Morpheus
Unbound | GURPS | Weapons and Equipment
Battletech
This document represents an attempt to maintain the feel and flavor of the Battletech weapons rather than represent an accurate translation. This is done because the two game and vehicle construction systems are radically dissimilar and make dissimilar assumptions about "reality" in order to achieve good game play. Both are great games.
GURPS game mechanics are based on GURPS Vehicles 2nd Edition, with a little "fudge factor" thrown in here and there for flavor (and simplicity).
How long have we been playing these game? Anyone remember Man-to-Man or Battledroids? That's how long we've been playing these games.
Conversions for Energy Weapons are based on retaining the same mass for the "basic" weapons and working backwards. Adding a Cyberslave mount will bring the weapon up to its Battletech weight.
A note about the "Pulse" weapons in GURPS. Battletech has a game mechanic in which there is a one-to-one ratio between weapon and "to hit" roll. One weapon, one roll. In GURPS, there is a one to one ratio between each bullet or shot and a "to hit" roll. Thus, Battletech "Pulse" weapons are "RoF 1", but have a much better chance to hit with that one shot compared to conventional energy weapons. In GURPS, each shot is no more likely to hit compared to a single-shot energy weapon, but there are more shots therefore increasing the chance that one or more will hit.
Lasers All lasers are TL10 Rainbow Lasers (Malf.: Ver. (Crit.), LC -1) |
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Weapon | Type | DMG | SS | Acc | 1/2D | Max | Wt | RoF | Power/shot | Cost |
Small Laser (16,000 Kj output) | Imp. | 6d × 15 | 25 | 25 | 28,000 | 83,000 | 500 | 1 | 36,000 | 23,000 |
ER Small Laser | Imp. | 6d × 15 | 25 | 27 | 56,000 | 170,000 | 1,500 | 1 | 36,000 | 32,000 |
Pulse Small Laser | Imp. | 6d × 15 | 25 | 25 | 28,000 | 83,000 | 750 | 3 | 36,000 | 32,000 |
Medium Laser (32,000 Kj output) | Imp. | 6d × 20 | 25 | 26 | 39,000 | 120,000 | 1,000 | 1 | 72,000 | 40,000 |
ER Medium Laser | Imp. | 6d × 20 | 30 | 29 | 79,000 | 240,000 | 1,500 | 1 | 72,000 | 57,000 |
Pulse Small Laser | Imp. | 6d × 20 | 30 | 26 | 39,000 | 120,000 | 1,500 | 3 | 72,000 | 57,000 |
Large Laser (160,000 Kj output) | Imp. | 6d × 40 | 30 | 28 | 88,000 | 260,000 | 5,000 | 1 | 360,000 | 170,000 |
ER Large Laser | Imp. | 6d × 40 | 30 | 30 | 180,000 | 530,000 | 7,500 | 1 | 360,000 | 260,000 |
Pulse Large Laser | Imp. | 6d × 40 | 30 | 28 | 88,000 | 260,000 | 7,500 | 3 | 360,000 | 260,000 |
Particle Projection Cannons PPCs are TL10 Neutral Particle Beams (Malf.: Ver., LC -1) |
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Weapon | Type | DMG | SS | Acc | 1/2D | Max | Wt | RoF | Power/shot | Cost |
PPC (224,000 Kj output) | Imp. | 6d × 200 | 30 | 26 | 34,000 | 100,000 | 7,000 | 1 | 448,000 | 180,000 |
ER PPC | Imp. | 6d × 200 | 30 | 27 | 68,000 | 200,000 | 14,000 | 1 | 448,000 | 360,000 |
Pulse PPC | Imp. | 6d × 200 | 30 | 26 | 34,000 | 100,000 | 11,000 | 3 | 448,000 | 270,000 |
Conversions for Ballistic Weapons are based on known Bore Size and working forwards from there. Autocannons have incrementally shorter barrels with each larger bore size. This was done in a feeble attempt to represent the range reduction of Battletech.
Autocannons Autocannons are TL10 electrothermal weapons with electric light automatic or heavy automatic (Ultra) loading mechanisms (Malf.: Ver. (Crit.), LC -1) |
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Weapon | Type | DMG | SS | Acc | 1/2D | Max | Wt | RoF | Power/shot | Cost | WPS | VPS | CPS |
AC 2 (20 mm) | Cr. | 6d × 6 | 20 | 17 | 3,000 | 11,000 | 75 | 8 | 144 | 8,400 | 0.24 | 0.0016 | 0.08 |
AC 2 Ultra (20 mm) | Cr. | 6d × 6 | 20 | 17 | 3,000 | 11,000 | 110 | 16 | 144 | 12,000 | 0.24 | 0.0016 | 0.08 |
AC 5 (50 mm) | Cr. | 6d × 10 | 20 | 17 | 3,000 | 11,000 | 560 | 3 | 1,280 | 28,000 | 3.2 | 0.021 | 6.40 |
AC 5 Ultra (50 mm) | Cr. | 6d × 10 | 20 | 17 | 3,000 | 11,000 | 840 | 6 | 1,280 | 39,000 | 3.2 | 0.021 | 6.40 |
AC 10 (100 mm) | Cr. | 6d × 15 | 25 | 15 | 1,800 | 8,100 | 1,800 | 1 | 4,400 | 76,000 | 22 | 0.15 | 44 |
AC 10 Ultra (100 mm) | Cr. | 6d × 15 | 30 | 15 | 1,800 | 8,100 | 2,700 | 2 | 4,400 | 110,000 | 22 | 0.15 | 44 |
AC 20 (200 mm) | Cr. | 6d × 15 | 30 | 14 | 1,200 | 6,300 | 2,400 | 1/2 | 9,000 | 96,000 | 180 | 1.2 | 360 |
AC 20 Ultra (200 mm) | Cr. | 6d × 15 | 30 | 14 | 1,200 | 6,300 | 3,600 | 1 | 9,000 | 140,000 | 180 | 1.2 | 360 |
Warhead | Type | DMG | WPS | VPS | CPS |
20 mm APDU | Cr. | 8d × 6 (3) | 0.24 | 0.0016 | 0.48 |
50 mm APEX | Cr. Exp. |
6d × 10 (2) 6d × 5 [4d] |
3.2 | 0.021 | 32 |
100 mm HE | Exp. | 6d × 50 [10d] | 15 | 0.1 | 88 |
100 mm HEAT | Exp. | 6d × 25 (10) | 15 | 0.1 | 132 |
200 mm HE | Exp. | 6d × 375 [12d] | 120 | 0.8 | 720 |
200 mm HEAT | Exp. | 6d × 50 (10) | 120 | 0.8 | 1,080 |
Machineguns Machineguns are TL10 caseless weapons with electric heavy automatic loading mechanisms (Malf.: Ver. (Crit.), LC 0) |
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Weapon | Type | DMG | SS | Acc | 1/2D | Max | Wt | RoF | Cost | WPS | VPS | CPS |
Machinegun (12.5 mm) | Cr. | 9d + 1 | 17 | 12 | 660 | 3,700 | 27 | 20 | 1,520 | 0.12 | 0.0008 | 0.48 |
Warhead | Type | DMG | WPS | VPS | CPS |
12.5 mm APDU | Cr. | 6d × 2 (3) | 0.12 | 0.0008 | 2.88 |
Missile Systems are approximated based on missile weight. SRMs are about 100 missiles per ton, making individual missiles 20 pounds each. LRMs are 120 missiles per ton, making individual missiles 16 2/3 pounds each. Launcher systems represent fast autoloading batteries of linked missile tubes.
Missiles Missiles are TL10 (Malf. Crit., LC -1) |
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Name | Guid.-Skill | Type | DMG | Spd | End. | Max. | Min. | WPS | VPS | CPS |
160 mm Short Range Missile | BIRH-17, BOH-17 | Exp. | 6d × 192 [12d] | 300 | 10 | 3,000 | 0 | 20 | 0.40 | 12,000 |
130 mm Long Range Missile | BIRH-17, BOH-17 | Exp. | 6d × 52 [10d] | 300 | 42 | 12,600 | 0 | 16 | 0.32 | 13,000 |
SRM Launchers Built by creating an array of linked single-tube launchers. Requires 3 seconds for each array to reload. Thus an SRM-6 can fire one volley of 6 missiles every 3 seconds. |
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Name | Weight | SS | RoF | Cost |
SRM-1 | 50 | 20 | 1/3 | 940 |
SRM-2 | 100 | 20 | 2/3 | 1,930 |
SRM-4 | 200 | 20 | 4/3 | 3,810 |
SRM-6 | 300 | 20 | 6/3 | 5,690 |
LRM Launchers Built by creating an array of linked single-tube launchers. Requires 3 seconds for each array to reload. Thus an LRM-10 can fire one volley of 10 missiles every 3 seconds. |
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Name | Weight | SS | RoF | Cost |
LRM-1 | 40 | 20 | 1/3 | 750 |
LRM-5 | 200 | 20 | 5/3 | 3,800 |
LRM-10 | 400 | 20 | 10/3 | 7,550 |
LRM-15 | 600 | 20 | 15/3 | 11,300 |
LRM-20 | 800 | 20 | 20/3 | 15,050 |