Copyright (c) 1995 by Michael Smith Neat. I have friends who are just going to love this. Your post also inspired me to add a couple of nasties to the GURPS: DOOM Bestiary, they all came out of a particularly bad nightmare I had after playing hours and hours of DOOM and eating a really stale pizza. They are as follows: Gunheads ST 10 Move/Dodge 4/7 Size: 2 DX 15 PD/DR 4/60 Weight 600 lbs IQ 10 Damage: by weapon type HT 16/50 Reach: C Fright Check: -9 New and updated for the future. Full conversion Cacodemons! These steel-clad monsters replace their gas ball atytack with a demonic chaingun (talk about a mouthful)! They're a bit harder to kill than your average Cacodemon, but fortunately they're also a lot dumber. They prefer ranged combat, since they have no close-up attacks. Movement is as for Cacodemons, with the exception that a powerful rocket booster in their back sides allow them to perform a ram attack in desperation (damage as per vehicle ram). Their Guns (Chain Gun) skill is 16. Chaingun: Type DMG SS Acc 1/2D MAX Wt RoF Shots ST Rcl Cost TL Cr. 5d 12 3 1000 2500 20 20 ~ 13 -3 6000 7 Gremlins ST 12 Move/Dodge 6/6 Size 1 DX 16 PD/DR 3/12 Weight 150lbs IQ 10 Damage: Shotgun blast or by ST with Claws +2 HT 10 Reach C Fright Check -3 Nasty relatives of the Imps, cyberized for your destruction! Physically weaker than the Imps, Gremlins have an innate ability to "Gremlinize" technology. The "gremlinize" ability allows them to cause equipment and weapons to foul, jam, break or explode (Consider it an Entropy- 2 effect from Gurps: Mage). The "Gremlinize" ability is usable once a turn, and the Gremlin must make a Concentrate manuever to use it, during this time the Gremlin cannot attack. They also have steel-shod claws (for opening that armor) and a built in shotgun replacing their left arm. They have Guns (Shotgun) @14, Mechanic @10 and Gremlinize @16. Shotgun Type DMG SS Acc 1/2D MAX Wt RoF Shots ST Rcl Cost TL Cr. 4d 12 5 25 150 8 3~ ~ 12 -3 235 7 DoomBots ST 15 Move/Dodge: 6/6 Size 1 DX 14 PD/DR: 4/40 Weight: 400 lbs IQ 8 Damage: A weapon, or by ST punching HT 10 Reach: C Fright Check -2 Formerly the user-friendly Kissinger Enterprises Robotic Assistant Mechanism Model 8. These little guys have been corrupted by the hellish emanations of the Inferno. Now possessed of a malignant intelligence, the RAM-8's roam the levels looking for Doomtroopers to slay. Once they have encountered a target they relentlessly pursue it, using their tracking programs and built in door override codes to follow the hapless Marines anywhere. The good news is that the little buggers have to scrounge for weapons, the bad news is that they also tend to scrounge up things like Plasma Arc Welders, Mining Lasers and sundry unpleasantness. Their programs include: Guns (most)@ 14, Mechanic @14, Tracking @14, Scrounging @14 and Area Knowledge (UAC Bases) @14. No infringment of copyrights are intended. (I think)