Saurian Armoury
Anti-Grav Tabs: Function
exactly as per Exodus, p.89
Croll Gas Gun: Functions
exactly as per Exodus, p. 100
Croll Field Generator: As with
a normal Field Generator, but also has Mode IV: the field is impervious
to gas transfer, rather than the other effects.
Croll Force Tube: Functions as
a firearm, maximum damage 40. May also shut down any non-shielded
electronic device struck, there being a 30% chance of so doing.
Croll Poison: The target makes
a Body roll. Failure means death; success means the target slips into a
coma. Mind checks are made each minute for the next five minutes; three
successes are required to survive.
Croll Shard Projector:
Functions as a firearm, maximum damage 40. Also introduces Croll Poison
to the target on a successful hit, unless the target was wearing armour
(in which case, a Soul check must be passed to avoid poisoning).
Field Generator: Mode I negates
all energy-based weapon effects within a radius of one metre of the
wearer, including his own. There is a chance (20%) that a given attack
will not be effected.
Mode II can be used against bullets and other fast, kinetic-damage
projectiles, functioning in the same fashion as a Mode III Plasma Claw.
(Treat the device as having a skill of 70%)
Finally, Mode III allows the wearer to levitate, with obvious
repercussions for leaping, running, etc. Where appropriate the GM will
award bonuses to Speed and to derivative skills.
Gna-Tall Alternating Field:
Functions as a Field Generator alternating between Mode I and Mode II,
meaning that any attack is prevented 50% of the time.
Gna-Tall Doomsday Monitor: As
per description in Exodus, p.
95. Damage to bystanders is an uncapped melee roll.
Gna-Tall Fusion Bomb: Functions
as a grenade.
Gna-Tall Plasma Harness: As a
Plasma Claw, but can operate only in Modes I and II. Maximum damage,
furthermore, is 100.
Gna-Tall Pulser: Mode I may
shut down any one non-shielded electronic device, having a 60% chance
of so doing. Mode II attacks all non-shielded devices in a radius of 10
metres, having a 40% chance of shutting each one down.
Gna-Tall Stinger: Ordinarily, a
heavy sharp weapon. A round's charging causes this to do firearms
damage for one strike, however.
Gna-Tall Torture Device: Causes
a Helplessness or Violence check of any rank each half hour. Removal
causes D10 wounds.
Kath-Yal Holographic Shield:
The user cannot be detected by any scanner using visible light, unless
the observer rolls a critical success on his Notice check.
Kath-Yal Force Suit: As with
the Field Generator, except without a Mode III.
Kath-Yal Plasma Repeater: A
plasma firearm which can only be fired on Full Auto.
Kath-Yal Personal Flight Device:
As the Mode III Field Generator, but with a degree of propulsion and
steering. See Exodus, p. 103
Matter/Energy Converter: The
effects of this device should be handled by the GM based on its
writeup. It is unlikely any player group will ever be able to both
obtain and fully comprehend these devices, making this primarily a GM
tool.
Plasma Claw: Maximum damage of
70 on offensive modes. Mode I balls are sustained for a number of
rounds equal to the units die on the first attack roll, and may be used
to attack once per round. Mode I allows a +15 shift on each target to
be hit by a given ball after the first. Note that this shift does not
stack. By contrast, Mode II benefits from a greater range than Mode I,
and also from the lessened visibility of quickly-exhausted plasma
balls. Human users are at a -15 penalty to their Firearms skill unless
it specifies plasma claw usage; this penalty may be bought off over
time with practice at the cost of 3XP per 5% bought off.
Mode III can also be used to deflect incoming plasma claw attacks; the
user rolls their Firearms as a defensive action, and the firer must
roll higher than the defender's roll and still under his skill in order
to hit.
Note that this is an 'all or nothing' form of defence. Switching
between modes takes one action, though this can be modified as usual by
Fast Draw. In melee, the Claw counts as a heavy, sharp weapon,
inflicting +6 damage.
Pulse Detonation Engines:
Function as per Exodus, p.89
Rail Gun: Maximum Damage 90.
Saurian Fighters: The fighters'
plasma armament functions in the same way as missiles (see the Aerial
Combat rules). Target Lock is acquired using the gunner's Firearms
skill.
Security Field: An
industrial-size device comparable to two overlapping Field Generator
fields working on Modes I and II.
Stealth Devices: The effects of
these should be adjudicated by the GM according to his campaign needs.
As a rule of thumb, conventional human radar is useless against them,
though psionics and Atlantean devices have both been demonstrated to
defeat them. Revolutionary designs in scanners will take place in
individual campaigns.
Te-Mulys Defensive Field: As
for the Kath-Yal Force Suit.
Te-Mulys Doppelganger Masks: As
per the description in Exodus,
p.107
Te-Mulys Energy Projector:
Maximum damage 90. May be fired on full auto.
Te-Mulys Mind Stunner: The
target must make a Mind check, or pass out for five to ten minutes.
Te-Mulys Pressor Beam: Maximum
damage 30. In subsequent turns of targeting, target may overcome the
pressor effect by Body checks. Requires a roll every turn to maintain.
Te-Mulys Tracking and Listening
Devices: As per the description in Exodus, p.107
Te-Mulys Data Siphon: As per
the description in Exodus,
p.107