Star Wars Roleplay: Chaos

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Approved Tech ZThru Holodisruptor

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Gluk, Stock, and Two Smoking Lasers
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OUT OF CHARACTER INFORMATION

PRODUCTION INFORMATION

SPECIAL FEATURES
  • Can alter, disturb, or eliminate hologram projections.

STRENGTHS
  • Can interfere with any or all holograms up to two kilometers away, assuming a clear line of sight between the target area and a ZThru antenna.
  • Can interfere with holograms within a starship or facility, if that ship or facility has been fitted with the system's emitters throughout.
  • Not blocked by shields.

WEAKNESSES
  • Requires a clear line of sight. Ability to interfere drops drastically if obstructed by something as simple as fog or leaves, let alone walls. (For example, the ZThru would not be able to interfere with the holographic HUD inside a helmet.)
  • Be careful with your target area or you'll interfere with holograms that you don't want interfered with.
  • Bulky gear; must be installed in a ship, large vehicle, or facility, and cannot be hustled around in person.
  • 2km is a very short range for starship-related use.
  • Outdoor/ranged use requires long antennae, which must be retracted or otherwise protected to avoid crippling damage.

DESCRIPTION
There are any number of holoprojections that could stand to be messed with, including personal and starship disguises. Interfering with those disguises, or preventing their use, is a great situational benefit. Within reason, and with expert use, the ZThru can also adjust elements of existing, active holoprojections. Given enough time to work and enough knowledge of the target hologram, an operator could feasibly alter wording on a holodisplay within line-of-sight of a ZThru antenna, or even deploy holofake material.
 
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