Neurochemical Psyamp
A truly amazing prototypical machine, the Neurochemical psyamp is capable of literally changing the abilities of your allies or enemies. You can make them forget how to pilot a ship, make them less intuitive, or even make your allies more intelligent. God knows they need it. Remember that it's prototypical, though, and can backfire to some degree of extremes if used improperly. Best when used on weak-minded individuals.
  • Creds: 15000
  • Ammo: Best if used only once per turn
  • Requirements: +3 PSI Unit
  • Rolls: Attacker's Exotic and PSI Unit vs defender's Durability and PSI Unit

Additional Details

  • Literally changes stats and skills of your enemies - or allies
  • Cannot grant allies knowledge they did not already have
  • Allies will not fight the PSI unit; you will roll against the lesser of Durability + PSI and 0
  • Destroying abilities is more difficult than destroying stats
  • Effects linger for several minutes; positive effects will fade, but on negative effects enemies may not even recover from its use
  • Field has a maximum range of two kilometers; accuracy and ability falls off sharply within one kilometer

Ingame Example

Technical Details


Ship: Conventional
Ship: Unconventional
Ship: Exotic
Ship: Auxiliary
Ship: Handiwork
Ship: Robotics
Ship Catalog

Tag as ship gear | Tag as infantry gear
Tag as WIP | Remove WIP tag
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