| Ironmongery |
| Custom Firearms A gunsmith can modify a weapon, "tuning" it to make it more accurate and easier to handle. Acc can be increased by +2. This modification costs 150% of the listed price of the gun. It takes three days and a successful Armory -4 roll. The SS (snap-shot rating) of a weapon can be decreased by 2. This takes 7 days, costs 100% of the weapons's listed price, and requires a successful Armory -3 roll. -GURPS CyberWorld This applies only to firearms from GTL 5 to 8. And much like blades at GTL 7 are automatically considered fine quality, so firearms (if they can be found) at GTLs 9 and 10 are automatically considered "tuned". -Supplement 66 My Campaign World Hotshotting Any laser can be "hotshotted", modified to get a more powerful beam. Hotshotting gets a five for two trade off; for five shots worth of power the laser does double damage. Switching a laser to fire hotshots takes one turn. Hotshots and autofire can be combined. This is deadly, but it uses up power very fast. Civilian lasers, and GTL9 survival and holdout lasers that are hotshotted are unreliable and burn out rapidly. A weapon can be modified for both hotshots and autofire. Hotshotting a laser requires an Electronics (Weapons) roll. It takes one success and one hour of work to hotshot one weapon. Penalties for improvised tools and facilities are up to the GM. A failure requires one more hour of work and one more roll; any critical failure ruins the weapon for good. Parts for hotshotting cost $750. -GURPS Ultra-Tech |
| Some things for Travellers to keep in mind |
| High Energy Weapons |
| The following weapons are classified as high energy weapons causing casualties by projecting beams of super-heated plasma at the target thus subjecting it to both thermal and kinetic energy. Plasma Gun, Man Portable-12 (PGMP-12): The first light energy weapon (other than lasers), the weapons consist of a power pack carried on the firer's back, the weapon itself, and a flexible power link. The power pack powers a laser igniton system in the weapon itself which heats hydrogen fuel to a plasma state. The plasma is contained in the ignition chamber briefly and then released through a magnetically focused field along the weapon's barrel. The high initial velocity plasma jet is 2 cm in diameter but begins to dissipate immediately. Each power pack has sufficent energy and plasma to discharge 40 plasma bolts before recharging is necessary. Recharging requires four hours connected to a high energy source (such as a ship's power plant). Plasma Gun, Man Portable-13 (PGMP-13) and Plasma Gun, Battle Dress-13 (PGBD-13): Known in Gurps-Traveller as the PGMP-10 and PGMP-10A respectively. These weapons do not have backpack units. Plasma Gun, Man Portable-14 (PGMP-14): The PGMP-14 incorporates a gravitic-field generator which enables personel not in powered armor to both carry the weapon and to fire it, since the since the weapon's computer system automatically biases the field to provide near total recoil compensation. Called in GT the PGMP-11. Plasma Rifle-15 (PR-15): The high velocity plasma bolt is initially about 2 millimeters in diameter but begins to dissipate at once. Dissipation is minimized by having the bolt ride the "tunnel" of heated air generated by the laser ignition beam. The ammunition for the weapon consists of photonic core plaser cells, each containing a capacitor to pump the weapon's laser ignition and pathfinder beam, and the fuel pellet for the plasma bolt. After firing, the spent cells are ejected and are not reuseable. Some care must be exercised in the selection of the location of the plasma rifleman as the ejected cells are extremely hot, with molten centers, and can cause burn injuries. The detachable box magazine holds 10 cells. The increased range and lack of required refueling make the plaser a popular weapon with mercenaries despite not having the raw damage of the FGMP-15. |
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| ENERGY WEAPONS - USE BEAM WEAPONS SKILL |
| Weapon Malf. Type Dam SS Acc 1/2D Max Wt. RoF Shots ST Rcl Costs LC TL PR-15 Ver. Exp. 6dx20* 12 14 1,000 3,000 11 1 10 11 -2 56,574/25 0 11 *PGMP and FGMPs fire bolts of high-velocity star-hot plasma (treat as crushing; no damage multiplier). The splattering plasma also does 1/4 damage to everyone else within 2 yards of the target. |
| -Multiple sources: 2300AD Adventurer's Guide, Book 4 Mercenary, and Supplement 66 My Campaign World |
| -7- |
| Gurps 4th Edition Ultra-Tech Equipment |
| Currently Gurps 4th Edition was released over a year ago. Since then only 5 books have been published. Imperial Navy has been permanently canceled. The availability date for GT: Interstellar Wars keeps getting bumped further out, currently it's listed due out in November. Space is due out sometime in 2006, maybe, and Ultra-Tech 4E is even further out still. So what's a Gurps Traveller player to do if he wants to play GT with 4th edition? In my opinion it just isn't that important to convert most of the equipment. The Referee can simply tells the players what Tech Level it is while they're shopping. No problem. The biggest problem is the big change in weapons and armor stats. Combat is by its very nature the most rule intensive part of the game. Now I believe that 4E is a much needed improvement over 3E, but that doesn't change the fact that the weapons and armor stats have changed so much that it's hard to just "wing it." With this in mind I have created armor and weapons charts for Gurps-Traveller 4E. The credit is not all mine, a lot of other people have helped me to make these numbers make sense, and the input is still rolling in so the numbers may change. Check back every once in awhile. The tables are available as a .txt file or .doc file. Feel free to download, print, distribute, post on your site, use in your game, and most of all, let me know if you think that I screwed something up that needs to be fixed. A quick note about Tech Levels. It appears to me that Gurps 3E and Gurps 4E Tech Levels 8, 9, and 10 are roughly equivalent. I have noted the G4E TL and the Traveller TL on the charts, if you goto my Tech Level charts page you can read a fairly detailed justification as to why I think the Tech Levels needed to be changed. Like everything else, if you feel that I am in error please let me know. I am trying to perfect these stats and appreciate all the input I can get. As always, I wish you GOOD GAMING! |