GURPS High-Tech: Adventure Guns Is Copyright © 2014 by Steve Jackson Games Incorporated
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ADVENTURE GUNS TM Written by HANS-CHRISTIAN VORTISCH Edited by NIKOLA VRTIS Additional Material by S.A. FISHER and MIKE HURST GURPS System Design T STEVE JACKSON GURPS Project Manager T STEVEN MARSH GURPS Line Editor T SEAN PUNCH Director of Sales T ROSS JEPSON Chief Operating Officer T PHILIP REED Marketing Director T KALI DUGAN Managing Editor T MIRANDA HORNER Art Direction and Prepress Checker T NIKKI VRTIS Assistant GURPS Line Editor T JASON “PK” LEVINE Page Design T PHIL REED and JUSTIN DE WITT Production Artist and Indexer T NIKOLA VRTIS GURPS FAQ M aintainer T VICKY “MOLOKH” KOLENKO Playtesters: Roger Bell_West and Peter Dell’Orto Special Thanks: The Hellions GURPS, Pyramid , Warehouse 23, the all-seeing pyramid, High-Tech, Adventure Guns, and the names of all products published by Steve Jackson Games Incorporated are trademarks or registered trademarks of Steve Jackson Games Incorporated, or used under license. GURPS High-Tech: Adventure Guns is copyright © 2014 by Steve Jackson Games Incorporated. All rights reserved. Art acknowledgments can be found on p. 3. The scanning, uploading, and distribution of this material via the Internet or via any other means without the permission of the publisher is illegal, and punishable by law. Please purchase only authorized electronic editions, and do not participate in or encourage the electronic piracy of copyrighted materials. Your support of the author’s rights is appreciated. STEVE JACKSON GAMES Stock #37-1633 Version 1.0 – November 2014 ® CONTENTS I NTRODUCTION . 3 Publication History . 3 Art Acknowledgments . 3 About the Author . 3 About GURPS Steve Jackson Games is committed to full support of GURPS play - 1. USER ’S MANUAL . 4 ers. Our address is SJ Games, P.O. Box 18957, Austin, TX 78760. Costs and Customization . 4 Please include a self-addressed, stamped envelope (SASE) any time Optional Rule: Cost Factor . 4 you write us! We can also be reached by e-mail: [email protected] . Firearms and the Law . 4 Resources include: Western Gun Slang . 5 New supplements and adventures. GURPS continues to grow – see 2. SIX -S HOOTERS AND what’s new at gurps.sjgames.com . LEVER -A CTIONS . 6 Warehouse 23. Our online store offers GURPS adventures, play aids, and Non-Repeating Pistols . 6 support in PDF form . digital copies of our books, plus exclusive material Revolvers . 9 available only on Warehouse 23! Just head over to warehouse23.com . Chain Fire . 9 Pyramid (pyramid.sjgames.com ). Our monthly PDF magazine Smokeless Ammunition . 17 includes new rules and articles for GURPS , systemless locations, adven - Semiautomatic Pistols . 19 tures, and much more. Look for each themed issue from Warehouse 23! Shotguns . 20 Internet. Visit us on the World Wide Web at sjgames.com for errata, The Coach Gun . 21 updates, Q&A, and much more. To discuss GURPS with our staff and Shotgun Chokes . 22 your fellow gamers, visit our forums at forums.sjgames.com . The A Load of Dimes . 24 web page for GURPS High-Tech: Adventure Guns can be found at Muskets and Rifles . 25 gurps.sjgames.com/adventureguns . Musket and Rifle Projectiles . 25 Bibliographies. Many of our books have extensive bibliographies, and Ammo Supply . 29 we’re putting them online – with links to let you buy the resources that Mechanical Machine Guns . 36 interest you! Go to each book’s web page and look for the “Bibliogra - Machine Guns and Autocannon . 40 phy” link. Cannon . 42 Errata. Everyone makes mistakes, including us – but we do our best to Space Guns . 43 fix our errors. Up-to-date errata pages for all GURPS releases, including this book, are available on our website – see above. 3. SHOOTING SUPPLIES . 44 Rules and statistics in this book are specifically for the GURPS Basic Ammunition Tables . 44 Set, Fourth Edition. Page references that begin with B refer to that book, Firearm Accessories . 45 not this one. Trap Guns and Grave Torpedoes . 45 Hand Grenades . 46 INDEX . 47 The [.45-75 half-magazine] Winchester, which is stocked and sighted to suit myself, is by all odds the best weapon I ever had, and I now use it almost exclusively, having killed every kind of game with it, from Grizzly bear to bighorn . The bullet, weighing three-quarters of an ounce, is plenty large enough for anything on this continent . – Theodore Roosevelt, Hunting Tips of a Ranchman CONTENTS 2 NTRODUCTION I GURPS High-Tech: Adventure Guns describes the firearms and other “high-tech” weapons used from the sec - ond half of the 19th century until the Great War, the period of the great adventurers and explorers in the Wild West, In Art Acknowledgments Darkest Africa, in Transylvania, along the Indian North- P. 1: Art by Frederic Remington. From the Library of West Frontier, and Twenty Thousand Leagues Under the Congress, Prints & Photographs Division, Washington, D.C. Sea. It also details guns that were used at home – by gen - 20540 USA, LC- USZ62- 98519. tlemen, criminals, policemen, homeowners, or hunters all P. 3: Photo by George Grantham Bain. From the Library over the world. The arms featured in this supplement of Congress, Prints & Photographs Division, Washington, could outfit American gunslingers, Indians, and home - D.C. 20540 USA, LC- USZ62- 41723. steaders in the Wild West (and the Weird West!); British P. 15: From the Library of Congress, Prints & Photo - Victorian detectives, hunters, explorers, and soldiers; graphs Division, Washington, D.C. 20540 USA, Visual mate - Prussian officers and German archaeologists; and ordinary rial from the records of Pinkerton’s National Detective people of that time and age. This volume is ideally suited Agency, LC- DIG- ppmsca- 10791. as a companion to GURPS Big Lizzie, GURPS P. 26: Art by Alfred R. Waud. From the Library of Con - Cliffhangers, GURPS Horror, GURPS Infinite Worlds: gress, Prints & Photographs Division, Washington, D.C. Britannica-6, GURPS Lands Out of Time, GURPS 20540 USA, LC- USZ62- 132748 Mysteries, GURPS Old West, GURPS Steampunk, and P. 33: Photo by Underwood & Underwood. From the various timelines in GURPS Infinite Worlds. Those who Library of Congress, Prints & Photographs Division, Wash - wish to play out their GURPS Monster Hunters cam - ington, D.C. 20540 USA, LC- USZ62- 42613. paigns in the late 1800s will also find it informative. It is P. 40: From the Library of Congress, Prints & Photo - designed to work with the optional firearms rules in graphs Division, Washington, D.C. 20540 USA, George GURPS Gun Fu and GURPS Tactical Shooting. Grantham Bain Collection, LC- USZ61- 1798. P. 42: Photo by Keystone View Company. From the Library of Congress, Prints & Photographs Division, Wash - PUBLICATION HISTORY ington, D.C. 20540 USA, LC-USZ62-126019. Several entries are based on descriptions from GURPS P. 46: Stereograph by Strohmeyer & Wyman. From the High-Tech (2007), written by Shawn Fisher and Hans- Library of Congress, Prints & Photographs Division, Wash - Christian Vortisch, and older editions written by Michael ington, D.C. 20540 USA LC- USZ62- 88374. Hurst, but have been considerably expanded. Others first appeared in GURPS High-Tech: Pulp Guns, Volume 1 (2008) and GURPS High-Tech: Pulp Guns, Volume 2 (2008), written by Hans-Christian Vortisch, but now contain period information. Some were developed from material in the Pyramid article “In Her Majesty’s Service” (2003), also by Hans-Christian Vortisch. Where a gun’s statistics differ from those in an earlier book, like High-Tech, use the Adventure Guns version. These minor changes reflect newer, more accurate information and details. ABOUT THE AUTHOR Hans-Christian “Grey Tiger” Vortisch, M.A., began writ - ing for GURPS as a freelancer in 2001. He was author or co- author of GURPS Covert Ops, GURPS High-Tech, Fourth Edition, GURPS Modern Firepower, GURPS Special Ops, Third Edition, GURPS Tactical Shooting, GURPS WWII: Motor Pool, and many e23 publications on martial topics. He has written additional material for numerous other GURPS books; authored, translated, edited, or contributed to several German and British Call of Cthulhu products, including Sixtystone Press’ Investigator Weapons; and pub - lished many articles in American, British, and German gam - ing magazines. Hans has been an avid gamer since 1983. His nongaming interests include shooting, science fiction, his - tory, cinema, and punk rock. He lives in Prussian Berlin. INTRODUCTION 3 CHAPTER ONE USER ’S MANUAL Weapon descriptions in Chapter 2 follow the pattern laid out checkered imported walnut stock might cost $400 + $500 + $160 on p. 79 of GURPS High-Tech. They appear in order of histori - + $240 = $1,300. This is more than twice the normal cost, for +1 cal appearance and availability both in the text and the tables. to reaction rolls. Spending five times the normal cost ($2,000) or For all weapons, some general considerations concerning cost more would give +2 to reactions. and legality should be kept in mind. Guns described to be of fine quality (either accurate or reli - able) cannot be made fine again. If such a weapon is to be OSTS AND USTOMIZATION improved, it needs to be made very fine ( High-Tech, p. 79). C C Multiply cost by 2.75 to make it very fine (accurate) or by 1.8 All costs are given in generic GURPS $ (see Tech Level and to make it very fine (reliable). Starting Wealth, p. B27). To convert these to historical U.S. dol - In the 1870s, the transition period between TL5 and TL6, lars, use a rough divisor of 22 for 1850-1915. Use a rough divi - muzzleloading firearms sold for half their original cost. Costs sor of 110 to convert them to British pounds – with one pound for these obsolete items further deteriorated as the 19th cen - sterling equaling five dollars (actually 4.86) for most of the tury drew to a close and TL6 progressed, eventually settling at period ( GURPS Steampunk, p.