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est une montre protectrice rechargeable qui, lorsqu’on la consulte, projette une réplique holographique de son porteur afin de distraire les ennemis proches. L’appareil se porte au poignet et s’active lorsque l’utilisateur regarde ou consulte la montre d’une manière ou d’une autre ; l’activation amène l’objet porté à émettre un hologramme ayant la silhouette et la posture du porteur, attirant l’attention et les actions hostiles loin du véritable utilisateur tant que la projection persiste.\\n\\nLe rôle principal de Montre-leurre est la tromperie sur le champ de bataille et la préservation de soi. Comme elle produit un hologramme du porteur qui attire les ennemis, elle fonctionne comme un leurre mobile capable d’intercepter les tirs ennemis, d’attirer les patrouilles loin d’un objectif, ou de masquer la véritable position du joueur pendant qu’il se repositionne. Sa nature rechargeable signifie qu’elle peut être utilisée à plusieurs reprises au cours d’un affrontement, ce qui en fait un outil utilitaire durable plutôt qu’un gadget à usage unique.\\n\\nUtilisation pratique et interactions :\\n- Utiliser la montre pour briser la focalisation ennemie : jeter un coup d’œil à la montre lorsque des adversaires visent ou se rapprochent afin de détourner leur attention vers l’hologramme, ce qui permet de se glisser derrière un abri ou de se repositionner.\\n- Créer des ouvertures pour les réanimations ou les soins : projeter l’hologramme pour occuper les ennemis pendant qu’un coéquipier effectue une réanimation ou applique des actions médicales au porteur ou aux alliés proches.\\n- Faciliter les manœuvres furtives ou de contournement : déclencher l’hologramme sur un itinéraire d’approche pour attirer les défenseurs, puis avancer selon un autre axe pendant que les ennemis inspectent la projection.\\n- Détourner les patrouilles et les gardes : dans les situations où les trajets ennemis sont prévisibles, une activation au bon moment peut éloigner les gardes de leur position et ouvrir de nouveaux couloirs de déplacement.\\n- Options tactiques répétées : la conception rechargeable permet plusieurs activations par mission ; planifier les activations autour des moments à haut risque plutôt que de gaspiller des charges sur des distractions de faible valeur.\\n- Coordination d’équipe : communiquer avec les alliés avant l’activation afin que les coéquipiers puissent exploiter la diversion (pousser un objectif, tendre une embuscade ou traverser un terrain exposé).\\n- Considérations environnementales : puisque l’hologramme imite le porteur, il est plus efficace lorsque les ennemis peuvent voir ou détecter une cible visible ; l’activation dans des espaces clos ou encombrés réduit l’utilité liée à la ligne de vue.\\n\\nLimitations et notes de conception :\\n- L’appareil est décrit comme protecteur et distrayant plutôt qu’offensif ; il n’inflige pas directement de dégâts aux ennemis et n’accorde pas de bonus offensifs à son porteur.\\n- Son efficacité dépend de la perception des ennemis et de leur ligne de vue ; les ennemis qui détectent des indices non visuels ou ignorent les stimuli visuels peuvent ne pas être entièrement attirés par l’hologramme.\\n- Les mécaniques de recharge font partie intégrante de la planification ; économisez les charges pour les moments critiques et coordonnez-vous avec vos coéquipiers afin de maximiser l’impact de chaque activation.\\n\\nEn résumé, la Montre-leurre est un outil de défense réversible qui échange la puissance de combat directe contre le contrôle de l’attention ennemie. 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