GURPS Grenade Launchers (TL 7)

Version 1.3

Contents: [Grenade Launcher Weapon Tables] [Grenade Launcher Ammunition (40×46mmR)]



Grenade launchers are pure military weapons, no doubt about that. But they have their uses outside GURPS Special Ops. You want to stop an armored car or transport, a vampire, a dinosaur, or some other really big monster? Grenade launchers are heavy but still portable, have a longer range than hand grenades and can make a difference if the opposition is tough. So you might want to think of them in GURPS Espionage, GURPS Vampire, GURPS Horror, GURPS Dinosaurs, GURPS Blood Types, GURPS Autoduel, GURPS Alternate Earths, GURPS Reign of Steel, and GURPS Cyberworld. Even as low-tech in a near future adventure they still can beat most civilian armor.

To see the latest in grenade launchers have a look at the OICW. For a look into the possible future see the PN Grenade Launcher from the ALIENS movie.

Use the Guns [Grenade Launcher] skill with all grenade launchers. For more GURPS rules on grenade launchers see p.
HT126.


Grenade Launcher Weapon Tables (TL7)

Weapon Malf Type Damage SS Acc Min Max Wt. RoF Shots ST Rcl Cost LC  Holdout
Armscor MGL-6 Crit. Spcl Spcl 12 8 14 375 12 3~ 6 11 -1 $1,800 1 -6
40×46mmR
Note: Uses 6-shot cylinder. Reloading all 6 chambers takes 30 seconds.

 
Weapon Malf Type Damage SS Acc Min Max Wt. RoF Shots ST Rcl Cost LC Holdout
HK 69 Crit. Spcl Spcl 14 6 14 400 4 1/4 1 11 -1 $200 1 -4
40×46mmR
HK69 The German "Granatpistole" (grenade pistol) can be carried, stock retracted, in a belt holster. It breaks open to load like the M79 and most flare-guns. Holdout is -3 with stock retracted.


 
Weapon Malf Type Damage SS Acc Min Max Wt RoF Shots ST Rcl Cost LC Holdout
M203 Crit. Spcl Spcl 14 6 14 400 4 1/4 1 11 -1 $600 1 -4
40×46mmR
The M203 is an underbarrel grenade launcher. Pictures: The M203 mounts under many rifles like the AUG, the Galil, the CAR15, and the M16. It may not be used alone. But its predecessor, the M79 is a stand-alone weapon (p. HT126).

 
Weapon Malf Type Damage SS Acc Min Max Wt. RoF Shots ST Rcl Cost LC Holdout
MM1 MGL-12 Crit. Spcl Spcl 12 6 14 120 13.5 2~ 12 10 -1 $1,000 1 No
40×46mmR
Note: Uses 12-shot cylinder. Reloading all 12 chambers takes 50 seconds. The MM1 is used by SWAT teams loaded with tear-gas ammunition.

 
Weapon Malf Type Damage SS Acc Min Max Wt. RoF Shots ST Rcl Cost LC Holdout
TALON Crit. Spcl Spcl 14 7 14 400 3.5 1/4 1 11 -1 $250 1 -4
40×46mmR
Note: The TALON is an underbarrel grenade launcher and the improved version of the M203. It uses a fitted mounting rail and can be quickly released. By connecting a special pistol grip with folding stock (+0.8 lb.), the TALON can be used as a pistol (Rcl -4) or fired from the shoulder (Rcl -2). It comes together with an ARMSON OEG single point sight, that places a red dot on the target and can be used with both eyes open. The mounting rail may be used to mount other weapons like the Ithaca Stakeout shotgun.

Grenade Launcher Ammunition (40x46mmR)

One 40×46mmR grenade round weighs 0.5 lb.

Ferret: Shattering type liquid CS gas irritant grenade launcher shell. 2d crushing.
Note: GURPS calls this a SAP-CHEM (Semi-Armor Piercing Chemical) round. It does normal damage with a (0.5) armor divisor (armor is doubled vs. it), then explodes to release its payload of CS, creating a cloud with a 3 hex radius. This type of ammo is often used by assault troops and police in shotguns, grenade launchers or similar weapons for forced entry operations such as house-to-house fighting or hostage rescue -- the round is fired through a door or thin wall. The effects of the CS are as per MPG-120 hand grenade. All HT rolls are at +1 and only spaces smaller than 20 hexes require rolls for lethality (HT+3 under 20 hex; HT+2 under 10 hex).

M381 HE Urban Combat: Type Exp., DAM 2d+2[3d].
Note: The minimum range (Min 14) is a safety feature of standard grenades and reduced to 3y with urban-combat rounds.

M386 HE Concussion/Fragmentation: Type Exp., DAM 2d+2[3d].
Note: Most effective against "soft targets".

M397 A1 HE Airburst: Type Exp., DAM 2d+2[3d].
Note: The grenade changes the detonation point to an air burst about 5y over ground level (see p. CII65 or p. HT24 for effects).

M433 HEDP Shaped-Charge: DAM 2d(10).
Note: The round to attack lightly armored cars.

M576 MP Buckshot: Type Cr., DAM 4d.
Note: Each die of damage is rolled individually and applied separately vs. armor, as per the shotgun rules p. B119. +1 to skill; 1/2D 25, Max 150. Rcl is -1 for all weapons or combinations with 9+ lbs., and -2 for any lighter weapon.

M583A1 (WHITE), M661 (GREEN), M662 (RED) Star Parachute Flares: Fuse delay 5 seconds. Burn time 40 seconds. Are of effect: 100m (111y). Altitude: 152-213m.
Note: Used for illuminating and signaling. The white one burns brightest, the other two are mainly for signaling. The flares burn out well before the parachute reaches the ground.

M713 (RED), M715 (GREEN), M716 (YELOW) Smoke: Spcl. (Smoke)
Note: Intended for ground marking of areas and targets. Min 50 for impact ignition and 8-10 seconds delay fuse. Creates a cloud of smoke with about 10 yards diameter (subject to wind conditions).

NICO Sound/Flash, Impact Initiated: 2d crushing damage; explodes after passing DR: 1d-3[1d-4] + Spcl.
Note: This cartridge functions when the round passes through a door or window, enhancing the surprise effect. The fuse is armed by spin after 5 meters. Requires a roll vs. HT-7 for anyone within 15m looking in the direction of the flashing grenade or blinded for (20-HT seconds); halve time if HT roll is made; add +5 to roll for sunglasses. Roll a second time vs. HT-3 for anyone within 10m. Ear and eye protection give a +5 to the HT rolls; just ear or eye protection give +3. A failure means the victim is stunned for (20-HT) seconds minimum. After that time roll at the same modifier every turn to recover, on a critical failure delay the next roll by 5 seconds. No fragmentation.

RP707 CS "Burning type CS gas irritant grenade launcher shell": 2d crushing damage; 3 sec. delay; burns for 10 seconds; produces cloud of CS gas.
Note: The round can penetrate DR2. The effects of the CS are as per MPG-120 hand grenade (see page 19 below), but the cloud has a radius of 1 hex in the first burning round, 2 in the second, 3 in the fourth, 4 in the eight, and 5 in the tenth round. All HT rolls are at +1 and only spaces smaller than 20 hexes require rolls for lethality (HT+3 under 20 hex; HT+2 under 10 hex).

XM107 Flechette: Type Imp. DAM 4d.
Note: 1/2D 15, Max 80. Cannot penetrate DR3+ except non-rigid armor like Kevlar. Non-rigid armor provides only PD1, DR2. Each die of damage is rolled individually and applied separately vs. armor, as per the shotgun rules p. B119.

XM1822 Multi Shot: 18×(1d-1). Each die of damage (1d-1) is rolled individually and applied separately vs. armor, as per the shotgun rules p. B119. 1/2D 44, Max 840, +1 to skill, Acc 4.
Note: This round fires eighteen .22LR bullets, each from its own short barrel. The round is reloadable with .22LR ammunition and a large pistol primer. Spread is about 1cm per meter (e.g. at 30m the pattern will have a 34cm diameter. Rcl is -1 for all weapons or combinations with 9+ lbs., and -2 for any lighter weapon.



Copyright © 1999 by Christoph Sticherling. GURPS is copyright © of Steve Jackson Games.
Thanks to Christoph Sticherling for allowing me to post his page on my page.