Nanotech

Nanobots must be programmed before being released, which requires a standard computing action to program and release under simple instructions, such as 'stay in this area and perform this task', 'spread out to a radius of 15ft', or 'follow this chemical trail.' More complicated instructions may require an interfacing check or more combat rounds, at the discretion of the GM. The miniature sensors on nanobots are very powerful. More complex programming may allow swarms to ignore or target specific types of plants, specifically colored objects, females/males, and so on. Nanoswarms function in vacuum and atmosphere, but cannot function within liquids unless specifically designed to do so, in which event they cannot function in vacuum or atmosphere. For simplicity's sake, nanoswarms are treated as multiple 'units' that occupy a 5x5 ft space but may expand to occupy a 10x10 ft space. Each hive generally produces up to four 'units' of swarm, each of which has 20 hit points and no armour value. Swarms have a speed of 20ft/round and cannot sprint. Swarms are invisible to the human eye, and completely immune to most weapons: kinetic and melee weapons deal 0 damage to swarms, while energy weapons and explosives deal full damage. Kinetic weapons that deal damage on miss and fire both deal 1d6 damage to a nanoswarm unit. Nanoswarms degrade after approximately two weeks unless replenished by a hive. A hive takes twenty-four hours to recharge after every use.

As a guideline, This swarm takes an hour to complete its cleaning of medium rooms, or three hours to disinfect a medium room, or five hours to decontaminate a medium room.

This swarm cannot target liquids or other nanobots. This swarm deals 1d6 damage per round to anything it coats that is selected as a target substance. It also corrodes the defenses of what it coats, reducing armour protection of its target by 1 per round.

These swarm units deal 1d12 damage every round to any nanoswarm unit they come in contact with. If it comes in contact with multiple units, it may only damage a single swarm unit per round.

As a guideline, This swarm takes about an hour to fully scan a medium-sized room, but only a matter of minutes to ascertain major obstacles and provide a map.

Sentries report immediately upon detection.

One wound is healed per hour, all hit points are restored upon completion. One wound is healed per twelve hours, all hit points are restored upon completion. One wound is healed per twenty-four hours, all hit points are restored upon completion. One wound is healed per three days, all hit points are restored upon completion. The process takes a single hour. The process takes twenty-four hours. The process takes three days.

Producing any item with a nanofabricator requires the blueprints for it - which are often hard to come by and usually cost ten times more than the object in question - and a trivial cost in raw materials. This production generally takes a single hour per 1000cR the object is worth (rounded up) - or more, at gamemaster discretion. Objects too large to fit in a nanofabricator are produced in pieces and assembled by hand. A nanofabricator may only be assembling one object at once.