It would be quite possible for Techs to research and construct far less pleasant high level weapon devices, such as death rays, coagulators, and paralysis rays, but these would be far too easy for non-Techs to use. Techs are quite capable of destroying or depopulating whole worlds anyhow, with a little ingenuity, but Techs who insist on producing, in particular, hand-portable weapons of mass destruction tend to be very firmly dealt with.
Dart Gun L=1 Dart Rifle L=1 Charged Dart Gun L=1 Charged Dart Rifle L=1 Dart Clip L=- Short Bow of Power L=1 Charged Darts L=1 Stun Darts L=1 Hypnotic Disc L=1 Arrows of Paralysis L=1 Bow of Power L=2 Paralysis Darts L=2 Vibro Blade L=2 Electro Weapon L=2 Thrower L=2 Dust Spray L=2 Circuit Suppressor L=2 Hand Stunner L=2 Hand Laser L=2 Pulse Blasters L=3 Induction Beamer L=3 Force Blade L=3 Energy Field Damper L=3 Lesser Prosthetics L=3 Shockthread L=3 Metalcloth L=3 Dischargecloth L=3 Melder L=3 Hand Blaster L=3 Stunner L=3 Heavy Laser L=3 Prosthetics L=4 Prosthetic Frame L=4 Ogre Prosthetics L=4 Powered Armour L=- Energy Blade L=4 Field Demodulator L=4 Hand Tractor/Prestor L=4 Dureum Inlaid Glove L=4 Prosthetic Field L=4 Crystal Sword L=4 Shockcloth L=4 Circuitcloth L=4 Combatcloth L=4 Hand Disrupter L=4 Blaster L=4 Stunner Cannon L=4 Hand Stunner/Blaster L=4 Laser Cannon L=4 Message Laser L=4 Blaster Remote L=4 Tractor/Prestor L=5 Dureum Space Axe L=5 Internal Weapons L=- Hill Giant Prosthetics L=5 Prosthetic Crystal Armour L=5 Prosthetic Crystal Space Armour L=5 Disrupter L=5 Blaster Cannon L=5 Space Stunner L=5 Hand Stunner/Disrupter L=5 Stunner/Blaster L=5 Photonic Lance L=5 Targetting Laser L=5 Hallucinomat L=6 Disintegrator L=6 Disintegrator Tuner L=6 Heavy Tractor/Prestor L=6 Accumulator Lock L=6 Fusion Damper L=6 Stone Giant Prosthetics L=6 Dureum Space Armour L=6 Juggernaut Armour L=6 Disrupter Cannon L=6 Space Blaster L=6 Stunner/Disrupter L=6 Stunner/Blaster Cannon L=6 IR Laser Cannon L=6 Hypnosis Generator L=7 Macro Tractor/Prestor L=7 Annihilator Damper L=7 Space Disrupter L=7 Stunner/Disrupter Cannon L=7 Space Stunner/Blaster L=7 Reality Generator L=8 Cosmic Tap Damper L=8 Space Stunner/Disrupter L=8
Explanation of Weapon Devices
Dart Gun: see "Mechanical Devices".
Level: 1st.
Dart Rifle: see "Mechanical Devices".
Level: 1st.
Charged Dart Gun: see Dart Gun.
Level: 1st.
Charged Dart Rifle: see Dart Rifle.
Level: 1st.
Dart Clip: see "Mechanical Devices".
Level: -.
(Short) Bow of Power: see "Mechanical Devices".
Level: 1st.
Short Bow of Power: see (Short) Bow of Power.
Level: 1st.
Charged Darts: are cast by a modified Dart Gun/Rifle and do an additional 1D6 electrical damage if discharge, treat metal armour as AC7 with +1/magical plus, the full damage is taken if the normal AC is hit. Alternatively may be constructed to stun rather than damage doing 2D4 electrical subdual damage (Stun Darts), otherwise the same effect. Uses: once (each), 1 clip(10). Weight: Clip- 3gp.
Level: 1st.
Stun Darts: see Charged Darts.
Level: 1st.
Hypnotic Disc: when activated the disc spins for a round, glowing. Psionic Theory I is needed to understand how this works. All within 3" looking directly at it must save (V magic) or enter a hypnotic trance. If entranced will obey commands given by those they understand and are -4 on save V control effects; obedience conforms to the limitations of a Charm spell. Less effective in strong light (+2 saves), in total darkness -2 saves. The trance is broken by sudden shocks and loud noises, e.g. Fireball. Includes a Power Cell. Uses: 2D4. Weight: 50gp.
Level: 1st.
Arrows of Paralysis: see "Alchemical Devices".
Level: 1st.
Bow of Power: see (Short) Bow of Power.
Level: 2nd.
Paralysis Darts: see Arrows of Paralysis.
Level: 2nd.
Vibro Blade: may be constructed as either a dagger/knife or at double cost a sword, at +1L 2-handed sword. It acts as either a cutting tool for metal or rock etc up to the length of the blade thickness, or as a +1 H.prob, +2 damage weapon (+1 H.prob/extra L up to +3). Speed of cutting is 10'/turn, rate doubles per extra L. Uses: cutting- dagger- 1ep, sword- 5ep, 2-h.sword- 10ep/turn; striking- dagger- 1ep, sword- 3ep, 2-h.sword- 6ep/blow. Weight: dagger- 20gp, sword- 50gp, 2-h.sword- 100gp.
Level: 2nd.
Electro Weapon: a weapon may be constructed to do an extra 1D6 (+1D6/extra L) of electrical damage (as Charged Darts), or missiles may be charged; for example an Electro Sword would do 1D6 electrical if it discharged and 1D8 physical if it penetrated as well. Alternatively may choose in construction to do 2D6 (+1D6/level attained) of electrical subdual damage (Electro Stun Weapon); at +1L switch selectable. Uses: damage- 5ep/D6, subdual- 2.5/D6(round down). Weight: as weapon + 10gp or +5gp.
Level: 2nd.
Thrower: casts various projectiles up to 1gpwt to a range of 12", e.g. Flash Pellets, Tanglefoot Pills, Paralysis Dust etc; x2wt or +6" range per extra L. Alternatively may be built to spray dust in an area controlable between a 1"rad and a 2"long 1"wide cone, called a Dust Spray; at +1L switch selectable. This device was renamed from Projector to avoid confusion with the device of this name in "Creation Devices". Uses: 1ep+1ep/gpwt(minimum 2ep)/cast. Weight: 5gp.
Level: 2nd.
Dust Spray: see Thrower.
Level: 2nd.
Circuit Suppressor: this is placed within six inches of vital circuits of the device to be disabled and may have a magnetic and/or suction and/or glue clamp. It attempts to block/scramble these circuits for 2D4 rounds, if during this time the circuits fail their save (20-2xL on D20) then they are shut down for a full turn. Heavy metal shielding gives +2 save/inch thickness. Includes a built-in Power Cell, re-usable with a replacement 'Cell if a Repair Machine roll is made. Uses: once for 2D4 rounds. Weight: 20gp.
Level: 2nd.
Hand Stunner: see "Blaster Devices".
Level: 2nd.
Hand Laser: see "Laser Devices".
Level: 2nd.
Pulse Blasters: take the form of wristlets which cast energy bolts similar to arrows over the back of the wrist. Treat metallic armour as AC7 (+1AC/magical plus). Bolts do 2D6 damage on striking, if miss then miss entirely or if metal then deflect off. Range: 24" as longbow. Uses: 5ep/bolt. Weight: 5gp each.
Level: 3rd.
Induction Beamer: heats electrically conductive objects in its path if they are continuous enough, e.g. plate, helm; not chainmail, laminated metal. Has a 6 inch wide beam, range up to 6". The effect is similar to the druidic spell Heat Metal. 4rnds of heating will melt lead, 5 gold, 6 iron and 7 platinum; higher melting point metals are not meltable. Uses: 1ep/rnd/rnd. Weight: 200gp.
Level: 3rd.
Force Blade: creates a force field which sheathes an attached small edged weapon no larger than a knife improving its 'edge'. This gives +1H.Prob&Dam (+1/extra L; maximum +3), the ability to hit things that may only be hit by +1 magic weapons; (+1/extra L), and the cutting abilities of a Vibro Blade of -1L. At +1L and +50% time and cost a medium weapon, such as a broad/long sword or a hand axe, could be used, at +2L and +100% time and cost a large weapon, such as a bastard/2-handed sword or a battle axe. The device is usually attached to or concealed in the hilt or shaft; the edge must be conductive metal and may not be a Vibro ~. Uses: cutting- as Vibro Blade, combat- small- 2ep/turn, medium- 3ep/turn, large- 5ep/turn. Weight: weapon + 10gp.
Level: 3rd.
Energy Field Damper: projects a damping field to effect self-powered devices unless they save (20-Lx2 or less on a D20). Alternatively it may damp a Potential Field it is in by drawing power from it at a rate of (L of damper)x2 per round radiating these as heat. A Flooding Potential Field Generator is equipped with a Flood switch (releases 10ep into field in a sharp burst) and may attempt to burn-out the damper (and any device drawing from the field without overload protection). Chance is based or relative L's (50% if equal, +/-10% per level difference). Range of Field: 12" (+12"/extra L). Usage: damper- no limit, field- once/3 turns. Uses: damper- none, field- 10ep. Weight: 50gp.
Level: 3rd.
Lesser Prosthetics: are a lower-powered version of Prosthetics. Biological Theory I is required. The basic form gives +5 STR to a maximum of 18(01) with appropriate HProb and Dam bonuses for one hand or 9" movement, and normal human leaping abilities (of an unencumbered man). The basic form is a single arm and upper torso frame, or a lower torso and two leg frame; to have both costs +50%, to add the second arm costs +25% (either a left or right-handed model can be constructed). Uses: 1ep/turn, full- 2ep/turn. Weight: arm (+torso)- 150gp, two leg (+torso)- 250gp, two arm (+torso)- 250gp, full- 500gp.
Level: 3rd.
Shockthread: see Specialist Thread in "Alchemical Devices".
Level: 3rd.
Metalcloth: see "Alchemical Devices".
Level: 3rd.
Dischargecloth: see "Alchemical Devices".
Level: 3rd.
Melder: see "Modification Devices".
Level: 3rd.
Hand Blaster: see "Blaster Devices".
Level: 3rd.
Stunner: see "Blaster Devices".
Level: 3rd.
Heavy Laser: see "Laser Devices".
Level: 3rd.
Prosthetics: are a metal and/or crystal frame covering and strengthening the body by means of sensors and motors. Biological Theory I is required. Sometimes called a Prosthetic Frame. The basic form gives +5 (extrapolated) STR to a maximum of 23 with appropriate HProb and Dam bonuses (see Extended Characteristics), 12" movement, 5' vertical and 15' horizontal standing leap; sometimes called Ogre Prosthetics. At +1L gain +10 STR maximum 28, 18" movement, 1" vertical and 3" horizontal leaping; sometimes called Hill Giant Prosthetics. At +2L gain +20 STR maximum 38, 24" movement, 2" vertical and 6" horizontal leaping; sometimes called Stone Giant Prosthetics. This assumes a full coverage frame, an upper/lower body frame would only use half power but would only improve combat etc or movement. Note that 90% of the weight is the frame, and the sensors and motors would be effectively ten 'seperate' devices. See Powered Armour. Uses: 1ep/turn (+1L 5ep/turn, +2L 10ep/turn). Weight: 500gp (full body).
Level: 4th.
Prosthetic Frame: see Prosthetics.
Level: 4th.
Ogre Prosthetics: see Prosthetics.
Level: 4th.
Powered Armour: is a general term for where Prosthetics are integrated to a greater or lesser extent into a (usually whole body) suit of armour. Biological Theory I is required to make sure the whole system works. The armour provides the frame for the prosthetics and thus must be rigid, in some cases only when a force field is turned on. Other examples of powered armour are Prosthetic Crystal (Space) Armour and Dureum Space Armour, the simplest would be Field Plate with an extra 50gpwt of sensors and external motors.
Level: -.
Energy Blade: creates a small, knife length energy blade. This ignores the material part of any armour and automatically cauterises any wounds it makes, usually preventing immediate regeneration or bleeding. The basic damage is 2D6 (+D6/extra L), at +1L and +50% cost a medium blade, such as a short sword, may be made, at +2L and +100% cost a long blade, such as a long sword. The blade may also be used to cut as a Vibro ~ (sword) of -1L. Uses: 1ep/round (+1/extra L), cutting- as Vibro Blade. Weight: 5gp.
Level: 4th.
Field Demodulator: see "Force Field Devices".
Level: 4th.
Hand Tractor/Prestor: exerts a pull (Tractor) or a push (Prestor) with the strength of a small baby (at +1L as a child and at +2L as a normal man) on an object up to 22gpwt (0.001tn), x10/extra L. This does not directly do damage and there is no action/reaction. Alternatively to becoming stronger (and improving range) at +1L can combine both functions to switch between pull/push (a Hand Tractor-Prestor) and in addition 'pin'/crush using both at once; crushing can do damage as brawling. Objects of up to 22gpwt are considered to be AC7 at 3"range (x2 range/extra L), -1 AC every x10 Wt, +1 AC per x2 distance; i.e. heavier objects are easier to hit (assuming that weight can be affected), further away objects more difficult. Note that this does not have a maximum range (approx. 100,000" would give AC-8), but this only really becomes relevant in space. Uses: baby- 2ep, child- 3ep, man- 4ep, x2 if pin/crush, per 2,200gpwt (0.1tn) per round. Weight: 10gp.
Level: 4th.
Dureum Inlaid Glove: an armoured Cloth gauntlet with dureum inlays which has +2 H.Prob, does 1D12 damage as a mace, and requires a minimum Str of 17 to use. In some respects it is also on the ethereal plane and it can strike out-of-phase or Half Phased things, or things needing magical weapons of up to +3 to hit. Uses: none. Weight: 120gp.
Level: 4th.
Prosthetic Field: a personal combat force field which acts as form-fitting Prosthetics of -1L (at L=4 a full suit of Lesser Prosthetics) and a Personal Force Field (effectively a mixture of Damage and Physical) giving AC3 (+2/extra L). Biological Theory I is required. When on the body is surrounded by a nearly invisible field which enhances the appearance of the muscles. Note it also stops falling water and dust. Uses: 5ep/turn (+5ep/extra L). Weight: 100gp.
Level: 4th.
Crystal Sword: is a sword of some variety constructed using Crystal (Sheet/Beam), which is a basic +1, with a 20% chance of being +2, traditionally made transparent. At +1L the base bonus is +3 (20% +4), traditionally +3/+4 is ruby. Due to the skill required a single use of Crystal Sheet makes only one sword. There is a 25% chance of being flawed (-5% per level Tech is above 10th) giving a 5% chance of shattering when struck (for simplicity assume this happens on an unmodified roll of 1 when strike). Note that the hilt can be removed from the blade, and embedded weapon devices in the blade, with controls in the hilt, are quite popular. Uses: none. Weight: half sword.
Level: 4th.
Shockcloth: see "Alchemical Devices".
Level: 4th.
Circuitcloth: see "Alchemical Devices".
Level: 4th.
Combatcloth: see Multi Cloth in "Alchemical Devices".
Level: 4th.
Hand Disrupter: see "Blaster Devices".
Level: 4th.
Blaster: see "Blaster Devices".
Level: 4th.
Stunner Cannon: see "Blaster Devices".
Level: 4th.
Hand Stunner/Blaster: see "Blaster Devices".
Level: 4th.
Laser Cannon: see "Laser Devices".
Level: 4th.
Message Laser: see "Sensor Devices".
Level: 4th.
Blaster Remote: see "Modification Devices".
Level: 4th.
Tractor/Prestor: as a Hand Tractor/Prestor but less portable exerts a pull (Tractor) or a push (Prestor) with the strength of a normal man (at +1L as an ogre and at +2L as a stone giant) on an object up to 0.1tn, x10/extra L. Alternatively to becoming stronger at +1L can combine both functions to switch between pull/push (a Tractor-Prestor) and in addition 'pin'/crush using both at once; crushing can do damage as brawling. Objects of up to 0.001tn are considered to be AC7 at 30"range (x2 range/extra L), -1 AC every x10 Wt, +1 AC per x2 distance. Uses: man- 3ep, ogre- 4ep, stone giant- 6ep, x2 if pin/crush, per 0.1tn per round. Weight: 100gp.
Level: 5th.
Dureum Space Axe: a 2-handed war axe edged and reinforced with dureum and requiring a minimum Str of 19 (18(51-75)) to use. H.prob and damage bonuses are -3, but the blade is +3 H.Prob and does 2D12 damage, or the beak on the reverse is +4 H.Prob and does 3D8 damage. The beak has a base 25% chance on hitting of lodging in normal plate armour, requiring 1 round to pull it free, every +1 damage bonus gives +5% lodging and requires +1 Str to dislodge (e.g. +2 requires 21 Str (18(91-99)). This weapon is particularly effective in destroying armour and shields of even +5 adamantite (give a third chance of any shield rather than the armour being hit) and these should make saving throws or at least be damaged, if not totally wrecked. Also see Dureum Inlaid Glove. Uses: none. Weight: 250gp.
Level: 5th.
Internal Weapons: see "Biological Devices".
Level: -.
Hill Giant Prosthetics: see Prosthetics.
Level: 5th.
Prosthetic Crystal Armour: is Crystal Armour constructed using Crystal (Sheet/Beam) I with Hill Giant Prosthetics, a Micro Pile, and a Transformer Coil III all Embedded in it. Biological Theory I is required. At +1L Crystal Armour II and Stone Giant Prosthetics are used, and a (miniturised) Fusion Lamp (with adamantite shielding) replaces the Micro Pile. Requires 10gpwt of mithral for shielding, at +1L 40gpwt of adamantite (neither included in Cost or Price). Cost: 23.5kgp (+1L 28.5kgp, +2L 29.5kgp). Price: 135kgp (+1L 265kgp, +2L 328kgp). Uses: as prosthetics. Weight: 440gp.
Level: 5th.
Prosthetic Crystal Space Armour: combined Crystal Space Armour (see "Environmental Devices") and Prosthetic Crystal Armour. Biological Theory I is required. Protects and functions in all ways as both (though only has one power supply), the disadvantage is the extra weight and cost. Cost: 48.5kgp (+1L 57kgp, +2L 77kgp). Price: 296kgp (+1L 520kgp, +2L 1222kgp). Uses: 1ep/turn + as prosthetics. Weight: 500gp.
Level: 5th.
Disrupter: see "Blaster Devices".
Level: 5th.
Blaster Cannon: see "Blaster Devices".
Level: 5th.
Space Stunner: see "Blaster Devices".
Level: 5th.
Hand Stunner/Disrupter: see "Blaster Devices".
Level: 5th.
Stunner/Blaster: see "Blaster Devices".
Level: 5th.
Photonic Lance: see "Laser Devices".
Level: 5th.
Targetting Laser: see "Sensor Devices".
Level: 5th.
Hallucinomat: a terrible weapon which takes the form of immense rotating cylinders on a vertical axis and acts on the brain of observers through the eyes and optic nerves. It is not known how this device works and it is constructed by rote (some understanding could be gained by Research using Psionic Theory I, Biological Theory II, and Reality Theory II). If it is directly observed it will transfix/paralyse until it is switched off, roll under intelligence on a D20 to avoid looking if have some warning. When released the damage done takes effect causing, D6: 1 a minor epileptic fit and no permanent effects, 2 an major epileptic fit and permanent epilepsy, 3-4 unconsciousness and -3 intelligence, 5 Fear and -3 charisma, 6 Confusion and -3 wisdom. Temporary effects last 2D4 rounds and the other effects may be cured by a Heal (or an Auto Doc); the effects are caused by brain damage. If exposed for more than one turn roll twice, effects are cumulative. Gaze Reflection will give immunity as will colour blindness. Range: line-of-sight. Uses: 100ep/turn. Weight: 1tn. Non Miniturisable.
Level: 6th.
Disintegrator: breaks an object down into very fine dust by touch and is normally built in the form of a short rod. Reality Theory I is required to build, and to some extent operate (without a 'Tuner), this; its effect is something like the reverse of Self Repairing Circuitry. It is tuned to the structure of a specific substance (note that two different sorts of rock would have two different settings) and due to the difficulty of tuning to living flesh a save V magic is allowed for this. It will not effect enchantment of above +3 (+1/extra L) and must be specifically tuned for magical substances, e.g. magical iron. Re-tuning takes a game turn and a reasonable idea of the substance to be tuned to, e.g. from a Multi Scanner, or a Disintegrator Tuner could be used. The only way to store settings is via a 'Tuner. The basic shape disintegrated is a hemisphere, other shapes such as a cylinder are possible, and fine control over the shape is possible with a Field Modulator. Uses: 1ep/100gpwt disintegrated. Weight: 20gp.
Level: 6th.
Disintegrator Tuner: retunes a Disintegrator in one round to one of three preset structures (+2/extra L) and is normally built in the form of a ring which fits over a Disintegrator. Disintegrator Settings may be cleared from a 'Tuner at will and new ones recorded from the Disintegrator in one turn. Disintegrator Settings may be stored, using a Recorder or Storage, or loaded into a 'Tuner, both taking one turn per setting. Uses: none. Weight: 5gp.
Level: 6th.
Heavy Tractor/Prestor: as a Tractor/Prestor but less portable exerts a pull (Tractor) or a push (Prestor) with the strength of a stone giant (at +1L as a fire giant and at +2L as a storm giant) on an object up to 10tn, x10/extra L. Alternatively to becoming stronger at +1L can combine both functions to switch between pull/push (a Heavy Tractor-Prestor) and in addition 'pin'/crush using both at once; crushing can do damage as brawling. Objects of up to 0.001tn are considered to be AC7 at 300"range (x2 range/extra L), -1 AC every x10 Wt, +1 AC per x2 distance. Uses: stone giant- 4ep, fire giant- 6ep, storm giant- 8ep, x2 if pin/crush, per 0.1tn per round. Weight: 1000gp.
Level: 6th.
Accumulator Lock: generates a field which locks (Micro/Macro) Accumulators so that power cannot be stored into or extracted from them. Functions to totally lock all Micro Accumulators of any L and Accumulators of -2L, and at +1L Macro Accumulators of -1L, and tenth the (dis)charge rate of Accumulators of -1L. Has no effect on the power storage of Non Material Computers or similar. A 'dead' zone which is 1"rad (+1/extra L) may be set not to be effected around the 'Lock. Uses: 1ep/1"rad/turn (x10/extra L). Weight: 10,000gp.
Level: 6th.
Fusion Damper: generates a field which prevents the cold fusion reaction from working. Functions to damp Micro Piles, at +1L Fusion Lamps, and at +2L (Macro) Fusion Generators. If the 10x the shielding is used then an extra L is needed to damp. A 'dead' zone which is 1"rad (+1/extra L) may be set not to be effected around the 'Damper. Uses: 1ep/1"rad/turn (x10/extra L). Weight: 10,000gp.
Level: 6th.
Stone Giant Prosthetics: see Prosthetics.
Level: 6th.
Dureum Space Armour: see "Environmental Devices".
Level: 6th.
Juggernaut Armour: see Dureum Space Armour in "Environmental Devices".
Level: 6th.
Disrupter Cannon: see "Blaster Devices".
Level: 6th.
Space Blaster: see "Blaster Devices".
Level: 6th.
Stunner/Disrupter: see "Blaster Devices".
Level: 6th.
Stunner/Blaster Cannon: see "Blaster Devices".
Level: 6th.
IR Laser Cannon: see "Laser Devices".
Level: 6th.
Hypnosis Generator: see "Biological Devices".
Level: 7th.
Macro Tractor/Prestor: as a Heavy Tractor/Prestor, but non-portable, exerts a pull (Tractor) or a push (Prestor) with the strength of a storm giant (at +1L as a greater titan) on an object up to 1000tn, x10/extra L. Alternatively to becoming stronger at +1L can combine both functions to switch between pull/push (a Macro Tractor-Prestor) and in addition 'pin'/crush using both at once; crushing can do damage as brawling. Objects of up to 0.001tn are considered to be AC7 at 3000"range (x2 range/extra L), -1 AC every x10 Wt, +1 AC per x2 distance. Uses: storm giant- 6ep, titan- 8ep, x2 if pin/crush, per 0.1tn per round. Weight: 10,000gp.
Level: 7th.
Annihilator Damper: generates a field which interferes with matter annihilation. Functions to partially damp Micro Annihilators reducing supply to a tenth, at +1L fully damps Micro Annihilators and partially damps Annihilators, and at +2L fully damps Annihilators and partially damps Macro Annihilators. For Sealed (Micro/Macro) Annihilators the partial damping is to a fifth rather than to a tenth. If the 10x the shielding is used then an extra L is needed to damp, or a minor function of a Reality Shield (or Generator) of equal L to the 'Damper totally protects. A 'dead' zone which is 1"rad (+1/extra L) may be set not to be effected around the 'Damper. Uses: 1ep/1"rad/turn (x10/extra L). Weight: 10,000gp.
Level: 7th.
Space Disrupter: see "Blaster Devices".
Level: 7th.
Stunner/Disrupter Cannon: see "Blaster Devices".
Level: 7th.
Space Stunner/Blaster: see "Blaster Devices".
Level: 7th.
Reality Generator: see "Reality Devices".
Level: 8th.
Cosmic Tap Damper: generates a field which interferes with the various variety of Cosmic Taps. Reality Theory I is required. Has no effect on Solar Taps, or the non-material supply in devices such as Areal Circuitry. Functions to fully damp Nano Cosmic Taps, and partially damp Micro Cosmic Taps and (Micro) Life Taps reducing supply to a tenth, at +1L fully damps Micro Cosmic/Life Taps and partially damps Cosmic Taps, and at +2L fully damps Cosmic Taps and partially damps the standard Macro Cosmic Tap. A minor function of a Reality Shield (or Generator) of equal L to the 'Damper totally protects. As 'Taps draw their power from a considerable radius this device does not include a 'dead' zone as the other Dampers do. Uses: 1ep/1"rad/turn (x10/extra L). Weight: 10,000gp.
Level: 8th.
Space Stunner/Disrupter: see "Blaster Devices".
Level: 8th.