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

Hosted by www.Geocities.ws

1