Humma Weapons

Melee Weapons

Tail.
The humma tail counts as a rifle butt.

Tail Blades, Spikes and Weights
. These are actually distinct weapons but the difference between them is insignificant for game purposes. These items are worn and doing so decreases the dexterity of the humma's tail -10% to any action that requires holding an item or the referee rules requires some dexterity (holding or operationg another weapon for instance). They cannot be effectively put on or removed during combat. These weapons are not permitted during mating combat.

Foot Blades. Foot Blades are worn on the feet to increase damage but can be hindering (-1 IM). While a humma generally attacks with both feet in a typical snatch and rake while supported by his tail attack there is only one attack and damage roll for this weapon. This weapon is not permitted during mating combat.

 Weapon Melee Mod
 CostWgt.
Damage
Ammo
SEU
 Defense
 Tail -10 -- -- 2d10 -- -- Inertia
 Tail Blades
 +10 20 1 Kg
 3d10 -- -- Inertia
 Foot Blades
 +10 20 1 Kg
 3d10 -- -- Inertia

Raqnged Weapons

The humma can use standard rifles despite their short arms as they make up for their physical short commings with their prehensible tail. However the popularity of tail spikes, blades and weights create a hinderance to using long rifles. This has led to the development of carbine rifles in the Fokrik system. The carbine class of rifle is a shorter rifle but it is better suited to cavalry and the humma's springing attack style. A typical humma carbine has a cresent shaped stock that braces across the chest with two pistol grips mounted to either side of the weapon.

Blast Carbine. A blast carbine is a longer version of the blast pistol. Developed on Forge in the Fokrik system as a response to cost and manufacturing difficulties of laser weapons. In fact on few Rim worlds, few beam weapons specialist are sporting the latest laser weapon. They carry blast carbines.

Its bulky but packs a wallop. When fired, the energy from a standard SEU clip is focused through a inexpensive crystal membranes (where some of the energy is wasted and dissipates in the form of heat). The energy releases in a rather large, nasty red blast that sounds thunderous rather than elegant. After the sho, there is a few seconds of high pitched whine while the crystal membranes perform a regeneration (thus the slow rate of fire for a beam weapon). It is not a stealthy weapon.

The blast carbine drains 2 SEU per shot and causes 4d10 points of damage. It uses a standard 20 SEU clip but does not come equipped with a power port for the connection of an external beltpack or powerpack. An albedo suit or screen defends against the blast carbine.

Automatic Carbine. An automatic carbine looks like a shortened automatic rifle. It fires in semi-automatic (3 single shote per round) and full auto (1 burst per round). A single shot causes 1d10 points of damage. A burst fires 10 bullets, and has a +20 modifier to hit. It can be aimed at up to five adjacent targets in a 10 meter wide are. A burst causes 5d10 points of damage, plus 1d10 for every additional target after the first. Only one roll is needed to hit all the targets, but any negative modifiers that could apply to one target apply to the entire group. For example, if one target has soft cover, all of them are considered to have soft cover. The damage from a burst is divided as evenly as possible between all the targets. Skiensuits and inerita screens reduce the damage by half.

Needler Carbine. A needler carbine is a shorter version of the needler rifle. It makes a very soft, coughing noise when it is fired. Needler carbines magnetically propel a cluster of needles at high speed. Two types of needles can be used: barbed needles that caused 3d10 points of damage per shot, and anesthetic needles that put the victim to sleep for d100 turns. An individual can resist the anesthetic by passing a current Stamina check. Needles will not penetrate skeinsuits or intertia screens. Neither the suit, screen, or individual is damaged.

Gyrojet Carbine. A gyrojet carbine is a shorter version of the gyrojet rifle. It shoots miniature, self propelled rockets that cause 3d10 points of damage when they explode. A gyrojet carbine is not effective at very short range, because the rocket is still accelerating. Thus the short range modifier is used even at point blank range. Skeinsuits and inertia screens halve damage.

Weapon
Cost (Cr)
Wgt (kg)
Damage
Ammo
SEU
Rate
Defense
 Range
 Blast
Cabine
 300 3 4d10 SEU 2 1 Gauss
A-S
 10/25/-/-/-
 Auto
Carbine
 250 2 1d10/5d10 20 rounds
 - 3(1) Inertia 10/30/80/120/240
 Needler
Carbine
 300 2 3d10/
1d10+sleep
 10 shots
 - 3 Inertia 5/15/30/60/120
 Gyrojet
Carbine
 250 3 3d10 10 rounds
 - 3 Inertia -/5/60/120/240