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human_weapons_in_the_gamma_age

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Races | Technology

EXOHUMAN WEAPONS IN THE GAMMA AGE

Since the Peace Treaty with the Native Tribes of VOI 700 D, ExoHumans are subject to strict regulations on weapon possession. Only specific individuals, such as the Federal Sheriff, Local Sheriffs, and their Deputies, are legally permitted to carry arms. Additionally, certain civilians, like loggers and farmers in Morningstar and Hope, as well as the Federal Landlord or Landlady of the Halfway Inn, may carry Federal Stun Guns for self-defense in the wilderness.

For all others, the possession of weapons is considered “illegal possession” under Civil Code section 6/5. The Kourou, despite its official discontinuation, has become the primary currency for black-market weapon deals. Smugglers and Outlaws often trade Kourou for contraband arms, fueling underground resistance and organized crime on the Dark Side.

Arms of the Federal Sheriff and Deputies

The standard weaponry of the Federal and Local Sheriff’s Departments is carefully regulated, maintained, and centrally manufactured by the Federal Weapon Manufactory (FWM) in Morningstar. The Manufactory produces the following weapons for the Federal and Local Sheriff's Departments:

  • Type: Ranged
  • Damage: 1d10 + 1d4 piercing
  • Range: Normal 60 meters, Maximum 80 meters
  • Properties: Requires reloading every two shots, requires bolts
  • Attack Roll: Dexterity + Proficiency
  • Cost (Beta Age): not available
  • Cost (Gamma Age): 1,000,- Kourou (Average Price Black Market)
  • Weight: 1.5 kg
  • Availability for Players: Rare on the Gamma Age's Black markets, standard issue for Federal and Local Sheriff personnel.
  • Type: Melee (non-lethal)
  • Damage: 1d4 (stuns and paralyzes the opponent temporarily)
  • Range: Close combat
  • Properties: Quantum Fusion Battery-powered, allowing up to 100 uses per charge
  • Attack Roll: Strength/ Dexterity + Proficiency
  • Cost (Beta Age): not available
  • Cost (Gamma Age): 400,- Kourou (Average Price Black Market)
  • Weight: 1 kg
  • Availability for Players: Common on the Gamma Age's Black markets, standard issue for Federal and Local Sheriff personnel.
  • Type: Melee
  • Damage: 1d4 (typically non-lethal)
  • Range: Close combat
  • Properties: Used for close-range engagement where lethal force is not necessary
  • Attack Roll: Strength + Proficiency
  • Cost (Beta Age): not available
  • Cost (Gamma Age): 250,- Kourou (Average Price Black Market)
  • Weight: 0.5 kg
  • Availability: Very common on the Gamma Age's Black markets, standard issue for Federal and Local Sheriff personnel.

Illegal Weapons (for Exohumans)

Despite strict enforcement, numerous illegal weapons circulate among the human settlements in the Gamma Age. Many settlers secretly retain or fabricate weapons, often claiming they were lost or destroyed after the Great War. Due to limited resources, most illegal weapons are handmade or improvised, constructed from materials salvaged from the remains of the crashed spaceship Last Frontier. The most popular among these are as follows:

  • Origin: Manufactory “Forge of Atrana” near Morningstar (2627-2629), Volunteer Army of Man
  • Type: Ranged
  • Damage: 1d8 piercing
  • Range: Normal 80 meters, Maximum 100 meters
  • Properties: Requires reloading after each shot
  • Attack Roll: Dexterity + Proficiency
  • Cost (Beta Age): 300,- Kourou (Average price at official Dealers)
  • Cost (Gamma Age): 800,- Kourou (Black Market)
  • Weight: 2.5 kg
  • Availability: A premium-product in the Beta Age, very rare on the Gamma Age's Black Market.
  • Trando Firebow (with explosive Trando-Arrows)
  • Origin: Trando Tribe
  • Type: Ranged
  • Damage: 1d8 piercing, 2d8 fire
  • Range: Normal 50 meters, Maximum 90 meters
  • Properties: Requires reloading after each shot; Trando-Arrows are essential; crafted with Lumifire Sap for explosive fire damage. Fire damage affects a 5-meter radius upon impact (Dexterity save DC 13 for half fire damage).
  • Attack Roll: Dexterity + Proficiency
  • Cost (Beta Age): 300,- Kourou | Explosive Trando-Arrows: 50,- Kourou each (Average Price at Itinerant Traders)
  • Cost (Gamma Age): 600,- Kourou | Explosive Trando-Arrows: 100 Kourou each (Average Price Black Market)
  • Weight: 1 kg
  • Availability: Rarely available in the Beta Age, very rare on the Gamma Age's Black Market and exclusively crafted by skilled Trando artisans.
  • Origin: Senti Tribe
  • Type: Ranged
  • Damage: 1d10 piercing, 1d6 additional damage if target is moving (Mobility Strike)
  • Range: Normal 70 meters, Maximum 120 meters
  • Properties: Gains additional 1d6 damage against targets in motion due to aerodynamic bone-tipped arrows. Engineered for stealth, its drawstring is treated with oils, allowing for noiseless operation.
  • Attack Roll: Dexterity + Proficiency
  • Cost (Beta Age): 280,- Kourou | Bone-tipped Arrows: 40,- Kourou each (Average Price at Itinerant Traders)
  • Cost (Gamma Age): 500 Kourou,- | Bone-tipped Arrows: 50 Kourou per bundle of 10 (Average Price Black Market)
  • Weight: 1.2 kg
  • Availability: Rarely available in the Beta Age, very rare on the Gamma Age's Black Market and exclusively crafted by skilled Trando artisans.and primarily used by Senti hunters for long-range precision.
  • Special Arrows: Bone-tipped arrows that can pierce armor or thick hides with high accuracy.
  • Explosive Bottle
  • Origin: Selfmade
  • Type: Ranged
  • Damage: 2d6 fire
  • Range: Thrown. Normal: up to 10 meters. Max: 20 meters
  • Properties: Requires ignition before throw
  • Attack Roll: Strength + Proficiency
  • Cost (Beta Age): Not for sale (DIY Product)
  • Cost (Gamma Age): 150,- Kourou (Average Price Black Market)
  • Weight: 1 kg
  • Availability: Common on the Gamma Age's Black Market.
  • Origin: Honga Tribe
  • Type: Ranged (Slingshot)
  • Damage: Standard Projectile: 1d8 bludgeoning (stones) | Explosive Seeds: 2d8 piercing + 1d6 poison in a 5-meter radius (Dexterity save DC 13 for half poison damage).
  • Range: Normal: 30 meters, Maximum: 60 meters
  • Properties: Lightweight and collapsible for ease of transport. Can fire a variety of projectiles: stones, explosive seeds, or spiked pods. Reload requires one action.
  • Attack Roll: Dexterity + Proficiency
  • Cost (Beta Age): 350,- Kourou (Average Price at Itinerant Traders)
  • Cost (Gamma Age):500,- Kourou, Explosive Seed Ammunition: 50 Kourou per seed (Average Price Black Market)
  • Weight: 1.5 kg
  • Availability: Very rarely available in the Beta Age, very Rare on Gamma Age's Black Market, crafted exclusively by Honga artisans.
  • Origin: Volunteer Army of Man, Manufactory “Forge of Atrana” near Morningstar
  • Type: Ranged
  • Damage: 1d6 bludgeoning
  • Range: Normal 40 meters, Maximum 60 meters
  • Properties: Lightweight, rapid-fire capability
  • Attack Roll: Dexterity + Proficiency
  • Cost (Beta Age): Not for sale, Standard Equipment of Soldiers of the Volunteer Army of Man
  • Cost (Gamma Age): 200,- Kourou (Average Price Black Market)
  • Weight: 0.5 kg
  • Availability: Common Weapon during the Great War, Common on the Gamma Age's Black Market
  • Special Feature: The Ironstrike Slingshot is compact and durable, firing iron balls salvaged from dismantled spaceship components. Its unique design incorporates a recoil-dampening handle, allowing for quick successive shots. Soldiers valued its simplicity and reliability in close-quarters skirmishes.
  • Origin: Orlanda Tribe
  • Type: Melee + Ranged
  • Damage: 1d8 piercing
  • Range: Close Combat, can get thrown (normally up to 20 meters max)
  • Properties: Dual use (melee or thrown), enhanced lethality with venom coating
  • Attack Roll: Strength + Proficiency
  • Cost (Beta Age): 350,- Kourou (Average Price at Itinerant Traders)
  • Cost (Gamma Age): 400,- Kourou (Average Price Black Market)
  • Weight: 2 kg
  • Availability: The Spear is common on the Black market, but very rare with a venom-tipped spearhead.
  • Special Feature: Venom-Tipped Spearhead
  • The Orlanda Spear’s spearhead can be coated with venom derived from Orlanda Marsh Stingers, swamp-dwelling insects. When coated:
  • Effect: On a successful hit, the target must succeed on a Constitution saving throw (DC 14) or take 2d6 poison damage and become poisoned for 1 minute.
  • Cost of Venom: 50 Kourou per application (lasts for 3 attacks).
  • Crafting Venom: Requires harvesting Marsh Stinger venom and processing it with herbal stabilizers.
  • Type: Melee
  • Range: Close Combat & Throw: 10 Meters (normal)
  • Damage: 1d8 slashing or piercing.
  • Properties: Dual-use as both a weapon and a utility tool.
  • Attack Roll: Strength/Dexterity + Proficiency
  • Cost (Beta Age): Not officially for Sale / Equipment of the Guarding Trooper during the Great War
  • Cost (Gamma Age): 350,- Kourou (Average Price Black Market)
  • Weight: 0,2 kg
  • Availability: Very rare on the Gamma Age's Black market
  • Origin: Senti Tribe
  • Type: Melee
  • Damage: 1d10 bludgeoning
  • Range: Melee
  • Properties: Heavy, two-handed
  • Attack Roll: Strength/Dexterity + Proficiency
  • Cost (Beta Age): 380,- Kourou (Average Price at Itinerant Traders)
  • Cost (Gamma Age): 500,- Kourou (Average Price Black Market)
  • Weight: 3.5 kg
  • Availability: Very rarely available in the Beta Age Very, rare on the Gamma Age's Black Market.
  • Special Feature: Crippling Strike
  • On a critical hit, the Bonebreaker fractures bone or armor, reducing the target’s movement speed by half and imposing disadvantage on Strength and Dexterity saving throws until the end of their next turn.

Improvised Weapons

In addition to conventional and improvised firearms, many settlers and gang members rely on makeshift weapons for defense. Improvised weapons can include broken bottles, stones, and other readily available items. These weapons vary in effectiveness, depending on the item used and the user’s skill.

  • Improvised Weapons
  • Damage: Typically 1d4 (can vary by item type and situation)
  • Range: Generally close combat; if thrown, max range is 18 meters
  • Properties: Damage and effectiveness are at the Dungeon Master’s discretion based on context
  • Availability: Abundant (can be found or crafted)

The Legendary Laser Gun

One of the most feared rumors circulating within the Confederation is that Jane Mendoza, the infamous leader of the Jane Mendoza Gang, possesses a Laser Gun. This weapon, last used by Volunteer Army of Man during the Great War against the Natives, was officially surrendered as part of the Peace Treaty and supposedly destroyed. However, if true, this rare and immensely powerful weapon would give the gang a considerable advantage in any conflict.

  • Origin: Last Frontier
  • Type: Ranged (military-grade)
  • Damage: 2d10 energy
  • Range: Normal 120 meters, Maximum 400 meters
  • Properties: Powered by a Quantum Fusion Battery (QFB), allowing up to 40 shots per full charge. Once depleted, it requires a fully functional Quantum Fusion Recalibration Station (QFRS) for recharging.
  • Attack Roll: Dexterity + Proficiency
  • Cost (Beta Age): Not officially for sale, Equipment of the Guarding Troopers.
  • Cost (Gamma Age): 25,000 Kourou (estimated Black Market Price)
  • Weight: 2.5 kg
  • Availability: Nearly unavailable for Non-Guarding Troopers in the Beta Age, Exceptionally Rare on the Gamma Age's Black Markets.

Tactical Advice for Dungeon Masters

The Gamma Age is shaped by strict weapon regulations, the black market, and the lingering power of pre-war technology. The scarcity of firearms makes every weapon a valuable asset, leading to high-risk missions, smuggling operations, and law enforcement crackdowns.

  • “The Smuggler’s Gambit” – A weapons dealer is running illegal trades between a group of Natives and Firetown’s black market. The players are sent to eliminate or protect the operation — but will they side with the Natives, the black-market dealers, or the Federal Confederation trying to shut it down?
  • “The Laser Raider” – A Loner has raided a Federal Courier Caravan, wielding a fully functional Laser Gun — a weapon that should have been destroyed under the Peace Treaty. The Federal Sheriff tasks the players with tracking him down, finding out where he got the weapon, and disarming him before he can strike again.
  • “The Hidden Arsenal” – A scavenger has discovered a forgotten weapons cache from the Great War, hidden deep in the Atrana Mountains. Inside are old-world firearms, including a Windstrike Rifle and rare ammunition. The Federal Sheriff wants it secured, but Outlaws, Native Tribes, and Firetown’s black-market dealers all have different ideas about who should control these weapons …
human_weapons_in_the_gamma_age.1744974823.txt.gz · Last modified: 2025/04/18 11:13 by admin

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