Some ideas for exotic infantry, which is getting fun but could use more stuff (especially the amps - at 4 PSI there's not really choice, just "pick everything"). I tried to give options for both support and combat Exotics.
"Normal" exotic:
Plasma lash
Ammo: internal generator, one use per minute
Requirements: none
Description: A small magnetic field amp barely capable of moving big, heavy objects, it becomes quite deadly when coupled with a superheated plasma generator. The resulting plasma lash burns away flesh, melts electronics and looks really cool. Generator is good for 10 seconds of action, after which it needs to recharge for about a minute. Please don't use it for sex games.
More details: Don't try to use without the appropriate skills, can backfire severely otherwise.
Rolls: Attacker's Exotic and PSI against defender's Maneuverability and Intuition
outlander invented this one, I think it's less silly than the fthagn tentacle and more actually useful
Amp cartridges:
Warp amp unit
Ammo: none
Requirements: ?
Description: A very weak version of the ship amp, albeit more accurate. Doesn't get you anywhere close to c, but lets you splatter enemies against a wall if they're dumb enough to run towards one, or lets you fly forward like the Flash if you use it carefully. Field not large enough to accelerate more than 1 person. Might have trouble with heavy things.
Rolls: Attacker's PSI Unit and Exotic vs defender's Intuition and PSI Unit
Null field amp unit
Ammo: none
Requirements: ?
Description: A weak version of the ship amp. Let's you shut off all electronics in an area of 5 m across for about 30 seconds, which has the nice side effect of disabling a fair share of weaponry. Can hit multiple enemies if they're dumb enough to stand close together. (without roll penalty)
Rolls: Attacker's PSI Unit and Exotic vs defender's Intuition and speed
This might need balancing. It's a powerful effect, but offset by the fact that it's not lethal and doesn't turn off everything, just stuff that uses electricity. The idea is to delay the attacks for part of a turn, too, not turn them off entirely, hence 30 seconds. Also, they can just move out of the affected area
Stasis field amp unit
Ammo: none
Requirements: ?
Description: Based on stolen MIMIR tech, this amp makes a bubble in which 95% of kinetic energy is dampened, meaning whoever you hit with it is practically frozen in place for a minute. Doesn't prevent all movement and they can still shoot you, but they'll have a very hard time actually aiming.
Rolls: Attacker's PSI Unit and Exotic vs defender's Intuition and speed
Basically what those mimir doods hit us with. Don't think we brought one of these back, but eh
Heavy Amps: more powerful than normal ones, but they need 2 cartridge slots
Gravity amp unit
Ammo: none
Requirements: ?
Description: A lot more powerful than the mass amp, but also a lot less accurate. Create gravitic shockwaves, singularities and fields at will, let your enemies fly, crush them and show them your psychic power really is not to be messed with.
Rolls: Attacker's PSI Unit and Exotic vs defender's PSI Unit and Durability
Neural Connector amp unit
Ammo: none
Requirements: ?
Description: An infantry version of the ship amp. Why shoot your enemies if you can make them shoot each other instead?
Rolls: Attacker's PSI Unit and Exotic vs Defender's PSI Unit and Charisma