====== Firearm Accessories ===== In combat, any edge can mean the difference between life and death – and technology is a great way to get that edge. This section presents devices and modifications to enhance almost any weapon. =====INFANTRY GUNS===== At TL9, infantry – and to a lesser extent, police – small arms include the personal defense weapon, urban assault weapon, assault carbine, Gatling carbine, storm carbine, storm rifle, close assault shotgun, tangler, and gyroc carbine (Ultra-Tech, pp. 135-140, 144-145). ==== A BETTER KIND OF GUN ==== At TL9, most small arms fire conventional projectile ammunition (Ultra-Tech, pp. 135, 148), propelled through the barrel by means of a self-contained cartridge that includes the projectile, propellant, and primer. Ammunition is electrically ignited (Ultra-Tech, p. 135) rather than hammer- or striker-fired. Introduced at TL7 for cased ammunition and at TL8 for caseless ammo, this improves precision, lock time, and reliability, and reduces moving parts and internal strain. Electrical ignition also reduces the mechanical noise of firing – treat the basic weapon sound (High-Tech, p. 158) as one step quieter. The requirement for a power cell is not a disadvantage, as numerous other components of TL9 guns are powered anyway (Ultra-Tech, p. 149). Standard at TL9, caseless cartridges and even more advanced ammunition types (High-Tech, pp. 164-165, and Ultra-Tech, pp. 135, 139) are lighter and often more compact, allowing larger magazine capacities for less frequent reloading (Tactical Shooting, p. 20) as well as larger basic loads (Tactical Shooting, pp. 79-80). Many magazines feature highdensity layouts (High-Tech, p. 155) like quadruple-stack designs to room more cartridges without increasing magazine length. While this results in wider and heavier magazines, the weight problem is mitigated by improved materials and the lower weight per shot of caseless ammo. Advanced springs make these as reliable and easy to fill as TL8 double-stack magazines. Detachable magazines have finally become true throwaway items, their empty cost and weight having been reduced considerably. However, magazines continue to be the primary source of jams, despite low-friction and anti-tilt followers, improved springs, and being sealed after filling. Electrothermal chemical (ETC) or “plasma pulse” technology improves both damage and range (Ultra-Tech, p. 139) of caseless ammunition, allowing for enhanced armor penetration, improved cover penetration (Tactical Shooting, pp. 28-31), and longer precision shots (Tactical Shooting, pp. 26-27) with reduced flight time (Tactical Shooting, p. 32); divide bullet travel time by 1.5. The improved performance of ETC ammunition is the result of higher muzzle energy – which realistically also causes higher felt recoil. Multiply ST by 1.2. Liquid-propellant “binary fuel-injection” guns can boost damage and range (Ultra-Tech, p. 139), and divide bullet travel time by 1.3. Multiply ST by 1.1. Alternatively, they can be set to reduce damage, range, and firing signature. This means they are more difficult to hear and easier to suppress (High-Tech, pp. 158-159, and Tactical Shooting, pp. 70-71) – treat as “very light pistol” (High-Tech, p. 158). Multiply ST by 0.8. The low power setting is also useful to adjust for overpenetration risks (Tactical Shooting, pp. 28-31) or reduced engagement ranges, such as on spacecraft or in urban combat. Projectiles at TL9 are little different from those at TL8 – hollow-points (Ultra-Tech, p. 154) for unarmored targets and armor-piercing rounds (Ultra-Tech, pp. 152-153) for lightly armored opponents. Large-bore guns can fire advanced explosive projectiles (Ultra-Tech, pp. 153-155). Projectiles and propellants can be embedded with taggants (Ultra-Tech, p. 89) to aid forensic investigation. In societies with high CR or a litigation-prone citizenry, every shot will deliberately scatter tiny ID tags from the muzzle (High-Tech, p. 90). Some projectiles could even be tagged with an active emitter (Transhuman Space, p. 158), making it easier to locate any bullets fired – both those that missed and those that are inside a fleeing target... ===Malfunctions and Other Issues=== Due to the use of caseless or liquid-propellant ammunition, improved magazines, and advanced mechanisms like rising or rotating chambers with few moving parts and linear feeding, all TL9 guns are very reliable and won’t malfunction unless lack of maintenance lowers Malf. (p. B407). Basic maintenance is no longer required – like TL8 ovens, TL9 guns are self-cleaning and self-lubricating. Typical malfunctions concern the electronics (leading to misfires and malfunctions of built-in features like the HUD link or laser sight). This makes drilled responses like Armorer’s Gift (Tactical Shooting, p. 37) and Tap-Rack-Bang (Tactical Shooting, p. 41) less essential for the TL9 shooter. Without the requirement to eject spent cases (other than for manual unloading), guns are not only less vulnerable to environmental influences and therefore more reliable, they can also be made fully ambidextrous – lefties are no longer penalized by awkward safeties or handles, annoyed by ejectors that flip hot brass into their faces, etc. Shooting around cover (Tactical Shooting, p. 28) is also no longer an issue. Caseless guns leave fewer clues at a shooting site and deposit no cases on which to slip or that can damage the engines of aircraft or grav vehicles (Tactical Shooting, p. 35). This is also an advantage aboard spacecraft, especially in zero-G, where cases floating around would be a considerable bother. Lacking a cartridge case that takes much of the firing heat with it when it’s ejected, caseless guns and especially high-powered ETC and liquid-propellant weapons require special considerations to cool the action and barrel. Many methods already introduced at TL6 will see a renaissance, including high-surface radiator fins around the barrel (now made out of lightweight new alloys) and forced-draft systems that use the movement of the action or a muzzle device to draw cooler air into the gun. Some gun designs may solve the issue by restricting fire modes to single shots or limited bursts (High-Tech, p. 83). Others may have a theoretical full-auto capability, but troops are drilled not to use it – not only because of the thermo-mechanical problems, but also because bursts are seldom useful (Tactical Shooting, p. 16), and continue to be so in tomorrow’s firefights. All TL9 guns can be fired underwater (High-Tech, p. 85), with no Malf. penalty for all but automatic guns, which get -1. The TL8 supercavitation projectile option (double CPS) is available in combination with solid, all variants of AP that don’t use sabots, and all variants of SAP. This has much improved performance – the underwater distance multiplier is 50 rather than 1,000. Gyroc guns can fire ammunition with the TL9 gytorp upgrade (double CPS), which is not only supercavitating but has a thrust unit for underwater use. This has its normal range, but only works underwater! ===Hands-Free Operation=== Guns and gadgets at TL9 offer many modes of operations. Switching from one to another generally requires a Ready maneuver – taking off the safety, switching from single shot to rock ’n’ roll, adjusting the power level on a liquid-propellant gun, changing the setting on a smartchoke, switching a laser sight on or off or changing its mode, etc. It’s a free action for a familiar user (High-Tech, p. 80) or a shooter with the Lightning Fingers perk (Tactical Shooting, p. 39). It’s also a free action if the shooter has a neural link to the gun via a neural input receiver (Ultra-Tech, p. 48) or neural interface implant (Ultra-Tech, pp. 48-49). A neural link even allows the gun to be fired without trigger manipulation, which gives +2 in Who Draws First? situations (Tactical Shooting, p. 10). Accessing the menu offered by a HUD, such as initiating Targeting software, requires either a manual system, or a neural input receiver or neural interface implant. The manual system is usually a rugged datapad (Ultra-Tech, pp. 23, 15) worn on the wrist or in another easily accessible location. ===Air-Powered Guns=== Other guns such as the needle rifle or tangler are air-powered (Ultra-Tech, p. 139). Comparatively high-powered air guns use super-critical, highly compressed liquid gas like CO2. These have virtually no firing signature (Ultra-Tech, p. 139) – no muzzle flash, no smell, no infrared signature, and no ejected cartridge case (Tactical Shooting, pp. 34-35). They also make little sound (High-Tech, p. 158). Another advantage is that air guns can be made of light, non-metallic materials (Ultra-Tech, p. 140). If the projectiles also aren’t made of metal – which is feasible for needlers and tanglers – the loaded guns can pass metal detectors. However, the potential power of air guns is technically already maxed out at TL8, so the TL9 equivalents don’t provide substantial improvements – their main use is for sport and less-than-lethal applications. They have favorable LC; thus, in some societies, they may be the only guns that are readily available to civilians. With suitable ammunition and taking advantage of their low firing signature, some air guns are useful for close-range assassination. ===Camouflage=== Instead of being painted with weapon camouflage (Tactical Shooting, p. 76), military and hunting guns can be fitted with programmable camouflage (Ultra-Tech, p. 99). At SM -2 for the average infantry small arm, this adds $250 and 0.5 lb. A full thermo-optic chameleon surface (Ultra-Tech, pp. 99-100) is probably not only too expensive, but too heavy for use on small arms. ===Personal Sidearms=== The points made here also apply to handguns like the heavy pistol, holdout pistol, magnum pistol, medium pistol, machine pistol, needler, tangler pistol, wrist needler, gyroc launch pistol, gyroc pistol, or holdout gyroc (UltraTech, pp. 135, 139-140, 144). In particular, just like their larger counterparts, TL9 sidearms feature a HUD link, laser sight, recognition grip, and diagnostic computer for free (Ultra-Tech, p. 149). Cheap (Ultra-Tech, p. 15) handguns can dispense with one or several of these features to reduce cost. Many will still have the features, but at lower quality; at TL8, some manufacturers make zincalloy .25-caliber holdout pistols – with tiny integral targeting lasers – that retail for less than a good flashlight (and are perhaps less useful, as well). On a cheap gun, the laser could be permanently out of zero, negating the +1 skill bonus, the diagnostic computer could raise an erroneous malfunction alert every half hour, etc. Perhaps even more so than military weapons, handguns will generally come with a D-tag (Ultra-Tech, p. 151). Many societies like to keep tight control over concealable weapons. The often unexpected and social (that is, very short-ranged) nature of handgun-use means that they are frequently employed in situations in which the shooter has no access to a HUD because he isn’t wearing a helmet or headset or doesn’t have time to plug the cable into his neural interface. Shooters will then use the standard handgun shooting stances and sighting methods (Tactical Shooting, pp. 11-12, 13-14) employed at lower TLs. In settings that still use TL8 cased ammunition, revolvers like the snub pistol (Traveller, p. 110) are popular aboard spacecraft since they don’t automatically eject cases that float around in zero-G situations. These use light polymer cases (High-Tech, p. 164, and Ultra-Tech, p. 135). ===Smartchoke Options=== All multiple-projectile guns – like the close assault shotgun and underbarrel shotgun, but also the shotgun pistol (Ultra-Tech, p. 136) – are fitted with an auto-adjustable smartchoke for free. Developed from manually adjusted TL8 variable chokes, this opens up the muzzle to the standard “no choke” for close shots, and restricts it to "full choke" for longer distances. The latter changes “extremely close range” (p. B409) to 20% of 1/2D Range rather than 10%. Beyond this range, subtract 1 from effective Guns skill, but multiply the number of hits scored by 1.5 (GURPS High-Tech: Pulp Guns 1, p. 24). Alternatively, a smartchoke can change the shot pattern from a circle to an oval. The oval can “lie” horizontally, which gives +1 to hit human-sized targets (SM 0), but also effective Rcl 2; this means hitting is easier, but the number of hits is reduced. The oval can also “stand” vertically, which gives -1 to hit, but the number of hits scored is doubled. This means hitting is harder, but the entire load will be concentrated on one target, doing more damage and preventing hits on innocent bystanders. ===Lockouts and Tags=== Every TL9 gun is fitted with a recognition grip for free (Ultra-Tech, pp. 149, 150), which prevents firing by shutting down the electrical ignition and/or engaging a mechanical safety. This makes weapon retention (Tactical Shooting, p. 25) less of an issue, as the gun will simply not function if wrested from the owner. Retain Weapon (Tactical Shooting, p. 45) is still a useful technique, not the least so that you can continue fighting with your own weapon. Biometric sensors in the grip may be useless with gloves, although this can be avoided by a transponder ring (Ultra-Tech, p. 150) or by having the shooter’s gloves synchronize with the weapon. This is most practical with gloves that are part of the uniform, including a flexible sealed combat suit (Ultra-Tech, p. 178). Alternatively, TL9 biometric sensors may be able to work through gloves. Recognition grips that use acoustic recognition of voice prints (Ultra-Tech, p. 150) are less useful for reasons of operational security. However, in some societies, it might be deliberately included in police weapons to insert an additional step into a police officer’s force escalation, much like the requirement to identify himself as “Police!” before shooting. Cops would no doubt hate it, for all the right and wrong reasons... Recognition grips can be set to accept more than one shooter, to allow a space marine’s gunnery sergeant or platoon mates, a cop’s partner, or a man’s family members to use the gun in an emergency. The data storage capacities of TL9 put few limits on the number of potential users, but 50 biometric datasets is a practical maximum (Transhuman Space, p. 157). Instead of just shutting down in the wrong hands, the more safety-concerned (or paranoid) owners could also include other lockouts related to targets or the environment to prevent accidents, crimes, or “friendly fire.” Some of these might be programmed in by the user, but most would be legally mandated and either factory- or armory-installed. The gun might not be able to fire in a school or government building; aboard a spacecraft; at a policeman or at troops from your own army; etc. In order to “know” where it is or at whom it is pointed, the gun requires data input – it must be linked to the GPS and the radio communicator of the HUD link and/or the IFF system linked to the laser sight. Of course, either the recognition grip itself or the data input could be meddled with. The safety can be disabled with an Electronics Operation (Security)-4 roll or the data input can be hacked (Ultra-Tech, p. 47). The data sets could be extracted and misappropriated to point the finger at an innocent user. The optional D-tag (Ultra-Tech, p. 151) will be a universal feature of at least of military and police weapons, since accountability of materiel is always an issue, and likely even more so in TL9 societies that are more “civilized.” In fact, the D-tag will probably be included for free in all guns, just like TL8 cell phones have a GPS locator. Criminals, guerrillas, and similar users should always disable it... On standard-issue guns, the location of the D-tags will be known by all but the most naïve thugs and revolutionaries, but deactivating them – using Electronics Operation (Security)-2 – is still an issue. ===Guns in Space=== In those TL9 societies that feature frequent space travel, guns may be space-proofed. Any firearm can be fired in space – even TL5-8 metallic cartridges contain their own oxidizers. One issue is lubrication – ordinary lubricants quickly vaporize in vacuum (High-Tech, p. 85). The firearm must be designed to need little or no lubrication, or to be used with special vacuum-proof lubricants. Either has no effect on cost or weight, but must be in the design from the start. A gun that is not lubricated properly has its Malf. worsened by -1 or more (High-Tech, p. 80). The chief issue in firing a gun in vacuum is the extreme temperature change. Space can be extremely cold or hot (p. B437). As soon as the gun is fired, even for a few shots, the action and barrel will heat up considerably and expand. Extreme temperature fluctuations negatively impact precision (reduce Acc by -1), lead to jams (worsen Malf. by -2), and can ultimately result in a catastrophic explosion (p. B407) due to material fatigue. Space-proof guns need especially efficient ways to dissipate heat (p. 5). They also need to be built from materials that can take the temperature fluctuations. Multiply cost and weight of the gun by 1.2. Guns designed to be used in space require an oversized trigger and trigger guard to accommodate the gloves used with vacc suits, space armor, and battlesuits. Otherwise the trigger can’t be pulled at all. Even with an appropriate trigger, all Guns rolls are at -2 due to the reduced manual dexterity of the gloves. A neural link may be more practical. The lack of air pressure in space has no significant effect on muzzle energy and thus Damage. It does theoretically increase Range to infinite, however. ==Gravity and Shooting== Microgravity affects shooting skills (p. B350). The Zero-G Shooting technique (p. 11) is useful to avoid any penalties. Furthermore, unless the shooter is fully braced against an immobile object, guns fired in microgravity are more affected by recoil; increase minimum ST by +5 and add +1 to Rcl. Firearms designed for use in microgravity are fitted with special zero-G compensators at the muzzle, which direct the firing gases in a way that these effects are negated. These don’t provide the advantages of ordinary compensators (Tactical Shooting, p. 76), and aren’t compatible with either them or flash hiders. Zero-G compensators cost $250 and weigh 0.5 lb. Guns fired in high gravity suffer Range loss and have their minimum ST increased. Neither gun nor shooter can counter this, and the shooter has to understand the phenomena to deal with them. Even medium-distance shots can require extreme compensation. This is a -2 familiarity issue (p. B169). The Precision Aiming technique (Tactical Shooting, p. 45) has to be learned for every 0.2G step of gravity. ===Handgrips and Stocks=== Handgrips and shoulder stocks are fully adjustable. Instead of the interchangeable grip panels and multi-position stocks of TL8 guns, TL9 weapons use auto-adjusting memory materials (Ultra-Tech, p. 90) for a perfect fit to each shooter’s hand size, length of pull, etc. This prevents problems with shooting in armor or bulky clothes (Tactical Shooting, p. 12). Together with other adjustable features, this option makes the Weapon Bond perk (Tactical Shooting, p. 41) likely for a majority of shooters. It also allows guns to be used by humanoid alien races. Many long arms can be reduced in size by one Bulk step, by virtue of a retractable or folding stock (High-Tech, p. 160). ===Accessory Rails=== Most guns will be covered with integral accessory rails (Ultra-Tech, p. 150), a trend that started at TL8. These are generally free if part of the original design. The GM decides which specific weapons have rails and where. Handguns have at least one below the barrel, long arms typically four – one on top, three below and on the sides of the handguard. ===Diagnostic Computers=== All TL9 guns feature a diagnostic computer for free (UltraTech, pp. 149, 151). This has a shot counter function (UltraTech, p. 149) that allows the shooter to always know the exact number of shots remaining (Tactical Shooting, p. 20), preventing nasty surprises like //unexpectedly// running out of ammo. The gun has a digital display for the rounds remaining, but can also send this information via the HUD link to a HUD or neural interface. Keeping track of the shot counter via HUD link is a free action, while checking the display on the gun takes a Ready maneuver. The diagnostic computer can keep track of the type of round(s) loaded, which can be useful, especially if the gun has two different magazines or belts. Mixing ammunition in the same magazine is generally still stupid (Tactical Shooting, p. 31). This information also can be gleaned from the display or the HUD. The diagnostic computer gives +1 to fix malfunctions via Immediate Action (High-Tech, p. 81, and Tactical Shooting, p. 17). It keeps track of the gun’s service life and overall shot count, allowing the unit armorer (or even the shooter himself) to regularly replace worn parts or perform necessary repairs, at +1 to Armoury (Small Arms). This is another reason for the low malfunction rates of TL9 guns. Whenever the gun is used without HUD link, the data from the diagnostic computer can be downloaded to an external computer using a cable jack (UltraTech, p. 42) or wireless transmitter. Basic problems and solutions – “Change barrel!”, “Send to your nearest service provider!” – can be shown on the digital display. The diagnostic computer can make a shooter’s life much easier, but can also suffer from all the annoying quirks common to TL8 electronics, from garbled translations (“Flüid Friction Mitigator Insert!”) to plain errors (displaying the dreaded “00” in the shot counter when the magazine is in fact still half full) to diagnostics that involuntarily shut down all functions until the gun has been taken apart by a certified armorer on Alpha Centauri IV... ===Specific Military and Police Options=== Many military guns are selective-fire regardless of ammunition type, offering semiautomatic and full-automatic fire (High-Tech, pp. 82-83). Some may also be able to fire high-cyclic controlled bursts (High-Tech, p. 83) instead of or in addition to full-auto. Compensators (Tactical Shooting, p. 76) are a likely option. Many military and/or police long arms feature an underbarrel support weapon, such as the underbarrel shotgun, underbarrel grenade launcher, or underbarrel gyroc (UltraTech, pp. 136, 144). Depending on design, this can be on a quick-detach rail mount (Ultra-Tech, p. 150) or integral for free. See also Camouflage and Lockouts and Tags for additional options. ===Powering Guns=== All the minor electronics, from the electrical ignition to the diagnostic computer and the laser sight, are powered by a B cell (Ultra-Tech, p. 149). Similar to some TL8 rifle optics that use light-gathering technologies to prolong battery life, a tiny solar panel (Ultra-Tech, p. 20) might be integrated into the top of a gun receiver to recharge the power cell. Guns might even have tiny built-in dynamos or thermoelectric systems to generate power – firing a gun produces a lot of kinetic energy and heat as byproducts. Weapon racks in military armories, police stations, and ship’s lockers include automatic recharging stations for free. ===Manufacturing Guns=== Many gun components can already be made using 3-D printer systems at TL8. A fabricator (Ultra-Tech, p. 90) allows production of TL9 guns and most of their accessories as well as their ammunition if the blueprints (Ultra-Tech, p. 91) are available. ==== EASY HITTING ==== Every TL9 gun is fitted with a HUD link and laser sight for free (Ultra-Tech, p. 149). Setting conventions may disagree – in a Traveller campaign, only the ACR is so equipped (Traveller, p. 111), while in Cyberpunk, these features need to be bought extra for all guns (Cyberpunk, p. 47). Guns without HUD link cost $250 less (Transhuman Space, p. 156). The HUD link (Ultra-Tech, p. 149) connects a digital camera in the gun (Transhuman Space, p. 156) with a head-up display (Ultra-Tech, p. 24) integrated into a helmet visor or worn as glasses or as a monocle – or alternatively, into a neural interface implant (Ultra-Tech, pp. 48-49). Per the standard rules, this gives +1 Acc within 300 yards. To bring this in line both with a HUD’s bonus to other skill uses (Ultra-Tech, p. 24) and the effects of TL8 reflex sights, which use similar but less sophisticated technology (High-Tech, p. 156), this should instead be +1 to Guns (or other relevant weapon skill). The 300-yard range limitation of TL8 reflex sights is mainly a result of the size and definition of the targeting marker. The higher resolution, decreased pixel size, and fully automated adjustability of TL9 HUD technology should increase the effective range substantially, at least to line of sight (up to 5,000 yards). Like a reflex sight, the illuminated targeting marker displayed in the HUD makes it easier to aim in low-light conditions, negating up to -3 in darkness penalties. Probably the biggest advantage of a HUD is that shooting is always sighted (Tactical Shooting, p. 13). However, since the shooter can keep both eyes open and does not need to concentrate on the sights on his gun, it also provides all the advantages of unsighted shooting (Tactical Shooting, p. 13). This means that a HUD-linked shooter gets +1 to Fast-Draw under the listed conditions; can use any shooting stance; can employ the Attack, Move and Attack, All-Out Attack (Determined), and Aim maneuvers; and can dodge. The HUD link’s video output offers a corner-shot option (Ultra-Tech, p. 149) as a new tool in addition to old-school tactics like “slicing the pie” (Tactical Shooting, pp. 23-24). Since the gun can’t be properly held and rested against the torso this way, corner-shots are at -2 to Guns (Tactical Shooting, p. 75) and treated like shooting without stock, with -1 Acc, STx1.2, and +1 Rcl (Tactical Shooting, p. 12). The Corner-Shot technique (p. 12) is useful. A shooter using the corner-shot option only exposes part of his shooting arm(s), for heavy cover (Tactical Shooting, p. 28). This reduces the need to learn the Barricade Tactics perk (Tactical Shooting, p. 37), although serious shooters will still want it. The video footage from the HUD link not only provides closed-circuit images to the shooter’s HUD link, but can also be used together with a TacNet system (Ultra-Tech, p. 149) to monitor troops in real-time. It includes a datachip (Ultra-Tech, p. 51) to record “muzzle” footage whenever the gun is fired or put off safe, for use in after-action reports... or in court. Early TL9 HUDs could have a similar problem as TL8 night vision goggles and sights – back glow (“green eyes”). The illuminated display is reflected on the face and a slight shine can be seen. This is allows others to spot the HUD wearer in low-light using a Vision+1 roll. Entirely enclosed HUDs, such as those installed in the combat infantry helmet (Ultra-Tech, p. 180), as well as a HUD integrated into a neural interface, don’t have this problem. The Masked Shooting technique (Tactical Shooting, p. 44) is designed to cope with TL6-8 face masks that have limited field of vision and prevent cheek weld. At TL9, all relevant masks, including the air mask (Ultra-Tech, pp. 176-177) and combat infantry helmet, are set up for a HUD, meaning that shooters no longer need the technique. The link itself can either be hardwired – with a cable running from the gun to the HUD system or neural interface implant – or use wireless technology with a communicator (Ultra-Tech, p. 24). A micro radio communicator (Ultra-Tech, p. 44) is standard, but can be replaced by a cable for free. All TL9 communicators include basic encryption for free; secure encryption is considerably more expensive at $500 (Ultra-Tech, p. 47). Wireless communicators are easier to use and prevent mishaps such as the cable getting caught or cut, but are susceptible to being jammed (High-Tech, pp. 212-213) or cracked and hacked (Ultra-Tech, p. 47). For these reasons, hardwired systems are still more popular with military and police users. Instead of an actual cable, the connection could also be through the shooting hand – induction wires in the uniform gloves or a neural interface in the palm, rather than the traditional temple slot. However, an interface in the palm means that the off-hand shooting won’t be supported unless that palm has an interface, too... Many shooters will want to augment the HUD link with Targeting software (Ultra-Tech, pp. 149-150) that gives a further bonus to Guns skill. This is cumulative with the basic +1 from the HUD link, for a maximum Guns bonus of +3 with a Complexity 4 Targeting software costing $1,500. (Whether a military or police organization is willing to spend the money on this is another question...) The software needs a computer to run on, as well! Typically, the program will be installed on a shooter’s personal computer – it’s nearly inconceivable that every TL9 soldier or policeman will not always have a computer on his person or even integrated into his uniform. Even so, not all personal computers will be able to run a Complexity 4 application, especially in addition to other programs like TacNet and various software tools. A Complexity 3 Targeting software, but not a Complexity 4 app, could alternatively run on a rugged tiny computer (Ultra-Tech, pp. 22, 23) in the gun, but that is optional (Ultra-Tech, p. 149). ===Augmented Reality=== Instead of the standard HUD, shooters might use augmented reality (AR) technology (Ultra-Tech, pp. 56-57). This requires a HUD and HUD link to a gun camera, vid glasses (Ultra-Tech, p. 60), or a computer implant (Ultra-Tech, pp. 215-216). Linked to the gun’s IFF system and a memory augmentation database, AR allows every object in the shooter’s field of view to be tagged with specific target information, such as friend-or-foe (even name, age, rank, etc., if the person is in the system’s memory database), estimated DR according to the type of body armor worn or vehicle used, etc. If linked to a multispectral laser sight, as is normally the case, the AR will display the exact range to the target, for the usual +3 Acc. ===Iron Sights=== TL9 guns still come with conventional iron sights for backup, in case the HUD link breaks down. However, some designs might lack them, as do a number of optically sighted TL8 guns. A military user might have spec’ed a gun without backup sights for cost reasons (both for the hardware and to train the soldiers in using them). Leaving off the iron sights saves $100 and 0.2 lb. for a long arm, half that for a handgun. ===Laser Sights=== All TL9 guns are equipped with an adjustable multispectral laser sight (Ultra-Tech, p. 149) that projects a low-powered laser beam like a TL8 targeting laser (High-Tech, pp. 156-157). This gives +1 to Guns if used without the HUD link. If the laser is used with the HUD link, the bonus remains at +1 (not +2!), but the HUD can calculate and display the exact range to the target as a free action, and the shooter can claim the +3 Acc for knowing the range (Tactical Shooting, p. 27) for all aimed shots. This doesn’t work without HUD. The effective range of a multispectral laser sight is given as the weapon’s 1/2D Range, which is both imprecise (as 1/2D Ranges differ considerably) and rather short considering the performance of TL8 laser equipment. This should be amended to line of sight on planetary battlefields, meaning the laser can determine the range to anything from 5,000 yards (distance to the horizon at sea level on Earth) to something like 20,000 yards. The laser beam can be easily detected by opponents even in “invisible” IR mode, provided they have the most basic TL7 night vision equipment (High-Tech, p. 156). In the “invisible” UV mode, a TL9 hyperspectral vision system (Ultra-Tech, p. 61) is required, making it only slightly safer. Once an opponent can see the beam, he can “track it back” to the shooter’s position, so that he “knows your location to within one yard” (p. B548), for a maximum visibility penalty of only -4. Like advanced TL8 targeting lasers, the multispectral laser beam has a “flood” setting for illumination like a flashlight (Ultra-Tech, p. 74). It can emit white light, IR light, or UV light. In “flood” mode, it will negate all darkness penalties out to the beam’s range (Tactical Shooting, p. 19, and Ultra-Tech, p. 74). The beam ranges given are low even for TL8 flashlights; at TL9, an effective range of at least 100 yards is more realistic. Shone into the eyes of an opponent, it can also dazzle (Tactical Shooting, p. 18, and Ultra-Tech, p. 113), at HT-7. Shooters still need to practice laser/light discipline and only switch it on momentarily (Tactical Shooting, p. 19). Prominent use of laser sights on the battlefield makes identifying “your” laser dot difficult. Targeting lasers can be set to pulse at different frequencies and to switch the appearance of the dot from circle to cross, triangle, square, etc. (Tactical Shooting, p. 20), but mix-ups can still happen. A personal radar/laser detector (Ultra-Tech, p. 188) can alert the wearer to a laser aimed at him, saving him from being ambushed (Tactical Shooting, p. 21). This also not only allows him to dodge at all (Tactical Shooting, p. 17), but gives +1 to Dodge (High-Tech, p. 157). Linked to a rugged tiny computer (Ultra-Tech, pp. 22, 23), the detector should be able to track back the location of a laser aimed at it within one second, not unlike a TL8 acoustic countersniper system (High-Tech, p. 207). The shooter’s own laser might even be used by an opponent’s semi-active laser homing missile (p. B412) to home in on! ===IFF Interrogators=== IFF interrogators (Ultra-Tech, p. 151) are likely to be standard for all TL9 military and police guns. In military and police weapons, the laser will typically also function as an IFF interrogator (Ultra-Tech, p. 151). Troops no longer need to wear treacherous cat’s eyes on their helmet bands or have “Police” stenciled in high-visibility paint on their backs to avoid friendly fire (although the latter identification mark probably can’t be avoided, as it’s at least as much for the benefit of the citizens as for the officer in non-totalitarian societies). Effective but training-intensive standard operating procedures like everyone stepping in the same direction in case of ambush (GURPS SEALs in Vietnam, p. 50) are likewise not necessarily needed any longer. It may make Hitting the Wrong Target (pp. 389-390) next to impossible. Special ops units may nevertheless stick to such oldbut-true tactics, as IFF interrogators can be spoofed or tricked, and the laser beams can be detected. An IFF interrogator gives a +2 bonus to Situational Awareness rolls (Tactical Shooting, p. 11). Running the TacNet program (Ultra-Tech, p. 149) provides a bonus equal to its Complexity, while the Target Tracking application (UltraTech, p. 150) gives a bonus twice its complexity. The bonuses from TacNet and Target Tracking aren’t compatible. ===Targeting Scope=== An optional compact targeting scope (Ultra-Tech, p. 149) is common for all but the tiniest holdout guns despite its high additional cost. Optronics are already widespread on TL8 military and hunting long arms, and are even mounted on some TL8 pistols. The advantages of magnification and night-vision are simply too large to ignore them. The gun’s HUD link channels the scope’s video output to the shooter’s HUD or neural interface, meaning actually looking through the scope (Tactical Shooting, p. 20) is no longer mandatory. The magnification will be variable (High-Tech, p. 155) at least from 1-4x, to give +0, +1, or +2 to Acc; the non-magnifying setting is important for close-range shots. However, at TL8, the cost, weight, size, and performance of scopes hinges on lens quality – at TL9, digital video comes without most of those downsides. Better magnification is not actually TL-dependant, and could easily be as high as 32x (+5 Acc) even at TL9. Like advanced TL8 night-vision sights, the compact targeting scope will not be a pure thermal-imaging device providing Infravision (Ultra-Tech, p. 149), but rather an image-intensifying sight with optional thermal overlay that provides either Night Vision 9 or Infravision – or both together! This is included in the cost. Using the sight, the shooter suffers from Tunnel Vision (UltraTech, p. 149) and – if used in any of the night-vision modes – also from Colorblindness (High-Tech, pp. 156, 157). If installed, a compact targeting scope can be used conventionally as backup sight. ===== MILITARY SUPPORT GUNS ===== Everything explained under Infantry Guns (pp. 4-10) also applies to heavy guns like the anti-materiel rifle, payload rifle, light support weapon, minigun, storm chaingun, splat gun, or gyroc light support weapon (Ultra-Tech, pp. 135-139, 144-145). An articulated weapon harness (Ultra-Tech, pp. 150-151) or gyrostabilized weapon harness (Ultra-Tech, p. 150) allows a single gunner to carry a heavy support gun and fire it from (almost) any position, including on the move and lying down. Although firing the gun from a weapon harness means technically you are always shooting from the hip (Tactical Shooting, pp. 12-13), it comes with neither the advantages nor disadvantages of that stance. This is because the mounted guns are always so bulky that they can’t profit from the position. Conversely, the fact that normal weapon sights can’t be used this way is negated by the use of a HUD link. For all practical purposes, shooting from a weapon harness is treated exactly like shooting a handheld gun, except that the gunner needs only to match a reduced minimum ST and is always braced for +1 Acc: The gunner can use the Attack, Move and Attack, All-Out Attack (Determined), and Aim maneuvers, and can dodge. The gyrostabilized weapon harness also cancels the Guns or Gunner penalty imposed by Move and Attack, making the Close-Quarters Battle technique (Tactical Shooting, p. 43) superfluous. Such a harness can make the gunner too bulky to fit through doorways, vehicle hatches, etc., although improved designs could have the articulated weapon arm fold onto the gunman’s back, like a bird’s wing. The main problem is that the harness doesn’t help with encumbrance (pp. B17-18), meaning the weight of the gun, the harness, and the ammunition is likely to be a considerable burden on the gunner. This means gunners need to bulk up with additional ST or use an exoskeleton (Ultra-Tech, p. 181). =====RELATED GUNFIGHTER ISSUES===== Virtual reality simulation training (Ultra-Tech, p. 55) can be used to make the shooter familiar (pp. B169, 199) with practically every gun available, although it can’t reduce the time required – eight hours per distinctive model. This would make the Cross-Trained perk (Tactical Shooting, p. 38) superfluous. Of course, there are always guns of the opposing forces that could not yet be included in the latest sensies. Shooters will universally use active hearing protection (Ultra-Tech, p. 171), either in the shape of small electronic earplugs (High-Tech, p. 70) – these cost $25 at TL9 – or integrated into a combat infantry helmet (Ultra-Tech, p. 180). This protects a shooter’s hearing from the noise of the battlefield (Tactical Shooting, pp. 34-35). Active hearing protection not only cuts out specific noise levels such as gunshots and explosions, it actually magnifies many other sounds, especially conversations, giving +2 to Hearing rolls. Sound suppressors work like their predecessors (High-Tech, pp. 158-159, and Tactical Shooting, pp. 70-71), but offer improved performance. Most TL9 designs are baffle suppressors, with perfected gas and blast diffusion panels and integral cooling. They automatically vent themselves of oxygen to avoid the first-shot pop (Tactical Shooting, p. 71). This allows -4 to -8 Hearing, with -6 being standard. -1 Bulk. $100 per -1 Hearing. 0.5 lb. for pistol, 1 lb. for rifles, and 2 lbs. for oversized guns. ===== TARGETING SYSTEMS ===== These help the shooter find his target and hit it. ==== Smartgun Electronics ==== Every TL9+ firearm has a laser sight (p. 149), a HUD link (below), a recognition grip or transponder ring (p. 150), and a diagnostic computer (p. 151) for free. These electronics are powered by an integral B cell, which is included in the basic weight of the gun. A tiny computer (p. 22) may also be included. However, these components can be ignored if they are not standard in a particular setting, or purchased separately. A full smartgun electronics package costs $220 if not purchased with the weapon. ===HUD Link (TL9)=== Connected to a heads-up display (p. 24), this shows augmented-reality targeting imagery in the user’s field of view. The link shows him exactly where his firearm is pointing (+1 Acc within 300 yards, not cumulative with the Acc bonus for other targeting systems), the number of shots remaining, and – if using a laser sight or other active targeting device – the distance to the target. The user can exploit this to see around corners, exposing only his weapon. $10 if bought separately. Weight and power consumption are negligible. ===Multispectral Laser Sight (TL9)=== This device projects a low-powered eye-safe laser beam, placing a laser spot at the point where the weapon will hit. A standard feature of all TL9+ firearms, it helps the user aim or intimidate opponents. A laser sight gives a +1 to skill when used out to the weapon’s 1/2D range, provided the dot is visible to the shooter. It can be set to use any one of these frequencies: Visible Light: This projects a visible red, blue, or orange spot. The laser beam itself is visible only in dusty or smoky environments – which might describe many firefights! Infrared: An infrared laser beam projects a dot that is invisible without an infrared or hyperspectral vision system. Ultraviolet: The dot of this ultraviolet laser beam is invisible without an ultraviolet or hyperspectral vision system. $10 if bought separately. Weight and power consumption are negligible. ===Compact Targeting Scope (CTS) (TL10)=== This video sighting system provides hyperspectral vision. It has telescopic optics for normal viewing in daylight, and interfaces with the weapon’s HUD sight. It provides a +2 bonus to aimed shots. The scope can also be used as a passive sensor, providing Infravision or Hyperspectral Vision with Restricted Vision (Tunnel Vision). It has 4x magnification. The user must aim the weapon at the target he is observing. $1,000, 0.5 lbs., A/100 hr. LC4. ===Enhanced Targeting Scope (ETS) (TL10)=== A powerful video sighting system used by snipers or heavy weapons gunners. It provides hyperspectral imaging (p. 61), plus telescopic optics for normal viewing in daylight. It interfaces with the weapon’s HUD sight. The weapon’s sight automatically measures wind conditions, air temperature, and even local gravity conditions, adjusting the weapon’s velocity to compensate. The scope adds a +3 bonus to aimed shots at TL10. Used as a passive sensor, it provides Hyperspectral Vision with Restricted Vision (Tunnel Vision) with 8x magnification at TL10. The user must aim his weapon at the target he’s observing. $8,000, 2 lbs., B/400 hr. LC4. ====Tactical Programs==== These programs augment the tactical or strategic acumen of police and military personnel by automating error-prone tasks. They assist the user without replacing him. ===Silhouette (TL9)=== This optical recognition program specializes in identifying targets of military interest and providing background or technical data. The quantity and accuracy of supporting information depends on the databases used. High-quality commercial databases offer expensive subscriptions and constantly updated content, but lack detail. Military databases are usually encrypted and contain very detailed information, including hyperspectral emission profiles, countermeasure tactics, and usage instructions. Military databases require Military Rank or Security Clearance. Complexity 5; double normal cost. ===TacNet (TL9)=== A software tool (p. 25) useful for combat troops, TacNet helps a leader monitor a combat force by tracking and displaying their positions, firing arcs, blind spots, command relationships, and more. This gives a bonus to Tactics if all parties are in communication. Complexity 5 (+1 Tactics), LC3 or Complexity 6 (+2 Tactics), LC2. 10 times normal cost. ===Targeting (TL9)=== This software tool augments the capabilities of a HUD link (above) by improving target acquisition speed, ballistic modeling, environmental compensation (adjusting for air pressure, wind, humidity, temperature, etc.), and prioritizing targets for threat assessment. The program gives a bonus to a single Gunner or Guns specialization if used with a HUD link. Complexity 3 (+1 skill) or Complexity 4 (+2 skill). Five times normal cost. LC2. ===Target Tracking=== Used in conjunction with a sensor system (see Chapter 3) such as a radar, radio direction finder, or hyperspectral optics, this tracks up to 10 distinct targets or emission sources at a time. It displays size, signal strength, bearing, vectors, and other appropriate information on a movingmap display. Complexity 2; five times normal cost. Add +1 to Complexity and double cost per tenfold increase in tracking ability. LC4. ====Targeting with Active Sensors==== The most accurate way to aim a weapon is to slave a targeting program (p. 149) to a “tactical” active sensor (see Chapter 3) that has locked onto a target. This feeds realtime ranging data to the gunner and shows the gunner exactly how to move the weapon (or vehicle, if a fixed weapon) to hit the target. This can only be used for a mounted weapon (i.e., one using Gunner skill). The combination of targeting program and active sensor gives the maximum possible targeting bonus. Replace all bonuses for scopes, computers, sensors, etc. with a bonus equal to the weapon’s base Acc. In other words, its Acc is effectively doubled. (Acc does still increase normally with Aim maneuvers – +1 after one second, +2 after two seconds, etc.) In order to gain this bonus, the target must be in range of the active sensor, and the program must be able to provide data directly to either the vehicle operator or whoever is operating the weapon mount. =====FIREARM ACCESSORIES===== While the ultra-tech era of innovation has brought us some new tricks, some older technologies and techniques are still used by dedicated geardos and gun aficionados. ====GUNSMITHING==== Many tactical shooters improve or modify their guns. This can mean anything from putting some rubber bands around a pistol grip to make it less slippery to completely rebuilding the weapon. Most tasks require at least one Armoury (Small Arms) roll; unless specific rules are provided, failure means the time is wasted and the gunsmith must try again, while a critical failure damages the weapon in some way. The following gunsmithing rules from High-Tech are generic. They may not apply to every firearm. Individual weapon descriptions sometimes state whether specific modifications are either common or can’t be done at all. If nothing is specified, use common sense. For example, bullpup weapons can’t have their shoulder stock removed or replaced by a folding stock, the magazine capacity of a weapon with a tube magazine below the barrel may be reduced if the barrel is shortened, and so on. See Firearm Quality (High-Tech, p. 79) for improving a gun’s accuracy or reliability. ===Adding Accessories=== Listed below are many gadgets which can be added to a firearm. Most require no or only minor modifications to the weapon – especially if accessory rails are used. An Armoury (Small Arms)+4 or IQ-based Guns roll is required to correctly fit a new accessory to a firearm; this seldom takes longer than 30 minutes. Complicated or involved additions require an Armoury (Small Arms) roll and take one hour of work. Example include a new, slightly longer barrel with a thread cut into it to mount a detachable sound suppressor (High-Tech, p. 159), or a pistol stock (High-Tech, p. 160) being added to a handgun that isn’t designed to mount one. ===Caliber Conversion=== Modifying a firearm so it can take a different round is popular, often because weapons are scarce during wartime or certain calibers are easier to obtain by the new owner (whether due to cost or availability). A caliber conversion requires a new (or rebored) barrel and sometimes additional modifications; magazines often need to be acquired elsewhere. However, the basic action can usually be kept. This requires two Armoury (Small Arms) rolls, two hours of work, and materials worth 25% of the cost of the weapon. The new caliber is often smaller but can be larger; multiply original caliber by 1.2 to find the maximum increase. This will change the damage done by the firearm; the GM should use the Dmg of a weapon, similar to the model being modified, that fires the new caliber. It can’t be much more powerful, though – multiply basic damage by 1.2 to find the maximum increase. Example: During WWII, many captured weapons were converted to calibers the new owners found easier to obtain. The Germans liked to convert the Soviet ZiD PPSh-41 (High-Tech, p. 124) – with maximum caliber 7.62mm x 1.2 = 9.14mm – from 7.62x25mm Tokarev to 9x19mm Parabellum. The adapted weapon used the magazines of the ERMA MP40 (High-Tech, p. 124). Like the MP40, the conversion does 3d-1 pi, which is inside the 3d x 1.2 = 3d+2 maximum. ===Converting a Long Arm into a Bullpup=== Most long arms can be converted to the so-called bullpup configuration – that is, a shape in which the trigger is located forward of the action. This changes the balance of the weapon and reduces the length. For weapons not using caseless ammo, It usually also means that the weapon can no longer be used left-handed (or right-handed, if so constructed), as the cases will be ejected into the face of the shooter. A conversion requires extensive modifications and often means a net weight gain. This conversion requires three Armoury (Small Arms) rolls, two days of work, and materials worth 30% of the cost of the weapon. Ready-to-install bullpup conversion kits are available for certain long arms – e.g., for the Ruger Mini-14 (High-Tech, p. 117). These cost 25% of the cost of the weapon and require only one Armoury (Small Arms) roll and two hours of work. In either case, improve Bulk by 1 (to no better than Bulk -3) and increase weight by 1 lb. Many gunsmith conversions are less reliable, giving -1 to Malf. Converted rifles sometimes also suffer -1 Acc due to the trigger linkage. The bullpup configuration is effectively a TL7 development. It works best with semiautomatics and full-automatics, but can also be applied to bolt-action and pump-action guns. ===Converting a Semiautomatic to Full-Automatic=== Any semiautomatic weapon can be converted to full-automatic fire. In fact, one of the challenges of semiautomatic design is preventing such weapons from firing bursts – runaway semiautomatics are a discomfiting but not uncommon occurrence on shooting ranges! Gunsmiths and manufacturers began offering this conversion between 1900 and WWI, a mere decade after the introduction of the first self-loading weapons. This conversion requires an Armoury (Small Arms) roll. Assign a penalty depending on the weapon’s basic design. For example, converting a Winchester M1 carbine (High-Tech, p. 113) or certain open-bolt pistols like the original semiautomatic Intratec TEC-9 (High-Tech, p. 102) is a favorable task, with a +1 difficulty modifier (p. B345). Converting a Colt CAR-15 R6001 Sporter (High-Tech, p. 119) is an average task with no modifier. Rebuilding a pistol such as the Colt .45 Government (High-Tech: Pulp Guns 1, pp. 17-18) into a selective-fire machine pistol is an unfavorable task at -1. Modifiers: +1 if the armorer has previously converted this type of gun successfully; -3 if this is his first attempt to convert any semiautomatic; +1 for an aftermarket kit (which often only allows full-auto rather than selective fire); +2 for the availability of factory parts (which indicates a rebuild rather than a conversion); and from -2 to +2 for the Armoury (Small Arms) tool kit (High-Tech, p. 24) being used. Conversion requires 10 minutes for a favorable task, 12 hours’ work for an average task, and two days’ work for an unfavorable task. Failures don’t work, and extend the conversion time by one day. Critical failures turn the gun into scrap metal. Any critical success gives a gun with ordinary Malf.; otherwise, Malf. is -1 from the pre-conversion gun – conversions almost never run as reliably as factory guns. Almost everywhere, conversion will lower LC by 1. Typically, RoF will be 20! for a converted pistol, 25! for a .22- caliber pistol, 6! for a shotgun, 10! for a rifle in a large caliber such as 7.62¥51mm NATO, 15! for a rifle in a small caliber such as 5.56¥45mm NATO, and 20! for a .22-caliber rifle. Examples: A Colt CAR-15A1 R6001 carbine with full-auto sear has RoF 15!, while a converted NORINCO Type 56S-1 rifle (Chinese semiautomatic copy of the AKMS on p. 114 of HighTech) has RoF 10!. ===Fitting a Gun to Its Owner=== A gun can be modified to fit its owner perfectly. Features like length of pull of the shoulder stock; overall weight; pistol grip shape and size; checkering or other texture improvement of the grip, trigger, hammer, or other surfaces; trigger pull; and sights can be adjusted to a specific shooter. This includes specially shaped stocks for one-armed or one-eyed shooters (p. B147). Double the cost of the weapon. The ultimate “modification” is a made-to-order gun. This was and is common for the more expensive shotguns and sporting handguns and rifles, such as the SVI Infinity (p. 58) or H&H .600 Royal Express (High-Tech: Pulp Guns 2, p. 7). Paying full price for a new gun of this type already includes fitting it to the (original) owner. The ideal way to model this in GURPS is to treat it as a Weapon Bond (p. 41), but note that a shooter can also bond to a gun that is not modified in any way! ===Shortening a Handgun=== Most handguns with Bulk -2 or -3 can have their Bulk improved by 1 by shortening the barrel (and slide, if the barrel is completely covered by it). This requires an Armoury (Small Arms) roll and five hours, and costs 50% of the gun’s cost. The conversion will lower weight somewhat; reduce it by 0.5 lb. Multiply Dmg by 0.85 and reduce Acc by 1. ST and Rcl may also get worse. LC is usually not affected. ===Shortening a Long Arm=== Shortening a long arm means removing part of the barrel and/or stock. Long arms with Bulk -6 or worse can have Bulk improved by up to 2 by shortening the barrel; those with Bulk -4 or -5 can only have Bulk improved by 1. This reduces weight by 0.75 lb. per point of Bulk improvement for a single-barrel weapon, or by 1 lb. per point for a double-barreled weapon or machine gun. For rifled weapons only, reduce Acc by 1 per point, and multiply Dmg by 0.85 for +1 Bulk or by 0.75 for +2 Bulk. In either case, Bulk can be improved by an additional +1 if the stock is removed or replaced by a folding stock (High-Tech, p. 160) – unless the weapon is a bullpup. If the stock is removed, reduce Acc by 1 and weight by 1 lb., multiply ST by 1.2, and add +1 to Rcl (unless Rcl is 1). A long arm’s Bulk can never be improved to better than Bulk -3. Beginning in the 1920s, many legislations consider short barrels a sign of a “gangster weapon” (compare High-Tech: Pulp Guns 1, pp. 4-5). At TL6-8, shortening the barrel of a long arm to Bulk -4 or better will generally lower LC by 1. Folding stocks may also be illegal. Simply sawing off a barrel or stock requires nothing more than a hacksaw (High-Tech, p. 25) and a couple of minutes of sawing. However, for any weapon other than a shotgun, it’s usually necessary to move back the sights, install a new foregrip, refinish the weapon, etc. This requires two days’ work and two Armoury (Small Arms) rolls. Example: During the Russian Civil War (1918-1922) and again during WWII, civilian fighters sometimes converted the Mosin-Nagant rifle (High-Tech, p. 111) into a handgun by sawing off stock and barrel. The so-called obrez (“sawed-off”) configuration reduces Dmg from 7d+1 pi to 5d+2 pi, weight by 2.5 lbs. to 6.7 lbs., Acc from 5 to 2, and Bulk from -6 to -3. It increases ST from 10† to 12† and Rcl from 4 to 5. ===Weight Reduction=== Lugging around even a 2.5-lb. handgun all day can be pretty cumbersome, not to mention 10-lb. rifles and 25-lb. machine guns. If a lighter comparable weapon isn’t available, sometimes it’s worth trying to reduce the weight of your firearm. Lightening a gun isn’t always a good idea, as it may reduce service life, controllability, or other parameters. However, the lower mass may outweigh any disadvantages. * One way to reduce weight is to shorten barrel and/or shoulder stock (p. 69). This usually has a negative impact on Dmg, Acc, Range, ST, Rcl, and/or LC. * Another is to use lighter ammunition; e.g., by employing plastic or alloy cartridge cases (High-Tech, p. 164) or lighter ammo carrying devices (such as plastic or alloy magazines, High-Tech, p. 155). These aren’t always available, however. * A third method is to machine away superfluous material from the slide or other massive components, and to use a fluted barrel, lighter bipod, or other weight-reduced parts. This requires 12 hours and an Armoury (Small Arms) roll. An 18 on that roll indicates that too much material was taken off, or in the wrong place, and the gun’s integrity was weakened; the next malfunction will be an explosion (p. B407)! Multiply (empty) weight by 0.85. Example: Cutting grooves in the slide’s sides and machining off other excess material can reduce the empty weight of a FN-Browning HP pistol (High-Tech, p. 99) from 1.9 lbs. to 1.6 lbs.; loaded weight becomes 2.1 lbs. ====WEAPON CUSTOMIZATION==== These customization options are both real and common in the movies. ===Compensator (TL7)=== A compensator is a muzzle attachment designed to reduce the recoil and muzzle rise of a firearm. It vents some of the firing gases upward and/or to the rear, thereby reducing the climbing and recoiling movement of the weapon. This improves the chances of hitting with rapid fire. A compensator reduces the weapon’s ST rating by 1 and grants +1 to effective skill whenever three or more shots are fired (RoF 3+). A weapon fitted with it gives +2 to Hearing and Vision rolls to locate it in the dark, and it will ruin the night sight of the gunner (increasing any darkness penalties by -2, up to the maximum of -9, p. B548). Any shooter unfamiliar (p. B169) with a weapon so fitted is at a further -2 to Guns due to the distracting flash and unburned propellant propelled into his sightline and back at him during firing! A compensator can’t be combined with a sound suppressor. A compensator can be combined with a muzzle weight, but the skill bonus can’t exceed +1. It can’t be combined with a muzzle port. $350, 0.1 lb. (pistol or SMG), 0.25 lb. (shotgun or medium-powered rifle), 0.35 lb. (high-powered rifle). LC3. ===Muzzle Port (TL7)=== This adds ports or holes in the top of the gun’s barrel, venting some of the firing gas to the top just like a compensator. A muzzle port reduces the weapon’s ST rating by 1 and grants +1 to effective skill whenever three or more shots are fired (RoF 3+). However, due to the ported barrel, the muzzle velocity of the projectile is reduced; this gives -1 to Dmg. Furthermore, a ported weapon gives +2 to Hearing and Vision rolls to locate it in the dark, and it will ruin the night sight of the gunner (increasing any darkness penalties by -2, up to the maximum of -9, p. B548). Any shooter unfamiliar (p. B169) with a weapon so fitted is at a further -2 to Guns due to the disconcerting flash and unburned powder blown into his sightline during firing! A muzzle port can’t be combined with a sound suppressor. A muzzle port can be combined with a muzzle weight, but the skill bonus can’t exceed +1. It can’t be combined with a compensator. $100. LC3. ===Muzzle Weight (TL7)=== A muzzle weight is a small weight attached below the barrel of a firearm (usually a handgun) to reduce the weapon’s tendency to flip upward during firing. This improves the chances of hitting with rapid fire, but it changes the balance of the gun. Properly tuned to gun and shooter, it can represent one of the small things that GURPS calls a Weapon Bond (p. 23). Muzzle weights were designed for and are mainly used on competition guns. They are also common in the movies as customization always looks cool... A muzzle weight grants +1 to effective skill whenever three or more shots are fired (RoF 3+), but it worsens Bulk by -1 – a pistol with Bulk -2 will have Bulk -3 with a muzzle weight fitted. A muzzle weight can be combined with a compensator or muzzle port, but the skill bonus can’t exceed +1. $100, 0.1-0.5 lb. LC4. ===Sound Suppressors=== The sound of a gun firing is the sonic boom of the supersonic propellant gases and possibly the projectile. The speed of sound at sea level is about 1,086 feet per second, but the muzzle velocity of a 9x19mm pistol round is approximately 1,200 fps and that of a military rifle is 2,500-3,500 fps – and powder gases travel at over 4,500 fps! A sound suppressor, often called a “silencer,” confines and slows gases and/or projectile before they leave the barrel, reducing noise. The Maxim Silent Firearms Co. introduced the first commercially available suppressor in 1908; it was widely used for indoor target shooting. Silencers generally remained legal in the U.S. until the gangster and subversive hysteria of the 1930s. After 1934, they were regulated: some states banned private sale, while others required registration and a $200 Federal tax. Today, most countries outlaw suppressors. In some noise-conscious European nations like Finland, though, rifle (and even MG) suppressors are legal and sometimes required for sport shooters. Military and espionage services have easy access to silencers, of course, and an armorer or a machinist can make one (see Home-Built Suppressors, p. 159). A suppressor doesn’t completely negate a firearm’s report (but see Cinematic Silencers, High Tech p. 159) – it merely reduces the range at which it’s heard and identifiably a gunshot. The Hearing Distance Table gives the range at which an unsuppressed shot is audible on an unmodified Hearing roll. ==Hearing Distance Table== //Sound:// Weapon sound in question (other sounds included for comparison). \\ //dB(A):// Decibel range at muzzle, weighted for human hearing. \\ //Range:// Distance (in yards or miles) at which sound is audible on an unmodified Hearing roll. ^ Sound ^ dB(A) ^ Range (yards) ^ Range (miles) ^ | Leaves rustling, stalking person | 40 | 0.25 | - | | Quiet conversation, walking person | 50 | 0.5 | - | | Conversation, cocking or reloading firearm, attaching bayonet | 60 | 1 | - | | Light traffic | 70 | 2 | - | | Bow, loud conversation, noisy office | 80 | 4 | - | | Crossbow, shouting, gasoline engine | 90 | 8 | - | | Air gun, firearm firing “silent” ammo, revving gas engine | 100 | 16 | - | | Loud clapping, diesel engine, auto horn, motorcycle | 110 | 32 | - | | Chainsaw, oxygen torch | 120 | 64 | - | | Very light pistol or rifle (.22 LR), musket | 130 | 128 | - | | Light pistol (.32 ACP, .380 ACP), grenade launcher | 140 | 256 | 0.15 | | Heavy pistol (9x19mm, .45 ACP), SMG, rifle, shotgun | 150 | 512 | 0.3 | | Magnum rifle (.300 WM, .600 H&H), HMG, stun grenade | 160 | 1,024 | 0.6 | | Artillery, small explosion | 170 | 2,048 | 1.2 | | Tank gun, large explosion | 180 | 4,096 | 2.3 | Apply +1 to Hearing per range step by which the listener is closer to the sound source, -1 per step by which he’s more distant. For distances between two lines on the table, use the higher of the two. A suppressor adds a further penalty. Example: A Walther PPK (a light pistol) is audible on an unmodified Hearing roll at 256 yards. At 300 yards, the roll is at -1. With a suppressor that gives -2 to Hearing, the roll is at -3. The listener’s location also matters. It’s harder to hear a gunshot outside a cone in front of the gun’s muzzle. Individuals located behind or far off to the side of the muzzle have -1 to Hearing. The GM may apply other modifiers: * Background noise: -5 for busy street; -6 for blaring TV set; -10 for fireworks * Intervening terrain: +1 for bare concrete (reflects sound); -1 to -3 for heavy vegetation (muffles sound) * Listener distracted: -2 or -3 (see p. B548) * Listener unfamiliar with firearms (no points in Guns): -4 * Listener wearing winter clothing over ears: -1 to -3 * Shot fired through pillow: -1 Suppressors work better on some guns than on others. They’re most effective with sealed breeches such as bolt-actions or dropping blocks: -1 to Hearing. They work fairly well on semiautomatics, but such weapons often leak high-velocity gas from the breech and always have the noise of the action working (but see Slide-Lock, p. 161). Suppressors don’t work at all on ordinary revolvers; it’s possible to construct a revolver so tightly fitted that it can be silenced (see Nagant R-1895, p. 95), but this is more an exercise in perverted ingenuity than in practical design. A detachable suppressor requires a means to attach it, usually an extended barrel with a thread or attachment lugs. Attaching or removing a suppressor takes five seconds if threaded, three seconds if a TL8 quick-detach model. Most suppressors add length to the gun, worsening Bulk. ===Baffle Suppressors (TL6)=== Most suppressors are of this type. They work by diffusing the muzzle blast and firing gases inside a baffled expansion tube (which has many tiny compartments). Lifetime is typically hundreds of shots – even tens of thousands of shots, by late TL7. Detachable Baffle Suppressor, .22-caliber (TL6). -1 to -4 Hearing. -1 Bulk. $100 per -1 Hearing, 0.25 lb. LC3. Detachable Baffle Suppressor, Pistol or SMG (TL6). -1 to -4 Hearing. -1 Bulk. $250 per -1 Hearing, 1 lb. LC3. Detachable Baffle Suppressor, Rifle (TL6). For rifles firing 5.56¥45mm NATO, 7.62¥51mm NATO, or similar. -2 to -4 Hearing. -1 Bulk. $250 per -1 Hearing, 1.5 lbs. LC3. Detachable Baffle Suppressor, Oversized (TL8). Primarily for large-caliber rifles, such as .50 Browning weapons, but also available for some MGs. -2 to -4 Hearing. -2 Bulk. $400 per -1 Hearing, 5 lbs. LC3. ===Wiper Suppressors (TL6)=== A wiper suppressor is a tube divided into compartments by “wipes” placed perpendicular to the barrel. The bullet passes through a sub-caliber hole in each wipe, while blast and gases are trapped in the compartments. Wipes are made of elastic materials such as oiled leather, rubber, or polyurethane, designed to close behind the bullet. This design means that wiper suppressors slow the projectile (causing it to lose power) and lose effectiveness after a few dozen shots, but also makes them more effective suppressors than baffle designs. Detachable Wiper Suppressor, Pistol or SMG (TL6). Multiply Dmg and Range by 0.8. Good for 40 shots. -2 to -4 Hearing. -1 Bulk. $150 per -1 Hearing, 0.5 lb. LC3. Detachable Wiper Suppressor, Rifle (TL6). For rifles firing 5.56x45mm NATO, 7.62¥51mm NATO, or similar. Multiply Dmg and Range by 0.5. Good for 40 shots. -2 to -6 Hearing. -1 Bulk. $150 per -1 Hearing, 1.5 lbs. LC3. ===Dirty Tech: Home-Built Suppressors=== To design a suppressor, make an Engineer (Small Arms) roll. At TL7-8, a Research roll will suffice – instructions are easy to find in survival guides and military manuals, and on the Internet. To build a suppressor, roll against Armoury (Small Arms), which defaults to Machinist-5. Common modifiers include up to +2 for actual blueprints or a working sample, the quality of your tools (p. 24), and +1 to +5 for extra time (p. B346). Failure means the first shot fired through the suppressor triggers a roll on the Firearm Malfunction Table (p. B407); critical failure damages the gun. Suppressor quality modifies these assumptions and determines the time required: Poor-quality suppressors can be built in 30 minutes from everyday items: tape, plastic bottles, Styrofoam chips, chicken wire, etc. Those with the Guns or Armoury skill don’t even need to roll; complete neophytes must make an IQ roll. Poor suppressors last for only 1d shots and give just -1 to Hearing rolls. They bestow -1 Acc, -1 Malf., and -1 Bulk, and weigh 0.5 lb. Average-quality suppressors take two hours to assemble from rubber washers, plastic pipe, and pipe fittings. They’re slightly more complicated than poor-quality ones: an Armoury roll is required, but at +4. (This is well-illustrated in the film Ghost Dog.) Average suppressors last for 3d shots and give -2 to Hearing rolls, becoming -1 to Hearing after firing half the shots. They give -1 Bulk – but no Acc or Malf. penalties – and weigh 1 lb. Good-quality suppressors are home-made copies of lowto mid-range commercial models (up to -3 Hearing). They take eight hours to build and require a workshop (p. 24). Use the stats for production suppressors, but price is 1/3 usual (for materials) and weight is often slightly higher. Fine-quality suppressors have all the requirements of good suppressors, but take 16 hours to build and the skill roll is at -2. Use the stats for the best available commercial suppressors, but cost is 1/2 usual (for materials). ===Cinematic Silencers=== The suppressor rules aim to represent realistic sound levels – not the Hollywood fiction of near-silent gunshots. In a cinematic campaign, the GM may wish to improve silencer effectiveness dramatically, doubling or even tripling Hearing penalties! ====STOCKS, TRIPODS, AND BIPODS==== Several add-ons are available to make guns more manageable. Many firearms include these features in their cost and weight, or don’t use the generic versions below – check your weapon’s description first. ===Pistol Stocks (TL5)=== A removable shoulder stock can convert a handgun into a carbine of sorts, improving accuracy and reducing felt recoil at the cost of increasing weight and making the weapon less handy. The pistol must be prepared to accept the stock by having a slot or groove in the grip. Attaching or removing the stock takes three seconds. While the stock is attached, use Guns (Rifle) to shoot, add +1 Acc and -1 Bulk, and multiply ST by 0.8 (round up). Many stocks are hollow, allowing storage of small items (ammo, a gun cleaning kit, etc.); some can hold the gun itself when it isn’t in use. Pistol Stock (TL7). $100, 0.5 lb. LC3. ===Shooting Sticks (TL5)=== Buffalo hunters sometimes propped long arms on “bipods” made from crossed sticks fastened with rawhide strips. A sitting marksman may treat a gun resting on shooting sticks as braced (see Aim, p. B364). $5, 1 lb. LC4. ===Tripods and Other Mounts (TL5)=== Tripods are three-legged mounts for such heavy weapons as machine guns and recoilless rifles. A tripod provides at least a 180° arc of fire – those for antiaircraft fire provide a 360° arc – and allows the weapon to be elevated or depressed. The shooter usually sits or kneels behind the tripod. While his weapon is mounted, he may treat it as if it were braced and ignore its ST requirement; see Aim (p. B364) and Bipods and Tripods (p. B412). Setting up or collapsing a tripod typically requires six seconds. Attaching or detaching the weapon takes a further three seconds. Some mounts have four or more legs, or wheels, or are shaped like sleds. These use exactly the same rules as tripods. Tripods and other mounts vary widely in cost and weight, depending on materials and the weapons they’re designed to support; see the individual weapon descriptions. All such mounts are LC4. ===Bipods (TL6)=== Bipods are integral to some weapons – especially MGs – and can be fitted to others. This is most common for rifles, but SMGs and even long-barreled revolvers have been so equipped! Bipods on MGs and heavy rifles function mainly to relieve the shooter of some of the weight. Others are installed for better accuracy. If a weapon has an attached bipod, a prone shooter may treat it as if it were braced (see Aim, p. B364) and multiply its ST requirement by 2/3 (round up). Opening or closing a folded bipod requires a Ready maneuver. If the shooter isn’t prone, the GM may allow the bonus for bracing if the bipod can reasonably be set on something stable – chest-high wall, pile of sandbags, window ledge, etc. Bipod (TL8). Available in fixed, semi-permanent, and quick-detach models (five seconds to install/remove). $100, 0.5 lb. LC4. ===Folding Stock (TL7)=== The fixed shoulder stock of some long arms – but not that of weapons where the stock houses part of the action, or the magazine – can be replaced with a stock that folds or retracts to make the gun more compact. Folding such a stock removes -1 from Bulk; firearms that already include this feature indicate it with an asterisk (*) next to Bulk. While folded, also apply -1 to Acc and +1 to Recoil (unless Rcl is 1), and multiply ST by 1.2 (round up). Folding or unfolding the stock requires a Ready maneuver. All but the flimsiest folding stocks increase overall weight. $100, 0.5 lb. LC3. ====MISCELLANEOUS ACCESSORIES AND MODIFICATIONS==== The following items can make a shooter’s life easier in a variety of ways. ===Gun-Cleaning Kit (TL4)=== A clean gun has been the mark of the professional shootist – from murdering thug to military sniper – since the dawn of firearms. Modern kits fit in a small pouch and contain collapsible cleaning rod, cleaning patches, brush, cleaning solvent, and lubricant. Machine gunners are often issued a belt pouch that includes cleaning equipment and a few small spare parts. For game effects, see Cleaning and Maintenance (p. 80). $20, 0.5 lb. LC4. ===Gun Case (TL5)=== From the 1700s, high-quality dueling and target pistols were traditionally kept in a wooden case with their accessories – including a mold for the exact-sized ball. African safari hunters kept their elephant guns in velvet-lined strongboxes to protect against both the weather and lightfingered porters. Padded aluminum and hard plastic cases serve the same purpose today. A typical TL8 model is 4’ long and holds a sniper rifle or two SMGs, plus spare magazines and other accessories. It is waterproof and lockable, and has DR 2. $250, 25 lbs. LC4. ===Brass Catchers (TL6)=== A “brass catcher” is a bag or other container attached to a gun’s ejection port to catch spent cartridge cases (the “brass”). Sport shooters use them to collect cases for reloading (see Handloading and Reloading, p. 174). Aircrews firing from within aircraft employ them to avoid the dangers of hot brass flying around the cabin – or into intakes or propellers. Covert operators, assassins, and others who can’t afford to leave evidence behind also find them useful. As a field expedient, soldiers sometimes tape a sturdy plastic pouch (often taken from military rations, p. 35) to the gun. It's worth noting that most modern (TL10) firearms use caseless ammunition; however, 'vintage' firearms still exist that use cased ammunition, and some modern firearms are specifically designed to accept cased ammunition. MG Brass Catcher (TL6). Holds 500 cases. Adds -2 Bulk. $75, 1 lbs. LC4. Pistol Brass Catcher (TL6). Holds 20-30 cases. Adds -1 Bulk. $50, 0.25 lb. LC4. Rifle/SMG Brass Catcher (TL6). Holds 60-100 cases. Adds -1 Bulk. $50, 0.5 lb. LC4. ===Slide-Lock (TL6)=== A slide-lock prevents the action of a semiautomatic firearm from cycling. This reduces mechanical noise when used with a sound suppressor (pp. 158-159), giving -1 to Hearing, but effectively converts the gun to a RoF 1 manual repeater – the operator must rack the slide after every shot to chamber a new cartridge. A slide-lock only comes standard on such specialized weapons as the Izhmekh PB (see Izhmekh PM, p. 100), but a gunsmith can add one to any semiautomatic with an Armoury (Small Arms) roll and two hours’ work. $50, neg. LC4. ===Drag Bag (TL7)=== A sniper may use a padded “drag bag” to protect his rifle while creeping along the ground. A typical bag is camouflaged, has internal compartments and external pouches for small items, and can be worn as a backpack. It may unfold for use as a sniper mat once the sharpshooter reaches his objective. Its thick skin has DR 1. $250, 4 lbs. LC4. ====TACTICOOL GADGETS==== The following real gear is of dubious practical value, but it may be useful in truly cinematic campaigns. ===Mag Knuckles (TL7)=== This wicked-looking device is permanently attached to the base of a pistol magazine, arching upward along its forward edge. Inserted in the weapon, it protects the fingers of the shooting hand all the way up to the trigger guard. In melee combat, it can be used like brass knuckles (p. B271). It gets ejected when the magazine is changed. $20, 0.5 lb. ===Bubba Cup Holder (TL8)=== Attached to an accessory rail (High-Tech, p. 161) on the side of a long arm, this tactical cup holder can hold a can of beer or, for real survivors, a can of tactical bacon or other combat foods (see Go Tactical, or Go Home, below). $50, 0.5 lb. ===Underbarrel Pistol Mount (TL8)=== Attached to an accessory rail (High-Tech, p. 161) below the barrel of a long arm, this device allows a pistol to be clamped under the weapon. The idea is to use the pistol when the long arm runs dry or malfunctions, but this is really much less convenient than drawing a pistol or simply reloading or fixing the long arm. Such a device is offered by an Israeli company for Glock pistols (High-Tech, pp. 100-101), but it could be made for any sidearm. The pistol doubles as a vertical foregrip as well. Adds -1 to long arm’s Bulk. $425, 0.5 lb. ===Go Tactical, or Go Home=== In a campaign that wishes to take Tacticool (p. 22) to absurd lengths, almost any item can be “tactical” with some good marketing and a matte-black paint job (a testimonial by “real-life” SWAT members helps, too). Even items as prosaic as food are not safe from being marketed toward the tribal tattoo and wannabe Dim-Mak master: Tactical Food (TL7): These foods contain what warriors crave. Eating a complete meal temporarily adds 1 point to ST or DX for six hours. Tactical retort packaging can function as a single-use mini-tool kit (HighTech, p. 24), and tactical cans can be used as an improvised missile weapon. $20, 1.5 lbs. per meal. Tactical Energy Drink (TL7): Double the electrolytes of a civilian drink! Chugging a can (real warriors require only a single Ready action) immediately restores 2 FP (+1 FP if you crush the can on your face, inflicting one point of cutting damage). Already full on FP? In that case, it temporarily adds 1 point to ST for one hour. $8, 1 lb. ====HOLSTERS, SCABBARDS, AND SLINGS==== Getting a pistol into or out of a holster takes one Ready maneuver. A successful Fast-Draw (Pistol) roll lets you draw a handgun as a free action; see Fast-Draw (p. 24). The Quick-Sheathe perk (p. 21) allows you to holster a weapon the same way. Unslinging or slinging a long arm takes two Ready maneuvers – or three, if the slung position is on the back. For unslinging, a successful Fast-Draw (Long Arm) roll reduces these times by a second. The Quick-Sheathe perk extends the benefits of Fast-Draw to slinging a weapon. For those trying to maintain a low profile while packing heat, holster design and placement can greatly affect the Holdout skill. The best hiding places are the hardest to reach. A gunman must choose between getting to his gun quickly and keeping it out of sight. For additional information on holsters and other gear to carry guns, as well as some less cinematic gadgets, see High-Tech, pp. 153-154. ===Concealed Back Holster (TL6)=== This is a handgun holster worn on the back, below the neck. Realistically, it is difficult to conceal anything in that area, especially a normal handgun (a particularly slim and/or small weapon with Bulk -1 or better might work). It is also not very easy to get to – the shooter has to reach over the shoulder and into the collar to draw the gun. In cinematic campaigns, even a sawed-off shotgun with Bulk -3 (p. 41) could vanish in such a holster, as seen in Desperado. Detective John McClane demonstrates a more pedestrian solution for his Bulk -2 Beretta Mod 92F (High-Tech, p. 100) in Die Hard, substituting duct tape for the holster. -1 Fast-Draw (Pistol). -1 Holdout (but +5 if the person you’re trying to fool can only see you front-on, and can’t actually search you). $50, 1 lb. LC4. ===Fast-Draw Back Scabbard (TL6)=== This is a fast-draw scabbard for a long arm (or long melee weapon) worn on the back. It is open to one side (or will break open easily) so that the weapon can be drawn quicker by reaching over the shoulder. The scabbard (and gun) can’t be seen from the front (+3 Holdout if the person you’re trying to fool can only see you front-on, and can’t actually search you), but it is easily visible from the rear or sides. It can be made for any gun with Bulk -4 or better, like many submachine guns or a short shotgun or carbine. This is demonstrated by adventurer Jack Colton with a sawed-off Browning BPS (p. 37) in Romancing the Stone. -1 Fast-Draw (Long Arm). $100, 2 lb. LC4. ===Sleeve Holster (TL6)=== This is a spring-loaded holster strapped to the forearm. The wearer activates it via a lever near the elbow, typically by pressing the elbow against the body. This requires a Fast-Draw (Pistol) roll. Success causes a slim metal bar to be thrust forward, allowing the gunman to grasp the handgun (no larger than Bulk -1) mounted at the end. Failure means the device fails to work properly; getting the weapon calls for the use of the free hand and a further Ready maneuver. Critical failure indicates the device breaks – extracting the gun means 2d seconds of prying and pulling with the free hand! For example, Captain James West uses a sleeve holster with a Remington Model 95 derringer (High-Tech, p. 91) in the TV series The Wild, Wild West. In Alien Resurrection, Christie has holdout pistols up both sleeves . . . A more cinematic version may even allow use of larger handguns with Bulk -2. For example, the Mariachi in Desperado has a full-sized Ruger KP90 pistol (p. 37) in either sleeve. -2 Holdout. $500, 0.5 lb. (1 lb. for a Bulk -2 handgun). LC4. ===Fast-Draw Rig (TL7)=== A holster and belt can be custom-built for speed. The drop-hip belt with its low-slung, smooth-drawing, steel-lined holster was patented in 1954 for Hollywood gunslingers. Although used in most Western movies, authentic Old West gunfighters never equipped themselves with it. Nevertheless, it is fast! +2 Fast-Draw (Pistol). $500, 3 lbs. LC4. ===Machine Gun Case (TL7)=== A machine gun case allows the transportation of an automatic weapon in plain view, ready to fire, without the problems that carrying such a gun openly would entail. Innocent bystanders and casual observers will only notice the inconspicuous case, while the shootist can open fire immediately, without taking the gun from the case. Realistic examples include the famous briefcases sold for the H&K MP5K submachine gun (High-Tech, p. 123). This is shown in action in The Replacement Killers and the Gunsmith Cats episode “Poison of the Scorpion.” More cinematic equivalents are the guitar cases of Campa in Desperado. Shooting while holding the case by the handle like a watering can is at -4 to Guns skill and multiplies Rcl by 1.5. For briefcases, a more efficient way suggested by special-ops instructors consists of bracing the case against the midsection and holding it with both hands. This at least avoids the Rcl increase. Costs and weighs twice the gun’s cost and weight for a mass-produced case; triple cost for a custom design. LC2. ====MAGAZINE MODIFICATIONS AND RELOADING AIDS==== Several innovations exist to increase ammo capacity and/or cut reloading time for cartridge-firing repeaters. For the costs and weights of standard magazines, spare cylinders, and so on, see the weapon tables and descriptions. ===Extended Magazines (TL6)=== Extending the length of a detachable magazine gives more ammunition capacity – typically 1.5x to 2x normal. Extended magazines are heavier, possibly unreliable (-1 Malf., at the GM’s discretion), and often unwieldy (add -1 to weapon’s Bulk if capacity is over 1.5¥ normal). Some even protrude downward far enough to make shooting while prone difficult or impossible. Example: Replacing the 20-round magazine of an M16A1 rifle with a 30-round magazine doesn’t change Bulk. Swapping the 17-round magazine of a Glock 17 pistol for a 31-rounder adds -1 Bulk. Drum magazines (TL6) stow extra ammo more compactly than normal extended magazines; they’re essentially extended magazines coiled to reduce length. Drums don’t protrude any more than standard magazines, but they do worsen Bulk (add -1 to Bulk if capacity is above 3x normal). They’re also heavy, expensive, and almost always less reliable (-1 Malf. or worse). High-density magazines (TL7) are available for some weapons. These increase capacity without increasing magazine length, typically by stacking cartridges in several staggered rows. They’re heavy, but don’t affect Bulk. Some are unreliable (-1 Malf., at the GM’s discretion). High-density magazines aren’t an option for weapons that insert the magazine in the grip – like most pistols and some SMGs – unless part of the original design. To find the weight of a loaded magazine, multiply weight per shot (WPS) from the Ammunition Tables by the number of rounds it holds, and then by a fixed multiplier: 1.1 for a high-density alloy or plastic box; 1.2 for an extended alloy or plastic box; 1.3 for a high-density steel box, or an alloy or plastic helical drum; 1.5 for an extended steel box; 1.6 for a helical steel drum, or an alloy or plastic drum; or 2 for a steel drum. Example: The M16 fires the .223 Remington round (WPS 0.026). An extended 50-round magazine made of aluminum alloy would weigh 0.026 x 50 x 1.2 = 1.56 lbs., rounded to 1.6 lbs. To find the cost of an empty magazine, multiply WPS by five times the number of rounds it holds, and then add a fixed cost factor: $25 for an extended steel box; $27 for a high-density steel box; $30 for an extended alloy or plastic box; $33 for a high-density alloy or plastic box; $250 for a steel drum/helical drum; or $300 for an alloy or plastic drum/helical drum. Example: The extended 50-round alloy magazine above would cost (0.026 ¥ 5 ¥ 50) + 30 = $36.50, empty. These costs and weights are generic. Historical magazines often differ. Normally, the gun’s manufacturer produces extended magazines as accessories. Gunsmiths can make them, however. This requires two Armoury (Small Arms) rolls: one to design the magazine, one to build it. Note that in some realworld jurisdictions, high-capacity magazines render LC3-4 guns LC1-2. ===Speedloaders (TL6)=== A speedloader lets a gunman with a revolver insert all – or at least several – rounds into his weapon’s cylinder simultaneously instead of reloading a cartridge at a time. This dramatically reduces reloading time; see Reloading Your Gun (High-Tech, p. 86). Speedloaders only work for revolvers that break or tip open, or those with swing-out cylinders; gate-loaders can’t use them. One of the first models was the Prideaux speedloader for Webley revolvers, introduced in the 1880s. Speedloaders for swing-out revolvers weren’t widely used until the 1960s. $10, 0.1 lb. LC4. ===Speedload Magazine Holder (TL8)=== This is a reloading aid worn on the upper thigh, with one or more magazines stored in loops in such a way as to allow a one-handed (!) quick reload by pressing the empty magazine funnel in the pistol butt on the thigh. It reduces reloading time from three to two Ready maneuvers on a successful Fast-Draw (Ammo) roll. In a realistic campaign, carrying the magazines exposed in this way invites dirt to enter the magazines or can even damage the feed lips. This will give -1 to Malf. This cinematic gadget is shown in action by Lara Croft in Tomb Raider for her H&K USP Match pistols (p. 37) and by Lola in The Transporter 2 for her Glock 18C machine pistols (High-Tech, p. 101). $50, 0.5 lb. plus the weight of the magazines. LC4. ===Sleeve Magazine Loader (TL8)=== This is a cinematic reloading aid worn as a bracelet on the lower arm. On activation using Fast-Draw (Ammo), it shoves a fresh magazine into the butt of a pistol held in the same hand, reducing reloading from three to one Ready maneuver. Cleric John Preston in Equilibrium shows this in action. $100, 0.5 lb. plus the weight of one magazine. LC4. ===Clamped Magazines (TL8)=== Magazines can be clamped side-by-side using a removable bracket ($20, 0.3 lb., LC4). Some plastic magazines have integral studs and brackets that let shooters clip as many magazines as desired alongside one another. Both developments are TL8, but taping magazines together with duct tape (p. 26) has been a popular field modification in every war since WWII. Any of these measures saves one Ready maneuver when reloading; see Reloading Your Gun (p. 86). Magazines not in use are prone to get dirt inside, and taped magazines, where one points down, often get damaged feeding lips; the GM may assess -1 Malf. in suitably harsh conditions. =====OTHER ACCESSORIES===== These accessories can be added to most of the weapons in this chapter. ===Accessory Rails (TL9)=== Firearms often have accessory rails for attaching optional systems such as sights and grenade launchers. Up to four accessory rails per weapon are allowed (under barrel, over barrel, side of stock, top of stock) but this will vary with weapon size and configuration. $100 and 0.2 lbs. each. ===Gyrostabilized Weapon Harness (TL9)=== This articulated weapon harness (below) cancels the penalty for a Move and Attack (see p. B365). It is $1,000, plus $200 and 1 lb. per pound of loaded weight. LC4. ===Access Control (TL9)=== This electronic access system limits usage to authorized persons. The weapon will not fire for unauthorized users. Access control can be assigned to individual owners, but in military and paramilitary organizations it is common to set it so everyone in a unit can share the same weapons. Deactivating or reprogramming the safety system requires an Armoury (Small Arms) or Electronics Operation (Security) roll at a -2 penalty. The first attempt takes 10 seconds; subsequent attempts require 10 minutes per try. Transponder Ring: A ring worn by the user that contains a radio transmitter with a one-inch range. The transmitter sends a coded authorization message to the weapon, which will not fire unless the correct ring is worn. The ring may be permanently built into an armored suit glove, if desired. $100. LC4. Recognition Grip: A multi-function biometric scanner built into the grip. It can respond to palm prints or voice prints. It may also require both identifiers for maximum security. $100. LC4. ===Self-Destruct Anti-Theft (TL10^)=== A miniature biosensor in the weapon’s handgrip automatically scans the genetic pattern of the holder. If that pattern matches one of the authorized users in its memory, the weapon will fire. If not, the weapon will lock its firing circuits and begin a destruct sequence. It may or may not warn its holder! To abort the destruct sequence, the unrecognized holder must give the weapon’s computer a verbal authorization code. If the correct code is not given in 10 seconds, the gun self-destructs, doing 6dx4 explosion damage. With the correct code (a single word and number combination, e.g., “Wolf 323”) the weapon can be reprogrammed to accept the biopattern of the holder. Each code is unique to each weapon. Special codes are also possible, such as one to delete biopatterns, or one which causes the weapon to destroy itself immediately when fired. Any attempt to circumvent the anti-theft system requires proper tools and a roll against Electronics Operation (Security)-3. Each attempt takes half an hour; failure activates the destruct sequence, while critical failure causes an immediate explosion. $100. LC3. ===Articulated Weapon Harness (TL9)=== This is used to steady very heavy weapons. It straps on and has a chest plate in front, with a supporting arm and three hydraulic joints positioned to allow universal motion and easy suspension. It has the same effect as a bipod (ST requirement of the weapon is reduced by 2/3 and the weapon counts as braced), but can be used while standing up or moving. The user must still operate the weapon normally, using his own hands to aim and fire it. The harness must be built for a specific weapon, and is generally limited to weapons with Bulk -4 or more. It is $50 and 0.5 lbs. per pound of loaded weight for the weapon it is built for – e.g., a harness for a 20-lb. machine gun is $1,000, 10 lbs. LC4. ===Diagnostic Computer (TL9)=== These smart integrated electronics give +1 to skill rolls to fix damage or malfunctions. Diagnostic computers are standard in all TL9+ firearms at no extra cost. $100 if bought separately. Weight and power consumption are negligible. ===D-Tag (TL9)=== This is a tiny receiver built into a weapon or other item. Upon receiving a coded signal on a specific radio frequency, it sends out a return signal. D-tags are often built into police equipment, and some regimes may put them in weapons sold to civilians. A successful Electronics Operation (Security) roll is required to find it; a second roll (at -2) must be made to deactivate it without disabling the weapon or notifying the authorities. $20. LC4. ===IFF Interrogator (TL9)=== Friendly fire casualties are a constant problem on chaotic battlefields. An IFF interrogator identifies friends and foes before a soldier pulls the trigger on the wrong target. A TL9 interrogator is an eye-safe IR or UV laser (usually built into a weapon’s standard laser sight) that emits a pulse-coded message at the target. TL10+ versions may differ in the type of signal beamed to the target, but the process is the same. This message contains an identification number, communication response frequency, and an encrypted code. If the target is wearing an IFF system (p. 188), then it can decipher the code and transmit a brief message in reply. The interrogator then identifies the target as friendly, unidentified, or known hostile. Feedback is displayed on the soldier’s HUD sight or augmented reality display, but blinking LEDs on the interrogator also provide positive response. IFF systems have some disadvantages: over-reliance on technical identification, difficulty using the IFF interrogator in cluttered environments, and the potential for compromising the user’s presence. The range of the IFF system is also limited: assume a range of 500 yards at TL9, doubling for each additional TL. Beyond this range, the GM may require Electronics Operations (Sensors) rolls to get a clear identification, with potentially disastrous results in the case of failure. $100. ===Power Holster (TL9)=== This is available for any pistol-type weapon or knife. It consists of three parts: a wrist sensor unit, a homing sensor on the handgrip of the weapon, and a break-away holster. When the wrist sensor detects nerve impulses that mean the wearer wants to draw, the holster ejects the weapon toward the hand. This lets the weapon be readied instantly. Each make of item requires a separate holster. A power holster adds +TL/2 to the Knife, Pistol, or Ammo specialization of Fast-Draw. $1,000, 2 lbs., B/100 uses. LC4. ===Sniper Mirror (TL9)=== A laser gunner using a visible-light laser may set up a high-quality optical mirror for ambushes. The sniper can fire at the target’s image in the mirror; the beam will reflect off and strike the target. The mirror can be remotely controlled with a communicator. The range is equal to the range of the target to the mirror, plus the range from the mirror to the sniper. The sniper is at -4 to skill when performing this maneuver. When strategically placed (the GM may require a Tactics or Traps roll), these mirrors allow a laser sniper to fire around corners, and may confuse the enemy about the direction from which fire is coming. The standard mirror is about two feet across when in use, but folds to the size of a paperback book. $500, 1 lb. LC4. ===Tripod (TL9)=== A tripod may be added to any mounted weapon (M notation next to ST), allowing it to be set up on the ground rather than on a vehicle. Ignore a weapon’s ST requirement when it is tripodmounted. Removing the weapon from its tripod or reattaching it takes at least three Ready maneuvers. A tripod provides a 180º arc of fire and allows the weapon to be elevated or depressed. The weapon requires two hands to use, and the user must usually sit or kneel behind the tripod. A typical tripod can mount a weapon that requires ST 25 or less, or any non-weapon sensor that weighs up to 125 pounds. $1,250, 25 lbs. LC4. ===Powered Tripod Mount (TL9)=== A tripod can have an electric motor built into it. If the weapon has a sensor such as a radar or motion detector plugged into it (see Plug-in Gadgets, pp. 15-16), it can be remotely controlled via computer. If the computer has appropriate AI software, it can fire autonomously. A typical powered tripod can fire any weapon that requires ST 25 or less, or direct any non-weapon sensor up to 125 lbs. weight. $5,000, 50 lbs. D/100 hr. LC4. ===Shoulder Servomount (TL9)=== This is a strap-on half-backpack with a gyrostabilized servo arm. It holds a single weapon over the user’s shoulder. The weapon is aimed with a heads-up display, and can swivel to fire at any target in front of the user. The device has the same effect as a gyrostabilized weapon harness, with the addition that the user does not use his hands to control the weapon. This is equivalent to the Extra Arm (Weapon Mount) advantage. A servomount weapon should be used with a HUD. If not, the user fires the weapon at a -2 penalty, and may not take Aim maneuvers. An AI can also control a servomount, freeing up the user for other activities, such as firing a handheld gun. It’s possible to wear up to two shoulder servomounts, one over each shoulder. The gear is heavy, so shoulder servomounts are most often used by battlesuit troopers, or by nonhuman or disabled warriors who lack usable limbs. A shoulder servomount is $5,000 plus an extra $1,000 and 3 lbs. per pound of weapon loaded weight. Thus, a servomount for a seven-pound weapon is $12,000 and 21 lbs. LC3. ===Smartgrip (TL10)=== A smart-matter pistol grip and trigger can be added to any firearm. It automatically adjusts to the user’s strength and hand shape. This makes the weapon easier to fire, reducing the ST requirement by 1. $500, LC4.