________________________________________ GURPS Vehicles 2nd Edition Additions MA Lloyd (malloy00@io.com) 9 August 1998 Modifications and Additions to Chapter 3: Armaments ________________________________________ These are difficult to check not knowing if the design elements have been changed from the playtest versions, but I think: p42 Wt. This weight to volume relationship breaks down for mechanical artillery. As long as it is on deck or small enough its motion can arc through the space normally occupied by its loading crew it doesn't matter, but if you are mounting large engines in enclosed spaces allow weight/1 cf for the various parts of a engine to move through when firing rather than weight/20 cf. p43* Mechanical Artillery and Guns Table. The 105mm howitzer Damage entry 6d×9 should be 6d×9[10d]. p43 TL5 254mm Naval Gun. CPS $370 TL6 7.62mm MG. VPS 0.00037 TL7 20m Gatling. Power should be 3.2kW TL7 105mm Tank Gun. 1/2D rounds to 2900. TL7 120mm Tank Gun. Acc 17 WPS 73 VPS 0.73 CPS $1175 TL8 15mm Chain Gun. Cost $5700 CPS $1.6 TL9 80mm Mortar. WPS 14.4 VPS 0.14 CPS $260 (low power, rocket, HEDP) p44 TL9 Launcher. $469 TL9 SRGM. Scan 15 (cheap TL9 OG). End 5.0. Max 2000. TL9 Gatling Laser. 1/2D 8800 Max 26000 Acc 22 TL12 Heavy Fusion Gun. SS 25 p45 Links. It costs $50 to modify a weapon to work in a link. A modified weapon can be part of any number of different links. p46 Cyberslave mounts can be universal rather than casement. p46 Weapon Bays. Raise the volume to 0.05 cf per pound to include enough volume for the carried weapons. ________________________________________ Armaments p45a Contact Weaponry ________________________________________ A vehicle with arms (p65) can use standard melee weapons, and a striker arm alone can inflict its normal swing damage (approximately 1 + (ST/10) dice). For $500 ($750 if retractable) a striker arm can be equipped with a blade that converts damage to Cutting. It is possible to electrify the surface of an arm to produce a touch weapon, see Electrified Surface (p93). Other contact weapons include Rams (p94), Contact Beams (p123a) and Bores (p67, these inflict 0.01d x cf/hr cutting per turn to anyone caught under them). See also Collisions (p157), stomping (p158), overruns (p159), Vehicular Body Combat (p188) and ROp20, MEp46, MEp68 and MEp110. ________________________________________ Armaments p45a Recoil Reduction ________________________________________ Inertia Damper (TL13+) a field that reduces a weapon's recoil. Weight is 20% of the weapon weight (minimum 0.2 lbs), cost is $200 and power is 0.00005kW per pound of weapon weight. Half the momentum per shot of heavy weapons, or the recoil penalty of hand weapons (which will also lower Min ST, see p126). It also provides Full Stabilization. ________________________________________ Armaments p46a Laser Periscope ________________________________________ A periscope tube can be attached to a laser weapon to allow it to fire from some other location. Usually the laser is placed in the body and the periscope built into an arm, pod or turret. This allows fire without exposing the body and usually a better firing arc. Periscope mirrors can handle visible, IR, UV or rainbow lasers at TL8, X-ray and gamma-ray periscopes are not available until the invention of deflector or stasis fields. The periscope has 10% of the weight and volume, and 20% of the cost of the laser it modifies. ________________________________________ Armaments p46a Telegate Periscope ________________________________________ Telegates (TL16, pUT117) can allow a weapon to fire from a location other than where it is mounted. Indeed the weapon need not be on the vehicle to fire through the gate as long as it is within the gate range (10,000 miles by default). Small telegate drones linked to a huge fixed weapon system are the logical outcome. Each end of a telegate weighs 20 lbs, costs $100,000 and consumes 100 kW while held open.