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