This file contains subsystems and house rules used for vehicles posted to GURPSnet as 'vehicle(s) of the week'. A little legalese first: GURPS and GURPS Vehicles are trademarks of Steve Jackson Games Inc. This posting is not connected to SJG. The systems below are copyrighted by their author. All non-commercial electronic distribution of _my_ work is permitted, for others contact the authors. Onno Meyer (Onno.Meyer@informatik.Uni-Oldenburg.DE), 4/2001 TL3 Katyusha Launcher and The Lady's Thunderbolt Rocket (v1.3, Tracy Ratcliff 9/98). This is a TL3 artillery rocket and multi-tube launcher, inspired by WWII Soviet rocket batteries, that a time traveller or native with anachronistic stimulus might invent. LE is very effective against infantry, while solid warheads are somewhat effective against fortifications or TL3-4 armored vehicles. Game Mechanics: 100mm normal warhead (either solid or LE), six-tube muzzle-loading launcher. Katyusha Launcher 72 lbs. 1.44 cf $540 The Lady's Thunderbolt (Solid) 16 lbs. 0.32 cf $16 The Lady's Thunderbolt (LE) 16 lbs. 0.32 cf $24 Round Malf Type Damage SS Acc Speed End 1/2D Max. Shots RoF Solid 13 Cr 20d 20 10 200 1 - 200 6 6:45 LE 13 Exp* 6d*8[10d] 20 10 200 1 - 200 6 6:45 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - TL5 16mm Gatling (v1.0, OM 12/99) A hand-cranked rotary gun. Game mechanics: 16mm, conventional rifled, medium-barrelled, mechanical gatling. 16mm Gatling 72 lbs. 1.44 cf $540 Solid round 0.51 lbs. 0.0034 cf $0.1 Malf Type Damage SS Acc 1/2D Max. RoF Shots 16 Cr 9d 20 12 560 3,400 (DX+Skill)/2 var. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - TL6+ Bladeless Turbojets (v1.0, Tracy Ratcliff 9/98) As far as I know, these are literary inventions of Ken Hite for the Gernsback setting in Alternate Earths. I've chosen to make them heavier, more expensive and more fuel-hungry per pound of thrust than conventional turbojets, but with a much smaller minimum size. Bladeless Turbojet Table TL Type Weight Fuel 6 Bladeless Turbojet (0.35 * thrust)+50 0.15J 7+ Bladeless Turbojet (0.175 * thrust)+10 0.05J Location: These may be placed in the body, wing, pod, superstructure or leg. Volume: Divide the weight by 50 to get volume in cf. Cost: Multiply the weight by $50 to get total cost. Fuel Consumption: This is the fuel used in gallons per hour (gph) per pound of thrust. J indicates jet fuel. TL6+ Exceptional Propeller Power (v1.0, OM 3/98) VE33 imposes a limit of 1,000 kW x (TL-4) on airscrew power. There are counterexamples like the Douglas AD-7 Skyraider, Douglas C-133 Cargomaster or Tupolev Tu-95 Bear. Obviously, late TL 6 propellers can exceed 2,000 kW, and at TL 7 and up just about everything goes (note that jet engines tend to replace airscrews at this time). TL6 Gernsback Aerial Navigation System (v1.0, Tracy Ratcliff 10/98) The skies of Gernsback are filled with small aircraft. To control them, airspace is divided into lanes defined by a dense network of radio transmitters, like cellular phone towers on Homeline. The signals from these towers are interpreted by an onboard navigation system, designed as a TL6 medium range radio (10 mile range) and a TL6 dedicated minicomputer running a simplified (Complexity 1) version of Computer Navigation. The "computer" represents some sort of electo-mechanical-fluidic black box that displays guidance controls on a CRT on the control panel of the aircraft. The system adds +4 to piloting rolls. 50 lbs, 1 cf, $8700, 0.1 kW. TL6+ Gernsback Supercapacitor (v1.0, Tracy Ratcliff 10/98) A high-density short-term energy storage technology found in the Gernsback timeline from Alternate Earths, used to even out temporary glitches in broadcast power transmissions. Any energy stored in the capacitor will leak out quickly (within 4 ours). See MA Lloyd's Vehicles additions for more realistic capacitors. Weight 0.01 lbs. per kWs, cost $5 per lbs., volume weight/50. TL6+ Linked Body (v1.1, OM 8/97) It is possible to link the parts of a vehicle by flexible tube(s). A good example are some large busses. In GURPS terms, the surface area of each body part is calculated separately and added for the total area. For construction purposes, the parts are then treated like a single body. For performance purposes the rear section(s) are treated as trailers containing weight in proportion to their volume. Unlike trailers, they can mount a part of the drivetrain. For combat purposes, the flexible links are a good way to explain critical hits #5 and #13. The GM decides on the penalty to target them directly, bypassing 90% of the armor. If the body is reduced to 0 hit points or less, the sections break apart. The GM decides if any single section can perform useful maneuvers. For example, the use of non-powered equipment is probably still possible. TL6+ Rotating Crew Accomodations (v1.0, Tracy Ratcliff 10/98) Found on some cinematic vehicles, this is an option that can be added to crew stations or passenger seats. The seats have motors which tilt the seats up to 90 degrees, or rotate them 360 degrees, or both. Rotating seats cost 1.5 times the normal weight, volume and cost of the seat. TL6+ Rough Field Wheels (v1.0, OM 3/98) Aircraft can be designed for takeoff and landing on bad airstrips. To simulate their landing gear in GURPS, apply all rules for small or retractable wheels with these exceptions: Rough Field Wheels have a volume of 0.1 x body volume. The contact area is wheel surface area/33. If Rough Field Wheels retract into the body, the body is enlarged by 15 percent. If they retract into body and wings, each is enlarged by 5 percent of body volume (note that MA Lloyd has proposed more flexible and less compatible rules). TL6 LMG-6, 5.5mm (v2.0, OM 5/00) A very light machinegun for vehicle mounts. Game mechanics: 5.5mm, conventional rifled, long-barreled, heavy automatic. The design is compatible with GURPS Traveller rules. LMG-6, 5.5mm 10 lbs. 0.2 cf $150 Solid round 0.021 lbs. 0.00014 cf $0.011 AP round 0.021 lbs. 0.00014 cf $0.033 Round Malf Type Damage SS Acc 1/2D Max RoF Shots Solid Crit. Cr. 5d 14 11 400 2,800 20 var. AP Crit. Cr. 5d(2) 14 11 400 2,800 20 var. TL6 .303 Rotary Octo-Gun (v1.0, A. Jones 9/99) An eight-barrelled rotary machinegun for installation in an open mount, but capable of being transported and fired from a tripod. Game mechanics: 7.69mm, conventional rifled, long-barrelled, mechanical gatling with shoulder stock. .303 Rotary Octo-Gun 24 lbs. $300 Tripod (optional) 24 lbs. $240 Solid round 0.057 lbs. $0.029 Drum (empty, for 64 rounds) 1.5 lbs. $20 Malf Type Damage SS Acc 1/2D Max. RoF Shots Rcl ST Crit Cr 7d 17 13 700 3,900 (DX+Skill)/2 var. -1 14 TL6 7.7x56mm MMG (v1.0, OM 11/99) A GURPSification of the watercooled Vickers Mk IV. Game mechanics: 7.7mm, conventional rifled, very-long-barrelled, heavy automatic with a reputation for quality. Several stats have been altered in accordance with the VE97 sidebar. 7.7x56mm MMG 32 lbs. 0.64 cf $410 Solid round 0.056 lbs. 0.00037 cf $0.028 Malf Type Damage SS Acc 1/2D Max. RoF Shots Ver Cr 6d+1 20 12 1,000 3,600 8* var. TL6 HMG-6, 12.5mm (v2.0, OM 5/00) A heavy machinegun for vehicle mounts. Game mechanics: 12.5mm, conventional rifled, very-long-barreled, heavy automatic. The design is compatible with GURPS Traveller rules. HMG-6, 12.5mm 70 lbs. 1.4 cf $1,100 Solid round 0.29 lbs. 0.0019 cf $0.15 AP round 0.29 lbs. 0.0019 cf $0.45 Round Malf Type Damage SS Acc 1/2D Max RoF Shots Solid Crit. Cr. 13d 20 14 1,100 5,100 20 var. AP Crit. Cr. 13d(2) 20 14 1,100 5,100 20 var. TL6 12.7x80mm HMG (v1.0, OM 11/99) A GURPSification of the watercooled Vickers Mk II. Game mechanics: 12.7mm, conventional rifled, long-barrelled, heavy automatic. Several stats have been altered in accordance with the VE97 sidebar. 12.7x80mm MMG 52 lbs. 1.04 cf $810 Solid round 0.26 lbs. 0.0017 cf $0.13 AP round 0.26 lbs. 0.0017 cf $0.39 Round Malf Type Damage SS Acc 1/2D Max. RoF Shots Solid Crit Cr 12d 20 12 1,100 5,200 8* var. AP Crit Cr 12d(2) 20 12 1,100 5,200 8* var. TL6 Light Autocannon-6, 20mm (v2.0, OM 6/00) A simple autocannon for vehicle mounts. Game mechanics: 20mm, conventional rifled, very-long-barreled, heavy automatic. The design is compatible with GURPS Traveller rules. Light Autocannon-6, 20mm 180 lbs. 3.6 cf $1,900 Solid round 0.6 lbs. 0.004 cf $0.3 APCR round 0.6 lbs. 0.004 cf $1.5 Round Malf Type Damage SS Acc 1/2D Max RoF Shots Solid Crit. Cr. 7d*3 20 14 1,400 5,900 20* var. APCR Crit. Cr. 7d*4(2) 20 14 1,400 5,900 20* var. TL6 20mm SAPHE round (v1.0, OM 3/98) An alternative round for the 20mm autocannon. Game mechanics: 20mm SAPHE round for a conventional rifled, full powered, very long or extremely long barreled cannon. Type Damage WPS VPS CPS Cr plus Exp KE(0.5) plus 1d-3[2d] 0.4 lbs. 0.004 cf $0.6 TL6 1" Rotary Octo-Cannon (v1.1, A. Jones 9/99) An eight-barrelled rotary cannon for installation in a turret or open mount, manned by a gunner and loader. Game mechanics: 25.4mm, conventional rifled, long-barrelled, mechanical gatling. 1" Rotary Octo-Cannon 220 lbs. $2,100 Solid round 1 lb. $0.5 AP round 1 lb. $1.5 Drum (empty, for 256 rounds) 100 lbs. $20 Round Malf Type Damage SS Acc 1/2D Max. RoF Shots Solid Crit Cr 6d*4 20 14 1,300 5,600 (DX+Skill)/2 var. AP Crit Cr 6d*4(2) 20 14 1,300 5,600 (DX+Skill)/2 var. TL6 Gun-Mortar-6, 75mm (v2.0, OM 6/00) A mortar for vehicle mounts. Game mechanics: 75mm, conventional rifled, low-powered, very-short-barreled breechloader. The design is compatible with GURPS Traveller rules. Gun-Mortar-6, 75mm 150 lbs. 3 cf $1,800 HE bomb 8 lbs. 0.08 cf $12 HEAT bomb 8 lbs. 0.08 cf $18 CHEM (Smoke) bomb 8 lbs. 0.08 cf $12 CHEM (WP) bomb 8 lbs. 0.08 cf $24 Round Malf Type Damage/Radius SS Acc 1/2D Max RoF Shots Ldrs. HE Crit. Exp.* 20d[6d] 20 11 390 2,800 1/4 1 1 HEAT Crit. Exp. 6d*3(10) 20 11 390 2,800 1/4 1 1 CHEM Crit. Spcl. 21 yards 20 11 390 2,800 1/4 1 1 TL6 44-pound Revolver-Cannon (v1.0, A. Jones 9/99) A massive eight-chambered cannon-revolver, to be mounted on large war machines. Game mechanics: 110mm, conventional smoothbore, long-barrelled, eight-shot revolver. 44-pound Revolver-Cannon 11,000 lbs. $45,000 Solid round 85 lbs. $43 HE round 57 lbs. $86 SAPHE round 57 lbs. $86 Round Malf Type Damage SS Acc 1/2D Max. RoF Shots Loaders Solid Crit Cr 6d*17 30 14 2,700 6,900 1 8 1 HE Crit Exp* 6d*10[10d] 30 14 2,700 6,900 1 8 1 SAPHE Crit Cr 6d*17(0.5) 30 14 2,700 6,900 1 8 1 plus Exp* 6d*10[10d] TL6 Generic 500-pound 'Iron' Bomb (v1.0, OM 3/98) The GURPSification of a plain WWII aircraft bomb. Game mechanics: 397mm normal HE warhead. Malf Type Damage WPS VPS CPS Crit Exp 6d*978[12d] 500 lbs. 10 cf $2,500 TL6 Improvized Flamethrower (v1.0, OM 8/97) This represents a home-grown design constructed at TL 7 or higher. Game mechanics: Cheap medium flamethrower with 40 shot tank. Improvized Flamethrower 180 lbs. 3.6 cf $375 Fuel for one squirt 3 lbs. - $0.5 Malf Type Damage SS Acc 1/2D Max. RoF Shots 16 Spcl 3d 5 6 42 60 3~ 40 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - TL7+ Tri-Star Wheels (v1.0, OM 8/97) It is possible to mount three wheels as a triangle on O a central axis. The resulting vehicle has an improved /_\ ability to climb over obstacles and to swim using the O O wheeled drivetrain. Note that the speed doesn't rise, just the ability to scale obstacles. The drawback is a much more complicated wheel subassembly and drivetrain. The Tri-Star Wheel subassembly consists of any even number of three-wheel units. Tri- Star wheels take 0.3 x body volume. While they are using off-road tires, their contact area remains surface area/50, since only two tires out of a triangle have ground contact at one time. Tri-Star wheels use off-road speed table III and provide three pounds of aquatic thrust per kW of motive power. The Tri-Star drivetrain is only used with Tri-Star Wheels, and it is necessary for these wheels. TL Type under 5 kW 5 kW or more Cost TL7 Tri-Star 15 x kW (3 x kW) + 60 $30 TL8+ Tri-Star 10 x kW (2 x kW) + 40 $30 Design options like wheelguards and improved suspension are common but not necessary. Tri-Star wheels have been used on real-world movie props for 'Damnation Alley'. TL7 HMG-7, 12.5mm (v2.0, OM 5/00) A heavy machinegun for vehicle mounts. Game mechanics: 12.5mm, conventional rifled, very-long-barreled, heavy automatic. The design is compatible with GURPS Traveller rules. HMG-7, 12.5mm 59 lbs. 1.18 cf $4,400 Solid round 0.29 lbs. 0.0019 cf $0.58 AP round 0.29 lbs. 0.0019 cf $1.74 Plastic round 0.29 lbs. 0.0019 cf $0.58 Round Malf Type Damage SS Acc 1/2D Max RoF Shots Solid Crit. Cr. 13d 20 14 1,200 5,400 20* var. AP Crit. Cr. 13d(2) 20 14 1,200 5,400 20* var. Plastic Crit. Cr. 7d-1 20 14 600 2,700 20* var. TL7 MMG-7, 7.5mm (v2.0, OM 5/00) A medium machinegun for vehicle mounts. Game mechanics: 7.5mm, conventional rifled, long-barreled, heavy automatic. The design is compatible with GURPS Traveller rules. MMG-7, 7.5mm 16 lbs. 0.32 cf $1,200 Solid round 0.053 lbs. 0.00035 cf $0.11 AP round 0.053 lbs. 0.00035 cf $0.33 Plastic round 0.053 lbs. 0.00035 cf $0.11 Round Malf Type Damage SS Acc 1/2D Max RoF Shots Solid Crit. Cr. 7d-1 17 13 770 4,100 20* var. AP Crit. Cr. 7d-1(2) 17 13 770 4,100 20* var. Plastic Crit. Cr. 3d+1 17 13 385 2,050 20* var. TL7 7.62mm GPMG Module (v1.1, Pauli Hakala 2/01) This is a variant of old M60 series machineguns, easily mass- produced with 2049 era tools, it is retooled to fit into 30lb module slot. It fires the cheap and widespread 7.62mm Nato FMJ round, ejecting the cartridge casings below the aircraft. This type of module is often used by the more disposable or low- ranking pilots instead of a laser or a minigun, to cut down on the armament costs. Game mechanics: 7.62mm, conventional rifled, long- barreled, heavy automatic, with 250 rounds and 0.1875 cf waste space in a 0.6 cf module. In the OuluPol 2049 (mature TL8) setting, obsolete TL7 weapons and ammo - like this weapon module - are available at half the listed cost. 7.62mm GPMG Module 16 lbs. 0.5075 cf $1,440 AP round 0.055 lbs. 0.00037 cf $0.33 Round Malf Type Damage SS Acc 1/2D Max RoF Shots AP Crit. Cr. 7d(2) 17 13 780 4,100 20* 250 TL7 12.7mm "Duelist MG" (v1.1, Barbarian 1/97) Light automatic machine gun. Shaved down as light as it can go and still retain that 8d-1 punch. Game mechanics: Short-barreled, rifled light automatic. 12.7mm DMG $907.5 12.1 lbs. 0.242 cf 1 solid round 0.3 0.15 lbs. 0.001 cf Malf Type Damage SS Acc 1/2D Max RoF Shots Crit Cr 8d-1 14 10 440 3,000 10 var TL7 12.7mm MG (v1.0, OM 8/97) A modern gun for the .50 BMG round, for use in the Morrow Project game. Game mechanics: 12.7mm, very-long-barreled, heavy automatic. 12.7mm MG 60 lbs. 1.2 cf $4,500 Solid round 0.31 lbs. 0.002 cf $0.62 Malf Type Damage SS Acc 1/2D Max. RoF Shots Crit Cr 13d+1 20 14 1,200 5,400 10 var. TL7 20mm Autocannon (v1.0, OM 8/97) A fairly typical present-day design, for use in the Morrow Project game. Game mechanics: 20mm, long-barreled, heavy automatic. 20mm Autocannon 110 lbs. 2.2 cf $7,800 API round 0.51 lbs. 0.0034 cf $4 HE round 0.34 lbs. 0.0034 cf $2 Round Malf Type Damage SS Acc 1/2D Max. RoF Shots API Crit Cr 6d*3(2) 20 14 1,300 5,500 10 var. HE Crit Exp 1d-2[2d] 20 14 1,300 5,500 10 var. TL7 Gatling-7, 20mm (v2.0, OM 6/00) A small rotary gun for vehicle mounts. Game mechanics: 20mm, conventional rifled, very-long-barreled, six-barrel electric gatling. The design is compatible with GURPS Traveller rules. Gatling-7, 20mm 300 lbs. 6 cf $19,000 Solid round 0.6 lbs. 0.004 cf $1.2 Plastic round 0.6 lbs, 0.004 cf $1.2 APDS round 0.4 lbs. 0.004 cf $6 Round Malf Type Damage SS Acc 1/2D Max RoF Shots Power Solid Ver. Cr. 21d 20 15 1,500 6,100 100* var. 6 kW Plastic Ver. Cr. 10d+2 20 15 750 3,050 100* var. 6 kW APDS Ver. Cr. 6d*6(2) 20 15 2,250 9,150 100* var. 6 kW TL7 AGL-7, 40mm (v2.0, OM 5/00) An automatic grenade launcher for vehicle mounts. Game mechanics: 40mm, conventional rifled, low-powered, very-short-barreled, heavy automatic. The design is compatible with GURPS Traveller rules. AGL-7, 40mm 96 lbs. 1.92 cf $7,200 HE grenade 1.2 lbs. 0.012 cf $7.2 HEAT grenade 1.2 lbs. 0.012 cf $10.8 HEDP grenade 1.2 lbs. 0.012 cf $10.8 CHEM (Paint) grenade 1.2 lbs. 0.012 cf $8.2 CHEM (WP) grenade 1.2 lbs. 0.012 cf $14.4 Starshell 1.2 lbs. 0.012 cf $7.2 Round Malf Type Damage/Radius SS Acc 1/2D Max RoF Shots HE Crit. Exp.* 4d[4d] 20 11 320 2,500 8* var. HEAT Crit. Exp. 3d(10) 20 11 320 2,500 8* var. HEDP Crit. Exp. 3d(5)[4d] 20 11 320 2,500 8* var. CHEM Crit. Spcl. 6 yards 20 11 320 2,500 8* var. Starshell Crit. Spcl. 600 yards 20 11 320 2,500 8* var. TL7 Automortar-7, 75mm (v2.0, OM 6/00) A mortar for vehicle mounts. Game mechanics: 75mm, conventional rifled, low-powered, very-short-barreled, fast autoloader. The design is compatible with GURPS Traveller rules. Automortar-7, 75mm 210 lbs. 4.2 cf $10,000 HE bomb 8 lbs. 0.08 cf $48 HEAT bomb 8 lbs. 0.08 cf $72 HEDP bomb 8 lbs. 0.08 cf $72 CHEM (Paint) bomb 8 lbs. 0.08 cf $62 CHEM (WP) bomb 8 lbs. 0.08 cf $96 Starshell 8 lbs. 0.08 cf $48 Round Malf Type Damage/Radius SS Acc 1/2D Max RoF Shots HE Crit. Exp.* 6d*4[6d] 20 11 440 3,000 1/2 var. HEAT Crit. Exp. 6d*5(10) 20 11 440 3,000 1/2 var. HEDP Crit. Exp.* 6d*5(5)[6d] 20 11 440 3,000 1/2 var. CHEM Crit. Spcl. 21 yards 20 11 440 3,000 1/2 var. Starshell Crit. Spcl. 2,100 yards 20 11 440 3,000 1/2 var. TL7 81mm Mortar (v1.3, OM 8/97) A gun-mortar, not the typcial bipod/baseplate design, for use in the Morrow Project game. Game mechanics: 81mm, low-powered, very- short-barreled breechloader. 81mm Mortar 390 lbs. 7.8 cf $15,000 M374A2 HE bomb 10 lbs. 0.1 cf $60 M375A2 WP bomb 10 lbs. 0.1 cf $120 M301A3 Starshell 10 lbs. 0.1 cf $60 Name Malf Type Damage/Radius SS Acc 1/2D Max. RoF Loaders Shots M374A2 Crit Exp 6d*6[6d] 20 12 460 3,000 1/4 1 1 M375A2 Crit Spcl 25 yards 20 12 460 3,000 1/4 1 1 M301A1 Crit Spcl 2,500 yards 20 12 460 3,000 1/4 1 1 TL7 40mm "Duelist Rocket" (v1.1, Barbarian 1/97) Game mechanics: Huge HEAT warhead. 40mm 4-shot disposable launcher 7.084 lbs. 0.354 cf $60.42 40mm HEAT rocket 3.22 lbs. 0.0644 cf $74.6 Malf Type Damage SS Acc Speed End 1/2D Max RoF Shots Crit Sxp 6d(10) 12 11 300 1 300 300 4:1 4NR TL7 M159C Rocket Pod (v1.0, OM 8/97) A 19-tube launcher for 70mm folding-fin aircraft rockets, here for use in the Morrow Project game. Game mechanics: 70mm huge warhead, unguided rocket motor, 19-tube muzzleloader. M159C Launcher 222 lbs. 4.44 cf $10,550 M151 (HE) 18.1 lbs. 0.362 cf $360 M264 (Smoke) 18.1 lbs. 0.362 cf $360 M257 (Starshell) 18.1 lbs. 0.362 cf $360 M261 (ICM) 18.1 lbs. 0.362 cf $800 M255 (Beehive) 18.1 lbs. 0.362 cf $470 Name Malf Type Damage/Rad. SS Acc Speed End 1/2D Max. RoF Shots M151 Crit Exp 6d*14[6d] 20 11 200 13 330 2,600 19:6 19 M264 Crit Spcl 51 yards 20 11 200 13 330 2,600 19:6 19 M257 Crit Spcl 5,100 yards 20 11 200 13 330 2,600 19:6 19 M261 Crit Spcl 103 yards 20 11 200 13 330 2,600 19:6 19 M255 Crit Imp 4d+1 20 11 200 13 330 2,600 19:6 19 TL7 M55 Bolt Rocket (v1.1, OM 8/97) A subcaliber-rocket for TOW tubes, for use in the Morrow Project game. Possibly obsolete or entirely fictional. Game mechanics: 115mm normal CHEM (nerve poison) warhead, unguided rocket. M55 Bolt Rocket 90 lbs. 1.8 cf $18,000 Malf Type Radius SS Acc Speed End 1/2D Max. RoF Crit Spcl 99 yards 20 14 500 20 670 5.7 mi. 1/4 TL7 Claymore Mine (v1.0, OM 8/97) A directional, command-detonated mine, for use in the Morrow Project game. Game mechanics: 120mm small HEPF (annular blast fragmentation) warhead. Claymore Mine 3.5 lbs. 0.07 cf $175 Malf Type Damage SS Acc 1/2D Max RoF Crit Exp 6d*9[20d] - - - - 1NR TL7 M151E2 TOW (v1.0, OM 8/97) Tube-launched, Optically tracked, Wire command-link guided missile for use in the Morrow Project game. Game mechanics: 127mm huge HEAT warhead, wire guidance, breechloading tube. The GURPSified launch tube is much too heavy. Launch Tube 346 lbs. 6.92 cf $13,650 M151E2 TOW 173 lbs. 3.46 cf $19,000 Malf Guidance Type Damage Speed End Max Min Skill SS RoF Crit WG Sxp 6d*16(10) 300 29 5 mi. 100 OG 20 1/4 TL7 Chaparral (v1.0, OM 8/97) An IR-homing anti-air missile, for use in the Morrow Project game. Game mechanics: 127mm big HEPF warhead, IRH enlarged by +2, 'muzzle'-loading launch rail. Chaparral Launcher 292 lbs. 5.84 cf $19,600 Chaparral Missile 195 lbs. 3.9 cf $28,000 Malf Guidance Type Damage Speed End Max Min Skill SS RoF Crit IRH Exp 6d*64[20d] 900 20 10 mi. 100 16 20 1/6 TL7 AGM-65D Maverick (v1.0, OM 8/97) ATGM with imaging IR seeker, for use in the Morrow Project game. Game mechanics: 300mm modest HEAT warhead, IIRH enlarged by +4, 'muzzle'-loading launch rail. Maverick Launch Rail 720 lbs. 14.4 cf $23,000 AGM-65D Missile 480 lbs. 9.6 cf $69,000 Malf Guidance Type Damage Speed End Max Min Skill SS RoF Crit IIRH Sxp 6d*23(10) 360 125 26 mi. 100 18 25 1/15 TL7 Flamethrower (v1.0, OM 7/97) A fairly typical present-day design, for use in the Morrow Project game. Game mechanics: Heavy flamethrower with 128-shot tank. The volume by the V2nd formula is probably a Murphy. Flamethrower and tank 264 lbs. 5.28 cf $6,600 Fuel for one squirt 3 lbs. - $0.5 Malf Type Damage SS Acc 1/2D Max. RoF Shots Crit Spcl 3d 5 9 70 105 4 128 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - TL8 4mm Gauss Combat Rifle Mk.I (v1.0, OM 11/98) A future rifle for light powered troops. Game mechanics: 4mm, electromag, short-barrelled, light automatic with shoulder stock, HUD and laser sight, protected by DR 6 advanced composite armor and basic IR cloaking using an adaption of the component armor rule. 4mm Gauss Combat Rifle Mk.I 16 lbs. $13,050 Solid Round 0.0032 lbs. $0.026 APS Round 0.0021 lbs. $0.13 Magazine (rC cell, for 150 rounds) 0.69 lbs. $120 Round Malf Type Damage SS Acc 1/2D Max. RoF Shots ST Rcl Hld Solid Ver Cr 9d+2 10 12 660 3,700 16* 150/rC 11 -1 no APS Ver Cr 12d+1(2) 10 12 990 5,550 16* 150/rC 11 -1 no TL8 VRFGG-8, 4mm (v2.0, OM 5/00) A very rapid fire gauss gun for vehicle mounts. Game mechanics: 4mm, electromag, medium-barreled, six-barrel gatling. The design is compatible with GURPS Traveller rules. VRFGG-8, 4mm 48 lbs. 0.96 cf $58,000 Solid round 0.0032 lbs. 0.000021 cf $0.026 APS round 0.0021 lbs. 0.000021 cf $0.13 Round Malf Type Damage SS Acc 1/2D Max RoF Shots Power Solid Ver. Cr. 12d 20 14 1,000 4,800 100* var. 960 kW APS Ver. Cr. 15d(2) 20 14 1,500 7,200 100* var. 960 kW TL8 Legion Defense "G-1023 EMG", 5mm (v1.0, OM 2/00) A future minigun for light vehicles. Game mechanics: 5mm, electromag, medium-barrelled, four-barrel gatling. "G-1023 EMG", 5mm 60 lbs. 1.2 cf $72,000 Solid round 0.0063 lbs. 0.000042 cf $0.05 APS round 0.0042 lbs. 0.000042 cf $0.25 Round Malf Type Damage SS Acc 1/2D Max. RoF Shots Power Solid Ver. Cr. 15d 20 14 1,100 5,100 60* var. 1,134 kW APS Ver. Cr. 19d(2) 20 14 1,650 7,650 60* var. 1,134 kW TL8 5.56mm MG (v1.0, OM 8/97) A 21st century belt-fed weapon for standard 5.56mm NATO rounds. Game mechanics: 5.56mm, long-barreled, heavy automatic with stock and bipod. 5.56mm MG 7.8 lbs. 0.156 cf $510 Solid round 0.021 lbs. 0.00014 cf $0.042 Mount Malf Type Damage SS Acc 1/2D Max. RoF Shots Rcl ST Handheld Crit Cr 5d 12 9/10 440 3,000 12 100 -1 9 Vehicular Crit Cr 5d 12 11 440 3,000 12 var. - - TL8 Colt 2035 'Shredder' Module (v1.0, Pauli Hakala 1/01) This is the infamous Colt 2035 'Shredder' infantry support weapon which has been retooled into a weapon module. Ammunition capacity and armor penetration are limited, but rate of fire is staggering and combined with targeting systems this weapon is capable of engaging multiple targets at once or ripping apart other aircraft in dogfights. Game mechanics: 6.85mm, caseless, conventional rifled, long-barreled, six-barrel electric gatling, with 700 rounds and 0.091 cf waste space in a 0.6 cf module. 6.85mmCR Caseless Minigun Module 16 lbs. 0.411 cf $4,320 AP round 0.02 lbs. 0.00027 cf $0.24 Round Malf Type Damage SS Acc 1/2D Max RoF Shots Power AP Ver.(Crit.) Cr. 6d(2) 17 13 740 4,000 100* 700 0.4 kW TL8 Fabrique Europa FE-GPMG, 7.7mmCL (v1.4, OM 9/98) To augment their FE-AR and FE-AC series, Fabrique Europa designed these support weapons. The GPMG comes with bipod, stock, laser and HUD sights and in a stripped coaxial variant. A tripod is optional for the stocked version, but the buttstock remains in place. Game mechanics: Full-power, long-barreled heavy automatic. coaxial FE-GMPG, 7.7mmCL 10 lbs. 0.2 cf $1,500 stocked FE-GMPG, 7.7mmCL 15 lbs. - $2,100 Solid round 0.029 lbs. 0.00019 cf $0.12 AP round 0.029 lbs. 0.00019 cf $0.36 APS round 0.019 lbs. 0.00019 cf $0.6 tripod (add-on) 10 lbs. - $100 Weapon Round Malf Type Damage SS Acc 1/2D Max RoF Shots Rcl ST Stocked APS Ver Cr 9d(2) 12 11 1,200 6,100 20 100 -2 11 Tripod APS Ver Cr 9d(2) 12 13 1,200 6,100 20 100 -1 18 Coaxial APS Ver Cr 9d(2) 12 13 1,200 6,100 20 var. - - TL8 Fabrique Europa FE-Mini, 7.7mmCL (v1.4, OM 9/98) Firing the rounds of the FE-AR, FE-AC or FE-GPMG series, Fabrique Europa designed a vehicular minigun. Game mechanics: Full-power, long-barrelled six-barrel gatling. FE-Mini, 7.7mmCL 20 lbs. 0.4 cf $4,500 0.6 KW Solid round 0.029 lbs. 0.00019 cf $0.12 AP round 0.029 lbs. 0.00019 cf $0.36 APS round 0.019 lbs. 0.00019 cf $0.6 Round Malf Type Damage SS Acc 1/2D Max RoF Solid Ver(C) Cr 7d 17 13 780 4,100 100 AP Ver(C) Cr 7d(2) 17 13 780 4,100 100 APS Ver(C) Cr 9d(2) 17 13 1,200 6,100 100 TL8 Micro-MG (v1.0, OM 7/97) This cassette-fed chaingun is intended for robots or very small vehicles. Game mechanics: 10mm, low-powered, very-short-barreled, electric heavy automatic. Micro-MG 3.6 lbs. 0.072 cf $650 APS round 0.025 lbs. 0.00025 cf $0.38 Malf Type Damage SS Acc 1/2D Max. RoF Shots Power Ver Cr 3d(2) 12 9 240 2,500 20 var 0.075 kW TL8 EIIW-1 "Mecha Rifle" (v1.0, C.M. Dicely 12/97) The Enhanced Infantry Individual Weapon, commonly known as the "Suit Rifle", is a TL8 weapon designed as a primary weapon for light battlesuits. It can fire semi-auto or full-auto. Firing APS ammo, it is a respectable threat to light battlesuits and similar targets. Game mechanics: 10mm, caseless, conventional rifled, very-long-barreled, heavy automatic with shoulder stock, using the armored weapon option and ST calculation from Mecha. EIIW-1 35 lbs. $3,515 Solid round 0.075 lbs. $0.3 APS round 0.05 lbs. $1.5 Drum (100 rounds) 3 lbs. Round Malf Type Damage SS Acc 1/2D Max. RoF Shots ST Rcl HP DR Solid Ver Cr 10d+2 17 12 1,100 5,100 20* 100 14 n/a 6 15 APS Ver Cr 13d+2(2) 17 12 1,600 7,600 20* 100 14 n/a 6 15 TL8 Gatling Railgun (v1.0, OM 6/98) A future fighter gun. Game mechanics: 10mm, electromag, very-long- barrelled, six-barrel gatling. Gatling Railgun 600 lbs. 12 cf $320,000 10mm APS round 0.033 lbs. 0.00033 cf $2 Malf Type Damage SS Acc 1/2D Max. RoF Shots Power Ver Cr 6d*9(2) 25 17 6,400 18,000 100 var. 25,000 kW TL8 10.414mm Gauss HMG (v1.0, Alan Atkinson 8/98) Game mechanics: 10.414mm, electromag, very-short-barrelled, heavy automatic, ruggedized as per VE27. 10.414mm Gauss HMG 61.5 lbs. 1.23 cf $73,500 APS Round 0.037 lbs. 0.00037 cf $2.2 Round Malf Type Damage SS Acc 1/2D Max. RoF Power APS Ver Cr 6d*4(2) 20 14 2,000 8,400 20 1,120 kW TL8 10.414mm Gauss Minigun (v1.0, Alan Atkinson 8/98) Game mechanics: 10.414mm, electromag, very-short-barrelled, six- barrel gatling, ruggedized as per VE27. 10.414mm Gauss Minigun 121.5 lbs. 2.43 cf $145,500 APS Round 0.037 lbs. 0.00037 cf $2.2 Round Malf Type Damage SS Acc 1/2D Max. RoF Power APS Ver Cr 6d*4(2) 20 14 2,000 8,400 100 5,600 kW TL8 Fabrique Europa FE-BSR (v1.1, OM 12/97) For those battlesuits that can't handle the FE-99, Fabrique Europa designed a Battlesuit Rifle based on the 15mm HMG. Game mechanics: 15mm, caseless, very-long-barrelled, light automatic with HUD sight and bullpup stock using the rules expansion by D. Pulver. The rule in Mecha gives ST 14 for battlesuit use. FE-BSR 36 lbs. $6,900 Solid round 0.25 lbs. $1 APS round 0.17 lbs. $5 Magazine (20 rounds) 2 lbs. $20 Round Malf Type Damage SS Acc 1/2D Max. RoF Shots ST Rcl Solid Ver Cr 16d-1 17 10 1,300 5,600 4 20 21 -3 APS Ver Cr 20d(2) 17 10 2,000 8,500 4 20 21 -3 TL8 Fabrique Europa FE-HMG (v1.0, OM 9/97) With 21st century technology, the FE Heavy Machine Gun has a lower weight and higher punch than the old BMG it replaced in 2018. Game mechanics: 15mm, caseless, very-long-barrelled, heavy automatic. FE-HMG 51 lbs. 1.02 cf $7,700 Solid round 0.25 lbs. 0.0017 cf $1 APS round 0.17 lbs. 0.0017 cf $5 Round Malf Type Damage SS Acc 1/2D Max. RoF Shots Solid Ver Cr 16d-1 20 14 1,300 5,600 12 var. APS Ver Cr 20d(2) 20 14 2,000 8,500 12 var. TL8 Fabrique Europa FE-HG (v1.0, OM 10/97) The 15mmCL gatling seemed to be an anachronism in the 2020s, but as a weapon for and against battlesuits it found a new niche. Game mechanics: 15mm, caseless, very-long-barrelled, six-barrel gatling. FE-HG 100 lbs. 2 cf $22,000 Solid round 0.25 lbs. 0.0017 cf $1 APS round 0.17 lbs. 0.0017 cf $5 Round Malf Type Damage SS Acc 1/2D Max. RoF Shots Power Solid Ver Cr 16d-1 20 14 1,300 5,600 100 var. 5 kW APS Ver Cr 20d(2) 20 14 2,000 8,500 100 var. 5 kW TL8 Fabrique Europa FE-Gauss, 20mm (v1.0, OM 2/97) This electromag weapon for aircraft mounts usually fires KE shots. The high-temperature superconductors are maintenance-intensive, but no more than the rest of a gunship. Game mechanics: Low-power, long-barreled light automatic. The weight and all resulting stats have been increased. FE-Gauss, 20mm 175 lbs. 3.5 cf $150,000 1 rounds APDSDU 0.1 lbs. 0.001 cf $12 1 round HE 0.1 lbs. 0.001 cf $2.4 Round Malf Type Damage SS Acc 1/2D Max RoF Power APDSDU Ver Cr 6d*10(3) 20 16 3,800 13,000 8 1,200 KW HE Ver Exp 1d+2[2d] 20 16 2,500 8,500 8 1,200 KW TL8 Legion Defense "G-1072 EMC", 20mm (v1.0, OM 2/00) A future autocannon for light vehicles. Game mechanics: 20mm, electromag, extremely-short-barrelled, heavy automatic. "G-1072 EMC", 20mm 60 lbs. 1.2 cf $72,000 Solid round 0.3 lbs. 0.002 cf $2.4 APFSDS round 0.2 lbs. 0.002 cf $19.2 Beehive round 0.2 lbs. 0.002 cf $9.6 Round Malf Type Damage SS Acc 1/2D Max. RoF Shots Power Solid Ver. Cr. 6d*4 20 14 1,000 4,800 20* var. 3,000 kW APFSDS Ver. Cr. 6d*8(2) 20 15 1,500 7,200 20* var. 3,000 kW Beehive Ver. Imp. 3d+1 20 13 100 480 20* var. 3,000 kW TL8 Gauss Autocannon-8, 20mm (v2.0, OM 6/00) A railgun for vehicle mounts. Game mechanics: 20mm, electromag, very-short-barreled, heavy automatic. The design is compatible with GURPS Traveller rules. Gauss Autocannon-8, 20mm 150 lbs. 3 cf $140,000 APDS round 0.2 lbs. 0.002 cf $12 APFSDSDU round 0.2 lbs. 0.002 cf $28.8 CHEM (Paint) round 0.2 lbs. 0.002 cf $4.9 Round Malf Type Damage/R. SS Acc 1/2D Max RoF Shots Power APDS Ver. Cr. 6d*10(2) 20 15 2,700 10,350 20* var. 6 MW APFSDSDU Ver. Cr. 6d*12(3) 20 16 2,700 10,350 20* var. 6 MW CHEM Ver. Spcl. 1.5 yards 20 15 1,800 6,900 20* var. 6 MW TL8 Legion Defense "G-1079 EMC", 20mm (v1.0, OM 2/00) A future autocannon for light AFVs. Game mechanics: 20mm, electromag, medium-barrelled, heavy automatic. "G-1079 EMC", 20mm 600 lbs. 12 cf $320,000 Solid round 0.3 lbs. 0.002 cf $2.4 APFSDS round 0.2 lbs. 0.002 cf $19.2 Beehive round 0.2 lbs. 0.002 cf $9.6 Round Malf Type Damage SS Acc 1/2D Max. RoF Shots Power Solid Ver. Cr. 6d*10 25 17 3,400 10,000 20* var. 18,000 kW APFSDS Ver. Cr. 6d*20(2) 25 18 5,100 15,000 20* var. 18,000 kW Beehive Ver. Imp. 8d 25 16 340 1,000 20* var. 18,000 kW TL8 Legion Defense "G-1084 EMC", 20mm (v1.0, OM 2/00) A future autocannon for light AFVs. Game mechanics: 20mm, electromag, very-long-barrelled, heavy automatic. "G-1084 EMC", 20mm 1,200 lbs. 24 cf $560,000 Solid round 0.3 lbs. 0.002 cf $2.4 APFSDS round 0.2 lbs. 0.002 cf $19.2 Beehive round 0.2 lbs. 0.002 cf $9.6 Round Malf Type Damage SS Acc 1/2D Max. RoF Shots Power Solid Ver. Cr. 6d*14 25 18 6,000 15,000 20* var. 30,000 kW APFSDS Ver. Cr. 6d*28(2) 25 19 9,000 22,500 20* var. 30,000 kW Beehive Ver. Imp. 11d+1 25 17 600 1,500 20* var. 30,000 kW TL8 Fabrique Europa FE-ATEMG (v1.0, OM 7/97) With steel-saboted DU penetrators, the FE Anti-Tank Electromag Gun can kill 21st century tanks. The high-temperature superconductors are fragile, but they are a necessary evil. Game mechanics: 20mm, very-long-barreled, full-powered, electromag heavy automatic. Mass and all resulting stats have been raised to reflect the HTSCs. FE-ATEMG $640,000 1,400 lbs. 28 cf APDSDU round $24 0.2 lbs. 0.002 cf Malf Type Damage SS Acc 1/2D Max RoF Shots Power Ver Cr 6d*23(3) 25 18 9,100 23,000 20 var 30,000 kW TL8 Fabrique Europa FE-GF27 Gatling (v1.1, OM 1/98) This cannon is a fighter gun for the 21st century. Game mechanics: 27mm, caseless, full-powered, long-barrelled, six-barrel gatling. FE-GF27 $43,000 370 lbs. 7.4 cf APEX round $12 0.63 lbs. 0.0042 cf Malf Type Damage SS Acc 1/2D Max RoF Shots Power Ver Cr 6d*4(2) 20 14 1,500 6,000 60 var 7.56 kW Exp 2d+2[2d] TL8 40mm Single-Shot Grenade Launcher (v1.0, OM 8/97) A non-automatic weapon for TL 8 40x53mm grenades. Game mechanics: 40mm, low-powered, extremely-short-barreled breechloader. 40mm Single-Shot Grenade Launcher 11 lbs. 0.22 cf $820 HEDP grenade 1.2 lbs. 0.012 cf $11 Malf Type Damage SS Acc 1/2D Max. RoF Shots Crit Sxp 8d(5)[4d] 14 9 180 1,800 1/3 1 TL8 Legion Defense "G-1044 EMGL", 40mm (v1.0, OM 2/00) A future grenade launcher for light vehicles. Game mechanics: 40mm, electromag, low-powered, extremely-short-barreled heavy automatic. "G-1044 EMGL", 40mm 60 lbs. 1.2 cf $72,000 HE grenade 0.8 lbs. 0.008 cf $19.2 HEAT grenade 0.8 lbs. 0.008 cf $28.8 CHEM (WP Smoke) grenade 0.8 lbs. 0.008 cf $38.4 CHEM (Prismatic Smoke) grenade 0.8 lbs. 0.008 cf $38.4 CHEM (Blackout Smoke) grenade 0.8 lbs. 0.008 cf $57.6 Round Malf Type Damage/Radius SS Acc 1/2D Max. RoF Shots Power HE Ver. Exp* 6d*2[4d] 20 13 710 3,900 8* var. 1,200 kW HEAT Ver. Exp. 8d(10) 20 13 710 3,900 8* var. 1,200 kW CHEM Ver. Spcl 6 yards 20 13 710 3,900 8* var. 1,200 kW TL8 Fabrique Europa FE-CG, 40mmCL (v1.1, OM 1/99) This is the Fabrique Europa entry into the AFV market. The 40/L90 chaingun was built for big tracked IFVs. It is extremely reliable, moderately armor-piercing and good for supporting fire. Game mechanics: Full-power, very-long-barreled electric heavy automatic. FE-CG 540 lbs. 10.8 cf $55,500 1 round APFSDS 1.6 lbs. 0.016 cf $76.8 1 round HEDP 1.6 lbs. 0.016 cf $28.8 1 round Beehive 1.6 lbs. 0.016 cf $38.4 Round Malf Type Damage SS Acc 1/2D Max RoF Power APFSDS Ver(C) Cr 6d*13(2) 25 17 3,200 12,000 8 3.84 kW HEDP Ver(C) Sxp 8d(5)[4d] 25 16 2,100 7,700 8 3.84 kW Beehive Ver(C) Imp 3d 25 15 210 770 8 3.84 kW TL8 Countermeasures Gun (v1.0, OM 7/98) A gun for chaff, anti-laser agents and flechettes. Game mechanics: 40mm, electromag, low-powered, medium-barrelled, heavy automatic. Missile Countermeasures Gun 600 lbs. 12 cf $320,000 40mm Beehive Round 0.8 lbs. 0.008 cf $38 40mm Prism Round 0.8 lbs. 0.008 cf $38 40mm Chaff Round 0.8 lbs. 0.008 cf $19 Round Malf Type Dmg/Radius SS Acc 1/2D Max. RoF Shots Power Beehive Ver Imp 4d 25 15 240 830 10 var. 9,000 kW Prism Ver Spcl 5 yards 25 16 2,400 8,300 10 var. 9,000 kW Chaff Ver Spcl 30 yards 25 16 2,400 8,300 10 var. 9,000 kW TL8 Fabrique Europa FE-AGM (v1.0, OM 10/97) The Automatic Gun Mortar is a lightweight weapon for small armored vehicles. Game mechanics: 80mm, low-powered, very-short-barrelled, fast autoloader. FE-AGM 380 lbs. 7.6 cf $15,000 HE bomb 9.6 lbs. 0.096 cf $56 HEAT CLGP bomb 9.6 lbs. 0.096 cf $580 Beehive bomb 9.6 lbs. 0.096 cf $110 Hot Smoke bomb 9.6 lbs. 0.096 cf $110 ICM bomb 9.6 lbs. 0.096 cf $280 Round Malf Type Damage/Rad. SS Acc 1/2D Max. IFR RoF Shots HE Crit Exp 6d*16[6d] 20 12 450 3,000 7,500 1/2 var. HEAT CLGP Crit Sxp 6d*13(10) 20 12 450 3,000 7,500 1/2 var. Beehive Crit Imp 9d 20 11 45 300 - 1/2 var. Hot Smoke Crit Spcl 24 yards 20 12 450 3,000 7,500 1/2 var. ICM Crit Spcl 48 yards 20 12 450 3,000 7,500 1/2 var. TL8 Legion Defense "G-1064 EMM", 80mm (v1.0, OM 2/00) A future automatic mortar for light vehicles. Game mechanics: 80mm, electromag, extra-low-powered, very-short-barreled, slow autoloader. "G-1064 EMM", 80mm 60 lbs. 1.2 cf $72,000 HE bomb 2.5 lbs. 0.025 cf $60 CLGP HEAT bomb 2.5 lbs. 0.025 cf $590 CHEM (WP Smoke) bomb 2.5 lbs. 0.025 cf $120 CHEM (Prismatic Smoke) bomb 2.5 lbs. 0.025 cf $120 CHEM (Blackout Smoke) bomb 2.5 lbs. 0.025 cf $180 ICM bomb 2.5 lbs. 0.025 cf $300 Round Malf Type Damage/Radius SS Acc 1/2D Max. RoF Shots Power HE Ver. Exp* 6d*16[6d] 20 13 910 4,500 1/4 var. 59.375 HEAT Ver. Exp. 6d*13(10) 20 13 910 4,500 1/4 var. 59.375 CHEM Ver. Spcl 24 yards 20 13 910 4,500 1/4 var. 59.375 ICM Ver. Spcl 48 yards 20 13 910 4,500 1/4 var. 59.375 TL8 Fabrique Europa EM Mortar, 120mm (v1.0, OM 11/96) Using the experience of the PEMG series, Fabrique Europa took the electromag concept one step further. The mortar still uses rather bulky and fragile HTSCs (High-Temperature SuperConductors). Game mechanics: Low-power, extremely-short-barrel slow autoloader. The weight and all resulting stats have been increased. FE EM Mortar, 120mm 320 lbs. 6.4 cf $208,000 1 round HE 22 lbs. 0.22 cf $518 1 round CLGP HEAT 22 lbs. 0.22 cf $1,278 Round Malf Type Damage SS Acc 1/2D Max RoF Power HE Ver Exp 6d*54[10d] 20 11 n/a 6,000 1/6 675 KW HEAT Ver Sxp 6d*20(10) 20 11 n/a 6,000 1/6 675 KW TL8 Fabrique Europa/Rheinmetall Tank Cannon, 120mmLP (v1.0, OM 11/96) Drawing on the experience of their Rheinmetall subsidiary, FE came up with a tank gun. The 120/L70 smoothbore finally got a reliable electric autoloader. Game mechanics: Full-power, long-barreled smoothbore with electric slow autoloader. Tank Cannon, 120mmLP 4,860 lbs. 97.2 cf $455,400 1 round APFSDSDU 37 lbs. 0.37 cf $2,640 1 round HE 37 lbs. 0.37 cf $440 1 round HEDP 37 lbs. 0.37 cf $660 Round Mode Malf Type Damage SS Acc 1/2D Max RoF APFSDSDU hyper Ver(C) Cr 6d*54(3) 30 17 6,900 22,000 1/6 HE low-v Ver(C) Exp 6d*54[10d] 30 13 1,500 4,900 1/6 HEDP normal Ver(C) Sxp 6d*20(5)[10d] 30 15 3,100 9,800 1/6 TL8 160mm Gauss Cannon (v1.0, Alan Atkinson 8/98) Game mechanics: 160mm, electromag, very-short-barrelled, fast autoloader, ruggedized as per VE27. 160mm Gauss Cannon 9,600 lbs. 192 cf $3,900,000 Solid Round 150 lbs. 1 cf $1,200 APFSDSDU Round 100 lbs. 1 cf $15,000 HE Round 100 lbs. 1 cf $2,400 CLGP HE Round 100 lbs. 1 cf $2,900 HESH Round 100 lbs. 1 cf $4,800 HEAT Round 100 lbs. 1 cf $3,600 CHEM (Smoke) Round 100 lbs. 1 cf $2,400 Round Malf Type Damage/Rad. SS Acc 1/2D Max. RoF Power Solid Ver Cr 6d*48 30 18 5,100 14,000 1/4 37,500 kW APFSDSDU Ver Cr 6d*144(3) 30 19 7,700 21,000 1/4 37,500 kW HE Ver Exp* 6d*128[10d] 30 18 5,100 14,000 1/4 37,500 kW CLGP HE Ver Exp* 6d*128[10d] 30 18 5,100 14,000 1/4 37,500 kW HESH Ver Exp 6d*128 30 18 5,100 14,000 1/4 37,500 kW HEAT Ver Exp 6d*17(10) 30 18 5,100 14,000 1/4 37,500 kW Smoke Ver Spcl 96 yards 30 18 5,100 14,000 1/4 37,500 kW TL8 Micro-Smoke-Launcher (v1.0, O.M. 7/97) A smoke grenade with a small rocket motor. Usually triggered well before maximum range. Game mechanics: 50mm modest CHEM rocket with blackout smoke, light automatic launcher. Smoke Launcher 3 lbs. 0.06 cf $800 Blackout Rocket 1 lb. 0.02 cf $40 Malf Type Radius SS Acc Speed End. 1/2D Max. RoF Shots Crit Spcl 13 yards 12 10 300 0.67 - 200 3* var. TL8 Micro-Torpedo (v1.0, O.M. 7/97) Much smaller than the real, mil-spec torpedo. Game mechanics: 80mm modest HEC torpedo with compact PSH guidance, in disposable launch tube. Micro-Torpedo in Disposable Tube 30 lbs. 0.6 cf $5,575 Malf Guidance Type Damage Speed End Max Skill SS RoF Crit PSH Exp 6d*21 40 11 420 14 14 1NR TL8 Fabrique Europa FE-ARU (v1.0, OM 7/97) The Aerial Rocket (Unguided) is used by fighters and gunships. It is usually fired from a 19-shot pod. A wide selection of warheads is available. Game mechanics: 80mm huge warhead, no guidance. ROCKET POD: Weaponry: 19-tube muzzle-loading launcher (F, rated for 25 lbs. and 80mm, HP 16) with 19 FE-ARU rockets (HP 27). Volume: 13.6 cf. Area: 40 sf. Structure: Light frame. Hit Points: 30. Surface Features: Seal, basic emission cloaking. Armor: PD 4, DR 16 standard composite. Statistics: Empty weight 525 lbs., loaded weight 1,000 lbs., cost $24,600, HT 11. FE-ARU (HE) 25 lbs. 0.5 cf $500 FE-ARU (HESH) 25 lbs. 0.5 cf $660 FE-ARU (Beehive) 25 lbs. 0.5 cf $660 FE-ARU (WP) 25 lbs. 0.5 cf $660 Warhead Malf Type Damage/Radius SS Acc Speed End. 1/2D Max. RoF HE Crit Exp 6d*64[6d] 20 14 500 6.7 830 3,300 19:6 HESH Crit Exp 6d*64 20 14 500 6.7 830 3,300 19:6 Beehive Crit Imp 12d 20 14 500 6.7 830 3,300 19:6 WP Crit Imp 68 yards 20 14 500 6.7 830 3,300 19:6 TL7-8 RPG7 Launcher System Module (v1.1, Pauli Hakala 2/01) Unique design, Launch System is made with advanced technology of 2049, but fires the common and cheap RPG7 rocket, which is easily purchased from black markets around the world, or almost equally easily made with up to date technology. Unlike many other rocket launchers, LS is fully automatic, firing volleys of light antitank rockets. With the 2049 era tech, rate of fire is fully selective, burst size can be adjusted before firing. Game mechanics: TL7 rocket with 85mm small HEAT warhead. TL8 heavy automatic launcher rated for ordnance between 2.5 lbs. and 5 lbs. and between 68mm and 85mm, with 11 rockets in a 1.5 cf module. In the OuluPol 2049 (mature TL8) setting, obsolete TL7 weapons and ammo - like the rockets for this weapon module - are available at half the listed cost. RPG7 Launcher System Module 20 lbs. 0.4 cf $3,600 HEAT rocket 5 lbs. 0.1 cf $110 Rocket Malf Type Damage SS Acc Spd End 1/2D Max RoF Shots HEAT Crit. Exp. 6d*5(10) 17 12 250 2.8 415 700 4* 11 TL8 EGM Multirole Missile, 100mm (v1.0, OM 11/96) EGM decided to branch from computers to guided weapons, and their first product was an immediate success. This infrared-guided fire- and-forget missile homes in on ground vehicles and slow aircraft. Game mechanics: Normal HEAT warhead, +2 guidance, breechloader. 100mm Multirole Missile 100 lbs. 2 cf $16,740 Launch Tube 150 lbs. 3 cf $8,750 Malf Guidance Type Damage Speed End Max Skill SS RoF Crit IIRH/PU Sxp 6d*18(10) 1,200 15 18,000 17 20 1/3 TL8 EGM KEPARS (v1.0, OM 10/97) This 21st century ATGM has the punch of a 20th century tank gun, but the depleted uranium penetrator makes it controversial. Game mechanics: 100mm normal APDU warhead, cheap, brilliant PRH seeker improved by +2, six-tube muzzle-loader. Special thanks to C. M. Dicely, who posted a GURPSification of the real-world LOSAT. 'Six-Pack' Multirole Box Launcher 300 lbs. 6 cf $12,500 KEPARS Missile 100 lbs. 2 cf $37,000 Malf Guidance Type Damage Speed End Max IFR Skill SS RoF Crit B PRH Cr 6d*30(3) 1,800 7.7 14,000 69,000 15 20 6:6 TL8 120mm Rocket Launcher Pack (v1.0, Pauli Hakala 1/01) This weapon module takes disposable shoulder-fired VelCo Inc's DRL120 rocket launchers and makes them suitable for aircraft use. Typical targets for HEAT rounds include heavy combat cyborgs, AFVs and the like. HESH round is intended for use against buildings, infantry teams or really heavy armor at close ranges. Game mechanics: Rocket with 120mm small HEAT or 120mm modest HESH warhead. Five-tube disposable launcher rated for ordnance between 4.35 lbs. and 8.7 lbs. and between 96mm and 120mm, with five rockets and 0.4038 cf waste space in a 1.5 cf module. 120mm Rocket Launcher Pack 11.31 lbs. 0.63 cf $101.79 120mm HEAT Rocket 8.7 lbs. 0.174 cf $210 120mm HESH Rocket 8.7 lbs. 0.174 cf $310 Rocket Malf Type Damage SS Acc Spd End 1/2D Max RoF Shots HEAT Crit. Exp. 6d*20(10) 14 13 750 1 - 750 5 5NR HESH Crit. Exp. 6d*54 14 10 200 1 - 200 5 5NR TL8 EGM LLFK 3 and LLFK 3e, 125mm (v1.1, OM 7/97) The LLFK 3 is a dogfighting AAM. It has a millimetric-band imager to defeat IR cloaking. The LLFK 3e with a less advanced seeker is an export model. Game mechanics: Huge SAPHE warhead, PRH enlarged by +6 (cheap seeker on LLFK 3e). LLFK 3 200 lbs. 4 cf $41,000 LLFK 3e 200 lbs. 4 cf $29,000 Name Malf Guidance Type Damage Speed End Max Skill LLFK 3 Crit PRH Cr 6d*31(0.5) 1,200 24 17 mi. 20 Exp 6d*244[10d] LLFK 3e Crit PRH Cr 6d*31(0.5) 1,200 24 17 mi. 19 Exp 6d*244[10d] TL8 Fabrique Europa Engineer Rocket Launcher, 150mm (v1.1, OM 6/97) Sometimes combat engineers have to set explosions in a hurry. For this and other 'technical' uses they have a rocket launcher. Game mechanics: Modest 150mm warhead, six-tube breechloader. Six-tube Launcher (empty) 90 lbs. 4.2 cf $4,750 HEC Rocket 20 lbs. 0.4 cf $400 HESH Rocket 20 lbs. 0.4 cf $670 WP Rocket 20 lbs. 0.4 cf $670 Blackout Gas Rocket 20 lbs. 0.4 cf $940 Chaff Rocket 20 lbs. 0.4 cf $400 FASCAM Rocket 20 lbs. 0.4 cf $1,500 Warhead Malf Type Damage SS Acc Speed End. 1/2D Max. RoF HEC Crit Exp 6d*140 20 11 200 6.3 330 1,270 6:5 HESH Crit Exp 6d*105 20 11 200 6.3 330 1,270 6:5 WP Crit Spcl 120 yards 20 11 200 6.3 330 1,270 6:5 Blackout Crit Spcl 120 yards 20 11 200 6.3 330 1,270 6:5 Chaff Crit Spcl 600 yards 20 11 200 6.3 330 1,270 6:5 FASCAM Crit Spcl 240 yards 20 11 200 6.3 330 1,270 6:5 TL8 Light MRL Pack-8, 150mm (v2.0, OM 6/00) A six-tube launcher for artillery rockets. Game mechanics: Rocket with 150mm modest warhead, disposable six-tube launcher rated for ordnance between 25 lbs. and 50 lbs. and between 120mm and 150mm, with rockets and high-angle mount in a 7.5 cf module. The design is compatible with GURPS Traveller rules. Light MRL Pack-8 75 lbs. 1.5 cf $675 HE rocket 50 lbs. 1 cf $1,000 ICM rocket 50 lbs. 1 cf $2,100 SICM rocket 50 lbs. 1 cf $15,000 Rocket Malf Type Damage/Radius SS Acc Spd End IFR RoF HE Crit. Exp.* 6d*105[10d] 20 14 600 12 36,000 6NR ICM Crit. Spcl. 236 yards 20 14 600 12 36,000 6NR SICM Crit. Spcl. 236 yards 20 14 600 12 36,000 6NR TL8 EGM FlaRak II, 150mm (v1.0, OM 6/97) This anti-air missile was designed for brigade-level AFVs, to fill the gap between handheld missiles and big theater defense systems. Game mechanics: Normal SAPHE warhead, PRH enlarged by +6 and LGC, ten-shot revolver launcher. FlaRak II Launcher 480 lbs. 9.6 cf $17,000 FlaRak II missile 200 lbs. 4 cf $43,000 Malf Guidance Type Damage Speed End Max Skill SS RoF Shots Crit LCG/PRH Cr 6d*40(0.5) 1,600 16 26,000 OG/20 25 1 10 Exp 6d*210[10d] TL8 EGM PARS-6, 150mm (v1.0, OM 7/97) The PARS-6 is fired from hardpoints or a revolver launcher in the PAH-4 gunship. It uses twin top-attack HEAT warheads to kill MBTs. Game mechanics: Two normal 150mm HEAT warheads, cheap brilliant OH seeker enlarged by +4 with pop-up option, six-shot revolver. The warheads strike the same spot twice, either wasting one charge or defeating the reactive armor protection. Revolver Launcher 400 lbs. 8 cf $15,000 PARS-6 200 lbs. 4 cf $61,000 Malf Guidance Type Damage Speed End Max Skill SS RoF Shots Crit B OH PU Sxp 2@6d*27(10) 600 47 16 mi. 18 20 1 6 TL8 EGM LLFK 5 and LLFK 5s, 150mm (v1.0, OM 7/97) The LLFK 5 is a medium-range AAM. The primary seeker is a passive radar imager, with a radio/TV guidance mode for restrictive rules of engagement. The LLFK 5s is a stealthy variant. Game mechanics: Big SAPHE warhead, PRH enlarged by +8 and RTVG. LLFK 5 500 lbs. 10 cf $110,000 LLFK 5s 500 lbs. 10 cf $610,000 Malf Guidance Type Damage Speed End Max Skill Crit RTVG/PRH Cr 6d*45(0.5) 1,600 46 42 mi. OG/22 Exp 6d*316[10d] TL8 EGM RBFK and RBFKT, 150mm (v1.0, OM 7/97) The RBFK is a hypersonic anti-radiation missile. It comes as basic missile and stealthy RBFKT variant - not just a question of cost, since a detectable ARM can prompt radar crews to switch off. Game mechanics: Big HEPF warhead, ARM enlarged by +4. RBFK 500 lbs. 10 cf $130,000 RBFKT 500 lbs. 10 cf $630,000 Malf Guidance Type Damage Speed End Max Skill Crit ARM Exp 6d*1,898[20d] 1,600 49 45 mi. 16 TL8 EGM LLFK 8s, 150mm (v1.0, OM 7/97) The LLFK 8 is carried by air superiority fighters and sometimes by AAGSS. The complex seeker of the AAM has a passive radar mode, an active radar mode, TV control and inertial guidance for the first part of the flight. Game mechanics: Huge SAPHE warhead with RTVG, brilliant ARH enlarged by +4 and PRH enlarged by +10, stealthy. LLFK 8s 1,000 lbs. 20 cf $1,600,000 Malf Guidance Type Damage Speed End Max Skill Crit RTVG/BARH/PRH Cr 6d*62(0.5) 2,000 66 75 mi. OG/20/24 Exp 6d*422[10d] TL8 Basic AAM-8, 200mm (v2.1, OM 9/00) A small anti-air missile for grav AFVs. It can penetrate over a meter of titanium armor. Game mechanics: Missile with 200mm small HEAT warhead and enlarged PRH guidance. The design is compatible with GURPS Traveller rules. Malf Guid. Type Damage Speed End Max Skill WPS CPS Crit. PRH Exp. 6d*33(10) 1,200 12 14,400 18 100 $20,000 TL8 Hypersonic AAM (v1.0, OM 6/98) A Mach 10 missile. Game mechanics: 200mm big HEPF warhead, PEH seeker enlarged by +10, stealthy. Hypersonic AAM 1,900 lbs. 38 cf $3,400,000 Malf Guidance Type Damage Speed Skill End Max Min Crit PEH Exp* 6d*750[24d] 3,800 25 43 93 mi. 50 yards TL8 EGM FlaRak III and III+, 240mm (v1.1, OM 6/97) This heavy missile is used as corps- or theater-level air defense. It can be used in ground-command mode against incoming missiles or very stealthy targets and in fire-and-forget mode against aircraft below the sensor horizon. The III+ variant with enlarged engine is used against high-end aircraft. Selected units are equipped with a modified III+ and new software for ASAT use. Game mechanics: Huge SAPHE warhead, cheap, brilliant PRH seeker enlarged by +10 and LCG, in a disposable tube. FlaRak III in launch container 3,000 lbs. 60 cf $403,000 FlaRak III+ in launch container 4,500 lbs. 90 cf $504,250 Malf Guidance Type Damage Speed End Max Skill SS III Crit LCG/BPRH Cr 6d*150(0.5) 3,000 63 108 mi. OG/23 25 Exp 6d*1,728[12d] III+ Crit LCG/BPRH Cr 6d*200(0.5) 4,000 62 142 mi. OG/23 25 Exp 6d*1,728[12d] TL8 EGM MFK2, 240mm (v1.0, OM 6/97) In a 'maximum parts commonality' program, EGM designed a tactical cruise missile that could be launched by their big SAM system. The MFK2 is produced with a HE and two different cluster warheads (the kinetic energy wasn't enough for a concrete-piercing variant), all types have inertial and GPS guidance. Game mechanics: Huge warhead with IG and SGS (from Pyramid 22), in a disposable tube. MFK2 SAPHE in container 3,000 lbs. 60 cf $213,000 MFK2 ICM in container 3,000 lbs. 60 cf $233,000 MFK2 SICM in container 3,000 lbs. 60 cf $433,000 Warhead Malf Guid. Type Damage Speed End Max Sk. SS SAPHE Crit IG/SGS Cr 6d*15(0.5) 300 35 min. 359 mi. -/- 25 Exp 6d*1728[12d] ICM Crit IG/SGS Spcl 1,200 yards 300 35 min. 359 mi. -/- 25 SICM Crit IG/SGS Spcl 1,200 yards 300 35 min. 359 mi. -/- 25 TL8 FE Heavy Artillery Rocket System, 250mm (v1.0, OM 1/97) The FE-HARS fires massive rockets with submunitions. Unlike the earlier MRLS, a single auto-loading tube fires from an internal magazine. The decrease in the rate of fire is marginal. Game mechanics: Huge ICM warhead, heavy automatic launcher. 250mm Heavy Artillery Rocket 500 lbs. 10 cf $30,000 HARS Autolauncher 2,000 lbs. 40 cf $110,000 Malf Type Damage Radius SS Acc 1/2D Max IFR Speed End RoF Crit Spcl 1,312 yards 25 14 1,000 20 mi. 100 mi. 600 60 1 TL8 Space to Ground Missile, 250mm (v1.0, OM, 1/97) This stealthed missile was designed for orbital bombardment. With a delta-V of 9,600 m/s it can kill enough velocity for a re-entry from low orbits. The inertial/optical tracker matches landmarks with map files to destroy infrastructure targets with the megaton warhead. Game mechanics: Normal megaton warhead, basic BOH, stealth. 250mm SGM in disposable tube 1,500 lbs. 30 cf $1,192,700 Malf Guid. Type Damage Speed End Max Skill SS RoF Crit BOH Exp 12d*2,000,000,000 1,600 91 145,600 15 25 1NR TL8 EGM "Starshot" ASAT Missile (v1.0, OM 8/97) Launched from space, the Starshot Missile places a cloud of steel darts into the path of a satellite. Game mechanics: 300mm normal beehive, LCG guidance, damage depends on closing speed, at 17,800 mph it is 6d*445. "Starshot" Missile 500 lbs. 10 cf $39,000 Malf Guidance Type Damage Accel End. Delta-V Skill Crit LCG Imp 0.15d per mph 8 G 79 sec. 6.2 km/s OG TL8 Fabrique Europa FE-BBU Type 71 and Type 72 (v1.0, OM 7/97) Basic Bomb Units are the cheapest ordnance in the EDF arsenal. The 500-pound 'iron' bomb comes as Type 71 general-purpose and Type 72 incendiary bomb. Game mechanics: 315mm retarded huge HE bomb and 315mm huge CHEM/napalm bomb. Name Malf Type Damage/Radius WPS VPS CPS FE-BBU Type 71 (HE) Crit Exp 6d*3,906[12d] 500 10 $12,000 FE-BBU Type 72 (napalm) Crit Spcl 1,040 yards 500 10 $10,000 TL8 Fabrique Europa FE-RABU Type 191a and Type 193 (v1.0, OM 7/97) The large Rocket Assisted Bomb Units are actually smart stand-off missiles. The Type 191a carries a concrete penetrator with a fast- burning motor, the Type 193 has ICM and a better range. Both use inertial guidance with optional operator commands. Game Mechanics: 400mm huge warhead, IG with midcourse update option, stealthy. FE-RABU Type 191a (APEX) 2,000 lbs. 40 cf $2,200,000 FE-RABU Type 193 (ICM) 2,000 lbs. 40 cf $2,200,000 Name Malf Guidance Type Damage/Radius Speed End Max Skill Type 191a Crit IG MU Cr 6d*167(2) 2,000 42 47 mi. - Exp 6d*5,333[12d] Type 193 Crit IG MU Spcl 3,360 yards 800 166 75 mi. - TL8 Fabrique Europa FE-BBU Type 81 and Type 83 (v1.0, OM 7/97) Basic Bomb Units are the cheapest ordnance in the EDF arsenal. The 1,000-pound 'iron' bomb comes as Type 81 general-purpose and Type 83 cluster bomb. Game mechanics: 500mm retarded normal HE bomb and 500mm ICM bomb. Name Malf Type Damage/Radius WPS VPS CPS FE-BBU Type 81 (HE) Crit Exp 6d*7,812[12d] 1,000 20 $24,000 FE-BBU Type 83 (ICM) Crit Spcl 3,750 yards 1,000 20 $100,000 TL8 Fabrique Europa FE-BBU Type 94 and Type 96 (v1.0, OM 7/97) Basic Bomb Units are the cheapest ordnance in the EDF arsenal. The 2,000-pound 'iron' bomb comes as Type 94 AT mine cluster and Type 96 fuel air explosive bomb. Game mechanics: 500mm huge FASCAM bomb and 500mm retarded huge FAE bomb. Name Malf Type Damage/Radius WPS VPS CPS FE-BBU Type 94 (FASCAM) Crit Spcl 5,250 yards 2,000 40 $200,000 FE-BBU Type 96 (FAE) Crit Exp 6d*104,167 2,000 40 $480,000 TL8 Rapid-Pulse Laser (v1.0, OM 8/97) A small laser with enough power to hurt somebody. Game mechanics: 150 kJ close-range laser. Not a pulse laser from UT2. Rapid-Pulse Laser 12 lbs. 0.24 cf $1,800 Malf Type Damage SS Acc 1/2D Max RoF Power Ver Imp 2d 14 15 600 1,200 12 3,600 kW TL8 Anti-Missile Laser (v1.0, OM 6/98) A small point defense laser. Game mechanics: 400 kJ long range, compact laser. Anti-Missile Laser 50 lbs. 1 cf $30,000 Malf Type Damage SS Acc 1/2D Max. RoF Power Ver Imp 6d 20 22 8,000 16,000 16 12,800 kW TL8 600 kJ Laser Rifle (v1.0, OM 11/98) A heavy rifle for zero-G use. Game mechanics: 600 kJ compact laser with shoulder stock, HUD sight, 2-power LLTV (+1 to Acc if braced) and 1.25-mile laser rangefinder (+2 to Acc if used), protected by DR 6 advanced composite armor and basic infrared cloaking using an adaption of the component armor rule. 600 kJ Laser Rifle (unloaded) 40 lbs. $17,900 Malf Type Damage SS Acc 1/2D Max. RoF Shots ST Rcl Hld Ver Imp 9d 15 15 or more 4,900 9,800 8* 300/E 16 0 no TL8 Cheap Gatling Laser Module (v1.0, Pauli Hakala 1/01) Relatively cheap knockoff from Steiner Optics GLA270 infantry support gatling laser, this weapon is mass produced with low- quality parts and has been refitted with some packing material to fit into 30lb weapon module. Despite the weapons tendency to overheat quickly, it is still accurate and very deadly instrument of destruction. Game mechanics: Laser, 1,223 kJ, cyclic rate 4, compact, cheap. Weight and volume were increased in accordance with VE97. Mounted in a 0.6 cf module. Malf Type Damage SS Acc 1/2D Max Wt RoF Cost Power Crit. Imp. 6d*3 17 21 7,000 14,000 30 4* $9,000 9,784 kW TL8 Cheap Heavy Gatling Laser Module (v1.0, Pauli Hakala 1/01) This weapon is similar to the 30lb Cheap Gatling Laser Module, but it has improved and heavier cooling systems as well as higher rate of fire. It is intended for the wing module sockets, providing accurate and powerful line-of-sight attack capability. However, its great cost practically limits this weapon for the most higher ranking pilots only. Game mechanics: Laser, 1,223 kJ, cyclic rate 12, compact, cheap. Mounted in a 1.5 cf module. Malf Type Damage SS Acc 1/2D Max Wt RoF Cost Power Crit. Imp. 6d*3 20 21 7,000 14,000 75 12* $27,600 29,352 kW TL8 Point Defense Laser (v1.0, OM 2/98) A counter-missile laser for early space warships. Game mechanics: 3,600 kJ, extreme-range, compact, UV laser. Point Defense Laser 1,200 lbs. 24 cf $280,000 Malf Type Damage SS Acc 1/2D Max. RoF Power Ver Imp 6d*5 25 25 16 mi. 49 mi. 16 115,200 kW TL8 EGM Mk 6 Ultraviolet Laser System (v1.1, OM 8/97) A space combat weapon with an effective range of 1,300 miles. Game mechanics: 9 megajoule compact, extreme-range, UV laser. Mk 7 UV Laser 500 lbs. 10 cf $280,000 Malf Type Damage SS Acc 1/2D Max RoF Power Ver Imp 6d*8 25 27 26 mi. 78 mi. 1/2 9,000 kW TL8 Light Space Combat Laser (v1.0, OM, 1/98) This laser is a rough approximation of the weapon found in GURPS Space. Game mechanics: 25,200 kJ, extreme-range, UV laser. Light Space Combat Laser 2,800 lbs. 56 cf $150,000 Malf Type Damage SS Acc 1/2D Max. RoF Power Ver Imp 6d*13 30 28 43 mi. 130 mi. 1/2 25,200 kW TL8 30 Megajoule UV Laser (v1.0, OM 7/98) The secondary laser for a massive warship. Game mechanics: 30,000 kJ extreme range, compact UV laser. 30 Megajoule UV Laser 10,000 lbs. 200 cf $2,000,000 Malf Type Damage SS Acc 1/2D Max. RoF Power Ver Imp 6d*14 30 28 47 mi. 141 mi. 8 480,000 kW TL8 Medium Space Combat Laser (v1.0, OM, 1/98) This laser is a rough approximation of the weapon found in GURPS Space. Game mechanics: 45,600 kJ, extreme-range, UV laser. Medium Space Combat Laser 7,600 lbs. 152 cf $390,000 Malf Type Damage SS Acc 1/2D Max. RoF Power Ver Imp 6d*18 30 29 58 mi. 175 mi. 1 91,200 kW TL8 Spinal Laser (v2.0, OM 3/98) A main weapon for early space warships. Game mechanics: 900,000 kJ, extreme-range, compact, UV laser. Spinal Laser 50,000 lbs. 1,000 cf $10,000,000 Malf Type Damage SS Acc 1/2D Max. RoF Power Ver Imp 6d*79 30 33 259 mi. 776 mi. 1/2 900,000 kW TL8 4.8 Gigajoule UV Laser (v1.0, OM 7/98) The primary laser for a massive warship. Game mechanics: 4,800,000 kJ extreme range, compact UV laser. 4.8 Gigajoule UV Laser 400,000 lbs. 8,000 cf $80,000,000 Malf Type Damage SS Acc 1/2D Max. RoF Power Ver Imp 6d*183 30 35 598 mi. 1,793 mi. 1 9,600,000 kW TL8 EGM/FE Mk 7 Bomb-Pumped X-Ray Laser System (v1.0, OM 8/97) The Mark Seven is a weapon for a limited ballistic missile defense system. Game mechanics: 0.25 kT nuclear warhead and 20 pumped laser rods, using the rules expansion by MA Lloyd. Mk 7 Bomb-Pumped Xaser 302 lbs. 6.04 cf $35,000 Malf Type Damage SS Acc 1/2D Max RoF Shots Crit Exp 6d*1,000,000 - - - - - 1NR Imp 6d*1,250 20 41 80 mi. 240 mi. 20 20NR - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - TL9 Artemis Engine (v1.0, OM 1/98) GURPS Terradyne introduced an early TL 9 fusion rocket. Since the fusion reaction takes place in a magnetic bottle behind the ship, it is highly maneuverable, but gamma radiation directed away from the engine makes separate docking thrusters a good idea. The game mechanics of the Artemis Engine seem to match those of a Vehicles TL 8 fission rocket, except for the special effects listed above. The engine is not considered to be automatically vectored (VE41). TL Type Weight Fuel Usage Power 9 Artemis Engine 0.15 * thrust + 1,000 0.1 W 0 Cost is weight * $50, all other stats are as per VE36. TL9 Decoy Module (v1.0, OM 8/98) This module contains a 500 kW jammer, sensors, C4I systems and the required power pack. It turns a modular space combat weapon into a decoy drone. Game mechanics: The module uses GURPS Vehicles rules [2nd edition, June 1998 errata]. Cost and size of the nuclear self-destruct were not reduced. It fits into 28 cf modular sockets as per VE72. Instruments and Electronics: Two scrambled, very sensitive receivers (x100, HP 2 each). Two scrambled tight-beam radios (10,000 miles, HP 1 each). Two scrambled lasercoms (2,000 miles, HP 1 each). Four thermographs (F/B/R/L, 160 miles, scan 24, HP 13 each). IFF (HP 1). INS (HP 2). Advanced radar/laser detector (HP 3). Area radar jammer (jam rating 8, 40 miles, HP 10). IR jammer (jam rating 6, HP 6). Blip enhancer (HP 6). Dedicated, genius, hardened, neural-net minicomputer (C5, IQ 9, HP 5) with electronics operation (sensors) (C5, 6 points, skill 20). Small, hardened, robotic computer (C3, DX 9, IQ 6, HP 1). Database (C1, 28.04 GB recognition guides). Datalink (C1). Routine vehicle operation (C2, skill 12). Miscellaneous: High-security alarm (skill 20). Self-destruct (63mm 0.001 kT micronuke, 6d*4,000 explosive damage, HP 1). Power System: 5 kW RTG (14 years, HP 6) powers all systems except for the area jammer with 1.01 kW excess power. Energy Bank: 18 270,000 kWs rechargeable power cells (HP 2 each) power the area jammer for 162 minutes. Space: 1 cf access space, 3.6 cf waste space. Volume: 28 cf. Statistics: Weight 1,400 lbs. Volume 28 cf. Price $1,680,000. TL9 Hyperdrive (v1.0, OM 4/98) GURPS Space and Vehicles give rough guidelines how to create rules for FTL engines, but they leave the details to the GM. Space has a sample system, which is expanded to TL 9 by adding these lines to the table on VE39: TL Type Weight Cost Early 9 Hyperdrive 20 $4,000 Late 9 Hyperdrive 20 $400 All other stats are as for TL 10+ hyperdrives as per VE39. Initial power can be supplied by power cells instead of capacitors. TL9 Improved Chemical Rockets (v1.0, OM 1/98) GURPS Terradyne introduced two improved rocket fuels (on TE92). This is an adaption under the Vehicles rules. Note that the fuel labeled 'SAH' doesn't match the 'suspended atomic hydrogen' from the file by MA Lloyd. TL Type Weight Fuel Usage Power 9 SAH Rocket 0.01 * thrust 0.91 SAH 0 9 RF-12 Rocket 0.01 * thrust 0.85 RF-12 0 All other stats match those of other liquid fuel rockets (VE36). Fuel Weight Cost Fire SAH 10 $1 13 RF-12 10 $1.5 13 TL9 Nuclear-Pumped X-Ray Laser Module (v1.0, OM 8/98) This module contains a one kiloton nuclear-pumped x-ray laser with twenty lasing rods and sensors and C4I systems for guidance. It is the standard payload of the modular space combat weapon system. Game mechanics: The module uses GURPS Vehicles rules [2nd edition, June 1998 errata]. Cost and size of the nuclear self-destruct were not reduced. It fits into 28 cf modular sockets as per VE72. Instruments and Electronics: Two scrambled, very sensitive receivers (x100, HP 2 each). Two scrambled tight-beam radios (10,000 miles, HP 1 each). Two scrambled lasercoms (2,000 miles, HP 1 each). Four thermographs (F/B/R/L, 160 miles, scan 24, HP 13 each). IFF (HP 1). INS (HP 2). Advanced radar/laser detector (HP 3). Dedicated, genius, hardened, neural-net minicomputer (C5, IQ 9, HP 5) with electronics operation (sensors) (C5, 6 points, skill 20). Genius, hardened, robotic minicomputer (C5, DX 10, IQ 8, HP 7). Database (C1, 2.1 GB recognition guides). Datalink (C1). Routine vehicle operation (C4, skill 14). Gunner (beam weapons) (C4, 4 points, skill 11). Targeting (C4, +5 to skill). Miscellaneous: High-security alarm (skill 20). Self-destruct (medium pumped xaser warhead, HP 40). Power System: 0.25 kW RTG (14 years, HP 1) powers all systems. Space: 0.05 cf access space. Volume: 28 cf. Statistics: Weight 1,400 lbs. Volume 28 cf. Price $1,800,000. TL9 Medium Pumped Xaser Warhead (v1.0, OM 7/98) A standoff warhead for a space mine or missile. Game mechanics: 1 kT bomb-pumped x-ray laser with 20 rods using the rules proposed by MA Lloyd. In a standard atmosphere, damage is halved every 64 yards. Malf Type Damage SS Acc 1/2D Max RoF Shots WPS VPS CPS Crit Exp 6d*4,000,000 - - - - 1 1NR 600 12 $15k Imp 6d*2,500 25 41 80 mi. 240 mi. 20 20NR TL9 Sensor Module (v1.0, OM 8/98) This module contains powerful thermographs and C4I systems. It can turn a modular space combat weapon into a recon drone or minefield control unit. Game mechanics: The module uses GURPS Vehicles rules [2nd edition, June 1998 errata]. Cost and size of the nuclear self-destruct were not reduced. It fits into 28 cf modular sockets as per VE72. Instruments and Electronics: Two scrambled, very sensitive receivers (x100, HP 2 each). Two scrambled, long range tight-beam radios (100,000 miles, HP 4 each). Eight scrambled lasercoms (2,000 miles, HP 1 each). Three thermographs (B/R/L, 160 miles, scan 24, HP 13 each). Thermograph (F, 640 miles, scan 27, HP 40). Two IFF (HP 1 each). Two INS (HP 2 each). Two advanced radar/laser detectors (HP 3 each). Dedicated, genius, hardened, neural-net minicomputer (C5, IQ 9, HP 5) with electronics operation (sensors) (C5, 6 points, skill 20). Genius, hardened, robotic minicomputer (C5, DX 10, IQ 8, HP 7). Database (C1, 95.54 GB recognition guides). Datalink (C1). Tactics (space) (C5, 6.5 points, skill 20). Routine vehicle operation (C4, skill 14). Miscellaneous: High-security alarm (skill 20). Self-destruct (63mm 0.001 kT micronuke, 6d*4,000 explosive damage, HP 1). Power System: 0.9 kW RTG (14 years, HP 2) powers all systems. Space: 0.18 cf access space. Volume: 28 cf. Statistics: Weight 1,400 lbs. Volume 28 cf. Price $2,160,000. TL9 Space Marine AEV Level 1 Armor Package (v1.0, OM 2/99) Game mechanics: The armor package uses the exo-armor rules from GURPS Mecha. Armor: BoF PD 4, DR 1,000, BoB/BoR/BoL/BoT/BoU PD 4, DR 500, tread skirts PD 4, DR 500, TuF PD 4, DR 500, TuB/TuR/TuL PD 4, DR 375, TuT PD 4, DR 250 (both Tu1 and Tu2), Ar PD 4, DR 500, all armor is fireproof, advanced ablative. Total Armor: BoF PD 4, DR 1,000 ablative over DR 300 laminate. BoB/BoR/BoL/BoT/BoU PD 4, DR 500 ablative over DR 150 laminate. Tr PD 4, DR 100 laminate with PD 4, DR 500 ablative tread skirts. TuF PD 4, DR 500 ablative over DR 200 laminate, TuB/TuR/TuL PD 4, DR 375 ablative over DR 150 laminate, TuT PD 4, DR 250 ablative over DR 100 laminate (both Tu1 and Tu2). Ar PD 4, DR 500 ablative over DR 100 laminate. Surface Features: Basic emission cloaking and stealth. Instant chameleon. Statistics: Weight 12,000 lbs. Price $467,420. Total Statistics: Loaded weight 48,000 lbs. HT 12. Ground Performance (changed stats only): Top speed 70 mph. gAccel 4 mph/s. Water Performance (changed stats only): Drag 1,321. wAccel 0.6 mph/s. wDecel 10(10.3) mph/s. Draft 2.4 feet. TL9 Space Marine AEV Level 2 Armor Package (v1.0, OM 2/99) Game mechanics: The armor package uses the exo-armor rules from GURPS Mecha. Armor: BoF PD 4, DR 2,000, BoB/BoR/BoL/BoT/BoU PD 4, DR 1,000, tread skirts PD 4, DR 500, FuF PD 4, DR 500, TuB/TuR/TuL PD 4, DR 375, TuT PD 4, DR 250 (both Tu1 and Tu2), Ar PD 4, DR 1,500, all armor is fireproof, advanced ablative. Total Armor: BoF PD 4, DR 2,000 ablative over DR 300 laminate. BoB/BoR/BoL/BoT/BoU PD 4, DR 1,000 ablative over DR 150 laminate. Tr PD 4, DR 100 laminate with PD 4, DR 500 ablative tread skirts. TuF PD 4, DR 500 ablative over DR 200 laminate, TuB/TuR/TuL PD 4, DR 375 ablative over DR 150 laminate, TuT PD 4, DR 250 ablative over DR 100 laminate (both Tu1 and Tu2). Ar PD 4, DR 1,500 ablative over DR 100 laminate. Surface Features: Basic emission cloaking and stealth. Instant chameleon. Reactive armor plates on BoF/BoR/BoL/BoT. Statistics: Weight 24,000 lbs. Price $616,220. Total Statistics: Loaded weight 60,000 lbs. Ground Performance (changed stats only): Top speed 60 mph. gAccel 4 mph/s. Water Performance: Can't float. TL9 Space Marine AGS Level 1 Armor Package (v1.0, OM 2/99) Game mechanics: The armor package uses the exo-armor rules from GURPS Mecha. Armor: BoF PD 4, DR 1,000, BoB/BoR/BoL PD 4, DR 750, BoT/BoU PD 4, DR 500, tread skirts PD 4, DR 500, TuF PD 4, DR 500, TuB/TuR/TuL PD 4, DR 375, TuT PD 4, DR 250 (both Tu1 and Tu2), Ar PD 4, DR 500, all armor is fireproof, advanced ablative. Total Armor: BoF PD 4, DR 1,000 ablative over DR 400 laminate. BoB/BoR/BoL PD 4, DR 750 ablative over DR 300 laminate. BoT/BoU PD 4, DR 500 ablative over DR 200 laminate. Tr PD 4, DR 100 laminate with PD 4, DR 500 ablative tread skirts. TuF PD 4, DR 500 ablative over DR 200 laminate, TuB/TuR/TuL PD 4, DR 375 ablative over DR 150 laminate, TuT PD 4, DR 250 ablative over DR 100 laminate (both Tu1 and Tu2). Ar PD 4, DR 500 ablative over DR 250 laminate. Surface Features: Basic emission cloaking and stealth. Instant chameleon. Statistics: Weight 12,000 lbs. Price $467,420. Total Statistics: Loaded weight 48,000 lbs. HT 12. Ground Performance (changed stats only): Top speed 70 mph. gAccel 4 mph/s. Water Performance (changed stats only): Drag 1,321. wAccel 0.6 mph/s. wDecel 10(10.3) mph/s. Draft 2.4 feet. TL9 Space Marine AGS Level 2 Armor Package (v1.0, OM 2/99) Game mechanics: The armor package uses the exo-armor rules from GURPS Mecha. Armor: BoF PD 4, DR 2,000, BoB/BoR/BoL PD 4, DR 1,500, BoT/BoU PD 4, DR 1,000, tread skirts PD 4, DR 500, TuF PD 4, DR 500, TuB/TuR/TuL PD 4, DR 375, TuT PD 4, DR 250 (both Tu1 and Tu2), Ar PD 4, DR 1,500, all armor is fireproof, advanced ablative. Total Armor: BoF PD 4, DR 2,000 ablative over DR 400 laminate. BoB/BoR/BoL PD 4, DR 1,500 ablative over DR 300 laminate. BoT/BoU PD 4, DR 1,000 ablative over DR 200 laminate. Tr PD 4, DR 100 laminate with PD 4, DR 500 ablative tread skirts. TuF PD 4, DR 500 ablative over DR 200 laminate, TuB/TuR/TuL PD 4, DR 375 ablative over DR 150 laminate, TuT PD 4, DR 250 ablative over DR 100 laminate (both Tu1 and Tu2). Ar PD 4, DR 1,500 ablative over DR 250 laminate. Surface Features: Basic emission cloaking and stealth. Instant chameleon. Reactive armor plates on BoF/BoR/BoL/BoT. Statistics: Weight 24,000 lbs. Price $616,220. Total Statistics: Loaded weight 60,000 lbs. Ground Performance (changed stats only): Top speed 60 mph. gAccel 4 mph/s. Water Performance: Can't float. TL9 Space Marine APC Level 1 Armor Package (v1.0, OM 2/99) Game mechanics: The armor package uses the exo-armor rules from GURPS Mecha. Armor: BoF PD 4, DR 1,000, BoB/BoR/BoL/BoT/BoU PD 4, DR 500, tread skirts PD 4, DR 500, SuF PD 4, DR 1,000, SuB/SuR/SuL/SuT PD 4, DR 500, TuF PD 4, DR 500, TuB/TuR/TuL PD 4, DR 375, TuT PD 4, DR 250 (both Tu1 and Tu2), all armor is fireproof, advanced ablative. Total Armor: BoF PD 4, DR 1,000 ablative over DR 300 laminate. BoB/BoR/BoL/BoT/BoU PD 4, DR 500 ablative over DR 150 laminate. Tr PD 4, DR 100 laminate with PD 4, DR 500 ablative tread skirts. SuF PD 4, DR 1,000 ablative over DR 200 laminate, SuB/SuR/SuL/SuT PD 4, DR 500 ablative over DR 100 laminate. TuF PD 4, DR 500 ablative over DR 200 laminate, TuB/TuR/TuL PD 4, DR 375 ablative over DR 150 laminate, TuT PD 4, DR 250 ablative over DR 100 laminate (both Tu1 and Tu2). Surface Features: Basic emission cloaking and stealth. Instant chameleon. Statistics: Weight 12,000 lbs. Price $467,420. Total Statistics: Loaded weight 48,000 lbs. HT 12. Ground Performance (changed stats only): Top speed 70 mph. gAccel 4 mph/s. Water Performance (changed stats only): Drag 1,321. wAccel 0.6 mph/s. wDecel 10(10.3) mph/s. Draft 2.4 feet. TL9 Space Marine APC Level 2 Armor Package (v1.0, OM 2/99) Game mechanics: The armor package uses the exo-armor rules from GURPS Mecha. Armor: BoF PD 4, DR 2,000, BoB/BoR/BoL/BoT/BoU PD 4, DR 1,000, tread skirts PD 4, DR 500, SuF PD 4, DR 3,000, SuB/SuR/SuL/SuT PD 4, DR 1,500, TuF PD 4, DR 500, TuB/TuR/TuL PD 4, DR 375, TuT PD 4, DR 250 (both Tu1 and Tu2), all armor is fireproof, advanced ablative. Total Armor: BoF PD 4, DR 2,000 ablative over DR 300 laminate. BoB/BoR/BoL/BoT/BoU PD 4, DR 1,000 ablative over DR 150 laminate. Tr PD 4, DR 100 laminate with PD 4, DR 500 ablative tread skirts. SuF PD 4, DR 3,000 ablative over DR 200 laminate, SuB/SuR/SuL/SuT PD 4, DR 1,500 ablative over DR 100 laminate. TuF PD 4, DR 500 ablative over DR 200 laminate, TuB/TuR/TuL PD 4, DR 375 ablative over DR 150 laminate, TuT PD 4, DR 250 ablative over DR 100 laminate (both Tu1 and Tu2). Surface Features: Basic emission cloaking and stealth. Instant chameleon. Reactive armor plates on BoF/BoR/BoL/BoT. Statistics: Weight 24,000 lbs. Price $616,220. Total Statistics: Loaded weight 60,000 lbs. Ground Performance (changed stats only): Top speed 60 mph. gAccel 4 mph/s. Water Performance: Can't float. TL9 TUAF SG-1 3.2mm Minigun (v1.1, G.Owen 7/00) A nine barreled 3.2mm gauss gatling. This weapon fires the same rounds as the M1 gauss rifle, although it has a longer range, higher rate of fire and significantly more terminal effect. It can lay down a withering barrage of fire, and is intended for area suppressing fire and point target "degradation". It can wear down ablative armour at frightening rates. The TUASF usually use it as a "doorgun" or in certain weapon pods, while the TUN call it the SG-1 and use it on some small craft, mostly in riverine and littoral operations. The most notable of these is the rigid raider. The ammunition feed and power supply are on top of the weapon, in front of a prominent mechanical safety switch. A ventral dataport is used to control the weapon. It is fully interchangeable with the SG-2 23mm heavy machine gun, and mountings of the two weapons can quickly be cross converted. A tripod mount version exists, with the M86 Gauss Minigun designation. The saddlemags it uses that contain 2,100 rounds and four "C" cells can be used with the SG-2, however. Game mechanics: 3.2mm, electromag, very-long-barreled, 9-barrel electric gatling. The violation of the barrel number limit is a house rule. SG-1 3.2mm Minigun 48 lbs. 0.96 cf $29,000 APS round 0.0011 lbs. 0.000011 cf $0.065 Malf Type Damage SS Acc 1/2D Max. RoF Shots Power Ver. Cr. 17d+2(2) 20 15 2,400 9,600 150 var. 1,200 TL9 4mm Gauss Combat Rifle Mk.II (v1.0, OM 11/98) A far future rifle for light powered troops. Game mechanics: 4mm, electromag, medium-barrelled, light automatic with shoulder stock, HUD and laser sight, protected by DR 10 advanced composite armor and basic emission cloaking using an adaption of the component armor rule. 4mm Gauss Combat Rifle Mk.II 16 lbs. $6,550 Solid Round 0.0032 lbs. $0.026 APS Round 0.0021 lbs. $0.13 Magazine (rC cell, for 150 rounds) 0.69 lbs. $120 Round Malf Type Damage SS Acc 1/2D Max. RoF Shots ST Rcl Hld Solid Ver Cr 12d 7 14 1,000 4,800 16* 150/rC 11 -1 no APS Ver Cr 15d+1(2) 7 14 1,500 7,200 16* 150/rC 11 -1 no TL9 VRFGG-9, 4mm (v2.0, OM 5/00) A very rapid fire gauss gun for vehicle mounts. Game mechanics: 4mm, electromag, medium-barreled, six-barrel gatling. The design is compatible with GURPS Traveller rules. VRFGG-9, 4mm 29 lbs. 0.58 cf $17,000 Solid round 0.0032 lbs. 0.000021 cf $0.026 APS round 0.0021 lbs. 0.000021 cf $0.13 Round Malf Type Damage SS Acc 1/2D Max RoF Shots Power Solid Ver. Cr. 12d 20 14 1,000 4,800 100* var. 960 kW APS Ver. Cr. 15d(2) 20 14 1,500 7,200 100* var. 960 kW TL9 TUAF SG-2 23mm Gauss HMG (v1.0, G.Owen 7/00) A single barreled 23mm gauss weapon. It is classed as a heavy machine gun due to its short barrel, although it fires cannon caliber rounds. A hard hitting weapon, it is designed to be interchangeable with the 3.2mm SG-1 gatling, both weapons being the same weight. The weapon never found favour as a ground support weapon, but the TUASF use it as a "doorgun" in some helicopters, while the TUN call it the SG-2 and use it on certain small craft, most notably the rigid raider. Ammunition comes in APFSDSDU, HE, HEAT, chaff, blackout gas and napalm varieties. APFSDSDU is the usual combat round, with 1:1 HE and HEAT being used for ground attack and 1:4 chaff and blackout gas for defence suppression. The napalm round is only supplied for ground applications, but might be used by special forces helicopters. The weapon has a ventral dataport for control, a ventral power port just ahead of the dataport and two ammunition supplies, one on either side. A mechanical safety switch is also present on top of the weapon. A tripod mount version exists, the M87 Gauss HMG, but it is not widely employed by any service. It uses 90 round ammunition belts and "E" cells. Game mechanics: 23mm, electromag, extremely-short-barreled, heavy automatic. SG-2 23mm Gauss HMG 48 lbs. 0.96 cf $29,000 APFSDSDU round 0.3 lbs. 0.003 cf $44.4 HE round 0.3 lbs. 0.003 cf $7.4 HEAT round 0.3 lbs. 0.003 cf $11.1 Chaff round 0.3 lbs. 0.003 cf $7.4 CHEM (Blackout Gas) round 0.3 lbs. 0.003 cf $22.2 Super-Napalm round 0.3 lbs. 0.003 cf $14.8 Round Malf Type Damage SS Acc 1/2D Max. RoF Shots Power APFSDSDU Ver. Cr. 6d*9(3) 20 15 1,650 7,650 15 var. 3,450 HE Ver. Exp.* 3d+2[2d] 20 14 1,100 5,100 15 var. 3,450 HEAT Ver. Exp. 7d(10) 20 14 1,100 5,100 15 var. 3,450 Chaff Ver. Spcl. 10 yards 20 14 1,100 5,100 15 var. 3,450 CHEM Ver. Spcl. 2 yards 20 14 1,100 5,100 15 var. 3,450 S.-Napalm Ver. Spcl. 2 yards 20 14 1,100 5,100 15 var. 3,450 TL9 Gauss Gatling-9, 40mm (v2.0, OM 6/00) A railgun for vehicle mounts. Game mechanics: 40mm, electromag, very-short-barreled, three-barrel gating. The design is compatible with GURPS Traveller rules. Gauss Gatling-9, 40mm 500 lbs. 10 cf $140,000 APDS round 1.6 lbs. 0.016 cf $95 APFSDSDU round 1.6 lbs. 0.016 cf $228 CHEM (Paint) round 1.6 lbs. 0.016 cf $39 Round Malf Type Damage/R. SS Acc 1/2D Max RoF Shots Power APDS Ver. Cr. 6d*20(2) 25 16 3,900 13,050 20* var. 48 MW APFSDSDU Ver. Cr. 6d*24(3) 25 17 3,900 13,050 20* var. 48 MW CHEM Ver. Spcl. 6 yards 25 16 2,600 8,700 20* var. 48 MW TL9 Memer "S3rAP6" Railgun, 50mm (v1.0, OM 3/97) In space, the hit chance of a railgun drops quickly, but the range is 'infinite'. Game mechanics: Full-power, extremely-long-barreled light automatic. Note: The ranges for planetary firing are listed. "S3rAP6" Railgun 4,500 lbs. 90 cf $940,000 APFSDSDU round 3.1 lbs. 0.031 cf $450 Malf Type Damage SS Acc 1/2D Max RoF Shots Power Ver Cr 6d*80(3) 30 20 19,000 39,000 3 var 84,600 KW TL9 TUAF 53mm 85C Railgun (v1.0, G. Owen 4/97) A powerful direct fire gauss cannon designed to destroy armoured units by direct fire. Standard ammunition is APSSDU, but micronuke rounds are also produced. It has a 4.5m long barrel and an electrical autoloader. The weapon can fire either single shot or in three round burst mode, generally used for hard targets like AFVs and bunkers. The standard round is an APFSDSDU projectile, which can defeat 8 inches of BPC at ranges exceeding 13km, which greatly exceeds the usual engagement range of vehicles equiped with it. This round is supplied in 10 round pods which slot straight into the CV10s magazine. They weigh 37lb, occupy 0.37cf and cost $5,400. The beehive round is a fearsome antipersonnel round that can easily shred power armour protected by over half an inch of BPC! It too is supplied in ten round clips which weigh 38lb, occupy 0.38cf and cost $1,800. The micronuke round is a "1 ton" collapsing metastable round intended for eliminating ultra hard targets. It has an accurate range of almost 9km and a direct hit can penetrate over 4 yards of BPC! Its use is normally only sanctioned on worlds lacking a viable biosphere. They are supplied individually. Game mechanics: Electromag, very-long-barreled light automatic. 53mm 85C Railgun 3,400 lbs. 68 cf $710,000 1 round APFSDSDU 3.7 lbs. 0.037 cf $540 1 round micronuke (1t) 5.6 lbs. 0.037 cf $9,100 1 round beehive 3.7 lbs. 0.037 cf $180 Round Malf Type Damage SS Acc 1/2D Max RoF Energy/shot APFSDSDU Ver Cr 6d*74(3) 30 20 14,700 32,600 3 28,000 KJ micronuke Ver Exp 6d*2,000 30 19 9,800 21,700 3 28,000 KJ beehive Ver Imp 6d*18 30 18 980 2,200 3 28,000 KJ TL9 60mm Railgun (v1.0, OM 2/99) A far future gun for light to medium AFVs. Game mechanics: 60mm, electromag, long-barrelled, slow autoloader. 60mm Railgun 2,400 lbs. $520,000 60mm Solid Round 8.1 lbs. $65 60mm APDS Round 5.4 lbs. $325 60mm APFSDSDU Round 5.4 lbs. $780 60mm HEPF Round 5.4 lbs. $325 60mm APEX Round 8.1 lbs. $325 60mm Beehive Round 5.4 lbs. $260 60mm CHEM (Smoke) Round 5.4 lbs. $130 Round Malf Type Damage/R. SS Acc 1/2D Max. RoF Shots Power Solid Ver Cr 6d*36 30 19 8,700 20,000 1/3 var. 10,800 APDS Ver Cr 6d*60(2) 30 19 13,050 30,000 1/3 var. 10,800 APFSDSDU Ver Cr 6d*72(3) 30 20 13,050 30,000 1/3 var. 10,800 HEPF Ver Exp* 6d*10[6d] 30 19 8,700 20,000 1/3 var. 10,800 APEX Ver Cr 6d*36(2) 30 19 8,700 20,000 1/3 var. 10,800 plus Exp* 6d*7[6d] Beehive Ver Imp 10d-1 30 18 870 2,000 1/3 var. 10,800 Smoke Ver Spcl 13.5 yds. 30 19 8,700 20,000 1/3 var. 10,800 TL9 TUAF 80mm LVL9 Gauss Mortar (v1.0, G. Owen 4/97) The LVL9 is a lightweight unit designed to give AFVs extra capabilities, primarily in generating smoke screens, but also in engaging light armour and powered infantry. It has a 72cm long barrel and has an indirect fire range exceeding 7km. Six types of ammunition are available, each of which has a 240J non-rechargeable powercell built into it, which allows the mortar to be independant of an external power source. They are all supplied in ten round pods that weigh 25lb and occupy 0.25cf. M83R1 General Purpose ammunition is a basic HE antipersonnel round. The M83R2 Anti-Infantry round is a ICM projectile. The M83R3 Screening shell is a blackout gas round, which creates screens that can block laser fire. The M83R4 Anti-Armour shell is an SICM round that ejects two PSB040 armour piercing target seeking bomblets. M83R5 Incendiary ammunition is a white phosphorous shell. The M83R6 LG (laser guided) Anti Armour is a HEAT shell that can be guided onto its target by a laser designator. Game mechanics: Electromag, extra-low-power, extremely-short- barrel, light automatic. LVL9 Gauss Mortar 19 lbs. 0.38 cf $11,000 10 rounds HE with power cells 25 lbs. 0.25 cf $610 10 rounds ICM with power cells 25 lbs. 0.25 cf $3,000 10 rounds blackout with power cells 25 lbs. 0.25 cf $1,800 10 rounds SICM with power cells 25 lbs. 0.25 cf $30,000 10 rounds WP with power cells 25 lbs. 0.25 cf $1,200 10 rounds CLGP HEAT with power cells 25 lbs. 0.25 cf $2,900 Round Malf Type Damage SS Acc 1/2D Max IFR RoF energy/shot HE Ver Exp 6d*24[6d] 17 12 500 3200 8000 2 120J ICM Ver Spcl 48 yards 17 12 500 3200 8000 2 120J blackout Ver Spcl 24 yards 17 12 500 3200 8000 2 120J SICM Ver Spcl 48 yards 17 12 500 3200 8000 2 120J WP Ver Spcl 24 yards 17 12 500 3200 8000 2 120J CLGP HEAT Ver Sxp 6d*20(10) 17 12 500 3200 8000 2 120J TL9 TUAF S3 projector (51mm) (v1.0, G. Owen 4/97) A three barrel launcher designed to be bolted onto AFVs. The standard projectile is a blackout gas missile, with a maximum range of 210 yards. It is normally calibrated to fire out to 30 or 40 yards on the command of the driver or some other operator. It is a three barreled device, firing straight ahead and to the right and left. The centre barrel fires directly ahead, while the right and left barrels fire to either side, at an angle of 26 degrees, so that for every 10 yards forward they place their rounds five yards to the side. It is designed to nest together, so that a row of any number of launchers can be mounted in line astern. Game mechanics: 51mm, 1.5lb launcher, 3 barrel muzzle loader - firing 51mm, normal blackout gas missiles, 0.4lb motor. S3 projector (51mm) 2.7 lbs. 0.054 cf $190 51mm screening projectile 1.5 lbs. 0.03 cf $70 Name SS RoF Loaders S3 projector (51mm) 12 3:6 0 Name Malf Guid Type Damage Spd End Max Acc 51mm screening projectile Crit none Spcl 20-yds 300 0.71 210 10 TL9 TUAF 100mm R6 Launcher (v1.0, G. Owen 4/97) A widely used terran missile launcher, designed to allow a variety of weapons to be launched, specifically, the 100mm MM (Medium Missile) range. It has a six shot revolver mechanism. It is normally mounted entirely within the the vehicle in a vertical launch configuration, this occupies 11 cf, including the space occupied by the missiles. If a mixture of missiles is carried it is possible to rotate past the next missile in sequence and pick out the type the gunner requires. this takes one second. The HVMM is a hypersonic missile designed to kill aircraft. It has a high explosive warhead, using a proximity fuse. It flies at speeds in excess of Mach 4 for up to 10 seconds, giving it a maximum combat range of some 13km. The ATMM is a supersonic tank killing missile, designed to fly to a preset point and then kill the nearest enemy armoured vehicle. Its HEAT warhead is mounted to fire down and it uses a pop-up attack to penetrate a targets top armour. The HEAT warhead is capable of penetrating some 5 inches of BPC. In ARM mode it can be used to attack ground radar stations, etc. It flies at around Mach 1.3 for up to 38 seconds, giving it a 17km combat range. The GPMM is a general purpose 'artillery' missile, intended to attack troop formations, soft vehicles, fortifications, etc. It uses a good sized high explosive warhead and flies at speeds in excess of Mach 1 for up to 48 seconds, giving it a maximum combat range of 17.5km. A little used variant is the 100mm GPMM(S) - a stealthy missile sometimes used by Special Forces. This is stealthy and flies at a speed of mach 0.8. This subsonic flight eliminates the sonic boom created by the standard missile and enhances range, it has an endurance of 85 seconds and a combat range of 23km. It costs $57,000. Game Mechanics: 100mm 6-shot revolver launcher rated for 50 pound rockets. HVMM: 100mm modest HEPF, PEH guidance. ATMM: 100mm normal HEAT, cheap pop-up BPEH. GPMM: 100mm normal HE, cheap BPEH. 100mm R6 Launcher 100 lbs. 2 cf $3,700 HVMM (HyperVelocity Medium Missile) 50 lbs. 1 cf $22,000 ATMM (AntiTank Medium Missile) 50 lbs. 1 cf $40,000 GPMM (General Purpose Med. Missile) 50 lbs. 1 cf $32,000 Name SS RoF Shots Loaders Rating 100mm R6 launcher 20 1 6 0 50 lb Name Malf Guid Type Damage Spd End Max Skill HVMM Crit PEH Exp 6d*47[20d] 1,500 11 16,500 16 ATMM Crit BPEHPU Exp 6d*27(10) 500 38 19,000 15 GPMM Crit BPEH Exp 6d*94[10d] 400 48 19,200 15 TL9 Light Vertical Launch System Missiles (v1.0, OM 2/99) The LVLS is a far future missile system for non-specialized AFVs. It consists of modular sockets for missiles pre-packaged in their disposable launchers (usually six missile slots). Standard loads are LVLS-HVM hypervelocity missiles against armored air or ground targets, LVLS-ARM multimode anti-radiation missiles against enemy sensors, LVLS-LBM bombardment missiles against soft area targets. Game Mechanics: All missiles are packaged in one-tube disposable launch tubes modified for use in modular sockets as per VE72. The HVM is a stealthy missile with a normal 150mm APDU warhead and brilliant, enlarged PEH seeker. The ARM is a stealthy missile with a modest 150mm HEPF annular blast fragmentation (ABF) warhead and brilliant, enlarged PEH seeker. The LBM is a missile with a big 150mm ICM warhead and inertial guidance. 150mm LVLS-HVM in disposable tube 120 lbs. 2.4 cf $130,180 150mm LVLS-ARM in disposable tube 120 lbs. 2.4 cf $130,180 150mm LVLS-LBM in disposable tube 120 lbs. 2.4 cf $16,180 Missile Malf Guid Type Damage/Rad. Spd End Max Skill SS RoF LVLS-HVM Crit BPEH Cr 6d*40(3) 1,600 7.5 12,000 18 20 1NR LVLS-ARM Crit BPEH Exp* 6d*158[20d] 1,000 24 24,000 18 20 1NR LVLS-LBM Crit IG Spcl 405 yards 400 27 10,800 - 20 1NR TL9 Bandii "Shu Gota Hoopa" AAM (v1.0, OM 2/97) A cheap and lightweight AAM for paramilitary forces. The APEX warhead is required to harm large craft. Game mechanics: Normal 150mm APEX with cheap, enlarged IIRH seeker. "Shu Gota Hoopa" AAM 400 lbs. $31,600 8 cf Malf Guid Type Damage Speed End Max Skill Crit IIRH Cr/Exp 6d*112(2)/6d*210[10d] 3,600 20 41 mi. 23 TL9 Bandii "Shu Gota Juklar Riee" AAM (v1.0, OM 2/97) This AAM is intended to defend against those 'pesky natives' who dislike bandii trade practices. Game mechanics: Huge 100mm HEPF with ABF and cheap, enlarged OH seeker. "Shu Gota Juklar Riee" AAM 200 lbs. $13,800 4 cf Malf Guid Type Damage Speed End Max Skill Crit OH Exp 6d*188[20d] 2,000 27 30 mi. 21 TL9 Bandii "Huijy Gio Ta Ska Ohhl" ASM (v1.0, OM 2/97) This anti-radiation missile was designed to protect shuttlecraft against large pre-space-age SAM sites - it lacks the stealth and cunning to defeat modern air defenses. Game mechanics: Huge 100mm HEPF with ABF and cheap, enlarged ARM seeker. "Huijy Gio Ta Ska Ohhl" ASM 200 lbs. $29,800 4 cf Malf Guid Type Damage Speed End Max Skill Crit ARM Exp 6d*188[20d] 1,000 80 45 mi. 16 TL9 Memer "S2rQI3" Space Combat Missile (v1.0, OM 3/97) It takes a nuke to make sure a starship stays dead - and the Memer like dead foes ... Game mechanics: 200mm one mt nuke, enlarged but cheap IIRH seeker and ARH backup, with slow autoloading launcher. "S2rQI3p" Launcher 8,000 lbs. 160 cf $100,000 "S2rQI3" Missile 4,000 lbs. 80 cf $330,000 Malf Guidance Type Damage Accel Endurance Skills SS RoF Crit IIRH/ARH Exp (nuke) 5 G 218 sec. 27/18 30 1/5 TL9 Light MRL Pack-9, 240mm (v2.0, OM 6/00) A six-tube launcher for artillery rockets. Game mechanics: Rocket with 240mm modest warhead, disposable six-tube launcher rated for ordnance between 50 lbs. and 100 lbs. and between 192mm and 240mm, with rockets and a high-angle mount in a 15 cf module. The design is compatible with GURPS Traveller rules. Light MRL Pack-9 150 lbs. 3 cf $525 HE rocket 100 lbs. 2 cf $1,600 ICM rocket 100 lbs. 2 cf $6,000 SICM rocket 100 lbs. 2 cf $55,000 Rocket Malf Type Damage/Radius SS Acc Spd End IFR RoF HE Crit. Exp.* 6d*648[12d] 20 15 800 14 56,000 6NR ICM Crit. Spcl. 605 yards 20 15 800 14 56,000 6NR SICM Crit. Spcl. 605 yards 20 15 800 14 56,000 6NR TL9 Basic AAM-9, 300mm (v2.1, OM 9/00) A small anti-air missile for grav AFVs. It can penetrate over a meter of titanium armor. Game mechanics: Missile with 300mm small HEAT warhead and enlarged PRH guidance. The design is compatible with GURPS Traveller rules. Malf Guid. Type Damage Speed End Max Skill WPS CPS Crit. PRH Exp. 6d*75(10) 1,800 20 36,000 21 200 $21,000 TL9 Heavy HVM MK.II, 300mm (v2.0, OM 3/99) A far future multirole ATGM/AAM. Game mechanics: Stealthy missile with 300mm modest 1 kt nuclear or APDU warhead, LTVG guidance and brilliant, cheap, enlarged PEH guidance. In standard atmospheres, the damage of the nuclear warhead is quartered every 128 yards. Heavy HVM MK.II 1,000 lbs. $1,100,000 Malf Guidance Type Damage Speed End Max Skill Min APDU Crit LTVG/BPEH Cr 6d*234(3) 6,000 18 108,000 OG/25 50/- 1 kT Crit LTVG/BPEH Exp 6d*4,000,000 6,000 18 108,000 OG/25 50/- TL9 TUAF PD Blaster II (v1.0, G. Owen 4/97) A lightweight particle beam intended for use in the point defence role. As such it is ubiquitous, equiping almost every AFV the TUA fields. It is accurate out to about 900 yards and at maximum rate of fire uses 8 megawatts. It replaced a laser design having an increased power rating and the ability to penetrate blackout gas, it also is much more effective against personnel, robots and electronic systems. It is a neutral particle beam weapon, but can be switched to operate in charged particle mode. Game Mechanics: TL9, 200kj, very long range, compact neutral particle beam, 20 cyclic. PD Blaster II 9.5 lbs. 0.19 cf $5,800 Malf Type Dmg SS Acc 1/2D Max RoF EPS crit imp 14d+2 12 16 930 1,900 20 400 TL9 Bandii "Shu Gota Juhmla Tere-Tere-Opa" Laser (v1.0, OM 2/97) A moderately accurate, rapid-firing laser without really sensitive technology. Game mechanics: 400 KJ very-long-range rainbow laser. "Shu Gota Juhmla Tere-Tere-Opa" Laser 100 lbs. $20,000 2 cf Malf Type Damage SS Acc 1/2D Max RoF Power Ver Imp 5d 20 24 16,000 32,000 16 14,400 KW TL9 640 Kilojoule Point Defense Blaster (v1.0, OM 2/99) A far future beam weapon for CIWS mounts. Game mechanics: 640 kJ extreme range, compact neutral particle beam. 640 Kilojoule Point Defense Blaster 60 lbs. $72,000 Malf Type Damage SS Acc 1/2D Max. RoF Power Crit Imp 6d*5 20 20 3,000 6,000 20 25,600 kW TL9 800 kJ Laser Rifle (v1.0, OM 11/98) A heavy rifle for zero-G use. Game mechanics: 800 kJ compact rainbow laser with shoulder stock, HUD sight, 4-power LLTV (+2 to Acc if braced) and 2.5-mile laser rangefinder (+2 to Acc if used), protected by DR 10 advanced composite armor and basic emission cloaking using an adaption of the component armor rule. 800 kJ Laser Rifle (unloaded) 40 lbs. $22,025 Malf Type Damage SS Acc 1/2D Max. RoF Shots ST Rcl Hld Ver Imp 12d 12 15 or more 5,700 11,000 8* 300/E 16 0 no TL9 Memer "S4rCA7" Point Defense Laser (v1.0, OM 3/97) This rapid-pulse laser is intended for missile defense in space. Game mechanics: 900 kJ extreme-range UV laser. "S4rCA7" PD Laser 750 lbs. 15 cf $48,000 Malf Type Damage SS Acc 1/2D Max RoF Power Ver(Crit) Imp 10d 25 24 16,000 32,000 20 36,000 KW TL9 8 Megajoule Laser (v1.0, OM 8/98) A laser for atmospheric use. Game mechanics: 8,000 kJ long range, compact laser. 8 Megajoule Laser 500 lbs. 10 cf $70,000 Malf Type Damage SS Acc 1/2D Max. RoF Power Ver(Crit) Imp 6d*10 25 26 39,000 117,000 4 64,000 kW TL9 Bandii "Uhjultyy Juhmla Coba Yula-Pota" Laser (v1.0, OM 2/97) A space combat weapon for small craft. Game mechanics: Compact 38.4 MJ extreme-range rainbow laser. "Uhjultyy Juhmla Coba Yula-Pota" Laser 2,400 lbs. $690,000 48 cf Malf Type Damage SS Acc 1/2D Max RoF Power Ver Imp 6d*16 30 32 178 mi. 534 mi. 1 86,400 KW TL9 Memer "S4rTS9" Particle Accelerator (v1.0, OM 3/97) This particle weapon is comparatively short-ranged, but a hit will hurt most spacecraft. Game mechanics: 96 MJ extreme-range N-PAWS. "S4rTS9" N-PAWS 4,000 lbs. 80 cf $210,000 Malf Type Damage SS Acc 1/2D Max RoF Power Crit Imp 6d*106 30 26 41,000 123,000 1/2 96,000 KW TL9 360 Megajoule UV Laser (v1.0, OM 8/98) A counter-missile laser for deep space combat. Game mechanics: 360,000 kJ extreme range, compact UV laser. 360 Megajoule UV Laser 60,000 lbs. 1,200 cf $6,000,000 Malf Type Damage SS Acc 1/2D Max. RoF Power Ver(Crit) Imp 6d*64 30 32 180 mi. 540 mi. 4 2,880,000 kW TL9 480 Megajoule Rainbow Laser (v1.0, OM 7/99) A counter-missile laser for deep space combat. Game mechanics: 480,000 kJ extreme range, compact rainbow laser. 480 Megajoule Rainbow Laser 60,000 lbs. $16,000,000 Malf Type Damage SS Acc 1/2D Max. RoF Power Ver Imp 6d*58 30 35 1,109,000 3,327,000 4* 4,320,000 kW TL9 3.24 Gigajoule UV Laser (v1.0, OM 8/98) A medium laser for deep space combat. Game mechanics: 3,240,000 kJ extreme range, compact UV laser. 3.24 Gigajoule UV Laser 180,000 lbs. 3,600 cf $18,000,000 Malf Type Damage SS Acc 1/2D Max. RoF Power Ver(Crit) Imp 6d*193 30 34 540 mi. 1,620 mi. 1/2 3,240,000 kW TL9 4.8 Gigajoule Rainbow Laser (v1.0, OM 7/99) A medium laser for deep space combat. Game mechanics: 4,800,000 kJ extreme range, compact rainbow laser. 4.8 Gigajoule Rainbow Laser 200,000 lbs. $53,000,000 Malf Type Damage SS Acc 1/2D Max. RoF Power Ver Imp 6d*183 30 38 3,505,000 10,515,000 1/2 5,400,000 kW TL9 12.96 Gigajoule UV Laser (v1.0, OM 8/98) A large laser for deep space combat. Game mechanics: 12,960,000 kJ extreme range, compact UV laser. 12.96 Gigajoule UV Laser 720,000 lbs. 14,400 cf $72,000,000 Malf Type Damage SS Acc 1/2D Max. RoF Power Ver(Crit) Imp 6d*386 30 36 1,080 mi. 3,240 mi. 1/2 12,960,000 kW TL9 96 Gigajoule Rainbow Laser (v1.0, OM 7/99) A large laser for deep space combat. Game mechanics: 96,000,000 kJ very long range, compact rainbow laser. 96 Gigajoule Rainbow Laser 2,000,000 lbs. $530,000,000 Malf Type Damage SS Acc 1/2D Max. RoF Power Ver Imp 6d*816 30 40 7,838,000 23,514,000 1/2 108,000,000 kW TL9 Light Pumped Xaser Warhead (v1.0, OM 8/98) A warhead for a counter-missile missile. Game mechanics: 0.01 kT bomb-pumped x-ray laser with 20 rods using the rules proposed by MA Lloyd. In a standard atmosphere, damage is halved every 16 yards. Malf Type Damage SS Acc 1/2D Max RoF Shots WPS VPS CPS Crit Exp 6d*40,000 - - - - 1 1NR 60 1.2 $2,100 Imp 6d*250 20 41 80 mi. 240 mi. 20 20NR TL9 Medium Pumped Xaser Warhead (v1.0, OM 7/98) A standoff warhead for a space mine or missile. Game mechanics: 1 kT bomb-pumped x-ray laser with 20 rods using the rules proposed by MA Lloyd. In a standard atmosphere, damage is halved every 64 yards. Malf Type Damage SS Acc 1/2D Max RoF Shots WPS VPS CPS Crit Exp 6d*4,000,000 - - - - 1 1NR 600 12 $15k Imp 6d*2,500 25 41 80 mi. 240 mi. 20 20NR - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - TL10 Medium MRL Drop Pod-Z-10 (v2.0, OM 6/00) A pod with six remote-controlled artillery rockets for deployment by special grav AFVs. It can be reloaded, but this takes place in rear areas. Game mechanics: The pod is a robot mine according to the rule on VE118. It uses TL10 as modified by GURPS Traveller. GT TL10 would be TL 12-13 under the old Traveller TL system. Armament: Medium MRL-Z-10 (HP 20). 6 x 300mm rockets (HP 50). High-angle mount. Instruments and Electronics: Sensitive radio receiver (x10, HP 1). Scrambled medium range laser communicator (10,000 miles, HP 1, 0.1 kW). Dumb, hardened, small computer (C3, HP 1). Datalink (C1). Targeting (C3, +4). Miscellaneous: Compact fire suppression system (HP 6). Self- destruct (50mm normal HE warhead, 6d*12[4d], HP 1). Power: rE power cell (360,000 kWs, HP 2) powers all systems for 1,000 hours. Space: 4.7 cf empty space. Volume: 36 cf. Area: 75 sf. Structure: Light frame. Hit Points: 56. Armor: PD 3, DR 10 standard composite. Surface Features: Seal. Basic emission cloaking. Basic stealth. Statistics: Empty weight 600 lbs. Ammo 1,200 lbs. Loaded weight 1,800 lbs. (0.9 tons). Volume 36 cf, size modifier +2. Price $19,000. HT 11. TL10 4mm Gauss Combat Rifle Mk.III (v1.0, OM 11/98) A far future rfle for light powered troops. Game mechanics: 4mm, electromag, long-barrelled, light automatic with shoulder stock, HUD and laser sight, protected by DR 15 advanced composite armor, basic emission cloaking and basic stealth using an adaption of the component armor rule. 4mm Gauss Combat Rifle Mk.III 16 lbs. $3,525 Solid Round 0.0032 lbs. $0.026 APS Round 0.0021 lbs. $0.13 Magazine (rC cell, for 150 rounds) 0.69 lbs. $120 Round Malf Type Damage SS Acc 1/2D Max. RoF Shots ST Rcl Hld Solid Ver Cr 14d+1 7 15 1,500 6,100 16* 150/rC 11 -1 no APS Ver Cr 18d+2(2) 7 15 2,250 9,150 16* 150/rC 11 -1 no TL10 VRFGG-Z-10, 4mm (v2.0, OM 5/00) A very rapid fire gauss gun for vehicle mounts. Game mechanics: 4mm, electromag, long-barreled, six-barrel gatling. The design is compatible with GURPS Traveller rules. VRFGG-Z-10, 4mm 29 lbs. 0.58 cf $8,700 Solid round 0.0032 lbs. 0.000021 cf $0.026 APS round 0.0021 lbs. 0.000021 cf $0.13 Round Malf Type Damage SS Acc 1/2D Max RoF Shots Power Solid Ver. Cr. 14d+1 20 15 1,500 6,100 100* var. 1,280 kW APS Ver. Cr. 18d(2) 20 15 2,250 9,150 100* var. 1,280 kW TL10 40mm Gauss AGL (v1.0, OM 3/99) An automatic grenade launcher for light vehicles. Game mechanics: 40mm, electromag, low-powered, very-short-barrelled, heavy automatic. 40mm Gauss AGL 60 lbs. $18,000 40mm Solid round 1.2 lbs. $9.6 40mm HE round 0.8 lbs. $19.2 40mm HESH round 0.8 lbs. $38.4 40mm CHEM (Blackout Smoke) round 0.8 lbs. $57.6 Round Malf Type Damage/R. SS Acc 1/2D Max. RoF Shots Power Solid Ver Cr 6d*6 20 14 1,300 5,600 8* var. 2,400 kW HE Ver Exp* 6d*3[4d] 20 14 1,300 5,600 8* var. 2,400 kW HESH Ver Exp 6d*3 20 14 1,300 5,600 8* var. 2,400 kW Blackout Ver Spcl 6 yards 20 14 1,300 5,600 8* var. 2,400 kW TL10 Gauss Gatling-10, 40mm (v2.0, OM 6/00) A railgun for vehicle mounts. Game mechanics: 40mm, electromag, short-barreled, five-barrel gating. The design is compatible with GURPS Traveller rules. Gauss Gatling-10, 40mm 1,000 lbs. 20 cf $120,000 APDS round 1.6 lbs. 0.016 cf $95 APFSDSDU round 1.6 lbs. 0.016 cf $228 CHEM (Paint) round 1.6 lbs. 0.016 cf $39 Round Malf Type Damage SS Acc 1/2D Max RoF Shots Power APDS Ver. Cr. 6d*27(2) 25 17 4,650 14,700 40* var. 192 MW APFSDSDU Ver. Cr. 6d*32(3) 25 18 4,650 14,700 40* var. 192 MW CHEM Ver. Spcl. 6 yards 25 17 3,100 9,800 40* var. 192 MW TL10 Light Multiple Rocket Launcher System, 100mm (v1.0, OM 3/99) A rocket launcher that can try to saturate point defenses or lay down smokescreens quickly. Game Mechanics: 36-tube muzzleloader rated for missiles up to 100mm and 20 lbs. Unguided rockets with 100mm normal HE, ICM or CHEM (Blackout Gas) warheads. Light Multiple Rocket Launcher 300 lbs. $3,125 100mm HE Rocket 20 lbs. $280 100mm ICM Rocket 20 lbs. $920 100mm Blackout Gas Rocket 20 lbs. $600 Rocket Malf Type Damage/R. SS Acc 1/2D Max Speed End RoF HE Crit Exp* 6d*94[10d] 20 14 1,000 6,000 600 10 36:6 ICM Crit Spcl 150 yards 20 14 1,000 6,000 600 10 36:6 Blackout Crit Spcl 75 yards 20 14 1,000 6,000 600 10 36:6 TL10 Medium HVM MK.III, 240mm (v2.0, OM 3/99) A far future multirole ATGM/AAM. Game mechanics: Stealthy missile with 240mm small APDU warhead and brilliant, cheap, enlarged PEH guidance. Medium HVM MK.III 200 lbs. $230,000 Malf Guidance Type Damage Speed End Max Skill Crit BPEH Cr 6d*90(3) 3,600 12 43,200 24 TL10 Medium SRM MK.III, 240mm (v2.0, OM 3/99) A far future ground attack missile. Game mechanics: Stealthy missile with 240mm normal SICM warhead and, brilliant OH guidance. Medium SRM MK.III 200 lbs. $220,000 Malf Guidance Type Radius Speed End Max Skill Crit BOH Spcl 864 yards 600 58 34,800 17 TL10 Basic AAM-Z-10 (v2.1, OM 9/00) A medium anti-armor missile with the same size as a Jekobr. It can penetrate over a meter of titanium armor. Game mechanics: Stealthy missile with 240mm modest APEX warhead and enlarged, cheap, pop-up PRH guidance. The design is compatible with GURPS Traveller rules. Malf Guid. Type Damage Speed End Max Skill WPS CPS Crit. PRHPU Cr. 6d*150(2) 4,800 10 48,000 25 300 $180,000 plus Exp.* 6d*432[12d] TL10+ Medium Revolver Launcher MK.III, 240mm (v1.0, OM 3/99) A launcher for the Medium HVM, Medium SRM and compatible rounds. Game mechanics: Six-shot revolver launcher rated for ordnance up to 200 lbs. and 240mm. SS RoF Shots Wt Cost Ldrs Rating 20 1 6 400 lbs. $3,750 0 200 lbs. TL10 Medium MRL-Z-10, 300mm (v2.0, OM 6/00) A salvo launcher for artillery rockets. Game mechanics: Rocket with 300mm modest warhead, disposable six-tube launcher rated for ordnance between 100 lbs. and 200 lbs. and between 240mm and 300mm. The design is compatible with GURPS Traveller rules. Medium MRL-Z-10 300 lbs. 6 cf $312.5 ICM rocket 200 lbs. 4 cf $12,000 SICM rocket 200 lbs. 4 cf $110,000 SATNUC rocket 200 lbs. 4 cf $220,000 Rocket Malf Type Radius SS Acc Spd End IFR RoF ICM Crit. Spcl. 945 yards 20 16 1,000 30 150,000 6NR SICM Crit. Spcl. 945 yards 20 16 1,000 30 150,000 6NR SATNUC Crit. Spcl. 1,890 yards 20 16 1,000 30 150,000 6NR TL10+ Heavy Revolver Launcher MK.III, 300mm (v1.0, OM 10/99) A launcher for the Heavy HVM, Heavy SRM and compatible rounds. Game mechanics: Eight-shot revolver launcher rated for ordnance between 500 lbs. and 1,000 lbs. and between 240mm and 300mm. SS RoF Shots Wt Cost Ldrs Rating 30 1 8 2,200 lbs. $15,000 0 1,000 lbs. TL10+ Heavy Autolauncher MK.III, 300mm (v1.0, OM 1/00) A launcher for the Heavy HVM, Countermissile (Mk.III or higher) and compatible rounds. Game mechanics: Heavy automatic launcher rated for ordnance between 500 lbs. and 1,000 lbs. and between 240mm and 300mm. The use of missile launcher rules for robotic subcraft follows a precedent on GT157. SS RoF Shots Wt Cost Ldrs Rating 30 1 var. 4,000 lbs. $52,500 0 1,000 lbs. TL10+ XH Autolauncher MK.III, 1200mm (v1.0, OM 1/00) A launcher for the Modular Space Combat Missile or Modular Space Combat Drone (Mk.III or higher). Game mechanics: Heavy automatic launcher rated for ordnance between 40,000 lbs. and 20,000 lbs. and between 960mm and 1200mm. The use of missile launcher rules for robotic subcraft follows a precedent on GT157. SS RoF Shots Wt Cost Ldrs Rating 30 1/3 var. 160,000 lbs. $2,002,500 0 40,000 lbs. TL10 1,800 kJ Xaser Rifle Mk.I (v1.0, OM 11/98) A heavy rifle for zero-G use. Game mechanics: 1,800 kJ compact x-ray laser with shoulder stock, HUD sight, 8-power LLTV (+3 to Acc if braced) and 2.5-mile laser rangefinder (+2 to Acc if used), protected by DR 15 advanced composite armor, basic emission cloaking and basic stealth using an adaption of the component armor rule. 1,800 kJ Xaser Rifle Mk.I (unloaded) 40 lbs. $21,775 Malf Type Damage SS Acc 1/2D Max. RoF Shots ST Rcl Hld Ver Imp 7d*3(2) 12 15 or more 3,200 9,600 8* 150/E 16 0 no TL10 3.6 MJ X-ray Laser (v1.0, OM 3/99) A multirole beam weapon for light vehicles. Game mechanics: 3,600 kJ compact xaser. 3.6 MJ X-Ray Laser 100 lbs. $80,000 Malf Type Damage SS Acc 1/2D Max. RoF Power Ver Imp 6d*5(2) 20 21 4,500 14,000 16* 153,600 kW TL10 3.6 MJ Autolaser-Z-10 (v2.0, OM 5/00) A multirole laser for vehicle mounts. Game mechanics: X-ray laser, 3,600 kJ, cyclic rate 8, long range. The design is compatible with GURPS Traveller rules. Malf Type Damage SS Acc 1/2D Max Wt RoF Cost Power Ver. Imp. 6d*5(2) 20 22 9,000 27,000 150 8* $23,000 76.8 MW TL10 3.6 MJ Light Point Defense Laser (v1.0, OM 6/99) A far future beam weapon for CIWS mounts. Game mechanics: 3,600 kJ very long range x-ray laser. 3.6 MJ Light Point Defense Laser 200 lbs. $27,000 Malf Type Damage SS Acc 1/2D Max. RoF Power Ver Imp 6d*5(2) 20 24 18,000 54,000 8* 76,800 kW TL10 90 Megajoule X-Ray Laser (v1.0, OM 4/99) A counter-missile laser for deep space combat. Game mechanics: 90,000 kJ extreme range, compact x-ray laser. 90 Megajoule X-Ray Laser 5,000 lbs. $1,400,000 Malf Type Damage SS Acc 1/2D Max. RoF Power Ver Imp 6d*25(2) 30 30 180,000 540,000 4 960,000 kW TL10 Medium 360 MJ Laser (v1.0, OM 4/99) A variant of the standard x-ray laser with a slightly improved rate of fire. Game mechanics: 360,000 kJ extreme range xaser. Medium 360 MJ Laser 20,000 lbs. $1,300,000 Malf Type Damage SS Acc 1/2D Max. RoF Power Ver Imp 6d*50(2) 30 32 360,000 1,080,000 1 960,000 kW TL10 Heavy 360 MJ Laser (v1.0, OM 5/99) A variant of the standard x-ray laser with a much improved rate of fire. Game mechanics: 360,000 kJ extreme range xaser. Medium 360 MJ Laser 40,000 lbs. $2,700,000 Malf Type Damage SS Acc 1/2D Max. RoF Power Ver Imp 6d*50(2) 30 32 360,000 1,080,000 4 3,840,000 kW TL10 540 MJ Laserlance (v1.0, OM 6/99) A long-ranged beam weapon for small starships. Game mechanics: 540,000 kJ extreme range x-ray laser. 540 MJ Laserlance 20,000 lbs. $1,300,000 Malf Type Damage SS Acc 1/2D Max. RoF Power Ver Imp 6d*61(2) 30 32 441,000 1,323,000 1/2 720,000 kW TL10 Spinal 81 GJ Laser (v1.0, OM 5/99) A long-ranged x-ray laser for spinal mounts on small warships. Game mechanics: 81,000,000 kJ very long range xaser. Spinal 81 GJ Laser 1,500,000 lbs. $100,000,000 Malf Type Damage SS Acc 1/2D Max. RoF Power Ver Imp 6d*750(2) 30 37 2,700,000 8,100,000 1/2 108,000,000 kW - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - TL11 Decoy Module (v1.0, OM 1/00) This module contains one 2,500 kW area jammer, one 50 kW deceptive jammer, one 400 W radio jammer, active and passive sensors, C4I systems and the required power pack. It turns a modular space combat weapon into a decoy. Game mechanics: The module uses GURPS Vehicles [second edition, first printing, June 1999 errata]. It fits into 120 cf modular sockets as per VE72. Instruments and Electronics: Scrambled, very sensitive receiver (x100, HP 1). Extreme range radio jammer (5,000 miles, HP 18, 0.4 kW). Three scrambled, long range neutrino communicators (150,000 miles, HP 13, 4 kW each). AESA (F, 600 miles, scan 27, HP 17, 150 kW). Four thermographs (R/L/T/U, 600 miles, scan 27, HP 20 each). PESA (F, 3,000 miles, scan 32, HP 60). Radscanner (500 miles, scan 27, HP 11). Three sets of precision navigation instruments (HP 4 each). Three IFF (HP 1). Three inertial navigation systems (HP 2 each). Area jammer (jam rating 14, HP 30, 2,500 kW). Deceptive jammer (jam rating 14, HP 30, 50 kW). Blip enhancer (HP 6, 2.5 kW). Hardened, high-capacity, robotic microframe (C7, DX 11, IQ 10, HP 13, 0.1 kW). Database (C1, 184.1 GB recognition guides). Datalink (C1). Routine vehicle operation (C6, skill 16). Electronics Operation (Commo) skill program (C6, 9.5 points, skill 28). Electronics Operation (Sensors) skill program (C6, 9.5 points, skill 28). Miscellaneous: High-security alarm (skill 20). Power System: 215 kW RTG (14 years endurance, HP 11) powers all systems except for the area jammer. Energy Banks: 35 rE power cells (450,000 kWs, HP 2 each) power area jammer for 105 minutes. Space: 9.4 cf access space. Volume: 120 cf. Statistics: Weight 6,000 lbs. Price $4,320,000. TL11 Nuclear-Pumped X-Ray Laser Module (v1.0, OM 1/00) This module contains a 16 kiloton nuclear-pumped x-ray laser with four lasing rods and guidance systems. It is the standard payload of the modular space combat weapon system. Game mechanics: The module uses GURPS Vehicles [second edition, first printing, June 1999 errata]. Cost and size of the nuclear self-destruct were not reduced. It fits into 120 cf modular sockets as per VE72. Instruments and Electronics: Scrambled, very sensitive receiver (x100, HP 1). Three scrambled, long range neutrino communicators (150,000 miles, HP 13, 4 kW each). Four thermographs (R/L/T/U, 600 miles, scan 27, HP 20 each). PESA (F, 3,000 miles, scan 32, HP 60). Radscanner (500 miles, scan 27, HP 11). Three sets of precision navigation instruments (HP 4 each). Three IFF (HP 1). Three inertial navigation systems (HP 2 each). Deceptive jammer (jam rating 6, HP 4, 2.5 kW). Hardened, high-capacity, robotic microframe (C7, DX 11, IQ 10, HP 13, 0.1 kW). Database (C1, 231.975 GB recognition guides). Datalink (C1). Routine vehicle operation (C6, skill 16). Electronics Operation (Sensors) skill program (C6, 9.5 points, skill 28). Gunner (Beams) skill program (C7, 24 points, skill 15). Targeting (C6, +7 to skill). Miscellaneous: High-security alarm (skill 20). Self-destruct (Medium Pumped Xaser Warhead, HP 100). Power System: 15 kW RTG (14 years endurance, HP 4) powers all systems with 0.4 kW excess power. Space: 0.4 cf access space. Volume: 120 cf. Statistics: Weight 6,000 lbs. Price $3,600,000. TL11 Medium Pumped Xaser Warhead (v1.0, OM 1/00) A warhead for a deep space antiship missile. Game mechanics: 16 kT bomb-pumped x-ray laser with 4 rods using the rules proposed by MA Lloyd. In a standard atmosphere, explosive damage is halved every 150 yards. Malf Type Damage SS Acc 1/2D Max RoF WPS VPS CPS Crit Exp 6d*64,000,000 - - - - 1NR 2,400 48 $35k Imp 6d*50,000 30 41 80 mi. 240 mi. 4NR TL11 Sensor Module (v1.0, OM 1/00) This module contains powerful passive sensors and C4I systems. It can turn a modular space combat weapon into a reconnaissance drone or a minefield control unit. Game mechanics: The module uses GURPS Vehicles [second edition, first printing, June 1999 errata]. It fits into 120 cf modular sockets as per VE72. Instruments and Electronics: Scrambled, very long range radio (500,000 miles, HP 4, 0.1 kW). Six scrambled, long range neutrino communicators (150,000 miles, HP 13, 4 kW each). Three PESAs (R/L/T, 600 miles, scan 27, HP 20 each). PESA (F, 6,000 miles, scan 33, HP 100). Radscanner (3,000 miles, scan 32, HP 40). Two flight data recorders (HP 2 each). Three sets of precision navigation instruments (HP 4 each). Three IFF (HP 1). Three inertial navigation systems (HP 2 each). Deceptive jammer (jam rating 10, HP 10, 10 kW). Hardened, high-capacity, robotic microframe (C7, DX 11, IQ 10, HP 13, 0.1 kW). Database (C1, 450.45 GB recognition guides). Datalink (C1). Routine vehicle operation (C6, skill 16). Electronics Operation (Sensors) skill program (C6, 9.5 points, skill 28). Tactics (Space) skill program (C6, 10 points, skill 28). Miscellaneous: High-security alarm (skill 20). Power System: 35 kW RTG (14 years endurance, HP 5) powers all systems with 0.8 kW excess power. Space: 0.3 cf access space. Volume: 120 cf. Statistics: Weight 6,000 lbs. Price $6,000,000. TL11 4mm Grav Combat Rifle Mk.I (v1.0, OM 11/98) A far future rifle for light powered troops. Game mechanics: 4mm, gravitic, medium-barrelled, light automatic with shoulder stock, HUD and laser sight, protected by DR 12 advanced composite armor, basic emission cloaking, basic stealth and basic chameleon using an adaption of the component armor rule. 4mm Grav Combat Rifle Mk.I 12 lbs. $10,545 Solid Round 0.0032 lbs. $0.026 APSHD Round 0.0021 lbs. $0.52 Magazine (rB cell, for 280 rounds) 0.41 lbs. $50 Round Malf Type Damage SS Acc 1/2D Max. RoF Shots ST Rcl Hld Solid Ver Cr 6d*3 7 15 1,500 6,100 16* 280/rB 10 -1 -5 APSHD Ver Cr 6d*4(5) 7 15 2,250 9,150 16* 280/rB 10 -1 -5 TL11+ Light ARL-11, 240mm (v2.0, OM 6/00) An automatic launcher for small artillery rockets. Game mechanics: Rocket with 240mm modest warhead, fast autoloader launcher rated for ordnance between 50 lbs. and 100 lbs. and between 192mm and 240mm. The design is compatible with GURPS Traveller rules. Light ARL-11 250 lbs. 5 cf $5,625 ICM rocket 100 lbs. 2 cf $6,000 SICM rocket 100 lbs. 2 cf $55,000 SATNUC rocket 100 lbs. 2 cf $110,000 Rocket Malf Type Radius SS Acc Spd End IFR RoF Shots ICM Crit. Spcl. 605 yards 20 16 1,400 12 84,000 1/4 var. SICM Crit. Spcl. 605 yards 20 16 1,400 12 84,000 1/4 var. SATNUC Crit. Spcl. 1,210 yards 20 16 1,400 12 84,000 1/4 var. TL11 Basic AAM-11 (v2.1, OM 9/00) A medium anti-armor missile with the same size as a SIM-10. It can penetrate over a meter of titanium armor. Game mechanics: Stealthy missile with 250mm modest APEX warhead and enlarged, cheap, pop-up PRH guidance. The design is compatible with GURPS Traveller rules. Malf Guid. Type Damage Speed End Max Skill WPS CPS Crit. PRHPU Cr. 6d*195(2) 6,000 8.5 51,000 28 300 $180,000 plus Exp.* 6d*488[12d] TL11 Heavy HVM MK.IV, 300mm (v2.0, OM 3/99) A far future multirole ATGM/AAM. Game mechanics: Stealthy missile with 300mm modest 1 kt nuclear or APHD warhead, NTVG guidance and brilliant, cheap, enlarged PEH guidance. In standard atmospheres, the damage of the nuclear warhead is quartered every 128 yards. Heavy HVM MK.IV 1,000 lbs. $1,500,000 Malf Guidance Type Damage Speed End Max Skill Min APHD Crit NTVG/BPEH Cr 6d*312(5) 8,000 18 144,000 OG/33 50/- 1 kT Crit NTVG/BPEH Exp 6d*4,000,000 8,000 18 144,000 OG/33 50/- TL11 Heavy SRM MK.IV, 300mm (v2.0, OM 3/99) A far future ground attack missile. Game mechanics: Stealthy missile with 300mm huge APEX warhead and brilliant PEH guidance. Medium SRM MK.IV 1,000 lbs. $560,000 Malf Guidance Type Damage Speed End Max Skill Crit BPEH Cr 6d*250(2) 4,000 32 128,000 18 plus Exp* 6d*3,375[12d] TL11 1,800 kJ Xaser Rifle Mk.II (v1.0, OM 11/98) A heavy rifle for zero-G use. Game mechanics: 1,800 kJ compact x-ray laser with shoulder stock, HUD sight, 8-power LLTV (+3 to Acc if braced) and 2.5-mile laser rangefinder (+2 to Acc if used), protected by DR 20 advanced composite armor, basic emission cloaking, basic stealth and basic chameleon using an adaption of the component armor rule. 1,800 kJ Xaser Rifle Mk.II (unloaded) 40 lbs. $11,850 Malf Type Damage SS Acc 1/2D Max. RoF Shots ST Rcl Hld V(C) Imp 9d*3(2) 12 15 or more 3,500 10,000 8* 187/E 16 0 no TL11 3.6 MJ Light Point Defense Laser (v1.0, OM 1/00) A far future beam weapon for CIWS mounts. Game mechanics: 3,600 kJ extreme range, compact x-ray laser. 3.6 MJ Light Point Defense Laser 200 lbs. 4 cf $53,000 Malf Type Damage SS Acc 1/2D Max. RoF Power V(C) Imp 6d*6(2) 20 26 40,000 120,000 8* 76,800 kW TL11 3.6 MJ Heavy PD Laser-11 (v2.0, OM 5/00) A rapid fire laser for vehicle mounts. Game mechanics: X-ray laser, 3,600 kJ, cyclic rate 20, extreme range, compact. The design is compatible with GURPS Traveller rules. Malf Type Damage SS Acc 1/2D Max Wt RoF Cost Power V(C) Imp. 6d*6(2) 25 26 40,000 120,000 500 20* $93,000 192 MW TL11 32 MJ RF Fusion Gun-11 (v2.0, OM 6/00) A Rapid Fire Fusion Gun for vehicle mounts. Game mechanics: Plasma blaster (using a neutral particle beam design), 32,000 kJ, cyclic rate 12. The design is compatible with GURPS Traveller rules. Malf Type Damage SS Acc 1/2D Max Wt RoF Cost Power Ver. Exp. 6d*75 25 20 3,200 9,600 2,000 12* $830,000 768 MW TL11 1.44 GJ X-Ray Laser (v1.0, OM 1/00) A counter-missile laser for deep space combat. Game mechanics: 1,440,000 kJ very long range, compact x-ray laser. 1.44 GJ X-Ray Laser 40,000 lbs. 800 cf $5,400,000 Malf Type Damage SS Acc 1/2D Max. RoF Power V(C) Imp 6d*129(2) 30 32 396,000 1,188,000 4* 15,360,000 kW TL11 43.2 GJ X-Ray Laser (v1.0, OM 1/00) A medium laser for deep space combat. Game mechanics: 43,200,000 kJ extreme range, compact x-ray laser. 43.2 GJ X-Ray Laser 800,000 lbs. 16,000 cf $110,000,000 Malf Type Damage SS Acc 1/2D Max. RoF Power V(C) Imp 6d*704(2) 30 38 4,338,000 13,014,000 1/2 57,600,000 kW TL11 54 GJ X-Ray Laser (v1.0, OM 1/00) A medium laser for deep space combat. Game mechanics: 54,000,000 kJ extreme range, compact x-ray laser. 54 GJ X-Ray Laser 1,000,000 lbs. 20,000 cf $130,000,000 Malf Type Damage SS Acc 1/2D Max. RoF Power V(C) Imp 6d*787(2) 30 39 4,850,000 14,550,000 1/2 72,000,000 kW TL11 864 GJ X-Ray Laser (v1.0, OM 1/00) A heavy laser for deep space combat. Game mechanics: 864,000,000 kJ extreme range, compact x-ray laser. 864 GJ X-Ray Laser 16,000,000 lbs. 320,000 cf $2,100,000,000 Malf Type Damage SS Acc 1/2D Max. RoF Power V(C) Imp 6d*3,149(2) 30 42 19,400,000 58,200,000 1/2 1.152 TW TL11 1.08 TJ X-Ray Laser (v1.0, OM 1/00) A heavy laser for deep space combat. Game mechanics: 1,080,000,000 kJ extreme range, compact x-ray laser. 1.08 TJ X-Ray Laser 20,000,000 lbs. 400,000 cf $2,700,000,000 Malf Type Damage SS Acc 1/2D Max. RoF Power V(C) Imp 6d*3,521(2) 30 43 21,690,000 65,070,000 1/2 1.44 TW TL11 Light Pumped Xaser Warhead (v3.0, OM 1/00) A warhead for a deep space countermissile. Game mechanics: 0.01 kT bomb-pumped x-ray laser with 4 rods using the rules proposed by MA Lloyd. In a standard atmosphere, explosive damage is halved every 16 yards. Malf Type Damage SS Acc 1/2D Max RoF Shots WPS VPS CPS Crit Exp 6d*40,000 - - - - 1 1NR 60 1.2 $2,100 Imp 6d*1,250 20 41 80 mi. 240 mi. 4 4NR TL11 Medium Pumped Xaser Warhead (v1.0, OM 1/00) A warhead for a deep space antiship missile. Game mechanics: 16 kT bomb-pumped x-ray laser with 4 rods using the rules proposed by MA Lloyd. In a standard atmosphere, explosive damage is halved every 150 yards. Malf Type Damage SS Acc 1/2D Max RoF WPS VPS CPS Crit Exp 6d*64,000,000 - - - - 1NR 2,400 48 $35k Imp 6d*50,000 30 41 80 mi. 240 mi. 4NR - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - TL 12 Wraithebone Structure (v1.0, James P. Barrett 11/99) This is a responsive psychoplastic used by the Eldar. It functions as both responsive structure, and Living Metal Structure in all ways except that it cannot simply "open doors" in it's structure upon comand, and it requires no specific source of mass in order to rebuild, it being assumed that it picks up matter from the surounding area (atmosphere, intersteller dust clouds, etc . . . ). Special Structure Weight Multiplier Cost Multiplier Wraithebone x1 x3 TL 12 Shuriken Design Option (v1.0, James P. Barrett 11/99) This option may be given to any Extra-Low-Powered magnetic or gravitic gun. A gun with this option may use Shuriken Ammunition, and Solid Core Magazines. However, it may ONLY use Shuriken Ammunition. Type and Damage (DAM) Shuriken Weapons: Type is Cut. and DAM = 0.6 x B x L x G x T x P. Weight Per Shot (WPS) Shuriken Weapons: Divide the WPS of all Shuriken Weapons by (0.5xB). Power Note: For Shuriken Weapons use the WPS calculated above, NOT the one which would be used gained with the standard formula. Loaded Weight For Weapons with solid core ammunition B is 1, and CPS is multiplied by 2. TL12 4mm Grav Combat Rifle Mk.II (v1.0, OM 11/98) A far future rifle for light powered troops. Game mechanics: 4mm, gravitic, medium-barrelled, light automatic with shoulder stock, HUD and laser sight, protected by DR 20 advanced composite armor, basic emission cloaking, basic stealth and basic chameleon using an adaption of the component armor rule. 4mm Grav Combat Rifle Mk.II 12 lbs. $5,645 Solid Round 0.0032 lbs. $0.026 APSHD Round 0.0021 lbs. $0.52 Magazine (rB cell, for 280 rounds) 0.41 lbs. $50 Round Malf Type Damage SS Acc 1/2D Max. RoF Shots ST Rcl Hld Solid Ver Cr 6d*3 7 15 1,500 6,100 16* 280/rB 10 -1 -5 APSHD Ver Cr 6d*4(5) 7 15 2,250 9,150 16* 280/rB 10 -1 -5 TL12 15mm Shuriken Catapult (v1.0, James P. Barrett 11/99) Game mechanics: 15mm, electromag, extra-low-powered, medium- barrelled light automatic using the Shuriken option described above, with a reputation for quality. 15mm Shuriken Catapult 4.5 lbs. 0.09 cf $1,900 Shuriken 0.0045 lbs. 0.00003 cf $0.036 Malf Type Damage SS Acc 1/2D Max. RoF Shots Power Ver.(Crit.) Cut 7d-1 12 13 730 4,000 10* var. 8.4375 kW TL12 Basic AAM-12 (v2.1, OM 9/00) A medium anti-armor missile with the same size as a SIM-12. It can penetrate over a meter of titanium armor. Game mechanics: Stealthy missile with 250mm modest APEX warhead and enlarged, cheap, pop-up PRH guidance. The design is compatible with GURPS Traveller rules. Malf Guid. Type Damage Speed End Max Skill WPS CPS Crit. PRHPU Cr. 6d*195(2) 6,000 8.5 51,000 29 300 $180,000 plus Exp.* 6d*488[12d] TL12 720 kJ "Point Defense" Xaser (v1.0, OM 4/97) This weapon is one of the smallest space-use point defense guns. Game mechanics: Compact extreme-range xaser. 720 kJ Xaser 100 lbs. $20,000 2 cf Malf Type Damage SS Acc 1/2D Max. RoF Power Ver(C) Imp 11d(2) 20 24 19,000 39,000 20 38.4 MW TL12 1,800 kJ Xaser Rifle Mk.III (v1.0, OM 11/98) A heavy rifle for zero-G use. Game mechanics: 1,800 kJ compact x-ray laser with shoulder stock, HUD sight, 8-power LLTV (+3 to Acc if braced) and 2.5-mile laser rangefinder (+2 to Acc if used), protected by DR 30 advanced composite armor, basic emission cloaking, basic stealth and intruder chameleon using an adaption of the component armor rule. 1,800 kJ Xaser Rifle Mk.III (unloaded) 40 lbs. $7,237.5 Malf Type Damage SS Acc 1/2D Max. RoF Shots ST Rcl Hld V(C) Imp 11d*3(2) 12 15 or more 3,800 11,000 8* 225/E 16 0 no TL12 3.6 MJ Heavy PD Laser-12 (v2.0, OM 5/00) A rapid fire laser for vehicle mounts. Game mechanics: X-ray laser, 3,600 kJ, cyclic rate 20, extreme range, compact. The design is compatible with GURPS Traveller rules. Malf Type Damage SS Acc 1/2D Max Wt RoF Cost Power V(C) Imp. 6d*8(2) 25 26 43,000 129,000 500 20* $47,000 192 MW TL12 64 MJ RF Fusion Gun-12 (v2.0, OM 6/00) A Rapid Fire Fusion Gun for vehicle mounts. Game mechanics: Plasma blaster (using a neutral particle beam design), 64,000 kJ, cyclic rate 12. The design is compatible with GURPS Traveller rules. Malf Type Damage SS Acc 1/2D Max Wt RoF Cost Power Ver. Exp. 6d*125 30 21 4,900 15,000 4,000 12* $1,600,000 1.536 GW - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - TL13+ 4mm Grav Combat Rifle Mk.III (v1.0, OM 11/98) A far future rifle for light powered troops. Game mechanics: 4mm, gravitic, medium-barrelled, light automatic with shoulder stock, HUD and laser sight, protected by DR 30 advanced composite armor, basic emission cloaking, basic stealth and basic chameleon using an adaption of the component armor rule. 4mm Grav Combat Rifle Mk.III 12 lbs. $3,045 Solid Round 0.0032 lbs. $0.026 APSHD Round 0.0021 lbs. $0.52 Magazine (rB cell, for 280 rounds) 0.41 lbs. $50 Round Malf Type Damage SS Acc 1/2D Max. RoF Shots ST Rcl Hld Solid Ver Cr 6d*3 7 15 1,500 6,100 16* 280/rB 10 -1 -5 APSHD Ver Cr 6d*4(5) 7 15 2,250 9,150 16* 280/rB 10 -1 -5 TL13 1,800 kJ Xaser Rifle Mk.IV (v1.0, OM 11/98) A heavy rifle for zero-G use. Game mechanics: 1,800 kJ compact x-ray laser with shoulder stock, HUD sight, 8-power LLTV (+3 to Acc if braced) and 2.5-mile laser rangefinder (+2 to Acc if used), protected by DR 45 advanced composite armor, basic emission cloaking, basic stealth and intruder chameleon using an adaption of the component armor rule. 1,800 kJ Xaser Rifle Mk.IV (unloaded) 40 lbs. $7,237.5 Malf Type Damage SS Acc 1/2D Max. RoF Shots ST Rcl Hld V(C) Imp 8d*5(2) 12 15 or more 4,100 12,000 8* 262/E 16 0 no - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -