Weapons and Equipment:

Person Equipment Descriptions:

Skrill:
    A biomechanical weapon controlled by an implant's CVI, the Skrill projects the equivalent of a force beam at its target and is controlled directly by the mind of the implant.  It possesses some small intelligence of its own (IQ 6 for game purposes) but this is usually dormant except in early models.
    The Skrill has three damage settings: stun, kill and blast.  On stun setting, the Skrill does its listed damage but is treated otherwise as a kinetic stunner.  On kill setting, the Skrill does crushing damage normally to its target.  On blast setting, after dealing its crushing damage the Skrill blast deals 6d of explosion damage, multiplied by 5 if it explodes in flesh.  The damage of the Skrill is also variable, between 4d and 4dx10; the multiplier can vary anywhere from 1 to 10 at the discretion of the user.  Changing settings or damage requires no game time; it is done by instant mental communication between Skrill and user.  Treat all Skrills as controlled by neural interface (automatic +4 to skill).
    Repeated firing of a Skrill fatigues the user.  The weapon is considered to have an internal reserve of strength equal to ST5; once five shots have been fired, the Skrill begins to fatigue the firer at a rate of one fatigue point per shot fired.  At the end of combat, the user also gains 1 fatigue if the Skrill was ever fired on kill setting or 2 fatigue if it was fired on blast setting.
    A fatigued Skrill will recover a point of ST whenever for each point recovered by the user, for any reason.  Skrills can also detect any nearby Skrill (within 100 yards) and its approximate location.

VR Interface
    This is a computer control interface a step below direct neural control.  It consists of a headset which is placed over the eyes and displays necessary information directly on the user's retinas, incorporating optical controls that operate the computer's functions through eye movement.  The VR interface may be added to any computer or (at GM's discretion) to the controls of any vehicle or suitable electronic equipment.  It provides +2 to effective skill, but the wearer may take no other action and is at -2 to all of his active defenses.
Cost: $5,000 in addition to normal cost of computer; $2,000 for headset
Weight of Headset: 1 lb.

Caseless Assault Rifle
    The assault rifle is basically a larger, more vicious version of the assault carbine.  It fires 9mm bullets similar to those of the machine pistol, but at a greater rate of fire.  It is the standard-issue main weapon of the rank-and-file Companion security, and most government and military security forces as well.

Universal Silencer
    This is a general-purpose silencer capable of reconfiguring to fit any muzzle of relatively normal caliber.  Fitting the silencer to any particular weapon requires one minute of work.
    Any gun equipped with the silencer is -2 damage and fires at half range, but requires a Hearing-2 roll to notice the sound of the bullet if the listener is within the same room, with a more difficult modifier if distance is greater.  Use the range-speed tables as guidelines for such modifiers.

Cost: $200
Weight: 1 lb.

Armorplast Inserts
    These may be fitted to the chest pieces of any medium or heavy Monocrys suit or vest, covering areas 9-10 and 17-18 on the hit location chart.  They add an additional DR 20 to the armor's standard protection and that location now protects against impaling damage with its full PD and DR.
Cost: $450
Weight: 15 lbs.
 

Weapon            Type     Dmg.                     SS  Acc   1/2D      Max        Wt  RoF    Shots ST  Rcl     $        TL
Skrill Cr. 4dx(1-10) 5 8 500 2,000 - 1 * - -2 - 14
Assault Rifle Cr. 7d 9 13 600 5,000 8 20* 60 8 -1 650 8

Vehicle Descriptions:
    (Sorry, no GURPS Vehicles stats; I don't have that much time on my hands.  Anyone who does should feel free to design these vehicles with the official rules and submit their ideas to  my email. )

Taelon Shuttle: