GURPS DOOM add-ons Comments, Additions, and Nitpicks for GURPS DOOM: THE PLAGARISM [(c) 1995 by Opusk@iquest.net (Jeffrey Keown)] by Jon Richardson Players Stuff: Union Army: Same skills as the Space Marine, but built on half as many points. Army soldiers typically go through "nicer" training than their Marine counterparts, and so rarely have such advantages as High Pain Threshold, Extra Hit Points, Toughness, or Fearlessness. However, they are also less likely to have disadvantages like Berzerk, Megalomania, Paranoia, Intolerance, and On The Edge, and generally work better in teams. Because of politics and supply priority, Union Army soldiers almost always have nicer, newer equiment than their Marine counterparts, whereas the Marines typically have bigger guns. Stuff On Advantages and Disadvantages: Magical Resistance: Does not help against missile spells, but it seems to me like it would be useful in slowing down the Arch-Vile's Immolate attack. . . Characters with this advantage may find that certain magical devices are less effective on them. Soul-spheres, inviso-spheres, and the like will not be as effective, or last as long as normal. This depends on how cruel the GM is. Martial Arts Styles: Some people can make an art out of anything, even slicing into someone's meaty parts with a chainsaw. See below for details. Skill Stuff: Area Knowledge (Hell): Actually, you CAN buy this, but the prerequisites are Latin, Occult (at at least 16), Theology (also at 16), and Weirdness Magnet. ("Hey, I've seen a woodcut of this place . . .") In some campaigns, there may be characters who have been there so many times they know their way around. Of course, there's nothing that says that the denizens of Hell can't move stuff around to confuse you. . . Chainsaw (P/H) Default: DX-6 Prereq: None Using a chainsaw to cut logs takes skill. Using a chainsaw in balls-to-the-wall personal combat takes a LOT of skill. Once a character has hit another, a Quick Contest is rolled between the hitter and the hittee on every subsequent round. The person hit rolls against DX, while the chainsaw wielder rolls against DX-6 or Chainsaw skill. If the hittee succeeds, he can back away 1 hex and take no damage this turn, and his opponent must make another to-hit roll with the chainsaw. If the chainsaw-wielder wins the contest, however, the chainsaw AUTOMATICALLY does damage this turn and forces another Quick Contest next turn. People or things that are hit with chainsaws and choose not to attempt escape (Demons are famous for this) automatically fail their DX check, but may attempt a Dodge. Anyone who Parries a chainsaw must make a DX check to avoid losing the parrying weapon. The chainsaw wielder can choose to saw away at the parrying weapon; a Quick Contest of DX (or Weapon Skill) vs. Chainsaw (or DX-6) is made, and success on the part of the chainsawer results in damage done to the parrying weapon, and an immediate DX check for the parrier to retain that weapon! Firepower Stuff: Okay, nitpick time. I have some technical objections to some of the firearms data. Maybe I think about this stuff too much. Pistol: Obviously 9mm. The military only changes standard pistols once every hundred-something years. (And yeah, I'll use it for anything smaller than a Baron. I don't believe in Cheat Codes). Type DMG SS Acc 1/2D MAX Wt RoF Shots ST Rcl Cost TL Cr 2d+2 11 3 210 2500 2.5 3~ 18 10 -2 750 7 Remember, the Chaingun uses exactly the same ammo as the Pistol. If you have a lot of bullets, you can fully load both weapons! Carbine: Standard cheapo infantry weapon, used a lot by the Army for peacekeeping duties. Compatible with Pistol/Chaingun ammo. It's what the Former Humans all look like they're carrying. Type DMG SS Acc 1/2D MAX Wt RoF Shots ST Rcl Cost TL Cr 2d+2 12 5 350 3500 4.5 3~ 36 10 -1 950 7 Carbines use the same magazines as Pistols, but in a special double mount that automatically feeds ammo from both magazines. Chaingun: Okay, here's where I take issue. A shot from a Chaingun is EXACTLY like a shot from a Pistol. The only advantage of the Chaingun is it's rate of fire. Try it out: fire a 2-bullet burst (that's the MINIMUM fire rate!) at an Imp. You'll notice that it doesn't fall down right away. Type DMG SS Acc 1/2D MAX Wt RoF Shots ST Rcl Cost TL Cr 2d+2 12 3 210 2500 20 20 400 13 -1 6000 7 Chainguns are equipped with an ammo-feeding device that can be used to fill a standard Pistol magazine in a single turn. The military loves all of the above weapons, because they all use the same ammunition . This makes it really easy to resupply everyone. Standard ammo is a steel-jacketed AP round (cuts armor in half). Also in use is a subsonic thermite-core round for covert work (no AP effect, but damage is Impaling). Shotguns: Don't forget that the damage values given for shotguns in GURPS are for shotgun slugs, which not only do a good bit of damage but get a X1.5 damage bonus after penetration for their large caliber. I'm away from my GURPS book, so I can't remember how GURPS handles shotshells. However, I do have close access to some fine firearms literature which contains some good statistics on shotgun blasts. The following optional rules assume good `ol 00 buck in a standard 9 pellet 2 3/4 inch load. Shotgun: Type DMG SS Acc 1/2D MAX Wt RoF Shots ST Rcl Cost TL Cr 1d 13 6 25 150 8 9s (3) 5 12 -3 250 7 Shotguns fire a burst of pellets with each shot taken. Closer than 10 feet (3 hexes), all pellets will hit the same location. Up to 1/2 damage range, blasts that hit a limb or other small target (-3 or smaller) will miss with some pellets; roll 1d6 to determine how many miss. Each pellet that misses has a chance of hitting a target beyond the first. For large targets, assume the number the shot was made by indicates the number of pellets that hit a single numbered location; half the pellets that miss this location will hit adjacent locations, while the other half will miss (a missed to-hit roll indicates that all pellets missed the target entirely) . Beyond 1/2 damage range, the shot spreads wide enough that some pellets will always miss a man-sized target; use the number the roll was made by to determine the number of pellets that hit, but for every 15 yards past the 1/2 damage range, subtract one more pellet. At these ranges hit locations for pellets are all rolled randomly, and targets standing in adjacent hexes, as well as behind the target, can be hit by pellets. Billiard Effect: If two or more shotgun pellets hit a single location, they react with one another. Divide the number of pellets that hit a single location into a "first" half and a "second" half, rounding the "first half" up if necessary. The "first" half of the shot column hits normally. The "second" half hits the target as if the DR of that location were lessened by the highest damage pellet from the "first" half of the wad. If billiarding occurs, multiply all damage that penetrates to that location by 1.5. Shotgun pellets do not billiard if striking a surface of PD 6 or greater (that's PD, NOT DR). Super Shotgun: Type DMG SS Acc 1/2D MAX Wt RoF Shots ST Rcl Cost TL Cr 1d 13 4 10(25) 150 7 9s* 2 13 -3 275 6 Both barrels of this shotgun can be fired simultaneously. Roll separate to-hit rolls, determine all pellet hits separately, but assume all pellets hit simultaneously for billiarding effects. Because of the short barrels and improved choke of this weapon, the pellets spread out wide long before the 1/2 damage range is reached. Use the first 1/2D number for spread and the second for damage. To simplify the damage that Shotguns do, you may choose to roll 1 die and Rocket Launcher: If you want to put 50 shots in it, you can attach a special motorized belt-feed/backpack device that comes with a handy clip-on rocket launcher holder! This device weighs an extra 6 pounds and precludes the wearing of any other sort of backpack. Plasma Gun: AIIIGH! Where did you get these numbers??? It takes two or three shots from a plasma weapon just to take down an imp. 10d? Hah! Seriously, though, this is an excellent weapon. Any plasma bolt that passes within 18" of a physical object discharges into it, meaning that shooting through small holes, metal grates, and directly at anything hiding behind lots of cover is next to impossible, but any miss by up to 1 above the needed roll still does 1/2 damage with the electrothermal discharge. Armor counts as 1/5 normal, and each direct plasma hit reduces DR of most standard armors by 1. Recoil modifier is -1 per burst of 4 shots. Type DMG SS Acc 1/2D MAX Wt RoF Shots ST Rcl Cost TL Imp 3d 12 6 1000 10000 12 20 200 10 -1/4 25000 9 Plasma Cannon: This is a weapon from a neat DOOM add-on. Fires great big plasma bursts slowly. Gets 120 shots from a D cell or 60 from a C cell. Type DMG SS Acc 1/2D MAX Wt RoF Shots ST Rcl Cost TL Imp 10d 13 6 2000 15000 18 3~ 120 10 -1 50000 9 Chainsaw: Chainsaws most emphatically do NOT depend on muscular strength to do damage. No matter how hard you press, the saw will cut at the same rate. Using a chainsaw at under the minimum ST prevents the character from doing continuous damage (see Chainsaw skill, above). Coalman "Mangler" gas powered chainsaw: Type DMG Reach Cost Wt. ST Special Cut 2d+1 1 75 7 10 Takes one turn to start. Coalman "Buzzer" battery powered chainsaw. Type DMG Reach Cost Wt. ST Special Cut 1d+2 1 95 6 8 Starts instantly; needs a C energy cell to run. This one will run for hours on a C-cell. Equipment Stuff: Automapper Type I: This resembles a large palmtop computer. It is used to tap via infrared relay into the Navigation Grid used by most modern civilian and military installations. If the Navigation Grid is down (the Grid is shut down in all non-natural disaster situations, such as riots or terrorist attacks, to prevent its use by the enemy), the map is useless. Occasionally, one might find a Type I map with the entire local grid stored on it; this info can be fed into a Type II or III automapper (see below). Wt: 2 pounds. TL: 8. Cost: $40. Automapper Type II: This is an ugly-looking device that fits over the user's head. It is designed to fit under standard Marine and Army battle helmets. The Automapper Type II keeps track of where the wearer has been. Every time the wearer comes near any solid object large enough to set of the short-range radar (such as a wall, mobile home, office cubicle, etc.) the Automapper records it's position. If this information can be relayed to a Nav Beacon or sattelite, then the wearer can locate his own position on the map he has made, using the flip-out heads-up display attatched to the device. Otherwise, the wearer can guess where he is on the map and navigate from there. Without a beacon or sattelite, teleporters will always crash a Type II system, causing it to dump the old map and start over. Wt: 1 pound. TL: 8. Cost: $400. Automapper Type III: This is a Type II automap with special navigation hardware worn in a belt- and shoulder- mounted unit. This map allows the user to track his location according to a combination of geomagnetic polariziation, long-wave radar tracking of unique landmarks, and inertial tracking. While needing no Nav Beacon or sattelite link to track the user's position, this equipment is highly sensitive to ambient radiation. Any plasma weapon, radio-ooze barrel, or BFG-9000 that is set off anywhere near the Type III has a 1-in-6 chance of completely bollixing the system, requiring that it be repaired with an Electronics roll (easy - +2 to the roll), and then reset. Wt: 4 pounds. TL:9. Cost: $6500. Armor: Are you sure those zeroes belong there? DR 80 seems pretty damn good for "useless" body armor, and DR 150 enough DR to laugh off rockets all day. I think 4/8 and 6/15 are the proper numbers here. Berzerk Pack: Don't forget ST +10. Punches from a Berzerk Packed individual can make ordinary humans explode. Picker Card: Security clearance? I'll show you security clearance. . . Use Electronics (Security Systems) to fake security codes with this handy device. Mind-bogglingly illegal; military personnel caught with such a device without proper authorization (which is pretty damn difficult to get) are not only court-martialled but thrown through the Gate of Hell wearing nothing but boxer shorts and a thin coating of A-1 steak sauce. Dark Intensifiers: Novelty prank. Makes light equal to near-complete darkness (-9) for 20 minutes on a B cell. The B cell is used to power the clamp that keeps you from taking it off. Wraiths are definitely harder to see with one of these on. Monster Stuff: You may want to change some of the weapons damages of these creatures to reflect the stuff I messed with above. Or, you may not. Former Humans: These may be using Carbines instead of Pistols. This will mean being able to retrieve twice as much ammo from them, but will also make them more dangerous at longer ranges. Former Assassins: These may be using silenced pistols with the thermite-core ammo described above. Imps, Cacodemons: The fireballs thrown by these particular creatures go really slow, even at ultraviolence level. Add +1 to Dodge for every 10 hexes it travels after you spot it coming. Cacodemons: These guys have a couple of soft spots around the face that can be penetrated even by pistol ammo. Hits to the Mouth (-4, must be facing you) only go through PD/DR 2/12. Note that the mouth is too small to fire into with Plasma weapons. Hits to the Eye (-7, again must be facing you) are going through PD/DR 2/6. More than 6 points of damage to either of these locations will physically stun the Cacodemon for one turn. Pain Elementals: These creatures have vulerabilities similar to Cacodemons, except that they aren't stunned - they like pain. Shots to the mouth have a 3-in-6 chance of hitting an emerging Lost Soul instead. Eye is PD/DR 3/8. Arch-Vile: Note that the Immolate attack takes the victims (HT -8) turns to activate. Getting out of line of sight of the Arch-Vile will disrupt this attack. Magic Resistance adds +1 to the activation time per -1 of Resistance. This attack completely ignores armor, but magical DR gained from Soul Spheres and the like will protect. Gunheads: These mechanical monstrosities have NONE of the Cacodemon's vulnerabilities. Yikes! New Nasties: Revo Demonbabies ST 2 Move/Dodge 5/6 Size <1 DX 14 PD/DR 0/0 Weight 40 lb. IQ 12 Damage: Evil Eye, Bite (1d-4 cut) HT 6/20 Reach C Fright Check -2 These horrible little tykes are distinguishable from ordinary human babies only by their bright orange glowing corneas. These nasties will inhabit an area, setting up cruel booby traps to wound and inhibit unwary or foolish passers-by. If threatened, they will attempt to Evil Eye their attacker. This is a DX-based skill (RD's have it at 14); if struck by the awful glowing aura of the Evil Eye, the hapless target takes 1d radiation damage (armor is 1/10 DR). Evil Eye is Type CR, DMG 1d, SS 6, Acc 10, 1/2D 30, MAX 90, no RCL, no ammo. Demonbabies will try to take out those with Radiation Suits first, using things like molotov cocktails and razor-wire traps to burn or shred the suits. Demonbabies collect all sorts of nifty junk to use as bait for their traps, so if you can find their hiding-place you may just hit the jackpot -- if you survive. Jasons ST 28 Move/Dodge Size 1 DX 14 PD/DR 3/20 Weight 350 IQ 3 Damage 2 gas-powered Chainsaws HT 14/40 Reach 1 Fright Check -6 Huge cyborg/zombie things with chainsaws for hands. Will violently attack anyone for any reason, including characters, other Jasons, Cyberdemons, their own reflections, etc. Jasons will first target anyone with gasoline, espec. with a gas-powered chainsaw. Jasons can attack with both chainsaws simultaneously without penalty, either on the same target or on different foes. Jasons have the following skills: Chainsaw @ 16, Smell Gasoline @ 18, and Track Desperately Fleeing Person @ 20. Other Crap: For those of you with GURPS Martial Arts: Space Marine Hand-To-Hand 9/24 Primary Skills: Brawling, Running Secondary Skills: Chainsaw, Wrestling, Knife Optional Skills: Karate, Judo, Throwing Maneuvers: Jab, Roundhouse Punch, Neck Breaker, Knee Strike, Elbow Strike, Head Butt, Ground Fighting [Brawling] Cinematic Skills: None Cinematic Maneuvers: Enhanced Dodge.