TRI-STAT TRANSHUMAN SPACE

by Anthony Jackson


BASICS

Point Level

The recommended point level for TriStat Transhuman is 30-50 points, of which no more than 20 may be spent on stats (if desired, additional stat points may be taken at double cost). This restriction may be relaxed for a particularly high powered game, but characters in Transhuman Space are supposed to be distinguished by their Transhumanity, not by simple high attributes.

Character Types

Human
Human characters are treated as human in almost all societies, though they may have minor genetic alterations and may have minor biomods and nanomods. In general, special attributes costing more than 1 point are not appropriate to human characters.
Parahuman and Bioroid
Parahuman characters are significantly less human; in many societies they should take levels of Owned, and/or the defect Limited Rights.
Ghost and SAI
Ghosts and SAIs are much more complicated, because one can rationally separate 'mind' and 'body', and more than one body may be possessed; electronic intelligences usable as PCs should have some sort of socially acceptable body.

Normal Attributes

As Transhuman Space isn't a particularly cinematic setting, there are a few normal attributes that are inappropriate, as they represent abilities that, while appropriate in many anime games, are beyond human limits. These include:

Extra Attacks
Available as a Biopower, but not available otherwise.
Focused/Massive Damage
Super martial arts and killing tanks with pistols are not a part of the setting. The combined effect of these two attributes should be limited to +5 damage ranged, +10 damage melee.
Gun Bunny/Kensai
Certain abilities may be considered silly or inappropriate, such as portable armory and katanaspace.
Personal Gear
As a rule of thumb, an item costing more than $10,000 or with a legality class below 3 is a major item; an item costing more than $2,000 or with a legality class below 5 is a minor item. This may vary based on campaign location.
Unique Attribute: Wealth
The wealth attribute in the main BESM book is acceptable. Characters in fifth wave nations effectively have wealth level 1, but the vast majority of it will be tied up in things that are not relevant to adventuring.

Special Attributes

In general, any special attribute that you can come up with a plausible explanation for is acceptable. The templates should give ideas for what is appropriate.

Features

To simplify templates, I'm following the SAS rule of 2 features per level, rather than a varying number of features based on the actual level. If desired, most templates have the features split out; you can compute the real number of features and then determine the level required if you prefer. In general, a feature is a half-point ability, corresponding to a limited version of a standard ability, or some other minor effect. Some examples:

Alcohol Tolerance
as Special Defense(Alcohol)-1.
Ambidextrous
Both arms are equal. Free with extra arms.
Bump of Direction
You do not easily get lost, giving a -4 bonus to any Mind rolls to avoid getting lost. Even without any information, you can usually make a Mind roll to figure out something about your location, though depending on the nature of your talent this could be blocked.
Comms
You have one or more types of communicator, from the following types: radio, IR, laser, ultrasound.
Detect
You can detect unusual effects. Unlike Sensors, this is normally not usable for targeting, nor is it capable of analysis.
Flesh Pockets
You can store small objects inside of you.
Fur
Counts as 1 point of armor; also gives a -1 bonus to Body tests vs cold, a +1 penalty to Body tests vs heat.
Microgravity Biochemistry
Your body doesn't break down due to extended exposure to zero G.
Night Vision
You have a limited form of enhanced vision, granting a -4 bonus to vision, only usable to negate penalties for darkness.
Prehensile Toes
You can grip with your toes. This is not as useful as extra limbs, since you cannot generally walk while doing this, and legs are not good manipulators even with grippers at the end of them.
Reduced Sleep
You don't need as much sleep as most people, and sleep easily.
Sanitized Metabolism
You have a very clean metabolism. Gives a -1 bonus to social rolls where being clean would be particularly useful, and a +2 penalty to attempts to track you by smell.
Sharp Teeth
You have natural weapons and can bite for +2 damage, but unlike the Bite natural weapon, you cannot latch on to the target and keep biting.

New Unique Attributes

Armor Variable
Shorthand for whatever combination of Light and Heavy armor gives the desired armor level.
Biopower 1/level
Gives 2.5 points (round down) in attributes, not including any other ability that gives points in attributes, per level. Activating biopower attributes costs 4 energy times the point cost of the attribute, and lasts for one minute. Biopower is mechanically equivalent to spending 1-6 points on magic/psionics, and buying all magical abilities with still and silent; this notation is primarily a shorthand.
Computer 1/level
Allows a person or device to do a variety of normal computational tasks. Gives +2 per level on Mind rolls for tasks where a computer would help, such as number-crunching and data lookup. For TS purposes, assume this corresponds to a complexity of (Computer level)+4. Does not allow a vehicle to drive itself; buy AI instead or as well. Does not include skill enhancement software, but a computer bought as equipment may take Highly Skilled and have skills.
Cybershell 4/level
Not technically a new attribute, this is just Own a Big Mecha renamed. Cybershells generally have Reduced Capacity (-2) and AI level 3 or higher. The GM should not allow socially acceptable cybershells (such as bioshells or cyberdolls) to be bought with this advantage, as players may then be tempted to send out their incredibly powerful cyborgs out to do their work instead of risking themselves. If the concept calls for remote control, either use lesser shells (Buzzbots and Volksrobots won't be treated like humans, but they won't make people call out the SWAT team either) or take the Remote Control attribute.
Enhanced Time Sense 2
Grants a +4 bonus to sense rolls related to spotting short-duration events, and allows perceiving events too fast for a normal person to see at all. Also grants +1 defensive combat value.
Micromanipulators 1/level
Allows both sensing and working with very small objects; each level reduces the smallest size object that can be examined or manipulated by a factor of 10. Has no effect on distance perception. Without this advantage, 100mm objects may be manipulated without any roll, 10mm objects with a Body check, 1mm with a Body check with a +4 penalty; objects of 1/100 that size may be seen.
Remote Control 1/2
Your normal body for civilian life is in fact a socially acceptable remote controlled cybershell; your real body is stored somewhere safe, or you may be a disembodied mind. Physical attributes and defects are assumed to apply to your remote-controlled body, not your natural body. At level 1, communications jamming results in your body shutting down; at level 2, your body is assumed to be running a level 4 AI which takes over in the event of jamming. Destruction of the remote control body is annoying (and expensive) but causes no actual harm.
Special Movement: Zero-G 1
You are not normally penalized in zero G; if a roll is required, make the roll at a -4 bonus.
Weapon Ability: Radiation +x
Produces huge levels of radiation. Does the base weapon damage immediately, ignoring armor, and again every day for 2d days. Special defense (radiation) divides this by 5. Against electronic devices, does instant but not continuing damage. Against other inanimate objects, does no damage. Counts as 4 abilities, or may do 1/5 damage as only 2 abilities. 1 point of damage is about a hundred rads.


Character Templates

Human and Genetic Upgrade Templates

Genefixed Human (0 points)
Attributes: none
Features: none
Defects: none
Notes: no stats should be below 3. No 'genetic' flaws.
Floater (-2 points)
Attributes(1): special movement (Zero-G)
Features: none
Defects(-3): Not So Strong 1(-1), Not So Tough 1(-1), Marked 1(-1)
Alpha Upgrade (3 points)
Attributes(3): Appearance 1(1), Special Defenses: Aging(1), Disease(1)
Features: none
Defects: none
Notes: Body should be at least 4.
Ishtar Upgrade (6 points)
Attributes(7): Appearance 3(3), Art of Distraction 1(1), Special Defenses: Aging(1), Disease(1), Drugs/Poisons(1)
Features: none
Defects(-1): Not So Strong(-1)
Notes: Body should be at least 4.
Metanoia Upgrade (1 point)
Attributes(2): Special Defenses: Aging(1), Disease(1).
Features: none
Defects(-1): Not So Strong(-1)
Notes: Body should be at least 4. Linguistics is recommended.

Bioroid Templates

Aquamorph (4 points)
Attributes(5): Special Defenses: Disease(1), Pressure(1), Respirocytes (see below;1), Water Speed 15 kph, Surface (2)
Features: none
Defects(-1): Marked(-1).
Notes: Body should be at least 4.
Felicia (8 points)
Attributes(11): Appearance 1(1), Biopower 3 [Super-Strength 1, cost 12; Extra Attacks 1, cost 16](3), Combat Mastery 1(2), Heightened Awareness 1(1), Natural Weapons: Claws(1), Special Defense: Disease(1), Special Movement: Balance, Catfall (2)
Features(2): Fur, Night Vision, Sharp Teeth, Microgravity Biochemistry
Defects(-5): Marked(-2), Not So Strong(-1), Not So Tough(-1), Special Disadvantage: personality shift after using Biopower(-1).
Notes: Body should be at least 5.
Avatar Tenjin (4 points)
Attributes(5): Appearance 1(1), Special Defenses: Aging(1), Disease(1), Radiation(1), Special Movement: Zero-G(1)
Features(1): Prehensile Toes, Microgravity Biochemistry
Defects(-2): Marked(-1), Not So Strong(-1)
Appearance 1(1), Extra Arm 1(1), Special Defenses: Aging(1), Disease (1), Radiation(1), Special Movement: Zero-G (1), Marked (-1), Not So Strong (-1)
Tianyi (10 points)
Attributes(9): Appearance 4(4), Art of Distraction 1(1), Damn Healthy (1), Sixth Sense: Empathy(1), Special Defense: Disease(2)
Features(2): Alcohol Tolerance, Reduced Sleep, Sanitized Metabolism, Microgravity Biochemistry
Defects: Marked(-1).
Yousheng (2 points)
Attributes(4): Life Support (1), Special Defenses: Aging(1), Disease(1)
Features: none
Defects: Marked(-1), Not So Strong(-1)
Notes: Body should be at least 4.
Ziusudra (5 points)
Attributes(4): Appearance 1(1), Special Defenses: Aging(1), Disease(2)
Features(1): Reduced Sleep, Sanitized Metabolism.

Uplifted Animals

Astropus (8 points)
Attributes(13): Extra Arms, 6 arms (3), Heightened Awareness (1), Biopower 2[Darkness 1: 4 energy. Space Flight 1: 8 energy](2), Natural Weapons: Beak, Tentacles (2), Stealth 2, Visual (2), Water Movement: amphibious, 15 kph (3)
Features(2): Peripheral Vision, No Neck, Sanitized Metabolism
Defects(-7): Not So Strong (-2), Not So Tough (-2), Reduced Sense: Vision (-1), Unique: Bad Grip (+2 on checks related to holding things and using tools, including attack with weapons) (-1), Unique: technical incompetence (+2 on Mind checks related to math or creativity) (-1)
Notes: Mind should not exceed 4.
K-10A Postcanine (3 points)
Attributes(7): Combat Mastery 1(2), Heightened Senses: Hearing, Smell x2 (3), Natural Weapons: Bite (1), Speed x1.5 (1)
Features(1): Fur, 4 legs (-2 bonus to certain body rolls)
Defects(-4): No Arms (-2), Unique: sleeps a lot (-1), Unique: technical incompetence (-1)
Notes: Mind should not exceed 4.

SAIs and Ghosts

Player Character SAIs and Ghosts should usually have a socially acceptable body, such as one of the forms below. If the socially acceptable body is not the actual location of their brain, buy the Remote Control attribute, and then take a cybershell for the real location of your brain. Some standard SAI bodies are as follows:

Bioshell (9 points)
Attributes(8): Computer-3(3), Enhanced Time Sense(2), Resurrection(backups)-1(3)
Features(1): Comms(radio)
Notes: take in addition to any normal biological template. Bioshells are immune to mind-affecting drugs and diseases, but are vulnerable to effects that attack computers; these are considered equivalent.
Cyberdoll (15 points)
Abilities(12): Appearance 2(2), Computer 3(3), Enhanced Time Sense(2), Life Support (1), Resurrection-1(3), Special Defenses: Disease(2), Poison(2)
Features(1): Comms (radio, IR), Sanitized Metabolism
Defects(-1): Unhealing, requires repairs (-1).
Can be extensively upgraded. The Infiltration Android below is one example.
Disembodied Brain (8 points)
Attributes(8): Computer-3(3), Enhanced Time Sense(2), Resurrection(backups)-1(3)
Notes: you'll want to buy a small cybershell (typically a Volksrobot) to handle social affairs.
Infiltration Android (30 points)
Abilities(29): Appearance 2(2), Armor 5p concealed (5), Combat Mastery 1(2), Computer 3(3), Enhanced Time Sense(2), Heightened Awareness (1), Life Support (2), Resurrection(3), Special Defenses: Disease(2), Flare(1), Poison(2), Special Movement: Balance(1), Super-Strength (3).
Features(2): Comms(radio, IR), Flesh Pockets, Night Vision
Defects(-1): Unhealing, requires repairs (-1).


Mods

Biomods

Andraste 1 point
Life Support 1
Bio-Booster 2 points
Bio-power 3 [Super-Strength, 12 energy; Extra Attacks, 16 energy](3). Special: must make a Body check or powers fail to activate.
Boosted Heart Feature
Grants a -2 bonus to Body checks related to endurance or cardiac stress.
Flesh Pockets Feature
Stores 1 kilogram or less; 1 point stores 5 kilograms.
Liver Upgrade 1 point
Special Defense: drugs and toxins 1 (50% effect, -3 to rolls)
No-Shock Glands 1 point
Grants a +4 on the soul check to avoid shock, but doing so reduces Body and Mind by 1 each.
Retinal Enhancement Feature or 1 point
1 point to remove Reduced Sense (vision); +2 to Sight rolls is a feature.

Implants

Implant Radio Feature
Comms(Radio)
Virtual Interface Implant 1-2 point s
Computer/1 or Computer/2. Includes an Implant Jack
Sensory Uplink Feature
Or free for a passive uplink.
Sensory Downlink Feature

Nanosymbiotes

Artery Cleaners Feature
Mostly a limited form of Special Defense(aging).
Bacteriaphages 1 point
Special Defense: Disease (2) -1 point 'Known Bacteria Only'
Brain Booster 2 points
Enhanced Time Sense
Carcinophages Feature
Mostly a weak form of Special Defense(aging).
DNA Repair 1p
Special Defense: Radiation(1)
Guardians 1 point
Special Defense: Nanomachines(1)
Lung Cleaners Feature
This is a very limited version of level 1 life support, only helping against inhaled particulate matter.
Immune Machines 1 point
Special Defense: Diseases(1)
Microgravity Biochemistry Feature
You are immune to body degradation in zero-G
Metabolic Regulators Feature
Allows going into a trance state.
Nerve Boosting 1 point
Defensive Combat Mastery/1
Pore Cleaners Free
Respirocytes 1 point
Life Support 2, special requirement: must intake air every hour, doesn't work in vacuum
Tooth Cleaners Free
Virus Hunters 1 point
Special Defense: Disease (2) -1 'Known Viruses Only'

Cybershells

A cybershell which isn't being used as a primary body should probably take the indicated level of AI. A cybershell capable of holding a SAI or Ghost (computer-3 or more) has Reduced Capacity -1; otherwise it has Reduced Capacity -22. Most cybershells can be upgraded to Computer-3 if desired. Cost is listed twice, without an AI and with a typical AI.

Bush Robot (20/30 points)
Attributes(22): Armor 5p (2), Computer 4(4), Extra Arms (1), Extra Endurance 3(3), Life Support(2), Micromanipulators 6(6), Sensors 1 Indirect(1), Space Flight 1(limited endurance)(1)
Features(1): Comms(Radio, Lasercomm)
Defects(-1): Reduced Capacity (-1)
Notes: Typically has a LAI(AI-5) brain, Body 7, Mind 7
Buzzbot (1/7 points)
Attributes(8): Computer 1(1), Flight 75 kph(4), Heightened Vision 1(1), Life Support 1(1), Sensors 1(1)
Features(2): GPS, Radio, Lasercomm (2)
Defects(-9): Diminutive(-3), One Arm(-1), Reduced Endurance: hour(-1), Reduced Sense: no smell/taste (-1), Reduced Capacity(-2), Reduced Ground Move 1(-1).
Notes: typically has an NAI brain, Body 7, Mind 3.
Cryobot (27/35 points)
Attributes(30): Armor 15p(6), Computer 2(2), Elasticity (torso) (1), Extra Arms (1), Extra Endurance 2(2), Life Support(2), Micromanipulators 3(3), Sensors (underwater) 2 (2), Tunneling 2 (ice only) (2), Water Speed 30 kph underwater (6), Special Defense: Radiation(2)
Features(1): Lasercomm
Defects(-4): Reduced Capacity (-2), Reduced Sense: Blind(-2)
Notes: typically has a LAI(AI-4) brain, Body 8, Mind 4.
Cyberdoc (15/25 points)
Attributes(18): Computer 3(3), Extra Arms (2), Extra Capacity(1), Healing 1(4), Life Support (2), Light Armor 1 (1), Heightened Taste (1), Micromanipulators 3(3), Sensors 1(penetrating) (1)
Features(1): Radio, Lasercomm (2)
Defects(-4): Awkward Size(-1), Poor Manueverability(-2), Reduced Capacity(-1)
Notes: typically has a LAI(AI-4) brain, Body 6, Mind 6, with Highly Skilled 2 (+6 with medicine)
Mobile Helmet (9/15 points)
Attributes(12): Computer 1(1), Light Armor 12p(5), Life Support(2), Sensors (1), Space Flight (very short duration -1) (1), Special Defenses: Flares (1), Radiation (1)
Features(2): Ambidextrous, Comms: Radio, Night Vision, UV vision
Defects(-5): Diminutive (-3), Exposed Occupants (-2)
Notes: typically has a NAI(AI-3) brain, with Body 6, Mind 4.
Polypede (22/30 points)
Attributes(25): Armor 7p(2), Computer 2(2), Elasticity (1), Extra Endurance +2(2), Ground Speed 50 kph, Life Support (2), Super Strength 2(6), Toughness (4), Tunneling 1 KPH (5)
Features(1): GPS, Radio
Defects(-4): Awkward Size(-1), Reduced Capacity(-2), Special Requirement: transformation required for Ground Speed and Tunnel(-1) This takes one round, and results in no hands (ground speed) or one hand(tunnel).
Notes: typically has a LAI(AI-4) brain, with Body 6, Mind 6.
RATS (37/50 points)
Attributes(38): Armor 25p(10), Computer 1(1), Extra Endurance +2(2), Ground Move 50 kph (2), Natural Weapons: Claws, Spines (2), Sensors(IR)-1 (1), Special Defenses: Flare(1), Radiation(1), Stealth 4 vs hearing, sensors, vision(6), Tunnel 1 kph(6), Weapon Attack 1 (15p, penetrating(armor), limited shots 6)(4) Secondary WA 1 (15p, stunning, reduced penetratione) (2),
Features(2): Absolute Direction, Radio, Lasercomm, 'Faz Sense' (equivalent to Sensors with a 10 meter range; stealth vs hearing works, stealth vs sensors does not).
Defects(-3): Reduced Capacity (-2), Special Requirement: can only tunnel through dirt and other softer materials (-1)
Notes: usually AI-4 (Body 8, Mind 4), with Combat Mastery +2(=6) and Highly Skilled +1 (+2 Guns).
Snakebot (17 points)
Attributes(15): Armor 5p(2), Computer 2(2), Elasticity(1), Ground Speed 50 kph(1), Life Support(2), Sensors(IR)-1(1), Tunnel 1 kph (6)
Features(2): absolute direction, radio, lasercomm
Defects(-3): One Arm(-1), Reduced Capacity (-2), Special Requirement: cannot tunnel in rock (-1)
Notes: usually AI-4 (Body 6, Mind 6)
UCAV (60/75 points)
Attributes(63): Armor 30p(12), Computer 3(3), Flight, Supersonic (20), Heightened Vision (1), Life Support(2), Sensors 3 with Analysis (4), Special Defense: radiation (1), Stealth 6 vs Sensors, Vision (7), Weapon Attack 3 (30p, autofire, long range, fixed) (12), Weapon Attack 2 (45p, long range, penetrating(armor), fixed, limited shots 6, stoppable)(1)
Features(3): GPS, radio, lasercomm, 360 degree vision
Defects(-5): Awkward Size(-1), No Arms (-2), Reduced Capacity(-1), Reduced Sense: Smell(-1)
Notes: Likely to have AI-6 (Body 10, Int 4, Spirit 4) with Combat Mastery +1(=7) and +10 points in skills.
Volkspider (1/7 points)
Attributes(5): Computer 1(1), Life Support(2), Sensors (1), Special Movement: Clinging(1)
Features(1): Radio, IRcomm
Defects(-5): Reduced Capacity(-2), Reduced Sense: Smell (-1), Not So Tough 2 (-2)
Notes: Normally has AI-3(Body 6, Mind 4). Available as a minor item.
Wearable VIG (3-11 points)
Attributes(7-15): AI 3-6(6-12), Computer 1-3 (1-3), Life Support(2)
Features(2): Night Vision, GPS, Comms: Radio, Infrared
Defects(-6): Diminutive (-3), Exposed Occupants (-2), No Independent Movement (-1)
Notes: a minimal (AI3, Computer 1) VIG is a minor item. A modest (AI4, Computer 2) VIG is a major item.


Equipment

Unless noted, all items are merely details; their presence or absence is background detail, and should be specified in a way fitting the character's wealth.

Computers

Any complexity 5 or less computer or program, unless illegal or an AI, is a standard item. Any complexity 6 computer or program, unless illegal or an AI, is a minor item. Any complexity 7 computer or program is is a major item. This doesn't apply to computers built into cybershells or vehicles.

Consumer Goods

A properly designed varicloth suit gives Stealth 1(visible). Diamond nanogel gives Sharp Teeth (+2 damage bite, cannot lock hold). Both are considered minor.

Communications and Information Equipment

Data Networks: a secure data haven is a minor item. A quantum encryption system is a minor item.

Communications: A long-range lasercomm is a minor item.

Virtual Reality Gear: a Deluxe VR suit is minor. Sensor gloves are minor.

Sensors

Optics: Anti-Glare is Special Defense (Flare). Infrared is Sensors 1. Low-Light is Night Vision. Teleview is a feature, increasing vision range by a factor of 10. Any combination of these is a minor item.

Search Radar: Either version is a minor item; they are Sensors 1 and 2.

Specialized Sensors: Scanlocks are standard items; all others are minor items.

Survival Gear

Expedition Gear: items over $1,000 are minor.

Life Support: appropriate life support gear is included in vacc suits.

Space Equipment: A personal re-entry kit is technically major, but should usually only appear as a plot device. A thruster pack is minor, and gives space flight 1.

Tools and Industrial Equipment

Tools: one pound of is 30 damage, area effect, melee range, limited shots (1), slow; it is a minor item.

3D Universal Printer: Counts as an Item of Power (level 1), or, if built into a vehicle, Special Equipment (level 4 if small, level 5 if large). An optimized printer counts as a major item or level 2 special equipment.

Modular Robofac: beyond the scale of a normal game. Roughly equivalent to a 3D printer stacked on top of level 6 wealth.

Biofac: counts as a major item. Unclear what it's actually used for.

Security, Surveillance, and Counter-Ops

Burglary Tools: An electronic lockpick is a minor item.

Laser Listening Device: minor item.

Nanobug: as a minor item, you have 10 on hand and can acquire more between adventures.

Smart Blindfold: minor item.

Weapons

Personal Weapons

Anti-Material Rifle: Major
20 damage, two-handed.
Arsenal Rifle: Major
Rifle: 10 damage, autofire, two-handed
Missile: 15 damage, Accurate, Penetrating(armor), Two-handed, Limited Shots(3) , plus does the same damage with Low Penetration in a 3 meter radius.
Assault Pod Major
SMG: 5 damage, autofire
Missile: 10 damage, Accurate, Penetrating(armor), Limited Shots(3), plus does the same damage with Low Penetration in a 2 meter radius.
Electrolaser Pistol Minor
10 damage, Stunning, Short Range, Low Penetration
Electrolaser Rifle Minor
15 damage, Stunning, Low Penetration, Two Hands
Grenades: Minor
15 damage, Penetrating(armor), Limited Shots(3), plus does the same damage with Low Penetration in a 2 meter radius.
Micro-Missile Launcher Minor
10 damage, Accurate, Penetrating(armor), Limited Shots(6), plus does the same damage with Low Penetration in a 2 meter radius.
Mini-Missile Launcher Major
15 damage, Accurate, Penetrating(armor), Limited Shots(3), plus does the same damage with Low Penetration in a 3 meter radius.
Pistol or PDW Minor
5 damage, Concealable, Short Range.
Police Armgun Minor
As Electrolaser Pistol plus Micro-Missile Launcher
Recoilless Rifle, 60mm Major
30 damage, Penetrating(armor), Limited Shots(1), plus does the same damage with Low Penetration in a 6 meter radius.
Shock Glove: Standard
10 damage, Stun, Melee range, Reduced Penetration

Heavy Weapons

EMag Cannon, 15mm: Vehicular, WA 4
30p, autofire, long range
Coilgun: Vehicular, WA 3
60p, Long Range, Penetrating (armor), Limited Shots (1). Also produces a 60 pt area blast, but this is not normally relevant, as it can't be targeted.
Light Laser: Vehicular, WA 5 + WA 4
45p, long range x2. By taking 10 turns, gains Penetrating(armor)
Heavy Laser: Vehicular, WA 6 + WA 5
60p, long range x2. By taking 10 turns, gains Penetrating(armor)
Particle Beam: Vehicular, WA 4-6
0/15/30p, Area, Long Range x2, Radiation, Fixed, Slow (2) or 1/5 damage
Microwave Area Denial: Vehicular, WA 2
Area (10M), Irritant(+2 penalty), No Dmage, Toxic

Weapon Features

A laser sight gives Accurate (+1) within Short range, but also gives targets with Sensors +1 defense. It is a standard item.

Weapon Options

Gyrostabilized Weapon Harness: gives the equivalent of the gun bunny ability Steady Hand. Minor. All other items are features, and not worth points.

Ammo Options

AP/Semi-AP Default
This is the standard ammo type.
APS Major
Penetrating(armor).
Drug Varies
Usually free. Depends on the drug, but standard knockout drugs are Incapacitating (Body at +4 bonus), No Damage, Stopped by 5+ points of armor, Doesn't work on machines.
Hollow-Point Free
+5 damage, Reduced Penetration
Homing/Laser Homing Minor
Adds Accurate. For homing ammo, you must also have Stabilized.
Plastic Free
Stun, Reduced Penetration
Stabilized Minor
Removes Short Range, or adds Long Range

Warheads

Hemp or Sefop Default
This is the standard option listed for the weapons above. They are not interestingly different.
MBC: Nanoburn Major
Causes damage equal to the listed weapon damage, with Area, Penetrating Armor (twice) and Toxic, and a limitation that it only does 1/5 damage to targets who are not put in shock. MBC primarily works by inflicting critical damage.
Tangle: Minor
Covers the same area listed for the secondary blast, with an Incapacitating (not Entangle) effect. Resist with Body (-4 bonus for 15mm, -3 for 30mm, -2 for 60mm).

Suits and Personal Armor

Generally counts as a vehicle with Reciprocal Damage (-2). Reduced manueverability counts against any body tests for balance, as well as DCV.

Arachnoweave Armor Usually Free
Vest: armor 2p concealable. Suit: armor 5p.
Nanoweave Armor Minor for Medium or Heavy.
Light: armor 5p, or 2p concealable.
Medium: armor 10p, or 4p concealable.
Heavy: armor 15p, Reduced Manueverability -1
Nanoweave Vacc Suit Free or Minor.
Light: armor 7p, life support(2). Free in a space game, otherwise minor.
Medium: armor 10p, life support(2), Reduced Manueverability -1
Heavy: armor 15p, life support(2), Reduced Manueverability -2
In addition to Not So Quick, all give -1 to fine manipulation.
Clamshell Cuirass Usually Minor
May be layered over arachnoweave or nanoweave.
Light: Armor 7p, Weak Point,
Medium: Armor 10p, Reduced Manuever -1, Weak Point
Heavy: Armor 12p, Reduced Manuever -2, Weak Point
Light Infantry Helmet None
Included in a clamshell cuirass. No special effects.
Full Helmet None, but usually has minor features.
Usually has built-in optics and communicators.
Smartsuit: Vehicle
As a nanoweave vacc suit, plus mecha regeneration 1 and no reduced manuevering. 7 MP for light, 8 for medium, 10 for heavy.
Battlesuit Vehicle, 13p
Attributes(15): Armor 25p(10), Life Support(2), Heightened Vision(1), Sensors-1(1), Special Defense: Flares(1)
Features(1): radio, lasercomm
Defects(-3): Reduced Capacity (-1), Reciprocal Damage (-2)
Notes: Various upgrades are possible, 2 points in Stealth (either -1 vs both Sensors and Sight, or -2 vs one) is the most common.

Medical Care

Almost all of these are plot points or covered in the rules given above. A diagnosis table or ESU is a major item or level 1 special equipment.

Microbot Swarms

Microbot swarms are basic vehicles, with base statistics as follows.

Base Cyberswarm (10 points)
Attributes(12): AI 3(6), Life Support(2), Micromanipulators 2(2), Swarm 2(4).
Defects(-4): Not So Strong (-2), Special: Unswitchable Swarm (-2)
Notes: use for Crawler and Hopper. 80 bodies, damage 8, attack 6.
Aerostat Chassis (+0 points)
Attributes(4): Flight 1(4)
Defects(-4): Very Slow (5 kph; -2), No Ground Movement (-2)
Armored Crawler (+1 points)
Attributes(2): Special Defense: Pressure (2)
Defects (-1): Very Slow (5 kph; -1)
Dust (+3 points)
Attributes(5): Stealth 4, visual and sensors
Defects(-2): Immobile (-2)
Flyer (+2 points)
Attributes(4): Flight 1(4)
Defects (-2): Slow, Ground Move 5 kph, air move 25 kph.
Space (+1 points)
Attributes(2): Space Flight 1
Defects(-1): Slow, Ground Move 5 kph.
Swimmer (+0 points)
Attributes(2): Water Move 15 kph
Defects(-2): No Ground Move
Disguise (+2 points)
Attributes: Special Equipment
Gastrobot (+0 points)
Defined as a living vehicle.
RTG (+4 points)
Attributes: Extra Endurance 4
Solar Cell (+2 points)
Attributes: Special Equipment 1 (solar recharger)
Generic Equipment Package (-1 points)
Features: special abilities indicated by the swarm type (1)
Defects: Inept Combat -2
Devourer (+4 points)
Attributes(4): special attack (15p), Unique: usable as swarm, Unique: destroys 1 armor per round vs targets with less than armor 30, melee range.
Hypo (+9 points)
Attributes(9): Metamorphosis-1 (varies), Special Attack (Spirit, +2 penalty), Linked (metamorphosis), Unique: usable as swarm, Venom, Melee Range. A drugged stinger is instead WA 2, Incapacitating (Body at -3 bonus), Usable as Swarm, Venom, Melee.
Gremlin, Pesticide, Stinger, Sentry (+0 points)
No features. Does 8 points damage with an ACV of 6.
Terminator (+4 points)
Attributes (4): Special Attack (15p), Penetrating Armor 2, Usable as Swarm, Melee, Venom


Spacecraft

There's a lot of information about spacecraft design in appendix A. For the most part, it isn't useful. In practice, I don't recommend trying to use spacecraft as anything other than plot devices. The recommended design method is taking one of the sample vehicles below and adjusting slightly. Most normally have a level 5 AI for +10 points or level 6 for +12 points.

Kagoshima-Class OTV (40)
Attributes(49): Armor 30p(12), Computer 4(4), Extra Capacity 4 (4), Extra Endurance 1 (1), Life Support(2), Sensors 4 with analysis option and two sensor types (6), Space Flight 1 (2), Special Equipment: long-range comms (2), Toughness 4 (16)
Defects (-9): Awkward Size 4, No Arms, No Ground Move, Poor Manueverability 1
Meizi-Class PSV (89)
Attributes(100): Armor 40p(16), Computer 5(5), Extra Capacity 5 (5), Extra Endurance 4 (4), Life Support(2), Sensors 4 with analysis option and two sensor types (6), Space Flight 2 (4), Special Equipment: long-range comms (2), Special Equipment: minifac (8), Toughness 5 (20), Weapon Attack: light laser (21), Weapon Attack with Different Gunner (7)
Defects (-11): Awkward Size 5, No Arms, No Ground Move, Poor Manueverability 2
Pegasus-Class TAV (53)
Attributes(61): Armor 15p (6), Computer 5(5), Extra Capacity 5(5), Flight 6, Cannot Hover (18), Life Support(2), Sensors 4 with analysis and 2 sensor types (6), Space Flight 1(2), Special Equipment: long-range comms (2), Toughness 4(16)
Defects (-8): Awkward Size 4, No Arms, No Ground Move
Predator-Class AKV (67)
Attributes(74): Armor 60p (24), +30p Optimized Frontal (6), Computer 5(5), Life Support (2), Sensors 4 with analysis and 2 sensor types (6), Space Flight 1 (2), Special Equipment: Long-Range Comms (2), Toughness 3 (12), Weapon Attack 4: Coilgun (60p, Autofire, Penetrating, Long Range, Limited Uses(1)) (16)
Defects(-7): Awkward Size 3, No Arms, No Ground Move
SDV-90 (140)
Attributes(150): Armor 60p (24), +30p Optimized Frontal (6), Computer 6(6), Extra Capacity 4(4), Extra Endurance 4 (4), Life Support (2), Sensors 5 with analysis and 2 sensor types (7), Space Flight 1 (2), Special Defense: Radiation (1), Special Equipment: Long-Range Comms (2), Special Equipment: Minifac (8), Toughness 6 (24), WA 6 (particle beam) (24), 4 heavy laser arrays (at long range, treat as Autofire) with Alternate Gunners (36)
Defects(-10): Awkward Size 5, No Arms, No Ground Move, Poor Manueverability 1
Sudbury-class USV (82)
Attributes(93): Armor 40p(16), Computer 4(4), Extra Capacity 5 (5), Extra Endurance 4 (4), Life Support(2), Sensors 4 with analysis option and two sensor types (6), Space Flight 2 (4), Special Defense: Radiation (1), Special Equipment: long-range comms (2), Special Equipment: Minifac (8), Toughness 5 (20), Weapon Attack: light laser (21)
Defects (-11): Awkward Size 5, No Arms, No Ground Move, Poor Manueverability 2

Non-Spacecraft

Air Car (18)
Attributes(21): Armor 5 (2), Computer 1(1), Extra Capacity 2 (2), Flight 600 kph (12), Toughness 1 (4)
Features(1): Radio
Defects(-4): Awkward Size 1, No Arms, Poor Manueverability 1
Note: usually has a level 3 AI pilot, for total cost 24.
Ground Car (10)
Attributes(15): Armor 5(2), Computer 1(1), Extra Capacity 2 (2), Ground Speed 200 kph (6), Toughness 1 (4).
Features(1): Radio
Defects(-6): Awkward Size 1, No Arms, Poor Manueverability, Limited Ground Move(wheels)
Note: despite the cost, usually available as a minor item. With an AI pilot, a major item.

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