Volume 1: Issue 1: Inaugural : Aug 2000
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Gamma World Equipment
by Chris Conboy

Translux Capsules: Used by the ancients for medical diagnostics, makes user translucent.
Duration: 10 - [CON/4] hours
Intenstiy: 2d6 (Use this number vs Sense or Perception contest
to see ingester, add 1-6 due to darkness)
Mass: 1kg/500

Pemekan: A concoction of meats and berries, provides all sustenance for a full day, and also heals 1 hit point.
Mass: 1kg/day

Smelling Salts: Allows a CON roll to awaken a sleeping individual.
Must fail the CON roll to succeed. To awaken a comatose individual must fail a CON +5 roll.
Mass: 1kg/200

Regeneradose: Heals permanent damage. One of these red spraytubes takes affect in 20 - CON days. Only one dose can be used at a time, additional doses will each cause 1 point of permanent damage. Intensity: 1d6 of permanent damage healed.

Blowgun, Advanced: A 21st Century version of an ancient weapon. It is made of aircraft aluminum in 3 short sections that are screwed together. A rubber mouthpeice on one end and a sight on the other. A steel dart is used in conjunction with a poison or drug, packaged in quantities of 20. Medical darts were made that contain 1 dose of various types of medical drugs, other darts are either poison filled or empty and can be filled with anything. The medical darts have the same effect as the usual jetspray injector, available in the same variety of medications, and in some cases the standard jetspray tubes can be fitted into the darts themselves. A successful hit on an unarmored target means that the medicine or poison has injected its dose. 1 round is required to assemble the blowgun, 1 round to load it, and 1 round to sight the target. Don't inhale.


Range: 25 meters
Mass: 2 kg
Length: 2 meters, 0.7 meters unassembled
Damage: 1d3 + drug
Steel Dart Length: 8 cm
Steel Dart Mass: 1 kg/20

Blowgun Repeater: Attaches to the front of a blowgun in place of its mouthpeice, holds up to 5 darts. Each dart automatically slides into place after the current dart is fired.
Mass: 0.5 kg
Length: 20 cm

Hawk K5 Laser Pistol: Works just like a standard laser pistol except the Hawk K5 has a power setting defined in terms of "energy units", or EUs. A fully charged Hawk K5 has 10 EUs, with a power setting
from 1 to 10. Any combination of shots may be taken, even a single shot at 10 EUs. One round is required to change the setting. The resulting damage is multiplied by the EU setting. This weapon was experimental and not in wide use; it will be rare. Each shot causes the pistol to heat up, the higher the setting, the hotter it gets. A humming sound is produced, greater intensity humming at higher settings. Each time the weapon is fired roll a d20: if the result is less than the EUs spent the gun explodes, for 1d6 + 1d6 / EU setting, with a radius of effect of 3 meters. The wielder's armor is counted as 3 classes less for the damage from this explosion, anyone else nearby counts armor normally. If the weapon explodes no shot is fired. This is considered both a light and a heat attack, and produces a reddish pink beam. May only be fired once per round. When the weapon is found roll 1d4; 1 = +2 infrared sight.

Damage: 3d6 per EU
Range: 35
Cell: 1 Yellow Hydrogen Cell/10 EUs
Length: 0.5 meter
Mass: 1kg
To Hit Bonus: +2