13
Updates to GURPS Klingons Title page: Additional material: add Al Beddow Proofreaders: Nick Samaras, Kenneth Humpherys, with Ethan Dawe, Peter Miller, Al Beddow. p. 12 Ethnic Klingon civilians: Disadvantages: Short Lifespan [one word] p. 32 Paladin. Point total is 252 Advantages: Add Legal Immunity [15]. Edit Patron (Emperor, appears 9 or less, gives equipment +50%) Skills: Change to: Computer Operation/TL IQ [1]; Criminology/TL IQ [2]; Detect Lies Per-2 [1]; Interrogation IQ [2]; Judo DX-2 [1]; Law IQ+1 [8]; Savoir-Faire (Military) IQ [1]; Savoir-Faire (Government) IQ [1]. p. 46 Bargantines Complete rewrite -59 points Attribute Modifiers: HT +1 [10]. Secondary Characteristic Modifiers: Will-4 [-20]. Advantages: Fit [5]. Perk: Alcohol Tolerance [1]. Disadvantages: Combat Paralysis [-15]; Short Attention Span [-10]; Short Lifespan [-10]; Shyness (Mild) [-5]; Social Stigma (Minority group) [-10]; Status-1 [-5]. Bargantines are genetically identical to Klingons, but shorter (averaging five feet tall for males and five-and-a half feet tall for females), more timid, and more easily distracted. Bargantines fanatically believe they are Klingons; Klingons are, frankly, disgusted with this idea. Many of the disadvantages that the Bargantines have are due to cultural norms. They are not considered to be warriors; violence isn’t part of their culture. When faced with violence, they freeze as do the civilians of many other cultures. They tend to easily give in to authority figures, something that is usually wise for a member of a subject race when faced with a Klingon warrior. With intensive training (or if a Bargantine were removed from his family and raised as a Klingon), a Bargantine would closely resemble a normal (if short) Klingon civilian. +++ The Bargantines evolved to make the best use of their world; they require less food and water than most species, and have developed skills and abilities to make the most of the scarce resources their world possesses. [Delete the part in red.] They are rarely encountered individually, preferring to be in groups. Their shyness tends to be with those who are not Bargantines. They do not react well to any form of surprise, and have difficulty concentrating on tasks for any length of time. In the sarcastic opinion of most Klingons, the Bargantines had evolved (or de-evolved) back into herd animals. +++ The primary reason the Klingons allow millions of Bargantines off of their homeworld is that they are excellent farmers and agricultural managers, filling a void within the Empire (many Bargantines have the talent Green Thumb). (Klingons make poor farmers, and none of the other subject races are as good at it as the Bargantines.) +++ The Bargantines in these units spend most of their off time conducting endless military drills (which the Klingons regard as a source of amusement because the Bargantines are, for the most part, so inept). See a typical Klingon’s reaction in Column 2, third paragraph from the bottom on page 139. p. 49 Cromargs Disadvantages: Edit Susceptible (Disease) -3 [-12]. Delete Racial Feature.

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Page 1: Updates to GURPS Klingons - Amarillo Design Bureau

Updates to GURPS Klingons Title page: Additional material: add Al Beddow Proofreaders: Nick Samaras, Kenneth Humpherys, with Ethan Dawe, Peter Miller, Al Beddow. p. 12 Ethnic Klingon civilians: Disadvantages: Short Lifespan [one word] p. 32 Paladin. Point total is 252 Advantages: Add Legal Immunity [15]. Edit Patron (Emperor, appears 9 or less, gives equipment +50%) Skills: Change to: Computer Operation/TL IQ [1]; Criminology/TL IQ [2]; Detect Lies Per-2 [1]; Interrogation IQ [2]; Judo DX-2 [1]; Law IQ+1 [8]; Savoir-Faire (Military) IQ [1]; Savoir-Faire (Government) IQ [1]. p. 46 Bargantines Complete rewrite -59 points Attribute Modifiers: HT +1 [10]. Secondary Characteristic Modifiers: Will-4 [-20]. Advantages: Fit [5]. Perk: Alcohol Tolerance [1]. Disadvantages: Combat Paralysis [-15]; Short Attention Span [-10]; Short Lifespan [-10]; Shyness (Mild) [-5]; Social Stigma (Minority group) [-10]; Status-1 [-5]. Bargantines are genetically identical to Klingons, but shorter (averaging five feet tall for males and five-and-a half feet tall for females), more timid, and more easily distracted. Bargantines fanatically believe they are Klingons; Klingons are, frankly, disgusted with this idea. Many of the disadvantages that the Bargantines have are due to cultural norms. They are not considered to be warriors; violence isn’t part of their culture. When faced with violence, they freeze as do the civilians of many other cultures. They tend to easily give in to authority figures, something that is usually wise for a member of a subject race when faced with a Klingon warrior. With intensive training (or if a Bargantine were removed from his family and raised as a Klingon), a Bargantine would closely resemble a normal (if short) Klingon civilian. +++ The Bargantines evolved to make the best use of their world; they require less food and water than most species, and have developed skills and abilities to make the most of the scarce resources their world possesses. [Delete the part in red.] They are rarely encountered individually, preferring to be in groups. Their shyness tends to be with those who are not Bargantines. They do not react well to any form of surprise, and have difficulty concentrating on tasks for any length of time. In the sarcastic opinion of most Klingons, the Bargantines had evolved (or de-evolved) back into herd animals. +++ The primary reason the Klingons allow millions of Bargantines off of their homeworld is that they are excellent farmers and agricultural managers, filling a void within the Empire (many Bargantines have the talent Green Thumb). (Klingons make poor farmers, and none of the other subject races are as good at it as the Bargantines.) +++

The Bargantines in these units spend most of their off time conducting endless military drills (which the Klingons regard as a source of amusement because the Bargantines are, for the most part, so inept). See a typical Klingon’s reaction in Column 2, third paragraph from the bottom on page 139. p. 49 Cromargs Disadvantages: Edit Susceptible (Disease) -3 [-12]. Delete Racial Feature.

Page 2: Updates to GURPS Klingons - Amarillo Design Bureau

p. 54 Hilidarians Change point total to 41 points Disadvantages: add Cold-Blooded [-5]; p. 60 Vudar Change point total to 50 points Disadvantages: add Social Stigma (Minority group) [-10]; Status -1 [-5]. p. 80-81 KLINGON TEMPLATES In the skills, all the “skill at stat” should be “skill stat”. In all skills (E, A, H, or VH should be deleted). All the names of the templates should be mixed cap and lower case as titles. KLINGON TEMPLATES DEEP SPACE FLEET Fleet (Warrior) Basic Training

16 points Members of the Warrior Caste complete their DSF basic training as follows before being assigned to ships: After

four months, graduates become enlisted personnel at Grade E1 (Recruit); players may increase the starting Grade of their characters but not beyond E5 (Petty Officer 2nd Class). Increasing the Grade takes time: gaining the E4 or E5 takes an additional 90 days though wartime “shake and bake” training or one year per Grade in peacetime.

The Klingon Code of Honor is described on p. 83. When it comes to learning the sword (other than Knife or Shortsword), ethnic Klingons usually choose Two-Handed Sword while members of the subject races usually choose Broadsword.

Advantages: Fearlessness 2 [4]; Military Rank 1 [5]; Resistant to Disease (+3) [3]; Professional Reputation 1 (Military)

[5]; Security Clearance [5]; Status 1 [5] (this will offset a Subject Race member’s low status). Disadvantages: Code of Honor (Klingon) [-10]; Duty (Empire, 15 or less) [-15]; Sense of Duty (Empire) [-10]. Skills: Armoury/TL (choose one) IQ-1 [1]; Astronomy/TL IQ-2 [1]; Beam Weapons/TL (Rifle) DX [1]; Brawling DX [1];

Broadsword DX [2] or Two-Handed Sword DX [2]; Computer Operation/TL IQ [1]; Electronics Operation/TL (choose two) IQ-1 [2]; Electronics Repair/TL (choose one from the two chosen for Electronics Operation/TL) IQ-1 [1]; First Aid/TL IQ [1]; Free Fall DX-1 [1]; Karate DX-2 [1]; Knife DX [1]; Law (Klingon Military) IQ-2 [1]; Mechanic/TL (choose one) IQ-1 [1]; Running HT-1 [1]; Savoir-Faire (Military) IQ [1]; Shortsword DX-1 [1]; Spacer/TL IQ [1]; Stealth DX-1 [1]; Survival (choose two) Per-1 [2]; Vacc Suit/TL DX-1 [1].

DSF Academy

42 points Graduates become DSF officers (O1) in both the Marines and Fleet, but must select one as their primary service. They must also have the Fleet Basic Training Template. Note that the increases in Military Rank and Status along with the amount of Security Clearance are added to what the character has from the Fleet Basic Training. A graduate will end with Military Rank 3 [15], Security Clearance [10], and Status 2 [10]. Skills are also treated this way. After two years, graduates become officers at Grade K1 (Ensign); players may increase the starting Grade of their characters but not beyond K5 (Commander). Increasing the Grade takes time: gaining the K2 takes an additional year; K3 takes four years; K4 takes 10 years; K5 takes 15 years.

Advantages: Legal Enforcement Powers [5]; Military Rank 3 [+10]; Security Clearance [+5]; Status 2 [+5].

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Skills: Administration IQ-1 [1]; Engineer/TL (choose one) IQ-1 [1]; Forward Observer/TL IQ-1 [1]; Gunner/TL (choose one) DX [1]; History (Klingon Empire) IQ-2 [1]; Law (Klingon Military) IQ-1 [+1]; Leadership IQ [2]; Navigation/TL (Space) IQ [2]; Piloting/TL (Shuttlecraft) DX [2]; Spacer/TL IQ +1 [+1]; Tactics IQ [4].

DSF Command School

36 points A DSF officer (who must have both Fleet Basic and DSF Academy templates) must also have this template in order to be a watch officer or promoted to a line rank of K4. Subject races can only have this with a GM-approved Unusual Background. This school takes six months to complete. Note that the increases in Military Rank and Status along with the amount of Security Clearance are added to what the character has from the DSF Academy. A graduate will end with Military Rank 4 [20], Security Clearance [15], and Status 3 [15]. Skills are also treated this way. Advantages: Military Rank 4 [+5]; Security Clearance [+5]; Status 3 [+5]. Skills: Administration IQ [+1]; Law (Klingon Military) IQ+1 [+6]; Leadership IQ+1 [+2]; Navigation/TL (Space) IQ+1 [2];

Operations/TL (Space) IQ [4]; Shiphandling/TL (Starship) IQ [4]; Spacer/TL IQ+2 [+2]. Marine Command School

36 points A Marine officer (who must have both the Fleet Basic and DSF Academy templates) must also have this template in order to be promoted to a rank of major or higher. Subject races can purchase this template. The details are the same as the DSF Command School except replace Navigation/TL (Space) with Navigation/TL (Land) and Operations/TL (Space) with Operations/TL (Land). If done after completing DSF Command School, this takes three months; if done singly, it takes six months to complete. ARMY Army Basic Training

19 points The Klingon Code of Honor is described on p. 83. When it comes to learning the sword (other than Knife or Shortsword), ethnic Klingons usually choose Two-Handed Sword while members of the subject races usually choose Broadsword. Basic Training takes three months to complete. Advantages: Fearlessness 2 [4]; Military Rank 1 [5]; Resistant to Disease (+3) [3]; Professional Reputation 1 (Military)

[5]; Security Clearance [5]; Status 1 [5] (this will offset a Subject Race member’s low status). Disadvantages: Code of Honor (Klingon) [-10]; Duty (Empire, 15 or less) [-15]; Sense of Duty (Empire) [-10]. Skills: Armoury/TL (choose one) IQ-1 [1]; Beam Weapons/TL (Rifle) DX [1]; Brawling DX [1]; Broadsword DX [2] or

Two-Handed Sword DX [2]; Camouflage IQ [1]; Climbing DX [2]; Computer Operation/TL IQ [1]; Driving/TL (choose one) DX-1 [1]; Electronics Operation/TL (Communications) IQ-1 [1]; Electronics Operation/TL (choose one, not Communications) IQ-1 [1]; Explosives/TL (Demolition) IQ-1 [1]; First Aid/TL IQ [1]; Gunner/TL (choose one) DX [1]; Karate DX-2 [1]; Knife DX [1]; Law (Klingon Military) IQ-2 [1]; Mechanic/TL (choose one) IQ-1 [1]; Running HT-1 [1]; Savoir-Faire (Military) IQ [1]; Shortsword DX-1 [1]; Soldier/TL IQ-1 [1]; Stealth DX-1 [1]; Survival (choose two) Per-1 [2]; Swimming HT [1].

NCO Training

11 points Graduates become non-commissioned officers. They must also have the Army Basic Training Template. Note that the increases in Military Rank are added to what the character has from the Army Basic Training. A graduate will end with Military Rank 2 [10]. This training takes three months. Advantages: Military Rank 2 [+5]. Skills: Beam Weapons/TL (Pistol) DX [1]; Law (Klingon Military) IQ-1 [+1]; Leadership IQ-1 [1], Navigation/TL (Land)

IQ-1 [1]; Tactics IQ-1 [2].

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Army Academy 40 points

Graduates become Army officers (O1); they must have graduated from Army Basic Training. Note that the increases in Military Rank and Status along with the amount of Security Clearance are added to what the character has from the Army Basic Training. A graduate will end with Military Rank 3 [15], Security Clearance [10], and Status 2 [10]. Skills are also treated this way. The Army Academy takes two years to complete. Advantages: Legal Enforcement Powers [5]; Military Rank 3 [+10]; Security Clearance [+5]; Status 2 [+5]. Skills: Administration IQ-1 [1]; Beam Weapons/TL (Pistol) DX [1]; Forward Observer/TL IQ-1 [1]; History (Klingon

Empire) IQ-2 [1]; Law (Klingon Military) IQ-1 [+1]; Leadership IQ [2]; Navigation/TL (Land) IQ-1 [1]; Soldier/TL IQ +1 [+3]; Tactics IQ [4].

Army Command School

28 points An Army officer (who must have both Army Basic Training and Academy templates) must also have this template in order to hold a rank of major or higher. Members of Subject Races can purchase this template. Note that the increases in Military Rank and Status along with the amount of Security Clearance are added to what the character has from the Army Academy. A graduate will end with Military Rank 4 [20], Security Clearance [15], and Status 3 [15]. Skills are also treated this way. Army Command School takes three months to complete. Advantages: Military Rank 4 [+5]; Security Clearance [+5]; Status 3 [+5]. Skills: Administration IQ [+1]; Law (Klingon Military) IQ [+1]; Leadership IQ+1 [+2]; Navigation/TL (Land) IQ [+1];

Operations/TL (Land) IQ [4]; Soldier/TL IQ +2 [+4].

MERCHANT MARINE Most members of the Klingon Merchant Marine are military veterans of the ISF or DSF. Those that are not must have the Technician Basic Training template to be crewmen and Technical Academy training to be officers. Merchant Marine officers (including military veterans) must have or purchase Accounting at IQ. Navy Technician Basic Training

17 points Individuals who are not members of the warrior caste can serve in the military, but they can never command. They can only have “technical” ratings. Individuals with this template can, over time, buy the missing parts of a military basic training package and become warrior-caste and reach command status. Technicians can serve in the Fleet or Army, but not the Marines. Those non-warriors wanting to work with Marines do so as Navy technicians. This training takes three months. Advantages: Military Rank 1 [5]; Resistant to Disease (+3) [3]; Security Clearance [5]; Status 1 [5] (this will offset a

Subject Race member’s low status). Disadvantages: Duty (Empire, -15 or less) [-15]; Sense of Duty (Empire) [-10]. Skills: Armoury/TL (choose one) IQ-1 [1]; Astronomy/TL IQ-1 [2]; Beam Weapons/TL (Rifle) DX [1]; Computer

Operation/TL IQ [1]; Electronics Operation/TL (choose two) IQ-1 [2]; Electronics Repair/TL (choose one from the two chosen for Electronics Operation/TL) IQ [2]; First Aid/TL IQ [1]; Law (Klingon Military) IQ-2 [1]; Mechanic/TL (choose one) IQ-1 [1]; Spacer/TL IQ [1]; Vacc Suit/TL DX-1 [1]. In addition, the character must pay 10 points (included in the template’s points) to improve or add skills, thereby making him worth the cost of food and air to keep him around.

Army Technician Basic Training As the Navy version, but replace Astronomy with Survival (choose one) Per-1 [1]; Vacc Suit with Scrounging IQ [1]; and Spacer with Soldier IQ-1 [1]. It, too, takes three months to complete. Technical Academy

48 points

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Non-warriors who have Technician Basic Training can gain officer commissions, although not in the Academy. They can only be warrant officers, and usually serve in specialty fields such as law, administration, logistics, engineering (starship or construction), accounting, medicine, science, etc. They can never command or attend command school. If they complete the Warrior Basic Training curriculum later, then they become members of the warrior caste, but remain technical warrant officers until they purchase the Academy package for their service. Note that the increases in Military Rank and Status along with the amount of Security Clearance are added to what the character has from the Technician Basic Training. A graduate will end with Military Rank 3 [15], Security Clearance [10], and Status 2 [10]. Skills are also treated this way. The Technical Academy takes six months to complete. Advantages: Legal Enforcement Powers [5]; Military Rank 3 [+10]; Security Clearance [+5]; Status 2 [+5]. Skills: Administration IQ-1 [1]; History (Empire) IQ-2 [1]; Law (Klingon Military) (H) IQ-1 [+1]. In addition, non-warrior

technicians must spend 20 points (included in the template’s points) buying or improving skills to prove themselves worthy of being part of a military unit.

ISF SPACE & ORBITAL DIVISIONS

Points Vary Personnel of the ISF Space Division and ISF Orbital Division must purchase the DSF templates (enlisted, officer, or command). In addition, these officers must have the following skills. ISF senior Petty Officers (E5 and higher) must have: Skills: Criminology/TL IQ-1 [1]; Professional Skill (Law Enforcement) IQ-1[1]. ISF officers must have: Skills: Criminology/TL IQ [2]; Professional Skill (Law Enforcement) IQ [2]. POLICE Police Basic Training

Points Vary Police Basic Training takes three months. Advantages: Fearlessness 1 [2]; Legal Enforcement Powers [5]; Resistant to Disease (+3) [3]; Security Clearance [5];

Social Regard (Respected) +1 [5]; Status 1 [5] (this will offset a Subject Race member’s low status). Disadvantages: Code of Honor (Police) [-10]; Duty (Empire, -15 or less) [-15]; Sense of Duty (Empire) [-10]. Skills: Beam Weapons/TL (Pistol) DX [1]†; Computer Operation/TL IQ [1]; Criminology/TL IQ [2]†; Detect Lies Per-2

[1]; Driving/TL (choose one) DX-1 [1]; Electronics Operation/TL (Communications) IQ-1 [1]; Electronics Operation/TL (choose one) IQ-1 [1]; First Aid/TL IQ [1]; Forensics/TL (H) IQ-2 [1]†; Interrogation IQ [2]; Judo DX-2 [1]; Karate DX-2 [1]†; Knife DX [1]; Law (Klingon) IQ-1 [2]; Professional Skill (Law Enforcement) IQ-1 [1]; Running HT-1 [1]; Savoir-Faire (Police) IQ [1]; Shortsword DX-1 [1]†; Stealth DX-1 [1]; Swimming HT [1]. {†These skills are not required for ordinance-policemen (p. 75).}

Police officers (Lieutenant+): Officer candidates must have completed Police Basic Training. They are expected to work their normal police duties while gaining the skills below. This usually takes about three months. Skills: Administration IQ-1 [1]; Law (Klingon) IQ [+2]; Professional Skill (Law Enforcement) IQ [+1].

INTELLIGENCE AND SECURITY

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Members of the GRU, MVD, KGB, and ESS have special requirements. Note that in some cases, a required skill or advantage may replace one from another template, in which case the cost must be adjusted. All of the templates below include these “basic intel skills”: Advantages: Security Clearance [+15]. Skills: Detect Lies IQ-2 [1]; Intelligence Analysis/TL IQ-2 [1]; Interrogation IQ [2]; Research/TL IQ-1 [1]. Officers add Leadership IQ [2] if they don’t already have it. GRU (Military Intelligence)

Points Vary People who are part of the GRU are selected from the Fleet, Marine, or Army and must have completed the template for enlisted person in the appropriate branch. Officers must have attended the officer academy in their branch. They are then taught the “basic intel skills” for any that they don’t have. If they don’t have the required Security Clearance, that must also be added. ESS (Secret Police)

Points Vary Members start in the Fleet, Marine, Army, or Police (select one) and must complete the appropriate template (templates in the case of officers). Then they must acquire the “basic intel skills.” Further disadvantages and skills are below. Disadvantages: Bad Reputation -2 (everybody, all the time) [-10]. Skills: Intimidation Will [2]. KGB (Foreign Intelligence) Members start in the Fleet, Marine, Army, ESS, or Police (select one and must complete the appropriate template (templates in the case of officers). Then they must acquire the “basic intel skills.” Further disadvantages and skills are below. Enlisted Skills: Lockpicking IQ-1 [1]; Shadowing IQ-1 [1]; Stealth DX-1 [1]; Streetwise IQ-1 [1]. MVD (POLICE INTELLIGENCE) Members must fulfill the same templates required by the Police and KGB. +++ p. 145 Scrounging

Scrounging Per/Easy

Default: Perception-4. 218 SKILLS This is the ability to find, salvage, or improvise useful items that others can’t locate. Each attempt takes an hour. You do not necessarily steal your booty; you just locate it – somehow – and then acquire it by any means necessary. Note that if you find something that is “nailed down,” you must decide how to try to get it (which might require a roll on another skill). Modifiers: As the GM sees fit, for the rarity of the item sought.

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Talent Variable

Green Thumb: Biology, Farming, Gardening‡, Herb Lore‡, and Naturalist. Reaction bonus: gardeners and sentient plants. 5 points/level. +++ p. 85 Klingon Kov-Ree Dagger Rewrite the description. The Kov-Ree has a sharp point, but the cutting edges are short and the blade is badly balanced. The “spring out” guard blades are locked against the main blade when in the sheath and are released by a thumb catch. Opening or closing the guard blades takes 1 turn and can be attempted as a “Quick Draw” action. It is used often with the Disarming‡ combat technique (GURPS Basic Set, p. 230). This is often considered to be “the” Klingon dagger (due to over-popularization by sensationalized trivideo productions), but is only one of many types; cheap copies are sold as souvenirs. Zoolie “Claw” Dagger Delete the first paragraph of stats. Correct souvenirs at the end of the second paragraph. Klingon Engineer Dagger Delete the first paragraph of stats. Replace the last sentence: Klingon combat engineers typically are skilled in the use of this knife. Klingon Sangfroid Dagger Delete through “used to disarm.” … hands of most Klingon women … “traps” (Double quotes) … “twisting” (same) Add: It is used often with the Disarming‡ combat technique (GURPS Basic Set, p. 230). Slirdarian Push-Dagger Delete the first paragraph of stats. Delete the unfamiliarity rules sentence. Hilidarian Claw Dagger Delete the first paragraph of stats. … other species. Dunkar Slashing Wheel Delete the first paragraph of stats. Main-Gauche needs a double dagger. Delete everything after that skill. Add: When used with the Main-Gauche skill, fencing rules apply (see GPD p. 170). Klingon Bayonet Delete the first paragraph of stats. +++ p. 86 May need to move charts to new page 145? All Klingon weapons (2nd paragraph under Additional Disruptor Weapons) should be replaced with For malfunctions, see GPD, p. 219. All weapons should be unbolded and in ital. Disruptor Shotgun: delete the sentence starting with “The cone" Infantry Support Disruptor (ISD): delete the sentences starting with The Weapon is bulky...

Melee Weapon Table

KNIFE (DX-4 or Shortsword-3)

TL Weapon Damage Reach Parry Cost Weight ST Notes

Page 8: Updates to GURPS Klingons - Amarillo Design Bureau

6 Klingon Kov-Ree Dagger

sw-2 cut C -1 $45 1 8

or thr+1 imp C, 1 -1 - - 8

6 Zoolie “Claw” Dagger sw-2 cut C, 1 -1 $30 0.5 5 [1, 2]

or thr imp C -1 - - 5

6 Klingon Engineer Dagger

thr-1 imp C -1 $300 0.5 5 [3]

6 Klingon Sangfroid Dagger

sw-2 cut C, 1 -1 $200 0.25 5

or thr imp C -1 - - 5 [1]

6 Slirdarian Push-Dagger sw-2 cut C -1 $55 1.5 10

or thr+2 imp C -1 - - 10

6 Hilidarian Claw Dagger sw-2 cut C, 1 -1 $300 1 8

or thr imp C, 1 -1 - - 8

6 Dunkar Slashing Wheel thr+2 cut C +1 $600 1 5 6 Klingon Bayonet sw-2 cut C, 1 -1 $300 1 8 [1]

or thr imp C, 1 -1 - - 8

Notes [1] Can be thrown. See Muscle-Powered Ranged Weapon Table (p. 86). [2] +1 to Climbing skill. [3] +1 to Engineer (Combat) skill when used in field. +++

p. 86 May need to move charts to new page 145?

Ultra-Tech Firearm Table BEAM WEAPONS (PISTOL) (DX-4, other Beam Weapons-4, or Guns (Pistol)-4)

TL Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl Cost LC Notes 9 Energy Pistol 3d(2)

burn 5 150/300 3 3 30 4 -6 1 $1,000 1 [1]

11 Heavy Disruptor Pistol

4d+1(3) burn

5 300/600 2.5 4 240 4 -1 1 $2,900 1

BEAM WEAPONS (RIFLE) (DX-4, other Beam Weapons-4, or Guns (Rifle)-4)

TL Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl Cost LC Notes 9 Energy Rifle 5d(2)

burn 8 400/800 9 3 60 4 -2 1 $4,000 1 [1]

10 Disruptor Carbine

5d(3) burn

7 400/800 4 5 200 4 -4 1 $3,800 1

10 Infantry Support Disruptor

10d+1(5) burn

12 900/1,800 16 6! 300 14B

-8 2 $9,000 1

11 Heavy

Disruptor Rifle

6d(3) burn

8 700/1,200 7 6 250 4 -6 1 $5,500 1

11 Heavy Support Disruptor

13d+2(5) burn

13 1,100/ 2,200

25 10! 500 16R†

-12 3 $11,000 1

[2]

11 Disruptor Shotgun

20d(3) burn cone

5 -/10 5 1 40 12 -8 2 $6,000 1 [3] [4]

Notes [1] On a critical failure, the weapon malfunctions; see GPD p. 219.

[2] Usually mounted on a tripod or pintel mount. When it is, it is braced with the accompanying reduction in ST.

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[3] The cone expands only 1/10 of a yard per yard of range; i.e., at the end of the range of 10 yards, the cone will be 1 yard in diameter.

[4] The fire power dissipates rapidly at 1d per 1/10 of a yard of range; i.e., at the end of the range of 10 yards, the damage will still be 10d. The armor divisor does not dissipate.

GUNS (GRENADE LAUNCHER) (DX-4 or most other Guns at -4)

TL Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl Cost LC Notes 10 Medium

Grenade Launcher

4d(10) cr ex[2d]

6 -/1,200 6 1 30 10 -4 3 $4,500 1 [1]

10 Under-Barrel Grenade Launcher

4d(10) cr ex[2d]

2 -/600 6 1 12 11 0 2 $1,250 1 [2] [3]

Notes

[1] Magazine holds up to 10 grenades. Battery must be changed after 30 shots. [2] Can clamp under the barrel of any TL7+ rifle or carbine. Use the rifle’s Bulk.

[3] Magazine holds three grenades. Battery must be changed after 12 shots. Klingon Phasers Paragraph 2. Delete sentence A person familiar. Replace with: See GPD p. 280 for phaser information. See GPD p. 283 for phaser weapon charts. For familiarity rules, see GPD p. 147.

RoF (Rate of Fire) Ranged weapons only. The maximum number of shots an ordinary shooter can fire in a one-second turn. A weapon can normally fire fewer shots (to a minimum of 1), if you wish, but some special notes apply: “!” means the weapon can only fire on “full auto,” like many machine guns. Minimum RoF is 1/4 the listed RoF, rounded up.

ST (Strength) The minimum Strength required to use the weapon properly. If you try to use a weapon that requires more ST than you have, you will be at -1 to weapon skill per point of ST you lack and lose one extra FP at the end of any fight that lasts long enough to fatigue you. “R” indicates a firearm that uses a musket rest. The weapon’s weight includes that of the rest. It takes a Ready maneuver to balance the weapon on the rest – but after that, any aimed shot fired while stationary and standing up is automatically braced.

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p. 87 Concussion mortar round. Effect 6dx6 should be Damage 6dx6 cr ex Energy pistol. Delete the sentence about burn damage and the sentence about malfunctioning. Energy rifle. . Delete the sentence about burn damage and the sentence about malfunctioning. Chemical Munitions: (moved to p. 146) Blackout. Legality Class 2 Sleep: victum should be victim Legality: Legality Class 2 chemical munitions are restricted, but can be approved by officers with Military Rank or Police Rank +5. Legality Class 1 chemical munitions must be approved by officers with Military Rank or Police Rank +6. Legality Class 0 chemical munitions must be approved by officers with Military Rank or Police Rank +8 – those at the highest level, and even then they will need to be prepared to answer for what they have done. p. 88 KRAL MODULAR VEHICLE This vehicle includes four elements: a chassis, a power pack (a fusion unit is standard), a mission module, and a drive unit (many exist including wheeled and tracked designs, but the contra-gravity version is standard type in service). Data given here is for background information; use GURPS Basic Set for vehicle combat. AL WILL PROVIDE DATA. Next paragraph as is. The KRAL has a full-rotation turret and its fusion power unit has enough fuel for two years. With its contra-gravity generator, it can easily glide over water or swamps. The Infantry Fighting Version can be operated with a three-person crew and carries six additional soldiers. The KRAL’s primary weapon is a light disruptor cannon which has an energy capacitor holding 1,125 shots and has full stabilization and a universal weapons mount. It can fire one light disruptor cannon shot (in capacitor) every 25 seconds. Additional equipment includes: short range (20 miles) communications; command vehicles have communicator with backup (500-mile range); flight recorder with backup; precision navigation instruments; identification friend-or-foe with backup; autopilot; advanced radar/laser detector with backup; three computer terminals; full fire suppression; 21 man-day limited life system; three crew stations, targeting computer. p. 90 Required skills for promotion. There are problems. Chart Administration Intelligence Analysis/TL Navigation/TL Operations/TL Savoir Faire (Military) Strategy

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Tactics Army and Marine officers use Navigation/TL (Land). Starship officers use Navigation/TL (Space). Enlisted personnel do not need Navigation. Technical warrant officers do not need Leadership, Operations, Strategy, or Tactics. ProRep must become Professional Reputation. Swords The Klingon Two-Handed Sword is included in our basic book. All the description is basically wrong for how it is learned. The stats are below

TWO-HANDED SWORD (DX-5 or Broadsword-4)

TL Weapon Damage Reach Parry Cost Weight ST Notes

3 Klingon Two-Handed Sword

sw+2 cut 1, 2 +2 $650 4 10†

or thr+2 cr 1, 2 +2 - - 10†

Hilidarian Thrust Sword Drop all the info starting with “Effective skill is increased.” Slirdarian Combat Dagger Race becomes species. Drop all the info starting with “There is a -2 penalty.”

SHORTSWORD (DX-5, Broadsword-2, Knife-4, Saber-4, Smallsword-4, or Tonfa-3)

TL Weapon Damage Reach Parry Cost Weight ST Notes

3 Hilidarian Thrust Sword sw cut 1 0 $400 2 7

or thr imp 1 0 - - 7

3

Slirdarian Combat Dagger sw cut 1 0 $100 2 7 [1]

or thr+2 imp 1 0 - - 7

[1] Perpendicular grip.

p. 145 Agonizer Move the size and battery info to the end. TL10: Cost for the small version is $25 and weight is 0.5 pounds. The B battery has 40 charges. Cost for the baton-sized is $50 and weight is 1 pound. The Legality Class for both is 1. p. 98 Data for space combat will be in GURPS Prime Directive Starships. p. 118

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Diplomatic ships paragraph 1 line 7. Cap Marines. Maulers – you may want to drop it and keep it for the starship book. If not, it needs the following chart

TL Weapon Damage sAcc cDam P cDam C cDam S cDam L cDam X Rcl

12 Mauler burn +14 20 x battery

15 x battery

10 x battery - - 1

Delete Malf. Add On a miss, it malfunctions and does base point-blank damage to the ship. New Systems (delete Space 3rd edition) Special Sensors gunnery and missile rolls; 4-8 points … -2; 9 points… Security station 3x3x5 meters should be 10x10x16 feet Klingons can use a quick contest of Leadership mutineers can use a quick contest of Leadership The final paragraph should only apply to hirelings or non-player characters. p. 141 Mining Engineer – cap it to be like the others. Skills: Engineer/TL (Civil)-10; Engineer/TL (Mining) Below: New specialty for Engineer. Mining: Designing underground structures. Defaults: Explosives (Demolition)-6 or Geology (any)-6. +++ Army 2nd Lieutenant Skills: Computer Programming/TL +++ Bargantine Klingon military history his species suffers from and his species Disadvantages: delete Absent-mindedness and Weak Will. Skills: Guns/TL (Pistol)-11; Public Speaking (Storytelling)-14. [Jean note: the other skills are covered in the training templates) ++++

Muscle-Powered Ranged Weapon Table

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THROWN WEAPON (KNIFE) (DX-4)

TL Weapon Damage Acc Range Weight RoF Shots Cost ST Bulk Notes

6 Bayonet thr imp 0 ×0.8/×1.5 1 1 T(1) $300 8 -2

6 Claw Dagger thr imp 0 ×0.5/×1 0.5 1 T(1) $30 5 -2 6 Sangfroid

Dagger thr-1 imp 0 ×0.5/×1 0.25 1 T(1) $200 5 -1