.; Salvage 7: A 7th-level character can salvage the phoenix neurojack. It becomes a neck item with the following power.; Immediate Interrupt, Personal; Trigger: You drop to 0 hit points or fewer for the first time during an encounter.; Effect: You regain hit points equal to your bloodied value and are stunned until the end of your next turn. '''12''' 119. Screaming Meemie (O; R: Xi) Each 6-inch missile fired from this shoulder launcher emits a piercing sonic burst that scrambles your enemies’ nervous systems. Weapon: 2-handed range; Power: Encounter Sonic; Standard Action; Area Burst 2 within 20; Target: Each creature in burst; Attack: Level + 6 vs. Fortitude; Hit: 5d6 + Intelligence modifier + your level sonic damage, and you push the target 2 squares from the burst’s origin square.; Salvage 8: An 8th-level character can savage the screaming meemie. It becomes a light 2-hand ranged 20 weapon: Dex/Int; +3 accuracy; targets Fortitude; 3d6 sonic damage, and the target is weakened until the end of your next turn. '''13''' 43. Flash Neurojack (Xi) When you plug this shiny metallic device into the back of your neck, the world slows to a snail's pace. Neck; Power: Encounter; Minor Action; Effect: You gain an extra standard action during this turn. In addition, you gain a +1 bonus to speed until the end of the encounter. '''14''' 46. Mk 1 Power Armor (Ishtar) This slightly used metallic suit protects you from harm. Armor: Heavy; Power: Encounter; Immediate Interrupt, Personal; Trigger: You take damage; Effect: You gain resist 5 to all damage until the end of your next turn; Salvage 2: A 2nd-level character can salvage the Mk 1 Power Armor. It becomes heavy armor: +8 armor bonus to AC, +1 armor bonus to Reflex and Fortitude.
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