GURPS 4th Tactical Shooting Extreme Conditions
GURPS 4th Tactical Shooting Extreme Conditions
By Hans-Christian Vortisch
Additional Material by Roger Burton West,
Timothy Ponce, and William H. Stoddard
Cover Art by ArteIndex, BinGoTinGo, Blanca Estela, and MoreThanPicture
Illustrated by 80’s Child, Algol, inv.amin baktash, Liu zishan, and MoreThanPicture
Printed on
Demand
. . . Climate makes the constant foe.
Bring the excitement of environmental uncertainty
to the gaming table with GURPS Tactical Shooting:
Extreme Conditions! Building on the foundation of
GURPS Tactical Shooting, this guide provides flavorful
insight and rules for wielding and maintaining arms in
the most inhospitable habitats: dune-strewn deserts,
photogenic jungles, or wintry wastelands. Take your
cold-iron companion into even less-inviting realms, in
the skies, seas, or space. Reward your rugged readiness
with new gear and character options.
Although focusing on firearms in fairly realistic
recent-history TL5-8 campaigns, many issues herein
can provide consequential complications for any type
of combat – past, present, or future!
By Hans-Christian Vortisch
Additional Material by Roger Burton West,
Timothy Ponce, and William H. Stoddard
Cover Art by ArteIndex, BinGoTinGo, Blanca Estela, and MoreThanPicture
Illustrated by 80’s Child, Algol, inv.amin baktash, Liu zishan, and MoreThanPicture
Printed on
Demand
Tactical
Shooting TM
E xtreme C onditions TM
Written by
HANS-CHRISTIAN VORTISCH
Edited by
NIKOLA VRTIS
Cover Art by ARTEINDEX, BINGOTINGO,
BLANCA ESTELA, and MORETHANPICTURE
Illustrated by 80'S CHILD, ALGOL,
INV.AMIN BAKTASH, LIU ZISHAN, and MORETHANPICTURE
Additional Material by ROGER BURTON WEST,
TIMOTHY PONCE, and WILLIAM H. STODDARD
GURPS System Design z STEVE JACKSON Chief Executive Officer z MEREDITH PLACKO
GURPS Line Editor z SEAN PUNCH Chief Operating Officer z SUSAN BUENO
GURPS Project Manager z STEVEN MARSH Managing Editor z ALLISON PAGE
Production Artist and Indexer z NIKOLA VRTIS Director of Sales z ROSS JEPSON
Cover Design z ALEX FERNANDEZ Page Design z PHIL REED and JUSTIN DE WITT
GURPS FAQ Maintainer z Art Direction, Additional Art, and Prepress Checker z
VICKY “MOLOKH” KOLENKO NIKOLA VRTIS
GURPS, Pyramid, Warehouse 23, the pyramid logo, Tactical Shooting, Extreme Conditions, and the names of all products published by Steve Jackson Games Incorporated are
trademarks or registered trademarks of Steve Jackson Games Incorporated, or used under license. GURPS Tactical Shooting: Extreme Conditions is copyright © 2023
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In the third week of November, in the year 1895, a dense yellow fog settled down
upon London. From the Monday to the Thursday I doubt whether it was ever possible
from our windows in Baker Street to see the loom of the opposite houses.
– Arthur Conan Doyle, “The Adventure of the Bruce-Partington Plans” (1908)
2 Contents
5. Water War . . . . . . . . . . . . . . . . . . . . . . . 22 Tunnel Exploration Kit (TL7) . . . . . . . . . . . . . . . . . . . . 37
On Water and Underwater . . . . . . . . . . . . . . . . . . . . 22 Rifles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Vision . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22 Cutting Corners . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
Underwater Vision Table . . . . . . . . . . . . . . . . . . . . . . . 22 Submachine Guns . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
Hearing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23 Handguns Table . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
Movement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23 Rifles Table . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
Health Hazards: Water . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23 Submachine Guns Table . . . . . . . . . . . . . . . . . . . . . . . 39
Machine Guns and Autocannon Table . . . . . . . . . . . . 39
Shooting into or Underwater . . . . . . . . . . . . . . . . . . 23 Firearm Accessories . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
Water Shooter Problems . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Winter Trigger (TL6) . . . . . . . . . . . . . . . . . . . . . . . . . . 40
Problems of Firearms near Water or Underwater . . . . . 24
Traveling through Water . . . . . . . . . . . . . . . . . . . . . . . 24 Appendix: Extreme Conditions
Ammunition Issues near Water or Underwater . . . . . 25
in Films and TV . . . . . . . . . . . . . . . . . . . 41
Projectiles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
Fighting the White Whale . . . . . . . . . . . . . . . . . . . . . . . 25 Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
Optics and Other Accessories . . . . . . . . . . . . . . . . . . . 25
Explosive Warheads and Grenades . . . . . . . . . . . . . . . 25
6. Underground War . . . . . . . . . . . . . . . . . . 26
Underground Conditions . . . . . . . . . . . . . . . . . . . . . 26
Underground Dangers . . . . . . . . . . . . . . . . . . . . . . . . . . .
Vision . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
26
26
About GURPS
Steve Jackson Games is committed to full support
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Movement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
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Warehouse 23. Our online store offers GURPS print
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Health Hazards: Air . . . . . . . . . . . . . . . . . . . . . . . . . . . 31 our PDF magazine Pyramid included new rules and
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8. Space War . . . . . . . . . . . . . . . . . . . . . . . 32 tures, and more. The entire 122-issue library is avail-
Space Conditions . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32 able at Warehouse 23!
Health Hazards: Space . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32 Internet. To discuss GURPS with our staff
Shooting in Different Gravity . . . . . . . . . . . . . . . . . 32 and your fellow gamers, visit our forums at
forums.sjgames.com. You can also join us at
Shooting in Space . . . . . . . . . . . . . . . . . . . . . . . . . . . 33 facebook.com/sjgames. The web page for GURPS
9. Extreme Shooters . . . . . . . . . . . . . . . . . 34 Tactical Shooting: Extreme Conditions can be
Skills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34 found at gurps.sjgames.com/extremeconditions.
Soldier/TL . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34 Store Finder (storefinder.sjgames.com): Discover
Survival . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34 nearby places to buy GURPS items and other Steve
Perks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34 Jackson Games products. Local shops are great places
Naval Training . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34 to play our games and meet fellow gamers!
Sea Legs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34 Bibliographies. Bibliographies are a great resource
Sure-Footed . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34 for finding more of what you love! We’ve added them
Techniques . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34 to many GURPS book web pages with links to help
Corner-Shot . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34 you find the next perfect element for your game.
Shooting into Water . . . . . . . . . . . . . . . . . . . . . . . . . . . 35 Errata. Everyone makes mistakes, including us –
Work Underwater . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35 but we do our best to fix our errors. Errata pages
Zero-G Shooting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35 for GURPS releases are available at sjgames.com/
errata/gurps.
10. Extreme Gear . . . . . . . . . . . . . . . . . . . . 36 Rules and statistics in this book are specifically for
Clothing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36 the GURPS Basic Set, Fourth Edition. Page references
Gloves (TL1) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36 that begin with B refer to that book, not this one.
Mittens (TL0) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
Extreme Firearms . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
Handguns . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
Contents 3
Introduction
Shooting in combat is difficult under the best of cir- With minor adaptation, you can use Tactical Shooting:
cumstances, but it becomes much more demanding in the Extreme Conditions with GURPS Third Edition supplements
extreme environmental conditions in which adventurers such as GURPS Cops, GURPS Cyberpunk, GURPS Old
often operate – in dark dungeons, in the ice-cold Antarctic, West, GURPS Reign of Steel, GURPS Special Ops, GURPS
or under the sea! SWAT, GURPS Technomancer, GURPS Transhuman
GURPS Tactical Shooting: Extreme Conditions adds Space, GURPS Traveller, or GURPS WWII.
further detail to GURPS Tactical Shooting and, thus, the
GURPS Basic Set. It supports believable campaigns involv-
ing the use of firearms in extreme conditions such as during Recommended Books
winter, in the desert, underwater, underground, and even This supplement builds on the rules and equipment found
in space! in GURPS High-Tech and GURPS Tactical Shooting. Players
Like Tactical Shooting, this supplement is primarily serious about their shooting gear might also want to look at
intended for fairly realistic TL5-8 campaigns using settings GURPS High-Tech: Adventure Guns for TL5-6 firearms and
like GURPS Action or GURPS SEALs in Vietnam. However, at GURPS High-Tech: Pulp Guns for TL6-7 weaponry. Some
it can also be applied to fictional or downright unrealistic specific TL7 military hardware and more on jungle and swamp
TL4-9 settings, including GURPS After the End, GURPS conditions can be found in GURPS SEALs in Vietnam.
Horror, GURPS Infinite Worlds, or GURPS Monster
Hunters. In fact, many of the issues are present in all TL0-
10 settings and could influence all types of combat, not just Publication History
shooting firearms. Some rules were adapted from Hans-Christian Vortisch’s
GURPS SEALs in Vietnam. A few pieces of equipment
originate in GURPS Low-Tech by Peter Dell’Orto,
Dan Howard, Matt Riggsby, and William Stoddard.
Some of the rules for underground operations have
been adapted from those in William Stoddard’s
GURPS Underground Adventures. Several of the
underwater rules are based on Roger Burton West’s
article “GURPS Fathom Five” in Pyramid #3/26:
Underwater Adventures. A few other mechanics
first appeared in Hans-Christian Vortisch’s article
“Tactical Shooting: Tomorrow” in Pyramid #3/55:
Military Sci-Fi. Some rules were adapted from
Timothy Ponce’s article “The Emerald Hell” in
Pyramid #3/95: Overland Adventures.
4 Introduction
Chapter One
Shooting
in Extreme
Conditions
An ideal environment for shooting includes perfect light- concentrating on anything else. For example, in the cold, the
ing, even footing, mild temperature, and a lack of precip- victim of it just can’t get out of the sleeping bag. On any failure,
itation and wind (Tactical Shooting, p. 9). Unfortunately, they are also Unaware for the purposes of Threat Recognition
combat usually occurs under less-than-ideal conditions. (Tactical Shooting, p. 33).
Shooting in Wind tection (p. B429). This also affects natural night vision, mak-
ing it more difficult to see in the dark. Double the Darkness
Bullets can be affected considerably by windy conditions. Penalties (Tactical Shooting, p. 18) in thin atmosphere,
While winds from the rear or front are negligible, winds from up to a maximum of ‑9. In these situations, eye protection
the sides (crosswinds) can push a projectile so far off course doesn’t help.
that even an otherwise perfectly aligned shot can miss.
The effect of a crosswind on a shot gets larger as the
distance to the target increases. A 10-mph crosswind
that moves treetops can push a heavy 7.62×51mm
NATO match bullet (High-Tech, p. 165) about 1” off
S hots in the ark D
The girl and Kilcourse had been looking into the glare of a pow-
at 100 yards and some 7” off at 300 yards. At 500 erful light. When that light suddenly died, and the weaker ones
yards, the wind drift is almost 2’; at 700 yards, it’s around it went, too, they were left in pitch unseeing blackness,
4’; and at 1,000 yards, it’s a full 3 yards. A whistling which must last for the minute or longer that their eyes would
20-mph crosswind doubles the drift! need to readjust themselves to the gray-black of the night.
A shooter who correctly “reads” the wind can com- – Dashiell Hammett, “The Girl with the Silver Eyes” (1924)
pensate either by aiming off to the side or, more accu-
rately, by adjusting the sights. Most telescopic sights The most common extreme condition is darkness. See
and some mechanical open rear sights have wind- Shooting in Darkness (Tactical Shooting, pp. 18-20) for detailed
age adjustments that allow just this. A wind gauge rules. Reduced visibility can make an easy shot on the range
can only measure the wind at the shooter’s position; difficult to impossible. It is worse for shots that are addition-
in order to gauge the wind at the target’s position, the ally problematic because of weather, terrain, etc. Darkness is
shooter needs to observe the target’s surroundings, the underlying reason for many of the issues in underground
such as flags or swaying vegetation. Both assassins shooting (pp. 26-29); it is also common underwater (pp. 22-25).
and counter-snipers sometimes use inconspicuous
wind markers to help with that.
In an adventure, wind effects only come into play C rossing ver O
when shooting at extended ranges, at over 300 yards. Armed forces expressly prepared for employment in any given
The penalty increases with the range. Each successful environment normally function less well elsewhere until they com-
Precision Aiming roll (Tactical Shooting, pp. 26-27) plete time-consuming and costly transitions. They must become
reduces the total windage penalty by ‑2. familiar with new topography, climatic conditions, and social sys-
tems, modify their techniques, then tailor weapons, equipment,
Modifiers: ‑1 per step on the Size and Speed/Range clothing, and supplies to suit the situation.
Table (p. B550) beyond 300 yards, or ‑2 per step for – John Collins, Military Geography for
particularly strong winds (for instance, 1,000 yards is Professionals and the Public (1998)
three steps, giving ‑3 in any significant wind or ‑6 in
strong wind). Tactical Shooting: Extreme Conditions examines various
environments and their impact on combat individually and
Wind can happen along with many other extreme neatly divided into separate chapters. However, the truth is that
conditions. It is especially prevalent in winter, desert, many of the conditions can apply simultaneously or at least in
and near or over bodies of water. rapid sequence.
A summer blizzard on the American plains or Siberian tun-
S hooting in dra can create winter conditions when the PCs don’t expect it.
In the Arabian deserts, hot days are often contrasted with cold
T A
hin tmosphere nights, which can even require winter gear. Spelunking in a
dark cave system, the PCs can come upon an underground lake,
Operations in high mountains (8,000’ and
creating water or even underwater conditions. A successful tac-
higher) – or on planets with a thin, very thin, or
tical shooter has to be prepared for these changing situations.
trace atmosphere to begin with (p. B429) – have to
deal with reduced air pressure and air density. This
Winter War
The snow had stopped and I felt horribly conspicuous in the rolled head over heels down the hillside for 100 feet or more.
bright moonlight. It was bitterly cold and when I drew my pistol Nobody came back to look for me and all I wanted was to go to
my skin stuck to the metal . . . I was very near exhaustion and sleep in the snow where I lay.
I was lagging fifty yards behind when I slipped on some ice and – Peter Wilkinson, Foreign Fields – The Story
of an SOE Operative (1997)
Combat in the cold of winter in temper-
ate climates can already be challenging. Arctic
conditions such as found in Alaska, Canada,
Scandinavia, Siberia, or the polar regions are
worse – and it gets really bad if winter conditions
are encountered in mountainous areas such as
the Alps, the Himalayas, the Rocky Mountains,
Antarctica’s Mountains of Madness, on terrafor-
med Mars – or the planet Hoth.
Winter Conditions
At the beginning of December 1941, 6th Panzer Division heat loss – particularly feet, hands, head, and neck. If there
was but 9 miles from Moscow . . . when a sudden drop in tem- are missing items, the GM may penalize HT rolls with the ‑1
perature to ‑30°F., coupled with a surprise attack by Siberian per item recommended on p. B345.
troops, smashed its drive on the capital. Paralyzed by cold, the Winter or arctic clothing is heavy enough to provide lim-
German troops could not aim their rifle fire, and bolt mecha- ited protection against weapons: DR 1 vs. cutting.
nisms jammed or strikers shattered in the bitter winter weather.
Machine guns became encrusted with ice, recoil liquid froze in Bundling Up
[artillery and tank] guns, ammunition supply failed. Mortar
Multiple layers of ordinary clothes (High-Tech, p. 63) or
shells detonated in deep snow with a hollow harmless thud, and
even just assorted furs (Low-Tech, p. 104) or blankets (High-
mines were no longer reliable.
Tech, p. 56) can be worn in order to substitute for actual
– U.S. Army Center of Military History, Effects of Climate
winter wear. Two layers reduce the penalty for wearing ordi-
on Combat in European Russia (1952)
nary clothes in cold weather (p. B430) to ‑3, and three layers
Combat in winter conditions is hampered by many differ- reduce it to ‑1. Layers are never better than ‑1 because real
ent climatic effects, which sometimes appear individually and winter clothing is waterproof or at least water-resistant and
often all at once. These include cold, precipitation, ground usually capable of dealing with increased sweating, which
coverage, and lighting. bundled ordinary clothing isn’t. Furthermore, the rules for
Combining and Layering Armor (p. B286) apply: ‑1 to DX
It’s Freezing! and DX-based skills, including Guns, for three layers or
more. Bundling up works reasonably well to protect body
Cold: Is a much greater threat to survival than it sounds. It and limbs (e.g., by layering coats), but it’s more difficult to
not only lowers your ability to think; it also tends to lower your layer protection on the head, feet, and hands. For example,
will to do anything but get warm again. Cold is an insidious wearing several layers of socks in a pair of boots of normally
enemy; at the same time that it numbs the mind and the body, it appropriate size makes for such a tight fit that blood flow is
numbs the will to survive. reduced; this gives ‑1 to HT rolls to avoid frostbite!
– Anonymous, U.S. Navy SEAL Combat Manual (1974)
Low temperatures impact a shooter’s overall performance Cold and Wet
considerably. Unless properly clothed, a person quickly loses Most cold weather hazards are worsened if the victim is
FP – see Cold (p. B430). Winter clothing is the absolute mini- wet. Cooling by evaporation and increased heat loss make sur-
mum, and at subzero temperatures, arctic clothing is required vival in such a state nearly impossible. Remember that effec-
(High-Tech, p. 63). It must protect the whole body against tive HT rolls to survive are at ‑5 if wet (p. B430)!
8 Winter War
In the Snow Modifiers: +1 for Robust Vision (Tactical Shooting, p. 40);
+5 for Protected Vision (p. B78); +5 for snow goggles (Low-
. . . realize that everything takes longer in winter – whether Tech, p. 99), sunglasses (High-Tech, p. 71), or glacier goggles.
moving cross-country, cooking chow, or loading your rifle.
– John Plaster, The Ultimate Sniper (2006) Clear air and few landmarks, as are typical in polar and sub-
polar zones, make eyeballing distances above 300 yards more
Winter conditions can have severe impact on the senses, difficult. This gives ‑4 to Observation rolls for Rangefinding
movement, and overall performance of shooters. To know (Tactical Shooting, p. 27). The roll must be made in secret by
about and avoid these problems where possible, make a the GM. Any failure means the range is judged to be shorter by
Soldier-2 or Survival (Arctic or Mountain) roll. 1d×10% than it really is.
Example: Sergeant Max Sommer has Observation 12. In
Vision the Arctic, his modified skill is 8. If the GM rolls 10, Sommer
Line-of-sight weapons, such as tube-launched, optically estimates the range to a target to be 1d×10% shorter than it
tracked, wire-guided (TOW) antitank missiles, are worthless really is. If the GM rolls 5 on the second roll, a 500-yard target
where visibility is very limited. Exhaust plumes that follow would appear to Sommer to be at 250 yards.
TOWs moreover form ice fog in cold, damp air, which conceals
targets from gunners even on clear days, and reveals firing posi- Camouflage is particularly important in winter condi-
tions to enemy sharpshooters. tions, at least where there is snow. Dark uniforms and dark
– John Collins, Military Geography for firearms contrast suspiciously against the white snow. White
Professionals and the Public (1998) clothing – often “overwhites” that are little more than thin
white covers over the actual clothing – and weapons painted
Winter conditions can make Vision rolls (p. B358) more white or wrapped with white cloth or tape are common
difficult. Rain, snow, sleet, and wind can reduce visibility con- with winter warriors since at least WWI (see WWII: Frozen
siderably. Night-vision optics and thermographs (both High- Hell, p. 30).
Tech, pp. 47-48) receive the same penalties as unaided vision.
The number of daylight hours during winter is much Modifiers: ‑1 to ‑3 to Camouflage when not properly whit-
less – during the darkest months in the Arctic (December and ened in snow-covered broken terrain like woods; double the
January in the northern hemisphere), daylight is often never penalty in completely white surroundings.
better than twilight (‑2 or ‑3 to Vision), and can last as little Exhaled breath and vapor steam from the skin, especially
as four hours. This means many operations need to be per- from bare heads, become visible at low temperatures (always
formed during darkness (Tactical Shooting, p. 18). below 5°F, at higher temperatures up to 60°F only if the air
Modifiers: ‑1 to ‑9 to Vision (light rain/snowfall to blizzard). is very humid), which may reveal a concealed shooter. Simo
Häyhä, the Finnish sniper ace of the Soviet-Finnish Winter
Another vision hazard is the possibility of snow-blindness: War (1939-1940), put snow into his mouth to avoid the breath
a white surface reflects ultraviolet light, which can result in plume. Vapor steam can be prevented by wearing a head cover
a “sunburn” of the eyes. Make a HT roll after 1d+1 hours like a watch cap.
of daylight activity in snow- or ice-covered outdoors. Failure Weapons firing shotgun, musket, rifle, MG, or cannon
results in a Moderate Pain affliction (p. B428) as well as tem- ammo (High-Tech, pp. 176-177) at ‑35°F or below produce ice
porary Blindness (p. B124). Snow-blindness disappears after vapor clouds, which both restricts the shooter’s vision and can
2d+24 hours. act as a target marker for opponents! This can’t be countered.
Winter War 9
The muzzle blast from firing guns close to snow-cov- Hearing rolls (p. B358) in winter conditions can be more
ered ground can throw up a snow plume and thus betray a difficult. Precipitation tends to muffle sounds. This is espe-
shooter’s position. Avoid this by using a ground cover or by cially true for heavy snowfall or winter storms. Even soft snow
tightly packing or artificially icing the snow under the gun’s on the ground can dampen sound considerably, especially that
muzzle (Tactical Shooting, p. 41). The muzzle blast will also of movement (including motor vehicles).
blacken snow beneath it, which is more difficult to avoid.
Modifiers: +1 to Hearing in still weather, or ‑1 to ‑9 in bad
Modifiers: ‑1 to Camouflage due to breath vapor (a Breath weather (from rain to howling blizzard); ‑1 to ‑3 to Hearing for
Control roll can prevent this for some time, but not indefi- winter headwear covering the ears, such as a woolen cap or
nitely . . .); ‑2 to Camouflage due to ice vapor; +1 to Camou- arctic headcover including cap and hood (High-Tech, p. 158).
flage due to measures avoiding a snow plume. ‑1 to Gunner
Stealth rolls can be made easier or more diffi-
and Guns for the shooter due to ice vapor after the first
cult depending on the conditions – walking over crunching
10 shots.
snow is noisy. Generally, the lower the temperature,
the louder the crunch. Snow near the melting tem-
perature doesn’t crunch. Heavy arctic boots or
other travel gear can make the sounds worse.
Modifiers: +1 to +3 to Stealth for soft snow; ‑1
to ‑3 to Stealth for crunching snow; ‑1 to Stealth
for arctic boots (High-Tech, p. 68) or snowshoes
or skis (both High-Tech, p. 56).
Movement
Movement over snow takes much longer
than normal. Ankle-deep snow halves Move,
while deeper snow or sheer ice divides Move
by 4 or more (p. B351). Movement is also very
tiring, even with snowshoes (High-Tech, p. 56).
The best option short of a motor vehicle or an ani-
mal-powered sled or sleigh (Low-Tech, p. 135) is skis
Hearing (High-Tech, p. 56).
Tracking in winter conditions is normally at ‑2 (p. B226).
The still, cold air of the North carries sound much farther
However, moving in the snow leaves easily followed tracks – as
than in temperate climates. All sounds must be kept to a min-
long as no fresh snow has fallen in the meantime, Tracking
imum. Noise caused by motors, men coughing, and skiers
rolls are at +4. Often even people without Tracking can fol-
breaking through snow crust may warn the enemy of activity at
low the trail. This can impede escape and evasion, but also
extreme distances.
ambushes (Tactical Shooting, p. 21). Use Tracking to cover
– U.S. Department of the Army,
the signs of movement.
FM 31-70 Basic Cold Weather Manual (1968)
10 Winter War
Winter and arctic clothing, not to speak of improvised Don’t Get Shot!
bundled-up clothing (p. 8), often has negative effects on
Low temperatures, which inhibit clotting, cause wounds to
shooter performance. Its weight can result in higher encum-
bleed more freely, and severe shock due to slow circulation sets
brance and thus lower Move (p. B17) and Dodge (p. 5). Bulky
in early unless treated expeditiously. U.S. medics armed with
clothes can make a proper long arm stance difficult, result-
morphine for that purpose once kept syringes in their armpits so
ing in ‑1 to Guns unless the weapon has an adjustable-length
they would be warm enough to work when needed.
shoulder stock (Tactical Shooting, p. 12). Snipers staying
– John Collins, Military Geography for
motionless in position for a long time need to overdress in
Professionals and the Public (1998)
order to stay warm.
Most gloves and mittens make operating a firearm more At subzero temperatures, rolls for Bleeding (p. B420)
difficult (p. 36) since they provide Bad Grip 1 (p. B123) for are at an extra ‑1. It is difficult to impossible to use blood
‑2 to Guns and Gunner and Ham-Fisted 1 (p. B138) for ‑3 to transfusions or intravenous fluids (High-Tech, p. 220). This
Armoury and Fast-Draw. Most firearms can’t be operated at makes treatment of gunshot wounds in the cold particularly
all with mittens, and many can’t be fired with gloves, simply problematic.
because the trigger can’t be reached! This problem can
be overcome with modified handwear (such as trigger
finger mittens, fingerless gloves, or tactical gloves; see
p. 36) or a winter trigger (p. 40). The Precision Aiming
technique (Tactical Shooting, p. 45) requires the full
Advantages of the Cold
Winter conditions are not all bad for a well-trained
tactile sensitivity of the trigger finger; roll at ‑2 unless
shooter. There is also one advantage.
the hand is ungloved or wears a fingerless glove.
Cold hands can cause the shooter to accidentally Cover. A tightly packed snow wall provides DR 0.4*
drop the hammer on a weapon with an exposed hammer per inch of thickness (Tactical Shooting, p. 29). Ice offers
while trying to cock it – single-action revolvers espe- DR 0.8*, and “icecrete” (a frozen mixture of water and sand
cially but also single-action pistols and shotguns. This or gravel poured into wooden forms) gives DR 6*. Snow walls
can be dangerous, since most of these weapons lack a are typically at least 1’, often much thicker.
positive safety; slipping the hammer then results in an
unintended shot! In cold weather, a hammerless shotgun
or other weapon with a positive safety is preferable.
Heavy exertion like moving through snow or skiing quickly
drains FP (p. B351). At 1/3 FP or less, ST is halved (p. B426). Cold Firearm Problems
Use an alpenstock or ski poles as impromptu shooting sticks . . . extreme care must be exercised in touching cold weapons
(High-Tech, p. 160) to brace the firearm during Aim (p. B364) with bare flesh because the flesh may freeze to the metal. Gloves
from any of the standard shooting stances, including stand- or the trigger finger mitten should always be worn when han-
ing, kneeling, or lying prone. This also overcomes the ST pen- dling weapons during periods of extreme cold.
alty for purposes of using a gun. – U.S. Department of the Army,
The prone shooting position is difficult in snow over 1’ FM 31-70 Basic Cold Weather Manual (1968)
deep, as the elbows – and a bipod, if the gun has one – sink in;
this prevents the shooter from properly bracing (p. B364) the Harsh temperatures, snowfall, and the likelihood that
weapon. The best position is kneeling (p. B364); this is more snow on the ground gets into contact with the weapon means
comfortable while on cross-country skis or snowshoes. that it’s advisable to keep the gun protected until the moment
Guns that require effective use from a bipod or braced it is needed (p. 6). Ice or snow on the sights means that sighted
position, such as a light machine gun, should have their bipod shooting (Tactical Shooting, p. 13) is impossible. Snow on the
fixed on a snowshoe, wooden plank, etc., in order to avoid action can eventually form ice in the action, further worsening
sinking in the snow. An improvised support such as a back- Malf. by one step. The typical result is a stoppage (p. B407).
pack works in a pinch. The entire weapon can be mounted In cold conditions, gear must make one HT+4 roll per day
lengthwise on a one-person sledge (Low-Tech, p. 133), such to avoid breakdown. See Slime, Sand, and Equipment Failure
as the Finnish ajak used by the Finns and Germans in WWII. (p. B485). In the cold, a firearm must receive constant pre-
There are even built-in solutions, like the skis on the bipod ventive maintenance (including disassembly, inspection, and
of the Finnish VKT-Lahti Pstkiv/39 antitank rifle (Tactical cleaning) for about 30 minutes at least once per day. This gives
Shooting, pp. 61-62). +1 to the HT roll. If routine protective measures like laying
a rifle off the ground while resting or protecting the
action with an oil-soaked cloth are not taken, apply ‑1
to all HT rolls.
Ordinary lubricant is typically effective down
Aha! Oho! A trail in the snow! Whose to 10°F. In subzero temperatures, normal firearm
is this trail and where does it go? lubricants freeze or gum up. Worsen Malf. by ‑2, the
typical result being a stoppage (p. B407). The only
– Julia Donaldson and Axel Scheffler, remedy is to completely disassemble the firearm
The Gruffalo’s Child and remove all traces of lubricant. This requires an
Armoury (Small Arms)+2 or IQ-based Gunner or
Guns roll. The gun can then be used non-lubricated.
Winter War 11
The latter is no problem for many weapons, especially simple fresh cartridges and use the questionable ammo only in train-
bolt-action rifles and rugged designs such as the Kalashnikov ing. Otherwise, check each cartridge using an Armoury (Small
series (High-Tech, p. 114) and its derivatives, like the IMI Arms), IQ-based Guns-2, or Soldier-2 roll per 500 rounds, and
Galil series (High-Tech, p. 117). Other firearms are less reli- discard damaged rounds. This takes at least 30 minutes and
able if non-lubricated, a prime example being the Colt AR-15 should be done during downtime, between operations.
series (High-Tech, pp. 117, 119) and all its variants. For ones
like these, worsen Malf. by ‑1. At TL7, special cold-climate Black Powder
lubricants become available and should be used exclusively; Black powder in TL3-5 guns is susceptible to drawing
they allow normal performance, but are only effective to ‑10°F moisture if brought from the cold into a warmer environment.
or so. If these aren’t available, ordinary sunflower seed oil or A damp charge worsens Malf. by ‑1, with the typical result
petroleum may be used – this was found out the hard way by being a misfire (p. B407).
the German army in the bitter Russian winter (GURPS WWII: All TL3-4 ignition systems – anything but a percussion
Iron Cross, p. 15). cap – are extremely unreliable in cold weather. The cold wors-
At subzero temperatures, the materials used in firearms, ens Malf. by ‑2, with the typical result being a misfire.
including steel, can become brittle. Combined with the
extreme temperature increase during firing, this often results Projectiles
in breakage of parts such as the firing pin, sear, bolt, operating Some projectiles won’t work as expected at cold tempera-
rod, etc. Worsen Malf. of automatic weapons by one step. The tures. This particularly applies to explosive ordnance that use
typical result is a mechanical problem (p. B407).This problem time pencils (see p. 13). A less obvious problem is faced by
can’t be prevented other than by constantly checking compo- hollow-points (High-Tech, p. 166): The typically heavy cloth-
nents and replacing them in time if necessary. ing worn in cold environments can literally plug the projec-
Cold steel is uncomfortable to the touch. At subzero tem- tile’s nose cavity with material, preventing expansion so that it
peratures, contact between naked skin and metal can actually works only as an ordinary ball round. The round only expands
result in injury. Roll 1d-5 burn damage. Wear gloves or mit- on a roll of TL-4 or less on 1d.
tens (p. 36) and cover metal shoulder stocks with a piece of
cloth, a sock, or something similar to prevent the cheek from Burn Rate
freezing to it. Cold temperatures have considerable impact on propellant
Firearms and other metal weapons, such as knives, that are burn rate, which in turn reduces muzzle velocity and thus both
brought from the cold into a warm shelter like a building, tent, Dmg and Acc. All firearms damage given in GURPS assumes
or igloo will start to “sweat,” meaning water condenses on and an ambient temperature of 60°F. For each decrease by 40°F,
in them due to the temperature difference. This can quickly reduce Dmg by 4%, to a maximum reduction of 88%. See
lead to corrosion (Tactical Shooting, p. 76) and even freeze Adjusting Damage (High-Tech, p. 166). Firearms with Acc 5 or
it shut. A frozen gun won’t fire at all! Frozen guns can’t be more also suffer ‑1 to Acc. All Precision Aiming rolls are at ‑4
unfrozen by force. Make an Armoury (Small Arms), IQ-based unless the shooter had an opportunity to re-zero the weapon
Guns-2, Soldier-2, or Survival (Arctic or Mountain) roll to (see Adjusting Sights, Tactical Shooting, p. 41).
think of the following solutions: Warm the weapon up slightly,
for example by keeping it beneath body-warmed clothes for Example: A Remington M24 sniper rifle (High-Tech, p. 116)
a time, and slowly move the action to unfreeze it. Remove all has Dmg 7d pi and Acc 6+3. In arctic conditions of ‑20°F, it
visible snow and ice and slowly cycle the action until it works suffers an 8% damage reduction; Dmg falls to 7d × 0.92 =
again. A quick-and-dirty solution is to urinate on the action; 6.44d, or 6d+2 pi. Acc goes down to 5+3.
the warm liquid usually is enough to thaw the weapon. Avoid
“sweating” by keeping the weapon outside in the cold. A porch,
awning, or similar protected place is best. If a gun has to be A quick-and-dirty solution is to
taken inside, wait about an hour until condensation stops, and urinate on the action.
then thoroughly clean it.
Ammunition Issues in the Cold Optics and Other Accessories in the Cold
[The outside-lubricated .44 Smith & Wesson Russian car- We could not use hand flashlights because the cold stopped
tridge,] in a Smith & Wesson revolver, in cold weather, if shot chemical action of the dry batteries.
slowly out of doors, will foul a revolver to such an extent as to – Richard Byrd, “The Conquest of Antarctica by Air” (1930)
disable it.
Most lens-based optics – including telescopic sights, col-
– Arthur Gould, The Modern American
limating sights, and night-vision sights (High-Tech, pp. 155-
Pistol and Revolver (1888)
156) – are susceptible to “fogging” in winter conditions. This
Cold conditions have numerous detrimental effects on means condensation on the lens which prevents the optic
ammunition. A winter-savvy military organization expects from being used – the attacker can’t rely on Sighted Shooting
its ammunition expenditure to increase by half to achieve the or Aimed Shooting, let alone Precision Aiming (all in Tactical
same effect! Shooting). Reflex sights (High-Tech, p. 156) don’t suffer from
Any unfired ammunition brought back from an operation this. Experienced shooters use back-up iron sights, although
in subzero temperatures needs to be checked for ice damage to optics cannot always be mounted in a way that allows iron
the cases or primers. The safest way is to swap out all of it with sights to be used concurrently.
12 Winter War
Internal fogging means water got inside the scope. This so that the target gets showered by fragments. “Cook off” hand
can’t be wiped off and typically obscures the optic for at least grenades (High-Tech, p. 190), and throw them in the last sec-
15 minutes. It’s a common problem with TL5-7 optics. From ond of their fuse delay so that they’ll detonate in the air.
1947, internal fogging can be countered by filling the scope On ice and frozen ground, ice shards can actually increase
with nitrogen gas. At TL7, only good-quality optics have this the fragmentation effect. In such circumstances, the GM may
feature; at TL8, only cheap ones lack it. decide to increase fragmentation damage by 1d to 2d.
External fogging is the result of a temperature difference When hand grenades are used, especially those with a
between the lens and the environment. It occurs when the metal body, a critical failure on the Throwing roll can mean
optic has been stored in a warm shelter, vehicle, or even just that the grenade sticks or freezes to the thrower’s glove . . .
under the arm. The condensation can be wiped off
(requires three Ready maneuvers and a suitable
wiping cloth), but returns after 2d seconds, until
the lens has reached the ambient temperature. This
takes about 15 minutes. At TL5-8, the lens can be
O A
ther nnoyances :C old
treated with soap before use; at TL8, there exist The cold impacts virtually everything, usually to an adven-
special anti-fog solutions. The simplest remedy is to turer’s disadvantage. The following is an assortment of prob-
keep the weapon in the cold so that it has the same lems that may inconvenience people in some way or another.
ambient temperature. Adhesives. Most adhesives – such as those on duct tape (High-
Precipitation is another problem for optics in Tech, p. 26), C4 blocks (High-Tech, p. 186), or adhesive bandages
winter situations; see p. 6 for details. (High-Tech, p. 221) – don’t stick in subzero conditions.
Batteries. Batteries of TL5-8 electronic accessories (such as
Water-Cooled Guns in Winter vehicle batteries and battery-powered reflex sights, night-vision
Our machine guns, being water-cooled, required sights, thermal imagers, targeting lasers, and tactical lights) drain
the use of anti-freeze to keep the water from freezing. much more quickly at subzero temperatures. Reduce endurance
We were out of anti-freeze, so we had filled our guns to 50% in 15°F, 30% in ‑20°F, and 10% in ‑30°F (High-Tech,
with schnapps from a barrel in the basement to tide us p. 13). Good-quality equipment (and good-quality batteries, such
over until new supplies arrived. as all TL8 lithium types) give better results, but still suffer a 50%
– Albert Brown, World War II Memoirs (2004) reduction. This can be avoided or delayed by carrying batteries
close to the body to warm them.
At TL5-6, water-cooled machine guns are prob- Explosives. Many explosives are less effective in the cold.
lematic in winter operations, as water is often fro- Nitroglycerin (High-Tech, p. 184) and dynamite (High-Tech,
zen and has to be thawed before water jackets can pp. 184-185) freeze at 40-50°F, which desensitizes it – meaning it
be filled. One TL6 answer is to add alcohol-based won’t blow up. Plastic explosives (High-Tech, pp. 185-186) freeze
antifreeze (High-Tech, pp. 15-16). Another practi- in subzero conditions, which makes them harder to detonate
cal solution to this is the TL6 “snow cap” – a larger- because a blasting cap can’t be inserted or the explosive block
than-normal opening to fill the water jacket with shatters harmlessly upon detonation of the blasting cap – Explo-
snow instead of water (High-Tech, p. 129, and WWII: sives rolls are at ‑4. Early TL7 plastic explosives like PE1 or
Frozen Hell, p. 34). The heat of firing quickly melts Nobel’s No. 808 freeze at 0°F, use TNT (High-Tech, p. 185) or
the snow to water. The Finnish military was the first military dynamite instead. Improved compounds like C4 can be
to introduce this with its Tikkakoski-Maxim KK/32- used down to ‑40°F. Detonating cord (High-Tech, p. 187) stiffens
33 medium machine gun, a variant of the Russian and often breaks. Time pencils (High-Tech, p. 188) are highly
TOZ-Maxim PM-1910 (High-Tech, p. 130). During temperature-sensitive. Calibrated for 60°F, their delays are
WWII, the Russians copied the Finns and modified lengthened by 1.5× at 40°F, doubled at 0°F, and tripled at ‑40°F.
their PM-1910 accordingly.
Winter War 13
Chapter Three
Desert War
The sand of the desert is sodden red – well as climatic realities make com-
Red with the wreck of the square that broke; bat, especially with guns, extremely
The Gatling’s jammed and the Colonel dead, difficult. At the same time, some of
And the regiment blind with dust and smoke. these areas have been fought over
– Henry Newbolt, “Vitaï Lampada” (1892) again and again in history. Similar
problems would be encountered on
The world’s dry deserts present another hostile
alien planets such as Arrakis, a colo-
environment to a tactical shooter. Geographical as
nized Mars, or Tatooine . . .
Desert Conditions
But the worst o’ your foes is the sun over’ead: been no sight, only pain in his eyes. The sun-blink had burned
You must wear your ’elmet for all that is said: them out.
If’e finds you uncovered ’e’ll knock you down dead, – T.E. Lawrence, Seven Pillars of Wisdom (1922)
An’ you’ll die like a fool of a soldier.
Desert conditions can make Vision rolls (p. B358) more dif-
– Rudyard Kipling,
ficult. Sandstorms can form (and disappear) rather suddenly,
“The Young British Soldier” (1895)
severely limiting visibility.
Desert conditions can have severe impact on the senses,
Modifiers: ‑1 to ‑9 to Vision (dust clouds to sandstorm).
movement, and overall performance of shooters. To know
about and avoid these problems where possible, make a Another vision hazard is desert glare: the lack of shade and
Soldier-2 or Survival (Desert) roll. the sunlight reflected from the sand can result in a “sunburn”
of the eyes much like snow-blindness (p. 9).
14 Desert War
To avoid the oppressive heat, the sun glare, and the
mirage effects – as well as for reasons of operational
security due to the impossibility of unobserved daytime
travel in a featureless desert – many operations are bet- Desert Madness
ter performed during nighttime. See Shots in the Dark A mental problem that many shooters unaccustomed to a
(p. 7). This in turn leads to other problems, as desert desert environment have to deal with is a feeling of loneli-
nights can become surprisingly cold and often require ness and Agoraphobia (p. B150). This is usually a mere dislike
winter clothing! See Shooting in the Cold (pp. 10-13). (p. B164) and can be overcome over time. In hot deserts, the
heat can also paralyze the will of new arrivals, leading to apa-
thy. See Will to Survive (p. 5).
Hearing
Hearing rolls (p. B358) in the desert are often eas-
ier due to unobstructed flatness of the terrain and
the atmospheric stability. Noise discipline (Tactical
Sandstorms
Sandstorms, like the often days-long ghiblis, can be
Shooting, p. 28) is essential for the desert shooter. extremely dangerous. Visibility in the swirling dust is often
Modifiers: +1 to Hearing in still weather, or ‑1 to ‑9 under three yards. This not only severely reduces Vision
in a sandstorm. (see p. 14), it can injure the eyes and damage optical equip-
ment, including scopes (p. 17). Apply 1d-5 damage to these
vulnerable parts. Protect the eyes with goggles (High-Tech,
Smell p. 71), preferably tinted tactical goggles that also double as
Smell rolls (p. B358) in the desert are often easier sunglasses. Optics need to be protected with lens covers or
since the desert itself smells clean and empty. This can taken off and carried in a pouch. Shooting in Wind (p. 7) often
allow detection of a trail or ambush. In turn, the des- applies in such situations.
ert requires fragrance discipline that shuns fire, certain
foods, and perfume (see Rice, SEALs in Vietnam, p. 23,
and Cover and Concealment, Tactical Shooting, p. 28). Health Hazards: Desert
Modifiers: +1 to Smell rolls in still weather, or ‑1 to Desert conditions come with several health hazards,
‑9 in a sandstorm. which can reduce a tactical shooter’s capabilities. All of
these can typically be avoided with a Soldier-2 or Survival
(Desert) roll.
Movement
Movement over loose sand such as found in dunes Dehydration. While a person can dehydrate in most cli-
takes longer than normal and is very tiring. Soft sand matic conditions, it is especially quick and common in des-
divides Move by 5 (compare p. B351). erts. See Dehydration (p. B426). Whenever FP or HP are lost,
Some deserts feature flat, hard surfaces that rival dehydration leads to afflictions (pp. B428-429) unless a HT
roads, making riding animals or armed fast attack vehi- roll is made. The worse the HT roll is failed, the worse the
cles and similar wheeled transport especially beneficial. affliction, ranging from Nauseated to Retching, Moderate
In sandy deserts, every step stirs up dust that can Pain, Daze, and Unconsciousness.
be seen for a long distance, betraying any movement. Sunburn. Intense sunlight and a lack of shade in barren
Vehicles churn up dust clouds that can be seen farther deserts can quickly lead to sunburn (p. B434). Whenever HP
and longer, making concealed movement during day- are lost, sunburn results in afflictions unless a successful
light difficult. HT roll is made. The higher the HT roll is failed, the worse
Tracking in desert conditions is normally at ‑2 the affliction, ranging from Nauseated to Moderate to Severe
(p. B226). However, moving in sand often leaves eas- Pain, and Unconsciousness.
ily followed tracks. As long as the sand isn’t disturbed Sweat Rash. Heat, sweat, and sand often combine to cause
by wind or rain, Tracking rolls are at +4. Often even skin problems like blisters and sores, especially in the foot,
people without Tracking can follow the trail. This groin, and shoulder areas. If the Soldier-2 or Survival (Desert)
can impede escape and evasion, but also ambushes roll is failed, apply the Itching and Moderate Pain afflictions.
(Tactical Shooting, p. 21). Use Tracking to cover the
signs of movement.
Desert War 15
Shooting in the Desert
After a thirty-mile ride through clouds of alkali dust, at least range as well as telescopic sights. At the same time, vari-
nine out of ten [Colt M1911] pistols were found useless, without ous Vision problems (pp. 14-15) can make estimating range
a thorough taking apart and cleaning of the mechanism . . . more difficult; those long-range shots are less likely to hit.
– Fred Clark, letter to Outdoor Life (1917) Shooters armed with handguns, carbines, shotguns, subma-
chine guns, or light antitank weapons can find their options
Hostile desert conditions often affect not only the shooter
quite reduced.
but also weapons and shooting.
Facing the sun is distracting and can lead to the eyes tear-
ing up when no sunglasses are worn. Apply a penalty of ‑1 to
Desert Shooter Problems ‑2 if a shooter has to face the sun without protection. A tactical
shooter who makes a Quick Contest against Tactics, Soldier-2,
Firearms can get too hot to touch simply from being
or Survival (Desert)‑2 will try to attack with the sun at the
exposed to the sun for long periods. Firing them only further
back to take advantage of this.
heats them up. This gives ‑1 to Guns. Desert shooters often
have to wear gloves (p. 36).
Cover and concealment (Tactical Shooting, pp. 28-31)
are difficult to find in most deserts, especially flat, sandy
Firearms in the Desert
The greatest problem for firearms in deserts is the sand.
deserts. However, many areas that seem visually flat aren’t
Sand and dust will eventually creep into every crevice of a
actually entirely so. A modest depression can provide con-
weapon and can lead to various malfunctions, especially
cealment or cover from a certain angle. Even landmarks
a stoppage (p. B407). Guns in the desert should be carried
like a dry river bed may be difficult to spot immediately. To
well-protected (p. 6).
profit from such a feature, a desert shooter can roll against
Many stoppages are failures to feed, resulting from accu-
Area Knowledge, Cartography-2 (many maps won’t show
mulated material in the magazines, which are especially vul-
small details), Geography (Regional)‑2, Geology-4, or Sur-
nerable. At TL7-8, magazines sealed with a dust cover – or
vival (Desert).
less practically, carried in zipper bags – appear to address
Due to the lack of concealment and the resultant visi-
this problem. Some magazines, like those of the Izhmekh
bility, engagements are often at much longer ranges than
PM (High-Tech, p. 100) or Molot APS (Tactical Shooting,
normal. This means that desert operations invite the use
pp. 55-56), have large openings in the magazine side that
of high-powered rifles and machine guns with substantial
allow dirt to simply drop out.
16 Desert War
Failures to eject are also common. In the Sudan in 1885, Ammunition Issues in the Desert
even the single-shot Martini-Henry Mk I rifles (Adventure
Rim-fire cartridges can be spoiled by placing them . . . where
Guns, p. 29) of the British Army would jam after the heat
great heat can reach them, or even by placing them . . . where the
and the sand would fuse the fired case in the chamber. Dust-
sun strikes them; and ammunition which would shoot well on
clogged barrels can even lead to in-bore detonations. Use
leaving the factory, from the causes mentioned, would be liable
the rules for Explosion (p. B407), but note that most TL5-8
to either miss fire or shoot wild.
barrels are sturdy enough to prevent injury to the shooter.
– Arthur Gould, The Modern American
Modifiers: Worsen Malf. by ‑1 in the desert unless gun and Pistol and Revolver (1888)
magazine(s) are protected as outlined above.
High temperatures have considerable impact
In desert conditions, gear must make on propellant burn rate, which increases muzzle
one HT+4 roll per day to avoid breakdown. velocity and thus damage. All firearms damage
See Slime, Sand, and Equipment Failure given in GURPS assumes an ambient tempera-
(p. B485). A firearm must receive constant ture of 60°F. For an increase by 40°F, multiply
preventive maintenance (including disas- Dmg by 1.04. See Adjusting Damage, High-Tech,
sembly, inspection, and cleaning) for about p. 166.
30 minutes at least once per day. This gives
Example: A Remington M24 sniper rifle (High-
+1 to the HT roll. If routine protective
Tech, p. 116) has Dmg 7d pi. In 100°F desert heat,
measures like laying a rifle off the ground
Dmg increases to 7d × 1.04 = 7.28d, or 7d+1 pi.
while resting or protecting the action are
not taken, apply ‑1 to all HT rolls. Use as While this sounds like a desirable advantage,
little lubrication as possible, as oil attracts the increase in pressure is actually a problem
and then binds sand. However, some weapon for many guns. This higher pressure can lead to
designs need to be well-lubricated to run reli- erratic performance (‑1 Acc) and decreased reliabil-
ably, such as the Colt Government series (High-Tech, p. 98) ity (‑1 Malf.), typically resulting in a stuck cartridge – treat
and Colt AR-15 series (High-Tech, pp. 117, 119). This is a as stoppage (p. B407) – or even an explosion (p. B407).
disadvantage in desert conditions. Shooters who have the Avoid this by using a cartridge that is only loaded to mod-
option typically pick a different gun for a desert operation. erate pressure, for example one of the many old-fashioned
By TL8, special desert lubrication is available. large-caliber elephant cartridges with their large-volume
Many deserts develop condensation in the morning due to cases (see Adventure Guns, p. 32, and Pulp Guns 2, pp. 7,
the temperature difference between the warm air and weapons 10, 12, 13).
still cold from the night. Condensation can lead to
rust and will attract dust and sand. This is another
reason for frequent “maintenance checks.”
Desert War 17
Chapter Four
Jungle War
Formations optimized for warfare in rain forests prepare to The jungle, any of the evergreen rainforests of the world,
cope with heat, humidity, leeches, and insects. Dehydration is well-known to be adverse to the unwary traveler, and lit-
and tropical diseases may cause more casu- erally a green hell to any combatant,
alties than enemy ammunition if troops even those who know it well. From
fail to take proper precautions. Poorly Amazonia, Burma, and the Congo
maintained weapons malfunction from to the Everglades, Indochina, and
rust and molds. Foot soldiers in light- the Chaco Boreal, jungles are
weight uniforms that blend well with inhospitable and dangerous, and
surroundings take precedence over make poor battlegrounds. This
tanks and trucks, aerial reconnaissance does not stop people from fight-
is severely restricted, small unit tactics ing in and over jungle territories.
predominate. The same applies to planets like
– John Collins, Military Geography Dagobah or Venus as depicted by
for Professionals and early science-fiction authors like
he Public (1998) H.P. Lovecraft.
Green Hell
It’s amazing how often in the [Mekong] Delta [in South canopies that prevent even rays of light from touching the
Vietnam] that would happen: we wouldn’t hear, see, or smell ground, and frequent rainfall make it difficult to see or hear
anything until we were right on top of it. It was as if the jungle a target, to approach a target, often also to shoot a target (see
were divided into rooms separated by invisible walls. pp. 6-7). To know about and avoid these problems where pos-
– Richard Marcinko, Rogue Warrior (1992) sible, make a Soldier-2 or Survival (Jungle) roll.
The vegetation of dense jungle is often impenetrable – lit-
erally to the eye and only somewhat less to person or missile.
Numerous thick trees, undergrowth of every kind, multiple
Jungle Heat
Jungle shooters must deal with heat (p. B434), which
drastically impacts the performance of the human body.
Above 80°F, make a HT or HT-based Survival (Jungle) roll.
A person’s encumbrance level acts as a penalty, meaning
Forests without Rain effectively that they can’t – or shouldn’t – carry as much
Many of the challenges of jungle fighting also equipment in the jungle.
arise in less-exotic woodlands, such as the dense pine
woods of the Belgian Ardennes or Finnish Karelia, or
the primeval forests of North America or the forest Vision
moon of the planet Endor. While less claustrophobic The dense foliage greatly restricts all observation. In many
than most tropical rainforests, these environments cases visibility is limited to as little as 20 feet . . . It increases
impose similar tactical considerations, such as con- the opportunities for ambush and the achievement of surprise
siderably reduced lines of sight. small-arms fire. The difficulties of observation greatly restrict the
use of supporting units and weapons.
Jungle Fever – U.S. War Department, FM 72-20 Jungle Warfare (1944)
The oppressive closeness of the jungle fills many The jungle makes Vision rolls (p. B358) much more diffi-
people with Claustrophobia (p. B149) and/or Para- cult. Rain and mist can further reduce visibility considerably
noia (p. B148). Its varied fauna can trigger Arachno- (p. 6). Night-vision optics and thermographs receive these
phobia, Entomophobia, or Herpetophobia (p. B150). same penalties (High-Tech, pp. 47-48)!
New arrivals often suffer from apathy due to the
humid heat. See Will to Survive (p. 5). Modifiers: ‑1 (sparse vegetation) to ‑6 to Vision (impenetra-
ble vegetation); ‑1 (haze) to ‑6 to Vision (heavy rain).
18 Jungle War
The number of daylight hours in the jungle is often uncertain), possibly revealing an ambush. Fragrance disci-
greater, and there is very little twilight – complete darkness pline is important (see Rice, SEALs in Vietnam, p. 23, and
falls almost immediately. Due to multiple canopies, jungles Cover and Concealment, Tactical Shooting, p. 28).
are often rather lightless at the ground level even in the mid-
Modifiers: ‑1 to Smell rolls per full yard; +1 or more to
dle of the day (‑3 to ‑5 Vision). This means many operations
detect those who don’t shun fire, certain foods, and perfume.
need to be performed under dark conditions. See Shooting
in Darkness (Tactical Shooting, p. 18).
Smell also very tiring, especially when the PCs have to create their
own route with machetes.
Smell rolls (p. B358) are impractical at any distance – but Helicopters, let alone other aircraft, are often unable to
in jungle, failed Vision and Hearing rolls can mean pass- land, requiring personnel to rappel down (High-Tech, p. 55)
ing within arm’s length of concealed foes (1d-1 yards, if or use extraction rigs (SEALs in Vietnam, p. 40).
Undergrowth Table
Vegetation Movement*
Sparse Move × 0.8. No additional rolls required.
Normal Move × 0.5. While running, roll against the better of DX or DX-based Running every 100 yards to avoid
falling.
Thick Move × 0.3. While running, roll against the better of DX-1 or DX-based Running-1 every 100 yards to avoid
falling.
Dense Move × 0.2. While walking, roll against DX or DX-based Hiking every 50 yards to avoid minor mishaps
like a conspicuous sound or weapons or equipment getting caught. While running, roll against DX-2 or
DX-based Running-2 to avoid falling.
Impenetrable Move × 0.1. While walking with a machete or similar tool, roll against DX-2 or DX-based Hiking-2 every 50
yards to avoid minor mishaps.
* Smaller beings are less bothered. Shift one step up the chart per -1 SM; up past Sparse, ignore the vegetation. Larger beings
can crush some vegetation but are affected more by ungergrowth they can't crush. At SM +2, Normal and Sparse are Sparse,
Thick is Dense, and Dense and Impenetrable are Impenetrable. At SM +3, Thick through Sparse are Sparse, but Dense and
Impenetrable are Impenetrable. At SM +4, Dense through Sparse are Sparse; Impenetrable is unchanged. At SM +5 or more, all
vegetation is Sparse!
Jungle War 19
Shooting in the Jungle
The jungle provides ideal concealment for both offensive An ambush can be mounted virtually anywhere and can
operations and for defensive positions. For this reason, sur- unexpectedly shorten the distance to an opponent even fur-
prise is always possible. The undergrowth and the dim light ther, to as close as touching distance, requiring Shooting in
favor stealthy movement of attacking forces to assault posi- a Melee (Tactical Shooting, p. 25). Close-quarter techniques
tions. Similarly, exact “fixing” of enemy defensive positions is such as Close-Hip Shooting, Close-Quarters Battle, and Retain
most difficult. Weapon can be essential (Tactical Shooting, pp. 43-45).
– U.S. War Department, FM 72-20 Jungle Warfare (1944) Due to the short engagement ranges, Fast-Draw is essen-
tial to complete reloads or bring out back-up weapons in
The close ranges in the jungle make submachine guns, car-
time before the opposition has closed in. A tactical shooter
bines, hand grenades, and even handguns and shotguns viable
expecting jungle combat should invest in suitable training and
weapons, and restrict the effectiveness of heavier weapons,
equipment. A bayonet or ordinary blade (High-Tech, pp. 196-
including machine guns and grenade launchers. Vehicles and
198) may come in handy, as might some other close-quar-
artillery are often useless.
ters weapon such as brass knuckles, a machete, an
entrenching tool, etc. In a pinch, the gun itself can
be used as a melee weapon (Tactical Shooting,
p. 26).
At TL6, submachine guns and shotguns were
considered to be ideal for jungle warfare, being
short and handy (low Bulk). Their limited effec-
tive range is rarely a problem in view of the
reduced engagement ranges. However, at TL7-8,
assault carbines have overtaken these roles com-
pletely, offering better penetration and wound-
ing capabilities (higher Dmg).
The opposition can often not be directly seen.
Shooters may need to fire at muzzle flashes, mov-
ing vegetation, dust clouds, sounds, etc. Treat
shooting at muzzle flashes as a shot through
light concealment, at ‑2 (p. B548). Shooting at
moving brush or dust is a case of “Attacker can-
not see his foe, but knows his location for sure,”
at ‑4 (p. B394). Shooting at sounds requires a
Hearing-2 roll to notice the sounds. On a success,
it’s a case of “Attacker cannot see his foe, but can
see his other surroundings,” at ‑6 (p. B394).
Firearm Problems
in the Jungle
Jungle Shooter Problems The damp heat of jungle areas requires that special care be
given to all weapons and other non-rustproof equipment in
Because of the undergrowth and rugged terrain, good fields of daily or frequent use. The humidity, the mud, and the frequent
fire are seldom obtained. Ideal firing positions are almost never shortage of oil and other materials necessary for cleaning weap-
to be found. Machine guns and automatic rifles seldom have ons combine to make weapon maintenance in the jungle par-
fields of fire extending more than 100 yards; about 50 yards may ticularly difficult.
be considered the average. Fields of fire for individual riflemen – U.S. War Department, FM 72-20 Jungle Warfare (1944)
are even more restricted.
The frequent rain and humidity mean that it’s advisable
– U.S. War Department, FM 72-20 Jungle Warfare (1944)
to keep guns protected (p. 6). In jungle conditions, gear must
Difficulties in locating and acquiring targets considerably make one HT+4 roll per day to avoid breakdown. See Slime,
affect the actual shooting (Tactical Shooting, p. 28). Due Sand, and Equipment Failure (p. B485). A firearm must receive
to the various visibility problems (pp. 18-19), engagement constant preventive maintenance (including disassembly,
ranges are almost always shorter than normal. Shooting inspection, and cleaning) for about 30 minutes at least once
in the jungle means short to very short ranges – typically per day; in rainy weather, as often as two or three times a day.
25 yards but as short as seven yards and below is possible This gives +1 to the HT roll. If routine protective measures
(Tactical Shooting, p. 10). Even machine guns are seldom like laying a rifle off the ground while resting or protecting the
effective beyond 50 yards. action are not taken, apply ‑1 to all HT rolls.
20 Jungle War
One problem in the jungle is that guns can get
caught in vines, twigs, etc. This is more pronounced
the longer the weapon is, but there are also other con-
siderations. The GM could ask for infrequent DX rolls
Advantages
to avoid a weapon from getting caught, especially when of the Jungle
the shooter is in a hurry – while running or during a Jungle conditions are not all bad for a well-trained shooter.
Ready maneuver to bring the weapon up. The Klutz There is one advantage.
disadvantage (p. B141) should increase the frequency
of these rolls. Camouflage. It is very easy to hide in the jungle. Camou-
flage and Stealth rolls are always at +3 or more (p. B222).
Modifiers: A basic +3; Bulk; 0 to ‑2 for weapon’s exter- Ambushes (Tactical Shooting, p. 21) are the favorite tactic of
nal configuration (0 in most cases, ‑1 for less-stream- jungle fighters (SEALs in Vietnam, pp. 51-52).
lined, troublesome weapons, or ‑2 for the most
accident-prone designs like a machine gun with dan-
gling belt). Other Annoyances:
Excessive protrusions on a gun make a mishap
more likely, something that is mentioned in connec-
Jungle
tion with TL5-6 shotguns with exposed hammers and The heat and humidity of the jungle also affects other
less-streamlined weapons like the Auto-Ordnance equipment carried by a tactical shooter.
M1928A1 and M1 Thompson submachine guns (both Bandages. White bandages (High-Tech, p. 221) are
High-Tech, p. 122). An open-pronged flash hider like extremely obvious in the jungle, giving ‑2 to Camouflage.
the one on the original Colt M16 assault rifle (High- From TL7, many militaries issue bandages in subdued colors.
Tech, p. 117) is also disadvantageous. Belt-fed machine Explosives. Time pencils (High-Tech, p. 188) are highly
guns should have their belts in a carry container, as temperature-sensitive. Calibrated for 60°F, multiply their
an open belt is liable to pick up leaves and such or delays by 0.8 at 80°F and by 0.6 at 100°F.
get caught in the brush (see introduction to Light
Machine Guns, Tactical Shooting, p. 65). Unsecured
safety levers and rings of hand grenades are also known
troublemakers (see SEALs in Vietnam, p. 20, for a real-life Black Powder
example of this). Black powder in TL3-5 guns is susceptible to drawing
If the DX roll fails, roll 2d. A result of 2-8 means the moisture from the humid air. A damp charge worsens Malf. by
weapon got caught. A Ready maneuver is required to untan- ‑1, with the typical result being a misfire (p. B407).
gle it. A roll of 9-11 means that plant material gets caught All TL3-4 ignition systems – anything but a percussion
in the mechanism or ammunition and two Ready maneuvers cap – are extremely unreliable in the jungle and worsen Malf.
are required to clear it. A 12 results in a catastrophe: the by ‑2, with the typical result being a misfire.
trigger gets pulled by accident, resulting in an accidental dis-
charge if the weapon is not on safe, the safety ring of a hand Optics in the Jungle
grenade gets pulled, etc. Precipitation (p. 6) is common problem for optics in the
Example: Private Marvin Palm is issued an early M16. Due jungle.
to its Bulk ‑5, he suffers 3 ‑ 5 = ‑2 to the DX roll. The GM might
want to further penalize this by ‑1 for the open flash hider. Explosive Warheads and
Grenades in the Jungle
Heavy vegetation degrades the effects of all types of munitions.
More firepower or alternative fuze action is normally required to
Unsecured safety levers and achieve effective results . . . The heat and humidity of tropical
areas speeds the deterioration of all types of ammunition.
rings of hand grenades are also – U.S. Army, FM 90-5
Jungle Operations (1982)
known troublemakers.
Tree limbs may block or deflect mortars bombs, grenade
launcher rounds, and hand grenades. While the general prob-
lem of missing the intended target is covered by the Range
Increment penalties (p. 6), the – not unheard of – sheer fluke
Ammunition Issues in the Jungle of having a grenade bounce back at the thrower is probably
Any unfired ammunition brought back from an operation best modeled by the Unluckiness disadvantage (p. B160).
in the jungle needs to be checked for corroded primers or Fragments from exploding warheads are “soaked up” by
other issues, much like ammunition in the cold (p. 12). The vegetation and soft ground. Halve all fragmentation damage
safest way is to swap out all of it with fresh cartridges and for ground-level bursts. Worsen Malf. of grenade launchers
use the questionable ammo only in training. (See SEALs in by one step. The typical result is a misfire (p. B407), repre-
Vietnam, p. 50, for a real-life example of this problem.) senting the fuse’s failure to activate against the vegetation.
Jungle War 21
Chapter Five
Water War
I have coursed many creatures in many countries during my scenario, but often more complicated than it appears even if
checkered career, but never did sport give me such a wild thrill as the shooter is on dry land. Shooting into water is remarkably
this mad, flying man-hunt down the Thames. Steadily we drew difficult even if the target is just below the surface. Shooting
in upon them, yard by yard. In the silence of the night we could out of or underwater is seldom done even by combat divers,
hear the panting and clanking of their machinery . . . [Sherlock] and presents unique problems. Even just extended stays near
Holmes had already drawn his revolver, and I whipped out mine the water, such as on a boat or ship, can result in difficulties
at the sight of this savage, distorted creature . . . We were within for guns and gun use.
a boat’s-length by this time, and almost within touch of our Whether a privateer on a pirate ship in the Spanish Main,
quarry . . . Our pistols rang out together. a U.S. Navy sailor on a patrol boat of the “Brown Water Navy”
– Arthur Conan Doyle, The Sign of the Four (1890) in Vietnam, or a tourist on a yacht repelling a modern pirate;
whether a U.S. Navy SEAL, a coast guard officer, or a detec-
Shooting into, out of, under, over, or even just near the water
tive on Hawaii, adventurers may have to deal with the unique
is often quite difficult due to the specific properties of that
conditions of shooting around water.
medium. Shooting over water is perhaps the most common
22 Water War
Example: At a turbidity penalty of ‑5, a diver encounters
total darkness at 30 yards (90’) down. The darkness penalty Movement
starts at ‑1 at 10’ and gets worse by every increment of 10’ the Movement in deep water typically requires Swimming.
diver goes deeper; the penalty ranges from ‑2 at 20’ to ‑9 at 90’. Sloshing through water that is less than the shooter’s height
Beyond that, no Vision roll is possible. is possible. Even just ankle-deep water is Bad terrain, while
deeper water is at least Very Bad; multiply Move by 0.5 or 0.2
Hearing
(p. B351), respectively. The shooter should carry the gun in a
waterproof container or at least hold it up over the head to
Hearing rolls (p. B358) on and near the water follow keep it dry.
the normal rules. Water often generates back-
ground noise; a quiet stream is about as loud
as a “normal conversation,” while ocean surf
often equals a “noisy office”; both can be much
louder. Sound travels better over water, while
ealth H H
azards :W ater
fog can attenuate sound. Being in or on the water for some time comes with a few health
hazards, which might reduce a tactical shooter’s capabilities.
Modifiers: +1 to +5 if sound source and
hearer are both near the water, ‑1 to ‑5 if sound Seasickness. This form of motion sickness is common (p. B436).
and hearer in a fog. You must roll vs. HT+5 as soon as you are aboard, +7 on a large ship
with SM +10 or better. On a failure, you suffer from the Retching
Hearing rolls underwater are more compli- affliction (p. B429) and are at ‑5 to all DX, IQ, and skill rolls for the
cated. Sound travels much faster in water, so rest of the journey. On a success, you suffer from the Nauseated afflic-
it’s hard to tell the direction it’s coming from. tion (p. B428) and are at ‑2 to DX, IQ, and skill rolls. With a success by
This is possible only if the listener succeeds at 5 or more, or a critical success, you suffer no ill effects at all. Roll daily
a Hearing roll by at least 4. Speech in water is on long journeys. By TL7, it can be combated with drugs that have to
not normally possible, though advanced diving be taken at least 30 minutes if not several hours earlier.
masks – that enclose a bubble of air in front Sunburn. There’s often little shadow on the sea or seaboard.
of the mouth rather than relying on a mouth- See p. 15.
piece – allow it from TL7. Multiply the dis-
tances on the Hearing Distance Table (p. B358)
by 10 for detecting sounds underwater.
Water War 23
Shooters frequently operating near or on the water should to the HT roll. The best protection can be had by having the
wear a life jacket (High-Tech, p. 59) or other flotation aid. gun in a watertight gun case (High-Tech, p. 160). If routine
Even excellent swimmers can’t stay afloat if weighed down protective measures are not taken, apply ‑1 to all HT rolls.
with heavy weapons and ammunition (see SEALs in Vietnam, At some point, however, the gun has to be exposed. A cor-
pp. 20-21, for real-life examples); SEALs sometimes wore two rosion-resistant finish is essential. The rust-brown weapons
life jackets to offset the weight of their gear. wielded by the infamous Somali pirates were so heavily cor-
Underwater, shooters who are swimming must roll against roded that it’s a wonder they shot at all – but then, many pirates
the lower of Guns or DX-based Swimming. Shooters who favor Kalashnikov patterns (High-Tech, p. 114), which can
stand on the bottom shoot at no further penalty. take more abuse than most guns and still fire. Some firearms
Diving gloves (p. 36) can pose problems while operating a are made of stainless steel to prevent this. For example, the
firearm. Many guns (see pp. 36-40) that have been specifically SIG-Sauer MK 25 MOD 0 pistol – a minor variant of the P226
designed to be used in or around water have enlarged trigger (High-Tech, p. 102) adopted by the U.S. Navy SEALs – uses
guards to accommodate gloved fingers. a blackened stainless-steel slide. Others are nickeled, such
Underwater shooters are often hampered by wearing a dive as the Mossberg Model 500 Mariner shotgun, a variant of
mask (High-Tech, p. 71). A dive mask allows the user to see the Model 500ATP6 (Gun Fu, p. 38). More advanced corro-
normally underwater, negating the ‑2 to Vision rolls underwa- sion-resistant, water-repellant finishes also exist, like on the
ter (p. 22). Outside of the water, it doubles the penalty to ‑4. H&K MK 23 MOD 0 pistol (Tactical Shooting, p. 58), another
Dive masks usually prevent a proper cheek weld, so sighted pistol specifically developed for the U.S. Navy SEALs.
shooting with a long arm is at ‑4 (Tactical Shooting, p. 13) Most firearms suffer a temporary Malf. reduction
both under and outside of the water, making the Masked after completely being submerged. Worsen Malf. numbers
Shooting technique (Tactical Shooting, p. 44) advisable. (p. B407) by ‑2 for automatic and semi-automatic weapons,
and by ‑1 for all other weapons (High-Tech, p. 85).
While some just need the water to be drained out
of the barrel, others won’t tolerate water in the
mechanism. Retain the Malf. penalty until all
water has been removed, usually by stripping and
cleaning it using an IQ-based Guns, Armoury
(Small Arms), or Soldier roll. The most problem-
atic condition isn’t a barrel full of water, but a
barrel half full of water. Any malfunction results
in a projectile getting stuck in the barrel, typi-
cally bulging the barrel so that it can’t be used
any longer even if the bullet can be removed.
From TL7, guns can be designed to drain easier
and faster, making the maintenance roll unnec-
essary. Probably the first one specifically devel-
oped for this was the Colt MK 4 MOD 0 assault
rifle (SEALs in Vietnam, p. 27), a variant of the
M16A1 (High-Tech, p. 117). More recent ones
include the Glock 17 pistol with maritime fir-
ing pin cups (p. 36) and the H&K HK416D10RS
assault carbine (Tactical Shooting, pp. 63-64)
with over-the-beach package.
To prevent water entering the barrel, shooters
cap the muzzle (p. 6). An especially elaborate water-
Problems of Firearms near proofing kit was developed for the S&W MK 22 MOD 0
“Hush Puppy” pistol (SEALs in Vietnam, p. 26). It comes
Water or Underwater with a muzzle cap (for either the pistol muzzle or the
attached suppressor) and a breech plug. Thus, waterproofed
Then I went below and got out the pump-gun and the
down to 200’, all it requires to be put into action is to retract
Winchester .30-30 that I always had below in the cabin . . . I
the slide to eject the breech plug and chamber a live round.
keep them in those full-length, clipped sheep’s wool cases with
The muzzle cap can be shot through.
the wool inside soaked in oil. That’s the only way you can keep
Malf. gets worse in the surf zone, where the water contains
them from rusting on a boat.
a high percentage of swirling sand, algae, and other particles,
– Ernest Hemingway, To Have and Have Not (1937)
which can clog the weapon’s action. Guns with loose toler-
Water spray or the occasional immersion in water is hard ances work best in such an environment, being able to ignore
on firearms. Around water, gear must make one HT+4 roll the foreign material in the mechanism. Typical weapons
per day to avoid breakdown. See Slime, Sand, and Equipment include the Colt Government pistol (High-Tech, p. 98), Glock-
Failure (p. B485). A firearm must receive constant preventive series of pistols (High-Tech, pp. 100-101), SIG-Sauer P226
maintenance (including disassembly, inspection, and clean- pistol, IMI Uzi submachine gun (High-Tech, p. 125), and any
ing) for about 30 minutes at least once per day. This gives +1 Kalashnikov variant.
24 Water War
The unpredictable movement of the sea can result in or beeswax that they actually can function even submerged.
shooters dropping their weapons, especially because of Worsen Malf. by ‑2 regardless.
Klutz (p. B141) or Unluckiness (p. B160). In 1886, a Royal
Navy lieutenant was killed when he dropped his Enfield Projectiles
Mk I revolver (Adventure Guns, p. 16) on the deck and it Many projectiles do not work properly in water. Hollow-
accidentally fired. A pistol lanyard or rifle sling (both High- point ammunition will expand in the barrel, jamming and
Tech, p. 154) prevents such a mishap or losing the weapon often damaging the gun (see Firing Underwater, High-Tech,
to the deep blue, but can be dangerous itself. Lanyards have p. 85).
long been made of sturdy woven material or even telephone At TL7, underwater dart ammunition (High-Tech, p. 169)
cords, but by TL8, some have a breakaway feature. In 1999, is available, in which case underwater distances may be mul-
a Boeing CH-46E Sea Knight helicopter crashed into the tiplied by only 25. This effective distance increase also applies
sea, taking several U.S. Marines down with it as it sank. to shots fired in air as the dart is not held sufficiently stable by
One Force Recon Marine only survived because his break- air pressure. Double cost per shot.
away lanyard snapped as intended, his pistol having become At TL8, supercavitating rifle and autocannon bullets
caught in the helicopter. become available, which multiply effective distances to tar-
gets underwater by 50 and in air by two. Double cost per shot.
Traveling through Water
Any shot that has to travel through water suffers
from extreme range reduction. Multiply all distances
in the water by 1,000; round 1/2D range down and Max Fighting the White Whale
range up (High-Tech, p. 85). When firing into or out There is no available record of a firearm actually having
of water, prorate the penalties: A shot from a rifle that been used in real combat underwater. Perhaps the closest
travels 5 yards in water and 1,000 yards in air is a 6,000- anybody ever came to this was when during WWII, downed
yard shot for purposes of 1/2D and Max. Shots through pilots had to fend off sharks in the Pacific with their pis-
the water surface are at ‑4 (High-Tech, p. 85). The pen- tols. So why then all the effort to design underwater guns of
alty can be completely bought off by the Shooting into ever-increasing effectiveness (see pp. 36-38)? Well, the situa-
Water technique (p. 35). tion could always come up some day. Perhaps it already has,
and the records just haven’t been declassified yet . . .
Ammunition Issues near
Water or Underwater
The condition of the atmosphere noticeably affects the course Optics and Other Accessories
of the bullet. The more moisture there is in the air, the less eleva- Optics and other targeting aids work normally above water.
tion required. The bullet is frequently noticed to fall immediately Water spray on the lenses of scopes or reflex sights can be
after a rain. Warm air offers less resistance to the bullet than a problem; compare Reduced Vision Due to Precipitation or
does cold air. A fall of 20 degrees in temperature will cause the Vegetation (pp. 6-7).
bullet to lower ten to eleven inches at 300 yards range. In firing Underwater, most targeting aids can’t be used. This includes
over water the elevation must be increased, in consequence of telescopic sights, targeting lasers, thermographic sights, etc.
the lower temperature of the air over the water. Only weapon lights work at all, but have their beam length
– Edward Farrow, American Small Arms (1904) halved. At TL5-7, these accessories need a HT-5 roll to avoid
Ammunition used near water or underwater should be being ruined. At TL8, most of these accessories are waterproof
water-resistant. Most TL5-8 metallic cartridges (High-Tech, down to a certain diving depth. The reason for this is so that
p. 164) are sealed, but it’s better to test it or have it made to combat divers can safely take them on a dive, but they are for
specifications. Other types, such as caseless cartridges (High- use at their destination, outside of the water.
Tech, p. 164, and Ultra-Tech, p. 135), may not be suitable for
long-term immersion. Explosive Warheads and Grenades
Any unfired ammunition brought back from an opera- Shockwaves from explosions travel farther through water.
tion in a water mission needs to be checked. The primers can Underwater, divide rolled damage by range in yards rather
corrode, reducing Malf. by several steps, usually resulting than using 3× range in yards (p. B415). At the same time,
in a misfire (p. B407). The safest way is to swap out all of it fragments are slowed down just like bullets (see above); the
with fresh cartridges and use the questionable ammo only in maximum range of fragments is just one yard, no matter
training. (See SEALs in Vietnam, p. 50, for a real-life exam- how big the explosion.
ple of this problem.) Otherwise, check every cartridge using For normal explosive-energy projectiles (High-Tech,
an Armoury (Small Arms), IQ-based Guns-2, or Soldier-2 roll pp. 169-170), worsen Malf. by ‑1. The typical result is a mis-
per 500 rounds, and discard damaged rounds. This takes fire (p. B407), representing the fuse’s failure to activate.
at least 30 minutes and should be done during downtime, A number of explosive ordnance devices are designed spe-
between operations. cifically for underwater use. Many, like depth charges, are
Firing a gun that doesn’t use sealed cartridges and prim- only for use against submarines, while limpet mines and
ers – such as a black-powder weapon – always results in sea mines are aimed at large surface vessels. However, sev-
a misfire. However, the loads of TL5 caplock weapons are eral munitions are purpose-designed for use against combat
often tamped so tightly into the barrel or (in the case of cap- divers, both in grenade form and for firing from grenade or
lock revolvers) have their chambers sealed off with grease rocket launchers.
Water War 25
Chapter Six
Underground
War
The only weapon the tunnel rats ever agreed about was the Firing underground may become necessary when a shooter
army’s standard-issue Colt .45. Nobody wanted it, and few used enters an enemy-occupied tunnel system, cave, or even cel-
it. It was too big, too cumbersome, and too loud. Choosing lar. Many issues are similar or identical to those encountered
your own pistol was a tunnel rat privilege and each sought the indoors, but underground settings pose their own particular
weapon he felt comfortable with. They disagreed about silencers. problems as well.
Some would not fire a pistol without one because the deafening Although a decidedly low-tech approach, underground
roar of the shot; others wouldn’t use a silencer because the added fighting actually sees an increase as TLs advance, the primary
. . . length made a quick draw awkward and hindered maneuver- reasons being artillery and, increasingly, aerial bombardment.
ability within the tunnel confines . . . The more advanced the opponent and the more absolute the
– Tom Mangold and John Penycate, air superiority, the safer it is to literally dig in. In order to flush
The Tunnels of Cu Chi (1985) out a dug-in target, someone will have to enter those under-
ground positions . . .
Underground Conditions
Connant stopped at the bend in the corridor. His breath hazard in badly ventilated underground locales – typically
hissed suddenly through his throat. “Great God –.” The revolver in artificial shafts and tunnels rather than natural cave sys-
exploded thunderously; three numbing, palpable waves of sound tems – is carbon monoxide gas (“white-damp”), which is poi-
crashed through the confined corridors. Two more. The revolver sonous (see p. 27). The only ways to avoid this are quickly
dropped to the hard-packed snow of the trail, and Barclay saw leaving the area or employing a gas mask with appropriate
the ice-ax shift into defensive position . . . filter or your own air supply (High-Tech, pp. 72-76).
– John Campbell, Who Goes There? (1938) Mines, especially coal mines, can contain flammable gases
such as methane (“fire-damp”). Treat these as suffocating
Underground settings share many concerns with indoor
atmosphere (p. B429). Methane is highly flammable (p. B433)
areas, notably a lack of natural light. Bunkers, caves, cellars,
and can be ignited by open flame (including gunshots!) or
dungeons, sewers, tunnels, and so on often also suffer from a
unshielded electrical equipment. In the right concentration,
lack of space, both vertical and horizontal. Yet other problems
it can even be explosive. Explosive force varies with concen-
are unique to these environments, and include bad air, limited
tration; at a minimum inflammable concentration, each cubic
communications, and cave-ins.
yard of gas does 5d ex cr damage.
26 Underground War
Vision rolls (p. B358) underground follow the normal
rules. The initial problems with shooting underground
are general orientation and specific target identification. A
tunnel or natural cave is usually completely dark, with not
Fear of the Dark
Operating underground is likely to trigger Phobias
even the occasional ray of natural light. This makes Vision
(pp. B148-150), especially Scotophobia and Claustropho-
rolls impossible, and all visually guided actions, including
bia. These might be mere dislikes (p. B164), but Claustro-
shooting, are at ‑10 (p. B548).
phobia in particular is rather common among humans,
Going underground or emerging above ground requires
with more than one in 20 suffering from a severe version
the eyes to adjust to the dark or light. The former can take
of it. See Will to Survive (p. 5).
20 minutes or more, while the latter usually takes about five
minutes. See Light Adaptation (Tactical Shooting, p. 18).
Due to the lack of natural light in subterranean situa-
tions, shooters must bring their own light; alternatively,
Health Hazards:
they might use electronic vision aids. They might even rely Underground
on the target to bring a light. Artificial light sources such as Operating underground can come with several hazards
burning torches, candles, or flashlights illuminate a radius that can reduce a tactical shooter’s capabilities.
or project a beam. Either form eliminates or reduces Vision
penalties in the area it brightens, but leaves the explorer Carbon-Monoxide Poisoning. Carbon monoxide is an
blinded to anything outside that region. See Shooting in area-effect respiratory agent whose deadliness depends
Darkness (Tactical Shooting, pp. 18-20) for how to prop- on its concentration in air. Treat it as a toxic atmosphere
erly rely on flashlights and night vision equipment. (p. B429) requiring a HT-2 roll every minute to avoid 1
Treat the light as in plain sight to distant observers who point of toxic damage. Even just a wood fire in an unven-
have a clear view of it: +10 to Vision rolls to see it (p. B358). tilated confined space requires a HT-5 roll; failure results
However, they’re at ‑7 to see anything outside its radius. in the Daze, Moderate Pain (Headache), and Nauseated
The ability to see infrared, typically using an active IR afflictions (p. B428) after a two-minute delay. It can’t be
light source with an image-intensifying system (High-Tech, detected by smell.
pp. 47, 156) or passive thermal-imaging gear (High-Tech, Trench Foot. This is common in wet tunnels, sewers,
pp. 48, 157), allows vision in lightless environments. Most etc. See p. 9.
underground environments are in thermal equilibrium, so
seeing most inanimate objects is at ‑2 because of low con-
trast. Human beings and other heat sources often stand out: unbearable loud, and appear even louder underground: apply
+10 to Vision rolls to detect them. ‑5 to Hearing rolls after gunshots underground (Tactical
Shooting, p. 34).
Additionally, sound carries farther in narrow tunnels
Dark Holes. These are poorly lit areas or tunnel-like caves. In wide passages (the range in yards
exceeds the width of the tunnel), the penalty to Hearing
into which you cannot see without the rolls is ‑1 for each two steps on the Hearing Distance
Table (p. B358).
aid of a low-light tool. All dark holes Stone surfaces reflect sound efficiently, creating
represent a potential threat until you echoes. Hearing rolls to locate the source of a sound, or
to perceive and analyze its details, are at ‑2.
determine otherwise. The sound of movement, like other sounds, travels
– Andy Stanford, abnormally far in a tunnel or cave. Treat walking at half
Move or less as equivalent to “quiet conversation” on the
Fight at Night (1999) Hearing Distance Table. Faster movement corresponds
to “normal conversation.” Combat in which blows are
struck is analogous to “loud conversation.”
Hearing Someone who attempts to move silently can treat this as a
Quick Contest of their Stealth skill against a Hearing roll for
He drew a revolver and motioned me to silence, then stepped
the person they are trying to sneak past (or an Observation roll
out into the main cellar and closed the door behind him . . . After
with hearing modifiers, if the other is actively listening). Melee
that followed a sharp grating noise, a shouted gibberish from
combat is difficult to keep quiet – both Stealth and combat
Pickman, and the deafening discharge of all six chambers of a
skills are at ‑2 when trying to be silent.
revolver, fired spectacularly as a lion-tamer might fire in the air
Communication underground is often challenging, espe-
for effect. A muffled squeal or squawk, and a thud.
cially with allies above ground. Radio systems (High-Tech,
– H.P. Lovecraft, “Pickman’s Model” (1927)
pp. 37-39) suffer massively reduced range or do not work.
Hearing rolls (p. B358) sometimes work differently in Mobile phones also don’t have service beyond the immediate
underground environments. Caves are often almost com- entrance area. At TL6-7, the preferred method is a landline
pletely silent; any sound stands out, giving +4 to Hearing telephone (High-Tech, p. 37), self-deployed by the under-
rolls to notice a sound. Unfortunately, this amplification of ground explorer from a reel. This, in turn, limits the move-
sound also applies to gunshots, which are usually already ment underground in its own way.
Underground War 27
Movement A low ceiling, such as found in many natural caves and
primitive tunnels, requires the occasional DX roll to avoid
Movement underground is primarily hindered by light-
bumping the head. Low ceilings also reduce Move in the same
ing. It can be further hampered depending on ground condi-
way as for bad footing. This is one reason why many tactical
tions, such as in a cave with an uneven ground from rubble,
shooters operating inside confined spaces wear TL8 skate-
or the tracks and electric rails in a subway tunnel. This can
board helmets (High-Tech, p. 70).
require DX rolls to avoid falling, tripping over obstacles, etc.
A shooter with no light source can find a path by touch,
(compare p. B366).
either keeping one hand on a cave wall (full Move) or crawl-
Obstacles and bad footing frequently reduce Move
ing (1/3 Move). Either requires a roll vs. DX-6 per 10 yards
(p. B367); treat as bad terrain, costing +1 movement point
traveled; failure means encountering a hazard. Spending extra
per hex (Underground Adventures, p. 11).
time by moving slowly (p. B346) provides bonuses that offset
the penalty.
Shooting Underground
At such close quarters, the SAS teams [sic – actually it Reduced vision due to the darkness underground (pp. 26-
was the SBS] were taking head shots – they couldn’t risk that 27) severely hampers shooting (see Tactical Shooting,
the enemy were on drugs or wearing body armour. They used pp. 18-20). It is prudent – but often impractical – for a tac-
ceramic [sic – actually powdered metal] ammunition which tical shooter to pause up to 30 minutes (!) after entering an
shatters on impact to avoid ricochet injuries from your own underground area in order for the eyes to fully adapt (see
fire – first developed for action aboard ships and oilrigs. p. 27). Artificial light from handheld flashlights (High-Tech,
– Andy McNab, “Firefight at Tora Bora” (2002) pp. 51-52) or tactical lights (High-Tech, p. 156) can be effec-
tive, but these pose their own problems (Tactical Shooting,
Combat underground poses numerous problems. Most are
p. 19). Image-intensifying night sights (High-Tech, p. 156)
the same as in other confined spaces, including lack of light-
are useless unless employed with an IR source (High-Tech,
ing, loudness of shots, difficulties with weapon bulk, and short
p. 47); thermal-imaging sights (High-Tech, pp. 157-158) are
engagement ranges.
preferable. In unlit underground areas, muzzle flashes are
very distracting (Tactical Shooting, p. 35). The Work by
Touch technique (Tactical Shooting, p. 45) is especially use-
ful for the subterranean fighter. A pistol lanyard or rifle sling
Shooting in confined (both High-Tech, p. 154) can be practical to prevent loss of a
firearm in the dark or while traversing chasms.
spaces means short to Underground shooters are well-advised to use sound sup-
pressors (High-Tech, pp. 158-159, and Tactical Shooting,
very short ranges. pp. 70-71) or silent ammunition (High-Tech, p. 165) when-
ever possible. There are even some specially designed
guns available for this, like the AAI Quiet Special-Purpose
Revolver (pp. 37, 39).
Uneven ground (with loose rocks, fissures, stalagmites,
The Subterranean Shooter and similar obstacles), a low ceiling, or stalactites can
severely hamper combat. Attack rolls are at ‑2, and defense
[Underground] networks allow small units to move unde-
rolls – including Dodge – are at ‑1 (per Underground
tected by aerial sensors and emerge in unexpected locations to
Adventures, p. 11). This represents the many ways the envi-
launch surprise attacks and then essentially disappear. For an
ronment makes it difficult to take a proper shooting position.
invader who does not possess a thorough map of the subterra-
Tactics are similar to those in Urban Combat (Tactical
nean passages, this can present a nightmare scenario, leading
Shooting, pp. 23-25), possibly involving turning corners, door
to massive personnel losses, plummeting morale and an inabil-
breaching, and entering through doors. Shooting in confined
ity to finish the conquest of their urban objective – all factors
spaces means short to very short ranges. Turning a corner
that may have factored in [Vladmir] Putin’s decision not to send
or being ambushed from a hidden alcove can unexpectedly
troops underground in Mariupol [Ukraine].
close the distance to an opponent even further, to as close as
– Paul Springer, “Going Underground” (2022)
touching distance, requiring Shooting in a Melee (Tactical
Underground shooters benefit from carrying guns that are Shooting, p. 25). Close-quarter techniques such as Behind-the-
short and handy (low Bulk) and have a low sound signature Back Shot, Close-Hip Shooting, Close-Quarters Battle, and
and as little muzzle flash as possible. This means handguns Retain Weapon are essential (all Tactical Shooting, pp. 43-
and submachine guns. Shotguns work well with the short 45). Corners can require Shooting Around Cover (Tactical
engagement ranges but are typically louder and more visible Shooting, p. 28) or the Corner-Shot technique (pp. 34-35).
than pistol-caliber weapons. The longer and much louder car- Due to the short engagement ranges, Fast-Draw is essen-
bines and rifles are at a disadvantage and provide no benefit tial to bring out back-up weapons or complete reloads in time
from their better ranges. before the opposition has closed in.
28 Underground War
The tight confines mean that shootouts often devolve into Explosions are more effective and considerably more lethal
melees. A tactical shooter expecting underground combat as they are channeled in confined spaces. See Explosions in
should invest in suitable training and equipment. A bayonet or Enclosed Spaces, High-Tech, p. 181.
ordinary blade may come in handy, as might such close-quar- Grenade rounds and rifle grenades are typically useless,
ters weapon as brass knuckles, blackjacks, or expendable not the least because most of these ordnance types have a
batons. In a pinch, the gun itself can be used as a melee minimum range (p. B270) and are not armed unless they have
weapon (see Tactical Shooting, p. 26). traveled a certain distance – which quite often is longer than
Unlike in artificial structures above the ground (where bul- the distance that is available underground.
lets often lodge into or penetrate the walls) misses can ricochet A popular technique to flush an opponent out of an under-
off hard cave or bunker walls, with dangerous consequences ground retreat is to use tear gas or a similar chemical agent,
for friend and foe. If the conditions are such, any result of a either in hand-grenade shape (High-Tech, pp. 192, 193, and
14 on the 3d roll on the Critical Miss Table (p. B556) result in a Pulp Guns 2, pp. 30-31) or from a spray (High-Tech, p. 180,
ricochet that does 1d cutting damage per full 2d of the original Pulp Guns 1, p. 10, and Pulp Guns 2, p. 29). This solution
bullet. The GM determines who is closest to the intended tar- or hazardous natural conditions (p. 26) that require the
get; if there are more than one, determine randomly. Use the use of a gas mask or air support make the Masked Shooting
random Hit Location Table (p. B552). technique (Tactical Shooting, p. 44) essential.
Smoke or colored smoke grenades (High-Tech, p. 192,
Example: Special Agent Jane Blue of the FBI SWAT fires
and Tactical Shooting, p. 68) can be used to mark exits and
her Colt M4A1 assault carbine (High-Tech, p. 119) at a ter-
entrances, or to find a way out of a maze by following the draft
rorist in an underground tunnel. Her Guns roll results in a
of air.
critical miss, and the roll for the Critical Miss Table is 14. A
Flamethrowers (High-Tech, pp. 178-180, and Pulp
hostage is hit. He suffers 4d+2 / 2d = 2d cutting damage from
Guns 2, pp. 31-32) are perfect to fight an opponent
the ricochet.
entrenched in a bunker or cave. In addition to their devas-
Savvy underground shooters employ frangible bullets tating incendiary effect and the flame jet that can splash
(High-Tech, p. 167), which don’t ricochet since they disinte- back and forth inside an enclosure, flamethrowers also
grate on impact. Alternatively, the famous Vietcong tunnels in insert hazardous smoke and deplete oxygen. However,
southern Vietnam were dug into clay, which could easily soak this means that the shooter also should be outside of the
up stray bullets. underground structure. Using a flamethrower in a cave
can be quite dangerous to the user and their team as well.
Underground War 29
Chapter Seven
Aerial Combat
The ranges at which fighting takes place may vary from 400 shots difficult. Balloon-riders, aircraft observers, parachutist
yards to 4 yards. It is very hard to approach a machine to within agents or soldiers dangling under their canopies, and spe-
100 yards without being seen. Hundreds of rounds are fired cial-ops operators or SWAT officers riding in helicopters may
every day at machines at ranges estimated at 50 yards or less all face situations where they need to deploy handheld fire-
without doing any damage. At 200 yards one may expect to get arms and shoot while in the air. The same can apply to jet-
hits and I have taken that as the normal fighting’s range. pack operators or scout troopers firing from speeder bikes . . .
– Lionel Rees, “Fighting in the Air” (1917) Note that the following rules only concern themselves
with manually aimed small arms, not built-in vehicular
Shooting while airborne is challenging, because the dif-
guns.
ferences in altitude, speed, and vector make calculating
30 Aerial Combat
In 1968, CIA contractor Glenn Woods, flight mechanic on Shooting while Parachuting
an unarmed Air America Bell 205 utility helicopter (p. B465),
The parachutists will use tommy guns [sic], rifles, or gre-
shot down a North Vietnamese Antonov An-2 biplane with his
nades while they are descending . . . The Germans cannot aim
Uzi submachine gun (High-Tech, p. 125), one-handed while
effectively while they are descending.
leaning out of the cargo door!
– U.S. Military Intelligence Bulletin,
When shooting from aircraft, a particular issue is spent
“Parachutists (German)” (1942)
cases. Early TL6 planes are so flimsy that they can be dam-
aged by ejected cases. Propellers or engine intakes at all TLs Firing a weapon while dangling from a parachute is
can be damaged if a case gets sucked in. Finally, ejected cases exceedingly difficult. Use the lower of Parachuting or Guns
can hurt or distract fellow crewmembers aboard an aircraft; (High-Tech, p. 61). In addition to the typical descent rate
most combat aircraft have tight confines. (Move 7) increasing the speed/range penalty (p. B550), a
For these reasons, guns used from aircraft are usually fitted shooter is required to take a Move and Attack maneuver,
with a way to catch or deflect the cases to render them harm- for at least ‑2 (p. B548). Of course, the weapon cannot be
less. Most are fitted with a brass catcher (High-Tech, p. 161). braced and often only hand is available to fire it. On the plus
For example, in 1916, the Royal Naval Air Service issued a side, the person can take advantage of the Firing Upward and
clip-on wire cage – and a 16- or 20-round extended maga- Downward rules (p. B407).
zine – with the Colt Government pistols (High-Tech, p. 98)
supplied to its observers. Today, many anti-terrorist units
employ a clip-on catcher with a zippered nylon bag on a
semiautomatic marksman rifle for sniper support from
helicopters. Similarly, door guns like the GE M134 mini-
Health Hazards: Air
gun (High-Tech, pp. 135-136) are usually fitted with a thick Many people get sick while flying. This can seriously
chute to funnel off the many cases. reduce a tactical shooter’s capabilities.
Airsickness. This common form of motion sickness uses
Shooting inside a Plane the same rules as seasickness (p. B436). You must roll vs.
Shooting at someone while inside an aircraft can be HT+5 as soon as you are in the air, +7 on a large aircraft
extremely dangerous to both the shooter and everybody with SM +10 or better. On a failure, you suffer from the
else on board. The fuselage skin of TL6-8 aircraft is usu- Retching affliction (p. B429) and are at ‑5 on all DX, IQ,
ally made of 0.05” light alloy (DR 1). Together with struc- and skill rolls for the rest of the journey. On a success, you
tural elements, insulation, and interior paneling, this suffer from the Nauseated affliction (p. B428) and are at ‑2
barely provides DR 5, often less (p. B465). Windshields on DX, IQ, and skill rolls. With a success by 5 or more, or a
on TL7-8 planes, proof against bird strikes, are usually critical success, you suffer no ill effects at all. Roll daily on
about 2.5” thick and made of a plastic/glass laminate long journeys. By TL7, airsickness can be combated with
(DR 30), while pressurized cabin (side) windows are drugs that have to be taken at least 30 minutes if not sev-
made of 0.5” plastic laminate (DR 7). Passenger seats eral hours earlier.
provide DR 1. Cold. Even TL5 balloons and TL6 open aircraft often
It is advisable to employ frangible ammunition (High- reach heights at which it’s freezing (see p. 8). Early pilots
Tech, p. 167). Before the latter’s widespread adoption at had to wear thick winter clothing because of this, includ-
TL8, some shooters prepared for combat aboard aircraft by ing goggles, heavy gloves, and mittens (p. 36). Aircrews at
using low-powered .22-calibre handguns like the Beretta TL5-6 are often shooting in the cold (see pp. 10-13).
Mod 70 semiautomatic pistol (Tactical Shooting, p. 56).
Aerial Combat 31
Chapter Eight
Space War
Few strategies, tactics, organizations, weapon systems, At TL7-8, space travel is extremely restricted and unlikely
equipment, and little training designed for use by armed forces to involve real combat, especially with firearms. It is not
on Earth would be suitable for military operations in space. unthinkable, however, especially as technology progresses
– John Collins, Military Geography for into early TL9.
Professionals and the Public (1998)
Space Conditions
Space and most other planets are particularly unhealthy impact shooting. It also imposes long-term problems on the
environments for humans. human body. A potentially unfamiliar gravity is a typical
Living in a different gravity (p. B350), while not in itself condition with combat on spacecraft or on planets different
dangerous, comes with numerous side effects, some of which from Earth.
If atmospheric pressure (pp. B429-430) is differ-
ent from Earth, it can seriously affect performance
of fighters. Mountain shooters may be familiar
H ealth H azards :S pace with thin atmosphere (p. 7), but still thinner atmo-
spheres exist, as do denser ones.
In addition to all the other hazards of the void, adventurers Hazardous atmospheres (p. B429) require envi-
might need to contend with “space sickness.” ronmental suits, whose gloves (p. 36) and enclosed
Space Adaptation Syndrome. This is a common form of motion helmets penalize shooters (compare Sighting
sickness (p. B434). You must roll vs. the higher of HT or Free Fall Shooting in Tactical Shooting, p. 13).
as soon as you enter free fall. On a failure, you suffer from the Other planets may also be cold (p. B430) or
Nauseated affliction (p. B428) and are at ‑2 on DX, IQ, and skill expose shooters to heat (p. B434).
rolls. With a success, you suffer no ill effects at all. Vacuum (p. B437) is, of course, the ultimate
extreme condition and comes with a combination
of problems.
32 Space War
Shooting in Space
Any firearm can be fired in space – even TL5-8 metallic quality-control issues of weapon and ammunition doomed the
cartridges contain their own oxidizers. However, ordinary project – plus of course the fact that actual space flight so far
lubricants quickly vaporize in vacuum. The firearm needs to hasn’t had much use for weapons in space. At more advanced
be designed to need little or no lubrication, or to be used with TLs, the technology might see a renaissance (see Ultra-Tech,
special vacuum-proof lubricants. Either has no effect on cost p. 144, and Transhuman Space, p. 155).
or weight, but must be in the design from the start. A gun that The only weapon that has actually regularly been in space
is not lubricated properly has its Malf. worsened by ‑1 or more is the TOZ TP-82 drilling (High-Tech, p. 108). It was carried
(per High-Tech, p. 80). Consequently, all TL5-8 automatic fire- as a survival gun on all Russian spacecraft between 1988
arms are reduced to Malf. 14 in space (per High-Tech, p. 85). and 2007.
The chief issue in firing a gun in vacuum is the extreme The only gun that has actually been fired in space so far is
temperature change. Space can be extremely cold or hot the Tulamashzavod R-23 autocannon (pp. 39, 40). This was
(see Vacuum, p. B437). As soon as the gun is fired, even for mounted on the Salyut-3 space station and trial-fired in 1975.
a few shots, the action and barrel heat
up considerably and expand. Extreme
temperature fluctuations negatively
impact precision (reduce Acc by ‑1),
lead to jams (worsen Malf. by ‑2),
and can ultimately result in a cata-
strophic explosion (p. B407) due to
material fatigue. In space, gear must
make one HT+4 roll per day to avoid
breakdown. See Slime, Sand, and
Equipment Failure (p. B485).
In those TL9 societies that fea-
ture frequent space travel, guns may
be space-proofed. Space-proof guns
need especially efficient ways to
dissipate heat. They also need to be
built from materials that can take the
temperature fluctuations. Multiply
cost and weight of the gun by 1.2.
Guns designed to be fired in space
need an oversized trigger and trigger
guard to accommodate the gloves
used with environmental suits, vacc
suits, space armor, and battlesuits.
Otherwise, the trigger can’t be pulled
at all. Even with an appropriate trig-
ger, all Guns rolls are at ‑2 due to
the reduced manual dexterity while
wearing gloves.
The lack of air pressure in space
has no significant effect on muzzle
energy and thus damage. It does the-
oretically increase range to infinite
if there’s no gravity as well as no air
pressure – if there’s gravity, then pro-
jectiles that don’t escape it eventually
are stopped by something.
The one real, historical firearm
that is best suited to use in space is the
MBA Gyrojet Mark I Model B pistol
(High-Tech, p. 99). Its gyroscopically
stabilized 13mm rocket projectile is
almost recoilless and thus perfect
for firing in a vacuum. NASA was
one of the customers specifically
targeted by the manufacturer, but
Space War 33
Chapter Nine
Extreme
Shooters
Characters trained for extreme conditions have access to Sure-Footed (Slippery): Mud.
specialized skills and techniques. Sure-Footed (Snow): Snow, loose or packed.
Sure-Footed (Uneven): Rocks, etc.
Soldier/TL
see p. B221 Tape the muzzle of your weapon to keep
Well-trained military personnel with the Soldier skill out water and dirt . . . Replace the cartridge
know about and can perform the routines to avoid or in the chamber of your weapon each morning
reduce penalties due to extreme conditions. Since this isn’t
a primary component of the skill, rolls are usually at ‑2. “quietly.” Condensation may cause a
malfunction. Oil the selector switch on your
Survival weapon daily and work the switch back and
see pp. B223-224 forth, especially during rainy season. This
Survival clues the shooter in on the numerous small will prevent the common occurrence of a
routines to avoid or reduce penalties due to a specific envi-
ronmental condition. stuck switch . . . To improve noise discipline,
tape all sling swivels or remove them from
Perks weapons.
A number of perks are particularly useful in extreme – Project (B-52) Delta Headquarters,
conditions. A perk marked with † requires specialization. Special Forces Combat
Recon Manual (1970)
Naval Training
You’ve trained at fighting on a rocking ship or boat.
You may ignore the ‑2 to attack and ‑1 to defend for bad foot-
ing under those circumstances.
Techniques
The following shooting techniques are quite specialized,
but both realistic and useful in certain severe situations.
Sea Legs A technique marked with † requires specialization.
You have +3 to resist Seasickness (p. B436) and any similar
form of motion sickness.
Corner-Shot†
Sure-Footed† Average
Default: Guns-2.
You’ve studied low, stable stances for fighting on unfavor-
Prerequisite: Guns; cannot exceed Guns.
able ground. This lets you ignore the ‑2 to attack and ‑1 to
defend for a specific type of bad footing: This technique enables you to buy off the ‑2 to
Guns when firing around a corner (see Using Cover in
Sure-Footed (Ice): Frozen puddles, lakes, etc.
Tactical Shooting, p. 28 at a target that you can see
Sure-Footed (Sand): Beach or desert.
by way of an optical, electronic, or other aiming aid.
34 Extreme Shooters
Long arms, but not handguns, suffer additional penalties Work Underwater
due to the awkward unsupported stance (Tactical Shooting,
p. 12); these can’t be bought off. You must specialize. Hard
Default: prerequisite skill‑4.
Prerequisite: Any DX-based skill normally not performed
Shooting into Water underwater; cannot exceed prerequisite skill.
Hard
This technique allows you to buy off the basic ‑4 penalty
Default: prerequisite skill-4.
for non-Amphibious (p. B40) people to perform normally non-
Prerequisite: Any ranged combat skill; cannot exceed pre-
aquatic DX-based skills underwater. In the context of Tactical
requisite skill.
Shooting: Extreme Conditions, this particularly applies to
This technique allows you to buy off the basic ‑4 penalty DX-based Explosives and to Fast-Draw rolls. It does not apply
for shooting or throwing from outside the water at a target to DX-based combat skills, including Guns.
underwater (see p. 23).
Zero-G Shooting
The water all around appeared alive Hard
with sharks . . . Rifles were got out from Default: Free Fall.
their cases, but though many a bullet Prerequisites: Free Fall and Guns; cannot exceed Free
Fall+4.
ploughed the water on apparently
This technique represents training at shooting in low to
the very spot where the great fish showed no gravity (p. B350). It doesn’t cover the actual shooting – for
themselves, this method of securing that, improve Guns – but where the rules limit Guns skill to
them was . . . unsuccessful. Free Fall (p. B197), your limit is Zero-G Shooting instead.
Zero-G Shooting never aids ordinary Free Fall rolls, but
– Florence Dixie, In the Land you may use it instead of Free Fall if the GM requires a
of Misfortune (1882) roll against that skill to handle the effects of discharging
a firearm.
Extreme Shooters 35
Chapter Ten
Extreme Gear
Extreme conditions require extreme equipment. A variety for most guns, since they generally don’t allow squeezing the
of specialized guns and gear supports the tactical shooter. trigger of a firearm at all, unless the weapon has either no
More can be found in High-Tech and Tactical Shooting. trigger guard, or an exceptionally large one, such as the Steyr
AUG A1 assault rifle (High-Tech, p. 118), or if it has a winter
36 Extreme Gear
AAI QSPR, .40 QSPR (USA, 1969-1973)
A tactical tool for a unique situation, the Quiet
Special-Purpose Revolver (QSPR) or “tunnel weapon”
was designed by the U.S. Army’s Limited Warfare
Tunnel Exploration
Laboratory (LWL) for use by “tunnel rats” investi- Kit (TL7)
gating the vast underground systems of the Vietcong In 1966, the U.S. Army Limited War Laboratory (LWL)
during the Vietnam War. The tight confines called for assembled the Tunnel Exploration Kit (TEK) for use by “tun-
a small weapon with reduced firing signature – flash nel rats” in South Vietnam. This costs $4,500. It consisted of
and noise of ordinary firearms are almost unbearable three major components:
in tunnels (see Hearing, p. 27).
Hand-built by Aircraft Armaments Inc. (AAI), • A field cap with a miner’s lamp on the bill and an on/off
the QSPR is based on the S&W Model 29 revolver switch operated by biting on it. It weighs 1 lb.
(High-Tech, p. 96). The barrel is replaced by a 1.4” • A communication assembly consisting of an experimen-
smoothbore barrel, the sights are removed, and the tal ear microphone system (High-Tech, p. 39) with earpiece
cylinder is prepared to accept the .40 QSPR cartridge and a bone conductor microphone, usually plugged into a mil-
(10×48mmR, CPS $70, WPS 0.04). This is an experi- itary telephone with an 880-yard communications wire (High-
mental captive-piston silent round (High-Tech, p. 165) Tech, p. 37) on a spool carried on the back of the belt.
firing a birdshot load (High-Tech, p. 173) with 15 tung- • A S&W Model 10 revolver (High-Tech, p. 95) with a
sten pellets. Ten revolvers were shipped to Vietnam for detachable pistol baffle sound suppressor (High-Tech, p. 159)
trials. It was issued with a shoulder holster (High-Tech, and small tactical light (High-Tech, p. 156) mounted on top, in
p. 154) that had two pouches on the straps for an odd a military holster (High-Tech, p. 154). This was supposed to be
seven spare cartridges each. Although the “tunnel rats” used with subsonic ammunition (High-Tech, p. 165).
liked its reduced sound signature (“like a cap gun”), the A mere six of the kits were trialed in 1966, but proved inef-
shotload proved not effective enough, and the expen- ficient. The headlamp was awkward and its bite switch unre-
sive custom ammunition suffered a high rate of mis- liable. The communication equipment was immature, being
fires (p. B407). All 10 were withdrawn only six months essentially a TL early. Unsurprisingly, the suppressor didn’t
after issue. AAI continued to tinker with the design but work properly on a revolver, and the subsonic ammunition
eventually gave up in 1973. Some 17 were built in all. never reached the troops in Vietnam. Still, the TEK shows
The weapon features in Frederick Forsythe’s Avenger. what’s required in the way of equipment in tunnel fighting.
TsNIITochMash SPP-1, 4.5×39mmR SPS
(Russia, 1971-1979)
The Spetsialnyj Podvodnyj Pistolet-1 (“special underwater Rifles
pistol-1”) is a four-barreled, double-action-only hammerless The double barrelled rifle is the ideal jungle weapon for big
pistol developed for Russian navy Spetsnaz (Special Ops, game. If made by a good maker it has the “ feel” of a well bal-
p. 40). The action breaks open to load a clip of four car- anced shotgun . . . and is superior to any other type of weapon
tridges. Its 4.5×39mmR SPS ammunition (CPS $1.50, WPS for snap-shots at moving game or for a quick “right and left.”
0.039) fires a blunt-tip, cavitation-stabilized underwater dart It also has the advantage of being noiseless when being opened
(High-Tech, p. 169). At its maximum operating depth of 30’, or closed.
multiply distance to the target by 25 rather than 1,000 to see – The Times of India, “Useful Shikar
whether it’s in range – see p. 25. Hints for Novices” (1933)
The modernized TOZ SPP-1M (1979-) has improved func-
tioning and an enlarged trigger guard for use with div- A number of rifles have been designed or modified with
ing gloves (p. 36); same stats. The Russians even use it for extreme conditions in mind. During WWI, the Winchester
patrolling the sewers below the Kremlin. Model 1907 semiautomatic rifle (Pulp Guns 2, pp. 9-10)
The SPP-1M is issued with a military holster (High-Tech, was fitted with an enlarged trigger guard and cocking piece
p. 154) and four clips. It is copied in China as the NORINCO to improve handling with the heavy gloves worn by Royal
QSS05 (2005-); same stats. Flying Corps aviators in their cold open cockpits. These also
had extended 10-round magazines to avoid frequent mag-
azine changes and brass catchers to prevent damage to
the flimsy aircraft (see p. 31). The Steyr AUG A1 assault
. . . one of the Tunnel Weapons was rifle (High-Tech, p. 118) has a trigger guard that is so large
that it accommodates the entire hand – perfect for shoot-
reported lost in Vietnam. This weapon was ing with gloves or mittens (p. 36) in the Alpine winters.
later recovered in California where it had The Accuracy International AW sniper rifle (High-Tech,
been used as a suppressed weapon in a pp. 118-119) was originally developed for the Swedish
army and is, as its Arctic Warfare (AW) designation sug-
murder. gests, optimized for use in subzero conditions. Its special
– Kevin Dockery, “Tunnel Weapon: features include a bolt that has slots to prevent freezing
and problems with precipitation, as well as enlarged con-
The Bang in the Dark” (2002) trols like the magazine release and trigger guard to allow
use with gloves.
Extreme Gear 37
The TsNIITochMash APS assault rifle (High-Tech, p. 117) weapon’s maximum operating depth of 130’, multiply distance
was specifically designed for underwater use. The H&K to the target by 25 – not by 1,000 – to see whether it’s in range
HK416-series of assault rifles (Tactical Shooting, pp. 63-64) (see p. 25). Like the APS, the QBS06 has a very limited barrel
is available in an over-the-beach configuration that is opti- life before Acc is reduced by 2; it can only fire about 200 shots
mized for amphibious landings. It has drain holes in the bolt in air and 2,000 shots underwater before being worn out. Due
carrier, buffer tube, and buttstock to ensure fast drainage of to the long cartridges, the magazine is rather unwieldy. The
water after submersion. QBS06 has a retractable stock.
38 Extreme Gear
Handguns Table
See pp. B268-271 for an explanation of the statistics.
Note
[1] No lanyard ring (High-Tech, p. 154).
[2] Unreliable. Malfunctions on 16+ (see p. B407).
[3] Fires only silent ammunition (see p. 37 and High-Tech, p. 165).
Rifles Table
See pp. B268-271 for an explanation of the statistics.
Note
[1] Performance in air; see description for underwater performance.
Extreme Gear 39
H&K HK54A1, 9×19mm Parabellum belts (66 lbs. for 100 rounds). Its main round is SAPHE-T
(Germany, 1983) (in table).
This is a variant of the H&K MP5A3 (High-Tech, p. 123) It holds the distinction of being the first gun to be fired
designed for special-ops users; the requesting (and only) cus- in space – it successfully destroyed a target satellite at 3,300
tomers were the U.S. Navy SEALs (Special Ops, pp. 30-31). It yards range on January 24, 1975. An R-23 was installed along
offers single shots, 3-round limited bursts (RoF 9), and full-au- the axis of the Salyut-3 space station, with a 32-round belt. The
tomatic fire. The HK54A1 has a retractable stock and can use whole craft had to be pointed in order to aim the weapon, and
a 50-round plastic drum (in table), in addition to the 15-round had to use its main propulsion unit to counteract the recoil
and 30-round magazines employed by the MP5-series. It has generated by the gun. This was computer-controlled. Western
an enlarged trigger guard to accommodate diving gloves and analysts suspect that the orbit was considerably changed by
similar handwear. The HK54A1 can take most accessories the firing.
developed for the MP5A3. For use in space combat, treat it as a 2cm very rapid fire
The major difference between the HK54A1 and earlier conventional gun (Spaceships, pp. 27-29) in a fixed mount.
types is that it is uniquely prepared for sound-suppressed use.
The barrel is perforated, and the user can open or close the
holes by pressing a button. Closed, the gun fires supersonic
Firearm Accessories
(in table), but if opened, it fires subsonic (‑1 Hearing, Dmg Many TL8 firearm designs feature especially large trigger
2d pi, Range 120/1,400) by bleeding off firing gases. A detach- guards, and sometimes also large controls such as safeties, to
able baffle sound suppressor can be slipped over the barrel allow easy operation with gloves.
(‑2 Hearing, ‑1 Bulk, $500, 0.9 lb.). Finally, the shooter can
activate a bolt-lock (‑1 Hearing, RoF 1). Winter Trigger (TL6)
A few prototypes were used by U.S. Navy SEALs in com- A gloved trigger finger often can’t be inserted into the
bat during Operation URGENT FURY on Grenada in 1983, trigger guard. Mittens without a separate trigger finger com-
but the HK54A1 was too specialized. The SEALs eventually pletely prevent firing the gun. Some firearms have built-in
adopted the simpler MP5-N instead. solutions to this. The lower part of the trigger guard on the
Colt AR-15 series (High-Tech, pp. 117, 119) can be folded
Machine Guns and Autocannon down to allow use with mittens. The trigger guard of the
Machine guns are important small-unit fire-support weap- Steyr AUG A1 (High-Tech, p. 118) is so large that the entire
ons, but extreme environmental conditions often make their hand can be inserted.
use difficult because of their Bulk or the weight of their Modifications similar in effect include the removal of
ammunition. the lower part of the trigger guard (which is permanent and
therefore not normally recommended) or the installation of
Tulamashzavod R-23, 23×260mm CTA a TL7 winter trigger, a small accessory ($15, neg.) fitted to
(Russia, 1964-1971) the normal trigger that extends beyond the guard. An acces-
sory winter trigger can be installed with an Armoury (Small
The Rikhter 23mm, designed by Aron Rikhter, is a light-
Arms)+4 or IQ-based Guns roll. This typically takes at least
weight revolver autocannon intended as an aircraft arma-
10 Ready maneuvers.
ment. The cannon was primarily used as a defensive gun
This is available for the Mauser Kar98K (High-Tech,
with a 500-round belt in the tail turret of the Soviet Tupolev
p. 111; from 1942), Springfield M14 (High-Tech, p. 115),
Tu-22 bomber.
H&K G3A3 (High-Tech, p. 116) and other H&K long arms,
The R-23 is chambered for the 23×260mm cased-tele-
ERMA MP40 (High-Tech, p. 124; from 1942), Rheinmetall
scoped cartridge (CPS $15, WPS 0.6) and uses disintegrating
MG42 (High-Tech, p. 134), and many other firearms.
40 Extreme Gear
Appendix
Extreme
Conditions in
Films and TV
The listed films and TV series can help with visualizing the in his mittens to operate his Mauser C96 pistol (Adventure
problems and procedures discussed in this supplement. Guns, pp. 19-20). Bounty hunter “Loco” keeps his Colt SAA
Artillery revolver (Adventure Guns, pp. 14-15) warm under
Alien vs. Predator (Paul Anderson, 2004). Set in 2004, this
his fur robe. Inexperienced sheriff Gideon Burnett suffers
displays many of the movement and visibility issues with
his Winchester Model 1866 carbine (Adventure Guns, p. 28)
being underground, even using powerful TL8 lights.
freezing shut.
Aliens (James Cameron, 1986). Set in 2179, this shows
Ice Station Zebra (John Sturges, 1968). Set in the Arctic in
some of the problems of shooting and setting off explosions in
1968, this discusses some of the effects of the climate on fire-
narrow underground ventilation shafts.
arms and shows snow goggles and mittens in use.
Band of Brothers (Tom Hanks and Erik Jendresen, 2001).
Inception (Christopher Nolan, 2010). On the “winter for-
The episodes set during the winter of 1944/1945 show many
tress” dream level, both Dominick Cobb and Eames use cam-
aspects of the hardships of winter warfare, including the lim-
ouflaged weapons (Tactical Shooting, p. 76).
ited visibility.
Beneath Hill 60 (Jeremy Hartley Sims, 2010). Set in 1916,
this follows Australian Army Diggers into the tunnels beneath
the trenches of the Western Front. It shows Webley Mk VI I can wholeheartedly endorse the new
revolvers (High-Tech, p. 96) and Lee-Enfield SMLE Mk III breed of Austrians. Glock 34 and 26. Re-
rifles (High-Tech, p. 112) being used underground, the latter
sawed off (Tactical Shooting, pp. 69-70) to reduce Bulk in the
contoured grips. Flared magwell for easier
tunnels. reloads. And I know you’ll appreciate the
Captain Phillips (Paul Greengrass, 2013). Set in 2009, this custom porting.
shows U.S. Navy SEAL snipers from DEVGRU firing head-
shots with their sound-suppressed KAC MK 11 MOD 0 rifles – Sommelier, in John Wick:
(Tactical Shooting, pp. 62-63) while both they and their tar- Chapter 2 (2017)
gets float on the sea.
Death Hunt (Peter Hunt, 1981). Set in 1932, RCMP Sergeant
Edgar Millen wears snow goggles, mittens, and gloves with
John Wick: Chapter 2 (Chad Stahelski, 2017). This features
cut-off trigger finger. It shows the problem of frozen dynamite,
extensive underground combat and shows how quickly this
but the method depicted for thawing it over a fire is the one
can devolve into close combat, including close-contact shots
to never use.
(Tactical Shooting, pp. 25-26).
The Descent – Part 2 (Jon Harris, 2009). Set in 2005, this
John Wick: Chapter 3 – Parabellum (Chad Stahelski, 2019).
shows the danger of shots leading to cave-ins.
A thug fires an H&K MP5A3-type submachine gun underwa-
Fargo #1.6 (Colin Bucksey, 2014). Set in 2006, this aptly
ter, only to find that his bullets are stopped short.
demonstrates the effects of a “whiteout” on a shootout during
Lara Croft: Tomb Raider – The Cradle of Life (Jan de Bont,
a Minnesota blizzard.
2003). Archaeologist Lady Lara Croft uses an H&K P11 pistol
The Four Feathers (Zoltán Korda, 1939). Set in 1895, British
(High-Tech, pp. 91-92) underwater.
Army Captain John Durrance is blinded by sunstroke in the
Lethal Weapon 4 (Richard Donner, 1998). Set in 1998,
desert of the Sudan.
LAPD detective Martin Riggs uses an AKMS-type assault rifle
The Great Silence (Sergio Corbucci, 1968). Set during the
(High-Tech, p. 114) to shoot an adversary point-blank while
“Great Blizzard” of 1899, this shows many details of win-
underwater.
ter combat. Gunslinger “Silence” wears fingerless gloves
Index 43
Recoilless rifles, cold, 13. Sure-Footed perk, 34. Tunnel exploration kits, 37.
Reflex sights, batteries, 13; fogging, 6, 12; Survival instinct, rules, 5. Underground, conditions, 26-28; dodging in,
precipitation, 6, 25. Survival skill, 5, 14, 18, 34; mitigating 5; exploration kits, 37; shooting in, 28-29.
Rifles, from other supplements, 37-38; new, desert problems, 14, 16; mitigating health Underwater, see Water.
37-39. hazards, 9, 15, 19; mitigating jungle Vehicles, firing from, 23, 30-31.
Rocket launchers, cold, 13. problems, 18; mitigating winter problems, Vegetation, general conditions, 6, 7;
Sandstorms, 15. 9, 10, 12. undergrowth table, 19; see also Jungle.
Sea Legs perk, 34. Sweat rash, 15, 19. Vision rolls, cold wind, 10; desert, 14-15;
Shooter problems, aircraft, 30-31; cold, 10- Tables, dodge restrictions, 5; handguns, fog, 6, 22; haze, 6, 13, 18; jungle, 18-19;
11; desert, 16; jungle, 20; parachuting, 31; 39; machine guns and autocannon, 39; precipitation, 6; sandstorms, 15; snow,
thin atmosphere, 7; underground, 28-29; precipitation range increment, 6; rifles, 6; thin atmosphere, 7; tracer rounds, 10;
water, 23-24; see also Clothing, Darkness, 39; submachine guns, 39; undergrowth, underground, 26-27; underwater, 22-23;
Firearms, Gravity, Wind. 19; underwater vision, 22; vegetation, 7. vegetation, 6, 7; water, 22-23; winter,
Shooting into Water technique, 35. Targeting aids, see Optics. 9-10; see also Optics.
Sickness, see Health Hazards. Techniques, 34-35. VKT-Lahti L-35, 36, 39.
Size, heat haze and, 14; movement and, 19. Temperature, ammunition performance, Water-cooled guns, 13, 17.
Skills, 34; techniques, 34-35. 12, 17; concealment and, 9; gear Water, conditions, 22-23; shooting in, 23-25;
Smell rolls, 15, 19. performance, 13, 17, 21; optics techniques, 35; see also Precipitation.
Snow, blindness, 9, 14; cover, 11; see also performance, 13; shooter performance, 8, Weapons, see Firearms, Explosives,
Cold, Winter. 11; stealth and, 10; weapons performance, Grenades, Optics, Warheads.
Soldier/TL skill, 34; mitigating desert 11-13, 17, 33. Will attribute, roll to stay ready, 5, 15, 18, 27.
problems, 14, 16, 17; mitigating health Time pencils, problems for, 12, 13, 17, 21. Wind, cold, 9, 10; general conditions, 7;
hazards, 9, 15, 19; mitigating jungle Tracking skill, 10, 15. sandstorms, 15; water, 23.
problems, 18; mitigating winter problems, Trench foot, 9, 27. Winter triggers, 11, 36, 40.
9, 10, 12. Tropical diseases, 19. Winter, advantages, 11; annoyances, 13;
Space, conditions, 32; shooting in, 32, 33. TsKIBSOO ADS, 38, 39. conditions, 8-10; shooting in, 10-13;
Submachine guns, new, 38-40; from other TsNIITochMash SPP-1, 37, 39. see also Cold.
supplements, 38. Tulamashzavod R-23, 39, 40. Work Underwater technique, 35.
Sunburn, 9, 14, 15, 23. Zero-G Shooting technique, 32, 35.