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All modifications and accessories are available to DarkEagleoperatives. The page references are to the GURPS Basic Set (B), GUPRS Compendium II (CII), GURPS Cyberpunk (CY), GURPS High-Tech (HT), GURPS Vehicles, 2nd Ed. (VE), GURPS Ultra-Tech (UT) and GURPS Ultra-Tech 2 (UTT).
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The M4 SOCOM on this picture has it all:
laser sight (l),
4x scope or night sight (n),
silencer (s),
bipod and flashlight (f).
For the effects of these accessoires on GURPS weapon statistics read on.
For the GURPS statitics of the M4 see p. SO107 in GURPS Special Ops, 2nd Ed. Note that the addition of a foregrip reduces SS by 1 and Rcl. by -1 (to minimum Rcl. -1). If recoil is already -1, it reduces the ST requirement by -1 instead. |
[h] High Quality Firearms (p. B74, CII39, UTT61, VE100): A Fine gun costs 5 times the listed cost; a Very Fine one 30 times listed cost. Fine (accurate) guns have +1 Accuracy, or +2 if Very Fine.
[l] Laser sight
(p. HT100, CII31): Acc +2, SS -1. An infrared laser may project a line
only visible with IR viewer capability (e.g. Night Sights or Night-Vision
Goggles). The length of the line gives away the distance. Visible-light
laser sights, projecting a red dot, are also available. Wt. 9 oz., +$400.
Dual lasers, one visible light, and one infrared, both in one package
cost +$1,000.
But all lasers have some disadvantages. First, if more
than one shooter uses them multiple dots may appear on different parts
of a target and on non-targets, like hostages. Then nobody can fire before
they have sorted out their dots. Second, lasers activated in smoke (e.g.
from distraction devices) make a nice red line that leads right back to
the operator. This shows the position of the user even to those outside
his field of vision.
[n] Night sight: There are basically three types of night sights.
Most modern silencers may be used wet or dry, with wet being even more quiet (additional -1 to hearing rolls). "Wet" meaning the silencer is filled with grease. One filling is good for about 10 shots.
To further improve quietness special subsonic ammunition may be used in conjunction with silencers (additional -1 to hearing rolls). This is meaningless for already (almost) subsonic ammunition like that for pistols.
Normal Hearing Modifiers
To hear a shot in the same room: +6; in the next room:
+4; several rooms away or in the next block: +2; two blocks away: +0. Background
noise adds a further penalty (-1 for conversation, up to -5 for a machine
shop). -2 to recognize if unfamiliar with (silenced) guns.
[f] Flashlight
or IR-Flashlight (p. CII31): A strong flashlight mounted coaxial to
the barrel of the gun. It is used for searches and final target illumination.
Eliminates the darkness penalty. +0.5 lb., +$60. Infrared flashlights are
only visible to someone with IR viewer capability (e.g. Night Sights or
Night-Vision Goggles). -1 to holdout, +1.5 lbs., +$1,500.
Close Quarter Battle Sight
This sight allows rapid target quisition,
improving SS of a weapon by -3, but never below 8. One example is the ACOG
reflex sight (p. SO101). 0.25 lb., $50.
Laser Rangefinder
The longer the distance to the target
the more important it is to know more or less exactly how distant it is
since all conventional weapons (unlike e.g. beam weapons) have some "drop"
in path the projectile is travelling. A laser rangefinder might be mounted
on a weapon or used as a self-contained peace of equipment, like binoculars.
It gives +2 to Acc is you know how to calculate the best point of aim for
a given distance and a given weapon. An example of a rifle using
this system is the OICW. Cost
is $1,000, weight 2 lbs. for a stand-alone system, no extra weight if integrated
with a laser sight.
Optical Weapon Interface
The weapon's sight is fitted with a small video camera
and connected via a short cable to a helmet-mounted display
or a pair of special goggles. The wearer sees the picture with one of his
eyes, allowing him to engage with aimed fire over trenches or around
corners while keeping head & body behind cover (see p.
B118) and using his rifle like a periscope in dangerous situations.
An example of a rifle using this system is the OICW.
Goggles
weigh 1 lb., cost for the whole system is $980. (Note that this
is not the same as a HUD Sight in GURPS.)
Rifle Sling
As any sniper knows since circa 1600 AD that a good sling
can be used both to carry a weapon and as an additional brace in shooting.
It takes 1d seconds to get into a braced position with the sling. Doing
so adds a further +1 to Acc of any rifle. $20+.
Smart Gun System (a.k.a. Grip-Recognition Pad)
This is not identical with the fictional Cyberpunk
devices of the same name. GURPS calls this a Grip-Recognition Pad
(p. UT50). Smart guns have been developed during the early 1990s at the
request of civilian police departments. In a nine-year period (1981-1990),
15 % of all policemen killed in the line of duty (in the U.S.) had been
disarmed and killed with their own guns. One smart gun technology employs
a sensor embedded in the firearm which will only "recognize” the handgrip
of the gun's owner/user. The palm-print scanner analyzes and recognizes
the users palm. If the scanned print is not in its memory it will lock
the weapons safety. This safety measure ensures the weapon can only be
fired by its authorized user. To disable the recognition pad make a roll
against Electronic Operations (Security Systems). +$250.
Sniper Synchronization System
This system integrates several sniper weapons into one
synchronized network. The weapons are refitted with electronic triggers,
digital target cameras, and digital interfaces. This adds +$1,400 to the
cost of each weapon. There are two uses:
Targeting Computer
A dedicated targeting computer is small
enough to be used on rifles at late TL 7. It is most useful if integrated
into a system of an electro-optical telescopic infrared sight, with laser
range finder and a laser sight, like on the OICW.
Processing the sight picture, range information and other data it gives
a further +2 to Acc by calculating and providing the proper point of aim
for moving targets and similar things. The complete system would costs
$6,700,
if it would be sold on the open market, and weigh 1 lb.
Armor-Piercing Saboted (APS) Bullets: +1 to damage per die. Halve the DR of anything hit; damage that penetrates is also halved. Range +50%, cost ×5. LC 4 (but see under AP ammo above).
Expanding Bullets: -1 to the malfunction number (Malf) of any semi-automatic weapon designed before 1980 (GM's call) and -2 to the Malf of full-automatic fire (which makes them unusual outside newer automatics, revolvers or repeating hunting weapons). +1 to DR of any target. Double the DR of anything hit; damage that penetrates is multiplied by 1.5. Cost ×1.5. LC 4 (but illegal for use on humans in some countries, like Germany). (pp. HT4, pp. CII55)
Explosive Bullets: There are no separate rules given for small arms explosive ammunition because the main effect of the small amount of explosive in a bullet of less than 20mm diameter is only to ensure bullet expansion in target. So simply use the rules for expanding bullet ammunition. Cost ×2, LC 0.
Plastic-Cased Ammunition: A weapon can be specially modified to use this late-TL 7 development. This ammunition uses a light-weight plastic case rather than a conventional brass or other metal case (see p. VE110). Currently this modification is available for pistols (but not machine-pistols) only. Plastic-cased ammunition is both lighter and smaller. The number of shots in the magazine increases to 1.5× the normal magazine capacity, without raising weight or bulk of the magazine. Note that plastic-cased and conventional ammunition of the same caliber is not compatible.
Extended Magazines: Most firearms can be given extra-long magazines with 1.5× or 2× normal capacity. Exact rules can be found on p. UTT61. Quick & dirty rules for a 1.5× normal capacity magazine: The weapon becomes to big to holster, weight increases by +1 lb., and Holdout is at -1. For $80 twin drum high capacity magazines are offered for 5.56mm rifles. They hold 100 round, weigh 5 lbs. (loaded), and increase Holdout to "No".
Speed-loaders (Revolvers only): For use with break-open or swing-out cylinder revolvers (like the Super Redhawk or the S&W M29). Lowers reload time by three seconds and only requires a roll against Speed-load skill (see p. HT72). Each loader holds six rounds ready for reloading. 1/2 lbs.; $20.
Stacked Magazines: Another common way to enhance
the ammunition capacity of SMGs and assault rifles is to attach several
magazines side-by-side. There are several developed systems to facilitate
this. Professionals prefer magnetic clamps, but plastic clips might work
also well. Another way is improvising stacked magazines by taping them
together.
The most common holsters for counter-terrorist special operatives are
fast-draw
rigs worn low, on the hip (+3/0), ankle holsters (-5/-2), and
Slim
Jim holsters worn high, on the belt, opposite side (+2/+1). Some use
standard
belt holsters (+1/+1).
In special under-cover situations a pistol might be carried in a shoulder
holster (-1/-1), in the small of the back (-2/-3) or in a wrist
spring holster hidden in a sleeve (+4; but a 14 or higher is a critical
failure). Ankle holsters are favored for small backup pistols like the
AMT.
The weapon type and model also affects the Fast-Draw skill. For each Snap Shot (SS) point below 11, apply +1 to Fast-Draw. For each point above 11, apply -1.
Other Fast Draw modifiers: unfamiliar model: -2; with silencer: -2;
the hand already on the weapon: +4.
Custom Concealment Holsters: Cost $200; +2 to Holdout skill. This is possible with Slim Jim holsters worn high, on the belt, opposite side, with shoulder holsters, and with holsters in the small of the back. Fast-draw rigs worn low, on the hip can never give a bonus to Holdout skill, and wrist spring holster hidden in a sleeve can only made to give a +1 to Holdout skill (but look for special suits below).
Dresses or Suits: A dress or suit specifically designed and tailored to assist in hiding weapons gives a bonus to Holdout skill of up to +4 (GMs decision).
Special
Cases: Another method of inconspicuously carrying firearms are special
cases, resembling a brief-case, document-case, attaché-case, or
tool bag. Some examples are produced by arms manufacturers like H&K
in Germany and IMI in Israel, others are custom made. Another example is
the briefcase for the "American 180", made by Illinois Arms Company, complete
with laser. The most common types are used to conceal SMGs (mostly MP5
variants and Mini- or Micro-Uzis). The hidden weapon can be fired from
inside the case through a small hole, using a hidden trigger mechanism.
Only snapshots are possible if no laser sight is used. Any weapon with
a Holdout modifier of -4 or better can be hidden in a special case, including
silenced weapons. The weapon may be taken out of the special case and fired
separately in four seconds. The special cases changes the Holdout modifier
for the contained weapon to -2 for anyone familiar with this type of concealment
(e.g. airport security). Anyone not familiar with it will only realize
its nature if the case is opened or scanned by electronic x-ray or microwave
scanners. If the weapon is discharged from inside the case the source of
fire is hard to localize: -4 if single-shot; -1 if full-auto; add hearing
modifiers for silencers if applicable. Cost for the case (without weapon)
is about $150.