Hey! Want to hear some The_Ryujin_LP deep lore that you might not know?
Ready?
This is gonna blow your mind!
I ...kinda like cyberpunk. I know, I know. Who could tell, right? But all jokes aside, next to R. Talsorian's Cyberpunk 2.0.2.0 and William Gibson's Neuromancer, it was the works of Masamune Shirow that grabbed me at a young age and never let go. While Appleseed will always be my favorite of his, there is no doubt that of all his works none if more well known and influential on popular culture then Ghost in the Shell. Hell, even before anime became a household term, there was a good chance someone you ran into was at lest aware of something by that name existed.
And its from the cyberpunk world of Ghost in the Shell where I draw the inspiration for this post here, the Seburo C-25A (been a while since I dusted off this blog topic heh). This was the main weapon of Security Section 9 in the manga and was pretty much a not future P90 (I know, kinda redundant with how the thing looks) firing powerful, HV rounds capable of stopping even moderately armored cyborgs.
While not as famous to the general audience as the CZN M22 from the movie (which actually fired the P90's 5.7×25mm round) or even the totally not just a FN F-2000 C-26A from Stand Alone Complex (which always struck me as a bit weird, the C-26A lost out to the 25A...); to me the C-25A will always be THE gun of Ghost in the Shell. After all, the other two wouldn't even be a thing without the C-25A to set the rules.
Follow me after the jump is you wish to download the deets on this personal favorite of mine.
Your one stop shop for new Ultra-Tech Gear and Weapons. This blog mainly deal with fun new toys for fairly realistic TL 9+ GURPS Ultra-Tech settings with some cutting edge modern tech ever now and then for flavor.
Thursday, April 20, 2023
Fictional Firepower: Seburo C-25A
Monday, November 28, 2022
High-Tech/Ultra-Tech Ultra Quickie: Have a seat while I blow you off your feet.
Blast Resistant Seating
Blast effects from mines, IED (Improvised Explosive Device, i.e. home made boom-booms) and near hits from artillery rounds have been found to have a much greater effect the people inside a vehicle even if the blast fails to penetrate the vehicles armor then GURPS assumes.
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Well, they're having a blast. |
So if you're ok with some extra crunch and want more gritty realism, use the following rule:
Blast Damage Through Armor
If a blast fails to penetrate a vehicles DR, use the rules for HESH rounds found on GURPS High-Tech pg. 170 but change the cutting damage to crushing. If using the Lasting and Permanent Injury rules from GURPS Martial Arts pg. 138 (and if you're going gritty you should be heh!) use the Skull Wounds Table.
So there you go, another way for you, the GM, to make your party dead, dead, dead!
...
Oh right... wait... *slaps forehead* We're trying NOT to kill our PC's.... what was a I thinking?!
Thankfully after they figured out that concussive blast were turning our troops brains into scrambled eggs they quickly figured things out. If you isolate the chairs they're sitting on from the hull by putting them on a shock absorber style damping system you can can reduce the G forces being exerted on the crew member by a factor greater then 10, turning an impulse that would crush internal organs and slam your brain into the top of your skull into something that might break some ribs and bruise you badly instead. Still sucks buuuut given the alternative I know which I would choose.
Soooo, you might be wondering, how good are these things? Take a good look at the photo below.
This Styker flipped over and rolled several times after it got hit and an IED. Despite the level of damage you see, no one was killed or even severely injured. So pretty damn good it seems.
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Mobius Protective Systems Advanced Protection System |
So as a counter to the Blast Damage through Armor rules, might want to equip your combat vehicles with some of these things. So here's the rules.
Blast Resistant Seating
Blast Resistant Seat (TL 8). These seats isolate the person sitting in them from the frame of the vehicle they are in and uses shock absorber like dampeners to help dissipate the energy from shock waves and impacts. Provides DR 15 vs collision damage (see Whiplash and Collisions Basic, pg. 432) and shocks damage from none penetrating blast damage. Increase DR to 20 at TL 9, 30 at TL 10, and TL 50 at TL 11+. $1,500, 44 lbs.
If you are adding the seats to an already stated vehicle such as a TL 8 Humvee (GURPS High-Tech pg. 242) or a TL 9 Wheeled ATV (GURPS Ultra-Tech pg. 225), add +24 lbs and +$1,300 per seat to the vehicles states. This will come out it's normal payload limits.
Tuesday, May 19, 2020
Ultra-Tech Ultra Quickie: Frag Out!
In GURPS 4th edition an explosives fragmentation damage has been tied to the diameter of the warhead that carries it, that is the warheads diameter (in millimeters)/20. Now this works good enough in most cases but some warheads are designed to create an enhanced or heavier fragmentation effect. Below I cover two warhead options to get more fragmentation bang for your buck. See this post for even more Ultra-Tech warhead options.
High Explosive Enhanced Fragmentation Warhead (HEEF) (TL 9)
This warhead uses either a thicker or denser case to create an enhanced fragmentation effect with greater penetration and wounding potential. Due to the stronger case, the warheads blast effect is reduced.

Fragmentation damage is figured as Warhead Diameter (in millimeters)/12 in dice of damage. Damage is cutting fragmentation damage.
Add +1 per die to the crushing explosive damage at TL10-12. This warhead is only available for 15mm or larger. Double normal cost.
HEEF projectiles, with the exception of hand grenades, that are built at TL 9 or higher can incorporate a programmable fuse that can be set for either impact or, if the target is at least 40 yards away or farther, for proximity detonation see Ultra-Tech pg. 154. Grenades and satchel charges with HEEF warheads inflict the damage shown below. When set for impact detonation,guns and launchers with HEEF warheads inflict their normal piercing damage with a (0.5) armor divisor, plus a follow-up attack causing the damage shown below.
HEEF Table
Warhead Damage
15mm 1d-2 cr ex [1d+1]
18.5mm 1d-1 cr ex [1d+2]
25mm 1d cr ex [2d]
30mm 1d+1 cr ex [2d+2]
40mm 2d cr ex [3d+1]
64mm 4d cr ex [5d+1]
100mm 8d cr ex [8d+1]
130mm 12d cr ex [11d-1]
160mm 8d×2 cr ex [6d×2]
400mm 4d×16 cr ex [5d×7]
Continuous Rod Warhead (TL 9)
This is a special type of High Explosive Enhanced Fragmentation Warhead. A Continuous Rod Warhead surrounds the explosives with a bundle of metal rectangular rods welded to one another at the top and bottom in an alternating pattern.

Even after the ring breaks the rods are still dangerous and have the hit probability of a normal fragmentation warhead.
While effective, Continuous Rod Warheads are more complicated and expensive to build then normal fragmentation warheads. They are also more effective with larger warheads (the first production warhead was the early TL 7 710mm RIM-8 Talos with a 30 yard effective range!).
A Continuous Rod Warhead has similar effects to a High Explosive Enhanced Fragmentation Warhead only the fragments have an armor divisor of (0.5) and fragmentation has both a primary and a secondary threat range. In the primary threat range the chance of scoring a hit is increased.
The fragments still hit with a skill of 15 but penalties do to range to the target are ignored. Primary threat range is fragment dice of damage × 0.5 yards.
In the secondary threat range use the normal fragmentation rules with the exception that you trace the range from the end of the primary threat range when figuring range penalties- not the center of the blast.
Blast effect damage is figured as the square root (warhead weight)×19.8. Divide the product by 3.5 to get dice of damage. Damage is crushing explosive.
Fragmentation damage is figured as Warhead Diameter (in millimeters)/12 in dice of damage. Damage is cutting fragmentation damage with a (0.5) armor divisor.
Add +1 per die to the crushing explosive damage at TL10-12. This warhead is only available for mm 64mm or larger. Five times normal cost.
Continuous Rod projectiles are always set for proximity detonation- see Ultra-Tech pg. 154.
Continuous Rod Warhead Table
Warhead Damage Effective/Secondary
64mm 4d cr ex [5d+1] 3 yrd./26 yrd.
100mm 8d cr ex [8d+1] 4 yrd./41 yrd.
130mm 12d cr ex [11d-1] 5 yrd./54 yrd.
160mm 8d×2 cr ex [6d×2] 6 yrd./60 yrd.
400mm 4d×16 cr ex [5d×7] 18 yrd./175 yrd.
Thursday, August 2, 2018
High Tech: Raytheon Pike Laser Guided 40mm Munition
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Yeah, that's the one. |

The munition is meant to be used against fixed and slow-moving mid-ranged targets and uses a 10 oz HE-AB warhead (High-Tech pg. 174).
It is also meant to have greater accuracy and longer range then typical “RPG” systems and standard 40mm grenades while being lighter and far cheaper then current man portable guided weapon system.

Friday, July 21, 2017
High-Tech: TL 8 Lasers
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Pew Pew Pew: Real Life Edition. |
Now that things have calmed down at work a bit (for now at lest, the calm before the storm >.>) so I think it's time to get back into things.
To help ease myself back into blogging I decided to tackle a quick but quirky topic: How to stat up TL 8 lasers!