Despite the fact that humanity has advanced to the stars by the mid-2200s, conflict seems both common and perhaps inevitable. Therefore, military personnel of all races carry some sort of weapon, many of which are listed below. Note that many of the weapons listed come out of the Traveller:2300 campaign setting. I have added them here because they are used in my own personal campaign setting and because they add a nice sense of variety to the available weapons. After all, not everyone carries a PPG...
Terran/Earthforce Weapons
Name of Weapon Malf. Type Damage SS Acc 1/2D Max Wt. RoF Shots ST Rcl LC FAM-90 Ver(Crit) Cr 8d(2) 12 12 1,200 4,500 10 12 60 - 0 0 +GrnLn Crit Spcl * 10 8 - 1,000 - 1 3 - 0 0 AS-89 Ver(Crit) Cr 7d+2(2) 12 13 1,200 4,500 9 12 60 - 0 0 +GrnLn Crit Spcl * 10 8 - 1,000 - 1 3 - 0 0 FTE-10/ Ver(Crit) Cr 11d(2) 20 16 2,200 7,500 28 2~ 10 - 0 0 Wesson Enforcer Type-81 Ver Spcl 8d(2) 16 9 1,800 2,500 26 1 10 13 -4 0 SG-77 Ver Cr 6d 12 11 1,000 4,500 7 10 40 9 -1 0 W-B Type 49 Ver Cr 7d 12 10 1,000 4,500 7 10 40 9 -1 0 R-A BF-1 Ver Cr 7d 12 13 1,000 4,500 8 10 40 9 -1 0 M-2/W&G EF-52 Ver Cr 8d-8+X 12 13 1,000 4,500 7 10 40 9 -1 0 SS-7 Ver Imp 2 pts 13 7 100 400 2 3~ 20 - 0 4 FC-68 Crit Cr 5d 10 10 400 3,000 2 10 70 8 -1 3 FC-70 Crit Cr 6d+1 14 11 800 4,000 7 3~ 5 10 -1 3 Rockwell 12x81M Crit Cr 13d 20 16 2,500 7,500 31 2~ 6 13 -4 1 Traylor M10 Crit Cr 5d 12 5 50 200 7 3~ 8 10 -2 3 DunArmCo CAG Crit Cr 5d 10 7 50 200 9 5 10 12 -2 2 Pistols See Listings in the GURPS High- Tech Supplement for Modern Pistols Autoguns See Listings in the GURPS High- Tech Supplement for Modern Equivalents MR P-3 Crit Cr (1d)2 9 7 200 500 2 5 35 - 0 3 MR F-7 Ver Cr (1d+3)2 10 12 750 1,200 6 4 20 - 0 1 Rorttmann LK-1 Ver Cr (2d)2 10 12 750 1,200 6 5 20 - 0 1 +GrnLn Crit Spcl * 10 8 - 1,000 - 1 3 - 0 0 GB Luce-3 Crit Cr (5d)2 15 13 900 1,200 9 3~ 5 - 0 2 GB Luce-7B Ver Cr (2d+1)2 10 12 750 1,200 7 4 12 - 0 1 +GrnLn Crit Spcl * 10 8 - 1,000 - 1 3 - 0 0 MR F-19 Ver(Crit) Cr (4d)2 12 15 1,500 2,000 3 5 10 - 0 1 SVB Ver(Crit) Cr (4d+1)2 12 15 1,500 2,000 3 3~ 10 - 0 1 JF A-9 Crit Spcl (5d)2 4 12 70 125 10 1 6 8 0 0 Type 1 HEAG Crit Spcl (6d)2 5 16 80 200 26 1 4 12 0 0 Kurita Type 21-F Crit Spcl (7d)2 5 16 80 200 20 1 4 10 0 0 QD Mk 2-A2 Crit Spcl (8d)2 5 16 80 200 26 1 4 12 0 0 CLP-1A Crit Spcl (15d)2 10 18 500 750 84 1 10 N/A 0 0 JF A-4T/ Crit Spcl (10d)2 6 20 100 300 44 1 5 12T/20 0 0 Auricon EF-749/AC Ver(Crit) Spcl (9d)2 8 20 125 400 45 10 60 12T/20 0 0 BA AS-3 Crit Spcl - 4 3 25 40 4 3~ 40 - 0 4 QO RC Crit Spcl - 12 10 300 1,000 9 3~ 15 - 0 3 MH Mark IX Crit Spcl ** 11 11 - 900 12 3~ 12 11 -1 0 GW-12 Crit Spcl * 11 12 - 1,000 10 1 6 11 -2 0 W&G Model 10 Ver(Crit) Spcl (4d)2 10 2 65 125 3 2~ 5 7 0 3 Auricon EF-7 Ver(Crit) Spcl (5d)2 8 2 70 150 1 3~ 15 7 0 2 W&G Model 21 Ver(Crit) Spcl (6d)2 12 10 80 250 10 2~ 2 10 0 3 Auricon EF-PR Ver(Crit) Spcl (7d)2 10 12 80 250 7 6 24 9 0 1Note: Laser Conversion is as follows: 5 mj = 1 kg TNT = 26.4d Crushing damage (*2 for being in contact). Therefore, a 35-01 Laser produces 35 mj for 1/100 second and does [(26.4*(35/5))/100=1.848] 1.85 or 2 dice of damage.
Note: PPGs of all races have similar characteristics, in that they ignite any object which is readily flamable, and any other vaguely flammable target to which they do more damage than the target has DR. Thus, armor jackets hit by a PPG are certain to ignite, and will need to be quickly shed. If the jacket is kept on, the slow burning will do 1d-4 additional points of damage per second, and will cause the user to be at -2 to all DX rolls due to the distraction.
Kafer Weapons
Name of Weapon Malf. Type Damage SS Acc 1/2D Max Wt. RoF Shots ST Rcl Skl Horse Pistol Crit Cr 4d+1 12 5 250 2,500 3 3~ 6 13 -3 -5 Thud Gun Crit Cr 11d-11+X 12 8 1,700 6,000 14 6 66 12 -4 -2 +GrnLn Crit Spcl *** 10 8 - 1,000 - 1 9 - 0 -2 Flashlight Ver Cr (4d)2 10 12 750 1,200 11 4 12 - 0 -4 +GrnLn Crit Spcl *** 10 8 - 1,000 - 1 9 - 0 -2 Donderbus Crit Cr 6d 12 5 60 240 10 4 8 13 -4 -2 or HEAP Crit Spcl 6d(10) 10 8 - 1,000 - 1 9 - 0 -2 Beamer Crit Spcl (15d)2 6 20 100 300 M 1 100 13T/20 0 -2 Tri-Beamer Crit Spcl (12d)2 5 16 80 250 M 3 120 N/A 0 -2 Scattergun Crit Exp 5d(10) 5 9 - 500 6 8 8 14 -2 -5
Note: Laser Conversion is as follows: 5 mj = 1 kg TNT = 26.4d Crushing damage (*2 for being in contact). Therefore, a 35-01 Laser produces 35 mj for 1/100 second and does [(26.4*(35/5))/100=1.848] 1.85 or 2 dice of damage.
Note: The addition of the "Skl" column denotes the skill modifier if this item is used by a human. This is in addition to the normal -2 penalty for use of an unfamiliar weapon. Also, add 1 to the ST min. for humans, since their hands are not of the right shape for Kafer weapons.
Other Alien Weapons
Name of Weapon Malf. Type Damage SS Acc 1/2D Max Wt. RoF Shots ST Rcl Skl Kalat Avenger(Narn) Ver(Crit) Spcl (4d)2 8 4 70 150 3 2~ 10 9 0 -1 Tromo Handgun(Centauri)Ver(Crit) Spcl (5d)2 8 2 80 250 1 3~ 20 7 0 -0 Sha'ann PP(Minbari) Ver(Crit) Spcl (6d)2 8 4 100 300 1 3~ Unl. 7 0 -1
Note: The addition of the "Skl" column denotes the skill modifier if this item is used by a human. This is in addition to the normal -2 penalty for use of an unfamiliar weapon.
Note: PPGs of all races have similar characteristics, in that they ignite any object which is readily flamable, and any other vaguely flammable target to which they do more damage than the target has DR. Thus, armor jackets hit by a PPG are likely to ignite, and will need to be quickly shed.
Slugthrowers Lasers Plasma (PPG) Sonic Grenade Launcher
Grenades: There are three general classes of grenades: the Old Earthforce 30 mm grenade used in most antiquated grenade launchers, the newer 20mm grenades used by Earthforce's new MH Mark IX, and the grenades used by the Kafer invaders. In the tables, these are designated with one, two, or three asterixes respectively. In all cases, the launcher may fire any of several projectile types, and those with magazines may even mix and match ammo varieties, although they will still come out in the order of their placement in the magazine.
Body Armor Name of Armor Race PD DR Weight Areas Covered Notes W&B Armored jacket Earth 5 25 8 lbs. 9-11, 17-18 Coleman EF Riot Jacket Earth 5 30 10 lbs. 9-11, 17-18 Coleman EF Riot Helmet Earth 6/4 50/35 8 lbs. 3-5/5 Helmet/Faceplate Coleman EF Riot Shield Earth 3 35/100 7 lbs. Coleman MA-6 Body Armor Earth 5 25 8/6 lbs. 9-11, 17-18/12-14 Torso/Legs Talak Military Gear Narn 5 30 20 lbs. 9-14, 17-18 Royal Guardsman Combat Jacket Centauri 6 65 35 lbs. 9-11, 17-18 Minbari Military Caste Jacket Minbari 6 80 25 lbs. 9-11, 17-18 KR-4/BS Hostile Environ. Armor Earth 4 30 80 lbs. All As Armored Vacc Suit EnviroCom FBL-42/JR Space Suit Earth 2/4 16/30 20 lbs. 6-18/3-5 Suit/Helmet EnviroCom GN-339 Biological Earth 2 3 5 lbs. All Anti-Contamination Suit EnviroCom RE-698 Rad. Suit Earth 2 8 10 lbs. All