Showing posts with label Ultra-Tech Firepower. Show all posts
Showing posts with label Ultra-Tech Firepower. Show all posts

Wednesday, November 22, 2023

Ultra-Tech Firepower: The GenTech Five Five and the KRAK SK 92. Gauss Weapons Chambered in 5.5×22EM

 Well gang, I'm finally at the point I feel I am able to start diving into designing regular old guns guns for more efficiently and confidentially then before, making them far easier to work with (though they are still far more complicated to stat up then energy weapons). 

In this post I'm covering a pair of gauss guns though their gonna feel a little different form the ones I did in the past as well as what is seen in Ultra-Tech. This is on purposes as these figures are much closer to the level of detail you see in High-Tech, rather then trying to stick with the ones in Ultra-Tech. Those were more or less guesstimated while the ones made in High-Tech has a logical design system, I think it's time to move on from trying to limit myself to trying make those numbers try to work.  

I've also been coming up with ways to give you more hard stats on these weapons for better immersion, let me know how you like the new format and the information it gives!  

Follow me after the jump to check out some new elector-magnetically accelerated lead throwers.

Tuesday, April 4, 2023

Ultra-Tech Firepower: MAD about Disruptors

 

Slaps engine, "You can get so many war crimes per gallon with this!"

 

 

Microwave Weapons (TL 9)

If I would have to take a guess at what the most obscure weapon type in Ultra-Tech is, it would have to be the
ones that this post is about. Ultra-Tech came out around the time microwave area denial weapons (AKA MADs, now called Active Denial Systems in an attempt to be in denial about their bad public image) started to be tested in real world scenarios so it’s no mystery why they end up in it. Of course these days this kind of weapon and all the (justified) controversy is far outside of the public's goldfish like memory. So it makes sense that such a niche weapon is kinda looked over… well that and they’re only real useful against civilian targets so there's that..


Heck, the only reason I’m making this post is because my boi Enraged Eggplant dropped a video covering this weapon class and it made me remember that I had a write up for this that’s been collecting digital dust for almost 2 years. If I remember correctly, I got asked by someone on discord on how I would stat them up with the Blaster and Laser Design system. I then church some numbers, figured out a way to get close enough and sent a reply. I then figured I might as well make a blog post out of the work and theeennnn… ummm… I just kinda forgot about it. Probably just lost interest and something more fun to write about came about… or I fell into overtime hell. One of those two probably happened. I think… My memory is really hazy over this. 



But anywho, you're not here for my looming meta crisis over my failing memory. No! It's how to learn how to stat weird weapons for your pretend pew-pewing!


The rules for microwave weapons can be found starting on page 120 of Ultra-Tech with a good breakdown in the video I linked to above from Enraged Eggplant. There are two types of microwave weapons, MADs and microwave disruptors. 


MADs uses microwaves to trigger a pain response and are (in theory) a good way to break up crowds without causing actual injury. Microwaves disruptors generate a directional emp and are basically MAD for electronics. Both weapons use a HT based affliction and  project a very wide area beam which uses the rules for cones. For MAD, if the HT roll to resist is failed, the victim suffers from the Agony affliction (p. B413) for as long as they are in the beam's area and for one second after leaving. For disruptors, a failed roll means that the device is shutdown for an amount of minutes equal to its margin of failure. Ultra-Tech mentions the fact that a MAD heats the skin to about 130º F which triggers the pain response. In his video Eggplant wonders how this interacts with temperature tolerance which is a fair question. In all reality it wouldn't matter any more vs MAD then it would vs a laser beam. Natural DR vs burn damage however would work as normal. Remember that temperature tolerance protects about gradual heat changes, air and even water doesn't transmit the heat quick enough compared to an energy weapon, even a fairly non lethal one like a microwave beam.


Since neither weapon has any kind of armor divisor, both of them are only really good against civilian targets or low grade electronics as they are stopped easily by modest armor (so long as the whole body/device is covered as they use the large area injury rules). If you’re ok with a little super science I’d recommend adding at least a 2 (AD) to make them more effective against targets that aren’t defenseless civies or… angry rombas. 


Now lets get into how to stat these things. As with my other entrees into this, you are going to need a copy of Pyramid 3/37 and I'm only going to cover the parts of the system that needs to be adjusted. My numbers here are going to differ a little from RAW since there’s some oddness with how they’re stated compared to other weapons but that's kinda par the course. Most weapon stats were educated guess after all.



Tech Level 

Microwaves weapons are mature by TL 9. Technically they were both developed in late TL 8 but is gonna be a

Oh hey, it's the semi-portable MAD

bit less refined, quadruple weight. Half weight at TL 10 and half it again at TL 11+. 


Beam

Both types of weapons fire high powered breams of microwaves. MADs operate at around 100 
gigahertz and can penetrate up to 17mm into the skin of an average person. There it heats the water and fat which tricks the nerves into thinking you're being burned worse then you actually are causing severe levels of pain. Microwave disruptors pulse their frequency between 1 megahertz and a 100 gigahertz causing arching across conductive material shorting out electronics. They both cause HT based afflictions with no armor divisor. The only difference between them is MAD only effects living targets and distruptors only effect electronics. For more details, see Microwave Weapons in Ultra-Tech (p. 120 - 121)


Focal Array

Treat as normal, a larger or smaller emitter will increase or decrease range like a laser. 


Generator 

Microwave weapons are always single shot. 


Empty Weight

D is the weapons HT modifier.

E is 1.1 for MAD (yeah… I know), 3 for Disrupters.

G is always 1. 


Since these weapons project a beam they add a new modifier called Bw.

Bw is the cube root of the cones maximum width in yards. 


Optionally to line things up better with Ultra-Techs stats, weapons with the pistol configuration multiply their weight by 1.25 while ones with a rifle configuration multiply their weight by 1.5.



Damage 

These weapons weapon cause a HT based affliction with a minimum modifier of -1 and has no armor divisor. Treat the HT modifier as if there were dice of damage, -3 would be treated as 3 dice of damage for example.


Accuracy

Treat as if it were a laser. 


Range

Max Range (yards) = 1/2D × 2.

Rb is 45. 


Shots

Here is where things get kinda weird for MADs. Somehow the Tactical MAD with a HT-4 affliction gets more shots then HT-3 portable one despite both being powered by a D cell… Never mind I have no idea what’s going on with the scaling between these weapons even if I were to assume there was any attempt  to do so on top of this. There just isn’t anything here for me to work with. 


Thankfully  disruptors make far more sense and have a scaling that actually follows close to lasers in the design system (a TL 9 disruptor with a TL 9 power cell will get as many shots as a TL 9 laser with a TL 10 power cell). Soooo we’re just gonna kinda cheat and  use the same numbers for both MADs and disruptors and save myself  a few headaches.   

 

Weapon TL8 Cell TL9 Cell TL10 Cell TL11 Cell TL12 Cell

TL8 MAD/Disruptor   112 450 1,800 7,200 28,800

TL9 MAD/Disruptor  225 900 3,600 14,400 57,600

T10+ MAD/Disruptor   900 1,800 7,200 28,800 115,200


 Note that TL 8 version are usually going to be externally powered as they are going generally going to be to massive to handle and the shots here assume a theoretical early generation power cell. TL 8 batteries are also going to be to under powered to be a practical power source.

 

And everything from here follows the normal rules. So here we are, one of the more obscure and really niche weapons (baring some bending of the rules) that, for MAD at least, have some real world baggage. But it never hurts to have more toys to play with and heck, they do make sense in a dystopian cyberpunk mega 15 minute cities police force. 

Tuesday, May 31, 2022

Ultra-Tech Firepower: Ramblings on Ultra-Tech Missile and How to Make them I Guess

Hey everyone! 

Guess what?!

It's that time once again! Time for your favorite crunchmeister to beat upon my favorite dead ultra-horse! This time trying my hardest to wack out the wonkieness behind how Ultra-Tech designed its missiles!

Yay!

Sunday, February 6, 2022

Ultra-Tech Firepower: SAA GU 384 Boomslang, 50mmCRH (TL 9)

SAA GU 384 Boomslang, 50mmCRH (TL 9)

The trend since just before the turn of the century is for light armored vehicles to get, well, not so light with each generation getting heavier  and with beefier armor. This has in turn driven the need for bigger and bigger gun armaments that they need to mount in order to keep them competitive with their pears; going from 20-25mm in the beginning to 30mm today and even some designs going for 40mm+! Of course the ultra-tech armors of the future will only compound this factor further. Though as guns get more powerful, their recoil gets worse and you start to run into issues where your near tank level firepower is starting to become to much for the platform to handle and accuracy starts to suffer and the added stress causes the frames life space starts to drop.
 

Suid-Afrika Bewapeningskorporasie, the South Africa Armaments Corporation, developed the SAA GU 384 Boomslang to help counter this limitation. Named after the boomslag, a large venomous snake endemic to the area, as a way to single that this was to be weapon system with a deadly bite! 

Saturday, January 22, 2022

Ultra-Tech Firepower: Big Guns Never Tire

 


 

Bigger in fact does seem to be better when it comes to the future of main battle tank guns. Rheinmetall already has a 130mm tank gun model it's shopping around and the US is even looking into the possibility of going up to a massive 140mm gun in some of it's next generation MBT concepts. While the safe money is on the 130mm seeing wide spread adoption, it's not only already is a working model at this point but also it's  largely based on it's already successful RH-120 line of tank guns (and it being the cheaper options doesn't hurt either) making it easier to retrain crews to use and maintain it. The 140mm , while still in development at this point, does still have some advantages in its favor do its larger warhead giving it some more flexibility in munitions and it's greater penetration power will help keep it at over match capacity even against advancements in armor technology.

Well, if you want to seriously up the dakka quotient in your game, follow me after the jump.

Sa-bow indexed!

Tank identified, Twelve-hundred-up! On target!  Fire!

Round away!

Sunday, December 13, 2020

Ultra-Tech Firepower: Wolden & Hawks PDW-7P, 8mmAADR (TL 9)

Note: Slight update

 GURPS forum user Kale made the great suggestion of allowing the forward grip be swapped with a tac light which I should of included from the state. Good call man. He also suggested adding the option of adding a small 20 gauge shotgun in lieu of an idea I had off adding in a really small grenade launcher earlier in my concept phase for this gun. I was looking into maybe adding something like the S&W Governor but then it dawned on me that 15mm gyroc was about the same size as a 20 gauge so I went with that idea instead. Also another forum user by the name Say, it isn't that bad! has said that my stat lines are coming in weird for him. Well I looked into ways to fix it and it looks like Blogger has made it easier to add tables (the last time I tried it was so finicky that I gave up and have been hand adjusting stat lines since) so I have updated the PDW-7P's stat line to have a proper table. It's still wonky AF but hopefully it's more stable.


Wolden & Hawks PDW-7P, 8mmAADR (TL 9)

The PDW-7P was the first fully in-house developed firearm designed by Wolden and Hawks, a very successful gun modding studio run by Greager Wolden and Carter Hawks. With furthering social unrest and increased attacks and kidnapping attempts on high value corporate exec, research engineers, and politicians the team saw a chance to fill the growing need for a compact and easy to conceal high rate of fire weapon that can also defeat most forms of soft body armor to sell to the growing private security firm sector.

Deigning the actual firing platform was the easy part. Based on interviews with potential clients, Wolden & Hawks  only took seven design iterations to come up with the PDW-7P. It was to be handy in closed in fighting situations and with a strong emphasis on making it very easy to holster or conceal and extremely reliable (treat as Fine( Reliable)) so that it didn't jam or fail to feed in the middle of fight. This lead to the weapon being no larger then a heavy pistol (hence the 7P, seven for the seventh design iteration and P for pistol form factor) with a somewhat boxy appearance do to it having an integrated P90 style forward grip in front of the trigger guard which incorporated an ambidextrous fire control selector (which could be switched between safe, semi-auto, 3-round limited burst, and full auto) and a built in telescoping collapsible stock (one ready maneuver to collapse or pull out the stock). This let it be stored and used as readily a normal pistol but with a flick of the selector allowed it to instantly transition into a machine pistol or if better stability and accuracy was needed the stock could be extended turning it into a full on submachine gun. While the weapon only used a standard iron sight and smart gun electronics to keep the weapons bulk down, it did have a top mounted modular rail so buyers could add their own sighting options if needed. The forward half of the forward grip can be removed and replaced with either a tactical flashlight (50 yard beam, $100, 1 A/8hrs. See High-Tech pg. 52) or a under barrel Holdout Gyroc, 15mm (see Ultra-Tech pg. 144 and 145)

The hard part was what to chamber it in. Feedback had reviled a desire to have penetration levels near what the 5.7mmCL could do in a full sized SMG but given that the PDW-7P had a normal pistol length barrel there was not many round that could fit the bill and they were going to have to make their own custom cartridge. After several rounds of simulations and testing they found that a high-pressure round based on a heavily modified 9mmCL cartridge would suit their needs. The base round was necked down to 7.92mm with a 6 gram bulk amorphous tungsten cored projectile. To push for a high muzzle velocity a a higher pressure propellant block was used with a light composite coating applied to the block making it semi-caseless. This coating would briefly contain the expanding gas when the round was fired further increasing the chamber pressure bumping the muzzle energy up by roughly 9.3%. The composite coating is then burned up and ejected out the barrel with the rest of the propellant residue. Between the high velocity and dense core, this gives the round nearly 10mm of penetration of RHA equivalent. Given that the round was close enough to 8mm and its primary purpose it was christen the 8mm Advanced Armor Defeating Round. 

The PDW-7P originally only came with a conventional sized doubled stacked pistol magazine capable of holding 20 rounds to help with concealment  but W & H eventually developed a 33 round extended mag (0.5 lbs, $20) after customer receiving enough customer feed back asking for the option. A third party developed 100 round  C-mag (2 lbs, $160. An integrated A cells powers drum for up to 1,000 rounds. Worsens bulk by -1) also became available but W & H strongly recommend against its use as they viewed it as unreliable (drop Malf. to normal while loaded with this magazine) and the amount of extra bulk it added to the platform was over all incompatible with the weapons concept.

The excellent performance of the weapon however came with a high cost per round which was further impacted by the 8mmADD's production being limited to just its flagship platform. But despite this sales have been have been at lest steady with many of the major private protection firms buying at lest a limited  test of the weapon. This has also lead to other firearm manufacturers to start to take note of the round which may lead to further adoption driving costs down further.

 

GUNS (SMG) (DX-4, or most other Guns at -2)


TL Weapon Damage Acc Range Weight ROF Shots ST Bulk Rcl Cost LC Notes
9 PDW-7P,      4d-1 (2) pi- 3
220/2,400    2.5/0.3         12 20 +1 (3) 5† -3      2 $890/$18 2 [1, 2, 3]

     
8mmAADR

[1] With the stock collapsed Acc drops to 2, ST changes to 7, and bulk goes down to -2 and can be used with the GUNS (PISTOL) skill instead. 

[2] With drum mag ST becomes 6 with stock, 8 with the stock collapsed.

[3] Accessory rail.

8mmAADR

TL   WPS   CPS

9     0.015   $0.52



Monday, November 16, 2020

Ultra-Tech Firepower: The LGIP LAA-88, 88mmRL

Note: When I first uploaded this post I used the wrong formula when figuring the ammunitions price making them cost a lot more then they should of. The listed prices are now correct. 


LGIP  LAA-88, 88mmRL (TL 9)         

Even with ultra-tech advances in missile technology many militaries still have the need for a simple, accurate, and relatively cheap man portable heavy direct fire support platform. The Belgium developed Limburg Geavanceerde Industriële Productie (Limburg Advanced Industrial Manufacturing) Light Anti-Material 88 millimeter recoilless rifle was developed to fill that niche.

The LAA-88 follows a fairly conventional shoulder launch design that took advantage of  advancements in material manufacturing to build the main body out of  composite fiber wrapped around a rifled barrel made of titanium alloy. This kept the weapons weight down while maintaining a long barrel life (rated for 1,500 shots before needing to be discarded) without major increase in manufacturing cost. Also while not a true Rarefaction Wave Gun, it does use a similar but simpler gas pressure trapping system to reduce the amount of wasted motive energy normally present in recoilless designs and increase the weapons muzzle without needing more propellant. At its rear is a proprietary advanced variable aperture venturi which helps break up the weapons backblast cutting its force by almost a third. To handle the weapon it features an ergonomic integrated forward grip, trigger assembly and adjustable shoulder rest made of high impact polymer. It also has a detachable 0.9lbs  4× IR scope with integrated targeting computer and standard smart gun electronics (+2 Acc from scope, +3 Acc from laser rangefinder, range 5,000 yards, +2 to Guns (LAW)*, 1B/10hrs). While it can be used by a single operator (doubles how long it takes to reload) it more optimally used with a two man crew with one carrying and firing the weapon and the other loading it and carrying the ammunition.

Like all reoilless rifle ammunition the 88mmRL rounds are actually rifled cannon rounds and not rockets. This means a reoilless round leaves the barrel its peak velocity as allowing it to reach a higher muzzle velocity over all and making them more accurate then a rocket. The round further increases muzzle velocity to over twice that of earlier models not only through its launch platforms pressure trapping system but through the use of higher energy explosives based propellant. They weigh 4.4lbs which include a counter mass made of  high surface area to mass plastic flakes designed to decelerate quickly further helping to contain its backblast. The ammunition is rear loaded into the LAA-88 opening the sealing lock just before venturi and then twisting it open, sliding in the round, twisting it back down, and then closing the sealing lock.

Besides Shaped-Charge rounds (in table), it could also fired HE (7d×4(0.5) cr  with a 5d×5 [4d+1] cr ex follow up), MF-DC (Multiple Fletch-Dense Cored, 1d(2) pi-, ROF 1 × 1,100 ), SAP-E2 which is  designed to  penetrate into a target like a bunker before setting off a powerful Thermobaric explosive (Semi-Armor Piercing-Enhanced Effect,  7d×4 cr with a 5d×10 cr ex follow up. Divide crushing explosive damage by [2 × distance in yards from center of blast]), Electromagnetic Smoke (9 yard radii, lasts for 1 to 4 minutes. Takes 9 seconds to fully deploy.), and flare (900 yards radii, lasts for 5 minutes) rounds. 

 LGIP also offers more advanced version of its range of 88mmRL rounds which use an nano-optic array  and added control surfaces similar to the the type used in their range of 15 and 30mm Gyrocs which allows the rounds to make course corrections to greatly increase the weapons accuracy. These increase the rounds Acc to 7 but triple the cost.

Backblast: 1d+1 cr 

 

GUNS (LAW) (DX-4 or most other Guns at -4)

TL  Weapon                    Damage                Acc    Range      Weight     ROF    Shots   ST    Bulk  Rcl   Cost     LC   Notes 

9     LAA-88, 88mmRL  5d×11(10) cr inc     5 +2   10/2,700    13.9/4.4     1          1(4)     8†     -7      1     $2,700    1      [1, 2]

                          Linked  6d×2 [4d+1] cr ex


[1] Hazardous backblast (see description).

[2] First Range figure is minimum range, not 1/2D.



TL  Ammo                                                       WPS     CPS    LC

9   88mmRL Shaped Charge                             4.4        $280     1

9   88mmRL HE                                                4.4       $250      1

9   88mmRL MF-DC                                         4.4       $440   1

9   88mmRL SAP-E2                                        4.4       $500   1

9   88mmRL Electromagnetic Smoke               4.4       $310      1

9   88mmRL Flare                                             4.4       $280      1



*Uses the Specialized Targeting Programs optional rule from Future SoldierPyramid 3-55 Military Sci-Fi. This program is specialized to work only with this weapon dropping the Complexity for a +2 to Guns down from Complexity 4 to a Complexity 2 program. $250.

Saturday, June 13, 2020

Ultra-Tech Firepower: Salvo Explosively Impelled Munitions

Future War Stories is one of the many blogs that I frequent. If you already are a reader of this blog then you probably aren't to terribly surprised by this fact. If this is the first time hearing about it, it's a real good resource on speculative military science fiction and a gold mind for ideas. So go check it out.

Well, a few days ago I was looking something up and one of the sites that came up during the google search was one of the posts on this blog. I read  it over and then I come across this glorious lil' GIF below.






Ahhhhh, Elysium. Not the greatest movie but oh boi! The visuals and designs work in this movie, largely down but the undeniably talented Aaron Beck (for another example of his work see my last post). But man! Look at that shot! That is one brilliantly render blast wave. Of course... sadly, there is no way in hell you can get a blast that big with a bullet that small (in universe it's just a modified AK-47 firing airbursting 7.62×39mm rounds). Not even with Ultra-Tech explosives like TL 11 Advanced Nuclear Isomer warheads (Ultra-Tech Too, Pyramid 3-51 Tech & Toys III) can you get a blast like that! But... the idea did get my noggin' joggin'. What if instead of using the explosives as the primary means of damaging the target, the blast was instead used to enhanced and boost the effects of the projectiles kinetic effect? Well you get maybe an little over the top but cool (and probably possible with mature TL 9 tech) new toy to play with!



Salvo Explosively Impelled Munition (SXIM) (TL 9) 
SXIM projectiles are composed of eight somewhat sword shaped dense cored flechettes fused together around an shape charge explosive and a ladar based proximity fuse. Before firing the shooter must take a ready action to lase a target and feed ranging data to the proximity fuse. After that the weapon can be fired on the shooters next turn. The fired rounds then streaks towards the target and at a precise range (based on the amount of explosives used) the shape charge will go off  using the explosive force to both break apart the flechettes as well give them an extra "kick" boosting their kinetic energy. Do to their design this does cutting damage with a (2) armor divisor. Also against a lased target, the firing weapons has it effective ROF changed to  n×8 (with n being the number of shots fired) and it's rcl  changed to 1. If no target is designated  the round will instead point detonate when it strikes a target that gives it enough resistance (DR or HP 2+ for hard objects or more then 4HP or more resistance for most living things). When a round point detonates it does the weapons original piercing damage ×1.5 with an (2) armor divisor plus explosive damage if the round is powerful enough to cause significant effect. Also if firing undesignated, use the weapons original ROF and rcl.

Detonation Range is how far from the target the round goes off. This is unimportant for most rounds but for larger rounds the blast effect could be large enough to effect a relevant effect. A Range of C means it goes off in the same hex as the target.


__________________________________________________________________________________
SXIM Warhead Table
Warhead                Damage                                                    Detonation Range
7mmCL                   3d+1 (2) cut                                                C
10mmCL                 4d-1 (2) cut                                                 C
10mmCLR               5d-1 (2) cut                                                 C
15mmCL                 8d (2) cut                                                    C
18.5mmPC              2d+2 cut                                                    C
20mmPC                1d-4 cr ex + linked 3d+2 (2) cut                    C
20mmCL                1d-4 cr ex +  linked 9d+2 (2) cut                   C
20mmCLH              1d-4cr ex + linked 8d×2 (2) cut                     C
25mmCL                1d-3 cr ex + linked  5d+1 (2) cut                    1
100mmCL               4d cr ex +    linked 5d×16 (2) cut                  2

Add +1 per die to both crushing explosive damage and cutting damage at TL 10-12. SXIM rounds are five times normal cost. 


And here's how to stat up SXIM rounds for any gun. 

Blast Damage 

First figure the Warhead's Weight 

Weight = Caliber in mm3 × 0.000002

Blast Damage = √ (warhead wight) × 9.9. Divide the product by 3.5 to get the dice of damage. For most small arms blast damage can be safely ignored

Flechette damage = Base bullet damage × 0.53. Does cutting damage with an (2) armor divisor.

Detonation range = √(blast damage)


If target is lased the firing weapons stats are adjusted  as follow:
ROF becomes n × 8

Rcl becomes 1.  
   
Enjoy!


Saturday, June 6, 2020

Ultra-Tech Firepower: Epoch Systems BE^2-HV/380 20mm Autocannon










Epoch Systems BE2-HV/380 20mm Autocannnon, 20mmCLH (TL 9) 

Designed by Epoch Systems, the Ballistic Enhanced Effect-High Velocity Model 380 (BE2-HV/380, generally called Bee Hive) is a high powered 20mm autocannon designed for increased after armor effects against light to medium armored targets. It fires  the heavy, high velocity 20mmCLH round with an APIS (Armor Piercing Individual Salvo) warhead which is a specially designed APDS round that deploys three bulk amorphous tungsten cored penetrators in a triplex arrangement uniquely designed for this weapon platform.

The BE2-HV/380 counts as having a heavy barrel for the purposes of sustained fire and and can fire up to 2,000 shots in a sustained burst, 1,000 shots in a rapid burst, and 500 in a assault burst. See GURPS High-Tech pg. 85-86 for further information on sustained fire. 

Originally designed for light tanks and IFVs, the BE2-HV/380 has also seen use as main arm for light mecha and cyber assault platforms. If used by a mecha or a limbed cyber platform, the weapon is set up in a "rifle form" configuration with Acc 5, loaded weight 211 lbs., and ST 19† if used with two or more arms or ST 27 if used one armed.

The BE2-HV/380 is fed from a 60 round helical drum magazine loaded at the bottom of the weapon. While designed  from the ground up to fire the 20mmCLH APIS round, it can also fire a APEP round (DMG 5d×10 (2) pi++, Range 3,230/15,000, ROF 10, Rcl 2) as well a newly developed version of the APIS round that replaces the tungsten penetrators with triplex APHEX rounds, the APIS-EX round (DMG 7d×3 (2) pi++ with 1d-2 [1d] cr ex follow up, Range 540/2,400). While never fielded in normal use, a standard 20mmCLH would do Dam 6d×5 pi++, Range 1,600/7,200, ROF 10, and Rcl 2.

GUNNER (MACHINE GUN) (DX-4 or other Gunner at -4)
TL Weapon                       Damage          Acc      Range           EWt.     ROF    Shots      ST       Bulk   Rcl     Cost                LC
9 BE2HV, 20mmCLH 6d×5 (2) pi+ 6 1,600/7,200 133/78 10×3 60+1(5) 24M -10 1 $102,000/$300 1 

TL Ammo WPS CPS LC
9  20mmCLH APIS 0.5 $90 1
9 20mmCLH 0.5 $10 2
9  20mmCLH APED 0.5 $70 1
9 20mmCLH APIS-EX 0.5 $240 1