Table of Contents
Races | Technology
LASER GUN
Overview and Game Mechanics
- Laser Gun
- Origin: Exohuman | Last Frontier
- Type: Ranged (military-grade)
- Damage: 2d10 energy
- Range: Normal 120 meters, Maximum 400 meters
- Properties: 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.
Context and Historical Background
Laser guns were first developed in 2338 by a private defense company for Earth’s Last Frontier Project. Commissioned to equip the Guarding Troopers, they served as advanced security tools during the spacefaring mission. Each of the 250 Guarding Troopers aboard the Last Frontier was issued a laser gun, with another 250 kept in reserve. These weapons relied on Quantum Fusion Batteries (QFBs), which provided a reliable energy source for high-energy discharge.
Use During the Great War
In the Beta Age, laser guns were a critical tool for maintaining order in ExoHuman settlements. However, with the outbreak of the Great War in 2629, laser weapons became the primary advantage of the Volunteer Army of Man (VAM) over the Alliance of Native Tribes.
Due to their superior range and firepower, laser guns initially dominated battlefields, allowing ExoHuman forces to repel early Native offensives. However, by 2630, the sabotage of QFB charging infrastructure by the Anti-War Movement led to a power crisis, rendering most laser weapons useless by the final months of the war.
By the war’s end, the original stockpile of 500 laser guns had been reduced to only 250 functional units.
Post-War Fate
As part of the Peace Treaty of 2631, all remaining laser guns were surrendered to the Native Tribes. Recognizing their destructive potential, the Alliance of Native Tribes destroyed these weapons, preventing any future ExoHuman military resurgence. However, rumors persist that a handful of weapons were smuggled away before the surrender.
Rumored Survivors
- Jane Mendoza of the Jane Mendoza Gang is rumored to possess one of the last working laser guns.
- Kept as a last-resort weapon, its use is extremely limited due to the scarcity of QFBs and the lack of a functional charging facility.
- If confirmed, possession of this weapon could shift power dynamics in the Gamma Age, as even a single laser gun is enough to give its wielder an overwhelming advantage.
Materials and Crafting
- Housing: Durable metallic frame with ergonomic design for handling.
- Laser Diode: Core component emitting laser light at a specific wavelength.
- Optics and Beam Delivery: Lenses and mirrors focus the beam with pinpoint accuracy.
- Power Supply: Quantum Fusion Battery (QFB), a miniaturized high-energy cell capable of converting fusion energy into direct power output. These batteries require periodic recharging at Quantum Fusion Recalibration Stations (QFRS), which were largely destroyed after the Great War.
- Switch: User-operated mechanism for triggering the laser.
- Electronic Control Unit: Includes power adjustments, safety features, and optional aiming aids like laser dots.
The laser gun is a relic of advanced human technology, with no means of replication in the Gamma Age due to the Peace Treaty and limited industrial capabilities.
The Role of Quantum Fusion Batteries (QFBs)
Laser guns were entirely dependent on QFBs for power. In the Beta Age, they were recharged at Quantum Fusion Recalibration Stations (QFRS), which restored battery efficiency and stabilized energy output, ensuring optimal performance.
However, with the sabotage of QFB charging infrastructure by the Anti-War Movement in 2631, ExoHumans lost large-scale access to recharging facilities, crippling their energy-based weaponry and hastening the collapse of the Volunteer Army of Man.
Key Charging Facilities (Targeted in 2631):
- Quantum Fusion Recalibration Stations (QFRS) → Centralized hubs that restored QFB efficiency, preventing energy degradation.
- Energy Redistribution Nodes (ERNs) → Localized relay stations that converted solar, wind, and geothermal energy into QFB-compatible formats for broader energy distribution.
While these facilities were sabotaged and rendered inoperative by the end of the Beta Age, their destruction was not absolute. Some partially damaged stations may still exist.
Tactical Advice for Dungeon Masters
- Charging Challenges; Laser guns require a high-energy source to recharge. Introduce a quest for players to locate or restore a charging facility if they come into possession of one. This limitation makes the weapon a strategic asset.
- Story-Altering Potential: With 2d10 damage and extreme precision, the laser gun is a rare and game-changing weapon. Use it sparingly to maintain its narrative weight.
- Cultural and Symbolic Impact: The laser gun is more than a weapon; it is a symbol of humanity’s lost technological supremacy. It can evoke fear, respect, or envy, driving political intrigue among factions vying for power.
- Encounters: Incorporate the laser gun into major plotlines, such as discovering Jane Mendoza’s secret arsenal or encountering a faction desperate to acquire such a weapon.
Special Considerations for Dungeon Masters
Laser Guns are exceptionally rare and powerful. In the Gamma Age, they function as high-stakes plot devices rather than everyday weapons.
- Charging a Laser Gun requires a Quantum Fusion Battery, a practically extinct energy source.
- If a working laser gun is introduced into the campaign, it should be treated as a major event, with significant political, strategic, and narrative consequences.
- A player wielding a Laser Gun should face extreme challenges in maintaining it, emphasizing its status as a true relic of a lost age.

