GURPS TRAVELLER 4th EDITION WEAPONS



GURPS TRAVELLER 4th EDITION WEAPONS Version 2.4

EARLY STELLAR: Traveller TL 9/GURPS TL 8

|Weapon |Damage |Acc |Range |

|Shot |1d pi- x24 |50/125 | |

|Buckshot |1d+3 pi x12 |50/125 | |

|Magnum Shot |1d pi- x36 |60/140 | |

|Magnum Buckshot |2d pi x12 |60/140 | |

|Flechette |1d(2) pi- x42 |70/160 | |

|Rifled Slug |4d pi++ |100/250 |Can also be AP or JHP |

|Magnum Rifled Slug |5d pi++ |110/275 |Can also be AP or JHP |

|Sabot Slug |7d pi |150/300 |Can also be AP or JHP |

|Tech Level 9 |Damage (#pellets) |Range |Notes |

|Shot |1d pi- x36 |50/125 | |

|Buckshot |1d+3 pi x18 |50/125 | |

|Magnum Shot |1d pi- x42 |60/140 | |

|Magnum Buckshot |2d pi x18 |60/140 | |

|Flechette |1d(3) pi- x42 |70/160 | |

|Rifled Slug |4d)2 pi++ |100/250 |Can also be IAP or JHP |

|Magnum Rifled Slug |5d+2 pi++ |110/275 |Can also be IAP or JHP |

|Sabot Slug |7d+2 pi |150/300 |Can also be IAP or JHP |

|APFSDSDU Slug |9d(3) pi |225/450 | |

|HEAT |6d(5) pi++ |150/275 | |

Note that Magnum Slugs are 3 inches long instead of the usual 2 3/4 inches. Because of this magazine capacity is reduced

when loading Magnum Slugs into a tubular magazine. It can be dangerous to load magnum shells of a higher Tech Level into a shotgun of a lower Tech Level. Often the performance of a round is dependant on the increased charge that can be used in a weapon of better material construction. As always, check your owners manual.

Weapon Sights

Weight: 1 to 3 pounds Cost: $100 to 10k depending on all the mods on the sight.

Tech Level

6 Optical scope max +2, must aim for 2 seconds to get scope bonus

7 Optical scope max +weapons base Acc, +1 per second of aim up to scopes bonus

8 Electronic Smartgun Sight, includes Laser Sight, +2 per second of aim up to scopes bonus

May also include various modes; Night Vision, Thermal, Flare Comp, etc.

9 ESS, includes Laser Sight, max +(weapons base Acc x2), + 1/2 scopes bonus per second of aiming

May also include various modes; Night Vision, Thermal, Flare Comp, Sonar vision, etc.

10 ESS, includes Laser Sight, max +(weapons base Acc x2), full scope bonus with 1 second of aim

May also include various modes; Night Vision, Thermal, Sonar vision, or PRIS.

Shotguns vs Hit Locations

Shotgunners cannot effectively target chinks in armor, eyes, or vitals when firing shot rounds.

When firing at the head or face, roll 1d for every two pellets which strike the face. Every 1 rolled indicates a pellet has struck the eye instead of the face.

When firing at the body or torso, roll 1d for every pellet which strikes the torso. Every 1 rolled indicates that pellet has struck the vitals instead of the torso. Note this is different from the 1-2 used for bullets and impaling weapons because of the decreased penetration ability of shot. For flechette and slug rounds the vitals would be hit on the normal 1-2 on 1d.

When firing at an armored location that has chinks the referee will have to determine the chances a pellet randomly striking a chink or may decide the chance is sufficiently small as to preclude a roll altogether.

Shotgun Patterning

At distances of 10% of 1/2 damage range or less (usually 5 or 6 hexes) shot counts as a single round = 1/2 pellets the shell contains x base damage. The targets DR is also multiplied by the same number (1/2 the pellets). GURPS 4E Basic Set page 409.

At distances of 50% of 1/2 damage range or less (usually 25 or 30 hexes) the pellets that hit will generally all strike the same hit location.

At distances of 51% to 100% of 1/2 damage range roughly half the pellets will strike the targeted location and the remainder will strike nearby locations. For example rolled hit location determines right arm. So half of the pellets will strike the right arm and the remainder will strike hand, torso, and neck. The referee should determine probability and start rolling, or simply assign numbers according to probabilities.

At distances of 1/2 damage and greater you should roll randomly for every pellet. At these ranges the pattern is likely to be larger than a man sized target.

OTHER ITEMS FOR SHOOTERS

Increased RoF: 10 points/+1 to Rof

(Extra Attack 25 points/attack. Mitigator: Specific weapon type only (ie. Revolver, Autopistol, Pump Shotgun) -60%)

In addition to Fastdraw(Weapon)(DX/E), every dedicated shooter should have:

Speedload (DX/A) Must specialize: Speed-loader, Pistol magazine, Rifle magazine, Power cell.

In combination with Fastdraw Magazine (DX/E) this will reduce the reload time from 3 seconds to 1 second.

And for certain Special Forces Troopers:

Weapon Technique: Hit Location, Hard

Defaults: Weapon Skill -hit location penalty

Prerequisite: Any Weapon Skill; cannot exceed +4

Raise Combat Initiative: 2 points/+0.25

(Basic Speed= 5 points/+0.25 increase in speed -60% affects combat initiative only)

Multiple Levels of Combat Reflexes: 5/10/15

Combat Experience: 5 points

+1 vs Fright Checks/Morale Checks

Reduce # of rounds you "Freeze" in combat by 2

+2 on all IQ roll to wake up, recover from surprise or mental stun

Combat Veteran: 10 points

+2 vs Fright Checks/Morale Checks

Reduce # of rounds you "Freeze" in combat by 4

+4 on all IQ roll to wake up, recover from surprise or mental stun

If you are the groups leader and you make your tactics roll, your side

gets +1 on initiative rolls to avoid a surprise attack

Combat Reflexes: 15 points (per Gurps Basic page 43)

+1 to all active defenses

+1 to all Fast Draw skills

+2 to all Fright Checks

Never freeze in surprise situation

+6 on all IQ roll to wake up, recover from surprise or mental stun

+1 on initiative rolls to avoid a surprise attack (+2 if you are the leader)

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