Thursday, October 16, 2014

GURPS Metro: Weapons

NOTE: This will be updated further, and have an addendum. Guns are modified to be generic, with subcategories to be provided later. Everything is modified from guns out of High Tech, with minor corrections where needed and increased weight to reflect production restrictions. Please note any inconsistencies, errors, or things requiring clarification in the comments. Formatting issues will be fixed after posting.

This is the second of two main equipment posts, detailing the weapons designed and built for use by the denizens of the Metros.
The simplest of all weapons are the old fashioned ones. A sturdy knife, a hefty hatchet, a menacing machete, most metro dwellers carry a bit of sharp steel, though blunt weapons abound. Blades are simple to produce from salvaged steel, and good quality TL7 metals (fine quality for no price change) are fairly readily made with a bit of extra effort put into the mix and treatment of the steel (1.5x list price). Given the number of flesh eating mutants and confined spaces, weapons suited for very close quarters are favored (includes reach C). Any weapon listed in Low Tech is available, and all high tech melee weapons.

Custom Melee Weapons

Spiked Knuckles $15:
As brass knuckles, but change damage type to Cutting. Retains the ability to inflict knockback.
Any weapon including a striking handguard (cutlass, trench knife, etc) may be purchased with spikes added to it at cost. Weapons without a guard may have one added if it is feasible for close(er) combat. A variant of knuckles to be added to shoes/boots (spiked or regular) is available at usual cost, but cannot be used in the hand. +$5 to add to something already possessing a handguard.

Shotgun Club/Haft: $100
Rather than using the typical solid haft or club, a simple single-shot mechanism may be used as the basis of axes, hammers, and other such similar weapons, for a low weight alternative to a full shotgun. Treat as Baton or Light Club based on size/thickness of tubing used if not using a striking head, and add .5lb to a weapon so modified for the firing mechanism. ST 11, Shots 1(5), rcl 1/10 (first is shot, second is slugs). Takes 12g shotgun shells, RoF 1x9.

Combination Weapons: Varies
In the close confines of the Metro tunnels, and the wide variety of wildlife that likes to get up close and personal, a common tactic is to combine melee and ranged weapons, or occasionally different classes of ranged weapons. When two weapons are combined, use the weapon with the largest bulk's stat for the purposes of determining fast-draw skill (if applicable) and total unit bulk.


The staple of combat by sapient races, however, is the gun. The means and knowledge to produce low quality smokeless powder remains available, and handloading in the metros is the primary source of ammunition. Weaponry was in limited supply around much of the world that was consumed in the Calamity, most weaponry having moved towards the war front or been lost in the fall. Due to production limitations, weapons tend to be simple, ugly, and utilitarian. Even the finest of Metro-built guns are beautiful only to those who admire the pure utilitarian aesthetic.Most weapons fire pistol caliber cartridges, in the form of equivalents of 7.62 Tokarev, 9x19 Parabellum, and .45 ACP+P. 7.62 Tokarev has superior penetration against armor, but limited effectiveness against flesh. 9x19 performs moderately well against most targets. .45 ACP has difficulty penetrating armor, but does excellent damage to flesh. Longer barrels are used for more power, and shorter barrels where small size is desirable. Where large amounts of power are needed, .60 Fatboy serves as the Metro's magnum caliber. .60 Fatboy is actually a slightly shortened 20 gauge slug with a heavy case, and weapons that shoot it are often available with little modification as shotguns. Shotguns are available in 12 and 20 gauge, with 20 gauge prefered mostly by smaller races, for very compact shotguns, or those who desire the power of a shotgun but need larger ammuntion stores.
Because of the difficulty in producing them, intermediate and full power rifles (7.62x39 and 7.62x54R) are rare, and tend to be incredibly simple designs, often of single shot or bolt action design. A semi and full auto design has been developed, but ammunition is far more expensive, and so is typically only used specialists expecting to need substantially more firepower.

Weapons listed here already include all price modifications resulting from Metro production. 9x19 has a slight price reduction to represent the economy of scale, as the primary round produced and used. All weapons have a cheap, average, and fine variant, for .6X cost, 1X, and 2X list price respectively. Cheap guns have -1 to malf, average has 0, and fine has +1. A cheap gun may be turned into an average gun later at cost, or with a full day's work and .2x the gun's base value  in material with 4 Armoury (small arms) rolls, by adjusting the fit of parts, adding lubrication, etc. An average gun may be converted to a fine gun at cost if someone else is doing the work, or with two days work and .6x the gun's base value in parts. A few guns are available in Very Cheap configurations, which cannot be upgraded. Cost for Very Cheap quality is .2X, -2 to malf. A * in the Malf category indicates a gun is susceptible to the flaws from ammo.

New manufacture ammunition using subpar parts is at .9 damage, range, and ST, -1 acc, and -1 malf for autoloading guns.

Terminology: See also High Tech 78 for details on guns, handling, etc.

Hammer: The hammer is the part that strikes the firing pin to fire a gun. An exposed hammer gives -1 to fast draw, and causes the gun to get stuck on a critical failure. Some guns have a striker instead, but it's functionally the same, although strikers are always internal.
Bolt: The part of a repeating firearm that moves to push the cartridge into the chamber. Open bolt guns fire by releasing the bolt, which pushes a round into the chamber an immediately fires it. Cheaper and simpler, but give -2 to HT rolls to resist fouling. Closed bolt guns are protected from getting stuff in them, but retain more heat. In the event of a LOT of firing, there's the chance to cook off rounds. Open bolt guns do not have hammers/strikers.
Action: How the gun works. A single action gun requires the hammer or striker be cocked between each shot. On a revolver, this means reaching up to pull it back, on an automatic it will be cocked as the bolt travels back to grab the next round. Double action uses a longer, heavier trigger puller to cock the hammer prior to the shot, but give a -1 to ACC on aimed shots.
Stack: Single stack vs. double stack. Single stack puts each round in a magazine directly atop the next. Slim and easy to make, but lower capacity. Double stack is wider, and staggers the rounds, but can be very finicky at lower qualities.

Handguns
The staple of the Metros, most people will own at least a small handgun. Life's rough, and even the concrete of the subterranean cities can't keep out all of the terrors that roam the world. Revolvers are still around, adding a simple C-clip or moon clips if compatible to permit the use of rimless rounds, or being of simpler gate loading designs. Revolvers tend to be larger and heavier, to withstand the added pressure of +P rounds, often with longer barrels to milk as much power from the round as possible. Most different designs are available in all of the available calibers, so particular stats will be listed, damage dependent upon caliber and barrel length (if applicable). A caliber available only to revolvers with a solid frame and other such durable, reinforced weapons is the .60 Fatboy, an enormously heavy round that does massive damage. pistols that are capable of full auto are listed at their full auto rate, but are commonly available in semi-automatic, or may have a selector switch for both if of higher quality. Most Metro pistols can accept a stock of some kind, often detachable (possibly usable as a holster) but are listed without one. Guns that can be made as machine pistols are listed with full auto fire rates, purchased or set to semi-auto they have RoF 3.

SMGs
The standard repeating combat arm of the Metro dweller is the humble submachinegun. Simple to produce, most designs are hardly more complicated than a spring, a weight, and a few tubes. Using the prevalent handgun ammunition and often a slightly longer barrel, they make up for their low power per shot compared with many old world guns by volume of fire. Most different designs are available in all of the available calibers, so particular stats will be listed, damage dependent upon caliber and barrel length.
For .45 ACP, multiply RoF by .75 and add 1 to ST, and 7.62 Tok multiply RoF by 1.25 and subtract 1 from ST. All SMGs assume a fixed stock is included.

4.5" 9x19 barrel is standard. Reduce bulk penalty by 1 for 2.5" barrels if combined with a shortened grip/magazine, increase by 1 for 8" barrels, and 2 for 13" barrels

Barrel Lengths:         7.62x25        9x19           11.43x23         15.25 Fatboy
2.5"                          2d+2 pi-        2d  pi         1d+3 pi+          3d-2 pi++
4.5"                          3d-2 pi-        2d+1 pi       2d-1 pi+           3d-1 pi++
8"                             3d-1 pi-        2d+2 pi       2d pi+              3d pi++
13"                            3d pi-           3d-1 pi       2d+1 pi+          3d+1 pi++
Cost Per Shot            $0.4                $.5             $1                     $2
Weight Per Shot          .024           .026           .047                    .08


Handguns
Guns (Pistol)
Weapon               Acc   Weight   RoF    Shots   ST   Bulk   Rcl   Cost   DR   HT/HP    Malf
Derringer               0         .5          1       1(20)     6     -1        2    $200     4   10/3      16
Double Derringer   0        .7          1       2(20)     6     -1        2    $280     4   10/3      16
Gate Loader           1        3.5         3      6(5i)      10    -2        2    $700     8   12/6      17
Bottom Break        1        2.5         3      6(3i)      10    -2        2    $580     4   10/5      17
Top Break              1         3           3      6(3i)      10    -2        2    $1100    4   10/6      16
Swing Out              1         3           3      6(3i)      10    -2        2    $1200    6   11/6      17
Small Blowback     1         2         18      SMag     9     -2        2    $500     4   10/5      17*
Small Blowback+   1        2.5       18      Mag       9     -2        2    $750     6   11/5      17*
Recoil Operated     1         3          14      8+1        9     -2        2    $1000    4   10/6      17*
Recoil Operated+   1        2.5       14      15+1       9     -2        2    $1400    6   11/5      17*

Derringer: The simplest, cheapest gun, available with one or two barrels. The cheap single barrel is a screw on affair, with an external single action hammer. An average quality single barrel gains a break open mechanism. Fine receives a self-cocking trigger. The double derringer is of higher quality by necessity. Cheap double has a break open mechanism, but no ejectors and exposed hammers. You must manually switch the hammer mechanism from one barrel to the other. Average double has a self-switching trigger. Fine quality double gains an ejector and a self cocking mechanism with internal hammers. May use any length barrel
Gate Loader: Built like an old fashioned single action, it has a solid frame and a simple loading gate. Very Cheap ones are unsafe, single action only, and do not have an integral shell ejector mechanism, simply a spot to store a stick. Cheap  gate loaders allow you to fill all chambers safely with a halfway position, but must be manually reset to this position after shooting happens, gain double action trigger, and gain an attached swing-out ejection rod. Fine revolvers have a fixed ejection rod, gain a hammer stop safety. Gate loaders are strong enough to withstand the use of magnum rounds. May use any length barrel
Bottom Break: An exceptionally simple, if awkward, revolver that permits all rounds to be loaded or ejected simultaneously. Cheap quality does not include an ejector, and is single action. Average quality adds a hand-pressed ejector. Fine quality upgrades the ejector to an auto-eject and double action. Cannot be used with full power ammunition, gains -1 malf permanently if so used, and will explode on a roll of 15 or worse. May use any length barrel
Top Break: An improved break open revolver, it is more comfortable to use and more sturdily built. They can use full power rounds at no penalty, and follow the same upgrade path as the Bottom Break (above). May use any length barrel.
Swing Out: Swing out revolvers are nearly as sturdy as the gate loader, but all rounds may be loaded or unloaded simultaneously. Slightly slower to reload than the bottom break, its main advantage is being strong enough for use with magnum rounds. May use any length barrel.
Small Blowback: The simplest self loading handgun available, the small blowback pistol is simply a very heavy slide, a fixed barrel, and a trigger mechanism. Cannot be used with full power ammunition without being reinforced (2x weight, +1 bulk). May use any length barrel if the slide is weighted for it.
Small Blowback+: As per small blowback, but of superior quality. A standard sized small blowback pistol may be used with full power ammunition in moderation, and uses a double stack magazine
Recoil Operated: The simplest recoil operated gun, it uses a tilting barrel locking mechanism and a moderately weighted slide. Ammunition counts are low due to single stack detachable magazines, or use clip-fed fixed magazines. Moving the fixed magazine in front of the trigger guard (C96 style) gives +1 bulk, +1 ST, a fixed barrel, and permits the use of any length barrel.
Recoil Operated+: Operates as the recoil operated, but is lighter and takes larger magazines. Forward magazine guns may now use detachable box magazines.

Guns (Pistol or SMG)
Weapon             Acc    Weight   RoF    Shots   ST   Bulk   Rcl   Cost   DR   HP/HT     Malf
Large Blowback      1       5      15      30     10    -3     2    $700   4    10/7       16*
Large Blowback+     1       5      25      30     8     -2     2    $900   6    11/7       17*
Rotating Barrel     1       4      15      30     8     -2     2   $1200   6    11/6       17*

Certain guns can be set up to work as a semi-automatic pistol or a full auto machine pistol. Fired semi-auto they use Pistol, and full auto uses SMG. They are listed without stocks, but lend themselves to being mounted with lightweight folding stocks (increase bulk and acc by 1 and multiply ST by .8, round up).
Large Blowback: Using a fixed receiver and a traditional heavy internal bolt, if it fires from an open bolt it's an SMG and a pistol from a closed bolt. The magazine goes in front of the trigger guard, and the top of the gun hangs back over the hand. May only use 5" and shorter barrels. With a snub barrel, bulk drops to -3.
Large Blowback+: Utilizing a harder-to-manufacture telescopic bolt, the gun is smaller for the same capability. May put the magazine in the grip and have the back of the receiver hang back over the hand, or use a magazine in front of the trigger guard with no overhang at the back.
Rotating Barrel: Using a simple locking mechanism based on a rotating barrel with locking lugs on the bolt, a lot of size and weight can be dropped. Gives a superbly compact machine pistol. Bolt and barrel must be designed for compatibility.

Submachine Guns
Guns (SMG)
Weapon                     Acc    Weight   RoF    Shots    ST   Bulk   Rcl   Cost   DR   HP/HT   Malf
Blowback                     2         9           9        mag       8     -4        2    $500    4      10/8       16*
Improved Blowback    2         8           11       mag      9     -3        2    $900     4      10/7       17*
Heavy Blowback         2         10         6        mag      10    -5        2    $700     6      11/9       17*
Heavy Blowback+       2          9          6        mag      10    -4        2    $1100   6      11/9       17*

Blowback: The simplest SMG. A few tubes and some springs, the main downside is the sheer size of the bolt, and the fact that being incredibly hard to screw up, most are poorly cobbled together.
Blowback+: Switching to a telescoping bolt from the traditional requires substantially more effort to produce, but results in a much smaller gun. High quality regular blowback guns may be purchased for .75x list price, having the same overall stats as the blowback, but with +1 across the board to malf.
Heavy Blowback: This SMG, rather than changing the operating system, is an attempt to replicate the effect of a SAW or LMG in a pistol caliber chambering. Heavy SMGs may be used with the SMG or LMG skill, but to take advantage of the extra capabilities (quick swap barrels, bipod, adjustable rate limiters) requires the use of the LMG skill. A Heavy SMG is a much higher quality blowback SMG, as above, with quick swap barrels (usually longer), a bipod, a reinforced magazine catch to better hold weight of drum magazines, a 3 point tactical sling, and a higher quality stock. Barrels are often ported. Typically equipped with drum magazines.
Heavy Blowback+: As Heavy Blowback, but using a telescoping bolt for a smaller overall size.

Shotguns

Shotguns have long held the honor of CQB weapon supreme, only falling in effectiveness as capable body armor became widespread. In the cramped confines of the Metros, the shotgun's ease of manufacture and use make it a popular alternative to the SMG. Ammunition is large and heavy, but a repeating shotgun can put far superior amounts of lead into the air than all but the fastest of any other guns. Shotgun loads are versatile, further securing their place in the Metros.

Just like pistol caliber guns, most of the patterns available are available in 12g or 20g. 21" barrel is standard. Because of a quirk of shotgun shells, damage doesn't change based on barrel length, only handiness. 21" (trench length) barrels are standard, but 12" (-1 lb, -1 bulk, -3 shots on pump guns, +2 on rolls to see/hear firer) and 30" barrels (+1 bulk, +1 lbs, +3 shots on pump guns) are available. 20 gauge mag or belt fed guns have either 1.2x capacity for the same size, or are .8x size for the same capacity. 20g shotguns tend to be lighter and recoil slightly less, reduce ST by 2

        Buckshot                           Slugs
           S     dmg     weight    cost       S   dmg        weight     cost
12g     9     1d+1      .18     $1.0       1   5dpi++      .18       $4.0
20g     7     1d          .08     $0.8       1   4dpi++      .08       $3.2

Shotguns
Guns (Shotgun)
Weapon           Acc   Weight   RoF   Shots     ST     Bulk   Rcl   Cost   DR   HT/HP
Slam Tube         0      4lb         1xS   1(5i)         10      -4    1/5   $100      8      12/6
Double Barrel     2      7lb        2xS   2(4i)        10      -5     1/5   $500      4      10/7
Pump                  2      8lb        3xS   7+1(2i)     10      -5     1/5   $800     4      10/8
Lever                  2      8lb        2xS   7+1(2i)     10      -5     1/5    TBD    4      10/8
Revolver             2     12lb       3xS   12(3i)      11      -5      1/5   $800     4      10/9
Pump+:              2       9lb        3xS   28+1(2i)  11      -5      1/5   $1000   4      10/8
Box Fed Pump    2      9lb        3xS   mag(3)    11      -5     1/5   $1000    4      10/8
Revolver+           2     11lb       3xS   12(2i)      11      -5     1/5   $1000    4      10/9
Belt Fed              2     20lb       3xS   50(5)       13      -6      1/5   $2000    8      12/10

Slam Tube: The simplest shotgun possible, it's merely a chunk of tubing with an inner diameter the size of a shotshell as a barrel, and another tube that fits over it with a nail in the back. Pull the barrel out, stick a shotshell in it, slide them back together, and slam them together to fire. Cheap is literally just a tube in a tube, average adds a few grips, and a rudimentary "trigger" that holds the barrel in place when it isn't pulled. Fine quality adds a guide peg, a separate loading cut in the receiver tube, and a simple ejector, allowing the gun to be fired in much the same manner as a single-loaded pump shotgun.
Double Barrel: The eponymous double barrel break open shotgun. For cheap, you get a good solid action, no ejectors, and exposed hammers. Good quality yields a hand ejector. Fine quality reworks the mechanism to add auto ejection and moves to a hammerless design.
Pump: Your basic pump shotgun. Cheap quality only has one action arm to operate the bolt, and an exposed hammer. Good quality gets you a second action arm for a smoother pump. Semi auto variants available at 1.5X cost, +.5lb, and -1 to Malf. Can be used one handed, and may exceed RoF 3 with Fast Firing.
Lever Action: In progress
Revolver: Essentially a giant gate loading revolver. Heavy, but can retain a large storage capacity regardless of the length of the barrel. Very cheap ones require the barrel be manually rotated and have a single action trigger. Cheap ones add a short pump mechanism for easier loading, with external hammers, good quality moves to internal hammers and has the option of a spring drive (semi-auto fire) with a -1 to malf, and fine adds a spring loaded cylinder at no penalty.
Pump+: Using a variation of the standard tubular magazine, rounds are stored at approximately 90 degrees to the barrel, similar to a P90 magazine. Gives up to 4X ammo capacity with no increase in bulk penalty. Upgrade path is identical to regular pump, and semi-auto is available.
Box Fed Pump: Using a detachable box magazine to feed from, magazine capacity is no longer restricted by barrel length, and reload speed is substantially improved. Upgrade path otherwise similar to that of the standard pump. Large capacity magazines increase bulk
Revolver+: Modeled after an enormous top break revolver, the improved revolving shotgun allows all rounds to be ejected and loaded simultaneously. Cheap has no ejector, good adds a hand eject, and fine upgrades to self-ejecting. Other upgrades follow the same path as the standard revolver shotgun.
Belt Fed: Some situations call for a veritable storm of lead, and a true storm of lead calls for a belt fed shotgun. Cheap ones are pump action and finicky, with -1 to malf. Good quality remains pump, but sorts out reliability issues. Fine quality is semi or full automatic.

Rifles

The standard pre-calamity arm, the humble rifle equipped everyone from the trained fighting man to the sharpshooting hunter. Post calamity, because of the increased need for material components compared with pistol ammunition, rifle rounds are rarely used except by those who need long range and precision. Even chambered in pistol calibers, the long barrels, quality stocks, and rare optics provide superior accuracy and power. Very little armor in the Metro can hold up to a full power rifle round.
Rifle ammunition comes in a few varieties, but the guns are similar enough to be listed generically, with modifications based on caliber. The equivalent calibers would be 5.45x39, 7.62x39, and 7.62x54R. All are sturdy, heavily tapered rounds that feed and extract well in roughly made and maintained weapons. In these calibers, they may only be purchased at good quality or better. Rifle style guns can also be purchased in pistol calibers, at half price, and are available in the usual quality grades. In rifle calibers, 16" is treated as standard. Add +.1 to the weight of a loaded 7.62x54R per 10 rounds, and subtract .1 per 10 for 5.45x39. Bullet damage and price is listed with cheap ammo followed by expensive.


Barrel Length      5.45x39         7.62x39       7.62x54R
8"                       (3d+2)4d-1     (4d)4d+1      (3d+2)4d
12"                     (4d)4d+1         (4d)5d-1       (4d-2)5d
16"                     (4d)4d+2       (5d-1)5d+1    (5d+1)6d
20"                     (5d-1)5d+1     (5d+1)6d      (6d-1)7d-2
24"                    (5d+1)5d+3      (6d)6d+2      (6d+1)7d
Cost                     $0.8/$2          $1.2/$3          $1.6/$4
Weight                   .023               .036                .05

Rifles
Guns (Rifle)
Weapon             Acc   Weight      RoF    Shots      ST   Bulk   Rcl   Cost     DR   HT/HP
Single Shot          3         9              1         1(3)        10    -5       4      $800     6      11/8
Bolt Action          4        10             1        5(3i)        10    -5       4     $1400    4      10/9
Lever Action        3        8              2        5+1(2i)    9     -5       3     $1200    4      10/8
Rotating Barrel     2       11           10      Mags+1   10    -5       3     $1000     6     11/9*
Locking Bolt        3        11           10       Mags+1   10    -5       3     $1500     4     10/9*

Single Shot: Using a variety of similar methods, single shot rifles permit one round to be loaded into the breech of the gun. Very cheap is little more than a tube with a nail held roughly in place to use as a firing pin. Cheap quality ones use slow, clunky methods to lock and lack ejectors, with exposed hammers. Good quality adds a simple ejector to free the spent casing but requires the casing then be removed manually. Fine quality ejects the cartridge entirely from the gun simply by opening the action to reload.
Bolt Action: Your standard bolt action. Cheap ones typically have fixed magazines and bolts that don't permit the use of a scope (if you can find such a thing). Good quality generally involves a turned down bolt handle compatible with optics if available. Fine quality permits the use of detachable box magazines.
Lever Action: Tough and fast, the lever action was a huge boost in firepower in its day, and retains the ability to provide rapid accurate shots even in an age of automatics.
Rotating Barrel: Using a rotating barrel recoil locking mechanism, what it lacks in accuracy it gains in simplicity. Essentially a modified Improved Blowback system, it's the simplest self-loading rifle design to make. It uses the same upgrade path as the Improved Blowback, and may be either built to fire from a closed or an open bolt.
Locking Bolt: Your standard piston driven recoil operated repeating rifle. Cheap ones have fixed magazines, good ones can take detachable box magazines, and fine quality ones include a last shot hold-open for faster reloads.

Pneumatic Weapons

Pneumatic weapons have been around as long as compressed gasses were available to provide the power. With the difficulty in procuring ammo, pneumatic weapons permit the use of anything properly sized, be it simply purchasing a bag of loose bullets, paying only for the moderately well available lead, or happening upon some perfectly sized ball bearings while exploring. The methods used to get and maintain pressure vary, but are typically a hand pump for use in the field, or occasionally a steam generator. Damage and range are per caliber, using available pistol bullets , and generally do damage as per a barrel of one size smaller. Gas efficiency can be traded for more power for barrel length. The main advantages of pneumatic weapons is cheaper ammo, quieter shots, no muzzle flash, and the ability to use longer barrels.

Pneumatic Weapons
Guns (Air Gun)
Weapon                    Acc   Weight   RoF   ST   Bulk   Rcl   Cost     DR   HT/HP
Compressed Air Rifle       1      9       1    10    -6     2    $900     4    10/8
Compressed Air Pistol      1      4       1    8     -3     2    $750     4    10/6

Compressed Air Rifle: Patterned after early repeating air guns, it has a tank that can be pressurized to a high degree, and used to fire multiple shots. The tank on an air rifle is larger, and made better use of with the long barrel. Ammo is substantially cheaper, using only the bullet without a cartridge or powder. Depending on the settings, with ammo of sufficient quality to withstand doing so, it may be fired at much higher velocities than normal if sufficient air and barrel length are available to drive the shot. Substantially quieter than a standard firearm.
Compressed Air Pistol: Using a small air tank, or a rifle tank and a carefully made air hose, pneumatic pistols offer a more compact version of the Air Rifle.

Launchers

Most heavy weapons are generally overkill for the post calamity world, but a few big guns remain, chief among them the grenade launcher. The grenades built in the Metros tend to look like enormous shotgun shells, and the guns that fire them are indeed often scaled up shotguns. They're typically smaller than pre-calamity rounds, and usually designed to avoid causing damage to the tunnels that are now home. Cavern Crackers exist, but their use is frowned upon except in the direst of circumstances. The simplest launchers don't use self contained grenades, instead firing only the warheads using other means, and can be used to fire anything that will fit properly into the barrel. Wasteland grenades are 30mm fragmentation. The use of more powerful grenades that could damage the tunnels is frowned upon, but numerous loadings are available. Launchers that do not fire the standard grenades can purchase a variant with only the warhead, similar to pneumatic guns and standard ammo, but are listed assuming they're firing impact darts as a low energy cannon.


Grenades:
Fragmentation: 2d[2d+1] cr ex $20
High Explosive: 4d cr ex $20
Shaped Charge: 4d(10) cr ex. Armor divisor and full damage only apply to object actually hit, no armor divisor and 1/2D to surrounding area.
Smoke/gas: Produces an 7 yard radius cloud lasting 20 seconds. 1d+1(.5) cr dkb if hit directly. Smoke and/or gas may be inert or harmful as desired (poison, teargas, etc). $40
Stun: HT-3 Aff, see stun grenade.    $30
Fire: 1d 2yd area burn, 1dx5 secs.   $30

Weight-per-shot: .35 lb

Launchers
Guns (grenade launcher)
Weapon                 Damage    Range       Weight   RoF    Shots    ST     Bulk   Rcl   Cost   DR   HT/HP
Spud Gun                      5d imp    80/300      5lb     1       1(20)    8     -5     2    $50    8    12/9
Pneumatic Cannon       5d+2 imp  90/400      8lb     1       1(5)     8     -5     2    $100   4    10/7
Repeating Air Cannon  5d+2 imp  90/400      15lb    3     10(3)    11    -6     2    $400   4    10/9
Single Shot                  Grenade   50/500      7lb     1         1(3)     8     -4     2    $750   4    10/7
Revolver                      Grenade   50/500      15lb    3        6(3i)    10    -5     2    $1000  4    10/9
Pump                            Grenade   50/500      10lb    3        4(3i)    10    -4     2    $1000  4    10/8
Revolver +                   Grenade   50/500      14lb    3        6(3i)    10    -5     2    $1500  4    10/9
Pump +                        Grenade   50/500      10lb    3        5(3)     10    -4     2    $1500  4    10/8
Belt Fed Pump             Grenade   50/500      25lb    3        20(4)   12    -6     2    $2000  6    11/10

Spud Gun: A simple affair, little more than a pipe sealed at one end with a hole into which propellant and a flame may be placed to fire anything stuffed down the barrel. A cheap spud gun is extremely unreliable, but essentially just a pipe. A good quality spud gun adds grips and aiming equipment, with a trigger to work the ignition source. If not fired promptly, fuels will usually settle out of the air, requiring the chamber to be primed to fire once more. A fine quality spud gun attaches the fuel source to the gun, and adds a breechloading mechanism, permitting the gun to be primed and fired as required.
Pneumatic Cannon: A versatile, dangerous weapon. Typically single shot, they can fire anything that will fit more or less snugly into the barrel. The simplest is a bit of pipe and a pump to pressurize it, and must be completely repressurized after every shot, and muzzle loaded. Good quality cannons may use detachable air rifle tanks, expending the entire tank in a single shot, and have a breech loading mechanism of some manner. Fine quality cannons are more air efficient, typically using specially made large tanks that can power multiple shots, using a simple bolt and a gravity hopper.
Repeating Pnuematic Cannon: Purpose built for repeating fire, the repeating cannon incorporates a mechanism to load from a magazine or belt, and has a tank configuring permitting a full load of projectiles to be fired. Power can be adjusted to improve efficiency, to ensure that a full load may be fired when using larger feeding devices, at the cost of range and impact power if using direct hit rounds.
Single Shot: Following the popular pattern of the break open derringer or other breechloading mechanism, it fires the Metro custom grenade shells.
Pump: Essentially a scaled up pump shotgun.
Revolver: Essentially a scaled up revolver shotgun. A larger cylinder is available, doubling capacity, but adds +4 lbs and a further -1 bulk.
Revolver +: A scaled up improved revolver shotgun. Larger cylinder is available as per standard revolver grenade launcher.
Pump +: A scaled up box fed pump shotgun.
Belt Fed Pump: A modified pump grenade launcher built to feed from a grenade belt.

Liquid Projectors:

With the wide variety of dangerous liquids in the post-calamity world, it wasn't long before someone decided to squirt some of them at their enemies. Flamethrowers were among the first, but anything from liquids that release toxic fumes to electrogoop can be used. Liquid projectors are routinely used near entrances to the Metros, for dealing with swarms of aggressive wildlife that may attempt to rush the gates, or mounted to a variety of vehicles. Man portable versions are used to root out nests that are dangerously near to the Metros.

Sprayables     DMG        Special
Fuel              2d brn      Ignites area and flammables
Acid             1d-1 cor    Eats through armor
Poison          Varies      Varies by poison
Electrogoo     1d-1 br     Stuns on hit; Make HT -(1/2 dmg) roll to remain conscious
Freezegoo      1d-1        Bonus damage for targets with cold vulnerability;

Liquid Projectors
Liquid Projector (Sprayer)
Weapon                  Damage    Range   Weight   RoF    Shots    ST   Bulk    Cost   DR   HT/HP
Chem Pump            Special        8          8/3        JET      8           6     -4       $75      4       10/8
Large Chem Pump   Special       12       36/30    JET      10         9     -6       $120     4       10/12
Hand Pump             Special        6         4/1        JET      5           4     -3       $50       4        10/6
Heavy Sprayer        Special       20        50         JET      20         14    -8      $600      6       11/14

Chem Pump: A self contained unit, the chem pump permits just about any liquid to be thrown from the muzzle, with range varying on the weight and viscosity of the liquid. Fuel is common, but various poisons, electric slimes, and supercooled compounds are also routinely sprayed. A cheap sprayer has a fixed air tank that must be manually pressurized, though fuel canisters are quick swap. Leaks happen. Any ignition sources are essentially a long-necked lighter that must be worked manually before a shot. Good quality chem pumps integrate the lighter into the device for ease of use, and allow air tanks to be swapped as easily as fuel tanks. Fine quality Chem Pumps have an improved feed system that allows the use of fuel canisters with an attached air tank, and now feature an integrated self-lighting pilot light. All versions tend to look like a mad scientist's super soaker.
Large Chem Pump: Backpack version of the standard chem pump, it's overall larger and can be adjusted to higher pressures and larger sprays for greater range. Quality is per Chem Pump, cheap quality requires the backpack be either removed or operated by someone else to engage/disengage fuel flow, good quality allows it to be done by the wearer without removing it, and fine quality reduces odds of springing leaks.
Hand Pump: A miniaturized, handheld chem pump. Can provide identical performance to a full on chem pump, but with much smaller ammunition capacity, or at a lighter setting for ammo conservation.
Heavy Sprayer: A scaled up Chem Pump, usually the fuel and air are piped in by hoses from sizeable tanks. A sufficiently powerful wielder may carry it into battle, but it is usually mounted to a gun emplacement or a vehicle.

Grenades:        DMG                   Cost      Special
Fragmentation:  4d[2d] cr ex            $30      Explosion/fragmentation rules on B414. [2d] is fragmentation, makes attack at skill 15 vs all targets within 10 yards, modified by range, position, and size. Roll randomly to see where it hits, if that location is behind cover, cover takes the hit.
Assault:        5d cr ex                $30    
Molotov:        1d-1 brn 1 yd area      $5       3d direct hit+1d/sec after, 2dx5 sec burn time, unsealed DR protects at 1/5th
Fire:           1d+1 brn 2 yd area      $30      1dx5 seconds of burn from fuel over area
Stun:           HT-5 Aff, 10yd $30      Hearing+Vision affliction; Stuns. Roll HT-5 each turn to unstun.
Smoke/Gas:      10yd cloud, 30 secs     $40      Can be smoke, or add chemicals.

Magazines:
The feeding devices for most modern firearms. If you run out of loaded magazines, you have problems, so always bring spares. Magazines are a key point of autoloading guns, so after one or two good designs were figured out, all further guns were just made to accept them. They're often available in different capacities. Cheap single stack mags have -1 malf, cheap double stack mags get -2 malf. Pistol mags come in angled and straight varieties. Drums give -1 bulk and -1 malf, and -2 malf further at cheap quality.

Revolver Speedloader: $15, .3lb.
Revolver Moon Clips: $5, negligible weight

Pistol Magazines
Single Stack
Capacity        5           8          16       30
Cost:             $32      $37.5     $50      $300  
Weight(E/F): .1/.2    .2/.4      .3/.6     1.7/2.4
HT/HP:          10/1    10/2       10/2       9/5
Special                                            Drum

Pistol/SMG Magazines
Double Stack
Capacity          10         15      30            50       100
Cost:               $35       $40      $45        $412.5   $450
Weight(E/F): .2/.4     .3/.6    .7/1.4      3.75/5   6.5/9
HT/HP:           10/2     10/2     10/3        9/6      9/8
Special:                                                Drum     Drum

Shotgun Magazines:
Capacity:           5          10          20
Cost:              $52.5       $60     $412.5
Weight(E/F):    .3/1.2   .6/2.4    3.5/7
HT/HP:             10/2     10/3       9/6
Special:           Single Stack     Drum

Rifle Magazines:
Capacity:             10        20      30        75
Cost:                  $45       $45     $45      $400
Weight(E/F):    .35/.7    .5/1   .75/1.5     2/5
HT/HP:              10/2    10/3    10/3       9/5
Special                                                 Drum

Grenade Launcher Magazines:
Capacity:            4             8         16
Cost:               $78          $90       $500
Weight(E/F): .45/1.85  .9/3.7    5/10.5
HT/HP:             10/2      10/3      10/6

Gun Modifications

See GURPS High Tech (P. 153) for more.

Storm Variant: Essentially, bolting two guns together and linking them. Ammo capacity and fire rate are doubled. Generally speaking a storm weapon is ordered as such, rather than made after the fact, although two identical guns can be combined in such a manner if desired. Can only be done to repeating firearms, whose magazines do not go through the grip. Cost is 2X, weight is 1.75X, recoil is 1.5x, fire rate is 2x. Reloads either take double time, or require coupled magazines to reload both at once. On firearms using a gas operation system, recoil may be kept steady by having the barrels alternate in an over/under configuration.

Stocks: Folding or add-on stocks cost $100. Firing a gun meant to have a stock one handed with the stock folded gives -1 acc, +1 bulk, and multiply ST by 1.2. Guns intended for use one handed do this in reverse, +1 acc and -1 bulk, multiply ST by .8. Cost is $100, weight is .75 lb.

Magazine Coupler: Clamp magazines together for a faster reload. $20, .3 lb

Suppressors: In the cramped tunnels, gunfire becomes even more deafening, and tends to attract unwanted attention. It's not uncommon to see suppressors worth many times the value of the gun to which they are attached, even by races who's subterranean development lead to protected hearing. Use Homebuilt Suppressor (High Tech 158) with normal equipment price modifications.

Compensators, Brakes, and Muzzle Ports: Using an add-on to the end of the barrel or holes carefully drilled just before the muzzle, Propellants from fired bullets are diverted to suppress recoil and assist in keeping control of the weapon. +1 skill on turns firing 3 rounds or more, -1 required ST, +2 to rolls to see/hear the gun being fired, -2 to rolls to resist being dazzled. Incompatible with suppressors and flash hiders. $100

Bipods: A pair of legs, fixed, rotating, or adjustable, attached to the gun. Allows the gun to be braced by setting it on just about anything handy. A gun fired from a bipod is much easier to use, making it possible for individuals who otherwise might not be able to use or control the gun to make use of it.

Night Sights: Several varieties of glowing mushrooms grow in and around the Metros, from which a variety of glowing elements of varying powers can be made. One of these is a paint that works not unlike tritium. Improved Visibility Sights (High Tech 156), negates -1 of darkness penalties and permits aiming in low light.

Red Dot/Reflex Sights: More glowshroom tech, these sights are just clunkier versions of the pre-Calamity ones. Negate -3 in darkness penalties, and give +1 to shots with the where the gun is held as to make the dot visible. Difficult to use with a gas mask on.

Aiming Light: A lower tech version of a weapon laser, it's a flashlight with a very tightly focused beam. Gives +1 to aim the weapon from any position, but targets that are not substantially distracted gain +1 dodge. $75, .5lb, 20 yd range.

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