GURPS Undercover Weapons (TL 6, TL 7)

Version 1.6

DarkEagle has only the best for its operatives. These are weapons you will not find in the GURPS Basic Set, not in GURPS High-Tech or GURPS Espionage. But they exist and are also useful for many situations you might encounter while playing with GURPS Special Ops, GURPS Illuminati or GURPS Cyberpunk.

As the name implies, undercover weapons should have a low profile. The Holdout modifier is especially important and any weapon with a modifier of -5 or worse is usually not suited for this line of work. Conventional weapons like pistols, machine pistols and submachine guns are the most common choice, often fitted with a silencer. More exotic types include folding submachine guns, nonmetallic weapons and pocket weapons. Here you can find more about them.

Additional information on Weapon Concealment and Holdout Skill you will find at Custom Weapon Modifications and Accessories.


Folding Submachine Gun

Weapon Malf Type Damage SS Acc 1/2D Max Wt. RoF Shots ST Rcl Cost LC  Holdout
Ares FMG Crit. Cr. 3d-1 11 4 160 1,900 6 11* 25 10 -1 $2,000 0 -4
9mmP
Ares FMG First known to exist folding SMG (p. UTII85). +2 to Holdout skill when folded into a rectangular 10.3"x3.3"x1.4" box; requires a second roll vs. Electronics Operation (Security), Holdout or Armoury skill to recognize. Most people will not recognize this gun as a weapon until fired. Takes two seconds to unfold. Use the Guns [SMG] skill.

Nonmetallic Weapons (a.k.a. "Assassin weapons")

These are one-shot or two-shot-mechanisms made from non-metallic materials using compressed air as propellant. All are +4 to Holdout skill in contests vs. Electronics Operation [Security Systems]; this replaces the normal Holdout modifier. The darts are subsonic and the weapon itself makes only a short "click" when fired (-6 to hear shoots, -10 to recognize if unfamiliar with). Reloading requires an Armoury/TL7 [Rifles and Handguns] roll and takes 3d minutes ($50/dart). Normally the weapons are discharged after use. They are fired with either Guns [Pistol] or Guns [Rifle] skill, the later for the carbine. The weapons can be disassembled into smaller, more inconspicuous parts, designed to resemble ordinary items or parts of it (+4 to Holdout for physical searches if disassembled). Assembling the weapon for use takes 5-30 seconds, depending on how accessible the hiding places of the parts are. To achieve a fairly sure kill with a small weapon the victims heart may be targeted, and/or a poisoned dart may be used.
 
Weapon Malf Type Damage SS Acc 1/2D Max Wt. RoF Shots ST Rcl Cost LC  Holdout
Assassin stinger Crit. Imp. 1d+1 10 0 15 100 0.5 1 1 10 -1 $1,000 0 +4
Note: A pen-sized assassin's device.
 
Weapon Malf Type Damage SS Acc 1/2D Max Wt. RoF Shots ST Rcl Cost LC  Holdout
Assassin pistol Crit. Imp. 2d 9 1 25 150 0.8 2~ 2 12 -2 $2,000 0 +2
Note: A slightly larger two-shot pistol version.
 
Weapon Malf Type Damage SS Acc 1/2D Max Wt. RoF Shots ST Rcl Cost LC  Holdout
Assassin carbine Crit. Imp. 2d 12 8 150 1,700 2 1 1 11 -2 $3,000 0 -4
Note: A high-accuracy carbine version.
 
Weapon Malf Type Damage SS Acc 1/2D Max Wt. RoF Shots ST Rcl Cost LC  Holdout
Spy pistol Crit. Cr. 2d-3 11 1 80 650 0.5 1 2 9 -1 $700 0 +2
9x19mmP
Note: This composite design is made from high strength polymers and fibers, with very few metal parts. It has been displayed in various movies and TV shows in the hands of intelligence agents or terrorists. Its main advantage over the totally nonmetallic "Assassin weapons" is the use of conventional ammunition while retaining a very high chance of defeating electronic weapon scans, e.g. at airports. The pistol gives an additional +1 to Holdout skill in contests vs. Electronics Operation [Security Systems]. Conventional ammunition is much easier to obtain and does not leave immediate traces to the uncommon nature of the weapon, like small darts would do. Reloading both barrels takes four seconds.

Pocket Weapons and Pen Guns

Pen Pistol by American Derringer CorporationSecret intelligence agencies have a long tradition of manufacturing and using very small weapons like the infamous "MAC Stinger", the "CIA Cigarette", the "Pen Guns" from Armitage, SSG, the "Stinger" pen gun in .25ACP from R.J.B. or American Derringer Corporation (see the picture to the left; klick on it for a larger picture. GURPS damage is 1d-4; seems very useful), the SOE/OSS "Stinger" (WWII, cal. .22), and the "Wel-Wand", to name but a few. Some can be reloaded, but others are one-shot disposable. A new brand of similar simplistic but working weapons is the "Osa" (meaning "Wasp") designed by Viktor Staef. It is mass produced in Bulgarian backyard factories and sold in Europe on the street for $20. Functionally it resembles a double-derringer (p. OW87; p. HT67) without any grip, just a straight metal package, about as big as a small flashlight. This weapon may not be recognized by someone unfamiliar with it; roll vs. any Guns skill-4, or Criminology-1, or Holdout-2, or IQ-4 just to identify it as a weapon. It is possible to hide them in plain sight as a key ring gadget. And it may be explained as an emergency signaling device for launching flares. Airport security is usually familiar with them since they are nothing new in Great Britain, France, Germany, and Australia.
 
Weapon Malf Type Damage SS Acc 1/2D Max Wt. RoF Shots ST Rcl Cost LC  Holdout
Osa pistol Crit. Cr. 1d 11 0 80 1,100 0.5 1 2 8 -1 20 1 +3
.32 ACP (7.65 mm Browning)
Note: Weapon may be reloaded. This takes 10 seconds. It may actually be used to launch signaling flares if a simple extension is screwed to one of the barrels.



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.