GURPS Weapons 31

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Grenade Launchers of World War III

Guns (Grenade Launcher)

TLWeaponDamageAccRangeWeightRoFShotsSTBulkRclCostLCNotes
7Colt M203 (40x46mmSR)4d(10) cr ex [2d]2150/4400+3.5/0.511(4)11†-25001[2, 4]
8FN Bullet-Thru™ HE Rifle Grenade8d cr ex [3d]1100/300+0.811(3)10†-2751[2, 12]
8IMI BT/AT 52 Rifle Grenade6d(10) cr ex2100/300+1.111(3)11†-2751[2, 12]
7KBP GP-30 (40mm VOG-25)1d+2 cr ex [2d]2150/460+3.3/0.5611(4)11†-22501[2, 3]
7Mecar 35mm HE-RFL-35 Rifle Grenade8d cr ex [3d]1150/400+211(3)11†-2501[2, 13]

Notes:

  1. Malf is 16.
  2. Minimum range 10 yards for Grenade Launchers, 30 yards for ATGM and 200 yards for SAM.
  3. Can be attached to any AK, AKM, or AKMS type rifle. Use the rifle's bulk.
  4. Can be attached to any TL7 or 8 assault rifle or carbine. Use the rifle's bulk.
  5. Hazardous back-blast: 1d burn damage to anyone behind firer and within 15 yards (30 yards for ATGM).
  6. Use Gunner (Machinegun) when mounted on tripod.
  7. Damage is not halved at 1/2D range, but loses any armor divisor.
  8. Homing (Hyperspectral Vision) attack (see p. B413), at missile's skill of 10. Firer rolls against Artillery (Guided Missile) to aim. On a success, the missile gets its Acc Bonus. "1/2D" range is speed (yards/second). Weight is for empty launcher/one missile.
  9. Guided attack (see p. B412). Gunner uses Artillery (Guided Missile) to attack. "1/2D" range is speed in yards per second. Weight is for empty launcher/one missile.
  10. Pop-up terminal guidance option, can be set to attack the top armor.
  11. "1/2D" range is the minimum range.
  12. Can be fired from any 5.56x45mm or 7.62x51mm rifle equipped with a flash suppressor. Normal ammunition may be used. Range shown is 5.56x45mm. If fired from a 7.62x51mm rifle, the range is 125/400.
  13. Can be fired from any 5.56x45mm or 7.62x51mm rifle equipped with a flash suppressor. A special blank cartridge is required, included in the price of the rifle grenade. Use the rifle's bulk.


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