Custom Weapon Modifications and Accessories (TL 7)

Version 3.1
This document is part of Dreambird's GURPS Contemporary Weapon Tables.


Contents:
Common Modifications and Accessories
Other Modifications and Accessories
Special Ammunition
Magazine Options
Fast Draw skill, Holster Types and Weapon Location
Weapon Concealment and Holdout Skill

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). 


Common Modifications and Accessories

Some weapon descriptions ihn the GURPS Contemporary Weapon Tables have codes (e.g. [h, l, n, s, f]) indicating possible modifications/accessories. A code in round brackets (e.g. (s)) indicates that the weapon is already fitted with that extra. Here are the definitions of those codes.
 
M4 SOCOM 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.

[s] Silencer (p. HT98, CII33, VEII127): A. k. a. "Sound Suppressor". Gives up to -10 to hearing rolls. Performance depends on the type of gun and the quality of silencer; -10 is the utmost maximum. The added length and weight of the silencer lowers Rcl by 1, but never below 1. Reduce range by 1/3; reduce base damage by -1 per die of pistols and SMGs; halve base damage of rifles; -1 to Holdout skill for pistol and SMGs, -2 to Holdout skill for rifles, LC 1, +2 lbs., cost ranges from $400 to $1,500 (GMs call).

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.


Other Modifications and Accessories

Augmented Sights (Scopes)
Anything you need to know about scopes in GURPS you can find at p. UT102-103 and p. COII32. In short: Each doubling in magnification gives +1 Acc for aimed fire. Halve this if the shooter is not also brached.

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:

Reality check: This kind of system is used by the Italian Police Special Forces, called Carabinieri, at least since 1996.

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.


Special Ammunition

Armor-Piercing (AP) Bullets: Halve the DR of anything hit; damage that penetrates is also halved. Cost ×3. LC 4 (mostly, but legislation varies on this one from state to state and from country to country); see pp. HT4, pp. CII55.

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.


Magazine Options

Cartridge Case Deflector with Detachable Collection Bag: This option is popular in roles where ejected cases pose a serious threat to the well being of the shooter. Another benefit is reduced evidence with no cases marking former firing positions. 1 lb., $50.

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.


Fast Draw skill, Holster Types and Weapon Location

Every holster type and weapon location has its own modifiers for the Fast Draw skill. Both modifiers are added into one in the following examples (for more customization see pp. CII87). The first number is for standing shooters, the second for sitting or lying ones.

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.


Weapon Concealment and Holdout Skill

Each weapon has a modifier to Holdout skill. A modifier of "No" means it is not possible to conceal that weapon on a human body. Hand grenades are -3 to Holdout skill, except for the HG80, which is -2.

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).

HK MP5K in special caseSpecial 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.



Copyright © 1999 by Christoph Sticherling. GURPS is copyright © of Steve Jackson Games.
Thanks to Christoph Sticherling for allowing me to post his page on my page.