GURPS: Babylon 5


Weapons and Body Armor

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     1
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: 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 	


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