BODY MARL

                    Copyright  c  1991 by Gregory P. Lee

EQUIPMENT STATISTICS

   TL Type                       Vol(Kl)  Wt(Kg)   Price(Cr)
O  11 Body MARL                     2.0     1.5        3000
O  14 Body MARL                     1.7     1.2        3500


AMMO STATISTICS

   TL   MagSiz    Round  Sig  Recoil  DanSpc  Wt(Kg)  Price(Cr)  Dmg
O  11      24        HE   Hi      Lo    1.5      .5         50     4
O  12      24      S/HE   Hi      Lo    1.5      .5        500     3
O  14      24      S/HE   Hi      Lo    1.5      .5        750     4
O  11      24      HEAP   Hi      Lo    1.5      .5         50     3
O  12      24    S/HEAP   Hi      Lo    1.5      .5        500     2
O  14      24    S/HEAP   Hi      Lo    1.5      .5        750     3
O  11      24      KEAP   Hi      Lo    1.5      .5         50     3
O  12      24    S/KEAP   Hi      Lo    1.5      .5        500     2
O  14      24    S/KEAP   Hi      Lo    1.5      .5        750     3


AMMO USAGE (OPTIONAL)

Each square represents 1 rounds of ammunition.

O HE 11:       OOOOOOOOOOOOOOOOOOOOOOOO
O HEAP 11:     OOOOOOOOOOOOOOOOOOOOOOOO
O KEAP 11:     OOOOOOOOOOOOOOOOOOOOOOOO
O S/HE 12:     OOOOOOOOOOOOOOOOOOOOOOOO
O S/HEAP 12:   OOOOOOOOOOOOOOOOOOOOOOOO
O S/KEAP 12:   OOOOOOOOOOOOOOOOOOOOOOOO
O S/HE 14:     OOOOOOOOOOOOOOOOOOOOOOOO
O S/HEAP 14:   OOOOOOOOOOOOOOOOOOOOOOOO
O S/KEAP 14:   OOOOOOOOOOOOOOOOOOOOOOOO



DESCRIPTION

The "submachinegun" of the ARL family, the Body MARL fires small self-
propelled rockets with varying "payloads.  The Body MARL has provision
for an electronic sight.  It fires on any  of three settings:  1 round
per pull of the trigger, 4 rounds per pull, or the whole clip at once.
Due to  its size, versatility, and relative  indetectability, the Body
MARL  is  a  favorite weapon  for "infiltration"  missions  (including
terrorist attacks).

However,  the Body  MARL tends to  deteriorate over extended use as the
rockets damage  the plastic.   Any "fumble"  roll on firing a Body MARL
indicates disintegration,  causing  1 damage point to the user for each
remaining rocket.  Body MARLS may be more expensive on high-law worlds.

"S"  rounds are "seekers."   These rockets  trade explosive payload for
a small IR sensor/computer chip. Seekers have some maneuverability, and
home in on the nearest IR source on its basic trajectory.


TASK LIBRARY

Type    Round   MaxRange    C     S     M     L     VL    D
11      HE      VL        S/5   R/5   R/5   D/2.5 I/2.5 --
11      HEAP    VL        S/10  R/10  R/10  D/5   I/5   --
11      KEAP    VL        S/8   R/8   R/8   D/4   I/4   --
12/14   S/HE    VL        S/5   S/5   R/5   R/2.5 D/2.5 --
12/14   S/HEAP  VL        S/10  S/10  R/10  R/5   D/5   --
12/14   S/KEAP  VL        S/8   S/8   R/8   R/4   D/4   --


To detect signs of plastic fatigue in a Body MARL:
Difficult, ARL/MARL, Intelligence, 1 min (uncertain, fateful).

Referee:   A  character who rolls "no truth"  either fails to discover a
fatal crack  (the Body  MARL  disintegrates  the  next  time  it is used,
regardless of the roll to hit), or wrongly believes that a perfectly good
Body MARL is close to disintegration.  Whether the Body MARL is, in fact,
fatigued is up to the referee.

To repair a broken MARL:
[Varies], Mechanical, Dex, [Varies].
Referee:  Difficulty depends on the damage level of the gun.  The time for
shop repairs:

Superficial:  2 min
Minor:  8 min
Major:  2 hours
Destroyed:  4 hours
For field repair, apply the standard difficulty increases.