Alien Tech

WEAPONS


energy_pistol_clear.pngWEAPON: Energy Pistol (DIV/300 with functioning cell – 100cr as a curio/.5kg/ER:60;LR:-/C:8s(1 small e-cell)/ROF:2/RLTime:1AT/D:6d6,WC10) Projects a flaring blue-white plasma stream.






Energy_Carbine.jpgWEAPON: Energy Carbine (GIV/600 with functioning cell – 100cr as a curio/1kg/ER:300;LR:-/C:12s(1 large e-cell)/ROF:2/RLTime:1AT/D:8d6,WC11) / Projects a flaring blue-white plasma stream.







Negation_Gun.jpgWEAPON: Negation Gun (GIV/1000 with functioning cell – 100cr as a curio/4kg/ER:200;LR:-/C:4s(1 large e-cell)/ROF:1/RLTime:1AT/D:WC13 – shut down and disable for 3AT any terrestrial vehicle, robot, armor or other powered technology massing less than 50 tons; cannot affect items protected by energy screens) / Projects a silent beam of translucent blue distortion.








energy_plasma-grenade.jpgEXPLOSIVE: Grenade, Energy (FIV/150/.5kg/ER:1*PS,LR:2*PS/C:1/ROF:1/RLTime:~/D:12d6(25pts-demo);3m radius blast area,WC13/E:must arm prior to knowledge of initiative) / Explodes in a burst of blue-white plasma energy.



WEAPON: Xarmid Control Rod (FIV/600/.5kg/ER:Melee/C:20-AT/ROF:1/RLTime:1/D:WC15 Paralysis for 4d4 hours;ineffective vs. Xarmids/Tendrakkai/Sreelath, energy screens, non-living or very large/“Giant” creatures (3m+))

ARMOR


Tendrakkai-Warrior_armor.jpgARMOR: Energy Armor (~/-/240kg/AC:1/D:Integrated Weapons/Power: integrated-rechargable, 10 days). Worn by Tendrakkai Warriors. This armor is powered by some means beyond the ability of terrestrial science to understand. Strangely, it does not feature a protective energy screen.

  1. INTEGRATED WEAPON: Energy Hammer (cannot be removed): 6d6+10 (ROF:2/WC:4)
  2. INTEGRATED WEAPON: Energy Projector, Arm-Mounted (GIV/600(if removed)/8kg/ER:800;LR:-/C:unlimited(Energy-armor)/ROF:2/RLTime:1AT/D:ER-10d6,WC11) / Projects a flaring blue-white plasma stream.
  3. INTEGRATED WEAPON: Shoulder-Mounted Missile Launcher (GIV/400/9kg/D:8d6,WC13 with suit/ER:3000;LR:6000(1.5k/3k without suit)/C:6/ROF:1/area:WC13-5m-6d6/missile:2kg each)













ARMOR: Force Screen Projector, Xarmid (GIV/250/5kg/Power:1 large e-cell/E:40pt 360-degree translucent green energy screen lasting 4 hours).

ENERGY CELLS

AMMO (ENERGY): Large Energy Cells, Unknown/Unique Experimental (AIV/30cr as curios/1kg)
AMMO (ENERGY): Small Energy Cells, Unknown/Unique Experimental (AIV/30cr as curios/.2kg)

OTHER ITEMS

ITEM: Deactivator (GIV/300/1kg/E:permanently shut down and disable any terrestrial vehicle, robot, armor or other technology massing less than 50 tons when attached to any surface;PE check to spot;PREC:VHARD or area attack required – AC6 & HP10 to destroy)/DESC:gray 20cm hemisphere)

VEHICLES

Xarmid-Scout-Craft_op.jpgVEHICLE: Xarmid Scout Craft (H2-acc10+IV/12tons/AC2 & 60pt energy screen)/HP200/Crew:2 pilot-bugs/Passengers:6; can also transport up to 6 man-sized terrestrials in a pressurized 0g force-cage/ Speed:2000kph(atmosphere); 20000kph(space)/ Range:1.2million-km/Duration:8d/ Weapons:1xHeavy Energy Beam (GIV/WC13/R:6km/D:12d10/ROF:2); TechIV Tractor Beam (HIV/R:600m/C:15tons)/ Cargo: 500kg+200kg per passenger not present/Desc:12×4-meter dark-gray wedge-shaped craft with 3 drive ports visible at the wider stern end/E:Stealth Field Generator makes the craft 99%/95% invisible night/day, possible chance for PE-16/PE-12 detection @ GM discretion;Can charge alien energy cells).




Xarmid-Transport_op.jpgVEHICLE: Xarmid Transport Craft (H2-acc10+IV/25tons/AC2 & 100pt energy screen)/HP500/Crew:3 pilot-bugs/Passengers:6/ Speed:2000kph(atmosphere); 40000kph(space)/ Range:3million-km/Duration:20d/TechIV Tractor Beam (HIV/R:600m/C:15tons)/ Cargo: 15×4m pressurized bay (Xarmid or Terran atmosphere – 3 weeks for up to 50 occupants);12000kg or 1 passenger per 200kg(60)/Desc:20m flattened ovoid;3×2m forward-facing ventral cargo ramp/E:Stealth Field Generator makes the craft 99%/95% invisible night/day, possible chance for PE-16/PE-12 detection @ GM discretion;Can charge alien energy cells).

Alien Tech

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