Gyroc Weapon Table
Gyrocs fire small, spin-stabilized rockets. The rockets take time to accelerate, divide damage by 3 at 1 to 2 meters, by 2 at 3 to 10 meters. Gyroc fire is quite visible - the flare of the rocket makes a bright streak out to 10 meters, and a 10 meter long cloud of smoke is left behind. This pinpoints the location of the firer to any hostile forces.
Because there is nothing to guide the rocket during its boost phase (the first 10 meters after launch), an unguided gyroc would be wildly inaccurate. To compensate, at the moment of firing, a gryoc weapon projects a laser dot on whatever it is aimed at. The gyroc homes in on this laser dot over the course of its boost phase. After it has finished boosting, its guidance switches off and the rocket becomes a normal, unpowered, unguided ballistic projectile. Anything that would normally block the aiming laser makes hitting mostly a matter of chance at ranges of 10 meters or more, treat the rocket as a "multiple projectile attack" with only one projectile and a spread of 10.
- Standard Light Anti-Personelle (SLAP) rockets do their listed damage. Cost and LC are unchanged.
- Explosively Fragmenting (XF) rockets are fused to detonate after penetrating a certain number of dice of damage. The damage of the explosive is negligible, but it fragments the rocket so it causes worse wounds. All the dice of damage after detonation are halved, but the wound multiple increases by a factor of 3. The standard fuse setting explodes the rocket after 1d of penetration, changing the fuse takes three seconds. This will change the fuses of all rockets in the gun. Cost is tripled, LC is unchanged.
- Armor Piercing (AP) rockets contain a long, dense dart of tungsten or depleted uranium. This dart halves DR, adds +1 damage per die, but reduces the wound multiplier by four piercing size classes. Cost is doubled, LC is 2.
- High Explosive Armor Piercing (HEAP) rockets explode on impact. They are much lighter than standard rockets, ammunition weight is one quarter normal. HE rockets only do half impact damage, but add an additional 4d (10) ex for 19 mm rockets or 2d+2 (10) ex for 15 mm rockets. Use the same damage die roll for the impact and explosive damage. LC is 2, cost is tripled.
- Chemical (CHEM) rockets have a light rocket motor to minimize injury, and deliver a payload of a drug filled hypodermic that is injected into whatever is struck. A 15 mm gyroc will hold four doses, a 19 mm gyroc will hold eight doses. It does damage as a low velocity rocket. The cost is doubled, and the cost of the drug is extra. Ammunition weight is quartered. LC is 3 or the LC of the drug, whichever is less.
- Tangler rockets act like tangler grenades with a burst radius of 1 m. 19 mm grenades have a maximum ST of 30, 15 mm rockest have a maximum ST of 20. Ammunition weight is quartered. Most are low velocity rockets to minimize injury to the target, although some are available as high velocity rockets for increased effectiveness against heavily armored opponents. A high velocity tangler only does half impact damage because it is so light weight. LC is 3. Cost is tripled. Ammunition weight is quartered.
- Homing rockets are available at TL 10. They guide themselves toward their target. They have the Homing modifier (pg. B105-106). Homing rockets move at 600 m/s (or 50 m/s if low velocity) and have Acc 4. They do not rely on the normal aiming laser. Homing can be combined with any other damage type. Cost is an extra +$500 per rocket ($100 at TL 11). This cost is added after any modifiers for other ammunition type (it would not be tripled for XF, for example). LC is unchanged.
Ammunition cost is $100 times its weight in kg.
Gyrocs
TL |
Weapon |
Type |
Damage |
Acc |
Range |
Weight |
ROF |
Shots |
Min ST |
Bulk |
Rcl |
Cost |
LC |
Notes |
9 |
Gyroc Pistol, 15 mm |
pi+4 |
6d |
1 |
400/1600 |
0.7/0.4 |
3 |
10(3) |
9 |
-2 |
1 |
$200 |
3 |
[1,2] |
|
low velocity |
cr |
1d/2 |
|
150/250 |
|
|
|
|
|
|
|
|
|
9 |
Gyroc Carbine, 19 mm |
pi+5 |
7d+2 |
4 |
1000/4000 |
3.5/1.6 |
3 |
20(3) |
10 |
-4 |
1 |
$500 |
3 |
[1,2] |
|
low velocity |
cr |
(1d+1)/2 |
|
200/250 |
|
|
|
|
|
|
|
|
|
Notes
[1] Includes "smartgun" electronics.
[2] Divide damage by 3 at 1 to 2 meters, divide damage by 2 at 3 to 10 meters.
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