TEXT: Alternate Arms
  Shooter’s Guide:
  
  Credits
   
  G-1 (AdministrAtion)
   
  Design: Keith Taylor
   
  G-2 (intelliGenCe)
  Copyright © 2009 by 93 Games Studio. 
   Except for the purposes of reviews, reproduction without the written permission of 93 Games Studio is expressly forbidden. No part of 
  this publication may be reproduced, by any form or by any means, without the prior written permission of 93 Games Studio. Character 
  sheets and other game aids contained in this book may be reproduced for personal use. All characters, names, places and text herein are 
  copyright by 93 Games Studio.
  Twilight: 2013 is based on Twilight: 2000 by Game Designers’ Workshop, and is published under license. The mention of or reference to 
  any company or product in this product is not a challenge to any trademark or copyright concerned.
  Spycraft and all related marks are 
  TM and © 2006 Alderac Entertainment Group, Inc. and are used under license. All rights reserved.
   
  G-3 (operAtions)
  Written By: Clayton Oliver
   
  G-4 (loGistiCs)
  Production Director: Keith Taylor
   
  Editing: Keith Taylor
   
  Layout & Typesetting: Keith Taylor
   
  G-6 (CommuniCAtion)
  Additional downloads can be found at the 93 Games Studio website
  http://www.93gamesstudio.com
  Additional information regarding Spycraft can be found at
  http://www.crafty-games.com
  
  1
  AlternAte Arms
  Any branch of engineering has its dead ends and small 
  arms research is no exception.  The history of the gun is strewn 
  with designs that never reached large-scale production due to 
  mechanical, political, or personal difficulties.  Some existed 
  nowhere but draftsmen’s tables, while others went so far as working 
  prototypes or even limited manufacturing runs.  Militaries sought 
  out some only to reject them in favor of close competitors, but 
  others seem to be their designers’ answers to questions no one ever 
  asked.  Every such weapon has proponents who argue vociferously 
  that it would have enjoyed global popularity and uncontested 
  superiority... if only.
  This supplement for the Reflex System and Spycraft 2.0 
  is dedicated to these hoplological curiosities.  In addition to 
  complete traits for both game systems, each weapon entry includes 
  information on its current availability (if any) and a discussion of 
  historical turning points that might have resulted in its full-scale 
  production and deployment.
  Why? 
  In a rigidly realistic game, few of these weapons could 
  plausibly see use.  Most of them require ammunition that hasn’t 
  been produced in decades.  Several of them exhibited design 
  flaws ranging from annoying to potentially lethal.  At least one 
  never existed outside engineering drawings.  Under no possible 
  circumstances would any of these guns be available and appropriate 
  for combat in the real world.  A player claiming that his character 
  has one should have his dice taken away and his mouth washed out 
  with... ahem.  You get the point.
  Now, having said that... why bother to write this supplement?  
  Well, roleplaying is a hobby about the question, “what if?”  When 
  you’re telling stories about Byzantine conspiracies within national 
  governments, supernatural horrors preying on unsuspecting 
  populations, or the world ending in plague and atomic fire, it’s 
  suddenly not so much of a stretch to say that a certain historical 
  decision over weapon procurement went a different way.  So 
  there’s a good, healthy rationalization in favor of including one or 
  two of these guns in a setting – if a GM so desires.
  Of course, the GM’s desire will be the deciding factor in 
  whether a given weapon exists in-game.  Will players desire?  Of 
  course they will.  This isn’t really a supplement for the GM (though 
  we’re fairly certain that some GMs will find all manner of fiendish 
  uses for the following items).  We’ve unabashedly written this for 
  the players who like to distinguish their characters through their 
  chosen means of conflict resolution.
  Using (Or Not Using) the Guns 
  Each weapon’s entry includes a discussion of possible turning 
  points in history that could have resulted in its widespread adoption. 
  These can serve as starting points for examining the feasibility of 
  allowing a given weapon into a campaign world – and, from there, 
  explorations of alternate histories that could make for interesting 
  games.  In such an event, however, any weapons so brought into 
  the mainstream would be commonplace rather than unique, which 
  might make them less desirable in those certain players’ eyes.  Of 
  course, if that’s the GM’s intent, who are we to naysay?
  Any of these weapons could also make a brief appearance 
  (more likely in a Spycraft game, though not out of the question in a 
  story using the Reflex System for modern espionage/adventure) as 
  a plot device rather than a player character’s primary armament.  
  Better options exist for almost any role one of these guns can fill, 
  but their very scarcity can bring incredible prices from collectors. 
  A fully-functional Enfield EM-2 would be far too precious to risk 
  in combat – but what if the PCs have to investigate (or commit) its 
  theft, or even receive it as esoteric payment for services rendered? 
  Ranging a little farther afield, what forensic investigator is likely to 
  successfully identify spent cartridges from a fléchette rifle, let alone 
  the wounds its high-velocity needles produce?  And who would 
  bother using such an arcane device for even the most important 
  murder?
  Finally, there’s the option likely to be most popular with 
  players: the signature weapon.  This is likely to require some bending 
  of plausibility – not to mention a healthy serving of well-written 
  character history – in a world where the gun in question never 
  entered full-scale production.  How did the character get his grubby 
  little paws on it?  Why is he using such a priceless item in everyday 
  duty?  How is he keeping it supplied with its unique ammunition, 
  particularly when the ammo itself is out of production?  Does he 
  have all the support skills necessary to keep a one-of-a-kind weapon 
  fed and healthy?  In a Spycraft game, the GC is fully within his rights 
  to require allocation of the Favored Gear feat tree to such a device. 
  In Twilight: 2013, the ammunition procurement problem should 
  become interesting after a few firefights...
  Now, bring on the guns! 
  Streeter isn’t particularly nationalistic in most things, but he’s fiercely defensive of his rifle.  The NCOs leave him alone now that they’ve 
  seen what he can do with it, though they have told him logistics are his problem.  He says he’s fine with that – he’d rather work twice as hard 
  to scrounge ammo and magazines than have them issue him a “poofy poodle-shooter.”
  Once I learned enough about rifles to understand the differences – remember, New York City boy here – I asked Streeter what the story 
  was with him and his FAL.  He gave me a suspicious look at first, like he thought the sergeants had sent me over to cause trouble, before he 
  remembered who I am and what I do.
  “Well, Monk, it’s like this,” he began.  “When I shoot a man, I like to be sure he stays down.  Those little two-two-threes you Yanks are 
  so fond of – present company excepted,” he put in, gesturing at my AK, “just don’t get the job done.  Which is something you lot were just 
  starting to figure out in this last war, but if you’d listened to us back in the fifties, NATO wouldn’t have a glorified rabbit cartridge.”
  His voice had an unusual tinge of bitterness to it, so I raised an eyebrow and, with the hand that wasn’t taking notes, gestured for him 
  to continue.
  “Right, then.  My grandda, see, he worked at Enfield after the war – a bit like working for your Colt, say, ‘cept with more history.” 
  He grinned to take the sting out of it.  “He and his team had a beautiful rifle with a nice long-range two-eighty cartridge and NATO was 
  all set to go with it, but your Army pissed and moaned and got the program killed because they had to have homegrown bullets.  It wasn’t 
  a total loss, because we got these –” he hefted his FAL for emphasis – “but that was really the beginning of the end for our arms industry. 
  Then they turned around and came crying to NATO that ammo was too heavy and recoil was too brutal, boo-hoo, and can we please 
  switch the entire goddamn free world to our wee little rabbit caliber, thank you ever so much.”  He paused for breath.  “And that resulted 
  in the abortion called the SA-eighty, which has killed more good Englishmen than enemy action.  So that is why I am content with a man’s 
  rifle.”
  “Huh.”  I scratched my chin.  “So how come I’ve never heard of this other rifle your granddad worked on?”
  “The victors write the history, Monk.”
  
  2
  HAndGuns 
  Colt SCAMP
  Colt’s first foray into the realm of PDWs (Personal Defense 
  Weapons) came in the late 1960s.  Like most other forays into 
  PDW design, the objective of the Colt program was a compact 
  weapon suitable for use by vehicle crews, rear-echelon troops, 
  or heavy weapons crews – all personnel whose duties or loads 
  precluded constant possession of a full-sized rifle.  After 
  examining both ballistic and ergonomic factors, Colt’s engineers 
  concluded that the ideal PDW was small enough to carry in a 
  holster but would offer greater range, lethality, and volume of 
  fire than a standard pistol.
  Having settled on machine pistol parameters for the 
  weapon, the designers turned to ammunition.  Colt’s body of 
  experience with the M16 design provided a ready answer: a 
  lightweight, high-velocity projectile in .22 caliber.  A slight 
  reduction in length of the existing .22 Hornet cartridge yielded 
  a round short enough to fit in a handgun magazine yet powerful 
  enough to match the lethality of existing military pistol 
  calibers.
  Other design elements included a plastic frame for reduced 
  overall weight, a compensator and three-round burst limiter 
  to keep automatic fire controllable, and a 27-round magazine.  
  The gun’s ergonomics were modeled on those of competition 
  handguns for minimum recoil and an optimal “pointing” feel.  
  The resulting design was christened SCAMP (Small CAliber 
  Machine Pistol).  When the weapon debuted in 1972, it was 
  well-received.  However, a lack of military interest in, and thus 
  funding for, the project resulted in its rapid demise.
  Current Availability: The sole working prototype of the 
  SCAMP still resides in Colt’s vault.
  Alternate History: With limited civilian applications, 
  only a military contract would have brought the SCAMP into 
  full production.  At the time of the weapon’s introduction, 
  many U.S. Air Force crewmen still carried .38 Special revolvers 
  into combat.  Had interest in a replacement handgun reached 
  criticality in the 1960s rather than the 1970s, the SCAMP could 
  have been the standard USAF aircrew survival weapon as early 
  as the end of the Vietnam War.  It’s also not out of the question 
  for NATO’s later interest in the PDW concept to have rekindled 
  SCAMP development in the 1990s.
  H&K G11 PDW
  Heckler & Koch’s sidearm equivalent to the G11 (q.v.) never 
  made it off the drawing board.  The G11 PDW was a proposed 
  design for a machine pistol firing a shorter, lower-powered 
  version of the G11’s 4.73mm caseless round from a 20-or 40-
  round magazine.  However, motivation to further develop this 
  PDW died with the cancellation of the G11 program.  Some of 
  the weapon’s engineering characteristics can be seen in the later 
  MP7 series.
  Current Availability: No working models of the G11 
  PDW are known to have been constructed.
  Alternate History: The same twists of fate that would 
  have led to the G11’s creation most likely would have funded 
  production of the G11 PDW.  In such an event, the weapon 
  would have received an MP-series model designator (perhaps 
  MP11) in keeping with Heckler & Koch’s naming conventions 
  of the time.
  MBA Gyrojet Pistol
  The flagship (and only) product line of ill-fated 
  MBAssociates was a series of gyrojet weapons: small arms firing 
  rather unique amunition.  A gyrojet cartridge is a solid-fuel 
  rocket with four small nozzles in its base, canted to spin-stabilize 
  it.  The trigger mechanism drives a firing pin into a standard 
  primer to start the rocket burning.  The projectile begins its 
  flight at low velocities but accelerates as it moves downrange 
  until the propellant burns out.  A gyrojet lacks a muzzle blast 
  but has a distinctive firing signature, sounding something like a 
  bottle rocket being fired, with a supersonic crack coming a half-
  second later as the round breaks the sound barrier.
  The initial MBA Gyrojet Pistol designs were offered for 
  military use during the Vietnam War.  Later civilian versions 
  with identical performance reduced the diameter of the rockets 
  from 13mm to 12mm to comply with U.S. federal laws limiting 
  civilian-market weapons to .50 caliber or smaller (for game 
  purposes, weapons in both calibers are identical, though the 
  ammunition is not interchangeable).  Unfortunately, even 
  offering the Gyrojet line to the general public didn’t save it.  With 
  ammunition costing over $1/round (in late 1960s dollars), a 1% 
  failure rate of the solid rocket propellant, and indiscriminate 
  accuracy, Gyrojet weapons were never more than curiosities.  
  No records exist of a Gyrojet ever being used in a gunfight, 
  including the two that are known to have gone to Vietnam as 
  American soldiers’ personal property.
  Special Rules (Spycraft): A gyrojet round’s damage 
  depends on how far it’s traveled.  Close-range hits occur at a 
  lower velocity but have the potential to start fires because the 
  propellant is still burning:
  Spycraft Traits
  Range
  Damage
  Melee
  1 fire
  5 ft.
  1d4 fire
  10 ft.
  1d4+2 fire
  15 ft.
  1d6+2 fire
  20 ft.
  1d8+1 fire
  25 ft.
  1d12 fire
  30-55 ft.
  2d6 fire
  60-120 ft.
  1d12+1
  125-180 ft.
  2d6
  185-240 ft.
  1d12
  245-300 ft.
  1d10+1
  305-350 ft.
  2d4+1
  355-400 ft.
  1d8+1
  405-450 ft.
  1d6
  455-500 ft.
  1d4
  505-600 ft.
  1d2
  Table A: Spycraft Traits (Gyrojet Ammunition)
  In addition, the thermite-based solid rocket propellant 
  in gyrojet ammunition degrades over time.  For every full five 
  years of age of the ammunition, increase the base error range of 
  any attack by 1 (to a maximum of 1-10).  
  
  3
  Special Rules (Reflex): Damage and Penetration 
  depend on range:
  Reflex Traits 
  Range
  Damage
  Penetration
  Personal 
  1
  Nil
  Gunfighting 
  3
  x4
  CQB 
  5 
  x3 
  Tight 
  4 
  x3 
  Medium 
  3 
  x4 
  Table B: Reflex Traits (Gyrojet Ammunition)
  For every full five years of the ammunition’s age, there is a 
  cumulative 1% chance that each round fails to ignite.
  Current Availability: Gyrojet pistols are collector’s 
  items and curiosities today, with presentation models (add the 
  ORN quality for Spycraft) fetching up to three times the normal 
  price.  Ammunition has been out of production as long as the 
  weapons and unfired rounds cost upwards of $100 each, even 
  with their known unreliability.
  Alternate History: It is highly unlikely that Gyrojets 
  ever would have been made economical enough to deploy en 
  masse in the hands of ordinary troops, let alone to succeed on 
  the civilian market.  However, the propellant carried its own 
  oxidizer and was nearly perfectly recoilless, making it ideal for 
  one very specialized application.  In any divergent history in 
  which the 1967 Outer Space Treaty was not signed, the first 
  combat troops deployed in space might have used Gyrojets or 
  later refinements thereof (supplemented by melee weapons 
  for combat at ranges too short for the rockets to reach lethal 
  velocity, if you’re looking for serious space opera).
  submACHine Guns 
  AAI Rocket Submachine Gun
  In the early 1970s, America’s Defense Advanced Research 
  Projects Agency (DARPA) sponsored research into the feasibility 
  of using a smoothbore rocket gun to drive multiple sub-caliber 
  projectiles.  AAI Corporation received the contract for the project, 
  producing several prototypes of an 18.5mm rocket launcher 
  in a submachine gun-sized package.  The initial designs had no 
  shoulder stock, though plans were made to mount one on later 
  models (and the game traits given here reflect a stocked design).
  The rocket SMG’s primary ammunition type was a multi-
  projectile round nicknamed “Scimitar.” A single Scimitar rocket 
  contained 14 fléchettes.  To prevent exhaust damage to the 
  shooter, the weapon used a conventional gunpowder charge for 
  the round’s initial impetus, with the rocket motor igniting after a 
  48-millisecond delay at a range of 6 meters.  The motor burned for 
  another 18 milliseconds, reaching maximum velocity at 13 meters 
  downrange.  When the rocket motor burned out, a separator 
  charge fired to break open the rocket’s outer casing, releasing the 
  subprojectiles in a spreading pattern similar to that of a shotgun 
  (indeed, the 18.5mm rocket rounds superficially resembled 12 
  gauge magnum rounds).
  A second 18.5mm round without a rocket motor was developed 
  for engaging targets impervious to the Scimitar fléchettes.  This 
  was a fragmenting high explosive round that effectively functioned 
  as a small fragmentation grenade, providing superior accuracy 
  when compared to contemporary 40x46mm grenades.
  As with many small arms projects of the middle Cold War 
  era, the rocket submachine gun was too far ahead of its time, and 
  a decreasing American military budget in the post-Vietnam era led 
  to its demise.
  Current Availability: Any surviving prototypes are in the 
  hands of AAI and the U.S. Army, and any ammunition is likely to 
  be unreliable and unstable.
  Alternate History: Due to constraints imposed by 
  ammunition bulk, the most effective employment of the rocket 
  submachine gun seems to be as a squad support weapon rather 
  than an individual infantry rifle replacement.  Had the program 
  continued, the rocket SMG would have replaced the assault rifle/
  grenade launcher combination at the squad or fireteam level, 
  serving alongside conventional assault rifles and machine guns. 
  Further development could have produced a variety of ammunition 
  types to replace specialized grenades, as well as rocket-boosted 
  armor-penetrating warheads.
  Special Rules (Spycraft): As with a gyrojet weapon, a 
  Scimitar round’s damage (and overall behavior) depends on the 
  range.  Damage is given in the following table.  In addition, at a 
  range of 50 feet or more, a Scimitar round behaves like shotgun 
  fléchette ammunition (see Spycraft 2.0, p. 268). 
  An HE-Frag round functions as a grenade launcher round 
  with damage 3d8 explosive, blast increment 10 ft., and threat 
  range 20.
  Spycraft Traits
  Range
  Damage
  Melee to 20 ft.
  1d8+1
  25 ft.
  1d8+2
  30 ft.
  1d12
  35 ft.
  3d4
  40 ft.
  3d4+1
  45+ ft.
  4d4
  Table C: Spycraft Traits (Gyrojet Scimitar Ammunition)
  Actually, it is rocket science... 
  Making new gyrojet rockets is theoretically possible, but 
  nowhere near as easy as hand-loading conventional ammunition. 
  Spycraft 2.0 
  Creating new gyrojet ammunition requires separate Complex 
  Tasks for the creation of the propellant and the assembly of the 
  rockets: respectively, Science (Chemistry) (4 challenges, DC 20, 
  error range +4) and Science (Fabrication) (4 challenges, DC 26, 
  error range +1).  Success yields 6 rockets. 
  Reflex System 
  Creating new gyrojet ammunition requires separate checks 
  for the creation of the propellant and the assembly of the rockets. 
  Mixing solid fuel is an incremental Education (TN -4, period 2 days, 
  target total 4) check requiring at least one degree in chemistry to 
  even attempt.  Success yields enough fuel for a number of rockets 
  equal to the total margin of success of all successful checks. 
  Fabricating a rocket body and loading the fuel takes two hours and 
  a simple Mechanics/Machinist check (EDU, TN -4). 
  
  4
  Special Rules (Reflex): A Scimitar round’s Damage and 
  Penetration depend on range.  At Personal to Gunfighting range, 
  the projectile has Damage 3 and Penetration Nil.  At CQB to Tight 
  range, the cloud of fléchettes has Damage 4 and Penetration x4 
  and behaves like buckshot (e.g. the margin of success on an attack 
  is doubled).
  An HE-Frag round functions as a launcher grenade with 
  Damage 6, Radius 3m, Blast 5, and Frag 4.  There’s no functional 
  difference between HEDP and HE-Frag designations for game 
  purposes.
  Colt SCAMP
  H&K G11 PDW
  MBA Gyrojet Pistol
  ARES FMJ
  Enfield EM-2
  MBA Gyrojet Carbine
  AAI ACR
  Steyr ACR
  H&K G11
  Pancor Jackhammer
  AAI CAWS
  H&K CAWS
  
  
  ARES FMG
  This brainchild of weapon designer Eugene Stoner reputedly 
  arose as a response to a mid-1980s kidnapping wave targeting 
  businessmen in South America.  The weapon was designed by 
  ARES Incorporated, which Stoner co-founded, as a compact and 
  concealable submachine gun.  
  As its name implies, the Folding Machine Gun did, in fact, 
  fold.  Its hinge point was above the pistol grip, with the barrel 
  and stock both folding down around the grip.  When folded, the 
  FMG was approximately the size of a carton of cigarettes – or a 
  transistor radio or early mobile phone handset – and was not 
  readily recognizable as a firearm.  The gun would fold with a 20-
  round magazine inserted; optional 32-round magazines were 
  available, but were too long for covert use.  Lest it need to be stated 
  explicitly, the gun could not be fired while folded.
  Ultimately, the FMG project never took off, and the design 
  was shelved.  The folding submachine gun concept periodically 
  resurfaces, with the latest example being Magpul’s FMG-9 mock-
  up, but no such design has yet been commercially viable.
  Current Availability: Fewer than a dozen prototypes of 
  the FMG were constructed.  All known surviving examples are in 
  museums or private collections.
  Alternate History: In a slightly more volatile security 
  environment, corporate or private security organizations would 
  have taken a strong interest in weapons that could be carried into 
  non-permissive environments without arousing suspicion.  The 
  FMG concept would have spawned a greater array of imitators than 
  it did in actual history, resulting in a small, quirky, yet undeniably 
  useful niche market for firearm manufacturers.
  H&K JSSAP Candidates
  Between the release of the MP5 and UMP submachine 
  gun families, Heckler & Koch embarked on several ventures to 
  incrementally improve the MP5 platform.  Some of these (notably 
  the MP5SD and MP5K series) were commercially viable.  Others 
  were not.  The HK54A1 and later SMG I fell into the latter category. 
  Both were responses to the Submachine Gun Project of the Joint 
  Services Small Arms Program, a 1980s-era DoD initiative to 
  provide an improved submachine gun for all branches of the U.S. 
  military.
  H&K’s first offering for the project designated JSSAP 6.2 
  was the HK54A1, a streamlined and enhanced version of the 
  MP5.  Designers kept the parent weapon’s basic mechanical 
  characteristics while physically steamlining its appearance, 
  resulting in a sleeker design with improved ergonomics.  The 
  weapon included a telescoping stock that rested flush with the 
  rear of the receiver when fully collapsed.  It accepted standard 
  MP5 magazines, but H&K also developed a new compact 50-
  round drum.  The HK54A1’s most noteworthy feature, however, 
  was its sound suppression system.  This began with a suppressor 
  similar to that of the MP5SD models, but removable if overall 
  weapon length was more critical than quiet operation.  Also like 
  the MP5SD series, a system of ports near the barrel’s breech end 
  bled off enough propellant to reduce a standard 9mm round to 
  subsonic velocity.  However, the HK54A1 also featured a switch for 
  closing those ports, allowing the user to fire standard ammunition 
  at its rated muzzle velocity.
  The HK54A1 was a promising proof of concept, but DoD 
  desired further refinement.  H&K received the contract for the 
  JSSAP 6.3 phase of the program, producing the SMG I (also known 
  as the JSSAP 6.3A or HK SMG 94054).  The primary objective of 
  this program was improved reliability and mechanical simplicity 
  over the HK54A1 design.  H&K began by replacing a large amount 
  of structural metal with polymer.  The 50-round drum was 
  abandoned, replaced with improved (and also plastic) magazines 
  derived from the MP5’s.  The streamlined telescoping stock of the 
  HK54A1 stayed, but the SMG I also received an integral vertical 
  foregrip for improved controllability on full auto.  H&K also made 
  significant internal changes, substituting a blowback action for 
  its signature roller-locking system.  A forward assist – rare on 
  submachine guns – was added, enabling the user to force the action 
  closed when an exceptional accumulation of fouling prevented 
  normal operation.  The earlier design’s detachable suppressor was 
  improved, providing even better acoustic benefits, and the gas port 
  closure system was offered as a production option rather than a 
  standard feature.
  Ultimately, despite the significant refinements made to the 
  MP5, neither design was adopted by DoD.  H&K retained all of 
  the lessons learned in the JSSAP SMG program, however, applying 
  them to further research.  The later UMP family displays both 
  internal and external features clearly derived from the JSSAP guns. 
  Additionally, several features of the MP5N variant likely were 
  requested after Navy personnel saw them on the JSSAP designs.
  Current Availability: All known JSSAP prototypes remain 
  the property of Heckler & Koch.
  Alternate History: The primary obstacle to military 
  acceptance of the SMG I appears to have been a lack of perceived 
  need for an improvement on the MP5 and MP5SD families.  An 
  increased emphasis on CQB in the mid to late 1980s, perhaps as 
  a response to terrorist activity, could have provided the impetus 
  necessary for the American special operations community to 
  acquire an improved SMG design.
  Special 
  Rules 
  (Reflex): 
  Weapon 
  weights 
  include 
  suppressors.  The HK54A1’s suppressor weighs 0.4 kg; when it’s 
  removed, Recoil doesn’t change.  The SMG I’s suppressor weighs 
  0.8 kg; when it’s removed, Recoil increases to 3.  Both suppressors 
  are considered detachable.  All printed Recoil values for the SMG 
  I are modified for its integral vertical foregrip.  A loaded 50-round 
  drum of 9mm Parabellum ammo weighs 1.3 kg.  If these aren’t 
  enough special rules for you, look at some other H&K products. 
  rifles 
  Enfield EM-2
  After the close of World War II, several nations launched 
  projects to develop what would later become known as assault 
  rifles: intermediate weapons with better range and ballistic 
  performance than submachine guns, yet smaller then the support 
  machine guns of the day.  The foremost British candidate was the 
  Enfield EM-2, featuring a then-revolutionary bullpup layout and 
  an integral optical sight (treated as a prismatic reflex sight in the 
  Reflex System) in the carrying handle.  The Ministry of Defense 
  adopted it in 1951 as the “Rifle, Automatic, Caliber .280, Number 
  9 Mark 1” – and immediately discontinued all development work 
  when the United States pressured NATO to standardize on the 
  7.62x51mm cartridge for all member nations’ infantry rifles.  The 
  EM-2’s design proved impossible to convert to the more powerful 
  cartridge and the Royal Army instead adopted the FN FAL (which 
  also had been tested with the .280 cartridge).  In the 1970s, many 
  of the EM-2’s design features inspired similar functionality in 
  the Steyr AUG, the first bullpup assault rifle to be a commercial 
  success.
  Current Availability: All surviving examples of the EM-2 
  are in museums or private collections.
  Alternate History: Different political or policy decisions 
  within NATO during its formative years – or the failure of Winston 
  
  6
  Churchill to be re-elected in 1951 – would have reduced the 
  emphasis on standardization of supplies across all NATO nations.  
  In such a world, the NATO nations could have presented a less 
  united front against the Warsaw Pact, possibly leading to World 
  War III in the 1970s or 1980s.  In such an eventuality, EM-2s 
  would have served in the hands of British Army troops, as well as 
  the forces of many allied Commonwealth nations (e.g. Australia, 
  India, New Zealand).
  Alternately, the British (and other proponents of the .280 
  round, such as the Canadians) could have placed more political 
  pressure on the United States.  This would have led .280, rather 
  than 7.62x51mm, to become the standard caliber for all NATO 
  infantry weapons.  The 5.56x45mm NATO cartridge likely never 
  would have been developed, relegating .223 Remington to life 
  as a varmint round.  With the adoption of such an intermediate 
  cartridge, the line between SAWs and GPMGs would have blurred, 
  and most NATO nations would have adopted either the EM-2 or 
  a variant of the M14 or FN FAL chambered for the new “7x43mm 
  NATO.”
  Enfield XL65
  Following the eventual failure of the EM-2 program, the 
  Enfield Small Arms Factory continued experimenting with bullpup 
  designs.  The mid-1970s saw the development of the XL65.  The 
  prototypes of this assault rifle were chambered for a new 4.85mm 
  cartridge based on the American .223 Remington in a necked-
  down casing.  The XL65 shared a general family appearance with 
  the earlier EM-2, keeping the same basic lines and box magazine 
  but replacing the integral optical sight with a mounting point for 
  a standard optical sight (Reflex System: Mag-1 prismatic reflex 
  sight).
  When NATO trials began in 1977 to select a standard small 
  arm caliber to replace 7.62x51mm, the XL65 was the British entry. 
  Although the 4.85mm cartridge was superior to the American 
  5.56x45mm loading of the day, NATO selected the Belgian SS109 
  version of 5.56x45mm as its infantry ammunition of choice.  The 
  XL65 was adapted to the American cartridge, continuing into the 
  SA80 program and producing the L85 assault rifle and L86 squad 
  automatic weapon.
  Current Availability: All surviving examples of the XL65 
  are in museums or private collections.
  Alternate History: As with the EM-2, a reduction in 
  American political and economic influence over NATO could have 
  led the UK to standardize on the L65 and its 4.85mm round.  Other 
  Commonwealth nations might have followed suit, putting the L65 
  on the front lines around the world by the early 1980s.
  MBA Gyrojet Carbine
  The shoulder-fired companion to MBAssociates’ Gyrojet 
  pistol used the same ammunition as its smaller counterpart.  Due 
  to the acceleration characteristics of a rocket-propelled projectile, 
  the carbine’s ballistics were the same as those of the pistol.  Its 
  primary advantage was in its longer sight radius, allowing accurate 
  fire at slightly greater ranges.  Like the pistol, the carbine never 
  caught on with a military buyer, and only a handful were sold on 
  the civilian market.
  Special Rules (Spycraft & Reflex): As per the MBA 
  Gyrojet pistol.
  Current Availability: As with the pistols, Gyrojet carbines 
  are collector’s items and curiosities today.
  Alternate History: As per Gyrojet pistols, the carbine’s 
  unique combination of characteristics made it unsuitable for 
  widespread use, but the niche role of outer space combat is an 
  interesting, if far-fetched, possibility.
  ACr CAndidAtes
  For decades, the U.S. Army intermittently has sought a 
  replacement for the Colt M16 family.  The XM29 OICW program 
  captured widespread attention in the early 21st century, but 
  an equally serious attempt at replacing the Colt design was 
  the previous Advanced Combat Rifle (ACR) competition.  In 
  1986, the Army solicited proposals for an assault rifle which 
  would provide twice the combat effectiveness of the M16.  Six 
  companies entered the initial competition, with two dropping 
  out before the 1989 testing phase.  None of the four competing 
  designs met the Army’s standards, and this, combined with 
  political and financial factors, led to the demise of the ACR 
  program.
  AAI ACR
  AAI’s entry in the program was the company’s latest 
  development of its Serial Bullet Rifle (SBR), a series of 
  fléchette-firing designs stretching back to the Army’s SPIW 
  competition of the 1960s.  The AAI ACR used a 1.6mm finned 
  needle encased in a sabot, with the overall assembly matching 
  the size of standard 5.56x45mm NATO bullets.  The resulting 
  projectile had a muzzle velocity higher than Mach 4, producing 
  a distinctive ear-piercing “crack” when fired.
  Current Availability: All surviving examples of the AAI 
  ACR are in museums or private collections.
  Alternate History: The ballistic properties inherent 
  in the AAI ACR’s ammunition makes it unsuitable for general 
  infantry use, so the rifle is unlikely to have been adopted as 
  a standard infantry weapon.  However, as body armor came 
  into more common use among likely adversaries in the late 
  1980s, the armor-piercing properties of fléchettes might have 
  occasioned a second look at the gun for specific purposes.  The 
  ability to penetrate soft armor, combined with low recoil and 
  the inability to penetrate heavier rigid protection, would be 
  ideal for gunfights inside undersea or space habitats.  In a 
  setting in which space was militarized, fléchette rifles might 
  have replaced or complemented earlier gyrojet weapons.
  Fléchette Rifles 
  A rifle using a fléchette round is essentially firing a saboted 
  needle at over 4,500 feet per second (at least 40% faster than 
  a conventional rifle bullet).  Rifles designed to fire this type of 
  ammunition are not compatible with standard cartridges.  In 
  addition, the incredibly high muzzle velocity of fléchettes makes 
  suppressing or silencing the gun an exercise in futility.  For game 
  purposes, a fléchette rifle such as the AAI and Steyr ACRs should be 
  considered a sub-type of its parent rifle category with the following 
  additional traits: 
  Spycraft 2.0 
  A fléchette rifle cannot mount a silencer.  No special 
  ammunition type may be loaded into a fléchette rifle – only basic 
  fléchettes (FMJ equivalent) are available. 
  Reflex 
  A fléchette rifle cannot be suppressed.  In addition, attacks with 
  a fléchette rifle are made as if wind conditions were one stage worse. 
  Finally, against any sort of hard object (vehicle, body armor trauma 
  plate, most scenery), the weapon’s Penetration drops to Nil. 
  
  
  Colt ACR
  At the time the U.S. Army announced the ACR program, 
  Colt already had a substantial government rifle contract: the 
  M16A2 was the standard infantry weapon of all U.S. ground 
  forces.  Colt’s ACR entry attempted to capitalize on this 
  advantage by modifying the existing platform with advanced 
  optics (Reflex System: illuminated Mag-1 telescopic sight), a 
  telescoping stock of the style later seen on the M4 carbine, and 
  a recoil reduction mechanism.
  The Colt design was capable of accepting standard 
  5.56x45mm NATO ammunition.  However, Colt also partnered 
  with Olin to create duplex ammunition: a single casing 
  containing two bullets, one behind the other.  The objective 
  of duplex ammunition was to put more projectiles in the air 
  without increasing the weapon’s rate of fire.  However, the 
  lighter weight of the duplex bullets reduced effective range, 
  and the extended overall length of the duplex cartridges made 
  them usable only in the Colt rifle, not in other 5.56x45mm 
  weapons.
  Current Availability: All surviving examples of the 
  Colt ACR are in museums or private collections.
  Alternate History: The Colt ACR had a nominal edge 
  over its competitors because of its commonality with the 
  existing M16A2 and the resulting reduction in training and 
  parts costs.  However, 5.56mm duplex ammunition provided 
  an insufficient benefit to justify its adoption.  Had the Army 
  continued with the ACR program, the improvements added to 
  the Colt ACR might have found their way into an improved 
  M16-series rifle without the capability for chambering duplex 
  rounds.  Such a rifle would have been visually similar to 
  the parent design, but would have provided reduced recoil 
  when firing the new ammunition.  In addition, red dot-style 
  optics would have found their way into the average American 
  infantryman’s hands in the 1980s, rather than the mid-2000s 
  of our own history.
  Steyr ACR
  The Steyr submission to the ACR competition was 
  a polymer-framed bullpup design that drew on Steyr’s 
  experience with the successful AUG assault rifle.  TThe rifle 
  was completely ambidextrous, with a downward ejection 
  mechanism and duplicate controls on either side.  An optical 
  sight (Reflex System: Mag-1 telescopic sight) was standard.
  Like the AAI candidate, the Steyr ACR fired a 1.6mm 
  fléchette (albeit both slightly heavier and slightly faster 
  than AAI’s round).  The assembly of projectile and sabot was 
  completely enclosed in a plastic cylinder.  When a round was 
  fired, the saboted fléchette burst out of the casing, which 
  remained in the chamber until pushed out by the next round 
  being rammed in.  This eliminated a conventional extraction/
  ejection mechanism from the rifle’s inner workings, which, in 
  theory, increased its overall mechanical reliability.
  Current Availability: All surviving examples of the 
  Steyr ACR are in museums or private collections.
  Alternate History: The Steyr ACR shares all the 
  advantages and disadvantages of its fléchette-firing counterpart 
  from AAI, and its adoption would likely have occurred under 
  similar circumstances.
  H&K G11
  Perhaps the most famous assault rifle never produced, 
  Heckler & Koch’s G11 is beloved of gamers and high-tech gun 
  fanciers around the world.  At the time of the ACR competition, 
  the G11 was in final acceptance testing in West Germany, only 
  a few short years away from replacing H&K’s earlier G3 in 
  Bundeswehr service.  H&K felt that this incipient acceptance 
  by another NATO military would give its design an advantage 
  in the U.S. Army’s selection process.
  Externally, the G11 was a sleek length of black polymer 
  with a pistol grip but no protruding magazine.  The magazine 
  well ran atop the barrel, with ammunition loaded nose-down.  
  The gun’s chamber rotated 90 degrees, with each round 
  dropping downward before rotating into firing position.  The 
  rifle’s carrying handle included an integral non-magnifying 
  optical sight (Reflex System: prismatic reflex sight).
  The heart of the G11 was its unique caseless ammunition.  
  A conventional cartridge uses a metallic cylinder to hold 
  together the bullet, gunpowder, and primer.  A caseless round 
  dispenses with this casing.  When the round is fired, the primer 
  and propellant are consumed and the bullet exits the barrel.  
  This eliminates the need for any mechanism to extract and 
  eject the empty casing, which simplifies the weapon’s operation 
  and allows a higher cyclic rate.  However, a metallic cartridge 
  acts as a heat sink, and its absence can result in dangerous 
  heat buildup during extended fire.  This was a problem in early 
  G11 models, and H&K’s solution involved a combination of 
  mechanical engineering, materials science, and chemistry.
  The G11 also featured a unique recoil compensation 
  mechanism.  When fired in burst or fully automatic mode, the 
  weapon’s barrel and action traveled rearward.  The net effect 
  of this was to delay the time between the shooter pulling the 
  trigger and experiencing the recoil impulse of the first round.  
  The gun’s cyclic rate on burst mode was adjusted to take 
  advantage of this, effectively eliminating any recoil impact 
  on the accuracy of a three-round burst as opposed to a single 
  shot.
  The final iteration of the G11 design, the G11K2, received 
  several changes suggested by both American and West German 
  trials.  Magazine capacity decreased slightly.  Integral storage 
  for two spare magazines was added to the rifle itself, on either 
  side of the barrel.  The integral optics were made detachable, 
  allowing users to perform field replacement of damaged sights 
  or to mount alternate systems.  The forward furniture was also 
  redesigned slightly to allow attachment of a bipod or bayonet.
  Current Availability: Public statements vary, but the 
  number of G11 prototypes produced ranges between several 
  dozen and several hundred.  All known surviving examples 
  are in the possession of the U.S. Army, the Bundeswehr, or 
  Heckler & Koch.  Some sources indicate that as many as 1,000 
  G11K2s were delivered to West Germany in the 1989-1990 
  timeframe for issue to reconnaissance or commando units, 
  but none are recorded as having seen combat use.  No current 
  source of ammunition production is known to exist (the single 
  production facility was destroyed in a fire in the mid-1990s), 
  and the rare lots that appear on the collector’s market fetch 
  prices in excess of $10/round for quantities of no more than 
  50 rounds.
  Alternate History: The most likely adopter of the G11 
  would have been West Germany.  The German reunification 
  of the early 1990s eliminated both the budget allocated for 
  G11 procurement and the pressing military need to replace 
  the G3.  Had this not occurred, the G11K2 would have been 
  the standard West German infantry weapon by the mid-1990s.  
  The amount of political pressure this would have placed on the 
  U.S. Army is debatable, but it is likely that some smaller NATO 
  nations also would have adopted the G11K2 or a close relation 
  by the turn of the millennium. 
  
  
  sHotGuns 
  Pancor Jackhammer
  This late 1980s attempt at a bullpup assault shotgun used 
  a ten-round revolving drum rather than a conventional box 
  magazine.  Despite significant interest from various parties, the 
  enterprise ultimately failed due to bureaucratic entanglements 
  from the American government. The Jackhammer used 
  conventional 12 gauge shells.  Several special-purpose 
  ammunition types were proposed for military use, but are not 
  known to have moved beyond the theoretical stage.
  Current Availability: Most known examples of this 
  weapon reside in private collections.  A very small number (by 
  some reports, two) of fully automatic prototypes were produced; 
  one occasionally surfaces in the motion picture special effects 
  business.
  Alternate History: The commercial viability of the 
  Jackhammer would have hinged on several political and 
  economic factors.  It’s not outside the realm of possibility for 
  the project to be resurrected today.
  CAWs CAndidAtes 
  The ACR competition wasn’t the U.S. Army’s first attempt 
  to acquire an infantry weapon with the capability of putting 
  multiple small-caliber projectiles on target.  Various experiments 
  with fléchette-firing rifles in the 1960s and 70s led back to the 
  grandfather of multiple-projectile rounds: the shotgun shell.  In 
  the 1980s, the Close Assault Weapon System project examined 
  the potential of the semi-automatic shotgun as a battlefield 
  weapon for close-range (out to 150 meters) engagements.  Both 
  AAI and Heckler & Koch presented candidates.
  AAI CAWS
  The AAI CAWS candidate superficially resembled an 
  M16-series rifle, a design detail intended to simplify training 
  for soldiers who would be equipped with the shotgun.  It fired 
  proprietary 12 gauge fléchette shells, though an adapter could 
  be fitted to allow the use of standard commercial 12 gauge 
  ammunition.  Each shell contained eight fléchettes, which 
  spread to a 4-meter pattern at the weapon’s maximum effective 
  range of 150m.  Unlike the lightweight fléchettes used in the 
  ACR program, these had sufficient mass to penetrate at least 
  light cover with lethal force.
  Current Availability: All known examples of this weapon 
  remain in the possession of AAI or the U.S. Army.
  Alternate History: In the 1980s, most militaries with 
  the budget for a CAWS-type weapon expected their next wars 
  to be fought in the European countryside.  An earlier evolution 
  of military theory to consider urban and CQB fighting might 
  have revealed the need for a weapon with an appropriate 
  engagement envelope and devastating close-range capability.  
  Even then, however, a CAWS-type weapon would have been 
  issued on a squad, rather than individual, basis, with most 
  riflemen retaining more conventional designs against the need 
  for longer-range shots.
  H&K CAWS
  Heckler 
  & 
  Koch’s 
  CAWS 
  entry 
  borrowed 
  overall 
  appearance and construction principles from the G11. The 
  H&K design was a polymer-framed bullpup weapon with an 
  integral optical sight in the carrying handle (Reflex System: 
  prismatic reflex sight) and an internal recoil reduction 
  mechanism.  It was incompatible with standard 12 gauge 
  ammunition, using brass-cased shells containing either 
  buckshot or fléchettes to achieve a higher muzzle velocity than 
  was possible with a conventional shotgun.  The ammunition 
  was designed to prohibit feeding in standard shotguns, a 
  necessary precaution for preventing catastrophic failures of 
  weapons not designed to handle the greater firing stresses.
  Current Availability: All known examples of this weapon 
  remain in the possession of H&K or the U.S. Army.
  Alternate History: All considerations for the AAI CAWS 
  apply equally to H&K’s design. 
  mACHine Guns 
  H&K LMG11
  During West German testing of the G11K2, Heckler & 
  Koch also was involved in a project to build a squad automatic 
  weapon using the same caseless ammunition.  The LMG11 
  bore close resemblance to its assault rifle parent, but featured 
  a bloated, bulbous stock.  The weapon was hinged behind the 
  pistol grip, opening to reveal a cavernous magazine well capable 
  of accepting a 300-round “brick” of 4.73x33mm cartridges.  
  As with the G11, the LMG11 featured an integral optical sight 
  (Reflex System: prismatic reflex sight), as well as extensive use 
  The Pancor Bear Trap 
  One of the Pancor Jackhammer’s most... notable... features 
  was the capacity for converting a loaded drum into an antipersonnel 
  mine.  The conversion kit consisted of a detonator/base that could 
  be connected to a 12-hour clockwork timer, a pressure plate, or a 
  tripwire.  When triggered, the base simultaneously fired all loaded 
  rounds.  The mechanism was designed to withstand the firing 
  stresses and be recovered for later re-use.
  Spycraft Rules
  For requisitioning purposes, treat a complete Bear Trap 
  (one loaded drum, base, and any one triggering mechanism) as a 
  directional mine.  A Bear Trap has an error range of 1-2, Weight 
  3 pounds, Size D,and Complexity 18/+1.  When triggered, apply a 
  blast damage cone template (see Spycraft 2.0, p. 344).  Rather than 
  suffering standard explosive damage, however, every character 
  within the blast template and within 120 feet of the Bear Trap 
  makes a Reflex save (DC equal to the check result for emplacing the 
  Bear Trap).  This check receives a +1 bonus for every full 15 feet of 
  distance between the character and the Bear Trap.  Any character 
  who fails this save suffers damage as if successfully attacked with a 
  Jackhammer.  If the Bear Trap is loaded with multiple ammunition 
  types, randomly determine which type strikes each victim.
  Reflex System Rules
  A complete Bear Trap weighs 1.4 kg.  A character emplacing a 
  Bear Trap orients on a 30-degree cone.  A Bear Trap is triggered in 
  the same manner as a standard directional mine.  However, when it 
  detonates, everything within the cone and within 30 meters suffers 
  a passive hazard with Damage and Penetration equal to those of 
  the loaded ammunition and Avoidance Check OODA (TN +2).  If 
  the Bear Trap is loaded with multiple ammunition types, randomly 
  determine which type strikes each victim. 
  
  
  of polymer construction to reduce weight.  However, it lacked 
  the G11’s integral recoil reduction system, instead relying on 
  a relatively slow cyclic rate and increased weight to keep the 
  weapon under control during automatic fire.  West German 
  rejection of the G11K2 led to the cancellation of all related 
  programs, including the LMG11.
  Current Availability: LMG11 development is not 
  believed to have progressed past the prototype stages.  Any 
  functioning examples of the weapon would be in the possession 
  of Heckler & Koch.
  Alternate History: Any military adoption of the G11 
  would have led to a perceived need for a SAW-type weapon 
  firing the same cartridge.  LMG11 development likely would have 
  lagged a few years behind that of the G11, but the advantages of a 
  weapon family using shared ammunition would have propelled 
  the project to eventual mass production.
  TADEN
  During the same period that the Enfield EM-2 was 
  in development, the British military also was examining a 
  progressive development of the Bren gun, the TADEN.  This 
  modification to the Bren had spade grips in place of a pistol grip, 
  fed from a belt rather than a top-mounted magazine, and was 
  chambered for the EM-’s .280 British cartridge.  The eventual 
  NATO adoption of 7.62x51mm killed the program.
  Current Availability: Much the same as the EM-2: 
  ammunition is no longer in production and any surviving 
  TADENs reside in military museums.
  Alternate History: Had NATO adopted .280 British, 
  the TADEN design would have led the way in replacing existing 
  automatic rifles and medium machine guns.  A squad support 
  weapon chambered for this intermediate cartridge could have 
  filled the role now occupied by both the FN Minimi and the FN 
  MAG. 
  reflex system rules 
  The following tables provide Reflex System traits for all 
  weapons in this document.  The tables are formatted for Stage 
  II rules use.  For Stage I play, discard the Recoil trait and the 
  second Penetration value.  For Stage III play, ignore the given 
  Damage and Penetration values in favor of the appropriate 
  ballistics table at the end of this section.
  Duplex Ammunition
  When resolving an attack with duplex ammunition, 
  increase the effective rate of fire by 50% (e.g. treat a single shot 
  as a 2-round burst, a 3-round burst as a 5-round burst, and so 
  forth).  This does not increase Recoil.
  Shotgun Fléchette Ammunition
  The 12 gauge AAI and 12 gauge H&K fléchette rounds 
  possess greater penetration capability than conventional 
  buckshot or slugs.  As is the case with all shotguns, Damage 
  and Penetration values for the appropriate weapons are given 
  for a baseline of slug ammunition (even in gauges for which no 
  slug ammunition actually exists).  For fléchette ammunition, 
  halve base Damage, double the margin of success applied to an 
  attack’s final Damage, and improve Penetration by one step (to 
  x2/x3).
  stAGe iii options
  Quirks
  Quirks are a Stage III option intended to provide some level 
  of differentiation between weapons with otherwise nigh-identical 
  game traits.  The majority of weapons do not have quirks, but the 
  following list provides flavor and minor mechanical effects for a 
  select few.
  Autoloader Quirks
  Colt SCAMP
  Machine Pistol: When firing a burst, the SCAMP’s base recoil 
  increases by 3.
  H&K G11 PDW
  Machine Pistol: When firing a burst, the G11 PDW’s base 
  recoil increases by 3.
  Submachine Gun Quirks
  ARES FMG
  Folding: Unfolding or folding the FMG is a 3-tick action. 
  While the weapon is folded, its Bulk becomes 1.
  Assault Rifle Quirks
  Enfield EM-2
  Bullpup: Reloading the EM-2 takes 2 ticks more than 
  normal.
  Enfield XL65
  Bullpup: Reloading the XL65 takes 2 ticks more than 
  normal.
  H&K G11/G11K2
  Bullpup and Then Some: Reloading the G11 is a 7-tick action.
  Fast Cyclic Rate: The G11 incurs no increase in Recoil when 
  fired at the B3 RoF.  When fired at the B4 RoF, its Recoil increases 
  by 2.
  Steyr ACR
  Bullpup: Reloading the Steyr ACR takes 2 ticks more than 
  normal.
  Shotgun Quirks
  H&K CAWS
  Bullpup: Reloading the CAWS takes 2 ticks more than 
  normal.
  Pancor Jackhammer
  Bullpup: Reloading the Jackhammer takes 2 ticks more than 
  normal.
  Machine Gun Quirks
  H&K LMG11
  Bullpup: Reloading the LMG11 takes 2 ticks more than 
  normal. 
  
  10
  Ballistics 
  The following ballistic tables provide Damage and Penetration 
  values for each new caliber of ammunition presented here.  Note 
  that some tables provide data for ranges in excess of the maximum 
  range of any gun using that caliber.  If gearing up using the rules 
  presented in Twilight: 2013, none of the following calibers are 
  available through random ammunition table rolls. 
  tAble f: pistol CArtridGes 
  Range
  4.73x25mm
  .22 SCAMP
  Personal
  4/x2
  5/x2
  Gunfighting
  4/x2
  5/x2
  CQB
  4/x2
  4/x2
  Tight
  4/x2
  4/x3
  Medium
  3/x2
  3/x3
  tAble d: WeApon trAits
  Firearm
  Caliber
  Cap
  Dam
  Pen
  Rng
  ROF
  Spd
  Rec
  Bulk
  Wt
  BV
  SP
  Pistols
  Colt SCAMP
  .22 SCAMP
  27
  5
  x2/x3
  GF/T
  S/B3
  2/3/5
  3
  1
  1.5 kg
  N/A
  N/A
  H&K G11 PDW
  4.73x25mm
  20/40
  4
  x2/x3
  GF/T
  S/B3/B5
  2/3/5
  3
  1
  1.3 kg
  N/A
  N/A
  MBA Gyrojet Pistol
  Gyrojet
  6(in)
  *
  *
  GF/T
  S
  2/3/5
  0
  1
  0.4 kg
  GG100
  $5,000
  Submachine Guns
  AAI Rocket SMG
  Scimitar
  20
  *
  *
  CQB/T
  S/B6
  2/3/5
  7
  2
  2.7 kg
  N/A
  N/A
  AAI Rocket SMG
  HEDP
  20*
  *
  *T/O
  T/O
  S/B6
  2/3/5
  10
  2
  2.7 kg 
  N/A
  N/A
  ARES FMG
  9mm Para.
  20/32
  4
  x3/x4
  CQB/T
  S/B4
  2/3/5
  4
  2
  2.2 kg
  N/A
  N/A
  H&K HK54A1
  9mm Para.
  30/50
  4
  x3/x4
  CQB/T
  S/B3/B5
  2/3/5
  4
  2
  3 kg
  N/A
  N/A
  H&K SMG I
  9mm Para.
  30
  4
  x3/x4
  CQB/T
  S/B6
  2/3/5
  2
  2
  3.6 kg
  N/A
  N/A
  Carbines
  MBA Gyrojet Carbine
  Gyrojet
  6(in)
  *
  *
  CQB/M
  S
  2/3/5
  0
  2
  1.4 kg
  N/A
  N/A
  Assault Rifles
  AAI ACR
  1.6mm Flech.
  30
  4
  x½/x1*
  T/O
  S/B3
  3/5/7
  1
  3
  3.8 kg
  N/A
  N/A
  Colt ACR
  5.56mm Dup.
  30
  6
  x2/x3
  T/O
  S/B3/B4*
  3/5/7
  4
  3
  3.9 kg
  N/A
  N/A
  Colt ACR
  5.56x45mm NATO
  30
  6
  x2/x3
  M/S
  S/B3/B4
  3/5/7
  4
  3
  3.9 kg
  N/A
  N/A
  Enfield EM-2
  .280 British
  20
  7
  x2/x3
  M/S
  S/B4
  3/4/6
  8
  3
  3.3 kg
  N/A
  N/A
  Enfield XL65
  4.85mm
  20
  6
  x2/x3
  M/S
  S/B5
  3/4/6
  4
  3
  3.9 kg
  N/A
  N/A
  H&K G11
  4.73x33mm
  50
  6
  x2/x3
  M/S
  S/B3/B4
  3/4/6
  3
  3
  3.8 kg
  N/A
  N/A
  H&K G11K2
  4.73x33mm
  45
  6
  x2/x3
  M/S
  S/B3/B4
  3/4/6
  3
  3
  3.7 kg
  N/A
  N/A
  Steyr ACR
  1.6mm SCF
  24
  4
  x½/x1*
  T/O
  S/B3
  3/4/6
  1
  3
  3.6 kg
  N/A
  N/A
  Automatic Shotguns
  AAI CAWS
  12ga AAI
  10
  10*
  x3/x4*
  CQB/T
  S/B3
  3/5/8
  8
  3
  4.1 kg
  N/A
  N/A
  AAI CAWS
  12ga
  10
  10
  x4/Nil
  CQB/T
  S/B3
  3/5/8
  14
  3
  4.1 kg
  N/A
  N/A
  H&K CAWS
  12ga H&K
  12
  12*
  x3/x4*
  CQB/T
  S/B2
  3/5/7
  10
  3
  3.6 kg
  N/A
  N/A
  Pancor Jackhammer
  12ga
  10
  10
  x4/Nil
  CQB/T
  S/B2
  3/5/7
  17
  3
  4.6 kg
  GG10,000
  $30,000
  SAWs
  H&K LMG11
  4.7x33mm
  300
  6
  x2/x3
  M/S
  S/B4/B7
  4/5/8
  3
  4
  5.2 kg
  N/A
  N/A
  GPMGs
  TADEN
  .280 British
  100(bt)
  7
  x2/x3
  M/S
  B3/B7
  4/6/9
  5
  4
  10 kg
  N/A
  N/A
  * See weapon or ammunition text for special rules.
  
  11
  tAble G: rifle CArtridGes
  Range
  1.6mm 
  Fléchette
  1.6mm 
  SCF
  4.73x33mm
  4.85mm
  .280 
  British
  Personal
  4/x½*
  4/x½*
  6/x2
  6/x2
  8/x2
  Gunfighting
  4/x½*
  4/x½*
  6/x2
  6/x2
  8/x2
  CQB
  4/x½*
  4/x½*
  6/x2
  6/x2
  8/x2
  Tight
  4/x½*
  4/x½*
  6/x2
  6/x2
  7/x2
  Medium
  4/x½*
  4/x½*
  6/x2
  6/x2
  7/x2
  Open
  3/x½*
  4/x½*
  5/x2
  5/x2
  6/x2
  Sniping
  3/x½*
  3/x½*
  3/x2
  3/x2
  4/x2
  Extreme
  -
  -
  –
  -
  4/x3
  tAble H: sHotGun sHells
  Range
  12ga AAI 
  Fléchette
  12ga H&K 
  Fléchette
  12ga H&K 
  Buckshot
  Personal
  5/x2
  6/x2
  6/x4
  Gunfighting
  5/x2
  6/x2
  6/x4
  CQB
  5/x2
  6/x2
  6/x4
  Tight
  5/x2
  6/x2
  6/Nil
  Medium
  5/x3
  6/x3
  5/Nil
  tAble e: Ammunition trAits
  Caliber
  Weight
  BV
  SP
  Type
  Mag Weight
  Pistol Cartridges
  4.73x25mm
  0.5 kg
  N/A
  N/A
  AP
  0.1 kg (20); 0.2 kg (40)
  .22 SCAMP
  0.7 kg
  N/A
  N/A
  AP
  0.2 kg (27)
  Rifle Cartridges
  1.6mm Fléchette
  1.1 kg
  N/A
  N/A
  -
  0.4 kg (30)
  1.6mm SCF
  0.8 kg
  N/A
  N/A
  -
  0.2 kg (24)
  4.73x33mm
  0.7 kg
  N/A
  N/A
  AP
  0.4 kg (45 or 50); 2.3 kg (300)
  4.85mm
  1.4 kg
  N/A
  N/A
  AP
  0.4 kg (20)
  5.56mm Duplex
  1.3 kg
  N/A
  N/A
  -
  0.5 kg (30)
  .280 British
  2.3 kg
  N/A
  N/A
  AP
  0.7 kg (20); 2.4 kg (belt 100)
  Shotgun Shells
  12ga AAI
  6.6 kg
  N/A
  N/A
  *
  1 kg (10)
  12ga H&K
  7.1 kg
  N/A
  N/A
  **
  1.1 kg (10)
  Rockets
  Gyrojet
  1.5 kg
  GG100
  $10,000
  –
  –
  18.5mm Scimitar
  4 kg
  N/A
  N/A
  -
  1.1 kg (20)
  18.5mm HEDP
  9.5 kg
  N/A
  N/A
  -
  2.2 kg (20)
  * Fléchette only.  Printed Damage and Penetration for this weapon use a theoretical slug baseline. 
  ** Fléchette and buckshot only.  Printed Damage and Penetration for this weapon use a theoretical slug baseline. 
  
  12
  spyCrAft 2.0 rules 
  The following tables provide Spycraft 2.0 traits for all 
  weapons in this document.
  WeApon QuAlities 
  Folding (FLD)
  The weapon can be folded into a compact form factor 
  for ease of concealment and stowage.  It cannot be used while 
  folded (except as an improvised blunt weapon).  While folded, it 
  is considered one size category smaller than normal.  Folding or 
  unfolding it requires one half action.  If a character is proficient 
  with the weapon and has the Quick Draw feat, the gun can be 
  folded or unfolded with one of the free actions this feat grants.
  Minimum Range (MIN)
  The weapon’s ammunition doesn’t arm until it travels 
  a set distance from the shooter, reducing its lethality at close 
  range. Attacks with this weapon at targets closer than the range 
  following this quality in parentheses inflict only 1/2 standard 
  damage (rounded down, minimum 1).
  Tight Burst (TBU)
  A combination of low recoil and high cyclic rate enables 
  this weapon to fire exceptionally accurate bursts.  When fired in 
  burst mode, the gun does not suffer doubled recoil or increased 
  error range as normal (see p. 355, Spycraft 2.0).  This does not 
  apply to bursts fired through use of a feat or class ability.
   
  Wind Sensitive (WNS)
  This weapon fires projectiles that are more susceptible 
  than normal bullets or arrows to being blown off-course by 
  crosswinds.  In any wind condition (see Spycraft 2.0, p. 402), 
  the weapon’s range penalty is increased by an amount equal 
  to the action die cost of that wind condition.  This occurs in 
  addition to any standard penalty to ranged attacks caused by 
  the wind. 
  WeApon trAits 
  The following tables provide Spycraft 2.0 traits for all 
  weapons in this document. 
  tAble i: spyCrAft WeApon trAits
  Weapon Name
  Dmg
  E/T
  Ammo
  Recoil
  Rng
  Sz/Hnd
  Wgt
  Upg
  Comp
  Year
  SV
  Qualities
  Service Pistols
  Caliber I
  H&K G11 PDW
        4.73x25mm
  2d4+1
  1-3/20 
  (AP1)
  20M3
  8
  30 ft.
  D/1h
  2.9 lbs.
  0
  32/+2
  ~1993
  N/A
  CMP, NFM (S/B/F), OVH
  MBA Gyrojet Pistol
        Gyrojet
  *
  1-3/20
  6S40
  0
  30 ft.
  D/1h
  0.9 lb.
  1
  22/+2
  1962
  R$5,000 IMP, INS, QKY, SLD (2), WNS
  Caliber II
  Colt SCAMP
       .22 SCAMP
  1d10+1
  1-3/20 
  (AP2)
  27M2
  7
  30 ft.
  D/1h
  3.6 lbs.
  2
  26/+2
  1972
  N/A
  CMP, NFM (S/B)
  Submachine Guns and Semi-Automatic Rifles
  Caliber II - Light Submachine Guns
  ARES FMG
        9mm P
  1d10+1
  1-3/20
  20M5
  7
  25 ft.
  T/1h
  4.9 lbs.
  3
  24/+2
  1986
  N/A
  FLD
  Caliber II - Heavy Submachine Guns
  H&K HK54A1
        9mm P
  1d10+1
  1-3/20
  50M3
  3
  30 ft.
  T/2h
  7.5 lbs.
  1
  28/+2
  1984
  N/A
  CLS, TBR, UPG (removable 
  suppressor)
  H&K SMG I
        9mm P
  1d10+1
  1-2/20
  30M5
  3
  30 ft.
  T/2h
  7.9 lbs.
  0
  26/+2
  1985
  N/A
  CLS, TBR, UPG (removable 
  suppressor, vertical foregrip)
  Caliber III - Heavy Submachine Guns
  AAI Rocket SMG
        Scimitar
  *
  1-2/20
  20M5
  3
  25 ft.
  T/2h
  8.4 lbs.
  0
  26/+2
  1973
  N/A
  CLS, IMP
        HE-Frag
  *
  1-2/20
  20M1
  1
  80 ft.
  T/2h
  10.8 lbs.
  0
  26/+2
  1973
  N/A
  CLS, DEV, MIN (30 ft.)
  Caliber II - Semi-Automatic Rifles
  MBA Gyrojet Carbine
        Gyrojet
  *
  1-3/20
  6S75
  0
  40 ft.
  T/2h
  3.1 lbs.
  3
  22/+2
  1962
  R$8,000 INS, QKY, SLD (2), WNS
  
  13
  tAble i: spyCrAft WeApon trAits Continued
  Weapon Name
  Dmg
  E/T
  Ammo
  Recoil
  Rng
  Sz/Hnd
  Wgt
  Upg
  Comp
  Year
  SV
  Qualities
  Assault Rifles
  Caliber III
  AAI ACR
        1.6mm Fléchette
  2d6 (AP 2)
  1-3/19-20
  30M7
  4
  40 ft.
  S/2h
  7.8 lbs.
  3
  33/+2
  1989
  N/A
  BLD, NFM (S/B), TBU, WNS
  Colt ACR
        5.56mm Duplex
  2d8
  1-3/19-20
  30M5
  5
  60 ft.
  S/2h
  8.6 lbs.
  2
  28/+1
  1989
  N/A
  NSM 
  (S/B), 
  UPG 
  (3.4x 
  telescopic sight)
        5.56x45mm NATO
  4d4
  1-3/20
  30M5
  10
  125 ft.
  S/2h
  8.6 lbs.
  2
  28/+1
  1989
  N/A
  NSM 
  (S/B), 
  UPG 
  (3.4x 
  telescopic sight)
  Enfield EM-2
       .280 British
  2d10
  1-2/19-20
  20M6
  16
  150 ft.
  S/2h
  7.5 lbs.
  1
  26/+1
  1951
  N/A
  UPG (red dot sight)
  Enfield XL65
        4.85mm
  2d8+1
  1-3/20
  20M7
  16
  125 ft.
  S/2h
  9.5 lbs.
  2
  26/+1
  1976
  N/A
  DST, UPG (4x telescopic sight)
  H&K G11
        4.73x33mm
  2d8+1
  1-2/20
  50M3
  7
  100 ft.
  S/2h
  9.2 lbs.
  1
  33/+2
  1989
  N/A
  DEP, DST, OVH, QKY, TBU, 
  UPG (red dot sight)
  H&K G11K2
        4.73x33mm
  2d8+1
  1-2/20
  45M3
  7
  100 ft.
  S/2h
  8.7 lbs.
  0
  34/+2
  1990
  N/A
  DEP, DST, QKY, TBU, UPG 
  (red dot sight)
  Steyr ACR
        1.6mm SCF
  1d12+1 (AP 2)
  1-3/19-20
  24M8
  4
  40 ft.
  S/2h
  8 lbs.
  3
  34/+2
  1989
  N/A
  BLD, NFM (S/B), TBU, WNS, 
  UPG (3.5x telescopic sight)
  Semi-Automatic Shotguns
  Caliber III
  AAI CAWS
        12ga AAI
  4d4+2
  1-3/19-20
  10M4
  9
  40 ft.
  S/2h
  9 lbs.
  2
  27/+1
  1987
  N/A
  BLD, IMP, NFM (S/B), TKD
        12ga shot
  5d4
  1-3/20
  10M4
  18
  30 ft.
  S/2h
  9 lbs.
  2
  27/+1
  1987
  N/A
  IMP, NFM (S/B), TKD
        12ga slug
  2d12
  1-3/19-20
  10M4
  18
  30 ft.
  S/2h
  9 lbs.
  2
  27/+1
  1987
  N/A
  IMP, NFM (S/B), TKD
  H&K CAWS
        12ga H&K
  5d4
  1-3/19-20
  10M4
  12
  40 ft.
  S/2h
  7.9 lbs.
  1
  28/+1
  1987
  N/A
  BLD, IMP, NFM (S/B), TKD, 
  UPG (red dot sight)
        12ga H&K shot
  6d4
  1-3/20
  10M4
  16
  35 ft.
  S/2h
  7.9 lbs.
  1
  28/+1
  1987
  N/A
  IMP, NFM (S/B), TKD, UPG 
  (red dot sight)
  Pancor Jackhammer
        12ga shot
  5d4
  1-3/20
  10M4
  16
  30 ft.
  S/2h
  10.1 lbs.
  3
  28/+1
  1988
  R$30,000 IMP, QKY, TKD
        12gs slug
  2d12
  1-3/19-20
  10M4
  16
  30 ft.
  S/2h
  10.1 lbs.
  3
  28/+1
  1988
  R$30,000 IMP, QKY, TKD
  Machine Guns
  Caliber IV - SAWs
  H&K LMG11
        4.73x33mm
  2d8+1
  1-2/20
  300M1
  6
  150 ft.
  S/2h
  11.2 lbs.
  2
  34/+2
  1992
  N/A
  DEP, QKY, UPG (red dot sight)
  Caliber IV - GPMGs
  TADEN
       .280 British
  2d10
  1-3/19-20
  100B2
  5
  175 ft.
  S/2h
  22 lbs.
  3
  25/+1
  1952
  N/A
  UPG (bipod)
  * See weapon or ammunition text for special rules.
  
  14
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  System Rules Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan 
  Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and 
  Dave Arneson. 
  Spycraft 2.0 Rulebook, Copyright 2005, Alderac Entertainment Group, Inc.; Authors 
  Alexander Flagg, Scott Gearin, and Patrick Kapera. 
  World on Fire Toolkit Setting, Copyright 2007, Alderac Entertainment Group, Inc.; 
  Authors Alex Flagg, Scott Gearin, and Patrick Kapera. 
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  Authors Patrick Kapera and Kevin Wilson. 
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  Crow, Alexander Flagg, B.D. Flory, Clayton A. Oliver, Steven Peterson. 
  Spycraft Battlegrounds Copyright 2005, Alderac Entertainment Group, Inc.; Authors 
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  Authors Steve Crow, Alexander Flagg, B.D. Flory, Clayton A. Oliver. 
  Spycraft U.S. Militaries Guide Copyright 2004, Alderac Entertainment Group, Inc.; 
  Authors Dave McAlister, Clayton A. Oliver, Patrick Kapera.
  Spycraft World Militaries Guide Copyright 2004, Alderac Entertainment Group, Inc.; 
  Authors Dave McAlister, Clayton A. Oliver, Patrick Kapera. 
  Spycraft Modern Arms Guide Copyright 2002, Alderac Entertainment Group, Inc.; 
  Authors Chad Brunner, Tim D’Allaird, Rob Dake, Michael Fish, Scott Gearin, Owen 
  Hershey, Patrick Kapera, Michael Petrovich, Jim Wardrip, Stephen Wilcoxon.
  Spycraft Faceman/Snoop Class Guide Copyright 2003, Alderac Entertainment Group, 
  Inc.; Authors Alexander Flagg, Clayton A. Oliver. 
  Spycraft Fixer/Pointman Class Guide Copyright 2003, Alderac Entertainment Group, 
  Inc.; Authors Scott Gearin. 
  Spycraft Soldier/Wheelman Class Guide Copyright 2003, Alderac Entertainment Group, 
  Inc.; Authors Chad Brunner, Shawn Carman, B.D. Flory, Scott Gearin, Patrick Kapera.
  Shooter’s Guide: Pistol Caliber Carbines Copyright 2009, 93 Games Studio; Author 
  Clayton Oliver 
  Shooter’s Guide: Alternate Arms Copyright 2009, 93 Games Studio; Author Clayton 
  Oliver
  OPEN GAME CONTENT
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