Roleplayer #27, February, 1992
Ultra Weapons, Ultra Healing
New Devices and Weapon Table
by David Pulver
The second edition of GURPS
Ultra-Tech made a number of changes in weapon capabilities
-- far too many for an "errata" sheet. To make life easier for
those who have the first edition and don't want to buy a whole new book,
the following two pages reprint the Weapon Table from the second edition.
This takes in all changes in weapon stats; in some cases there are differences
in descriptions or other capabilities, but the stat changes are the most
important thing.
Here also are a few more gadgets that didn't make it into the second edition
. . . one new type of weapon, and two pieces of medical equipment.
Laser-Guided Shells
Any type of artillery shell, with any payload, may be made laser-guided
for an extra $50 each; this does not affect legality. A laser designator
(see p. UT28) must be aiming continuously at the target to guide the shells
in. If the designator's operator makes his Gunner roll and the shells are
fired on a trajectory that takes them within line of sight of their target,
they automatically hit the designated hex (cluster bombs are released around
that hex). If the designator fails his Gunner roll, the shells will miss
by 1 hex per point the roll fails by -- roll for scatter as for grenades.
Medical Pouch
This may be found at any tech level, from TL8 up. It is basically a doctor's
bag, with a full set of appropriate physician's and surgeon's tools (At
TL8, for instance, this might include sterile mask and gloves, laser cautery
knife, sonic diagnostic sensor, mini-IV drip, and so on.)
Traditionally, a medical pouch is black if carried by an MD, white with
a red cross if carried by an emergency worker, green with a red cross if
carried by a military medic. This is just custom, and has no effect on the
contents.
It has room for more drugs; usually twice the contents of an Emergency Medkit
(see p. UT42) are included for an extra $600. It gives a +2 on First Aid.
This kit is the minimum required to use Surgery, Diagnosis or Physician
without a penalty -- a TL8 Physician or Surgeon performs at a TL6 level
without this much gear. The surgical tools require two B cells (depleted
after 24 hours of surgery). Cost is $900 and weight is 4 pounds.
At higher TLs the cost and weight does not decline; instead the instruments
improve, giving physicians the Medical Care capabilities of the current
TL.
It is perfectly legal to possess a Medical Pouch in almost every society;
of course, some medical drugs may be illegal for non-physicians to possess.
Deepsleep Box
This device consists of a small cap (containing elec-trodes), attached by
wires to a unit the size of two cigarette packs. It has no effect on a wide-awake
person, but will lull a tired or relaxed user into deeper sleep with an
electromagnetic field ("electronarcosis") and soothing sound.
The sleep lasts as long as the electrodes are in place; a timer activates
a buzzer when it's time to wake up. Six hours of deepsleep are equivalent
to 8 hours of normal sleep.
This TL8 device (also called "Russian sleep," from its inventors
in the USSR of old Earth) is used in hospitals to soothe patients, or to
ensure a good night's sleep for an insomniac. A deepsleep box may also be
used on a captive, once he goes to sleep, to make sure that he stays that
way.
Should the box be turned off, a user will wake after a normal night's sleep.
If they had been under the box for more than 6 hours, they've already had
their night's sleep, and they will awaken normally in 2d minutes. If someone
tries to awaken a user immediately after removing or turning off
the box, they can -- but the subject will be mentally stunned, and will
be at a -2 on all recovery rolls. The automatic timer has the same effect.
A deepsleep box is Legality Class 6 and runs for 3 months on a B cell. Cost
is $500 and weight is 2 pounds. At TL9, weight is halved. At TL10 the "box"
vanishes -- the device becomes a Sleep Cap, below.
Sleep Cap
The Sleep Cap is the TL10 version of the Deepsleep Box. It usually appears
to be a simple black skullcap, with a tiny flap at the back where a D-cell
can be installed. Of course, the physical appearance can differ.
However, unlike the Deepsleep Box, the Sleep Cap can knock out a wide-awake
and excited person. To stay awake while wearing a Sleep Cap, roll vs. Will
every minute, at +2 if you know the cap is there and are deliberately resisting,
and -1 for every full 3 Fatigue you currently have.
Sleep Caps are often used to tranquilize prisoners. They can also be used
for kidnappings, practical jokes and so on. For this reason, a Sleep Cap
has a legality of 5, and misusing one is considered assault.
A Sleep Cap can be built into a spacesuit, battlesuit, etc., to let the
wearer get some rest even under combat conditions. Often such caps are remote-controlled,
so an officer can put his men to sleep and wake them up again.
If a sleeping user's cap is removed or damaged, results will be as for a
Deepsleep Box. But if the cap itself wakes them, whether by timer or remote-control.
awakening will be instant and pleasant, with no mental stun.
It runs for a month on a D cell. Cost is $500; weight is negligible.
WEAPON TABLES
Ranged Weapons
Each class of weapons (e.g., blasters and pulsars) requires a different
skill to use; this skill is given in brackets.
Malf: The die roll on which the weapon malfunctions.
Almost all Ultra-Tech weapons have a Malf of Crit.
or better. Crit. means that the weapon malfunctions only on a critical
miss when the toll on the Critical Miss table indicates a malfunction. Ver.
means that the weapon requires a verification roll, another roll against
skill. Any failure is the malfunction from the table; any success is simply
a miss. Ver. (Crit.) means that the verification roll must be another
critical miss for the weapon to malfunction. Any other result is simply
a miss.
Type: The type of damage the weapon does -- impaling
(imp.), crushing (cr.), an explosion (exp.), or a special effect (spcl.
-- see the description of the weapon).
Damage: The number of dice of damage the weapon
does. A number in parentheses, e.g., (5), means the weapon is very good
at piercing armor -- the target's DR is divided by that number before subtracting
from the weapon's damage. Note: gyroc and smartgun weapons damage assumes
APEX ammunition.
SS: This is the snapshot number, the final to
hit number necessary to avoid a snapshot penalty of -4 without at least
one turn of aiming.
Acc: The weapon's accuracy modifier. See p. B115.
1/2D: The range at which the accuracy modifier
of the weapon drops to zero and its damage is halved. For weapons like grenade
launchers, this range may be shown as a dash, indicating that damage is
never halved; in this case, Acc drops to zero at half the maximum range.
Max: The maximum range of the weapon under Earth-normal
conditions.
Wt.: The weight in pounds of a loaded weapon,
including magazine and/or power cells.
RoF: The rate of fire of the weapon. The number
is the number of shots it can fire each turn. If the number is greater than
one, the weapon is capable of automatic fire, i.e., that many shots will
be fired if the trigger is held down for the entire turn. A ~ indicates
a weapon that is not automatic, but can fire up to the indicated number
of times per turn. All automatic weapons are capable of selective fire;
they may fire either automatically or with RoF 3~. A fractional RoF (e.g.,
1/10) means the weapon can fire once, but then requires that number of turns
to reload (or cool down, in the case of Dino lasers) before it can be fired
again.
Shots: This is the number of shots the weapon's
magazine holds. A /B, /C, /D or /E refers to shots per power cell.
Unless the weapon has a fractional RoF (see above) it takes three turns
to replace a magazine or cell.
ST: The minimum ST required to avoid an extra
turn of readying the weapon after it is fired, and extra recoil penalties.
T means that the weapon is normally used from a tripod mount; it uses Gunner
rather than Beam weapons skill (e.g., Gunner (Flamer). Tripods take three
turns to set up, and are fired while the user is prone or kneeling. Minimum
ST only applies when firing the weapon from the shoulder or hip. Tripod
mounted weapons can also be fired from mounts on ve-hicles, walls, etc.
It takes three turns to mount or dismount a weapon normally; exceptions
are up to the GM.
Rcl: The recoil penalty of the weapon (p. B119).
Cost: The retail price of the weapon. Cost halves
one TL alter a weapon is introduced, and halves against the next TL.
LC: The legality class of the weapon.
TL: The TL when the weapon is first introduced.
Weapon Malf Type Damage SS Acc 1/2D Max Wt. RoF Shots ST Rcl Cost LC TL Page
Particle and Anti-Particle Beam Weapons, [Beam Weapons (Blaster)]
Weapon Malf Type Damage SS Acc 1/2D Max Wt. RoF Shots ST Rcl Cost LC TL Page
Blaster Pistol Ver. Imp. 6d 10 6 -- 300 2 3~ 20/C 5 -1 2,000 3 9 49
Heavy Blaster Ver. Imp. 10d 12 8 300 450 4.5 3~ 16/C 8 -1 2,500 2 9 50
Pistol
Blaster Rifle Ver. Imp. 12d 14 13 300 800 10 3~ 12/C 6 -1 3,000 4 9 50
Heavy Blaster Ver. Imp. 6d x 3 15 14 1,600 1,600 12 3~ 60/D 9 -1 6,000 0 9 50
Rifle
Electron Crit. Imp. 5d x 3 11 10 450 675 3 3~ 20/C 6 -1 2,200 2 11 90
Pistol
Electron Rifle Crit. Imp. 6d x 5 13 14 900 2,400 9 3~ 100/D 9 -1 3,500 0 11 90
Assault Pulsar Crit. Spcl. 3d x 10(2) 11 12 400 800 7.5 3~ 60/D 8 -1 20,000 0 13 104
Heavy Pulsar Crit. Spcl. 5d x 10(2) 14 14 600 1,200 25 1 24/D 13T -1 30,000 0 13 104
Chemical Slugthrowers [Guns (Pistol or Rifle)]
Weapon Malf Type Damage SS Acc 1/2D Max Wt. RoF Shots ST Rcl Cost LC TL Page
Sporting Crit. Cr. 1d 9 6 50 200 1 3~ 40 7 -1 200 4 8 18
Pistol
Machine Pistol Ver. Cr. 3d 10 8 180 2,000 3.5 10 30 9 -2 700 2 8 18
Assault Ver. Cr. 6d 12 11 1,000 4,500 7 10 30/30 9 -1 1,000 1 8 19
Carbine
Disintegrators [Beam Weapons (Disintegrator)]
Weapon Malf Type Damage SS Acc 1/2D Max Wt. RoF Shots ST Rcl Cost LC TL Page
Disintegrator Crit. Spcl. 8d 10 12 - 1,000 4 1 6/C - 0 6,000 1 15 110
Pistol
Disintegrator Crit. Spcl. 15d 15 18 - 3,000 12 1 30/D) - 0 20,000 0 15 110
Rifle
Electrolasers [Beam Weapons (Electrolaser)]
Weapon Malf Type Damage SS Acc 1/2D Max Wt. RoF Shots ST Rcl Cost LC TL Page
Electrolaser Crit. Spcl. 2d+1 8 4 60 120 1.5 1 10/C - 0 1,200 3 9 51
Electrolaser Crit. Spcl. 3d+1 9 12 100 300 5 1 5/C - 0 1,800 2 9 51
Rifle
Flamers and Fusion Guns [Beam Weapons (Flamer)]
Weapon Malf Type Damage SS Acc 1/2D Max Wt. RoF Shots ST Rcl Cost LC TL Page
Hand Flamer Crit. Spcl. 5d 4 12 70 150 4 1 8/C 6 0 1,300 2 9 52
Plasma Rifle Crit. Spcl. 7d 5 16 80 250 12 1 70/D 9 0 5,200 0 9 52
Tripod Flamer Ver. Spcl 12d 6 20 100 300 45 1 40/D 12T 0 10,000 0 9 52
Fusion Pistol Crit. Spcl. 4d x 10 11 6 300 450 5.5 1 6/A 7 0 3,200 0 12 98
Fusion Rifle Crit. Spcl 4d x 10 16 10 500 750 16 4 20/D 11 0 6,000 0 12 98
Gyrocs and Smartguns [Guns (Gyroc)]
Weapon Malf Type Damage SS Acc 1/2D Max Wt. RoF Shots ST Rcl Cost LC TL Page
Launch Pistol Ver. Spcl. 8d(2) 12 5 1,800 2,500 4 3~ 3/3/3 - 0 800 2 8 20
Rocket Ver. Spcl. 8d(2) 15 7 1,800 2,500 9 10 10/10 - 0 1,500 1 8 20
Carbine
ARL Ver. Spcl. 8d(2) 16 9 1,800 2,500 20 10 20/20/20 12T 0 3,000 0 8 20
Smartgun Crit. Spcl. Spcl. - - - - 3 1 6 - 0 4,000 2 14 108
Kinetic Stunners [Beam Weapons (Force Beams)]
Weapon Malf Type Damage SS Acc 1/2D Max Wt. RoF Shots ST Rcl Cost LC TL Page
Force Beamer Ver. Spcl. 4d+2 10 5 20 30 1 3~ 30/C - 0 1,500 3 12 98
Force Rifle Ver. Spcl. 7d 13 8 50 100 5 3~ 20/C - 0 3,000 4 12 98
Lasers [Beam Weapons (Lasers)]
Weapon Malf Type Damage SS Acc 1/2D Max Wt. RoF Shots ST Rcl Cost LC TL Page
Holdout Laser Crit. Imp. 1d-1 10 4 50 100 - 1 5/B - 0 500 0 9 51
Laser Pistol Crit. Imp. 1d 9 7 200 500 2 4 20/C - 0 1,000 3 8 22
Heavy Ver(Crit) Imp. 2d 9 8 300 800 3 4~ 12/C - 0 1,500 2 8 22
Laser Pistol
Survival Ver. Imp. 1d-1 10 12 150 300 4 3~ 50/C - 0 2,500 4 9 51
Laser
Laser Rifle Crit. Imp. 2d 15 13 900 1,200 5 3~ 12/C - 0 2,000 4 8 22
Mil. Laser Ver. Imp. 1d+2 10 12 750 1,200 7 8 200/D - 0 3,000 1 8 22
Carbine
Mil.Laser Ver(Crit) Imp. 2d 12 15 1,500 2,000 9 8 140/D - 0 4,000 0 8 22
Rifle
Dinosaur Ver(Crit) Imp. 20d 16 12 4,000 12,000 9 1/2 2/2C - 0 4,000 4 9 52
Laser
Mil.Dino Ver(Crit) Imp. 20d 16 12 4,000 12,000 10 1/2 10/D - 0 6,000 0 9 52
Laser
Gatling Ver(Crit) Imp. 20d 10 20 4,000 12,000 75 4 150/B 15T 0 20,000 0 9 54
Laser
Laser Crit. Imp. 2d 7 5 25 75 - 1 1 - 0 200 0 10 72
Crystal
Microwave Disruptors [Beam Weapons (Lasers)]
Weapon Malf Type Damage SS Acc 1/2D Max Wt. RoF Shots ST Rcl Cost LC TL Page
Disruptor Crit. Spcl. 6d 13 10 500 1,000 9 3~ 20/C - 0 2,500 2 9 51
Scrambler Crit. Spcl. 1d+3 8 3 40 30 1/4 1 4/B - 0 750 0 9 51
Needlers and Gauss Guns [Guns (Needler)]
Weapon Malf Type Damage SS Acc 1/2D Max Wt. RoF Shots ST Rcl Cost LC TL Page
Gauss Ver. Imp. 1d+2 10 4 100 300 1.5 12 100/B - 0 2,000 2 8 19
Needler
Gauss Ver. Imp. 2d+1 14 11 500 1,000 6 20 100/B - 0 2,500 2 8 19
Needle Rifle
Needler Ver. Imp. 1d+2 9 1 100 300 1 3~ 100 - -1 500 3 8 23
Needle Rifle Crit. Imp. 2d 13 9 300 800 5 3~ 100 - -1 1,200 4 8 23
Ice Gun Crit. Imp. 1d-1 9 3 50 150 1.5 3 15 - -1 600 4 10 72
Gauss SMG Crit. Cr. 5d 11 9 250 2,500 5 16 60/C - 0 3,000 1 9 51
Gauss Ver(Crit) Cr. 8d 12 12 1,200 4,500 7.5 12 60/C - 0 3,500 0 9 51
Battle Rifle
AMR Crit. Exp. 6d x 2 10 15 - 5,000 6 3~ 60/C - 0 2,000 0 15 111
Neural and Paralysis Weapons [Beam Weapons (Neural)]
Weapon Malf Type Damage SS Acc 1/2D Max Wt. RoF Shots ST Rcl Cost LC TL Page
Nerve Pistol Ver. Spcl. Spcl. 8 4 15 30 2 3~ 30/C - 0 1,000 2 10 73
Paralysis Ver. Spcl. -- 6 4 - 25 5 1 15/C - 0 1,500 3 10 73
Gun
Paralysis Ver. Spcl. -- 7 10 - 50 8 1 8/C - 0 1,500 3 10 73
Rifle
Wiper Crit. Spcl. -- 4 4 - 3 .5 1 10/B - 0 1,000 0 12 97
Hypnogogic Crit. Spcl. -- 5 5 - 25 10 1 40/C - 0 12,000 1 12 97
Projector
Space/Time Disruptors [Beam Weapons (Tachyonic)]
Weapon Malf Type Damage SS Acc 1/2D Max Wt. RoF Shots ST Rcl Cost LC TL Page
Tachyonic Crit. Imp. 5d(10) 10 10 2,000 3,500 2 1 8/C - 0 5,000 2 15 111
Pistol
Tachyonic Crit. Imp. 8d(10) 12 12 4,000 6,000 5 1 40/D - 0 25,000 1 15 111
Rifle
Tachyon Crit. Spcl. Spcl. 10 10 - 200 40 1 8/E - 0 20,000 0 16 115
Shotgun
Stunners and Screamers [Beam Weapons (Sonic)]
Weapon Malf Type Damage SS Acc 1/2D Max Wt. RoF Shots ST Rcl Cost LC TL Page
Sonic Crit. Spcl. - 6 2 6 10 1/4 1 8/B - 0 400 6 9 53
Stinger
Stunner Crit. Spcl. - 4 3 12 20 1 3~ 40/C - 0 800 6 9 53
Stun Rifle Crit. Spcl. - 12 10 300 1,000 4 3~ 20/C - 0 2,000 5 9 54
Screamer Ver. Spcl. 6d x 2 4 10 250 500 10 1 10/C - 0 3,000 1 9 53
Tripod Ver. Spcl. 6d x 3 3 15 500 800 40 4 100/D 12 0 9,000 0 9 53
Screamer
Tanglers [Guns/TL (Tangler)]
Weapon Malf Type Damage SS Acc 1/2D Max Wt. RoF Shots ST Rcl Cost LC TL Page
Tangle Crit. Spcl. - 5 6 - 15 3 1 2 10 -4 500 5 8 23
Pistol
Tangler Crit. Spcl. - 6 8 - 20 6 1 5 8 -4 1,000 5 8 23
X-Ray and Gamma-Ray Lasers [Beam Weapons (Lasers)]
Weapon Malf Type Damage SS Acc 1/2D Max Wt. RoF Shots ST Rcl Cost LC TL Page
Hvy.X-laser Ver(Crit) Imp. 3d(2) 9 8 400 1,000 3 4 12/C - 0 1,500 0 10 74
Pistol
Mil.X-laser Ver(Crit) Imp. 2d(2) 10 12 900 1,800 7 8 200/D - 0 3,000 0 10 74
Carbine
Mil.X-laser Ver(Crit) Imp. 3d(2) 12 15 1,800 2,400 9 8 140/D - 0 4,000 0 10 74
Rifle
Gatling Ver(Crit) Imp. 30d(2) 10 20 4,500 13,500 75 4 75/E 15T 0 20,000 0 10 74
X-laser
Mil.Dino. Ver(Crit) Imp. 30d(2) 16 12 4,500 13,500 10 1/2 7/D - 0 6,000 0 10 74
X-laser
Hvy.Graser Ver(Crit) Imp. 4d(5) 9 8 500 1,400 3 4 12/C - 0 3,000 0 14 108
Pistol
Mil.Graser Ver(Crit) Imp. 3d(5) 10 12 1,200 2,400 7 8 160/D - 0 6,000 0 14 108
Carbine
Mil.Graser Ver(Crit) Imp. 4d(5) 12 15 2,400 3,200 9 8 112/D - 0 8,000 0 14 108
Rifle
Gatling Ver(Crit) Imp. 40d(5) 10 20 6,000 18,000 75 4 75/E 15T 0 40,000 0 14 108
Graser
Mil. Dino. Ver.Crit) Imp. 40d(5) 16 12 6,000 18,000 10 1/2 7/D - 0 12,000 0 14 108
Graser
Missile Launchers [Gunner (Missile)]
Weapon Malf Type Damage SS Acc 1/2D Max Wt. RoF Shots ST Rcl Cost LC TL Page
Port.Msl. Crit. Exp. 6d x 8(10) - - - 8,000 15 1/10 1 9 0 6,000 0 8 28
Launcher
Inf.Msl. Crit. Exp. 6d x 10(10) - - - 8,000 10 1/5 1 7 0 1,500 0 9 55
Launcher
M-LAWS Crit. Exp. 6d x 10(10) - - - 8,000 35 1 5 11 0 6,000 0 9 55
Hunter Crit. Exp. 6d x 25(10) - - - 10,000 15 3~ 3 9 0 4,000 0 13 103
Missle Launcher
Grenade Launchers and Mortars [Gunner (Grenade Launcher)]
Weapon Malf Type Damage SS Acc 1/2D Max Wt. RoF Shots ST Rcl Cost LC TL Page
Electromag Crit. Spcl. Spcl. 10 8 - 1,000 10 1 5 - 0 5,000 0 8 26
Grenade Launcher
Electromag Mortar Crit. Spcl. Spcl. 20 15 - 6,000 10 1 20 15T 0 15,000 0 8 27
Mini Gr. Launcher Crit. Spcl. Spcl. 10 7 - 500 4 1 3 - 0 1,000 0 8 26
Splat Gun Crit. Exp. 5d(10) 5 9 - 500 20 8 8 15T -2 3,500 0 9 55
Melee Weapons
With the exception of LC (legality class), weapon statistics use the same
format as the GURPS
Basic Set, Third Edition, p. B206. Melee weapons malfunction
only on a critical miss.
Weapon Type Amt. Reach Cost Wt. ST LC TL Page
Vibroblade Imp./Cut +1d(5) ** ** ** ** 3 8 24
Stunwand Spcl. Spcl. C,1 100 - - 6 8 24
Monowire Blade Cut +1d(10), spcl. ** ** ** ** 3 9 53
Monowire Whip Cut +1d(10), spcl. 1-7 900 1/2 - 3 9 53
Sonic Blade Spcl. 5d(5) C,1 2,500 2.5 - 2 10 74
Neurolash I Spcl. Spcl. 1 650 2 - 5 10 74
Neurolash II Spcl. 1d 1 2,000 2 - 2 10 74
Force Sword Imp./Cut 4d/8d(5) 1 3,000 2 - 3 11 91
** varies by weapon type
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