Sunday, June 20, 2021

GURPS Stealth & Camouflage Guide Update: Half-Ghillie, Face Masks, Black Camouflage, Bright Colors

 Half-Ghillie, Sniper Coat, Hunting Shirt



    The Stealth & Camouflage guide penned by me includes homebrew rules for something TL8 gunmen call a half-ghillie or sniper coat, as pictured above, a comfortable and useful piece of camouflaging equipment for those who wish to not be burdened by the weight and discomfort of a full ghillie.

Only problem, it is homebrew and thus not available in all games. The rules I imagined for it were clunky too, so it's not a good show. But as my knowledge of GURPS grew, I discovered a way to make such an attire completely rules legal!

1) Open Low-Tech on page 126. An item called Hunting Shirt (TL1) is listed.

This is conceptually the same item as half-ghillie, or rather it's ancient ancestor. It is heavy though, at a whopping 5 lbs. But it is a full outfit, in a sense, no other camouflage equipment is needed to wear it.

2) Time to modernize it. Open High Tech on page 65, look at Clothing Technology Table.

We'll assume that TL1 Hunting Shirt corresponds to TL5 attire. Low-Tech doesn't have a similar table, so I will not speculate what would happen if it did. To bring it to TL7, we divide weight by 2.

End result is a Hunting Shirt (TL7), weight of 2.5 lbs. It  comes either in plain dull color (Simple Camouflage, +1) or basic WW2/Post-WW2 pattern (Basic Camouflage, +2). Use rules and price as for TL1 Hunting Shirt. It can be worn standalone as Ordinary Clothes (HT63), but I'd recommend wearing pants too.

Such item saw great use during WW2 by both Allies and Axis powers, since ghillie suits weren't much of a thing back then.

Made with TL8 fabrics, weight is 1.25 lbs instead. Cost for Advanced Camouflage (+3) option is $150.

3) Let's modernize it even further! Back to HT65 Clothing Technology Table.

Multiply TL7 weight by x0.5 for TL8 technologies.

Modern Sniper Coats are seldom standalone pieces, offering at best head, back and shoulders coverage, more of a net than a garment. Thus it is considered Summer Clothes (HT63), for x0.5 of the weight, but requiring the user to wear their uniform, or otherwise matching camouflage outfit underneath to gain full benefit.

End result is a Sniper Coat (TL8). It comes either in plain dull color (Simple Camouflage, +1), basic service pattern like Multicam (Basic Camouflage +2) or specialist camo like Tropentarn (Advanced Camouflage, +3). It requires matching camouflaged clothing to work, advanced camo clothing for advanced camo sniper coat etc. Consider it an upgrade for an existing uniform, rather than a standalone item. Another benefit, it is quick to don and doff, and can be worn over protective equipment - huge advantage over a Hunting Shirt.

The bonus for the uniform and sniper coat do not stack, but one can still improve the sniper coat with local vegetation, strips of camo fabric etc by making Camouflage roll as for normal ghillie. Maximum camouflage bonus is +5.

Example: Wearing Tropentarn uniform (Advanced Camouflage) gives +3 in arid environments. Adding Sniper Coat (Tropentarn) on top gives +0, for total of +3. A roll of Camouflage and some resources gives +1 per margin of success, up to +2 for +5 total.

Alternatively, if one is daring enough, they can cover their (almost) naked body with Camouflage Paint, the same one used for face painting (Seals in Vietnam 24, LT126). Reasonably, this would count at least as Simple Camouflage (+1), and thus work with Sniper Coats, either Simple or matched to the environment. But for this, seek your GM's permission.

Weight of 0.63 lbs. Price is $25 for Simple Camouflage, $50 for Basic Camouflage, $75 for Advanced camouflage.

P.S.: The resulting weight of a TL8 sniper coat is half of a realistic item. If you feel that it is an issue, simply use statistics and rules for TL7 Hunting Shirt, with TL8 weight already listed (1.25 lbs).

Face Masks

LT126 officially states that hoods, masks and veils can be coloured to assist in camouflage. Any head covering that extends over the face acts liks camouflage paint (LT126, Seals in Vietnam 24).

Black Camouflage and Bright Colors


LT126 provides official rules for Black Camouflage and Bright Colors. It also speaks of darker shades of patterns normally used for daylight camo still giving a +1 bonus. An example of such camouflage is Multicam Black. Standard Multicam counts as Basic Camouflage and gives +2 bonus. Multicam Black only gives +1 in same environments. Though if GM permits, camouflaging against a shadow (not inside of it) would still provide full +2.

Monday, March 22, 2021

GURPS Firearm Customization Draft 1

 GURPS Firearm Customization

A deeply modified AR-15 carbine. Base weapon is a variant of RRA LAR-15 (TS63), or one of dozens copies of the AR-15 present in GURPS. A maximum Ergonomics configuration with compensator.

    What is a firearm? A device to ignite powder, a metal tube to propel projectile and ideally a way to hold it all. Since it's inception, the core of the firearm has not changed. But as the centuries progressed, humans fell in love with firearms more and more. Dirty handgonnes gave way to beautifully fowling pieces fetching high prices from aristocrats. Brain-clubbing musket pistols were replaced with fine officer's handguns, a symbol of authority. The musket's offspring is a precision crafted sniper rifle, made of space age polymers, firing a scarce-material bullet around the horizon's bend. And as the proliferation and love of firearms grew, the desire to improve it, to make it yours grew exponentially, and thus the art of gunsmithing and firearm customization appeared.

    There are many reasons to improve firearms: make it more accurate, easier to handle, deadlier, more appealing. An average GURPS character will seldom have ability to create a fully unique firearm, that's why many resort to modifying their equipment to suit their needs. And since GURPS does not go into too many details on this matter, this work will try to improve the aspect of firearm modification within GURPS 4e.

Statement on worldview

    As with everything about GURPS, GURPS is a game for entertainment. I love GURPS realistic AND fun, and this work will reflect that. Where baseline 4e assumes something is 'below resolution' or 'a reason to take weapons bond', I will round it up to the point where it can finally be resolved and have tangible gameplay effect. Because of that, some parts of this article will be somewhat cinematic, but in a way that is expected of fiction that pays extreme respect to the firearm and the act of shooting it.

What firearms can be modified?

    Ostensibly, all of them. Firearms are made out of parts that were manufactured by a human being. An equally skilled human being could manufacture the same part - with improvements - and install it upon the base firearm. Indeed many firearms are simply variants of older design, improved in the blueprint and manufactured with modifications. Many locales have gunsmiths, professionals in the way of assembling and modifying firearms. A custom job is expensive, but sometimes worth it.

    Reasonably, a firearm that becomes a modification platform is mostly unheard of before TL6, with most firearms of that era offering what GURPS calls 'Accessories', an optic mount and maybe an engraving. More over, the firearm has to be popular, either widely adopted or experiencing massive commercial success. There's little reason to mass manufacture parts for a firearm that is not in use. Of course, custom parts shops are a rarity reserved for the rich until TL8, and manufacturing process before the advent of plastics is rather complicated. Don't expect a fully custom TL6 chassis for your M1921 Thompson Machine Gun.

    It is up to the GM and players to figure out what weapon has large enough parts aftermarket, but most TL7+ firearms do, especially mass-adopted platforms like Kalashnikov and AR-15/M16. Worth mentioning are TL6 wonders that are Colt M1911 and FN Browning HP, both still quite effective, used and with large aftermarket of parts.

How compatible is this system with baseline 4e solutions?

    Ideally, save for overlooked bugs, two systems are fully compatible and can be used together, separately or combining options. The important thing is to watch out for 'double dipping', gaining double benefit from effectively singular upgrade. As such, as part of this system, firearms will receive quality ratings such as Fine (Accurate), and the firearm will not be able to receive the same rating from another source, though it can become Fine (Very Accurate) if it receives the appropriate modification, for appropriate price. Do not allow firearms that are already half-way down the custom part tree to benefit from generalized upgrades. A firearm with free-floating barrel installed cannot be made Fine (Accurate) with a generalized option!

Part I: Modifying Firearm Parts



    Each firearm, or most of them, consists of six parts that directly affect it's performance in user's hands: 

Muzzle Device - A device attached to the barrel can alter firearm's behavior by way of directing and trapping gasses, or burning out the excess powder and gasses.
Barrel - the channel through which the bullet is propelled onward towards the target.
Chassis - Provisions for comfortably holding the firearm with both hands.
Controls - Elements of the firearm that engage it's functions - fire, safety, magazine ejection etc, as well as other internals.
Peripherals - Stock and/or grip for comfortably holding the firearm, shouldering it, directing it.

Only one of each, unless stated otherwise, can be present on a firearm. Many firearms already come with all or some versions of these parts. Whatever effect they have is included in the firearm's statistics table entry or firearm's description.

Each part can be optimized for either Ergonomics, Precision or Recoil Control. Each part, in addition to listed benefits, increases it's rating in these three fields. Consult the table below for effects of each rating. Ratings themselves are unneccessary for play, simply modify weapon's statistics and add appropriate notes to it's description. The ratings are non-cumulative, and each next step replaces the effects of the previous one.

Ergonomics Rating

Ergo 1 +1 to Holdout
Ergo 2 +1 to Holdout, +1 to fire in Close Combat 
Ergo 3 +1 to Holdout, +1 to fire in Close Combat, Ignore -1 bulk from attachments
Ergo 4 Improve Bulk by 1

Precision Rating

Pres 1 Aiming for 4 seconds grants Acc+3 bonus.
Pres 2 Firearm is now Fine (Accurate), +1 Acc, if baseline firearm has 2 or more Acc.
Pres 3 Fine (Accurate), Aiming for 4 seconds grants Acc+3 bonus.
Pres 4 Firearm is now Very Fine (Accurate), +1 Acc, if baseline firearm has 4 or more Acc.

Recoil Control Rating
If you use fractional recoil rules, then each step simply reduces Rcl by 0.25 down to minimum of 1.

RclCtrl 1 Firing at ROF3+ grants +1 to Guns skill.
RclCtrl 2 Firing at ROF3+ grants +1 to Guns skill. Reduce Firearm ST by 1.
RclCtrl 3 Firing at ROF2+ grants +1 to Guns skill. Reduce Firearm ST by 1.
RclCtrl 4 Reduce Rcl by 1 to minimum of 1.

Part 1.1: Custom Firearm Parts

Firearm parts use Cost Factor (CF) as it appears on LT14. Tally up total CF, add +1 and multiply firearm's cost to find out it's final cost.

Each custom part, unless otherwise specified, grants extra -1 familiarity penalty.

Any combination of parts that amounts to +1 CF or more counts as Styling (HT11) for free, but only when dealing with those who appreciate modern or modified firearms. Too many gun owners prefer stock items!

Installing these parts is Adding Accessories (TS68) and is a complicated process.

Muzzle Device
  • Flash Suppressor - An open, tube-like device that burns out excess gasses and powder, completely eliminating the muzzle flash. The shooter thus cannot be spotted by his weapon's flash and his view remains unobstructed. +1 Ergonomics, +0.25 CF, 0.1 lbs.
    Expensive version often serves as attachment base for a Quick-Detach Suppressor. +0.35 CF
    Cheap version is simply called Flash Hider (TS76), it does not improve Ergonomics.
  • Compensator (TS76) - A small device covered in vents that redirects excess gasses that escape the barrel to counter-act weapon's recoil. +2 to Hearing and Vision rolls to locate shooter in the dark, Firearm ST-1, extra -2 familiarity penalty, +1 Recoil Control, +0.5 CF. Weight x1.1
    Expensive version often serves as attachment base for a QD Suppressor, which retains the Compensator's benefits while removing the bonus to locate shooter in the dark. +0.75 CF
    Cheap version is an attachment on many firearms and it's statistics already include it's effect. Firearm ST-1, +0.1 CF. No Recoil Control improvement.
  • Unthreaded barrel - High quality Match barrels are often left without a thread in order to not disturb it's harmonics. Match barrel without a thread adds an extra +1 Precision, but the firearm loses it's ability to mount Muzzle Devices.
Barrel
  • Pencil Barrel - Thin profile barrel decreases firearm's weight and changes it's balance. For purposes of sustained fire (HT85), it takes 75 shots to overheat. +1 Ergonomics, +0.25 CF, Weight x0.9
  • Match Barrel - Named so for competitive matches, or for it "matching" the firearm perfectly. This barrel is either made to tight tolerances, or picked as best out of a manufacture batch. +1 Precision, +0.5 CF
  • Bull Barrel - Also known as Heavy Barrel, weighting the barrel down reduces muzzle flip and allows longer sustained fire (HT85), treat it as Light Machinegun barrel. +1 Recoil Control, +0.5 CF, Weight x1.1
Chassis
  • Free-Floating Chassis - Chassis that mounts in a way that does not come into contact with the barrel, increasing accuracy and stability by removing areas of excess clamping. Example is Hogue Free Float Tube. +1 Precision, +0.25 CF, x1.05 weight. Many handguns already come with free-floating chassis, it's stats are accounted for in firearm statistics.
  • Low-Profile Chassis - Slim, lightweight chassis that sits as close to the barrel as possible, often opting for keyhole mounts instead of rails. Cutouts on exterior often expose the barrel. An example is Magpul MOE SL Handguard. +1 Ergonomics, +0.25 CF Weight x0.95.
  • Heavy Chassis - Large chassis with ample space for accessories, sometimes with weighted inserts near firearm receiver. An example is M14 Modular Chassis by TROY. +1 Recoil Control, +0.5 CF, Weight x1.1
Controls
  • Match Controls - Light trigger and precision fire control group ensure consistent pull that does not disturb the firearm. +1 Precision, +0.25 CF.
  • Ergonomic Controls - Elongated switches and anatomical, streamlined shape greatly improve comfort of use. Grants Lightning Fingers (TS39) with this specific weapon. +1 Ergonomics, +0.25 CF.
  • Recoil Buffer - Weights and rubber buffers are distributed in the receiver to lighten felt recoil. +1 Recoil Control, +0.5 CF, Weight x1.1
Peripherals
  • Ergonomic Peripherals - Short stock like Troy M7A1 and a streamlined pistol grip allow for quick and comfortable work with the firearm. +1 Ergonomics, +0.25 CF, Weight x0.9
  • Sniper Peripherals - Solid, often thumbhole stock with myriad of adjustments available: length of pull, cheek rest, extendable monopod. Allows for stable, user-specified shoulder position. +1 Precision, +0.25 CF, Weight x1.05
  • Recoil Peripherals - Wide, often rubberized stock with solid, wide grip for best control and least recoil felt. +1 Recoil Control, +0.5 CF, Weight x1.1
Foregrip
  • Angled Foregrip - This sort of foregrip allows for comfortable thumb-over-bore barrel handling and pressing the stock into the shoulder without turning it into a pivot point. +1 Recoil Control, $50, 0.5 lbs
  • Handstop - This device prevents user's hand from slipping in front of the barrel or past the sweet spot for handling. User quickly achieves ideal grip by sliding the palm down the foregrip until it hits the handstop. +1 Fast Draw (Longarm or Pistol) when drawing into two-handed stance. +1 Ergonomics, $25, 0.1 lbs.
  • Vertical Foregrip - See TS75. Multiply any fatigue lost from handling the weapon by 0.75

Part 1.2 Gunsmithing

See TS68. Just like before, watch out for double-dipping.

Custom barrel lengths
Many firearms can support different barrel lengths that alter it's performance. A spare barrel costs and weighs 20% of the firearm. Players may substitute the price of the barrel from an expensive firearm for a cheaper one if they share firearm family and caliber. Cheaper AR15 barrel for M16A4 will fit more expensive Mk 18 Mod 1 (HT121)

Installing a new barrel is a Adding Accessories (TS68) and is a complicated process.

Subcompact and Compact Barrels - See TS69.
Tactical Barrels - Barrels for use with suppressors. See Tactical Carbine.

Patrol and Long Barrels - This is an option that increases barrel length slightly. This is a difficult option to apply realistically because, while shortened barrel invariably harms performance, extended barrel does not ALWAYS improve it. At certain barrel lengths, the power of a projectile is wasted as it has to pass one tier of rifling after another. Most longer firearms and handguns can only benefit from Patrol barrel, while shorter carbines receive full benefit of a long barrel... And stop being carbines.

Patrol Barrel - Also called mid-length. Multiply Damage and Range by 1.1. +0.5 lbs. When used on an M4A1, it creates 16-18" Rifle akin to MK12 SPR.
Long Barrel - Multiply Damage and Range by 1.15, +0.75 lbs, +1 Acc, worsen bulk by -1. Super compact (like SMGs) or already lengthy firearms (like Sniper Rifles) will not be able to benefit from this.

Part II: Firearm Accessories

Tbd

Thursday, February 4, 2021

GURPS Armor: Ballistic Face Mask

 GURPS Armor: Ballistic Face Mask


Having a face and keeping it intact is important. How're you gonna eat those tasty tacos if you left all your teeth at the site of the latest shootout? Do not be afraid, there are many bullet resistant items on the market that you can purchase to cover up this important hit location.

One of these is a Ballistic Face Mask, also known as Smooth Mask. It is a simple mask made out of the same material as TL8 Ballistic Helmet (HT70), with similar padding on the inside and two holes for your eyes to peek through. It is officially adopted by Taiwanese Special Forces and... that's it. In movies and videogames it is often used by bad guys due to it's intimidating, feature-less appearance. Favorite of bank robbers! The mask itself has neglible effect on field of view, reducing it by no more than 10 degrees. GURPS simply ignores this. It's real life protection rating is NIJ IIIA, which translates to 12 DR in GURPS, stopping most handgun bullets, buckshot pellets and even assault rifle rounds fired from ulta-short carbines like HK53A3(HT116) or AKS74U(HT114)

It is actually quite challenging to purchase authentic item of this type, with many companies offering knock-offs of dubious quality. It's quite hard to tell what exactly you just bought, until you get shot while wearing it...

By virtue of covering a user's forehead, this face mask is incompatible with majority of modern ballistic helmets that sit close enough to the forehead, though certain designs like tanker helmets with elevated top, as well as Leather Helmet (HT69), can fit over or under it. Layering armor on skull has no penalties. A pair of large tactical goggles can, theoretically, be worn over eye-holes to provide protection, but users will seldom wear them due to lack of comfort. Theoretically, a custom job can add inserts into the eye-holes that are effectively Ballistic Sunglases, giving eyes 4 DR and increasing price by $50. Gas Mask is also unusuable with such a face mask due to the inability to create a full seal. On the other hand, you can wear it UNDER a space suit helmet or biohazard suit helmet, given that it's a design that feeds air into the helmet itself and not just the mask underneath it.

To address various issues with the design, a half-mask variant is offered that protects only the face, but is fully compatible with modern ballistic helmets. Theoretically, a ballistic face shield can be worn over it, doubling the protection.




When compared to ballistic faceshields that attach to helmets: (+) It is a standalone piece that needs no extra mounting, (+) It has anatomical form and thus allows proper-ish cheek wield, ignoring rules for Masked Shooting (TS13), (+) It has better protection compared to transparent ballistic plastic, (-) It does not protect the eyes, (-) You cannot use a gas mask with it.

Statistics:
TL8 Ballistic Face Mask, Loc: Face & Skull, DR 12F, Cost $600, Weight 3 lbs, LC 4
TL8 Knock-Off Ballistic Face Mask, Loc: Face & Skull, DR 10F, Cost $500, Weight 2.5 lbs, LC 4
TL8 Ballistic Half-Mask, Loc: Face, DR12, Cost $300, Weight 1.5 lbs, LC 4
TL8 Knock-Off Ballistic Half-Mask, Loc: Face, DR10, Cost $250, Weight 1.2 lbs, LC 4

The masks can have a custom-designed styling to assist in intimidation or simply for aesthetics. Use rules for Styling on HT10. Clown designs are oddly popular.

On the other hand, virtually any tailor can create a camouflaged fabric cover for the mask. Cost is $6*Cost Of Camouflage. Alternatively, one can simply use paint and duct tape to permanently add a camo pattern. Either way, when such camouflaged mask is worn with camo uniform, add an extra +1 to camouflage bonus (See LT126).

If GM permits, the mask grants +1 to Intimidation attempts done while wearing it.

GURPS Cinematic Medicine Draft 3

    Cinematic Medicine Medicine. The art of making your fellow man feel better, recover from ailments, resume proper operation. Cinematograp...