TEXT: Undercover 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
  underCover Arms
  The race is not always to the swift, nor the battle 
  to the strong, nor the fight to the biggest gun.  In both 
  covert operations and street survival, a combatant who 
  advertises his strength may find this behavior a deterrent 
  – but he may discover, all too late, that he’s only given 
  his enemies the chance to assess his strengths and 
  neutralize them.  A concealed weapon, by comparison, is 
  an unexpected factor in a fight.  The mere act of drawing 
  it interrupts an aggressor’s OODA loop by forcing him 
  to reassess the threat his intended victim poses.  In 
  addition, not carrying an obvious weapon enables a 
  gunman to avoid at least casual attention, which is an 
  invaluable advantage in all manner of pursuits.
  This supplement focuses primarily on modern 
  concealable handguns, the most common kind of 
  “covert arm” whose various models lend themselves 
  to differentiation within game mechanics.  A handful 
  of more esoteric firearms are also presented, both for 
  contrast and as options for the character who leans 
  toward unique personal armament.  Finally, we’ve 
  included ancillary equipment for concealed weapons 
  (and, by extension, other items) in both the Reflex 
  System and Spycraft 2.0.
  AutoloAders
  Colt Mustang
  This short-lived pistol – debuting in 1986 only to 
  be discontinued in 1997 – is a scaled-down variant 
  of the Colt Model 1911.  It shares its basic controls 
  and ergonomics with its larger ancestor, making its 
  use an easy transition for 1911 shooters.  Most small 
  handguns chambered for the .380 ACP cartridge 
  use blowback action.  The Mustang uses the system 
  common to larger pistols, a locked-breech recoil 
  action, which makes it more mechanically complex 
  but also more robust over extended use.
  In addition to the basic Mustang models – either 
  a blued finish with black plastic grips or a nickel finish 
  with mother-of-pearl – Colt released the Mustang 
  Pocketlite in 1992.  This variant had an alloy rather 
  than steel frame, shaving even more weight from the 
  already diminutive pistol.  Various other special runs 
  occurred through the weapon’s production life, most 
  featuring different finishes that raise their current 
  value without any game effect.  Today, most Mustangs 
  for sale are used, with “new” (usually meaning “sat 
  in my gun safe for twenty years after I bought it”) 
  There’s no way this story can end well.  I’m on my knees with my hands laced behind my head, and the 
  guy pointing the rusty assault rifle at me seems fairly eager to pull the trigger.  I should be thinking about 
  New York, or my misspent youth, or even some heroic escape plan.  Nope.  All I can think about is the rock in 
  the hut’s dirt floor that’s digging into my left knee, and how annoyed off I am that all four of us were taken 
  in by a nine-year-old decoy with a “hurt” donkey.
  The goon in charge finishes giving his minion instructions in the local dialect of Turkish and stalks out. 
  If the hut had a door, he’d probably slam it.  Our guard leans in closer and prods me with the muzzle of his 
  gun, spouting more Turkish that I can’t even pretend to understand.  It could be worse – he could be using 
  my gun.  They still haven’t gotten around to sorting our gear.  I idly wonder who’s going to be wearing my 
  boots after they execute me.
  To my left, Little Jim coughs raggedly, still curled in a fetal ball after having all the smartass kicked out 
  of him by two rather dedicated goons.  The guard gives up on poking me to shoot him a glare.  Jim mumbles 
  something I don’t quite catch.  The guard doesn’t, either – but he does take a step in that direction.  Jim spits 
  out a mouthful of blood and rattles off a few words of Turkish.  The guard gets a puzzled expression, kneels 
  down, and says something interrogative –
  – there’s a sound of duct tape ripping –
  – Jim’s hand comes out from inside his shirt –
  – three harsh pops –
  – and the guard jerks sideways and hits the ground in front of me.  His eyeballs are bulged out and 
  there’s a blood-oozing crater where his left temple used to be.  He still has that puzzled expression.
  Streeter is already grabbing for the rifle while Dunivan and I roll Little Jim onto his back to check 
  his injuries.  His hand falls open and a little gray plastic thing that looks like a pistol in miniature hits the 
  floor.  
  “Jim, what the hell is that?” I ask while Dunivan’s splinting his leg.
  He grins raggedly.  “’at’s my ear gun, Monk.  I jus’ hadda get ‘im too close to miss.  So I told ‘im I had 
  somethin’ he needed to hear.”
  
  2
  examples commanding a premium on the collector’s 
  market.
  From a game perspective, the later Colt Pony and 
  Colt Pony Pocketlite are identical to the corresponding 
  Mustang models.  The Pony is a double-action-
  only pistol that lacks the Mustang’s grip safety.  It’s 
  noteworthy as one of the last compact pistols Colt 
  produced before focusing on police and military 
  sales in 2000 and discontinuing all civilian-market 
  designs.  The SiG P238, released in 2009, is a copy 
  of the basic Mustang and also is identical for game 
  purposes.
  Detonics Combat Master
  Compact .45 caliber variants of the Colt Model 
  1911 are commonplace in the early 21st century, 
  but Detonics’ flagship handgun was the first such 
  production model.  It was conceived in the early 1960s 
  by engineer Patrick Yates, who wanted a compact 
  handgun with more power than the day’s standard 
  of the Walther PP.  Yates’ original experiments 
  focused on cutting down used 1911s and welding 
  them back together.  The resulting prototypes 
  caught the attention of some of Yates’ coworkers. 
  In the early 1970s, some of those coworkers formed 
  Detonics, a specialty explosives manufacturing firm, 
  and subsequently approached Yates with the idea 
  of bringing his “pocket 1911” design to market.  The 
  result appeared on the market in 1975 as the Combat 
  Master.  Detonics continued production of the 
  design until closing its doors in 1992, but re-opened 
  under new management in 2004 and is once again 
  producing Combat Masters.
  Physically, the Combat Master retains the 
  basic lines of its parent design, though shedding 
  both length and height.  It also deletes the original 
  1911’s grip safety, but all other controls are identical. 
  In addition to the original .45 ACP chambering, 
  Detonics briefly offered the Combat Master in 9mm 
  Parabellum, .38 Super, and the proprietary .451 
  Detonics Magnum, none of which attained enough 
  popularity to justify long-term production.  The 
  shortened grip normally takes a smaller-than-normal 
  magazine, though the magazine well does accept full-
  capacity 1911 magazines.  Like most shortened 1911-
  based designs, the Combat Master has a reputation 
  for finicky feeding, and dedicated users will expend 
  hundreds or even thousands of rounds to find the 
  most reliable loads for their guns.
  FN Model 1905/Colt Model 1908
  The first handgun chambered for the diminutive 
  .25 ACP (6.25x16mm) cartridge was the FN Model 
  1905, an ultra-compact semi-automatic designed by 
  John Browning.  The Model 1905 was built as a last-
  ditch defensive weapon, small and light enough to 
  conceal in almost any garment.  Browning also sold 
  the design to Colt’s Manufacturing Company, which 
  built and sold it under the Colt Model 1908 Vest Pocket 
  designation.  Both companies ceased production 
  by the middle of the 20th century, but numerous 
  examples (of varying degrees of preservation and 
  reliability) are available on the collector market.
  The Model 1905 is a single-action pistol with a 
  grip safety, a six-round magazine, and a grip barely 
  large enough for three fingers.  Its sights are so small 
  that they may as well be nonexistent in most situations 
  in which they’d actually be needed.  Shooters with 
  large hands may find themselves better served by 
  just pointing and squeezing the gun than by actually 
  trying to aim and press the trigger normally.  It’s 
  arguably a weapon whose deterrent factor outweighs 
  its actual lethality.  Although police have seized 
  numerous Model 1905s (and copies thereof) over the 
  century since the gun’s introduction, it features more 
  prominently in detective fiction than in real-world 
  murder investigations.  From a style perspective, 
  however, it’s a perfect weapon for a femme fatale 
  to keep in a purse or garter, or for a retro hero or 
  henchman to stash in his eponymous vest pocket.
  From a game perspective, John Browning’s later 
  Baby Browning pocket pistol is identical.  It’s also 
  a six-round .25 ACP autoloader, albeit lacking the 
  earlier design’s grip safety.
  
  3
  Note (Spycraft): The FN Model 1905 appears 
  in Spycraft 2.0 as the Colt Model 1908 Vest Pocket. 
  Slightly different traits are given in this supplement 
  as the FN Model 1905.  The two weapons are identical 
  from an engineering perspective.  Purists should 
  choose whichever set of traits they prefer and run with 
  those numbers for guns from both manufacturers.
  FN Model 1910/1922 
  Another John Browning design, the Model 
  1910 was the first that Browning failed to sell to 
  both Fabrique Nationale and Colt.  This made 
  the slim, lightweight pistol common in Europe 
  during the first half of the 20th century, but 
  relatively unknown on the American market.  The 
  gun’s design includes Browning’s characteristic 
  grip safety, as well as the external and magazine 
  disconnect safeties that would later appear on his 
  last design, the FN Hi-Power.  The Model 1910’s 
  greatest claim to fame, though, is historical 
  rather than mechanical.  In 1914, Gavrilo Princip 
  wielded the .380 Model 1910 with serial number 
  19074 to assassinate Archduke Franz Ferdinand 
  and ignite World War I.  The big guns aren’t 
  always the ones to determine the course of 
  history...
  Post-World 
  War 
  I, 
  the 
  newly-fledged 
  Yugoslav government evaluated the Model 1910 
  as a military sidearm.  Their requested changes – 
  increased magazine capacity and a longer barrel 
  – resulted in the FN Model 1922, which became 
  one of the most common European military and 
  police sidearms of the inter-war years.  During 
  World War II, German capture of Yugoslavian 
  armories 
  and 
  Belgian 
  production 
  facilities 
  pressed the Model 1922 into Nazi service as the 
  P641 (.380 ACP) and P626 (.32 ACP, mainly 
  issued to Luftwaffe aviators).
  The Model 1922 finally found its way to the 
  American market in the 1950s as the Browning 
  Model 1955.  Changes to U.S. weapon import 
  laws brought about yet another version, the 
  Model 1971, which remained in production until 
  the mid-1980s.  For game purposes, both of these 
  later versions are identical to the Model 1922.
  Kel-Tec P-Series
  Florida-based Kel-Tec CNC Industries launched 
  its handgun line in 1995 with the P-11, an ultra-compact 
  polymer handgun chambered for 9mm Parabellum. 
  The company’s founder and chief designer is George 
  Kelgren, formerly an engineer for Grendel before 
  that gun manufacturer went out of business.  All Kel-
  Tec pistols feature polymer frames and aluminum 
  slides to keep weight down.  Manufacturing quality is 
  sporadic, to the point that the owners’ community has 
  a standard “fluff and buff” laundry list of polishing 
  and sanding that should be performed on a new Kel-
  Tec gun to increase its reliability.  Still, these guns are 
  immensely popular among shooters who need light 
  and inexpensive pocket pistols for deep concealment. 
  Kel-Tec P-series pistols include:
  The first P-series gun was the P-11, a continuation 
  of Kelgren’s earlier work on the Grendel P-12.  At the 
  time of its introduction, the P-11 was the smallest and 
  lightest 9mm handgun on the market.  
  The follow-on to the P-11 was the P32, a .32 ACP 
  pistol that remains the smallest member of Kel-
  Tec’s product line.  Many shooters consider .32 ACP 
  marginal for self-defense, but the round’s low energy 
  also means low recoil, making the P32 the least 
  painful Kel-Tec pistol to shoot.
  The current flagship of the Kel-Tec line is the 
  P3AT (pronounced “Pee-three-eighty”).  As the name 
  suggests, it’s chambered for .380 ACP.  The P3AT 
  shares a close family resemblance with the P32, 
  both externally and internally, though it’s noticeably 
  larger when the two are compared side by side.  The 
  P3AT maintains a strong reputation for having an 
  ideal balance of lethality and concealabilty.  In 2008, 
  Ruger introduced the LCP, which is not a direct P3AT 
  copy but bears a strong resemblance to the Kel-Tec 
  design (and is identical for game purposes).
  Note (Spycraft): The Kel-Tec P3AT appears 
  in Spycraft 2.0.  Traits given in this supplement are 
  modified for accuracy.
  Stage III Quirk (Reflex) – Unreliable 1: For 
  the purposes of triggering breakdowns, every Kel-Tec 
  pistol’s weapon’s Wear is considered to be 1 higher 
  than its actual value.  Unlike most weapons with this 
  quirk, this does apply to a like-new (Wear 0) gun.
  
  4
  Walther PP and PPK
  Few compact pistols are as iconic as the 
  Walther Polezei Pistole and its smaller derivative.  
  Introduced in 1929, the PP was, as its name suggests, 
  originally marketed for law enforcement use, 
  though it also attained widespread popularity with 
  civilian purchasers.  It was noteworthy for its time 
  in being one of the first successful double-action/
  single-action handguns, with a long, heavy trigger 
  pull on the first shot both cocking the hammer and 
  releasing the sear.  Subsequent shots with such 
  an action use a shorter, lighter single-action pull, 
  and the gun’s manual safety lever also decocks the 
  hammer.  The original PP was chambered for .32 
  ACP (7.65mm), quickly followed by a variant in the 
  more powerful .380 ACP (9x17mm or “9mm kurz”).  
  A rare few were made in .25 ACP, and occasional 
  production runs also have been available in .22 LR; 
  both of these have more value to collectors than to 
  gunmen.
  Though the PP was groundbreaking, the smaller 
  PPK, which followed in 1931, is the version that’s 
  imprinted itself more deeply in popular culture.  The 
  PPK was scaled down in every dimension, making 
  it more suitable for concealment at the expense of 
  magazine capacity.  Sources differ on the meaning 
  of the “K” in the acronym.  The most common 
  interpretation is Kurz (“short”), perhaps due to 
  Heckler & Koch’s later use of a K suffix to denote 
  a shortened model of a base firearm.  However, 
  a more likely interpretation is Kriminalmodell, 
  idiomatically translated to “Model for Criminal 
  Investigators,” which is more in keeping with the 
  PPK’s original law enforcement market.
  In addition to original German production, 
  the PP and PPK have been made under license in 
  France (by Manurhin) and the United States (by 
  Interarms, and later and currently by Smith & 
  Wesson).  Several other manufacturers have copied 
  the PP’s design to varying degrees.  For game 
  purposes, designs with identical traits include the 
  Czech vz.50 (.32 ACP), the Hungarian FEG PA-63 
  (.32 ACP and .380 ACP), and the Argentine Bersa 
  Thunder 380 (.380 ACP).  Also, the Makarov PM’s 
  design reputedly descends from the PP.
  Note (Spycraft): The PP and PPK both appear 
  in Spycraft 2.0.  However, magazine capacities are 
  incorrect.  The correct values are:
  Caliber
  PP
  PPK
  .22 LR
  10M7
  8M9
  .25 ACP
  9M8
  7M10
  .32 ACP
  8M8
  7M9
  .380 ACP
  7M8
  6M9
  Walther PPS
  Despite its name, Walther’s Police Pistol Slim 
  is sold primarily on the American civilian market.  
  More specifically, it’s marketed toward the several 
  million Americans who hold concealed deadly 
  weapon licenses.  This polymer-framed compact 
  pistol is chambered for common modern defensive 
  calibers (9mm and .40 S&W) while being designed 
  for the minimum possible thickness and grip height 
  – qualities of paramount importance in concealing 
  a handgun.  Its slide release is recessed to prevent 
  snagging on clothing during the draw, and the 
  magazine release is built into the trigger guard for the 
  same reason.  No manual safety is fitted, but removing 
  the grip’s backstrap – an action recommended only 
  for storage – engages an internal mechanism that 
  locks the trigger.
  As with many firearms this size, the standard 
  magazines fit flush with the butt, which offers only 
  a three-fingered grip for all but the smallest hands. 
  Walther offers magazines in capacities both 1 and 
  2 larger than standard, which protrude farther out 
  and allow a full-hand grip at the expense of some 
  concealability.  A likely doctrine for a shooter carrying 
  the PPS is to load a standard magazine for optimum 
  concealment and carry extended spares for reloading 
  in an extended gunfight.
  
  
  Special 
  Rules 
  (Spycraft): 
  The 
  basic 
  ammunition load for a Walther PPS is one magazine 
  at standard capacity (6 rounds for 9mm, 5 rounds 
  for .40 S&W) and either three +1 magazines or two 
  +2 magazines.  If an extended magazine is loaded, 
  the increase in overall dimensions moves the PPS 
  from holdout pistol size (F/1h) to backup pistol size 
  (D/1h).
  ZVI Kevin
  ZVI has been part of the Czech defense industry 
  since the 1930s, when it was one of many factories in 
  the Brno’s Česká Zbrojovka arms complex.  Its primary 
  focus since the end of the Cold War was machine 
  guns, autocannons, and munitions on the heavier 
  end of the martial spectrum.  In 2007, however, the 
  company introduced the ultra-compact Kevin.  This 
  diminutive weapon – just over 4.5 inches long and 
  3.7 inches tall – is available in both .380 ACP and 
  9x18mm Makarov.  The Kevin is slightly heavier than 
  other pistols its size and uses a delayed blowback 
  action, both factors which reduce its recoil to some 
  degree.  Cosmetically, it’s a distinctive design, with 
  an oversized trigger guard that reaches all the way to 
  the end of its stubby 2.25-inch barrel.
  Some readers may recently have seen the Kevin in 
  gun shop cases under a different name.  The Kevin’s 
  size makes it illegal for U.S. import, but in late 2008, 
  Magnum Research began license-building it for the 
  American market.  This incarnation, which features 
  minor cosmetic changes, is sold under the Micro 
  Desert Eagle name, capitalizing on the brand identity 
  of Magnum Research’s best-known product.  As of 
  this writing, the Micro is available only in .380 ACP; 
  9x18mm Makarov is a relatively unpopular caliber in 
  the U.S.
  revolvers
  From the perspective of the gunman seeking a 
  compact last-ditch weapon, a revolver has a lot to offer. 
  Its simple construction (at least, when compared to 
  an autoloader) renders it virtually immune to most 
  jams and misfeeds, even when stuffed in a pocket or 
  waistband and clogged with lint and body oils.  It has 
  minimal controls – only a trigger and a cylinder catch 
  – which makes for ease of handling under stress.  The 
  procedure for resolving a misfire is dead simple: pull 
  the trigger again to rotate the next round under the 
  hammer.  The gun’s rounded form and lack of sharp 
  angles can blend well with the shape of the human 
  body, improving concealability.  While it’s true that 
  a revolver in any combat-effective caliber is low 
  in capacity and short in effective range, this gun is 
  intended for use in firefights where the impact of 
  those disadvantages is minimized: swift and brutal 
  engagements at bad breath distance.  One way or 
  another, the fight will be over before the shooter 
  needs to reload.
  With all this said, revolvers present an interesting 
  problem in game design because of the basic similarity 
  among models.  The revolver is the oldest handgun 
  design still favored for use in the modern era, and 
  engineers have had quite some time to optimize the 
  hardware.  For the purposes of covert armament, the 
  archetypal five-shot .38 Special holdout revolver can 
  represent a wide array of specific makes and models, 
  none of which have any significant difference when 
  modeled in either Spycraft 2.0 or the Reflex System. 
  Thus, the following designs are among those that 
  distinguish themselves in other ways than pure 
  numbers.
  Colt D-Frames
  ”D-frame” was Colt’s designation for a series of 
  revolvers that originated in the first decade of the 
  20th century.  This entry focuses on the smallest 
  of the line, those produced in .38 Special with two-
  inch barrels.  Notably for pocket-sized revolvers, the 
  D-frame models share six-round cylinders rather 
  than the more common five-round capacity of most 
  competing models.
  The best-known D-frame is the Detective Special, 
  a marketing name given to the existing snub-nosed 
  .38 Special D-frames in the 1920s.  Along with the 
  Smith & Wesson Chief’s Special, this is the archetypal 
  “snubbie,” seen at the climax of innumerable classic 
  noir films.
  The Cobra and Agent, respectively introduced 
  in the 1950s and 60s, were built on frames of 
  aluminum alloy rather than stainless steel.  This new 
  construction method reduced both weight and cost, 
  though it did come at a price: many Cobras and Agents 
  were unable to withstand the rigors of extensive 
  practice with high-pressure “+P” ammunition and 
  developed stress fractures or even stretched frames. 
  The primary difference between the models is in the 
  
  6
  length of the grip: the Agent’s is slightly truncated for 
  better concealment.
  The rarest of the D-frames is the Colt 
  Aircrewman.  During the early Cold War, the U.S. 
  Air Force was seeking the lightest possible survival 
  sidearm for its aviators.  In 1951, Colt produced 
  just under 1,200 D-frame pistols with aluminum 
  frames and cylinders, using steel only for the barrel 
  and a few internal parts.  Ultimately, the saved 
  ounces weren’t enough to offset the shortened 
  life expectancy of a gun made of relatively soft 
  metal firing full-power ammunition.  The Air 
  Force judged the weapons unsafe for service and 
  returned them to Colt’s factory, where most were 
  destroyed.  The few remaining examples collect 
  high premiums on the collector’s market and are 
  too precious for their owners to actually risk in 
  use.  However, apocryphal stories continue to 
  circulate about these guns’ invisibility to security 
  magnetometers due to their low ferrous metal 
  content.
  Stage III Quirk (Reflex) – Fragile 1: For 
  the purposes of accruing Wear, a Colt Aircrewman’s 
  level of use is considered to be 1 level higher than 
  actual use or conditions would indicate.  This does 
  not apply to the other D-frame models presented 
  here.
  Ruger LCR
  In 2009, building on the success of the 
  earlier LCP (see the preceding Kel-Tec P3AT 
  description), Ruger launched a rare departure from 
  conventional firearm design: a polymer revolver.  
  The Lightweight Compact Revolver features an 
  aluminum and polymer structure wrapped around 
  a traditional steel cylinder and barrel.  Weighing 
  in at 13.5 ounces, the LCR appears to be Ruger’s 
  challenge to Smith & Wesson’s current dominance 
  of the American market for concealable revolvers.  
  The gun has just entered distribution channels as 
  of this writing, but early reviews are promising.  
  In addition to the base model, Ruger offers an 
  LCR-LG variant with a laser grip (see p. 15).
  Taurus Model 327
  The Model 327 is Brazilian-based Taurus’ initial 
  offering in a relatively new caliber: .327 Federal 
  Magnum.  The revolver is an archetypal snub-nose, 
  notable primarily for its chambering rather than any 
  revolutionary engineering feature.  Ballistically, the 
  cartridge – developed jointly by Ruger and ATK and 
  released in 2008 – falls midway between .38 Special 
  and .357 Magnum.  It’s the latest iteration of a series 
  of .30 caliber handgun cartridges stretching back 
  over a century.  Like any revolver chambered for 
  .327 Federal Magnum, the Model 327 can also accept 
  lower-powered .32 S&W and .32 H&R Magnum 
  ammunition.
  submAChine Guns
  KBP PP-90
  In the 1980s, weapon engineer Eugene Stoner 
  designed the ARES FMG (see Shooter’s Guide: Alternate 
  Arms), a submachine gun designed to fold around its 
  pistol grip and magazine into a compact rectangle 
  unrecognizable as a firearm.  The FMG never entered 
  production – but the concept spread.  One close copy of 
  the FMG known to have seen at least limited production 
  is the Russian-designed PP-90.  it was ostensibly 
  intended for undercover law enforcement officers and 
  special operations troops.  The PP-90 reputedly was 
  deployed in limited numbers, only to be shelved due 
  to poor performance and ergonomics.  The weapon 
  has no single-shot setting (a trait later rectified in the 
  otherwise-identical PP-90M).  Its barrel is threaded for 
  a suppressor.  The PP-90 can’t be fired while folded.
  Special Rules (Reflex): Unfolding or folding the 
  PP-90 is a 3-tick action.  While the weapon is folded, its 
  Bulk becomes 1.
  
  
  Magpul FMG9
  The latest evolution of the folding submachine gun 
  concept doesn’t yet exist outside non-firing prototype 
  form (so GCs and GMs may feel free to forbid its use 
  in their games).  Magpul Industries’ Folding Machine 
  Gun, which appeared at the 2008 SHOT Show, is a 
  black polymer block about 1” x 5” x 9” when minimized, 
  featureless except for a detachable carrying handle.  At 
  the press of a button, the package springs open like a 
  psychotic jack-in-the-box, transforming into a compact 
  submachine gun built around a lightly modified Glock 
  handgun action.  As of this writing, Magpul has not 
  announced any plans to put the FMG9 into production, 
  and the limited economic viability of such a weapon 
  makes this unlikely – but we can dream.  Game traits 
  for the FMG9 are somewhat speculative due to the lack 
  of detailed information on a production model, but are 
  based on the expected Glock-derived engineering and 
  use of standard 9mm Glock magazines.
  Note (Reflex): This weapon is not available in 
  the Twilight: 2013 setting without GM approval.
  Special Rules (Reflex): Unfolding or folding 
  the FMG-9 is a 3-tick action.  While the weapon is 
  folded, its Bulk becomes 1.  
  shotGuns
  Serbu Super Shorty
  At an overall length of 16.5 inches, the Super 
  Shorty may be the shortest professionally-made 
  shotgun in the world.  A Super Shorty begins life as a 
  normal pump-action shotgun – typically a Mossberg 
  Maverick, Mossberg Model 500, or Remington 
  Model 870.  When the gun falls into Serbu Firearms’ 
  hands, a gunsmith modifys it by cutting the barrel 
  to six and a half inches, shortening the magazine to 
  match, and adding a hinged foregrip that folds flat 
  along the magazine for storage.  The result is a brutal 
  close-range weapon capable of doing almost as much 
  damage to the shooter as the target – but the tactical 
  surprise of deploying a pump-action shotgun in a 
  knife fight may be worth the pain of the recoil.  The 
  truncation of the magazine reduces it to a capacity of 
  only two rounds, so most users carry the weapon with 
  a third round in the chamber.
  Super What?
  The Super Shorty occupies an interesting niche 
  in American firearm law.  A short-barreled shotgun 
  – SBS – is a shotgun with a barrel under 18 inches or 
  an overall length less than 26 inches.  Any SBS is a 
  restricted weapon under the National Firearms Act 
  of 1934.  An ordinary citizen who wants to (legally) 
  own one must purchase a $200 tax stamp and jump 
  through the hoops of a federal application process 
  requiring about three months to complete.  
  However, a shotgun with a barrel under 18 
  inches that never had a shoulder stock is classified 
  as an “Any Other Weapon” – AOW – which requires 
  the same application process but only a $5 tax 
  stamp.  As each Super Shorty starts out as a standard 
  shotgun with a pistol grip and no shoulder stock, 
  this makes the weapon one of the less expensive 
  options for gun enthusiasts wanting to own a NFA-
  regulated firearm.  Although its weight, recoil, and 
  magazine capacity make it impractical for combat 
  use in most circumstances, custom shoulder holsters 
  are available... and it’s technically legal for licensed 
  concealed carry under many American states’ laws 
  for such activities.
  
  
  oddities
  American Derringer Model 1
  The term “derringer” comes from a misspelling 
  of the maker’s imprint of Henry Deringer.  An 
  American gunsmith of the mid-19th century, Deringer 
  specialized in pocket-sized cap-and-ball pistols.  Over 
  the intervening century and a half, the weapon class 
  derived from his name has come to include to any 
  pocket-sized handgun with a separate barrel for each 
  round.  These weapons have limited ammunition 
  capacity and accuracy, but two shots often are better 
  than none...
  This archetypal example of a modern derringer 
  sacrifices all else in pursuit of size and weight 
  reduction.  The single-action Model 1 is available in 
  a variety of calibers, many of which deliver enough 
  recoil energy to take the weapon right out of an 
  unprepared shooter’s hand.  The half-dozen given 
  game traits here are merely the most common.
  Special Rules (Spycraft): The Model 1 is 
  considered a holdout pistol.
  Braverman Stinger
  Single-shot firearms built into various innocuous 
  objects are scattered across firearm history.  However, 
  the Braverman Stinger is one of the few such weapons 
  to enter mass production.  This rare gun, produced 
  sporadically by at least three different companies 
  between 1992 and 2004, typifies the pen gun.  In its 
  everyday configuration, it resembles a thick-bodied 
  fountain pen.  When readied, one end folds down to 
  vaguely resemble a grip, the trigger unfolds from the 
  body, and the Stinger’s one round of ammunition 
  is ready to fire.  The reloading process involves 
  unscrewing the barrel from the body of the Stinger to 
  manually extract the spent casing.
  Special Rules (Reflex): Reloading the Stinger 
  requires a Reset Weapons operational action.
  Special Rules (Spycraft): A character cannot 
  reload the Stinger during combat.  The Stinger 
  is considered a holdout pistol for all purposes of 
  weapon classification except proficiency (it requires 
  the Blunt weapon proficiency) and maximum range 
  (only 5 increments).  Furthermore, a character 
  may requisition two Stingers with a single Caliber I 
  Weapon or Gadget pick.
  Stage III Quirk (Reflex) – Weird: Wielding 
  a Stinger is almost as strange as pointing an index 
  finger and screaming “bang!”  Consequently, it’s 
  a little awkward for new users.  If a character isn’t 
  experienced with the gun, he suffers a –1 penalty to 
  all attacks, and readying the weapon takes 2 ticks 
  more than normal.  These penalties are removed after 
  a “familiarization fire” session of at least 100 rounds, 
  or if the weapon becomes part of the character’s 
  personal equipment.
  Mare’s Leg
  The historical authenticity of the Mare’s Leg 
  is debatable, but this unique gun is an occasional 
  signature weapon of Western heroes on silver and 
  small screens alike.  A Mare’s Leg – apocryphally, so 
  named by Steve McQueen because it “kicked at both 
  ends” – is a lever-action rifle cut down to a twelve-
  inch barrel and abbreviated stock, with an overall 
  length of just under two feet.  The resulting weapon’s 
  practical value in a gunfight is questionable, but it 
  does look good on film, particularly when the shooter 
  “spin-cocks” the action.  Over the last few decades, 
  several companies have catered to shooters who grew 
  up on Westerns by producing replica Mare’s Legs in 
  various calibers.
  The original Mare’s Leg prop guns were based 
  on Winchester Model 1892s chambered for .44-40 
  caliber.  Commercial replicas are available in the 
  original caliber, as well as .44 Magnum and .45 Long 
  Colt.  In theory, just about any lever-action rifle can 
  be truncated into a Mare’s Leg configuration, but let 
  the shooter beware the recoil of a large-bore hunting 
  rifle chopped down into such a weapon...
  Special Rules (Reflex): A Mare’s Leg normally 
  requires two hands to wield.  A character can wield 
  it in only one hand, but the Speed of each attack 
  increases by 1.
  Special Rules (Spycraft): A Mare’s Leg 
  is considered a lever-action rifle (introduced in 
  Shooter’s Guide: Pistol-Caliber Carbines), despite its 
  nonstandard form factor.  Attacks with lever-action 
  rifles use the Rifle proficiency and the attacker’s 
  Dexterity modifier, and untrained attacks suffer a –4 
  penalty.  All lever-action rifles have a damage save 
  bonus of +14, can be fired only in single-shot mode, 
  and can accept only optics upgrades.
  Stage III Quirk (Reflex) – Image: Like 
  all lever-action rifles, this is an archaic design that 
  offers few quantifiable advantages over more modern 
  weapons, particularly when chopped down to function 
  as an oversized handgun. However, choosing to carry 
  it is a statement in and of itself, an evocation of Old 
  West imagery and the associated values. Use of a 
  
  
  Mare’s Leg as a primary weapon grants a +2 bonus 
  to all uses of the character’s Luck reputation aspect 
  – if and only if the observer shares the same cultural 
  image of cowboys. This bonus becomes a penalty 
  if the character demonstrates gross incompetence 
  with the weapon. Adopting the gun as a character’s 
  primary weapon may also, at the GM’s discretion, be 
  worth a survival point.
  Stage III Quirk (Reflex) – Weird: The 
  Mare’s Leg’s ergonomics match those of neither a 
  handgun nor a shoulder arm.  Consequently, it’s 
  a little awkward for new users.  If a character isn’t 
  experienced with the gun, he suffers a –1 penalty to 
  all attacks, and readying or reloading the weapon 
  takes 2 ticks more than normal.  These penalties are 
  removed after a “familiarization fire” session of at 
  least 100 rounds, or if the weapon becomes part of 
  the character’s personal equipment.
  Minneapolis Protector
  In the 1880s, the state of the art in concealable 
  firearms was a double-barreled derringer.  Perhaps 
  Parisian designer Jacques Turbiaux sought to 
  overcome the capacity limitations of such weapons 
  when he developed his Le Protector.  This idiosyncratic 
  weapon vaguely resembles a pocket watch with a 
  hinged lever on one side of the disk’s edge and a 
  stubby barrel opposite it.  Internally, a radial cylinder 
  holds individual rounds facing outward.  To fire, the 
  shooter wraps his hand around the weapon with the 
  barrel pointing out between his fingers and squeezes. 
  The double-action mechanism rotates the cylinder 
  and fires a single round with each squeeze.  Reloading 
  requires partial disassembly of the gun to remove the 
  cylinder.
  The original Le Protectors were chambered 
  for the 8mm Gaulois and 6mm Protector black 
  powder cartridges – respectively, in 7- and 10-round 
  capacities.  Turbiaux licensed his design in several 
  countries, including the United States, where the 
  Minneapolis Firearms Company, and later the Chicago 
  Firearms Company, produced it in the .32 Extra Short 
  chambering.  Protector production was low in all 
  variations, and all surviving examples are collector’s 
  items today.  Ammunition in all calibers has been out 
  of production for the better part of a century, making 
  this an unlikely option for use in the modern era.
  Special Rules (Spycraft): The Protector 
  is considered a holdout pistol for all purposes of 
  weapon classification except proficiency (it requires 
  the Blunt weapon proficiency) and maximum range 
  (only 5 increments).
  Semmerling LM4 
  The Semmerling pistols of the 1980s were the 
  the smallest .45 ACP firearms ever made, and the 
  LM4 was the only one offered for public sale.  At only 
  5.2 inches long, 3.7 inches tall, and 0.9 inches thick, 
  it’s just barely large enough to contain its full load 
  of five rounds (four in the magazine and one in the 
  chamber).  The LM4 is classified as an “oddity” in this 
  supplement because of its action: while it resembles 
  an autoloader, it’s actually manually operated.  
  Thumbing the slide forward ejects the spent casing and 
  bringing it rearward again chambers the next round.  
  An experienced shooter can cycle the action in about 
  one second.  The only other control is the magazine 
  catch.  Built in an era before aluminum alloys and 
  polymers, the LM4 is all steel – surprisingly heavy 
  for its size, but this does make the recoil somewhat 
  manageable.
  Each of the 600 or so LM4s was hand-made, 
  whether for private or government purchase. 
  Examples today are collector’s items, though it’s 
  likely that quite a few are still in service as backup or 
  covert weapons in the hands of old-school gunmen. 
  American 
  Derringer 
  began 
  producing 
  limited 
  numbers of LM4s in the mid-1990s, but these are 
  only slightly easier to acquire.
  Special Rules (Reflex): The first shot in a scene 
  with an LM4 has Speed 1/2/4.  Each subsequent shot 
  has the printed speed.
  Special Rules (Spycraft): The LM4 is 
  considered a holdout pistol.
  
  10
  ACCessories & upGrAdes
  Holsters
  A typical high-quality holster is designed to 
  accept one specific weapon (or family of weapons 
  with identical dimensions, such as all full-size Glock 
  models).  This provides a hand-in-glove fit which 
  keeps the weapon secure through the wearer’s 
  normal range of movement.  It does not, however, 
  accommodate a weapon with external accessories – 
  lasers, lights, sights, suppressors – attached.  Unless 
  otherwise noted, each type of holster presented here 
  must be acquired for a specific model of handgun 
  and will accept only that weapon – and only in an 
  unaccessorized state.
  Traditional holsters are leather, but heavy-
  duty nylon became an option in the latter decades 
  of the 20th century.  In the 1990s, molded polymer 
  and carbon fiber also attained popularity.  Many 
  shooters who work extensively with handguns have 
  strong preferences regarding performance and 
  aesthetics.  For game purposes, all holster materials 
  are identical.
  (As always, specific cases of reality should trump 
  the general rules presented here.  If you’re enough 
  of a hoplological pedant to know from personal 
  experience that a Browning Hi-Power will fit into a 
  holster made for a Colt M1911, or that a Kydex holster 
  is less likely that a leather one to deform while the 
  gun is out of it, go with what you know – assuming, of 
  course, that you can convince your GC/GM that your 
  preferred level of detail really matters.)
  For Spycraft 2.0, the following items expand on 
  (and replace) the concealed, holdout, shoulder, and 
  tactical holsters presented in the core book.
  Belly band
  This wide elasticized band is best described as a 
  “gun girdle.”  It includes a single holster, as well as 
  several pockets for magazines, handcuffs, or other 
  necessities.  As the name implies, it’s worn around the 
  lower torso, anywhere between the solar plexus and the 
  waistline.  A belly band is slower to access than other 
  concealment options, but it holds its contents tight 
  to the body and is relatively easy to conceal under a 
  loose-fitting shirt.  An improvised (if painful) solution 
  with the same game effects is a strip of duct tape.
  Special Rules (Reflex): Readying a weapon 
  from a belly band requires 2 ticks more than normal 
  (3 if the wearer is in cold weather or heavier clothing). 
  Any attempt to detect a weapon in a belly band suffers 
  a –2 penalty.
  Special Rules (Spycraft): Readying a weapon 
  from a belly band requires 1 half action but decreases 
  the wearer’s Initiative Count by 3.  Further,  the 
  DCs of Notice and Search checks made to detect a 
  weapon in a belly band increase by 3.
  Holster, ankle
  This is a small holster with an elastic or leather 
  ankle strap.  It’s intended to be worn on the inside of 
  the ankle opposite the hand the shooter uses to draw.  
  The advantage of an ankle holster is concealment: 
  visual searches and even cursory pat-downs rarely go 
  as far down as the end of the pants leg.  On the down 
  side, it’s impossible to draw from an ankle holster 
  on the move, and kneeling down in the middle of a 
  firefight can be considered bad form.
  Special Rules (Reflex): A character wearing 
  an ankle holster can’t sprint.  If the weapon’s weight 
  in kilograms exceeds one-tenth his Muscle, he can’t 
  run, either.  Readying a weapon from an ankle 
  holster requires 1 tick more than normal and the 
  character must be kneeling or prone.  Ay attempt to 
  detect a weapon in this holster suffers a –2 penalty.
  Special 
  Rules 
  (Spycraft): 
  Readying a 
  weapon from an ankle holster requires 1 half action 
  but decreases the wielder’s Initiative Count by 10 
  – unless the wearer is crouched or prone, in which 
  case it only decreases the wielder’s Initiative Count 
  by 2.  Further, the DCs of Notice and Spot checks 
  made to detect a weapon in this holster increase by 
  4. 
  Holster, belt
  The standard in modern holsters is a simple 
  sheath that attaches the weapon to the wearer’s 
  belt, riding outside the waistband.  Concealment 
  comes from a loose outer garment that drapes over 
  the weapon.  Most belt holsters are designed to be 
  worn on the same side as the shooter’s dominant 
  hand.  “Crossdraw” models are designed to ride 
  on the opposite side, requiring the wearer to reach 
  across his body to access the weapon.  In practice, 
  crossdraw holsters are easier to use while sitting, but 
  the extended draw movement may expose the user 
  to a preemptive grapple or disarm if an aggressor is 
  close enough.  For game purposes, both are identical 
  unless the GM has a case of the realisms.
  Special Rules (Reflex): No game effect.
  Special Rules (Spycraft): No game effect.  
  Any handgun acquired as personal or mission gear 
  includes a belt holster unless the character acquires 
  a different holster type.
  
  11
  Holster, concealed
  This variant of the belt holster is designed to ride 
  inside the waistband, putting an additional layer of 
  clothing between the contents and an observer.  Many 
  concealed holsters feature low-profile belt clips that 
  allow the wearer to tuck in his shirt over the holster.
  Special Rules (Reflex): Readying a weapon 
  from a concealed holster requires 1 tick more than 
  normal.  Any attempt to detect a weapon in this 
  holster suffers a –1 penalty.
  Special Rules (Spycraft): Readying a weapon 
  from this holster requires 1 half action but decreases 
  the wielder’s Initiative Count by 2.  Further, the DCs 
  of Notice and Search checks made to detect a weapon 
  in this holster increase by 2.
  Holster, pocket
  A rectangular leather “gun wallet” intended to 
  accept a single small handgun.  A pocket holster’s 
  primary functions are to break up the outline of a 
  gun in the wearer’s pocket and to keep the weapon 
  oriented for a draw.  Without a pocket holster, a 
  gun in a pocket tends to point itself in hazardous 
  directions and to suck all available pocket lint into its 
  mechanism.  An additional benefit of a pocket holster 
  is casual readying: the user can have his hand on his 
  gun, ready to draw and shoot, without being obvious 
  about it.
  Special Rules (Reflex): Readying a weapon 
  from a pocket holster requires 3 ticks more than 
  normal – unless the character has his hand on the 
  weapon before combat begins, in which case readying 
  it requires only 1 additional tick.  Any attempt to 
  detect a weapon in this holster suffers a –3 penalty.
  Special Rules (Spycraft): Readying a weapon 
  from a pocket holster requires 1 half action but 
  decreases the wielder’s Initiative Count by 8.  Further, 
  the DCs of Notice and Spot checks made to detect a 
  weapon in this holster increase by 4.
  Holster, retention
  The standard for uniformed police officers, a 
  retention holster is an obvious belt holster including a 
  robust restraing mechanism.  Depending on the precise 
  design, this may be a discreet latch, a hood or strap, or 
  an internal lock that releases only for a non-intuitive 
  drawing motion (biometrics are on the drawing board 
  and are a possibility for a setting featuring super-
  science).  This mechanism is no obstacle for a wearer 
  practiced in its use, but is secure enough that it’s easier 
  for an attacker to tear off the wearer’s pants than to 
  grab the gun out of the holster.  Retention holsters are 
  available in configurations that accept a handgun with 
  a single rail-mounted accessory.
  Special Rules (Reflex): Readying a weapon 
  from a retention holster requires 1 tick more than 
  normal.  However, any attempt to remove the weapon 
  from the holster without the wearer’s consent is 
  made with an Unskilled skill rating.  For concealment 
  purposes only, a weapon in a retention holster is 
  considered to have Bulk 2.
  Special Rules (Spycraft): Readying a weapon 
  from a retention holster requires 1 half action and 
  decreases the wielder’s Initiative Count by 1.  Further, 
  any attempt to remove the weapon from the holster 
  without the wearer’s consent automatically fails 
  unless the check results in a critical success.
  Holster, shoulder
  This rig is composed of a set of straps that hang a 
  holster under one of the wearer’s armpits.  The weight 
  is balanced by a pair of magazine or speedloader 
  pouches under the opposite armpit.  Concealment 
  depends on an outer garment thick enough to break 
  up the outline of the straps.  Shoulder holsters have 
  largely gone out of vogue in the modern day but can 
  still be found in the gun vaults of retro cops and 
  agents.
  Special Rules (Reflex): Readying a weapon 
  from a shoulder holster requires 1 tick more than 
  normal.  Any attempt to detect a weapon in this 
  holster suffers a –1 penalty.
  Special Rules (Spycraft): Readying a weapon 
  from a pocket holster requires 1 half action.  Further, 
  the DCs of Notice and Spot checks made to detect a 
  weapon in this holster increase by 1.
  Holster, tactical
  A rugged military-grade holster that hangs from 
  the wearer’s belt on a thick strap, with additional 
  straps securing it to the thigh.  Another strap keeps 
  the weapon in the holster through even the most 
  acrobatic movements.  An external pocket holds 
  a single spare magazine or speedloader.  Tactical 
  holsters are available in configurations that accept a 
  weapon with a suppressor and a single rail-mounted 
  accessory.
  Special Rules (Reflex): This is the same item 
  as the MLBE thigh holster (Twilight: 2013, p. 219).  
  For concealment purposes only, a weapon in a tactical 
  holster is considered to have Bulk 2.
  Special Rules (Spycraft): Readying a weapon 
  from a tactical holster requires 1 half action.  Further, 
  the holster imposes a –4 penalty on any check made 
  to remove the weapon from the holster without the 
  wearer’s consent.  In addition, the DCs of Notice and 
  Spot checks made to detect a weapon in this holster 
  decrease by 6.
  
  12
  Holster, undergarment
  Sold under such trade names as “Smartcarry” and 
  “Thunderwear,” this is an – ahem – deep-cover holster 
  designed to be worn completely inside the pants (but 
  hopefully over the user’s normal underclothes, if for no 
  other reason than to prevent chafing). The holster sits 
  at the centerline of the body, at the level of the lower 
  abdomen, with an adjustable belt that puts its weight on 
  the hips.  Due to social conventions, its contents tend to 
  be immune to both visual observation and even cursory 
  pat-down searches.  On the down side, it requires the 
  wearer to undo and reach into his pants to draw the 
  weapon.
  Special Rules (Reflex): Readying a weapon from 
  this holster requires 5 ticks more than normal.  After 
  readying the weapon, the wearer cannot move faster 
  than a walk until he takes a Don Clothing operational 
  action.  Any attempt to detect a weapon in this holster 
  suffers a –4 penalty.
  Special Rules (Spycraft): Readying a weapon 
  from this holster requires 1 full action.  Further, after 
  readying the weapon, the wearer’s Speed is halved 
  until he takes a half action to re-fasten his clothes.  In 
  addition, the DCs of Notice and Search checks made to 
  detect a weapon in this holster are increased by 8.
  Other Containers
  The following items will hold a single firearm and 
  its attached accessories.  Each of these containers is 
  carried rather than worn.
  Covert case
  A low-profile container for a long gun, this case 
  is designed to pass as luggage or an athletic bag while 
  keeping the weapon ready to deploy at a moment’s 
  notice.  A smaller exterior pocket includes three 
  magazine pouches.
  Special Rules (Reflex): Readying a weapon 
  from a covert case requires 2 ticks more than normal. 
  Visually identifying a covert case requires a successful 
  Tactics (AWA, TN –4) skill check; otherwise, it just 
  looks like a bag.
  Special Rules (Spycraft): Readying a weapon 
  from a covert case takes 1 half action but reduces the 
  wielder’s Initiative Count by 4.  An external inspection 
  of the case reveals its nature only if the skill check results 
  in a critical success. 
  Covert case, improvised
  Although access is a bit slower than with a purpose-
  built case, it is possible to stuff a submachine gun with a 
  folding stock into a tennis racket bag and stroll through 
  a shopping mall without gathering a second look.  Other 
  luggage and athletic bags can serve similar purposes.
  Special Rules (Reflex): Readying a weapon 
  from an improvised covert case requires 6 ticks 
  more than normal.  Visual identification requires a 
  successful Tactics (AWA, TN –3) or Streetcraft (AWA, 
  TN –3) skill check; otherwise, it just looks like a bag 
  with something heavy in it.
  Special Rules (Spycraft): Readying a weapon 
  from an improvised covert case takes 1 full action. 
  An external inspection of the case to identify it as 
  containing a weapon has a DC of 18. 
  Gun purse
  A stylish leather purse with an internal holster 
  that can accept any normal-sized or smaller handgun. 
  The holster is sewn into its own compartment with a 
  discreet snap or zipper.  This keeps the gun separated 
  from the purse’s other contents that might otherwise 
  work their way into the weapon’s mechanism.
  Special Rules (Reflex): Readying a weapon 
  from a gun purse requires 2 ticks more than normal.  
  Visual identification requires a successful Forensics 
  (AWA, TN –4) or Tactics (AWA, TN –4) skill check; 
  otherwise, it just looks like a purse.  If the observer 
  is familiar with ladies’ fashion, the TN penalty is 
  reduced to –1.
  Special Rules (Spycraft): Readying a weapon 
  from a gun purse takes 1 half action but reduces the 
  wielder’s Initiative Count by 4.  An external inspection 
  of the purse reveals its nature only if the skill check 
  results in a critical success.  If the observer has an 
  Interest in ladies’ fashion or a similar topic, ordinary 
  success reveals that the purse isn’t quite normal.
  Tactical briefcase
  A briefcase or similar container built to hold a 
  small firearm, typically a submachine gun.  The case’s 
  interior is fitted with clamps to hold the weapon 
  securely, aligning its muzzle with a blow-through 
  panel.  A mechanical linkage connects the gun’s 
  trigger to a second trigger in the case’s handle.  This 
  apparatus allows the user to fire the weapon without 
  removing it from the case, albeit at reduced accuracy. 
  However, the gun cannot be reloaded in the case, nor 
  can its safety or other controls be manipulated.
  Special Rules (Reflex): A tactical briefcase can 
  be built to accept any firearm with Bulk 1+ or less.  A 
  character may not make snap or aimed shots while 
  using the weapon in this configuration.  Removing 
  the gun from the case takes an additional 4 ticks. 
  Visual identification requires a successful Forensics 
  (AWA, TN –3) or Tactics (AWA, TN –1) skill check; 
  otherwise, it just looks like a briefcase.
  Special Rules (Spycraft): While the gun is in 
  the case, it gains the IMP, INA (–4), QKY, and TNG 
  
  13
  qualities.  Removing the gun from the case requires 
  1 full action.  An external inspection of this case to 
  identify the upgrade has a DC of 21.  If a character 
  builds the case from scratch, this DC becomes his 
  Science/Fabrication check result.
  misCellAneous
  Laser sight, grip
  This innovation incorporates a standard (visible 
  red) laser sight and a pressure switch into a set of 
  replacement grip panels.  Under normal use, the 
  pressure switch keeps the laser activated as long as 
  the wielder’s hand is gripping the weapon.  A recessed 
  manual switch – for deactivating the laser to save 
  battery life, or to prevent discovery of an ambush – 
  also is fitted.  Due to size limits, the grip laser accepts 
  only a very small battery, which limits its operational 
  life.  Its primary advantage over a standard laser sight 
  is the fact that it doesn’t change the gun’s dimensions, 
  which means the gun still fits into standard holsters. 
  However, the grip panels prevent the fitting of any 
  other sort of custom grips.
  Special Rules (Reflex): A laser grip functions as 
  a standard laser sight (Twilight: 2013, p. 260), except 
  that it doesn’t occupy a rail accessory position.
  Special Rules (Spycraft): A laser grip 
  functions as a standard laser sight (Spycraft 2.0, p. 
  264), except that it doesn’t occupy a rail accessory 
  position.  A weapon fitted with a laser grip cannot 
  accept any other “grip” upgrade and cannot have the 
  ORN quality.
  Melt job
  In this extensive gunsmithing treatment, the 
  smith grinds and smooths every possible sharp edge 
  or protruding part of a weapon.  The end result is a 
  gun with a more rounded or melted look, facilitating 
  a smoother draw from concealment with a lessened 
  risk of snagging the weapon on clothing.  A melt job 
  cannot be removed or undone – restoring the weapon 
  to its original appearance is impossible.
  Special Rules (Reflex): When a character 
  readies a weapon with this upgrade from a holster 
  that imposes an tick penalty, that penalty is reduced 
  by 1.
  Special Rules (Spycraft): When a character 
  readies a weapon with this upgrade from a holster 
  that imposes an initiative penalty, that penalty is 
  reduced by 1.
  Gadget Gun Housings in Spycraft
  The tactical briefcase is the mundane version of 
  a miniature gear pick gadget (Spycraft 2.0, p. 223).  
  A super-science version is a Gadget gear pick with 
  a Caliber equal to the weapon’s own Caliber, rather 
  than a weapon upgrade.  However, a gun disguised 
  in this fashion functions normally – it gains the TNG 
  quality, but not IMP, INA, or QKY.  Such a weapon 
  housing follows the normal rules for gadgets.
  
  14
  reflex system rules
  The following tables provide Reflex System traits 
  for every weapon presented in this supplement.  The 
  tables are formatted for Stage II use.  For Stage I play, 
  discard the Recoil trait and the second Penetration 
  value.  For Stage III play, discard the printed Damage 
  and Penetration values in favor of the appropriate 
  ballistics tables (see following).
  tAble A: fireArms 
  Firearm
  Caliber
  Cap
  Dam
  Pen
  Rng
  ROF
  Spd
  Rec
  Bulk
  Wt
  BV
  SP
  Autoloaders
  Colt Mustang
  .380 ACP
  6
  4
  x4/Nil
  P/CQB
  S
  1/2/4
  6
  1–
  0.5 kg
  GG125
  $500
  Colt Mustang Pocketlite
  .380 ACP
  6
  4
  x4/Nil
  P/CQB
  S
  1/2/4
  7
  1–
  0.3 kg
  GG150
  $600
  Detonics Combat Master
  9mm P
  7
  4
  x3/x4
  GF/CQB
  S
  1/2/4
  7
  1
  0.8 kg
  GG250
  $1,000
  Detonics Combat Master
  .38 Super
  7
  5
  x3/x4
  GF/CQB
  S
  1/2/4
  8
  1
  0.8 kg
  GG150
  $1,200
  Detonics Combat Master
  .45 ACP
  6
  5
  x4/Nil
  GF/CQB
  S
  1/2/4
  11
  1
  0.8 kg
  GG200
  $800
  FN Model 1905
  .25 ACP
  6
  3
  Nil/Nil
  P/CQB
  S
  1/2/4
  3
  0
  0.4 kg
  GG100
  $400
  FN Model 1910
  .32 ACP
  7
  4
  x4/Nil
  P/CQB
  S
  1/2/4
  4
  1–
  0.6 kg
  GG125
  $500
  FN Model 1910
  .380 ACP
  6
  4
  x4/Nil
  P/CQB
  S
  1/2/4
  5
  1–
  0.6 kg
  GG125
  $500
  FN Model 1922
  .32 ACP
  8
  4
  x4/Nil
  GF/CQB
  S
  1/2/4
  3
  1
  0.7 kg
  GG125
  $400
  FN Model 1922
  .380 ACP
  8
  4
  x4/Nil
  GF/CQB
  S
  1/2/4
  5
  1
  0.7 kg
  GG125
  $400
  Kel-Tec P-11
  9mm P
  10
  4
  x3/x4
  P/CQB
  S
  1/2/4
  10
  1–
  0.4 kg
  GG100
  $400
  Kel-Tec P32
  .32 ACP
  7
  4
  x4/Nil
  P/CQB
  S
  1/2/4
  6
  0
  0.2 kg
  GG65
  $250
  Kel-Tec P3AT
  .380 ACP
  6
  4
  x4/Nil
  P/CQB
  S
  1/2/4
  9
  0
  0.2 kg
  GG65
  $250
  Walther PP
  .22 LR
  10
  3
  x4/Nil
  GF/CQB
  S
  1/2/4
  3
  1–
  0.7 kg
  GG95
  $750
  Walther PP
  .25 ACP
  9
  3
  Nil/Nil
  GF/CQB
  S
  1/2/4
  2
  1–
  0.7 kg
  GG250
  $2,000
  Walther PP
  .32 ACP
  8
  4
  x4/Nil
  GF/CQB
  S
  1/2/4
  3
  1–
  0.7 kg
  GG125
  $500
  Walther PP
  .380 ACP
  7
  4
  x4/Nil
  P/CQB
  S
  1/2/4
  5
  1–
  0.7 kg
  GG125
  $500
  Walther PPK
  .22 LR
  8
  3
  x4/Nil
  P/CQB
  S
  1/2/4
  3
  1–
  0.6 kg
  GG95
  $750
  Walther PPK
  .25 ACP
  7
  3
  Nil/Nil
  P/CQB
  S
  1/2/4
  2
  1–
  0.6 kg
  GG250
  $2,000
  Walther PPK
  .32 ACP
  7
  4
  x4/Nil
  P/CQB
  S
  1/2/4
  4
  1–
  0.6 kg
  GG125
  $500
  Walther PPK
  .380 ACP
  6
  4
  x4/Nil
  P/CQB
  S
  1/2/4
  5
  1–
  0.6 kg
  GG125
  $500
  Walther PPS
  9mm P
  6*
  4
  x3/x4
  P/CQB
  S
  1/2/4
  9
  1–
  0.5 kg
  GG150
  $600
  Walther PPS
  .40 S&W
  5*
  5
  x3/x4
  P/CQB
  S
  1/2/4
  11
  1–
  0.6 kg
  GG150
  $600
  ZVI Kevin
  .380 ACP
  6
  4
  x4/Nil
  P/CQB
  S
  1/2/4
  5
  0
  0.4 kg
  GG140
  $550
  ZVI Kevin
  9mm Makarov
  6
  4
  x4/Nil
  P/CQB
  S
  1/2/4
  6
  0
  0.4 kg
  GG150
  $600
  Revolvers
  Colt Aircrewman
  .38 Special
  6(cy)
  4
  x4/Nil
  P/CQB
  S
  1/2/4
  8
  1–
  0.4 kg
  GG190
  $3,000
  Colt Agent/Cobra
  .38 Special
  6(cy)
  4
  x4/Nil
  P/CQB
  S
  1/2/4
  8
  1–
  0.4 kg
  GG60
  $250
  Colt Detective Special
  .32 Long Colt
  6(cy)
  4
  Nil/Nil
  P/CQB
  S
  1/2/4
  4
  1–
  0.5 kg
  GG125
  $500
  Colt Detective Special
  .38 Special
  6(cy)
  4
  x4/Nil
  P/CQB
  S
  1/2/4
  7
  1–
  0.5 kg
  GG60
  $250
  Ruger LCR
  .38 Special
  5(cy)
  4
  x4/Nil
  P/CQB
  S
  1/2/4
  8
  1–
  0.4 kg
  GG115
  $450
  Ruger LCR-LG
  .38 Special
  5(cy)
  4
  x4/Nil
  P/CQB
  S
  1/2/4
  8
  1–
  0.4 kg
  GG200
  $800
  Taurus Model 327
  .327 FedMag
  6(cy)
  4
  x3/x4
  P/CQB
  S
  1/2/4
  7
  1–
  0.7 kg
  GG75
  $400
  Submachine Guns
  KBP PP-90
  9mm Makarov
  30
  4
  x4/Nil
  CQB/T
  B4
  2/3/5
  4
  2
  1.4 kg
  GG500
  $1,500
  Magpul FMG9
  9mm P
  31
  4
  x3/x4
  P/T
  S/B6
  2/3/5
  6
  2
  1.1 kg
  GG900
  $1,800
  Shotguns
  Serbu Super Shorty
  20ga
  2
  9
  x4/Nil
  P/CQB
  S
  2/3/5
  17
  2
  1.1 kg
  GG175
  $700
  Serbu Super Shorty
  12ga
  2
  10
  x4/Nil
  P/CQB
  S
  2/3/5
  27
  2
  1.8 kg
  GG175
  $700
  
  1
  tAble A: fireArms Continued
  Firearm
  Caliber
  Cap
  Dam
  Pen
  Rng
  ROF
  Spd
  Rec
  Bulk
  Wt
  BV
  SP
  Oddities
  AmDerr Model 1
  .22 LR
  2(in)
  3
  x4/Nil
  P/CQB
  S
  1/2/4
  3
  0
  0.4 kg
  GG90
  $700
  AmDerr Model 1
  .380 ACP
  2(in)
  4
  x4/Nil
  P/CQB
  S
  1/2/4
  6
  0
  0.4 kg
  GG90
  $700
  AmDerr Model 1
  .38 Special
  2(in)
  4
  x4/Nil
  P/CQB
  S
  1/2/4
  8
  0
  0.4 kg
  GG90
  $700
  AmDerr Model 1
  .22 Magnum
  2(in)
  3
  x3/x4
  P/CQB
  S
  1/2/4
  5
  0
  0.4 kg
  GG90
  $700
  AmDerr Model 1
  9mm P
  2(in)
  4
  x3/x4
  P/CQB
  S
  1/2/4
  10
  0
  0.4 kg
  GG90
  $700
  AmDerr Model 1
  .357 Magnum
  2(in)
  5
  x3/x4
  P/CQB
  S
  1/2/4
  13
  0
  0.4 kg
  GG90
  $700
  Braverman Stinger
  .22 LR
  1(in)
  3
  x4/Nil
  P/GF
  S
  1/2/4
  7
  0
  0.1 kg
  GG40
  $400
  Braverman Stinger
  .25 ACP
  1(in)
  3
  Nil/Nil
  P/GF
  S
  1/2/4
  5
  0
  0.1 kg
  GG45
  $450
  Braverman Stinger
  .380 ACP
  1(in)
  4
  x4/Nil
  P/GF
  S
  1/2/4
  13
  0
  0.1 kg
  GG50
  $500
  Mare’s Leg
  .45 Colt
  6(in)
  5
  x4/Nil
  P/CQB
  S
  2/4/6
  6
  2
  2 kg
  GG175
  $1,400
  Mare’s Leg
  .44-40
  6(in)
  5
  x3/Nil
  P/CQB
  S
  2/4/6
  7
  2
  2 kg
  GG175
  $1,400
  Mare’s Leg
  .44 Magnum
  6(in)
  6
  x3/x4
  P/CQB
  S
  2/4/6
  11
  2
  2 kg
  GG175
  $1,400
  Minneapolis Protector
  .32 Extra Short
  7(in)
  3
  Nil/Nil
  P/GF
  S
  1/2/4
  3
  0
  0.3 kg
  GG6
  $3,000
  Semmerling LM4
  .45 ACP
  4
  5
  x4/Nil
  P/CQB
  S
  3/4/6
  12
  0
  0.7 kg
  GG200
  $2,000
  tAble b: ACCessories
  Weapon Accessory
  Weight
  Available For
  BV
  SP
  Power Req.
  Holsters
  Ankle
  0.1 kg
  any Bulk 1– or smaller handgun
  GG2
  $80
  –
  Belly band
  0.1 kg
  any Bulk 1 or smaller handgun
  GG2.5
  $100
  –
  Belt
  0.1 kg
  any Bulk 2 or smaller handgun
  GG2
  $40
  –
  Concealed
  0.2 kg
  any Bulk 1 or smaller handgun
  GG3
  $60
  –
  Pocket
  Negligible
  any Bulk 1– or smaller handgun
  GG1.25
  $50
  –
  Retention
  0.2 kg
  any Bulk 1 or smaller handgun
  GG4
  $80
  –
  Shoulder
  0.2 kg
  any Bulk 2 or smaller handgun; 
  any Bulk 1 SMG*
  GG3.5
  $70
  –
  Tactical
  0.2 kg
  any Bulk 1+ or smaller handgun; 
  any Bulk 1 SMG*
  GG2.5
  $50
  –
  Undergarment
  0.1 kg
  any Bulk 1 or smaller handgun
  GG1.75
  $75
  –
  Other Containers
  Covert case
  1.4 kg
  any Bulk 3 or smaller firearm*
  GG15
  $300
  –
  Covert case, improvised
  2.3 kg
  any Bulk 3 or smaller firearm*
  GG0.75
  $60
  –
  Gun purse
  0.9 kg
  any Bulk 1 or smaller handgun
  GG7.5
  $300
  –
  Tactical briefcase
  2.2 kg
  any 
  handgun; 
  any 
  folding-
  stocked SMG
  GG25
  $1,000
  –
  Miscellaneous Accessories
  Laser sight, grip
  –
  any handgun
  GG150
  $300
  1 micro/12 
  hrs
  Melt job
  –
  any handgun
  GG25
  $250
  –
  * This includes folding-stocked longarms that meet the Bulk requirement only when folded.
  
  16
  ConCeAlinG WeApons
  Anyone can stuff a shotgun into a hockey bag 
  and walk around with it out of view.  However, 
  actually hiding a weapon on one’s person in a 
  ready-to-use state requires more than pure visual 
  concealment. Careful positioning of the weapon 
  and selection of cover garments are critical, but 
  even more important are the dozens of behavioral 
  changes the shooter must make to avoid revealing 
  his weapon – or, worse, telegraphing his armed 
  status to every observer within visual range.  
  Arguably, this last factor is the most critical one, 
  which is why carrying a concealed weapon (or 
  other item) is as much a social skill as a physical 
  one.
  Expanded Bulk 1
  First, a note on size... or rather, Bulk.  Bulk 
  1 weapons are the most common concealable 
  armament available to characters.  As written 
  in the core Reflex System rules, this Bulk value 
  covers a wide array of weapon sizes, from the 
  massive H&K Mk. 23 (24.5 cm long, 1.2 kg in 
  weight) to the archetypal .32 ACP holdout pistol, 
  the Walther PPK (15.5 cm, 0.6 kg).  Variance of 
  10 centimeters or half a kilogram isn’t significant 
  when dealing with the relative concealability of 
  two assault rifles, but it’s a potentially enormous 
  difference when trying to hide a handgun 
  under a tailored suit.  To address this range of 
  actual sizes, these rules introduce an optional 
  refinement to Bulk 1.  A weapon with “Bulk 1–” 
  is significantly smaller than the service pistols 
  that comprise the majority of Bulk 1 firearms, 
  lending itself better to concealment.  Conversely, 
  a weapon with “Bulk 1+” is a bit longer or less 
  svelte than a typical Bulk 1 gun and isn’t as easy 
  to hide.  These added Bulk notations pertain only 
  to concealment and have no game effect on any 
  other Bulk-related rule.
  Is that a gun in your pocket...
  When your character first conceals a weapon 
  on his person (getting dressed, strapping on 
  the holster, and putting the gun in it), make a 
  Deception (CDN) skill check.  This check’s margin 
  of success will be opposed by any observer’s 
  attempt to detect the weapon until the next 
  time the character rests, changes his clothes, or 
  uses the weapon.  A failure on this skill check 
  Bulk Adjustments
  We’ve already published a few guns with Bulk 
  1.  Here are the ones that the Expanded Bulk 1 rule 
  affects.  In all future supplements, we’ll note any 
  affected weapons and provide a pointer to these 
  rules.
  In the Twilight: 2013 core book, the .32 holdout 
  pistol, .380 service pistol, and .38 Special and .357 
  Magnum holdout revolvers have Bulk 1–.  The H&K 
  MK. 23 has Bulk 1+.
  In Shooter’s Guide: Pistol-Caliber Carbines, all 
  Ruger P-series autoloaders and Ruger Blackhawk 
  revolvers have Bulk 1+.
  In Shooter’s Guide: Alternate Arms, the Colt 
  SCAMP, H&K G11 PDW, and MBA Gyrojet Pistol 
  have Bulk 1+.
  tAble C: ConCeAled WeApon deteCtion CheCk
  Subject’s Clothing
  Bulk 0
  Bulk 1–
  Bulk 1
  Bulk 1+
  Bulk 2
  Bulk 3
  Bulk 4 and up
  Swimwear/undergarments
  +2
  +4
  auto
  auto
  auto
  auto
  don’t be silly
  Extreme hot weather
  ±0
  +1
  +3
  auto
  auto
  auto
  auto
  Hot weather
  –1
  ±0
  +1
  +4
  auto
  auto
  auto
  Mild weather
  –3
  –2
  ±0
  +3
  auto
  auto
  auto
  Formalwear
  –4
  –3
  –1
  +1
  +5*
  auto
  auto
  Long overcoat
  –5
  –4
  –3
  –1
  +2*
  +4
  auto
  Cold weather
  –6
  –5
  –4
  –1
  +4*
  auto
  auto
  Extreme cold weather
  –8
  –6
  –5
  –2
  +4*
  auto
  and... still auto
  * Bonus is reduced by 2 if the weapon has a folding stock that is, in fact, folded.
  
  1
  is obvious; trying again takes five minutes as 
  the character adjusts his wardrobe and checks 
  himself in a mirror.
  ... or are you happy to see me?
   Just as concealment is based on a social 
  skill, visual detection relies not only on the 
  observer’s knowledge of physical indicators, but 
  his capacity for detecting behavioral cues.  A 
  basic visual search to detect a concealed weapon 
  uses the observer’s choice of a Forensics (PER) 
  or Streetcraft (PER) skill check.  This skill 
  check opposes the subject’s initial Deception 
  (CDN) check to hide the weapon.  The check 
  is modified by the clothing the search target is 
  wearing, as per the following table.  An entry of 
  “auto” indicates that concealment is impossible 
  for the combination of Bulk and clothing in 
  question; the weapon is immediately obvious to 
  any observer.
  Visual detection, as with all other vision-
  dependent tasks, is subject to range penalties.  
  Using a video image rather than the Mark One 
  eyeball inflicts a –2 penalty, and night-vision 
  gear inflicts a –3 penalty – the detail just isn’t 
  as good.  Conversely, a thermal imager provides 
  a +3 bonus, thanks to the contrast between body 
  temperature and weapon temperature.  At the 
  GM’s discretion, a Bulk 1- or Bulk 0 weapon 
  that’s been next to the wearer’s skin for hours 
  may reduce or eliminate this bonus.
  A hands-on search – a pat-down or frisk – 
  uses the same choice of skill checks, but treats 
  all greater degrees of clothing as hot weather 
  garb.  This means automatic detection of any 
  weapon with Bulk 2 or greater.
  Use of a hand-held magnetometer (i.e. a 
  metal detector wand) provides a +2 bonus to any 
  hands-on search, as well as any visual search 
  occurring at Personal range.
  A 
  walk-through 
  magnetometer 
  is 
  an 
  automatic system with a “skill” of Professional 
  and a TN of 17 plus the Bulk of the largest 
  metallic item the subject is carrying.  The GM 
  makes one check every time an individual 
  passes through the system.  This “skill check” is 
  unaffected by clothing.  At the GM’s discretion, 
  a poorly-tuned or ill-maintained system (as in a 
  third world airport) may have a base TN as low 
  as 14, while one in a high-security installation 
  likely has a base TN of 19 or 20.
  Millimeter-band imaging radar, should a 
  character be unfortunate enough to encounter it, 
  enables the operator to conduct a visual search as 
  if the subject is wearing only undergarments.
  Finally, it’s worth noting that all of the above 
  rules assume an observer who’s actually keeping 
  an eye out for weapons.  The average unaware 
  citizen on the street isn’t nearly as likely to 
  spontaneously notice a concealed weapon, and a 
  character who’s not paying particular attention 
  suffers a –5 on all such checks.  Obvious 
  weapons, however, are still obvious.
  Example: It’s a hot, humid day in the Free City 
  of Palm Beach when NPC Al pulls on his clothes 
  and stuffs his Glock 17 into his waistband.  As he 
  leaves his shack, he makes a Deception (CDN) 
  skill check, attaining a margin of success of 3.
  Several hours later, Max is on guard when he 
  spies Al checking out the team’s warehouse.  
  The GM asks Max to make a Streetcraft (PER) 
  check.  The Glock 17 is a standard Bulk 1 hand-
  gun and Al is wearing hot weather clothing, 
  so the GM tells Max he has a +1 bonus to this 
  check.  Al is at Tight range, so Max also suffers 
  the standard –1 penalty for visual observation.  
  Max attains a margin of success of 4.  The GM 
  advises Max that the miscreant has an angular 
  bulge in his pants that probably isn’t an iPod.
  Tips and Tricks
  As Table B: Accessories shows, only Bulk 1 and 
  smaller weapons have a reasonable chance of being 
  concealed under normal clothing.  However, do 
  remember that if a firearm of Bulk 3 or higher has 
  a folding stock, its Bulk drops by 1 with the stock 
  folded.  If you really have a burning need to hide 
  your G3 under a trench coat, you can, in theory, pull 
  it off this way.
  Oh, and for the hard of thinking... you see that 
  footnote on the Bulk 2 column?  That only applies to 
  a weapon whose normal Bulk is 2, not a Bulk 3 gun 
  whose Bulk is temporarily 2 because of its folding 
  stock.  Don’t try to double up on the benefits, okay?
  
  1
  spyCrAft 2.0 rules
  New 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.
  Punishing (PUN): The weapon’s incredible 
  recoil quickly tires the shooter. Unless he has a 
  Strength score of 16 or higher, he suffers 4 subdual 
  damage each time he fires this weapon. This damage 
  is not reduced by armor or abilities.
  That’s Not a Gun! (TNG): This weapon 
  doesn’t actually look like... well... a weapon.  When 
  a character readies it, he may make a Feint as a free 
  action; outside combat, he may choose to substitute a 
  Bluff check for the normal Sleight of Hand check.  If 
  this Feint causes an opponent to become flat-footed, 
  any attack the character makes against that opponent 
  while the condition persists inflicts 1d6 sneak attack 
  damage.
  neW Covert feAts
  Concealed Carry Mastery
  Where did you have that?
  Prerequisites: Sleight of Hand 9+ ranks, Concealed 
  Carry.
  Benefit: When making a Sleight of Hand/Stash Item 
  check, you gain a synergy bonus from your Bluff skill.  
  Further, whenever you suffer a reduction to your 
  Initiative Count as a result of readying a weapon, the 
  amount of the reduction decreases by 2 (minimum 
  0).  Finally, whenever you ready a weapon that has 
  the hidden condition, you may immediately make 1 
  final attack as a free action.
  Concealed Carry Supremacy
  Never mind, I don’t want to know...
  Prerequisites: Sleight of Hand 18+ ranks, Concealed 
  Carry Mastery.
  Benefit: As a full action, you may expend 4 Reserve 
  Common to make a Gear check.  If this check succeeds, 
  you now possess any one Caliber I firearm or melee 
  weapon with which you are proficient.  This weapon 
  must be of Fine or smaller size and comes with no 
  upgrades.  If it requires ammunition, it comes with 
  no reloads – only the full load or magazine that is in 
  the weapon.  It enters play with the hidden condition. 
  If you make the check during combat, you may 
  immediately ready the weapon as a free action.
  tAble d: upGrAdes
  Upgrade
  Available For
  Cost
  Time
  Comp
  Wgt
  Carry and Load Upgrades
  Belly band
  any handgun except a hunting revolver
  $100
  –
  14/+0*
  1 lb.
  Covert case
  any SMG; any shotgun with CLS quality; any rifle with CLS quality
  $300
  –
  18/+0*
  3 lbs.
  Covert case, improv.
  any SMG, shotgun, or rifle
  $60
  –
  10/+0*
  5 lbs.
  Gun purse
  any size D or smaller gun without BLK quality
  $300
  –
  18/+0*
  2 lbs.
  Holster, ankle
  any backup or holdout pistol or backup revolver
  $80
  –
  15/+0*
  0.1 lbs.
  Holster, belt
  any handgun
  $40
  –
  8/+0*
  0.1 lbs.
  Holster, concealed
  any handgun except a hunting revolver
  $60
  –
  12/+0*
  0.1 lbs.
  Holster, pocket
  any backup or holdout pistol or backup revolver
  $50
  –
  10/+0*
  0.1 lbs.
  Holster, retention
  any service or backup pistol or service revolver
  $80
  –
  15/+0*
  0.2 lbs.
  Holster, shoulder
  any handgun or light SMG
  $70
  –
  10/+0*
  0.1 lbs.
  Holster, tactical
  any service or backup pistol, service or hunting revolver, or light SMG
  $50
  –
  10/+0*
  0.2 lbs.
  Holster, undergarment
  any size D or smaller gun without BLK quality
  $75
  –
  12/+0*
  0.2 lbs.
  Tactical briefcase
  any size D or smaller gun
  $1,000
  5 min.
  22/+1
  5 lbs.
  External Modification Upgrades
  Laser sight, grip
  any handgun
  $300
  30 min.
  20/+1
  –
  Melt job
  any handgun
  $250
  8 hrs.
  18/+0
  –
  * This is a non-integral upgrade, requiring no skill check to install or use.
  
  1
  tAble e: spyCrAft fireArms
  Weapon Name
  Dmg
  E/T
  Ammo
  Recoil
  Rng
  Sz/Hnd
  Wgt
  Upg
  Comp
  Year
  SV
  Qualities
  Backup Pistols
  Caliber I
  FN Model 1922
       .32 ACP
  1d6+1
  1-2/20
  8M8
  7
  20 ft.
  F/1h
   1.5 lbs.
  0
  17/+1
  1910
  $400
  DEP
       .380 ACP
  2d4
  1-2/20
  8M7
  11
  20 ft.
  F/1h
   1.5 lbs.
  0
  17/+1
  1910
  $400
  DEP
  Caliber II
  Detonics Combat Master
       9mm P
  1d10+1
  1/20
  7M6
  14
  20 ft.
  D/1h
  1.8 lbs.
  3
  19/+1
  1985
  $1,000
  –
       .38 Super
  2d6
  1/19-20
  7M5
  18
  20 ft.
  D/1h
  1.8 lbs.
  2
  19/+1
  1984
  $1,200
  –
       .45 ACP
  1d12
  1/19-20
  6M6
  16
  20 ft.
  D/1h
  1.8 lbs.
  1
  19/+1
  1975
  $800
  TKD
  Holdout Pistols
  Caliber I
  Colt Mustang
       .380 ACP
  2d4
  1-2/20
  6M6
  14
  15 ft.
  F/1h
  1.2 lbs.
  0
  17/+1
  1986
  $500
  DEP
  Colt Mustang Pocketlite
       .380 ACP
  2d4
  1-2/20
  6M6
  21
  15 ft.
  F/1h
  0.8 lbs.
  0
  17/+1
  1992
  $600
  DEP
  FN Model 1905
       .25 ACP
  1d6
  1-2/20
  6M8
  4
  10 ft.
  F/1h
  0.8 lbs.
  2
  17/+0
  1905
  $400
  INA (–1), DST
  FN Model 1910
       .32 ACP
  1d6+1
  1-2/20
  7M6
  8
  15 ft.
  F/1h
  1.3 lbs.
  1
  17/+1
  1910
  $500
  –
       .380 ACP
  2d4
  1-2/20
  6M6
  13
  15 ft.
  F/1h
  1.3 lbs.
  1
  17/+1
  1910
  $500
  –
  Kel-Tec P-11
       9mm P
  1d10+1
  1-2/20
  10M3
  23
  15 ft.
  F/1h
  0.9 lbs.
  1
  20/+1
  1995
  $400
  CMP, INA (-1), UNR
  Kel-Tec P32
       .32 ACP
  1d6+1
  1-2/20
  7M6
  21
  15 ft.
  F/1h
  0.4 lbs.
  2
  20/+1
  1999
  $250
  CMP, DST, INA (-1), UNR
  Kel-Tec P3AT
       .380 ACP
  2d4
  1-2/20
  6M6
  25
  15 ft.
  F/1h
  0.5 lbs.
  1
  20/+1
  2003
  $250
  CMP, DST, INA (-1), UNR
  Walther PPS
       9mm P
  1d10+1
  1-2/20
  *
  20
  15 ft.
  F/1h
  1.3 lbs.
  0
  22/+1
  2006
  $600
  CMP, NUL (1U)
  ZVI Kevin
       .380 ACP
  2d4
  1-2/20
  6M
  13
  15 ft.
  F/1h
  0.9 lbs.
  0
  18/+1
  2007
  $550
  DEP, DST
       9x18mm Makarov
  2d4
  1-2/20
  6M
  14
  15 ft.
  F/1h
  0.9 lbs.
  0
  18/+1
  2007
  $600
  DEP, DST
  Caliber II
  Walther PPS
       .40 S&W
  1d12
  1-2/20
  *
  20
  15 ft.
  F/1h
  1.4 lbs.
  3
  22/+1
  2007
  $600
  CMP, NUL (1U), TKD
  Backup Revolvers
  Caliber I
  Colt Aircrewman
       .38 Special
  1d8+1
  1/20
  6S30
  16
  15 ft.
  D/1h
  0.9 lbs.
  0
  15/+0
  1951
  R$3,000 CMP, FRG
  Colt Agent/Cobra
       .38 Special
  1d8+1
  1/20
  6S30
  16
  15 ft.
  D/1h
  0.9 lbs.
  0
  15/+0
  1950
  $250
  –
  Colt Detective Special
       .32 Long Colt
  1d6+1
  1/20
  6S40
  5
  15 ft.
  D/1h
  1.2 lbs.
  0
  15/+0
  1927
  $500
  –
       .38 Special
  1d8+1
  1/20
  6S30
  15
  15 ft.
  D/1h
  1.2 lbs.
  0
  15/+0
  1927
  $275
  –
  Ruger LCR
       .38 Special
  1d8+1
  1/20
  5S30
  17
  15 ft.
  D/1h
  0.8 lbs.
  0
  18/+0
  2009
  $450
  CMP
  Taurus Model 327
       .327 Fed. Mag.
  1d10+1
  1/20
  6S25
  14
  15 ft.
  D/1h
  1.4 lbs.
  0
  15/+0
  2008
  $400
  –
  
  20
  tAble e: spyCrAft fireArms Continued
  Weapon Name
  Dmg
  E/T
  Ammo
  Recoil
  Rng
  Sz/Hnd
  Wgt
  Upg
  Comp
  Year
  SV
  Qualities
  Backup Revolvers
  Caliber II
  Ruger LCR-LG
       .38 Special
  1d8+1
  1/20
  5S30
  17
  15 ft.
  D/1h
  0.8 lbs.
  3
  19/+0
  2009
  $800
  CMP, UPG (laser sight)
  Light Submachine Guns
  Caliber II
  KBP PP-90
       9x18mm Makarov
  2d4
  1-3/20
  30M4
  7
  25 ft.
  T/1h
  3.1 lbs.
  3
  24/+2
  1995
  R$1,500
  FLD, NFM (B/F), TBR
  Magpul FMG9
       9mm P
  1d10+1
  1-2/20
  31M3
  10
  25 ft.
  T/1h
  2.5 lbs.
  1
  27/+2
  N/A
  R$1,800 CMP, FLD
  Pump-action Shotguns
  Caliber II
  Serbu Super Shorty
       20 gauge (slug)
  4d4+2
  1/19-20
  2S80
  25
  10 ft.
  D/2h
  4.1 lbs.
  0
  17/+0
  1999
  R$700
  IMP, PUN, TKD
       20 gauge (shot)
  4d4+1
  1/20
  2S80
  25
  10 ft.
  D/2h
  4.1 lbs.
  0
  17/+0
  1999
  R$700
  IMP, PUN, TKD
  Caliber III
  Serbu Super Shorty
       12 gauge (slug)
  2d12
  1/19-20
  2S40
  25
  10 ft.
  D/2h
  4.1 lbs.
  3
  17/+0
  1996
  R$700
  IMP, PUN, TKD
       12 gauge (shot)
  5d4
  1/20
  2S40
  25
  10 ft.
  D/2h
  4.1 lbs.
  3
  17/+0
  1996
  R$700
  IMP, PUN, TKD
  Oddities
  Caliber I
  American Derringer Model 1
       .22 LR
  1d4+2
  1/20
  2S50
  3
  10 ft.
  F/1h
  0.9 lbs.
  2
  16/+0
  1980
  $700
  DST, INA (-2), MAC (-1)
       .22 Magnum
  2d4+1
  1/20
  2S30
  19
  10 ft.
  F/1h
  0.9 lbs.
  1
  16/+0
  1980
  $700
  DST, INA (-2), MAC (-1)
       .380 ACP
  2d4
  1/20
  2S35
  15
  10 ft.
  F/1h
  0.9 lbs.
  1
  16/+0
  1980
  $700
  DST, INA (-2), MAC (-1)
       .38 Special
  1d8+1
  1/20
  2S30
  16
  10 ft.
  F/1h
  0.9 lbs.
  1
  16/+0
  1980
  $700
  DST, INA (-2), MAC (-1)
       9mm P
  1d10+1
  1/20
  2S25
  23
  10 ft.
  F/1h
  0.9 lbs.
  0
  16/+0
  1980
  $700
  DST, INA (-2), MAC (-1)
       .357 Magnum
  3d4+1
  1/19-20
  2S20
  25
  10 ft.
  F/1h
  0.9 lbs.
  0
  16/+0
  1980
  $700
  DST, INA (-2), MAC (-1), PUN
  Braverman Stinger
       .22 LR
  1d4+1
  1/20
  1S10
  10
  5 ft.
  N/1h
  0.3 lbs.
  0
  16/+0
  1992
  $400
  DST, IMP, INA (-4), NUL 
  (none), QKY, TNG
       25 ACP
  1d6
  1/20
  1S10
  8
  5 ft.
  N/1h
  0.3 lbs.
  0
  16/+0
  1992
  $450 
  DST, IMP, INA (-4), NUL 
  (none), QKY, TNG
       .380 ACP
  2d4
  1/20
  1S10
  25
  5 ft.
  N/1h
  0.3 lbs.
  0
  16/+0
  1992
  $500
  DST, IMP, INA (-4), NUL 
  (none), QKY, TNG
  Minneapolis Protector
       .32 Extra Short
  1d6
  1/20
  7S14
  6
  5 ft.*
  F/1h
  0.6 lb.
  2
  19/+2
  1882
  $3,000
  DST, INA (–2), SLD (4), TNG
  Caliber II
  Mare’s Leg
       .45 Colt
  1d12
  1/19-20
  6S50
  5
  25 ft.
  D/2h
  4.4 lb.
  1
  18/+0
  1970
  $1,400
  INA (-1), MAC (-2), QKY, TKD
       .44-40
  3d4
  1/19-20
  6S50
  7
  25 ft.
  D/2h
  4.4 lb.
  1
  18/+0
  1939
  $1,400
  INA (-1), MAC (-2), QKY, TKD
       .44 Magnum
  2d6+2
  1/19-20
  6S40
  14
  30 ft.
  D/2h
  4.4 lb.
  0
  18/+0
  1970
  $1,400
  INA (-1), MAC (-2), QKY, TKD
  Semmerling LM4
       .45 ACP
  1d12
  1/19-20
  4M6
  15
  15 ft.
  F/1h
  1.5 lbs.
  2
  15/+0
  1982
  $2,000
  DEP, MAC (-3), QKY, TKD
  
  21
  OPEN GAMING LICENSE
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 
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  provision shall be reformed only to the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE: Open Game License v1.0a Copyright 2000, Wizards of the 
  Coast, Inc. 
  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. 
  Spycraft Espionage Handbook Copyright 2002, Alderac Entertainment Group, Inc.; 
  Authors Patrick Kapera and Kevin Wilson. 
  Spycraft 1960s Decade Book Copyright 2003, Alderac Entertainment Group, Inc.;
  Authors Robert J. Defendi, B.D. Flory, Scott Gearin, Clayton A. Oliver. 
  Spycraft Agency Copyright 2004, Alderac Entertainment Group, Inc.; Authors Steve 
  Crow, Alexander Flagg, B.D. Flory, Clayton A. Oliver, Steven Peterson. 
  Spycraft Battlegrounds Copyright 2005, Alderac Entertainment Group, Inc.; Authors 
  Andy C. Davis, Alexander Flagg, Clayton A. Oliver, Jason Olsan, Patrick Parrish.
  Spycraft Mastermind Guide Copyright 2004, Alderac Entertainment Group, Inc.; 
  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
  Shooter’s Guide: Cold Warriors Copyright 2009, 93 Games Studio; Author Clayton 
  Oliver
  Shooter’s Guide: Undercover Arms Copyright 2009, 93 Games Studio; Author Clayton 
  Oliver
  OPEN GAME CONTENT
  DESIGNATION OF PRODUCT IDENTITY: The following items are hereby 
  designated as Product Identity in accordance with section 1(e) of the Open Game License, 
  version 1.0a: Any and all Spycraft, Powered by Spycraft, Twilight: 2013 and Reflex 
  system logos and identifying marks and trade dress, including all Spycraft, Powered by 
  Spycraft, Twilight: 2013 and Reflex system product and product line; and all artwork, 
  logos, symbols, designs, depictions, illustrations, maps and cartography, likenesses, and 
  poses. 
  The above Product Identity is not Open Game Content.
  DESIGNATION OF OPEN CONTENT: Subject to the Product Identity designation 
  above, the Section beginning with Spycraft 2.0 Rules (pages 18-20) are completely open 
  game content.
  The mention of or reference to any company or product in these pages is not a challenge 
  to the trademark or copyright concerned.  
  All contents of this release, regardless of designation, are copyrighted year 2009 by 93 
  Games Studio. All rights reserved. Reproduction or use without the written permission of 
  the publisher is expressly forbidden, except for the purposes of review of use consistent 
  with the limited license above.
  
SOURCE: textdata/thevault/Twilight 2000/Twilight 2013/Twilight 2013 - Shooters Guide - Undercover Arms {93GS1404}.pdf