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4-second fuse. Inflicts 3d-1 [2d] cr ex. 4 lb. Smoke. 2-second fuse. Fills 7-yard radius with smoke for 50 seconds. $35, 1 lb. Stun. 2-second fuse. Everyone in 10-yard radius must roll HT-5, at +5 for each of Protected Hearing and Protected Vision, or be stunned. Roll HT-5 to recover each turn. 5 lb. MELEE WEAPONS All TL8 blades are fine. To avoid confusion with other GURPS books, the resulting +1 damage isn’t included on the Melee Weapons Table – be sure to add it! VEHICLES Action heroes love to drive, and most TL6-8 vehicles from pp.

900-yard range. $5,000, 2 lbs. Mike, Shotgun. With headphones. Gives Parabolic Hearing 3. Runs for 10 hours. $800, 3 lbs. Scanner Pen. Resembles a pen. Scans a page in 4 seconds. Stores 100 pages in memory. 1 lb. Surveillance Endoscope. A yard-long fiber optic for stealthily peering under doors, around corners, etc. Spotting the protruding tube requires a Vision-5 roll. $4,500, 2 lbs. TOOLS These are heavier tools. , with Forced Entry. See Burglar’s Tools (pp. 26-27) for stealthier break-in gear.

He can then roll vs. HT-3 to recover. [3] Use Brawling or Karate parry if better than weapon parry. GEAR 33 Concussion. 4-second fuse. Inflicts 5d cr ex. 3 lb. Fragmentation. 4-second fuse. Inflicts 3d-1 [2d] cr ex. 4 lb. Smoke. 2-second fuse. Fills 7-yard radius with smoke for 50 seconds. $35, 1 lb. Stun. 2-second fuse. Everyone in 10-yard radius must roll HT-5, at +5 for each of Protected Hearing and Protected Vision, or be stunned. Roll HT-5 to recover each turn. 5 lb. MELEE WEAPONS All TL8 blades are fine.

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Actions/Las Acciones


by Paul
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