TEXT: 4001
  Greg Porter
  Weapon design for any RPG
  3G3
  Hypertext
  version 1.1
  
   
  3G3
   
  Guns!, guns!, guns!, 3rd edition
  1991,1996 by Greg Porter
  Published by: 
  Blacksburg Tactical Research Center
  P.O. Box 1121
  Collinsville, VA 24078 USA
  btrc@digdat.com
   
  http://www.btrc.net/index.html
  Illustrations: 
  Thomas Darrell Midgette
  Computer graphics: 
  Greg Porter
  Assistance: 
  Bertil Jonell, Otto Kopra, Sean Malloy, Jasper Merendino and numerous others who sent in comments and 
  suggestions on the 1st and 2nd editions.
  First edition 
  August 1988
  Second edition 
  January 1989
  Third edition 
  October 1991
  Revised third edition
  October 1996
  1  2  3  4  5
  Printed in the United States of America.
  All rights reserved.  Protected by the Universal Copyright Convention. Violators will be used as test subjects for ballistics experiments
  and other moderately stressful tasks.
  3G3 is the BTRC’s trademark for its universal gun and melee weapon 
  design system.
  Most game names are trademarks of the companies publishing those games.
  Use of a trademark to identify a product mentioned in these rules should 
  not be construed as implying the sponsorship of the trademark holder, 
  nor, conversely, should use of the name of any product without mention of 
  the trademark status be construed as a challenge to such status. So there!
  ®
  
  Introduction
  Intro to the hypertext edition
  This is the digital version 1.1 of the 3G3 weapon design system,
  also known as Guns! Guns! Guns!. The electronic edition dif-
  fers from the original only in that we've added a little color (as
  above), and some useful cross-referencing here and there. You
  won't be able to do much full-page reading of it unless you are
  fortunate enough to have a full page monitor, but you can print
  off the .pdf file to a laser or color printer and get a copy with the
  exact same information you would get in the printed version, for
  a significantly lower cost.
  However, please remember that BTRC is a small company (i.e.
  one guy, me), and any copy you make that you are not going to
  personally use literally means that I'm less able to make a living
  at the marginally profitable job of game design.
  Pleading aside, the best way to use these rules on-screen is to
  set your magnification to a comfortable reading level, set your
  Acrobat reader to thumbnail mode, and use the thumbnails for
  onscreen maneuvering. Once you become familiar with the
  book, you'll be able to associate the tiny thumbnails with each
  rules section, and jump to them as needed. If you are going to
  hop from section to section, a full set of bookmarks is available
  in bookmark mode, and if you still can't find something, go to the
  Index bookmark, which has hyperlinks to every item in it.
  As in our other hypertext products, anything you see in red is
  probably a hyperlink to more detail on the highlighted item. For
  Hypertext 3G3 we have the default magnification set to a com-
  fortable level for reading on 15 inch monitors.
  Other BTRC info
  This is the second on-line product we've made available. The
  first is Slag!, the hypertext version of our space combat and star-
  ship design system. Unlike 3G3, it was designed expressely to
  be used on your computer, and is formatted for full-page reading
  on most monitors, is extensively hyperlinked, with web links,
  NASA technical references and other neat stuff. It took a lot of
  work for a product that is only US$5-6, but if you are a space
  combat fan, it's certainly worth checking out.
  If for some reason you didn't acquire Hypertext 3G3 through a
  legitimate channel (mean person!), note that we also have a full
  set of spreadsheets available to almost completely automate
  weapon design. These are available for a number of platforms
  and spreadsheet programs, and are available for a nominal fee
  from on-line vendors of BTRC goods. For information on how to
  order these or other BTRC products, check out our web site, at
  http://www.btrc.net/index.html.
  And, as long as you are on-line and interested in BTRC prod-
  ucts, note that we produce a few role-playing games of our own,
  the most sophisticated of which is CORPS. You can download a
  condensed version of the rules for free from our web site, so
  check it out. Thanks, and remember that you can always
  email(btrc@aol.com)  if you have questions.
  
  Introduction
  1
  Destroy this book!a
  If you are going to use 3G3 on a regular
  basis, probably the best thing you can
  do is get a 3-ring binder. Then take 3G3
  down to your local print shop, and tell
  them to cut off the binding (carefully!)
  and drill it for the ring binder. Then you
  can put index tabs in it, keep all your
  designs in one place, and even loan out
  sections in case friends want to design
  something from one section while you
  want to design from another. It would
  be much better though if they were to
  buy their own copy. It is also not nice to
  photocopy the entire rules for other
  people. BTRC tries to produce games
  at a price where you’d rather have an
  original for just slightly more than a pho-
  tocopy. Be nice to us; buy our games.
  Weapon Design 101
  Guns are generally designed for the
  purpose of killing living creatures, usu-
  ally humans. The motives may be legal,
  illegal, moral or immoral, but dead is still
  dead. Guns are inherently dangerous
  and should be treated with great
  respect.
  Weapons generally do damage by dis-
  ruption of the target. This is usually by
  the application of energy. Conventional
  guns apply the kinetic energy of a mov-
  ing projectile, and energy weapons
  cause the target to absorb some form of
  electromagnetic energy, such as a laser
  beam. Energy alone is not enough,
  however. The ability to penetrate armor
  is a matter of the area this energy is
  applied over. While you may not have
  realized this, it happens all the time in
  everyday life. While you can’t stick your
  finger through a piece of wood, the
  same force concentrated into the point
  of a thumbtack lets you push it in up to
  the head. The same applies to the dif-
  ference between a punch and a knife
  thrust. One is force applied over the
  area of a fist, and the other is concen-
  trated into the tip of the blade.
  As you will see later, the diameter of an
  attack makes a large difference in the
  damage that weapon does. The same
  energy will have a higher damage if
  placed behind a small bullet than a
  large one. An energy beam with double
  the diameter of a small one will have
  four times the area to distribute its ener-
  gy over, so its ability to penetrate armor
  is lower than that of the small beam.
  Intro
  This is the updated 3rd edition of Guns!, Guns!, Guns!, otherwise known as 3G3. It is a
  set of design rules and guidelines to let you construct a realistic set of melee and ranged
  weapons for virtually any role-playing system. They can be kept in the detailed 3G3 for-
  mat, or transferred to the system you currently play, or even to systems of your own
  design. You have the advantage that any weapon designed with 3G3 will follow the same
  rules as any other weapon designed with the system, giving you a level of cross-system
  consistency no other weapon supplement can match. Read on!
  Designer’s Notes
  3G3 has progressed from a simple black and white booklet (1988), through two printings
  of the 2nd edition (1989), to the third edition (1991) to what it is now (1996). Originally a
  hidden design tool for the 2nd edition TimeLords rpg, it was published in the hope that a
  few others would like to take advantage of its capabilities. Despite being the densest, dri-
  est, most textbook-like game supplement ever made, acceptance of 3G was surprisingly
  high, and there are now enough copies in circulation to prove that it works, and people did
  want what it could give them. But it still had a few bugs. You can never get rid of them all,
  but you have to try. So, lessons learned have been incorporated into each new edition. 
  If this is the first time you have seen 3G3,here’s what it is: A system that lets you create or
  recreate just about any weapon that has ever existed/might exist, in a form that you can
  convert into the role-playing system you use. For instance, while you might not be able to
  exactly duplicate an Uzi using the design rules, you can get accurate figures for a weapon
  with the characteristics of a 9mm submachine gun built with 1960’s technology, having a
  medium length barrel and a 30 round clip. You’ll know how long and heavy the weapon is,
  how much it costs, the range characteristics, and so on. While this is no big deal, since
  you can just look up the real world figures, the system would also let you design a subma-
  chine gun that might be built using technology from the year 2100, or what a submachine
  gun might be like if built in 1800!
  While these rules are mainly for hand-held weapons, the equations used can be stretched
  all the way out to naval guns and starship weapons with surprisingly little loss of accuracy,
  provided you pay sufficient attention to detail.
  These rules require a bit of thought to use, and no doubt you will run into design dead-
  ends and compromises. Your hand-held tank cannon will end up weighing more than you
  do, and the recoil would knock you into next week, anyway. For computer buffs, all the
  3G3 rules are based on formulas (condensed into tables for convenience), and you can
  design spreadsheets to virtually automate the weapon design process.
  Regretfully, results are not guaranteed. Very few people can accurately predict the future,
  and I don’t claim to be one of them. A lot of research and computer time went into these
  rules, but science marches to a strange drummer, and unexpected breakthroughs can
  make futuristic designs obsolete at any time. On the bright side, predictions can’t be
  proven wrong until things actually happen otherwise, so any changes you make to the
  rules are right until science catches up with your imagination and proves you wrong (at
  which point we’ll revise the rules). Have fun!
  Last but not least, if you use 3G3 to design a weapon for any sort of published game,
  game scenario, magazine article, etc., give credit where credit is due. It lets me know that
  you’re out there using it. Thanks!
  Basics
  3G3 makes the assumption that you are willing to do some work for your game to get real-
  istic and consistent guns. This willingness may not necessarily be matched by a practical
  knowledge of ballistics, material science, terminology or a number of other pertinent fac-
  tors. This section should help alleviate that problem. If you are already familiar with these
  terms, skip to the next section.
  The terms on the following pages are used throughout the rules. If you have any ques-
  tions while trying to design a weapon, are confused about what a term means, or are not
  sure where to look, please check either here or in the index (p.123). One of the two
  should provide some assistance.
  
  Basic Terminology
  Tech Level
  All weapons will have a Tech Level, or TL. Advanced designs
  may have more than one TL, but for most purposes all compo-
  nents on a weapon will be of the same TL. 
  TL is the single most important factor in any weapon design.
  TL’s are based solely on physical, not cultural constraints, so
  make sure you have the background of this weapon firmly in
  mind before you start the design process.
  Repeating cartridge firearms could have been made by the
  Romans in 100AD. The materials were sufficient, but the science
  was lacking. They had the material science technology to make
  gunpowder, mercury fulminate primers, lead bullets, bronze car-
  tridge cases and bronze barrels. They did not have the scientific
  knowledge to create these materials and combine the various
  technologies in order to make them work, and they did not have
  any lucky accidental discoveries that would let them work these
  things out by chance. That had to wait another several centuries.
  Neon signs started appearing in 1905. Anyone who can make a
  neon sign can, with a little effort, make a helium-neon laser...or a
  CO2 cutting laser. Again, the technology was there, but the
  knowledge of what a few simple modifications would do was not.
  Keep this in mind when you look at the rules and find you can
  make gunpowder weapons for the ancient Egyptians, or design
  lasers for WWI. They are possible, but not very efficient, and not
  very likely. The 3G3 Tech Levels are based on the following
  scale.
  TL
  Approx. date
  Technology
  1
  Pre-history
  Wood
  2
  10,000BC
  Stone
  3
  3,000BC
  Bronze
  4
  0AD
  Iron, rockets
  5
  1400AD
  Matchlock firearms
  6
  1700AD
  Flintlock firearms
  7
  1800AD
  Percussion firearms, airguns, steam power
  8
  1900AD
  Cartridge firearms, HMG’s, aircraft
  9
  1930AD
  Submachine guns, atomic power, LMG’s
  10
  1960AD
  Light assault rifles, laser invented
  11
  1980AD
  Autoburst weapons, microchips
  12
  2000AD
  Caseless ammo, first railguns, fusion?
  13
  2100AD
  Portable railguns, laser weapons, p-beams
  14
  2200AD
  Advanced versions of above
  15
  2300AD
  Peak of above technology
  16+ ?
  Too advanced to predict
  Example - You design a cartridge firearm at TL5 on this scale. If
  the system you play has 1400AD as TL3, this weapon would be
  TL3 in that system, but would still follow all 3G3 TL5 design rules.
  The scale is not particularly regular, since it corresponds to the
  vagaries of Earth’s history and technological progress. Other
  game worlds may vary. Note that TL’s from 13 and up have
  dates which may not apply to a particular game universe.
  Specifically, the long intervals listed here apply to a particular
  timeline in which a catastrophe retarded all scientific progress for
  decades, beginning shortly after the start of TL12, with lingering
  effects caused by population decline and socioeconomic factors.
  Adjust the dates for any an all TL’s to match the chronology of
  any other game system you convert your designs to.
  Damage Value
  Or DV for short. This is a measure of the penetrating ability of a
  given attack. For attacks which may vary on an individual basis,
  each 10 points of DV represents 1d10 of damage. For attacks
  which are consistent (like firearms), the DV does average dam-
  age, or 5.5 points per 10 points of DV. For consistency’s sake,
  all firearms will have the DV listed, but you should realize that
  the number of points of damage will be roughly half this number.
  Armor Value
  Or AV for short. This is a measure of how well a material can
  stop attacks or resist being punctured, cut or broken. An item will
  stop damage up to its AV in points, the remainder going through
  and possibly damaging the item. As a measure of the AV scale,
  10mm of the following substances will have the listed AV’s:
  Material
  AV for 10mm
  Density (water=1.0)
  TL10 armor quality steel
  40
  7.7
  TL10 mild steel
  27
  7.7
  TL10 aluminum alloy armor
  20
  2.5
  TL10 bulletproof glass
  18
  3.5
  TL3 bronze
  15
  7.5
  Cement or stone
  3
  2.2
  Plexiglass
  2
  1.0
  Oak or other heavy wood
  2
  .7
  For rough comparison, historical TL10 rounds will penetrate the
  following amounts of these materials using 3G3 rules:
  TL10 caliber
  Armor steel (TL10) 
  Cement
  Oak
  .22LR
  2mm
  27mm
  41mm
  .32ACP
  2mm
  24mm
  36mm
  .380ACP
  2mm
  26mm
  39mm
  .38 Special
  2mm
  29mm
  44mm
  .45ACP
  2mm
  31mm
  47mm
  9mm
  3mm
  39mm
  58mm
  .357 Magnum
  3mm
  44mm
  66mm
  .41 Magnum
  4mm
  50mm
  74mm
  .44 Magnum
  4mm
  53mm
  80mm
  .30 Carbine
  5mm
  64mm
  96mm
  5.56mm
  6mm
  90mm
  135mm
  7.62mm
  7mm
  99mm
  149mm
  .460 Magnum
  11mm
  147mm
  220mm
  .50 cal
  13mm
  178mm
  267mm
  14.5mm
  16mm
  219mm
  327mm
  20mm
  20mm
  273mm
  410mm
  Special ammunition types may differ in penetration, and num-
  bers for small calibers may vary due to the angle the target is
  struck with, tumbling or disintegration of the bullet within the
  material, and other situational modifiers. For instance, organic
  materials like wood get much of their “AV” due to resiliency,
  which applies much more to a low velocity attack than to a high
  velocity one. In most cases, supersonic projectiles (>330 meters
  per second) will be counted as armor-piercing vs. organic
  armors, and the penetration distances would therefore be double
  the listed amounts. Likewise, armor-piercing rounds would go
  through double or more the listed thickness of armor steel unless
  the steels were of a TL higher than the armor-piercing round.
  
  Revolver (RV/n)a
  Rounds are contained in a cylindrical housing which serves as
  both a storage area, and firing chamber. Before firing, this cylin-
  der is rotated to align with the barrel. Mass inefficiencies make
  this impractical for weapons with large ammunition capacity. The
  “/n” shows how many rounds the action holds, i.e. “RV/6” would
  mean a 6-shot revolver. Modern revolvers typically range from
  RV/9 for .22LR, to RV/5 or RV/6 for the .44 Magnum.
  Single shot (SS/n)
  The weapon can only fire one shot for each barrel it has. Rounds
  must be manually inserted and removed after each shot is fired.
  The “/n” shows how many barrels the action has, i.e. “SS/2”
  means a double-barreled weapon.
  Semi-auto (SA/t)
  The weapon has a magazine of some type, and each time the
  trigger is pulled, a single shot is fed from the magazine into the
  weapon and fired, or the round in the weapon is fired, and the
  empty chamber replenished from the magazine. The same con-
  cept applies to energy weapons, the main factor being one shot
  per pull of the trigger. The “/t” shows the type of magazine the
  weapon uses. These types apply to all weapons with magazines.
  /C
  Clip fed. A detachable container which holds the ammunition or
  energy supply for the weapon. When empty, it can be removed and
  replaced.
  /I
  Internal magazine. A supply for ammunition or energy that is an inte-
  gral part of the weapon, and must be manually reloaded when empty.
  /E
  External magazine. A supply for ammunition or energy which is
  wholly external to the weapon. When empty, it may be disconnected
  and replaced.
  Full-auto(AT/t)
  The weapon has a magazine of some type, and when the trigger
  is pulled, rounds are cycled from the magazine to be fired as fast
  as the weapon is capable of moving them. These weapons may
  usually also act as semi-automatic weapons. The “/t” shows the
  type of magazine the weapon has.
  Auto-burst (AB/t)
  The weapon has a magazine of some type, and when the trigger
  is pulled, rounds are cycled from the magazine to be fired as fast
  as the weapon is capable or moving them, up to a fixed total,
  usually 3 or 6, so each pull of the trigger fires a fixed number of
  rounds. These weapons may also act as semi-auto or full auto
  weapons. The “/t” shows the type of magazine the weapon has.
  Lever action (LA/t)
  The weapon cycles rounds from a magazine of some type by
  means of manual cycling mechanism which does not require
  removing a hand from the weapon. This could be a lever that is
  operated by the firing hand (lever action), or a slide that is oper-
  ated by the other hand (pump action). These weapons are
  almost always designed for two-handed use. The “/t” shows the
  type of magazine the weapon has.
  Bolt action (B/t)
  The weapon cycles rounds from a magazine of some type by
  means of a manual cycling mechanism which requires the firing
  hand be removed from the trigger, such as a manually operated
  bolt (bolt action). The “/t” shows the type of magazine the
  weapon has.
  3
  Action
  The method by which the weapon feeds ammunition from a stor-
  age area to the part of the weapon is it fired from. These are
  described below, along with the abbreviation used in the rules
  and tables.
  AAAAA
  AAAAA
  AAAAA
  AAAAA
  AAAAA
  AAAAA
  
  Basic Terminology
  These actions can also have different ignition types, or means of
  igniting a powder charge on a conventional firearm. Unless oth-
  erwise specified, a conventional firearm is assumed to have an
  impact primer, where a sharp blow to the primer sets off a small
  charge of a sensitive propellant or explosive, and this in turn
  ignites the full powder charge.
  -M
  Matchlock. This is the historical ignition system for TL5 weapons. A
  slow burning fuse (or “match”) is thrust into a touchhole when the
  weapon is fired. This ignites a small powder charge, which ignites
  the main propellant charge. The matchlock worked poorly in damp
  conditions, and extremely poorly in rain or snow. In addition, the
  match had to be lit before the weapon could be used, making con-
  stant readiness impossible.
  -F
  Flintlock. This is the historical ignition system for TL6 weapons. A
  spring-driven flint would strike sparks from a steel cover, and deflect
  them into a small powder charge that was opened when the cover
  was driven back by the force of the hammer. This small powder
  charge would ignite the main propellant charge. Flintlocks were
  more reliable than matchlocks, but a given flint would need to be
  replaced or adjusted after around 20 shots. They worked less well
  in damp or wet conditions, but could be kept ready longer.
  -P
  Percussion. This is the historical ignition system for TL7 weapons.
  Ignition was much the same as for modern weapons, except the
  impact sensitive primer had to be attached to the weapon separate-
  ly, rather than as a combined unit, like modern rounds. Reliability
  was high, and if properly treated, they worked well in all weather
  conditions. Usually only found on revolver and single shot weapons.
  -E
  Electric. This ignition system may be used historically at TL10 and
  above. Rounds are like conventional weapon rounds, but the prim-
  ing charge is ignited by electrical resistance rather than impact.
  These are suffixes that are added after any other weapon for-
  matting information. Some samples are below.
  Notation
  Description
  SS/1-M
  Single shot matchlock
  SS/2-F
  Double-barrel flintlock
  RV/5-P
  Five-shot percussion revolver
  AT/E-E
  Externally fed autoweapon, electric ignition
  Other Terms
  Aside from the previous game terms, there are some scientific
  and/or technical terms that are used throughout 3G3. If you come
  across an unfamiliar term, refer back to this section to see what
  it means.
  Accessories
  These are items that are added to a weapon to make it easier to
  operate, but are not strictly required in order for the weapon to
  function. Accessories include sights, grips, handguards, stock, or
  attachment points for sighting aids like a telescopic sight, or aux-
  iliary weapons like a bayonet or grenade launcher.
  APFSDS
  Armor Piercing Fin Stabilized
  Discarding Sabot. The tank
  equivalent of a flechette, very
  accurate out to long ranges. The
  term APFSDS incorporates most
  of the abbreviations used for this
  class of projectile. For instance,
  APDS means Armor Piercing
  Discarding Sabot. In game
  terms, armor piercing ammuni-
  tion will reduce the protection
  afforded by armor, either by
  increasing the effective damage
  of the projectile, or decreasing
  the effective value of the armor.
  Barrel
  The part of a conventional firearm that guides the bullet and con-
  tains the expanding combustion gases from the propellant. The
  term in general applies to laser tubes, particle accelerators or
  magnetic launch rails as well.
  APFSDS
  APDS
  
  5
  Battery
  Any storage device (usually chemical) that can provide constant
  amounts of relatively low-power electrical current, usually too
  small to meet the high pulse demands of an energy weapon.
  Most electrical generators will have similar characteristics. In 3G3
  terms, a battery can also represent any other means of storing
  energy so that it can be continually released, like coiled up
  springs.
  Bore
  The inside diameter of the barrel of a projectile weapon. May
  also be used to signify beam diameter in an energy weapon.
  Bullpup
  A name for a style of longarm where much of the machinery is
  placed within the usually solid parts of the stock next to the
  shoulder. This saves substantially on weapon length. While pos-
  sible for almost any weapon, it only recently began to see use
  (TL11+). In general, a bullpup design is not recommended for
  any weapon which can have a critical malfunction in the parts
  right next to the firer's head.
  Capacitor
  A medium-tech (TL8-12) device for storing electrical power for
  delivery as short, intense pulses. In game terms, it may also rep-
  resent other technologies with similar discharge characteristics,
  such as homopolar generators.
  Casing
  Any item which is used to provide a convenient means of simul-
  taneously handling propellant and projectile. Ammunition which
  is encased in solidified propellant, or which has a thin, com-
  bustible casing will generally be referred to as caseless.
  Centimeter
  Or cm. A metric unit of
  length, used throughout 3G3.
  An inch is 2.54cm, a foot is
  30.5cm, and 100cm equals 1
  meter or 39.37 inches.
  CLGP
  Cannon Launched Guided Projectile. A projectile fired from a
  gun or cannon, which after firing is guided to the target either by
  a homing warhead or guidance from the firing vehicle.This gives
  extra versatility to existing weapons.
  Coil gun
  A means of magnetically accelerating an iron or other ferrous
  projectile, by alternately pushing and pulling it with electromag-
  netic coils surrounding the barrel of the weapon.
  0
  1 inch
  0
  1cm
  2cm
  3cm
  4cm
  Conventional weapon
  Refers to the current level of firearms technology (i.e. gunpowder
  or chemically propelled projectiles).
  Cubic Centimeter
  Or cc. A volume of 1cm x 1cm x
  1cm. One cc of water (sg1) has
  a mass of 1 gram (about 1/28th
  of an ounce).
  DU
  Depleted Uranium. Uranium is an extremely dense element, and
  can be made into armor-piercing projectiles. These are made of
  uranium whose radioactive potential has been tapped, such as
  from spent reactor cores. The DU term is usually tacked onto the
  end of some other abbreviation. For instance, an APDU would
  be an Armor Piercing Depleted Uranium projectile.
  Flechette
  A long, narrow finned projectile,
  usually described as a high-tech
  substitute for lead or steel shot
  for shotguns, since it causes
  wounds just as bad, and retains
  its damage producing ability out
  to a greater range. The disad-
  vantage is that it is significantly
  more expensive to manufacture.
  Fragmentation
  A type of explosive shell designed to produce large numbers of
  high-velocity fragments, generally as an anti-personnel weapon.
  It will also have regular explosive effect.
  Gram
  Or g. A metric unit of mass used in 3G3. An ounce is about 28.5
  grams, and a normal sheet of paper has a mass of about 5
  grams. One kilogram is 1,000 grams, or about 2.2 pounds.
  HE
  High Explosive. A shell with the primary purpose of delivering
  explosive to a target.
  HEAT
  High Explosive Anti-Tank. A general term for any shaped charge
  warhead or shell. May also be known as High Explosive Armor
  Piercing (HEAP).
  HEDP
  High Explosive Dual Purpose. Rounds that are a compromise
  between a full high explosive payload and a dedicated fragmen-
  tation payload.
  Inherent Accuracy
  Or IA. This game stat represents how well the weapon “points”,
  and how repeatably accurate it is capable of being at a given
  range. The larger the IA, the better.
  Initiative
  This game stat represents how unwieldy the weapon is.
  Weapons with a positive Initiative are easier to bring into play,
  can change targets faster and maneuver in tight places better
  than those with a negative Initiative.
  1cc
  a
  a
  a
  a
  a
  a
  a
  a
  a
  a
  a
  a
  a
  a
  a
  a
  a
  a
  a
  a
  a
  a
  a
  a
  a
  a
  a
  a
  a
  a
  a
  a
  a
  a
  a
  a
  a
  a
  a
  a
  a
  a
  a
  a
  a
  a
  a
  a
  a
  a
  a
  a
  
  Basic Terminology
  Joule
  Or J. A unit of energy used in 3G3, equal to 1 watt/second.
  Projectiles and energy weapon beams will have an energy in
  Joules, which is used to find the DV.
  Kilogram
  Or kg. One thousand grams (1,000g), or about 2.2 pounds. A
  gallon of water has a mass of about 3.6 kilograms.
  Laser
  Light Amplification by Stimulated Emission of Radiation. A
  coherent beam of light, which at high power levels can burn
  through virtually any material. Historically invented in late TL9/
  early TL10. Lasers can be tuned to emit over a large portion of
  the electromagnetic spectrum, from infrared, visible light, through
  ultraviolet and even x-rays. Most lasers in 3G3 will be a specific
  frequency in the infrared-visible-ultraviolet range.
  Longarm
  A weapon designed to be fired with both hands, like a rifle or
  shotgun. Virtually any weapon which is not a pistol will be classi-
  fied as a longarm.
  l/w
  Short for length/width ratio, a
  measure of how long a pro-
  jectile is compared to its
  diameter. A bullet 5mm in
  diameter with a 3:1 l/w would
  be 15mm long.
  Magazine
  One of several terms for where ammunition for a weapon is
  stored. Magazines can be clips (see below), feed belts, hoppers,
  the cylinder of a revolver or the under-barrel tubes commonly
  used on pump and lever-action weapons.
  Maser
  Microwave Amplification by Stimulated Emission of Radiation. A
  coherent beam of microwave radiation, used in some game sys-
  tems as a weapon, mainly against organic materials. Historically
  invented in late TL9/early TL10.
  Meter
  One hundred centimeters (100cm), or about 39.37 inches. This
  book is .22m wide by .27m tall.
  10:1 l/w ratio
  3:1 l/w ratio
  2:1 l/w ratio
  1:1 l/w ratio
  Muzzle energy
  The energy a projectile has after any mechanical losses the pro-
  pellant takes from the inefficiency of the weapon design. A
  weapon may be considered to have a base energy, which is how
  much the power source of the weapon generates, but muzzle
  energy is how much a projectile or beam has the instant it leaves
  the muzzle of the weapon, hence the term.
  Particle beam
  A weapon which accelerates subatomic particles to relativistic
  velocities. Extremely energy intensive, but has the benefit of
  being able to disrupt electronics and produce secondary radia-
  tion effects. Rules for particle beams may also be used to model
  “blasters” or “plasma guns”.
  Projectile
  The item fired out of a weapon by the propellant, magnetic ener-
  gy or other propulsive force.
  Propellant
  A chemical compound which provides gas pressure to expel the
  projectile from the weapon. May also apply to compressed air for
  air-powered weapons. For conventional weapons of TL8 or
  lower, the propellant is usually black powder, a mixture of potas-
  sium nitrate, sulfur and charcoal. From late TL8 through TL12,
  propellant will probably be based on nitrocellulose compounds or
  other derivatives of high explosive compounds.
  Railgun
  A means of magnetically accelerating an iron or other ferrous
  projectile, by using an extremely high current pulse to generate a
  magnetic field in an ionized region directly behind the projectile.
  The projectile is pushed by this field as it travels the length of the
  weapon.
  
  7
  RAKE
  Rocket Assisted Kinetic Energy. A type of round developed in
  late TL11. In current, experimental form, it is an APDS or APFS-
  DS round with a rocket booster on the back as a separate unit.
  The advantages are a higher terminal velocity and DV, and a
  flatter trajectory.
  Range Class
  Or RC. A number that condenses the aiming or ballistic charac-
  teristics of a weapon into a row on a table for easy reference. In
  general, the higher the RC, the more accurate the weapon.
  Receiver
  The part of a weapon which feeds in new ammunition and ejects
  spent casings. It also includes any needed mechanical linkages,
  power conditioning circuits or similar apparatus on energy
  weapons.
  ROF
  Rate of Fire. How many times a weapon can fire in a given time
  increment. In game terms this is usually in rounds per combat
  turn, and in technical literature, usually in rounds per minute.
  Round
  A complete unit of ammunition for a conventional firearm, con-
  sisting of propellant, projectile and casing.
  Sabot
  The outer part of a multiple-part
  projectile, designed so that the
  outer part separates after leav-
  ing the barrel, and the inner part
  continues towards the target.
  The main purpose of this is to
  provide an easy means of pro-
  pelling a projectile which alone
  would be very difficult to design
  a weapon for, such as a finned
  dart.
  SAM
  Surface to Air Missile. A ground launched missile that engages
  airborne targets.
  Shaped charge
  An explosive charge designed expressly for penetrating armor.
  Also see HEAT. Historically, shaped charges are a TL9 develop-
  ment, but can be developed at any TL with high explosives (late
  TL7 or better). Low explosives like black powder do not generate
  the shaped charge effect.
  Sabot
  Shell
  The propellant container on a conventional weapon, usually
  designed for convenient handling and easy loading. On archaic
  (less than TL9) weapons, the term is more commonly used to
  designate exploding projectiles (shot are solid projectiles, while
  shell are exploding projectiles).
  SLAP
  Saboted Light Armor Penetrator. Usually refers to an APDS
  round for a shoulder-fired weapon or light machine gun, which
  uses a small armor piercing projectile to get more energy over a
  smaller area.
  SMG
  Submachine gun. Usually a weapon firing a bullet originally
  designed for pistols, but which can fire them autofire, and which
  is usually capable of being fired from the shoulder. An SMG will
  usually have slightly better damage and long range accuracy
  than a pistol firing the same ammunition.
  Storage bank
  Any storage device (usually electrical), which can provide high
  power pulses of short duration, usually to power an energy
  weapon. Storage banks are usually charged by batteries. Also
  see Capacitor.
  (u),(d),(n)
  Round up, round down, and round nearest. All numbers in 3G3
  are rounded to the three highest digits, so 1.239kg would be
  treated as 1.24kg, but 11.239kg would be 11.2kg.
  yx
  The number y, raised to the x power. An x of 2 means the num-
  ber squared, while an x of .5 means the square root of y. Usually
  accessed by the yx key on most scientific calculators.
  
  Conventional Weapons
  Pushing the limitsa
  A weapon may be designed at the next
  highest TL under certain conditions, like
  making prototype TL12 weapons during
  TL11, for instance. The first condition is
  that you are at least halfway through
  the current TL. Once you are at this
  point, the technological advances of the
  next TL are in an experimental stage. If
  produced in a reasonable quantity, the
  weapon will also have a x4.0 cost multi-
  ple, after everything else is taken into
  account. If produced as only a few pro-
  totypes, the research and labor involved
  for the weapons will make the cost phe-
  nomenal, at least 100 times the normal
  rate, not counting the research equip-
  ment and facilities used in the process.
  Some GM’s may have a single techno-
  logical advance in their worlds, but not
  others. In such a case, the weapon is of
  normal cost, but one part of the weapon
  may use the advances of a higher TL.
  For instance, a structural material of
  higher TL than powder technology, or
  more advanced electronics and less
  advanced powder, or more advanced
  rockets and less advanced guns. These
  must be handled on a case-by-case
  basis, but would be more likely when
  characters cross between cultures with
  a great separation between them that
  hinders the flow of knowledge, or where
  natural resources tend to favor one
  weapon type over another.
  Chemically Propelled Projectile Weapons
  Or as they are usually known, guns. This category covers almost every firearm, rocket or
  other powered weapon made up to the year 2000, and as such is the longest and most
  detailed section of the rules. Like all the design sections, it begins with a Tech Level refer-
  ence for that weapon type.
  Technical notes
  3G3 is a formula-based system, and while it is possible to design weapons 
  at TL1-2, they aren’t worth the effort.
  Historical notes
  Not historically possible at this TL.
  Technical notes
  The first remotely practical firearms can be made at this TL. In order to get
  a high velocity from projectiles, it is suggested you use wood (sg1) as the 
  projectile material. This is allowed only for subsonic projectiles.
  Historical notes
  Not historically possible at this TL.
  Technical notes
  Bulky, heavy, but quite deadly repeating firearms can be made with the 
  technology at TL4. This is “Roman Empire” technology, and is the first point
  where guns can be designed that successfully challenge projectile throwers
  like slings, bows and crossbows. For a DV of 20, the lightest way to get a
  1 shot weapon is a 8mm SS/1, and for multiple shots, it is a 10mm LA/I.
  Historical notes
  Not historically possible at this TL.
  Technical notes
  The level of craftsmanship in parts of the world at this time is sufficient to 
  make any variety of conventional firearms, although they will be bulky and 
  heavy compared to modern counterparts. For DV20, the lightest way to get 
  a 1 shot weapon is a 7mm SS/1, and for multiple shots, it is a 9mm LA/I.
  Historical notes
  Give or take a few decades, this is where the first historical firearms appear.
  The only firearms possible at TL5 are single shot or multiple barrel firearms,
  using a matchlock ignition system (SS/n-M actions). Rifled barrels are not
  used, and all projectiles must have a 1:1 l/w ratio.
  Technical notes
  Cased ammunition reaches half of what can be packed into a loose powder 
  weapon, but loose powder, single shot weapons are still the best for getting 
  maximum hitting power and range. For DV20, the lightest way to get a 1 
  shot weapon is a 6mm SS/1, and for multiple shots, it is a 8mm LA/I.
  Historical notes
  Flintlock and wheellock ignition systems are TL6 inventions, as are revolver 
  actions. The possible new actions are SS/n-M, SS/n-F, RV/n-M and RV/n-F.
  Rifled barrels are still not available, and projectiles must still use a 1:1 l/w 
  ratio. Explosive rounds are available, but are only allowed time delay fuses.
  Technical notes
  By spending lots of money compared to other period weapons, you could 
  have something made which would be nearly equal to a normal TL11 
  weapon. For DV20, the lightest way to get a 1 shot weapon is a 6mm SS/1, 
  and for multiple shots, it is a 8mm LA/I.
  Historical notes
  Percussion caps become available at TL7, as do rifled barrels and 2:1 and 
  3:1 l/w ratio projectiles. Compressed air weapons are developed at TL7, and
  experimental cartridge weapons are available in the latter half of TL7.
  Semi-auto (SA), automatic (AT), pump (LA), lever (LA) and bolt (B) action
  weapons are all introduced by the end of TL7, and may be in production
  before TL8. Magazine-fed multiple barrel weapons (i.e. Gatling guns) show 
  up in the latter half of TL7. Explosive and hollow-point rounds are available.
  Technical notes
  Gatling weapons at this TL may be electrically powered, where before they 
  would have had to require some mechanical means of operation, like a 
  hand crank or spring-wound mechanism.
  Historical notes 
  All actions except autoburst (AB) are allowed, and in limited use at the start 
  of TL8. Automatic actions (AT) are still limited to rifle-sized weapons and/or
  calibers. All new weapons use self-contained cartridges. Many calibers will
  become standards, and used up through TL12 with some modification,
  mainly an increase in DV. Black powder is replaced by more advanced
  nitrocellulose-based propellants. Rifling is standard on all new weapons
  except shotguns. Projectile l/w ratio is still limited to 3:1. Incendiary and 
  tracer rounds are available in limited quantities, for autofire weapons.
  TL1-2
  (circa 10,000BC)
  TL3
  (circa 3,000BC)
  TL4
  (circa 0AD)
  TL5
  (circa 1400AD)
  TL6
  (circa 1700AD)
  TL7
  (circa 1800AD)
  TL8
  (circa 1900AD)
  
  Technical notes
  Most weapons developed between WWI and WWII are TL9. Lightweight
  weapons may have aluminum instead of steel in lightly stressed areas.
  Historical notes
  Submachine guns and machine pistols become historically available, as do
  subcaliber rounds and shaped charge warheads. TL9 is the first TL in
  which armor-piercing tungsten (sg11) projectiles may be used, all previous
  armor-piercing projectiles being of steel (sg7).
  Technical notes
  This is the first TL in which semi-automatic (SA), automatic (AT) and auto-
  burst (AB) weapons have the same action efficiency as bolt (B), lever (LA)
  and single shot (SS) weapons. So, the types of weapons that can take full
  advantage of the propellant energy are doubled. 
  Historical notes
  Aluminum alloy sees use as a structural material for guns, although steel is
  still used for barrels. The first caseless ammo is produced at TL10.
  Projectiles with a l/w ratio of 10:1 are first used in tank cannon (APFSDS
  rounds). “Bullpup” style weapons are first designed at TL10. Weapons that
  use electrical pulses to ignite the propellant charge appear at TL10.
  Technical notes
  Most modern weapons are TL11, though more and more push the TL12
  boundary. Computer aided design and manufacturing means that custom
  designs can be produced in smaller lots, giving specialty manufacturers the
  ability to reach a wider market than with earlier, hand-tooled designs.
  Historical notes
  The first autoburst weapons are produced at TL11, as are laser sights.
  Caseless ammunition improves to the point of being feasible by the end of
  this period (H&K 4.9mm). Plastic begins to see use as a structural material,
  and by the end of TL11, has replaced all but the mostly highly stressed
  parts on many weapons. The first discarding sabot rounds for civilian rifles
  appear on the market (.308 Winchester “Accelerators”), and discarding
  sabot rounds for military use are made in 5.56mm, 7.62mm and 12.7mm.
  Civilian rounds have lead cores for hunting purposes, while military ver-
  sions have tungsten or depleted uranium (sg11) for armor-piercing effect.
  Technical notes
  Caseless ammunition becomes eminently practical, weight and space sav-
  ings allowing a soldier or weapon to carry a larger load. 
  Historical notes
  The first caseless civilian rifles will probably appear in early TL12. Many
  hunters prefer custom loading their bullets, and cased technology will 
  continue to be popular, both in lower-tech nations, and in civilian calibers.
  Technical notes
  This is the TL in which revolver (RV) actions reach 100% efficiency convert-
  ing propellant energy into projectile energy (at least for design purposes).
  Historical notes
  Caseless ammunition technology will become more prevalent in civilian
  designs, in areas which still allow possession of such weapons by those
  outside the police or military. In repressive areas, they may be especially
  prevalent, as the difficulty of manufacturing ammunition is greater, reduc-
  ing the usefulness of any stolen weapons.
  Technical notes
  Weapons have more or less reached the peak of this type of technology,
  and will simply continue to get lighter and more powerful as the limits of
  chemistry and material science technology are pushed back. The main
  limit is now the recoil force the soldier can endure when firing a weapon.
  Historical notes
  Military rifles can now pack the punch of TL11 heavy machine guns, and
  exotic ammunition is routinely used to counter new armor technologies.
  Conventional weapons begin to fall out of favor as the benefits of railguns
  and lasers begin to outweigh their disadvantages. In interstellar societies,
  large numbers of TL13 designs will be sold to less advanced worlds as sur-
  plus, thus profiting from stockpiles that would otherwise be scrapped.
  Technical notes
  Weapons have more or less reached the peak of this type of technology,
  and will simply continue to get lighter and more powerful as the limits of
  chemistry and material science technology are pushed back.
  Historical notes
  While there are still uses for conventional weapons, these are growing
  fewer and fewer, and most applications of the technology are in the fields
  of security or law enforcement, or hunting weapons. The material and costs
  of programming a robot to make a precise mechanical action for a gun may
  actually be greater than that for a railgun or equivalent energy weapon.
  9
  Compatibility issues
  Just because two weapons share a
  common caliber and energy does not
  mean they use the same ammunition.
  Unless expressly designed that way,
  assume that all weapon ammunition is
  incompatible with that for any other
  weapon. Naturally, most of the time
  families of weapons are designed to
  use the same ammunition, to increase
  the potential market for the weapon,
  hence common calibers like 5.56mm
  NATO, 7.62mm NATO, 9mm Para,
  .45ACP, .22 rimfire and countless oth-
  ers. This is as much a political issue as
  a technical one.
  Rifled vs. smoothbore
  Most handheld weapons use rifling, or
  shallow spiraling grooves down the bar-
  rel to impart spin on the projectile. This
  improves the accuracy of the weapon.
  For various reasons however, weapons
  may have smooth instead of rifled
  bores. The main reason is historical.
  Historical weapons before TL7 rarely
  had rifling, for the simple reason that no
  one had any idea what it was or why it
  was useful. The modern reason is that
  projectiles with a l/w ratio of 10:1 or
  more tend to be less stable at the high
  rotational velocities imparted by rifling,
  and are more stable if they are simply
  stabilized by fins.
  As a rough guide, the maximum aiming
  RC of any handheld weapon will be the
  TL, divided by 2. This rounds up for
  rifled weapons, and rounds down for
  smoothbore weapons. For instance, a
  TL7 rifle could theoretically reach a
  maximum aiming RC of 4, while a
  smoothbore could only reach an aiming
  RC of 3. Pre-TL8 mounted weapons
  have a maximum aiming RC of their TL.
  For use as an emerging technology,
  rifled weapons will have a x2.0 cost
  multiple when first introduced.
  Minimum bore
  A suggested optional rule is to say that
  loose powder rounds have a minimum
  bore of (12-TL)mm, cased rounds have
  a minimum bore of (14-TL)mm, and
  caseless rounds have a minimum bore
  of (16-TL)mm. Weapons below this
  increase one level in unreliability per TL
  the weapon fails this minimum by.
  This represents problems like powder
  fouling and the lesser mechanical preci-
  sion available at lower TL’s.
  TL9
  (circa 1930AD)
  TL10
  (circa 1960AD)
  TL11
  (circa 1980AD)
  TL12
  (circa 2000AD)
  TL13
  (circa 2100AD)
  TL14
  (circa 2200AD)
  TL15
  (circa 2300AD)
  
  Conventional Weapons
  Basics
  The very first thing you need to do is get a sheet of paper, a pen-
  cil, and a scientific calculator with x2, √x, and yx keys. You can
  actually design a number of weapons without the calculator, but
  you will only be able to look things up on the provided tables
  rather than tweaking designs to your heart's content.
  The next thing you need to do is figure out the Damage Value of
  your weapon. To do this, you need the TL, propellant energy,
  action type and diameter of the projectile. It is extremely impor-
  tant to remember the difference between propellant energy and
  muzzle energy. One is the raw energy of the propellant, and the
  other is the amount actually imparted to the projectile. The differ-
  ence can be significant, so when the term energy is used, note
  which kind is mentioned. You can calculate Damage Value by
  using the following formula:
  DV = (Muzzle energy x .735/Projectile diam. in cm).5 (n)
  Or use the table below to cross-reference your bullet size and
  desired DV to get the muzzle energy required.
  Example - You want a 6mm weapon with a DV of 25. This will
  require a muzzle energy of 510J.
  The propellant energy is based on the TL and quantity of propel-
  lant. The “base” gunpowder energy is 4,500 Joules per gram,
  which is multiplied by the efficiency of the powder’s TL.
  Base “gunpowder energy” = 4,500J per gram
  Save the base propellant energy. Multiply the propellant energy
  by the efficiency of the action used to get the base muzzle ener-
  gy of the projectile (Hint: propellant energy is TL x 135J).
  Base muzzle energy = Prop. energy at that TL x action efficiency
  Note that a round with a given propellant energy may have differ-
  ent DV’s when fired from different weapons. The base energy
  may be the same, but muzzle energy may vary between
  weapons, and damage is based on muzzle energy.
  Propellant
  Action efficiency
  TL
  efficiency
  Joules
  B/SS/LA*
  SA/AT/AB
  RV*
  1
  .03
  135J
  .12
  -
  .08
  2
  .06
  270J
  .24
  -
  .16
  3
  .09
  405J
  .36
  -
  .24
  4
  .12
  540J
  .48
  .40
  .32
  5
  .15
  675J
  .60
  .50
  .40
  6
  .18
  810J
  .72
  .60
  .48
  7
  .21
  945J
  .84
  .70
  .56
  8
  .24
  1080J
  .96
  .80
  .64
  9
  .27
  1215J
  1.00
  .90
  .72
  10
  .30
  1350J
  1.00
  1.00
  .80
  11
  .33
  1485J
  1.00
  1.00
  .88
  12
  .36
  1620J
  1.00
  1.00
  .96
  13
  .39
  1755J
  1.00
  1.00
  1.00
  14
  .42
  1890J
  1.00
  1.00
  1.00
  15
  .45
  2025J
  1.00
  1.00
  1.00
  *Only single shot or revolver actions are allowed below TL4
  Example - A 1cm TL9 round with a propellant energy of 1,000J
  will have a muzzle energy of 1,000J when fired from a single-
  shot weapon (SS), for a DV of 27. If fired from a semi-auto
  weapon with an efficiency of .9, the muzzle energy is 900J, for a
  DV of 26. The base propellant energy is 1,000J in either case.
  Note - You can use the two tables on this page to get the muzzle
  energy and base energy for a variety of weapons. Divide the
  energy from the table below by the action efficiency on the table
  above to get the base energy required from the propellant.
  Example - If you want a TL6 10mm revolver to have a DV of 15,
  it will need a muzzle energy of 306J. To get this muzzle energy
  requires a base energy of 306J/.48 = 638J.
  Caliber
  DV
  4mm
  5mm
  5.5mm
  6mm
  7mm
  8mm
  9mm
  10mm
  12.5mm 14.5mm
  20mm
  23mm
  25mm
  30mm
  8
  35J
  44J
  48J
  52J
  61J
  70J
  78J
  87J
  109J
  126J
  174J
  200J
  218J
  261J
  10
  54J
  68J
  75J
  82J
  95J
  109J
  122J
  136J
  170J
  197J
  272J
  313J
  340J
  408J
  12 (lt.pistol)
  78J
  98J
  108J
  118J
  137J
  157J
  176J
  196J
  245J
  284J
  392J
  451J
  490J
  588J
  15
  122J
  153J
  168J
  184J
  214J
  245J
  276J
  306J
  383J
  444J
  612J
  704J
  765J
  918J
  20 (med.pistol) 218J
  272J
  299J
  327J
  381J
  435J
  490J
  544J
  680J
  789J
  1090J
  1250J
  1360J
  1630J
  25
  340J
  425J
  468J
  510J
  595J
  680J
  765J
  850J
  1060J
  1230J
  1700J
  1960J
  2130J
  2550J
  30 (hvy.pistol) 490J
  612J
  673J
  735J
  857J
  980J
  1100J
  1220J
  1530J
  1780J
  2450J
  2820J
  3060J
  3670J
  35
  667J
  833J
  917J
  1000J
  1170J
  1330J
  1500J
  1670J
  2080J
  2420J
  3330J
  3830J
  4170J
  5000J
  40 (lt.rifle)
  871J
  1090J
  1200J
  1310J
  1520J
  1740J
  1960J
  2180J
  2720J
  3160J
  4350J
  5010J
  5440J
  6530J
  45
  1100J
  1380J
  1520J
  1650J
  1930J
  2200J
  2480J
  2760J
  3440J
  4000J
  5510J
  6340J
  6890J
  8270J
  50 (med.rifle) 1360J
  1700J
  1870J
  2040J
  2380J
  2720J
  3060J
  3400J
  4250J
  4930J
  6800J
  7820J
  8500J
  10.2kJ
  60
  1960J
  2450J
  2690J
  2940J
  3430J
  3920J
  4410J
  4900J
  6120J
  7100J
  9800J
  11.3kJ
  12.2kJ
  14.7kJ
  70 (hvy.rifle) 2670J
  3330J
  3670J
  4000J
  4670J
  5330J
  6000J
  6670J
  8330J
  9670J
  13.3kJ
  15.3kJ
  16.7kJ
  20.0kJ
  80
  3480J
  4350J
  4790J
  5220J
  6100J
  6970J
  7840J
  8710J
  10.9kJ
  12.6kJ
  17.4kJ
  20.0kJ
  21.8kJ
  26.1kJ
  90
  4410J
  5510J
  6060J
  6610J
  7710J
  8820J
  9920J
  11.0kJ
  13.8kJ
  16.0kJ
  22.0kJ
  25.3kJ
  27.6kJ
  33.0kJ
  100 (.50 cal)
  5440J
  6800J
  7480J
  8160J
  9520J
  10.9kJ
  12.2kJ
  13.6kJ
  17.0kJ
  19.7kJ
  27.2kJ
  31.3kJ
  34.0kJ
  40.8kJ
  120
  7840J
  9800J
  10.8kJ
  11.8kJ
  13.7kJ
  15.7kJ
  17.6kJ
  19.6kJ
  24.5kJ
  28.4kJ
  39.2kJ
  45.1kJ
  49.0kJ
  58.8kJ
  140
  10.7kJ
  13.3kJ
  14.7kJ
  16.0kJ
  18.7kJ
  21.3kJ
  24.0kJ
  26.7kJ
  33.3kJ
  38.7kJ
  53.3kJ
  61.3kJ
  66.7kJ
  80.0kJ
  160 (20mm)
  13.9kJ
  17.4kJ
  19.2kJ
  20.9kJ
  24.4kJ
  27.9kJ
  31.3kJ
  34.8kJ
  43.5kJ
  50.5kJ
  69.7kJ
  80.0kJ
  87.1kJ
  104kJ
  180
  17633J
  22.0kJ
  24.2kJ
  26.4kJ
  30.9kJ
  35.3kJ
  39.7kJ
  44.1kJ
  55.1kJ
  63.9kJ
  88.2kJ
  101kJ
  110kJ
  132kJ
  200
  21.8kJ
  27.2kJ
  29.9kJ
  32.7kJ
  38.1kJ
  43.5kJ
  49.0kJ
  54.4kJ
  68.0kJ
  78.9kJ
  109kJ
  125kJ
  136kJ
  163kJ
  250
  34.0kJ
  42.5kJ
  46.8kJ
  51.0kJ
  59.5kJ
  68.0kJ
  76.5kJ
  85.0kJ
  106kJ
  123kJ
  170kJ
  196kJ
  213kJ
  255kJ
  300
  49.0kJ
  61.2kJ
  67.3kJ
  73.5kJ
  85.7kJ
  98.0kJ
  110kJ
  122kJ
  153kJ
  178kJ
  245kJ
  282kJ
  306kJ
  367kJ
  
  11
  Projectiles
  The size, shape and material your projectile is made from will
  have a great effect on its performance. The diameter has already
  been chosen, and used for figuring the DV. Next, you have to
  decide on the length/width ratio (l/w), and density or specific
  gravity (sg). The l/w ratios available are spherical (l/w 1:1),
  length of twice the width (l/w 2:1), length of three times the width
  (l/w 3:1), and length of ten times the width (l/w 10:1).
  Historically, most weapons at or below TL6 use round projectiles
  (those with an l/w of 1:1). Modern pistols usually use l/w 2:1 pro-
  jectiles, and rifles use l/w 3:1 projectiles. Penetrators on discard-
  ing sabot rounds, and missiles usually use a l/w of 10:1 or more.
  Discarding sabot rounds for small arms are usually 3:1.
  The sg of a projectile is its density. Water and propellants have
  an sg of 1. Aluminum has an sg of about 3, iron, steel and other
  iron alloys have an sg of about 7-8, and depleted uranium and
  lead have an sg of about 11.
  Historically, low tech rounds are usually made of lead, which is
  sg11. Depleted uranium armor-piercing rounds are also sg11,
  but only available at TL’s with atomic power (usually TL10+). Iron
  or steel armor-piercing rounds are counted as sg7, and HE
  rounds, aluminum projectiles, and sabot sheaths are usually sg3
  (but counted as sg1 for design purposes since they have a lot of
  empty space). Gunpowder is sg1, so the mass is the same as
  the volume.
  In a nutshell - A given powder energy will propel a light projec-
  tile faster than a heavy one, giving it better aiming characteris-
  tics. However, low density projectiles lose their velocity faster,
  meaning their damage at range drops more than it would for high
  density projectiles. Projectiles with a high l/w ratio have more
  mass per cross-sectional area, and retain their velocity better,
  but are heavier and slower than low l/w ratio projectiles, and this
  lower velocity may degrade their aiming characteristics.
  Everything will be a compromise, as you will discover through
  experimentation. 
  Limits - No projectiles may have diameters of less than 2mm.
  No lead projectile may have an l/w ratio of 10:1. No projectile
  with an l/w of 10:1 or may be fired from a conventional weapon
  without a sabot or as a cluster of projectiles (flechette round).
  Powder handling
  There are three ways to get propellant in and a bullet out of a
  weapon. A cartridge weapon has a casing with a bullet crimped
  on one end, an impact or electrically ignited primer on the other,
  and the space between filled with propellant. A cartridge-firing
  weapon can only have a casing (shell) of a limited size com-
  pared to the projectile it fires. If it is too large, it becomes too
  unwieldy to fit through the action, too fragile to stand up to rough
  use, or both. It can also have more propellant than can exit down
  the barrel fast enough to keep from blowing up the weapon. This
  depends on the TL. 
  Weapons using loose powder have a higher capacity, but also
  have a practical maximum of the amount that will fit in the
  weapon, or reliably ignite. These weapons load the propellant,
  projectile and igniter separately. An archaic flintlock is an exam-
  ple of this, as is a modern 16 inch naval gun.
  Future weapons may use caseless ammunition, where the pro-
  pellant is a solid block, with the projectile embedded inside. This
  eliminates the mass of the casing, making the round smaller and
  lighter. These also have a size limit based on the limits of the
  technology and the lower structural strength of the solidified
  powder.
  In all cases, the maximum allowable propellant will be based on
  the volume of the projectile or projectiles fired. The table below
  gives the maximum propellant volume/projectile volume ratio that
  is allowed at a given TL. Note that rounds close to the upper limit
  will be less reliable than those using only a fraction of the maxi-
  mum.
  Loose 
  Cased 
  Caseless
  Casing as mult. of
  TL
  Powder
  Ammo
  Ammo
  TL
  propellant mass
  1
  2
  -
  -
  1
  -
  2
  4
  -
  -
  2
  -
  3
  6
  -
  -
  3
  -
  4
  8
  2
  -
  4
  8.3
  5
  10
  4
  -
  5
  6.3
  6
  12
  6
  -
  6
  5.6
  7
  14
  8
  -
  7
  4.8
  8
  16
  10
  -
  8
  4.2
  9
  18
  12
  -
  9
  3.7
  10
  20
  14
  2
  10
  3.3
  11
  22
  16
  4
  11
  3.0
  12
  24
  18
  6
  12
  2.8
  13
  26
  20
  8
  13
  2.6
  14
  28
  22
  10
  14
  2.4
  15
  30
  24
  12
  15
  2.2
  Example - A projectile 5mm in diameter with a 2:1 l/w ratio will
  have a volume of .164cc (from the table on the next page). At
  TL13, a caseless ammunition round can have a maximum ratio
  of propellant volume/projectile volume of 8 to 1, or a maximum of
  .164cc x 8 = 1.31cc of propellant. Since powder has an sg of 1,
  this is 1.31g of propellant. If this were a more traditional cased
  round, the casing would have a mass of 1.31g x 2.6 = 3.41g (if
  the full 1.31g of propellant capacity were used). This round
  would be very unreliable, as it uses the absolute maximum pro-
  pellant allowed (see Malfunctions, p.19).
  
  Conventional Weapons
  At this point, you need to go back and see if your original powder
  volume used to get the DV of the weapon is less than the theo-
  retical maximum for that TL. If so, the weapon may be practical.
  If not, try again, or change your design strategy. For instance,
  you might try cased ammo if you exceeded the limits of caseless
  technology.
  Important note - A modifier on round cost is if the casing (if any)
  is disposable (i.e. non-reloadable). A current example is the .22
  rimfire round. Once fired, the brass casing cannot be refur-
  bished, and is discarded. These are less expensive, and the cas-
  ing has half the usual mass. Rocket rounds usually do not have
  casings, and cannot use this modifier. If you plan on extensive
  use of non-reloadable ammo, make sure you calculate the mass
  of this type of round separately, as either in a large clip or with
  large rounds, the weight difference can add up fairly quickly.
  Completing the round
  Add the mass of the projectile, propellant and any casing togeth-
  er. This is the mass of one complete round for this weapon. The
  round will have a base energy, which may be modified by the
  weapon it is fired from. The mass of a round is important, as it
  will contribute to the mass of a loaded magazine, and the total
  mass and initiative modifier of the weapon.
  Example - A 10.5g projectile with 3.8g of propellant and an
  11.4g casing will have a total round mass of 25.7g, or about an
  ounce.
  This table gives all the mass and volume data for most of the
  projectiles you will use. For ones not on the chart, you can get
  the stats by finding one that is on the chart, and cubing the ratio
  of difference. 
  Example - If you wanted the mass for a 6.3mm 3:1 sg11 projec-
  tile, you would multiply the 6mm stats by (6.3/6)3. For very large
  projectiles, multiplying the diameter of a listed projectile by 10
  will multiply the volume by 1,000.
  Example - A spherical (1:1) projectile 10mm in diameter would
  have a volume of .524cc. If it was made of lead (count as sg11),
  it would have a mass of 5.76g. If it were made of iron (count as
  sg7), it would have a mass of 3.67g. A 100mm projectile of the
  same type would have a volume of 524cc, and a mass of 3,670g
  (1,000 times as much).
  If you design a projectile with a density not listed, you can simply
  add or subtract the mass of a projectile with a different density.
  For instance, to get the mass of a sg2 projectile (say one made
  of stone), simply subtract the mass of an sg1 projectile from one
  with an sg of 3 (or double the mass of an sg1 projectile).
  Note - For those doing spreadsheets, the volumes here are
  based on spheres for 1:1 projectiles, and cylinders with hemi-
  spherical ends for other l/w ratios.
  Units volume (cm3) or sg=1
  sg=3 (HE, sabots, aluminum)
  sg=7 (iron, steel)
  sg=11 (lead, depleted uranium)
  Diameter
  1:1
  2:1
  3:1
  10:1
  1:1
  2:1
  3:1
  10:1
  1:1
  2:1
  3:1
  10:1
  1:1
  2:1
  3:1
  10:1
  1.0mm
  -
  .001
  .002
  .008
  .002g
  .004g
  .006g
  .023g
  .004g
  .009g
  .015g
  .053g
  .006g
  .014g
  .023g
  .084g
  1.5mm
  .002
  .004
  .007
  .026
  .005g
  .013g
  .021g
  .077g
  .012g
  .031g
  .049g
  .179g
  .019g
  .049g
  .078g
  .282g
  2.0mm
  .004
  .010
  .017
  .061
  .013g
  .031g
  .050g
  .182g
  .029g
  .073g
  .117g
  .425g
  .046g
  .115g
  .184g
  .668g
  2.5mm
  .008
  .020
  .033
  .119
  .025g
  .061g
  .098g
  .356g
  .057g
  .143g
  .229g
  .83g
  .090g
  .225g
  .360g
  1.30g
  3.0mm
  .014
  .035
  .057
  .205
  .042g
  .106g
  .170g
  .615g
  .099g
  .247g
  .396g
  1.43g
  .156g
  .389g
  .622g
  2.25g
  3.5mm
  .022
  .056
  .090
  .326
  .067g
  .168g
  .269g
  .977g
  .157g
  .393g
  .629g
  2.28g
  .247g
  .617g
  .988g
  3.58g
  4.0mm
  .034
  .084
  .134
  .486
  .101g
  .251g
  .402g
  1.46g
  .235g
  .586g
  .938g
  3.40g
  .369g
  .922g
  1.47g
  5.34g
  4.5mm
  .048
  .119
  .191
  .692
  .143g
  .358g
  .573g
  2.08g
  .334g
  .835g
  1.34g
  4.84g
  .525g
  1.31g
  2.10g
  7.61g
  5.0mm
  .065
  .164
  .262
  .949
  .196g
  .491g
  .785g
  2.85g
  .458g
  1.15g
  1.83g
  6.64g
  .720g
  1.80g
  2.88g
  10.4g
  5.5mm
  .087
  .218
  .348
  1.26
  .261g
  .653g
  1.05g
  3.79g
  .610g
  1.52g
  2.44g
  8.84g
  .958g
  2.40g
  3.83g
  13.9g
  6.0mm
  .113
  .283
  .452
  1.64
  .339g
  .848g
  1.36g
  4.92g
  .792g
  1.98g
  3.17g
  11.5g
  1.24g
  3.11g
  4.98g
  18.0g
  6.5mm
  .144
  .359
  .575
  2.08
  .431g
  1.08g
  1.73g
  6.25g
  1.01g
  2.52g
  4.03g
  14.6g
  1.58g
  3.95g
  6.33g
  22.9g
  7.0mm
  .180
  .449
  .718
  2.60
  .539g
  1.35g
  2.16g
  7.81g
  1.26g
  3.14g
  5.03g
  18.2g
  1.98g
  4.94g
  7.90g
  28.7g
  7.5mm
  .221
  .552
  .884
  3.20
  .663g
  1.66g
  2.65g
  9.61g
  1.55g
  3.87g
  6.18g
  22.4g
  2.43g
  6.07g
  9.72g
  35.2g
  8.0mm
  .268
  .670
  1.07
  3.89
  .804g
  2.01g
  3.22g
  11.7g
  1.88g
  4.69g
  7.51g
  27.2g
  2.95g
  7.37g
  11.8g
  42.8g
  8.5mm
  .322
  .804
  1.29
  4.66
  .965g
  2.41g
  3.86g
  14.0g
  2.25g
  5.63g
  9.00g
  32.6g
  3.54g
  8.84g
  14.2g
  51.3g
  9.0mm
  .382
  .954
  1.53
  5.53
  1.15g
  2.86g
  4.58g
  16.6g
  2.67g
  6.68g
  10.7g
  38.7g
  4.20g
  10.5g
  16.8g
  60.9g
  9.5mm
  .449
  1.12
  1.80
  6.51
  1.35g
  3.37g
  5.39g
  19.5g
  3.14g
  7.86g
  12.6g
  45.6g
  4.94g
  12.4g
  19.8g
  71.6g
  10mm
  .524
  1.31
  2.09
  7.59
  1.57g
  3.93g
  6.28g
  22.8g
  3.67g
  9.16g
  14.7g
  53.2g
  5.76g
  14.4g
  23.0g
  83.5g
  11mm
  .697
  1.74
  2.79
  10.1
  2.09g
  5.23g
  8.36g
  30.3g
  4.88g
  12.2g
  19.5g
  70.7g
  7.67g
  19.2g
  30.7g
  111g
  12mm
  .905
  2.26
  3.62
  13.1
  2.71g
  6.79g
  10.9g
  39.4g
  6.33g
  15.8g
  25.3g
  91.8g
  9.95g
  24.9g
  39.8g
  144g
  13mm
  1.15
  2.88
  4.60
  16.7
  3.45g
  8.63g
  13.8g
  50.0g
  8.05g
  20.1g
  32.2g
  117g
  12.7g
  31.6g
  50.6g
  184g
  14mm
  1.44
  3.59
  5.75
  20.8
  4.31g
  10.8g
  17.2g
  62.5g
  10.1g
  25.1g
  40.2g
  146g
  15.8g
  39.5g
  63.2g
  229g
  15mm
  1.77
  4.42
  7.07
  25.6
  5.30g
  13.3g
  21.2g
  76.9g
  12.4g
  30.9g
  49.5g
  179g
  19.4g
  48.6g
  77.8g
  282g
  16mm
  2.14
  5.36
  8.58
  31.1
  6.43g
  16.1g
  25.7g
  93.3g
  15.0g
  37.5g
  60.1g
  218g
  23.6g
  59.0g
  94.4g
  342g
  18mm
  3.05
  7.63
  12.2
  44.3
  9.16g
  22.9g
  36.6g
  133g
  21.4g
  53.4g
  85.5g
  310g
  33.6g
  84.0g
  134g
  487g
  20mm
  4.19
  10.5
  16.8
  60.7
  12.6g
  31.4g
  50.3g
  182g
  29.3g
  73.3g
  117g
  425g
  46.1g
  115g
  184g
  668g
  23mm
  6.37
  15.9
  25.6
  92.4
  19.1g
  47.8g
  76.5g
  277g
  44.6g
  111g
  178g
  647g
  70.1g
  175g
  280g
  1020g
  25mm
  8.18
  20.5
  32.7
  119.
  24.5g
  61.4g
  98.2g
  356g
  57.3g
  143g
  229g
  830g
  90.0g
  225g
  360g
  1310g
  27mm
  10.3
  25.8
  41.2
  149.
  30.9g
  77.3g
  124g
  448g
  72.1g
  180g
  289g
  1050g
  113g
  283g
  454g
  1640g
  30mm
  14.1
  35.3
  56.6
  205.
  42.4g
  106g
  170g
  615g
  99.0g
  247g
  396g
  1440g
  156g
  389g
  622g
  2260g
  
  13
  Velocity
  Now, figure out how fast your projectile will go with the energy
  the weapon gives it. This is important for the aiming and damage
  characteristics of the weapon. Weapons will only get modifiers
  for hydrostatic shock if they have a velocity of more than
  330m/sec (roughly the speed of sound at sea level on Earth).
  Otherwise, the injury is treated as a puncture wound, like a
  crossbow bolt. If moving at less than 100m/sec, the projectiles
  are counted as blunt attacks. On the other end of the scale, no
  projectile should have a velocity of more than 4,500m/sec, other-
  wise it will begin to melt from atmospheric friction. If the weapon
  will be used in a vacuum or atmospheres too thin to breathe, this
  upper bound does not apply. The chart to the right has some
  general guidelines.
  If the mass you want is not on the table, or you need the exact
  velocity for some other reason, it is:
  Velocity in m/sec = (Muzzle energy(J)/Projectile mass(g)).5 x 44.84
  The result is the muzzle velocity of the projectile in meters per
  second. The formula and table work equally well for magnetically
  accelerated projectiles, where the energy used is that actually
  delivered to the projectile.
  To reverse the equation, if you know the velocity and the mass,
  the energy in Joules is:
  Muzzle energy in J = Projectile mass(g) x (velocity in m/sec)2 / 2011
  Example - A projectile with a mass of 5.0g and a velocity of
  1,000m/sec would have an energy of 2,486J, which, if it had a
  diameter of 10mm, would give it a DV of 43.
  In Earth gravity (but no atmosphere), the absolute maximum
  range of a projectile is its (muzzle velocity)2/10 meters. On other
  planets, use the square root of the local gravity in gees, times
  10, instead of 10.
  Example - Gravity on Mars is about .4 gees. The square root of
  .4 is .632, so on Mars, the maximum range would be (muzzle
  velocity)2/6.32 meters.
  In an Earth-normal atmosphere, this formula is good for heavy
  subsonic projectiles. For small projectiles, as a rough estimate,
  take the theoretical range and multiply it by the square root of
  the projectile mass in kilograms and projectile density/10 (with a
  maximum of 1). Use a mass of 1kg for projectiles with a mass of
  more than 1kg.
  Example - A projectile with a velocity of 1,000m/sec will have a
  theoretical range of 100,000m, or 100km. If the projectile
  massed 10g (.01kg), it would have a maximum range of 100,000m
  x .01.5, or 10,000m. A 100g (.1kg) projectile would have a maxi-
  mum range of 100,000m x .1.5, or 31,600m. A 10g projectile
  might be an assault rifle bullet, while a 100g projectile might be a
  20mm cannon projectile.
  Note - Remember that a gun can be deadly well beyond the
  range where you can deliberately hit something with it.
  The table below gives you a rough guide to muzzle velocities for
  a range or projectile masses and energies.
  Example - A projectile with a mass of 10g and a muzzle energy
  of 1200J will have a muzzle velocity of 491m/sec.
  Muzzle
  Velocity of projectile with a mass of
  energy
  2g
  5g
  10g
  20g
  50g
  200J (.22)
  448m/s
  284m/s
  201m/s
  142m/s
  90m/s
  400J (.38 Spec.)
  634m/s
  401m/s
  284m/s
  200m/s
  127m/s
  600J (9mm)
  777m/s
  491m/s
  347m/s
  246m/s
  155m/s
  800J
  897m/s
  567m/s
  401m/s
  284m/s
  179m/s
  1000J (.357 Mag.)
  1000m/s
  634m/s
  448m/s
  317m/s
  201m/s
  1200J
  1100m/s
  695m/s
  491m/s
  347m/s
  219m/s
  1400J (.44 Mag.)
  1190m/s
  750m/s
  531m/s
  375m/s
  237m/s
  1600J
  1270m/s
  802m/s
  567m/s
  401m/s
  254m/s
  1800J (5.56mm)
  1350m/s
  851m/s
  602m/s
  425m/s
  269m/s
  2000J
  1420m/s
  897m/s
  634m/s
  448m/s
  284m/s
  2500J
  1590m/s
  1000m/s
  709m/s
  501m/s
  317m/s
  3000J (.303)
  1740m/s
  1100m/s
  777m/s
  549m/s
  347m/s
  3500J (7.62mm)
  1880m/s
  1190m/s
  839m/s
  593m/s
  375m/s
  4000J
  2010m/s
  1270m/s
  897m/s
  634m/s
  401m/s
  4500J
  2130m/s
  1350m/s
  951m/s
  672m/s
  425m/s
  5000J (.338 Mag.)
  2240m/s
  1420m/s
  1000m/s
  709m/s
  448m/s
  6000J
  2460m/s
  1550m/s
  1100m/s
  777m/s
  491m/s
  7000J
  2650m/s
  1680m/s
  1190m/s
  839m/s
  530m/s
  8000J
  2840m/s
  1790m/s
  1270m/s
  897m/s
  567m/s
  9000J
  3010m/s
  1900m/s
  1350m/s
  951m/s
  602m/s
  10kJ (.460 Mag.)
  3170m/s
  2010m/s
  1420m/s
  1000m/s
  634m/s
  12kJ
  3470m/s
  2200m/s
  1550m/s
  1100m/s
  695m/s
  14kJ
  3750m/s
  2370m/s
  1680m/s
  1190m/s
  750m/s
  16kJ
  4010m/s
  2540m/s
  1790m/s
  1270m/s
  802m/s
  18kJ (12.7mm)
  4250m/s
  2690m/s
  1900m/s
  1350m/s
  851m/s
  20kJ
  4480m/s
  2840m/s
  2010m/s
  1420m/s
  897m/s
  25kJ
  5010m/s
  3170m/s
  2240m/s
  1590m/s
  1000m/s
  30kJ (14.5mm)
  5490m/s
  3470m/s
  2460m/s
  1740m/s
  1100m/s
  35kJ (15mm)
  5930m/s
  3750m/s
  2650m/s
  1880m/s
  1190m/s
  40kJ
  6340m/s
  4010m/s
  2840m/s
  2010m/s
  1270m/s
  45kJ
  6730m/s
  4250m/s
  3010m/s
  2120m/s
  1350m/s
  50kJ (20mm)
  7090m/s
  4480m/s
  3170m/s
  2240m/s
  1420m/s
  
  Conventional Weapons
  Range Class
  Now you need to find out the RC of the projectile. Range Class
  (or RC) is a gross simplification of the ballistics of a round.
  Projectile velocity, geometry and density all affect how accurate
  a round is, and how well it keeps its damage at range. These
  factors can be broken down into some really tedious equations
  (trust me), which allow you to plot these factors on an accuracy
  vs. distance or damage vs. distance graph. An RC is a particular
  curve on that graph which a group of projectiles will cluster
  around. For instance, all projectiles with a certain ratio of mass
  to cross-sectional area will decelerate at a certain rate.
  In real life, every projectile would have a separate curve, but for
  sake of design ease, eight curves are provided for aiming RC
  and damage RC, and any projectile or beam will fall onto one of
  these curves.
  A number of factors will contribute to the RC of a weapon. You
  always use the worst RC that applies. For instance, a projectile
  with good accuracy will gain no benefit if fired from a inaccurate
  weapon. Weapons will have separate RC’s for aiming (stability
  and velocity), and damage (how quickly the projectile deceler-
  ates). RC is in an x/y format, where x is the aiming RC, and y is
  the damage RC. These do not have to be the same.
  Aiming RC
  Typical for:
  1
  Snub-nosed pistols
  2
  Pistols
  3
  Carbines
  4
  Rifles (maximum for shoulder-fired)
  5
  Light cannon (small autocannon)
  6
  Medium cannon (tank guns)
  7
  Heavy cannon (artillery)
  8
  Superheavy cannon (siege guns)
  Use the following tables to find the maximum theoretical RC for
  your weapon. This is the RC that would be used if fired from the
  “perfect” gun. This provides you with a set of characteristics for a
  family of weapons based on the same cartridge, and lets you
  know if the weapon will meet the criteria you designed for it.
  For aiming RC, it is based on the velocity of the projectile in
  m/sec, and for damage RC, based on the projectile mass in
  grams, divided by diameter in mm squared. The numbers are the
  maximum for that range.
  Example - Take a 5mm lead (sg11) rifle bullet (3:1 l/w ratio) with
  a velocity of 700m/sec. A velocity of 700m/sec is more than the
  amount for aiming RC3, but less than that for RC4, so it is aim-
  ing RC4 (750m/sec is the maximum velocity that would be RC4).
  The projectile has a mass of 2.88g. Divided by 25 (5mm
  squared), this is .115, which falls into the RC3 range for damage.
  Or, you could have looked it up under 3:1 sg11 projectiles and
  seen that it was less than the 6.5mm maximum for RC3.
  Note - Projectiles in a vacuum do not slow down, and maintain
  full DV until they strike something. Therefore their Damage RC is
  irrelevant in settings without an atmosphere. This is why space
  debris can be so hazardous.
  For instance, a spherical 2mm (1/12th") chunk of steel travelling
  at 10,000m/sec (about 36,000kph or 22,500mph) has an energy of
  1442J, and a DV of 73. If you were orbiting in the opposite direc-
  tion and hit it, the relative velocity would be doubled, and the DV
  would be 146, more than a .50 caliber machine gun! This would
  be more than enough to go in one side of the Space Shuttle and
  send debris shooting out the other. Even flakes of paint and
  grains of sand can be hazardous at these velocities, the former
  actually taking a gouge out of a Space Shuttle window a few
  years back.
  Tech Geek Note - The modifiers to hit for aiming RC are derived
  from a curve whose slope is roughly:
  y = 1.95 - zr
  where z is a constant based on aiming RC (.8 for RC1, .4 for
  RC4), r is the square root of the range in meters, and y is the log
  of the “to hit” modifier in a 1d20 game system. You'll have to
  manually plot it out beyond where y equals zero. For instance,
  the “+0” range for an aiming RC4 weapon is 23.8 meters.
  The average person is not going to need this, but enough people
  have asked for the equation over the years that we are including
  it just for them.
  At this point, you should have everything you need to know
  about the bullet or projectile, including its mass, width, length,
  density, velocity, Tech Level and optimum range characteristics.
  Now that you have your bullet parameters, you can move on to
  the weapon itself, which is made up of several subsystems.
  Velocity(m/sec)
  sg3 diameter(mm)
  sg7 diameter(mm)
  sg11 diameter(mm)
  Aiming
  1:1
  2:1
  3:1
  10:1
  Damage Mass/Diam2
  1:1
  2:1
  3:1
  10:1
  1:1
  2:1
  3:1
  10:1
  1:1
  2:1
  3:1
  10:1
  RC1
  200m/s
  150m/s
  100m/s
  50m/s
  RC1
  <.050
  31.0mm 12.5mm 7.5mm
  2.0mm 13.5mm 5.0mm
  3.0mm
  .5mm
  8.5mm
  3.0mm
  2.0mm
  .5mm
  RC2
  400m/s
  300m/s
  250m/s
  100m/s
  RC2
  .051-.100 63.0mm 25.0mm 15.5mm 4.0mm 27.0mm 10.5mm 6.5mm
  1.5mm 17.0mm 6.5mm
  4.0mm
  1.0mm
  RC3
  750m/s
  600m/s
  400m/s
  250m/s
  RC3
  .101-.150 95.0mm 38.0mm 23.0mm 6.5mm 41.0mm 16.0mm 10.0mm 2.5mm 26.0mm 10.0mm 6.5mm
  1.5mm
  RC4
  1100m/s
  900m/s
  750m/s
  500m/s
  RC4
  .151-.300 191mm 76.0mm 47.0mm 13.0mm 81.0mm 32.0mm 20.0mm 5.5mm 52.0mm 20.0mm 13.0mm 3.5mm
  RC5
  1500m/s 1300m/s 1100m/s
  800m/s
  RC5
  .301-.500 318mm 127mm 79.0mm 21.0mm 136mm 54.0mm 34.0mm 9.0mm 86.0mm 34.0mm 21.0mm
  5.mm
  RC6
  2000m/s 1750m/s 1500m/s 1150m/s
  RC6
  .501-.750
  -
  190mm 119mm 32.0mm 204mm 81.0mm 51.0mm 14.0mm 130mm 52.0mm 32.0mm 8.5mm
  RC7
  2600m/s 2300m/s 2000m/s 1600m/s
  RC7
  .751-1.05
  -
  267mm 167mm 46.0mm 286mm 114mm 71.0mm 19.5mm 182mm 72.0mm 45.0mm 12.5mm
  RC8
  —anything >RC7—
  RC8
  >1.05
  ——————————any projectile too large to be RC7——————————
  
  15
  Receiver
  The receiver is the portion of the weapon that feeds the ammuni-
  tion from wherever it is stored to the chamber where it is fired,
  and out again. It includes the trigger assembly, safety, and so
  on. In muzzle-loading weapons, the receiver includes the area of
  the barrel that holds the powder and has the touch-hole. The
  mass of the receiver on a conventional gun is:
  Base propellant energy.63 x (20-TL) x Action multiple
  Note that this is propellant energy, not muzzle energy. You use
  the raw energy of the powder charge for determining receiver
  mass. The action multiple is based on the type of action the
  weapon has, certain advantages or disadvantages giving differ-
  ent masses. For instance, a revolver is lighter, but at any TL
  below 13, is less efficient than other actions.
  Action
  Mass multiplier
  Autoburst
  x1.50
  Full-auto
  x1.50
  Semi-auto
  x.90
  Lever action
  x.75
  Bolt action
  x.60
  Revolver
  x.30
  Single shot
  x.30
  Full-auto(AT) and autoburst(AB) actions may be similar to semi-
  auto(SA) actions in appearance and design, but are heavier, and
  able to withstand more abuse from heat and stress. This extra
  mass represents heavier components and active or passive
  cooling arrangements, which may in practice cover part of the
  barrel as well (like a water cooling jacket). A full-auto or auto-
  burst weapon may be bought with a semi-auto receiver, but will
  suffer a reliability penalty later. Most full-auto assault rifles are
  bought with the semi-auto receiver mass. Light machineguns
  may or may not, depending on manufacturer. AT/AB mass works
  best on weapons designed for sustained fire, like heavy
  machineguns.
  The table on the next column has some base numbers for
  receiver mass for varying amounts of energy. These numbers
  are for TL10 receivers. For receivers below TL10, add 10% to
  the listed amount per TL. For receivers above TL10, add 10% to
  the listed amount per TL. The calibers listed beside some ener-
  gies are at the closest energy bracket to the actual round,
  although rounds may vary due to manufacturing differences,
  TL’s or other factors.
  Propellant
  Mass in grams of TL10 receiver
  energy
  AT/AB
  SA
  LA
  B
  RV/SS
  200J (.22)
  422g
  253g
  211g
  169g
  84g
  400J (.38 Spec)
  654g
  392g
  327g
  261g
  131g
  600J (9mm)
  844g
  506g
  422g
  338g
  169g
  800J
  1010g
  607g
  506g
  405g
  202g
  1000J (.357 Mag)
  1160g
  699g
  582g
  466g
  233g
  1200J
  1310g
  784g
  653g
  522g
  261g
  1400J (.44 Mag.)
  1440g
  864g
  720g
  576g
  288g
  1600J
  1570g
  939g
  783g
  626g
  313g
  1800J (5.56mm)
  1690g
  1010g
  843g
  674g
  337g
  2000J
  1800g
  1080g
  901g
  721g
  360g
  2500J
  2070g
  1240g
  1040g
  830g
  415g
  3000J (.303)
  2330g
  1400g
  1160g
  931g
  465g
  3500J (7.62mm)
  2560g
  1540g
  1280g
  1030g
  513g
  4000J
  2790g
  1670g
  1390g
  1120g
  558g
  4500J
  3000g
  1800g
  1500g
  1200g
  601g
  5000J (.338 Mag)
  3210g
  1930g
  1610g
  1280g
  642g
  6000J
  3600g
  2160g
  1800g
  1440g
  720g
  7000J
  3970g
  2380g
  1980g
  1590g
  793g
  8000J
  4320g
  2590g
  2160g
  1730g
  863g
  9000J
  4650g
  2790g
  2320g
  1860g
  930g
  10kJ (.460 Mag)
  4970g
  2980g
  2480g
  1990g
  993g
  12kJ
  5570g
  3340g
  2790g
  2230g
  1110g
  14kJ
  6140g
  3680g
  3070g
  2460g
  1230g
  16kJ
  6680g
  4010g
  3340g
  2670g
  1340g
  18kJ (12.7mm)
  7190g
  4320g
  3600g
  2880g
  1440g
  20kJ
  7690g
  4610g
  3840g
  3080g
  1540g
  25kJ
  8850g
  5310g
  4420g
  3540g
  1770g
  30kJ (14.5mm)
  9920g
  5950g
  4960g
  3970g
  1990g
  35kJ (15mm)
  10900g
  6560g
  5470g
  4370g
  2190g
  40kJ
  11900g
  7140g
  5950g
  4760g
  2380g
  45kJ
  12800g
  7690g
  6410g
  5130g
  2560g
  50kJ (20mm)
  13700g
  8220g
  6850g
  5480g
  2740g
  AT - Automatic weapon
  AB
  - Autoburst weapon, may be fired autofire as well
  B
  - Bolt-action weapon
  SA - Semi-auto weapon, or light-duty autofire/autoburst
  RV
  - Revolver weapon
  LA - Lever action, also applies to pump action
  SS
  - Single shot weapon
  Example - A semi-auto(SA) receiver for a 3,500J weapon will
  mass 1,540g. For a TL12 weapon, it would mass less. Since
  there are two TL's of difference, and each one is a 10%
  decrease in receiver mass, the TL12 receiver will have a mass of
  1,540g x .8 = 1,232g.
  
  Conventional Weapons
  Clip/Magazine
  The ammunition for the weapon must be carried somewhere.
  This will generally be referred to as a magazine or clip, regard-
  less of the actual form it takes.
  Internal magazine
  The projectiles are stored in an integral part of the weapon,
  which cannot be removed. When empty, it must be refilled from
  an outside source, possibly one round at a time, or in small
  groups via “stripper clips” containing 5-10 rounds. The mass of
  such a system (empty) is (.1 x mass of one round x number of
  rounds carried).
  Advantages - An internal magazine gives the lowest mass
  penalty of any magazine type.
  Disadvantages - Since it must be manually reloaded each time
  it is emptied, the long term rate of fire is lower.
  External magazine
  This is a feed box, separate from the weapon, and may include
  special ammo handling machinery to get the rounds from stor-
  age to weapon, like mechanical ammo links, flexible conduits,
  etc. The mass of such a system (empty) is (.3 x mass of one
  round x number of rounds carried).
  Advantages - An external magazine is a must for weapons with
  high sustained rates of fire. Linked ammunition can be made into
  belts of about any size, limited only by space available.
  Disadvantages - The external magazine is bulky and heavy
  compared to other types of ammunition handling, and is less
  suitable for hand-held weapons.
  Detachable clip
  This is a spring or gravity-fed magazine that attaches directly to
  the weapon, which can be removed easily for reloading or
  replacement. The mass of such a system (empty) is (.2 x mass
  of one round x number of rounds carried).
  Advantages - A detachable magazine is good for any weapon
  which will need to use a moderate quantity of ammunition, but
  still need the advantages of low mass and portability.
  Disadvantages - Each extra magazine is dead weight that the
  user must carry in addition to the mass of the ammunition itself.
  This can be offset by carrying a limited number of clips, which
  can be reloaded between uses.
  Note - Normal clip mass is based on non-disposable ammuni-
  tion. However, a disposable clip could be be based on the mass
  of disposable ammunition.
  Revolver clip
  A revolver has a rotating cylinder which contains the rounds,
  which pass in front of the barrel for each shot. The mass of such
  a system (empty) is (.166 x receiver mass x number of rounds
  carried).
  Advantages - Revolvers are more reliable. If a weapon has a
  “dud” malfunction, the weapon can be refired without losing any
  sighting bonuses, and jams are almost impossible.
  Disadvantages - Revolver “clips” are heavy, as they absorb
  much of the firing stress, while other clips just hold the rounds.
  Since revolver clips are usually cylindrical, large clips are
  unwieldy as well as heavy.
  The mass of any detachable clip is added to the mass of the
  rounds carried, and the result is the mass of a full clip. Mass of
  internal or clip magazines is added to weapon mass before
  accessories, and the mass of the rounds added afterwards.
  Barrel
  The barrel of a weapon is separate from the receiver. This is the
  part the projectile travels down before exiting the weapon, where
  it receives its spin stabilization (if any), and where the expanding
  propellant gases push on the projectile. In low tech weapons, it
  also forms the sighting plane, with aiming points at both ends. A
  weapon barrel must be a minimum length in order for the propel-
  lant gases to burn completely enough to give the projectile its
  rated DV (from computed muzzle energy). This length is:
  (400/propellant TL) x (powder mass/2).5/projectile diameter(cm)
  Example - A TL10 weapon with a powder mass of 2.0g, and a
  bullet diameter of 9mm will need a barrel 44.4cm long.
  A longer barrel will increase the effective energy of the propellant
  in that weapon by 1% per 2% increase in length, with a maxi-
  mum 10% increase in DV (roughly 42% increase in barrel
  length). A shorter barrel will decrease the effective energy of the
  propellant in that weapon by 1% per 2% decrease in barrel
  length, with a minimum barrel length of 5 times the projectile
  diameter. The barrel must also have a certain minimum length
  for the weapon to have a given aiming RC.
  Barrel length/projectile diameter
  Minimum
  Aiming RC
  Length <10x projectile diameter
  <10cm
  RC1
  Length 11-20x projectile diameter
  10cm
  RC2
  Length 21-40x projectile diameter
  20cm
  RC3
  Length 41-80x projectile diameter
  40cm
  RC4
  Length 81-150x projectile diameter
  80cm
  RC5
  Length 151-300x projectile diameter
  150cm
  RC6
  Length 301-600x projectile diameter
  300cm
  RC7
  Length >600x projectile diameter
  600cm
  RC8
  Compare the ratio-based barrel length to the minimum lengths
  listed. If the ratio-based minimum length is two or more rows
  below the line for the ratio itself, the actual minimum barrel
  length is shifted down one row per two rows of difference (round
  down). The adjusted minimum length is the shortest the barrel
  may ever be, regardless of the ratio, to acheive that aiming RC.
  Example - A 35cm barrel for a .5cm bullet is 70x bullet diameter,
  or the RC4 category. However, 35cm is less than the minimum
  for RC4, so the weapon is RC3 for aiming instead.
  Example - A 10cm anti-tank gun would need a barrel over
  1500cm (15 meters) long to have the 151-300x ratio needed for
  RC6. However, the minimum length listed for RC6 is 150cm.
  Since the ratio-based length is >600cm (two rows down), the
  actual minimum length is one row down, or 300cm.
  Barrel mass is dependent on TL, effective energy (muzzle ener-
  gy for basic barrel length), and its length. The mass in grams is:
  Length in cm x Energy in J.5 x (20-TL) x .1
  The table shows barrel masses (in grams) for given lengths and
  energies at TL10. For each TL<10, increase mass by 10%, and
  for each TL>10, reduce mass by 10%. For instance, a TL5 barrel
  would mass 50% more, while a TL15 barrel would mass 50%
  less. Since barrel mass increases linearly with length, intermedi-
  ate lengths are easily estimated. For instance, a 66cm barrel has
  10% more length (and mass) than a 60cm barrel.
  
  17
  Accessories
  All designs will need some sort of external fixtures, like stocks,
  trigger guards, sights and so on. These items will simply add a
  percentage to the mass of the unloaded weapon. This includes
  the weapon and any ammunition feed system, but not the
  ammunition. A weapon (unloaded) plus accessories will mass:
  (receiver + barrel + any internal clip) x mass multiplier
  Detachable or external clips are a separate item, and do not con-
  tribute to accessory mass.
  Fixed mounts
  Fixed mount weapons, or those which are a permanent part of a
  vehicle will have a mass multiplier of x1.1. The weapon will nor-
  mally be unsuitable to be fired in any other way, although small
  examples may be cradled under the arm, or braced against a
  hip, at substantial penalties to hit a target. A fixed mount
  includes sights only if the firer would normally look directly over
  the weapon to fire it.
  Semi-fixed
  A semi-fixed mount has all the features of both fixed and hand-
  held mounts, and is usually applied to weapons like light
  machine guns, which may be carried, fired from a bipod, pintle or
  tripod. They have a mass multiplier of x1.3. A semi-fixed mount
  includes all advantages of the previous types, and in addition
  can be assumed to have a folding bipod, allowing more accurate
  fire from a prone position.
  Hand-held
  Weapons designed to be fired by hand, without external encum-
  brances will have a mass multiplier of x1.2. The weapon is not
  designed to be fired from or mounted in any fixed mount or mov-
  able tracking system. A handheld weapon will include basic
  sights and grips for one or two hands. If a military longarm, provi-
  sion for attaching a bayonet, grenade launcher (TL10+) or in
  some cases a telescopic (TL10+) or night sight (TL11+) may be
  included, and on civilian longarms, will usually include provision
  for mounting a telescopic sight (TL8+). These features will be
  less common, but available at lower TL’s, depending on techni-
  cal and cultural developments in that world.
  Example - A TL11 military rifle is designed with a base mass of
  4.00kg. It is hand-held, so the final mass is 4.00 x 1.2, or 4.8kg.
  This extra .8kg includes the stock, grip, and sights, and optional-
  ly includes a bayonet lug, grenade launcher attachment point
  and mounting points for a telescopic sight.
  Barrel length
  Energy
  5cm
  10cm
  15cm
  20cm
  25cm
  30cm
  40cm
  50cm
  60cm
  70cm
  80cm
  90cm
  100cm
  150cm 200cm
  250cm
  200J
  71g
  141g
  212g
  283g
  354g
  424g
  566g
  707g
  849g
  990g
  1130g
  1270g
  1410g
  2120g
  2830g
  3540g
  400J
  100g
  200g
  300g
  400g
  500g
  600g
  800g
  1000g
  1200g
  1400g
  1600g
  1800g
  2000g
  3000g
  4000g
  5000g
  600J
  122g
  245g
  367g
  490g
  612g
  735g
  980g
  1230g
  1470g
  1720g
  1960g
  2210g
  2450g
  3670g
  4900g
  6120g
  800J
  141g
  283g
  424g
  566g
  707g
  849g
  1130g
  1410g
  1700g
  1920g
  2260g
  2550g
  2830g
  4240g
  5660g
  7070g
  1000J
  158g
  316g
  474g
  632g
  791g
  949g
  1270g
  1580g
  1900g
  2210g
  2530g
  2850g
  3160g
  4740g
  6320g
  7910g
  1200J
  173g
  346g
  520g
  693g
  866g
  1040g
  1390g
  1730g
  2080g
  2430g
  2770g
  3120g
  3460g
  5200g
  6930g
  8660g
  1400J
  187g
  374g
  561g
  748g
  935g
  1120g
  1500g
  1870g
  2250g
  2620g
  2990g
  3370g
  3740g
  5610g
  7480g
  9350g
  1600J
  200g
  400g
  600g
  800g
  1000g
  1200g
  1600g
  2000g
  2400g
  2800g
  3200g
  3600g
  4000g
  6000g
  8000g 10000g
  1800J
  212g
  424g
  636g
  849g
  1060g
  1270g
  1700g
  2120g
  2550g
  2970g
  3390g
  3820g
  4240g
  6360g
  8490g 10600g
  2000J
  224g
  447g
  671g
  894g
  1120g
  1340g
  1790g
  2240g
  2680g
  3130g
  3580g
  4030g
  4470g
  6710g
  8940g 11200g
  2500J
  250g
  500g
  750g
  1000g
  1250g
  1500g
  2000g
  2500g
  3000g
  3500g
  4000g
  4500g
  5000g
  7500g 10000g 12500g
  3000J
  274g
  548g
  822g
  1100g
  1370g
  1640g
  2190g
  2740g
  3290g
  3830g
  4380g
  4930g
  5480g
  8220g 11000g 13700g
  3500J
  296g
  592g
  887g
  1180g
  1480g
  1780g
  2370g
  2960g
  3550g
  4140g
  4730g
  5320g
  5920g
  8870g 11800g 14800g
  4000J
  316g
  632g
  949g
  1270g
  1580g
  1900g
  2530g
  3160g
  3800g
  4430g
  5060g
  5690g
  6330g
  9490g 12600g 15800g
  4500J
  335g
  671g
  1010g
  1340g
  1680g
  2010g
  2680g
  3350g
  4030g
  4700g
  5370g
  6040g
  6710g 10100g 13400g 16800g
  5000J
  354g
  707g
  1060g
  1410g
  1770g
  2120g
  2830g
  3540g
  4240g
  4950g
  5660g
  6360g
  7070g 10600g 14100g 17700g
  6000J
  387g
  775g
  1160g
  1550g
  1940g
  2320g
  3100g
  3870g
  4650g
  5420g
  6200g
  6970g
  7750g 11600g 15500g 19400g
  7000J
  418g
  837g
  1260g
  1670g
  2090g
  2510g
  3350g
  4180g
  5020g
  5860g
  6690g
  7530g
  8370g 12100g 16100g 20900g
  8000J
  447g
  894g
  1340g
  1790g
  2240g
  2680g
  3580g
  4470g
  5370g
  6260g
  7160g
  8050g
  8940g 13400g 17900g 22400g
  9000J
  474g
  949g
  1420g
  1900g
  2370g
  2850g
  3800g
  4740g
  5690g
  6640g
  7590g
  8540g
  9490g 14320g 19000g 23700g
  10kJ
  500g
  1000g
  1500g
  2000g
  2500g
  3000g
  4000g
  5000g
  6000g
  7000g
  8000g
  9000g
  10000g 15000g 20000g 25000g
  12kJ
  548g
  1110g
  1640g
  2190g
  2740g
  3290g
  4380g
  5480g
  6570g
  7670g
  8760g
  9860g
  11000g 16400g 21900g 27400g
  14kJ
  592g
  1180g
  1780g
  2370g
  2960g
  3550g
  4730g
  5920g
  7100g
  8280g
  9470g 10600g
  11800g 17700g 23700g 29600g
  16kJ
  632g
  1270g
  1900g
  2530g
  3160g
  3800g
  5060g
  6440g
  7590g
  8850g 10100g 11400g
  12600g 19000g 25300g 31600g
  18kJ
  671g
  1340g
  2010g
  2680g
  3350g
  4030g
  5370g
  6710g
  8050g
  9390g 10700g 12100g
  13400g 20100g 26800g 33500g
  20kJ
  707g
  1410g
  2120g
  2830g
  3540g
  4240g
  5660g
  7070g
  8490g
  9900g 11300g 12700g
  14100g 21200g 28300g 35400g
  25kJ
  791g
  1580g
  2370g
  3160g
  3950g
  4740g
  6330g
  7910g
  9490g 11100g 12600g 14200g
  15800g 23700g 31600g 39500g
  30kJ
  866g
  1730g
  2600g
  3460g
  4330g
  5200g
  6930g
  8660g 10400g 12100g 13900g 15600g
  17300g 26000g 34600g 43300g
  35kJ
  935g
  1870g
  2810g
  3740g
  4680g
  5610g
  7480g
  9350g 11200g 13100g 15000g 16800g
  18700g 28100g 37400g 46800g
  40kJ
  1000g
  2000g
  3000g
  4000g
  5000g
  6000g
  8000g 10000g 12000g 14000g 16000g 18000g
  20000g 30000g 40000g 50000g
  45kJ
  1060g
  2120g
  3180g
  4240g
  5300g
  6360g
  8490g 10600g 12700g 14800g 17000g 19100g
  21200g 31800g 42400g 53000g
  50kJ
  1120g
  2240g
  3350g
  4470g
  5590g
  6710g
  8940g 11200g 13400g 15700g 17900g 20100g
  22400g 33500g 44700g 55900g
  
  Conventional Weapons
  Secondary characteristics
  You now have all the primary characteristics of your weapon, like
  mass, aiming and damage RC, DV, action and so on. With
  these, you can figure the secondary characteristics of the
  weapon.
  Inherent Accuracy
  The base IA of a weapon is half its aiming RC, rounding fractions
  up. So weapons with aiming RC of 1 or 2 have an IA of 1, those
  with aiming RC of 3 or 4 have an IA of 2, and so on. RC5-8
  weapons only get IA’s of 3 or more if mounted or solidly braced.
  Cost
  The base cost for a conventional firearm is based on its DV. The
  price is in credits (Cr), where a credit is a generic unit of curren-
  cy roughly equal to a modern US dollar in purchasing power.
  Cost = (DV of bullet fired from weapon)2/5 + 100Cr
  Example - A weapon with a DV of 20 would have a base cost of
  180Cr. A cannon with a DV of 1000 would have a base cost of
  200,100Cr.
  Note - Remember that DV for cost purposes is a full-bore projec-
  tile, without any damage enhancements for ammunition type.
  Cost is a TL-independent item. The Cr is supposed to apply to
  whatever standard of living applies in the game where this
  weapon is used. If average income or standard of living is lower,
  then prices will be correspondingly lower, but will still represent
  about the same amount of work by a person trying to save up for
  it. The amount of 100Cr represents the same fraction of an aver-
  age person’s income at TL7 as it does at TL13, or any other TL
  with money or exchange. Local scarcity, restrictions or other
  non-technical concerns may also modify weapon price.
  The base cost of a weapon is modified by the design and firing
  characteristics of the weapon.
  Action
  Cost
  Weapon
  Cost
  SS
  x.5, +.2 per extra barrel*
  Pistol
  x2.0
  B
  x.7
  Longarm
  x1.0
  RV
  x.5
  Vehicle mount
  x1.0
  SA
  x1.0
  AT & SA
  x1.3
  Mass
  Cost
  Base IA
  Cost
  AT only
  x1.0
  x2.0
  x.25
  -100%
  x.25
  AB
  x1.5
  x1.5
  x.50
  -50%
  x.50
  x1.0
  x1.0
  +0%
  x1.0
  x.75
  x2.0
  +50%
  x2.0
  x.50
  x4.0
  +100%
  x4.0
  Extra clip
  shots.5 x weapon cost/100
  * the +.2 applies to each extra barrel on any multi-barrel weapon
  These multiply together, rather than adding, so a pistol (x2.0)
  revolver (x.50) has the same cost multiple as a semi-automatic
  (x1.0) longarm (x1.0). Weapons with detachable magazines are
  assumed to come with one. Extra clips (/C) cost as shown. This
  cost is halved for external magazines (/E), and multiplied by 10
  for revolver “clips” (extra cylinders). Clip-fed weapons may have
  several clip sizes, but each alternate size is usually larger than
  the one the weapon is equipped with.
  Mass modifiers - Each x2.0 multiple on cost will reduce the
  mass of a weapon by 25% (with maximum reduction of 50%).
  Each x.50 multiple on cost will increase the mass by 50% (with
  maximum increase of 100%). This mass modifier applies to the
  unloaded weapon mass, and does not apply to ammunition,
  although it will apply to the empty mass of any magazines (like
  empty clips). This modification to mass has no effect on the IA of
  the weapon.
  IA modifiers - The Inherent Accuracy of the weapon may be
  increased by increasing the cost of the weapon. Each x2.0 multi-
  ple on cost will increase the base IA of the weapon by 50%
  (round nearest). Each x.50 multiple on cost will decrease the
  base IA of the weapon by 50% (round down). The IA of a
  weapon may never go below -1. Each point that IA is decreased
  due to cheapness is a +1 row modifier for determining malfunc-
  tions.
  The IA may also be increased by increasing the mass of the
  weapon, if the weapon mass was not already increased to
  reduce weapon cost. Each 50% increase in mass and cost will
  increase the IA by 50% (round nearest), with a maximum
  increase of 200% (total of 3x mass and cost). So, if a pistol with
  an IA of 1 was increased in mass and cost by 50%, its IA would
  go to 1.5, which rounds to 2.
  The maximum IA of any weapon may never exceed 3 times the
  base IA for that weapon.
  Example - A semi-auto pistol with a DV of 20 has a base cost of
  360Cr. For in increase in cost of 100% (+360Cr), the IA goes to
  1.5. For another increase in cost and mass of 100% (+360Cr),
  the IA goes to 2.5, which rounds to 3. So, for a cost of 1,080Cr,
  you can have this pistol in a heavy target version, with an IA of 3
  instead of 1.
  Rate of fire
  All weapons will have a maximum rate of fire, or number of shots
  that can be fired per second. Semi-automatic weapons have a
  maximum of 4 shots per second, double-action revolvers have a
  maximum of 3, and single action revolvers have a maximum of
  2. This is as fast as you can pull the trigger and fire, and accura-
  cy is low if more than half this (round up) is used. Bolt action
  weapons get a maximum of 1 shot per 2 seconds, lever/pump
  actions get 2 shots per 3 seconds, and single shot weapons get
  1 shot per barrel, with a normal maximum of 2 shots per second.
  Muzzle loading weapons or other weapons using loose powder
  charges will vary with the skill of the loader and should be
  according to historical guidelines, or reloading guidelines for the
  system you use this weapon in.
  The following formula will calculate the absolute maximum rate a
  projectile weapon can fire at, and this usually only applies to
  automatic weapons.
  Max. ROF = 10/(mass of a complete round in grams/1000).2(n)
  Example - A round massing 10g will have a maximum ROF per
  second of 10, divided by (.01).2, or 25 rounds per second.
  The table to the right has some masses and maximum rates of
  fire precalculated for your convenience.
  
  19
  Malfunction chance
  The chance that a weapon will malfunction in use depends on
  the quality of the weapon, the rate of fire, and the percentage of
  maximum possible propellant used. A modern weapon (TL8+)
  will have a chance of misfiring if a 20 is rolled on the “to hit” roll
  (in a 1d20 system). Weapons with TL7- ignition systems (flint-
  locks, wheellocks, matchlocks) will automatically misfire on a
  20, and poor handling will increase this chance even more.
  Compare percentage of maximum propellant capacity used to
  the table below. The roman numerals are simply for reference.
  % capacity 
   
  Second 1d20 roll
  used
  Dud
  Jam
  Critical
  Modifiers
  Amount
  VI Maximum
  1
  2-4
  5+
  Max. ROF
  +3 rows
  V
  80-99%
  11
  12-14
  15+
  80-99% ROF
  +2 rows
  IV
  60-79%
  16
  17-19
  20
  70-89% ROF
  +1 row
  III
  40-59%
  18
  19+
  n/a
  II
  20-39%
  19
  20
  n/a
  AT using SA
  +1 row
  I
  0-19%
  19
  20
  n/a
  Reduced cost
  +1 row per
  Round mass
  Maximum ROF
  80% ROF
  60% ROF
  5.0g
  29 per sec.
  23 per sec.
  17 per sec.
  10.0g
  25 per sec.
  20 per sec.
  15 per sec.
  15.0g
  23 per sec.
  19 per sec.
  14 per sec.
  20.0g
  22 per sec.
  18 per sec.
  13 per sec.
  25.0g
  21 per sec.
  17 per sec.
  13 per sec.
  30.0g
  20 per sec.
  16 per sec.
  12 per sec.
  40.0g
  19 per sec.
  15 per sec.
  11 per sec.
  50.0g
  18 per sec.
  15 per sec.
  11 per sec.
  70.0g
  17 per sec.
  14 per sec.
  10 per sec.
  100g
  16 per sec.
  13 per sec.
  10 per sec.
  150g
  15 per sec.
  12 per sec.
  9 per sec.
  200g
  14 per sec.
  11 per sec.
  8 per sec.
  250g
  13 per sec.
  10 per sec.
  8 per sec.
  300g
  13 per sec.
  10 per sec.
  8 per sec.
  400g
  12 per sec.
  10 per sec.
  7 per sec.
  500g
  11 per sec.
  9 per sec.
  7 per sec.
  A “dud” means the weapon fails to fire, and is usually the result
  of a defective round of ammunition, or not enough force given to
  initiate the charge (primer struck too light, not enough priming,
  bad or broken flint, extinguished match, etc.). No further fire is
  possible past this point. The same propellant charge can be tried
  again, but should roll on this table again, regardless of the “to hit”
  roll, after the weapon is recocked, or reprimed. If the old charge
  is unloaded and replaced, malfunction chance reverts to normal.
  A “jam” means the round has fired, but something has happened
  to foul the mechanism of the weapon. An example would be a
  cartridge case failing to extract, powder residue clogging a
  touchhole, a subsequent round failing to feed, etc. No further fire
  is possible past this point. This may take longer to correct, but
  subsequent shots will fire at normal effectiveness.
  A “critical” usually means a malfunction that causes the weapon
  to cease working because of internal damage. This could be a
  broken firing pin, an internal spring snapping, etc. No further fire
  is possible past this point.  If the weapon has a critical chance of
  15+, a roll of 20 indicates a weapon explosion. This could be due
  to faulty design, or something like a previous shot getting
  jammed in the barrel, followed by a live round. The weapon is
  destroyed, and does 1/4 its DV to anything touching the receiver
  or barrel. Explosive payload charges roll on the same table, and
  any critical indicates they explode as well. If this occurs, and
  there is a magazine, a further check must be made for it.
  Technicalities - If a weapon has multiple barrels and a common
  receiver (like a double-barreled shotgun), a dud will only affect
  one of the barrels, but a critical will affect the machinery common
  to both. A jam will only be noticed when an attempt is made to
  reload, and only applies vs. one barrel. On a gatling gun type of
  weapon, a dud will have no effect except for that shot, and the
  weapon will continue to function. A jam will stop up the whole
  weapon, as will a critical. Revolvers may have duds, but this
  does not affect subsequent fire. Jams will only be noticed when
  an attempt is made to reload and only applies vs. one chamber
  of the revolver (the others may be reloaded normally).
  Note - Remember that the exact effects of a weapon malfunction
  are dependent on the game system you convert the weapon to.
  The numbers in 3G3 are a guideline. In the “real world”, a mod-
  ern weapon in good condition should have a malfunction less
  than 1 time in 200 shots, which makes them Type I for malfunc-
  tion chances. To have a modern weapon malfunction more often
  than this in your game would be unrealistic unless the weapon
  were severely mistreated.
  Weapon length
  In general, the length of a weapon is equal to the barrel length,
  plus receiver length, plus stock length (if a longarm). The receiv-
  er length is equal to the propellant/projectile volume ratio, times
  the projectile diameter, times 2, with a minimum of 2 times the
  projectile length for single shot weapons and revolvers, and 4
  times the projectile length for other actions. Most stocks will be
  30cm long, and add 2 locations to the length of the weapon
  (which does apply for Initiative, AV and BP purposes). “Stockless”
  or “bullpup” designs started appearing at TL11.
  Example - A 9mm bullet with a 2:1 powder/projectile ratio would
  have a semi-auto receiver length of .9cm x 2.0 x 4.0 = 7.2cm
  long.
  Note - The length of a round of modern ammunition can be
  approximated as half the receiver length for a single shot
  weapon. Most people don't need this detail, but some have
  asked...
  
  Conventional Weapons
  Weapon bulk
  The bulk of a weapon is found by dividing its length in cm by 15,
  rounding fractions up. This is the number of TimeLords hit loca-
  tions the weapon would cover if carried close to the body. 
  Very Small (VS)
  About the size of a wristwatch
  Small (S)
  About the size of a can of soda
  Medium (M)
  About the size of a small computer, or 1 hit location
  Large (L)
  About the size of a torso
  Very Large (VL)
  About the size of a person
  In general, each size is four times as large as the previous one,
  and the examples are to give you a rough idea of scale.
  The bulk of each particular location depends on the overall mass
  of the weapon. Weapon bulk can be used to determine how like-
  ly a weapon is to be hit by fire that might otherwise strike the
  owner.
  Example - If the previous weapon had a barrel 15cm long, the
  total weapon length would be 15cm + 7.2cm = 22.2cm, or 2 loca-
  tions long.
  The size of each location of a weapon depends on the weapon
  mass, as per the table below. The italicized entries correspond
  to the weapon listed in parenthesis, for comparison purposes.
  Mass per location
  Bulk per location
  BP per location
  <.50kg
  Very Small (VS)
  (20-TL)/5
  .51-4.0kg
  Small (S)
  (20-TL)/4
  4.01-32.0kg
  Medium (M)
  (20-TL)/3
  >32.0kg
  Large (L)
  (20-TL)/2
  Length
  Mass
  15cm
  30cm
  45cm
  60cm
  75cm
  90cm 105cm 120cm
  .50kg
  VS/1
  VS/2
  VS/3
  VS/4
  VS/5
  VS/6
  VS/7
  VS/8
  1.0kg (Luger)
  S/1
  VS/2
  VS/3
  VS/4
  VS/5
  VS/6
  VS/7
  VS/8
  1.5kg
  S/1
  S/2
  VS/3
  VS/4
  VS/5
  VS/6
  VS/7
  VS/8
  2.0kg (AutoMag) S/1
  S/2
  S/3
  VS/4
  VS/5
  VS/6
  VS/7
  VS/8
  2.5kg
  S/1
  S/2
  S/3
  S/4
  VS/5
  VS/6
  VS/7
  VS/8
  3.0kg
  S/1
  S/2
  S/3
  S/4
  S/5
  VS/6
  VS/7
  VS/8
  3.5kg (Mac-10) S/1
  S/2
  S/3
  S/4
  S/5
  S/6
  VS/7
  VS/8
  4.0kg (Uzi)
  S/1
  S/2
  S/3
  S/4
  S/5
  S/6
  S/7
  VS/8
  4.5kg (M-16)
  M/1
  S/2
  S/3
  S/4
  S/5
  S/6
  S/7
  S/8
  5.0kg (M-14)
  M/1
  S/2
  S/3
  S/4
  S/5
  S/6
  S/7
  S/8
  6.0kg
  M/1
  S/2
  S/3
  S/4
  S/5
  S/6
  S/7
  S/8
  7.0kg
  M/1
  S/2
  S/3
  S/4
  S/5
  S/6
  S/7
  S/8
  8.0kg
  M/1
  S/2
  S/3
  S/4
  S/5
  S/6
  S/7
  S/8
  9.0kg
  M/1
  M/2
  S/3
  S/4
  S/5
  S/6
  S/7
  S/8
  10.0kg (Minimi) M/1
  M/2
  S/3
  S/4
  S/5
  S/6
  S/7
  S/8
  12.0kg
  M/1
  M/2
  S/3
  S/4
  S/5
  S/6
  S/7
  S/8
  14.0kg
  M/1
  M/2
  M/3
  S/4
  S/5
  S/6
  S/7
  S/8
  16.0kg (M-60) M/1
  M/2
  M/3
  S/4
  S/5
  S/6
  S/7
  S/8
  18.0kg
  M/1
  M/2
  M/3
  M/4
  S/5
  S/6
  S/7
  S/8
  20.0kg
  M/1
  M/2
  M/3
  M/4
  S/5
  S/6
  S/7
  S/8
  Example - If the previous weapon had a total mass (unloaded)
  of 1.20kg, it would mass .60kg per location, so each location
  would be Small. The size of the weapon would be S/2, since
  there were 2 locations.
  Armor Value
  The Armor Value of the weapon is a measure of how much
  physical abuse the weapon can withstand, and is based on the
  same scale as the DV. That is, 1 point of damage is stopped by
  1 point of armor. Anything that gets through AV does actual dam-
  age to the weapon. The AV is a general number, and reflects the
  average of the entire weapon, rather than the specific damage
  resistance of the stock, barrel, receiver, etc. Individual compo-
  nents may vary by a great deal. The AV is based on the TL and
  energy of the weapon, and is based on the energy that the
  weapon actually uses, not which is lost by TL inefficiencies, short
  barrel length, etc. Conventional firearms have a minimum AV of
  3. Armor value goes down as TL goes up because there is usu-
  ally less material in the weapon, even if the material is more
  advanced. For instance, a modern M-16 (TL10) will have a lower
  AV than a weapon firing a similar bullet from a WWII-era weapon
  (TL9), because the TL9 weapon is made from steel rather than
  aluminum. A TL13 weapon might be made of advanced plastics
  which are very strong and lightweight, but still softer (and with
  lower AV) than metals would be.
  Not many game systems have separate stats for the AV of a
  weapon, so this 3G3 stat is one of the less important ones.
  AV = Effective energy of propellant.15 x ((20-TL)/3)(n)
  Tech Level
  Energy
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10 11 12 13 14 15
  100J
  13 12 11 11 10
  9
  9
  8
  7
  7
  6
  5
  5
  4
  3
  200J (.22)
  14 13 13 12 11 10 10
  9
  8
  7
  7
  6
  5
  4
  4
  300J
  15 14 13 13 12 11 10
  9
  9
  8
  7
  6
  5
  5
  4
  400J (.38 Spec.)
  16 15 14 13 12 11 11 10
  9
  8
  7
  7
  6
  5
  4
  500J
  16 15 14 14 13 12 11 10
  9
  8
  8
  7
  6
  5
  4
  600J (9mm)
  17 16 15 14 13 12 11 10 10
  9
  8
  7
  6
  5
  4
  700J
  17 16 15 14 13 12 12 11 10
  9
  8
  7
  6
  5
  4
  800J
  17 16 15 15 14 13 12 11 10
  9
  8
  7
  6
  5
  5
  900J
  18 17 16 15 14 13 12 11 10
  9
  8
  7
  6
  6
  5
  1000J (.357 Mag.) 18 17 16 15 14 13 12 11 10
  9
  8
  8
  7
  6
  5
  1200J
  18 17 16 15 14 14 13 12 11 10
  9
  8
  7
  6
  5
  1400J (.44 Mag.)
  19 18 17 16 15 14 13 12 11 10
  9
  8
  7
  6
  5
  1600J
  19 18 17 16 15 14 13 12 11 10
  9
  8
  7
  6
  5
  1800J (5.56mm)
  19 18 17 16 15 14 13 12 11 10
  9
  8
  7
  6
  5
  2000J
  20 19 18 17 16 15 14 13 11 10
  9
  8
  7
  6
  5
  2500J
  20 19 18 17 16 15 14 13 12 11 10
  9
  8
  6
  5
  3000J (.303)
  21 20 19 18 17 16 14 13 12 11 10
  9
  8
  7
  6
  3500J (7.62mm)
  22 20 19 18 17 16 15 14 12 11 10
  9
  8
  7
  6
  4000J
  22 21 20 19 17 16 15 14 13 12 10
  9
  8
  7
  6
  4500J
  22 21 20 19 18 16 15 14 13 12 11
  9
  8
  7
  6
  5000J (.338 Mag.) 23 22 20 19 18 17 16 14 13 12 11 10
  8
  7
  6
  6000J
  23 22 21 20 18 17 16 15 14 12 11 10
  9
  7
  6
  7000J
  24 23 21 20 19 18 16 15 14 13 11 10
  9
  8
  6
  8000J
  24 23 22 21 19 18 17 15 14 13 12 10
  9
  8
  6
  9000J
  25 24 22 21 20 18 17 16 14 13 12 10
  9
  8
  7
  10kJ (.460 Mag.)
  25 24 23 21 20 19 17 16 15 13 12 11
  9
  8
  7
  20kJ
  28 27 25 24 22 21 19 18 16 15 13 12 10
  9
  7
  Example - If a TL9 weapon had an effective energy of 2000J, its
  AV would be 2000J.15 x (20-9)/3 = 11.
  If you design conventional weapons at TL's of 16+, assume the
  AV goes up from TL16, not down (i.e. count TL16 as TL14, TL17
  as TL13, etc.)
  
  21
  Body Points
  The Body Points (or BP) of a weapon are figured from the
  weapon bulk table on the previous page. Fractions are kept, and
  the total BP from all locations is added together, and rounded
  nearest.
  Example - An S/2 weapon at TL11 would have 2.25BP per loca-
  tion, for a total of 4.5BP, which rounds to 5BP.
  Each level of increased mass or cost for any reason (except
  reduced mass) will decrease the effective TL by 1 for AV and BP
  purposes (heavier or more expensive weapons have more), and
  each level of decreased mass or cost will increase effective TL
  by 1.
  Initiative
  The Initiative of the weapon is how easy it is to swing into posi-
  tion, and move about in close or confined quarters. For instance,
  you can swing a light pistol to a certain arc faster than a heavy
  rifle. Initiative is function of weapon length and loaded mass in
  kilograms, but only if the ammunition is carried on or in the
  weapon (ignore external ammunition supplies). Ammunition car-
  ried in external magazines does not apply, but may encumber
  the character as any other dead weight would. See the table
  below.
  Mass x Locations
  Initiative
  Typical for:
  <.50
  +4
  very small pistol
  .51-1.00
  +3
  small pistol
  1.01-3.00
  +2
  average pistol
  3.01-10.0
  +1
  machine pistol, large pistol
  10.1-20.0
  +0
  submachine gun
  20.1-40.0
  -1
  rifle, shotgun
  40.1-80.0
  -2
  heavy rifle, large shotgun
  80.0-160.0
  -3
  light machinegun
  etc.
  Locations
  Mass
  1
  2
  3
  4
  5
  6
  7
  8
  9
  .4kg
  +4
  +3
  +2
  +2
  +2
  +2
  +2
  +1
  +1
  .6kg
  +3
  +2
  +2
  +2
  +2
  +1
  +1
  +1
  +1
  .8kg
  +3
  +2
  +2
  +1
  +1
  +1
  +1
  +1
  +1
  1.0kg
  +3
  +2
  +2
  +1
  +1
  +1
  +1
  +1
  +1
  1.2kg
  +2
  +2
  +1
  +1
  +1
  +1
  +1
  +1
  +0
  1.4kg
  +2
  +2
  +1
  +1
  +1
  +1
  +1
  +0
  +0
  1.6kg
  +2
  +1
  +1
  +1
  +1
  +1
  +0
  +0
  +0
  1.8kg
  +2
  +1
  +1
  +1
  +1
  +0
  +0
  +0
  +0
  2.0kg
  +2
  +1
  +1
  +1
  +1
  +0
  +0
  +0
  +0
  2.5kg
  +2
  +1
  +1
  +1
  +0
  +0
  +0
  +0
  -1
  3.0kg
  +2
  +1
  +1
  +0
  +0
  +0
  -1
  -1
  -1
  3.5kg
  +1
  +1
  +0
  +0
  +0
  -1
  -1
  -1
  -1
  4.0kg
  +1
  +1
  +0
  +0
  +0
  -1
  -1
  -1
  -1
  4.5kg
  +1
  +1
  +0
  +0
  -1
  -1
  -1
  -1
  -2
  5.0kg
  +1
  +1
  +0
  +0
  -1
  -1
  -1
  -1
  -2
  6.0kg
  +1
  +0
  +0
  -1
  -1
  -1
  -2
  -2
  -2
  7.0kg
  +1
  +0
  -1
  -1
  -1
  -2
  -2
  -2
  -2
  8.0kg
  +1
  +0
  -1
  -1
  -1
  -2
  -2
  -2
  -2
  9.0kg
  +1
  +0
  -1
  -1
  -2
  -2
  -2
  -2
  -3
  10.0kg
  +1
  +0
  -1
  -1
  -2
  -2
  -2
  -2
  -3
  Example - If an S/2 weapon had a total loaded mass of 1.4kg,
  its mass x locations would be 2.8, so it would have an Initiative
  of +2.
  Recoil
  In 3G3, recoil modifiers are based on the DV of the weapon (if it
  has recoil). In some cases, this is inaccurate, like for low-pow-
  ered or very heavy weapons with small projectiles. However, in
  most cases it serves. Always use the DV based on a full-bore
  projectile to minimize problems. How recoil is handled will
  depend on your system, but you might wish to add modifiers for
  increased or decreased weapon mass and quality, and whether
  or not the weapon is fired one-handed, two-handed or from a
  secure mount.
  The base penalty for recoil is -5%, times (DV of weapon/Strength
  of user (in a d20 system)), rounding nearest. If both hands are
  used on the weapon, you usually multiply Strength by x1.5. Each
  level of increased mass (except from cheapness) should
  increase the Strength multiple by an additional x.5. In general,
  recoil of more than -50% will injure the firer if the force is taken
  against the hands or shoulder. The first damage will just be
  bruising, but higher DV's can produce recoil strong enough to
  cause serious injury or death (would you want to stand in the
  path of a recoilling artillery piece?).
  Example - A DV20 weapon fired by a Strength 10 individual will
  take a -10% recoil penalty per shot. If both hands are used,
  effective Strength goes to 15, and recoil penalty goes to -5% per
  shot. If this weapon had one level of increased mass, a Strength
  of 10 would be counted as a Strength of 15.
  
  Conventional Weapons
  Gun vs. powder TLa
  Historically, between TL7 and TL8 there
  is a change in powder chemistry, from
  black powder to the more powerful
  nitrocellulose base propellants. The
  weapons that used nitrocellulose pow-
  der had different types of steel than
  older weapons, since the burning char-
  acteristics of the powder were markedly
  different. As an option, increase the
  unreliability of any TL7- weapon by
  three levels if it is used with TL8+ pro-
  pellant, but you may use lesser quanti-
  ties of the propellant to offset this some-
  what. This does not apply if the weapon
  is a modern reproduction of a TL7
  weapon, made with the correct steels. It
  also does not make any difference in
  reliability if the TL8+ propellant is only
  used as warhead material, recoilless
  gun or rocket propellant.
  If new, high energy cartridges are fired
  in old weapons designed to use the
  same type of ammo, they will work, but
  in general, increase malfunction chance
  by a row, like using TL11 cartridges in a
  TL9 weapon of the same caliber. To
  avoid this, design weapons for slightly
  more energy than they actually use.
  Bullpup vs. conventional stock
  A “bullpup” design is a rifle in which
  much of the machinery and part of the
  barrel are placed inside the shoulder
  stock. This is more complex, but allows
  for a compact, lighter weapon with the
  same capabilities as a normal, longer
  rifle. Historically, this didn’t happen until
  TL11, but could have been done at ear-
  lier TL’s. In fact, there are commercial
  muzzle-loading rifles that use this
  design strategy. One reason not to do it
  is that the parts of the gun most likely to
  explode are now right next to the head
  of the firer, an important consideration
  for any weapon that has the possibility
  of catastrophic malfunctions.
  Advanced Design
  At this point, you have covered all the basics of conventional weapon design. The last
  point for these designs is ammunition cost, which is on page 34. Advanced weapon
  design covers a number of less common or esoteric weapon types, and can get even
  more complex than the basic rules.
  Special Ammunition
  The DV (penetrating ability) of a projectile may be modified by its shape and materials
  used in its construction. These may make it more or less effective vs. living creatures.
  Hollow point rounds
  Hollow points are a type of projectile designed to deform in tissue and cause more dam-
  age. This makes them more effective against living creatures, but less effective vs. armor.
  Multiply the DV by x.7 before comparing it to armor, but multiply any damage that gets
  through armor by x1.8.
  Example - A DV of 10 would go to 10 x .7 = 7 before being compared to armor (even if
  there was none). Any portion of the DV that penetrated armor would be multiplied by x1.8,
  so if the target had no armor, the DV would be 7 x 1.8 = 13 (about x1.25 on base DV).
  Armor piercing rounds
  Armor piercing projectiles penetrate armor better, but leave cleaner wounds in tissue, for
  lower damage vs. living creatures. Any projectile that is sg7 is assumed to be armor-
  piercing. Multiply the DV by x1.5 before comparing it to armor, but multiply anything that
  penetrates armor by x.5. In general, the ability to negate armor-piercing projectiles is part
  or all of a TL behind the ammunition itself, e.g. TL10+ AP ammo pierces TL10- armor.
  Example - A DV of 10 would go to 10 x 1.5 = 15 before being compared to armor (even if
  there was none). Any portion of the DV that penetrated armor would be multiplied by x.5,
  so if the target had no armor, the DV would be 15 x .5 = 8 (about x.75 on base DV).
  Exploding rounds
  This is a optional subcategory of high explosive rounds. For small arms, the amount of
  explosive is miniscule, and designed to fragment the projectile inside the target, for
  increased tissue damage. Multiply the DV by x.5 before comparing it to armor, but multi-
  ply anything that penetrates armor by x.3.0.
  Example - A DV of 10 would go to 10 x .5 = 5 before being compared to armor (even if
  there was none). Any portion of the DV that penetrated armor would be multiplied by x3.0,
  so if the target had no armor, the DV would be 5 x 3.0 = 15 (about x1.5 on base DV).
  Discarding sabot rounds
  These are a special subset of multiple projectile rounds. A heavy elongated shot is sur-
  rounded by a light sheath, which is discarded upon firing. The core is designed to have
  better range characteristics than a projectile of the full barrel diameter. Some energy is
  lost to the outer shell, or sabot (pronounced saa-bow), but the rounds are usually opti-
  mized to reduce the effect. Almost all sabots will be counted as having an sg of 1. Even
  though the sabot may be made from heavier materials, like aluminum (sg3), the sabot
  almost always has less mass than an equivalent diameter solid projectile (because the
  lower the mass, the less propellant energy will be wasted on it).
  The sabot will have a fraction of the energy of the full assembly based on the fraction of
  the total mass it has, and the DV of the penetrator will be based on the subprojectile
  diameter and remaining energy. Subprojectiles can't be less than 25% of bore diameter.
  Figure the volume of a solid projectile at sg1, subtract the mass of a solid sg1 projectile of
  the penetrator diameter, and then add the penetrator mass. This is total projectile mass,
  and the muzzle energy is divided proportionately between the two.
  Example - A 20mm weapon fires a 10mm discarding sabot round with a 10:1 l/w and an
  sg of 11. A 20mm 3:1 projectile has a mass of 16.8g, less a 10mm 3:1 projectile (twice to
  get the full length) for a sabot mass of 12.6g. To this is added the penetrator mass
  (83.5g), for  projectile mass of 96.1g. The penetrator mass of 83.5g is 86.9% of the total
  mass, so the penetrator has 86.9% of the total muzzle energy.
  
  23
  Multiple projectile rounds
  For items like shotgun or flechette rounds, the RC and DV of the individual projectiles will
  need to be worked out separately. The total muzzle energy is divided by the number of
  projectiles to get the energy per projectile. This amount is used for figuring the DV, veloci-
  ty and RC of each projectile. For recoil purposes, the total energy is used, and is applied
  to a full-bore projectile to get a DV that can be used to base recoil from.
  Multiple projectiles may usually not be packed as densely as a single projectile. Assume
  that only 75% of the possible projectile volume can be filled with smaller projectiles, to
  take wasted space into account.
  Example - An 18mm shotgun has a 2:1 l/w projectile of 7.63cc, so it can hold up to
  7.63cc x 75% = 5.72cc of shot. If this was 5mm 1:1 pellets, each one is .065cc, so it
  would hold 5.72cc/.065cc = 88 of them, and each would have 1/88th the muzzle energy.
  If multiple projectiles are of differing masses, each one will get a fraction of the energy
  proportional to its mass, i.e. a projectile massing twice as much will get twice the energy.
  HE rounds
  Modern explosive shells are usually designed as sg3 projectiles with a 3:1 l/w ratio. They
  have a penetration DV equal to a solid slug of that mass and diameter. Up to 75% of the
  projectile volume may be an explosive compound (use propellant energy for that TL). For
  shells of 20mm and less, it is simpler to just count the projectile as an exploding round.
  For shells larger than 20mm, count as regular projectiles with an additional, separate
  explosion or fragmentation effect. 
  The effective DV of the explosion depends on the filler material. Treat as propellant of that
  TL, and the DV of the explosion (at contact) as:
  Explosion DV = (Energy of filling/40).5
  Example - A 1,000g charge of TL11 propellant (1485J/gram) has an explosion DV of 193.
  This DV will drop off with range according to the normal rules in whatever system the
  weapon is used in. HE rounds may also be fragmentation rounds at no additional mass
  penalty, but they will cost more. HE rounds have a minimum practical diameter, based on
  their TL. Below a certain size, it is no longer possible to make a reliable fuze mechanism.
  The lower size limit for reliable HE shells, shaped charges or exploding rounds is (20-TL)
  x (10/TL) x 2mm. Assume anything smaller has a 10% chance of failing to detonate.
  Shaped charges
  Shaped charges are designed as HE rounds, but do 5 times the explosion energy to the
  impact point, which has a DV like a 1.0cm projectile. Shaped charges are always counted
  as being armor-piercing, but damage against living creatures is not reduced. The shaped
  charge DV is assumed to already be AP (do not multiply).
  Example - An HE shell with an energy of 16,000J (explosion DV of 20), would do 80,000J
  to a target as a shaped charge. This would be a DV of 242 to the impact point, and the
  normal explosion damage to the surrounding area.
  The penetrating ability of a shaped charge is based on the explosive material used, the
  charge configuration, and the diameter of the shaped charge. Shaped charges can be
  “stacked” to add DV's together, and each one adds to the cost of the round. A shaped
  charge warhead (or stack) can never have a DV of more than its TL, times the diameter of
  the largest charge in mm, times (TL-7)(minimum of x1), and an individual shaped charge
  gets no benefit from any quantity of explosive greater than a charge with a 1:1 l/w ratio,
  although any excess would count towards a regular explosive effect. Note: The maximum
  DV has been altered from the first printing of 3rd ed.
  Example - A TL11 60mm shaped charge has a maximum possible DV of TL11 x 60 x
  (TL11-7) = 2640. The largest effective single charge for this diameter only gives a DV of
  785, or 30% of maximum. For a 200mm shaped charge, the maximum is TL11 x 200 x
  (TL-7) = 8800, and the largest effective single charge gives 4783, or 54% of maximum.
  Laser sights
  A laser sight is an aiming device, histor-
  ically available at TL11. It is built using
  the 3G3 rules as a .005J continuous
  beam laser (5 milliwatt), with a 20,000
  second (5.5 hour) battery, at the appro-
  priate TL. The mass of these sights is
  below, and includes batteries, mounting
  brackets and switches. Cost for all of
  them is 300Cr. Note that at TL12+ the
  mass is low enough that any weapon
  can mount one at little penalty. TL12 is
  probably the first TL in which they are
  likely to come off the manufacturing line
  so equipped.
  TL
  Laser sight mass
  Cost 
  8
  2.14kg
  300Cr 
  9
  .57kg
  300Cr 
  10
  .22kg
  300Cr 
  11
  .11kg
  300Cr 
  12
  .06kg
  300Cr 
  13
  .05kg
  300Cr 
  14
  .03kg
  300Cr 
  15
  .03kg
  300Cr
  A laser sight is usually good only for fire
  in the RC1 or RC2 range brackets, as
  you must be able to distinguish the tiny
  laser spot at the range your target is at.
  A weapon with a telescopic sight would
  be able to use a laser sight (or laser
  designator) in the RC3+ range brackets.
  The beam of a laser sight is normally
  invisible, but can be made visible by
  atmospheric disturbances like dust or
  fog. At any TL with electronic vision
  aids you can have laser sights tailored
  to that aid. For instance, a weapon with
  an infrared-sensitive sight could have
  an infrared targeting laser, so that nor-
  mal human vision could not detect the
  beam under any conditions. At higher
  Tech Levels, the multiple frequency
  option can be used to have a sight that
  automatically adjusts to the frequency
  band of any vision aids used.
  
  Conventional Weapons
  Telescopic sights
  These are not usually counted as part
  of accessories, and are a separate
  item. Historically, they appear during
  TL7, and reach modern form late in
  TL8. The table below gives “historical”
  guidelines for sighting aids.The sights
  below are designed for use on weapons
  with significant recoil (usually DV16+).
  TL
  Capability
  Mass
  AV
  7
  Fixed magnification
  1.0kg
  1
  8
  Fixed mag. (early TL8)
  .80kg
  1
  8
  Fixed mag. (late TL8)
  .60kg
  2
  9
  Variable mag.
  .60kg
  2
  9
  Active IR
  2.0kg
  2
  10
  Variable mag.
  .50kg
  2
  10
  Light intensification
  1.7kg
  2
  11
  Variable mag.
  .40kg
  2
  11
  Light intensification
  1.0kg
  2
  12
  Variable mag.
  .30kg
  2
  12
  Light intensification
  .70kg
  2
  12
  Thermal differential
  2.0kg
  2
  13
  Enhanced thermal
  1.0kg
  2
  14+ ?
  Exact capabilities of these sights are
  left to the mechanics of the game sys-
  tem the weapon is used in, but will gen-
  erally be some bonus to hit, possibly
  linked to an aiming time modifier, like
  setting or bracing the weapon.
  Self forging warheads
  These are a TL11 invention, and are a variation on shaped charge technology. An explo-
  sive charge acts against a metal plate, shaping it into an aerodynamic projectile, and
  simultaneously projecting it downrange. It is a cheap, albeit high-tech way of shooting a
  projectile from a remote location, like a self-guided or proximity fuzed round. A self-forging
  warhead is designed using all the restrictions that apply to shaped charges. You take
  25% of the blast energy, and apply it to a sg7 projectile with 25% of the charge diameter.
  The aiming RC of the projectile is always 1, since there is no weapon barrel, and the
  damage RC is based on the projectile. The current use for these is as a “lock-on” submu-
  nition, with a proximity fuze which detonates the charge should it reach the ground with-
  out finding a target. The normal explosion effect is based on the full explosive charge, and
  a target can take damage from blast and fragments if close enough.
  Fragmentation rounds
  These are designed like HE rounds, and will generally act like grenades. Grenades are
  simply projectiles that are thrown instead of fired, and always have an RC of 1/1. The
  damage RC applies only to impact damage, however (bonk!). Aerodymnamic thrown
  objects have an IA of 1, and all others have an IA of 0. If you don't want to figure the exact
  mass of a fragmentation projectile, assume it is sg4 for muzzle velocity purposes, and sg3
  for aiming RC purposes. This way, the added mass of the denser fragments may have an
  effect on accuracy.
  Grenades are based on a default size of 60mm spheres. A 60mm sphere with one layer
  of fragments on the outer surface would have roughly the following stats.
  Number of fragments
  2mm
  4mm
  6mm
  8mm
  10mm
  on a 60mm sphere
  2500
  700
  300
  150
  100
  Average hits on a
  2mm
  4mm
  6mm
  8mm
  10mm
  standing human at 1m
  100
  28
  12
  6.0
  4.0
  2m
  25
  7.0
  3.0
  1.5
  1.0
  3m
  11
  3.1
  1.3
  .7
  .4
  4m
  6.3
  1.8
  .8
  .4
  .3
  5m
  4.0
  1.1
  .5
  .2
  .2
  6m
  2.8
  .8
  .3
  .2
  .1
  7m
  2.0
  .6
  .2
  .1
  .1
  8m
  1.5
  .4
  .2
  .1
  .1
  9m
  1.2
  .3
  .1
  .1
  .1
  10m
  1.0
  .3
  .1
  .1
  .0
  Example - A 60mm grenade covered with 4mm fragments will, on average, hit a standing
  human with 3.1 fragments at a range of 3 meters.
  As you can see, a human-sized target (.5m2) will be hit with about 1/25th of the fragments
  at a range of 1m. This is quartered each time the distance is doubled. Random variation
  may change the number of hits. A simple variation is to add or subtract (flip a coin) 0-50%
  from the effective range for determining quantity (1d6-1) x 10%. For targets of other than
  human size, simply figure the approximate area compared to that of a human.
  
  25
  Fragmentation rounds or grenades larger than 60mm are more effective, smaller ones
  less so. Rounds less than 20mm will usually be treated as exploding rounds. For rounds
  of any other size, multiply the number of fragments by the 2/3 power (ratio.67) of the ratio
  of projectile volume to the volume of a 60mm sphere (113cc). If dealing with spherical
  projectiles, doubling the diameter multiplies the fragments by 4.
  Sphere size
  Volume
  Fragments
  Approximate volume of
  20mm
  4.2cc
  x.10
  30mm
  14.1cc
  x.25
  20mm cannon shell (3:1 l/w)
  40mm
  33.5cc
  x.45
  50mm
  65.5cc
  x.70
  30mm cannon shell (3:1 l/w)
  60mm
  113cc
  x1.0
  40mm cannon shell (3:1 l/w)
  70mm
  180cc
  x1.4
  80mm
  268cc
  x1.8
  90mm
  382cc
  x2.3
  100mm
  524cc
  x2.8
  60mm mortar shell (3:1 l/w)
  110mm
  697cc
  x3.4
  120mm
  905cc
  x4.0
  130mm
  1150cc
  x4.7
  81mm mortar shell (3:1 l/w)
  140mm
  1440cc
  x5.5
  150mm
  1770cc
  x6.3
  160mm
  2140cc
  x7.1
  100mm artillery shell (3:1 l/w)
  170mm
  2570cc
  x8.0
  180mm
  3050cc
  x9.0
  190mm
  3590cc
  x10.0
  200mm
  4190cc
  x11.1
  120mm artillery shell (3:1 l/w)
  250mm
  8180cc
  x17.3
  155mm artillery shell (3:1 l/w)
  Example - A 120mm sphere has 8 times the volume of a 60mm sphere. So, 8.67 = 4, giv-
  ing the 120mm projectile 4 times the fragments of a 60mm projectile.
  Fragments have a DV based on the energy you would get from any high explosive filling,
  divided by the number of fragments. You use this energy for blast effects as well.
  Example - A 60mm projectile has a volume of 113cc. If it were TL11, and half filled with
  explosives, there would be 56.5cc of propellant, for a total energy of 83,900J. If the shell
  had 2,500 fragments, each with a diameter of 2mm, each one would get 33.6J. Each frag-
  ment would therefore have a DV of 11.
  Fragments are usually designed to decelerate very rapidly, more so than would be indi-
  cated by a damage RC of 1 or 2. Irregularly shaped fragments will multiply damages loss-
  es due to range by 5. This would be referred to as an RC of 1f or 2f. Fragmentation
  rounds also do normal impact damage, based on diameter and projectile energy, in case
  the round fails to detonate for some reason. You can avoid tedious calculations for frag-
  mentation rounds by applying the basic formulas for pellet quantities and explosive
  charges to the grenades in the system you currently use.
  Example - Volume increases with the cube of the radius, while surface area increases
  with the square. A grenade twice the diameter will have 8 times the explosive, but only 4
  times the fragments. So, you would base fragment DV on the square root of 8/4 (since DV
  is based on square root of energy, and there is 8/4 times the energy per fragment).
  Stacked projectiles
  A round may have up to three projectiles stacked on top of each other in the shell casing.
  These are usually called “duplex” or “triplex” rounds. The main purpose is to increase the
  chance to hit, at the sacrifice of stopping power. For cartridge design, these are usually
  counted as spherical projectiles, and their total mass and volume is used when determin-
  ing powder capacity, casing mass and other factors. The projectiles are considered indi-
  vidually when determining RC. The DV is based on their diameter, and fraction of the
  muzzle energy that they have. Usually, they are of equal mass, and split the energy
  equally. For getting multiple hits, assume each extra projectile gives a -10% chance to hit
  per projectile, so a duplex round would have a -10% on each projectile, and a triplex
  round would have -20% on all three.
  Smoke and gas
  Payloads or filler that fill a volume with
  some substance will have an effective
  radius in meters of roughly (volume in
  cc).33. At half this radius(n), effects are
  doubled, and from the outside the
  radius to double the radius(n), effects
  are halved. Explosive bursting charges
  (1/10th payload volume) will fill the area
  instantly, while slow release by burning
  will expand out at about 1 meter per
  second. Actual effects of the payload
  will vary with Tech Level and game sys-
  tem used, lower TL's generally having a
  more erratic pattern of distribution.
  Volume
  x.5 radius x1 radius x2 radius
  10cc
  1m
  2m
  4m
  20cc
  1m
  3m
  5m
  30cc
  2m
  3m
  6m
  40cc
  2m
  3m
  7m
  50cc
  2m
  4m
  7m
  70cc
  2m
  4m
  8m
  100cc
  2m
  5m
  9m
  150cc
  3m
  5m
  11m
  200cc
  3m
  6m
  12m
  300cc
  3m
  7m
  13m
  400cc
  4m
  7m
  15m
  500cc
  4m
  8m
  16m
  Example - A 60mm spherical grenade
  has room for 100cc of filler and a 10cc
  bursting charge. So, a 60mm tear gas
  grenade will have a primary burst radius
  of 5 meters. Anyone within 2 meters will
  take double effect, and anyone outside
  of 5 meters, but within 9 meters will
  take half effect.
  
  Conventional Weapons
  Longarms vs. Pistolsa
  While there is no technical reason for it,
  pistols cost as much or more than
  equivalent rifles. That is, a high quality
  hunting rifle will cost about the same as
  a high quality 9mm pistol, despite the
  rifle being more accurate, larger and
  more powerful.
  In a more practical sense, rifles, shot-
  guns and other longarms are assumed
  to be fired using both hands, and can
  be braced against the shoulder, while
  pistols can be fired using one or both
  hands, but cannot be braced against
  the shoulder.
  The problem of how to design and use
  a given handheld weapon may be
  resolved as follows:
  The maximum possible aiming RC of
  any handheld weapon is 1, plus the
  number of bracing points used. That is,
  a pistol fired from one hand could use
  an aiming RC of 2, a pistol fired using
  both hands could have an aiming RC of
  3, and a rifle fired using both hands and
  a shoulder could have an aiming RC of
  4. Theoretically, a rifle using both
  hands, a shoulder and a braced mount
  like a bipod or bench rest would have a
  maximum aiming RC of 5.
  Note that this does not affect the
  weapon itself, only the degree of accu-
  racy with which it can be used. If you try
  to fire a RC4 rifle one-handed, no mat-
  ter how good the rifle is, you would use
  the RC2 table for range effects on the
  chance to hit. Likewise, an RC3 rifle
  would still be an RC3 rifle, even if you
  were using a bench rest.
  In order to be braced against the shoul-
  der, and held in both hands, a weapon
  will have to be at least a size of 4 (46-
  60cm long). This affects its concealabili-
  ty, etc. A weapon which can be used in
  multiple ways is bought using the most
  expensive of those ways. So, a pistol
  with a detachable stock that lets it be
  shoulder-fired would be bought using
  the cost for a pistol with a extended
  stock, not a rifle with a detachable
  stock.
  Low-tech reliability - As an option to
  represent the physical quality of low-
  tech weapons, assume the maximum
  reliability class of a firearm is (7-TL).
  Shotguns
  A shotgun is designed as a slug-thrower. That is, design the weapon as though it fires a
  spherical, 2:1, or 3:1 lead or steel slug. When the design is complete, you can figure out
  the number of smaller projectiles the weapon can fire. This is equal to 75% of the volume
  of the slug in smaller projectiles (packing losses). Total projectile mass is considered to
  be the same as a slug of that size due to other packing materials. The actual number
  varies, based on the bore of the weapon and size of the projectiles. Some combinations
  will be inefficient, like trying to stack 7mm projectiles in a 10mm barrel. Projectiles more
  than half the diameter of the barrel will reduce packing efficiency to 50% instead of 75%.
  Lead projectiles must be spherical. Steel ones may be any shape. Note that flechettes
  (10:1 l/w) cannot be longer than the slug they are replacing.
  Example - A 10mm shotgun can fire an iron 2:1 slug with a mass of 9.16g. 75% of this is
  6.87g. So, the weapon could also fire 15 iron 5mm spherical projectiles, each with a mass
  of .458g (15 x .458g = 6.87g). Or, it could fire 13 iron 2mm flechettes. It could not fire
  3mm flechettes, as they would be 30mm long, and the slug they replace is only 20mm long.
  The range characteristics of the shot must be figured for each type of ammunition. See
  the table below.
  lead pellet (sg11)
  steel pellet (sg7)
  steel flechette (sg7)
  Diameter
  Mass
  Damage RC
  Mass
  Damage RC
  Mass
  Damage RC
  2mm
  .046g
  1
  .029g
  1
  .425g
  3
  4mm
  .369g
  1
  .235g
  1
  3.40g
  4
  6mm
  1.24g
  1
  .792g
  1
  11.5g
  5
  8mm
  2.95g
  1
  1.88g
  1
  27.2g
  5
  10mm
  5.76g
  2
  3.67g
  1
  53.1g
  6
  Rules for pellet hits must be taken from your game system, with a maximum number of
  hits equal to the quantity fired. The following table gives rough percentages of pellet hits
  within an 80cm circle using a full choke. This circle has an area of about .5m2, about
  equal to the silhouette of a standing person.
  Range(m)
  Hits in 80cm circle
  1-13
  100%
  14-20
  95%
  21-30
  85%
  31-40
  70%
  41-50
  55%
  51-70
  30%
  71-100
  15%
  Random variation is no more than the square root of the total number of pellets, i.,e. 400
  pellets would vary by +/-1d20. At close range, shot may still be in a dense formation that
  approximates a slug. Count the DV as being that of a slug, multiplied by 4/range, with a
  maximum of normal DV.
  Example - At a range of 6 meters, you could either count the attack as a large number of
  individual hits, or as a single hit with a DV of 4/6 that of an equivalent slug.
  As a rough reference, count pellets with a volume of more than .300cc (8.3mm diameter)
  as #00 Buckshot. Ones from .230cc to .299cc (7.6-8.2mm) are #1 Buckshot, and ones
  from .100cc to .229cc (5.8-8.1mm) are #4 Buckshot. For reference, 1:1 l/w lead slugs for
  current (TL9-12) shotguns are below.
  Shotgun
  Approximate bore
  Slug mass
  Damage RC
  TL11 energy
  10ga
  19.5mm
  42.7g
  3
  2700J
  12ga
  18.5mm
  36.5g
  3
  2300J
  16ga
  17mm
  28.3g
  2
  1800J
  20ga
  15.5mm
  21.4g
  2
  1400J
  .410ga
  10mm
  5.76g
  2
  400J
  
  27
  Combined weapons
  Multiple barrel weapons using the same ammunition source will need less mass for the
  receiver and accessories. Each additional receiver has 50% the mass of the previous
  one. Weapons with multiple feeds for different ammunition types have receivers massing
  25% more per extra feed, and need multiple clips or ammunition storage areas.
  Combinations of the two multiply together.
  The advantage of multiple barrels feeding from the same ammunition sources is that for
  rate of fire purposes, the ROF is computed on a per barrel basis, but for total number of
  shots fired, you add the ROF from all barrels together.
  Barrels
  Receiver mass
  Ammo feeds
  Receiver mass
  Combination
  Receiver mass
  1
  x1.00
  1
  x1.00
  1 barrel, 2 feed
  x1.25
  2
  x1.50
  2
  x1.25
  2 barrel, 2 feed
  x1.88
  3
  x1.75
  3
  x1.50
  3 barrel, 2 feed
  x2.19
  4
  x1.88
  4
  x1.75
  3 barrel, 3 feed
  x2.62
  5
  x1.94
  5
  x2.00
  6 barrel, 2 feed
  x2.46
  6
  x1.97
  6
  x2.25
  6 barrel, 3 feed
  x2.96
  Example - A weapon with two barrels has x1.5 receiver mass. A weapon with three bar-
  rels has x1.75 receiver mass. A three-barreled gatling gun with dual ammo feeds would
  have (1.75 x 1.25) = x2.19 receiver mass.
  Full barrel mass applies for each barrel, but the mass of accessories is based on the
  heaviest barrel and the modified receiver mass. A malfunction is based on the receiver,
  not the barrel, so a jam will affect all barrels.
  For multiple barrels of different calibers, or multiple barrels using separate receivers, each
  receiver is bought separately, but the weapon with the lower DV will have a receiver
  massing half as much, to reflect common components. If the larger DV is more than dou-
  ble the smaller one, there are no mass benefits at all. Since receivers are separate, a
  malfunction on one will not affect the other.
  Example - A DV40 spotting rifle gets no benefit if mated to a DV200 cannon, since the
  disparity in size means there are no shared parts. However, a DV30 shotgun and a DV50
  rifle would share parts, for a mass savings.
  Pepperboxesa
  These are small, revolver type weapons
  where each chamber of the cylinder is
  long enough to be a barrel, and none of
  the chambers have a common barrel.
  They are historically TL7-8 weapons,
  usually with percussion ignition sys-
  tems. They should not be designed as
  revolvers, but as multiple barrel single
  shot weapons using a common receiv-
  er, with a rate of fire like a revolver.
  Lemon Squeezer
  This is a nickname given to a type of
  concealble pistol developed during late
  TL7-early TL8. It was usually a
  revolver-type weapon with 5-6 shots,
  fired by squeezing the hand. The barrel
  protruded between the firer's fingers,
  and the shells were held not in a cylin-
  der, but radiated outward from a central
  hub. Since they had no sights and very
  short barrels, they cannot have an aim-
  ing RC or IA of more than 1.
  Duckfoot
  The name given to a weapon used in
  the TL6-TL7 period. Usually an SS/3 or
  SS/4 action, all barrels were fired by a
  single trigger pull. The barrels were
  spread at an angle, like the bones in the
  foot of a duck, hence the name. The
  weapon was meant to be a deterrent
  against a small group of foes. Against a
  primary target, normal aiming modifiers
  apply, but vs. secondary targets, count
  the shots as firing from the hip.
  
  Conventional Weapons
  Mortarsa
  Mortars are generally not covered in
  detail by the 3G3 rules, but can be
  designed. They will work best as dis-
  posable casing rounds with fairly low
  velocities, large bores and HE or frag-
  mentation payloads. The shell “casing”
  is easily increased or decreased in size
  to get different ranges, and the weapon
  is designed to withstand the largest pro-
  pellant charge regularly used. Use the
  maximum range for projectile velocity
  as the extreme maximum range of the
  weapon, and assume flight time to this
  distance is (muzzle velocity/5) seconds
  (so correcting aim for misses take time
  for each previous shot to land).
  Example - A mortar with a muzzle
  velocity of 100m/sec and a 1kg shell
  has a theoretical range of (100m/sec)2/10
  = 1,000m. Each shot of indirect fire at
  this muzzle velocity will take 20 sec-
  onds to arrive on target.
  Mortars are usually single shot, but can
  be semi-auto. Mortar shells may be
  self-guided, but mortars cannot be
  smart weapons, and cannot directly
  control user-guided projectiles, although
  they could fire projectiles that would be
  controlled from somewhere else (like
  laser designated shells).
  Add-ons
  This term applies to any projectile (usu-
  ally HE, HEAT or frag) which is fired by
  sticking it on the end of a normal
  weapon. The maximum RC for range
  purposes will be that for its mass, and
  for aiming, based on velocity and type
  of projectile. Odd cases like add-on
  rocket assisted rounds combine velocity
  from each part for aiming RC purposes,
  and subtract 1. Add-ons always have
  an IA of 0.
  Example - A 3,500J charge is used to
  fire a 1,000g rifle grenade. For aiming,
  the formula gives 83.9m/sec, which for
  a 3:1 grenade is an aiming RC of 1. The
  range formula gives a range (theoreti-
  cal) of 721m, reduced to 216m by its sg
  of 3 (see p.13). This could be increased
  by using high powered “blanks” which
  contain only propellant. A 7,000J
  charge would increase the velocity to
  116m/sec, the aiming RC to 2, and sub-
  stantially increase the malfunction
  chance. Recoil would also be increased
  by 1.4, since DV is based on square
  root of energy, and the energy has
  been doubled (2.5 = 1.414).
  Multiple caliber weapons
  Some weapons have interchangeable barrels and clips, allowing the weapon to be con-
  verted from one caliber to another. Usually this is so you can practice using less expen-
  sive ammunition, while keeping the “feel” of the original weapon. The weapon must be
  designed with a mass to accommodate the most energetic (not necessarily highest DV)
  round, and will cost 10% extra.
  Example - A revolver designed to fire .44 Magnum, .357 Magnum and .38 Special rounds
  must be designed to withstand the stress of the .44 Magnum round.
  Conversion kits cost half the weapon cost, and consist of a new barrel, magazine, and
  maybe a few other small parts. The mass of the weapon will change by the difference,
  and this may affect weapon Initiative. The time required to change from one caliber to
  another will vary, but a good guideline is (DV of most powerful round)2/10 seconds.
  Subcaliber devices inserted into the bore of a weapon add mass, and take (DV of smaller
  round)2/10 seconds to install.
  Example - A DV20 conversion on a DV50 rifle will take 502/10 = 250 seconds to install.
  To mount a DV50 training gun inside a DV300 cannon barrel will also take 250 seconds
  to install.
  Gyrostabilization
  Any ranged weapon may be gyro-stabilized. This will add (20-TL)/2 percent to the overall
  mass of the weapon (heavier weapons require heavier gyros), and is only possible at TL9
  or better. There is also a minimum mass for any gyrostabilization unit of (20-TL) x 50
  grams.
  TL
  Percent extra mass for gyro
  Minimum mass
  Minimum power per minute
  9
  5.5%
  550g
  33kJ
  10
  5.0%
  500g
  30kJ
  11
  4.5%
  450g
  27kJ
  12
  4.0%
  400g
  24kJ
  13
  3.5%
  350g
  21kJ
  14
  3.0%
  300g
  18kJ
  15
  2.5%
  250g
  15kJ
  Hand weapon gyrostabilization operates on 6 gyros, with two contrarotating gyros on
  each axis, near the weapon’s center of gravity. Pressure switches, inertial sensors or
  built-in targeting computers speed up or brake certain gyros, depending on how the
  weapon is moved, helping the user change it from facing to facing. If the weapon is not
  being pivoted, the gyros tend to keep the weapon pointed in the same direction, regard-
  less of firer motion, like running. For vehicle mounted weapons, a gyro tends to cancel out
  the effect of terrain irregularities while the vehicle is moving.
  A gyro system will halve negative movement modifiers on firing, but automatically makes
  the Initiative of the weapon 1 point worse. You could use a variant of gyro rules to coun-
  teract recoil (like contragrav recoil nullifiers).
  Gyroscopes use a minimum of 1J of energy per 100g of gyro mass per second, which
  must be supplied by a battery or other power source. This power source is not included in
  the mass of the gyro. Gyros cost 2,000Cr per kilogram, with a minimum cost of 500Cr.
  Stopped gyros need to “warm up”, and the time this takes is equal to the square root of
  the gyro mass in grams. During the warm-up time, the gyro is of little or no benefit.
  Example - A 900g gyrostabilizer requires 30 seconds to warm up from a cold start.
  
  29
  Binary propellant
  Weapons that use liquid propellants will be treated as “loose propellant”, but the DV can
  be adjusted by metering the propellant. Weapons may be “soldier-proofed” by having few
  or no adjustment settings.
  All the different energies must be computed in advance, since they will have different
  RC’s, DV’s and recoil effects, and the propellant used will alter the number of shots per
  clip. If the propellant tank is internal, and the projectiles in a detachable magazine, there
  may be mass savings, and a liquid propellant weapon could probably be adjusted to give
  a “blowtorch” mode, which would burn off a certain number of Joules per second. Divided
  by 100, and based on weapon bore, this would give a continuous cutting DV (like a con-
  tinuous beam laser for damage effects), useful for prodding or crowd control, or perhaps
  as a maneuvering jet in zero-g conditions. If the torch were concentrated on a point for an
  entire second, you could multiply DV by up to 10.
  Example - A 5mm weapon which burned 1,000J per second of fuel would get 10J applied
  to a bore of 5mm, for a DV of 4 if swept over an area, or up to 40 if used to burn a hole.
  Metered propellant may be used to exceed the designed DV of a weapon, at the risk of
  catastrophic malfunctions. For instance, if you double the energy, you increase DV by 2.5,
  or 1.414. So, if DV was increased by x1.414, you would only get half as many shots, and
  each one would be using a malfunction chance based on double the normal propellant
  use. This is entirely at GM option.
  Compressed air weapons are designed as binary propellant weapons, using a propellant
  energy of 10% of that of regular propellant at that TL(n).
  Example - A TL11 compressed air rifle would be designed as though the “propellant
  energy” were 149J per gram.
  Recoilless rifles
  A recoilless rifle is defined as a projectile weapon where the entire powder charge is
  burned in the barrel, but where the recoil from the projectile is countered by venting most
  of the powder energy in the opposite direction. This allows you to fire large projectiles at a
  reasonable velocity, something not ordinarily possible because of recoil. (Note: A weapon
  with a recoil modifier of more than -10 will do damage to the firer. In TimeLords terms,
  each -10 from recoil counts as a Damage Level of 1, or a DV of 3. You could substitute
  minimum damage in other systems instead).
  A recoilless round is usually designed as a cased round with a disposable casing, and the
  weapon as a single shot action to save mass. The projectile only receives 25% of the
  powder energy, after action efficiency is taken into account, and before losses or gains
  due to barrel length are taken into account. For quick reference, 25% of the energy halves
  the DV and muzzle velocity. The other 75% of the energy is vented as backblast, which
  has a DV of (wasted energy).25, which falls off in a 30° cone behind the weapon. This
  damage is reduced like it was an explosion, in whatever system you use, but since it is
  directed you double the range increments.
  Example - 1,000,000J of waste energy would have a DV of 32, so anyone standing
  directly behind the weapon would take a flame-based DV32 attack. If explosion effects in
  your system are halved each hex, for the backblast they would be halved every two
  hexes.
  The receiver of a recoilless weapon is based on 25% of the powder energy. Barrel length
  is based on the full propellant charge, but barrel mass is only 5% of the calculated
  amount to reflect the much lower stresses it is under.
  Example - A TL11 50mm recoilless rifle using a 1,000g powder charge has a total energy
  of 1,485,000J. The receiver is based on 25% of this, or 371,350J, for a SS receiver mass
  of 8,715g. A barrel for 1,000g of propellant and a 50mm bore will be 163cm long, and
  have an adjusted mass of 8,938g. Accessories would mass 20% of the (barrel + receiver),
  for 3,530g, and a total unloaded weapon mass of 21.2kg.
  Disposable weaponsa
  It is possible to design and build
  weapons that will work reliably for a
  small amount of time, and then begin to
  risk catastrophic failure with repeated
  use. Note that this is different from
  “cheap”. A cheap weapon may be unre-
  liable, but never get any worse, while a
  disposable weapon may be extremely
  high-tech and expensive, but have a
  limited number of uses. In the context of
  3G3, disposable weapons are those
  whose reliability is reduced because of
  less attention to safety limits, usually in
  the form of reduced mass. In game
  terms, a disposable weapon might be a
  one-shot launcher of some type, or a
  weapon whose construction has some
  game specific effect, like invisibility to
  metal detectors, at a cost of long term
  reliability.
  A disposable weapon of this type auto-
  matically has one increased level of
  unreliability, one level of reduced mass
  (25% less), and x2.0 cost. The weapon
  will permanently gain another level of
  unreliability each 50 shots. Each level
  of reduced mass bought for the weapon
  will double cost, quarter the number of
  “safe” shots that can be fired (no
  change in reliability), with a maximum
  reduction in mass of three levels. So,
  you could buy a weapon with 50%
  mass and 12 “safe” shots, or down to
  25% of original mass, and a maximum
  of 3 “safe” shots (and x8 cost!). How
  “safe” the shots are depend on the orig-
  inal reliability of the weapon. A weapon
  with an “invisibility” to certain types of
  sensing equipment is a separate cost
  multiple of at least x2, depending on the
  sensing technology and TL of the
  weapon in question.
  Note - Reduced mass for a weapon
  only reduces the mass and increases
  the cost of the weapon and empty mag-
  azine, not the ammunition, sights or
  other added features. A disposable
  rocket launcher still uses full mass, nor-
  mal cost rockets, for instance, and may
  have a normal cost and mass telescop-
  ic sight that is transferred from weapon
  to weapon. Note also that the reliability
  factor applies separately to multiple
  weapons combinations. A two-barrel
  gun would apply reliability separately to
  each barrel, depending on how many
  times that barrel had been used.
  
  Conventional Weapons
  Problems
  The rules for rockets are touchy, and
  work well only if the rocket follows the
  l/w ratios available. Many payload car-
  rying rockets tend to run into problems.
  Example - The warhead of an RPG-7 is
  85mm in diameter, but the rocket motor
  is only 38mm. Designing the whole
  rocket at 85mm would make it much too
  heavy, and designing it at 38mm would
  make the warhead far too small.
  If the payload and rocket diameter are
  different, they must be designed as
  separate components. The mass of the
  assembly is used for velocity, etc. For
  RC, the l/w ratio of the combination is
  based on whichever subassembly is
  heaviest. Irregular l/w ratios round near-
  est, except for determining maximum
  velocity, which is based on the exact l/w
  ratio of the combination.
  Example - A 7.0cm sg1, 2:1 warhead is
  mated to a 4.0cm sg1, 10:1 engine for a
  TL10 weapon. The warhead volume is
  449cc, of which 337cc (75%) is the sg1
  payload (337g) and 112g is sg2 inert
  structure (224g) for a warhead mass of
  561g. The engine volume is 486cc, of
  which we'll say 75% is the 365g of sg1
  propellant and 121cc is the sg2 struc-
  ture (242g) for a total of 607g and a
  total rocket/warhead mass of 1170g.
  The rocket diameter is used for maxi-
  mum velocity, since it is the heaviest.
  We say the rocket has 365g of propel-
  lant, which gives a launching force of
  9,855J. Applied to the total assembly,
  this gives a base velocity of 130m/sec.
  The total length (54cm), divided by
  rocket diameter (4cm) gives an l/w of
  13.5. The final velocity is multiplied by
  the (diameter in cm.5) x (l/w ratio/10) =
  2.7, for an adjusted velocity of
  351m/sec. The damage RC is based on
  the mass of the whole assembly
  (1170g) and the warhead diameter
  (70mm), since it has the most drag. The
  rocket has a final RC of 4/4.
  The barrel mass of a rocket weapon
  may be based on the diameter of the
  payload, and the whole rocket fits
  inside, or on the engine diameter, in
  which case the warhead sticks out, and
  maximum effective barrel length is
  equal to the motor length. A minimum of
  80cm is suggested to let the firer spray
  backblast over their shoulder rather
  than in their face. 
  While recoilless rifles do not have recoil (obviously), they have significant muzzle flash
  and backblast, so if the weapon can fire more than one shot, apply the minimum consecu-
  tive shot penalty in your system.
  Note - Since recoilless weapons have around half the DV of their full-mass counterparts,
  they often use HE, frag, HEAT or other payloads to make up for it.
  Rockets
  Rockets and rocket-assisted projectiles are a subclass of conventional weapons with their
  own special (and somewhat obnoxious) rules. Rocket projectiles launch themselves with
  a constant force, rather than the explosive push of a conventional propellant charge. A
  rocket contains all the propellant in the projectile, rather than having a separate casing.
  The limit on propellant quantity plus payload is 75% of the rocket's volume. Rockets are
  counted as sg2 weapons, but they may have part of their volume at lower (guidance) or
  higher sg. The 25% of non-payload volume in a rocket is always counted as sg2.
  Since almost all the stress is placed on the projectile, the receiver, barrel, etc. can be very
  light. However, since the propellant gases expand in the open air rather than the confines
  of a barrel, they are much less efficient. A rocket projectile only gets velocity from 2% of
  the propellant energy. A total of 10% of the propellant energy is blown backwards on fir-
  ing, with backblast similar to a recoilless rifle. Recoil for rocket weapons is negligible, but
  the backblast may create consecutive shot penalties.
  Example - A 1,000g propellant charge pushing a TL11 rocket has a base energy of
  1,485,000J. Only 29,700J of this counts towards accelerating the rocket, and 148,500J
  counts as backblast.
  Rockets get a -1 row shift for reliability. That is, since the propellant doesn’t all go off at
  once, you can cram more in with less chance of catastrophic failure. For instance, if using
  100% of capacity, you would count malfunctions as being on the 80-99% row. Payloads in
  general may be treated the same way for malfunction purposes, especially if bought with
  reduced cost.
  The receiver of a rocket weapon is based on 2% of the propellant energy. Rocket
  weapons do not require any barrels, but barrel length does apply for the aiming RC of an
  unguided weapon, however. Barrel mass is 2% of the mass for the full propellant charge.
  Note that the receiver is based on 2% of energy, while the barrel is based on 2% of mass.
  The figures above apply to rockets which do not contain any of the backblast. Rockets
  with closed barrels are designed like recoilless rifles, but the rocket will continue to accel-
  erate upon leaving the barrel. Any extra velocity is equal to the base velocity of that rock-
  et. Rocket weapons designed to direct the blast to the sides use x1.5 barrel mass, and
  those designed to deflect it back forwards will have x2.0 barrel mass.
  The distance in meters it takes a rocket to reach maximum velocity is equal to the base
  barrel length for the full propellant charge, times the l/w of the rocket engine, times 20.
  Example - A 3:1 rocket that “needed” a barrel length of 30cm (.3m) would need (.3m x 3 x
  20) = 18 meters to accelerate to full speed.
  Rockets will have a different terminal velocity than shown by the basic formula.
  Adjustment is based on the cross-sectional area and l/w of the rocket as a whole. Find the
  base velocity for the effective energy (2% of normal), and multiply by:
  Diameter in cm.5 x l/w ratio/10
  Example - At TL11, a 1,000g propellant charge will impart 29,700J to a rocket. An 8.0cm
  rocket (sg3) with a 3:1 l/w ratio would mass 3,220g. According to the formula on page 10,
  the base velocity would be 185m/sec. However, the adjustment factor is 8.5 x 3/10 = .85,
  so the true maximum velocity is 157m/sec.
  Note - You can use the rocket rules as a way to design “torpedoes”, assuming that some-
  thing other than a rocket engine is used. Velocity would be 1/50th the calculated amount.
  
  31
  The range at which the rocket reaches maximum velocity is counted as the “muzzle” for
  range effects on impact damage. So, if the rocket reached maximum velocity at 20m, you
  would subtract 20m from the actual range to see what any impact losses would be. If the
  rocket is still accelerating, multiply the impact DV by the square root of the fraction of dis-
  tance covered (from the receiver). For instance, if the rocket takes 20m to accelerate,
  then at a range of 5m, the impact DV is 5/20.5 = 50% of normal.
  Shaped charge warheads are designed for maximum efficiency at a given velocity, and if
  the rocket has not yet reached that velocity, any shaped charge effect is reduced by this
  amount as well. Fragmentation and HE warheads are unaffected, but may be designed
  with a minimum arming distance to protect the firer at no additional charge.
  Booster charges
  A rocket may have multiple stages. The velocity given by each stage adds to the total
  velocity of the rocket, and each stage drops off once used, reducing rocket mass for the
  subsequent stages. Boosters may also be used to give a rocket an initial “push” out of the
  firing tube, and the main motor ignites safely downrange, where the backblast is less
  important. Rockets without boosters will probably have blast shields, which is is included
  in the accessory mass for the weapon.
  Range Class
  The damage RC of a rocket is based on mass and diameter, as for other projectiles.
  Aiming RC is based on velocity and l/w ratio, if the launcher has a barrel at least as long
  as the base barrel length. If shorter or non-existent, aiming RC is reduced by 1, with a
  minimum of 1 (the “bottle rocket” principle). A rocket or rocket-assisted shell with any
  amount of guidance takes no penalty for shorter barrel length. Guided anti-tank rockets
  are in use where you simply lay them on the ground pointing in roughly the right direction,
  set up the guidance module, and fire! For self-guided rockets, it is more convenient to
  have the whole package (launcher and rocket) in one piece, which necessitates a barrel
  to protect the user from backblast.
  Rocket-assisted projectiles
  These are designed as a normal round for a normal weapon, but the projectile is also
  designed as a rocket. The velocity from the rocket adds to the normal projectile velocity
  before aiming RC is calculated, and the energy of the rocket (2% of propellant) is added
  to projectile energy for figuring DV. This is usually only effective with large projectiles, and
  the extra benefits are slight.
  Penetrators
  As mentioned before, the payload of a projectile is 75% of the volume. This space must
  be split between propellant, payload, guidance, etc. Rocket propelled or assisted rounds
  may only be inert armor-piercing if less than 50% of the volume is used, and the entire
  projectile is counted as sg7 instead of sg3, like most rockets.
  Folding barrels
  A common tactic to make a rocket weapon shorter is to make the barrel in two pieces
  which fold or telescope. In general, this halves barrel length, adds 10% to barrel mass,
  and requires (loaded mass in kg x 10).5 seconds to prepare for firing.
  Example
  A 4.0kg launcher with telescoping barrel will require 40.5 = 6 seconds to prepare for firing,
  and 6 seconds to disassemble for transport. A 500kg system with extendable launch rails
  will take 5,000.5 = 71 seconds to prepare or disassemble.
  Parachutes
  A delay mechanism like a parachute will
  take up 25% of the space of the war-
  head it is supposed to slow down. So, a
  1,000cc warhead would require 250cc
  be devoted to a parachute if it required
  one. This includes any machinery need-
  ed to eject the parachute or separate a
  warhead from part of a larger assembly.
  A parachute can lower the descent
  velocity of the payload to not less than
  1m/sec, and descent speeds above this
  may be chosen at designer preference.
  Illumination charges
  These are warheads that produce light
  over a time period, rather than heat and
  pressure virtually instantly. Use 1,000
  times the energy for the charge, but
  assign a “burn time” of up to 100 sec-
  onds, and divide the warhead energy by
  the same amount. The resulting energy
  in J per second is compared to the dis-
  tance to the ground to get the illumina-
  tion potential. Illumination at ground
  level is assumed to be a circle twice as
  wide as the flare is high, quartering the
  illumination each time the radius is dou-
  bled.
  Distance
  Divide energy by
  1m
  12
  2m
  50
  4m
  200
  8m
  800
  15m
  3,000
  30m
  11,000
  60m
  45,000
  100m
  125,000
  200m
  500,000
  400m
  2,000,000
  700m
  6,000,000
  1,000m
  12,000,000
  Energy/m2
  Equiv. illumination
  1,000
  Bright sunlight
  500
  Cloudy day
  300
  Heavy overcast
  50
  Full moonlight
  25
  Half moonlight
  Example - A TL11 rocket flare with
  100g of illuminating composition and a
  burn time of 20 seconds would put out
  (100g x 1,000 x 1,485J)/20 seconds =
  7,425,000 light units per second. If
  launched to an altitude of 100m, it
  would provide an illumination of
  7,425,000/125,000=59 units per square
  meter, a little more than full moonlight.
  
  Conventional Weapons
  Historical guidance typesa
  TL9 is where the first guided weapons
  show up, and there were several vari-
  eties being experimented on or used by
  the end of WWII.
  By the end of the war, most capital
  ships were equipped with radar, which
  was not a direct guidance system, but
  which was used to manually provide
  targeting information for the main guns.
  Germany had developed wire-guided
  missiles, radio controlled missiles and
  glide bombs with TV cameras in the
  nose. The United States had also
  developed weapons in the latter two
  categories. All of these would be con-
  sidered user-guided projectiles. The
  largest German model massed over
  1500kg, had an air-launched range of
  about 5km (assume it was a TL10
  design), and was credited with sinking
  cruiser-size naval vessels.
  The first radar-directed guns (anti-air-
  craft) were at TL10, as were the first
  heat-seeking missiles, including basic
  ones that are man-portable (although
  not that useful). Passive, semi-active
  and active homing are all in use by the
  end of TL10.
  TL11 developments are improvements
  on previous weapons, and introduction
  of a new generation of cruise missiles.
  These are almost outside the scope of
  this supplement, but it is worth noting
  that internally guided weapons date
  back all the way to WWI, so the idea is
  nothing new. The accuracy gained is.
  Guidance precision
  At TL9, a guidance type can indicate
  presence or abscence of a signal, like
  “yes, there's a blip on the radar screen”,
  or “no, there isn't”. At TL10, extreme dif-
  ferences in signal can be detected and
  filtered with limited success. Heat seek-
  ing missiles may or may not lock onto
  the sun instead of a jet engine. At TL11,
  extreme differences can be reliably fil-
  tered, and limited differentiation of tar-
  gets is possible. For instance, a radar-
  guided missile could be programmed to
  ignore targets above or below a general
  size range. TL12 allows finer differ-
  ences in size, and some differentiation
  of target charactersitics, such as an
  optical sensor being able to recognize
  the silhouette of an enemy ship. TL13+
  will simply refine this to greater levels,
  with better quality sensors and more
  computing power to analyze signals.
  Guided weapons
  This term applies to any weapon which has a targeting enhancement in the weapon, pro-
  jectile or both. These can distinguish between target and background, and maneuver the
  weapon or projectile so as to increase the chance to hit. Guidance systems will have an
  sg of 1, and take up a certain volume based on their capabilities and TL. The base vol-
  ume is 10,000cc, divided by (TL-8)3. This gives a +2 to hit (in a d20 system). 1,000,000cc
  equals 1 cubic meter.
  TL
  +2 bonus
  +4 bonus
  +6 bonus
  +8 bonus
  +10 bonus
  +12 bonus
  9
  10,000cc
  40,000cc
  160,000cc
  640,000cc
  2,560,000cc
  10,240,000cc
  10
  1,250cc
  5,000cc
  20,000cc
  80,000cc
  320,000cc
  1,280,000cc
  11
  370.0cc
  1,480cc
  5,930cc
  23,700cc
  94,800cc
  379,000cc
  12
  156.0cc
  625.0cc
  2,500cc
  10,000cc
  40,000cc
  160,000cc
  13
  80.0cc
  320.0cc
  1,280cc
  5,120cc
  20,500cc
  81,900cc
  14
  46.3cc
  185.0cc
  741.0cc
  2,960cc
  11,900cc
  47,400cc
  15
  29.2cc
  117.0cc
  466.0cc
  1,870cc
  7,460cc
  29,900cc
  This guidance modifier will only be vs. broad target types at TL10 (heat, radar, etc.). At
  TL11, it can be narrowed down (tanks, helicopters, large animals, etc.). At TL12+, it can
  be vs. very specific targets (Russian tanks, people, etc.). There are three overall cate-
  gories of guidance, user-guided projectiles, self-guided projectiles, and smart weapons.
  User-guided projectiles
  This is the first category for guided weapons, and is the only way to give in-flight course
  corrections at TL9. The projectile is guided for its entire flight path by the firer. This could
  be by wires, radio, optical fiber, or some other mechanism, depending on TL. The mass
  and volume of the guidance system stays with the firer, and a volume and mass equal to
  10% of guidance system must be carried in the projectile. The maximum effective skill
  that the firer may use is the level of bonus. A sloppy guidance system will negate high lev-
  els of user skill.
  Example - A person firing a +6 self-guided weapon would never be able to use more than
  a skill of 6 with it. A person with a skill of 8 would be restricted to a skill of 6, but a person
  with a skill of 4 would get a +6 bonus, or enough to raise their effective skill to not more
  than 6. How this is implemented depends on your system, and these numbers assume a
  d20 skill system.
  In addition to the 10% of guidance system in the projectile, an additional (20-TL)% is
  required for each doubling of weapon range past 500m (round up), to account for wires,
  radio receivers, fiberoptic cable, etc. In general, the weapon will have a maximum guided
  range of (TL-8)4 x 500m.
  Tech Level
  TL9
  TL10
  TL11
  TL12
  TL13
  TL14
  TL15
  Range
  .5km
  16km
  81km
  256km
  625km
  1300km
  2400km
  % for .5km
  10%
  10%
  10%
  10%
  10%
  10%
  10%
  % for 1km
  -
  20%
  19%
  18%
  17%
  16%
  15%
  % for 2km
  -
  30%
  28%
  26%
  24%
  22%
  20%
  % for 4km
  -
  40%
  37%
  34%
  31%
  28%
  25%
  % for 8km
  -
  50%
  46%
  42%
  38%
  34%
  30%
  % for 16km
  -
  60%
  55%
  50%
  45%
  40%
  35%
  % for 32km
  -
  -
  64%
  58%
  52%
  46%
  40%
  % for 64km
  -
  -
  73%
  64%
  59%
  52%
  45%
  % for 125km
  -
  -
  -
  72%
  66%
  58%
  50%
  % for 250km
  -
  -
  -
  80%
  73%
  64%
  55%
  % for 500km
  -
  -
  -
  -
  80%
  70%
  60%
  % for 1,000km
  -
  -
  -
  -
  -
  76%
  65%
  % for 2,000km
  -
  -
  -
  -
  -
  -
  70%
  Example - A +4 system at TL10 has a volume of 5,000cc at the firer’s end, with an addi-
  tional 500cc in the projectile as the basic volume. This is good out to 500m. If the range
  were 4km, the extra volume in the projectile would be 40% instead of 10%, for a volume
  of 2,000cc.
  
  33
  Self-guided projectilesa
  This is the second category, and is only possible at TL10+. The weapon only gets the
  bonus if the target is in the weapon sights at the time of firing. The volume of the system
  must be entirely in the projectile. Using a broader target class than normal for that TL will
  reduce the volume of the guidance system by 25% per TL reduction, with a maximum
  reduction of 50%. For instance, a TL11 system which would lock on to any high energy
  heat source (TL10) vs. jet engines (TL11) would save 25% of volume and mass, but be
  more susceptible to countermeasures.
  The quality of the target type will affect chances for the weapon to hit. For instance, a
  head on shot vs. a jet would be a reduced chance to lock on/hit for a heat-seeker, but a
  tail shot would be an increased chance.
  Smart weapons
  This is a “guided” round where all the guidance is in or on the weapon itself. These are
  possible at TL9+. The weapon is activated by pulling the trigger or flipping a switch, and
  does not fire until the appropriate target type is actually in the sights. The guidance bonus
  may work in one of two ways. It can either be a bonus to all shots, or the weapon will sim-
  ply make “to hit” rolls, but not actually fire until one is made, in which case the target is
  automatically hit.
  Example - A +4 system on a gun could either give a +4 to user skill for all shots fired, or it
  can give a +4 bonus to user skill, and ignore any “to hit” roll which is not successful. The
  first case would give a number of shots which may or may not hit, and the latter gives a
  single shot which does hit, eventually.
  The mass and volume of a smart weapon guidance system is 25% that listed on the table.
  However, base cost is quadrupled. Up to half the sensor array may be separate from the
  weapon (belt pack, etc.). The base sensor is totally dependent on the firer, and only gives
  a “shoot/don’t shoot” indication. The firer must move the weapon to bear on potential tar-
  gets. A “console” and circuitry to go with it doubles mass, volume and cost, and giving the
  sensor “target seeking” ability (like a rotating radar antenna) doubles it again. A target
  seeking system that masses at least 10% of the weapon mass is assumed to be able to
  move the weapon to bear on targets the sensors pick up.
  Example - A TL9 radar guided anti-aircraft gun with a +12 bonus will have a base volume
  of 2,560,000cc (about 2.5m3, 25% of the normal volume). With a console and rotating
  antenna, the volume is 10m3, and masses 10 metric tons. A +14 system would have a
  volume of 40m3, and mass 40 metric tons. This of course does not count the building to
  keep it in, or the generator to power it.
  Usually, a smart weapon sensor type is fixed, and works only on a certain type of target
  or target characteristic. At TL11, different target characteristics within a group can be
  selected by parts replacement, and at TL12, different target characteristics within a group
  can be selected by software changes. For instance, a visual TL12 sensor could be repro-
  grammed to look for trucks instead of tanks.
  Smart weapons are limited in their effective range. The bonus for a smart weapon is
  halved for each second of projectile flight time away from the target. For instance, a +4
  system firing a projectile at 500m/sec would go to a +2 system at any range of 501-
  1,000m, and +1 at ranges of 1,001-1,500m.
  Tracking
  The tracking procedure for all guided weapons will vary, but is generally as follows. Each
  time increment of play (nominally 1 second), at closest approach to whichever target it is
  following, it may have to make another targeting roll. A new targeting roll is required if the
  modifiers to hit have decreased the chance to hit, as compared to the previous time incre-
  ment. The “skill” of the weapon for guiding itself is counted as being its guidance bonus.
  Linked guidancea
  Separate sensor systems may be
  mixed and matched, and all bonuses
  add together in applicable situations.
  Example - A +4 smart weapon firing a
  +2 guided projectile counts as a +6
  weapon for acquiring targets. Once in
  flight, the projectile can only use its own
  guidance, however.
  Indirect fire
  Guided projectiles may be fired indirect-
  ly, at unknown targets. Assume the sys-
  tem has a sensor arc of 15°. When a
  possible target enters this arc, regard-
  less of how far away it is, the system
  has a chance to lock on, using a skill
  equal to its bonus. For user-guided pro-
  jectiles, the control range is indepen-
  dent of where the projectile was fired
  from. A laser designator could be the
  control link, and the projectile itself fired
  from an artillery piece many kilometers
  to the rear. Once the laser designator
  and projectile come within the guidance
  distance, the person with the designator
  can treat the projectile as though they
  had fired it. Guided projectiles of any
  type cannot usually change course by
  more than 15° per unit of flight time.
  Typical sensor arc
  
  Conventional Weapons
  Proximity fuzing
  Any guided weapon may have this
  capability built in at no cost, mass or
  space penalty. The weapon automati-
  cally detonates or performs some other
  action when the modifier to hit reaches
  a certain level, usually associated with
  a very short range.
  For unguided weapons, it is simply a
  sensor array, with no guidance capabili-
  ty. When certain conditions are met,
  some function of the weapon is activat-
  ed. For instance, a mortar shell could
  have a +2 sensor that detonates the
  shell the first time it makes a targeting
  roll that has a +30 modifier or better,
  which corresponds to a height of a
  meter or two from the ground, for opti-
  mum burst pattern. The mass and vol-
  ume for a basic proximity fuze is the
  same as for a +2 smart weapon sensor
  array, but may reduced by broadening
  the target category.
  The conditions under which a proximity
  fuze detonates are limited by the TL
  and type of sensor. For instance, a
  proximity fuze based on very short
  range radar reflections won't detonate if
  the target has an anti-radar “stealth”
  surface. In general, countermeasures
  vs. a type of proximity fuze will lag 1 TL
  behind the sensor technology used.
  A specialized type of fuze is the time
  fuze, which simply detonates a payload
  (or performs some other action) a pre-
  set time after the weapon is fired. For
  anti-aircraft use, this might correspond
  to a particular altitude that could be set
  before firing. This is simplest type of
  “proximity” fuze, in that you hope your
  target is in the proximity of the warhead
  when it goes off. A time fuze is possible
  at any TL with chemical propellants,
  and can be nothing more than a fuze
  that is lit when the weapon fires (with a
  precision of plus or minus (7-TL) sec-
  onds. A basic time fuze has no extra
  mass or cost if part of an exploding
  round or other payload. Sophisticated
  fuzes that may be remotely set or
  changed will have the mass and cost of
  a regular proximity fuze (and arre only
  available at TL's where regular proximi-
  ty fuzes are possible).
  Example - A +10 missile is tracking a jet, and decreases the range by 300m. At the same
  time, the jet engages in evasive maneuvers. If the penalty for evasive maneuvers was
  greater than the bonus for being 300m closer to the target, a new targeting roll would be
  needed, which would count all applicable factors (target size, range, etc.), and be based
  on a skill of 10, since this was a +10 missile. If the penalty for evasive maneuvers was
  equal to or less than the bonus for being 300m closer, no roll would be needed, and lock-
  on would be maintained.
  For user-guided weapons, the procedure is the same. If the modifiers decrease the over-
  all chance to hit, another targeting roll must be made. With most surface-to-surface user-
  guided systems, a failed roll usually means the missile hits the ground and breaks up.
  Example - A +8 user-guided anti-tank missile is steered towards a tank, and decreases
  the range by 200m over the course of a second. At the same time, the tank engages in
  evasive maneuvers and fires a machine gun towards the person guiding the missile. If the
  penalty for evasive maneuvers plus making the missile operator flinch was greater than
  the bonus for being 200m closer to the target, a new targeting roll would be needed,
  which would count all applicable factors (target size, range, etc.), and be based on a skill
  of 8, or the user’s skill with a +8 modifier, whichever is lower, since this was a +8 missile.
  If the penalty for the evasive maneuvers was equal to or less than the bonus for being
  200m closer, no additional roll would be needed, and the missile would continue towards
  the tank.
  Power usage
  Any “one-shot” sensor device is assumed to have power for one use. Sensors that will
  see constant or intermittent use will need a battery or power supply, which will add to the
  mass and volume of the system. If the power runs out, the system is useless.
  In general, a guidance system will require (20-TL)3 Joules per second of operation per
  100,000cc of guidance system volume.
  Example - The +12 console-based tracking system in the previous example had a vol-
  ume of 10m3, or 10,000,000cc. So, it requires (20-TL9)3 x (10,000,000/100,000) =
  133,100J per second, or 133 kilowatts of power.
  Ammunition cost
  Rounds will cost a number of Cr based on their DV and complexity. The base cost is:
  (DV2/10,000) + .1Cr
  Example - DV22 pistol rounds have a base cost of .15Cr each, or 7.5Cr for a box of 50.
  Buying in quantity will sometimes get a discount, and ammunition for prototype or custom
  weapons will use the same multiple as the weapon itself.
  The cost of a guidance system is based partially on the size of the weapon it is attached
  to, but has a minimum base cost of 2Cr. Fragmentation rounds have a minimum base
  cost of 1Cr. The DV of a rocket is the larger of 2Cr or its impact DV, based on effective
  energy and largest diameter (counting larger than 10cm as 10cm).
  Round is:
  Cost multiple
  Disposable
  x.5
  Rocket
  x4.0
  Caseless (can’t be disposable)
  x2.0
  Inert armor-piercing (or defeats armor at same or lower TL)
  x2.0
  Tungsten armor-piercing (or defeats marginally more advanced armor)
  x3.0
  Depleted uranium armor-piercing (or defeats some armor at +1 TL)
  x4.0
  Hollow-point (can’t be AP)
  x1.5
  Exploding/HE (can be HEAT, but not inert AP)
  x3.0
  HEAT (must be exploding as well)
  x2.0
  Fragmentation (can’t be hollow-point, must be HE)
  x3.0
  Multiple projectile
  x2.0
  Discarding sabot
  x3.0
  
  35
  Example - DV22 hollow-points are .14Cr x 1.5 = .21Cr each. Caseless DV50 rifle rounds
  are .35Cr x 2.0 = .70Cr each. A DV200 discarding sabot tungsten cannon shell is 4.1Cr x
  3.0 x 3.0 = 36.9Cr.
  Guidance system costs
  Self-guided rounds use a minimum cost of 2Cr, or the cost of the projectile/payload,
  whichever is higher, which generally represents system size. Guidance systems use the
  DV of the weapon they are part of.
  Round is:
  Cost multiple
  Guided round
  x3.0 per +2
  Self-guided round
  x1.0
  User guided (control system)
  x1.0
  User guided (projectile)
  x.30
  Smart weapon (basic)
  x4.0
  Smart weapon (console)
  x2.0
  Smart weapon (tracking array)
  x2.0
  Example - A +8 self-guided DV200 round would cost 4.1Cr x 3 x 3 x 3 x 3 = 332.1Cr
  (x3.0 per +2). The +12 TL9 array listed before, if attached to control this weapon, would
  have a cost of 4.1Cr x 3 x 3 x 3 x 3 x 3 x 3 x 4 (basic) x 2 (console) x 2 (tracking) =
  47,800Cr.
  Salvage
  Spent casings from cased rounds are generally worth 10% of base round cost (ignore
  minimums and projectile type modifiers), and may be reloaded, if the market for such
  exists in your game. Buyers of salvaged casings will generally not deal with quantities of
  less than 1,000 for small arms.
  Guidance types
  Depending on TL and weapon type, you
  need to designate a self-guided weapon
  as having certain characteristics. Each
  is a separate sensor type, with separate
  volume requirements. Optionally, each
  additional type is half the volume of the
  previous one, to reflect common circuitry.
  Passive homing
  The weapon employs passive sensors
  to detect some target characteristic, like
  radio/radar emissions, heat signature or
  shape. If the target ceases to have the
  required characteristics, lock-on is lost,
  and the weapon ceases maneuvering,
  or use a preset maneuvering pattern.
  Semi-active homing
  The weapon employs passive sensors,
  but detects radiations bounced off the
  target by the firer, such as radar pulses,
  laser designator, etc.
  Active homing
  The weapon uses a detectable means
  to scan for targets. This could be an on-
  board radar, laser rangefinder or other
  active sensor.
  Modifiers
  The guidance type will be further modi-
  fied by certain secondary characteris-
  tics. Usually, these will be fixed into the
  weapon design by the manufacturer as
  befits the weapon objective, but they
  could just as easily be selected before
  use by means of a control panel, soft-
  ware, or internal circuit board changes.
  Lock-on//fire and forget
  The first category requires that the
  weapon make a successful targeting
  roll before it can be fired. The skill of the
  user is modified by the bonus of the
  weapon to get the base lock-on roll,
  which is modified by circumstance
  (range, obscurement, jamming, etc.).
  The latter category means that the
  weapon can be fired with no skill roll
  needed, and it will home in on the first
  target that meets the targeting criteria.
  Terminal guidance
  This is usually applied to a weapon
  which is unguided or remotely guided
  for most of its path. At some point in its
  path, it switches to on-board guidance.
  This may be at a time increment, a dis-
  tance, a level of range bonus or target
  intensity, or under manual command. At
  this point, it gains the characteristics of
  a “fire and forget” weapon.
  
  Conventional Weapons
  Energy-enhanced weaponsa
  An odd hybrid between a strictly electri-
  cally powered weapon and a chemically
  propelled conventional weapon is the
  energy-enhanced weapon.
  This type of weapon uses a storage
  bank of some type to add energy to the
  ionized gases produced by combustion
  of the propellant. This keeps these
  gases hot and expanding, where nor-
  mally they would cool and lose pressure
  due to the ever-increasing volume of
  space behind the projectile as it moves
  down the barrel. In design terms, the
  mass of a number of storage banks is
  added to the weapon mass (before
  computing for accessories). The energy
  of a storage bank is added to delivered
  propellant energy for determining muz-
  zle velocity and DV, but not for purpos-
  es of basic barrel length, mass, etc. For
  all weapon mass purposes, treat this
  extra energy as being outside the nor-
  mal calculations (although mass of
  these components does count towards
  accessories and other secondary char-
  acteristics, though). The maximum
  additional energy is 50% of the normal
  muzzle energy, for a maximum DV
  increase of 22.4%. The weapon may be
  used with or without this enhancement,
  but may have different DV’s and RC’s in
  each mode. The overall cost of the
  weapon gets a x2.0 multiple. If the extra
  energy is adjustable, use an additional
  x1.1 multiple. See the design rules for
  lasers to get the mass and cost of dif-
  ferent types of electrical storage banks.
  Historically, this idea is a late TL11
  development (we’re working on it now),
  and if practical, will probably first be
  used at TL12.
  Sample weapon design
  As a quick example of the basic design rules, a simple design is below. See the various
  rule sections if there is any part you don’t understand. Most of the numbers will be taken
  directly from tables.
  Project - 11mm Heavy Pistol, TL12 
  Specs
  The final product is a 1,400J semi-auto pistol with a 10 round detachable clip and a bore
  of 11mm. This is more or less the energy and bore of a .44 Magnum.
  Damage Value
  The DV of an 11mm, 1,400J projectile is 31, which is very respectable for a pistol.
  (1400J x .735/1.1).5 = 31
  Projectile
  The pistol uses a 2:1 lead (sg11) slug, with a mass of 19.2g. An energy of 1,400J would
  give it a velocity of 541m/sec. A 2:1 projectile moving at 541m/sec has a maximum aiming
  RC of 3, and a 2:1 sg11 projectile of this diameter has a damage RC of 4.
  Propellant
  1,400J of TL12 propellant is 1,400J/1,620J per gram = .864g of propellant. If you figure
  out the propellant/projectile volume ratio for a 2:1 11mm pistol bullet, you’ll find it is less
  than 10%, so there is no danger of increased malfunction chance. The casing mass is 2.8
  x the propellant mass, or 2.42g, so the total round mass is:
  .864g + 2.42g + 19.2g = 22.5g
  Receiver
  The receiver is next. The energy of 1,400J is on the table, and is 864g, for a TL10 semi-
  auto weapon. Since this is TL12, we reduce this mass by 20%, to 691g.
  Barrel
  A TL12 semi-auto has an efficiency of 1.00, so we need to find the base barrel length for
  1,400J. 1,400J of TL12 propellant is 1,400J/1,620J per gram = .864g of propellant. For
  this energy, TL and bore, the base barrel length is:
  (400/TL12) x (.864g powder/2).5/1.1cm = 19.9cm
  Using the table on page 17, the mass of a 20cm barrel for a 1,400J weapon is 748g at
  TL10. Since this is TL12, we reduce this mass by 20%, to 598g. A 20cm barrel for an
  11mm projectile means the final aiming RC will be 2 (18x projectile diameter), so this pis-
  tol has an RC of 2/4, and a base Inherent Accuracy of 1.
  Accessories
  Accessories will have a mass multiple of x1.2, so the unloaded weapon mass will be:
  (691g (receiver) + 598g (barrel)) x 1.2 = 1547g (1.55kg)
  Clip
  This will be the mass of 10 rounds, or 225g, times a mass multiple of x1.2 for detachable
  clips, for a loaded clip mass of 270g, or .27kg. The loaded weapon mass is therefore:
  1.55kg + .27kg = 1.82kg
  Cost
  The cost of the weapon is based on the DV, action type and the fact that it is a pistol, and
  is:
  (DV312/5 + 100) x 1.0 (semi-auto) x 2.0 (pistol) = 584Cr
  
  37
  Muscle-powered weapons
  The 3G3 system can be used to design bows, crossbows and larger weapons working on
  these principles. The “pull” of such a weapon is roughly (Energy x .735).5 x 3 kilograms for
  weapons with 10mm projectiles, and DV is based on energy and projectile diameter. Or to
  reverse this, the energy is (pull weight in kilograms/3)2 x 1.36. To build a stored energy
  weapon in 3G3, make the following assumptions:
  1.
  Projectile diameter is (Energy/5).5 x (4/TL), with a minimum of 10mm for any sort of wooden shaft
  2.
  Projectiles are always subsonic (<330m/sec)
  3.
  Damage RC is always 1 for wood or stone projectiles
  Example - A bow with a pull of 30kg (66lb) would have an energy of about (30kg/3)2 x
  1.36 = 136J.
  Then, use this energy to calculate “receiver” mass, and multiply this mass by 5. The mini-
  mum action multiple is x.6 for bows, x.9 for crossbows, x1.5 for torsion engines and x15
  for counterweight engines. There is no “propellant efficiency” for this type of weapon, and
  maximum relaibility is based solely on Tech Level. Bows will have only a receiver, while
  crossbows will have a receiver, possibly a magazine, and accessories. Note that actions
  other than single shot require outside energy input for each shot. The AV and BP are
  half(n) the calculated amounts, with a minimum AV of 2. Note that a bow does not nor-
  mally require accessory mass. If the bow is going to have string silencers, sights, etc.
  then it will require an accessory mass. The bulk of these weapons is figured by dividing
  the weapon mass by the lowest appropriate mass (at least .2kg) in a size range appropri-
  ate to the weapon. Accessories are x.1 for fixed emplacements, x.2 for moveable but non-
  mobile weapons, and x.3 for weapons that are wheeled or towable.
  Example - If a crossbow has a designed mass of 3.5kg, you could say it had Small hit
  locations, which have a minimum mass of .51kg each, or a size of S/7.
  Projectiles are usually heavy wood (sg1), with a 20:1 ratio for bolt-throwing siege engines,
  30:1 l/w ratio for crossbows, and 60:1 for bows (use 10:1, times 2, 3 or 6). Projectiles of
  other densities are possible if the material technology permits, but must have at least the
  mass of an appropriate wood projectile. Stone projectiles are almost always sg2 spheres,
  for instance.
  An average person can generate an energy for drawing a weapon of around 150J (a
  somewhat optimistic 31.5kg(70lb) draw weight, for a DV of 11. How this increases with
  Strength in any given system will vary, but the peak of human potential would be in the
  range of 1,000J (draw weight of 81.3kg(180lb) and a DV of 27), and this would only be
  from legendary individuals. Crossbows with a high Strength (more than a person can
  draw) can be “charged” at a rate of whatever their Strength will allow per second, once a
  “recharger” is hooked up.
  Quick design example
  Say you want to design a TL4, 50kJ ballista (bolt thrower). This will have a minimum pro-
  jectile diameter of (50,000J/5).5 = 100mm. This energy will give a DV of ((50,000J x
  .735)/10cm).5 = 61.
  The receiver will be single shot, with a minimum action multiple of x.9 mass, for an adjust-
  ed mass of 50,000J.63 x (20-TL4) x 1.5 = 21.9kg, which is multiplied by 5 to 109.5kg.
  Assuming the only other mass is accessories at x.2 of the weapon mass plus a 1 shot
  “internal magazine” (22.2kg), this gives us a final weapon mass of 109.5kg + 22.2kg =
  131.7kg. The projectiles will be 20:1 l/w wood shafts, which will have a mass of 15.2kg,
  and be 2.0 meters long. They'll have a velocity of (50,000J/15,200g).5 x 44.84 =
  81.3m/sec, for an aiming RC of 2 and a damage RC of 1. If you can find several men to
  crank it up for 1,000J per second, it will take 50 seconds to reload after each shot.
  These guidelines are not perfect, but work reasonably well for TL4+ stored energy
  weapons.
  Historical siege enginesa
  All of the following historical weapons
  can be designed using the following
  guidelines. Most are historically at TL4,
  though they could be constructed with
  more modern materials.
  Onager
  The onager was a torsion engine. That
  is, it gained power by twisting some-
  thing like rope or hair, and the rotary
  stress powered an arm that threw a
  bolt, or in this case, a stone. An onager
  is a single-shot stone thrower for design
  purposes. The traditional catapult uses
  the same principle. The violent swing of
  the throwing arm dictates that onagers
  have at least one level of extra mass for
  durability purposes. Both could throw
  25-30kg stones over 300 meters. This
  corresponds to an energy of about
  40kJ, a velocity of around 50m/sec and
  a DV of 50-55 with a 160mm stone.
  Ballista
  This used a pair of torsion skeins to
  propel a spear-like shaft several hun-
  dred meters. It is built as a single-shot
  bolt thrower. A lightweight field ballista
  could shoot a 5kg bolt over 400 meters.
  This corresponds to an energy of about
  10kJ, a velocity of around 65m/sec and
  a DV of around 40 with a 45mm bolt.
  Sprengal
  This is a spring engine, a large flat
  spring pulled back and released to
  strike the projectile, hurling it forward.
  This could be used to shoot either bolts
  or stones, depending on design. A wide
  spring could be used to strike several
  projectiles simultaneously, allowing for
  SS/n actions to be used.
  Trebuchet
  This is a gravity engine, using a large
  counterweight to hurl a stone attached
  to a long, relatively thin throwing arm.
  These are bought as single shot stone
  throwers. Trebuchets are the largest
  siege engines known, with throwing
  arms over 15m long in some cases, and
  able to hurl 130kg stones over 250
  meters. This corresponds to an energy
  of about 160kJ, a velocity of around
  50m/sec and a DV of around 110 with a
  250mm stone.
  All figures assume maximum range is
  based on a 45° trajectory. If the range
  was managed with a lower trajectory,
  velocity and energy would be higher.
  
  Lasers
  Ads & Disadsa
  Lasers have a number of advantages.
  They are silent, untraceable, and laser
  beams travel at the speed of light. You
  don’t have to lead targets because of
  movement, or change point of aim
  because of range. They rely only on
  energy for their damage, and can be
  recharged from virtually any compatible
  power source.
  They have the disadvantage that any-
  thing which interferes with light can
  reduce the damage they do. Rain, fog,
  clouds, dust or smoke may slow or stop
  a laser, when they would have little or
  no effect on conventional weapons. For
  this reason, projectile weapons of some
  type will almost certainly be around a
  long time.
  Laser rifles before 2000AD?
  For those of you who will doubtless use
  these rules to see if you can make a
  useful handheld laser weapon using
  today’s technology, the answer is a
  qualified “yes”. You can make a nasty,
  portable weapon. However, it is not
  nearly as nasty as an equivalent con-
  ventional rifle in any respect. You can
  go out and buy an off-the-shelf 200J
  continuous beam CO2 laser, plug the
  sucker into a couple of large batteries
  and a power converter, and lase away
  for a few minutes. The whole apparatus
  will be about the size and weight of a
  network-quality camcorder, and only
  have a DV of 17, but you can do it. In
  TL11 terms, it will have a mass of
  9.33kg (folded once to about 85cm,
  plus accessories), and will suck off
  100,000J per second. For 100 seconds
  of operation, you will need 14.3kg of
  TL11 batteries. For an equivalent TL12
  design, it masses 7.47kg, is 65cm long,
  and needs 7.27kg of batteries.
  Natural lasers?
  Since there are creatures which can
  store significant amounts of electricity
  (electric eels), and lasers can be made
  from organic materials, presumably
  there could be alien creatures with nat-
  ural laser armament. For general
  design purposes, assume these would
  be TL10 lasers. Providing a rational
  biology and ecosystem for such odd
  creatures is up to you.
  Lasers
  A laser is a beam of coherent energy. Most people assume light, since laser stands for
  Light Amplification by Stimulated Emission of Radiation, but lasers can operate on any
  “light” frequency from infrared through visible light, ultraviolet, and into the X-ray range,
  although we lack the practical means to do the latter. For purposes of 3G3, lasers will be
  restricted to the near-infrared, visible and near-ultraviolet ranges. Most lasers will also be
  pulse lasers, that is, all the energy of the beam is delivered to the target almost instantly.
  Beam duration is a tiny fraction of a second, for for lasers at the maximum power deliver-
  able through an atmosphere, the beam will be visible as a faint flash along its path.
  Technical notes
  This is the first TL where lasers can be developed. There is technology to
  generate electrical power, and sufficient mechanical precision for laser
  alignment. Like the very low TL’s for conventional weapons, TL8 lasers are
  not really practical when compared to any other available weapons 
  technology. Fictional uses might be for things like the plots of Jules Verne
  or H.G. Wells novels.
  Historical notes
  Not historically possible at this TL, however, neon lighting (a precursor to
  gas lasers) was invented in TL8.
  Technical notes
  Lasers become practical in a laboratory sense. Power supplies are the lim-
  iting factor, and will remain so for several TL’s. Fixed emplacements can be
  built to monstrous size, since electrical power generation and distribution is
  widespread. Secret WWII “death beams” may be developed.
  Historical notes
  Barely historically possible at this TL. The first lasers were developed very
  late in TL9. These were exclusively crystal lasers, energized by light from
  xenon flash lamps, and the maximum DV developed was around 3.
  Technical notes
  Most of the limits of TL9 apply, but transistor technology is making the
  power conditioning part of the power supplies smaller. Battery technology
  is increasing, but still not sufficient for any practical portable laser.
  Historical notes
  The first experiments with laser weapons begin. Actual laser technology
  now includes crystal based, gas, liquid and gas dynamic (combustion)
  lasers. Military experiments with high power lasers are mainly gas and gas
  dynamic lasers. Laser rangefinders and laser target designators become
  portable.
  Technical notes
  If you try very hard, you can make a useful, portable laser weapon.
  However, it still does not compare to any conventional weapon in terms of
  effectiveness. It might serve a specialized niche in terms of blinding, equip-
  ment damage or other esoteric applications.
  Historical notes
  Emplaced laser weapons have shot down missiles in mid flight (continuous
  beam models), proving more the effectiveness of tracking systems than of
  laser power. Some Soviet naval vessels have been equipped with laser
  arrays whose most likely purpose is to blind enemy pilots. The “free elec-
  tron” laser is developed, which can be tuned over a broad frequency range,
  unlike the very narrow spectrums of previous laser technologies.
  Technical notes
  A semi-practical laser weapon can be assembled from off-the-shelf hard-
  ware, such as belt-mounted battery packs from network TV cameras, and
  lasers from established companies. The result is still heavy, fragile, and
  only packs the punch of a pistol, but could be made better. Efficiency of the
  laser itself is now fairly high, but it is still the power supply that weighs
  things down.
  Historical notes
  None yet.
  Technical notes
  The advent of room temperature superconductors makes portable weapons
  practical for the first time. They are still less effective than TL13 conven-
  tional weapons, but are effective enough to be considered for specialized
  battlefield roles.
  Historical notes
  None yet.
  TL8
  (circa 1900AD)
  TL9
  (circa 1930AD)
  TL10
  (circa 1960AD)
  TL11
  (circa 1980AD)
  TL12
  (circa 2000AD)
  TL13
  (circa 2100AD)
  
  39
  Technical notesa
  Lasers become efficient enough to become standard military weapons,
  especially for space-based troops, since there is no recoil, and usually a
  good supply of energy for recharging. Conventional weapons still have an
  edge in certain situations, and have not been abandoned however.
  Historical notes
  None yet.
  Technical notes
  This is as highly advanced as laser weapons get in 3G3. Technically the
  rules can be extrapolated past this point, but TL16+ should assume some
  new breakthrough in weapon and/or power technology that would render
  TL15 technology obsolete, just as TL13 superconductors rendered TL12
  capacitors obsolete.
  Historical notes
  None yet.
  Basics
  Laser beams can be created from optically excited solids or liquids, electrically excited
  gases, high energy plasmas, chemical interactions, combustion, etc. Almost anything can
  be made to emit a laser beam if you pump enough energy into it. The special effects of
  your laser are up to you. For design purposes, 3G3 will assume that all you need is elec-
  tricity, and in most cases, lasers will be gas lasers, i.e. electric pulses turned into a laser
  beam by some form of interaction with a gas or mixture of gases.
  Lasers are possible at any TL of 8 or better, although they do not become practical until
  TL13. At where we are now (TL11-12), laser weapons are far from practical, but still pos-
  sible. All we hear about are behemoths that fill APC’s or airliners, and which take several
  seconds to knock down target drones. Perhaps the low-tech designs in 3G3 are not
  impractical enough using today’s technology, but even if they were possible, the research
  would be classified and you would never hear about it anyway.
  Any hand-held lasers you design are not likely to cut people in half, or even burn holes
  through them. People contain a lot of water, and water absorbs a tremendous amount of
  heat. Most of the burn damage from a laser will be in the first few cm of tissue, and local-
  ized to the area touched by the beam. A high powered laser would be able to vaporize
  water at the location hit, possibly causing a steam explosion. The secondary effects of
  this could rip or tear tissue further away from the area hit, and set up shock waves that
  could travel significant distances. Laser hits should be treated as having the same special
  effects as bullet hits.
  Against an inanimate target, damage is based on the material hit. Flammable targets will
  catch fire. Slightly combustible materials will smoulder, and those with a high moisture
  content may be cratered by steam explosions. Lasers will melt anything that can be melt-
  ed, and vaporize small amounts as well. Sudden heat stresses can set up shock waves
  that can shatter brittle materials (like passing through a window), or cause “blowthrough”,
  where hot bits of molten target are blasted through onto anything unlucky enough to be
  on the other side.
  Tech Level
  The first thing you need to decide on is the Tech Level of the weapon, tweaked to match
  whatever your personal perceptions are of what should and should not be possible at a
  given TL.
  Damage Value
  Then, you have to have some idea what you want the laser to do, and an approximate
  DV. Next, you need to figure out the actual DV, and the beam energy needed to get that
  level of damage. The DV of a laser beam is:
  (Energy in Joules x .735/beam diameter in mm).5
  Beam diameter is a minimum of 5mm, or (Energy in J.9/31,416).5 x 20, whichever is larger
  (round to nearest .5mm).
  Example - A 10,000J laser will have a minimum beam of (10,000.9/31,416).5 x 20, or
  7.11mm, which rounds to a more convenient 7.0mm. The DV would be 102.
  1996 power
  For more 1990’s designs, the following
  “real-world” batteries (late TL11) store
  the listed power in Joules (with some
  rounding of figures). The actual figures
  will vary slightly between manufactur-
  ers, but the numbers below are a good
  guide.
  Type
  Cap.
  Mass
  Cost
  AA batterycz
  5,000J
  19g
  .35Cr
  AA batteryal
  9,600J
  24g
  .60Cr
  AA batteryli
  10.5kJ
  14g
  6.0Cr
  AA batterync
  3,000J
  22g
  2.0Cr
  C batterycz
  16.0kJ
  53g
  .50Cr
  C batteryal
  25.0kJ
  65g
  1.0Cr
  C batteryli
  54.0kJ
  47g
  10Cr
  C batterync
  10.0kJ
  75g
  4.0Cr
  D batterycz
  40.5kJ
  106g
  .75Cr
  D batteryal
  62.8kJ
  135g
  1.5Cr
  D batterync
  19.0kJ
  141g
  5.0Cr
  9v batterycz
  13.8kJ
  38g
  1.0Cr
  9v batteryal
  17.8kJ
  47g
  2.0Cr
  9v batterync
  16.0kJ
  54g
  8.0Cr
  12v motorcyclela 1,000kJ
  8.6kg
  50Cr
  cz - Carbon-zinc
  li - Lithium
  al - Alkaline
  la - Lead-acid
  nc - Nickel-cadmium
  Just for your reference, a typical “C”
  size lithium battery (TL12 or fairly close)
  has an energy of about 1140J per
  gram. A “C” size alkaline battery (TL10)
  has an energy of 390J per gram, and
  an old carbon-zinc “C” cell (TL9) has an
  energy of about 250J per gram. A TL11
  nickel-cadmium rechargeable “C” cell
  will only hold about 135J per gram.
  Very large storage banks of any type
  will be more “efficient”, as proportion-
  ately less mass is wasted on the casing
  of the storage bank, but 3G3 will not
  deal with this, as the system is complex
  enough as it is.
  Household electrical outlets (TL9 or bet-
  ter) can supply power at the rate of (TL
  x 2) x 100J without blowing fuses or cir-
  cuit breakers.
  TL14
  (circa 2200AD)
  TL15
  (circa 2300AD)
  
  Lasers
  Once outside an atmosphere, there is no minimum beam diame-
  ter, but design practicalities will restrict diameter to half that for
  an atmospheric laser of the same power, again with a minimum
  diameter of 5mm.
  Energy
  Beam diameter
  DV
  Energy
  Beam diameter
  DV
  200J
  5mm
  17
  3000J
  5mm
  66
  400J
  5mm
  24
  3500J
  5mm
  72
  600J
  5mm
  30
  4000J
  5mm
  77
  800J
  5mm
  34
  5000J
  5mm
  86
  1000J
  5mm
  38
  6000J
  5.5mm
  90
  1200J
  5mm
  42
  7000J
  6.0mm
  93
  1400J
  5mm
  45
  8000J
  6.5mm
  95
  1600J
  5mm
  48
  9000J
  7.0mm
  97
  1800J
  5mm
  51
  10000J
  7.0mm
  102
  2000J
  5mm
  54
  15000J
  8.5mm
  114
  2500J
  5mm
  61
  20000J
  9.5mm
  124
  The best way to figure out beam power and DV is by using the
  previous table, which has energies, DV’s and beam diameters
  over a range sufficient for hand-held weapons.
  Practical limits - The 3G3 limits on beam energy in an atmos-
  phere (10,000J per square cm) mean that there is a practical
  limit to the DV you can get out of a laser weapon before efficien-
  cy starts to go way down because of interactions with water
  vapor, dust and anything else which can vaporize and hinder the
  beam. A 5,000J beam (DV86) is the upper limit of efficiency, but
  a TL15 weapon can still be practical with a 10,000J beam
  (DV102). Beyond that, and power consumption per shot
  becomes too high to carry a large clip, although vehicle mounts
  can “brute force” their way to high DV’s. Also, if you want to use
  the laser rules for “blasters” or some technology that doesn't suf-
  fer from the limitations of lasers, feel free to ignore this minimum
  beam diameter.
  Efficiency
  The efficiency of a laser will vary widely with TL, and is generally
  (TL-7) x 5%. A laser’s efficiency applies to two separate steps.
  First, the storage bank has to power the laser directly, and sec-
  ond, some form of battery has to recharge the storage bank. So,
  efficiency cuts twice if you have to recharge the storage banks
  from a battery pack or other limited source.
  In practical terms, it means that the beam energy you want will
  require a much greater input of real energy, as shown below.
  TL
  100J of beam energy requires
  which requires
  Multiple
  8
  2,000J of storage bank 
  40,000J of battery
  x20.0
  9
  1,000J of storage bank
  10,000J of battery
  x10.0
  10
  670J of storage bank
  4,490J of battery
  x6.7
  11
  500J of storage bank
  2,500J of battery
  x5.0
  12
  400J of storage bank
  1,600J of battery
  x4.0
  13
  330J of storage bank
  1,090J of battery
  x3.3
  14
  290J of storage bank
  841J of battery
  x2.9
  15
  250J of storage bank
  625J of battery
  x2.5
  Example - A TL12 laser with a beam energy of 2,000J requires
  a power input from storage banks of 2,000J x 4.0 = 8,000J per
  shot.
  Almost all of the energy will be lost as heat, and lasers will need
  to dissipate this heat to function continuously. This will most like-
  ly be through a heat exchanger integrated into the lasing appara-
  tus. This will use a lightweight working fluid like a flourocarbon
  that is pumped through the weapon and into cooling fins. These
  will be mounted to minimize heat signature (probably the bottom
  of the weapon). This waste heat will make high-power lasers
  show up like beacons to anyone doing a thermal or temperature
  scan of an area (portable thermal scopes become available at
  TL11+). For instance, an 800J laser (DV34) at TL14 will vent as
  much waste heat as a 1500 watt space heater. Also see p.65.
  Energy storage
  The notes for batteries and storage banks will apply equally to all
  energy weapons and railguns, and will not be repeated else-
  where.
  Capacitors
  A laser requires large amounts of power virtually instantly for
  high-power pulses. At TL12 and below, this is supplied by capac-
  itors or a functionally equivalent technology. A capacitor can
  store a certain amount of energy as an electrical charge, rather
  than chemical energy. It will not hold as much energy on a gram
  for gram basis, but has the advantage that it can be discharged
  virtually instantly, and can be recharged an infinite number of
  times. They will not store energy indefinitely, and will self-dis-
  charge slowly over hours or days, depending on quality and TL.
  Each shot requires a capacitor bank holding the input power for
  that shot. Once fired, the bank must be recharged, or another
  one used. Rapid fire is only possible with multiple banks. Lower
  tech weapons may use a small number of banks, and endure the
  recharge rate. The grams of “capacitors” needed for an input
  pulse is:
  Capacitor mass = Energy stored/((TL-7) x .4)
  Example - At TL12, a 1,000J input pulse requires 1,000J/((12-7)
  x .4) = 500g of capacitors.
  Superconductors
  These are a theoretical technology. A superconductor capable of
  operating at room temperature, with an ability to tolerate high
  magnetic fields, may be eventually possible. A superconductor
  has no resistance, so any energy pumped into one stays there
  indefinitely (or until used). A small coil of such a superconductor
  could have a large amount of energy “pumped in”, where it
  would sit and endlessly circle, until an electrical load was hooked
  up to it, at which point it would instantly discharge. In this way it
  functions much the same as a capacitor, but at much higher effi-
  ciency. They may also be recharged any number of times.
  At TL13+, 3G3 postulates room-temperature superconductors.
  These will store large amounts of current in a continuous loop.
  To shoot, the entire loop is dumped into the laser at once. One
  loop powers one shot, and must then be recharged from a bat-
  tery or other source. The number of grams of superconductors
  needed for an input pulse is:
  Superconductor mass = Energy stored/((TL-12) x 125)
  Example - A TL13, a 1,000J input pulse requires 1,000/((13-12)
  x 125) = 8.0g of superconductor loop.
  
  41
  Another way of looking at it is to say that 1 gram of capacitor or
  superconductor stores a given amount of energy at a certain TL,
  as on the following table. These numbers are rounded from for-
  mula results to make things a bit easier.
  TL
  Capacitor
  Superconductor
  Battery
  Solar panel
  8
  .4J/g
  -
  100J/g
  .01J/g
  9
  .8J/g
  -
  200J/g
  .02J/g
  10
  1.2J/g
  -
  400J/g
  .02J/g
  11
  1.6J/g
  -
  700J/g
  .03J/g
  12
  2.0J/g
  -
  1100J/g
  .03J/g
  13
  2.4J/g
  125J/g
  1600J/g
  .04J/g
  14
  2.8J/g
  250J/g
  2100J/g
  .04J/g
  15
  3.2J/g
  375J/g
  2900J/g
  .05J/g
  Batteries
  Any TL of 8+ will have useful batteries, which are usually a
  means of turning chemical energy into electrical energy. A bat-
  tery will contain a certain amount of energy in Joules, which can
  only be siphoned off at a certain rate. The maximum discharge
  rate of any battery will be 1% of capacity per second. So, a
  10,000J battery could only discharge at the rate of 10,000J x 1%
  = 100J per second. This is important to note for purposes of
  recharging storage banks on a weapon. These batteries are not
  rechargeable. Once discharged, they must be discarded.
  Rechargeable batteries have 1/4 the energy capacity of non-
  rechargeable ones, and have double cost (Note: This is a
  change from 2nd ed. rules). The mass of a given battery is:
  Battery mass = Energy stored/((TL-7)/2 x (TL-8) x 100  + 100)
  Some combat lasers will use a belt or backpack mounted battery
  pack connected to the laser itself by a small cable. This is espe-
  cially true at TL13+, where it becomes more weight efficient to
  carry a small number of clips and a rechargeable battery, espe-
  cially since a battery can recharge a clip that has been partially
  used, keeping it “topped off” for combat readiness. A soldier
  might carry a rechargeable battery and solar panel to insure that
  they can maintain a constant supply of fire if separated from a
  supply source, with a few non-rechargeable ones to provide a
  high rate of fire in crisis situation. Most batteries will be attached
  to the weapon by breakaway cables to prevent entangling, and
  may automatically retract when detached. Sidearms with exter-
  nal batteries are assumed to top off rechargeable clips when the
  weapon is holstered, and holsters can mount solar panels and
  batteries. 
  External battery packs cost 1Cr per 100g.  Cost is halved for
  each TL below the current level, and if close enough to the next
  highest TL, advanced batteries will cost four times as much.
  Remember that a weapon will have a charging efficiency equal
  to the laser efficiency, and the input pulse must be multiplied by
  this number to take into account charging losses.
  Example - A TL12 laser with a 1,000J pulse needs an input
  pulse of 4,000J, and the storage bank supplying the 4,000J
  requires 16,000J to fill it.
  Multiply the total energy in the clip by the power multiplier to get
  the battery energy needed to refill the clip. Remember that bat-
  teries may not discharge at a rate of greater than 1% of their
  total capacity per second (i.e. total discharge in 100 seconds).
  Example - A 10,000J battery may only charge a storage bank at
  a rate of 100J per second. If the laser required 500J of input to a
  storage bank per shot, the clip would recharge at the rate of 1
  shot per 5 seconds.
  This discharge rate will allow you to figure out how long it will
  take to top off or recharge a weapon clip or battery from a given
  power source. Sources like vehicle power supplies can usually
  provide enough output to charge hand weapons fairly quickly. A
  typical TL11 auto generator will put out around 200J/second.
  Note - A battery which exactly charges a clip will do so in 100
  seconds. If the battery will charge more than one clip, divide 100
  seconds by the number of clips to get the charge time per clip.
  Example - If a battery is designed to charge 5 identical clips for
  a weapon, then since it can totally discharge in 100 seconds, it
  can charge each clip in 100 seconds/5 clips = 20 seconds.
  Solar panels
  These are a way of generating small amounts of current any-
  where there is a light source. The power listed is in full sunlight.
  Overcast conditions would cut this by at least half. Solar panels
  may be mounted on weapons.
  While not too practical, small scale solar panels may be built into
  a weapon to recharge it in well-lit areas. The maximum panel
  area in cm2 is equal to:
  Max. panel area = 10 x weapon length x beam diameter
  The mass of solar panels and associated hardware is assumed
  to be 1 gram per square cm. Like other generators, this power is
  supplied at a constant rate (as long as the sun shines). Panel
  cost is 1Cr per 10 square cm. The rules for solar panels apply to
  any energy-powered weapon, substituting weapon bore for
  beam diameter in the case of railguns. These rules can be used
  to construct small solar arrays separate from a weapon, with a
  mass of 10kg per square meter, for your reference. This mass
  may be reduced at increased cost, as for weapons. Solar panels
  are especially good for “survival” weapons, or for long-duration
  infiltration missions.
  Example - A 100cm laser with a .5cm beam could have 500
  square cm of solar panels on the weapon. This would mass .5kg,
  and at TL13, supply 20J of charging power (in full sunlight), and
  add 50Cr to the cost of the weapon. A reasonable size for the
  panel might be 100cm x 5cm.
  
  Lasers
  Cartridge lasersa
  It is possible to design lasers that use
  some sort of disposable shell or energy
  storage, for instance, superconductor
  loops that fracture under discharge
  stress, and are discarded to save mass.
  Or, you could say that the laser uses
  ampules of chemicals, or some other
  one-shot means of energy storage. In
  this case, clips would be designed as
  for a conventional firearm, and each
  “round” would have a casing, whose
  mass would be based on the mass of
  storage loop or other energy storage
  device. Cartridges for a laser might also
  include cooling liquids to carry away the
  waste heat of the weapon.
  You would need to decide both
  mechanical and electrical compatibility
  between weapons if this route is used,
  since the “rounds” must not only feed
  through the mechanism, but must also
  generate power compatible with the
  weapon design.
  Blinding
  Almost any laser can permanently blind
  a person, even a laser rangefinder or
  high powered laser sight. Most troops
  issued laser weapons or facing laser
  weapons will also have protective gog-
  gles that selectively filter out the wave-
  lengths used, to protect against stray
  reflections. Currently, protective glasses
  or goggles of this type cost at least
  300Cr each.
  Focusing technology
  The limits of beam density in normal
  atmosphere can be somewhat offset by
  creative beam focusing arrangements.
  A beam can be split into several less
  energetic beams which are designed to
  converge at the target. This would have
  a mechanical mass and cost as though
  the weapon were an adjustable output
  laser, and in addition, the laser must be
  equipped with a “smart weapon” sensor
  suite whose bonus is twice the aiming
  RC of the weapon (e.g. an aiming RC3
  weapon would have a +6 sensor). This
  gives no bonus to hit, but covers the
  rangefinders and precision optical com-
  ponents needed to adjust the beam
  convergence for each shot. The net
  effect is to halve the effective beam
  diameter (down to a minimum of 5mm),
  which for lasers of more than 21.3kJ will
  result in a DV increase of 41%.
  Laser tube
  A laser weapon does not require a receiver like a conventional weapon. A laser consists
  of the lasing apparatus, energy storage and accessories. The lasing apparatus itself will
  have a mass equal to:
  Laser mass in grams = Beam energy in J.5 x 200/(TL-7) 
  This covers the laser tube, chamber or other lasing mechanism, and any associated cir-
  cuitry. This component will also be the length of the weapon. Usually, it may be optically
  “folded” to shorten it up to 3 times, i.e., a 300cm laser tube could be made into a 75cm
  long weapon. The following table gives laser masses for a variety of Tech Levels and
  beam energies. The term kJ stands for kilojoule, or 1,000J, so 15kJ is 15,000J. The table
  below has laser tube mass for a selection of energies and TL’s.
  Example - At TL13, a 9,000J lasing apparatus will have a mass of 3160g.
  Mass of lasing apparatus by TL and energy
  Energy
  TL8
  TL9
  TL10
  TL11
  TL12
  TL13
  TL14
  TL15
  200J
  2830g
  1410g
  943g
  707g
  566g
  471g
  404g
  354g
  400J
  4000g
  2000g
  1330g
  1000g
  800g
  667g
  571g
  500g
  600J
  4900g
  2450g
  1630g
  1230g
  980g
  816g
  700g
  612g
  800J
  5660g
  2830g
  1890g
  1410g
  1130g
  943g
  808g
  707g
  1000J
  6330g
  3160g
  2110g
  1580g
  1270g
  1050g
  904g
  791g
  1200J
  6930g
  3460g
  2310g
  1730g
  1390g
  1160g
  990g
  866g
  1400J
  7480g
  3740g
  2490g
  1870g
  1500g
  1250g
  1070g
  935g
  1600J
  8000g
  4000g
  2670g
  2000g
  1600g
  1330g
  1140g
  1000g
  1800J
  8490g
  4240g
  2830g
  2120g
  1700g
  1410g
  1210g
  1060g
  2000J
  8940g
  4470g
  2980g
  2240g
  1790g
  1490g
  1280g
  1120g
  2500J
  10.0kg
  5000g
  3330g
  2500g
  2000g
  1670g
  1430g
  1250g
  3000J
  11.0kg
  5480g
  3650g
  2740g
  2190g
  1830g
  1570g
  1370g
  3500J
  11.8kg
  5920g
  3940g
  2960g
  2370g
  1970g
  1690g
  1480g
  4000J
  12.7kg
  6330g
  4220g
  3160g
  2530g
  2110g
  1810g
  1580g
  4500J
  13.4kg
  6710g
  4470g
  3350g
  2680g
  2240g
  1920g
  1680g
  5000J
  14.1kg
  7070g
  4710g
  3540g
  2830g
  2360g
  2020g
  1770g
  6000J
  15.5kg
  7750g
  5160g
  3870g
  3100g
  2580g
  2210g
  1940g
  7000J
  16.7kg
  8370g
  5580g
  4180g
  3350g
  2790g
  2390g
  2090g
  8000J
  17.9kg
  8940g
  5960g
  4470g
  3580g
  2980g
  2560g
  2240g
  9000J
  19.0kg
  9490g
  6330g
  4740g
  3800g
  3160g
  2710g
  2370g
  10kJ
  20.0kg
  10.0kg
  6670g
  5000g
  4000g
  3330g
  2860g
  2500g
  12kJ
  21.9kg
  11.0kg
  7300g
  5480g
  4380g
  3650g
  3130g
  2740g
  14kJ
  23.7kg
  11.8kg
  7890g
  5920g
  4730g
  3940g
  3380g
  2960g
  16kJ
  25.3kg
  12.6kg
  8430g
  6330g
  5060g
  4220g
  3610g
  3160g
  18kJ
  26.8kg
  13.4kg
  8940g
  6710g
  5370g
  4470g
  3830g
  3350g
  20kJ
  28.3kg
  14.1kg
  9430g
  7070g
  5660g
  4710g
  4040g
  3540g
  25kJ
  31.6kg
  15.8kg
  10.5kg
  7910g
  6330g
  5270g
  4520g
  3950g
  30kJ
  34.6kg
  17.3kg
  11.5kg
  8660g
  6930g
  5770g
  4950g
  4330g
  35kJ
  37.4kg
  18.7kg
  12.5kg
  9350g
  7490g
  6240g
  5350g
  4680g
  40kJ
  40.0kg
  20.0kg
  13.3kg
  10.0kg
  8000g
  6670g
  5710g
  5000g
  45kJ
  42.4kg
  21.2kg
  14.1kg
  10.6kg
  8490g
  7070g
  6060g
  5300g
  50kJ
  44.7kg
  22.4kg
  14.9kg
  11.2kg
  8940g
  7450g
  6390g
  5590g
  Adjustable frequency
  Any laser of TL12+ can be manufactured to fire a beam in more than one frequency range
  (near-infrared, visible, near-ultraviolet). The laser tube will have x1.5 mass and cost for a
  laser which fires in two frequencies or bands, and x2.0 mass and cost for a laser which
  fires in all three ranges. The laser is also corresponding longer. The advantages of this
  are that the laser is less affected by adverse conditions. One frequency range might pen-
  etrate conditions that would block another. These are not necessarily widely separated
  parts of the spectrum, but can be just enough to make a difference. In game terms, an
  adjustable laser is affected by such conditions by a level less than non-adjustable lasers.
  If the system you are converting to does not distinguish between the two laser types, use
  the non-adjustable laser mass for design purposes.
  
  43
  Length
  The length of the laser will be a function of the beam diameter in mm and the mass of the
  laser. A laser with a narrow beam will be longer than an equivalent one with a wider
  beam. Lasers with extremely large beams may actually be squat looking, due to concen-
  trating mirrors, etc. The length of a laser in cm is:
  Length = (laser mass in grams/3).8/((beam diameter in mm/5).5 x 3.1416)
  A laser may be “folded” up to 3 times to get a weapon of reasonable length, but the mass
  is increased after folding by 10% per fold, as is laser cost. 
  Laser length
  Folds
  Laser mass
  x1.0
  0
  x1.0
  x.50
  1
  x1.1
  x.33
  2
  x1.2
  x.25
  3
  x1.3
  The table below lists laser lengths for a variety of masses and beam diameters.
  Beam diameter
  Mass
  5mm
  6mm
  7mm
  8mm
  9mm
  10mm
  11mm
  12mm
  500g
  19cm
  17cm
  16cm
  15cm
  14cm
  13cm
  13cm
  12cm
  600g
  22cm
  20cm
  19cm
  17cm
  16cm
  16cm
  15cm
  14cm
  700g
  25cm
  23cm
  21cm
  20cm
  19cm
  18cm
  17cm
  16cm
  800g
  28cm
  25cm
  23cm
  22cm
  21cm
  20cm
  19cm
  18cm
  900g
  31cm
  28cm
  26cm
  24cm
  23cm
  22cm
  21cm
  20cm 
  1000g
  33cm
  30cm
  28cm
  26cm
  25cm
  23cm
  22cm
  21cm 
  1200g
  38cm
  35cm
  32cm
  30cm
  29cm
  27cm
  26cm
  25cm
  1400g
  43cm
  40cm
  37cm
  34cm
  32cm
  31cm
  29cm
  28cm
  1600g
  48cm
  44cm
  41cm
  38cm
  36cm
  34cm
  33cm
  31cm
  1800g
  53cm
  49cm
  45cm
  42cm
  40cm
  38cm
  36cm
  34cm
  2000g
  58cm
  53cm
  49cm
  46cm
  43cm
  41cm
  39cm
  37cm
  2200g
  62cm
  57cm
  53cm
  49cm
  47cm
  44cm
  42cm
  40cm
  2400g
  67cm
  61cm
  57cm
  53cm
  50cm
  47cm
  45cm
  43cm
  2600g
  71cm
  65cm
  60cm
  56cm
  53cm
  50cm
  48cm
  46cm
  2800g
  76cm
  69cm
  64cm
  60cm
  56cm
  54cm
  51cm
  49cm
  3000g
  80cm
  73cm
  68cm
  63cm
  60cm
  57cm
  54cm
  52cm
  3200g
  84cm
  77cm
  71cm
  67cm
  63cm
  60cm
  57cm
  54cm
  3400g
  88cm
  81cm
  75cm
  70cm
  66cm
  62cm
  60cm
  57cm
  3600g
  93cm
  84cm
  78cm
  73cm
  69cm
  65cm
  62cm
  60cm
  3800g
  97cm
  88cm
  82cm
  76cm
  72cm
  68cm
  65cm
  62cm
  4000g
  101cm
  92cm
  85cm
  80cm
  75cm
  71cm
  68cm
  65cm
  4200g
  105cm
  96cm
  88cm
  83cm
  78cm
  74cm
  71cm
  68cm
  4400g
  109cm
  99cm
  92cm
  86cm
  81cm
  77cm
  73cm
  70cm
  4600g
  113cm
  103cm
  95cm
  89cm
  84cm
  80cm
  76cm
  73cm
  4800g
  116cm
  106cm
  98cm
  92cm
  87cm
  82cm
  79cm
  75cm
  5000g
  120cm
  110cm
  102cm
  95cm
  90cm
  85cm
  81cm
  78cm
  5500g
  130cm
  119cm
  110cm
  103cm
  97cm
  92cm
  88cm
  84cm
  6000g
  139cm
  127cm
  118cm
  110cm
  104cm
  98cm
  94cm
  90cm
  6500g
  148cm
  135cm
  125cm
  117cm
  111cm
  105cm
  100cm
  96cm
  7000g
  157cm
  144cm
  133cm
  125cm
  117cm
  111cm
  106cm
  102cm
  7500g
  166cm
  152cm
  141cm
  132cm
  124cm
  118cm
  112cm
  107cm
  8000g
  175cm
  160cm
  148cm
  139cm
  131cm
  124cm
  118cm
  113cm
  8500g
  184cm
  168cm
  155cm
  145cm
  137cm
  130cm
  124cm
  119cm
  9000g
  193cm
  176cm
  163cm
  152cm
  144cm
  136cm
  130cm
  124cm
  10000g
  209cm
  191cm
  177cm
  166cm
  156cm
  148cm
  141cm
  135cm
  Example - A 7,000g laser tube (7.0kg) with a 8mm beam will be 125cm, or 1.25m long. If
  folded twice, it would be a more reasonable 42cm long, but the mass would increase to
  7,000g x 1.2 = 8,400g.
  Chemical Lasers
  One other technology available to
  designers is chemical lasers. These use
  the energy of a chemical reaction to
  start a lasing process, rather than using
  electricity to do the work. Typically, this
  is some sort of energetic reaction like
  combustion, which takes place inside a
  resonating cavity.
  One advantage of such a laser is that
  you can use the much more energetic
  chemical propellant numbers instead of
  batteries or capacitors. A disadvantage
  is that you have to use the efficiency of
  the weapon twice. Think of the chemical
  reaction as being both battery and stor-
  age bank.
  Example - At TL11 you would need
  2500J of propellant to get a 100J beam.
  Note - Using these numbers, efficiency
  between chemical and superconductor
  storage gives chemical lasers a mass
  advantage up to TL19.
  Other parts of the design rules for
  lasers will remain the same. Heat is
  vented out of the system partially by the
  escaping gases, and partially through
  heat sinks. Continuous beam lasers will
  require much more chemical input, but
  their efficiency remains the same. The
  rules for cartridge lasers may be used
  with the idea of chemical lasers.
  Note - The exhaust gases from a chem-
  ical laser can range from obnoxious to
  scaldingly toxic. The higher the TL, the
  worse things are likely to be.
  Semiconductor Lasers
  These use a specialized semiconductor
  junction to generate laser light without
  any of the complicated equipment of
  lower tech lasers. These are developed
  at TL11, and almost all laser sights of
  TL12+ will use these due to their small
  size. The coherent beam is diffused by
  the narrow semiconductor junction, and
  they require external lenses to produce
  a narrow beam. To use them in a
  weapon would require large arrays of
  them feeding a common optical path.
  Perhaps this route is feasible, but only
  time will tell.
  Note - Any such array-based laser
  would be inherently adjustable over a
  wide range of outputs, and this should
  be reflected in the cost.
  
  Lasers
  Clips
  A laser clip can be internal, removable, external, or some combi-
  nation of the above. A clip can contain multiple power sources,
  so a laser clip could contain both a battery, superconductors,
  and a small solar panel so it recharges itself when hooked onto a
  belt.
  Internal magazine
  Internal packs are an integral part of the weapon, and cannot be
  removed except by disassembly. Multiply the mass of all internal
  power components (batteries, capacitors, superconductors) by
  x1.1, and save this amount. 
  Removable magazine
  Removable clips can be detached and replaced when dis-
  charged. The hardware required for this multiplies the mass of all
  removable components by x1.2. This is the “clip mass”. 
  External magazine
  External power packs consist of something like a belt- or back-
  pack, connected to the weapon by a cable. The mass of this
  hardware multiplies the mass of all external power components
  by x1.3. This is also a “clip mass”, but does not count towards
  the mass of the weapon for accessory or initiative purposes. The
  length of any power coupling is assumed to be at least long
  enough for normal use by a person carrying the weapon. Non-
  portable installations must be handled on an individual basis, but
  in these cases, the size of the power coupling will usually be
  small compared to the installation itself.
  Combinations - Use the appropriate mass multiples for the dif-
  ferent parts. If a weapon has an internal clip, and an external,
  detachable one, the mass of each one will depend on the num-
  ber of shots it holds and whether it is internal or external to the
  weapon.
  Accessories
  All designs will need some sort of external fixtures, like stocks,
  trigger guards, sights and so on. These items will simply add a
  percentage to the mass of the unloaded weapon. The base
  mass includes the weapon and any internal energy system, but
  not the mass of any external power supply. A weapon
  (unloaded) plus accessories will mass:
  (lasing apparatus + any internal clip) x mass multiplier
  Detachable or external clips are separate items, and do not con-
  tribute to accessory mass. Add-ons like solar panels or vision
  aids add to weapon mass after accessories are taken into
  account.
  Fixed mounts
  Fixed mount weapons, or those which are a permanent part of a
  vehicle will have a mass multiplier of x1.1. The weapon will nor-
  mally be unsuitable to be fired in any other way, although small
  examples may be cradled under the arm, or braced against a
  hip, at substantial penalties to hit a target. A fixed mount
  includes sights only if the firer would normally look directly over
  the weapon to fire it.
  Hand-helda
  Weapons designed to be fired by hand, without external encum-
  brances will have a mass multiplier of x1.2. The weapon is not
  designed to be fired from or mounted in any fixed mount or mov-
  able tracking system. A handheld weapon will include basic
  sights and grips for one or two hands. If a military longarm, provi-
  sion for attaching a bayonet, grenade launcher (TL10+) or in
  some cases a telescopic (TL10+) or night sight (TL11+) may be
  included, and on civilian longarms, will usually include provision
  for mounting a telescopic sight (TL8+). These features will be
  less common, but available at lower TL’s. Laser filtering is
  mandatory on any optical (rather than electronic) sight for a laser
  weapon. Cost would be as for protective goggles (see p.42).
  Semi-fixed
  A semi-fixed mount has all the features of both fixed and hand-
  held mounts, and is usually applied to weapons like light
  machine guns, which may be carried, fired from a bipod, pintle or
  tripod. They have a mass multiplier of x1.3. A semi-fixed mount
  includes all advantages of the previous types, and in addition
  can be assumed to have a folding bipod, allowing more accurate
  fire from a prone position.
  Example - A TL14 laser rifle is designed with a base mass of
  5.00kg. It is hand-held, so the final mass is 5.00 x 1.2, or 6.00kg.
  This extra 1.0kg includes the stock, grip, and sights, and attach-
  ment points for other optional features.
  Secondary characteristics
  Like conventional weapons, lasers will have secondary charac-
  teristics that you must either decide upon yourself, or are func-
  tions of the weapon design itself.
  Range Class
  The aiming RC of a laser is based on the length of the complet-
  ed weapon (not the unfolded laser tube). Most longarm laser
  weapons will be compact, “bullpup” designs.
  Weapon length
  Aiming RC
  less than 10cm 
  1
  11-20cm
  2
  21-40cm
  3
  40-80cm
  4
  81-150cm
  5
  151-300cm
  6
  301-600cm
  7
  601+cm
  8
  For damage RC, use the RC that applies to total laser tube
  length. All energy weapons get a +20% chance (+4 on d20 sys-
  tems) to hit due to different aiming characteristics and shorter
  travel time to target. All losses of DV due to range are decreased
  by 10%. In a vacuum or where there is nothing to scatter the
  beam, losses are decreased by 40%.
  Inherent Accuracy
  A laser weapon so designed is assumed to have a base IA of
  1/2(u) the aiming RC of the weapon. So, RC1 and RC2 weapons
  have an IA of 1, RC3 and RC4 weapons have an IA of 2, etc.
  The IA of a laser weapon can be influenced by cost, just like for
  conventional weapons.
  
  45
  Rate of Fire
  A pulsed laser weapon can have any rate of fire up to 10 shots
  per second per laser tube, or the number of shots in a clip,
  whichever is less. Civilian models may differ from military
  weapons only by having no autofire circuits, but are still capable
  of the higher rate of fire if modified by an electronics tech.
  Recoil
  Lasers or laser-based stunners do not have recoil, and take no
  consecutive shot modifiers that are recoil based.
  Malfunction chance
  Lasers will have a chance of malfunction on a to hit roll of 20. A
  second d20 is rolled. If the result is 19, the weapon fires at half
  DV. If a 20 is rolled, the weapon does not fire due to electrical
  problems. It may be fired normally on the next action. Lasers
  have a base reliability category of II.
  Weapon bulk
  The bulk of a weapon is found by dividing its length in cm by 15,
  rounding fractions up. This is the number of TimeLords hit loca-
  tions the weapon would cover if carried close to the body.
  Example - If the previous weapon had a lasing apparatus 50cm
  long, the weapon length would be 4 locations long.
  The size of each location depends on the weapon mass, as per
  the table below.
  Mass per location
  Bulk per location
  BP per location
  <.50kg
  Very Small (VS)
  (20-TL)/7
  .51-4.0kg
  Small (S)
  (20-TL)/6
  4.01-32.0kg
  Medium (M)
  (20-TL)/5
  >32.0kg
  Large (L)
  (20-TL)/4
  Example - A 6kg weapon that covered 4 locations would have a
  mass of 1.5kg per location, for a total bulk of four Small (S/4).
  Armor Value
  The Armor Value of the weapon is a measure of how much
  physical abuse the weapon can withstand, and is based on the
  same scale as the DV. That is, 1 point of damage is stopped by
  1 point of armor. Anything that gets through AV does actual dam-
  age to the weapon. The AV is a general number, and reflects the
  average of the entire weapon, rather than the specific damage
  resistance of the lasing apparatus, etc. Individual components
  may vary by a great deal, and you may determine that a particu-
  lar lasing technology is more or less durable than others. Lasers
  generally have a lower AV, because electronics is not as durable
  as steel, regardless of what the electronics are housed in. The
  AV is based on the TL and energy of the weapon, and is based
  on the beam energy, with a minimum AV of 2.
  Energy of beam.15 x ((20-TL)/5)(n)
  Example - If A TL13 previous weapon had a beam energy of
  2000J, its AV would be 2000J.15 x (20-13)/5 = 4.
  Body Points
  The Body Points of the weapon are figured from the above table
  as well. Fractions are kept, and the total BP from all locations is
  added together, and rounded nearest.
  Example - If the previous weapon were TL9, it would have
  2.25BP per location, for a total of 4.5BP, which rounds to 5BP.
  Each level of increased mass or cost for any reason (except
  reduced mass) will decrease the effective TL by 1 for AV and BP
  purposes (heavier or more expensive weapons have more), and
  each level of decreased mass or cost will increase effective TL
  by 1.
  Initiative
  The Initiative of the weapon is how easy it is to swing into posi-
  tion, and move about in close quarters. For instance, you can
  swing a light pistol to a certain arc faster than a heavy rifle.
  Initiative is function of weapon length and loaded mass in kilo-
  grams, but only for the energy sources carried on or in the
  weapon. External energy supplies may penalize a character
  because of encumbrance, but do not directly affect weapon
  Initiative. Initiative for lasers is exactly the same as for conven-
  tional weapons (p.21).
  Cost
  The base cost for a laser weapon is based on its DV. The price
  is in credits (Cr), where a credit is a generic unit of currency
  roughly equal to a modern US dollar in purchasing power.
  Cost = DV of beam2/3 + 300Cr
  Example - A weapon with a DV of 20 would have a base cost of
  433Cr. A laser cannon with a DV of 1000 would have a base
  cost of 333,633Cr.
  Cost is a TL-independent item. The Cr is supposed to apply to
  whatever standard of living applies in the game where this
  weapon is used. If average income or standard of living is lower,
  then prices will be correspondingly lower, but will still represent
  about the same amount of work by a person trying to save up for
  it. The amount of 100Cr represents the same fraction of an aver-
  age person’s income at TL7 as it does at TL13, or any other TL
  with money or exchange.
  The base cost of a weapon is modified by the design and firing
  characteristics of the weapon.
  Action
  Cost
  Weapon
  Cost
  Continuous
  x1.1
  Pistol
  x2.0
  Stunner
  x1.1
  Longarm
  x1.0
  Multiple barrel*
  x1.8
  Vehicle mount
  x1.0
  SA
  x1.0
  AT & SA
  x1.3
  Mass
  Cost
  Base IA
  Cost
  AT only
  x1.0
  x2.0
  x.25
  -100%
  x.25
  AB
  x1.5
  x1.5
  x.50
  -50%
  x.50
  Adjust. power
  x1.1
  x1.0
  x1.0
  +0%
  x1.0
  Folded laser
  x1.1 per
  x.75
  x2.0
  +50%
  x2.0
  x.50
  x4.0
  +100%
  x4.0
  Extra clip
  shots.5 x weapon cost/100
  * the multiple applies to each extra tube on any multi-tube laser
  These multiply together, rather than adding, so an autoburst pis-
  tol would have a cost multiple of (1.5 x 2.0) = 3.0. Weapons with
  detachable magazines are assumed to come with one. Extra
  clips (/C) cost as shown. This cost is halved for external maga-
  zines (/E).
  
  Lasers
  Ultra-tech
  Many of the energy weapon design
  equations in 3G3 have a (20-TL), (TL-7)
  or other TL term in them. If you really
  want, designs for lasers and other
  weapons may be extrapolated past the
  limits of the system, out to Tech Level
  19, whatever that is. Any odd results
  you get here are entirely your own fault,
  as are technology discrepancies based
  on extrapolation of today’s theoretical
  developments. 
  Efficiency
  Laser efficiency goes way up as you
  approach TL20.
  TL
  100J beam req.
  which req.
  Multiple
  16 220J storage bank 480J battery
  x2.2
  17 200J storage bank
  400J battery
  x2.0
  18 180J storage bank
  320J battery
  x1.8
  19 170J storage bank
  290J battery
  x1.7
  Power sources
  The formulas for various energy
  sources also extend out to TL19.
  Super-
  Solar
  TL Capacitor conductor Battery
  panel
  16
  3.6J/g
  500J/g
  3700J/g
  .05J/g
  17
  4.0J/g
  625J/g
  4600J/g
  .06J/g
  18
  4.4J/g
  750J/g
  5600J/g
  .06J/g
  19
  4.8J/g
  875J/g
  6700J/g
  .07J/g
  Armor Values
  Assume the AV for a weapon at a TL of
  16 or more is actually higher than those
  at TL15, since we are undoubtedly
  dealing with some new form of material
  science. Assume each TL past 15
  decreases the TL of the weapon for
  purposes of AV and BP.
  Phazers, blasters, etc.
  The design of bizarre technologies
  which we can’t even theorize yet is left
  to individual designers. The weapons
  get fairly nasty as is. For instance, a
  TL19 laser pistol with a lethal DV of 24,
  a stun DV of 17, and 100 shots will only
  mass about .5kg. A more traditional
  design with only 20 shots and no stun
  function could pack a DV of 54 into a
  package no bigger than one of today's
  9mm pistols with a DV of only 22.
  Mass modifiers
  Each x2.0 multiple on cost will reduce the mass of a weapon by 25% (with maximum
  reduction of 50%). Each x.50 multiple on cost will increase the mass by 50% (with maxi-
  mum increase of 100%). This mass modifier applies to the unloaded weapon mass, and
  does not apply to ammunition, although it will apply to the empty mass of any magazines
  (like empty clips). This modification to mass has no effect on the IA of the weapon.
  IA modifiers
  The IA of the weapon may be increased by increasing the cost of the weapon. Each x2.0
  multiple on cost will increase the base IA of the weapon by 50% (round nearest). Each
  x.50 multiple on cost will decrease the base IA of the weapon by 50% (round down). The
  IA of a weapon may never go below -1. Each point that IA is decreased due to cheapness
  is a +1 row modifier for determining malfunctions (lasers are assumed to have a base
  chance as per the 20-39% row).
  The IA may also be increased by increasing the mass of the weapon, if the weapon mass
  was not already increased to reduce weapon cost. Each 50% increase in mass and cost
  will increase the IA by 50% (round nearest), with a maximum increase of 200% (total of
  x3 mass and cost). So, if a pistol with an IA of 1 was increased in mass and cost by 50%,
  its IA would go to 1.5, which rounds to 2.
  The maximum IA of any weapon may never exceed 3 times the base IA for that weapon.
  Example - A semi-auto pistol with a DV of 20 and an IA of 1 has a base cost of 866Cr.
  For in increase in cost of 100% (+866Cr), the IA goes to 1.5. For another increase in cost
  and mass of 100% (+866Cr), the IA goes to 2.5, which rounds to 3. So, for a cost of
  2,600Cr, you can have this pistol in a heavy target version, with an IA of 3 instead of 1.
  Advanced design
  The following rules cover advanced or optional laser design rules, and may or may not
  find application in the game system you use.
  Adjustable output
  With an adjustable laser, the beam power in J can be adjusted to any amount by the firer,
  usually by some convenient control on the outside of the weapon. It could also be a “fac-
  tory pre-set” adjustable by a weaponsmith, but normally inaccessible to the casual user.
  This option increases total laser cost (sans external options like sights) by 10%. Since
  power is stored in individual banks which are entirely discharged on firing, no extra shots
  are normally gained this way. Continuous beam lasers will have increased firing time,
  however, since the drain on the battery is reduced. Beam diameter remains the same in
  all cases. All excess, “unused” power is dissipated through the weapon’s heat sinks,
  which can be overloaded, so reduced power shots do not affect malfunction numbers.
  Optional - You can “dodge” this rule by designing a clip which has many small storage
  banks, so one full power shot discharges several at once. You would use a smaller num-
  ber of storage banks for low power shots, and get more shots per clip. However, each
  storage bank counts as a “shot” when computing clip cost. This dodge applies to any
  energy powered weapon. It does not affect the initial cost of the weapon, but will apply to
  the cost of any extra clips.
  Example - Four 1,000J storage banks are used to fire a laser at full power. Using only
  one storage bank per shot would allow four times the number of shots per clip.
  Optional - A fully adjustable weapon could be used as a laser rangefinder, spot welder,
  laser communicator, etc. Assume that any enhancement of an adjustable weapon would
  increase cost by an additional 10%.
  
  47
  Note - The ability to adjust shots is a function of the laser, as much as the clip. A non-
  adjustable laser cannot take advantage of an “adjustable” clip, and can only discharge 1
  storage bank per shot, regardless of its energy capacity. An adjustable laser cannot take
  advantage of a “non-adjustable” clip, and must use whatever power a single storage bank
  provides. It might be able to adjust the beam, but still use the full energy. This also only
  applies in cases where weapons can use the clips from other weapons.
  Multiple Barrels
  Laser tubes of the same or different damages in the same weapon get a 25% reduction in
  accessory weight, which is computed on the total of the barrels, and only applies if the
  smaller weapon is more than half the mass of the larger.
  Continuous Beam Lasers
  Lasers designed for continuous beams must be powered by a constant power source, like
  a battery or generator. They are designed like a normal laser, but have all stats equal to a
  laser with a beam power of 100 times the actual power.
  Example - A laser with a 200J constant output will weigh as much as a 20,000J pulsed
  laser.
  Continuous beam lasers require power equal to 100 times the actual beam power each
  second of operation. Charging losses do not apply since the laser is powered directly
  from a battery or other power source, but the efficiency of the laser itself does.
  Example - A TL12 continuous beam laser with a power of 200J will require 800J x 100 =
  80,000J per second of operation. This must be supplied by a battery or generator. At
  TL12, this would require about 7.3kg of battery, taking into account the 1% discharge rate
  per second. At TL15, the laser would require an input power of 50,000J, and require
  1.7kg of battery.
  The effect of a continuous beam laser is like firing autofire, with a “rate of fire” of 10 shots
  per second. However, each of these hits will be more severe than normal. There are num-
  ber of ways to simulate the effect. You can either count a continuous beam laser hit as
  1d10 hits for purposes of penetrating armor, or assume the laser has a rate of fire of 100
  shots per second for any autofire bonuses to hit in a particular game system. A low-power
  continuous beam laser can with time, burn through something that a short pulse might not
  be able to. One second of fire can apply the continuous beam DV over a line up to 10cm
  long, and for cutting through unresisting targets, increase the DV proportionately for short-
  er lengths (up to 3x normal DV).
  Example - A DV9 cutting laser can apply a DV of 27 over a 3cm cut each second, or a
  DV of 18 over over 5cm.
  Pulse lasers can be used as continuous beam lasers with an output of 1% of their base.
  This is a x1.1 multiple to the overall weapon cost.
  Example - A 5,000J pulsed laser rifle (DV86) will probably have a switch allowing it to be
  used as a 50J continuous beam laser (DV9) powered from a battery pack, a useful func-
  tion for crowd control, cutting through locks, etc. At TL15, this would need a minimum bat-
  tery mass of .43kg (4.3g per second). At a 1% discharge rate, this would be good for 100
  seconds of continuous fire.
  Stunners
  A stunner can be made by focusing a
  laser beam to make an ionized path to
  the target. A high-voltage pulse is then
  sent down this path, shocking the tar-
  get. A stun pulse from a weapon is very
  visible, and makes distinctive crackling
  sounds, as well as leaving an unmistak-
  able ozone smell. The usual laser DV is
  1-3, and the weapon will have RC1 for
  purposes of damage, regardless of its
  RC for aiming. The DV of a stun pulse
  is (Energy x .735).5.
  Example - If you send a 2,500J pulse
  down the beam, the DV would be 43. If
  you used 100J, the DV would be 9.
  This shock effect is at half DV if the tar-
  get is struck on a conductive armor that
  will stop the base laser damage. If this
  armor is grounded, or a non-conductive
  armor is not penetrated, the shock does
  no damage. If the armor is penetrated
  by the laser, the shock usually does full
  damage.
  A normal laser may be made into a
  stunner for a 10% increase in laser tube
  mass and overall weapon cost. In this
  case, each stun blast consumes at least
  two charges from a clip, one for the
  laser, the other for the stun. Or, a
  switch could select the number of
  “charges” to be dumped into the stun
  pulse. Or, a charge could power both
  the laser and stun pulse, according to a
  fixed or adjustable ratio.
  Example - A laser rifle with 1000J puls-
  es is equipped with the stunner option.
  A 1000J stun pulse would have a non-
  lethal DV of 27. If two charges were
  used (total of 3 “shots”, one for laser,
  two for stun), it would have a 2000J
  stun pulse, for a DV of 38. Four charges
  on the stun would have DV of 54, and
  consume 5 shots from the clip, unless
  the power used by the laser was negli-
  gible, in which case 4 shots would be
  used, the actual laser taking a few
  Joules from each one, the remainder
  being stun energy.
  Weapons can also be designed as hav-
  ing two clips, one for the laser, the other
  for the stun. This might be more mass
  efficient, since the low DV laser beam
  will consume little power. Stun effects
  may be adjusted down as normal laser
  fire, and continuous beam stunners are
  possible, but they use huge amounts of
  power (100 stun pulses per second).
  
  Lasers
  Low-tech stunnersa
  At low TL’s, the best way to get a stun
  only weapon is not a laser, but a projec-
  tile weapon which fires wire-trailing
  darts. If these strike the flesh of the tar-
  get (doing a DV of 1-4), the user can
  then use a battery to dump “stun
  charges” into the target. The maximum
  range of the weapon would be the wire
  length, and assume such wires would
  mass 10g per meter. The total projectile
  + wire mass would be used for design
  calculations, with the caveat that the
  weapon is always RC1/1.
  Other laser tricks
  Lasers can be used for a number of
  other functions related to their use as a
  weapon. 
  A laser fence would be done with a con-
  tinuous beam laser and an array of mir-
  rors on poles. Any interruption of the
  beam could trigger an alarm, and
  optionally send a higher power pulse
  through the system.
  Some or all of a laser beam would
  bypass the protections of armored glass
  or other transparent armors. At higher
  TL's, such armors would be specifically
  designed to absorb most weapon wave-
  lengths, giving them an oddly tinted
  look.
  A mirror designed to reflect a particular
  laser wavelength could be used as an
  aiming system for a remotely mounted
  laser. This would protect the expensive
  laser, and remove the easily detectable
  energy signature of the laser from the
  immediate vicinity. In extreme cases,
  this could allow a system to shoot over
  hills and other direct fire obstacles. In a
  personal sense, a laser rifle could have
  an attachement that allows it to shoot
  around corners without exposing the
  user to return fire.
  On a related note, a single beam could
  be split into several less energetic
  beams by a mirror array to get a higher
  rate of fire, and perhaps a better
  chance to hit as a result of slightly
  divergent beams (base the DV of each
  shot on its minimum beam diameter
  and fraction of the energy it gets).
  Sample weapon design
  As a quick example of the basic design rules, a simple design is below. See the various
  rule sections if there is any part you don’t understand. Most of the numbers will be taken
  directly from tables.
  Project - 5mm Laser Pistol, TL14 
  Specs
  The final product is a 800J semi-auto pistol with a 40 shot internal clip and a bore of 5mm.
  It can also split the energy from each shot, so that it has a 5J beam, and a 795J stun pulse.
  Damage Value
  The DV of an 5mm, 800J beam is 34, which is high for a TL11 pistol., but probably about
  average for a TL14 one. The 5J beam used to carry the stun pulse has a DV of 3, and the
  remaining 795J has a stun DV of 24.
  (800J x .735/.5).5 = 34
  Power
  At TL14, an 800J beam requires 800J x 2.9 = 2,320J of superconductor storage, for a
  mass of 2,320J/250J per gram = 9.28g per shot, or a total superconductor mass of 9.28g
  x 40 = 371g. Since the storage is internal, the mass multiplier is x1.1, for a total power
  supply mass of 371g x 1.1 = 408g.
  Laser
  An 800J lasing apparatus masses 808g at TL14. The mass is increased by x1.1, since it
  is a stunner as well, to 889g, which makes its length around 30cm (30.2cm). We’ll fold the
  laser once for compactness, increasing its total mass to 889g x 1.1 = 978g, and decreas-
  ing its length to 15cm.
  Accessories
  Accessories will have a mass multiple of x1.2, and be based on the laser + internal clip,
  and the total weapon mass will be 1.66kg. 
  (978g + 408g) x 1.2 = 1,660g
  Range Class
  The aiming RC is based on overall weapon length, which is about 15cm, for an aiming RC
  of 2. Damage RC is based on the length of the lasing apparatus (30cm), which is a dam-
  age RC of 3, giving a final RC of 2/3. The IA is half the aiming RC, or 1.
  Weapon bulk
  Since the weapon is 15cm long (exactly), it is 1 location long, and its mass of 1.66kg
  means this will be a Small location, or S/1.
  AV and BP
  The AV is based on beam energy and TL, and is 3. The BP are based on its bulk, and it
  only has 1.
  (800J).15 x (20-TL14/5) = 3
  Initiative
  The pistol has a bulk of S/1 and a total mass of 1.66kg, so the table on p.36 shows it has
  an Initiative of +2.
  Rate of fire - Since this was designed as a non-military weapon, the ROF will be limited
  to 4, with tamper-resistant electronics to make it difficult to change.
  Cost - The cost of the weapon is based on the DV, action type and the fact that it is a pis-
  tol, and is:
  (DV342/3 + 300) x 1.0 (semi-auto) x 1.1 (folded once) x 1.1 (stunner) x 2.0 (pistol) = 1,660Cr
  
  49
  Particle Beams
   
  Particle beams are directed energy weapons which do damage based on the effects of a
  small quantity of atomic or subatomic particles travelling at relativistic speeds. Just about
  any particle will do, but for combat you want a compromise between destruction of equip-
  ment or people and penetrating ability. For instance, a weapon which generated streams
  of fast neutrons would go through about anything, but not do an awful lot on the way. 
  The optimum beam type will interact with the target, doing damage throughout the thick-
  ness of any armor, and generating lots of heat and secondary X-rays, which do the actual
  damage. The secondary radiation effects can do damage even if the armor is not pene-
  trated, which could neutralize the occupants of an armored target without actually
  destroying it. The damage from particle beams will be counted as bullet damage for spe-
  cial effects.
  Technical notes
  This is the lowest TL for particle beam weapons in the system, and they
  are totally unsuited for portable applications. Fixed mounts are only suit-
  able for specialized or research applications.
  Historical notes
  None yet.
  Technical notes
  Particle beams are still inefficient, but the technology is developed enough
  to create reasonable, man-portable weapons, provided you have a suffi-
  cient power supply like a generator.
  Historical notes
  None yet.
  Technical notes
  Portable, self-contained particle beam weapons are possible, but unless
  both radiation 
   
  and obscurement penetration are needed, a laser or railgun
  weapon is more practical by far.
  Historical notes
  None yet.
  Technical notes
  This is as highly advanced as particle beam weapons get in 3G3.Particle
  beam support weapons can be built which might see limited anti-equip-
  ment use, or for situations where lasers or other weapons are of limited
  use.
  Historical notes
  None yet.
  Basics
  Particle beams as weapons can only be designed for TL’s of 12 or better. If we started
  work on a ship-based anti-missile system, it might be ready by the year 2000. Maybe.
  Particle beams are large, bulky and consume huge amounts of power at all TL’s. Their
  advantages are that they are unaffected by adverse atmospheric conditions, as they liter-
  ally burn a hole through the air to their target. This means that beam diameter can be kept
  low (and DV high), so they can generate higher DV’s than possible or efficient for a laser.
  Particle beams are generally point target weapons, but if the game system you use does
  not have them, the rules can be modified to cover plasma cannon, fusion beams, etc.
  Special adjustments for damage, area of effect and other special effects may be neces-
  sary, depending on individual game systems.
  Particle beams are very visible when fired in an atmosphere, and will look like white-hot
  bolts of light, accompanied by small thunderclaps. In partial vacuum, these effects are
  reduced, and in a total vacuum, a beam will be invisible or barely visible.
  Tech Level
  The first thing you need to decide on is the Tech Level of the weapon, tweaked to match
  whatever your personal perceptions are of what should and should not be possible at a
  given TL.
  Masersa
  Microwave beaming weapons are not a
  standard 3G3 item, but if you choose to
  design them, you would use the particle
  beam rules. It is difficult to get a high
  DV in a portable maser weapon, and
  they have a number of other limitations.
  Things to note:
  Masers will always have a damage RC
  of 1. While a coherent radio beam, it will
  still spread out more rapidly than a light
  beam.
  Masers are affected in the same way as
  any other high-frequency radio energy.
  Anything that will stop radio waves will
  totally negate the maser damage, and
  anything that contains water (or some
  other asymmetric molecules) will take
  damage from it. For instance, aluminum
  foil would reflect a maser, but cement or
  earth would have chunks blown out of
  it. Most non-metallic body armors will be
  transparent to the energy, although thin
  layers of metal are likely to be included
  in any armor when masers are a com-
  mon weapon.
  Minimum “beam diameter” for a maser
  will be the same as for a laser of the
  same power, and maser damage is
  counted as burn damage for special
  effects and healing.
  TL12
  (circa 2000AD)
  TL13
  (circa 2100AD)
  TL14
  (circa 2200AD)
  TL15
  (circa 2300AD)
  
  Particle Beams
  Damage Value
  Then, you have to have some idea what you want the particle
  beam to do, and an approximate DV. Next, you need to figure
  out the actual DV, and the beam energy needed to get that level
  of damage. The DV of a laser beam is:
  (Energy in Joules x .735/beam diameter in mm).5
  Beam diameter for a particle beam weapon is a minimum of
  5mm, or (Energy in J.9/314,160).5 x 10, whichever is larger
  (round to nearest .5mm).
  Example - A 100,000J particle beam will have a minimum beam
  of (100,000.9/314,160).5 x 10, or 3.18mm, which rounds up to
  5.0mm. The DV would be 383. You have to have an energy of
  more than 250,000J before beam diameter exceeds 5mm.
  Once outside an atmosphere, there is no minimum beam diame-
  ter, but design practicalities will restrict diameter to half that for
  an atmospheric laser of the same power, again with a minimum
  diameter of 5mm.
  Energy
  Beam diameter
  DV
  Energy
  Beam diameter
  DV
  1000J
  5.0mm
  38
  15kJ
  5.0mm
  148
  2000J
  5.0mm
  54
  20kJ
  5.0mm
  171
  3000J
  5.0mm
  66
  25kJ
  5.0mm
  192
  4000J
  5.0mm
  77
  30kJ
  5.0mm
  210
  5000J
  5.0mm
  86
  40kJ
  5.0mm
  242
  6000J
  5.0mm
  94
  50kJ
  5.0mm
  271
  7000J
  5.0mm
  101
  60kJ
  5.0mm
  297
  8000J
  5.0mm
  108
  70kJ
  5.0mm
  321
  9000J
  5.0mm
  115
  80kJ
  5.0mm
  343
  10kJ
  5.0mm
  121
  90kJ
  5.0mm
  364
  12kJ
  5.0mm
  133
  100kJ
  5.0mm
  383
  The best way to figure out beam power and corresponding DV is
  by using the previous table, which has energies, DV’s and beam
  diameters over a range sufficient for any hand-held or portable
  weapons. You will notice that the small beam diameter makes
  particle beams more effective than lasers for high-energy uses.
  Margin of error - Unlike most of the other technologies in 3G3,
  there isn’t a lot of background data to draw from for designing
  particle beams as weapons. Most of the beams we now have
  which can do significant damage are up to tens of kilometers
  long, buried underground, and kept under strictly controlled en-
  vironmental conditions. And, of course, they weren’t designed as
  weapons.
  This makes particle beams the most theoretical technology in
  3G3, and the one with the highest likely error. Feel free to modify
  efficiencies, formulas and the like to suit your own particular sci-
  ence-fiction background that includes any non-laser energy
  weapons. For instance, if blasters are the norm, and no one
  uses lasers, increase the particle beam efficiency and/or reduce
  accelerator mass until you get figures you are comfortable with.
  If energy banks that take time to recharge are the norm, reduce
  the available energy from superconductors.
  Efficiency
  The efficiency of a particle beam will vary with TL, and is gener-
  ally (TL-10) x 5%. A particle beam’s efficiency applies to two
  separate steps. First, the storage bank has to power the acceler-
  ator directly, and second, some form of battery has to recharge
  the storage bank. So, efficiency cuts twice if you have to
  recharge the storage banks from a battery pack or other limited
  source.
  In practical terms, it means that the beam energy you want will
  require a much greater input of real energy, as shown below.
  TL
  100J of beam energy requires
  which requires
  Multiple
  12
  1000J of storage bank
  10,000J of battery
  x10.0
  13
  670J of storage bank
  4,490J of battery
  x6.7
  14
  500J of storage bank
  2,500J of battery
  x5.0
  15
  400J of storage bank
  1,600J of battery
  x4.0
  Example - A TL12 accelerator with a beam energy of 2,000J
  requires a power input from storage banks of 2,000J x 10 =
  20,000J per shot.
  The waste energy will be lost as heat and electronic noise, and it
  is virtually impossible to camouflage the signature of a particle
  beam.
  Energy storage
  The technical notes for batteries, storage banks and energy
  sources in general will apply to particle beams as well, and are
  on p.40-41.
  Accelerator
  A particle beam weapon does not require a receiver like a con-
  ventional weapon. The accelerator of a particle beam consists of
  a particle source, and a sequence of electrostatic accelerators.
  Very high voltages are developed throughout the weapon, with
  correspondingly low tolerance to dirt and humidity. All vital areas
  are probably sealed and filled with an inert gas or partial vacu-
  um. Particle beam weapons will usually function poorly if their
  integrity has been breached by any sort of damage, especially if
  foreign material gets in. The same applies if foreign material gets
  in the barrel, and most particle beam weapons have automatic
  shutters to prevent this from happening. The mass of the accel-
  erator is based on the beam energy, and is:
  ((400/(TL-7))2 x Beam energy).5
  The table on the next page lists the masses of accelerators of
  given energy at different TL’s. The DV column lists the DV of an
  accelerator of that energy.
  
  51
  Length
  As with lasers, the total weapon length will probably be the
  accelerator length, with the other components being slung
  beneath or around the accelerator. The table lists the lengths for
  a variety of accelerator masses, based on .5cm beam diameter.
  The length of the accelerator is based on its mass, and the
  length in cm is equal to:
  (Accelerator mass/3).8/3.1416
  This is for particle beams of .5cm. For particle beams of more
  than .5cm, the formula for length is:
  (Accelerator mass/3).8/((Beam diameter x 2).5 x 3.1416)
  Like lasers, the length of the accelerator may be cut by up to a
  factor of 4 (fold 3 times), to represent small cyclotrons or other
  non-linear means that may be used to accelerate the particles
  most of the way to maximum velocity. As for lasers, each fold will
  add 10% to the accelerator mass and total weapon cost.
  Example - A 7,000g(7kg) particle accelerator will be 157cm
  long, which can be folded twice to a more reasonable 52cm,
  which would increase its mass to 7,000 x 1.2 = 8,400g. If folded
  once, it would be 79cm long and mass 7,000 x 1.1 = 7,700g. At
  TL14, an accelerator massing 7.2kg would have a DV of 153.
  Mass by energy
  Length by mass
  Energy TL12
  TL13
  TL14
  TL15
  DV
  Mass Length Mass Length
  200J
  1130g
  943g
  808g
  707g
  17 | 1.0kg
  33cm
  7.4kg 165cm
  400J
  1600g 1330g 1140g 1000g
  24 | 1.2kg
  38cm
  7.6kg 168cm
  600J
  1960g 1630g 1400g 1230g
  30 | 1.4kg
  43cm
  7.8kg 172cm
  800J
  2260g 1890g 1620g 1410g
  34 | 1.6kg
  48cm
  8.0kg 175cm
  1000J 2530g 2110g 1810g 1580g
  38 | 1.8kg
  53cm
  8.2kg 179cm
  1200J 2770g 2310g 1980g 1730g
  42 | 2.0kg
  58cm
  8.4kg 182cm
  1400J 2990g 2490g 2140g 1870g
  45 | 2.2kg
  62cm
  8.6kg 186cm
  1600J 3200g 2670g 2290g 2000g
  48 | 2.4kg
  67cm
  8.8kg 189cm
  1800J 3390g 2830g 2420g 2120g
  51 | 2.6kg
  71cm
  9.0kg 193cm
  2000J 3580g 2980g 2560g 2240g
  54 | 2.8kg
  76cm
  9.2kg 196cm
  2500J 4000g 3330g 2860g 2500g
  61 | 3.0kg
  80cm
  9.4kg 199cm
  3000J 4380g 3650g 3130g 2740g
  66 | 3.2kg
  84cm
  9.6kg 203cm
  3500J 4730g 3940g 3380g 2960g
  72 | 3.4kg
  88cm
  9.8kg 206cm
  4000J 5060g 4220g 3610g 3160g
  77 | 3.6kg
  93cm 10.0kg 209cm
  4500J 5370g 4470g 3830g 3350g
  81 | 3.8kg
  97cm 10.5kg 218cm
  5000J 5660g 4710g 4040g 3540g
  86 | 4.0kg 101cm 11.0kg 226cm
  6000J 6200g 5160g 4430g 3870g
  94 | 4.2kg 105cm 11.5kg 234cm
  7000J 6690g 5580g 4780g 4180g 101 | 4.4kg 109cm 12.0kg 242cm
  8000J 7160g 5960g 5110g 4470g 108 | 4.6kg 113cm 12.5kg 250cm
  9000J 7590g 6330g 5420g 4740g 115 | 4.8kg 116cm 13.0kg 258cm
  10kJ
  8000g 6670g 5710g 5000g 121 | 5.0kg 120cm 13.5kg 266cm
  12kJ
  8760g 7300g 6260g 5480g 133 | 5.2kg 124cm 14.0kg 274cm
  14kJ
  9470g 7890g 6760g 5920g 143 | 5.4kg 128cm 14.5kg 282cm
  16kJ
  10.1kg 8430g 7230g 6330g 153 | 5.6kg 132cm 15.0kg 290cm
  18kJ
  10.7kg 8940g 7670g 6710g 163 | 5.8kg 135cm 15.5kg 297cm
  20kJ
  11.3kg 9430g 8080g 7070g 171 | 6.0kg 139cm 16.0kg 305cm
  25kJ
  12.6kg 10.5kg 9040g 7910g 192 | 6.2kg 143cm 16.5kg 313cm
  30kJ
  13.9kg 11.5kg 9900g 8660g 210 | 6.4kg 147cm 17.0kg 320cm
  35kJ
  15.0kg 12.5kg 10.7kg 9350g 227 | 6.6kg 150cm 17.5kg 328cm
  40kJ
  16.0kg 13.3kg 11.4kg 10.0kg 242 | 6.8kg 154cm 18.0kg 335cm
  45kJ
  17.0kg 14.1kg 12.1kg 10.6kg 257 | 7.0kg 157cm 19.0kg 350cm
  50kJ
  17.9kg 14.9kg 12.8kg 11.2kg 271 | 7.2kg 161cm 20.0kg 365cm
  Clips
  A particle beam clip can be internal, removable, external, or
  some combination of the above. A clip can contain multiple
  power sources, so a particle beam clip could contain both a bat-
  tery, superconductors, and a small solar panel so it recharges
  itself when hooked onto a belt.
  Internal magazine
  Internal packs are an integral part of the weapon, and cannot be
  removed except by disassembly. Multiply the mass of all internal
  power components (batteries, capacitors, superconductors) by
  x1.1, and save this amount. 
  Removable magazine
  Removable clips can be detached and replaced when dis-
  charged. The hardware required for this multiplies the mass of all
  removable components by x1.2. This is the “clip mass”. 
  External magazine
  External power packs consist of something like a backpack, con-
  nected to the weapon by a cable. The mass of this hardware
  multiplies the mass of all external power components by x1.3.
  This is also a “clip mass”, but does not count towards the mass
  of the weapon for accessory or initiative purposes. The length of
  any power coupling is assumed to be at least long enough for
  normal use by a person carrying the weapon. Fixed installations
  are handled on an individual basis, but in these cases, the size
  of the power coupling will usually be small compared to the
  installation itself.
  Combinations - Use the appropriate mass multiples for the dif-
  ferent parts. If a weapon has an internal clip, and an external,
  detachable one, the mass of each depends on the number of
  shots it holds and whether it is internal or external to the
  weapon.
  
  Particle Beams
  Radiation effectsa
  The relativistic particles produced by a
  particle beam do not all reach the tar-
  get. Some interact with the air in the
  partially evacuated tunnel created by
  the leading edge of the beam. A side
  effect of this interaction is radiation. If
  your system has radiation rules,
  assume that there is a radiation expo-
  sure of 1%(n) of the DV surrounding
  each shot, which drops off in damage
  like an explosion. This exposure is
  reduced by armor and cover according
  to the rules in your system. Naturally,
  being hit with a particle beam causes a
  similar exposure, with localized effects
  that may hinder healing. 
  Example - A beam with a DV of 200 will
  cause 2 rads of exposure to anyone
  right next to the beam. A DV of 800
  would do 8, 4, 2, 1 and 0 rads in the
  hexes to either side of the beam.
  As a result, most particle beams have
  folding gun shields to protect the firer,
  or bell-shaped ends to produce a “cone
  of safety” for that person.
  The secondary radiation effects may
  penetrate armor, even if the physical
  damage does not. If your system does
  not have special rules for this, divide
  the armor that was unpenetrated by a
  constant (100 in TimeLords), and apply
  the radiation to this.
  Example - A particle beam with a DV of
  500 hits an armored vehicle, doing an
  average of 275 points and 5 rads. If the
  armor was 300, 25 points of armor
  would be unpenetrated. 25/100 = .25,
  so the occupant of the vehicle closest to
  the hit will probably take 5 rads - .25
  shielding = 4.75 rads. If the beam had a
  DV of 300, it would do an average of
  165 points, leaving 135 unpenetrated,
  so radiation damage would be 3 rads -
  1.35 shielding = 1.65 rads.
  The rules for radiation exposure are
  entirely optional, and conversion to a
  particular system is at GM option.
  Accessories
  All designs will need some sort of external fixtures, like stocks, trigger guards, sights and
  so on. These items will simply add a percentage to the mass of the unloaded weapon.
  The base mass includes the weapon and any internal energy system, but not the mass of
  any external power supply. A weapon (unloaded) plus accessories will mass:
  (accelerator + any internal clip) x mass multiplier
  Detachable or external clips are separate items, and do not contribute to accessory mass.
  Add-ons like vision aids or solar panels add to mass after accessories are taken into
  account.
  Fixed mounts
  Fixed mount weapons, or those which are a permanent part of a vehicle will have a mass
  multiplier of x1.1. The weapon will normally be unsuitable to be fired in any other way,
  although small examples may be cradled under the arm, or braced against a hip, at sub-
  stantial penalties to hit a target. A fixed mount includes sights only if the firer would nor-
  mally look directly over the weapon to fire it.
  Hand-held
  Weapons designed to be fired by hand, without external encumbrances will have a mass
  multiplier of x1.2. The weapon is not designed to be fired from or mounted in any fixed
  mount or movable tracking system. A handheld weapon will include basic sights and grips
  for one or two hands. If a military longarm, provision for attaching a bayonet, grenade
  launcher or in some cases a telescopic or night sight may be included, and on civilian lon-
  garms, will usually include provision for mounting a telescopic sight. The mounts will
  include more advanced options at the higher TL’s.
  Semi-fixed
  A semi-fixed mount has all the features of both fixed and handheld mounts, and is usually
  applied to weapons like light machine guns, which may be carried, fired from a bipod, pin-
  tle or tripod. They have a mass multiplier of x1.3. A semi-fixed mount includes all advan-
  tages of the previous types, and in addition can be assumed to have a folding bipod,
  allowing more accurate fire from a prone position.
  Example - A TL14 particle beam is designed with a base mass of 5.00kg. It is hand-held,
  so the final mass is 5.00kg x 1.2, or 6.00kg. 
  Secondary characteristics
  Like conventional weapons, particle beams will have secondary characteristics that you
  must decide upon yourself, or are functions of the design.
  Range Class
  The aiming RC of a particle beam is based on the length of the completed weapon (not
  the unfolded accelerator). Most portable weapons will be “folded” designs.
  Weapon length
  Aiming RC
  Weapon length
  Aiming RC
  less than 10cm 
  1
  81-150cm
  5
  11-20cm
  2
  151-300cm
  6
  21-40cm
  3
  301-600cm
  7
  40-80cm
  4
  601+cm
  8
  For damage RC, use the RC that applies to total accelerator length. All energy weapons
  get a +20% chance (+4 on d20 systems) to hit due to different aiming characteristics and
  shorter travel time to target. All losses of DV due to range are decreased by 10%, but do
  not exceed the base damage. In a vacuum or where there is nothing to scatter the beam,
  losses are decreased by 40%.
  
  53
  Inherent Accuracy
  A particle beam weapon so designed is assumed to have a base IA of 1/2(u) the aiming
  RC of the weapon. So, RC1 and RC2 weapons have an IA of 1, RC3 and RC4 weapons
  have an IA of 2, etc. The IA of a particle beam weapon can be influenced by cost, just like
  for conventional weapons.
  Rate of Fire
  A pulsed particle beam weapon can have any rate of fire up to 10 shots per second per
  accelerator, or the number of shots in a clip, whichever is less. Civilian models may differ
  from military weapons only by having no autofire circuits, but are still capable of the high-
  er rate of fire if modified by an electronics tech.
  Malfunction chance
  Particle beams will have a chance of malfunction on a to hit roll of 20. A second d20 is
  rolled. If the result is 19, the weapon fires at half DV. If a 20 is rolled, the weapon does
  not fire due to electrical problems. It may be fired normally on the next action. Particle
  beams have a base reliability class of II. Critical failures will either destroy some internal
  electronic component or damage the accelerator in some way. Any particle beam whose
  sealed interior is breached will malfunction on the worst possible table (category VI), until
  it is repaired and resealed.
  Recoil
  Particle beams do not have recoil, and take no recoil-based consecutive shot modifiers.
  However, the flash and sound of a beam fired in an atmosphere should cause a minimum
  (-1) consecutive shot penalty. Weapons designed with the special effect of being blasters,
  fusion beams or plasma cannon will use normal recoil rules, based on weapon DV.
  Weapon bulk
  The bulk of a weapon is found by dividing its length in cm by 15, rounding fractions up.
  This is the number of TimeLords hit locations the weapon would cover if carried close to
  the body.
  Example - If the previous weapon had a lasing apparatus 50cm long, the weapon length
  would be 4 locations long.
  The size of each location depends on the weapon mass, as per the table below.
  Mass per location
  Bulk per location
  BP per location
  <.50kg
  Very Small (VS)
  (20-TL)/6
  .51-4.0kg
  Small (S)
  (20-TL)/5
  4.01-32.0kg
  Medium (M)
  (20-TL)/4
  >32.0kg
  Large (L)
  (20-TL)/3
  Example - A 6kg weapon that covered 4 locations would have a mass of 1.5kg per loca-
  tion, for a total bulk of four Small (S/4).
  Armor Value
  The Armor Value of the weapon is a measure of how much physical abuse the weapon
  can withstand, and is based on the same scale as the DV. That is, 1 point of damage is
  stopped by 1 point of armor. Anything that gets through AV does actual damage to the
  weapon. The AV is a general number, and reflects the average of the entire weapon,
  rather than the specific damage resistance of the accelerator apparatus, etc. Individual
  components may vary by a great deal, and you may determine that a particular lasing
  technology is more or less durable than others. Particle beams generally have a lower AV,
  because electronics is not as durable as steel, regardless of what the electronics are
  housed in. The AV is based on the TL and energy of the weapon, and is based on the
  beam energy, with a minimum AV of 2.
  Energy of beam.15 x ((20-TL)/4)(n)
  Example - If a TL13 particle beam had a beam energy of 50,000J, its AV would be
  (50,000J).15 x (20-13)/4 = 9.
  Power transmission
  The same principle that allows a stun-
  ner to work can also be used for short
  range power transmission. The ionized
  path left by the particle beam is used as
  a power conduit. Energy dumped in at
  the firing end is siphoned off by a spe-
  cial apparatus at the receiving end, with
  losses equal to the reduction in DV for
  damage RC1. This could also be used
  as a bizarre form of “electric fence” or
  artificial lightning or electromagnetic
  pulse weapon.
  Example - A DV3 particle beam has
  10,000J of “stun” energy pumped into it,
  and aimed at a power receiver 300m
  away. The “DV” would take a -14 modi-
  fier (-70%), so the receiver picks up the
  remaining 30%, of 10,000J x .30 =
  3,000J.
  This low damage RC assumes trans-
  mission through an atmosphere. In a
  vacuum, presumably it could be more
  efficient provided you have a powerful
  enough beam. Just use a different dam-
  age RC to get the game-specific effect
  you are looking for.
  
  Particle Beams
  Body Points
  The Body Points of the weapon are figured from the previous
  table as well. Fractions are kept, and the total BP from all loca-
  tions is added together, and rounded nearest.
  Example - If the previous weapon were TL13, it would have
  1.75BP per location, for a total of 7BP.
  Each level of increased mass or cost for any reason (except
  reduced mass) will decrease the effective TL by 1 for AV and BP
  purposes (heavier or more expensive weapons have more), and
  each level of decreased mass or cost will increase effective TL
  by 1.
  Initiative
  The Initiative of the weapon is how easy it is to swing into posi-
  tion, and move about in close quarters. For instance, you can
  swing a light pistol to a certain arc faster than a heavy rifle.
  Initiative is function of weapon length and loaded mass in kilo-
  grams, but only for the energy sources carried on or in the
  weapon. External energy supplies may penalize a character
  because of encumbrance, but do not directly affect weapon
  Initiative. Initiative for particle beams is exactly the same as for
  conventional weapons (p.21).
  Cost
  The base cost for a particle beam weapon is based on its DV.
  The price is in credits (Cr), where a credit is a generic unit of cur-
  rency roughly equal to a modern US dollar in purchasing power.
  Cost = (DV of beam)2/2 + 1,000Cr
  Example - A weapon with a DV of 20 would have a base cost of
  1,200Cr. A particle cannon with a DV of 1000 would have a base
  cost of 501,000Cr.
  Cost is a TL-independent item. The Cr is supposed to apply to
  whatever standard of living applies in the game where this
  weapon is used. If average income or standard of living is lower,
  then prices will be correspondingly lower, but will still represent
  about the same amount of work by a person trying to save up for
  it. The amount of 100Cr represents the same fraction of an aver-
  age person’s income at TL12 as it does at TL15, or any other TL
  with money or exchange.
  The base cost of a weapon is modified by the design and firing
  characteristics of the weapon.
  Action
  Cost
  Weapon
  Cost
  Continuous
  x.1.1
  Pistol
  x2.0
  Stunner
  x1.1
  Longarm
  x1.0
  Multiple accel.*
  x1.8
  Vehicle mount
  x1.0
  SA
  x1.0
  AT & SA
  x1.3
  Mass
  Cost
  Base IA
  Cost
  AT only
  x1.0
  x2.0
  x.25
  -100%
  x.25
  AB
  x1.5
  x1.5
  x.50
  -50%
  x.50
  Adjust. power
  x1.1
  x1.0
  x1.0
  +0%
  x1.0
  Folded accel.
  x1.1 per
  x.75
  x2.0
  +50%
  x2.0
  x.50
  x4.0
  +100%
  x4.0
  Extra clip
  shots.5 x weapon cost/100
  * the multiple applies to each extra accelerator on any multi-accelerator weapon
  These multiply together, rather than adding, so an autoburst
  (x1.5) pistol (x2.0) would have a cost multiple of x3.0. Weapons
  with detachable magazines are assumed to come with one.
  Extra clips (/C) cost as shown. This cost is halved for external
  magazines (/E).
  Mass modifiers
  Each x2.0 multiple on cost will reduce the mass of a weapon by
  25% (with maximum reduction of 50%). Each x.50 multiple on
  cost will increase the mass by 50% (with maximum increase of
  100%). This mass modifier applies to the unloaded weapon
  mass, and does not apply to ammunition (if any), although it will
  apply to the empty mass of any magazines (like empty clips).
  This modification to mass has no effect on the IA of the weapon.
  IA modifiers
  The IA of the weapon may be increased by increasing the cost of
  the weapon. Each x2.0 multiple on cost will increase the base IA
  of the weapon by 50% (round nearest). Each x.50 multiple on
  cost will decrease the base IA of the weapon by 50% (round
  down). The IA of a weapon may never go below -1. Each point
  that IA is decreased due to cheapness is a +1 row modifier for
  determining malfunctions (particle beams are assumed to have a
  base chance of malfunction as per the 20-39% row).
  The IA may also be increased by increasing the mass of the
  weapon, if the weapon mass was not already increased to
  reduce weapon cost. Each 50% increase in mass and cost will
  increase the IA by 50% (round nearest), with a maximum
  increase of 200% (total of 3x mass and cost). So, if a weapon
  with an IA of 1 was increased in mass and cost by 50%, its IA
  would go to 1.5, which rounds to 2.
  The maximum IA of any weapon may never exceed 3 times the
  base IA for that weapon.
  Example - A semi-auto pistol with a DV of 20 and an IA of 1 has
  a base cost of 2400Cr. For in increase in cost of 100%
  (+2400Cr), the IA goes to 1.5. For another increase in cost and
  mass of 100% (+2400Cr), the IA goes to 2.5, which rounds to 3.
  So, for a cost of 7200Cr, you can have this pistol in a heavy tar-
  get version, with an IA of 3 instead of 1.
  Combined Example - A semi-auto (SA) particle beam with a DV
  of 210 has a base cost of 23,050Cr. It has a damage and aiming
  RC of 6, and a base IA of 3. A three-barreled selective fire vehi-
  cle mount would cost 1.3 x 1.8 x 1.8 x 23,050 = 97,087Cr. Since
  it is a vehicle mount, it does get the RC of 6, and the chance to
  hit could be further increased by adding sensors.
  If this weapon were built as a TL12 point defense system, it
  would mass about 50kg, and be about 264cm long (unfolded).
  Since each “capacitor bank” would mass about 150kg per shot, it
  might be powered directly from a large generator. At full ROF, it
  would require a power input of about 9 megawatts (a 12,000hp
  engine driving a 100% efficient generator).
  
  55
  Advanced design
  The following rules cover advanced or optional particle beam
  design rules, and may or may not find application in the game
  system you use.
  Adjustable output
  With an adjustable particle beam, the beam power in Joules can
  be adjusted to any amount by the firer, usually by some conve-
  nient control on the outside of the weapon. It could also be a
  “factory pre-set” adjustable by a weaponsmith, but normally inac-
  cessible to the casual user.
  This option increases total particle beam cost (sans external
  options like sights) by 10%. Since power is stored in individual
  banks which are entirely discharged on firing, no extra shots are
  normally gained this way. Continuous beam particle beams will
  have increased firing time, however, since the drain on the bat-
  tery is reduced. Beam diameter remains the same in all cases.
  All excess, “unused” power is dissipated through the weapon’s
  heat sinks, which can be overloaded, so reduced power shots do
  not affect malfunction numbers.
  Optional - You can “dodge” this rule by designing a clip which
  has many small storage banks, so one full power shot dis-
  charges several at once. You would use a smaller number of
  storage banks for low power shots, and get more shots per clip.
  However, each storage bank counts as a “shot” when computing
  clip cost. This dodge applies to any energy powered weapon. It
  does not affect the initial cost of the weapon, but will apply to the
  cost of any extra clips.
  Example - Four 10,000J storage banks are used to fire a particle
  beam at full power. Using only one storage bank per shot would
  allow four times the number of shots per clip.
  The ability to adjust shots is a function of the particle beam, as
  much as the clip. A non-adjustable particle beam cannot take
  advantage of an “adjustable” clip, and can only discharge 1 stor-
  age bank per shot, regardless of its energy capacity. An
  adjustable particle beam cannot take advantage of a “non-
  adjustable” clip, and must use whatever power a single storage
  bank provides. It might be able to adjust the beam, but still use
  the full energy. This also only applies in cases where weapons
  can use the clips from other weapons.
  Multiple Barrels
  Particle beam tubes of the same or different damages in the
  same weapon get a 25% reduction in accessory weight, which is
  computed on the total of the barrels, and only applies if the
  smaller weapon is more than half the mass of the larger.
  Continuous Particle Beams
  Particle beams designed for a continuous stream of energy must
  be powered by a constant power source, like a battery or gener-
  ator. They are designed like a normal particle beam, but have all
  stats equal to a particle beam with a beam power of 100 times
  the actual power. The uses of such a weapon are up to the
  game system.
  Example - A particle beam with a 200J constant output will mass
  as much as a 20,000J pulsed particle beam.
  Continuous particle beams require power equal to 100 times the
  actual beam power each second of operation. Charging losses
  do not apply since the beam is powered directly from a battery or
  other power source, but the efficiency of the beam itself does.
  Example - A TL12 continuous particle beam with a power of
  200J will require 200J x 10 x 100 = 200,000J per second of oper-
  ation. This must be supplied by a battery or generator. 
  The effect of a continuous particle beam is like firing autofire,
  with a “rate of fire” of 10 shots per second. However, each of
  these hits will be more severe than normal. You can either count
  a continuous beam laser hit as 1d10 hits for purposes of pene-
  trating armor, or assume the laser has a rate of fire of 100 shots
  per second for any autofire bonuses to hit in a particular game
  system. A low-power continuous beamer can with time, burn
  through something that a short pulse might not be able to.
  Example - A 5,000J pulsed particle beam rifle (DV86) will proba-
  bly have a switch allowing it to be used as a 50J continuous
  beam particle beam (DV9) powered from a battery pack, a useful
  function for crowd control or as a cutting tool. At TL15, this would
  need a minimum battery weight of .69kg (6.9g per second). At a
  1% discharge rate, this would be good for 100 seconds of contin-
  uous fire.
  Stunners
  A stunner can be made simply by sending a current down the
  ionized path a particle beam would create by its interaction with
  the atmosphere. A stun pulse from a particle beam weapon is
  not distinguishable from a regular particle beam. The usual parti-
  cle beam DV is 1-3, and the weapon will have RC1 for purposes
  of damage, regardless of its RC for aiming. The DV of a stun
  pulse is (Energy x .735).5.
  Example - If the particle beam sends a 2,500J pulse down the
  beam, the DV would be 43.
  This shock effect is at half DV if the target is struck on a conduc-
  tive armor that will stop the base particle beam damage. If this
  armor is grounded, or a non-conductive armor is not penetrated,
  the shock does no damage. If the armor is penetrated by the
  beam, the shock usually does full damage.
  A normal particle beam may be made into a stunner for a 10%
  increase in accelerator mass and overall weapon cost. In this
  case, each stun blast consumes at least two charges from a clip,
  one for the beam, and one for the stun. Or, a switch could select
  the number of “charges” to be dumped into the stun pulse. Or, a
  charge could power both the accelerator and stun pulse, accord-
  ing to a fixed or adjustable ratio. Note that a particle beam stun-
  ner is an odd beast, in that you still dump significant radiation
  into a target you supposedly don’t want to injure.
  Weapons can also be designed as having two clips, one for the
  laser, the other for the stun. This might be more mass efficient,
  since the low DV laser beam will consume little power. Stun
  effects may be adjusted down as normal laser fire, and continu-
  ous beam stunners are possible, but they use huge amounts of
  power (100 stun pulses per second).
  
  Particle Beams
  Plasma cartridgesa
  You may have in mind some technology
  that stores sufficient energy for a plas-
  ma pulse, and which can be loaded into
  a weapon like a cartridge. This could
  simply be a big superconductor module,
  complicated high-energy chemical cell,
  or maybe a magnetically confined bit of
  antimatter, monopoles, or some such.
  The power that can be stored in this is
  up to you. Particle beams in 3G3 are
  mainly supposed to be support weapons
  rather than an individual armament. The
  limited efficiency and number of shots is
  offset by the long range, radiation side
  effects, and near-lightspeed beam
  velocity.
  Plasma beams
  3G3 frowns upon the notion of plasma
  beam weapons. Calculations for radiat-
  ed energy dissipation in air seem to
  indicate that a plasma beam of useful
  power would be more like a pipe full of
  TNT than a point target weapon. That
  is, you hold onto one end, and the tar-
  get of the attack holds onto the other. If
  you insist on designing such weapons,
  they would be handled like a continuous
  beam laser. That is, design an acceler-
  ator for a beam of 100 times the power
  you intend to use, and count it as firing
  100 shots a second for power con-
  sumption purposes. All other special
  effects (like radiation) would be as for
  other particle beams.
  Plasma weapons which fire discrete,
  individual shots (plasma torps) are built
  using normal particle beam rules. The
  bore diameter of the weapon should be
  increased by a factor of 10 as a “special
  effect”, as you wouldn’t really expect
  5mm plasma balls to do all that much.
  For pseudo-science purposes, assume
  that a plasma bolt or ball is like ball
  lightning with a fusion plasma core, a
  metastable magnetic field generated by
  the plasma itself, which dissipates upon
  contact with a solid object, releasing the
  plasma energy onto the target. In this
  case, the weapon would be a plasma
  source and possibly a magnetic or elec-
  trostatic acclerator to speed the plasma
  on its way, possibly siphoning energy
  from the plasma ball itself for this pur-
  pose. Such a plasma ball or bolt would
  still radiate immense amounts of heat
  and light, pinpointing the firer and
  necessitating a blast shield to prevent
  the flash burns a small sun igniting in
  front of you would cause.
  Sample weapon design
  As a medium complexity example of the design rules, see below. See the various rule
  sections if there is any part you don’t understand. 
  Project - 5mm Particle rifle, TL15 
  Specs
  The final product is a 20,000J adjustable autoburst rifle with a 5 shot internal clip and a
  bore of 5mm. It has an backpack power supply for 50 shots and a .25m2 solar array.
  Damage Value
  The DV of a 5mm, 20,000J particle beam is 171, which is reasonably high, but not all that
  impressive for TL15. It has other fixed DV settings, and can fire twice as many shots at a
  DV of 121, or four times as many shots at a DV of 86.
  (20,000J x .735/.5).5 = 171     (10,000J x .735/.5).5 = 121     (5,000J x .735/.5).5 = 86
  Power
  At TL15, the beam requires 20,000J x 4.0 = 80,000J of storage, for a mass of
  80,000J/375J per gram = 213g per shot, or a total superconductor mass of 213g x 5 inter-
  nal shots = 1,065g. Since the storage is internal, the mass multiplier is x1.1, for a total
  internal mass of 1065g x 1.1 = 1,170g. The backpack supply masses 50 shots x 213g per
  shot x 1.3 = 13,800g. The solar panel has an area of 625cm2, which provides a constant
  output of 625cm2 x .05J = 31J per second. This is virtually useless from a recharging
  standpoint, but is sufficient to offset losses from electronic sights, radios, etc.
  Accelerator
  A 20,000J accelerator masses 7,070g at TL15, taken from the table on page 51. A mass
  of 7,070g makes its length around 159cm. 
  Accessories
  This weapon can be vehicle mounted to take advantage of a generator. Accessories have
  a multiple of x1.3, and are based on accelerator + internal clip. Weapon mass is 10.7kg. 
  (7,070g + 1,170g) x 1.3 = 10,700g
  Range Class
  Aiming RC is based on overall length, which is about 159cm, for an aiming RC of 6 (4 if
  hand-held). Damage RC is based on accelerator length (159cm), which is an RC of 6, for
  a final handheld RC of 4/6. The IA is half the aiming RC, or 2.
  Weapon bulk
  Since the weapon is 159cm long (exactly), it is 11 locations long, and its mass of 10.7kg
  (.97kg per location) means these will be Small locations, for S/11.
  AV and BP
  The AV is based on beam energy and TL, and is 6. The BP are based on its bulk, and it
  has 1 per location, for a total of 11.
  20,000J.15 x ((20-TL15)/4) = AV6
  Initiative
  The rifle has a bulk of S/11 and a mass of 10.7kg, so the table on p.21 shows it has an
  Initiative of -3.
  Rate of fire
  Since this is a military autoburst weapon, we say the ROF is up to 20, in up to 4 bursts of
  5 shots each.
  Cost
  The cost of the weapon is based on the DV, action type and that it is a rifle, and is:
  (DV1712/2 + 1,000) x 1.5 (AB) x 1.0 (rifle) x 1.1 (adj.) = 25,800Cr
  
  57
  Railguns
   
  The term railgun will apply to any magnetically accelerated projectile, regardless of the
  technology used to get the job done. Railguns may also be called mag guns, gauss rifles,
  mass drivers or coil guns but the basic idea is the same. A ferromagnetic (like iron) pro-
  jectile is accelerated down a “barrel” by a magnetic field or series of fields. 
  Technical notes
  This is the first TL where railguns can be developed. Given the lack of
  portable power supplies, they are really only useful as science-fiction
  props, or stationary emplacements of some kind.
  Historical notes
  Not historically possible at this TL.
  Technical notes
  If known at TL8, it could be developed as a possible weapons technology
  for WWII, but the technical sophistication of the end product would be too
  high for the average tank gunner to reliably use, and the DV would hardly
  be competitive with conventional weapons.
  Historical notes
  Not historically possible at this TL.
  Technical notes
  Most of the limits of TL9 apply, but transistors and simple computers allow
  optimization of timing pulses, allowing for smaller power supplies and
  greater efficiency.
  Historical notes
  The first experiments with magnetically accelerated projectiles begin, using
  coilguns.
  Technical notes
  If you try very hard, you can make a useful, portable magnetically acceler-
  ated weapon.
  Historical notes
  Railguns achieve muzzle velocities of over 5km per second, and research
  is actively funded by the government as a possible anti-missile technology.
  Research funding is also given to see the feasibility of vehicle-mounted
  railgun or coilgun artillery.
  Technical notes
  A semi-practical railgun weapon can be made, but power supplies limit the
  number and power of shots.
  Historical notes
  None yet.
  Technical notes
  The advent of room-temperature superconductors makes railguns practi-
  cal, much more so than any other energy-powered weapon. The first real
  military gauss rifle is likely at TL13.
  Historical notes
  None yet.
  Technical notes
  Doubling the efficiency of superconductors from 125J per gram to 250J per
  gram makes railguns much more effective, but increased DV’s are offset
  by increased weapon length to get them.
  Historical notes
  None yet.
  Technical notes
  This is as highly advanced as railguns get in 3G3. Provided you are willing
  to put up with the length, a person can carry a weapon equivalent to a
  small TL11 cannon. Autofire railguns can have appallingly high rates of
  fire, and are useful as anti-missile weapons or area-effect weapons.
  Historical notes
  None yet.
  Basics
  Electromagnetic projectile accelerators come in two main flavors, mass drivers and rail-
  guns. In mass drivers, the barrel is surrounded by magnetic coils. When the first coil is
  activated, a magnetic projectile is drawn forward slightly, at which point the second coil is
  activated, accelerating the projectile more, and so on. With a large number of coils, use-
  fully high velocities can be obtained. Even higher velocities are possible if the projectile is
  itself a coil, powered by contacts on the launch rails. This increases the acceleration, and
  allows it to be pushed as well as pulled, simply by reversing the polarity at the right point.
  It is more or less like an electric motor, but instead of going in circles, it is laid flat. These
  are the first development of magnetic acceleration technology, and most designs of TL11
  or less will probably work on this principle.
  Compatibilitya
  At TL’s of 12 or less, railguns will be
  built around a particular projectile and a
  particular energy. You cannot simply
  change projectiles or use more or less
  energy, and expect it to work well.
  At TL13+, electronics and design tech-
  nology will be advanced enough that a
  weapon bought with the adjustable
  power advantage will be able to select
  from a variety of energy and projectile
  types, so long as they will fit in the
  weapon, and not warp under the energy
  stress. Mechanically, the ammunition
  feeding mechanism will likely need
  replacement of parts to handle projec-
  tiles of different l/w ratios, although they
  could probably be loaded one at a time
  (single shot) without too much trouble.
  Railgun projectiles will almost always
  have to be the same diameter to be
  compatible. Beyond that, manufacturers
  may make their weapons deliberately
  more or less compatible, by having
  oddly shaped bores or projectiles.
  Whether or not any two weapons fire
  compatible ammunition is up to the
  designer.
  The matter of size
  Bore size, that is. Both conventional
  weapons and railguns have the ability
  to use projectiles as small as 2mm, and
  you'll probably get around to designing
  weapons like that eventually. The prob-
  lem is the mechanical complexity and
  precision required for such an action.
  The smallest projectiles in use at TL11
  are 4.5mm, as a comparison. Consider
  that a speck of dirt 1/100th of an inch in
  diameter is over 10% of the diameter of
  your 2mm projectile. This is comparable
  to putting gravel in the barrel and action
  of a tank cannon. You can see that
  keeping the weapon scrupulously clean
  is mandatory, and that usual military
  conditions may not allow for this. We
  recommend a minimum bore diameter
  of 3mm for any civilian projectile
  weapon, and 4mm for any military
  weapon, even though the rules allow
  you to make weapons with smaller
  bores at the higher TL's.
  TL8
  (circa 1900AD)
  TL9
  (circa 1930AD)
  TL10
  (circa 1960AD)
  TL11
  (circa 1980AD)
  TL12
  (circa 2000AD) TL13
  (circa 2100AD)
  TL14
  (circa 2200AD)
  TL15
  (circa 2300AD)
  
  Railguns
  Railgun Design
  Railgun projectiles are treated like any
  other conventional projectile, with the
  exception that all rounds will usually
  either be iron (sg7) or lightweight (sg3).
  The sg3 projectiles are either aluminum
  or plastic, with some form of iron or
  magnetic sheathing, although railguns
  really only require a conductor, and can
  throw chunks of aluminized plastic (sg1)
  for use in a vacuum. The only way to
  fire sg11 projectiles is to treat them as
  magnetically coated depleted uranium,
  with the increased cost this entails.
  Since a railgun can directly fire 10:1 l/w
  ratio projectiles, they never need to use
  discarding sabot rounds, and sg3
  rounds are usually HE or fragmentation.
  For use in vacuum, sg3 rounds made of
  a magnetic coating on a lighter sub-
  strate are preferred, as they will mass
  less and go faster. Since there is no
  atmosphere to create drag, any projec-
  tile in a vacuum will retain full velocity
  indefinitely, i.e. it gets maximum dam-
  age at all ranges. For atmospheric use,
  10:1 iron projectiles are preferred, as
  they give a good mass with a small
  diameter, giving a good RC for damage.
  Only depleted uranium is better, but it
  costs much more than normal.
  Railguns operate by creating an intense magnetic field between two launch rails. Any flow
  of current creates a magnetic field, and the extremely powerful pulses of a railgun create
  an enormous magnetic flux. Originally, the projectile was fired between the rails at about
  1,000m/sec, where it contacted the rails, and generated the initial magnetic field. This
  was compressed by charges of explosive on both rails, which squeezed the magnetic
  field like toothpaste out of a tube. The projectile rode this field, one step in front of the
  explosion. This had certain limits as far as weapon potential. Eventually the same effect
  was duplicated without having to rebuild the weapon every shot. At the time of this print-
  ing, tests have achieved velocities of over 10 kilometers per 
   
  second. At this velocity, even
  tiny projectiles can do an enormous amounts of damage (see note on p.14).
  Railgun or mass driver projectiles do damage like regular bullets. The projectiles can
  have excellent range and penetration without sabots, are quieter and lighter than particle
  beams, and penetrate obscuration better than lasers. However, they are noisier than
  lasers, not recoilless, and don’t get the better range tables that energy weapons do.
  Tech Level
  The first thing you need to decide on is the Tech Level of the weapon, tweaked to match
  whatever your personal perceptions are of what should and should not be possible at a
  given TL.
  Damage Value
  Then, you have to have some idea what you want the railgun to do, and an approximate
  DV. Next, you need to figure out the actual DV, and the energy needed to get that level of
  damage. The same formulas and restrictions on conventional weapons apply regarding
  velocity, range and projectile size. The DV of various projectiles based on energy and
  diameter is below. The DV of a railgun projectile is:
  ((Energy in Joules x .735)/projectile diameter in mm)).5
  A railgun has a minimum projectile diameter based on its energy. This takes into account
  the need of the projectile to withstand the launching stress, for the accelerator to have
  sufficient magnetic “grip” on the projectile to attain maximum power, and problems like
  simple mechanical tolerance. The minimum diameter of a railgun projectile in millimeters is:
  (Energy in Joules).4/50
  The absolute minimum projectile diameter is 2mm, as for conventional guns, and only rail-
  guns with an energy of more than 100kJ will require projectiles larger than 2mm. Railguns
  designed only for vacuum use can be extraordinarily deadly by using only 2mm projec-
  tiles, but they are almost useless in atmosphere because they shed velocity so rapidly or
  melt due to atmospheric friction. Diameters for a given energy and corresponding DV’s
  are on the next page.
  
  59
  aDamage Valuea
  Energy
  2mm
  3mm
  4mm
  5mm
  6mm
  7mm
  8mm
  100J
  19
  16
  14
  12
  11
  10
  10
  200J
  27
  22
  19
  17
  16
  15
  14
  400J
  38
  31
  27
  24
  22
  20
  19
  600J
  47
  38
  33
  30
  27
  25
  23
  800J
  54
  44
  38
  34
  31
  29
  27
  1000J
  61
  49
  43
  38
  35
  32
  30
  1200J
  66
  54
  47
  42
  38
  36
  33
  1400J
  72
  59
  51
  45
  41
  38
  36
  1600J
  77
  63
  54
  48
  44
  41
  38
  1800J
  81
  66
  58
  51
  47
  43
  41
  2000J
  86
  70
  61
  54
  49
  46
  43
  2500J
  96
  78
  68
  61
  55
  51
  48
  3000J
  105
  86
  74
  66
  61
  56
  53
  3500J
  113
  93
  80
  72
  65
  61
  57
  4000J
  121
  99
  86
  77
  70
  65
  61
  4500J
  129
  105
  91
  81
  74
  69
  64
  5000J
  136
  111
  96
  86
  78
  72
  68
  6000J
  148
  121
  105
  94
  86
  79
  74
  7000J
  160
  131
  113
  101
  93
  86
  80
  8000J
  171
  140
  121
  108
  99
  92
  86
  9000J
  182
  148
  129
  115
  105
  97
  91
  10kJ
  192
  157
  136
  121
  111
  102
  96
  12kJ
  210
  171
  148
  133
  121
  112
  105
  14kJ
  227
  185
  160
  143
  131
  121
  113
  16kJ
  242
  198
  171
  153
  140
  130
  121
  18kJ
  257
  210
  182
  163
  148
  137
  129
  20kJ
  271
  221
  192
  171
  157
  145
  136
  25kJ
  303
  247
  214
  192
  175
  162
  152
  30kJ
  332
  271
  235
  210
  192
  177
  166
  35kJ
  359
  293
  254
  227
  207
  192
  179
  40kJ
  383
  313
  271
  242
  221
  205
  192
  45kJ
  407
  332
  288
  257
  235
  217
  203
  50kJ
  429
  350
  303
  271
  247
  229
  214
  Efficiency
  The efficiency of a railgun will vary widely with TL, and is generally (TL-7) x 5%, the same
  as a laser. However, the railgun can put its energy into a projectile less than 5mm in
  diameter, so it will have a better DV for that energy expenditure at any given TL. A rail-
  gun’s efficiency applies to two separate steps. First, the storage bank has to power the
  railgun directly, and second, some form of battery has to recharge the storage bank. So,
  efficiency cuts twice if you have to recharge the storage banks from a battery pack or
  other limited source.
  General notes
  Railguns are probably the most efficient
  of the weapons available at higher TL's
  using this design system. The lower
  efficiency of electrical energy storage is
  offset by the ability to use smaller pro-
  jectiles for a better penetration, and the
  limits of small projectiles are offset by
  the ability to directly fire armor-piercing
  flechettes, which retain their damage
  downrange much better than other
  types of projectile.
  Is there any reason to design any other
  type of hand-held weapon, then? Well,
  railguns do have their limitations.
  Conventional firearms will be more effi-
  cient for lobbing large, heavy payloads
  like conventional explosives. Railguns
  are by their nature a higher-tech device
  with much tighter manufacturing toler-
  ances. They might not survive condi-
  tions that conventional weapons would
  laugh at. Would a TL14 railgun survive
  a trip through a cement mixer full of
  sand and mud as well as an old AK-47?
  Similarly, covert manufacture of a rail-
  gun in a repressive society would be
  harder, and carrying one concealed
  might be susceptible to remote detec-
  tion because of energy leakage from its
  circuits.
  On the other hand, a railgun would
  leave less forensic evidence behind
  than a conventional firearm, though
  more than a laser or particle beam, an
  advantage for criminal use.
  
  Railguns
  Why is it so unwieldy?
  The barrel or accelerator of a railgun is
  usually longer than on other weapons of
  the same DV because, unlike energy
  weapons, the barrel cannot be “folded”
  down to a shorter length. A weapon
  may have a long barrel that breaks
  down for transport, but it usually cannot
  be fired when disassembled. More than
  anything else, this limits the damage a
  hand-held weapon can generate.
  Conceivably, the weapon could be fired
  with a shorter barrel, at reduced DV, but
  would be more expensive than a stan-
  dard take-down design. A normal take-
  down design costs and masses like a
  folded laser (+10% per “fold”). 
  Advanced designa
  Some varieties of railgun weapons will
  differ from the basic rules, as follows.
  Discarding Sabot Rounds
  These are usually not needed for rail-
  guns, but if used, they will follow the
  rules for conventional guns (p.22).
  HE Rounds
  As for conventional weapons (p.23).
  HEAT Rounds
  As for conventional weapons (p.23).
  Frag Rounds
  As for conventional weapons (p.24).
  Multiple In-line Projectiles
  Not possible with railguns unless
  designed as a discarding sabot round,
  with the central penetrator instead
  being up to six separate spherical pro-
  jectiles, three 2:1 projectiles or two 3:1
  projectiles (p.25).
  Guided Rounds (all types)
  As for conventional weapons (p.32).
  Rocket-assisted Projectiles
  As for conventional weapons (p.31).
  In practical terms, it means that the muzzle energy you want for a projectile will require a
  much greater input of electrical energy, as shown below.
  TL
  100J of beam energy requires
  which requires
  Multiple
  8
  2,000J of storage bank 
  40,000J of battery
  x20.0
  9
  1,000J of storage bank
  10,000J of battery
  x10.0
  10
  670J of storage bank
  4,490J of battery
  x6.7
  11
  500J of storage bank
  2,500J of battery
  x5.0
  12
  400J of storage bank
  1,600J of battery
  x4.0
  13
  330J of storage bank
  1,090J of battery
  x3.3
  14
  290J of storage bank
  841J of battery
  x2.9
  15
  250J of storage bank
  625J of battery
  x2.5
  Example - At TL15, a railgun with a projectile energy of 1,000J will need 2,500J of input,
  and require 6,250J to charge. At TL12, it would take 4,000J and 16,000J, respectively.
  Accelerator Mass
  This is the “barrel” of the weapon. It may fire fin- or spin-stabilized projectiles. Once
  designed, a railgun can get no benefit from increased or decreased accelerator length, as
  the weapon is usually optimized for a particular projectile. The mass of the magnetic
  accelerator is based on the projectile energy, and its mass in grams is:
  ((Energy in Joules).5 x 300)/(TL-7)
  The table below lists a variety of accelerator masses based on energy and TL.
  Energy
  TL8
  TL9
  TL10
  TL11
  TL12
  TL13
  TL14
  TL15
  100J
  3000g
  1500g
  1000g
  750g
  600g
  500g
  430g
  380g
  200J
  4240g
  2120g
  1410g
  1060g
  850g
  710g
  610g
  530g
  400J
  6000g
  3000g
  2000g
  1500g
  1200g
  1000g
  860g
  750g
  600J
  7350g
  3670g
  2450g
  1840g
  1470g
  1220g
  1050g
  920g
  800J
  8490g
  4240g
  2830g
  2120g
  1700g
  1410g
  1210g
  1060g
  1000J
  9490g
  4740g
  3160g
  2370g
  1900g
  1580g
  1360g
  1190g
  1200J
  10.4kg
  5200g
  3460g
  2600g
  2080g
  1730g
  1480g
  1300g
  1400J
  11.2kg
  5610g
  3740g
  2810g
  2240g
  1870g
  1600g
  1400g
  1600J
  12.0kg
  6000g
  4000g
  3000g
  2400g
  2000g
  1710g
  1500g
  1800J
  12.7kg
  6360g
  4240g
  3180g
  2550g
  2120g
  1820g
  1590g
  2000J
  13.4kg
  6710g
  4470g
  3350g
  2680g
  2240g
  1920g
  1680g
  2500J
  15.0kg
  7500g
  5000g
  3750g
  3000g
  2500g
  2140g
  1880g
  3000J
  16.4kg
  8220g
  5480g
  4110g
  3290g
  2740g
  2350g
  2050g
  3500J
  17.8kg
  8870g
  5920g
  4440g
  3550g
  2960g
  2540g
  2220g
  4000J
  19.9kg
  9490g
  6320g
  4740g
  3790g
  3160g
  2710g
  2370g
  4500J
  20.1kg
  10.1kg
  6710g
  5030g
  4020g
  3350g
  2870g
  2520g
  5000J
  21.2kg
  10.6kg
  7070g
  5300g
  4240g
  3540g
  3030g
  2650g
  6000J
  23.2kg
  11.6kg
  7750g
  5810g
  4650g
  3870g
  3320g
  2900g
  7000J
  25.1kg
  12.6kg
  8370g
  6270g
  5020g
  4180g
  3590g
  3140g
  8000J
  26.8kg
  13.4kg
  8940g
  6710g
  5370g
  4470g
  3830g
  3350g
  9000J
  28.5kg
  14.2kg
  9490g
  7120g
  5690g
  4740g
  4070g
  3560g
  10kJ
  30.0kg
  15.0kg
  10.0kg
  7500g
  6000g
  5000g
  4290g
  3750g
  12kJ
  32.9kg
  16.4kg
  11.0kg
  8220g
  6570g
  5480g
  4690g
  4110g
  14kJ
  35.5kg
  17.8kg
  11.8kg
  8870g
  7100g
  5920g
  5070g
  4440g
  16kJ
  38.0kg
  19.0kg
  12.7kg
  9490g
  7590g
  6320g
  5420g
  4740g
  18kJ
  40.3kg
  20.1kg
  13.4kg
  10.1kg
  8050g
  6710g
  5750g
  5030g
  20kJ
  42.4kg
  21.2kg
  14.1kg
  10.6kg
  8490g
  7070g
  6060g
  5300g
  25kJ
  47.4kg
  23.7kg
  15.8kg
  11.9kg
  9490g
  7910g
  6780g
  5930g
  30kJ
  52.0kg
  26.0kg
  17.3kg
  13.0kg
  10.4kg
  8660g
  7420g
  6500g
  35kJ
  56.1kg
  28.1kg
  18.7kg
  14.0kg
  11.2kg
  9350g
  8020g
  7020g
  40kJ
  60.0kg
  30.0kg
  20.0kg
  15.0kg
  12.0kg
  10.0kg
  8570g
  7500g
  45kJ
  63.6kg
  31.8kg
  21.2kg
  15.9kg
  12.7kg
  10.6kg
  9090g
  7950g
  50kJ
  67.1kg
  33.5kg
  22.4kg
  16.8kg
  13.4kg
  11.2kg
  9580g
  8390g
  Example - At TL14, a 2,000J accelerator would have a mass of 1,920g, or 1.92kg.
  Checking the previous table, it would have a DV of 86 if firing a 2mm projectile.
  
  61
  Accelerator Length
  The length of the accelerator is based on the mass and diameter of the projectile, and is:
  (Mass in grams/6).8/((Projectile diameter in cm  x 2) .5 x 3.1416)
  The table below lists a variety of accelerator lengths, based on accelerator mass and the
  projectile diameter.
  Mass 
  2mm 
  3mm 
  4mm 
  5mm 
  6mm 
  7mm 
  8mm 
  9mm 
  10mm
  500g 
  17cm 
  14cm 
  12cm 
  11cm 
  10cm 
  9cm 
  9cm 
  8cm 
  8cm
  600g 
  20cm 
  16cm 
  14cm 
  13cm 
  12cm 
  11cm 
  10cm 
  9cm 
  9cm
  700g 
  23cm 
  19cm 
  16cm 
  14cm 
  13cm 
  12cm 
  11cm 
  11cm 
  10cm
  800g 
  25cm 
  21cm 
  18cm 
  16cm 
  15cm 
  13cm 
  13cm 
  12cm 
  11cm
  900g 
  28cm 
  23cm 
  20cm 
  18cm 
  16cm 
  15cm 
  14cm 
  13cm 
  12cm
  1000g 
  30cm 
  25cm 
  21cm 
  19cm 
  17cm 
  16cm 
  15cm 
  14cm 
  13cm
  1100g 
  33cm 
  27cm 
  23cm 
  21cm 
  19cm 
  17cm 
  16cm 
  15cm 
  15cm
  1200g 
  35cm 
  28cm 
  25cm 
  22cm 
  20cm 
  19cm 
  17cm 
  16cm 
  16cm
  1300g 
  37cm 
  30cm 
  26cm 
  24cm 
  21cm 
  20cm 
  19cm 
  18cm 
  17cm
  1400g 
  39cm 
  32cm 
  28cm 
  25cm 
  23cm 
  21cm 
  20cm 
  19cm 
  18cm
  1600g 
  44cm 
  36cm 
  31cm 
  28cm 
  25cm 
  23cm 
  22cm 
  21cm 
  20cm
  1800g 
  48cm 
  39cm 
  34cm 
  31cm 
  28cm 
  26cm 
  24cm 
  23cm 
  22cm
  2000g 
  52cm 
  43cm 
  37cm 
  33cm 
  30cm 
  28cm 
  26cm 
  25cm 
  23cm
  2200g 
  57cm 
  46cm 
  40cm 
  36cm 
  33cm 
  30cm 
  28cm 
  27cm 
  25cm
  2400g 
  61cm 
  50cm 
  43cm 
  38cm 
  35cm 
  32cm 
  30cm 
  29cm 
  27cm
  2600g 
  65cm 
  53cm 
  46cm 
  41cm 
  37cm 
  35cm 
  32cm 
  31cm 
  29cm
  2800g 
  69cm 
  56cm 
  49cm 
  43cm 
  40cm 
  37cm 
  34cm 
  32cm 
  31cm
  3000g 
  73cm 
  59cm 
  51cm 
  46cm 
  42cm 
  39cm 
  36cm 
  34cm 
  32cm
  3500g 
  82cm 
  67cm 
  58cm 
  52cm 
  47cm 
  44cm 
  41cm 
  39cm 
  37cm
  4000g 
  91cm 
  75cm 
  65cm 
  58cm 
  53cm 
  49cm 
  46cm 
  43cm 
  41cm
  4500g 
  100cm 
  82cm 
  71cm 
  64cm 
  58cm 
  54cm 
  50cm 
  47cm 
  45cm
  5000g 
  109cm 
  89cm 
  77cm 
  69cm 
  63cm 
  58cm 
  55cm 
  52cm 
  49cm
  5500g 
  118cm 
  96cm 
  83cm 
  75cm 
  68cm 
  63cm 
  59cm 
  56cm 
  53cm
  6000g 
  126cm 
  103cm 
  89cm 
  80cm 
  73cm 
  68cm 
  63cm 
  60cm 
  57cm
  6500g 
  135cm 
  110cm 
  95cm 
  85cm 
  78cm 
  72cm 
  67cm 
  64cm 
  60cm
  7000g 
  143cm 
  117cm 
  101cm 
  90cm 
  83cm 
  76cm 
  72cm 
  67cm 
  64cm
  7500g 
  151cm 
  123cm 
  107cm 
  96cm 
  87cm 
  81cm 
  76cm 
  71cm 
  68cm
  8000g 
  159cm 
  130cm 
  113cm 
  101cm 
  92cm 
  85cm 
  80cm 
  75cm 
  71cm
  8500g 
  167cm 
  136cm 
  118cm 
  106cm 
  96cm 
  89cm 
  84cm 
  79cm 
  75cm
  9000g 
  175cm 
  143cm 
  124cm 
  111cm 
  101cm 
  93cm 
  87cm 
  82cm 
  78cm
  9500g 
  183cm 
  149cm 
  129cm 
  115cm 
  105cm 
  98cm 
  91cm 
  86cm 
  82cm
  10.0kg 
  190cm 
  155cm 
  135cm 
  120cm 
  110cm 
  102cm 
  95cm 
  90cm 
  85cm
  20.0kg 
  331cm 
  270cm 
  234cm 
  209cm 
  191cm 
  177cm 
  166cm 
  156cm 
  148cm
  Example - An accelerator that massed 4000g would be 91cm long if it fired a 2mm pro-
  jectile, but only 58cm long if it fired a 5mm projectile.
  Receiver
  Like regular firearms, railguns will require a receiver to handle the movement of ammuni-
  tion from its storage area into the magnetic accelerator. It will need to handle much less
  stress than conventional weapons, though. The receiver can be in as many forms as for
  conventional guns. While it would be unusual to have a revolver gauss pistol, it could be
  done, so...
  The mass of the receiver is a fraction of the accelerator mass, and depends on the type of
  action. Receiver mass equals accelerator mass x action multiple. Action multiples are: 
  Action 
  Multiple 
  Action 
  Multiple
  AT/AB 
  x.10 
  B 
  x.04
  SA 
  x.06 
  RV 
  x.02
  LA 
  x.05 
  SS 
  x.02
  Example - An accelerator with a mass of 5000g, designed as an automatic weapon, will
  need to have a total receiver mass of 500g.
  Shotguns and Canister Roundsa
  As for conventional weapons. The rail-
  gun cannot fire multiple flechettes the
  length of the normal projectile if the nor-
  mal projectile is already a flechette
  (10:1 l/w), as the smaller flechettes
  would be far too narrow. Rounds the
  proper length for feeding may be engi-
  neered, but will only fire shorter
  flechettes of a smaller diameter. The
  multiple projectiles will be in a very light-
  weight sabot or casing which fragments
  harmlessly upon leaving the weapon
  (1/10th the DV of a slug), but is strong
  enough to prevent separation in the
  accelerator.
  Example - A 10mm railgun would fire a
  single 10:1 l/w projectile 100mm long.
  While it could also fire 3mm flechettes,
  they would only be 30mm long, not
  100mm, and would probably be stacked
  in 3 layers of 12 each.
  Because railguns already have an
  advantage in that they can fire narrower
  projectiles, any multiple-projectile rail-
  gun is probably a special purpose
  weapon, like an assault shotgun.
  The range characteristics of the smaller
  projectiles must be figured separately
  for each type of ammunition.
  All other rules specific to multiple pro-
  jectile rounds for regular weapons (mul-
  tiple hits, close range hits, etc.) will also
  apply to railguns (p.23).
  Flechettes will get multiple hits as for an
  equivalent quantity of pellets. For range
  effects on damage, be sure to use the
  proper damage RC for the flechette
  diameter used.
  Adjustable Output
  As for lasers and particle beams (p.46).
  Combined Weapons
  As for conventional weapons (p.27).
  Multiple Caliber Weapons
  As for conventional weapons (p.28).
  Add-ons
  As for conventional weapons (p.28).
  
  Railguns
  Clip/Magazine
  The ammunition for the weapon must be carried somewhere.
  This will generally be referred to as a magazine or clip, regard-
  less of the actual form it takes. As with binary propellant conven-
  tional weapons, the projectiles and energy supply do not have to
  have the same form of clip. For instance, the projectiles could be
  in a detachable clip, while the energy supply could be entirely
  internal and non-removable.
  Internal magazine
  The projectiles and/or energy storage are completely in the
  weapon, and cannot be removed. When empty, they must be
  refilled from an outside source. Multiply the mass of all internally
  held components (batteries, capacitors, superconductors, projec-
  tiles) by x1.1 to get the loaded mass of the system. Do not count
  projectile mass when computing accessory mass, however.
  External magazine
  This is a feed box, separate from the weapon, and may include
  special ammo handling machinery to get the rounds from stor-
  age to weapon, like mechanical ammo links, flexible conduits,
  power couplings, etc. Multiply the mass of all externally held
  components (batteries, capacitors, superconductors, projectiles)
  by x1.3 to get the loaded mass of the system. 
  Detachable clip
  This is a spring or gravity-fed magazine that attaches directly to
  the weapon, and which can be removed quickly and easily for
  reloading or replacement. Multiply the mass of all externally held
  components (batteries, capacitors, superconductors, projectiles)
  by x1.2 to get the loaded mass of the system. 
  Revolver clip
  A revolver has a rotating cylinder which contains the projectiles,
  which pass in front of the barrel for each shot. The mass of such
  a system is (.166 x receiver mass x number of rounds carried).
  Accessories
  All designs will need some sort of external fixtures, like stocks,
  trigger guards, sights and so on. These items will simply add a
  percentage to the mass of the unloaded weapon. The base
  mass includes the weapon and any internal energy system, but
  not the mass of any external power supply. A weapon
  (unloaded) plus accessories will mass:
  (Accelerator mass + receiver mass + any internal clip) x mass multiplier
  Detachable or external clips are a separate item, and do not con-
  tribute to accessory mass. Add-ons like solar panels or vision
  aids add to weapon mass after accessories are taken into
  account.
  Fixed mounts
  Fixed mount weapons, or those which are a permanent part of a
  vehicle will have a mass multiplier of x1.1. The weapon will nor-
  mally be unsuitable for firing in any other way, although small
  examples may be cradled under the arm, or braced against a
  hip, at substantial penalties to hit a target. A fixed mount
  includes sights only if the firer would normally look directly over
  the weapon to fire it.
  Hand-helda
  Weapons designed to be fired by hand, without external encum-
  brances will have a mass multiplier of x1.2. The weapon is not
  designed to be fired from or mounted in any fixed mount or mov-
  able tracking system. A handheld weapon will include basic
  sights and grips for one or two hands. If a military longarm, provi-
  sion for attaching a bayonet, grenade launcher (TL10+) or in
  some cases a telescopic (TL10+) or night sight (TL11+) may be
  included, and on civilian longarms, will usually include provision
  for mounting a telescopic sight (TL8+). These features will be
  less common, but available at lower TL’s.
  Semi-fixed
  A semi-fixed mount has all the features of both fixed and hand-
  held mounts, and is usually applied to weapons like light
  machine guns, which may be carried, fired from a bipod, pintle or
  tripod. They have a mass multiplier of x1.3. A semi-fixed mount
  includes all advantages of the previous types, and in addition
  can be assumed to have a folding bipod, allowing more accurate
  fire from a prone position.
  Example - A TL14 railgun is designed with a base mass of
  5.00kg. It is hand-held, so the final mass is 5.00kg x 1.2, or
  6.00kg. This extra 1.0kg includes the stock, grip, and sights, and
  attachment points for other optional features.
  Range Class
  Range Class is determined as for conventional projectile
  weapons, based on accelerator length, projectile mass, diameter
  and velocity. The table is repeated below for your convenience.
  Barrel length/projectile diameter
  Minimum
  Aiming RC
  Length <10x projectile diameter
  <10cm
  RC1
  Length 11-20x projectile diameter
  10cm
  RC2
  Length 21-40x projectile diameter
  20cm
  RC3
  Length 41-80x projectile diameter
  40cm
  RC4
  Length 81-150x projectile diameter
  80cm
  RC5
  Length 151-300x projectile diameter
  150cm
  RC6
  Length 301-600x projectile diameter
  300cm
  RC7
  Length >600x projectile diameter
  600cm
  RC8
  Secondary characteristics
  You now have all the primary characteristics of your weapon, like
  mass, aiming and damage RC, DV, action and so on. With
  these, you can figure the secondary characteristics of the
  weapon.
  Inherent Accuracy
  The base IA of a railgun is half its aiming RC, rounding fractions
  up. RC5-8 weapons only get IA’s of 3 or more if mounted or
  solidly braced.
  Cost
  The base cost for a railgun is based on its DV. The price is in
  credits (Cr), where a credit is a generic unit of currency roughly
  equal to a modern US dollar in purchasing power.
  Cost = (DV of projectile fired from weapon)2/4 + 300Cr
  Example - A railgun with a DV of 20 would have a base cost of
  400Cr. A cannon with a DV of 1000 would have a base cost of
  250,300Cr.
  
  63
  Cost is a TL-independent item. The Cr is supposed to apply to
  whatever standard of living applies in the game where this
  weapon is used. If average income or standard of living is lower,
  then prices will be correspondingly lower, but will still represent
  about the same amount of work by a person trying to save up for
  it. The amount of 100Cr represents the same fraction of an aver-
  age person’s income at TL9 as it does at TL13, or any other TL
  with money or exchange. 
  The base cost of a weapon is modified by the design and firing
  characteristics of the weapon.
  Action
  Cost
  Weapon
  Cost
  SS
  x.5, +.8 per extra barrel*
  Pistol
  x2.0
  B
  x.7
  Longarm
  x1.0
  RV
  x.5
  Vehicle mount
  x1.0
  SA
  x1.0
  AT & SA
  x1.3
  Mass
  Cost
  Base IA
  Cost
  AT only
  x1.0
  x2.0
  x.25
  -100%
  x.25
  AB
  x1.5
  x1.5
  x.50
  -50%
  x.50
  Adjust. pow.
  x1.1
  x1.0
  x1.0
  +0%
  x1.0
  x.75
  x2.0
  +50%
  x2.0
  x.50
  x4.0
  +100%
  x4.0
  Extra clip
  shots.5 x weapon cost/100
  * the +.8 applies to each extra barrel on any multi-barrel weapon
  These multiply together, rather than adding, so a pistol (x2.0)
  revolver (x.50) has the same cost multiple as a semi-automatic
  (x1.0) longarm (x1.0). Weapons with detachable magazines are
  assumed to come with one. Extra clips (/C) cost as shown. This
  cost is halved for external magazines (/E), and multiplied by 10
  for revolver “clips” (extra cylinders). Clip-fed weapons may have
  several clip sizes, but each alternate size is usually larger than
  the one the weapon is equipped with.
  Mass modifiers
  Each x2.0 multiple on cost will reduce the mass of a weapon by
  25% (with maximum reduction of 50%). Each x.50 multiple on
  cost will increase the mass by 50% (with maximum increase of
  100%). This mass modifier applies to the unloaded weapon
  mass, and does not apply to ammunition, although it will apply to
  the empty mass of any magazines (like empty clips). This modifi-
  cation to mass has no effect on the IA of the weapon.
  IA modifiers
  The IA of the weapon may be increased by increasing the cost of
  the weapon. Each x2.0 multiple on cost will increase the base IA
  of the weapon by 50% (round nearest). Each x.50 multiple on
  cost will decrease the base IA of the weapon by 50% (round
  down). The IA of a weapon may never go below -1. Each point
  that IA is decreased due to cheapness is a +1 row modifier for
  determining malfunctions.
  The IA may also be increased by increasing the mass of the
  weapon, if the weapon mass was not already increased to
  reduce weapon cost. Each 50% increase in mass and cost will
  increase the IA by 50% (round nearest), with a maximum
  increase of 200% (total of 3x mass and cost). So, if a pistol with
  an IA of 1 was increased in mass and cost by 50%, its IA would
  go to 1.5, which rounds to 2. The maximum IA of any weapon
  may never exceed 3 times the base IA for that weapon.
  Example - A semi-auto pistol with a DV of 20 has a base cost of
  800Cr. For in increase in cost of 100% (+800Cr), the IA goes to
  1.5. For another increase in cost and mass of 100% (+800Cr),
  the IA goes to 2.5, which rounds to 3. So, for a cost of 2,400Cr,
  you can have this pistol in a heavy target version, with an IA of 3
  instead of 1.
  Rate of fire
  The maximum ROF of a railgun weapon is based solely on pro-
  jectile mass. Limits on ROF from action type are as for conven-
  tional weapons, and maximum possible ROF is:
  Max. ROF = 10/(mass of a complete round in grams/1000).2(n)
  Example - A round massing 10g will have a maximum ROF per
  second of 10, divided by (.01).2, or 25 rounds per second.
  The table on page 19 has some masses precalculated for your
  convenience.
  Malfunction chance
  Railguns will have a chance of malfunction on a to hit roll of 20.
  A second d20 is rolled. If the result is 19, the weapon fires at half
  DV. If a 20 is rolled, the weapon does not fire due to electrical
  problems. It may be fired normally on the next action.
  Railguns have a base reliability of category II. Any critical failure
  result on a railgun will irreparably damage part of the accelerator. 
  Technicalities - If a weapon has multiple barrels and a common
  receiver, a dud will only affect one of the barrels, but a critical will
  affect the machinery common to both. A jam will only be noticed
  when an attempt is made to reload, and only applies vs. one bar-
  rel. On a gatling gun type of weapon, a dud will have no effect
  except for that shot, and the weapon will continue to function. A
  jam will stop the whole weapon, as will a critical. Revolvers may
  have duds, but this does not affect subsequent fire. Jams will
  only be noticed when an attempt is made to reload. 
  Railguns are assumed to have a base malfunction chance as per
  the 20-39% propellant row of the malfunction table.
  Automatic or auto-burst weapons designed with semi-automatic
  receivers will get a +1 row modifier, like conventional weapons.
  This type of design will apply to most light duty auto weapons,
  like submachine guns or assault rifles. Each level of reduced
  cost in a weapon is a +1 row shift, as well. Increased cost will
  have no effect. Optionally, increased weapon cost could be a -1
  row shift, if an equal cost multiple is also applied to the ammuni-
  tion cost, i.e. a finicky weapon needs custom (expensive) ammu-
  nition to work reliably.
  Weapon length
  In general, the length of a railgun is equal to the accelerator
  length, plus receiver length, plus stock length (if a non-bullpup
  longarm). The receiver length of a railgun will generally be twice
  the projectile length. Most stocks will be 30cm long, and add 2
  locations to the length of the weapon (which does apply for
  Initiative, AV and BP purposes).  “Stockless” or “bullpup” designs
  started appearing at TL11.
  Example - A 3mm 10:1 l/w projectile would be 30mm long, so
  the receiver of the weapon would be 30mm x 2.0 = 60mm long.
  
  Railguns
  Past the limits
  The ultimate test of a system like 3G3 is
  to design the most unreasonable
  weapon you can. In this case, we'll look
  at a TL12 railgun capable of lobbing 1
  meter spheres into orbit as a cheap
  means of launching small satellites or
  resupplying space stations.
  A 1m (100cm) sphere with an sg of 3
  has a mass of 1,570kg. To get to and
  stay in orbit requires a launch velocity
  of about 8,000m/sec. Now that we have
  our basic parameters we can figure that
  this requires a projectile energy of a
  mere 50 billion Joules (50,000,000,000J),
  which should you have the misfortune
  to be in the way, would have a penetra-
  tion DV of 60,600.
  The mass of the accelerator is
  (50,000,000,000J).5 x 300/(TL12-7) =
  13,420kg. Its length is therefore
  (13,420kg/6).8 / ((100cm x 2).5 x 3.1416)
  = 2703cm, or 27.0 meters.
  If you are at all familiar with research
  into this sort of thing, you'll see that
  these figures are way off the projections
  (by a few orders of magnitude). One
  reason is the need for the projectile to
  survive the trip into orbit. Considering
  that most payloads wouldn't survive the
  200g acceleration that a 16 kilometer
  acclerator would need to get a payload
  to orbital velocity, the 119,000g's that a
  27 meter accelerator would generate
  are out of the question. In addition,
  there is the question of 200,000,000,000J
  of waste heat to deal with. Divided
  evenly over the structure of our 13 ton
  accelerator, this is enough to instanta-
  neously bring 500 tons of ice water to
  about a boil.
  What to do? The problem lies in the
  accelerator mass, which in turn relies
  on the exponent in the mass equation,
  since 3G3 was never meant to operate
  on this scale. If we assume that accel-
  erator mass has to increase non-linear-
  ly with increasing bore size (to handle
  the stresses), and make the equation: 
  Mass = (Energy in J)(bore in cm.1/2) x 300/(TL-7)
  with a minimum exponent of .5, then
  you end up with better numbers, like a
  mass of 18,000 tons and a length of 8.6
  kilometers. Of course, there is still the
  issue of 100,000 tons of capacitors and
  the electric bill to deal with...
  Weapon bulk
  The bulk of a weapon is found by dividing its length in cm by 15, rounding fractions up.
  This is the number of TimeLords hit locations the weapon would cover if carried close to
  the body.
  Example - If the previous weapon had an accelerator 50cm long, the weapon length
  would be 4 locations long.
  The size of each location depends on the weapon mass, as per the table below.
  Mass per location
  Bulk per location
  BP per location
  <.50kg
  Very Small (VS)
  (20-TL)/6
  .51-4.0kg
  Small (S)
  (20-TL)/5
  4.01-32.0kg
  Medium (M)
  (20-TL)/4
  >32.0kg
  Large (L)
  (20-TL)/3
  Example - A 6kg weapon that covered 4 locations would have a mass of 1.5kg per loca-
  tion, for a total bulk of four Small (S/4).
  Armor Value
  The Armor Value of the weapon is a measure of how much physical abuse the weapon
  can withstand, and is based on the same scale as the DV. That is, 1 point of damage is
  stopped by 1 point of armor. Anything that gets through AV does actual damage to the
  weapon. The AV is a general number, and reflects the average of the entire weapon,
  rather than the specific damage resistance of the accelerator apparatus, etc. Individual
  components may vary by a great deal, and you may determine that a particular lasing
  technology is more or less durable than others. Particle beams generally have a lower AV,
  because electronics is not as durable as steel, regardless of what the electronics are
  housed in. The AV is based on the TL and energy of the weapon, and is based on the pro-
  jectile energy, with a minimum AV of 3.
  Energy of projectile.15 x ((20-TL)/3)(n)
  Example - If a TL13 weapon had a beam energy of 50,000J, its AV would be (50,000J).15
  x (20-13)/3 = 12.
  Body Points
  The Body Points of the weapon are figured from the previous  table as well. Fractions are
  kept, and the total BP from all locations is added together, and rounded nearest.
  Example - If the previous S/4 weapon were TL13, it would have 1.4BP per location, for a
  total of 5.6BP, rounding to 6BP.
  Each level of increased mass or cost for any reason (except reduced mass) will decrease
  the effective TL by 1 for AV and BP purposes (heavier or more expensive weapons have
  more), and each level of decreased mass or cost will increase effective TL by 1.
  
  65
  Initiative
  The Initiative of the weapon is how easy it is to swing into position, and move about in
  close quarters. For instance, you can swing a light pistol to a certain arc faster than a
  heavy rifle. Initiative is function of weapon length and loaded mass in kilograms, but only
  for the energy sources carried on or in the weapon. External energy supplies may penal-
  ize a character because of encumbrance, but do not directly affect weapon Initiative.
  Initiative for railguns is exactly the same as for conventional weapons (p.21).
  Recoil
  In 3G3, recoil modifiers are based on the DV of the weapon (if it has recoil). In some
  cases, this is inaccurate, like for low-powered or very heavy weapons with small projec-
  tiles. Railguns will fall into this category much more often than conventional weapons.
  Instead of using the DV/Strength calculation for the base recoil penalty, use (Projectile
  energy x .735).5/Strength. This calculation may also be used for conventional weapons
  that fire very small projectiles.
  The base penalty for recoil is -5%, times the result of the recoil calculation used, rounding
  nearest. If both hands are used on the weapon, you usually multiply Strength by x1.5.
  Each level of increased mass (except from cheapness) should increase the Strength mul-
  tiple by an additional x.5. 
  As an option, since railguns often have high DV’s and small projectiles, increase the
  effective Strength of the user by x1.5 for one-handed use, and by x2.0 for two-handed
  use. Do this only if you wish to uniformly use DV/Strength as the base recoil penalty for all
  weapon types.
  Example - Using the optional rules, a DV25 railgun fired by a Strength 10 individual will
  take a -5% recoil penalty per shot (DV25/(Strength 10 x 1.5)). If both hands are used,
  effective Strength goes to 20, and the recoil penalty goes to zero.
  Ammunition cost
  Projectiles will cost a number of Cr based on their mass and complexity, since the basic
  projectile is little more than a streamlined nail. The base cost is:
  (Mass in grams.5/20) + .1 in Cr
  Example - A 4mm iron 10:1 projectile has a mass of 3.40g, so it costs .19Cr. A similar
  5mm projectile would have a cost of .23Cr.
  The type of round will affect the cost as well. These multipliers are cumulative. See below.
  Guided rounds have a minimum base of 2Cr, and fragmentation rounds have a minimum
  base of 1Cr. 
  Round is:
  Cost multiple
  Rocket assisted
  x3.0
  Inert armor-piercing (or defeats armor at lower TL)
  x2.0
  Tungsten armor-piercing (or defeats armor at same TL)
  x3.0
  Depleted uranium armor-piercing (or defeats armor at +1 TL)
  x4.0
  Exploding (can be HEAT, but not AP)
  x3.0
  HEAT (must be exploding as well)
  x2.0
  Fragmentation (can’t be hollow-point)
  x3.0
  Multiple projectile
  x2.0
  Discarding sabot
  x3.0
  Example - A 10g projectile will cost .26Cr according to the above formula. A 50 gram, +2
  guided projectile would have a base cost of 2Cr, multiplied by 3 for the +2 guidance, for a
  cost of 8Cr per round. Of course, this does not take any quantity discounts into account.
  Optional - To reflect the added complexity of coilgun projectiles, if your magnetic weapon
  technology is determined to be coilguns rather than railguns, all ammunition gets an addi-
  tional x4.0 cost multiple.
  Cooling issues
  Just how badly do energy weapon need
  cooling systems in 3G3 anyway?
  Substances have a property known as
  specific heat, or the amount of energy
  needed to raise the temperature of 1
  gram of the substance by 1°C. For
  water, that amount of energy is about
  4.2J.
  For weapons in fixed emplacements,
  cooling is not a severe problem. New
  cooling water can be pumped through
  the weapon continuously, and the heat-
  ed waste water dumped down the drain.
  Or, a more efficient cooling fluid could
  be pumped through heat exchangers
  where the waste heat is transferred to
  water, which is then dumped. Portable
  weapons do not have this luxury.
  If you make the general assumption
  that 20% of a weapon's lasing appara-
  tus, accelerator, etc. is devoted to cool-
  ing, you can use specific heat numbers
  to get a rough idea of how quickly the
  weapon heats up.
  Example - A TL14 railgun with an ener-
  gy of 4000J has an accelerator mass of
  2710g, of which 542g is coolant or heat
  dissipators. Since each 100J of beam
  requires 290J of input at this TL, 190J is
  lost as heat, for a total surplus energy
  of 7600J per shot. If we just use the
  specific heat of 542g of water, it means
  the temperature of the weapon's heat
  sinks rises by 3.3°C per shot. If this was
  an autofire weapon with an ROF of 10
  shots per second, you can see that it
  would get real hot, real quick (boiling
  water after 3 seconds). Now, some of
  this will radiate to the surrounding air,
  but like conventional weapons, parts
  can develop very high temperatures.
  Fortunately, it takes a lot more energy
  to vaporize (boil) water than to just heat
  it up to the boiling point. To vaporize 1
  gram of water that is at 100°C takes
  2250J. So, in our previous example,
  once the coolant reached 100°C, it
  could start to boil off water at the rate of
  7600J per second over 2250J per gram
  = 3.4g per shot.
  These numbers are meant as a side
  note so you can add atmosphere and
  detail to your weapon designs. How
  much of it you choose to implement in
  actual game rules is up to you.
  
  Railguns
  Batteringa
  Since the last printing of 3G3 there have
  been a few changes in the world of
  weapons, some of which I have tried to
  reflect in this printing. I've also had a
  chance to collect more data and work
  on topics I haven't been entirely satis-
  fied with, one of which is the ability of
  very large projectiles to penetrate
  through sheer momentum rather than
  just energy over area.
  In the Rheinmetall Handbook on
  Weaponry there is a formula credited
  to a French naval engineer named
  LeMarre, which gives the penetration of
  hard steel by a projectile, based on its
  mass, diameter and velocity and type.
  Though different from the 3G3 formula
  for damage, the resulting penetration
  curves are remarkably similar for both
  normal and armor-piercing ammunition.
  You don't see any significant deviation
  until you get up to projectiles in the
  90mm range, which is not a problem for
  most 3G3 users.
  However, for those who are designing
  large weapons, I recommend that the
  maximum division in the 3G3 damage
  formula be set at 10. That is, projectiles
  of larger than 100mm count as 100mm,
  as long as they are sg2 or more. This
  will allow very large projectiles such as
  tank or naval cannon to get a higher
  kinetic energy DV than was possible in
  previous printings of 3G3, which seems
  appropriate given new data. I don't
  know if this change is appropriate yet
  for energy weapons, but my gut feeling
  is that since it reflects momentum, and
  energy weapons have negligible
  amounts, use it only for projectiles.
  For supplements like More Guns! using
  the older formula, you can adjust kinetic
  energy damage by multiplying the old
  DV by the following amounts:
  Projectile
  Multiplier
  100mm
  x1.00
  105mm
  x1.02
  110mm
  x1.05
  120mm
  x1.10
  130mm
  x1.14
  140mm
  x1.18
  150mm
  x1.22
  180mm
  x1.34
  200mm
  x1.41
  250mm
  x1.58
  300mm
  x1.73
  350mm
  x1.87
  400mm
  x2.00
  Sample weapon design
  As a quick example of the basic design rules, a simple design is below. See the various
  rule sections if there is any part you don’t understand. Most of the numbers will be taken
  directly from tables.
  Project - 3mm Gauss Machine Pistol, TL14 
  Specs
  The final product is a 400J full-auto pistol with a 50 round detachable clip and a bore of
  3mm. This is about the energy of a TL11 9mm pistol, but with a much smaller projectile.
  Damage Value
  The DV of a 3mm, 400J projectile is 31, which is respectable for a pistol, but light at TL14.
  ((400J x .735)/.3).5 = DV31
  Projectile
  The pistol uses a 10:1 iron (sg7) slug, with a mass of 1.44g. An energy of 400J would
  give it a velocity of 747m/sec. For a 10:1 projectile, this is a maximum aiming RC of 5,
  and a 3mm projectile of this type is damage RC4. Total projectile mass (50 shots) is 72g.
  Energy
  A muzzle energy of 400J for a TL14 railgun requires an input energy of 400 x 2.9 =
  1,160J per shot, or 1,160J/250J per gram = 4.64g of superconductor. This gives a total
  superconductor mass of 50 shots x 4.64g = 232g.
  Clip
  The weapon has a detachable clip holding the storage banks and projectiles, for a mass
  multiple of x1.2. The loaded clip mass is (72g + 232g) x 1.2 = 365g.
  Accelerator
  The accelerator for a 400J weapon at TL14 will mass 860g, and have a length of 22cm.
  This will give the weapon an aiming RC of 3 (2 if firing with 1 hand), and an IA of 2. An
  autofire receiver has a mass multiple of x.10, so it masses 860g x .10 = 86g.
  Accessories
  Accessories will have a mass multiple of x1.2, so the unloaded weapon mass will be 86g
  (receiver) + 860g (accelerator) + 278g (unloaded clip) x 1.2 = 1,469g (1.47kg). With the
  clip added on, the total loaded weapon mass is: 
  1,469g + 72g (projectiles) = 1,541g (1.54kg)
  Weapon bulk
  Since the weapon is 22cm long, plus a few cm for the receiver, it is two locations long,
  and has a bulk of S/2.
  AV and BP
  The AV is based on projectile energy and TL, and is 5. The BP are based on its bulk, and
  it has 1.166 per location, for a total of 2.
  400J.15 x (20-TL14)/3 = AV5
  Initiative
  The pistol has a bulk of S/2 and a mass of 1.54kg, so the table on p.21 shows it is just in
  range for an Initiative of +1.
  Rate of fire
  Since this is a machine pistol, we say the ROF is 10, low enough to be reliable.
  Cost
  The cost of the weapon is based on the DV, action type and that it is a pistol, and is:
  (DV312/4 + 300) x 1.3 (full-auto) x 2.0 (pistol) = 1,400Cr
  
  67
  Melee weapon design
   
  While not one of the three “G’s” of the system, this edition of 3G3 includes rules for
  designing melee weapons using the same basic stats as ranged weapons. All weapon
  attributes are on the same scales, and can be converted to other systems using the same
  guidelines as for ranged weapons.
  Damage Value
  The DV of any melee weapon is based on a simple equation:
  DV = (Mass in kg x hit locations).25 x K, where K is a constant
  The DV rounds to the nearest point. A “hit location” is a 15cm increment of weapon
  length, and may be fractional, but is always at least .5. These 15cm increments are the
  same as size units for ranged weapons. Note that a weapon will have different DV’s for
  different attack forms, that is, a sword will probably have a puncturing DV different from its
  cutting/slashing DV, but both will be based on the same weapon mass and length.
  K equals:
  3 - for a lash weapon (i.e. whip, chain)
  5 - for an improvised hand weapon (i.e. pool cue, bottle)
  7 - for a centered (i.e thrusting attack)
  8 - for a cut/chop attack from a balanced weapon (i.e. sword)
  9 - for a cut/chop attack from an unbalanced weapon (i.e. ax)
  Example - A 2.0kg weapon that is 3 hit locations (45cm) long and designed to do unbal-
  anced chopping damage would have a cut/chop DV of (2.0 x 3).25 x 9 = 14.09, which
  rounds to 14. If this weapon also had a thrusting tip, its thrusting DV would be (2.0 x 3).25
  x 7 = 10.95, which rounds to 11.
  Hands
  A weapon may be used in one or two hands, or require both hands, depending on its con-
  struction. This scale applies to a 
   
  human range of strength.
  An unbalanced weapon may be used one-handed if:  
  (Mass x locations) < 8
  A balanced weapon may be used one-handed if: 
  (Mass x locations) < 10
  A thrusting weapon may be used one-handed if:
  (Mass x locations) < 12.
  Example - The previous example has (mass x locations) < 8, so it may be used one-handed. 
  DV is multiplied by 1.5 if a one-handed weapon is used two-handed, and Initiative gets 1
  point better if used in this way.
  Armor Value
  The AV of the weapon is based on its mass, length and material, with a minimum AV of 2.
  The system assumes higher tech weapons are made from stronger materials.
  Average AV = (Mass in kg/length in meters) x 3 x TL.5 (round up)
  Unbalanced weapons have 1.5x AV in head, .5x AV in haft. This represents a heavier
  (probably metal) attacking surface, and a lighter haft. “Tools” have have 1.5x AV in head,
  .25x AV in haft. Unbalanced weapons may have armored or partially armored hafts, while
  tools do not. Melee weapons usually only take half damage when blocking other
  weapons, and only take full damage if used inappropriately or deliberate attempts are
  made to break it. For AV purposes, weapons have a minimum effective length of .3m.
  Body Points
  The BP of a weapon are based solely on its mass. Heavier weapons, once you penetrate
  the AV, are harder to break than lighter ones.
  BP = (Mass in kg x 5)
  You may trade AV and BP on a 1 for 1 basis to alter these stats, i.e. reduce AV by 1 to get
  1 extra BP, and vice versa.
  Melee Weapons 101a
  Melee weapons basically do one of
  three types of damage: Cutting, punc-
  turing and blunt, and a single weapon
  will usually do more than one, like a
  knife can do cutting or puncturing dam-
  age. Chopping is counted as cutting,
  and crushing is counted as blunt. There
  are distinctions in practice, but that will
  come later. 
  Cutting weapons concentrate the force
  of an attack onto a narrow edge, which
  is supposed to penetrate armor (or
  damage flesh). The higher the velocity
  or momentum of this edge, the higher
  the damage. The momentum can be
  increased by making the weapon heav-
  ier, or concentrating its mass behind the
  cutting edge. Velocity and momentum
  can be increased by making the
  weapon longer, the velocity of the tip of
  the weapon increasing with length. At
  some point, the weapon ceases to rely
  solely on the sharpness of the edge,
  and more on the mass placed behind it.
  This nebulous boundary is the distinc-
  tion between cutting and chopping
  weapons. Heavier weapons have the
  disadvantage that they are slower to act
  and react to changing situations.
  Puncturing weapons rely on the force of
  the attack, concentrated over a sharp
  point, which is hopefully of sufficient
  hardness and force to penetrate armor.
  The only way to increase this damage
  is to increase its momentum, usually by
  making the weapon heavier, and this
  decreases their speed and reaction
  ability.
  Crushing weapons rely on sheer
  momentum for their damage, which
  may or may not be concentrated over a
  relatively small area. A club relies on
  sheer momentum, while a hammer con-
  centrates the force over a smaller area.
  Neither has an edge. Damage for a
  crushing or bashing weapon is increased
  the same way as for a cutting weapon,
  with the same penalties to reaction
  speed.
  Note - The calculations for Armor Value
  have been tweaked since the last print-
  ing, and the minimum length for calcu-
  lating DV and AV are also new.
  
  Melee Weapons
  Initiative
  The Initiative scale is based on the same scale as firearms, and
  could be used to see who acts first in a situation where a person
  with a gun and a person with a melee weapon are within melee
  range.
  I equals:
  Mass x locations x 1 for projectile weapons
  Mass x locations x 5 for thrown weapons
  Mass x locations x 10 for thrusting weapons
  Mass x locations x 20 for cut/chop weapons
  Compare “I” to the following table to get the Initiative of the
  weapon. Note that a weapon may have different Initiative for dif-
  ferent types of attack.
  I result
  Initiative
  Typical for
  I < .50
  Base initiative is +4
  I <1.00
  Base initiative is +3
  I <3.00
  Base initiative is +2
  Shuriken
  I <10.0
  Base initiative is +1
  Knife
  I <20.0
  Base initiative is +0
  Large knife
  I <40.0
  Base initiative is -1
  I <80.0
  Base initiative is -2
  Sword
  I <160
  Base initiative is -3
  Mace
  I <320
  Base initiative is -4
  I <640
  Base initiative is -5
  Greatsword
  I <1250
  Base initiative is -6
  I <2500
  Base initiative is -7
  I <5000
  Base initiative is -8
  Base initiative is modified as follows:
  Weapon description
  Initiative
  Most/all of the mass in the handle/grip (brass knuckles)
  default
  Relatively even mass distribution (sword)
  1 point worse
  Mass concentrated towards end (battle ax)
  2 points worse
  Mass very concentrated towards end (sledgehammer)
  3 points worse
  Example - The previously designed cut/thrust weapon was an
  unbalanced weapon. It had a base cutting “I” of 2.0kg x 3 loca-
  tions x 20, or 120, which gives it a base Initiative of -3 for
  cut/chop attacks. This gets an extra -2 because the mass is con-
  centrated towards the end of the weapon, so its cut/chop
  Initiative is -5. For use as a thrusting weapon, the “I” is 2.0kg x 3
  locations x 10, or 60, which gives it a base Initiative of -2, which
  goes to -4 because of the mass concentration.
  Inherent Accuracy
  The IA of a melee weapon is +0 for tools or weapons at less than
  normal cost, +1 for weapons, and +2 for any weapon with 4x
  normal cost or more.
  Cost
  The cost of a melee weapon is the DV2, times any modifier for
  time spent in construction. Use the highest DV the weapon has
  for this calculation.
  Modifiers
  Cost
  Positive TL difference
  (Levels difference+1)2
  Negative TL difference
  1/(Levels difference+1)2
  The maximum differential is +3 levels and -2 levels, with the
  exception that “tools” can be at up to -4 Tech Levels for cost pur-
  poses. This represents that with sufficient time and money one
  can exceed the “Tech Level” of normal materials available, like
  meteoric iron in a bronze age society, Damascus steel, or
  katanas for example.
  Lightweight weapons
  The ability of a weapon to make a fine cut is independent of TL.
  Obsidian flakes are sharper than steel, and harder as well. A
  high-tech weapon may be harder and sharper than a low-tech
  equivalent, but if it is lighter, it does not have the momentum to
  penetrate armor. Its ability to make simple cuts in material is
  probably better, however, which should be taken into account if
  the weapon is used as a tool.
  Foils
  Weapons bought as having only a puncturing DV can also do
  limited cutting attacks by using the point as an “edge”. The DV of
  such an attack is generally around 3 or less, and can only do
  superficial tissue damage unless directed at vital spots like eyes.
  Energy-enhanced melee weapons
  A melee weapon designed to have energy-based effects will
  need a built-in power source, such as a battery or capacitor
  bank. For “stun” charges, simply use the energy per charge, and
  figure the DV as for a 1.0cm beam. This DV will be a separate
  attack, which may or may not take effect, depending on the spe-
  cial effects of armor, whether the weapon touched flesh, and so
  on. For vibroblades, the power expenditure must be continuous
  while the weapon is in use, and the energy required is equal to
  what would be needed to match the DV of the weapon. When
  the weapon strikes, the DV is counted as armor-piercing, but
  damage done to the target is not reduced as it might be for
  armor piercing ammo.
  Cost of such a weapon is four times the base amount. Mass is
  increased by the mass of the power supply, which has a mass
  multiplier of x1.1. Bulk, initiative, BP, etc. are based on the final
  mass of the weapon. For oddities like energy swords, they are
  not practical at 3G3 Tech Levels, but would be designed as con-
  tinuous beam lasers, set with variable optics to allow focusing to
  a point, about where the tip of the blade would be. Ionization of
  the air would prevent the beam from going further. The beam
  cannot block or parry, and automatically does its damage to any-
  thing the “blade” intersects. All physical stats would be as for a
  laser weapon, but melee Initiative would be based on a 1-2 loca-
  tion melee weapon with the mass in the handle.
  Combination weapons
  If a melee weapon and some other weapon are combined, the
  masses are simply added together, and bulk, initiative, BP, etc.
  are based on the total mass, rather than the component parts.
  Strength modifiers
  The DV of a weapon is based on it being wielded by an average
  human male. Higher or lower strengths will alter the DV when
  wielded by these individuals. DV changes are based on the
  square root of strength ability, so a person who can lift twice as
  much as an average person will do 2.5 = x1.4 damage, and a
  person who can lift half as much as an average person will do
  .5.5 = x.7 damage. In TimeLords, this would correspond to
  Strengths of 14 and 7, respectively.
  
  69
  General Game Conversions
  3G3 uses a slightly modified version of the TimeLords rules as
  the reference frame for all designs. This is mainly because
  TimeLords has more stats for weapons than most other games,
  which gives you more to work with when trying to cram it into
  your favorite game.
  From this point, you need to find out exactly how to convert
  these stats into the appropriate ones for the system you will be
  using them in. Maintaining the 3G3 stats in a separate file lets
  you keep the information needed to convert weapons to any sys-
  tem, so weapons can be moved from game to game.
  Going through 3G3 and your own system will also tend to give
  you a much better understanding of the principles that underlie
  your system, which will aid you both as a GM or player.
  Basics
  The TimeLords system is a d20 system, i.e. most modifiers are
  in 5% increments. Any modifier on a weapon’s chance to hit is
  multiplied by 5 to get a percentage equivalent, so a +2 modifier
  would be a 10% change in chance to hit. Numbers that modify
  chance to hit listed in 3G3 are range and bonuses for guided pro-
  jectiles. Inherent Accuracy also modifies chance to hit, but each
  point of IA is a 10% modifier in systems where skill modifiers are
  a multiple of skill, and a 5% modifier in systems which directly
  add and subtract from skill.
  Other numbers to be converted are usually in the form of an
  addition or subtraction, like a +1 to DV means add one to the
  base DV of the round fired.
  In percentile systems, these +1 or -1 changes can convert direct-
  ly to 5% increments. In many other systems, a “bell-curve” sys-
  tem is used, where the percentage difference between rolls
  varies, and the chances of certain numbers coming up are
  markedly different. 
  Example - The difference between a 2d6 roll of 2 and 3 is
  5.55%, while between a 7 and 8 is 13.89%. In a 1d6 system,
  there is only one way to get a particular die result, while in a 2d6
  system, you can get a “2” only one way, but a “7” six different
  ways. So, a 2d6 system would be a “bell curve” system.
  Bell curves can simulate real-life probabilities such as chance to
  hit at a given range, but unfortunately, most systems implement
  them incorrectly.
  The best way to convert the modifiers is to use the percent range
  around the average for that die roll, generally rounding down.
  Dice type
  Average roll
  Percent
  Bell curve?
  1d6
  3.5
  16.67%
  no
  2d6
  7.0
  13.89%
  yes
  3d6
  10.5
  12.50%
  yes
  4d6
  14.0
  12.35%
  yes
  1d10
  5.5
  10.00%
  no
  2d10
  11.0
  10.00%
  yes
  1d20
  10.5
  5.00%
  no
  1d30
  15.5
  3.33%
  no
  1d50
  25.5
  2.00%
  no
  1d%
  50.5
  1.00%
  no
  Example - The difference between a “7” and an “8” (13.89%) is
  the “average” for a 2d6 roll. A +2 modifier to hit in 3G3 would be
  a +10% modifier, which rounds to +0 in the 2d6 system. A +3
  modifier would be +15%, which would be a +1 in a 2d6 system.
  So, a weapon with an Inherent Accuracy of 3 would probably get
  a +1 bonus to hit in a 2d6 system. Also, since energy weapons
  have the optional rule of a +4 modifier to hit (20%), if the GM
  allowed it, energy weapons using this rule would have a +1 to hit
  in a 2d6 system.
  Data points
  To convert a weapon, you need to figure out the reasoning
  behind the scenes in the system you will be converting to. One
  good starting point is to figure out how much damage the aver-
  age person can take, as a scale for measuring damage.
  TimeLords and 3G3 are based on the average person (about
  83kg or 183lb) having about 30 Body Points. The average dam-
  age of a 3G3 weapon will be multiplied by the ratio of difference.
  Example - In a system where the average person has 10 hit
  points, a weapon will do 1/3 the average damage of a 3G3
  weapon. A weapon with a 3G3 DV of 20 does an average of 11
  points, since each 10 points of damage represents a d10, and
  the average for 2d10 is 11. Converted to this system, the
  weapon would do an average damage of 11/3=3.66 points.
  You then convert this damage to whatever dice type your system
  uses.
  Example - If this system used d6 for damage, a damage of 3.66
  points is about average for 1d6, so this weapon would do 1d6 of
  damage.
  Die type
  Average roll
  Damage range
  1d3
  2.0
  1-3
  1d4
  2.5
  1-4
  1d3+1
  3.0
  2-4
  1d6
  3.5
  1-6
  1d4+1
  3.5
  2-5
  1d8
  4.5
  1-8
  1d6+1
  4.5
  2-7
  1d10
  5.5
  1-10
  1d12
  6.5
  1-12
  1d20
  10.5
  1-20
  1d%/1d100
  55.0
  1-100
  If you can find three or more weapons of widely different dam-
  ages that can be compared to 3G3 weapons, you can usually
  find an equation to convert any 3G3 damage to your system.
  Most computers and some calculators will have some curve fit-
  ting programs, and you can graph out what your curve looks like.
  The more points on your curve, the better. If you can only find
  information for hand-held weapons, then your curve might be
  accurate for them, but be grossly off for larger weapons, like
  cannon. For most uses, you can get a reasonably good conver-
  sion if you have the data points for a pistol, rifle, heavy machine-
  gun and light cannon (20-30mm).
  
  General Conversions
  Example - A 9mm or .45 caliber pistol round has a DV of around
  20. A heavy rifle has a DV of around 60, and a light cannon
  around 180. So, if pistols in your system do 1d6, and rifles do
  2d6, then there are two options for conversion. Either each
  tripling of damage past 20 adds 1d6, or doubles the damage.
  Case 1
  If the cannon does 3d6 in that system, then you would say each
  tripling adds 1d6 in that system. So, a weapon with a DV of triple
  the cannon (DV540) would do 4d6 damage.
  Case 2
  If the cannon does 4d6 in that system, then you would say that
  each tripling of DV past 20 doubles the damage. So, a weapon
  with triple the DV of the cannon (DV540) would do 8d6 damage.
  Once you have a general rule, compare it to a few more
  weapons to make sure it works. Many systems design weapons
  on an “it looks good” basis, and lack some internal consistency.
  You may need to plug loopholes, or rechoose your data point
  weapons because your original choices had unrealistically high
  or low damage to begin with (for instance, many systems give
  magnum pistols unrealistically high damage).
  In general, the following 3G3 DV’s apply to current (TL11-12)
  weapons, and make good comparison points.
  DV
  Equivalent
  15
  Light pistol (.22 rimfire,.25ACP,.32ACP)
  20
  Medium pistol (9mm Parabellum,.45ACP)
  30
  Heavy pistol (.44 Magnum,.41 Magnum)
  40
  Light rifle/Ex. heavy pistol (.221 Fireball,.454 Casull)
  50
  Medium rifle (5.56mm,4.9mm caseless)
  60
  Heavy rifle (7.62mm,6mm,.338 Magnum)
  80
  Elephant rifle (.460 Magnum)
  100
  Heavy machine gun (12.7mm)
  130
  Ex. heavy machine gun (14.5mm,15mm)
  180
  Light cannon (20mm,23mm,25mm)
  Pains in the neck
  Below are some general headaches that may occur in attempt-
  ing a conversion.
  Increasing Hit Points
  Some game systems have experience levels that grant extra hit
  points or ability to take damage. This means that a weapon that
  could kill a low-level character mnight only annoy a high-level
  character. If your system gives extra hit points as a result of
  experience, use 1/3 the maximum level an average character
  can reach as the base number of hit points. If different types of
  characters get different amounts, use a character type midway
  between the minimum and the maximum.
  Example - If a highest level character you expect to see in a
  game has 12 experience levels or break points where they would
  get extra hit points, design weapons as though the average num-
  ber of hit points was the amount for a character after reaching
  the 4th of these levels past the start. 
  For instance, if characters started with 1d10 hit points, and got
  1d10 more per break point, they would have about 22 hit points
  upon reaching the 4th “level”. This is slightly more than 2/3 the
  30BP a TimeLords character has, so damage would be slightly
  more than 2/3 the 3G3 average. A 9mm or .45 does an average
  damage of about 11, so in this system, such a weapon would do
  an average of about 8. The easiest way to get this result would
  be to say that the weapon does 2d6+1, which gives an average
  of 8, and a spread of 3-13 points of damage.
  This makes 3G3 weapons suitably punishing to characters at the
  low end of the scale, but still dangerous enough to be intimidat-
  ing at the high end.
  Wide Damage Spread
  Some systems assign different damage types for different pro-
  jectiles from the same weapon, like increments of 1d6 for regular
  bullets, but 1d8+1 for hollow point rounds. There are two possi-
  bilities here. Your system may have a table of different damages
  for the ammunition types. A normal 3G3 weapon uses a base
  ammunition type, with no special effect. Convert the DV to
  another DV for that ammunition type, like extra tissue damage
  for hollow-point rounds, and then convert this DV into the other
  system for the special ammo type. Or, just use the same number
  of dice as the regular round, but use the other dice type.
  Example - A DV20 projectile does 9 points of damage in your
  system. In your system, normal bullets all do multiples of 1d6+1,
  so this bullet would do 2x base damage (2 x (average of
  1d6+1)). If hollow-point rounds did damage in 1d8+1 increments,
  this bullet would do 2x the base damage, since that was the mul-
  tiple for normal rounds, but in this case it would be 2 x (1d8+1).
  Penetration vs. damage
  Another problem is that some systems assign different numbers
  for armor penetrating ability and tissue damage ability. A 9mm
  bullet penetrates armor better than a .45, so it has a higher DV,
  although some feel the .45 has more “stopping power”. 3G3 dam-
  ages represent force over area, and are strictly an armor pene-
  tration ability. They just happen to work fairly well at tissue dam-
  age as well. Assume that the energy deliverable to a target is on
  the same scale as DV, and is (projectile or beam energy x
  .735).5. This way you can generate both a “penetration” value
  and a “damage” value that are consistent with your game.
  Cumulative damage
  Some weapons assign very high damages based on cumulative
  effect of a number of small attacks. In this case, straight conver-
  sions will not work. You must either adjust your system to allow
  for a number of small attacks, or find a way to convert cumula-
  tive damage. A rough suggestion would be to double the DV for
  every four attacks that hit. So, if shotguns had a very high dam-
  age in your system, you could figure out the DV of each pellet,
  and base the damage conversion on the number that would
  actually hit at a given range.
  No comparable damages
  It may be the case that the 3G3 weapon type you are using does
  not give damages consistent with weapons of the same type in
  your game system. For instance, particle beams may be raven-
  ing death beams the size of pistols. In this case, you simply need
  to multiply or divide the designed 3G3 damage to get a figure to
  apply to all weapons of that type.
  
  71
  Special ammoa
  If your system does not take special ammunition types into
  account, and you want to include them, you’ll have to work from
  the DV to get penetrations for these rounds, and also a lower or
  higher damage for what penetrates armor (if any).
  Thresholding
  Some games apply damage as a target number that has to be
  resisted. That is, the weapon has a fixed damage, and the target
  must apply some game stat to see how badly they are affected
  by this fixed damage.
  A conversion to this type of system requires subjective evalua-
  tion. Figure out what level of damage a weapon should do if fired
  by an average person at an average target at a range where
  there are no bonuses or penalties to hit. Then figure out what
  damage actually needs to be done before it is resisted.
  Example - If you think a pistol should do a “medium” wound to a
  person, and the average person can resist a “serious” wound
  down to a “medium” one, then the pistol should start off doing
  “serious” damage.
  Once you have a handful of data points, you can compare these
  to the 3G3 Damage Values for similar weapons (pistols, rifles,
  etc.) and make up a conversion table appropriate to this system.
  One potential problem is that if characters are far above “nor-
  mal”, then they might not be affected as much as they should. As
  a guideline, no unarmored person should be able to shrug off
  even a small caliber pistol hit without some game effect.
  No dice
  If a system does not use dice for damage, then you need to
  assign a number rather than a dice type to each weapon, like 1
  for pistols, 2 for heavy pistols, etc., rounding fractions nearest.
  How well this works depends on how coarse or fine-grained the
  system is. At the low end, there may be judgement calls as to
  which way a given value should round, and these can either be
  done strictly by the book, or based on game-specific ideas of a
  weapon's potential.
  No hit points
  If your system has no hit points, bypass that method of convert-
  ing damage, and just go to the weapons list. Find the closest
  matches to known 3G3 weapons, and go from there. If your sys-
  tem assigns an accurate amount of damage for the weapons,
  then your conversion will assign an accurate amount for your
  own designs, and the results will be consistent with what you
  expect from that system.
  Non-metric
  If your system still uses the archaic and confusing inches,
  pounds, ounces, etc., figure out the conversion from the list of
  terms at the start of the rules.
  Inconsistent system
  Some systems seem to have no framework for weapon dam-
  ages, or none that you can find. This requires some serious
  rethinking, as 3G3 is a consistent system, and you are trying to fit
  the results into an inconsistent system. Why bother? Your only
  option is to completely throw out all the damages in that system,
  and start your own system from scratch, but if you do that, you
  might as well switch to another game system entirely!
  Other weapon characteristics
  Once you figure out the damage, you need to figure out the other
  important characteristics of the weapons.
  Range Class
  The aiming RC in 3G3 represents the accurate firing range of the
  weapon. Although a weapon may be quite lethal well beyond this
  range, you can’t deliberately hit someone that far away. In most
  cases, Range Class can be converted by comparing the maxi-
  mum range for a given RC to the ranges in your system. The
  sample column is representative of the maximum potential of
  current or historical weapons.
  RC 
  Weapon type
  Example
  Max. aimed range
  1
  Snub-nosed pistols
  Derringer
  30m
  2
  Regular pistols
  Glock 19
  100m
  3
  Carbines
  Uzi 
  300m
  4
  Rifles
  M-16
  1,000m
  5
  HMG’s, light cannon
  30mm GAU-8
  3,000m
  6
  Medium cannon
  105mm cannon
  10,000m
  7
  Heavy cannon
  155mm artillery
  30,000m
  8
  Siege cannon
  Paris gun
  100,000m
  Example - In your system, weapons classed as pistols always
  fire on a given table. So, any RC2 weapon would use that table
  in your game.
  Don’t be daunted by the range tables on the Aid Sheet in the
  back of the rules. This provides more target information than you
  are ever likely to need, so your personal conversions can be as
  accurate as possible. Besides, most weapons will fall into limited
  brackets on that table. For instance, while the aiming and dam-
  age RC table goes from a range of 0 meters to 100 kilometers,
  you don’t need any range step larger than 50m for derringers
  (RC1), and you are unlikely to need any range step smaller than
  1km for a siege cannon (RC8). 
  If your system does not have range tables, but a minus to hit for
  a specific range increment, you first have to figure out the skill
  level in your system for a “professional” shooter. This would be
  someone who could make a living off his or her skill with the
  weapon, in the form of competitions or other competitive events.
  This person should be able to just barely not hit a stationary
  man-sized target with a weapon of a given RC, when the
  weapon is braced on a solid rest. Divide this range by the num-
  ber of minuses needed to make this possible to get the minus
  per unit of distance.
  Example - A person in a 3d6 skill system is determined to need
  a 15 or less roll to be a “professional”. If bracing on a solid rest is
  a +2 in that system, this professional would have a roll of 17 or
  less to hit. So, if an RC2 pistol has a maximum aimed range of
  100m, this person firing an RC2 weapon would need to take a -1
  per 7 meters of distance (6.66m, round nearest) to have no
  chance of hitting a stationary target dummy at just past maxi-
  mum range (Skill of 17 with -15 from range steps, because you
  can’t roll less than a 3 on 3d6). So, in this system, RC2 weapons
  take a -1 to hit per 7 meters of range. If minuses due to range
  were halved for braced weapons, you would in actuality take a -1
  per 3.5m instead.
  
  General Conversions
  Inherent Accuracy
  In 3G3, this is how “user friendly” a weapon is. When a person
  holds it, how easy are the sights to use, how naturally does it
  point, and so on. Since skills and range modifiers in 3G3 are
  based on d20 rolls, assume that each point of IA is about a 5%
  increase in chance to hit.
  Example - In a percentile dice (d%) system, a weapon with an
  IA of 1 would give a person with a skill of 30% a base chance of
  35% or less to hit.
  If your system does not have an equivalent stat, you can assume
  that all weapons with average IA for their Range Class already
  have this taken into account. Only apply percentages that are
  greater than the average for the RC when figuring any potential
  bonus. For instance, an RC2 weapon with an IA of 2 would be
  counted as having only a 5% bonus, since an IA of 1 would have
  no extra effect.
  If weapon have fixed range bands and no stat equivalent to IA,
  they might have increased range bands if they have a higher
  than normal IA. A 20% increase per point of IA above the base is
  a good guide.
  Example - If an average pistol had a “medium” range of 20m,
  then a pistol with a point of increased IA would have a “medium”
  range of 24m.
  Guided weapons
  Each +1 for a guided or targeted round or weapon is a 5%
  increase in chance to hit. This can be converted to your system
  using the previous guidelines and dice spreads. Weapons that
  have to make skill rolls on their own are counted as having the
  minimum skill possible for an average character, and any guid-
  ance bonus will apply to that skill.
  Example - If the minimum skill an average character can buy in
  a 3d6 system is an 8 or less roll, then a self-guided missile will
  be counted as having a base skill of 8 or less. If the missile had
  a +5 guidance system in 3G3, this would be a +2 in the 3d6 sys-
  tem, since +5 is +25%, and the average dice spread for 3d6 is
  12.5%. So, this weapon would have a base roll of 8+2=10 or
  less. It is possible for a weapon to be “smarter” than its operator,
  which can have amusing overtones at TL’s of 13 and up, where
  the on-board computers may be able to hold conversations with
  their spare processor power.
  Rate of fire
  Usually, this is a simple matter of multiplying the rate of fire per
  second by the turn scale in your game. If you use 2 second
  turns, multiply the ROF by 2, and so on. Most single-action
  revolvers have a maximum ROF of 2 per second, as you have to
  manually cock the weapon between shots. Double action
  revolvers have a maximum ROF of 3 shots per second, and
  semi-automatic firearms have a maximum ROF of 4 shots per
  second. Note that this means you are pulling the trigger as fast
  as you can. Carefully aimed shots will be around half this speed.
  Some games have long enough turn scales that weapon reload-
  ing is necessary. Assume that revolvers can be loaded at one
  shot per second, and weapons which can load ammunition in
  bulk (clips, etc.) can be reloaded in 3 seconds. So, a automatic
  weapon which can empty its clip in 2 seconds and be reloaded in
  3 more would have a “5 second ROF” equal to its clip capacity.
  AV and BP
  These quantities are not used in many games, and become an
  optional attribute, if you choose to apply them. They rate on the
  same scale as damage as the weapon. Divide the DV of the
  weapon by the average amount it converts to. Then divide the
  AV and BP of the weapon by the same amount (rounding near-
  est, but usually with a minimum of something more than 0).
  Example - If a DV20 weapon did an average of 4 points in your
  system, then DV was divided by 5. So, the AV and BP would also
  be divided by 5.
  Damage of less than or equal the AV is only cosmetic in nature.
  Anything that gets through is applied to the BP, and when the BP
  are gone, the weapon is destroyed. Any loss of BP will likely
  cause a malfunction.
  Malfunctions
  Using the malfunction percentages listed earlier, you will need to
  figure out an appropriate roll for your system. Usually, rolling the
  maximum possible on your dice combination means a malfunc-
  tion or chance of malfunction (like 12 on 2d6, or 18 on 3d6). For
  modern weapons in good condition, a malfunction chance of
  more than .5% is probably unreasonable. See the table below.
  2d6 roll 
  Percent chance
  11+
  8.33%
  12
  2.78%
  12, then 10+
  .46%
  3d6 roll 
  Percent chance
  16+
  4.62%
  17+
  1.85%
  18
  .46%
  4d6 roll
  Percent chance
  20+
  5.40%
  21+
  2.70%
  22+
  1.16%
  23+
  .39%
  24
  .08%
  1d20 roll
  Percent chance
  20
  5.0%
  20, then 19+
  .50%
  2d10 roll
  Percent chance
  18+
  6.0%
  19+
  3.0%
  20
  1.0%
  20, then 11+
  .50%
  Example - On a 3d6 system, a weapon with a 5% chance of
  malfunction would do so on a “to hit” roll of 16 or better.
  
  73
  Reverse engineering
  Any real world weapon you have stats for can be converted to
  3G3 with little difficulty, and then converted to your system. The
  mass and length of the weapon are direct conversions, although
  you may have to guess at things like the mass of a loaded clip,
  for instance. BP and Initiative can be found once you have the
  weapon bulk, and AV can be found by using the real-world ener-
  gy of the round, noting that 1.36 Joules=1 foot-pound. Range
  Class will be based on round type and barrel length, and IA will
  be average for the RC, unless the weapon is a target weapon, in
  which case it will probably be 1 or maybe 2 points higher, or a
  cheap weapon, or one with very poor aiming characteristics, in
  which case it would be 1 or possibly 2 points less. Cost is a
  direct conversion. Guidance systems are very difficult to get a
  direct conversion on.
  Remember that when you are designing a weapon from the
  ground up, you are just getting a good approximation of the real
  thing. When you reverse engineer a real-world weapon, you
  keep all the real world stats, and fit appropriate 3G3 stats to
  them. You can find the actual rate of fire, and get the exact DV
  from the listed muzzle energy and bullet size.
  Genre conversions
  Rather than specific games, the next guidelines are “genre limi-
  tations”. These are limits not of technology, but of certain types
  of fictional cultures that could apply to game worlds.
  Historical
  A game setting where culture and technology are more or less
  identical to the historical record. All weapon developments will
  be as per the historical Tech Level guidelines for that weapon
  section. Take into account that different regions of the globe will
  be at different TL’s for many technological developments.
  Wellsian
  A world where eccentric scientists have made advances in one
  or two fields, or Martians, Venusians or Lunars have “wierd sci-
  ence”. The overall TL is TL8, but electronics is at TL9 (vacuum
  tubes), and power storage is at TL13 (basic superconductors).
  Conventional weapons are more or less the same as expected
  at TL8, but odd and reasonably practical energy weapons can be
  manufactured, even if no one actually understands the science
  involved. They are heavy, bulky and delicate, but might still have
  advantages in certain situations.
  Medieval fantasy
  A world where magic is more powerful than technology, and indi-
  vidual valor carries a battle, rather than implements of mass
  destruction. The TL of gunpowder and melee weapons is TL5,
  and since the physics and chemistry are not highly researched,
  the only gunpowder weapons allowed are matchlocks and flint-
  locks firing round projectiles. The only action types allowed are
  SS/n and RV/n. This form of alchemy may or may not be consid-
  ered a branch of magic, and the secrets of making weapons and
  gunpowder may be strictly guarded. Explosive use of gunpowder
  is known, and crude grenades are possible.
  Post-holocausta
  A world where everything went wrong, and civilization has totally
  collapsed. The TL of pre-collapse weapons will be the maximum
  attainable, but this level is seldom achieved. The best weapons
  that can be made are probably 1 or 2 TL’s below the best
  weapons the designer had hands-on access to. Pre-collapse
  weapons are likely to now be at one or two levels worse in relia-
  bility due to age and wear, and as these slowly decay, so will the
  average TL builders will have to work from. Weapons of the
  maximum possible TL should be counted as having one level of
  increased cost per TL above the ambient manufacturing level.
  Alien Invasion
  A world where Earth (or somewhere else) has been invaded or is
  under occupation by unfriendly alien forces. Depending on the
  hostility and duration of the invasion, the overall manufacturing
  TL is likely to have gone down. Much of the post-holocaust limi-
  tations apply, with the added incentive that being caught with
  advanced technology is punishable by death. The aliens may let
  us “get away” with enough technology to hurt ourselves, but not
  enough to be a threat to them (up to historical TL6-7 guidelines).
  However, there will be a very small amount of alien tech floating
  around. Assume that all advanced technology (ours or theirs) is
  double cost for every TL above the currently available level.
  Near future
  Some altered reality set in the not-too-distant future. Technology
  may or may not have continued to accelerate in certain fields,
  allowing a world with multiple Tech Levels as far as weapon
  developments go. Most conventional weapons will be TL12, with
  the possibility of experimental or prototype weapons in other cat-
  egories at TL13, improving measurably over the course of a long
  campaign (exponential technology growth will do that to you).
  Prices for the “latest” technology will always be steep, but will
  drop to more reasonable levels by the time the next advance is
  announced...
  
  Damage Conversions
  Universal conversion chart for 3G3
  3G3 DV
  CORPS
  GURPS
  Hero System
  Traveller 4
  Cyberpunk 2020 Traveller NE
  MasterBook
  Battlelords 23c
  Feng Shui
  Heavy Gear
  Fuzion
  1
  0
  8
  0
  4
  2
  10
  1/2d6-1
  3
  5
  3
  1
  1 pip
  11
  4
  6
  4
  1
  12
  5
  8
  1d6
  5
  1
  1/2d6
  6
  6
  2
  1/2d6
  13
  7
  9
  7
  14
  10
  8
  1d6-1
  1 pip
  1 pip
  8
  11
  9
  3
  1/2d6+1
  1/2d6
  12
  10
  1d6
  1/2d6
  1d6-1
  15
  9
  11
  1/2d6+2
  1d6
  13
  12
  4
  1d6-1
  1/2d6+2
  1/2d6+1
  2d6
  13
  1d6+1
  2
  1d6+1
  16
  14
  14
  1/2d6+1
  1d6+2
  10
  15
  5
  1d6+2
  2d6-1
  15
  16
  2d6-1
  1d6
  2
  17
  1d6
  16
  17
  2d6
  18
  6
  11
  19
  2d6
  2d6+1
  17
  20
  18
  3d6
  21
  7
  2d6+1
  1d6+1
  18
  22
  2d6+2
  23
  12
  19
  24
  8
  2d6+2
  1d6+1
  25
  3d6-1
  2d6+3
  19
  20
  26
  3
  3d6
  27
  9
  3d6
  1d6+2
  29
  3d6+1
  21
  4d6
  30
  10
  3d6+1
  3
  13
  31
  2d6-1
  20
  22
  32
  3d6+2
  1d8+1
  33
  11
  4d6-1
  34
  3d6+2
  23
  35
  4d6
  36
  12
  1d6+3
  2d6-1
  24
  5d6
  37
  4d6+1
  38
  3d6+3
  21
  39
  13
  14
  40
  4d6+2
  4d6
  1d8+2
  25
  41
  5d6-1
  2d6
  42
  14
  43
  5d6
  4
  4
  26
  44
  6d6
  45
  15
  5d6+1
  4d6+1
  22
  2d6
  47
  5d6+2
  27
  48
  16
  6d6-1
  Universal conversion chart
  The tables on this and following pages lists the conversion from DV to damage for various game
  systems, and the equations used to generate them. They may be photocopied for personal use.
  TimeLords damage
  = DV
  CORPS damage
  = DV/3(d)
  GURPS damage
  = .26 x DV1.12(n)
  Hero System damage
  = (8.37 x logDV) - 6.5(d)
  Travellerdamage
  = DV.43 - 1(d)
  Cyberpunk 2020 damage 
  = (19 x logDV) - 16.5(n)
  Traveller: The New Era damage
  = (DV/10).86(n)
  MasterBook damage
  = 8.3 x DV.25(n)
  Battlelords 23c damage
  = DV.25 + DV/10(d)
  Feng Shui damage
  = logDV x 8.5(n)
  Heavy Gear damage
  = DV.5 x 4(d)
  Fuzion damage class
  = DV/8(n)(≤DV80), logDV x 5.25(n)(>DV80)
  TimeLords and CORPS are BTRC’s (Collinsville, VA) trademarks for its fantasy role-playing
  games that are so nice we can't recommend them enough...
  GURPS is Steve Jackson Games’s (Austin, TX) trademark for their fantasy role-playing game,
  and references to it are in no way meant to indicate that BTRC has a license from Steve Jackson
  Games with regard to 3G3.
  Hero System, Fantasy Hero, Champions, etc. are Hero Games’s (Aptos, CA) trademarks for
  their copyrighted fantasy role-playing games, and references to it are in no way meant to indicate
  that BTRC has a license from Hero Games with regard to 3G3.
  Traveller is a registered trademark of Far Future Enterprises and is used with permission.
  Portions of this material dealing with Traveller, MegaTraveller, or Traveller:The New Era are
  are 1977-1996 Far Future Enterprises. 
  Cyberpunk 2020 is R.Talsorian’s (Berkeley, CA) trademark for their fantasy role-playing game,
  and references to it are in no way meant to indicate that BTRC has a license from R.Talsorian
  with regard to 3G3. Fuzion is a trademark of Hero Games and R.Talsorian Games and is used
  with permission.
  MasterBook is West End Games’s (Honesdale, PA) trademark for their fantasy role-playing
  game, and references to it are in no way meant to indicate that BTRC has a license from West
  End Games with regard to 3G3.
  Battlelords of the 23rd Century is Optimus Design Systems's (Buffalo,NY) trademark for their
  science fiction role-playing game, and references to it are in no way meant to indicate that BTRC
  has a license from Optimus Design Systems with regard to 3G3.
  Nexus and Feng Shui are Daedalus Games’s (Mercer Island, WA) trademark for their fantasy
  role-playing games, and references to it are in no way meant to indicate that BTRC has a license
  from Daedalus Games with regard to 3G3.
  Silhouette and Heavy Gear are Dream Pod 9's (Montréal, Québec) trademarks for their role-
  playing systems, and references to it are in no way meant to indicate that BTRC has a license
  from Dream Pod 9 with regard to 3G3.
  
  75
  Universal conversion chart for 3G3
  3G3 DV
  CORPS
  GURPS
  Hero System
  Traveller 4
  Cyberpunk 2020 Traveller NE
  MasterBook
  Battlelords 23c
  Feng Shui
  Heavy Gear
  Fuzion
  49
  28
  50
  6d6
  51
  17
  4d6+2
  15
  53
  6d6+1
  2d6+1
  29
  7d6
  54
  18
  2d6+1
  23
  55
  6d6+2
  56
  7d6-1
  57
  19
  30
  58
  7d6
  4d6+3
  5
  60
  20
  7d6+1
  31
  8d6
  62
  7d6+2
  5d6
  2d8
  63
  21
  64
  32
  65
  8d6
  5
  24
  66
  22
  67
  8d6+1
  3d6-1
  16
  69
  23
  33
  9d6
  70
  9d6-1
  5d6+1
  71
  2d6+2
  2d8+1
  72
  24
  73
  9d6
  6
  34
  75
  25
  77
  9d6+2
  25
  3d6
  35
  10d6
  78
  26
  79
  5d6+2
  80
  10d6
  81
  27
  36
  82
  10d6+1
  3d6-1
  84
  28
  10d6+2
  85
  11d6-1
  3d6+1
  87
  29
  11d6
  17
  89
  11d6+1
  5d6+3
  7
  26
  90
  30
  91
  11d6+2
  38
  92
  12d6-1
  94
  12d6
  2d6+3
  6
  6d6
  3d8-1
  96
  32
  101
  13d6
  40
  11d6
  102
  34
  104
  27
  3d8
  106
  6d6+1
  8
  108
  36
  14d6
  3d6
  4d6
  113
  3d8+1
  114
  38
  15d6
  115
  18
  120
  40
  6d6+2
  121
  16d6
  9
  28
  122
  3d8+2
  126
  42
  7
  45
  131
  5d6-1
  135
  45
  6d6x3
  136
  6d6+3
  139
  10
  29
  141
  3d6+1
  5d6
  144
  48
  7d6
  146
  4d8
  150
  50
  19
  155
  7d6x3
  11
  12d6
  157
  50
  160
  30
  5d6+2
  162
  54
  163
  7d6+1
  166
  8
  171
  57
  174
  6d6x4
  12
  6d6
  
  Damage Conversions
  Universal conversion chart for 3G3
  3G3 DV
  CORPS
  GURPS
  Hero System
  Traveller 4
  Cyberpunk 2020 Traveller NE
  MasterBook
  Battlelords 23c
  Feng Shui
  Heavy Gear
  Fuzion
  180
  60
  183
  7d6+2
  31
  186
  62
  3d6+2
  190
  55
  191
  13
  192
  64
  198
  20
  204
  68
  205
  207
  69
  7d6+3
  7d6
  208
  32
  212
  6d6x5
  9
  213
  71
  4d6-1
  215
  216
  72
  218
  219
  8d6
  14
  225
  75
  60
  228
  76
  231
  77
  6d8
  235
  33
  240
  80
  13d6
  241
  8d6
  245
  3d6+3
  250
  6d6x6
  255
  85
  258
  21
  266
  10
  34
  65
  270
  90
  278
  15
  7d8
  281
  4d6
  285
  95
  287
  6d6x7
  300
  100
  35
  307
  70
  308
  10d6
  318
  8d8
  323
  6d6x8
  324
  11
  330
  110
  335
  36
  336
  9d6
  340
  16
  22
  359
  6d6x9
  360
  120
  362
  9d8
  369
  4d6+1
  14d6
  381
  390
  130
  12
  395
  6d6x10
  400
  80
  406
  10d8
  417
  37
  418
  17
  420
  140
  430
  6d6x11
  445
  23
  450
  150
  11d8
  463
  13
  38
  464
  6d6x12
  480
  160
  485
  4d6+2
  496
  18
  499
  6d6x13
  507
  90
  
  77
  Universal conversion chart for 3G3
  3G3 DV
  CORPS
  GURPS
  Hero System
  Traveller 4
  Cyberpunk 2020 Traveller NE
  MasterBook
  Battlelords 23c
  Feng Shui
  Heavy Gear
  Fuzion
  510
  170
  12d8
  513
  10d6
  40
  533
  6d6x14
  540
  180
  543
  14
  557
  5d6-1
  567
  41
  570
  190
  19
  584
  24
  15d6
  592
  600
  200
  6d6x16
  611
  12d10
  625
  42
  100
  631
  15
  638
  4d6+3
  660
  220
  661
  667
  6d6x18
  20
  688
  43
  696
  720
  240
  14d10
  727
  16
  732
  5d6
  733
  6d6x20
  755
  44
  765
  25
  780
  260
  21
  785
  11d6
  798
  6d6x22
  800
  826
  45
  830
  17
  840
  280
  862
  6d6x24
  865
  870
  900
  300
  22
  120
  16d6
  903
  46
  926
  6d6x26
  945
  18
  1HP
  960
  320
  962
  5d6+1
  985
  47
  990
  6d6x28
  1000
  1002
  26
  1020
  340
  23
  1044
  1053
  6d6x30
  1062
  19
  12d6
  1073
  48
  1080
  360
  1115
  6d6x32
  1122
  1140
  380
  1153
  24
  1166
  49
  1177
  6d6x34
  1188
  20
  1200
  400
  1209
  1239
  6d6x36
  1260
  420
  1266
  5d6+2
  50
  1300
  6d6x38
  25
  
  TimeLords
  Conversions in general
  The next forty pages provide relatively detailed conversion
  guidelines for a dozen separate role-playing systems, chosen
  mainly because they all have detailed rules regarding the inter-
  action of people and technology. This is, after all, what 3G3 is
  about.
  None of these conversions are officially endorsed by the makers
  of these games, and so are not “official” items that can be foisted
  or forced upon other players or GM’s. They are guidelines that
  for the most part allow you a consistent way to get from 3G3 to
  some other system, and illustrate a number of conversion strate-
  gies which you might employ to get good results from systems
  that aren’t mentioned here.
  I would like to thank a number of individuals who helped with
  these conversions in some capacity. Steve Jackson (Steve
  Jackson Games) for phone assistance with heavy weapon dam-
  ages in GURPS, Frank Chadwick (Game Designers Workshop)
  for similar assistance for Twilight 2000, Marc Miller (Far Future
  Enterprises) for the chance to get up close and personal with
  Traveller 4th edition, Lester Smith for assistance once I got
  there, and Sean Malloy (3G3 fanatic) for most of the Torg con-
  version, which provided the basis for the MasterBook conver-
  sion. Other thanks go to all the 3G3 users who wrote and asked
  for new conversions, thus giving me the incentive to upgrade the
  rules to include them, and to all the companies mentioned here,
  most of whom donated copies of their product so that we had a
  good sampling of weapons to use for the conversion research.
  Other conversions are not scheduled for publication at this time
  (send’em to your favorite magazine or put them on the Net), but
  if you create your own for personal or local use, and send us a
  copy, we’ll keep it on hand, just in case...
  Basics
  TimeLords is the base system in which 3G3 weapons are
  designed. No real changes are needed from the 3G3 stats to use
  the weapons in TimeLords. Users of CORPS TimeLords should
  use the CORPS weapon stats. TimeLords as a system is being
  discontinued by BTRC, but the game mechanics and principles
  will continue to be used in the background of products like 3G3.
  Name
  As per the 3G3 rules. Many company names will be abbreviated
  to save space.
  Caliber
  For modern weapons, a common caliber name will be used. This
  may not necessarily be a correct military designation, but is clear
  enough to distinguish one type from another. Almost all black
  powder or muzzle loading weapons will have metric designations
  instead of the inch designations they historically had.
  Range Class
  As per the 3G3 rules. Pistols with an aiming RC of 3 must be
  fired with both hands to get this level of accuracy. Otherwise
  they go to aiming RC2, and their IA goes down by a point as
  well.
  Damage Value
  As per the 3G3 rules. 
  Inherent Accuracy
  As per the 3G3 rules. 
  Initiative
  As per the 3G3 rules. Remember that weapons with folding
  stocks may have different Initiatives depending on how the
  weapon is used.
  Skill
  As per the TimeLords rules.
  Nationality
  As per the TimeLords rules.
  Mass (loaded)
  As per the 3G3 rules. 
  Bulk
  As per the 3G3 rules. However, two handed firearms never have
  a size less than Small for each location. This does not apply
  towards figuring the BP of the weapon, however. In a few cases,
  the Bulk of a weapon does not accurately match its actual size
  and encumbrance. This can only be measured for real-world
  weapons, of course. 
  Tech Level
  As per the 3G3 rules. 
  Cost
  As per the 3G3 rules. 
  
  
  79
  Clip
  As per the 3G3 rules. Semi-automatic and most other clip-fed
  weapons may have an additional round in the chamber. The
  exceptions are weapons with revolver-type clips, or where the
  ammunition is an integral part of the clip and cannot be removed.
  Action
  As per the 3G3 rules. 
  ROF
  As per the 3G3 rules. Technically, all semi-auto weapons can be
  fired as fast as you can pull the trigger, but practically, large-bore
  weapons or those with very long or heavy ammunition cannot do
  this. The following numbers are used for these 3G3 weapons.
  Action type
  Rate of fire
  Semi-auto
  4
  Semi-auto shotgun, large rifle
  2
  Single action revolver, pump action
  1
  Double action revolver
  3
  Single shot
  1/3
  Lever action
  1/2
  Bolt action
  1/2
  Bolt action, single shot
  1/5
  Muzzle loading weapon
  1*
  *but has long reloading time between shots
  Hands
  As per the 3G3 rules. 
  Restrictions
  This is a TimeLords-dependent item, and is used here just to
  show if a given weapon is restricted to military use or not.
  Clip mass
  As per the 3G3 rules. If a weapon has multiple sources in a clip,
  like a binary propellant weapon, the mass of each will be listed
  separately.
  Armor Value
  As per the 3G3 rules. 
  Body Points
  As per the 3G3 rules. 
  Reliability
  As per the 3G3 rules. 
  Shotguns
  For multiple projectile weapons, their number and individual DV's
  are listed in an “AxB” format, so a shotgun with a DV of “15x13”
  would be 15 projectiles, each with a DV of 13.
  Guided weapons
  As per the 3G3 rules. Weapons with a guidance bonus will apply
  the bonus to user skill if within 1 seconds' flight time of the
  weapon.
  Explosions
  As per the 3G3 rules. Fragments will be listed as having a DV
  and a number of fragment hits on a human-sized target at a
  range of 1m. The number of hits is multiplied by 4 at point blank,
  and divided by 4 (round nearest) each time you double the range.
  Starting fragments
  Range
  125
  250
  375
  500
  625
  750
  875
  1000
  1m
  5
  10
  15
  20
  25
  30
  35
  50
  2m
  1
  3
  4
  5
  6
  8
  9
  13
  3m
  1
  1
  2
  2
  3
  3
  4
  6
  4m
  -
  1
  1
  1
  2
  2
  2
  3
  5m
  -
  -
  1
  1
  1
  1
  1
  2
  6m
  -
  -
  -
  1
  1
  1
  1
  1
  8m
  -
  -
  -
  -
  -
  -
  1
  1
  Example - A fragmentation weapon listed as 14/12 would have
  DV14 fragments, and on average, 12 would hit at a range of 1m.
  For ranges where there would be less than 1 hit, you may use a
  fractional chance to see if a character is struck by one fragment.
  Special ammunition
  As per the 3G3 rules. 
  Sighting aids
  As per the 3G3 rules. A low-power (1-2.5x) telescopic sight will
  cost 50Cr, a medium power (3-5.5x) will cost 100Cr, and a high-
  power (6x or more) will cost 200Cr, regardless of TL. Ones rated
  for the military will cost 2x to reflect ruggedizing and price gouging.
  Indirect fire
  Weapons with indirect fire capability add +1 aiming RC, and may
  hit targets outside line of sight by using spotters or remote sens-
  ing.  There is a base -10 modifier for indirect fire, fire is always at
  a hex-sized target (included in the -10 modifier), and normal
  miss distances will apply.
  Thrown weapons
  Thrown weapons have a minimum cost of 2Cr, even if they are
  disposable, like grenades. Weapons that are passive (like
  mines) are counted as thrown weapons for cost purposes (treat
  as ammunition only).
  Melee weapons
  As per the 3G3 rules. 
  Melee TL 
  Melee weapon is TL5, or actual date of introduction, whichever is
  higher. Tools are generally 1-2 levels below this. The TL listed
  on the weapon is the TL a weapon of that type became histori-
  cally available, or is likely to have been made.  Modern melee
  weapons can have much higher AV's, but usually this involves
  lighter, high-tech materials which tend to reduce the DV and BP
  of the weapon. Very seldom will a “standard” melee weapon
  have a manufacturing TL of more than 7 (the market is no longer
  there for the manufacture, thus driving up the cost).
  Improvised weapons
  Bought at 1 or 2 TL's below normal, usually with quarter AV
  since many are all “haft”, and “tools” as well. Since they do not
  have a “blocking” surface, their normal AV applies vs. any dam-
  age, including that from attacking or blocking other attacks.
  
  CORPS
  Basicsa
  CORPS is a simple, realistic and deadly RPG system with
  extremely streamlined rules. Originally a contemporary con-
  spiracy game, the system can be expanded to other genres with
  relative ease. These conversion notes can be considered official
  guidelines for generating CORPS weapons. Any 3G3 or real-
  world weapon can be converted to CORPS using the following
  guidelines.
  Name
  This is the common name of the weapon.
  Caliber
  This is the bullet type, beam, bore or projectile diameter.  For
  historical rounds, the common name is used. Most archaic and
  future rounds will use a metric designation rather than one in
  inches.
  Damage Value
  CORPS weapons use the term DV as well, and the value is
  based on the same principles as TimeLords and 3G3. The
  CORPS DV is the 3G3 DV/3, rounding fractions down. 
  Initiative
  The CORPS Initiative of a weapon is found by halving the 3G3
  Initiative of the weapon, and rounding towards the lower number
  (towards better Initiative).
  Range Mod
  The 3G3 aiming RC converts to the Range Mod. stat in CORPS,
  and subsumes both the functions of aiming RC and Inherent
  Accuracy. The conversion is:
  Range Mod = (aim RC2/3) - 1(n)
  Note - Aiming RC's of 1 and 2 round to a Range Mod of 0 or 1,
  respectively. 
  The aiming RC is multiplied by 1.2 for tripod mounted weapons,
  by 1.8 for turreted weapons or most towed weapons, and 2.4 for
  fixed or limited-traverse turret weapons (like tank destroyers),
  rounding down. The table below has the conversions listed.
  Aiming RC
  Range Mod
  Tripod
  Turret
  Fixed
  1
  0
  0
  0
  1
  2
  1
  1
  3
  7
  3
  2
  3
  9
  16
  4
  4
  7
  16
  30
  5
  7
  11
  26
  47
  6
  11
  16
  38
  68
  7
  15
  23
  52
  93
  8
  20
  30
  68
  122
  Adjustments
  Amount
  Shoulder-fired, aiming RC 1,2, or 3
  +1 Range Mod
  Two-handed SMG fired without stock
  -1 Range Mod
  Each level of increased IA (up to +2)
  +1 Range Mod
  Each level of decreased IA (up tp -2)
  -1 Range Mod
  Energy weapon
  +1 Range Mod
  A shoulder-fired aiming RC1, RC2, or RC3 weapon does get a
  +1 to its Range Mod, to give it an advantage over one-handed
  weapons with similar RC and IA. It is assumed for aiming RC4
  weapons that there is a shoulder being used as a bracing point,
  but an RC3 weapon could either be shoulder fired or fire using a
  two-handed grip. The longer sighting plane of an RC3 weapon
  gives it an advantage in long range shots. With two-handed sub-
  machine guns, the Range Mod stat assumes that they are shoul-
  der fired. They lose a point of Range Mod if fired any other way.
  If you use the 3G3 figure of +20% for energy weapons, treat
  them as having +1 Range Mod for all purposes.
  If a 3G3 weapon is bought with increased or decreased IA, each
  level will increase or decrease the Range Mod by 1 point, for a
  maximum difference of +2 or -2 from the original Range Mod.  
  Example - An aiming RC4 rifle has a base IA of 2, and a
  CORPS Range Mod of 4. If bought with 1.5x IA, it will have a
  Range Mod of 5, and if with 2.0x IA, a Range Mod of 6.
  With sights, bracing and preparation time, this gives a fixed, aim-
  ing RC8 weapon a maximum direct fire accuracy of about 22km.
  CORPS was designed mainly for small arms, and anything
  beyond an aiming RC5 weapon will start to give skewed results.
  To take very high Range Mods into account, there are few sug-
  gestions.  
  First, the size of a called shot area cannot be less than the size
  of the attack, which is common sense.  
  Second, the minimum size of a called shot area is a -4, at zero
  range, and for a number of range steps equal to the Range Mod
  of the weapon plus 1, with a minimum effective Range Mod of 1.
  For this purpose, Range Mod is affected by situational modifiers
  that normally affect Range Mod. Each multiple of this increases
  the minimum targeting area by 1, to -3, then -2, etc.  
  Example - A 9mm pistol probably has a Range Mod of 1.  So, at
  a range of 0-1m, a -4 called shot is possible. At 2-9m (2 range
  steps), a -3 called shot is possible, at 10-25m (2 more range
  steps) a -2 called shot is possible, and at 26-49m (2 more range
  steps), a -1 called shot is possible. No matter how high the skill
  of a character, the weapon limits how accurate the called shot
  can be.
  Last, all target movement penalties are increased by 1 if the diffi-
  culty for range is equal or less than the Range Mod of a tripod
  mounted weapon, increased by 2 for turreted weapons, and by 3
  for fixed weapons. If the difficulty for range is half or less the
  Range Mod, these penalties are doubled, and tripled if the diffi-
  culty for range is a quarter or less the Range Mod.
  Example - A turreted cannon with a Range Mod of 26 is tracking
  a running character. If the difficulty for range is 26 or less, any
  movement modifier is increased by 2 (stationary targets are
  unaffected). If the difficulty for range is 13 or less, movement
  modifiers are increased by 4, and if the difficulty for range is 6 or
  less, movement modifiers are increased by 6. This represents
  the lag time in tracking targets, when limited by a maximum tra-
  versing speed.
  
  
  81
  Size
  The function of 3G3 Body Points is handled by the CORPS Size
  of the weapon. Size is based on the Bulk, as follows.
  Weapon Bulk
  CORPS Size
  Very Small
  1, +1 per location over 1
  Small
  1, +2 per location over 1
  Medium
  3, +3 per location over 1
  Modifiers
  CORPS Size
  VS weapon with <.25kg per location
  Subtract 1 from total
  S weapon with >.75kg per location
  Add 1 to total
  Extended magazine (>20cm long)
  Add 1 to total
  or Bulky drum/external box magazine
  Add 2 to total
  Folding stock
  +3/-3 Size if used
  Examples
  CORPS Size
  Holdout pistol (VS/1)
  0
  Small revolver (S/1)
  1
  Average autopistol (S/2)
  3
  Large autopistol (S/2)
  4
  Machine pistol, stock retracted (S/3)
  5
  Machine pistol, stock extended
  8
  Pistol grip shotgun, sawed off (S/3)
  5
  Pistol grip shotgun (S/5)
  9
  Hunting rifle (S/7)
  13
  Assault rifle, stock retracted (S/5)
  10
  Assault rifle, stock extended
  13
  Drum fed assault shotgun (S/6)
  14
  Drum/box fed light machinegun (S/7)
  16
  The maximum effective size of most firearms is 10 for purposes
  of resisting damage, regardless of its overall size.  A size larger
  than 10 simply means the weapon has multiple areas, and dam-
  age to one may not affect the other.
  Example - A machinegun of Size 16 is hit by a bullet.  It is count-
  ed as Size 10 for resisting damage, but even if damage totally
  destroys that part of the weapon, some other parts of the
  weapon may be salvageable for parts.
  Tech Level
  This is the same as the 3G3 Tech Level of the weapon.  The 3G3
  DV of the weapon is that for the TL it was introduced. If the
  weapon is available over a TL range, there is a good chance
  more modern ammunition will have a higher DV in the same
  weapon(especially the case in times of rapid technological
  progress). For the utmost in accuracy, use the 3G3 Damage
  Value, multiply it for the change in Tech Level, and then convert
  to a CORPS Damage Value. This is especially the case for low
  DV's. In general, you can use the table below.
  Mass
  This is the mass of the loaded weapon in kilograms, rounded to
  the nearest .1kg. 
  Extra clip
  This is the mass of an extra clip, magazine, rocket or other
  removable ammunition source, rounded to nearest .1kg.
  Rate of fire
  This is converted directly from the 3G3 ROF, and needs no modi-
  fication. Lasers with continuous beams are assumed to fire 10
  “shots”, each one of which counts as 3 hits.
  Clip
  This is the number of shots the weapon can fire from a full load
  of ammunition.  Most clip-fed weapons can carry one extra round
  in the chamber.
  The type of ammunition storage is designated by a letter after
  the quantity of ammunition.
  Ammunition feed
  Abbreviation
  Removable clip
  c
  Internal magazine (non-removable)
  i
  External magazine or feed hopper
  e
  Example - An “8c” weapon has an 8 shot, removable magazine.
  Armor Value
  The AV of a weapon in CORPS is two-thirds (round up) the AV
  in 3G3.  
  Cost
  This is just the 3G3 cost of the weapon.
  Origin
  This is the country of origin for the weapon, if applicable.
  Reliability
  Most weapons are reliability class I or II, and the +2 modifier for
  random disasters reflects this. For weapons of low reliability, use
  the reliability class as the modifier instead of +2, and if a “10” is
  rolled, the failure is critical in some way. Also, weapons of low
  reliability will have malfunctions instead of more reliable ones if
  the random disasters are simultaneous.
  Example - If using a zip gun (reliability class VI), and the
  weapon suffered a random disaster, the use of the weapon in
  this case would get a +6 Difficulty.  If the user rolled a “10” to hit,
  the weapon will probably explode (a reliability class III weapon
  might just jam up badly).
  Shotguns
  Shotguns in CORPS have a “per pellet” damage, and get an
  increased or decreased number of hits based on pellet quantity.
  You normally get 1 hit for a success, plus 1 hit for each point the
  roll is made by. The bonus or penalty alters the die roll (not the
  chance to hit).
  CORPS Damage Value
  TL8
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  TL9
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  16
  17
  18
  19
  20
  21
  22
  23
  24
  TL10
  4
  5
  6
  7
  9
  10
  11
  12
  13
  14
  16
  17
  18
  19
  20
  21
  23
  24
  25
  26
  TL11
  4
  6
  7
  8
  9
  11
  12
  13
  14
  16
  17
  18
  19
  21
  22
  23
  24
  26
  27
  28
  TL12
  5
  6
  7
  9
  10
  11
  13
  14
  15
  17
  18
  19
  21
  22
  23
  25
  26
  27
  29
  30
  23
  24
  25
  26
  27
  28
  29
  30
  25
  26
  27
  29
  30
  21
  32
  33
  27
  28
  30
  31
  32
  33
  34
  36
  29
  31
  32
  33
  34
  36
  37
  38
  31
  33
  34
  35
  37
  38
  39
  41
  
  CORPS
  Guided weapons
  Weapons with bonuses to hit in 3G3 are counted as getting a +1
  to skill in CORPS for each 20% bonus to hit (rounding down).
  Self guided weapons have a skill of 1 per 20% of guidance
  bonus. Few weapons in a modern CORPS campaign will have
  any type of guidance, although they may be relatively common in
  the future. The skill of a weapon or its bonus to hit will be listed
  after the name, like “Guided missile (skill 2)”, or “Pistol (+1 skill)”. 
  Explosions
  Blast damage is converted like any other DV, but the result is
  divided by 15 to get the CORPS blast damage. This blast dam-
  age drops off using the normal CORPS rules.
  Shaped charges
  These are calculated normally, and do extremely large amounts
  of damage. The actual maximum impairment on a person is not
  increased, but the secondary blast damage is likely to be lethal
  in any case.
  Fragmentation weapons
  CORPS has a number of tables showing the skill and damage of
  a few fragmentation weapons. In general, they have an initial
  skill, which drops by 1 per range step, and an initial damage,
  which also drops by 1 per range step. Fragment DV is one half
  the calculated value (round down).
  Example - Fragments with a 3G3 DV of 16 would have a
  CORPS DV of 5, which would become a fragment DV of 2.
  The skill of a fragmentation attack at range 0 is based on the
  average number of hits on a man-size target at a range of 1m
  (round fractions down).
  Fragments
  Hits at 1m
  Skill
  Typical for
  0-24
  0
  -2
  <TL9 grenade
  25-49
  1
  -1
  TL9 grenade
  50-124
  2-4
  0
  125-249
  5-9
  1
  250-424
  10-16
  2
  Improvised fragment bomb
  425-649
  17-25
  3
  TL10 grenade
  650-924
  26-36
  4
  925-1249
  37-49
  5
  Small TL11-12 grenade
  1250-1624
  50-64
  6
  1625-2049
  65-81
  7
  2050-2499
  82-100
  8
  Average TL11-12 grenade
  2500-3049
  101-121
  9
  Example - A modern grenade with 3000 fragments would get
  120 hits on average at a range of 1m, so it has a CORPS skill of
  9 at a range of 0m.
  Special ammunition
  These are handled using normal CORPS guidelines. High pow-
  ered +P and +P+ ammunition will be counted as 1 or 2 TL's high-
  er, and decrease the reliability of the weapon accordingly (ran-
  dom disasters usually are a point or two of extra Difficulty).
  Indirect fire
  Weapons designed for or which have indirect fire capability use
  the normal CORPS rules for indirect fire.
  Lasers
  These would be converted using normal 3G3 guidelines.
  Particle beams
  These would be converted using normal 3G3 guidelines.
  Railguns
  These would be converted using normal 3G3 guidelines.
  Melee weapons
  Melee weapons in CORPS are converted similarly to other
  weapons, with the following additions.
  Name
  The name of the weapon, followed by any inherent bonus or
  penalty to use. Clumsier weapons have negative numbers, easi-
  er ones to use have positive numbers. Each 2 points of IA (round
  down) is a +1 to effective skill to hit.
  Damage
  Damage is either Combination (half lethal) or Lethal (all lethal),
  and after that, either cut, puncture or blunt. The latter categories
  may make a difference when determining eventually fatal results.
  Damage Value
  Melee weapon damage is a bonus to damage done by STR.
  This is figured by dividing the 3G3 Damage Value by 4, subtract-
  ing 1, and rounding nearest.
  Example - A knife with a 3G3 DV of 7 will end up with a CORPS
  DV of ((7/4) - 1)(n) = +1.
  Initiative
  Figured as for normal weapons, with possibly different Initaitives
  for different modes of attack.
  Length
  CORPS weapons can have a Length, which is based off the
  longest dimension of the weapon, as per the CORPS rules.
  Size
  Figured as for normal weapons. Weapons made mostly of wood
  have +2 Size because they are bulkier than all-metal weapons.
  Tech Level
  As for normal weapons. The CORPS Tech Level scale is the
  same as the 3G3 guidelines.
  Armor Value
  Figured as for normal weapons, but the haft of any hafted
  weapon is half the base (round up), and the haft of a tool is a
  quarter the base (round up). Blocks are considered to be on the
  haft, and parries against the head. Whether or not a weapon
  takes damage from blocking an attack depends on the type of
  attack.
  Cost
  As for normal weapons.
  
  83
  Basicsa
  GURPS is a highly detailed generic role-playing system with a
  wealth of supplements covering a variety of genres and tech lev-
  els. The following rules should suffice to convert any 3G3
  weapon or real-world weapon into GURPS terms.
  Name
  This is the common name of the weapon, followed by the caliber
  of the weapon. If the weapon is a muzzle-loader, the caliber will
  usually be followed by “BP” to show that it is a black powder
  weapon (if a flintlock or matchlock), and “perc” if it is a percus-
  sion-fired weapon. Lasers, particle beams and railguns will also
  have a notation for the weapons type.
  Type
  This is the damage type of the weapon, and for firearms will
  either be Crushing or Impaling damage. Laser, particle beams
  and most other energy weapons will do impaling damage. Most
  projectiles will do crushing damage, but any projectile travelling
  at >1000m/sec (3280ft/sec) will be counted as impaling damage.
  DMG
  The formula for converting a 3G3 Damage Value to GURPS
  damage rounds nearest if there is any question. To convert from
  3G3 to GURPS, the formula is:
  GURPS average damage = .26 x DV1.12
  For instance, a DV of 20 is an average of 7.45 points of damage,
  which rounds to 2d (average of 7.0). A DV of 21 is an average of
  7.87 points of damage, which is 2d+1. Remember that large bore
  weapons may have a damage multiplier for anything that gets
  through DR (see GURPS High Tech), or use the energy-based
  DV for a weapon-specific multiple on what gets through DR.
  SS
  The Snap Shot number for a GURPS ranged weapon is equal to
  (14 - its 3G3 Initiative), -2 more if it is a one-handed weapon.
  That is, the worse the initiative, the higher the Snap Shot number.
  Weapon ACC
  Weapon ACC is based on the aiming RC of the weapon, and is
  (Aiming RC - 1)2 + 2, and the base ACC's are below.
  Aiming RC
  Base ACC
  Aiming RC
  Base ACC
  1
  2
  5
  18
  2
  3
  6
  27
  3
  6
  7
  38
  4
  11
  8
  51
  Modifiers
  Amount
  Weapon is suppose to be fired two-handed
  +1ACC
  Damage RC better than aiming RC
  +1ACC per
  Damage RC worse than aiming RC
  -1ACC per
  Below 3G3 TL8
  -1ACC
  Above 3G3 TL12
  +1ACC
  Each point of IA above the base
  +1ACC
  Each point of IA below the base
  -1ACC
  Energy weapon
  +aiming RC
  The bonus a weapon gets to ACC from increased IA, type of
  weapon or other factors cannot exceed the 3G3 aiming RC of the
  weapon. That is, if a weapon is aiming RC3, the maximum
  bonus that can apply to its GURPS ACC is +3. Since a weapon
  with an aiming RC of 3 has a base ACC of 6, this weapon could
  not get an ACC better than a 9, regardless. Any excess would be
  lost before applying penalties to ACC.
  1/2D
  The 1/2D number of a GURPS weapon corresponds to the dam-
  age RC of the weapon, and is the distance where the damage
  RC modifier is -9 (which turns the DV into half the number of
  GURPS damage dice). If there is no -9 entry, use whichever
  number is closest, going to the shorter range if equal. Make sure
  to translate correctly from meters to yards (multiply meters by
  1.094). To give a smoother transition, and to fit in more with pub-
  lished GURPS numbers, use the numbers in the second column.
  Damage RC
  1/2D distance
  Optional distance
  1
  110 yards
  100 yards
  2
  220 yards
  150 yards
  3
  439 yards
  200 yards
  4
  876 yards
  500 yards
  5
  1,640 yards
  1,000 yards
  6
  3,830 yards
  2,000 yards
  7
  7,110 yards
  4,000 yards
  8
  15,300 yards
  8,000 yards
  Modifiers
  Amount
  Below 3G3 TL8
  -15%
  Above 3G3 TL12
  +15%
  Shotgun pellets
  -75%
  Flechettes
  -50%
  If a weapon has a low velocity and high damage RC, (a rocket or
  mortar, for instance), and the 1/2D range is greater than the
  maximum range, the 1/2D distance will default to half the maxi-
  mum range (based on muzzle velocity) or one second's projectile
  travel, whichever is shorter.
  Max
  The maximum range of a weapon is based on its damage RC,
  and is where the damage modifier for range is -20. See below.
  Damage RC
  GURPS Max
  1
  876 yards
  2
  3,830 yards
  3
  5,950 yards
  4
  7,100 yards
  5
  15,300 yards
  6
  29,500 yards
  7
  54,700 yards
  8
  110,000 yards
  Modifiers
  Amount
  Shotgun pellets
  -75%
  Flechettes
  -75%
  For thrown weapons, Max is equal to the maximum throwing dis-
  tance for the mass of the weapon in the basic GURPS rules,
  assuming a minimum of 1 pound. The 1/2D distance is the maxi-
  mum throwing distance for an object that weighs twice as much
  (minimum of 2 pounds).
  
  GURPS
  Weight
  All GURPS weights are in pounds, while 3G3 masses are in kilo-
  grams. The conversion between the two is 1.00kg = 2.21
  pounds. 
  ROF
  The ROF of a weapon will follow GURPS guidelines. These are
  below:
  Action
  ROF
  Semi-auto
  3
  Large bore semi-auto
  2
  Single action revolver
  1
  Double action revolver
  3
  Pump action
  1/2
  Lever action
  1/2
  Bolt action
  1/2
  Bolt action, single shot
  1/4
  Shots
  This is the number of shots that can be fired from the weapon.
  Most weapons with clips or detachable magazines will have a
  “+1” meaning that you can have 1 shot in the chamber, in addi-
  tion to a full clip (e.g. 8+1 means an eight-shot clip, and you can
  manually put one extra round in the firing chamber before insert-
  ing the clip to get nine shots before having to reload).
  ST
  Vehicle mounted weapons have no ST minimum. For any other
  weapons with recoil, the Strength needed for a GURPS weapon
  is (7 + DV/10), round nearest, with the following modifiers to the
  total:
  Modifiers
  Amount
  Weapon designed to be used in both hands
  -3
  Shotguns/weapons firing a multiple projectile round
  +1
  Bipod mounted weapons
  -1
  Tripod mounted weapons
  -2
  Weapons with small muzzle brake*
  -1
  Weapons with medium muzzle brake*
  -2
  Weapons with large muzzle brake*
  -3
  *subjectively figured, but large muzzle brakes will add to bulk and mass
  Rcl
  The recoil of a GURPS weapon is the DV/10 for pistols, DV/20
  for rifles, and DV/30 for bipod or tripod mounted weapons.
  Fractional amounts round down in all cases.
  Cost
  As per the 3G3 rules.
  Tech Level
  All weapons have damages appropriate for the lowest TL in a
  range. A weapon which exists in unmodified form over multiple
  TL's may have a higher damage at the higher TL due to better
  materials able to handle a more powerful round. So, if you
  design weapons that should be approximately equal, but are not,
  check for TL differences, like comparing a .45 cal pistol at
  GURPS TL6  with a 9mm pistol at GURPS TL7. It is unlikely that
  “conventional” weapons will have a life past the range of GURPS
  TL6-8 (which corresponds to 3G3 TL9-14). Don't get cocky,
  though. Antique weapons can still kill you dead.
  The actual TL of a GURPS weapon is based on the 3G3 TL, as
  follows.
  3G3 TL
  GURPS TL
  Year equivalent
  2
  0
  10,000BC
  3
  1
  3,000BC
  4
  2
  0AD
  5
  3
  1400AD
  6
  4
  1700AD
  7
  5
  1800AD
  8
  late 5
  1900AD
  9
  6
  1930AD
  10
  early 7
  1960AD
  11
  7
  1980AD
  12
  late 7
  2000AD
  13
  8
  2100AD
  14
  late 8
  2200AD
  15
  9
  2300AD
  The "ultra-tech" 3G3 TL's would correspond to GURPS TL10, but
  beyond that is too far to take any extrapolation of modern sci-
  ence, so you might as well just make things up.
  Initiative (optional)
  This stat is not used in GURPS, but may be included as an
  option. Halve the 3G3 Initiative, rounding towards zero. This
  amount may be added to the Move of the user, solely for purpos-
  es of seeing who acts first as a combat action. It will not apply for
  actual movement or other purposes, and negative Initiatives will
  not apply in cases where the weapon is prepared already (like
  an ambush).
  Holdout modifier
  This stat is used in GURPS High Tech to denote the concealbili-
  ty of a weapon. Use the following guidelines (round up in size).
  Weapon size
  Holdout
  Very Small
  +2, -1.5 for each loc. past 1, -2 for each past VS/6
  Small
  -1, -1 for each loc. past 1, -2 for each past S/6
  Medium
  -3, -2 for each loc. past 1, -3 for each past M/3
  Extended clip
  additional -1 for box clips, -2 for drum magazines
  DR (optional)
  This stat is not normally figured for GURPS weapons, but can be
  calculated from the AV. These are converted just like a DV, but
  with a minimum value of 1. For guns, the DR represents the abil-
  ity of the weapon to withstand abuse and area effect attacks.
  Also, it will absorb damage that might otherwise hit the character
  in certain circumstances.
  AV or BP
  DR or HT
  AV or BP
  DR or HT
  1-4
  1
  13-15
  5
  5-7
  2
  16-17
  6
  8-10
  3
  18-20
  7
  11-12
  4
  21-22
  8
  HT (optional)
  This stat is not normally figured for GURPS weapons, but can be
  calculated from the BP of the weapon. This is converted just like
  a DV, with a minimum value of 1. Damage that gets through the
  DR of a weapon will do 1 hit per die of attack. A weapon that is
  damaged may or may not be functional or repairable, at GM
  option, but a weapon that loses all its HT is irrevocably destroyed.
  
  85
  Clip wt. (optional)
  This is converted over from the 3G3 mass.
  Reliability (optional)
  These are handled in GURPS by the Critical Failure result.
  Optionally, after the result on the Critical Failure table is rolled,
  shift the die roll, based on the Malfunction Class of the weapon.
  Malfunction
  Effect
  I
  Shift roll by one point towards center of table
  II
  No change
  III
  Shift roll by 1 point towards nearest extreme
  IV
  Shift roll by 2 points towards nearest extreme
  V
  Shift roll by 3 points towards nearest extreme
  VI
  Shift roll by 4 points towards nearest extreme
  This tends to make high reliability weapons have less cata-
  strophic results than low reliability ones. Another option is to alter
  the number needed for critical failure by the same amount, mak-
  ing failures more likely for low quality (or low-tech) weapons.
  Shotguns (optional)
  The quantity of pellets in a buckshot round will round nearest for
  damage calculations. However, fractional damages are kept until
  all are added to get the final damage. 3G3 uses a single large
  damage to represent buckshot, like the GURPS rules. Take the
  damage of a single pellet, and add this damage each time the
  number of pellets is doubled. You can either count this a number
  of 1d attacks, as per the rules, or use the actual damage per pel-
  let (which is halved at the 1/2D range).
  Pellets
  Multiply base by
  1
  x1
  2
  x2
  3-6
  x3
  7-12
  x4
  13-23
  x5
  23-47
  x6
  48-95
  x7
  96-192
  x8
  Example - A shotgun with 15 pellets, each with a DV of 13 (4.60
  points GURPS damage (1d+1)) will multiply this by 5, for a total
  of 23 points, which is average damage for 6d+2. This can either
  be treated as 6 hits at 1d each, or 5 hits at 1d+1. A 150 pellet
  load at a DV of 6 (1.93 points GURPS damage (1/2d)) will multi-
  ply this by 8, for a total of 15.5 points, which is average damage
  for 4d+1. This can either be treated as 4 hits at 1d each, or 8 hits
  at 1/2d each.
  Guided Weapons (optional)
  Guided weapons in GURPS will get a +2 to hit for each 25%
  guidance bonus, with 15% increments being a +1. A guidance
  system may also have certain special effects, like negating dark-
  ness, smoke or other obscurement.
  Self-guided weapons are assumed to have a default skill of 8,
  plus any bonus given by guidance and target size. If being used
  at short range under player control instead of self-control, the
  skill bonus will apply to player skill instead.
  If a smart weapon fires at a target further away than the 1/2D
  range, the bonus may be halved or lost altogether, at GM option.
  Explosives (optional)
  Explosive DV is converted normally to GURPS damage, and is
  treated like a GURPS explosion in all respects. Fragments in
  GURPS do 2d damage. You may change this to a converted 3G3
  damage at GM option. The chance of being hit by a fragment is
  as in GURPS, assuming the weapon has a total of 500 frag-
  ments. Each time this is doubled (round down), the character will
  have to make an additional roll on PD to avoid another hit. Each
  time the number of fragments is halved (round down), the char-
  acter gets a +1 on their PD to see if they avoided being hit. PD is
  also increased by +1 each time concussive damage is reduced
  by range (note that this is different than GURPS, and is to take
  very large fragmentation weapons into account).
  Fragments
  Roll required
  8-15
  PD+6
  16-30
  PD+5
  31-61
  PD+4
  62-124
  PD+3
  125-249
  PD+2
  250-499
  PD+1
  500-999
  PD
  1000-1999
  2@PD
  2000-3999
  3@PD
  4000-7999
  4@PD
  Range
  Modifier
  0-1 hexes
  +0PD
  2-3 hexes
  +1PD
  4-5 hexes
  +2PD
  6-7 hexes
  +3PD
  etc.
  Example - A modern grenade with 3,000 fragments lands 4
  hexes away from a character. Using the table above, they need
  to make 3 rolls on PD, and each failure means a fragment hit.
  However, because of the range, PD gets a +2 for each roll.
  For directional fragmentation weapons, multiply actual fragments
  by 6 for a 30° wide attack, and 12 for a 15° wide attack, and dou-
  ble the ranges at which you increase PD, to take the more direct-
  ed stream of fragments into account.
  Special ammunition (optional)
  This is done according to normal GURPS rules. Usually, a
  weapon will have a descriptive note if it uses ammunition that
  has a special effect. By 3G3 rules, all steel railgun projectiles are
  counted as armor piercing vs. armor of the same GURPS Tech
  Level or below. Note that only the base damage is listed here. If
  you wish to multiply for weapon type, make a note of it.
  Lasers (optional)
  As designed in 3G3, most laser attacks are individual shots, and
  do not add damage for multiple hits. A continuous beam laser
  would act like those in the normal GURPS rules, i.e. add the
  damage of multiple hits.
  Melee weapons
  To convert melee weapons from 3G3 to GURPS, round the aver-
  age GURPS damage down, then subtract 4 for cut/chop attacks.
  For thrust attacks, divide average GURPS damage by 2, round
  down, and subtract 1. This number is the bonus or penalty to the
  character's normal damage.
  
  GURPS
  3G3
  GURPS Damage a
  Damage
  Cut
  Thrust
  1
  sw-4
  thr-1
  2
  sw-4
  thr-1
  3
  sw-4
  thr-1
  4
  sw-3
  thr-1
  5
  sw-3
  thr-1
  6
  sw-3
  thr-1
  7
  sw-2
  thr
  8
  sw-2
  thr
  9
  sw-1
  thr
  10
  sw-1
  thr
  11
  sw-1
  thr
  12
  sw
  thr+1
  13
  sw
  thr+1
  14
  sw+1
  thr+1
  15
  sw+1
  thr+1
  16
  sw+1
  thr+1
  17
  sw+2
  thr+2
  18
  sw+2
  thr+2
  19
  sw+3
  thr+2
  20
  sw+3
  thr+2
  21
  sw+3
  thr+2
  22
  sw+4
  thr+3
  23
  sw+4
  thr+3
  24
  sw+5
  thr+3
  25
  sw+5
  thr+3
  Note - Comparing it to current GURPS weapon lists, this is
  almost a perfect damage conversion, and may be useful for
  importing weapons from other game systems.
  Reach
  The reach of a GURPS weapon equals length in meters, round
  up. Thrusting weapons only have reach at maximum distance.
  Unbalanced weapons only get reach at the 2 maximum levels of
  reach. Closer than this and they are too unwieldy to use.
  Example - A berdiche with a length of 2.4 meters would have a
  reach of 3. For swinging it, it would have a reach of 2,3, and for
  thrusting attacks, it would have a reach of 3. 
  Maximum damage (optional)
  The maximum damage an edged melee weapon may inflict is
  the weapon's (DRx2). More than this, and the weapon itself will
  break or suffer damage. Blunt weapons may deliver up to
  (DRx3). The DR of a hafted weapon is based on the AV of the
  head rather than the haft for purposes of figuring DR (usually
  1.5x base AV).
  DR (optional)
  This is optional, and is converted as for ranged weapons. For
  hafted weapons, the DR is halved (round up) if the haft is struck,
  and for tools, it is halved again (round up).
  HT (optional)
  This is optional, and is converted as for ranged weapons. Note
  that to do damage to a weapon, the right type of attack must be
  used. It would be difficult to damage a sword by thrusting at it
  with another sword, for instance. Both DR and HT are conve-
  nient to know in any campaign with area effect attacks like
  magic, or specific anti-item spells like Weaken and Shatter.
  Weapon quality (optional)
  GURPS does not have IA as a melee weapon stat. Assume tools
  are “poor” or “very poor” quality weapons for purposes of break-
  ing in use (but not if dropped, etc.), and are -3 to a weapon skill
  because of their unwieldy nature. Weapons with an IA of less
  than 1 usually qualify. Weapons with an IA of +1 are “standard”,
  and normal rules apply. Weapons with an IA of +2 are “fine”, and
  get the benefits normally applying to such. They might be con-
  sidered to trade AV for BP, making them harder to damage, or
  perhaps just given +1DR and HT. In general, the DR of tools for
  defending against blows is half the listed amount (round up)
  unless the defender makes their block/parry by 3 points or more.
  Normally, blows would be taken on the weaker haft of a tool, but
  a good success means it is taken on the stronger part. Weapons
  with wooden hafts usually have reinforcement, and get their nor-
  mal AV over the entire length.
  Min ST
  Balanced GURPS weapons have a base minimum ST of 7,
  unbalanced ones have a minimum ST of 9 and automatically
  take 1 turn to ready. After that, the Min ST is modified as follows:
  Modifier
  Adjust Min ST by
  Takes +1 turn to ready
  -2
  Takes +2 turns to ready
  -4
  Each +1 of damage (best type)
  +2
  Weapon only does impaling damage
  -2
  Example - You make up an axe that does sw+2 damage. An ax
  is an unbalanced weapon, so it starts with a Min ST of 9, +4 for
  the extra damage, for a Min ST of 13. If you say it takes an extra
  turn to ready, the Min ST goes to 11.
  Example - You make a stabbing weapon that does thr+0 dam-
  age. It starts with a Min ST of 7, and drops 2 more since it only
  does impaling damage, for a Min ST of 5.
  Damage type
  If a thrusting weapon has a point and is over about 5-6cm long, it
  can get impaling damage, otherwise it is crushing damage.
  Swung weapons either get crushing or cutting damage, depend-
  ing on whether or not they have an edge.
  Weapon TL
  Most melee weapons are listed as GURPS TL3 (3G3 TL5), which
  is where “standard” quality weapons of that type could be made,
  even if that particular weapon did not historically exist at that
  time. Fine or very fine weapons will become easier to make at
  higher TL's.
  Final Note
  GURPS is a very detailed system, and with a large number of
  stats per weapon, 100% conversion accuracy is difficult. For
  more detail on specific firearm or weapons topics, we refer you
  to GURPS supplements that go into much more detail than the
  basic set. For modern, historical and near future weapons,
  GURPS High Tech is probably the best source for system spe-
  cific rules on advanced topics such as ammunition types, explo-
  sives, etc. GURPS Vehicles will have notes on heavy weapons,
  explosives, guidance systems and other specialized topics.
  
  87
  Basicsa
  The MasterBook system is an rpg system designed to work in a
  variety of mileus and fictional universes. These notes should
  have all the information you will need to convert any 3G3 or real-
  world design into any game using the MasterBook rules.
  Name
  This is the common name of the weapon, and will be followed by
  the caliber of the weapon, just so you know which players can
  trade ammunition with others, or what ammunition to put in a
  found or stolen weapon.
  Tech
  The MasterBook system does not have Tech Levels as such.
  Each individual game world has certain characteristics that will
  determine what technologies are available. New mileus will have
  to be converted on an individual basis.
  World/genre
  3G3 TL
  Year equivalent
  Bloodshadows
  8-9
  1900-1930AD
  Indiana Jones
  8-9
  1900-1930AD
  Shatterzone
  12-15
  2000-2300AD
  Torg Tech Axioms are no longer used, but modern weapons
  (3G3 TL9-12) range from Tech Axiom 20 to late 23.
  Damage Value
  MasterBook uses a logarithmic scale for measures, that is, an
  increase by a factor of 10 increases the MasterBook value by 5.
  3G3 uses an inverse quadratic scale for measuring damage, the
  DV goes up as the square root of the weapon energy. The best
  fit between 3G3 and MasterBook Damage Values is:
  MasterBook Damage Value = 8.3 x (3G3 DV).25 (n)
  Torg Damage Value = 8.3 x (3G3 DV).2 (n)
  3G3 DV
  MasterBook
  3G3 DV
  MasterBook
  1
  8
  16-19
  17
  2
  10
  20-23
  18
  3
  11
  24-30
  19
  4-5
  12
  31-37
  20
  6
  13
  38-45
  21
  7-9
  14
  46-54
  22
  10-12
  15
  55-64
  23
  13-15
  16
  65-75
  24
  Really important note - The damage scale has been changed
  since the original Torg system that this conversion was based
  on, to give higher MasterBook damages to smaller weapons.
  For instance, while a small pistol still has a MasterBook damage
  of 14, a heavy pistol (such as a .44 Magnum) now has a damage
  of 20, where before it would have had a Torg damage of 16-17.
  As a result, the numbers are different here than in the first print-
  ings of both 3G3 and More Guns!. Sorry to have to change
  things in mid-stream, but we have to keep up with the changing
  rules as they develop. That's what 3G3 is about!
  Autofire (optional)
  If a firearm is capable of burst or autofire, the MasterBook
  Damage Value is increased, based on the usual number of
  rounds fired. The guidelines below are intended to supplement,
  rather than replace the ranged weapon optional rules in
  MasterBook for burst fire, full auto, etc. When figuring out how
  much lead a character can spray, assume a combat round is no
  more than 5 seconds, and you can't use more than one clip of
  ammo in that time.
  3G3 average ROF
  Attacking Modifier
  1-2
  +0
  3-7
  +1
  8-12
  +2
  13-17
  +3
  18-22
  +4
  23-27
  +5
  28-32
  +6
  33-37
  +7
  38+
  +8
  Weapons capable of autofire or bursts may have multiple Attack
  Modifiers. The first is single shot (if the weapon can fire one shot
  at a time), the second is autofire against a group of targets
  (spreading the rate of fire over the equivalent of 3 targets, round
  down), and the third is burst fire against a single target (a single
  burst against one target). The autofire bonuses listed presume
  that only 1 clip or magazine can be fired in a combat round, and
  that any extra time is spent reloading so that the weapon will be
  ready for the next round. If all fire from a weapon is directed at a
  single target, the MasterBook Damage Value is increased by
  half (round down) the Attacking Modifier. If autofire is directed
  against a group, the MasterBook Damage Value is increased by
  a quarter (round down) the Attacking Modifier. An Attack Modifier
  cannot exceed 1/3 (round nearest) the MasterBook Damage
  Value. 
  Example - A 9mm machine pistol (3G3 DV22) with a 30 round
  clip has a single shot MasterBook Damage Value of 18. If you
  spread the entire clip over an area, that is an average of 10
  shots per target, so you would have an autofire Attack Modifier
  of +2 vs. each target, but the Damage Value would stay they
  same, since you are unlikely to hit any given target more than
  once (you're spraying wildly). If you fired a 3 round burst at a sin-
  gle target, you would have a burst fire Attack Modifier of +1, and
  again, no extra damage, since you are only likely to hit once.
  However, if you do a 10 round extended burst at a single target,
  you get an Attack Modifier of +3, and a Damage Modifier of +1
  (half of +3, round down).
  Note - This means that weapons with absurdly high rates of fire
  (like the GE Minigun M134) which can fire 50 rounds a second(!)
  will have Attack Modifiers of +8 vs. a group or individual, with a
  Damage Modifier of +2 vs. a group, or +4 vs. an individual who is
  the most unhappy center of attention.
  How you list the damage value of a burst or autofire weapon is
  dependent of how you see it being used. The actual damage
  done by a single machine gun bullet is the same, whether it is
  fired one shot at a time or as a burst. However, if it is always
  fired as a burst, you might as well just factor in the Damage
  Modifier to begin with, and then just subtract if it is fired single
  shot, and add if it is fired full auto, as per the normal rules.
  
  MasterBook
  Shotguns
  Shotguns are a limited form of autofire weapon, in that one shot
  can spray a number of pellets (or a single large slug). A shotgun
  will count the number of pellets it has for determining both the
  Accuracy and Damage Modifier of the weapon, remembering the
  maximum Accuracy Modifier (and hence Damage Modifier) is
  based on the Damage Value of an individual pellet. Depending
  on the type of shot used, a shotgun that can fire multiple shots
  may be able to get an even higher bonus. Remember though,
  that you can only aim at one target per shot (or multiple targets
  very close to each other). Shotguns using shot lose 2 points of
  Attack Modifier at Medium range and each range past that.
  Example - A 12ga shotgun loaded with 00 Buckshot has about
  12 pellets, each with a MasterBook Damage Value of 15. So, it
  has an inherent Attack Modifier of +2, and Damage Modifier of
  half that, or +1. So, for all practical purposes you would give the
  weapon a +2 Attack Modifier and a Damage Value of 16. If it
  were firing a 12ga slug instead, it would get no Attack Modifier,
  but the Damage Value would be closer to 20. A pump action,
  semi-auto or double-barreled shotgun could use the numbers for
  24 pellets instead of 12, and get a +5 Attack Modifier and +2
  Damage Modifier at Point Blank and Short ranges, but at
  Medium range it would be +3 Attack and +1 Damage Modifier.
  Range 
  The Range Steps for weapons listed in the MasterBook rules
  are generally different for each weapon type, even within a
  weapon type, and may be different among roughly equivalent
  weapons. The best way to determine the five MasterBook range
  steps is below:
  Point Blank - The maximum range at which the weapon's aim-
  ing RC gives a +15 or better modifier (round nearest).
  Short Range - The maximum range at which the weapon's aim-
  ing RC gives a +2 or better modifier (round nearest).
  Medium Range - The maximum range at which the weapon's
  aiming RC gives a +0 or better modifier (round nearest).
  Long Range - The maximum range at which the weapon's aim-
  ing RC gives a -4 or better modifier (round nearest).
  Extreme - The maximum range at which the weapon's aiming
  RC gives a -8 or better modifier (round nearest).
  If there is no range that has the exact modifier needed, use the
  range step which has the closest modifier, using the shortest
  range if two or more bands are otherwise equal (see the aiming
  modifier table at the back of this book).
  If a weapon has an IA different than the base for its aiming RC,
  shift the range steps right or less by one band for each point of
  IA different than the base.
  Example - A pistol with an aiming RC of 2 has a base IA of 1,
  and would have Point Blank, Short, Medium, Long and Extreme
  ranges of 3m, 10m, 20m, 50m and 70m, respectively. If the
  weapon had an IA of 0 (1 point below base), the range steps
  would be 1m, 7m, 15m, 35m and 50m, and if it had an IA of 2 (1
  point above base), the range steps would be 5m, 15m, 25m,
  70m and 100m.
  Range Modifiers (optional)
  The MasterBook system has Accuracy Modifiers and Damage
  Modifiers that apply within certain range bands to certain
  weapon types. For instance, a rifle may be harder to hit with at
  very short range, but if it does hit, it will do more damage. Or, it
  might be designed to hit targets at long range, but not do as
  much much damage if it does because the bullet has slowed
  down or the energy beam has begun to dissipate. This is in addi-
  tion to any rate of fire bonus that may apply, but might also
  include recoil penalties on accuracy at different ranges.
  The Accuracy Modifier is based on the aiming RC of the
  weapon, and the Damage Modifier is based on the damage RC
  of the weapon. Again, this is not meant to substitute for the cur-
  rent MasterBook weapon notes, but a guideline for creating
  your own for weapons that fall outside the listed parameters. For
  instance, the Aiming RC2 category matches normal pistol
  ranges, and RC4 matches rifle ranges, while RC1 might be a
  very inaccurate pistol, and RC3 a carbine or a target pistol.
  Aiming RC
  Point Blank
  Short
  Medium
  Long
  Extreme
  1
  +3
  +2
  +0
  -2
  -4
  2
  +2
  +1
  +0
  -1
  -3
  3
  +0
  +0
  +1
  +0
  -2
  4
  -2
  +0
  +2
  +1
  -1
  5
  -4
  +0
  +1
  +1
  -0
  6
  -6
  -2
  +0
  +1
  +1
  7
  -8
  -4
  +0
  +1
  +2
  8
  -10
  -6
  -2
  +1
  +3
  Autofire wpn*
  +0
  +0
  +0
  -1
  -2
  Shotgun pellets
  +0
  +0
  -2
  -4
  -6
  * Autofire weapons and shotguns get their bonus at close range from their rate of fire or number 
  of pellets. At longer ranges, they take penalties due to recoil. 
  For damage, even Damage RC1 projectiles do not begin to lose
  an appreciable amount of energy until well past the range where
  they are likely to hit something. In general, unless you have an
  extremely accurate weapon firing projectiles with a low Damage
  RC, the easiest way to handle it is to give a -1 Damage Modifier
  at Long range, and a -2 Damage Modifier at Extreme Range.
  Explosions
  MasterBook rules are somewhat vague on explosives and other
  area attacks. Making a lot of assumptions, the best fit equation is:
  MasterBook Explosion Value = 6.0 x (3G3 DV).25 (n)
  Torg Explosion Value = 6.8 x (3G3 DV).25 (n)
  Example - A TL13 grenade with 200g of explosives has a 3G3
  Damage Value of 94, and a MasterBook blast Damage of 19.
  Blast damage has both a blast radius and a drop-off. The first is
  how far out you have to go from ground zero before blast effects
  drop, and the second number is how much they drop at this dis-
  tance and each multiple of it. The normal blast radius in
  MasterBook is 2m for Point blank, 3-5m for Short, 6-15m for
  Medium and 16-25m for Long range (round nearest). Multiply
  these by the following to get the actual ranges:
  Multiplier = (3G3 DV).67/28
  Example - The previous grenade with a 3G3 DV of 93 would
  multiply these ranges by x.74, for Point blank range of 0-1, Short
  of 2-4m, Medium of 5-11m and Long range of 12-19m.
  
  89
  Blast can drop off one of two ways. Shatterzone has general
  blast damage drop off by 5 for each 5 meters outside the primary
  blast radius, rounding fractional distances up.
  The other way is to base the drop-off on the nature of the explo-
  sion. Explosions that are a side effect of HEAT warheads drop in
  damage by 1.5 times the middle range in the Short range
  band(u). Normal explosions drop in damage by 1.0 times the
  middle range in the Short range band(u), and explosions that are
  supposed to be diffuse or cover a very wide area (perhaps a
  cluster bomb) drop in damage by .70 times the middle range in
  the Short range band(u). If an explosion has a Point blank range
  of 1 meter, then it only has full effect on the actual target of the
  explosion. Immediately adjacent items take the Short range
  damage. For normal explosives, some samples are below.
  3G3 TL12 explos.
  MasterBook DV
  Short
  Medium
  Long
  50g/DV45
  16
  2(-2)
  3-7(-4)
  8-11(-6)
  100g/DV64
  17
  2-3(-3)
  4-9(-6)
  10-15(-9)
  250g/DV101
  19
  3-4(-4)
  5-12(-8)
  13-20(-12)
  500g/DV142
  21
  3-5(-4)
  6-15(-8)
  15-25(-12)
  1000g/DV201
  23
  3-6(-5)
  7-19(-10) 20-31(-15)
  2500g/DV318
  25
  4-8(-6)
  9-25(-12) 26-42(-18)
  5000g/DV450
  28
  5-11(-8)
  12-32(-16) 33-54(-24)
  Example - A 5kg HEAT warhead would have a drop-off at the
  listed ranges of -12 at Short range and -24 at Medium range,
  while a fuel-air bomb the same size would only have a drop-off
  of -6 at Short range, -12 at Medium range and -18 at Long range.
  Grenades have a separate Damage from the blast. This is based
  on the Damage of the individual projectiles, and is increased by
  the autofire bonus appropriate to the number of pellets that
  would hit a standing person at a range of 1m (which is total frag-
  ments/25), with a maximum damage bonus of +4. The fragment
  damage drops by 2 per range step, so they would have a -2 at
  Short, -4 at Medium and -6 to damage at Long range.
  Example - A grenade with 1000 fragments would hit a person at
  1m with 40 of them. This would be a +8 Attack Modifier, so the
  grenade gets a +4 Damage Modifier. The grenade does not
  actually get any Attack Modifier for fragments, since it is a
  thrown object, but the large number of fragment hits will increase
  the apparent damage a target takes.
  Indirect fire (optional)
  Weapons designed for indirect fire (like grenade launchers, can-
  non, etc) may be used as indirect fire weapons well beyond the
  normal aimed range. The maximum range for this is 5x the listed
  “Long” range. Such shots require that a specific spot be aimed
  at, rather than a target, and if the target is in that spot, and the
  attack hits, the target is affected. For instance, if you fired at a
  moving ship, you would fire not at the ship, but where you
  expected the ship to be at some time in the near future. Any skill
  at military tactics or knowledge of how an opponent thinks could
  give a bonus to such an attack. It also means that you do not roll
  to hit until the weapon actually reaches its target, which will usu-
  ally take at least a turn, and sometimes several. An indirect
  attack is a -4 Attack Modifier (like a “trick shot”), but does not get
  the Damage Modifier for that type of shot. Most weapons which
  can be used in an indirect mode will have an "i" superscript after
  the name.
  DV format
  For weapons which can be aimed out to a certain range, and
  then have explosive or other effects, the Short, Medium and
  Long ranges may have a format like “10(0-2)” under the “Short”
  range column. This means that for aiming the weapon, out to 10
  meters is considered Short range, and for the explosive war-
  head, a range of 0-2 meters is Short range for blast effects.
  Ammo
  All weapons have an ammo listing equal to the actual number of
  rounds carried in most cases. This is not the same as the num-
  ber of combat rounds of game time. In general, for non-automat-
  ic weapons, there is a 1-to-1 correspondence between clip size
  and combat rounds.  
  Example - A semi-auto pistol with an Ammo of 10 probably has
  a 10 round clip.
  Weapons that can only fire in an autofire mode will probably list
  the number of rounds of fire they can be used for before reload-
  ing. You would base this on the 3G3 rate of fire and total ammu-
  nition carried.
  Archaic weapons (optional)
  For reality purposes, muzzle loading weapons should require at
  least 4 rounds of uninterrupted work to reload (per shot), other-
  wise they are just as fast to fire as a cartridge-based single shot
  weapons.
  Price
  The price is converted directly from the 3G3 value of the weapon,
  as per the guidelines in the rules. The GM should add scarcity or
  legality modifiers to the price as appropriate.
  Toughness (optional)
  If you want to, the 3G3 Armor Value of a weapon can be convert-
  ed into a Toughness, which can be used if you try to break
  something. This is figured out just like the AV of the weapon was
  a DV, using the previous table.
  Example - A weapon with a 3G3 Armor Value of 16 has a
  MasterBook Toughness of 17.
  Bulk (optional)
  Weapon size is not used in MasterBook, but a general number
  can be figured as an optional stat.
  3G3 Bulk
  MasterBook size
  Very Small
  0, +1 per extra location
  Small
  2, +2 per extra location
  Medium
  4, +4 per extra location
  Large
  8, +8 per extra location
  A weapon's MasterBook bulk or a fraction of it subtracts from a
  character's effect whenever they try to do something where hold-
  ing the weapon would get in the way. This could be hiding the
  weapon under a jacket (more bulk is harder to conceal), trying to
  climb a rope and shoot at the same time (bigger weapon is hard-
  er to aim in this case), etc. Weapons that are slung or holstered
  but can still get in the way use half or less of their Bulk.
  
  MasterBook
  Weapons can have two numbers for their bulk if they have a
  folding stock or some other way to be more compact. The nor-
  mal stats for the weapon are using the first number. If the num-
  ber in parentheses is larger, the weapon gets a +1 bonus if the
  stock is extended. If the number in parentheses is smaller, the
  weapon gets a -2 penalty if fired with the stock retracted.  
  For the optional bulk attribute, treat any two handed weapon as
  having a 3G3 Bulk of Small instead of Very Small for its locations
  (i.e. a S/2 pistol would have a MasterBook bulk of 4, and a VS/5
  carbine would have a MasterBook bulk of 10).
  Initiative (optional)
  This is not used in MasterBook, but as an option, the side with
  the best overall weapon initiative may reflip the card if the result
  goes against them the first time.
  Reliability (optional)
  If a card is played which would indicate an equipment failure of
  some type, it will happen preferentially to the character currently
  using the least reliable weapon, unless it already happened to
  that weapon previously, in which case you use the second least
  reliable weapon.
  Sighting aids
  Telescopic sights give an additional +2 Attack Modifier if a char-
  acter aims for a round, but otherwise give a -1 to regular fire (the
  sights block the view for unaimed shots). Laser sights give a +1
  Attack Modifier, but are visible only indoors or in poor outdoor
  lighting. Gyrostabilizing cancels up to -2 in Attack Modifiers for
  movement.
  Guidance systems
  A weapon with a user-guided guidance system gives it a
  MasterBook Attack Modifier of +1 per 10% of guidance bonus
  (round down). Self-guided weapons are assumed to have a
  Dexterity of 5, and use the guidance system as a skill bonus,
  noting that if the user is unskilled, they either cannot use the
  weapon at all, or use it with a +4 Difficulty Number.
  Example - A character using a wire-guided missile with a +30%
  3G3 sensor  bonus would get a +3 Attack Modifier when using
  the weapon, and would probably want to take the normal +2
  Attack Modifier for aiming as well. A character with a Stinger
  missile (+20% self-guided) would ignore their own Dexterity, and
  use a Dexterity of 5 and +2 Skill Mods for the weapon.
  Special ammunition (optional)
  The use of special ammunition may change the Damage Value
  and Effect of a weapon. Hollow point or other increased tissue
  disruption rounds increase the MasterBook Damage Value by 3,
  but double the Toughness of any armor worn or penetrated as
  cover. Armor piercing rounds decrease the Toughness of
  MasterBook armor by 4, but decrease the Damage Value of the
  weapon by 2 points.  
  Other bonuses
  A ranged weapon with above average Inherent Accuracy gets a
  permanent +1 Attack Modifier to take its quality into account.
  Weapons with below average Inherent Accuracy suffer a perma-
  nent -1 Attack Modifier because they are woefully hard to hit
  with.
  Muscle powered missile weapons
  Melee weapons apply most of the same rules as ranged
  weapons, but their Damage Value is computed slightly different-
  ly. The plus to MasterBook Damage Value is the normally con-
  verted 3G3 DV, minus 8. The maximum possible damage is
  either double the STR+bonus or the the bonus of the weapon
  plus 14, whichever is lower. 
  Example - A character with average Strength can pull a bow that
  does a 3G3 Damage Value of 10. This turns into a MasterBook
  damage value of STR+7, which is the MasterBook damage for a
  composite bow.
  The Toughness of a muscle-powered weapon is based on the
  average AV from the 3G3 design.
  Melee weapons
  Melee weapons apply most of the same rules as ranged
  weapons, but their Damage Value is computed slightly different-
  ly. The plus to MasterBook Damage Value is the normally con-
  verted 3G3 DV, minus 10. Add the IA to the converted damage
  value to get the MasterBook value. The maximum possible
  damage is either double the STR+bonus or the the bonus of the
  weapon plus 14, whichever is lower. Weapons with energy
  enhancement (shock batons, etc.) have a maximum possible
  damage 1 or 2 points higher. The damages on the table below
  assume the weapons in question have a +1 Inherent Accuracy.
  3G3 DV
  MasterBook
  Sample
  6
  STR+3
  7-9
  STR+4
  Dagger
  10-12
  STR+5
  Main-gauche
  13-15
  STR+6
  Short sword
  16-19
  STR+7
  Broadsword
  20-23
  STR+8
  Bastard sword
  Example - A broadsword has a 3G3 Damage Value of 14 for cut-
  ting attacks and 12 for thrusting attacks, and an IA of +1. This
  gives it a MasterBook Damage Value of +7 for cuts and +5 for
  puncturing attacks. The different attack types will only make a
  difference if the GM chooses to have them do different special
  game effects.
  The Toughness of a melee weapon is based on the average AV
  from the 3G3 design.
  
  91
  
  Basics
  The Hero System is a multi-genre rpg system that was originally
  marketed as a superhero game. Since then, it has been expand-
  ed to cover virtually every role-playing genre. It also has its own
  guidelines for creating equipment and weapons, and those
  guidelines mesh more closely with the point-based nature of the
  game than does this real-world oriented 3G3 conversion. The
  weapon list is suitable as is for inclusion in any Hero System
  campaign. These conversion notes should work for converting
  any 3G3 or real-world weapon into Hero System terms, and may
  also be useful because of the list of Hero System advantages
  and limitations expressly covering firearms of all TL's. The notes
  are updated from 1st printing 3G3 because the Dark
  Champions supplement provided more material to work from.
  Name
  This is the common name of the weapon, followed by its caliber.
  Scavenged weapons of the same caliber are a source of
  charges to replace those in a character's weapon.
  OCV
  Subtract one from the IA of the weapon. This is the inherent
  OCV bonus or penalty of that weapon, and affects the chance to
  hit at all ranges.
  Example - A pistol with an IA of +1 has an OCV of +0.
  RMod
  This is the ability of the weapon to sight better at long ranges.
  Each point of aiming RC is a point of RMod in the Hero System.
  Example - A weapon with aiming RC3 has an RMod of +3.
  Damage 
  The following Hero System damages were counted as having
  the following amounts of active points. Note that some of these
  damages are non-standard, but give the best fit for a certain
  average damage, even if the maximum damage possible is
  lower.  DV's round down to closest pip.
  Average Hero System damage = (8.37 x log DV) - 6.5
  3G3 DV
  Hero Sys. Points
  3G3 DV
  Hero Sys. Points
  6-10
  1 pip(DC1)
  5
  36-40
  1d6+3
  28
  11
  1/2d6(DC2)
  10
  41-53
  2d6(DC6)
  30
  12-13
  1d6-1(DC2)
  12
  54-70
  2d6+1(DC7)
  35
  14-15
  1/2d6+1
  13
  71-81
  2 1/2d6(DC8)
  40
  16-20
  1d6(DC3)
  15
  82-93
  3d6-1(DC8)
  42
  21-26
  1d6+1(DC4)
  20
  94-107
  2d6+3
  43
  27-31
  1 1/2d6(DC5)
  25
  108-140
  3d6(DC9)
  45
  32-35
  2d6-1(DC5)
  27
  141-185 3d6+1(DC10)
  50
  Damage shown on these conversions is assumed to be killing
  damage unless otherwise specified. A physical normal attack will
  have a “P” after it, like “5d6P”. An energy normal attack will have
  an “E”. Otherwise, normal Hero System suffixes apply, like “X”
  for explosion (or KX for killing explosion), NND for No Normal
  Defense attacks, and AP for Armor Piercing attacks.
  It is important to note that Armor Piercing is a relative term. A
  Fantasy Hero campaign might consider crossbow bolts to be
  Armor Piercing, but if that weapon were transferred to a high-
  tech setting, it would likely not apply except in special cases.
  Likewise, a modern armor-piercing bullet might be double Armor
  Piercing against low-tech armors.
  Micro damage
  Some weapons convert to a DV of less than 1 pip of killing dam-
  age (less than 5 points). These will be listed as (1 pip), and nor-
  mally roll 1d6, doing 1 killing BODY on a roll of 6, 1 killing STUN
  on a roll of 2-5, and no damage at all on a roll of 1. Yes, they are
  largely ineffective weapons, but against unarmored people, they
  are the equivalent of an NND, and an autofire or area effect
  attack of this type can beannoying. As crowd dispersal weapons,
  they may force the average bystander to make an EGO roll, and
  it will add dice to Presence attacks against anyone affected by it.
  Shots
  This is the number of charges the weapon has. Weapons with
  clips often have a +1 after the number, showing that there can
  be an extra round in the chamber, in addition to the normal
  amount in the clip.  For figuring a weapon cost in points, do not
  take this +1 into account.
  Weapons powered by an external source have an infinite num-
  ber of charges, but are tied to that power source.  Most often,
  they can be bought as an END Reserve, with a high REC based
  on being “plugged in”.
  STR Min
  This is the minimum STR needed to accurately fire the weapon,
  and is based on the (Base cost/3), round nearest. If the weapon
  is used in both hands, subtract 5 from the result.
  Modifiers
  The “base cost” of a given attack for purposes of STR Min is
  adjusted by the following:
  +5
  Each point of OCV
  +3
  Each point of RMod
  Example - A 1d6RKA with an OCV of +1 and an RMod of +2
  would have a base cost of 15 + 5 + 6 = 26 points. Lowered OCV
  and RMod would reduce the base cost of the weapon.
  Bracing
  For the 3G3 weapons which are man-portable, but have an aim-
  ing RC of 5, the STR min is that for shoulder-fired use. Drop this
  by 5 if the weapon is braced or using a bipod. A one-handed
  ranged weapon with a folding or detachable stock gets a +1
  RMod, -1 Initiative when used with the stock.
  Cost
  This converts directly from the 3G3 amount.
  Loaded mass (optional)
  This is simply the mass of the weapon in kilograms, and may be
  used in campaigns where the mass a character carries will make
  a difference for Long Term Endurance loss or DCV purposes.
  Clip mass (optional)
  As for loaded mass.
  
  Hero System
  Hands (optional)
  For use in campaigns where it is necessary to know how a char-
  acter wields a weapon, such as needing both hands for a rifle, or
  whether or not a character can use a shield and a melee weapon
  at the same time.
  DEF (optional)
  The DEF of a weapon can be calculated from the AV, and used
  instead of the DEF generated by the Active Points in the
  weapon. Instead of basing DEF and BODY directly on the AV of
  the weapon, base them on double the AV and BP, and put this
  number in the DV conversion equation. See below:
  AV or BP
  DEF or BODY
  AV or BP
  DEF or BODY
  1
  0
  8-10
  4
  2-4
  1
  11-13
  5
  5
  2
  14-17
  6
  6-7
  3
  18-23
  7
  This is for a strictly 3G3 conversion. To be perfectly compatible
  with Hero guidelines, base DEF and BODY on the active points,
  as per the rules.
  The DEF of a weapon applies vs. killing attacks attempting to
  damage the weapon. Against normal attacks or blocks or the
  damage done by the weapon itself, this number is doubled.
  Example - A pistol with an AV of 9 has a DEF of 4. Against
  being shot or sliced, it has a DEF of 4. Against being bent,
  clubbed, or damaged by a normal explosion, it has a DEF of 8.
  BODY (optional)
  As for DEF. Items that have lost part of their BODY have a
  chance of malfunction as per Hero System rules.
  PER Mod
  The PER Mod of a weapon is a characteristic that applies as a
  bonus to spot it if concealed on your person or elsewhere.
  Bulk
  Base
  per 2x locs.
  VS weapon
  0
  +1
  S weapon
  1
  +1
  M weapon
  3 
  +1
  Has ≥.60kg per location (not doubled) or
  +1
  Has ≥2.50kg per location (not doubled)
  +3
  Longarm (shoulder fired, non-bullpup)(not doubled)
  +2
  The “per 2x locs.” means that the PER Mod goes up by that
  extra amount at 2 locations, 4 locations, 8 locations, and so on,
  rounding up. There is no maximum size for objects, although
  anything Large or more is not concealable, and objects with a
  PER Mod of more than +10 are going to be so unwieldy that they
  are difficult to carry, let alone conceal.
  Example - An S/4 shoulder-fired carbine has a PER Mod of 1 for
  a Small weapon, +3 for extra locations and +2 for shoulder-fired,
  for a total PER Mod of +6.
  Initiative (optional)
  Hero System weapons do not have Initiative.  As an optional
  trait, halve the 3G3 Initiative (round towards zero), and add or
  subtract this from the DEX (or Fast Draw skill) of the user when
  sequencing a combat (for attack purposes only).
  Tech Level (optional)
  There are no Tech Levels as such in the Hero System, so you
  will have to decide on chronological guidelines and historical
  developments to figure out what TL a weapon is, or what TL a
  character can design a weapon for. Obviously, superheroes who
  are alien scientists will be much less limited than fantasy charac-
  ters, with pirates, pulp heros or modern secret agents some-
  where in between. In general:
  Genre
  3G3 Tech Level
  Medieval fantasy
  4-5
  Swashbucklers
  6-7
  Old West
  8
  Pulp heros
  8-9
  Modern adventurers
  10-12
  Future settings
  13+
  While the Hero System does not use TL's, weapons of one 3G3
  TL, whose damage would be increased in a higher TL version,
  will have their damage increased by one increment if used in a
  more modern setting, an increment being based on the previous
  table.
  Example - A Walther PPK might have a damage of 1/2d6 (at
  3G3 TL9). This is suitable for a pulp adventure. If used in a mod-
  ern setting, the damage would go to 1d6-1.
  If a weapon from an older TL is used with high-tech ammo to get
  extra damage, it gets a burnout roll and side effect. If it had
  none, it is a 15-. If the weapon already had one, the burnout roll
  is 2 classes lower than it was before (a 15- going to 13-, for
  instance). The side effect is a KX of 1d6+1 or 2 1/2d6, depend-
  ing on whether the active points of the weapon are more or less
  than 30 points (30 or 60 point side effect).
  
  93
  Point Cost
  For figuring out a point cost to characters,
  base it on the following guidelines. Factor
  in cost of any extra clips if necessary.
  Pistols
  Advantages
  Amount
  None
  +0
  Limitations
  Amount
  OAF
  -1
  Independent
  -2
  STR Min (Base/3)
  -3/4
  Can't add damage with STR
  -1/2
  One-handed weapon
  -0
  Rifles
  Advantages
  Amount
  -5 STR Min
  +1/2
  Limitations
  Amount
  OAF
  -1
  Independent
  -2
  STR Min (base/3)
  -3/4
  Can't add damage with STR
  -1/2
  Two-handed weapon
  -1/2
  Shotguns (as rifle or pistol)
  Limitations
  Amount
  Reduced penetration 
  -1/4
  (buckshot  and flechettes only)
  Reduced by range (buckshot only)
  -1/4
  Autofire weapons (any)
  Advantages
  Amount
  One level of autofire (3-7 shots)
  +1/2
  Two levels of autofire (8-15 shots)
  +3/4
  Three levels of autofire (16-30 shots)
  +1
  Four levels of autofire (31-60 shots)
  +1 1/4
  Note that a weapon with 3 or more levels of
  autofire might instead be bought as an area
  effect to represent the saturation effect of that
  many bullets.
  Area Effect weapons (any)
  Advantages
  Amount
  One hex
  +1/2
  Line effect (active points/5)
  +1
  Cone (active points/5)
  +1
  Radius (active points/10)
  +1
  Explosion
  +1/2
  Mounted weapons
  Limitations
  Amount
  OAF
  -1
  Independent
  -2
  Two-handed weapon
  -1/2
  Immobile
  -1
  Bulky weapons (>10 kilograms)
  Advantages
  Amount
  -5 STR Min or
  +1/2
  -10 STR Min
  +1
  Limitations
  Amount
  OAF
  -1
  Independent
  -2
  Two-handed weapon
  -1/2
  Bulky
  -1/2
  Weapons at Level III-IV rel. (or percussion)
  Limitations
  Amount
  15- Activation roll
  -1/4
  Weapons at Level V-VI rel.(or flintlock/matchlock)
  Limitations
  Amount
  14- Activation roll
  -1/2
  Matchlocks (any)
  Limitations
  Amount
  Doesn't work in extreme damp
  -1/2
  Lit match requires tending
  -1/2
  Reloading takes 1 minute 
  -2
  with gestures throughout*
  Flintlocks (any)
  Limitations
  Amount
  Doesn't work in extreme damp
  -1/2
  Reloading takes 1 minute 
  -2
  with gestures throughout*
  Percussion (any)
  Limitations
  Amount
  Doesn't work underwater
  -1/2
  Reloading takes 1 minute 
  -2
  with gestures throughout*
  *Note that technically you don't lose much
  preparation time if interrupted while reloading,
  which is offset by the ammunition (open pow-
  der) being Fragile during the reloading process.
  Weapons with HE or HEAT warheads (any)
  Advantages
  Amount
  -5 STR Min or
  +1/2
  -10 STR Min or
  +1
  No STR Min (if weapon normally 
  +0
  has -10 STR Min)
  Armor Piercing
  +1/2
  Explosion (optional)
  +1/2
  Silenced weapons (any)
  Advantages
  Amount
  Invisible Power Effects (one level)
  +1/2
  Lasers (any)
  Advantages
  Amount
  Armor Piercing
  +1/2
  No STR Min
  +0
  Limitations
  Amount
  Will not penetrate some Darkness
  -1/4
  No knockback
  -1/4
  Continuous beam lasers (any)
  Advantages
  Amount
  Armor Piercing
  +1/2
  Continuous effect
  +1
  Line area effect
  +1
  No STR Min
  +0
  Limitations
  Amount
  Will not penetrate some Darkness
  -1/4
  No knockback
  -1/4
  Particle beams (any)
  Advantages
  Amount
  Penetrating
  +1/2
  No STR Min
  +0
  Limitations
  Amount
  Doesn't work underwater
  -1/4
  Limited effect vs. magnetic shielding
  -1/4
  No knockback
  -1/4
  Railguns (any)
  Advantages
  Amount
  Armor Piercing
  +1/2
  Limitations
  Amount
  Doesn't work underwater
  -1/4
  Electricity based stunners (any)
  Advantages
  Amount
  NND (defense is resistant ED>1)
  +1
  Limitations
  Amount
  Reduced by range
  -1/4
  Doesn't work underwater
  -1/4
  Homing weapons (any)
  Advantages
  Amount
  Programmable target computer 
  +1/2
  (variable limitation)
  Takes no range penalty
  +1/2
  Limitations
  Amount
  Only vs. single object
  -2
  (specific person, vehicle, radar signature, etc.)
  Only vs. single category
  -1
  (people, land vehicles, heat sources, etc.)
  Only vs. broad category
  -1/2
  (moving targets, any large metal mass, etc.)
  Charges (as per Hero System)
  Charges
  Amount
  Charges
  Amount
  1
  -2
  9-12
  -1/4
  2
  -1 1/2
  13-16
  +0
  3
  -1 1/4
  17-32
  +1/4
  4
  -1
  33-64
  +1/2
  5-6
  -3/4
  65-125
  +3/4
  7-8
  -1/2
  126-250
  +1
  More limitations
  Limitations
  Amount
  Laser designator
  -3/4
  (treat as “only vs. single object”, but with a
  full phase of extra time and gestures)
  Radar designator with target discrim.
  -3/4
  (treat as “single category”, but with a full 
  phase of extra time and gestures (radar dish))
  Radar designator 
  -3/4
  (treat as “broad category”, but with a full 
  phase of extra time and gestures (radar dish))
  Minimum arming range (active pts/5)
  -1/4
  Human guided (full phase of extra 
  -3/4
  time and gestures)
  Man-portable, needs initial setup 
  -1/2
  (1 turn extra time)
  Man-portable, needs setup per shot 
  -1
  (1 turn extra time)
  Disposable wpn. (expendable focus)
  -1/4
  
  Hero System
  Guidance systems
  For weapons which have homing ability, they may either be
  bought as a simple bonus to hit, or treated as computer con-
  trolled vehicles. Sensor-equipped weapons get a +2OCV per
  25% bonus, with 15% increments being a +1OCV. This may or
  may not require setting for a phase to get the bonus.  The best of
  both worlds is to count a homing weapon or sensor-equipped
  weapon as a bonus to hit at ranges where it will hit in the same
  segment it is fired, and as computer controlled otherwise. The
  stats for a self-controlled weapon like a missile or point defense
  platform include the bonus to hit because of the guidance sys-
  tem in the OCV stat of the weapon. This applies if a character is
  in control of the weapon and is making firing decisions.
  Otherwise, the OCV number in parenthesis is used to represent
  the OCV of the targeting computer acting alone. 
  A simple, minimum cost tracking computer is:
  Item
  Cost
  INT 5 (can run 1 program)
  -5 points
  DEX 0 (has no inherent ability)
  -30 points
  SPD 4 (Acts faster than most humans)
  +30 points
  Attack and destroy target at closest approach
  1 point
  Familiarity with weapon system
  1 point
  +1 OCV with self
  3 points
  Total cost
  0 points
  This can be used for any weapon with an inherent OCV, +/-3
  points for each level of OCV over the base.
  Example - A self-guided missle with an OCV of 4 would have a
  computer cost of 9 points, in addition to the cost of the weapon
  itself. This is added to the cost of the weapon after other factors
  are taken into account. For instance, without the computer, the
  weapon would still get the OCV bonus when a person was using
  it, but it would have no initiative to act on its own.
  There is no good Hero System limitation for flight time to a ran-
  dom range. The “1 second” range of a “slow” weapon should be
  listed. The weapon will move this far each segment, and of
  course “hold action” so that it gets its targeting and movement
  decision at the best time (usually at the closest approach). Most
  weapons will reach their target in 1 phase.
  Shotguns
  These are given point costs as per the previous guidelines, but
  the 3G3 damage is figured as follows. The base damage is that
  for one pellet, and is increased by half each time the pellet quan-
  tity is doubled (keep fractions until you reach the final total).
  Pellet quantity is rounded nearest for this calculation.
  Pellets
  Multiple
  Pellets
  Multiple
  1
  x1.0
  12-23
  x3.0
  2
  x1.5
  24-47
  x3.5
  3-5
  x2.0
  48-95
  x4.0
  6-11
  x2.5
  96-191
  x4.5
  Any weapon with multiple projectiles automatically gets the
  Reduced Pen. limitation. If a weapon has a x4.0 multiple or
  more, it gets an additional level of reduced penetration as well.
  Example - A shotgun firing 15 buckshot pellets with a DV of 13
  each will have a base damage of 2.82 points in Hero System
  damage. The quantity of pellets is a x3.0 multiple, so the weapon
  does 8.47 points of damage, or an average of 2d6+1 (almost 2
  1/2d6), with one level of Reduced Penetration. If it were firing
  100 pellets of birdshot, each with a DV of 9, the base damage
  would be 1.49, with a x4.5 multiple for quantity, for a total dam-
  age of 7.43, or 2d6, with two levels of Reduced Penetration.
  Grenades
  The simplest way to buy grenades is as a Killing Explosion (KX).
  3G3 uses a variant on fragmentation from a previous edition of
  the Hero System. Grenades are bought as a 6 shot autofire
  attack with OCV levels based on the number of fragments hitting
  a 1m2 target (twice an average person's area) at a range of 1" (2
  meters), rounding hits down. This OCV is always vs. DCV of 0,
  plus any bonus to DCV for size and partial cover. The roll is
  made for the number of hits, and each hit does the listed dam-
  age. The OCV of the fragments drops by 2 at a range of 1", 2",
  4", 8", etc. Any linked explosion is treated normally.
  Fragments
  Hits at 1"
  OCV
  Example
  <100
  1 or less
  0
  WWII grenade
  100-199
  2-3
  2
  “Bouncing Betty” mine
  200-399
  4-7
  4
  400-799
  8-15
  6
  Small modern grenade
  800-1599
  16-31
  8
  Modern grenade
  1600-3199
  32-63
  10
  >3200
  64+
  12
  Claymore mine
  Powers with a 60° cone effect multiply their actual fragments by
  6 to get the number the OCV is based on.
  Example - A directional mine has 500 fragments.  This is multi-
  plied by 6 to get 3000, which corresponds to an OCV of 10.  At a
  range of 15 hexes, the OCV will have dropped to 2, since it lost 2
  points of OCV at 1", 2", 4" and 8".
  Obviously, this is much more cumbersome than a normal KX,
  but is more accurate for a heroic campaign. For a superheroic
  campaign, the easiest thing to do is double the fragment damage
  and call it a Reduced Penetration KX.
  Grenades (any)
  Advantages
  Amount
  Triggered (when pin is pulled)
  +1/4
  Limitations
  Amount
  One phase activation delay
  -1/2
  Expendable focus
  -1/4
  Explosions
  Explosions are treated normally, but their damage is multiplied
  by 3 to get a Hero System damage for normal dice instead of
  killing dice. 
  STUN modifiers
  Most weapons are bought as having a +0 STUN modifier.  There
  is no easy way to tell if a weapon should have a +1 or -1 STUN
  modifier. Within the system, weapons often use this to represent
  increased “knockdown” power.  Also, projectiles that do more or
  less tissue damage, like AP or hollow-point may have a non-zero
  STUN modifier.
  
  95
  Continuous beams
  Very high ROF weapons may be bought as Area Effect. Such
  attacks (line area) are also bought with the advantage
  Continuous, so that anyone passing through the area of effect
  until the character's next action is automatically hit. Many of
  these area attacks aren't that large, but remember that any frag-
  ile foci carried will also be affected by the attack (extra ammo,
  carried grenades, etc.). The special effect of the area effect is
  that a larger target may shield a smaller one. So, a person with a
  shield would get the DEF of the shield if the hit location protected
  by the shield was rolled. Or, a large character could interpose
  themselves to protect a smaller one, or stray cover might protect
  a character who was there when the attack occurred.
  Uncontrolled attacks
  A few attacks last longer than a phase. These are usually bought
  as continuous, uncontrolled, lasting 1 turn.
  Special ammunition
  If a weapon uses special ammunition of some type, use the spe-
  cial effects for that ammunition according to Hero System rules.
  Multipowers
  If a given weapon has several variants or types of ammo listed, it
  is assumed to be bought as a multipower on the most expensive
  type, with the limitation “Takes a full action to change slots”
  (change the clip). If a weapon has multiple versions, the costs for
  the military and civilian versions will be different.
  Overlap
  Some weapons you will create may overlap with ones already
  created and listed in the Hero System rules. Points of difference
  you will note is that 3G3 weapons tend to have slightly lower
  damages. Adjust the damage class of all weapons to match the
  power level of your campaign, either by a fixed addition to Hero
  System damage (e.g. +1DC to all designed weapons) or to 3G3
  damage (e.g. +10 DV before converting to Hero System dam-
  age). Also, 3G3 weapons usually have significantly better accura-
  cies, so that an average person with a slight amount of training
  can actually hit targets at plausible ranges. For instance, the
  conversions assume that a DEX 11 soldier with weapon familiari-
  ty and a rifle can hit a DCV 2 target (a surprised average person)
  at 100 meters after setting and bracing over 75% of the time.
  They also assume it is harder to do with a pistol than with a rifle,
  so 3G3 conversions will have a better RMod stat than rifle-class
  Hero System weapons.
  Special cases
  Some weapons may have endurance batteries instead of
  charges, or solar panels which are limits on the recovery of END
  in the weapon, or a number of other special cases. This is usual-
  ly only listed for weapons which have multiple powers. Others
  have charges which can be renewed at a high-energy power
  source. We have tried to take into account any power modifier
  that is implied in the description of a weapon.  
  END Reserve (any)
  Limitations (END)
  Amount
  OAF
  -1
  Independent
  -2
  Linked to other power (weapon)
  -1/2
  Can't be pushed
  -1/2
  Limitations (REC)
  Amount
  OAF
  -1
  Independent
  -2
  Linked to other power (weapon)
  -1/2
  Requires high energy source or
  -1/2
  Only works in daylight (solar panel, REC 1 only)
  -1/2
  Since charges or END can be transferred between weapons if
  needed (energy is energy, after all), you can do this with some
  equipment and a skill roll, but for each 5 points of difference in
  active cost per shot, you lose half the charges or END in the
  transfer (rounding in character's favor).
  Example - A player with an extra energy clip for their laser pistol
  (1d6+1RKA, Armor Piercing, 30 Active points, 3 END per shot),
  loans it to a friend whose laser rifle (2d6RKA, Armor Piercing, 45
  active points, 4 END per shot) is empty. There are 30 END in the
  clip, and 20 active points of difference.  Only 1/8th of the charges
  transfer (lose half per 5 points), so draining the entire pistol clip
  only nets the character one shot (4 END) for the rifle. The
  reverse also applies, so if the rifle character gave 1 END to the
  one with the pistol, one charge for the rifle would give the pistol 8
  END (double per 5 points). Note that this is highly optional, and
  is just presented as an alternate way to do things.
  Multiple powers
  In some cases, a weapon description may imply that the Hero
  System version has multiple power effects.  For instance, a stun
  grenade may say that it has an effect on the senses equal to its
  blast damage. In this case, the weapon acts as a Flash as well
  as an explosion, and you would convert the DV to the appropri-
  ate amount of Flash, taking into account that 1d6 of RKA in Hero
  System is 15 points, while 1d6 of other attacks may be more or
  less.
  Bulky weapons
  Weapons that mass more than 10kg and are man-portable are
  generally considered Bulky, and get the -1/2 limitation.
  Weapons that are usually mounted get the Immobile limitation of
  -1. These can be vehicle mounted, but are very cumbersome to
  move when detatched, and cannot be fired when dismounted.  In
  some circumstances, very powerful characters can use the focus
  without limitation (powered armor, for instance).
  
  Hero System
  Melee weapons
  All melee weapons are bought as “real weapons”, meaning that
  anyone can use them, they have mass to slow a character down,
  can be damaged, and so on.  
  OCV
  The Hero System OCV of a melee weapon equals the IA for
  swords and staves, and the IA-1 for axes/maces, IA-2 for
  polearms, IA-1 for flails, IA-1 for whips and flexible weapons, IA-
  1 for improvised weapons, and RMod=IA-1 for thrown weapons.
  Weapon type
  OCV
  Weapon type
  OCV
  Swords
  IA
  Maces
  IA-1
  Staves
  IA
  Polearms
  IA-2
  Knives
  IA
  Flails
  IA-1
  Axes
  IA-1
  Whips
  IA-1
  Improvised weapons
  IA-1
  Damage
  The best way to convert damage is to use the formula for ranged
  weapons, but use the DV+5 instead of the straight DV. For a
  massively heroic campaign, use DV+10 instead of DV. How
  much you add depends on how “heroic” the campaign is.
  Most weapons here will do slightly less damage than their Hero
  System counterparts, but they also have lower STR Mins. The
  net effect is that for the same STR, the weapons are slightly less
  powerful (matching the guns), and also have a lower maximum
  damage, but don't cost as much END.
  The reduced damage maximum makes it harder to carve holes
  in tanks or reinforced concrete walls with a greatsword. Using
  “real” weapons also implies you use “real” armor, which cuts the
  amount of armor worn. To keep things even, the amount of force
  fields that wizards can have needs to be kept in check, some-
  thing you should do in any case.
  If a weapon has an effect that adds to normal damage rather
  than being the main agent of damage, it is bought as extra HTH
  dice. If the effect is that it adds separate killing damage to nor-
  mal damage, the extra HTH dice are converted to lethal damage,
  which cannot be affected by STR.
  STUN x
  Most weapons have a default STUNx of +0. Weapons that do
  impaling damage only should get a -1 STUNx. Those that have
  small crushing surfaces or can be accelerated by virtue of a flexi-
  ble hilt (war hammers and flails, respectively) should get a +1
  STUNx.
  STR Min
  This is based on the (active points/2), and takes into account
  OCV, RMod, Throwable, and +1 STUNx, but not Zero END.
  Cost
  Taken directly from the 3G3 cost for the weapon.  In addition, the
  character point cost can be listed, according the guidelines here.
  Melee Weapons (one-handed)
  Advantages
  Amount
  Zero END cost
  +1/2
  Limitations
  Amount
  OAF
  -1
  Independent
  -2
  STR Min (active points/2)
  -1
  Melee Weapons (two-handed)
  Advantages
  Amount
  STR Min-5 (tools don't get this)
  +1/2
  Zero END cost
  +1/2
  Limitations
  Amount
  OAF
  -1
  Independent
  -2
  STR Min (active points/2)
  -1
  Two-handed weapon
  -1/2
  Melee Weapons (throwable)
  Advantages
  Amount
  Throwable (RMod is OCV+0)
  +1/2
  Other
  Advantages
  Amount
  Armor Piercing (unbalanced impaling weapons)
  +1/2
  +1 STUNx (unbalanced crushing weapons)
  +1/2
  Limitations
  Amount
  -1 STUNx (weapons doing impaling damage only)
  -1/4
  Cost adjustments
  Modifier
  Cost
  +1 OCV
  5 points
  -1 OCV
  -5 points
  Linked 2d6 Entangle (recoverable, transparent)
  7 points
  Linked 1" Stretching (in combat, grab, disarm)
  2 points
  Hands
  The number of hands needed to use the weapon properly.
  DEF (optional)
  The DEF is converted as for other weapons, and serves the
  same purpose. It is based on 2 x AV, as for ranged weapons.
  The DEF of a weapon applies vs. killing attacks attempting to
  damage the weapon. Against normal attacks, blocks or the dam-
  age done by the weapon itself, this number is doubled.
  Example - A DEF 2 knife has a DEF of 2 if shot, or someone
  tries to break it with a killing attack. If hit by an explosion, or
  someone tries to snap it with their hands, it has a DEF of 4.
  BODY(optional)
  The BODY is converted as for other weapons, and serves the
  same purpose. It is based on 2 x BP, as for ranged weapons.
  PER Mod
  As for other weapons. Most melee weapons longer than 3 loca-
  tions double the calculated PER Mod.
  Initiative (optional)
  Figured as for other weapons, and serves the same purpose.
  
  97
  Basics
  Traveller: The New Era (referred to hereafter as TNE) is a
  science-fiction role-playing game set in the distant future of a
  shattered Imperium. Characters can travel between worlds, and
  visit areas ranging from highly advanced to strikingly primitive,
  with a correspondingly wide variation in weapons available. This
  conversion is mainly for small arms and other man-portable
  weapons, and should be suitable for any 3G3 or real-world
  weapons in either TNE or any compatible system. While TNE is
  no longer in print due to the demise of Game Designer's
  Workshop, a great deal of material is still available for the sys-
  tem, so BTRC has decided to continue 3G3 support, at least for
  this printing of the 3G3 rules. You can also use these rules to
  help you convert TNE weapons to Traveller 4th ed. rules.
  Important note - The TNE system is a refinement and expan-
  sion of the Twilight: 2000 role-playing rules. Previous printings
  of 3G3 and the More Guns! supplement used this more limited
  set of rules for conversions. There also exists a weapon and
  equipment design supplement exclusively for TNE, called Fire,
  Fusion and Steel, which if you can find it should have weapon
  and accessory notes you should use for the TNE system. The
  numbers you get from 3G3 should be almost the same as Fire,
  Fusion and Steel numbers for small arms, we just use different
  ways of getting to them.
  Name
  This is the common name of the weapon, and is followed by the
  caliber, for purposes of reference and ammunition exchange
  between weapons.
  Tech Level
  This is the Tech Level of the weapon, and is based on the follow-
  ing scale:
  3G3 TL
  TNE TL
  Earth equiv.
  Example
  4
  0
  Dark ages-
  5
  1
  Middle ages
  Hand cannon
  6
  2
  c.1600
  Flintlock pistol
  7
  3
  c.1800
  Percussion rifle
  8
  4
  c.1900
  Cartridge rifle
  9
  5
  c.1930
  Medium machinegun-5
  10
  6
  c.1950
  Light machinegun-6
  11
  7
  c.1970
  5.5mm Gatling gun-7
  8
  c.1990
  Caseless ammo, laser carbine-8
  12
  9
  Fusion era+
  Laser rifle-9
  13
  10
  14
  12
  15
  13
  PGMP-13
  Extrapolated
  16
  14
  PGMP-14
  17
  15
  PGMP-15
  This is the same as in Traveller 4th ed., and lets you design
  weapons for any game using the TNE or compatible systems. 
  ROF
  This is based on the weapon type, as follows:
  Weapon type
  ROF
  Shots per fire action
  Semi-auto
  SA
  up to 5
  Single shot
  SS
  1 per barrel
  Single action revolver
  SAR
  up to 2
  Double action revolver
  DAR
  up to 3
  Pump action
  PA
  up to 3
  Bolt action/Lever action
  BA/LA
  1
  Autofire weapons
  (actual rate of fire/2)
  up to ROF
  Continuous beam
  10, but each one is 2 hits
  up to ROF
  The rate of fire for automatic weapons rounds up if there are
  fractional amounts.  For multiple barrel weapons, the number of
  bursts is divided by the number of barrels.
  Example - A machine pistol firing 11 shots per second has a
  TNE ROF of 6. A tri-barrel gatling firing 30 shots per second has
  a TNE ROF of 5 (15, divided by 3 barrels).
  Damage
  The DV of a 3G3 weapon will convert to a Damage stat in TNE.
  The best conversion equation for most small arms seems to be:
  TNE Damage = (DV/10).86(n)
  Damages rounding to zero are counted in TNE as -1 (1d6-1d6). 
  Damage Value
  TNE Damage
  1-4
  0
  5-16
  1
  17-28
  2
  29-42
  3
  43-57
  4
  58-72
  5
  73-88
  6
  89-104
  7
  105-120
  8
  121-137
  9
  138-153
  10
  154-171
  11
  172-189
  12
  190-218
  13
  219-276
  14
  277-340
  15
  For delivered energy that gives a DV higher than 200, an addi-
  tional factor needs to go into the DV-to-Damage equation. For
  these weapons:
  TNE Damage = (DV/10).86 - (DV-200)/26.6 (n)
  This gives better results out to a DV of around 3500 with some
  accuracy. The table above and elsewhere in the rules uses the
  extra term for figuring TNE damage.
  Note - This system is not suitable for starship-type weapons with
  DV's that exceed 3500. On the off-chance you need to convert a
  weapon with a DV of more than 3500, use a Damage of 30 for a
  DV of 3500, and add 10% of the Damage of the remainder.
  Results are not guaranteed.
  
  Traveller: New Era
  Damage (optional)
  TNE Damage is actually based on roughly the same factors as
  3G3 Damage Value, but does not take projectile size into
  account. 3G3 uses the above formula exclusively, but to conform
  perfectly with TNE numbers, multiply the DV by the following
  before converting to the Damage stat.
  Projectile is
  Multiply by:
  Typical for:
  2mm
  x.45
  2.5mm
  x.50
  3mm
  x.55
  3.5mm
  x.59
  4mm
  x.63
  4.5mm
  x.67
  5mm
  x.71
  5.5mm
  x.74
  5.56mm rifles
  6mm
  x.77
  6.5mm
  x.81
  7mm
  x.84
  7.5mm
  x.87
  7.62mm rifles
  8mm
  x.89
  8.5mm
  x.92
  9mm
  x.95
  9mm pistols
  9.5mm
  x.97
  10mm
  x1.00
  10.5mm
  x1.03
  .40S&W pistols
  11mm
  x1.05
  11.5mm
  x1.07
  .45ACP pistols
  12mm
  x1.10
  12.5mm
  x1.12
  12.7mm MG
  13mm
  x1.14
  14mm
  x1.18
  15mm
  x1.22
  14.5mm-15.5mm MG
  17mm
  x1.30
  20mm
  x1.41
  20mm cannon
  23mm
  x1.52
  25mm
  x1.58
  27mm
  x1.64
  30mm
  x1.73
  30mm cannon
  This is only likely to make a difference for rounds close to a
  breakpoint, or for very large rounds. The major difference this
  makes is that some rifles firing the 7.62mm round will go from a
  Damage of 5 to 4, some .45ACP pistols will go from a 1 to 2, and
  most heavy machine guns will go up by 1 point.  Also, small-bore
  air rifles with a Damage of 1 will likely go to Damage of 0. In any
  of these events, you may have to alter the TNE recoil numbers.
  TL differences
  If a weapon that was manufactured at multiple TL's gets a higher
  damage due to a more modern version of the weapon or ammu-
  nition, you should mark the name with a “°”. This also applies to
  high-tech weapons available over a range of 3G3 Tech Levels.
  Note that older weapons using +P or +P+ ammunition are likely
  to have the same effect (increased damage), but the two are not
  cumulative. Note that this does increase recoil.
  This also applies to weapons using hollow-point or other ammu-
  nition that increases tissue disruption, but in this case, the Pen of
  the weapon will be increased by 2 points. In this case, they will
  be marked with a “+”.  This will only apply to a weapon within its
  TL of manufacture, and is based on the 3G3 DV x 1.25 (round
  nearest), as for hollow-point rounds.
  Example - The S&W Model 29 has a 3G3 DV of 26, which is a
  Damage of 2°. The “°” means the weapon was introduced well
  before the end of its TL, and high-power or late-TL ammunition is
  powerful enough to give a Damage of 3, at some reduction in
  weapon life and reliability. The Pen of the weapon is unaffected.
  Example - The Desert Eagle in .357 Mag has a 3G3 DV of 24,
  which is a Damage of 2+. This means that with hollow-point or
  other increased tissue disruption rounds, the Damage will go to
  3, but the Pen is increased by 2 (in this case, it stays at "nil").
  Note that a weapon with a “°” is usually assumed to be "+" at its
  native Tech Level. So, for instance, the S&W Model 29 has a
  Damage of 2°, while the Desert Eagle has a 2+. The Desert
  Eagle does not get an increased Damage from +P ammunition,
  but the S&W Model 29 does, and both get increased damage
  from regular hollow-point or other rounds with increased tissue
  disruption (with penalty to Penetration).
  Penetration
  In addition to the Damage stat, TNE weapons also have a Pen
  number, which is how affected they are by armor. The base Pen
  number for a slugthrower round is 1 if it is less than 7mm in
  diameter and 2 if it is 7mm or more.  However, the maximum
  Pen is the Damage-1, and weapons with a Damage of 1 there-
  fore have a Pen of “nil”, as do weapons whose Pen and Damage
  are equal (2/2 being the same as 2/nil, for instance). Weapons
  have their Pen increased by 1 for each range increment past
  Medium (i.e. at Long and Extreme). If the damage RC of the
  weapon is greater than the aiming RC, the Pen is increased only
  at Long and Extreme ranges.
  Laser weapons generally have a Pen of 7 less than their
  Damage. Fusion weapons generally have a Pen of 1/2-1-4, while
  plasma weapons have a Pen of 1-2-10. Against vehicles fusion
  weapons are 3-(half Damage)-(Damage), while plasma weapons
  have a Pen of 1-(half Damage)-(Damage).
  Note - Fire, Fusion and Steel gives Pen numbers based on
  muzzle energy in Joules, as per the table below:
  CPR guns
  Pen
  Gauss weapons
  Pen
  0-600J
  nil
  0-1000J
  nil
  601-2000J
  1-nil
  1001-3000J
  1-nil
  2001-3000J
  2-nil
  3001-5000J
  1-2-nil
  3001-5000J
  2-3-nil
  5001-10kJ
  1-3-5
  5001-10kJ
  2-4-6
  10kJ-20kJ
  1-2-4
  Note - Penetration numbers for fusion and plasma weapons
  have changed since the first printing of the conversion notes in
  3G3 and More Guns!.
  Reload
  Most modern weapons will have a “-” here, showing that they
  can be fully reloaded in a single turn. Archaic weapons, especial-
  ly muzzle loaders, will take longer.
  Weapon type
  Reload time
  Muzzle loader
  3 per barrel or shot
  Muzzle loading rifle
  +1 turn
  Breech loading weapon
  -1 turn
  Internal magazine
  3 bullets per turn
  Using stripper clip
  10 bullets per turn
  
  99
  Bulk
  Initiative is based directly on weapon bulk directly, rather than
  indirectly through the Initiative stat.  The number of locations a
  weapon has translates into the Bulk stat, as follows (weapons
  with bulky magazines may have +1 Bulk):
  Weapon locs.
  Bulk
  Weapon locs.
  Bulk
  1
  0
  6
  4
  2
  1
  7
  5
  3
  2
  8
  6
  4-5
  3
  9
  7
  Note - Fire, Fusion and Steel lists bulk as weapon length in
  cm/15, rounding down, while 3G3 uses the same figure, but
  rounds up. However, FFS does not apply modifiers for weapon
  mass or bulky magazines.
  Magazine
  This is the number of shots the weapon holds, and the means of
  storing them in the weapon.
  Box
  A detachable box-like clip, like that found on most semi-auto
  pistols and assault rifles.
  Drum
  Similar to a box magazine, but is usually bulkier and holds
  more rounds. Also be used for platter-type magazines.
  R
  Revolver. Usually a non-detachable cylinder.  Generally holds
  from 5 (large bore pistol) to 9 (.22LR) shots, with 6 shots being
  the most common number.  Speed loaders (the revolver equiv-
  alent of a stripper clip) allow fast reloading.
  i
  Internal magazine. The weapon holds all the ammunition in a
  non-removable internal tube or clip. Stripper clips allow fast
  feeding of ammunition into one of these, otherwise only 3 bul-
  lets per turn may be loaded.
  B
  Belted ammunition. Ammunition is held in a linked belt, which
  usually feeds from an open box. Usually takes 2 turns to
  reload.  Belts may be linked for greater capacity.
  C
  Cassette. Ammunition is similar to belted types, but comes
  prepackaged in a certain length, and a new cassette may be
  fitted to a weapon in 1 turn. Reloading a cassette or belt is
  time consuming, and not possible in combat.
  PP
  Power pack. Ammunition is similar to a cassette, and is an
  external energy supply that is either carried or mounted sepa-
  rately from the weapon. Applies only to energy weapons or
  gauss weapons with separate power supplies.
  Recoil
  This is the number used for calculating consecutive shot or burst
  penalties, and is based on the Damage of the weapon.
  Attack
  Base recoil
  Single shot
  Damage+1
  Burst
  (Damage+1) x 2
  Modifiers to Damage
  Amount
  Weapon has ≥.75kg per location
  -1
  Fired from bipod
  -2
  Fired from tripod
  -3
  Fired from pintle mount
  -4
  Fired from vehicle mount
  no recoil
  Fires ≥20 shots per second
  +1
  Fires ≥40 shots per second
  +2
  Fires ≥80 shots per second
  +3
  Each extra level of mass in the weapon
  -1
  Any extra feature to increase controllability
  -1
  Modifiers to total
  Amount
  Weapon has burst fire capability
  -1
  Weapon is fired using two hands
  -1
  Weapon has inertial stabilizers
  half recoil(d)
  Laser weapon
  has no recoil
  Example - Try a machine pistol with a Damage of 2, a rate of fire
  of 20 shots per second and a mass of 2.0kg over 2 locations.
  The Single Shot recoil number is 2 (Damage of 2, plus 1, minus
  1 for the mass of the weapon).
  The Burst recoil number is 6 (Damage of 2, plus 1, minus 1 for
  the mass of the weapon, plus 1 for the high rate of fire, and the
  result times 2).
  If the weapon were fired using both hands, the SS and Burst
  numbers would be 1 and 5, and if the weapon had burst fire
  capability, it would be 1 and 4 if fired using both hands.
  Note - If a weapon has multiple versions firing the same car-
  tridge, recoil is not increased if a longer barrel increases
  Damage rating or causes mass per location to drop below .75kg
  per location.
  One thing to note with this conversion is that 3G3 uses different
  means to generate secondary weapon numbers than TNE does,
  specifically regarding Damage and Recoil. In TNE, Damage is
  based solely on the energy delivered, while 3G3 uses the energy
  and the cross-sectional area of impact. Recoil is based on the
  overall energy of the round, rounds fired and the mass of the
  weapon in TNE, and 3G3 bases it on the Damage stat, with dif-
  ferent modifiers for mass and rate of fire. 
  
  Traveller: New Era
  Range
  TNE only has four range bands for a weapon, Short, Medium,
  Long and Extreme. These convert from aiming RC's as follows:
  Aiming RC
  Short range is:
  1
  5 meters
  2
  10 meters
  3
  25 meters
  4
  50 meters
  5
  100 meters
  6
  200 meters
  7
  400 meters
  8
  800 meters
  This really does not apply well to aiming RC's greater than 5.
  This base “short range” will be modified by weapon and ammuni-
  tion characteristics.
  Characteristic
  Multiply range by:
  Damage RC is less than aiming RC
  x.80 per RC
  Damage RC is equal to aiming RC
  x1.00
  Damage RC is greater than aiming RC
  x1.20 per RC
  IA of weapon is less than base
  x.80 per point
  IA of weapon is equal to base
  x1.00
  IA of weapon is greater than base
  x1.20 per point
  Accessory
  Add to range:
  Mini telescopic sight (1-2x)
  5 meters
  Small telescopic sight (2.5-5.5x)
  10 meters
  Regular telescopic sight (6x and up)
  15 meters
  Electronic sights (3G3 Tech Level 12+)
  +5 meters
  Example - A 9mm pistol probably has an aiming RC of 2, for a
  Short range of 10 meters.  The damage RC of a 9mm round is 3,
  so this is increased to 10m x 1.20 = 12m.  If this were a more
  accurate pistol with an IA of 2, the range would be 10m x 1.20 x
  1.20 = 14m (round nearest).
  Example - A hunting rifle with an RC of 4/4 and an IA of 3 would
  have a Range of 50m x 1.2 = 60m. If equipped with a 6x tele-
  scopic sight, the Range would be increased to 75m (for aimed
  shots).
  Note - Technically, any add-on to a weapon which improves its
  range does not affect the range at which the Pen changes.  So,
  while a telescopic sight might increase the Long range of a rifle
  for aiming purposes, it should not affect it for Pen purposes.  
  Mass
  This is the loaded mass of the weapon, in kilograms, followed by
  the mass of any extra clip or magazine, if applicable.
  Cost
  This is the 3G3 cost of the weapon.
  Armor (optional)
  This has no equivalent weapon stat in TNE, but may be an
  optional quality. Treat the AV as a Damage Value, and find the
  equivalent Damage stat. This number will act as armor against
  anything that strikes the weapon. While not actual armor, it will
  count for deforming, deflecting or detonating rounds which strike
  it. Values of zero will not stop any damage, but may alter the
  Pen of any rounds going through it.  
  Damage boxes (optional)
  The BP of the weapon count directly as damage boxes, like a
  person's hit capacity. Any damage which penetrates the “armor”
  of the weapon does a number of dice damage equal to the armor
  of the weapon, with a minimum of 1 die. Remaining damage
  goes through the weapon and towards the next target.  Weapons
  which take any internal damage are assumed to be broken in
  some way, and weapons which take all their damage boxes are
  destroyed.  If you choose to allow damaged weapons to function,
  apply a -1 modifier to all fire for each time armor was penetrated.
  Reliability (optional)
  This does not really have an equivalent in TNE, since it is difficult
  to apply in a 1d20 system without causing numerous extra die
  rolls each time a “20” comes up. If a character ever rolls a cer-
  tain number of consecutive 20's on d20, their weapon may mal-
  function (for autofire weapons, roll dice in such a way as to know
  the order, like by color, size or one at a time).
  Reliability
  20's for malfunction(d20) Roll for catastrophic
  I-II
  2
  20
  III-IV
  1
  20
  V-VI
  1
  15+
  If there is a malfunction, roll the same die type one more time.  If
  more than the required number of dice come up in one string,
  like an autofire burst or getting unlucky with the extra die, then
  the malfunction is more serious.
  Example - A pistol with Malfunction Class II rolls dice for a pair
  of shots, and gets two 20's in a row. The player then rolls 1 more
  d20, which comes up a 3 (not another 20, which would be a seri-
  ous malfunction). The weapon seizes up or jams at the point in
  the burst where the second “20” came up, and no further ammu-
  nition is used, or further hits made on that round. Normally, the
  character's next action will be spent clearing the jam.
  Shotguns (optional)
  For weapons like shotguns, use the base DV of 1 pellet for figur-
  ing the Damage, keeping fractional amounts. At the weapon's
  Short range, assume all the pellets hit, and the number of dice of
  damage is the number of pellets times the “per pellet”
  Damage(n), with a Pen of “nil”. Maximum Damage is twice the
  damage for a normal shotgun slug of that caliber, minus 1. At
  Medium range, assume a number of autofire attacks equal to the
  pellet quantity (not more than 10), each one doing the rounded
  damage of a single pellet.
  Example - If a 12ga slug has a Damage of 3, then point blank
  buckshot would have a maximum Damage of (2 x 3) - 1 = 5.
  
  101
  The shotgun conversions in 3G3 are meant to reflect that at point
  blank range, a cloud of shot has roughly the same penetration
  and damage as a slug, as the shot pellets are so close that they
  will actually hit each other upon reaching a target. However, this
  diffused nature makes them less able to penetrate armor, hence
  the reduced Pen as compared to normal TNE rules.  Damage is
  treated normally at longer ranges. Note that different shotguns
  may have different “autofire” burst quantities for buckshot:
  Autofire dice
  pt blank
  short
  med
  long*
  extreme*
  10ga (19.5mm)
  18
  10
  7
  4
  1
  12ga (18.5mm)
  15
  10
  7
  4
  1
  16ga (17mm)
  10
  10
  7
  4
  1
  20ga (15.5mm)
  8
  8
  5
  2
  0
  .410ga (10mm)
  3
  3
  2
  1
  0
  *not accepted ranges, but shown for reference.
  If you are using only 12ga shotguns, then it is simplest to simply
  say they do 9 dice damage, as per the normal rules. The More
  Guns! supplement presents the buckshot damage of different
  weapons as per the above chart. 
  Example - A 3G3 DV of 15 is a TNE Damage of 1. A 20ga shot-
  gun might therefore have its buckshot damage listed as 8x1,
  since it is a maximum of 8 pellets, as opposed to the larger num-
  ber a 12ga might hit with, and to show that it will get less autofire
  dice at longer ranges.
  Guided weapons (optional)
  Use all the standard guidelines in 3G3 for mass, volume, power
  consumption, etc. Guided weapons in TNE have a few important
  derived stats, which are Range, M/turn and Agility.  
  Range for guided weapons is the weapon's 3G3 bonus, times its
  the Range it would normally get from aiming RC, times 8.
  Example - A +4 self-guided missile with an aiming RC of 4 has a
  Range of 4 (its +4 bonus), times 50 (the TNE Range associated
  with an aiming RC of 4), times 8, for a total of 1,600 meters. 
  M/turn is simply the maximum velocity of the missile as deter-
  mined in 3G3, rounded to the nearest 10m/sec.
  Agility is based on the guidance system of the missile, and is half
  the 3G3 bonus, rounding down.
  Cost and other stats are computed normally.
  Explosions (optional)
  For HE charges, the DV is converted to a Pen value, and this
  becomes the Concussion rating of the blast. For fragmentation
  weapons, you need to use 3G3 to figure the range at which a
  human-sized target is hit by 0.6 fragments. Basically, a 40%
  chance of not getting hit at all. Round this to the nearer meter if
  there is any question as to the distance. The result is the primary
  burst radius of the charge.  
  Example - A weapon with 1000 fragments would have 40 hits at
  1 meter, 10 hits at 2 meters, 2.5 hits at 4 meters and .625 hits at
  8 meters.  Therefore, this weapon would have a rating of B:8.
  Total fragments
  TNE burst radius
  15
  B:1
  60
  B:2
  150
  B:3
  250
  B:4
  360
  B:5
  550
  B:6
  750
  B:7
  1000
  B:8
  1500
  B:10
  2250
  B:12
  3000
  B:14
  4000
  B:16
  You may either use TNE rules for frag damage, or apply the
  number in parentheses as the damage of the fragment. If this
  range is not convenient for the grid scale chosen, round to the
  nearest unit.
  Example - A rating of C:6, B:4(2) would mean a concussive rat-
  ing of 6, and a primary burst radius of 4, where each fragment hit
  has a Damage of 2.
  Special ammunition (optional)
  This will affect the Damage stat of the weapon, in that the
  ammunition type will affect the tissue or structural damage done
  to the target. Modify the DV as per the normal rules for unar-
  mored target damage (not armor or target alone), and recalcu-
  late the Damage rating.  
  Armor piercing ammunition decreases the Pen rating by 1. In
  addition, there is a difference between a non-armor piercing Pen
  of 1, and an armor-piercing Pen of 1. The former will deform
  after passing through any incidental cover or protection, and its
  Pen will increase by 2 points (or to “nil” if greater or equal to the
  Damage) for any subsequent hits, like hitting an armored person
  after going through a car door. Armor piercing ammunition
  retains its Pen after passing through other armor.
  Example - A 5.56mm armor piercing round has a Pen of 1 and a
  Damage of 4. After going through a car door with an Armor of 1,
  it has a Damage of 3 and Pen of 1. A normal round after going
  through a car door would have a Damage of 3 and a Pen of 3 (or
  nil).
  Hollow-point increases the Pen rating by 1, and in addition, a
  hollow point round which passes through any armor has its Pen
  rating increased by 3 points (or to “nil” if greater or equal to the
  Damage) for any subsequent hits.
  Exploding ammunition increases the Pen rating by 2, and in
  addition, an exploding round which strikes any armor automati-
  cally detonates, and is assumed to do no damage to targets not
  immediately adjacent to the armor. It is likely however, to take a
  chunk out of the protection at that location.
  If the Pen ends up the same or more than the Damage, it
  becomes “nil”, or instead of subtracting all the dice, it can be
  treated as a weapon with a Damage of -1. This is especially like-
  ly with small caliber AP rounds. Weapons with a base Pen of 1
  that goes to 0 because of ammunition type are still counted as
  Pen 1. Using the 3G3 special ammunition multiples, the Damage
  and Pen of common 3G3 TL12 small arms rounds are below.
  
  Traveller: New Era
  Damage/Pen
  Weapon
  DV
  Damage
  AP round
  Hollow pt.
  Expl.
  .22LR
  16
  1/nil
  1/nil
  2/nil
  2/nil
  .38 Spec.
  17
  2/nil
  1/nil
  2/nil
  2/nil
  .45ACP
  18
  2/nil
  1/nil
  2/nil
  2/nil
  9mm Para
  22
  2/nil
  2/1
  2/nil
  3/nil
  .357 Mag
  25
  2/nil
  2/1
  3/nil
  3/nil
  10mmACP
  26
  2/nil
  2/1
  3/nil
  3/nil
  .44 Mag.
  30
  3/2
  2/1
  3/nil
  4/nil
  4.73mm/c
  46
  4/1
  3/1
  5/2
  5/3
  .30-30
  50
  4/2
  3/1
  5/3
  6/3
  5.56mm
  51
  4/1
  3/1
  5/2
  6/3
  7.62mm
  56
  4/2
  3/1
  5/3
  6/4
  .30-06
  61
  5/2
  4/1
  6/3
  7/4
  12.7mm
  107
  8/2
  6/1
  9/3
  11/4
  20mm
  164
  11/2
  9/1
  13/3
  16/4
  Only when rounds get out of the handgun range do you really
  see any advantage to using certain ammunition types.
  Otherwise, the fractional points of Damage and Pen round to the
  same number, regardless of ammunition type, and there is no
  noticeable game effect. What it does do is provide a “wider”
  scale, so that a particular caliber with a particular ammo type can
  be more effective than another weapon that happened to round
  to the same Damage and Pen.  
  Example - While a .357 Magnum and 9mm both have a base
  Damage of 2, the .357 is clearly superior when you load hollow-
  point ammunition.
  Indirect fire
  The IFR range of a projectile is either the maximum range of the
  projectile based on mass and velocity, or the maximum range
  indicated by its damage RC, whichever is shorter.
  Energy weapons
  Batteries in the TNE system have the following energies, com-
  pared to their equivalents in 3G3.
  TNE TL
  Energy/gram
  3G3 TL
  Energy/gram
  5
  108J
  9
  200J
  6
  144J
  10
  400J
  7
  180J
  11
  700J
  8
  360J
  11+
  900J
  9
  720J
  12
  1100J
  10
  1080J
  13
  1600J
  11
  1440J
  13+
  1800J
  12
  1800J
  14
  2100J
  13
  2880J
  15
  2900J
  14
  3600J
  16
  3700J
  15
  4320J
  17
  4600J
  The weapons in the More Guns! supplement that use stored
  energy use the 3G3 numbers.
  Lasers
  Lasers in the TNE universe become available at TNE TL8. At
  TL8-12, lasers use integral or worn power packs, using standard
  3G3 energy storage rules, and the mass of the power supply is
  assumed to also cover any cooling apparatus needed. At TNE
  TL12+, lasers may use chemical cartridges which use chemical
  energy instead of electrical energy to create the laser beam.
  These would be designed as regular lasers, but the “ammuni-
  tion” uses the half the energy of conventional propellant at that
  TL (the other half of the energy represents coolant mass). Do not
  use the efficiency twice as indicated in the chemical lasers
  sidebar (p.43). Such rounds must be cased, and are usually not
  reloadable. The chemicals involved are usually pretty toxic as
  well. They have the advantage that they are not prone to over-
  heating as most of the waste heat is vented in the exhaust
  gases.
  Example - At TNE TL13 (3G3 TL15), chemical laser storage will
  have an energy of 1010J per gram (half the propellant energy at
  3G3 TL15), to which laser efficiency at that TL is applied.
  Note - All the lasers listed in More Guns! use conventional elec-
  trical storage mediums.
  Particle beams
  These come in two flavors in the TNE universe, plasma guns
  and fusion guns. Plasma guns (TNE TL12-14) use energy or a
  chemical reaction to heat hydrogen into a plasma, which
  expands with explosive force down an evacuated channel creat-
  ed by a laser or other ionizing beam (not necessary in space).
  Fusion guns (TNE TL14-15) use more advanced technology and
  presumably deuterium or tritium to hold the plasma until it begins
  to fuse, for better penetration of armor.
  Such weapons can be designed using normal energy storage
  rules, or may use chemical cartridges as lasers may, with the
  same base efficiency. If this efficiency is halved, the cartridge
  itself may be considered to have built-in recoil compensation
  (retrorockets), which will halve recoil, and the energy would be
  applied as normal backblast. At TNE TL14+, computer-controlled
  gyrostabilizers may be mounted to halve the recoil penalty.
  Both plasma and fusion weapons have a primary burst radius
  from splatter equal to the square root of the Damage, and frag-
  ments within that radius are treated normally within the rules sys-
  tem. Plasma weapons have no radiation side effects, but fusion
  weapons might. The radiant heat from the side of the beam may
  set fire to nearby flammables.
  Railguns
  These exist at TNE TL's of 12+, and are known as gauss
  weapons. They are designed using normal rules, but often use
  disposable clips which contain the projectiles and a charged
  energy source. This would usually be treated as the mass of
  superconductor storage plus projectiles, with the clip mass
  based on the total.
  
  103
  Energy pulses
  For lasers and particle beams, the delivered pulse energies for a
  single shot have the following TNE damage after being convert-
  ed from 3G3. This is solely for reference so that you can decide
  what fudge factors to use for applying weapon damage at large
  scales.  For instance, subtracting 2 from the listed laser Damage
  and 6 from the particle weapon damage seems to give a good
  comparison to existing high-tech weapons in this system.
  Energy
  Laser
  Damage
  Particle beam Damage
  .01mJ
  7.0mm
  7
  5.0mm
  9
  .02mJ
  9.5mm
  9
  5.0mm
  11
  .05mJ
  14.5mm
  11
  5.0mm
  14
  .1mJ
  20mm
  13
  5.0mm
  16
  .2mJ
  27.5mm
  14
  5.0mm
  18
  .5mJ
  41.5mm
  15
  6.5mm
  20
  1mJ
  56.6mm
  16
  9.0mm
  22
  2mJ
  77mm
  17
  12.2mm
  23
  5mJ
  117mm
  18
  18.4mm
  25
  10mJ
  159mm
  20
  25.2mm
  26
  Example - If you wanted to design a plasma bazooka at TNE
  TL13, you could design a chemical cartridge with 4mJ of energy
  (about 3.96kg, plus 8.71kg for the “casing”), and this would have
  an output energy of 1.0mJ, for a Damage of 22, and you would
  subtract 6 from this to get the final result of 16. This is a quick
  way to get approximate numbers without actually designing the
  whole weapon.
  Melee weapons (optional)
  The melee weapon list for TNE is not very large, but enough
  data exists to generate a good conversion from 3G3 stats, and to
  expand the rules slightly.
  Swing
  Weapons have both a Swing and Thrust damage. Swing
  Damage is a base of 1 for a DV of 5, and each +10DV (round
  nearest) adds 1. Unbalanced weapons get to add (STR/2) if
  used in one hand, and add STR if used in both hands.  Balanced
  weapons ≥.60m long may get to add (STR/2) if they are used in
  both hands.
  Thrust
  Thrusting weapons get a base Damage of 1 for a DV of 5, and
  each +10DV (round nearest) adds 1. A thrusting weapon used
  with both hands may add (STR/2). A weapon which can both
  swing and thrust is not considered unbalanced when used in a
  thrusting fashion.
  Swing
  Unbal.
  Unbal.
  Thrust
  Thrust
  3G3 DV
  Bal.
  1 hand
  2 hand
  1 hand
  2 hand
  0-4
  0
  0
  0
  0
  0
  5-9
  1
  1+(STR/2)
  1+STR
  1
  1+(STR/2)
  10-19
  2
  2+(STR/2)
  2+STR
  2
  2+(STR/2)
  20-29
  3
  3+(STR/2)
  3+STR
  3
  3+(STR/2)
  Weapons with a Damage of 0 are only good for generating
  Scratch results in combat, although they can be used as
  Damage 1 against a helpless opponent. The difference between
  swing and thrust damage is campaign dependent. Some attack
  types may be more effective in close quarters, or against certain
  types of targets. For instance, some bizarre alien creature in a
  dark future game might only take damage from Swing attacks
  that hack it to bits, or the GM has certain types of armor be more
  effective against one type of attack than the other, like punctur-
  ing melee attacks vs. ballistic cloth.
  Energy enhanced weapons
  Melee weapons with an electrical charge to do extra damage get
  Damage as normally converted 3G3 DV, but usually require pen-
  etration of armor to have any effect. Non-insulated metal armors
  do not count vs. electrical damage, nor do armors too thin to
  have a rating vs. ballistic attacks.
  Hit modifier
  This is the bonus or penalty to user skill inherent in the use of
  this particular weapon. This is based on the IA, length and type
  of weapon.
  Weapon type
  Hit Modifier
  Any, ≤.3 meters (Short range)
  IA+1
  Any, .31-.60 meters (Long range)
  IA
  Any, .61-1.00 meters (Long range)
  IA-1
  Any, >1.01 meters
  IA-2
  Unbalanced, with +STR damage
  additional -2
  Unbalanced, with +(STR/2) damage
  additional -1
  Flexible weapon
  additional -1
  Articulated weapons are counted as unbalanced, as are flexible
  weapons with a mass at the end. Thrown weapons have a Hit
  Modifier of 0.
  Example - An unbalanced mace, .8 meters long, with an IA of 1,
  and +1/2STR damage will have a Hit Modifier of 1 (for the IA), -1
  (for length), and -1 for being unbalanced with +1/2STR, for a
  total of -1.
  Range
  Based on length, as on above table.  For sequencing purposes,
  assume Short weapons have a Bulk of 2, and Long ones have a
  Bulk of 4. Add the inverse of any Hit Modifier to this amount.
  Example - The mace in the previous example has a “Bulk” of 4,
  which goes to 5 because it has a -1 Hit Modifier.
  Mass
  Mass of the weapon in kilograms.  
  Armor
  Figured as for other weapons. Counts vs. normal assaults on the
  weapon, and multiply by 2 if the weapon is used to block a
  melee attack.  
  Damage boxes
  Any damage getting past armor will damage the weapon, as for
  other weapons if struck by a ranged attack, and by all excess
  hits from a melee attack. These will damage the weapon, and it
  breaks when all boxes have been marked off.
  
  Traveller
  Basics
  Traveller, 4th edition (T4) is a science fiction rpg with a wide
  variety of tech levels and technologies, set in an alternate future
  history, with widely available interstellar travel, a long history and
  extraordinary amounts of background material. The new edition
  of Traveller contains a number of different mechanics than pre-
  vious incarnations of the game, but strives for the same feel of
  the original version.
  Name
  This is the common name of the weapon, and is followed by the
  caliber, bore or beam diameter.  All measurements are in metric
  units, and historical rounds that had an inch designation have
  been converted to mm instead.
  Ammunition compatibility
  Since Traveller TL's are more widely spread than the ones in
  3G3, it is reasonable to say that among weapons of the same
  caliber, ammunition is only compatible if from the same TL and
  manufactured on the same world, and even this may not apply in
  some cases.
  Tech Level
  Since TL is an overriding factor in all weapon designs, an accu-
  rate conversion scale is needed.
  3G3 TL Traveller TL Earth equiv.
  Example
  4
  0
  Dark ages-
  5
  1
  Middle ages
  Hand cannon
  6
  2
  c.1600
  Flintlock pistol
  7
  3
  c.1800
  Percussion rifle
  8
  4
  c.1900
  Cartridge rifle
  9
  5
  c.1930
  Medium machinegun-5
  10
  6
  c.1950
  Light machinegun-6
  11
  7
  c.1970
  5.5mm Gatling gun-7
  8
  c.1990
  Caseless ammo, laser carbine-8
  12
  9
  Fusion era+
  Laser rifle-9
  13
  10
  14
  12
  15
  13
  PGMP-13
  Extrapolated
  16
  14
  PGMP-14
  17
  15
  PGMP-15
  As you can see, the basic 3G3 scale doesn't go past the
  Traveller TL13. This is based on the premise that antigrav stabi-
  lization of hand weapons (i.e. PGMP-14 and 15) is not available
  at the 3G3 TL15 level. You can use the “ultratech” options in 3G3
  to get values for weapons past this point.  
  Likewise, a slight anomaly exists at the lower TL's. The high-
  energy storage postulated in 3G3 does not become available
  until 3G3 TL13, which corresponds to Traveller TL10.  However,
  the first laser weapons theoretically become available at
  Traveller TL8. You can assume that either the weapons are built
  according to TL12 guidelines, or use the TL13 energy storage,
  and lasing apparatus of the lower TL.
  Other variances are due to short time ranges for a given TL, or
  overlap between eras. For instance, Traveller TL8 and TL9 rep-
  resent Terran technology advances by 1990 and 2010, while 3G3
  has TL11 at 1980 and TL12 at the year 2000.
  Historical Accuracy
  This is kind of pointless, as most current weapons are from a
  time period well before any Traveller campaign.  Nonetheless,
  these archaic weapons do provide a variety that Traveller lacks,
  and can give personality to otherwise featureless possessions.
  For modern (circa 2000AD) weapons, weapons that have a 3G3
  TL range that goes to TL12 will only go up to Traveller TL8,
  which presumes they will be in use up to around Traveller TL9
  (mid 21st century), but would be superceded by newer designs
  by that point.
  Penetration
  The DV in 3G3 is a measure of the armor penetrating ability of a
  projectile or beam, and so translates into the Penetration rather
  than damage of a Traveller weapon. The damage done by most
  weapons is 3d or its Penetration, whichever is lower. Exceptions
  are for shotguns or other multiple projectile weapons which may
  have a low Penetration but higher damage.
  The numbers on the Universal Conversion Table are based on
  the equation below. Note that all Penetrations are listed for the
  bottom of the appropriate DV range on that table. The actual
  best fit equation is:
  Penetration = DV.43-1(d)
  This works well for any DV in normal use, out to a Penetration of
  30 for a 3G3 DV of around 3000.
  Traveller 4th ed.
  Traveller 4th ed.
  3G3 DV
  Penetration
  Damage
  0-4
  0
  1/2d (optional)
  5-12
  1
  1d
  13-25
  2
  2d
  26-42
  3
  3d
  43-64
  4
  3d
  65-92
  5
  3d
  93-125
  6
  3d
  126-165
  7
  3d
  166-211
  8
  3d
  212-263
  9
  3d
  264-323
  10
  3d
  324-389
  11
  3d
  390-462
  12
  3d
  463-542
  13
  3d
  543-630
  14
  3d
  631-726
  15
  3d
  727-829
  16
  3d
  830-940
  17
  3d
  941-1060
  18
  3d
  1061-1187
  19
  3d
  1188-1323
  20
  3d
  
  
  105
  For calculating Penetration, use any modifiers to DV that would
  apply to ability to penetrate armor. For instance, armor piercing
  rounds would have a higher effective DV for calculating
  Penetration. For weapons that would do less tissue damage, the
  damage done by the weapon is unaffected as long as its “pene-
  tration” is 3 or more. If lower than 3, the damage is reduced by
  the lowest die for each point less.
  Example - A 3G3 weapon with a DV of 30 and armor-piercing
  ammunition would have an effective DV of 45 for Penetration
  purposes, but a 22 for damage purposes. A DV of 45 is a
  Penetration of 4, and a DV of 22 is a Penetration of 2, which is
  still 3d of damage, but you don't count the lowest of the die
  results. So, a 3d roll of 3,4,6 would do 10 points of damage, not
  13 points (ignore the “3”).
  Weapons that would do more tissue damage, reduce the
  Penetration appropriately, and if the adjusted “penetration” for
  damage is more than 3, then the damage is still 3d, but is
  increased by the lowest die that penetrates armor.
  Example - A 3G3 weapon with a DV of 60 and exploding ammu-
  nition would have an effective DV of 30 for Penetration purpos-
  es, but a 90 for damage purposes. A DV of 30 is a Penetration of
  3, and a DV of 90 is a Penetration of 5. If this went through an
  armor of 1, then the target takes 2d damage, but you increase
  this by the lowest die. A 2d damage of 3,5 would be 11 points,
  not 8 (add the “3” twice).
  TL adjustments
  Due to the wide spread in DV's between Traveller penetration
  values, very few weapons willl change between TL's. Those that
  have a higher penetration (1 point increase) for weapons and
  ammunition in the upper half of a TL range should be given a
  separate listing at the higher TL.
  Example - If a weapon has a DV of 25 at Traveller TL7, it is
  almost certain that the weapon will have a DV of 26 or more
  should it still be made at TL8, so the weapon should have two
  versions, one with TL7 stats and one with TL8 stats.
  Range
  All weapons in Traveller will have a Range stat, which deter-
  mines how accurate the weapon is with aimed fire. This is based
  on the Aiming RC and Inherent Accuracy of the weapon, as per
  the following table. Go up 1 row if the damage RC of the weapon
  is less than the aiming RC.
  Aiming RC
  Range stat
  Task
  Inherent Accuracy Adjustment
  1
  Contact(3m)
  1.5D
  lower than base
  -1 row
  2
  Very short(15m)
  2D
  base or +1 base
  no change
  3
  Short(45m)
  2.5D
  base +2 or more
  +1 row
  4
  Medium(150m)
  3D
  5
  Long(450m)
  3.5D
  6
  Very long(1.5km)
  4D
  7
  Ext. long(3km)
  4.5D
  8
  Sub-regional(10km)
  5D
  Example - A 3G3 weapon with an aiming RC of 2 would have a
  Traveller Range of Very short. If this were a cheap weapon with
  an IA of 0 (1 point less than base for RC2), it would instead have
  a Range of Contact. If it were a target pistol with an IA of 3 (2
  points more than base for RC2), it would have a Range of Short.
  Optional - To reflect the maximum usable range of a weapon,
  you can say that it can't be used at all at more than 1 range
  bands past its Range stat. So, a Short range weapon has a max-
  imum effective range of Medium. Shots can still kill past this
  range, but fire for a special game effect is not possible.
  Rounds
  This is the normal ammunition load of the weapon. Weapons
  that are clip fed will often be able to carry one extra round in the
  chamber. If a weapon has this capability, the number of rounds
  will have a +1 after it.
  Shotguns
  Shotguns can have a Damage of higher than 3 to reflect a large
  number of individual hits, but slugs should only have a Damage
  of 3 (but with a higher Penetration). 
  Projectiles
  Damage
  Example
  5-10
  3
  12ga 000 Buckshot
  11-20
  4
  12ga 00 Buckshot
  21-40
  5
  12ga #4 Buckshot
  41-80
  6
  12ga Birdshot
  The Penetration of buckshot or flechettes is based on that of a
  single projectile. In addition, the Damage dice from a shotgun or
  similar weapon drops by 1 for each range band past Very short.
  Indirect fire
  If a weapon is capable of indirect fire, it usually does not have
  the maximum effective range limit of a direct fire weapon. It gets
  a -1DM for each range band past Contact, with a miss of 1 range
  band per point the total is off by and with a maximum miss of half
  the total negative DMs (round up). 
  Example - A grenade launcher whose aiming RC of 2 gives it
  Very short range fires at a target at Long range. This is a -4DM
  to the roll. If there are no other negative DMs, the maximum miss
  is 2 range bands, or Very short range or less.
  Autofire
  Autofire is a -DM of the range category the target is at, and dou-
  ble the -DM for adjacent targets. High or low rates of autofire
  may be a separate DM from this, and adjust the damage done
  after armor is penetrated (round down). The type designation is
  usually part of the weapon name, like “VRF gauss rifle”.
  Example - Very short range is range band 1, so autofire at this
  range is a -1DM against the main target and -2DM vs. adjacent
  targets. Any RoF DM would apply after doubling the -DM.
  Rds/second
  Rds/turn
  Damage
  RoF DM
  Weapon type
  4-
  <30
  1.5x
  -1
  5-10
  30-60
  2x
  +0
  11-20
  61-120
  2.5x
  +1
  21-50
  121-300
  3x
  +2
  RF
  51+
  >300
  4x
  +4
  VRF
  Autofire is based on the sustainable rate of fire. If a weapon runs
  out of ammunition during a 6 second combat round, it is not
  reloaded to get a higher rate of fire. So, a machine pistol that
  empties a 30 round clip in 2 seconds still only fires an average of
  5 rounds a second during a 6 second turn, for a +0 autofire DM
  after range is taken into account.
  
  Traveller
  HE rounds
  For high explosives, double the Penetration you calculate from
  the 3G3 Damage Value. In general, the Traveller damage of an
  HE charge from a weapon will be equal to its Pen. The Danger
  Space for a blast will be whatever distance it takes for the
  Penetration to drop to zero. Penetration in Traveller is quartered
  (round down) each outdoor square, or halved (round down) each
  indoor square (1.5m) from the center of the explosion.
  Damage Value
  HE Penetration
  Danger Space
  5-12
  2
  3m
  13-25
  4
  4.5m
  26-42
  6
  4.5m
  43-64
  8
  6m
  65-92
  10
  6m
  Example - A 1.0kg charge of 3G3 TL11 explosive has a DV of
  193. This converts to a Penetration of 16. It drops to a
  Penetration of 8 at 1.5m, 4 at 3m, 2 at 4.5m, and 1 at 6m, so the
  charge has a Danger Space of 7.5m (since a Penetration of 0
  can still do 1 pip of damage). Outdoors, everyone in the same
  square would take a Penetration of 4, and a Penetration of 1 in
  the adjacent squares.
  Fragmentation rounds
  If a weapon has fragmentation effects as well as blast, figure the
  Penetration of an average fragment. Double this amount at
  Contact range, and halve it each square outside this range. If the
  fragmentation weapon has less than 1000 fragments, subtract 1
  from the Contact range Penetration, and if it has less than 500,
  subtract 2.
  Example - A Traveller TL8 grenade with fragments having a
  3G3 DV of 13 would have a Penetration of 2, so it has a
  Penetration of 4 in the Contact square, 2 in the next square, 1 in
  the next square and 0 in the next square. A Traveller TL5
  “pineapple” grenade with fragments having a 3G3 DV of 30
  would have a Penetration of 3, so it has a Penetration of 6 in the
  contact square. However, it has much less than 500 fragments,
  so it is counted as also having a Penetration of 4 in the Contact
  square.
  Directed fragmentation weapons have normal blast effects, but
  Penetration for fragments is quadrupled at Contact range, and
  halved every 5 squares (7.5m). Fragment damage only applies
  in an arc that gets wider by one square to either side for each 3
  squares of range.
  Example - A Traveller TL8 claymore mine with fragments hav-
  ing a 3G3 DV of 23 would have a Penetration of 2, so it has a
  Penetration of 8 in the Contact square and next four squares, 4
  in the next five squares, 2 in the next five squares and so on.
  Signature (optional)
  Signature is not used in basic Traveller, but is still a useful con-
  cept to have around, and represents how easy it is to spot the
  user of the weapon with human senses. Signature is based on a
  variety of factors, such as the means of damage (photons vs.
  lead), the means of propelling a projectile (gauss vs. CPR), and
  projectile velocity (sub- vs. supersonic). The signature of a
  weapon can generally be classed according to the table below.
  Weapon type
  Signature
  CPR with subsonic projectile
  Low
  CPR with supersonic projectile
  Medium
  CPR with Penetration of 5+
  High
  Silencer (if possible)
  -1 level
  Shotguns
  Base on Pen of slug
  Recoilless rifle
  High
  Rocket
  Medium
  Railguns or gauss weapons
  Low
  Traveller TL8 laser
  High
  Traveller TL9-12 laser
  Medium
  Traveller TL13+ laser
  Low
  Particle beam or plasma weapon
  High
  Assume Low signature weapons are -3DM to spot, Medium ones
  are +0DM, and High signature weapons are +3DM to spot. 
  Recoil
  Due to the turn and action structure of Traveller, recoil penalties
  on weapons are unnecessary. If a weapon has exceptional
  recoil, the user might complete the firing task with Strength
  instead of Dexterity.
  Armor (optional)
  Another optional term for Traveller. Multiply the AV by 2 and
  check on the DV vs. Penetration chart. If the Penetration of the
  attack is equal or less than this, the weapon only takes superfi-
  cial damage. If the Pen is greater, the weapon takes internal
  damage and is probably broken.
  Initiative (optional)
  This is another optional rule for Traveller. The Initiative of a
  weapon is added or subtracted from the tactical point pool.  So,
  a person with a bulky weapon (poor Initiative) is likely to act after
  a person with a compact weapon (good Initiative).  Weapons
  already trained on a target (ambush) use their Initiative or 0,
  whichever is better.
  Reliability (optional)
  Traveller now has “spectacular failure” rules for skill use. On a
  standard weapon (Malfunction class I or II), this is usually just a
  malfunction or unlucky miss. Unreliable weapons will count half
  dice for spectacular failure results, and very unreliable weapons
  will roll a special extra die only to see if it comes up a “6”. If a
  failure occurs because of the extra die, the weapon breaks.
  Reliability
  Spectacular Failure
  Typical result
  I
  two 6's (no half dice)
  Bad miss
  II
  two 6's (no half dice)
  Malfunction (1 action to clear)
  III
  two 6's (count half dice)
  Malf. with -2DM to clear
  IV
  two 6's (count half dice)
  Malf. with -4DM to clear
  V
  two 6's (roll extra die)
  Malf. with -6DM to clear
  VI
  two 6's (roll extra die)
  Malf. with -8DM to clear
  
  107
  Example - A character with a zip gun (class VI) rolls an Average
  task (2D), getting a “6” and a “3”, but also rolls an extra die,
  which doesn't count towards the total, but which may be a “6” for
  spectacular failure results. If it does come up “6”, the weapon
  automatically breaks and cannot be fixed in combat.
  Guided weapons
  At short ranges, guided weapons simply count as direct fire
  weapons with a bonus to hit. The bonus is generally a +2DM per
  25% of guidance bonus, with increments of 15% needed per
  +1DM (i.e. a 40% bonus would be +3DM). Most of the time, a
  rocket will reach its target in one round (6 seconds), if not, anoth-
  er roll must be made for each round of flight time.  
  Once on its own, a self-guided weapon will get a Dexterity of half
  the TL (round down) and its inherent DM. It will apply this total to
  the Difficulty for current range (which should decrease each
  turn), and roll once for each turn it is in flight.
  Example - A Classic Traveller TL10 manpack SAM with a
  +3DM is fired at a Very long range target (1.5km). The charac-
  ter's Dexterity and skill plus the weapon DM and aiming DM
  send it towards the target. If this were an “air mine”, programmed
  to fire at the first target that entered its airspace, it would counted
  as having a Dexterity of 5 (half the TL) with a +3DM and its aim-
  ing DM if programmed to spend time doing so.
  Remember that the user's skill in initial aiming helps, as do spe-
  cial effects of the guidance system at a particular TL.
  Smart weapons
  These simply provide a +DM to hit, which is figured the same
  way as for guided rockets, and is subject to the same target
  acquisition and tech level limits. The maximum +DM is the
  weapon's normal aiming DM, and this is halved (round down) for
  shots in each range band past the weapon's Range. The bonus
  provided by such a sensor is cumulative with aiming DM's and
  other sighting aids. Smart weapons do not require an aiming
  action, but without aiming, any valid target in the weapon arc
  may be targeted and fired on. So, waving it around if there are
  any friendlies out there is a big no-no.
  Example - A Short range SMG can have a maximum +2DM sen-
  sor. This gives a +2DM out to Short range, and +1DM at Medium
  range. 
  Proximity rounds
  If a weapon has a proximity fuze and misses hitting its target
  directly, assume the miss is by a number of range bands equal
  to each point the roll is failed by. The absolute maximum dis-
  tance for a miss is half the number of range bands to the target.
  Example - A +1 proximity fuzed round will detonate if it misses
  by 1, which is within 3m of the target. A weapon with a +2 prox-
  imity sensor will go off if it misses by 1 or 2, which is anywhere
  within 15m of the target.
  Stabilized weapons
  Anti-grav stabilization will be bought as gyrostablization, but only
  affects recoil (halve autofire -DM's). Any recoiling handheld
  weapon with a Penetration of 6+ will require this. Regular
  gyrostablization must be bought as a separate item, so a
  weapon which has both antigrav compensators and gyroscopic
  stabilization will have double the normal mass in gyros or related
  technologies. A weapon must be “stabilized” in order to use fire
  control computers.
  Lasers
  These are designed normally, but with the option of creating
  stunners and continuous beam lasers. Continuous beam lasers
  are simply counted as having the maximum autofire DM. 
  Stunners
  These involve two damage-producing technologies, the beam
  and the high-voltage pulse. The laser will probably have a
  Penetration of 0 or 1. The Damage of the small laser will be
  equal to its Penetration, with a maximum Damage of 3. The
  high-voltage pulse has no Penetration, only Damage (non-
  lethal), which is calculated like it was a DV, with a maximum
  damage of 3D. Such a stunner would not have any effect on a
  target with armor greater than the Penetration of the laser, or
  through any sort of cover.
  Example - A DV10 laser with a stun DV of 40 would have a Pen
  of 0 for the laser, and a non-lethal damage of 3d for the electrical
  pulse.
  Particle beams
  A 3G3 particle beam will become a Traveller plasma gun (like
  the PGMP series), since particle beams are not used in the
  game as hand weapons. Penetration is based on 5 times the
  designed DV (minimum designed DV of 100), and the Damage is
  equal to 3D. But, treat a quarter (round down) the Penetration as
  an explosive Penetration vs. that and nearby targets. The
  “splash” of the plasma can finish off lightly armored targets.
  Example - A DV of 200 becomes 1000 before conversion. This
  gives a Penetration of 18, and a damage of 3D. The target hit and
  nearby targets are treated as though a Penetration 4 explosive
  with 4D Damage had gone off where the plasma gun hit.
  Optional - You may use radiation side effects to create a linear
  Danger Space to either side of the plasma beam. Count the radi-
  ation from the multiplied DV as a DV, and figure the Penetration
  and Damage from this amount.
  Example - The previous example had an adjusted DV of 1000,
  so would do 10 rads of radiation damage.  A DV of 10 is a
  Penetration of 1, so the plasma beam has a Danger Space of 1,
  with a Penetration of 1 and Damage of 1D to each side.
  Gauss weapons
  These are built according to the guidelines for 3G3 railguns, and
  no changes are necessary.
  Melee weapons
  These convert 3G3 DV to Traveller Penetration like other
  weapons. Weapons with an IA of 2 get a +1DM to use, and
  those with an IA of 0 get a -1DM to use. Appropriate secondary
  characteristics are handled as for ranged weapons.
  
  Cyberpunk 2020
  Basics
  Cyberpunk 2020 is set in a near-future cyberpunk world, where
  violence is commonplace, and everyone who is anyone carries
  firepower. Where the term “hostile corporate takeover”, and
  “bloodbath in the market” have entirely different meanings than
  they do today. Characters in this world need every edge they
  can get, and GM's need to keep the players on their toes with
  new and deadly gadgets.  
  This conversion should have all the information you need to con-
  vert any 3G3 or real-world weapon into Cyberpunk 2020 terms,
  including changes made for the 3rd edition printing.
  Note that most real-world weapons are woefully under-powered
  for the Cyberpunk future, as modern technology has not antici-
  pated that armor-plated cyborgs will be walking the streets within
  the next 30 years.  However, for those GM's who want to use the
  game and combat system for other genres, the weapon list in
  More Guns! should fit the bill perfectly. As another option, you
  can simply upgrade everything. Adding 1d6 to all damages tends
  to increase them to a more useful level for this ultra-violent game
  universe.
  Tech Level
  Cyberpunk 2020 is solidly in TL12, in 3G3 terms. Most 20th cen-
  tury weapons listed are TL11, although many designs from 1990
  on may qualify as TL12, like the H&K G-11 and variants, or the
  aborted Olin/H&K CAWS project. The cutting edge of new tech-
  nology might have some TL13+ parts, but items like this are the
  sole property of the GM. Players won't get hold of it unless they
  steal it. Silent, long range lasers and other deadly toys are best
  left in the responsible hands of the megacorporations...
  Name
  This is the common name of the weapon.
  Type
  Based on the Cyberpunk 2020 weapon classifications, with a
  few additions.
  Abbreviation
  Weapon
  P
  Pistol
  RIF
  Rifle
  SHT
  Shotgun
  SMG1
  Machine pistol (one-handed SMG)
  SMG2
  Submachinegun (two-handed SMG)
  HVY
  Heavy weapons
  MEL
  Melee
  Weapon Accuracy
  Inherent Accuracy of a 3G3 weapon translates into the
  Cyberpunk 2020 WA (weapon accuracy) stat. The closest
  match is obtained by converting directly from IA to WA, and sub-
  tracting 1 if the weapon has an aiming RC of 2, or subtracting 2 if
  it has an aiming RC of 1. So, an IA of +2 becomes a WA of +2
  for an RC3 rifle, but a +1 for an RC2 pistol, and +0 for an RC1
  pistol. Inaccurate weapons with low RC's can have a negative
  WA.
  Concealability
  A VS, S or VS/2 3G3 weapon is easily concealable in a pocket,
  pants leg or sleeve (P), although the S and VS/2 weapons are
  pushing it for the sleeve mount. An S/2 or S/3 weapon will fit in a
  jacket or shoulder holster (J). An S/4 or S/5 weapon can be hid-
  den under a long coat (L) in casual situations, although sitting,
  running and close contact are definitely out. Anything larger is
  not concealable (N). Note the advantages and disadvantages of
  folding stocks. They are smaller when folded (by 2 locations), but
  take time to unfold (1 action), and if you don't, you are counted
  as using a shoulder-fired arm from the hip (-2). You also can't
  use a telescopic sight very well if the stock is folded.
  Availability
  This is always a GM call, but we will assume that civilian 20th
  century weapons are Common (C). Light military weapons are
  also Common. Antique, specialized, or extremely deadly devices
  are Poor (P), or Rare (R), depending on a number of subjective
  factors like period of manufacture, quantity made and country of
  origin.
  Damage
  This is the damage of the weapon in Cyberpunk 2020, followed
  by the caliber of the weapon. For Cyberpunk 2020, the DV's of
  weapons follow a compressed curve. Plotting it out from the
  “20th century” weapons listed, and comparing them to 3G3 coun-
  terparts, the best conversion equation is:
  Average Cyberpunk 2020 damage = (19 x logDV) - 16.5(n)
  That is, you enter the 3G3 DV on your calculator, hit the “log”
  key, multiply the result by 19, and then subtract 16.5. The result
  is the average damage the weapon does in Cyberpunk 2020.
  This rounds to the nearest dice type, which may be a full die, half
  die (for small damages) or a pip added to a full die type.
  Example - A DV of 30 converts to an average damage of 11.57.
  The average for 3d6+1 is 11.5, so the damage rounds to that
  amount.  To make things easier on you, the table to the right has
  all the conversions you'll ever need.
  In a perfect world, there would be no problems with this scale,
  but in reality, some of the converted numbers don't match too
  well in comparison with Cyberpunk 2020. The .44 Magnum is a
  powerful pistol cartridge, but it does not match the modern
  5.56mm in penetrating power, so either one has to be lowered,
  the other raised, or both. Next, the .45ACP has a higher damage
  than the 9mm. There are many arguments on the merits of the
  venerable .45ACP vs. the 9mm, but 3G3 works on penetrating
  power, and modern body armors that are rated to stop all
  .45ACP bullets (Level IIA protection) will not stop all 9mm's
  (which require Level II protection), so the .45ACP needs to be
  dropped a notch or the 9mm increased a bit.  
  
  
  109
  Last, the 21st century 7.62mm NATO round is probably too pow-
  erful at its current level, being the equivalent of a modern .50 cal-
  iber machinegun. Modifications to the scale that take these into
  account would make it look as follows.  A few non-standard pis-
  tol calibers have been added to take up slack between 6mm and
  9mm rounds. All rounds are TL12 unless otherwise specified.
  Cyberpunk 2020
  Average
  3G3 DV
  Equivalent wpn.
  1/2d6
  2
  9
  1d6-1
  2.5
  10
  1/2d6+1
  3
  11
  1d6
  3.5
  11
  5mm autopistol
  1/2d6+2
  4
  12
  6mm autopistol
  1d6+1
  4.5
  13
  1d6+2
  5.5
  14
  .38 Special1
  2d6-1
  6
  15-16
  7mm autopistol2, 00 buckshot1
  2d6
  7
  17-18
  8mm autopistol2
  2d6+1
  8
  19-20
  .45 ACP1, 00 buckshot
  2d6+2
  9
  21-23
  9mm autopistol1
  2d6+3
  10
  24-25
  10mm autopistol
  3d6
  10.5
  26-28
  11mm autopistol
  3d6+1
  11.5
  29-31
  .44 Magnum1,12ga slug1
  3d6+2
  12.5
  32-35
  12mm autopistol
  3d6+3
  13.5
  36-39
  12ga slug
  4d6
  14
  40-42
  4d6+1
  15
  43-48
  4d6+2
  16
  49-54
  5.56mm rifle1
  4d6+3
  17
  55-69
  7.62mm rifle1
  5d6
  17.5
  60-65
  5.56mm rifle
  5d6+1
  18.5
  66-73
  7.62mm rifle
  5d6+2
  19.5
  74-83
  5d6+3
  20.5
  84-91
  6d6
  21
  92-99
  6d6+1
  22
  100-112
  .50 cal machine gun1
  6d6+2
  23
  113-127
  .50 cal machine gun
  6d6+3
  24
  128-139
  7d6
  24.5
  140-152
  7d6+1
  25.5
  153-172
  20mm cannon1
  7d6+2
  26.5
  173-194
  20mm cannon
  7d6+3
  27.5
  195-213
  8d6
  28
  214-233
  9d6
  31.5
  326-356
  10d6
  35
  484-545
  Miltech RPG-A
  11d6
  38.5
  739-832
  Scorpion 16 Miss.
  12d6
  41
  1000-1127
  120th century round
  2Non-standard Cyberpunk 2020 round
  For upgrading weapons across a TL range, or using +P ammuni-
  tion in a Cyberpunk 2020 weapon, the table at the bottom of the
  page should help immensely. Just find the die type the weapon
  is at one TL, and then move up or down as many rows as need-
  ed.  This will also help figure damage for 21st century versions of
  20th century weapons.
  Example - A 20th century weapon (TL11) doing 3d6 would do
  3d6+1 if loaded with more powerful TL12 ammo.
  Armor layering
  Note that SP protection for layered armor is now roughly the
  same as the scale used in 3G3. Doubling a thickness of armor in
  3G3 doubles the AV, but when converted to Cyberpunk 2020
  terms, double the AV is only a 5-6SP increase.
  Example - 3G3 DV40 is 4d6 of Cyberpunk 2020 damage, with
  average damage of 14 points, while a DV80 is 5d6+2, with aver-
  age damage of 19.5 points, or 5.5 points difference. An armor
  that stops a DV of 80 (5d6+2) is twice as thick as an armor that
  stops of DV of 40 (4d6). Adding a pair of SP14 armors together
  (which individually stop around 4d6) would only get you an SP of
  19 (which stops around 5d6+2).
  Explosives (optional)
  Cyberpunk 2020 explosives are changed in the latest edition,
  and so are also adjusted in 3G3. Explosives are rated in a dam-
  age per unit (.25kg to 1kg), a blast radius (usually the 3G3 TL/3
  (round up)) and a multipler based on the number of “units” used.
  Explosives
  TL factor
  1kg
  Notes
  TL8 (Guncotton)
  x.3
  3d10
  Can become unstable with time
  TL9
  x.5
  3d10+3
  TL10 (TNT)
  x.6
  4d10
  Generally stable, not moldable
  TL11
  x1.0
  5d10
  TL12 (Plastique)
  x4.1
  7d10
  Easily moldable, very safe
  TL13 (C6)
  x7.3
  8d10
  Requires explosive detonator
  For conversions, blast DV converts just like any other type of
  DV, but damage is usually measured in d10 rather than d6. To
  match current Cyberpunk 2020 numbers for explosives, you
  need to multiply the DV of the explosive by a 3G3 TL modifier.
  Example - Ripperjack whips up a batch of TL12 explosives. In
  3G3, a kilogram of TL12 explosive has a DV of 201. For
  Cyberpunk 2020, you multiply this by x4.1 to get 825, which is
  converted using the normal formula to get an average
  Cyberpunk 2020 damage of 38.9, or about 7d10 of damage.
  3G3 TL
  Cyberpunk 2020 Damage
  8
  1/2d6
  1d6-1
  1/2d6+1
  1d6
  1/2d6+2 1d6+1
  1d6+2
  2d6-1
  2d6
  2d6+1
  2d6+2
  2d6+3
  3d6
  3d6+1
  3d6+2
  3d6+3
  9
  1d6-1
  1d6
  1/2d6+2 1/2d6+2 1d6+1
  1d6+2
  2d6-1
  2d6-1
  2d6
  2d6+2
  2d6+3
  3d6
  3d6
  3d6+2
  3d6+3
  4d6
  10
  1/2d6+1 1/2d6+2 1/2d6+2 1d6+1
  1d6+2
  2d6-1
  2d6-1
  2d6
  2d6+1
  2d6+2
  3d6
  3d6+1
  3d6+1
  3d6+2
  4d6
  4d6+1
  11
  1d6
  1d6+1
  1d6+1
  1d6+2
  2d6-1
  2d6-1
  2d6
  2d6+1
  2d6+2
  2d6+3
  3d6
  3d6+1
  3d6+2
  3d6+3
  4d6+1
  4d6+1
  12
  1/2d6+2 1d6+1
  1d6+2
  2d6-1
  2d6-1
  2d6
  2d6+1
  2d6+1
  2d6+2
  2d6+3
  3d6+1
  3d6+2
  3d6+2
  4d6
  4d6+1
  4d6+2
  3G3 TL
  Cyberpunk 2020 Damage
  8
  4d6
  4d6+1
  4d6+2
  4d6+3
  5d6
  5d6+1
  5d6+2
  5d6+3
  6d6
  6d6+1
  6d6+2
  6d6+3
  7d6
  7d6+1
  7d6+2
  7d6+3
  9
  4d6+1
  4d6+2
  4d6+3
  5d6
  5d6+1
  5d6+2
  5d6+3
  6d6
  6d6+1
  6d6+2
  6d6+3
  7d6
  7d6+1
  7d6+2
  7d6+3
  8d6
  10
  4d6+1
  4d6+2
  5d6
  5d6+1
  5d6+1
  5d6+2
  6d6
  6d6+1
  6d6+1
  6d6+2
  7d6
  7d6+1
  7d6+1
  7d6+2
  7d6+3
  8d6+1
  11
  4d6+2
  4d6+3
  5d6
  5d6+1
  5d6+2
  5d6+3
  6d6
  6d6+1
  6d6+2
  6d6+3
  7d6
  7d6+1
  7d6+2
  7d6+3
  8d6
  8d6+1
  12
  4d6+2
  5d6
  5d6+1
  5d6+2
  5d6+3
  6d6
  6d6+1
  6d6+2
  6d6+2
  7d6
  7d6+1
  7d6+2
  7d6+2
  8d6
  8d6+1
  8d6+2
  
  Cyberpunk 2020
  #Shots
  This is the normal ammunition load of the weapon and for clip-
  fed weapons is usually followed by a +1 to show that an extra
  round can be held in the chamber.
  Rate of fire
  The ROF of a Cyberpunk 2020 weapon is based on the guide-
  lines in the rules and the type of weapon. Cyberpunk 2020 is
  based on 3 second turns, while 3G3 rate of fire is on 1 second
  increments. Normally, you would assume a simple tripling, but
  Cyberpunk 2020 takes into account the fact that you are moving
  and being shot at while you are trying to use a weapon, and this
  tends to slow things down. In situations where you have no
  opposition and can simply let loose, triple the 3G3 rate of fire.
  Otherwise:
  Weapon
  Shots per turn
  Semi-auto
  3
  Revolver (any type)
  1
  Bolt action, lever action, pump action
  1
  Autoburst
  3 bursts of 3 or 2 bursts of 5
  Autofire
  2 seconds at 3G3 rate
  Example - A machine pistol which can fire 10 shots per second
  would have an ROF of 20 when fired full-auto, and an ROF of 3
  if fired semi-auto.
  Reliability
  Weapons in category I or II are “Very Reliable”.  Weapons in cat-
  egory III and IV are “Standard” and anything in category V and
  VI are “Unreliable”.  Keep track of the exact range it is in, as poor
  handling may move a weapon down a notch or two of reliability.
  Note - Many 20th century weapons are more reliable than their
  21st century counterparts using this scheme, odd when you con-
  sider that people depend on them more to save their lives.  Note
  that many people will be using high-powered ammunition to get
  the most from their weapons, and this will tend to drop the relia-
  bility by a level (a class I weapon will go to class III if using +P+
  ammunition, for instance, or a TL10 weapon using TL12 ammo).
  Range
  The Cyberpunk 2020 Range stat is the “full range” of the
  weapon, where the “to hit” number is 25. For aiming RC, this
  converts as follows:
  Aiming RC
  Cyberpunk 2020 Range
  1
  25m
  2
  50m
  3
  100m
  4
  200m
  5
  400m
  6
  800m
  7
  1600m
  8
  3200m
  Adjustments
  Amount
  Each point of IA over/under base
  +25%/-25%
  All ranges round to the nearest 5 meters. These don't exactly
  match the Cyberpunk 2020 ranges. For instance, even the
  cheap “polymer one-shots” have a Range of 50m in Cyberpunk
  2020, just as good as heavy pistols like the Armalite 44. This
  new scale spreads things out a little more.  Remember that only
  vehicle weapons have an aiming RC of 5+. This range is a
  “direct fire” range. Weapons with indirect fire capability go much
  further (usually up to 10 times as far). This requires aiming at a
  spot rather than a moving target, and the attack will take at least
  a turn to get there.
  For damage RC, this weapon function is not covered in
  Cyberpunk 2020. As an optional rule, find the “Range” on the
  above table for the damage RC. Subtract 2 points from the rolled
  damage at this range and each multiple of it.
  Example - A 5.56mm round has a Damage RC of 3, so it loses 2
  points of damage every 100 meters. 
  Cost
  This is just the 3G3 cost of the weapon, and can be measured in
  any currency desired, or multiplied by a fixed amount to fit your
  campaign.
  Mass
  This is the loaded mass of the weapon in kilograms, followed by
  the mass of any clip or detachable ammunition supply.
  Initiative (optional)
  The 3G3 Initiative of your weapon can optionally be added to
  your REF stat for determining turn order, unless you are on the
  good side of an ambush situation. People with unwieldy
  weapons tend to act and react slower, unless they already have
  their weapon aimed and finger on the trigger.
  SP (optional)
  Cyberpunk 2020 does not have stats for breaking things like
  weapons.  Multiply the AV of the weapon by 2, pretend it is a DV,
  and see what the “average damage” for it is. This number
  (rounding up) is the SP of the weapon. So, a weapon with an AV
  of 11 would have an SP rating of 9. Double this SP vs. area
  effect attacks like explosives.
  Body (optional)
  The BP of a weapon converts directly into an “average damage”
  (don't multiply by 2), so a weapon with 11BP would have 4 Body.
  Weapons will always have at least 2 Body. Each time the
  weapon takes internal damage (its SP is exceeded), the weapon
  has to make a “Death Save” vs. the amount of Body it has left. 
  Example - A weapon with 4 Body that took 1 point of internal
  damage would have to roll a 3 or less to remain functional.
  Failure means the poor thing gives up the ghost after throwing
  itself in front of a bullet to save you. Any damage that exceeds
  the SP and Body of the weapon continues on its merry way,
  striking the character with anything that remains.
  Now you know exactly how much damage it takes to shoot that
  gun right out of your enemy's hands...
  
  111
  Shotguns (optional)
  Cyberpunk 2020 shotguns can only be loaded with 00
  Buckshot, which does 4d6 damage. If using the revised damage
  (2d6+1 for 21st century models), assume you get one hit on the
  target for each point you make your roll by, and adjacent targets
  in the pattern subtract 1 “hit” for each meter of lateral distance
  from the primary target. Shotguns using slugs are treated like
  any other rifle, and may have an increased Range stat for dam-
  age purposes.
  Example - Shooting a target at Long range, you make the roll by
  2, so the thug gets peppered with 3 hits, one for making the roll,
  plus two more for making it by 2. A target 2 meters to the side,
  but in Medium range, will take a single hit, since he is still in the
  pattern, and the side-to-side distance subtracts 2 hits from the
  total.
  Guided weapons (optional)
  Smart weapons and add-ons like laser sights will add to your
  chance to hit when used properly.  The bonus is equal to 1/4 the
  3G3 bonus to hit, rounding fractions down. So, a +4 sensor array
  attached to your weapon is a +1 to hit. Bonuses do combine if
  multiple types apply, so a +4 scanner which provides target
  acquisition for a +4 homing round gives a total of +2 to hit, and a
  +2 scanner and a +2 round would give a +1, although separate-
  ly, they would have no effect. All electronics are TL12 in
  Cyberpunk 2020, although experimental TL13+ items might be
  possible to obtain, and if any technology is ahead of the curve, it
  will be in the realm of electronics.
  Self-guided weapons have a skill of their bonus, and use any
  combat modifiers that would normally apply to the shot.
  Special ammo (optional)
  Armor-piercing ammo uses the normal Cyberpunk 2020 rules.
  Armor SP is halved before applying damage, and the damage
  done to the person after armor penetration is also halved.  HEAT
  rounds or other shaped charges do not halve damage done after
  armor penetration.
  Exploding, hollow-point or increased tissue disruption rounds
  use the normal converted DV, but subtract 1 point from the total
  for each die before comparing to armor SP. Any damage that
  gets through armor is increased by 2 points per die in the attack,
  with a maximum increase of double the amount that originally
  penetrated.
  Example - A DV68 round has a Cyberpunk 2020 damage of
  5d6+1. If armor-piercing, the damage stays at 5d6+1, but armor
  SP is halved before you apply it, and only half of what gets
  through affects the character.  If it were a hollow-point round, the
  damage would be 5d6-4, but you could add up to 10 to any dam-
  age that got through (2 points per die). Against unarmored tar-
  gets, hollow-point rounds generally do 1 extra point of damage
  per die in the attack.
  Other types of special ammunition may increase the Range stat
  of the weapon, or increase the DV by using discarding sabots,
  shaped charges, etc. Shaped charge rounds can be extremely
  nasty, but at TL12 cannot be made reliable at a size of less than
  13.5mm.
  The More Guns! supplement assumes the DV is based on the
  type of ammunition in the weapon description.  HEAT rounds are
  automatically considered armor-piercing.
  Grenades (optional)
  Grenades do 7d6 damage in Cyberpunk 2020, which is serious
  “ouch!” territory. It is actually more appropriate in 3G3 to assign
  each fragment a base DV, which gets converted to Cyberpunk
  2020 d6 of damage, probably somewhere between 1d6+2 and
  2d6 per fragment. The number of fragments is as listed in 3G3
  for minimum range, and is quartered every time you double the
  range.  Rather than rolling for hundreds of hits, simply add 1d6
  of damage for 2 hits, and each time you double it (round near-
  est), with a maximum of +6d6.
  Granted, figuring this may be too cumbersome for a fast-moving
  firefight. So, the stats for a fragmentation weapon will simply give
  you the bonus dice for that weapon at a range of 2m, and drop it
  by 2d6 each time you double the range (round up). Optionally,
  add 2d6 if the grenade lands right next to a character (ouch!).
  Fragments
  2 meters
  3-4 meters
  5-8 meters
  9-16 meters
  1-149
  +0d6
  -2d6
  -4d6
  -6d6
  150-299
  +1d6
  -1d6
  -3d6
  -5d6
  300-599
  +2d6
  +0d6
  -2d6
  -4d6
  600-1199
  +3d6
  +1d6
  -1d6
  -3d6
  1200-2399
  +4d6
  +2d6
  +0d6
  -2d6
  2400-4799
  +5d6
  +3d6
  +1d6
  -1d6
  4800+
  +6d6
  +4d6
  +2d6
  +0d6
  Example - You've got a grenade with a frag rating of 2d6(+5).
  So, at 2m, you do 7d6. At 3-4m, you do 5d6, at 5-8m you do
  3d6, at 9-16m you do 1d6, and nothing after that.
  The damage the character takes should be based on their aver-
  age armor, with actual location of the impairment leaning
  towards the areas with the least protection.
  
  Cyberpunk 2020
  Lasers
  Laser tech in Cyberpunk 2020 is crude. In 3G3 terms, they do
  not have high-energy superconductors. The only pulsed power
  storage available is TL12 capacitor banks, which make lasers
  barely practical. Cyberpunk 2020 does not provide for portable
  batteries to recharge these, but there is no reason why they
  couldn't be included. Note that in Cyberpunk 2020, all lasers
  have adjustable power levels, since you can vary the number of
  dice used, and any laser built in 3G3 must be able to handle the
  maximum DV you intend to use. That is, if you make a 5d6 laser,
  you can't dump 10d6 worth of energy into it and expect to have
  anything but a cloud of toxic smoke when you are done. Whether
  or not the laser will actually fire is up to the GM. Another point is
  that energy out is not a linear function of energy in. Each laser
  “clip” will have a given number of energy units, or EU, which are
  in convenient 500J increments. For a 5mm laser, the damage
  progression would look like this:
  EU burned
  3G3 DV
  Cyberpunk 2020 damage
  1
  16
  2d6
  2
  22
  2d6+2
  3
  27
  3d6
  4
  32
  3d6+1
  5
  36
  3d6+3
  6
  39
  4d6
  8
  45
  4d6+1
  11
  52
  4d6+2
  14
  59
  4d6+3
  17
  65
  5d6
  20
  71
  5d6+1
  As you can see, a laser can be good for a number of low dam-
  age shots, but when you really need to pack a punch, expect to
  drain your clip almost instantly. The only real use for lasers in
  Cyberpunk 2020 is that they are silent, untraceable, and option-
  ally get a bonus to hit due to being energy weapons. At GM
  option, TL13 superconductors are available, but only as parts of
  experimental weapons, and never as a commercial product.
  Electrothermal enhancement
  This is available as an option in both 3G3 and Cyberpunk 2020
  designs. The Cyberpunk 2020 rules allow a greater damage
  bonus. In 3G3, the maximum energy increase available is about
  50%, which translates into a 22% gain in DV, or about 2 extra
  pips of damage, regardless of the initial energy of the weapon.
  This is a slight revision from More Guns! and 1st printing 3G3.
  Railguns
  Railguns in Cyberpunk 2020 are just out of the experimental
  stage as hand weapons, and are available as vehicle weapons,
  using either TL12 or early TL13 technology. 
  Particle beams
  These simply do not exist in the Cyberpunk 2020 universe. If
  you want, you can substitute the design rules for making your
  own maser weapons, although the efficiency of converting DV to
  d6 burn damage is up to you. The only example in the rules is
  flashlight-sized, and does 1d6, which compares to a normal DV-
  to-damage conversion, as per the previous table. The inherent
  innefficiency and power-guzzling nature of these weapons
  should keep them from getting out of hand at TL12. Assume that
  shielding against masers works on any hit that does not pene-
  trate the armor of the shielded part.
  Melee weapons
  Melee weapons are not a big part of the Cyberpunk 2020 uni-
  verse, but can be converted.
  Type
  All melee weapons use Melee skill (MEL), unless you have cus-
  tomized skills for each weapon type.
  Accuracy
  Melee weapons use their IA-1 as their Weapon Accuracy (WA)
  stat.
  Concealability
  As for ranged weapons.
  Availability
  Common(C) for street weapons, Poor(P) for archaic melee
  weapons.
  Damage
  Convert as for ranged weapons, but add 5 to the DV first. Use
  the best damage type (cut, thrust, etc.) the weapon can do.
  Reliability
  Melee weapons are always Very Reliable (VR).
  Range
  For thrown weapons, their normal throw range. For melee
  weapons, their length in meters, rounding up.
  Cost, Mass, Initiative, SP, Body
  As for ranged weapons. Average any multiple initiative types,
  and round towards a better initiative.
  
  113
  Basics
  Battlelords of the 23rd Century (referred to hereafter as
  BL23c) is a futuristic ultraviolent role-playing system set in a uni-
  verse that takes cyberpunk ideas to their natural extreme.
  Exponential technology growth has led to galaxy-wide expan-
  sion, with numerous alien contacts and conflicts. Giant corpora-
  tions own virtually everything, and compete with each other for
  markets on all fronts, including corporate armies and use of free-
  lance mercenary outfits.
  BL23c is not the most realistic of systems, but it is very weapon
  heavy, and thus a natural for what 3G3 was designed to do. At
  the “human” level of things, BL23c does a reasonable job of por-
  traying the effects of weapons, armor and people, and 3G3 will
  work well with it. At the upper end of the scale, you can design
  weapons of various types consistent with those already avail-
  able, and new ones to surprise people with. These conversion
  notes will not be a perfect match, but do a pretty good job overall. 
  Type
  This is the common name of the weapon, and is followed by the
  caliber, for purposes of reference and ammunition exchange
  between weapons.
  Tech Level
  This is the Tech Level of the weapon, and is based on the follow-
  ing scale:
  3G3 TL
  BL23c TL
  Example
  1-2
  0
  Bows, slings
  3-8
  1
  Crossbows to Gatlings
  9-10
  2
  Thompson SMG
  11-12
  3
  M-16, Steyr AUG, H&K G-11
  13-15
  4
  ?
  16-18
  5
  ?
  19
  6
  ?
  It seems that most of the BL23c universe is around the upper
  end of TL5 on their scale, with the capitals of the major races
  with TL6, and the lesser interstellar races at perhaps TL4.
  Obviously, weapons of considerable power can be designed.
  TL7 weapons such as implosion torpedoes and attractor/repres-
  sors aren't covered by these conversion notes, nor are neuro
  cannons, meson cannon or any other really strange weapons.
  It would be wise for would-be battlelords not to discount the
  lethal potential of low-tech weapons. Your armor salesman may
  say that heavy armor is proof against all archaic projectile
  weapons, but they have never been hit with a 32-pounder,
  either. That is, a 32 pound chunk of iron moving at supersonic
  velocity (oof!). Sure, it might not actually penetrate your armor
  (after all, it only does 10-60 damage), but it will rattle your head
  against the inside of your helmet hard enough to turn your brains
  to oatmeal...
  Range Brackets
  BL23c uses are series of range brackets for hand-held and vehi-
  cle-mounted weaponry. This will give the base percentage
  chance to strike a target in that range bracket. This percentage
  will be based on the aiming RC of the weapon, and modified by
  its Inherent Accuracy and damage RC.
  Range Brackets
  SAMS
  1
  2
  3
  4
  5
  6
  7
  Anti-tank
  1
  2
  3
  4
  5
  6
  7
  8
  Heavy wpn
  1
  2
  3
  4
  Hand-held
  1
  2
  3
  4
  5
  6
  7
  8
  Aim RC1
  70
  55
  35
  05
  -30.
  -
  -
  -
  -
  -
  -
  -
  Aim RC2
  70
  60
  50
  30
  05
  -25.
  -
  -
  -
  -
  -
  -
  Aim RC3
  75
  65
  55
  35
  15
  -05. -30.
  -
  -
  -
  -
  -
  Aim RC4
  80
  70
  60
  45
  30
  10
  -10. -30.
  -
  -
  -
  -
  Aim RC5
  100
  90
  80
  70
  55
  30
  05
  -15. -30.
  -
  -
  -
  Aim RC6
  100 100
  95
  90
  80
  60
  40
  20
  00
  -30.
  -
  -
  Aim RC7
  100 100 100
  95
  85
  70
  55
  35
  10
  -10. -30.
  -
  Aim RC8
  100 100 100 100
  90
  80
  70
  50
  20
  00
  -10. -30.
  Modifiers
  IA -2
  -05
  -05
  -10
  -10
  -15
  -15
  -15
  -15
  -20
  -20
  -20
  -20
  IA -1
  -00
  -00
  -05
  -05
  -05
  -05
  -05
  -05
  -10
  -10
  -10
  -10
  IA +1
  +05. +05. +05. +05. +05. +05. +05. +10. +10. +10. +10. +10.
  IA +2
  +05. +05. +05. +05. +10. +10. +10. +10. +15. +15. +15. +15
  BL23c TL1
  -00
  -00
  -05
  -10
  -15
  -20
  -25
  -30
  -35
  -40
  -45
  -50
  Dam RC1
  +00. +00. +00. +00. -05
  -20
  -50
  -90
  -90
  -90
  -90
  -90
  Dam RC2
  +00. +00. +00. +00. +00. -05
  -20
  -50
  -90
  -90
  -90
  -90
  Dam RC3
  +00. +00. +00. +00. +00. +00. -05
  -20
  -50
  -90
  -90
  -90
  Dam RC4
  +00. +00. +00. +00. +00. +00. +00. -05
  -20
  -50
  -90
  -90
  Dam RC5
  +00. +00. +00. +00. +00. +00. +00. +00. -05
  -20
  -50
  -90
  Dam RC6
  +00. +00. +00. +00. +00. +00. +00. +00. +00. -05
  -20
  -50
  Dam RC7
  +00. +00. +00. +00. +00. +00. +00. +00. +00. +00. -05
  -20
  Dam RC8
  +00. +00. +00. +00. +00. +00. +00. +00. +00. +00. +00. -05
  Gatling wpn. +20. +10. +00. -10
  -20
  -30
  -40
  -50
  -60
  -70
  -80
  -90
  Laser
  +00. +10. +15. +20. +25. +30. +30. +30. +30. +30. +30. +30.
  Maser
  +10. +20. +20. +20. +20. +20. +20. +20. +20. +20. +20. +20.
  Pulse wpn
  +05. -10
  -30
  -30
  -30
  -30
  -30
  -30
  -30
  -30
  -30
  -30
  Metal gun
  +10. +05. +00. -30
  -50
  -60
  -70
  -80
  -90
  -90
  -90
  -90
  Disruptor
  +10. -20
  -30
  -40
  -50
  -60
  -70
  -80
  -90
  -90
  -90
  -90
  Disintigr.
  +00. -10
  -30
  -40
  -50
  -60
  -70
  -80
  -90
  -90
  -90
  -90
  Omega
  -05
  -10
  -20
  -30
  -40
  -50
  -60
  -70
  -80
  -90
  -90
  -90
  Th.bolt
  +40. +10. -20
  -40
  -60
  -80
  -90
  -90
  -90
  -90
  -90
  -90
  Sonic
  +05. -10
  -40
  -60
  -80
  -90
  -90
  -90
  -90
  -90
  -90
  -90
  If the range brackets have a “-”, or the final adjusted modifier
  ever gets to worse than -30 for a particular bracket, the weapon
  cannot be used at that range, and that bracket should be marked
  with a “-”. Exception: Omega weapons, Metal Guns and
  Disintigrators can go to -50 in a range bracket.
  Example - A high quality 9mm pistol is in 3G3 terms, a BL23c
  TL3 weapon with an aiming RC of 2, a damage RC of 3, and an
  IA of 2 (+1 normal). This gives it a range bracket profile of:
  Hand-held
  1
  2
  3
  4
  5
  6
  7
  8
  Aim RC2
  .70
  .60
  .50
  .30
  .05
  -25
  -
  -
  -
  -
  -
  -
  IA +1
  +05. +05. +05. +05. +05. +05. +05. +10. +10. +10. +10. +10.
  Dam RC3
  +00. +00. +00. +00. +00. +00. -05
  -20
  -50
  -90
  -90
  -90
  Final
  75
  65
  55
  35
  10
  -20
  -
  -
  -
  -
  -
  -
  in BL23c
  78
  68
  60
  35
  25
  -15
  -
  -
  -
  -
  -
  -
  
  Battlelords of the 23rd Century
  Example - Someone designs a gatling laser carbine with an aim-
  ing RC of 3, damage RC of 4, and an IA of 3 (+1 normal):
  Hand-held
  1
  2
  3
  4
  5
  6
  7
  8
  Aim RC3
  75
  65
  55
  35
  15
  -05
  -30
  -
  -
  -
  -
  -
  IA +1
  +05. +05. +05. +05. +05. +05. +05. +10. +10. +10. +10. +10.
  Dam RC4
  +00. +00. +00. +00. +00. +00. +00. -05
  -20
  -50
  -90
  -90
  Gatling wpn. +20. +10. +00. -10
  -20
  -30
  -40
  -50
  -60
  -70
  -80
  -90
  Laser
  +00. +10. +15. +20. +25. +30. +30. +30. +30. +30. +30. +30.
  Final
  100 .90
  .75
  .50
  .25
  .00
  -
  -
  -
  -
  -
  -
  The preceding table will let you design good range brackets for
  most classes of weapons used in BL23c.
  Malfunction Number
  All weapons will have a percentage chance to malfunction when
  used, depending on their quality and technology. Check the fol-
  lowing matrix to get the Malfunction Number:
  3G3 Rel. I
  .99
  -
  -
  -
  -
  -
  -
  .99
  -
  -
  -
  3G3 Rel. II
  .98 .94
  .99
  .96
  .97
  .98
  .98
  .98
  .98
  .97
  .99
  3G3 Rel. III
  .97
  -
  -
  -
  -
  -
  -
  .97
  -
  -
  -
  3G3 Rel. IV
  .95
  -
  -
  -
  -
  -
  -
  .95
  -
  -
  3G3 Rel. V
  .93
  -
  -
  -
  -
  -
  -
  .93
  -
  -
  3G3 Rel. VI
  .90
  -
  -
  -
  -
  -
  -
  .90
  .
  -
  -
  IA-2
  +00. -06
  -04 -12 -06 -08 -10 -00 -04 -03 -03
  IA-1
  +00. -03
  -02 -08 -03 -04 -05 -00 -02 -01 -01
  IA+1
  +01. +03. +01. +01. +01. +01. +01. +01. +01. +01. +01.
  IA+2
  +02. +06. +01. +02. +03. +02. +02. +02. +02. +03. +01.
  Autofire
  -02 +00.
  -
  +00. +00.
  -
  -
  +00.
  -
  -
  -
  Naturally, the adjusted malfunction number cannot exceed 100%
  reliability.
  System Shock
  Weapons in BL23c have a System Shock number, which corre-
  sponds roughly to its reliability and its 3G3 Armor Value.
  Weapons that have a lower value will have lower System Shock
  numbers than heavier, more durable models. 
  3G3 Rel. I
  100 .97
  .99
  .90
  .90
  .85
  .98
  .97
  .97
  .96
  .85
  3G3 Rel. II
  .99 .94
  .97
  .88
  .88
  .80
  .97
  .95
  .95
  .94
  .80
  3G3 Rel. III
  .98 .89
  .93
  .75
  .84
  .75
  .85
  .93
  .93
  .92
  .75
  3G3 Rel. IV
  .95 .80
  .87
  .65
  .80
  .65
  .73
  .90
  .90
  .89
  .65
  3G3 Rel. V
  .90 .60
  .81
  .55
  .76
  .50
  .60
  .85
  .85
  .85
  .55
  3G3 Rel. VI
  .80 .40
  .75
  .45
  .72
  .35
  .45
  .80
  .80
  .75
  .45
  AV 1-4
  -03 -03
  -05 -05 -05 -05 -05 -03 -03 -06 -05
  AV 5-8
  .+00.+00. +00 .+00. +00 .+00. +00 .+00. +00 .+00..+00.
  AV 9-12
  +01 +01 +01 +02 +02 +01 +01 +01 +01 +01 +01
  AV 13-16
  +03 +04 +02 +04 +04 +02 +02 +02 +02 +02 +02
  AV 17-20
  .+05..+07..+05..+06..+06..+04..+04..+03..+03..+03 .+04
  AV 20+
  +07 .+10..+08..+08..+08..+06..+06..+05..+05..+04..+06.
  Note - Company reputation and technical (in)competence may
  be counted as one or more levels of (un)reliability.
  As with Malfunction Numbers, the System Shock number cannot
  exceed 100%. With Malfunction numbers, reduced reliability for
  many weapons is taken into account in the IA modifier, since
  decreased IA automatically drops reliability. For System Shock,
  the changes from reduced IA are applied to reliability directly,
  and increased or decreased Armor Value from cost is figured
  from the final AV of the weapon.
  Example - Let's say you design a Thunderbolt weapon. These
  are energy weapons with a default 3G3 Reliability Class of II.
  You spend a bit less money to make it affordable, which drops
  the IA to a point below normal, but without affecting the mass.
  This means you start with a Malfunction Chance of 97, -01 for a
  point of IA below normal, for an adjusted value of 96. If the final
  weapon has a 3G3 AV of 11, it will have a base System Shock
  number of 92 (because the reduced cost made the 3G3
  Reliability Class a III). This is increased by +01 because of the
  Armor Value, for a final System Shock number of 93.
  Rate of Fire
  The ROF stat in BL23c is pretty easy to figure out. Semi-auto
  weapons have an ROF of 1. Weapons with autoburst capability
  use their burst size as the ROF. Full-auto weapons use their nor-
  mal ROF (shots fired per second), except for gatling weapons,
  which use a third (round down) their actual ROF, because the
  extra rounds are taken into account in the bonus to hit at short
  range.
  Q
  Or Quantity. This is the size of the clip or power pack. A “+1”
  indicates that the weapon can carry an extra round in the cham-
  ber, and usually only applies to archaic weapons.
  Cost
  This is difficult to get a good fix on, but there are a few overall
  guidelines. First, ignore the x2.0 cost multiple for pistols in 3G3.
  Second, there are some overall cost modifiers that will apply to
  all weapons:
  Experimental weapons
  50x normal cost
  The latest thing
  20x normal cost
  Current issue equipment
  10x normal cost
  Surplus issue (BL23c TL4)
  5x normal cost
  Really old stuff (BL23c TL3)
  2x normal cost
  After this, there are some modifiers for weapons type:
  Archaic weapons
  1x normal 3G3 cost
  Lasers
  1x normal 3G3 cost
  Masers
  10x normal 3G3 cost
  Pulse weapons
  1x normal 3G3 cost
  Omega weapons
  2x normal 3G3 cost
  Disruptors
  1x normal 3G3 cost
  Disintigrators
  1x normal 3G3 cost
  Gauss
  4x normal 3G3 cost
  Metal guns
  10x normal 3G3 cost
  Thunderbolts
  2x normal 3G3 cost
  Sonics
  2x normal 3G3 cost
  Example - A surplus issue gauss weapon would have a cost of
  20x the 3G3 designed price. A really old archaic weapon design
  would be 2x the 3G3 designed price, and an experimental omega
  weapon would be 100x the 3G3 designed price.
  Archaic
  Laser
  Maser
  Pulse wpn.
  Omega wpn.
  Disruptor
  Disintigrator
  Gauss
  Metal
  Thunderbolt
  Sonic
  Archaic
  Laser
  Maser
  Pulse wpn.
  Omega wpn.
  Disruptor
  Disintigrator
  Gauss
  Metal
  Thunderbolt
  Sonic
  
  115
  Damage
  Ah, damage. The stat most near and dear to any BL23c charac-
  ter's heart (one way or the other). Damage converts from 3G3 to
  an average amount of BL23c damage. How the Battlemaster
  turns this into an actual dice spread is up to them, but we recom-
  mend using multiples of d6, d8 and d10, with bonuses to dice as
  appropriate. For instance, a range of 1-6 is obviously 1d6, and 2-
  7 is a roll of 1d6+1.
  Damage from 3G3 converts to the BL23c game system via the
  equation:
  BL23c average damage = (3G3 DV).25 + 3G3 DV/10 (round down)
  Round down to .5 if appropriate to get a good dice match. The
  table below will list some general conversions, comparison to
  modern weapons (3G3 TL11-12), and suggested BL23c damage
  ranges.
  3G3 DV
  20th cent. example
  BL23c average
  Suggested
  5
  Knife
  2
  1-3 (1/2d6)
  12
  .25 cal pistol
  3
  2-4 (1/2d6+1)
  16
  .22 cal rifle
  3.5
  1-6 (1d6)
  20
  9mm, .45 cal pistol
  4
  2-6 (1d6)
  24
  .357 Mag. pistol
  4.5
  2-7 (1d6+1)
  27
  .44 Mag. pistol
  5
  2-8 (1d8)
  36
  12ga slug
  6
  1-11 (2d6-1)
  45
  5.56mm rifle (M-16)
  7
  2-12 (2d6)
  53
  7.62mm rifle (H&K G3)
  8
  3-13 (2d6+1)
  62
  6mm hunting rifle
  9
  2-16 (2d8)
  71
  .300 Mag. sniper rifle
  10
  3-17 (2d8+1)
  85
  Elephant rifle
  11.5
  4-19 (3d6+1)
  108
  .50 cal machine gun
  14
  4-24 (4d6)
  141
  17.5
  5-30 (5d6)
  174
  20mm cannon
  21
  6-36 (6d6)
  289
  30mm cannon
  33
  6-60 (6d10)
  503
  75mm cannon
  55
  8-80 (8d10)
  945
  LAW rocket
  100
  1HP
  1440
  RPG-7 rocket
  150
  1.5HP
  1930
  105mm cannon
  200
  2HP (1/2d6)
  2930
  120mm cannon
  300
  2-4HP (1/2d6+1)
  3430
  350
  1-6HP (1d6)
  3930
  400
  2-6HP (1d6)
  4420
  450
  2-7HP (1d6+1)
  4920
  Heavy anti-tank rocket
  500
  2-8HP (1d8)
  5920
  600
  1-11HP (2d6-1)
  6910
  700
  2-12HP (2d6)
  7910
  800
  3-13HP (2d6+1)
  8910
  900
  2-16HP (2d8)
  9900
  1000
  3-17HP (2d8+1)
  13900
  1400
  4-24HP (4d6)
  17400
  1750
  5-30HP (5d6)
  20900
  2100
  6-36HP (6d6)
  32900
  3300
  6-60HP (6d10)
  54900
  5500
  8-80HP (8d10)
  99900
  10000
  10-100HP (10d10)
  As you can see, the advances in technology make really
  hideously large damages possible. Now, all you have to do is fig-
  ure out how to use the system to get those damages.
  Archaic Hand Weapons
  Those that have range are converted using the tables for archaic
  ranged weapons. Purely melee weapons have a few additional
  stats:
  P - This is the percentage chance for the weapon to parry an
  attack. Base it on the following table.
  Length
  Size
  1
  2
  3
  4
  5
  6
  7
  8
  9+
  VS
  05
  15
  25
  35
  40
  45
  35
  30
  25
  S
  07
  17
  27
  37
  45
  43
  32
  25
  15
  M
  10
  20
  30
  40
  50
  40
  30
  20
  10
  Modifiers
  IA-1
  .-01
  .-02
  .-03
  .-04
  .-05
  .-04
  .-03
  .-02
  .-01
  IA+1
  +01
  +02
  +03
  +04
  +05
  +04
  +03
  +02
  +01
  Flexible .-02
  .-04
  .-07
  .-10
  .-10
  .-10
  .-10
  .-10
  -10
  Example - A katana in 3G3 is a VS/7 weapon with IA of +1 nor-
  mal. This means it has a parry chance of 38. A flail is a VS/11
  weapon with normal IA, so it has a parry chance of 15.
  ROF - The ROF for a melee weapon is how fast you can swing
  it. Weapons who best Initative is -1 or better have an ROF of 1.
  Those with Initiatives of -2 to -3 have an ROF of 1/2, Initiatives
  from -4 to -5 have ROF of 1/3, from -6 to -7 is ROF 1/4 and any-
  thing with an Initiative of -8 or worse is ROF 1/6.
  IR - The Integrity Reduction for a melee weapon is its average
  damage before any Strength bonuses, with a minimum of 1.
  Explosives
  Explosives and fragmentation weapons use the same DV to
  average damage scale as other weapons. The number of frag-
  ments and dropoff of concussive damage may vary, though.
  3G3 fragments
  BL23c fragment hits
  <100 .
  3
  100-200
  4
  201-400
  5
  401-800
  6
  801-1600
  7
  1601-3200
  8
  3201-6400
  9
  6401+
  10
  For each 100 points of 3G3 explosive damage (round down) and
  every time this is doubled, add 1 meter to each range at which
  BL23c explosive effects are dropped. For instance, if an explo-
  sion had a DV of 100, concussive effects would drop at 2
  meters, 4 meters and 6 meters, instead of at 1, 2 and 3 meters.
  
  Battlelords of the 23rd Century
  Archaic Powder Weapons
  These are converted using the stats and tables previously listed.
  Effects of special ammunition are handled as in BL23c. Note
  that normal 3G3 Damage Values are used for the conversion, but
  all BL23c archaic weapons are assumed to be firing armor-
  piercing ammunition. Do not adjust the 3G3 figures to take
  armor-piercing ammo into account. Effects of special archaic
  ammunition are as per the BL23c rules. Archaic weapon tech-
  nology ranges from really old to surplus issue (BL23c TL3-4),
  but remakes of these models are common due to the market on
  TL3 worlds and the easy availability of the plans and programs
  needed for automated manufacture.
  Lasers
  Lasers are converted using the basic tables provided, and no
  adjustments are needed for damage. Impact lasers are treated
  as adjustable, variable frequency lasers for purposes of cost and
  weight, to take into account their advantages. These advantages
  must be bought again if those features are required, e.g. An
  impact laser with variable damage must have it twice, once as
  part of the impact laser package, and once for variable damage.
  Laser technology ranges from surplus issue (BL23c TL4) up to
  experimental models (BL23c upper TL6 to TL7), with corre-
  sponding variance in cost and capability. Bargain basement
  lasers are usually surplus issue technology (BL23c TL4) and
  almost always have one level of reduced Inherent Accuracy (half
  cost and Inherent Accuracy (round down), and reliability goes
  from Class II to Class III).
  Note - Many energy weapons use a standardized “Juice Box” as
  the power pack. These would probably be a BL23c TL5 item,
  and in 3G3 terms, would hold the following amounts of energy in
  non-rechargeable superconductor loops (divide energy by 4 for
  rechargeable versions):
  Pistol Juice Box
  .5kg (Encumbrance: 1)
  341kJ
  Rifle Juice Box
  1.5kg  (Encumbrance: 3)
  1.02mJ
  Heavy Weapon Juice Box
  5.0kg (Encumbrance: 10)
  3.41mJ
  If the energy figures don't mean much to you, 1.0mJ is enough to
  run a carbide tipped 2 horsepower power drill for over 11 min-
  utes. Divide that by 20 shots from a rifle, and each shot is the
  equivalent of someone trying to drill a hole in your armor for 30
  seconds...
  A Ms. Fusion could be designed as a battery with a total capacity
  of 8.5mJ (output of 85kJ per second), or just treated as in BL23c
  like a small power plant that runs more or less forever. Increase
  output to 10.0mJ (100kJ per second) if the unit is BL23c TL6.
  Masers
  Masers are designed as lasers in 3G3 terms, and have no adjust-
  ments aside from their special range brackets, MN and SS num-
  bers. Maser technology ranges from a few surplus issue (BL23c
  TL4) up to state of the art (BL23c upper TL6), with correspond-
  ing variance in cost and capability.
  Pulse Cannons
  Pulse weapons include static pistols and pulse cannons, both of
  which are designed to hit the target with superheated plasma.
  These are designed as 3G3 particle beam weapons. The fact
  that 3G3 particle beams are heavy, expensive power hogs
  means that one special adjustment is needed. Assume fusion
  storage packs in BL23c have 10 times the efficiency of 3G3
  superconductors, and that raw fuel (before it is turned into plas-
  ma) is counted as batteries of similar efficiency. We recommend
  that such an external fusion pack have a minimum mass of 2kg
  (Encumbrance of 4). The fusion pack can be represented by a
  battery or superconductor bank, depending on the rate of fire
  desired. The stored plasma units of static pistols are counted as
  superconductor loops of regular 3G3 efficiency. Pulse weapon
  technology ranges from cheap knockoffs of surplus issue
  (BL23c TL4) up to experimental models (BL23c upper TL6 to
  TL7), with corresponding variance in cost, capability and lifetime
  of the operator.
  Omega Cannons
  Omega weapons have their own special game effects in BL23c,
  but are designed in 3G3 as particle beam weapons, with the limi-
  tation that the 3G3 DV of the weapon has to be at least 100 for
  the weapon to qualify as an Omega-type weapon. Omega
  weapons use standard 3G3 efficiency for power storage. In addi-
  tion, small Omega weapons are less energy efficient. Omega
  weapons of 10,000J or less have 5x power consumption. This
  multiple is reduced by 1 each time output energy is doubled
  (20,000J is 4x power, 40,000J is 3x power, and so on, down to
  1x power consumption for 160,000J models and up). Omega
  weapon technology ranges from standard issue (BL23c TL5) up
  to experimental models (BL23c upper TL6 to TL7), with corre-
  sponding variance in cost and capability.
  Disruptors & Disintigrators
  These are variations on the same weapon principle. Disruptors
  use replaceable energy clips, while Disintigrators use backpack-
  mounted power supplies. These are also designed as particle
  beam weapons, but have their own range brackets, MN, SS
  numbers and particular game effects. The listed damage of a
  disruptor or disintigrator is vs. hard targets or inanimate objects.
  Against soft targets or body tissue, damage is doubled. Disruptor
  technology ranges from standard issue (BL23c TL5) up to
  experimental models (BL23c upper TL6 to TL7), with corre-
  sponding variance in cost and capability.
  Gauss Weapons
  These are designed using the 3G3 railgun rules, and require no
  modifications. Mag guns are gauss weapons firing large, special-
  ized projectiles. These projectiles have costs and game effects
  as per BL23c, but in 3G3 terms, they are assumed to be 40mm
  projectiles with an sg of 3 (mass of about 400g), and all 3G3
  weapon parameters should be based on this. Note that it is pos-
  sible to fire Mag Gun projectiles from virtually any type of projec-
  tile launcher, even archaic ones like crossbows if you can find a
  way to arm the warheads on launch...
  
  117
  Carousel guns are designed as gauss weapons, but may buy a
  “folded” accelerator (once) like a laser or particle beam in 3G3,
  with the normal cost for this option. The carousel gun must also
  have adjustable output, and the weapon can fire projectiles with
  variable damage as per the BL23c rules for carousel guns. The
  default projectile for gauss weapons is assumed to be the armor-
  piercing projectile.
  Gauss weapon technology ranges from surplus issue (BL23c
  TL4) up to experimental models (BL23c upper TL6 to TL7), with
  corresponding variance in cost and capability. Lower-tech mod-
  els may not have the full range of projectile options.
  Metal Guns
  These weapons fire a pulse which is designed to destroy the
  molecular structure of metallic objects. For BL23c purposes,
  design them as 3G3 continuous beam lasers. No other modifica-
  tions are needed. Note that all metal guns have an ROF of 1/3,
  which reflects having to engage a target long enough for the dis-
  ruption field to have an effect. Metal gun weapon technology
  ranges from standard issue (BL23c TL5) up to experimental
  models (BL23c upper TL6 to TL7), with corresponding variance
  in cost and capability.
  Thunderbolts
  These are static discharge weapons, dumping a massive arc of
  electricity into whatever they are aimed at. These are designed
  as a 3G3 laser/stunner combination, noting that the laser part of
  the weapon has to have a 3G3 DV of 10% of the 3G3 DV of the
  electrical discharge pulse. The effects of this weapon on equip-
  ment and people are as per the normal BL23c rules, and thun-
  derbolts have a maximum ROF of 1. Thunderbolt technology
  ranges from surplus issue (BL23c TL4) up to experimental mod-
  els (BL23c upper TL6 to TL7), with corresponding variance in
  cost and capability.
  Sonic Disruptors
  Sonic disruptors do no penetrating or armor damage in BL23c,
  so are more difficulty to quantify. Treat a sonic disruptor as a 3G3
  laser/stunner combination, with the same limits as Thunderbolt
  generators. However, the minimum discharge energy to get a
  sonic disruption effect is 5000J. Each time you double this dis-
  charge energy, you may subtract -03% from the SMR vs. sonic
  attacks. Sonic disruptors have a maximum ROF of 1.
  Example - A sonic disruptor with a 20,000J discharge (i.e.
  putting on a pair of 20,000 watt headphones!) will be a -06%
  from the sonic SMR. Even if you make the saving throw, you will
  have a ringing in your ears...
  Sonic disruptor technology ranges from surplus issue (BL23c
  TL4) up to standard issue models (BL23c TL6), with correspond-
  ing variance in cost and capability.
  Weapon options
  BL23c weapons as previously converted just get you the
  weapon, with no frills attached. Many weapons are assumed to
  have certain targeting or ergonomic options, which you have to
  pay extra for. 
  Folding stock - This has negligble cost and adds Enc 1 to a pis-
  tol class weapon. When unfolded, the weapon can use RC3
  range brackets if the aiming RC of the projectile/beam is RC3 or
  better and the weapon is fired from the shoulder with both
  hands. Or, it adds +10 accuracy at all ranges if the weapon is
  aimed.
  Gyrostabilized hip mount - This allows a person to use aiming
  RC5 for determining the range brackets of a weapon, if that
  weapon could have an aiming RC of 5+ if mounted on a vehicle
  or other fixed point. For instance, many heavy (but carryable)
  weapons would normally be aiming RC4 because that is the limit
  for shoulder-fired weapons, even if the weapon is capable of
  greater accuracy (aiming RC5 or more). This has 1x cost and
  10x mass of 3G3 gyrostabiliztion for the appropriate Tech Level.
  At BL23c TL5, this is 10% of weapon mass (minimum of 1kg)
  and costs 2000Cr per kilogram. A 3G3 power supply that will last
  for 10000 seconds will power the unit more or less indefinitely.
  Folding tripod - This is included in the accessory mass of any
  weapon with a semi-fixed mount. This allows the weapon to use
  aiming RC's greater than 4 if the weapon is capable of them. For
  instance, an archaic sniper rifle might be aiming RC4 if fired from
  the shoulder, but aiming RC5 if fired from a prone position with a
  bipod or tripod.
  Computerized telescopic sight - A standard accessory for any
  shoulder-fired weapon. Adds 1000Cr to the cost of any BL23c
  TL4+ shoulder-fired weapon. If missing or broken, the weapon
  takes a -05 penalty at all range brackets past 3. If a BL23c TL3
  weapon mounts one of these (or a high-quality TL3 sight) it gets
  a +10 bonus at all range brackets past 3 (+05 for pistols).
  Antigrav stabilizers - Any BL23c weapon of TL4+ may mount
  these to reduce the apparent encumbrance. A small powerpack
  generates a metastable antigrav field to negate part of a
  weapon's encumbrance. The net effect is to reduce the actual
  Encumbrance of the weapon by half. This has 2x cost and 10x
  mass of 3G3 gyrostabiliztion for the appropriate Tech Level. At
  BL23c TL5, this is 10% of weapon mass (minimum of 1kg) and
  costs 4000Cr per kilogram. The mass of the agrav unit is added
  to the weapon before the Encumbrance is modified. Weapon ini-
  tiative is altered, based on the apparent mass of the weapon. A
  3G3 power supply that will last for 10000 seconds will power the
  unit more or less indefinitely.
  
  Battlelords of the 23rd Century
  Countermeasures - These include sound suppressors, field
  dampeners, thermal maskers and ECM generators. All of these
  are subject to Battlemaster approval, but each -01 to the appro-
  priate detection check is a 2% cost increase on the weapon and
  a 1% mass increase. The mass is halved (round up) for each
  BL23c Tech Level the weapon is past its introduction.
  Example - An archaic weapon (BL23c TL3) is modified at an
  Alliance capital (TL6) with a sound suppressor that gives it a -50
  to sound detection checks. This would normally be a 50%
  increase in weapon mass, but since it is such an advanced
  design (3 TL's higher), the mass is halved three times, to a 7%
  mass increase. The cost, however, is still 100% of the base
  weapon price.
  Note - It is fair to assume that only certain parts of some
  weapons need to be shielded, like the power packs of plasma
  weapons, the barrel of an archaic firearm (silencer), and so on.
  Secondary Stats
  After you've gone through all this, there are still a few stats you
  might want to apply to your weapons.
  Armor Value - How tough is it to scrag that weapon of yours,
  anyway? The 3G3 AV of a weapon translates into an “average
  damage” just like the nasty that comes out the working end. This
  amount (round down to nearest whole number) is the Threshold
  of the weapon for purposes of resisting damage.
  Body Points - This is converted just like the Armor Value, and
  becomes the amount of BL23c Body Points the weapon has.
  Once it takes this amount, it's slag and gives up the ghost in
  whatever means is fashionable for that weapon type (plasma
  users beware!). Until then, it continues to work, more or less.
  Example - A typical 9mm pistol has a 3G3 AV of 8 and BP of 5.
  This gives it a BL23c Threshold of 2 and 2 Body Points. A
  Barrett 82 has a 3G3 AV of 13 and BP of 23. This gives it a
  BL23c Threshold of 3 and 4 Body Points. A 120mm tank cannon
  has a 3G3 AV of 33, and BP of 167. This gives it a BL23c
  Threshold of 5, and 20 Body Points (enough to survive at least 1
  hit from most heavy weapons...).
  The only benefit of having your weapons shot out from under
  you is that it means the damage didn't hit you...Naturally,
  weapons mounted under armor get the full protection of the
  armor in addition to their natural Threshold.
  Initiative - As an option, half (round down) the 3G3 Initiative stat
  can be applied to BL23c Initiative rolls.
  Encumbrance - BL23c Encumbrance is measured in pounds.
  To get the BL23c Encumbrance from 3G3 mass, multiply by 2,
  rounding fractions nearest unless Encumbrance is below 1.
  Example - An M-16A3 has a loaded mass of about 3.85kg, for
  an Encumbrance of 8. A Colt Python has a loaded mass of about
  1.1kg, for an Encumbrance of 2.
  Final note - BL23c has an extraordinary variety of weapons and
  the system thrives on new and esoteric technologies. If you
  come up with results that seem a little skewed on occasion, think
  of a good reason why things turned out that way. Is it a break-
  through in technology? Does the performance of the weapon
  stem from some corner-cutting in the safety department? Is it
  imported from some little-known corner of the galaxy? You
  decide...
  
  119
  Basicsa
  Nexus is a cool game set in the interdimensional Infinite City,
  where different neighborhoods have differing laws of nature
  regarding technology and magic, and portals open to realities
  which may be more or less advanced than the one you came
  from. While the system is fairly simple, the background is custom
  made for the variety that 3G3 can provide. Feng Shui is perhaps
  cooler, and is set in the fast-paced world of Hong Kong action
  flicks, with appalling amounts of carnage, ancient magic and
  wierd high tech all over the place. These notes give you every-
  thing you need to create and convert weapons for use in Nexus
  or Feng Shui, which basically use the same rules mechanics. 
  Tech Level
  Nexus Tech Levels operate on a 1-10 scale that converts to 3G3
  Tech Levels as follows:
  3G3 TL
  Nexus TL
  Example
  1
  1
  Basic agricultural societies with no metal tools
  2
  Bows
  3
  2
  Basic metalworking
  4
  Crossbows, first crude firearms
  5
  Matchlocks
  6
  3
  Flintlocks
  7
  Percussion firearms, airguns, steam engines
  8
  4
  Cartridge firearms, machineguns
  9
  5
  Submachineguns, radar, light machineguns
  10
  Light assault rifles, first lasers
  11
  Autoburst weapons, useful laser sights
  12
  6
  Caseless ammo, advanced ceramics, composites
  13
  7
  Superconductor storage, first energy weapons
  14
  8
  Useful energy weapons
  15
  9
  Maximum development of known theories
  16+
  10+
  ?
  A 3G3 TL of 1-7 corresponds to Nexus Low Tech. 3G3 TL8-12 is
  Nexus Mod Tech, 3G3 TL13-15 is Nexus High Tech, and any-
  thing above this is Nexus Super Tech. It is worth repeating that
  technological developments need not be uniform in Nexus. A
  culture could have High Tech electronics and Mod Tech
  weapons, develop caseless ammunition and never bother with
  regular cartridges, or any permutation the GM desires. For pur-
  poses of Feng Shui crossovers, the 69AD juncture is Nexus
  TL2, the 1850AD juncture is Nexus TL3 and the 2056AD junc-
  ture is Nexus TL6.
  Weapon types
  The 3G3 weapon types correspond fairly well to Nexus types,
  with the exception that Nexus disintegrators are counted as 3G3
  particle beam weapons, and can only be designed at Nexus TL's
  of 8 and up. All other weapons can be designed or imported from
  anywhere you can find them.
  Damage
  Weapons in Nexus have a Damage and Penetration. These will
  convert from 3G3 as the energy-based DV (do not factor in pro-
  jectile diameter) and normal DV (do factor in projectile diameter).
  The best conversion equation is:
  Nexus Damage (or Penetration) = log3G3DV x 8.5 (round nearest)
  3G3 DV
  Nexus DV
  Example
  10
  9
  14
  10
  7.65mm pistol
  18
  11
  9mm pistol
  23
  12
  .357 Magnum pistol
  30
  13
  .44 Magnum pistol
  39
  14
  51
  15
  5.56mm rifle
  67
  16
  7.62mm rifle
  88
  17
  Elephant rifle
  115
  18
  Heavy machine gun
  151
  19
  20mm cannon
  As you can see, the scale is rather compressed, so that even
  anti-tank weapons are unlikely to have a Penetration of more
  than 30 or so. Also, some weapons will, depending on barrel
  length or powder load, be on the edge of a range. For instance,
  some 5.56mm/7.62mm rifles will be a point less than listed
  above due to TL or barrel length. Feng Shui characters don't
  give a damn about penetration, and go for pure energy delivery.
  Only use Damage numbers in Feng Shui, but subtract 1 from
  the Nexus equivalent (and only exceed 13 with GM permission).
  Example - A Walther P-38 pistol (Nexus TL5) has a muzzle
  energy in 3G3 of about 400J and a DV of 18. Discounting the
  bore size, it has a energy-based DV of 17. This would give it a
  Nexus Dam/Pen rating of 11/10, and a Feng Shui Damage of 9.
  Str Req.
  This is the minimum Strength attribute needed to fire the weapon
  accurately. This is equal to the square root of the 3G3 energy-
  based DV, or its Nexus Mass Value + 8, whichever is greater.
  Subtract 2 if the weapon is fired two-handed, and subtract 1 if
  the weapon has gained any accuracy from being a heavier than
  normal model (round fractions down). Weapons mounted on
  proper tripods or fixed mounts never require more than a
  Strength of 5, and weapons without recoil always use the Mass
  Value for the Str Req. Feng Shui weapons only have Str. Req. if
  needed to keep it out of character's hands because it is too nasty.
  Example - A modern 9mm pistol has a 3G3 energy-based DV of
  around 19, and a loaded mass of 1.2kg. The square root of 19 is
  4.35, so it has a Str Req. of 4. A 7kg disposable rocket has a
  Mass Value of -2, so it has a Str Req. of 4 (start at -2, then sub-
  tract 2 because it is fired with both hands, then add 8).
  Ammo
  This is simply the number of shots the weapon has, and will vary
  according to weapon type. Clip-fed weapons may have an
  optional “+1” designation to show that they can carry one round
  in the chamber in addition to the clip capacity.
  Concealability (Feng Shui)
  This is how easy the weapon is to conceal, and can be based off
  the Feng Shui rules, using either 3G3 or real-world weapon stats.
  
  
  and
  
  Nexus: The Infinite City
  RoF
  How fast a weapon fires depends on the Nexus Initiative of the
  person firing it. Nexus combat rounds are 3 seconds long, and
  weapons may be fired multiple times in this period. In general, fir-
  ing either a single shot or a burst of up to the 3G3 rate of fire of
  the weapon is 3 Initiative Points (or Shots). Any weapon with a
  manual reload cycle will take 3 Initiative Points/Shots to reload
  and fire (without aiming). This includes single action revolvers,
  bolt, lever and pump action weapons. Muzzle loading and archaic
  weapons take at least 10 full turns to reload.
  Nifty options
  The previous page covers all the Nexus stats you need, except
  for obvious things like how much the weapon weighs, costs, etc.
  From here, everything is optional. Don't worry about most of
  these stats for Feng Shui.
  Range Class (optional)
  All Nexus weapons operate on the same range brackets for hit
  determination. The 3G3 Range Class and Inherent Accuracy can
  be used to modify this. Add the Inherent Accuracy and aiming
  RC together, and subtract 3. The result is the Nexus “Range
  Class”, which increases/decreases the Action Value modifier for
  range, noting that it cannot get better than +0. That is, a rifle with
  a Nexus Range Class of +3 will be +0 at point blank range, not
  +3. The +3 only serves to counteract range penalties.
  AV and BP (optional)
  Weapons in Nexus can be rated with a Penetration Resistance,
  like armor. The 3G3 Armor Value is converted like half a Damage
  Value, and 3G3 Body Points is converted like twice a Damage
  Value to Nexus Wound Points. Any Wound Points a weapon
  takes are a penalty to the Action Value when using it (if it sur-
  vives any Death Check), and if the weapon takes Wound Points
  of equal or more than its total, it is destroyed. The AV of a Death
  Check for most guns is 5, and 10 for most melee weapons. 
  Example - A 3G3 pistol with an AV of 9 and 5BP would have a
  PRof 6 and a maximum capacity of 9WP.
  Malfunctions (optional)
  Normally handled by the outcome of a Nexus task check (out-
  come of -10 or worse). Optionally, add the 3G3 (Reliability Class
  - 2) to all tasks involving the weapon after such a failure.
  Example - A 3G3 Reliability Class III weapon would suffer a per-
  manent 1 point penalty to Nexus actions after a malfunction (at
  least until field stripped and adjusted).
  Ammunition options
  These are handled as per the normal Nexus rules (page 168).
  Shotguns (optional)
  Shotguns are handled as a special case of autofire. Use an
  Action Value bonus appropriate for half the number of pellets in
  the load, and the Damage of each individual pellet that hits. One
  shotgun blast cannot hit multiple targets unless they are very
  close, and increased Difficulty would be as for normal autofire.
  There is no increased Str required to fire a single shotgun shell.
  Autofire shotguns do have increased Str requirements, but get
  Action Value bonuses based on the half the total number of pellets
  fired. Non-shotgun multiple projectile rounds such as duplex
  ammunition are handled in the same way as shotgun shells.
  Example - A shotgun firing 16 buckshot pellets would have a +6
  AV, since this is the bonus for an autofire attack of 8 shots. An
  autofire shotgun firing 3 such shots per burst (total of 48 pellets)
  would have a +3 Str requirement, and get a +9 AV, since this is
  the bonus for 24 shots. Such a 3 shot burst could also be spread
  to 3 discrete targets, at the normal penalty to Action Value.
  Guided weapons (optional)
  Weapons with a 3G3 guidance bonus will get a +1 Action Value
  for each 10% of 3G3 bonus, cumulative with any other bonuses a
  character may have. If a weapon is automated, count it as having
  an appropriate attribute (usually Ref:Spd) equal to its bonus, and
  to have a skill equal to its attribute. This lets you sequence it nor-
  mally for Initiative purposes. Proximity or contact-fuzed weapons
  simply go off when triggered, regardless of when it happens.
  Telescopic sights (optional)
  A telescopic sight will increase the maximum aiming bonus a
  character can get by the optional Nexus Range Class of the
  weapon, and at Nexus TL6+ might reduce or negate penalties
  like darkness. A weapon with telescopic sights will take a -1
  Action Value if it is not aimed, since the telescopic sight inter-
  feres with the manual sights.
  Example - A telescopic sight on a weapon with a Nexus Range
  Class of +2 could aim to a +5 Action Value instead of a +3.
  Explosives
  Damage for Nexus explosives is based on a quantity of 1 gram,
  and the damage bonus is increased by +2 each time the quantity
  is doubled. To convert from 3G3, use half of the 3G3 explosive
  Damage Value to convert to a Nexus damage for 1 gram, and
  then increase for the quantity, as per normal Nexus rules.
  Archaic projectile weapons
  These are converted normally, and have a Strength requirement
  of half their Pen, rounding down. Crossbows have a minimum
  Strength of 1 point less, which is required to ready the weapon in
  3 turns (each point less doubles the time needed). The Strength
  to fire a crossbow without penalty is usually no more than 5.
  Melee weapons
  The physical stats of melee weapons, such as mass, Armor
  Value and so on convert from 3G3 using the rules for other
  weapons. Weapons with a 3G3 Inherent Accuracy of +2 or more
  get a +1 Action Value, and those with 3G3 Inherent Accuracy of
  +0 or worse get a -1 Action Value to reflect their unwieldiness.
  Damage
  The Nexus Damage and Penetration of a melee weapon are the
  same, and is the converted 3G3 Damage Value (use highest
  value for multiple attack types), minus 6 (round nearest). The
  minimum Strength for a melee weapon is its Nexus damage
  bonus, with a penalty of half (round down) its worst 3G3 Initiative.
  Example - A sword with a 3G3 DV of 14 and Initiative of -4 would
  have a Nexus Dam/Pen of Bod:Str+4 and Strength min of 6.
  Enhanced melee weapons
  Enhanced melee weapons (like armor-piercing vibroblades) will
  be treated as 3G3 equivalents if possible. Additions to damage add
  to the basic 3G3 DV before conversion, and damage enhance-
  ments (like a stun baton) are treated as separate damage.
  
  121
  Basics
  Heavy Gear is a far future science fiction roleplaying  game
  which is based on the Silhouette game engine. The game
  engine features a fully compatible vehicular combat system that
  can be played as a stand-alone tactical wargame. This 3G3 con-
  version covers most of what you need for both systems.
  Name
  The commonly used name of the weapon.
  Tech Level
  Tech levels in Heavy Gear vary depending on the technologies
  concerned. For example, many weapons are at 3G3 TL11, yet
  humanoid walker vehicles and efficient laser weapons are avail-
  able. For design purposes, assume that conventional projectile
  weapons are 3G3 TL10-12 while “advanced” weapons (lasers,
  particle beams and railguns) can go up to 3G3 TL13 or TL14 in
  some extreme cases. The higher TL's also apply to electronics
  such as sensors, batteries and other storage technologies.
  Damage Value
  Silhouette damage is based on the square root of the maximum
  thickness of armor steel that can be completely penetrated. This
  yields a stat called Damage Multiplier (DM), which is multiplied
  by the Margin of Success of the attack (the difference between
  the attacker’s and defender’s rolls) to give a damage point total. 
  This damage point total is compared to the Stamina (for people)
  or Armor (for vehicles and objects) of the target. Stamina or
  Armor represent the toughness of the most sturdy location on
  the target, given an optimum defense (perfect sloping, maximum
  projectile tumbling, etc.). The damage total (DM times Margin of
  Success) represents the increased damage caused by hitting
  other less well-protected locations, the hydrostatic shock, the
  reduced tumbling, etc. 
  To keep the game manageable when dealing with vehicle and
  people, two damage “scales” are used. Personal DM and Stamina
  values are worth one-tenth of the Vehicular Damage Multiplier
  and Armor. For example, a handgun will have a DM of x15 ver-
  sus humans and x1.5 (rounded nearest for simplicity, x2 in this
  case) against vehicles. While this is not an accurate conversion,
  since damage is based on an exponential curve, it is good
  enough for game purposes and simplify things greatly. 
  Given that the 3G3 DV and the Silhouette DM are both based on
  material penetration, the conversion is fairly simple. To convert a
  3G3 DV to a Silhouette Personal DM, take the square root of the
  DV and multiply by 4, rounding down.
  Silhouette Personal DM  = (3G3 DV).5 x 4 (round down)
  Melee weapons use the Personal DM, but add the character's
  Armed Damage (AD) rating to the amount.
  3G3 DV
  Example
  Personal DM
  Vehicle DM
  7
  Knife
  x10
  x1
  15
  Light pistol, sword
  x15
  x2
  25
  Medium pistol
  x20
  x2
  39
  Heavy pistol, light rifle
  x25
  x3
  57
  Medium rifle
  x30
  x3
  77
  Heavy rifle
  x35
  x4
  100
  Sniper rifle
  x40
  x4
  156
  x50
  x5
  400
  Light autocannon
  x80
  x8
  625
  x100
  x10
  900
  Heavy autocannon
  x120
  x12
  1407
  Light vehicle bazooka
  x150
  x15
  2025
  x180
  x18
  2500
  Medium vehicle bazooka
  x200
  x20
  3025
  Light field gun
  x220
  x22
  3907
  Heavy vehicle bazooka
  x250
  x25
  4900
  Heavy field gun
  x280
  x28
  5625
  Heavy AT missile
  x300
  x30
  Range
  Silhouette uses range bands that double the previous one, like
  1/2/4/8 for Short/Medium/Long/Extreme range. Compare the 3G3
  aiming RC of the weapon to the following table to get the
  Silhouette range bands.
  Aiming RC
  Short range
  Modifier
  Multiply by
  1
  2 meters
  Damage RC<aiming RC
  x.80 per RC
  2
  5 meters
  Damage RC=aiming RC
  x1.00
  3
  15 meters
  Damage RC>aiming RC
  x1.20 per RC
  4
  50 meters
  5
  100 meters
  6
  200 meters
  7
  500 meters
  8
  1000 meters
  Round numbers to nearest meter. If using the tactical rules,
  round range to nearest 50 meters. Items like advanced weapon
  sights are counted as sensors, and would use the appropriate
  rules (+1 modifier per 20% of 3G3 bonus). Gear mounted
  weapons suffer the usual penalties for attacking infantry targets.
  Accuracy
  3G3 Inherent Accuracy would be closest to the Silhouette
  Accuracy stat. Accuracy is a zero-average modifier, meaning
  that zero is a standard accuracy, negative are inaccurate
  weapons and positive values are accurate weapons. Accuracy
  never goes much beyond -2 to +2 (most weapons have 0).
  Weapons with 3G3 IA of of zero or 1 point more than normal get
  no Silhouette bonus or penalty, but any amount in excess of this
  will apply in either direction. Energy weapons get +1IA for pur-
  poses of this calculation, and indirect fire weapons get -1IA.
  Example - A 3G3 IA of 2 more than the base for that weapon
  would get a Silhouette Accuracy of +1, while one with an IA of 1
  less than normal would get a Silhouette Accuracy of -1.
  Initiative (optional)
  There is no equivalent to 3G3 Initiative in Silhouette, but the stat
  can be applied to the initiative roll if it seems appropriate. 
  
  
  Heavy Gear
  ROF
  Silhouette combat rounds are six seconds long. Almost all
  weapons in Heavy Gear are at least semi-auto, and are treated
  as ROF 0. Higher ROF weapons are mostly special effect
  weapons: they can increase damage, can saturate an area to
  increase to-hit chances and can attack multiple targets. Ammo
  consumption is different for projectile and missile weapons, and
  is not quite realistic (10 shots/ROF point, or 2/4/8 etc. rockets for
  ROF 1/2/3 etc.). In this case, simplicity was chosen over realism,
  but more accurate ammo consumption figures can be used if the
  players so choose. For a good 3G3 conversion, an autofire
  weapon can get a +1 ROF for each 30 shots it can fire in a six-
  second interval, and each time this is doubled. If a weapon runs
  out of ammo in less than six seconds, average total clip capacity
  over the six second turn. So, a machine pistol with a 30 round
  clip is never going to have a Silhouette ROF of more than 1.
  Rounds per second
  Silhouette ROF
  <6
  0
  6-9
  1
  10-19
  2
  20-40
  3
  Autofire weapons deemed exceptionally controllable may get +1
  ROF to reflect the ability to keep a burst of fire on target.
  Armor Value/Body Points (optional)
  There is no Silhouette equivalent for either of those. A 3G3 AV
  could be converted to a regular Silhouette Armor value based
  on half (round up) the DM its 3G3 AV would generate, or the DM
  half its mass in kilograms would generate (whichever is larger),
  with appropriate damage thresholds following from this.
  Example - A 2kg weapon with a 3G3 AV of 10 would have a
  Silhouette Armor of 7, while a 25kg weapon with the same AV
  would have a Silhouette Armor of 10.
  Concealability (optional)
  In Silhouette, concealability is decided by the Gamemaster
  rather than a few numbers. For example, a sawed-off shotgun is
  easier to conceal under a trenchcoat in a dimly lit alley than
  under a suit jacket in broad daylight. For those who want num-
  bers, subtract 2 from the number of 3G3 weapon locations, and
  use half the result (round down) as desired vs. attempts to spot a
  hidden weapon.
  Shotguns (optional)
  Shotguns haven’t been published yet in Heavy Gear, but they
  will likely use the vehicular’s Fragmentation ammunition rules
  (Heavy Gear, page 133). 
  Special ammunition
  The Heavy Gear Tech Manual lists many new types of ammuni-
  tion, most of which can be directly converted from their 3G3
  equivalents. Most special ammunition works to increase the 3G3
  DV of the weapon, and therefore its Silhouette DM.
  Reliability (optional)
  A weapon must be maintained a certain number of minutes per
  day or suffer from a possible breakdown. In general, halve the
  3G3 Malfunction Class and multiply this by the normal mainte-
  nance time for that weapon, e.g. a Class III(Class 3) weapon
  requires 1.5 times as much maintenance as normal.
  Explosives
  The Silhouette DM is figured as for other weapons, with a nor-
  mal Primary radius of 1/3 (round down) the DM. Military fragmen-
  tation weapons have a Secondary radius equal to the DM, and
  improvised fragmentation weapons have a Secondary radius
  equal to 1/2 the DM (round down).
  Example - A 1kg block of 3G3 TL11 explosive has a DV of 193,
  or a Silhouette DM of 55, giving it a Primary radius of 18. If
  wrapped with nails and barbed wire it would have a Secondary
  radius of 27.
  Lasers
  Heavy Gear lasers are extremely efficient. Design them accord-
  ing to the normal 3G3 rules, but base the final 3G3 DV on a beam
  diameter of not more than 10mm, regardless of the size of the
  weapon. Heavy Gear lasers lose damage multiplier equal to
  10% of the DM (round up) per range band to represent atmos-
  pheric interactions with the beam.
  Particle Beams
  Heavy Gear particle beams are designed with the same notes
  as lasers but roll twice on the Damage Table to represent the
  collateral radiation and haywire effect. Against humans, this is
  represented by an additional electrical attack with an Intensity
  equal to the DM plus the Margin of Success (ouch!). Heavy
  Gear particle beams lose damage multiplier equal to 10% of the
  DM (round down) per range band to represent atmospheric inter-
  actions with the beam, with a minimum of -1 per range band.
  Railguns
  Like other “advanced” weapons in HG, railguns are extremely
  efficient. Design them normally in 3G3, but base the final DV on
  10% of the actual projectile size or 3mm, whichever is larger.
  Very large railguns should use the optional rules on page 64 of
  the 3G3 rules.
  Example - An 80,000,000J TL14 railgun with a bore of 100mm
  would be 4040kg and 10.3m long. However, its DV for Silhouette
  purposes is based on a bore of 10mm, and would be 7670, or a
  DM of 350 (vehicular of 35). Each shot from this heavy railgun
  would require 928kg of TL14 superconductors, so if it carried the
  normal energy load of 24 shots (Heavy Gear, page 142) it would
  have a mass of around 29 tons, or have a minimum size of 10
  (compared to the Heavy Gear version at minimum size 12).
  Melee weapons
  These are designed and converted normally from 3G3. Additions
  like vibroblades increase the effective DV for penetrating armor
  would result in a higher Silhouette DM.
  Sensors
  In the Heavy Gear universe, each 20% bonus from 3G3 sensors
  will be a +1 modifier to the attack roll, as appropriate for the par-
  ticular sensor type. Non-sensor aids like telescopic sights will
  simply increase the maximum possible aiming bonus by 1 or 2.
  
  123
  Basics
  Fuzion is a metasystem rather than a multisystem, a way to use
  similar game mechanics that can mutate from game setting to
  game setting to provide the best results by means of ‘switches’,
  ‘dials’ and other whistles and bells. The Fuzion rules can be
  downloaded from http://www.best.com/~rtg1/rtginfo.html.
  This conversion should have all the information you need to con-
  vert any 3G3 weapon into basic Fuzion terms. Additional special
  effects will depend on your game setting.
  Tech Levels
  There aren't really any Tech Levels in Fuzion. A weapon is either
  appropriate to a genre, or it isn't. If Fuzion is used in a back-
  ground originally part of some other system, use that system's
  Tech Levels as a guide.
  Name
  This is the common name of the weapon.
  Caliber
  This is some notation for personal reference as to the ammunition
  type it uses.
  Weapon Accuracy
  Inherent Accuracy of a 3G3 weapon translates into the Fuzion
  WA (weapon accuracy) stat. The closest match is obtained by
  converting directly from IA to WA, and subtracting 1 if the
  weapon has an aiming RC of 2, or subtracting 2 if it has an aim-
  ing RC of 1. So, an IA of +2 becomes a WA of +2 for an RC3
  rifle, but a +1 for an RC2 pistol, and +0 for an RC1 pistol.
  Inaccurate weapons with low RC's can have a negative WA.
  Yes, this stat is derived exactly as for Cyberpunk 2020, since the
  Fuzion stat is as well.
  Damage
  Fuzion uses a discontinuous scale for damage. Things are fairly
  linear up to about elephant rifle range, then the curve gets much
  steeper, with much greater energies required for increased
  Damage Class. For a 3G3 Damage Value of 80 or less, the
  Fuzion Damage Class (killing damage) is:
  Fuzion Damage Class = 3G3 Damage Value/8(n)
  For a 3G3 Damage Value of 81 or more, the Fuzion Damage
  Class is:
  Fuzion Damage Class = (logDV x 5.25)(n)
  In addition, Fuzion uses two separate damage types, Damage
  Class, and ‘Kills’. The latter is usually restricted to vehicle
  weapons, or conventional weapons of 30mm or larger. To go
  from Damage Class to Kills, use the Fuzion guidelines for the
  genre you are playing.
  Dialing for Damage!
  How much damage you can do with a weapon in Fuzion is
  largely dependent on the genre you are playing. A hand-held
  weapon in a high-tech “real world” game would be far less capa-
  ble than the same weapon in an “anime power-armor” game. To
  take this into account set your own “Damage Dial” based on the
  genre you are playing. Suggestions are below:
  Genre
  Add to converted damage:
  Real world
  nothing
  Slightly heroic
  1DC per 4DC past DC2 (d)
  Heroic
  1DC per 3DC past DC2 (d)
  Massively heroic
  1DC per 2DC past DC2 (d)
  Mindboggling heroic
  1DC per 1DC past DC2 (d)
  Example - A heavy pistol that converts from 3G3 to DC5 would
  be DC6 in a heroic campaign and DC8 in a mindboggling heroic
  campaign. An assault rifle that converted from 3G3 to DC7 would
  be DC8 in a heroic campaign and DC12 in a mindboggling heroic
  campaign. 
  Maximum Range
  Fuzion weapons all take the same range penalties out to their
  listed range. What this range is depends on the 3G3 Range
  Classes for aiming and damage.
  Aiming RC
  Range
  Damage RC
  Shift
  1
  10m/yds
  >2 less than aim RC
  2 rows up
  20m/yds
  2 less than aim RC
  1 row up
  2
  30m/yds
  1 less than aim RC
  0 rows
  50m/yds
  equal to aim RC
  1 row down
  3
  70m/yds
  1 more than aim RC
  1 row down
  100m/yds
  2 more than aim RC
  2 rows down
  4
  150m/yds
  >2 more than aim RC 3 rows down
  200m/yds
  5
  300m/yds
  Weapon Accuracy
  Shift
  400m/yds
  If WA is less than 1
  1 row up
  6
  700m/yds
  If WA is more than 1
  1 row down
  1000m/yds
  7
  1500m/yds
  2000m/yds
  8
  3000m/yds
  4000m/yds
  Example - A shoulder-fired rocket with a 3G3 Range Class of 2/5
  an an Inherent Accuracy of 1 would end up with an effective
  range of 70m/yds (base of 30m/yds, +3 rows for damage RC,
  minus 1 row for a Fuzion Weapon Accuracy of zero).
  Optional - If a weapon loses damage with range, subtract 1DC at
  half the effective range, and 2DC at the effective range or greater.
  Optional - Fuzion ranged weapons do not usually have a
  Minimum Strength, but if they would, it would be the DC of the
  weapon minus 1, with an additional -2 if the weapon is held with
  both hands. Using a weapon you don't have the Strength for will
  be a -1 penalty per point of Strength that is lacking, which will
  apply only to weapons with a rate of fire of more than 1.
  ®
  
  Fuzion
  Melee weapons
  Melee weapons convert their damage the same way ranged
  weapons do, but if the weapon is designed to be used two-hand-
  ed, add +2DC to the final amount, and if it is highly unbalanced,
  add +1DC to the final amount.
  Minimum Strength is usually the Damage Class minus 1, +1 if the
  weapon is two-handed, +1 if it is unbalanced, +2 if it is highly
  unbalanced, and +1 if Weapon Accuracy is 0 or lower, and -1 if
  Weapon Accuracy is +2 or better.
  To get Weapon Accuracy for melee weapons, use the IA, then
  apply -1 if the weapon has 1 or 2 locations, +0 if it has 3 or 4, -1 if
  it has 5 or more. Apply an extra -1 if it is highly unbalanced.
  Example - An S/5 broadsword has a 3G3 Damage Value of
  around 14 and an IA of 1. This gives it a Fuzion Damage Class
  of 2 if used one-handed, and Damage Class 4 if used in both
  hands. It has a final Weapon Accuracy of +0, and Minimum
  Strength of 5.
  This gives reasonable results for most melee weapons, though it
  is difficult to get exact matches with Fuzion stats for weapons
  with a high Damage Class.
  Rate of Fire
  Most weapons will have a RoF of 1 or 2, or one or two shots per 3
  second Fuzion phase. Weapons with an RoF of 1 include bolt,
  lever, pump, single-action revolver and single shot weapons with
  one barrel. Weapons with an RoF of 2 include double-action
  revolvers and semi-automatic weapons. Autoburst weapons have
  an RoF of 2, but may fire either single shots or 3-round bursts.
  Autofire weapons in Fuzion can fire twice a phase, and will use
  the 3G3 rate of fire as the maximum shots per firing action, the
  number of hits based on the dial setting for the genre in question.
  Guided weapons
  Guided weapons in Fuzion are given a rating from Dumb(8) to
  Genius(20), as a difficulty number the target has to beat to avoid
  getting hit. A 3G3 guidance bonus will correspond to each type of
  Fuzion guidance for self-guided weapons. For a user-guided
  weapon or targeting aids, they are just counted as bonuses to hit.
  3G3 guidance
  Fuzion targeting bonus
  Missile intelligence
  +2
  +0
  -
  +4
  +1
  Dumb
  +6
  +2
  Dumb
  +8
  +3
  Smart
  +10
  +4
  Smart
  +12
  +5
  Smart
  +14
  +6
  Brilliant
  +16
  +7
  Brilliant
  +18
  +8
  Genius
  +20
  +9
  Genius
  Example - A 3G3 guidance system with a bonus of +6 would be
  a Dumb missile in Fuzion, or a +2 bonus to skill on a user-guid-
  ed missile. The 3G3 limits on guidance systems can optionally be
  applied in Fuzion, so a user-guided missile with a +2 bonus
  could not gain any benefit from more than 2 levels of user skill.
  Note - Most of the 1990's-era anti-tank and air-to-air missiles
  would be considered “Smart” missiles in Fuzion terms.
  SDP and KD (optional)
  Personal devices like weapons generally are not rated in terms of
  their defense and ability to withstand damage, but you can use
  3G3 stats to generate the appropriate Fuzion terms. The Fuzion
  KD of a weapon is the Damage Class that would be generated
  by twice the weapon's 3G3 Armor Value, and the final result mul-
  tiplied by 3.5. The Fuzion SDP of the weapon is the Damage
  Class that would be generated by  twice the weapon's 3G3 Body
  Points, and the final result multiplied by 3.5. To rate these in
  Kills, you get 1 Kill per 50 points in either stat, and +1 Kill per 3.5
  points over this. This reflects that a 1 Kill attack (Damage Class
  14) does an average of 49 points of damage, which 1 Kill of
  armor (50 points) should just be able to stop, with +1 Kill per
  extra d6 in the attack (average of 3.5 points damage).
  Example - A Beretta 92F has an Armor Value of 8 and 5 Body
  Points, which translates into a KD of 7 and SDP of 4. A tank can-
  non might have an Armor Value of 33 and 167 Body Points,
  which translates into a KD of 29 and 35 SDP. A battleship can-
  non would have about 1 Kill of armor and require 5 Kills worth of
  damage to destroy, roughly the same as an armored personnel
  carrier.
  For simplicity's sake, a damaged item continues to function until
  it has lost all its SDP, but GM-induced malfunctions or staged
  penetration on damaged weapons are entirely appropriate. In
  general, most weapons will be unaffected or less affected by
  area effect attacks like explosions, unless hit directly. And to
  generalize damage, weapons that are not rated in Kills are
  unlikely to ever destroy something whose armor is rated in Kills,
  no matter how many shots you fire or how well you roll.
  Explosives
  Damage from explosives is converted normally. If the explosion
  has an effect radius, it is the same as other Fuzion weapons with
  the same Damage Class.
  Cost
  How you pay for something in Fuzion depends on the genre. If
  equipment has cost in dollars or credits, just use the 3G3 amount.
  Otherwise, you need to convert the final Fuzion stats based on
  the type of power created.
  Example - You convert a 3G3 pistol into a Fuzion weapon with a
  Damage Class of 3 (a medium pistol). Since this is a ranged
  killing attack, it would be bought as a Damage Class 5, which
  loses 2 Damage Class because it is a ranged killing attack, drop-
  ping it to 3.
  
  Index 
  125
  -
  2000AD Laser rifles 
  38
  2000AD power 
  39
  A
  Accessories 
  17,44
  Conventional weapons 
  17
  Lasers 
  44
  Laser sights 
  23
  Particle beams 
  52
  Railguns 
  62
  Telescopic sights 
  24
  Action 
  3
  Auto-burst 
  3
  Bolt action 
  3
  Full-auto 
  3
  Lever action 
  3
  Mass multiplier 
  15
  Reliability penalty 
  15,19
  Revolver 
  3
  Semi-auto 
  3
  Single shot 
  3
  Aiming RC
  Longarms vs. Pistols 
  26
  Rifled vs. smoothbore 
  9
  Armor Value 
  2,20,37,45,53,64,67
  B
  Barrel 
  5
  Aiming RC 
  16
  Mass 
  16
  Minimum length 
  16
  Battering effects 
  66
  Battery 
  4,41
  Binary propellant 
  29
  Blinding 
  42
  Bore 
  4
  Bows 
  37
  Body Points 
  21,37,45,54,64,67
  Bullpup 
  5,22
  C
  Capacitor 
  5
  Cartridge lasers 
  42
  Caseless ammunition 
  11
  Casing 
  5
  Centimeter 
  5
  Coil gun 
  5,57
  Combined weapons 
  27
  Compatibility issues 
  9
  Compressed air weapons 
  29
  Conversion guides 
  78
  3G3 to Battlelords 23c
  113
  3G3 to CORPS
  80
  3G3 to Cyberpunk 2020
  108
  3G3 to GURPS
  83
  3G3 to Heavy Gear
  121
  3G3 to Hero System
  91
  3G3 to MasterBook
  87
  3G3 to Nexus
  119
  3G3 to TimeLords
  78
  3G3 to Traveller 4th ed.
  104
  3G3 to Traveller: New Era
  97
  Cost 
  18,45,54,63,68
  Ammunition 
  34,65
  IA modifiers 
  18,45,54,63
  Mass modifiers 
  18,45,54,63
  Crossbows 
  37
  Cubic Centimeter 
  5
  D
  Damage 
  1
  Damage Value 
  2,10
  Disposable weapons 
  29
  E
  Efficiency
  Conventional weapons 
  10
  Lasers 
  40
  Particle beams 
  50
  Railguns 
  59
  Energy-enhanced weapons 
  36
  Energy storage 
  39,41
  Batteries 
  39,41
  Capacitors 
  41
  Solar panels 
  41
  Superconductors 
  41
  F
  Flechette 
  5,23
  Folding barrels
  Railguns 
  60
  Rockets 
  31
  Fragmentation 
  5,24
  G
  General Conversion Notes 
  69
  Gram 
  5
  Guided weapons 
  32
  Active homing 
  35
  Cost 
  34
  Fire and forget 
  35
  Historical guidance types 
  32
  Indirect fire 
  33
  Linked guidance 
  33
  Passive homing 
  35
  Power usage 
  34
  Proximity fuzed 
  34
  Self-guided projectiles 
  33
  Semi-active homing 
  35
  Smart weapons 
  33
  Terminal guidance 
  35
  Tracking 
  33
  User-guided projectiles 
  32
  Gyrostabilization 
  28
  H
  HE 
  5,23
  HEAT 
  5,23
  I
  Ignition systems
  Electric 
  4
  Flintlock 
  4
  Matchlock 
  4
  Percussion 
  4
  Illumination charges 
  31
  Inherent Accuracy 
  6,18
  Initiative 
  21
  J
  Joule 
  6
  K
  Kilogram 
  6
  L
  Laser(definition) 
  6
  Laser communicator 
  46
  Laser rangefinder 
  46
  Lasers 
  38
  Adjustable frequency 
  42
  Adjustable output 
  46
  Advanced focusing 
  42
  AV 
  45
  Blinding 
  42
  BP 
  45
  Cartridge lasers 
  42
  Chemical lasers 
  43
  Continuous beam 
  47
  Cost 
  45
  Damage Value 
  39
  Inherent Accuracy 
  44
  Initiative 
  45
  Lasing apparatus 
  42
  Length 
  43
  Folding 
  43
  Limits on beam energy 
  40
  Malfunction chance 
  45
  Range Class 
  45
  Rate of Fire 
  45
  Semiconductor lasers 
  43
  Tech Level 
  38
  Weapon bulk 
  45
  Length/width ratio 
  6
  Low-tech stunners 
  48
  M
  Magazine 
  Detachable 
  16,62
  External magazine 
  16,62
  Internal magazine 
  16,62
  Removable magazine 
  16,62
  Malfunction chance 
  19
  Malfunctions 
  72
  Maser (definition) 
  6
  Masers 
  49
  Mass driver 
  57
  Maximum allowable propellant 
  11
  Melee weapons 
  67
  AV 
  67
  BP 
  67
  Cost 
  68
  Damage Value 
  67
  Energy-enhanced 
  68
  Inherent Accuracy 
  68
  Initiative 
  68
  Meter 
  5
  Minimum bore size 
  9
  Mortars 
  28
  Multiple caliber weapons 
  28,61
  Conversion kits 
  28
  Muscle-powered weapons 
  37
  Muzzle energy 
  6,10
  N
  Non-reloadable ammunition 
  12
  P
  Parachutes 
  31
  Particle Beams 
  50
  Accelerator length 
  51
  Accelerator mass 
  50
  Accessories 
  52
  Adjustable output 
  55
  AV 
  53
  BP 
  54
  Continuous beam 
  55
  Cost 
  54
  Damage Value 
  50
  Efficiency 
  50
  Energy storage 
  50
  Inherent Accuracy 
  53
  Initiative 
  54
  Magazine 
  51
  Malfunction chance 
  53
  Margin of error 
  50
  Radiation effects 
  52
  Range Class 
  52
  Rate of Fire 
  53
  Recoil 
  53
  Tech Level 
  49
  Weapon bulk 
  53
  Pepperboxes 
  27
  Phazers 
  46
  Plasma beams 
  56
  Plasma cartridges 
  56
  Power transmission 
  53
  Projectile 
  6
  Characteristics 
  12
  Velocity 
  13
  Maximum range 
  13
  Propellant 
  6
  Propellant energy 
  10
  R
  Radiation 
  52
  Railgun (definition) 
  6
  Railguns 
  57
  Accelerator length 
  61
  Accelerator mass 
  60
  Accessories 
  62
  Adjustable output 
  61
  Ammunition cost 
  65
  AV 
  64
  BP 
  64
  Compatibility 
  57
  Cost 
  62
  Damage Value 
  58
  Discarding sabot 
  60
  Efficiency 
  59
  Fragmentation rounds 
  60
  HE rounds 
  60
  HEAT rounds 
  60
  Inherent Accuracy 
  62
  Initiative 
  65
  Length 
  63
  Magazine 
  62
  Malfunction chance 
  63
  Minimum projectile diameter 58
  Projectiles 
  58
  Range Class 
  62
  Rate of fire 
  63
  Receiver 
  61
  Recoil 
  65
  Tech Level 
  58
  Weapon bulk 
  64
  Range Class 
  7
  Projectiles 
  14
  Rate of fire 
  18
  Receiver 
  7,15
  Recoil 
  21
  Recoilless rifles 
  29
  Rifle grenades 
  28
  Rocket-assisted projectiles 
  31,60
  Rockets 
  30
  Backblast 
  30
  Booster charges 
  31
  Problems 
  30
  Terminal velocity 
  30
  Round 
  7
  S
  Sabot 
  7
  Salvage 
  35
  Shaped charge 
  7,23
  Shell 
  7
  Shotguns 
  26,61
  Bore 
  26
  Close range 
  26
  Flechettes 
  26
  Pellet hits 
  26
  Smoke grenades 
  25
  Special ammunition 
  22
  Armor piercing rounds 
  22
  APFSDS 
  4
  Depleted uranium 
  5,11
  Discarding sabot rounds 
  22
  Exploding rounds 
  22
  Fragmentation rounds 
  24
  HE rounds 
  23
  Hollow point rounds 
  22
  Multiple projectile rounds 
  23
  RAKE 
  6,31
  Self forging warheads 
  24
  Shaped charges 
  7,23
  Stacked projectiles 
  25
  Special payloads
  Illumination charges 
  31
  Parachutes 
  31
  Spot welder 
  46
  Storage bank 
  7
  Stunners 
  47,48,55
  T
  Tech Level 
  2
  Conventional Weapons 
  8
  Gun vs. powder TL 
  22
  Pushing the limits 
  2
  Ultra-tech 
  46
  Telescopic sights 
  24
  U
  Universal conversion chart 
  74
  W
  Weapon bulk 
  20
  Weapon length 
  19
  Bullpup vs. regular stock 19,22
  
  Web Links
  Web Links
  While the following is not an exhaustive list, the web links below
  are certainly a good starting point for anyone who wants to do
  their own weapon research. BTRC has no connection to any of
  these pages and doesn't vouch for any commercial products
  made available on them, but they are probably worth looking at if
  you have the time to surf them. These links will be updated as
  needed in future .pdf printings of 3G3, but at the time of this print-
  ing all of the links are active.
  The Spyzone
  http://www.spyzone.com
  A private company specializing in personal protection products.
  Lots of neat stuff that you'll probably never use.
  NASA Thesaurus
  http://gopher.sti.nasa.com/thesaurus/a/
  An online listing of definitions and cross-linked terms, many of
  which are applicable to weapons development. Substitute the
  letter you wish to peruse for the “a” when searching.
  Ballistics and Tech Reference
  http://michp753.redstone.army.mil/hotlinks/ball.html
  Lots of useful links on a number of weapon topics. Certainly
  worth checking out.
  The Electromagnetic Propulsion Home Page
  http://www.sover.net/~geoffk/railgun.html
  A page dedicated torailguns, coilguns and the like, with empha-
  sis on orbital cargo launchers. A good technical reference for
  what we can do now and in the near future.
  The GDW-betalist archive
  http://www.qrc.com/~wildstar/gdw-beta/threads/
  An archive of various postings, mostly referring to the Traveller
  game universe, but often delving into extremely technical issues
  of spaceflight, weapon design and other high-tech issues.
  Jane's Information Group Home Page
  http://www.thomson.com/janes/jtext.html
  By the publisher of the Jane's series of reference works (Jane's
  Infantry Weapons, Jane's Armor and Artillery, etc.), one of
  the world's leading weapon reference works. Constantly updated
  and with a bit of useful free material.
  Cannon Limited Artillery Manufacturers
  http://www.florentine.com/cannonltd/cannon.htm
  The home page of a manufacturer of reproduction cannons, from
  scale models to full-size working pieces. May provide useful
  information on weights and measures of TL7- artillery pieces.
  Police Resource List - Firearms
  http://police.sas.ab.ca/prl/gun.html
  A page containing links to image archives, manufacturer home
  pages, firearms organizations and a number of police depart-
  ment home pages. Extremely useful for any gamemaster looking
  for cultural reference material or local laws.
  ArmsCalc - Ballistics Calculator
  http://www.saskia.com/~arms/calc.htm
  A page selling a ballistics software program that can calculate
  muzzle velocities, trajectories and other useful information.
  Other references
  In addition to the web references, there are a number of print
  sources you may find useful for further research on your own.
  The first of these is the nearest large library. Using the Library of
  Congress classification system, there should be any number of
  books in the TX through U section that will give you something to
  read for a few weeks. Other good sources are:
  Jane's Infantry Weapons
  Janes Armor and Artillery
  Jane's Security and Co-in Equipment
  Each of these is a 500+ page tome packed with the latest equip-
  ment, including prototypes and weapons that may never see
  actual service. They are printed yearly, and cost about US$200
  each, so you won't be buying many of them. However, you may
  find them in some libraries, and a number of book clubs sell
  copies that are a year or two out of date for prices down to
  US$30, and these older books are still an excellent reference,
  given the slow turnover of most military hardware.
  International Defence Review
  A special interest magazine covering political and technological
  developments regarding weapons and military organizations.
  Has user tests of new hardware, the latest procurement con-
  tracts, rumors, news and other good stuff. Unfortunately, it also
  costs about US$200 for a one-year subscription, too rich for
  most gamer's tastes. Your best source for library copies is at a
  college with an ROTC or similar military training program. The
  December issue has an index of all articles for the year, making
  searches for a particular topic easier.
  Gun magazines
  There are several “buyer's guides” that show up on magazine
  racks each year. While the previous sources cover military
  weapons in detail, you won't find too much in the way of civilian
  weapons there. These buying guides usually list dimensions, cal-
  iber, weight, cost and some other physical characteristics for
  hundreds of civilian weapons like pistols, shotguns, rifles and
  black powder firearms.
  Weapons
  “An International Encyclopedia from 5000BC to 2000AD”.
  Published by St. Martin's Press. If you only have the budget for
  one general-purpose weapon reference, I recommend this one.
  It covers almost every weapon and weapon development in
  some detail, is good for technical and non-technical readers, is
  well-illustrated and has a good bibliography. And, it's only about
  US$20 in softcover.
  
  Historical rounds - 3G3 representations of TL8 to early TL12 ammunition
  Round name
  aDV*
  TL
  Energy
  Max. RC
  Round
  Propellant
  Projectile
  l/w
  sg
  Velocity
  Rcvr. mass
  Barrel len./mass
  Malf.
  .25 ACP (6.35mm)
  10/8
  10
  90J
  2/2
  3.9g
  .07g
  3.55g
  2:1
  11
  226m/sec
  170g
  11.5cm/109g
  I
  .25 ACP (6.35mm)
  11/9
  11
  100J
  2/2
  3.8g
  .07g
  3.55g
  2:1
  11
  238m/sec
  164g
  10.5cm/94.6g
  I
  .22 short
  12/9
  11
  110J
  3/2
  2.3g
  .08g
  1.98g
  2:1
  11
  334m/sec
  174g
  12.6cm/119g
  I
  .32 ACP (7.65mm) 12/11
  8
  150J
  2/3
  7.2g
  .14g
  6.44g
  2:1
  11
  218m/sec
  282g
  16.2cm/238g
  I
  .32 ACP (7.65mm) 13/11
  9
  170J
  2/3
  7.1g
  .14g
  6.44g
  2:1
  11
  231m/sec
  280g
  14.5cm/207g
  I
  .32 ACP (7.65mm) 13/12
  10
  190J
  2/3
  7.0g
  .14g
  6.44g
  2:1
  11
  244m/sec
  273g
  13.1cm/180g
  I
  .32 ACP (7.65mm) 14/12
  11
  210J
  3/3
  7.0g
  .14g
  6.44g
  2:1
  11
  256m/sec
  261g
  11.9cm/155g
  I
  .22 long rifle
  14/11
  9
  155J
  3/2
  3.1g
  .13g
  2.46g
  2:1
  11
  356m/sec
  264g
  20.2cm/277g
  I
  .22 long rifle
  15/11
  10
  175J
  3/2
  3.0g
  .13g
  2.46g
  2:1
  11
  378m/sec
  259g
  18.2cm/241g
  I
  .22 long rifle
  16/12
  11
  190J
  3/2
  3.0g
  .13g
  2.46g
  2:1
  11
  394m/sec
  245g
  16.5cm/204g
  I
  9mm short
  13/12
  8
  195J
  2/3
  11.3g
  .18g
  10.4g
  2:1
  11
  193m/sec
  333g
  16.7cm/280g
  I
  9mm short
  13/13
  9
  220J
  2/3
  11.2g
  .18g
  10.4g
  2:1
  11
  205m/sec
  329g
  14.9cm/242g
  I
  9mm short
  14/13
  10
  245J
  2/3
  11.2g
  .18g
  10.4g
  2:1
  11
  216m/sec
  320g
  13.4cm/210g
  I
  9mm short
  15/14
  11
  265J
  2/3
  11.1g
  .18g
  10.4g
  2:1
  11
  226m/sec
  303g
  12.1cm/177g
  I
  .45 ACP
  15/16
  8
  355J
  2/4
  23.2g
  .33g
  21.5g
  2:1
  11
  183m/sec
  485g
  17.7cm/401g
  I
  .45 ACP
  16/17
  9
  400J
  2/4
  23.1g
  .33g
  21.5g
  2:1
  11
  194m/sec
  479g
  15.8cm/347g
  I
  .45 ACP
  17/18
  10
  445J
  2/4
  22.9g
  .33g
  21.5g
  2:1
  11
  204m/sec
  466g
  14.2cm/300g
  I
  .45 ACP
  18/19
  11
  490J
  2/4
  22.8g
  .33g
  21.5g
  2:1
  11
  214m/sec
  446g
  12.9cm/257g
  I
  9mm Para
  19/18
  8
  430J
  3/3
  12.6g
  .40g
  10.5g
  2:1
  11
  288m/sec
  547g
  24.8cm/617g
  I
  9mm Para
  20/19
  9
  485J
  3/3
  12.4g
  .40g
  10.5g
  2:1
  11
  305m/sec
  541g
  22.1cm/535g
  I
  9mm Para
  21/20
  10
  540J
  3/3
  12.2g
  .40g
  10.5g
  2:1
  11
  322m/sec
  527g
  19.9cm/462g
  I
  9mm Para
  22/21
  11
  595J
  3/3
  12.1g
  .40g
  10.5g
  2:1
  11
  337m/sec
  504g
  18.1cm/397g
  I
  9mm caseless
  23/22
  12
  650J
  3/3
  10.9g
  .40g
  10.5g
  2:1
  11
  352m/sec
  473g
  16.6cm/338g
  I
  .41 Action Express 21/22
  11
  630J
  3/4
  13.1g
  .42g
  11.4g
  2:1
  11
  333m/sec
  522g
  16.1cm/364g
  I
  .357 Magnum
  24/23
  10
  730J
  3/3
  13.0g
  .54g
  10.7g
  2:1
  11
  370m/sec
  637g
  22.9cm/620g
  I
  .357 Magnum
  25/24
  11
  800J
  3/3
  12.9g
  .54g
  10.7g
  2:1
  11
  388m/sec
  607g
  20.8cm/530g
  I
  10mm auto
  26/26
  11
  900J
  3/3
  13.4g
  .61g
  11.0g
  2:1
  11
  406m/sec
  654g
  20.0cm/540g
  I
  .41 Magnum
  26/27
  10
  970J
  3/4
  15.3g
  .72g
  12.2g
  2:1
  11
  400m/sec
  761g
  23.0cm/716g
  I
  .41 Magnum
  28/28
  11
  1070J
  3/4
  15.1g
  .72g
  12.2g
  2:1
  11
  420m/sec
  729g
  21.0cm/618g
  I
  5.7mm FN
  28/21
  12
  600J
  3/1
  3.1g
  .37g
  1.67g
  3:1
  3
  850m/sec
  450g
  25.2cm/494g
  I
  12ga shotgun slug 26/35
  8
  1650J
  2/3
  44.5g
  1.53g
  36.5g
  1:1
  11
  301m/sec
  1280g
  23.6cm/1150g
  I
  12ga shotgun slug 27/37
  9
  1860J
  2/3
  43.7g
  1.53g
  36.5g
  1:1
  11
  320m/sec
  1260g
  21.0cm/996g
  I
  12ga shotgun slug 29/39
  10
  2060J
  2/3
  43.1g
  1.53g
  36.5g
  1:1
  11
  336m/sec
  1220g
  18.9cm/858g
  I
  12ga shotgun slug 30/41
  11
  2270J
  2/3
  42.6g
  1.53g
  36.5g
  1:1
  11
  353m/sec
  1170g
  17.2cm/738g
  I
  .44 Magnum
  29/31
  10
  1270J
  3/4
  24.1g
  .94g
  20.1g
  2:1
  11
  356m/sec
  902g
  24.6cm/875g
  I
  .44 Magnum
  30/32
  11
  1400J
  3/4
  23.9g
  .94g
  20.1g
  2:1
  11
  374m/sec
  864g
  22.3cm/752g
  I
  12ga disc. sabot
  35/41
  11
  2270J
  3/4
  35.6g
  1.53g
  29.5g
  2:1
  11
  393m/sec
  1170g
  17.2cm/738g
  I
  .30 carbine
  36/31
  9
  1320J
  4/4
  12.3g
  1.09g
  7.14g
  2:1
  11
  607m/sec
  1020g
  43.1cm/1722g
  I
  .221 Fireball
  37/28
  11
  1070J
  4/3
  7.0g
  .72g
  4.10g
  3:1
  11
  724m/sec
  729g
  38.9cm/1150g
  I
  .454 Casull
  42/45
  11
  2800J
  4/4
  23.2g
  1.89g
  15.6g
  2:1
  11
  610m/sec
  1340g
  30.7cm/1460g
  I
  4.92mm caseless
  46/32
  12
  1400J
  5/3
  3.27g
  .86g
  2.41g
  3:1
  11
  1080m/sec
  768g
  44.4cm/1330g
  III
  5.56mm NATO
  46/35
  10
  1640J
  5/3
  9.2g
  1.21g
  4.00g
  3:1
  11
  906m/sec
  1060g
  56.1cm/2270g
  I
  5.56mm NATO
  49/36
  11
  1790J
  5/3
  8.8g
  1.21g
  4.00g
  3:1
  11
  950m/sec
  1010g
  50.8cm/1930g
  I
  5.56mm NATO
  51/38
  12
  1960J
  5/3
  8.6g
  1.21g
  4.00g
  3:1
  11
  993m/sec
  949g
  46.6cm/1650g
  I
  7.62mm NATO
  54/47
  10
  2990J
  5/4
  19.7g
  2.22g
  10.2g
  3:1
  11
  769m/sec
  1550g
  55.2cm/3020g
  I
  7.62mm NATO
  56/49
  11
  3290J
  5/4
  19.1g
  2.22g
  10.2g
  3:1
  11
  806m/sec
  1480g
  50.2cm/2590g
  I
  7.62mm disc. sabot 59/44
  11
  3290J
  6/3
  13.9g
  2.22g
  5.0g
  3:1
  11
  1150m/sec
  1480g
  50.2cm/2590g
  I
  7.62mm NATO
  59/51
  12
  3590J
  5/4
  18.6g
  2.22g
  10.2g
  3:1
  11
  842m/sec
  1390g
  46.1cm/2210g
  I
  6mm Remington
  60/46
  11
  2890J
  5/3
  12.8g
  1.95g
  5.0g
  3:1
  11
  1080m/sec
  1360g
  59.8cm/2890g
  I
  .338 Magnum
  67/62
  11
  5300J
  5/4
  29.4g
  3.57g
  14.6g
  3:1
  11
  854m/sec
  2000g
  56.6cm/3710g
  I
  .460 Magnum
  82/89
  11
  10800J
  5/4
  65.8g
  7.27g
  36.7g
  3:1
  11
  769m/sec
  3130g
  59.4cm/11500g
  I
  12.7mm (.50 cal)
  92/104
  9
  14700J
  5/4
  86.8g
  12.1g
  29.9g
  3:1
  7
  993m/sec
  4650g
  86.1cm/11500g
  I
  12.7mm (.50 cal)
  97/110 10
  16400J
  5/4
  81.9g
  12.1g
  29.9g
  3:1
  7
  1050m/sec
  4520g
  77.6cm/9940g
  I
  12.7mm (.50 cal)
  102/115 11
  18000J
  5/4
  78.3g
  12.1g
  29.9g
  3:1
  7
  1100m/sec
  4320g
  70.5cm/8510g
  I
  12.7mm (.50 cal)
  107/120 12
  19600J
  6/4
  75.9g
  12.1g
  29.9g
  3:1
  7
  1150m/sec
  4050g
  64.6cm/7230g
  I
  14.5mm Soviet
  113/136 9
  25100J
  6/4
  142g
  20.7g
  44.3g
  3:1
  7
  1060m/sec
  6500g
  98.5cm/17200g
  I
  14.5mm Soviet
  119/143 10
  27900J
  6/4
  133g
  20.7g
  44.3g
  3:1
  7
  1120m/sec
  6320g
  88.7cm/14800g
  I
  14.5mm Soviet
  125/150 11
  30700J
  6/4
  127g
  20.7g
  44.3g
  3:1
  7
  1180m/sec
  6040g
  80.6cm/12700g
  I
  15mm Milo
  143/176 12
  42000J
  6/4
  148g
  25.9g
  49.2g
  3:1
  7
  1310m/sec
  6540g
  80.0cm/13100g
  I
  20mm Oerlikon
  149/211 10
  60800J
  5/4
  311g
  45.0g
  117g
  3:1
  7
  1020m/sec
  10300g
  94.9cm/23400g
  I
  20mm Oerlikon
  157/222 11
  66800J
  5/4
  297g
  45.0g
  117g
  3:1
  7
  1070m/sec
  9860g
  86.2cm/20100g
  I
  20mm Oerlikon
  164/231 12
  72900J
  6/4
  288g
  45.0g
  117g
  3:1
  7
  1120m/sec
  9260g
  79.1cm/17100g
  I
  *Damage Value is formatted as normal 3G3 value (penetration), followed by the delivered energy value (without projectile diameter factored in).
  Historical Ammunition
  
  Historical Ammunition
  Historical rounds - 3G3 representations of TL6 to TL8 ammunition
  Round name
  aDV*
  TL
  Energy
  Max. RC
  Round
  Propellant
  Projectile
  l/w
  sg
  Velocity
  Rcvr. mass
  Barrel len./mass
  Malf.
  .36 Boot pistol
  16/15
  7
  300J
  2/2
  -
  .32g
  4.05g
  1:1
  11
  344m/sec
  473g
  25.0cm/563g
  I
  .45 Rochatte Duel. 18/19
  7
  500J
  2/2
  -
  .53g
  8.04g
  1:1
  11
  319m/sec
  652g
  25.7cm/747g
  I
  .45 Colt
  23/25
  8
  820J
  2/4
  23.7g
  .76g
  16.6g
  2:1
  11
  236m/sec
  822g
  27.0cm/928g
  I
  .50 Hawken pistol
  23/25
  7
  860J
  2/2
  -
  .91g
  11.1g
  1:1
  11
  353m/sec
  918g
  30.4cm/1160g
  I
  .74 Brown Bess
  24/32
  6
  1360J
  2/3
  -
  1.68g
  31.0g
  1:1
  11
  247m/sec
  1320g
  32.5cm/1680g
  I
  .32-40 Win.
  28/26
  8
  900J
  3/4
  15.1g
  .83g
  10.8g
  3:1
  11
  366m/sec
  872g
  39.5cm/1420g
  I
  .44 Dragoon
  29/30
  7
  1230J
  2/2
  -
  1.30g
  8.83g
  1:1
  11
  387m/sec
  1150g
  41.2cm/1880g
  I
  .36 Hawken rifle
  29/27
  7
  1020J
  3/2
  -
  1.08g
  4.05g
  1:1
  11
  636m/sec
  1022g
  45.9cm/1910g
  I
  .50 Hawken rifle
  35/39
  7
  2050J
  3/2
  -
  2.17g
  11.1g
  1:1
  11
  547m/sec
  1590g
  46.9cm/2760g
  I
  .58 Enfield
  36/43
  7
  2550J
  2/2
  -
  2.70g
  18.1g
  1:1
  11
  353m/sec
  1820g
  45.1cm/2960g
  I
  .45-70 Gov’t
  38/41
  8
  2310J
  3/4
  37.5g
  2.14g
  26.4g
  2:1
  11
  375m/sec
  1580g
  45.1cm/2600g
  I
  .53 Hawken rifle
  38/44
  7
  2660J
  3/2
  -
  2.81g
  13.3g
  1:1
  11
  571m/sec
  1870g
  46.0cm/3080g
  I
  3 pd. Whit. (2.8”)
  125/332
  7
  150kJ
  3/6
  -
  159g
  3.29kg
  2:1
  7
  302m/sec
  23.7kg
  71.6cm/36.0kg
  I
  6 pounder (3.7”)
  140/429
  6
  250kJ
  3/5
  -
  309g
  2.73kg
  1:1
  7
  429m/sec
  35.2kg
  88.2cm/61.7kg
  I
  12 pounder (4.6”)
  192/606
  6
  500kJ
  3/5
  -
  617g
  5.45kg
  1:1
  7
  429m/sec
  54.5kg
  100cm/99.0kg
  I
  20 pd. Parrot (4.2”) 220/696
  7
  660kJ
  3/7
  -
  703g
  11.1kg
  2:1
  7
  346m/sec
  60.3kg
  100cm/106kg
  I
  32 pounder (6.4”)
  374/1180 6
  1.9mJ
  3/6
  -
  2350g
  14.5kg
  1:1
  7
  513m/sec
  126kg
  141cm/272kg
  I
  68 pounder (8.0”)
  514/1630 6
  3.6mJ
  3/6
  -
  4440g
  30.9kg
  1:1
  7
  484m/sec
  189kg
  155cm/412kg
  I
  40 pd. Parrot (6.4”) 562/1780 7
  4.3mJ
  3/8
  -
  4550g
  39.3kg
  2:1
  7
  469m/sec
  196kg
  168cm/453kg
  I
  9” Armstrong rifle 831/2630 7
  9.4mJ
  3/8
  -
  9950g
  113kg
  2:1
  7
  409m/sec
  321kg
  176cm/701kg
  I
  Historical rounds - 3G3 representations of TL12 to TL15 new or extrapolated ammunition
  Round name
  aDV*
  TL
  Energy
  Max. RC
  Round
  Propellant
  Projectile
  l/w
  sg
  Velocity
  Rcvr. mass
  Barrel len./mass
  Malf.
  2mm Screamer
  19/9
  14
  100J
  8/1
  .21g
  .05g
  .03g
  1:1
  7
  2590m/sec
  109g
  23.2cm/139g
  III
  2mm Screamer
  20/9
  15
  110J
  8/1
  .20g
  .05g
  .03g
  1:1
  7
  2720m/sec
  96.6g
  22.0cm/115g
  III
  9mm Para max.
  23/22
  12
  650J
  3/3
  12.0g
  .40g
  10.5g
  2:1
  11
  353m/sec
  473g
  16.6cm/339g
  I
  9mm caseless
  24/23
  13
  700J
  3/3
  10.9g
  .40g
  10.5g
  2:1
  11
  366m/sec
  434g
  15.3cm/283g
  I
  9/5mm APDS
  26/18
  12
  650J
  4/2
  4.11g
  .40g
  2.59g
  2:1
  11
  710m/sec
  473g
  16.6cm/339g
  I
  10mm pistol
  27/27
  12
  990J
  3/2
  16.7g
  .61g
  14.4g
  2:1
  11
  372m/sec
  617g
  18.4cm/463g
  I
  4mm Police
  27/17
  12
  400J
  5/2
  1.53g
  .25g
  .59g
  2:1
  11
  1170m/sec
  349g
  29.3cm/469g
  I
  5mm electric
  34/24
  12
  800J
  5/2
  3.66g
  .49g
  1.80g
  2:1
  11
  945m/sec
  540g
  33.0cm/747g
  I
  5mm electric
  36/25
  13
  870J
  5/2
  3.56g
  .49g
  1.80g
  2:1
  11
  986m/sec
  498g
  30.6cm/632g
  I
  5mm caseless
  52/37
  13
  1840J
  6/3
  3.88g
  1.05g
  2.88g
  3:1
  11
  1130m/sec
  798g
  44.6cm/1340g
  III
  5mm caseless
  54/38
  14
  1980J
  6/3
  3.88g
  1.05g
  2.88g
  3:1
  11
  1180m/sec
  716g
  41.4cm/1110g
  II
  7mm assault
  62/52
  12
  3690J
  5/4
  16.6g
  2.28g
  7.90g
  3:1
  11
  969m/sec
  1410g
  50.8cm/2470g
  I
  7mm assault
  65/54
  13
  4000J
  5/4
  16.1g
  2.28g
  7.90g
  3:1
  11
  1010m/sec
  1300g
  46.9cm/2080g
  I
  7mm caseless
  65/54
  13
  4040J
  5/4
  10.2g
  2.30g
  7.90g
  3:1
  11
  1010m/sec
  1310g
  47.1cm/2100g
  II
  7/4.5mm APDS
  69/47
  12
  3690J
  7/3
  11.2g
  2.28g
  2.63g
  3:1
  11
  1680m/sec
  1410g
  50.8cm/2470g
  I
  7/4.5mm APDS
  72/48
  13
  4000J
  7/3
  10.7g
  2.28g
  2.63g
  3:1
  11
  1750m/sec
  1300g
  46.9cm/2080g
  I
  10mm big game 
  94/94
  14
  12.0kJ
  5/4
  44.6g
  6.35g
  23.0g
  3:1
  11
  1020m/sec
  2230g
  50.9cm/3350g
  I
  15mm HEAT
  103/12 12
  200J
  2/2
  13.8g
  .12g
  13.3g
  2:1
  3
  174m/sec
  225g
  5.52cm/62.5g
  I
  12.7/9mm APDS
  123/117 12
  20.0kJ
  6/4
  64.3g
  12.3g
  18.0g
  3:1
  11
  1493m/sec
  4100g
  65.1cm/7370g
  I
  15mm MG
  207/254 13
  87.8kJ
  6/4
  245g
  54.2g
  49.5g
  3:1
  7
  1890m/sec
  9110g
  107cm/22.2kg
  I
  15mm MG
  215/264 14
  94.5kJ
  6/4
  234g
  54.2g
  49.5g
  3:1
  7
  1960m/sec
  8180g
  99.1cm/18.3kg
  I
  23mm cannon
  197/299 12
  122kJ
  6/5
  463g
  75.0g
  178g
  3:1
  7
  1170m/sec
  12.8kg
  88.7cm/24.8kg
  I
  23/15mm APDS
  225/276 12
  122kJ
  8/4
  341g
  75.0g
  58.3g
  3:1
  7
  2050m/sec
  12.8kg
  88.7cm/24.8kg
  I
  23/15mm APDS
  234/287 13
  132kJ
  8/4
  325g
  75.0g
  58.3g
  3:1
  7
  2130m/sec
  11.8kg
  81.9cm/20.8kg
  I
  Notes:
  1. All loose powder weapons have numbers for the maximum safe recommended load for that weapon mass, that is, any extra propellant should
  increase the malfunction chance. Many loose powder weapons (esp. cannon) were built to handle much greater stresses than the listed energy (the
  gun and mount would be 4-10x the listed mass of barrel & receiver).
  2. Action inefficiencies have not been applied to the energy figures or DV for any round, i.e. you will need to adjust for action type (only applies for SS of
  TL8-, SA of TL9- and RV of TL12-). 
  3. Base receiver mass, barrel length and mass are all correct for listed energy and propellant quantity. Due to the fact that energies have been slightly
  rounded, and loose powder projectiles are actually slightly smaller than the bore of the weapon, numbers will not match exactly when reverse calcula-
  tions are performed. Especially on larger weapons, barrel lengths were typically longer, up to the maximum practical to increase DV.
  4. All weapon stats are already adjusted for Tech Level. Barrel length is for the propellant mass listed and will give the listed DV for weapons with effi-
  ciencies of 1.00. Weapons whose efficiencies are less will have the DV and possibly the aiming RC adjusted downwards, but will be the same mass
  because they channel the same energy. Receiver mass is for a “generic” receiver, and the action multiple is applied to this number. Discarding sabot
  rounds use the energy listed for receiver mass, etc., but DV is based on the penetrator (in parenthesis), which has less energy. 
  5. The 5.7mm FN round is lead with a plastic core, and is not armor-piercing.
  
  A. Basic Information
  1a. Basic Description:
  _______________________________________________________
  2a. Tech Level:
  _____
  J Cased
  J Caseless
  J Binary propell. J Loose
  2b. Propellant energy at this TL: Line 2a x 135J =
  ______ Joules per gram
  B. Projectile information
  3a. Projectile diameter
  _____ cm
  3b. Projectile l/w ratio:
  _____
  3c. Projectile volume:
  _____ cc
  3d. Projectile sg:
  _____
  3e. Projectile mass:
  _____
  J grams J kilograms
  3f.
  Damage RC:
  _____
  C. Propellant information
  4a. Maximum propellant to projectile volume ratio at this TL for this ammunition type:
  _____
  4b. Maximum propellant volume: Line 4a x Line 3c =
  _____ cc
  4c. Maximum propellant mass: Line 4b =
  _____
  J grams J kilograms
  4d. Maximum propellant energy: Line 4c x Line 2c = _____ Joules
  4e. Casing mass as multiple of propellant mass:
  _____
  D. Round information
  5a. Propellant actually used:
  _____
  J grams J kilograms
  5b. Propellant energy: Line 5a x Line 2b =
  _____ Joules
  5c. Projectile velocity: (Line 5b/line 3e).5 x 44.84 = 
  _____ m/sec (assuming 100% efficiency)
  5d. Aiming RC:
  _____
  5e. Damage Value: ((Line 5b x .735)/Line 3a).5 =
  _____
  5f.
  Casing mass (if any): Line 4e x Line 5a =
  _____
  J grams J kilograms
  5g. Total round mass: Line 3e + Line 5a + Line 5f =
  _____
  J grams J kilograms
  5h. Propellant fraction used: Line 5a/Line 4c =
  _____%
  5i.
  Reliability Class:
  _____
  E.
  Payload (if applicable)
  6a. Type: ___________
  6b. Volume:
  _____cc
  6c. Effects: _________________________________________________
  6d. Type: ___________
  6e. Volume:
  _____cc
  6f.
  Effects: _________________________________________________
  6g. Type: ___________
  6h. Volume:
  _____cc
  6i.
  Effects: _________________________________________________
  F.
  Cost
  7a. Base round cost: (DV2/10,000) + .1 = _____Cr
  7b. Multipliers:
  x ____ for __________
  x ____ for __________
  7c. Total cost/round: Line 7a x Line 7b = _____Cr
  x ____ for __________
  G. Summary
  8a. Tech Level:
  _____
  8b. Caliber:
  _____mm 8c. Base energy:
  _____J
  8d.
  Base DV:
  _____
  8e. Aiming/Damage RC:
  _____
  8f.
  Cost per round:
  _____Cr
  8g. Mass per round: _____
  J grams
  J kilograms
  H. Characteristics of weapons firing this round
  9a. Receiver mass at TL10 (AT/AB):
  _____
  J grams J kg
  Receiver mass at TL___ (AT/AB):
  _____
  J grams J kg
  9b. Receiver mass at TL10 (SA):
  _____
  J grams J kg
  Receiver mass at TL___ (SA):
  _____
  J grams J kg
  9c. Receiver mass at TL10 (LA):
  _____
  J grams J kg
  Receiver mass at TL___ (LA):
  _____
  J grams J kg
  9d. Receiver mass at TL10 (B):
  _____
  J grams J kg
  Receiver mass at TL___ (B):
  _____
  J grams J kg
  9e. Receiver mass at TL10 (SS/RV):
  _____
  J grams J kg
  Receiver mass at TL___ (SS/RV):
  _____
  J grams J kg
  9f.
  Receiver length (AT,AB,SA,B, LA): _____cm
  9g. Base barrel length at TL10:
  _____cm
  Base barrel length at TL____:
  _____cm
  9h. Base barrel mass at TL10:
  _____
  J grams J kg
  9i.
  Base reliability class of this weapon:
  _____
  9j.
  Maximum rate of fire (+3 Reliability Class):
  _____
  9k. 80% of maximum rate of fire (+2 Reliability Class):
  _____
  9l.
  60% of maximum rate of fire (+1 Reliability Class):
  _____
  __cm
  Conventional Round Design Sheet
  
  A. Basic Information
  1a. Basic Description:
  _______________________________________________________
  2a. Tech Level:
  _____
  2b. Propellant energy at this TL: Line 2a x 135J =
  ______ Joules per gram
  B. Warhead information (if a separate item)
  3a. Projectile diameter
  _____ cm
  3b. Projectile l/w ratio:
  _____
  3c. Projectile volume:
  _____ cc
  3d. Projectile sg:
  _____
  3e. Warhead mass:
  _____
  J grams J kilograms
  3f.
  Damage RC:
  _____
  3g. Payload description:
  _________________________
  3h. Payload volume:
  _____ cc
  3c. Payload cost:
  _____ Cr
  C. Rocket information
  4a. Rocket diameter
  _____ cm
  4b. Rocket l/w ratio:
  _____
  4c. Rocket volume:
  _____ cc
  4d. Rocket sg:
  ___2___
  4e. Useable volume: Line 4c x .75 =_____ cc
  4f.
  Rocket mass: 
  _____
  J grams J kilograms
  4g. Propellant actually used:
  _____
  J grams J kilograms
  4h. Percentage of maximum:
  _____
  4i.
  Effective propellant energy: Line 4g x Line 2b/50 = 
  ______ Joules 
  4j.
  Base velocity: (Line 4i/(Line 4f + Line 3e)).5 x 44.84 =
  ______ m/sec
  4k. Adjusted velocity: Line 3a.5 x total l/w ratio/10 x Line 4j =
  ______ m/sec
  4l.
  Aiming RC:
  _____
  4m. Damage RC:
  _____
  4n. Total mass: Line 4f + Line 3e = _____
  J grams J kilograms
  D. Damage
  5a. Impact Damage Value: (Line 4i x .735/Line 4a).5 =
  ______
  5b. High explosive Damage Value: ((Line 3h x Line 2b)/40).5 = ______
  5c. Shaped charge Damage Value: (Line 3h x Line 2b x 5).5 = ______
  5d. Number of fragments (if any)
  ______
  5e. Fragment diameter:
  ______cm
  5f.
  Frag. DV: (((Line 3h x Line 2b x .735)/Line 5d)/Line 5e).5 = ______
  5g. Fragment hits on average person at:
  _____0m
  _____1m
  _____2m
  _____3m
  _____4m
  _____5m
  _____6m
  E.
  Cost
  6a. Base round cost: (DV2/10,000) + .1 = _____Cr
  6b. Multipliers:
  x ____ for __________
  x ____ for __________
  6c. Total cost/round: Line 6a x Line 6b = _____Cr
  x ____ for __________
  F.
  Summary
  7a. Tech Level:
  _____
  7b. Caliber:
  _____mm 7c. Base energy:
  _____J
  6d.
  Base DV:
  _____
  7e. Aiming/Damage RC:
  _____
  7f.
  Cost per round:
  _____Cr
  7g. Mass per round: _____
  J grams
  J kilograms
  G. Characteristics of weapons firing this round
  8a. Receiver mass at TL10 (AT/AB):
  _____
  J grams J kg
  Receiver mass at TL___ (AT/AB):
  _____
  J grams J kg
  8b. Receiver mass at TL10 (SA):
  _____
  J grams J kg
  Receiver mass at TL___ (SA):
  _____
  J grams J kg
  8c. Receiver mass at TL10 (LA):
  _____
  J grams J kg
  Receiver mass at TL___ (LA):
  _____
  J grams J kg
  8d. Receiver mass at TL10 (B):
  _____
  J grams J kg
  Receiver mass at TL___ (B):
  _____
  J grams J kg
  8e. Receiver mass at TL10 (SS/RV):
  _____
  J grams J kg
  Receiver mass at TL___ (SS/RV):
  _____
  J grams J kg
  8f.
  Receiver length (AT,AB,SA,B, LA): _____cm
  8g. Base barrel length at TL10:
  _____cm
  Base barrel length at TL____:
  _____cm
  8h. Base barrel mass at TL10:
  _____
  J grams J kg
  8i.
  Base reliability class of this weapon:_____
  8j.
  Maximum rate of fire:
  _____ rounds per second
  Rocket Round Design Sheet
  __cm
  
  Conventional Weapon Design Sheet
  A. Basic Information
  1a. Weapon name:
  ________________________________________________________________
  1b. Tech Level:
  _____
  1c. Caliber:
  ______ cm
  1d. Base energy:_____ Joules
  1e. Description:
  ________________________________________________________________
  B. Receiver
  2a. Action type:
  J AT
  J AB
  J (using SA)
  J SA
  J LA
  J B
  J RV
  J SS
  2b. Magazine type:
  J /C
  J /I
  J /E
  J /n =
  _____
  2c. Action modifier:
  J none J -F
  J -P
  J -E
  2d. Final action designation:
  _____
  2e. Base receiver mass:
  _____
  J grams J kilograms
  2f.
  Tech Level adjustment:
  _____ %
  2g. Other mass adjustments:
  _____ %, for:________________________________
  2h. Final mass: Line 2e x Line 2f x Line 2g =
  _____
  J grams J kilograms
  2i.
  Receiver efficiency at this Tech Level:
  _____ %
  2j.
  Base muzzle energy: Line 1d x Line 2i =
  _____ Joules
  C. Barrel
  3a. Base barrel length for this TL:
  _____ cm
  3b. Actual barrel length used:
  _____ cm
  3c. Percent difference in length:
  _____ %
  3d. Energy difference: Line 3c/2 =
  _____ %
  3e. Adjusted muzzle energy: Line 2j x (1 + Line 3d) = _____ Joules
  3e. Adjusted DV: ((Line 3e x .735)/Line 1c).5 =
  _____
  3f.
  Base barrel mass at this TL:
  _____
  J grams J kilograms
  3g. Number of barrels:
  _____
  3h. Final mass: Line 3g x Line 3f x (1 + Line 3c) =
  _____
  J grams J kilograms
  3i.
  Aiming RC based on length and length/bore ratio:_____
  D. Magazine
  4a. Ammunition type:
  1.
  _____________
  2.
  _____________
  3.
  _____________
  4b. Magazine capacity and cost:
  _____ rds/_____ Cr
  _____ rds/_____ Cr
  _____ rds/_____ Cr
  4c. Mass multiplier for magazine type:
  _____
  _____
  _____
  4d. Mass per round of ammunition:
  _____
  J g
  J kg
  _____
  J g
  J kg
  _____
  J g
  J kg
  4e. Magazine, loaded: Line 4b x Line 4c x Line 4d = _____
  J g
  J kg
  _____
  J g
  J kg
  _____
  J g
  J kg
  4f.
  Magazine, empty: Line 4e - (Line 4b x Line 4d) = _____
  J g
  J kg
  _____
  J g
  J kg
  _____
  J g
  J kg
  E.
  Accessories
  5a. Weapon type:
  J Fixed mount (x1.1)
  J Handheld (x1.2)
  J Combination (x1.3)
  5b. Base weapon mass: (empty internal magazine + Line 2h + (Line 3f x (1 + Line 3c)) x Line 5a =
  _____
  J g
  J kg
  5c. Other mass multipliers:
  x ____ for __________
  5d. Optional accessories: J g
  J kg for ______________
  5e. Final weapon mass: 
  (Line 5b x Line 5c) + Line 5d = 
  _____
  J g
  J kg (empty)
  (Line 5b x Line 5c) + Line 5d + Line 4e =
  _____
  J g
  J kg (loaded)
  F.
  Cost
  6a. Base: (DV2/5) + 100 = _____Cr J SS (x.5) J BA (x.7)
  J RV (x.5) J SA (x1.0) J AT (x1.0) J AT/SA (x1.3) J AB (x1.5)
  6b. Other items (______): _____Cr
  7c. Final cost: (Line 6a x multiplier) + Line 6b =
  _____Cr
  G. Secondary Characteristics
  7a. Theoretical ROF:
  _____
  7b. Actual ROF:
  _____
  7c. Percent of ROF used:
  _____
  7d. Reliability row shift:
  _____
  7e. Cartridge reliability: _____
  7f.
  Overall weapon reliability:
  _____
  7g. Inherent Accuracy:
  _____
  7h. Weapon length:
  _____ cm 7i.
  Weapon bulk:
  _____
  7j.
  Armor Value:
  _____
  7k. Body Points:
  _____
  7l.
  Initiative:
  _____
  H. Summary
  Name
  Cal. RC DV IA
  Init
  Skill Mass (loaded) Bulk
  TL
  Cost
  Clip size Action ROF Hands Clip mass AV BP
  
  A. Basic Information
  1a. Weapon name:
  ________________________________________________________________
  1b. Tech Level:
  _____
  1c. Laser type:
  J Pulse
  J Beam
  J Both
  1d. Action type:
  J SA
  J AT
  J AB
  1e. Special features:
  J Stunner
  J AdjustableJ Variable freq. J Other: ____________________
  1f.
  Description:
  ________________________________________________________________
  B. Power
  2a. Effective energy: (pulse)
  _____ Joules
  2b. Beam diameter:
  _____ cm
  2c. Damage Value: ((Line 2a x .735)/Line 2b).5 =
  _____
  2d. Stun Damage Value: (Line 2a x .735).5 =_____
  2e. Efficiency at this Tech Level:
  _____
  2f.
  Power multiple required: (1/Line 2e) =
  _____
  2g. Storage bank energy per shot: Line 2a x Line 2f =_____ Joules
  2h. Storage bank energy, per gram =
  _____ Joules
  2i.
  Battery to recharge 1 shot: Line 2g x Line 2f =
  _____ Joules
  2j.
  Battery energy, per gram =
  _____ Joules
  2k. Mass of storage bank, per shot: Line 2g/Line 2h =_____ J grams J kilograms
  2l.
  Battery to recharge 1 shot: Line 2i/Line 2j =
  _____ J grams J kilograms
  2m. Rechargeable battery for 1 shot: Line 2k x 4 =
  _____ J grams J kilograms
  C. Magazine
  3a. Magazine capacity:
  _____ shots
  3b. Magazine energy: Line 3a x Line 2g =
  _____ Joules
  3c. Base magazine mass: Line 3a x Line 2g
  _____ J grams J kilograms
  3d. Multiplier for magazine type:
  _____ J Internal (x1.1)
  J Detachable (x1.2) J External (x1.3)
  3e. Final magazine mass: (line 3c x Line 3d) =
  _____ J grams J kilograms
  3f.
  Non-rechargeable battery: Line 3a x Line 2l =
  _____ J grams J kilograms (to fully charge clip)
  3g. Rechargeable battery: Line 3f x 4 =
  _____ J grams J kilograms (to fully charge clip)
  3h. Discharge rate: Line 3f x Line 2j/100 =
  _____ Joules per second
  D. Lasing apparatus
  4a. Base lasing mass: (Line 2a).5 x 200/(Line 1b-7) = _____ J grams J kilograms
  4b. Multipliers for folding:
  _____ for _____ folds
  4c. Multipliers for other options:
  _____ for _____________________________________
  4d. Total lasing mass: Line 4a x Line 4b =
  _____ J grams J kilograms
  4e. Base laser length: Line 4a/3.8/((Line 2b/.5).5 x π) =_____ cm
  4f.
  Final laser length: (Line 4e/Line 4b(folds)) =
  _____ cm
  4g. Aiming and Damage RC:
  _____
  E.
  Accessories
  5a. Weapon type:
  J Fixed mount (x1.1)
  J Handheld (x1.2)
  J Combination (x1.3)
  5b. Internal components other than lasing apparatus: Internal magazine and/or battery = _____
  J g
  J kg
  Other (__________________) =
  _____
  J g
  J kg
  5c. Base weapon mass: (Line 4d + Line 5b) x Line 5a = 
  _____
  J g
  J kg
  5d. Other multipliers: (__________________) 
  _____
  5e. Final mass (loaded): (Line 5c x Line 5d) + Line 3e =
  _____
  J g
  J kg
  5f.
  Final mass (unloaded): (Line 5c x Line 5d) =
  _____
  J g
  J kg
  F.
  Cost
  6a. Base: (DV2/3) + 300 = _____Cr J SA (x1.0) J AT (x1.0) J AT/SA (x1.3) J AB (x1.5) J Cont. (x1.1)J Stun (x1.1) J Adj. (x1.1)
  6b. Other items (______): _____Cr
  6c. Final cost: (Line 6a x multiplier) + Line 6b =
  _____Cr
  G. Secondary Characteristics
  7a. Reliability category:
  _____
  7b. Inherent Accuracy: _____
  7c. Overall length:
  _____ cm
  7d. Weapon bulk:
  _____
  7e. Armor Value:
  _____
  7f.
  Body Points: _____
  7f.
  Initiative:
  _____
  H. Summary
  Name
  Cal. RC DV IA
  Init
  Skill Mass (loaded) Bulk
  TL
  Cost
  Clip size Action ROF Hands Clip mass AV BP
  Laser Design Sheet
  
  A. Basic Information
  1a. Weapon name:
  ________________________________________________________________
  1b. Tech Level:
  _____
  1c. Weapon type:
  J Pulse
  J Beam
  J Both
  1d. Action type:
  J SA
  J AT
  J AB
  1e. Special features:
  J Stunner
  J AdjustableJ Other: ____________________
  1f.
  Description:
  ________________________________________________________________
  B. Power
  2a. Effective energy: (pulse)
  _____ Joules
  2b. Beam diameter:
  _____ cm
  2c. Damage Value: ((Line 2a x .735)/Line 2b).5 =
  _____
  2d. Stun Damage Value: (Line 2a x .735).5 =_____
  2e. Efficiency at this Tech Level:
  _____
  2f.
  Power multiple required: (1/Line 2e) =
  _____
  2g. Storage bank energy per shot: Line 2a x Line 2f =_____ Joules
  2h. Storage bank energy, per gram =
  _____ Joules
  2i.
  Battery to recharge 1 shot: Line 2g x Line 2f =
  _____ Joules
  2j.
  Battery energy, per gram =
  _____ Joules
  2k. Mass of storage bank, per shot: Line 2g/Line 2h =_____ J grams J kilograms
  2l.
  Battery to recharge 1 shot: Line 2i/Line 2j =
  _____ J grams J kilograms
  2m. Rechargeable battery for 1 shot: Line 2k x 4 =
  _____ J grams J kilograms
  C. Magazine
  3a. Magazine capacity:
  _____ shots
  3b. Magazine energy: Line 3a x Line 2g =
  _____ Joules
  3c. Base magazine mass: Line 3a x Line 2g
  _____ J grams J kilograms
  3d. Multiplier for magazine type:
  _____ J Internal (x1.1)
  J Detachable (x1.2) J External (x1.3)
  3e. Final magazine mass: (line 3c x Line 3d) =
  _____ J grams J kilograms
  3f.
  Non-rechargeable battery: Line 3a x Line 2l =
  _____ J grams J kilograms (to fully charge clip)
  3g. Rechargeable battery: Line 3f x 4 =
  _____ J grams J kilograms (to fully charge clip)
  3h. Discharge rate: Line 3f x Line 2j/100 =
  _____ Joules per second
  D. Particle accelerator
  4a. Base accel. mass: (Line 2a x (400/(Line 1b-7))2).5 =_____ J grams J kilograms
  4b. Multipliers for folding:
  _____ for _____ folds
  4c. Multipliers for other options:
  _____ for _____________________________________
  4d. Total accel. mass: Line 4a x Line 4b =
  _____ J grams J kilograms
  4e. Base accel. length: (Line 4a/3).8/π) =
  _____ cm
  4f.
  Final accel. length: (Line 4e/Line 4b(folds)) =
  _____ cm
  4g. Aiming and Damage RC:
  _____
  E.
  Accessories
  5a. Weapon type:
  J Fixed mount (x1.1)
  J Handheld (x1.2)
  J Combination (x1.3)
  5b. Internal components other than accelerator:
  Internal magazine and/or battery = _____
  J g
  J kg
  Other (__________________) =
  _____
  J g
  J kg
  5c. Base weapon mass: (Line 4d + Line 5b) x Line 5a = 
  _____
  J g
  J kg
  5d. Other multipliers: (__________________) 
  _____
  5e. Final mass (loaded): (Line 5c x Line 5d) + Line 3e =
  _____
  J g
  J kg
  5f.
  Final mass (unloaded): (Line 5c x Line 5d) =
  _____
  J g
  J kg
  F.
  Cost
  6a. Base: (DV2/2) + 1000 = _____Cr J SA (x1.0) J AT (x1.0) J AT/SA (x1.3) J AB (x1.5) J Cont. (x1.1)J Stun (x1.1) J Adj. (x1.1)
  6b. Other items (______): _____Cr
  6c. Final cost: (Line 6a x multiplier) + Line 6b =
  _____Cr
  G. Secondary Characteristics
  7a. Reliability category:
  _____
  7b. Inherent Accuracy: _____
  7c. Overall length:
  _____ cm
  7d. Weapon bulk:
  _____
  7e. Armor Value:
  _____
  7f.
  Body Points: _____
  7f.
  Initiative:
  _____
  H. Summary
  Name
  Cal. RC DV IA
  Init
  Skill Mass (loaded) Bulk
  TL
  Cost
  Clip size Action ROF Hands Clip mass AV BP
  Particle Beam Design Sheet
  
  A. Basic Information
  1a. Weapon name:
  ________________________________________________________________
  1b. Tech Level:
  _____
  1c. Caliber:
  ______ cm
  1d. Muzzle energy:
  _____ Joules
  1e. Description:
  ________________________________________________________________
  B. Power
  2a. Damage Value: ((Line 1d x .735)/Line 1c).5 =
  _____
  2b. Efficiency at this Tech Level:
  _____
  2c. Power multiple required: (1/Line 2b) =
  _____
  2d. Storage bank energy per shot: Line 2a x Line 2f =_____ Joules
  2e. Storage bank energy, per gram =
  _____ Joules
  2f.
  Battery to recharge 1 shot: Line 2g x Line 2f =
  _____ Joules
  2g. Battery energy, per gram =
  _____ Joules
  2h. Mass of storage bank, per shot: Line 2g/Line 2h =_____ J grams J kilograms
  2i.
  Battery to recharge 1 shot: Line 2i/Line 2j =
  _____ J grams J kilograms
  2j.
  Rechargeable battery for 1 shot: Line 2k x 4 =
  _____ J grams J kilograms
  C. Magazine
  3a. Ammunition type:
  1.
  _____________
  2.
  _____________
  3.
  _____________
  3b. Magazine capacity and cost:
  _____ rds/_____ Cr
  _____ rds/_____ Cr
  _____ rds/_____ Cr
  3c. Mass multiplier for magazine type:
  _____
  _____
  _____
  3d. Mass per round of ammunition:
  _____
  J g
  J kg
  _____
  J g
  J kg
  _____
  J g
  J kg
  3e. Magazine, loaded: Line 3b x Line 3c x Line 3d = _____
  J g
  J kg
  _____
  J g
  J kg
  _____
  J g
  J kg
  3f.
  Magazine, empty: Line 3e - (Line 3b x Line 3d) = _____
  J g
  J kg
  _____
  J g
  J kg
  _____
  J g
  J kg
  3g. Non-rechargeable battery: Line 3b x Line 2i =
  _____
  J g
  J kg (to fully charge clip)
  3h. Rechargeable battery: Line 3g x 4 =
  _____
  J g
  J kg (to fully charge clip)
  3i.
  Discharge rate: Line 3f x Line 2j/100 =
  _____ Joules per second
  D. Accelerator & Receiver
  4a. Accelerator mass: (Line 1d).5 x (300/(Line 1b-7)) =
  _____ J grams J kilograms
  4b. Multipliers:
  _____ for __________________________
  4c. Final accelerator mass: Line 4a x Line 4b =
  _____ J grams J kilograms
  4d. Accelerator length: (Line 4c/6).8/(Line 1c x 2).5 x π =_____ cm
  4e. Projectile mass:
  _____ J grams J kilograms
  4f.
  Projectile sg:
  _____
  4g. Projectile l/w:
  _____
  4h. Projectile velocity: (Line 1d/line 4e).5 x 44.84 = 
  _____ m/sec
  4i.
  Final RC:
  _____
  4j.
  Action type:
  J AT or AB (x.1) J SA (x.06)
  J LA (x.05)
  J B (x.04)
  J RV or SS (x.05)
  4k. Receiver mass: Line 4c x Line 4j =
  _____ J grams J kilograms
  E.
  Accessories
  5a. Weapon type:
  J Fixed mount (x1.1)
  J Handheld (x1.2)
  J Combination (x1.3)
  5b. Internal components other than accelerator/rcvr: Internal magazine and/or battery = _____
  J g
  J kg
  Other (__________________) =
  _____
  J g
  J kg
  5c. Base weapon mass: (Line 4c + Line 4k + Line 5b) x Line 5a = 
  _____
  J g
  J kg
  5d. Other multipliers: (__________________) 
  _____
  5e. Final mass (loaded): (Line 5c x Line 5d) + Line 3e =
  _____
  J g
  J kg
  5f.
  Final mass (unloaded): (Line 5c x Line 5d) =
  _____
  J g
  J kg
  F.
  Cost
  6a. Base: (DV2/4) + 300 = _____Cr J SS (x.5) J BA (x.7)
  J RV (x.5) J SA (x1.0) J AT (x1.0) J AT/SA (x1.3) J AB (x1.5)
  6b. Other items (______): _____Cr
  7c. Final cost: (Line 6a x multiplier) + Line 6b =
  _____Cr
  G. Secondary Characteristics
  7a. Reliability category:
  _____
  7b. Inherent Accuracy: _____
  7c. Overall length:
  _____ cm
  7d. Weapon bulk:
  _____
  7e. Armor Value:
  _____
  7f.
  Body Points: _____
  7f.
  Initiative:
  _____
  H. Summary
  Name
  Cal. RC DV IA
  Init
  Skill Mass (loaded) Bulk
  TL
  Cost
  Clip size Action ROF Hands Clip mass AV BP
  Railgun Design Sheet
  
  A. Basic Information
  1a. Weapon name:
  ___________________________________ 1b. Tech Level:
  _____
  1c. Weapon type:
  J Lash (3) J Improvised (5)
  J Thrusting (7) J Balanced cut/chop (8) J Unbalanced cut/chop (9)
  1d. Description:
  ___________________________________
  1e. Length:
  ______ centimeters
  1f.
  Mass:
  _____ kilograms
  B. Stats
  2a. Damage Value 1: ((Line 1e/15) x Line 1f).25 x Line 1c =
  _____
  Type: J Blunt
  J Cutting
  J Puncturing J Entangling
  2b. Damage Value 2: ((Line 1e/15) x Line 1f).25 x Line 1c =
  _____
  Type: J Blunt
  J Cutting
  J Puncturing J Entangling
  2c. Damage Value 3: ((Line 1e/15) x Line 1f).25 x Line 1c =
  _____
  Type: J Blunt
  J Cutting
  J Puncturing J Entangling
  2d. Hands required = 1 if (Line 1e/15) x Line 1f =
  _____
  is <8 for unbalanced, <10 for balanced, <12 for thrust attacks
  2e. Armor Value: (Line 1f/(Line 1e/100) x 1.5 x Line 1b =
  _____
  2f.
  Body Points: Line 1f/5 =
  _____
  2g. Initiative base 1: (Line 1e/15) x Line 1f x Type =
  _____
  Type: J Proj. (1) J Thrown(5)J Thrust (10) J Cut/chop(20)
  2h. Initiative base 2: (Line 1e/15) x Line 1f x Type =
  _____
  Type: J Proj. (1) J Thrown(5)J Thrust (10) J Cut/chop(20)
  2i.
  Initiative base 3: (Line 1e/15) x Line 1f x Type =
  _____
  Type: J Proj. (1) J Thrown(5)J Thrust (10) J Cut/chop(20)
  2j.
  Final Initiative =
  _____
  2j.
  Inherent Accuracy =
  _____
  2k. Cost: (Highest of lines 2a to 2c)2 x time modifier =
  _____
  H. Summary
  Name
  DV
  IA
  Init Skill Mass Bulk
  Cost
  Length
  TL
  Hands
  AV
  BP Notes
  Archaic Projectile Weapon Design Sheet
  A. Basic Information
  1a. Weapon name:
  ___________________________________ 1b. Tech Level:
  _____
  1c. Weapon type:
  J Bow (x.6) J Crossbow (x.9) J Torsion weapon (x1.5)
  J Counterweight weapon (x15)
  1d. Description:
  ___________________________________
  B. Stats
  2a. Approximate draw weight:
  _____ kilograms
  2b. Energy of weapon: (line 2a/3)2 x 1.36
  _____ Joules
  2c. Projectile diameter: (Line 2b/5).5/10 =
  _____ cm (minimum of 1cm)
  2d. Damage Value: ((Line 2b x .735)/Line 2c)).5 =
  _____
  2e. Weapon type:
  J SS (x.3)
  J AT/AB(x1.0)
  J SA (x.9)
  J LA (x.75)
  J B (x.6)
  J RV (x.3)
  2f.
  Receiver mass: Line 2b.63 x (20 - Line 1b) x 5 x larger of 1c or 2e =
  _____ J grams
  J kilograms
  2g. Projectile mass:
  _____
  J grams
  J kilograms
  2h. Internal magazine mass (if any):
  _____
  J grams
  J kilograms (unloaded)
  2i.
  External magazine mass (if any):
  _____
  J grams
  J kilograms (unloaded)
  2j.
  Weapon type:
  J Fixed mount (x1.1)
  J Handheld (x1.2)
  J Combination (x1.3)
  2k. Accessory mass: (Line 2f + Line 2h) x Line 2j =
  _____
  J grams
  J kilograms
  2l.
  Weapon mass (unloaded): Line 2f + Line 2h or Line 2i =
  _____
  J grams
  J kilograms
  2m. Weapon mass (loaded): Line 2l + (shots x Line 2g) =
  _____
  J grams
  J kilograms
  F.
  Cost
  6a. Base: DV2 + 50 =
  _____Cr J SS (x.5) J BA (x.7)
  J RV (x.5) J SA (x1.0) J AT (x1.0) J AT/SA (x1.3) J AB (x1.5)
  6b. Other items (______): _____Cr
  6c. Final cost: (Line 6a x multiplier) + Line 6b =
  _____Cr
  G. Secondary Characteristics
  7a. Reliability category:
  _____
  7b. Inherent Accuracy: _____
  7c. Overall length:
  _____ cm
  7d. Weapon bulk:
  _____
  7e. Armor Value:
  _____
  7f.
  Body Points: _____
  7f.
  Initiative:
  _____
  H. Summary
  Name
  Cal. RC DV IA
  Init
  Skill Mass (loaded) Bulk
  TL
  Cost
  Clip size Action ROF Hands Clip mass AV BP
  Melee Weapon Design Sheet
  
  Design Aids
  3G3 Design Aid Sheet #1
  Tech Level information
  Propellant ratio
  Action efficiency
  Electrical power
  TL
  Date
  Powder
  Loose
  Cased
  Caseless Casing
  B/SS/LA
  SA/AT/AB
  RV
  Capacitors Supercond.
  Batteries
  Solar
  1
  Prehistoric
  135J/g
  2
  -
  -
  -
  .12
  n/a
  .08
  n/a
  n/a
  n/a
  n/a
  2
  10,000BC
  270J/g
  4
  -
  -
  -
  .24
  n/a
  .16
  n/a
  n/a
  n/a
  n/a
  3
  3,000BC
  405J/g
  6
  -
  -
  -
  .36
  n/a
  .24
  n/a
  n/a
  n/a
  n/a
  4
  0AD
  540J/g
  8
  2
  -
  8.3
  .48
  .40
  .32
  n/a
  n/a
  n/a
  n/a
  5
  1400AD
  675J/g
  10
  4
  -
  6.3
  .60
  .50
  .40
  n/a
  n/a
  n/a
  n/a
  6
  1700AD
  810J/g
  12
  6
  -
  5.6
  .72
  .60
  .48
  n/a
  n/a
  n/a
  n/a
  7
  1800AD
  945J/g
  14
  8
  -
  4.8
  .84
  .70
  .56
  n/a
  n/a
  n/a
  n/a
  8
  1900AD
  1080J/g
  16
  10
  -
  4.2
  .96
  .80
  .64
  .4J/g
  n/a
  100J/g
  .01J/cm2
  9
  1940AD
  1215J/g
  18
  12
  -
  3.7
  1.00
  .90
  .72
  .8J/g
  n/a
  200J/g
  .02J/cm2
  10
  1960AD
  1350J/g
  20
  14
  2
  3.3
  1.00
  1.00
  .80
  1.2J/g
  n/a
  400J/g
  .02J/cm2
  11
  1980AD
  1485J/g
  22
  16
  4
  3.0
  1.00
  1.00
  .88
  1.6J/g
  n/a
  700J/g
  .03J/cm2
  12
  2000AD
  1620J/g
  24
  18
  6
  2.8
  1.00
  1.00
  .96
  2.0J/g
  n/a
  1100J/g
  .03J/cm2
  13
  2100AD
  1755J/g
  26
  20
  8
  2.6
  1.00
  1.00
  1.00
  2.4J/g
  125J/g
  1600J/g
  .04J/cm2
  14
  2200AD
  1890J/g
  28
  22
  10
  2.4
  1.00
  1.00
  1.00
  2.8J/g
  250J/g
  2200J/g
  .04J/cm2
  15
  2300AD
  2025J/g
  30
  24
  12
  2.2
  1.00
  1.00
  1.00
  3.2J/g
  375J/g
  2900J/g
  .05J/cm2
  Projectile information
  Units volume (cm3)
  sg=3 (HE, sabots, aluminum)
  sg=7 (iron, steel)
  sg=11 (lead, depl. uranium)
  Diameter
  1:1
  2:1
  3:1
  10:1
  1:1
  2:1
  3:1
  10:1
  1:1
  2:1
  3:1
  10:1
  1:1
  2:1
  3:1
  10:1
  1.0mm
  -
  .001
  .002
  .008
  .002g
  .004g
  .006g
  .023g
  .004g
  .009g
  .015g
  .053g
  .006g
  .014g
  .023g
  .084g
  1.5mm
  .002
  .004
  .007
  .026
  .005g
  .013g
  .021g
  .077g
  .012g
  .031g
  .049g
  .179g
  .019g
  .049g
  .078g
  .282g
  2.0mm
  .004
  .010
  .017
  .061
  .013g
  .031g
  .050g
  .182g
  .029g
  .073g
  .117g
  .425g
  .046g
  .115g
  .184g
  .668g
  2.5mm
  .008
  .020
  .033
  .119
  .025g
  .061g
  .098g
  .356g
  .057g
  .143g
  .229g
  .83g
  .090g
  .225g
  .360g
  1.30g
  3.0mm
  .014
  .035
  .057
  .205
  .042g
  .106g
  .170g
  .615g
  .099g
  .247g
  .396g
  1.43g
  .156g
  .389g
  .622g
  2.25g
  3.5mm
  .022
  .056
  .090
  .326
  .067g
  .168g
  .269g
  .977g
  .157g
  .393g
  .629g
  2.28g
  .247g
  .617g
  .988g
  3.58g
  4.0mm
  .034
  .084
  .134
  .486
  .101g
  .251g
  .402g
  1.46g
  .235g
  .586g
  .938g
  3.40g
  .369g
  .922g
  1.47g
  5.34g
  4.5mm
  .048
  .119
  .191
  .692
  .143g
  .358g
  .573g
  2.08g
  .334g
  .835g
  1.34g
  4.84g
  .525g
  1.31g
  2.10g
  7.61g
  5.0mm
  .065
  .164
  .262
  .949
  .196g
  .491g
  .785g
  2.85g
  .458g
  1.15g
  1.83g
  6.64g
  .720g
  1.80g
  2.88g
  10.4g
  5.5mm
  .087
  .218
  .348
  1.26
  .261g
  .653g
  1.05g
  3.79g
  .610g
  1.52g
  2.44g
  8.84g
  .958g
  2.40g
  3.83g
  13.9g
  6.0mm
  .113
  .283
  .452
  1.64
  .339g
  .848g
  1.36g
  4.92g
  .792g
  1.98g
  3.17g
  11.5g
  1.24g
  3.11g
  4.98g
  18.0g
  6.5mm
  .144
  .359
  .575
  2.08
  .431g
  1.08g
  1.73g
  6.25g
  1.01g
  2.52g
  4.03g
  14.6g
  1.58g
  3.95g
  6.33g
  22.9g
  7.0mm
  .180
  .449
  .718
  2.60
  .539g
  1.35g
  2.16g
  7.81g
  1.26g
  3.14g
  5.03g
  18.2g
  1.98g
  4.94g
  7.90g
  28.7g
  7.5mm
  .221
  .552
  .884
  3.20
  .663g
  1.66g
  2.65g
  9.61g
  1.55g
  3.87g
  6.18g
  22.4g
  2.43g
  6.07g
  9.72g
  35.2g
  8.0mm
  .268
  .670
  1.07
  3.89
  .804g
  2.01g
  3.22g
  11.7g
  1.88g
  4.69g
  7.51g
  27.2g
  2.95g
  7.37g
  11.8g
  42.8g
  8.5mm
  .322
  .804
  1.29
  4.66
  .965g
  2.41g
  3.86g
  14.0g
  2.25g
  5.63g
  9.00g
  32.6g
  3.54g
  8.84g
  14.2g
  51.3g
  9.0mm
  .382
  .954
  1.53
  5.53
  1.15g
  2.86g
  4.58g
  16.6g
  2.67g
  6.68g
  10.7g
  38.7g
  4.20g
  10.5g
  16.8g
  60.9g
  9.5mm
  .449
  1.12
  1.80
  6.51
  1.35g
  3.37g
  5.39g
  19.5g
  3.14g
  7.86g
  12.6g
  45.6g
  4.94g
  12.4g
  19.8g
  71.6g
  10mm
  .524
  1.31
  2.09
  7.59
  1.57g
  3.93g
  6.28g
  22.8g
  3.67g
  9.16g
  14.7g
  53.2g
  5.76g
  14.4g
  23.0g
  83.5g
  11mm
  .697
  1.74
  2.79
  10.1
  2.09g
  5.23g
  8.36g
  30.3g
  4.88g
  12.2g
  19.5g
  70.7g
  7.67g
  19.2g
  30.7g
  111g
  12mm
  .905
  2.26
  3.62
  13.1
  2.71g
  6.79g
  10.9g
  39.4g
  6.33g
  15.8g
  25.3g
  91.8g
  9.95g
  24.9g
  39.8g
  144g
  13mm
  1.15
  2.88
  4.60
  16.7
  3.45g
  8.63g
  13.8g
  50.0g
  8.05g
  20.1g
  32.2g
  117g
  12.7g
  31.6g
  50.6g
  184g
  14mm
  1.44
  3.59
  5.75
  20.8
  4.31g
  10.8g
  17.2g
  62.5g
  10.1g
  25.1g
  40.2g
  146g
  15.8g
  39.5g
  63.2g
  229g
  15mm
  1.77
  4.42
  7.07
  25.6
  5.30g
  13.3g
  21.2g
  76.9g
  12.4g
  30.9g
  49.5g
  179g
  19.4g
  48.6g
  77.8g
  282g
  16mm
  2.14
  5.36
  8.58
  31.1
  6.43g
  16.1g
  25.7g
  93.3g
  15.0g
  37.5g
  60.1g
  218g
  23.6g
  59.0g
  94.4g
  342g
  18mm
  3.05
  7.63
  12.2
  44.3
  9.16g
  22.9g
  36.6g
  133g
  21.4g
  53.4g
  85.5g
  310g
  33.6g
  84.0g
  134g
  487g
  20mm
  4.19
  10.5
  16.8
  60.7
  12.6g
  31.4g
  50.3g
  182g
  29.3g
  73.3g
  117g
  425g
  46.1g
  115g
  184g
  668g
  23mm
  6.37
  15.9
  25.6
  92.4
  19.1g
  47.8g
  76.5g
  277g
  44.6g
  111g
  178g
  647g
  70.1g
  175g
  280g
  1020g
  25mm
  8.18
  20.5
  32.7
  119.
  24.5g
  61.4g
  98.2g
  356g
  57.3g
  143g
  229g
  830g
  90.0g
  225g
  360g
  1310g
  27mm
  10.3
  25.8
  41.2
  149.
  30.9g
  77.3g
  124g
  448g
  72.1g
  180g
  289g
  1050g
  113g
  283g
  454g
  1640g
  30mm
  14.1
  35.3
  56.6
  205.
  42.4g
  106g
  170g
  615g
  99.0g
  247g
  396g
  1440g
  156g
  389g
  622g
  2260g
  For larger diameters: For double diameter, multiply all figures by 8, for triple diameter, multiply by 27, for quadruple, multiply by 64. For diameter in cm: Multiply all figures by 1000.
  Range Class information
  Velocity(m/sec)
  sg3 diameter(mm)
  sg7 diameter(mm)
  sg11 diameter(mm)
  Aiming
  1:1
  2:1
  3:1
  10:1
  Damage
  Mass/Diam2
  1:1
  2:1
  3:1
  10:1
  1:1
  2:1
  3:1
  10:1
  1:1
  2:1
  3:1
  10:1
  RC1
  200
  150
  100
  50
  RC1
  <.050
  31.0
  12.5
  7.5
  2.0
  13.5
  5.0
  3.0
  .5
  8.5
  3.0
  2.0
  .5
  RC2
  400
  300
  250
  100
  RC2
  .051-.100
  63.0
  25.0
  15.5
  4.0
  27.0
  10.5
  6.5
  1.5
  17.0
  6.5
  4.0
  1.0
  RC3
  750
  600
  400
  250
  RC3
  .101-.150
  95.0
  38.0
  23.0
  6.5
  41.0
  16.0
  10.0
  2.5
  26.0
  10.0
  6.5
  1.5
  RC4
  1100
  900
  750
  500
  RC4
  .151-.300
  191
  76.0
  47.0
  13.0
  81.0
  32.0
  20.0
  5.5
  52.0
  20.0
  13.0
  3.5
  RC5
  1500
  1300
  1100
  800
  RC5
  .301-.500
  318
  127
  79.0
  21.0
  136
  54.0
  34.0
  9.0
  86.0
  34.0
  21.0
  5.5
  RC6
  2000
  1750
  1500
  1150
  RC6
  .501-.750
  -
  190
  119
  32.0
  204
  81.0
  51.0
  14.0
  130
  52.0
  32.0
  8.5
  RC7
  2600
  2300
  2000
  1600
  RC7
  .751-1.05
  -
  267
  167
  46.0
  286
  114
  71.0
  19.5
  182
  72.0
  45.0
  12.5
  RC8
  —anything higher than RC7—
  RC8
  >1.05
  ————————— any projectile too large to be RC7—————————
  
  Design Aids
  3G3 Design Aid Sheet 2
  Receiver and barrel information
  Conventional weapon receiver, TL10
  Laser
  P-beam
  Railgun
  Conventional weapon barrel mass, TL10
  Energy
  AT/AB
  SA
  LA
  B
  RV/SS
  TL10
  TL12
  TL10
  5cm
  10cm
  15cm
  20cm
  30cm
  40cm
  50cm 100cm
  200J (.22LR)
  422g
  253g
  211g
  169g
  84g
  943g
  1130g
  1410g
  71g
  141g
  212g
  283g
  424g
  566g
  707g
  1410g
  400J (.38 Spec.)
  654g
  392g
  327g
  261g
  131g
  1330g
  1600g
  2000g
  100g
  200g
  300g
  400g
  600g
  800g
  1000g 2000g
  600J (9mm Para)
  844g
  506g
  422g
  338g
  169g
  1630g
  1960g
  2450g
  122g
  245g
  367g
  490g
  735g
  980g
  1230g 2450g
  800J (.357 Mag.)
  1010g
  607g
  506g
  405g
  202g
  1890g
  2260g
  2830g
  141g
  283g
  424g
  566g
  849g
  1130g 1410g 2830g
  1000J (.41 Mag.)
  1160g
  699g
  582g
  466g
  233g
  2110g
  2530g
  3160g
  158g
  316g
  474g
  632g
  949g
  1270g 1580g 3160g
  1200J
  1310g
  784g
  653g
  522g
  261g
  2310g
  2770g
  3460g
  173g
  346g
  520g
  693g
  1040g 1390g 1730g 3460g
  1400J (.44 Mag)
  1440g
  864g
  720g
  576g
  288g
  2490g
  2990g
  3740g
  187g
  374g
  561g
  748g
  1120g 1500g 1870g 3740g
  1600J
  1570g
  939g
  783g
  626g
  313g
  2670g
  3200g
  4000g
  200g
  400g
  600g
  800g
  1200g 1600g 2000g 4000g
  1800J (5.56mm)
  1690g 1010g
  843g
  674g
  337g
  2830g
  3390g
  4240g
  212g
  424g
  636g
  849g
  1270g 1700g 2120g 4240g
  2000J (12ga slug)
  1800g 1080g
  901g
  721g
  360g
  2980g
  3580g
  4470g
  224g
  447g
  671g
  894g
  1340g 1790g 2240g 4470g
  2500J (.454 Casull)
  2070g 1240g 1040g
  830g
  415g
  3330g
  4000g
  5000g
  250g
  500g
  750g
  1000g 1500g 2000g 2500g 5000g
  3000J (.303)
  2330g 1400g 1160g
  931g
  465g
  3650g
  4380g
  5480g
  274g
  548g
  822g
  1100g 1640g 2190g 2740g 5480g
  3500J (7.62mm)
  2560g 1540g 1280g 1030g
  513g
  3940g
  4730g
  5920g
  296g
  592g
  887g
  1180g 1780g 2370g 2960g 5920g
  4000J
  2790g 1670g 1390g 1120g
  558g
  4220g
  5060g
  6320g
  316g
  632g
  949g
  1270g 1900g 2530g 3160g 6330g
  4500J
  3000g 1800g 1500g 1200g
  601g
  4470g
  5370g
  6710g
  335g
  671g
  1010g 1340g 2010g 2680g 3350g 6710g
  5000J (.338 Mag.)
  3210g 1930g 1610g 1280g
  642g
  4710g
  5660g
  7070g
  354g
  707g
  1060g 1410g 2120g 2830g 3540g 7070g
  6000J
  3600g 2160g 1800g 1440g
  720g
  5160g
  6200g
  7750g
  387g
  775g
  1160g 1550g 2320g 3100g 3870g 7750g
  7000J
  3970g 2380g 1980g 1590g
  793g
  5580g
  6690g
  8370g
  418g
  837g
  1260g 1670g 2510g 3350g 4180g 8370g
  8000J
  4320g 2590g 2160g 1730g
  863g
  5960g
  7160g
  8940g
  447g
  894g
  1340g 1790g 2680g 3580g 4470g 8940g
  9000J
  4650g 2790g 2320g 1860g
  930g
  6330g
  7590g
  9490g
  474g
  949g
  1420g 1900g 2850g 3800g 4740g 9490g
  10kJ (.460 Mag.)
  4970g 2980g 2480g 1990g
  993g
  6670g
  8000g
  10.0kg
  500g
  1000g 1500g 2000g 3000g 4000g 5000g 10.0kg
  12kJ
  5570g 3340g 2790g 2230g 1110g
  7300g
  8760g
  11.0kg
  548g
  1110g 1640g 2190g 3290g 4380g 5480g 11.0kg
  14kJ
  6140g 3680g 3070g 2460g 1230g
  7890g
  9570g
  11.8kg
  592g
  1180g 1780g 2370g 3550g 4730g 5920g 11.8kg
  16kJ
  6680g 4010g 3340g 2670g 1340g
  8430g
  10.1kg
  12.7kg
  632g
  1270g 1900g 2530g 3800g 5060g 6330g 12.6kg
  18kJ (12.7mm)
  7190g 4320g 3600g 2880g 1440g
  8940g
  10.7kg
  13.4kg
  671g
  1340g 2010g 2680g 4030g 5370g 6710g 13.4kg
  20kJ
  7690g 4610g 3840g 3080g 1540g
  9430g
  11.3kg
  14.1kg
  707g
  1410g 2120g 2830g 4240g 5660g 7070g 14.1kg
  25kJ
  8850g 5310g 4420g 3540g 1770g
  10.5kg
  12.6kg
  15.8kg
  791g
  1580g 2370g 3160g 4740g 6330g 7910g 15.8kg
  30kJ (14.5mm)
  9920g 5950g 4960g 3970g 1990g
  11.5kg
  13.9kg
  17.3kg
  866g
  1730g 2600g 3460g 5200g 6930g 8660g 17.3kg
  35kJ (15mm)
  10.9kg 6560g 5470g 4370g 2190g
  12.5kg
  15.0kg
  18.7kg
  935g
  1870g 2810g 3740g 5610g 7480g 9350g 18.7kg
  40kJ
  11.9kg 7140g 5950g 4760g 2380g
  13.3kg
  16.0kg
  20.0kg
  1000g 2000g 3000g 4000g 6000g 8000g 10.0kg 20.0kg
  45kJ
  12.8kg 7690g 6410g 5130g 2560g
  14.1kg
  17.0kg
  21.2kg
  1060g 2120g 3180g 4240g 6360g 8490g 10.6kg 21.2kg
  50kJ (20mm)
  13.7kg 8220g 6850g 5480g 2740g
  14.9kg
  17.9kg
  22.4kg
  1120g 2240g 3350g 4470g 6710g 8940g 11.2kg 22.4kg
  For other TL’s:
  Common factors:
  Conventional weapons: Multiply receiver mass by (10-TL)x10%, barrel length by 10/TL, barrel mass by (10-TL)x10%.
  Accessories are 20% of weapon + receiver + any internal clip (empty).
  Lasers - Multiply laser tube mass by 3/(TL-7), laser length = (Mass/3).8/((Beam diameter x .2).5 x 3.1416).
  Energy weapon maximum ROF is 10 shots per second per barrel/tube
  Particle beams - Multiply accel. mass by 5/(TL-7), accelerator length = (mass/3).8/((Beam diameter x 2).5 x 3.1416)
  Batteries cost 1Cr per 100g, solar panels 1Cr per 10cm2
  Railguns - Multiply accel. mass by 3/(TL-7), accelerator length = (Mass/6).8/((Projectile diameter x 2).5 x 3.1416)
  Rechargable batteries have x.25 energy, x2.0 cost.
  Aiming RC
  Min. length
  Max. ROF
  Malfunction chance
  Weapon bulk
  Initiative
  1
  <10cm
  Mass
  ROF
  Class
  % propellant
  Dud
  Jam
  Crit. ROF
  Mass per loc.
  Bulk
  Mass x locs.
  Initiative
  2
  10cm
  3g
  32
  VI
  Maximum
  1
  2-4
  5-20
  +3
  <.50kg
  VS
  <.50kg
  +4
  3
  20cm
  5g
  29
  V
  80-99%
  11
  12-14 15-20
  +2
  .51-4.0kg
  S
  .51-1.00kg
  +3
  4
  40cm
  10g
  25
  IV
  60-79%
  16
  17-19
  20
  +1
  4.01-32.0kg
  M
  1.01-3.00kg
  +2
  5
  80cm
  20g
  22
  III
  40-59%
  18
  19-20
  n/a
  +0
  >32kg
  L
  3.01-10.0kg
  +1
  6
  150cm
  30g
  20
  II
  20-39%
  19
  20
  n/a
  +0
  10.01-20.0kg
  +0
  7
  300cm
  50g
  18
  I
  0-19%
  19
  20
  n/a
  +0
  20.01-40.0kg
  -1
  8
  600cm
  100g
  16
  +1 class for AT/AB using SA action
  40.01-80.0kg
  -2
   
  201- 301- 401- 601- 801- 1.0-
  1.5- 2.5-
  3.5- 4.5-
  6.5-
  10-
  14-
  20-
  27-
  35-
  50-
  70-
  300
  400
  600
  800 1000 1.5K 2.5K 3.5K 4.5K 6.5K 10K 14K
  20K 27K
  35K 50K
  70K 100K
   
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -14
  -16
  -18
  -19
  -20
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -9
  -11
  -14
  -16
  -18
  -19
  -20
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -20
  -30
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -5
  -7
  -9
  -11
  -14
  -16
  -18
  -19
  -20
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -6
  -9
  -14
  -20
  -30
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -3
  -4
  -5
  -7
  -9
  -11
  -14
  -16
  -18
  -19
  -20
  -
  -
  -
  -
  -
  -
  -
  -2
  -3
  -5
  -8
  -11
  -16
  -24
  -34
  -48
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -2
  -2
  -3
  -4
  -5
  -7
  -9
  -11
  -14
  -16
  -18
  -19
  -20
  -
  -
  -
  -
  -
  -1
  -1
  -2
  -3
  -5
  -7
  -9
  -13
  -18
  -25
  -34
  -47
  -
  -
  -
  -
  -
  -
  -1
  -2
  -2
  -3
  -4
  -5
  -7
  -9
  -11
  -14
  -16
  -18
  -19
  -20
  -
  -
  -
  +0
  +0
  -1
  -1
  -2
  -3
  -4
  -6
  -8
  -11
  -15
  -20
  -26
  -35
  -46
  -
  -
  -
  +0
  -1
  -1
  -1
  -2
  -2
  -3
  -4
  -5
  -7
  -9
  -11
  -14
  -16
  -18
  -19
  -20
  -
  +1
  +0
  +0
  +0
  -1
  -1
  -2
  -3
  -4
  -5
  -7
  -9
  -12
  -16
  -21
  -27
  -35
  -46
  +0
  +0
  +0
  -1
  -1
  -1
  -2
  -2
  -3
  -4
  -5
  -7
  -9
  -11
  -14
  -16
  -18
  -19
  Range (in meters)
  0
  1
  2-3
  4-5
  6-7
  8-
  11-
  16-
  21-
  26-
  36-
  51-
  71-
  101- 151-
  10
  15
  20
  25
  35
  50
  70
  100
  150 200
  RC1 Aiming (snubnose)
  +80
  +30
  +8
  +4
  +1
  +0
  -1
  -3
  -6
  -13
  -30
  -
  -
  -
  -
  RC1 Damage
  +0
  +0
  +0
  +0
  -1
  -1
  -1
  -1
  -2
  -3
  -4
  -5
  -7
  -9
  -11
  RC2 Aiming (regular pistol)
  +80
  +35
  +13
  +8
  +3
  +2
  +1
  +0
  -1
  -2
  -5
  -9
  -17
  -30
  -
  RC2 Damage
  +0
  +0
  +0
  +0
  +0
  +0
  -1
  -1
  -1
  -2
  -2
  -3
  -4
  -5
  -7
  RC3 Aiming (carbine)
  +80
  +40
  +18
  +12
  +6
  +4
  +2
  +1
  +0
  +0
  -1
  -2
  -4
  -7
  -12
  RC3 Damage
  +0
  +0
  +0
  +0
  +0
  +0
  +0
  -1
  -1
  -1
  -1
  -2
  -2
  -3
  -4
  RC4 Aiming (rifle)
  +80
  +45
  +20
  +16
  +9
  +6
  +4
  +2
  +1
  +1
  +0
  +0
  -1
  -2
  -4
  RC4 Damage
  +0
  +0
  +0
  +0
  +0
  +0
  +0
  +0
  +0
  +0
  -1
  -1
  -1
  -2
  -2
  RC5 Aiming (light cannon)
  +80
  +50
  +26
  +19
  +13
  +9
  +6
  +4
  +3
  +2
  +1
  +1
  +0
  -1
  -1
  RC5 Damage
  +0
  +0
  +0
  +0
  +0
  +0
  +0
  +0
  +0
  +0
  +0
  +0
  -1
  -1
  -1
  RC6 Aiming (medium cannon)
  +80
  +50
  +30
  +23
  +16
  +12
  +9
  +6
  +4
  +3
  +2
  +1
  +1
  +0
  +0
  RC6 Damage
  +0
  +0
  +0
  +0
  +0
  +0
  +0
  +0
  +0
  +0
  +0
  +0
  +0
  +0
  -1
  RC7 Aiming (heavy cannon)
  +80
  +55
  +33
  +26
  +19
  +15
  +11
  +8
  +6
  +4
  +3
  +2
  +1
  +1
  +0
  RC7 Damage
  +0
  +0
  +0
  +0
  +0
  +0
  +0
  +0
  +0
  +0
  +0
  +0
  +0
  +0
  +0
  RC8 Aiming (superhvy cannon)
  +80
  +55
  +36
  +29
  +21
  +17
  +13
  +10
  +9
  +6
  +4
  +3
  +2
  +1
  +1
  RC8 Damage
  +0
  +0
  +0
  +0
  +0
  +0
  +0
  +0
  +0
  +0
  +0
  +0
  +0
  +0
  +0
  
  Illustrations
  
   
  Size Comparisons
   
  30mm PGU-15B
  20mm Lahti
  .300  Magnum
  7.62mm
  12.7mm
  5.56mm
  10mm
  9mm
  7.65mm
  .22 LR
  40mm grenade
  
  People will usually range in level from 1-10 in each of these
  attributes, which represent the following:
  STR
  Strength - physical strength
  AGL
  Agility - dexterity, coordination
  AWR
  Awareness - IQ, perception
  WIL
  Will - toughness, personality, looks
  HLT
  Health - constitution, recovery, stamina
  POW
  Power - psychic potential
  Each attribute represents raw potential or broad, non-specific
  experience. This potential gives the characters a low level of
  skill in all areas governed by that attribute. This level of skill
  is called Aptitude, and is equal to 1/4 the level in the
  attribute, rounding nearest.
  Example - A person with AGL 6 (Aptitude 2) would be natu-
  rally better at swinging a sword than a person with AGL 4
  (Aptitude 1), but would still not be as good as a person who
  actually had formal training to the mediocre level of 3.
  This is important because you buy your skills up from this
  Aptitude level, so your Aptitude makes skills based off that
  attribute 1SP cheaper for an Aptitude of 1 (Attribute of 2-5),
  and 4SP cheaper for an Aptitude of 2 (Attribute of 6-9).
  Skills
  Skills are mostly those abilities which you have deliberately
  trained yourself in, but which often have a physical compo-
  nent or limit, like how good a dancer you are is dependent
  on your agility.  Attributes represent the potential, while skills
  represent the reality.
  Total skill Description
  AWR sample
  AGL sample
  1
  Aptitude
  Untrained
  Untrained
  2
  Good Aptitude
  Grade school
  Yellow belt
  3
  Hobbyist
  High school
  Green belt
  4
  Trade school
  Blue belt
  5
  Serious amateur
  Assoc. degree
  Red belt
  6
  Low professional
  Bachelor's deg.
  7
  Professional
  Black belt
  8
  Master's deg.
  3rd level belt
  9
  Ph.D.
  5th level belt
  10+
  World class
  Nobel laureate
  Skill types
  Characters can have several types of skills, with different
  game effects:
  Free Skills - You get your native language at your AWR,
  and your native culture at half your AWR (round up), free of
  charge. These are considered Primary skills. The GM may
  also allow other free “everyone has this” skills.
  Familiarity - Costs 2SP. It represents minimal formal train-
  ing, and the skill level is still the character's Aptitude. It lets
  the character use the “out of combat” skill bonus, something
  characters with just Aptitude may not apply. Familiarity only
  applies to Primary skill categories, and you may not get
  Secondary or Tertiary skills if you only have Familiarity.
  “Part of being a game designer is the grim knowledge that at any
  moment you could be replaced by an infinite number of monkeys...”
  Greg Porter
  What is this?
  This is the “nutshell” edition of CORPS, the Complete
  Omniversal Role-Playing System. It's free for the taking.
  However, it is copyrighted and you may not sell it, modify it
  and claim it as your own, and so forth. You may give it
  away, put it on public access bulletin boards and Internet
  sites, and write anything you want for the system, so long as
  you aren't abusing the “personal use” clause of the copyright
  laws, or charging anyone else for using it or any derivative
  materials without our written permission.
  The Rules
  Enough legal mumbo-jumbo. We don't have a lot of space,
  so you aren't getting all the rules, just enough to design
  basic characters and get a feel for things. It also shows you
  just how little you really need to learn to use the system.
  Character Generation
  Characters are built with Attribute Points (AP) and Skill
  Points (SP), which are not interchangeable. Everything your
  character is will be bought with these points. Around 100AP
  and 50SP is an “average” person, while a heroic fantasy
  character might start off with 150AP & 150SP. Attribute and
  skill costs are below:
  Level
  Cost
  Average man*
  Average woman*
  1
  1
  STR
  5
  STR
  4
  2
  4
  AGL
  4
  AGL
  5
  3
  9
  AWR
  4
  AWR
  4
  4
  16
  WIL
  4
  WIL
  4
  5
  25
  HLT
  5
  HLT
  5
  6
  36
  POW
  1
  POW
  1
  7
  49
  8
  64
  *Based on 99AP
  9
  81
  10
  100
  Example - A player wishes their character to have an above
  average STR attribute, and buys a level of 6. This costs 36
  of their AP, points which are used up and no longer available
  to put towards other attributes or character advantages. 
      11111111
  CCCCOOOORRRRPPPPSSS
  S
  CCCCOOOORRRRPPPPSSS
  S
  Nutshell Edition 1.3
  1994 by Greg Porter
  Published by: 
  BTRC
  P.O. Box 1121
  Collinsville, VA 24078  USA
  All Rights Reserved, etc., etc.
  
  !!
  
  Ads & Disads
  These are character traits that either gain you AP and/or SP
  (disads), or cost AP and/or SP (advantages).
  Age - Gain 2AP & 4SP per year over age 16 (up to age 30).
  Background - Gain 5AP or SP for a 500 word chaacter description.
  Contacts - Pay 15SP for a well-placed friend who can do you favors.
  Enemies - Gain 15SP or AP if you are an outlaw.
  Natural Aptitude - Pay 10AP to halve the cost of a single attribute 
  (GM permission required).
  Pain Tolerance - Pay 5AP to ignore non-lethal hits of ≤WIL Aptitude.
  Physical Ad - Pay 5AP for +2 in a specific application of an attribute.
  Physical Lim - Gain 4AP or SP for 2 point penalty on class of actions.
  Psych Lim - Gain 2AP or SP for minor trait, 8AP or SP for major one.
  Wealth - Gain 2SP for -1 year of savings, pay 2SP for +1 year.
  Money
  Starting money is based on your best employable skill,
  times itself, times the number of years after age 16 where
  you could reasonably be employed. If you have no employ-
  able skills, use the better of STR or AWR and subtract 2 to
  represent using native strength or wits to make a living.
  Equipment
  See the short equipment list on the character sheet at the
  end of the rules. Otherwise, you're on your own.
  Primary Skill - The broadest skill category, like “Projectile
  weapons”. It has the normal skill cost, which you subtract
  your Aptitude bonus from (1 or 4SP). You may not have a
  Primary skill higher than the governing attribute for that skill.
  Secondary Skill - This is a specialization of a Primary, like
  “Pistols” is a Secondary of “Projectile weapons”. This adds to
  the Primary, but the maximum level you can have is half the
  Primary, round down (min. of +1). Aptitude does not apply to
  Secondary or Tertiary skills. With GM permission, (skills)
  may be bought as Primary instead of Secondary skills.
  Tertiary Skill - This is a specialization of a Secondary, like
  “Beretta 92F” is a Tertiary of “Pistols”. This adds to the
  Secondary, but the maximum level you can have is half the
  Secondary, round down (min. of +1). 
  Difficult Skills
  If a skill is harder/easier to learn than normal, the cost to buy
  the skill is different. This difficulty will add or subtract to the
  effective level for determining SP cost. For instance, a (+1)
  skill bought at level 4 would cost like it was bought at level
  5. You must spend some SP to learn even an easy (-1) skill.
  Skill Trees
  Each genre will have a particular set of skills associated with
  it. A partial example is below.
  22222222
  CCCCOOOORRRRPPPPSSS
  S
  CCCCOOOORRRRPPPPSSS
  S
  High Fantasy Skill Tree
  Category (Attribute)
  Primary skills
  Secondary skills
  Tertiary skills
  Combat skills (AGL)
  Projectile weapons
  Bows
  Crossbows
  Slings
  Melee weapons
  Knife
  Sword
  Mace/Club
  Polearm
  Staff
  Thrown weapons
  Axes
  Knives
  Spears
  Other
  Unarmed combat
  Punch
  Kick
  Hold
  Block
  Martial Arts(+1)
  Punch
  Kick
  Hold
  Block
  Dodge
  Throw
  Lethal blow
  Vehicle Operation (AGL)
  Land vehicles
  Wagon
  Water vehicles
  Sail ship
  Oared ship
  Equestrian
  Particular beast type
  Medical (AWR)
  First aid
  Medicine(+1)
  Veterinary (+1)
  Trades (AWR)
  Animal breeder
  Purpose or type
  Armorer
  Armor or weapon type
  Cook
  Nationality or cuisine
  Farmer
  Mechanic
  Shipwright
  Trades (AGL)
  Blacksmith
  Carpenter
  Jeweler
  Stonemason
  Locksmith
  (Lockpicking)
  Academics (AWR)
  Alchemy
  Poisons
  Architecture
  Fortifications
  Astronomy
  (Astrology)
  Biology
  (Herbalism)
  Economics
  (Bribery)
  Foreign language (specify)
  Spoken or written only (-2)
  Related language (-1)
  History
  Secret societies (+1)
  Investigative research
  Library research
  Bureaucratics
  (Streetwise)
  Law
  Nationality
  Religious law
  Military science
  Unit tactics
  Siege tactics
  Music
  (Specific instrument)
  Philosophy
  Arcane religions
  Psychology
  (Influence)
  (Interrogation)
  (Seduction)
  Sorcery
  Sorcery type
  Theater
  (Disguise)
  (Catfall)
  (Pickpocket)
  Writing
  Illumination
  Area knowledge (AWR)
  V.large area/subject (+2)
  Large area/subject (+1)
  Medium area/subject (+0)
  Small area/subject (-1)
  V.small area/subject (-2)
  Environment (AWR)
  Survival
  Warm climate
  Cold climate
  Dry climate
  Urban 
  Hunting
  (Stealth)
  (Tracking)
  Environment (HLT)
  Drinking
  Running
  Swimming
  Climbing
  Other (?)
  Sports
  Hobbies (-2)
  
  33333333
  Skill Use
  Your skill level in CORPS
  is compared to the adjusted
  Difficulty of the task being performed. If the skill is ≥ Difficulty,
  you succeed. If not, you roll 1d10 to check for success. You
  succeed if you roll an 11 or less, minus 2 for each point of
  difference between your skill and the Difficulty.
  Example - If your skill is 4 and the Difficulty is 6, you need
  an 11, minus 4 for the difference of 2 points, or a 7 or less.
  Task Difficulty
  For AWR or long-term tasks, apply the following Difficulties:
  Task
  Difficulty
  Base time
  Extremely easy
  1
  1 action
  Very easy
  2
  1 second
  Easy (draw or reload a weapon)
  3
  2 seconds
  Average
  4
  5 seconds
  Moderate (pick an average lock)
  5
  10 seconds
  Hard (hotwire a car)
  6
  20 seconds
  Professional level (appraise jewelry)
  7
  1 minute
  Impossible without training
  8
  2 minutes
  Impossible without professional training
  12
  1 hour
  Impossible for just about anyone
  16
  1 day
  While many skills will have specific modifiers, the following
  list adjusts the Difficulty of most skills.
  Task
  Modifier
  “Out of combat” (low pressure situations)
  -2
  .5x normal time spent (e.g. fast-draw a pistol)
  +1
  1x normal time spent (default)
  +0
  2-4x normal time spent (aiming an extra phase)
  -1
  5-9x normal time spent (aiming a full turn)
  -2
  10-16x normal time spent (aiming two full turns)
  -3
  Fortuitous circumstances (good equipment, etc.)
  -1 to -2
  Impairing circumstances (no idea how to do it, etc.)
  +1 to +5
  You can never get more time bonuses than half your Primary
  skill (round up). For instance, the GM says scaling a wall is
  Difficulty 5 vs. your AGL Aptitude of 2. If you spend 2x the
  normal time, the Difficulty goes to 4. Since your Aptitude is 2,
  you can't get more than a -1 to Difficulty from extra time.
  Combat Basics
  All combat proceeds in 1 second turns. Within a turn, char-
  acters act in order from highest skill to lowest skill, on
  Initiative phases, with a new turn after Initiative 0. On an
  Initiative phase you can make an attack (punch, shoot), a
  defense (block, parry) or move (start, stop, crouch, dodge).
  Each action you do in a turn must be separated by at least 2
  Initiative phases from the previous action, and each action
  after the first is a 2 point penalty to Difficulty if there is a skill
  roll involved. The highest Initiative phase in which you can
  change your movement status is your AGL Aptitude (usually
  1 or 2). You may use the same skill more than once per turn.
  You may accelerate up to 3m during a turn, or decelerate up
  to 6m, with a maximum running speed of 9m per turn. Facing
  changes count as 1m movement, moving backwards costs
  double, and standing up takes all your movement in a turn.
  Ranged Combat
  The base Difficulty for hitting a target with a ranged weapon
  is the square root of the range in meters, plus 2.
   
  Range(m) 0
  1
  2-4
  5-9
  10-16 17-25 26-36 37-49 50-64 65-81 82-100
   
  Difficulty
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  Firer move -
  +1.
  +2.
  +3.
  +4.
  +5.
  +6.
  +7.
  +8.
  +9.
  +10.
  Targ. move -
  +1.
  +1.
  +2.
  +2.
  +3.
  +3.
  +4.
  +4.
  +5.
  +5.
  Your weapon will have a stat called “Range Mod”, which will
  reduce the range-based Difficulty by its level, down to a min-
  imum Difficulty of zero. If either the firer or target is moving,
  apply Difficulty modifiers based on the distance moved.
  Melee Combat
  In melee combat, the base Difficulty to hit is your opponent's
  AGL Aptitude. This is increased by any penalties you have
  for consecutive actions in a turn. They may also block,
  which increases the Difficulty by their skill, or parry, which
  increases it by their skill-1. A block or parry is “used up”
  once an attack is made against it, and its bonus no longer
  counts. A dodge allows you to add your AGL Aptitude again,
  and apply it vs. all types of attack over an entire turn, but
  you take a penalty of this amount to your own actions.
  Damage
  The Damage of an attack increases the Difficulty of perform-
  ing actions with the part of the body hit, and half that (round
  down) to adjacent locations. Hit locations are:
  Roll
  Location
  Aim Difficulty
  1
  Head/neck
  +2
  2
  Right arm
  +2
  3-4
  Chest
  +1
  5
  Left arm
  +2
  6
  Abdomen
  +1
  7
  Upper right leg
  +2
  8
  Upper left leg
  +2
  9
  Lower right leg
  +2
  10
  Lower left leg
  +2
  Melee attacks do damage based on STR, and weapons or
  attack types may adjust damage or location hit.
  Melee attacks
  Damage Value
  Location Mod.
  punch damage
  STR/4(n)
  -2
  kick damage
  STR/3(n)
  +1
  Armor
  Armor is rated as two numbers, like x/y. The first number
  subtracts from all damage. The second number takes any
  lethal damage that gets by the first and converts it to non-
  lethal damage. For instance, a 2/4 armor will stop 2 points of
  bullet damage and make 4 more non-lethal. The second
  number does not affect attacks which are initially non-lethal. 
  Recovery
  Injured characters get back their HLT per day for non-lethal
  injuries, and HLT per month for lethal ones.
  1
  2
  6
  7
  3-4
  5
  8
  9
  10
  CCCCOOOORRRRPPPPSSS
  S
  CCCCOOOORRRRPPPPSSS
  S
  
  Name: _______________
  Height: _____cm Age: ____
  Level
  Pts
  Apt
  STR
  AGL
  AWR
  WIL
  HLT
  POW
  Occupation: ___________
  Weight: _____kg Appearance: _________________________
  Background: ________________
  ™
  BLACKSBURG TACTICAL RESEARCH CENTER
  Carrying capacity:
  Unencumbered (STR2 x .25)   
  Half encumbered (STR2 x .5)
  Full encumbered (STR2 x 1)
  2x encumbered (STR2 x 2)    
  3x encumbered (STR2 x 3)    
  4x encumbered (STR2 x 4)   
  5x encumbered (STR2 x 5) 
  Mass
  ____kg
  ____kg
  ____kg
  ____kg
  ____kg
  ____kg
  ____kg
  Penalty
  +0
  +1
  +2
  +4
  +6
  +8
  +10
  Ads & Disads:
  ________________________
  ________________________
  ________________________
  ________________________
  ________________________
  ________________________
  ________________________
  ________________________
  ________________________
  ________________________
  Base amount
  Total AP and SP
  AP
  ____
  ____
  ____
  ____
  ____
  ____
  ____
  ____
  ____
  ____
  ____
  ____
  SP
  ____
  ____
  ____
  ____
  ____
  ____
  ____
  ____
  ____
  ____
  ____
  ____
  Skills:
  ___________________
  ___________________
  ___________________
  ___________________
  ___________________
  ___________________
  ___________________
  ___________________
  ___________________
  ___________________
  ___________________
  ___________________
  ___________________
  ___________________
  ___________________
  ___________________
  ___________________
  ___________________
  ___________________
  ___________________
  ___________________
  ___________________
  Total skill cost
  Cost
  ____
  ____
  ____
  ____
  ____
  ____
  ____
  ____
  ____
  ____
  ____
  ____
  ____
  ____
  ____
  ____
  ____
  ____
  ____
  ____
  ____
  ____
  ____
  Level
  ____
  ____
  ____
  ____
  ____
  ____
  ____
  ____
  ____
  ____
  ____
  ____
  ____
  ____
  ____
  ____
  ____
  ____
  ____
  ____
  ____
  ____
  Exp.
  ____
  ____
  ____
  ____
  ____
  ____
  ____
  ____
  ____
  ____
  ____
  ____
  ____
  ____
  ____
  ____
  ____
  ____
  ____
  ____
  ____
  ____
  SP
  Carried items
  Hat  
  ______________
  Shirt pocket
  ______________
  ______________
  Jacket
  ______________    
  ______________    
  ______________    
  ______________
  Trouser pocket
  ______________    
  ______________    
  Boot/ankle
  ______________    
  ______________
  Jewelry, etc.:
  ______________    
  ______________    
  ______________
  Other:
  ______________    
  ______________    
  ______________
  Mass..
  ____kg
  ____kg
  ____kg
  ____kg
  ____kg
  ____kg
  ____kg
  ____kg
  ____kg
  ____kg
  ____kg
  ____kg
  ____kg
  ____kg
  ____kg
  ____kg
  ____kg
  May be photocopied for personal use
  =Non-lethal
  =Lethal
  1
  2
  6
  7
  If you take all hits 
  to an area, assume 
  it is incapacitated. 
  For torso and 
  head this means 
  unconsciousness 
  (or death for lethal 
  injuries).
  Hit 
  Locations
  Armor: __/__
  Armor: __/__
  Armor: __/__
  Armor: __/__
  Armor: __/__
  Armor: __/__
  Armor: __/__
  3-4
  5
  8
  9
  10
  Notes
  Halve rating vs. thrust attacks
  Halve rating vs. thrust attacks
  Halve rating vs. lethal thrusts
  Halve rating vs. thrust attacks
  Halve rating vs. bullets
  Halve rating vs. thrust attacks
  Does not protect face
  Projectile weapons
  18th cent. flintlock pistol
  19th cent. revolver
  20th cent. Derringer
  20th cent. 9mm semi-auto
  20th cent. .44 Mag. revolver
  18th cent. flintlock rifle
  20th cent. hunting rifle
  20th cent. assault rifle
  STR 4 bow
  STR 5 bow
  STR 6 bow
  STR 5 crossbow
  STR 7 crossbow
  Melee weapons
  Small knife
  Large knife
  Shortsword
  Broadsword
  Battleaxe
  Two-handed spear
  Armor
  Heavy clothing
  Padded cloth
  Hardened leather
  Chain mail
  Plate armor
  Level II bulletproof vest
  Modern battle helmet
  Small shield (+1 to block)
  Medium shield (+2 to block)
  Large shield (+3 to block)
  Damage
  4
  5
  4
  6
  9
  10
  20
  16
  2
  3
  4
  3
  6
  Damage
  STR dam.+0
  STR dam.+1
  STR dam.+2
  STR dam.+3
  STR dam.+3
  STR dam.+2
  Rating
  0/1
  1/2
  2/2
  2/4
  3/4
  5/5
  8/1
  3/0
  4/0
  5/0
  Initiative
  +1
  +1
  +2
  +1
  +1
  +0
  +0
  +0
  +1
  +1
  +0
  +0
  -1
  Initiative
  +0
  +0
  -1
  -2
  -3
  -1
  Mass
  1.2kg
  6.2kg
  4.6kg
  31.0kg
  44.0kg
  2.5kg
  .7kg
  1.5kg
  3.0kg
  6.0kg
  Range Mod
  0
  1
  -1.
  2
  2
  3
  5
  4
  2
  2
  2
  3
  3
  Mass
  .1kg
  .3kg
  1.1kg
  1.6kg
  1.6kg
  1.1kg
  Cost
  80Cr
  120Cr
  300Cr
  1200Cr
  600Cr
  500Cr
  60Cr
  20Cr
  40Cr
  80Cr
  Mass
  1.5kg
  1.2kg
  .4kg
  1.2kg
  1.2kg
  4.1kg
  3.9kg
  3.9kg
  .9kg
  1.2kg
  1.5kg
  2.0kg
  2.2kg
  Cost
  5Cr
  35Cr
  145Cr
  195Cr
  195Cr
  95Cr
  Notes
  +1 Difficulty to use
  -1 Damage on thrusts
  -1 Damage on thrusts
  Can't do thrust attacks
  Only does thrust attacks
  # of shots
  1
  6
  2
  15
  6
  1
  5
  30
  1
  1
  1
  1
  1
  Cost
  75Cr
  160Cr
  60Cr
  600Cr
  400Cr
  140Cr
  600Cr
  900Cr
  60Cr
  75Cr
  100Cr
  360Cr
  360Cr
  STR
  AGL
  AWR
  WIL
  HLT
  POW
  
SOURCE: textdata/thevault/Fuzion System [multi]/Fuzion - Blackburg Tactical Research Center - Supplement - Guns Guns Guns.pdf