TEXT: Martin J. Dougherty
  SIx Guns
  Gauss Weapons
  
  Terra/Sol Games
  Because the Campaign’s the Thing
  Six Guns 1: Gauss
  Twilight Sector Edition
  
  AUTHORS 
  Martin J. Dougherty
  with additional material by
  John Lees
  EDITING & LAYOUT 
  Mike Cross & John Lees 
  INTERIOR ILLUSTRATIONS 
  John Lees 
  Cover,  © Algol Dreamstime.com
  Page 2 Pic,  © Luca Oleastri Dreamstime.com
  Twilight Sector 
  Six Guns 1: Gauss Weapons
  “Traveller” and the Traveller logo are Trademarks owned by Far Future Enterprises, Inc. and are 
  used according to the terms of the Traveller Logo Licence version 1.0c. A copy of this licence 
  can be obtained from Mongoose Publishing. The mention or reference to any company or 
  product in these pages is not a challenge to the trademark or copyright concerned.
  Product Identity: The following items are hereby identified as Product Identity, as defined in 
  the Open Game License version 1.0a, Section 1(e) and are not open content: All trademarks or 
  registered trademarks, proper names (characters, organizations etc.), dialogue, plots, storylines, 
  locations, characters, artwork and trade dress. (Elements that have previously been designated 
  as Open Game Content or are in the public domain are not included in this declaration.)
  Open Content: Except for material designated as product identity (see above) any game 
  mechanics are Open Game Content as defined in the Open Gaming License version 1.0a 
  section 1(d). No portion of this work other than the material designated as Open Game 
  Content may be reproduced in any form without written permission.
  Twilight Sector: Campaign Setting Sourcebook is published by Terra/Sol Games LLC under 
  the Open Game License version 1.0a, Copyright 2000 Wizards of the Coast Inc.
  Terra/Sol Games LLC, the Terra/Sol Games logo and the Twilight Sector logo are trademarks 
  of Terra/Sol Games LLC © 2011 Terra/Sol Games.
  CREDITS 
  
  Six Guns 1: Gauss Guns
  Page 2
  
  Twilight Sector
  Page 3
  Author's Introduction
  Six Guns is a science-fiction roleplaying supplement using the Traveller 
  rules from Mongoose publishing. Each issue presents six items (not always 
  weapons) in detail, with accompanying notes and stat blocks. 
  Generic versions of most of these items are presented in various game 
  supplements, but there is a significant difference between aiming a 
  generic, vanilla-flavour ‘revolver’ at the opposition and pulling out a specific 
  model chosen as much for what it says about you as for its capabilities. 
  Not all of the equipment herein is ‘better’ than the generic versions. Indeed, 
  some items have significant drawbacks or are tailored to a specific purpose and 
  poor for other applications. However, what they all have in common is being 
  more interesting than the basic rulebook version. 
  Note that all features, rules and special effects contained in this 
  supplement are subject to the approval of whoever is running your game. 
  There’s nothing game-breaking in here, but neither is it carved in stone 
  that these items must exist in your game universe. And remember… if 
  you’re allowed to use it, then so are the opposition.
  Contents
  Introduction ........................................................... 3
  GAUSS WEAPONS .....................................4
  Gauss Weapon Characteristics ............................. 4
  You and your Batteries: ......................................... 5
  Alternate Rules for Gauss...................................... 6
  Accessories & Related Items ................................. 7
  Six Gauss Weapons ...................................9
  LC-1 Gauss Derringer .............................................10
  Iridium Guard Gauss Pistol ....................................12
  GS-XP1 Individual Weapon System .....................14
  GAW-2ERF, Gauss Assault Weapon ......................18
  Selected Accessories .............................................. 21
  GS-BRS4, Battle Rifle System ................................22
  Guardian Anti-Materiel Rifle .................................26
  Note: this book was translated from British English to American English, any mistakes in 
  the transition between the two fall on the editors for which they apologize in advance.
  
  Six Guns 1: Gauss Guns
  Page 4
  GAUSS WEAPONS
  Gauss Weapon Characteristics
  Gauss weapons are a variation on the projectile-weapon concept, 
  generally firing a very small but dense projectile at very high velocity. 
  These projectiles are known as needles for their long and thin profile. This 
  system has advantages for accuracy due to the projectile’s extremely flat 
  arc and short time-to-target. The latter reduces the distance the target can 
  have moved between firing and the projectile reaching the aim point.
  Gauss weapons use electromagnetic acceleration to launch their 
  projectiles. This is power-hungry, and most gauss weapons use 
  rechargeable batteries stored in the same magazines that hold their 
  projectiles. Batteries can only be recharged so many times before they 
  become incapable of delivering the extremely high output needed for 
  a shot, so purchasers of used magazines need to be careful that the 
  battery has been overhauled or, better, replaced with a new one. 
  Note that gauss projectiles are inert; they are simply metal needles. 
  They do not show up on explosives scanners unless they contain an 
  explosive payload. However, they are normally made of a magnetic 
  metal, or of some other material encased in a magnetic material 
  launching ‘shoe’ (a sabot). Gauss weapons are thus easy to spot due to 
  their large amount of metallic components and their power signature. 
  Gauss weapons do not produce much signature in the form of 
  muzzle flash, smoke etc, and are generally low-recoil weapons. Recoil 
  tends to be a ‘push’ rather than a ‘kick’ as the weapon is accelerated 
  all the way up the barrel at a constant rate rather than being pushed 
  by the expanding gases of a chemical explosion.
  As a result, gauss weapons are harder to spot than unsuppressed 
  conventional firearms, though they do make a distinctive ‘crack’ 
  sound (by the projectile breaking the speed of sound)  and many 
  produce a low hum when ready to fire. Although the crack is less 
  noisy than a normal shot, it is not possible to make it any quieter; 
  suppressors and the like do not work on gauss weapons.
  
  Twilight Sector
  Page 5
  You and your Batteries:
  When using Gauss weapons, the magazine battery is a vital component, 
  but it does not have to be re-charged with every clip expended. The 
  standard safety factor for gauss weapon batteries is known as the Rule 
  of Four among Gauss shooters: the magazine batteries can hold enough 
  charge to empty the magazine at least four times before the charge 
  begins to diminish. How many more shots remain after this factor is 
  exceeded can vary, but it is usually a few more magazines’ worth. Thus 
  it is possible to simply reload a magazine with projectiles and re-use it 
  without recharging. However, this shortens the battery life and increases 
  the through-life costs of the weapon considerably. Wherever possible it is 
  best to recharge expended magazines, even if they have been expended 
  just once. 
  Replacing the battery in a gauss weapon magazine is a simple but 
  fiddly task, and many gauss shooters skimp on it (to their detriment). 
  Generally speaking, a battery is good for 12-20 rechargings before 
  it begins to degrade, and if serviced (replacing critical parts), before 
  it begins to degrade, can remain as good as new for 100 or more 
  rechargings. A partially degraded battery might not regain its full 
  capabilities even when serviced. 
  Recharge
  A typical gauss weapon requires a high-output power source to 
  recharge, such as a military vehicle fusion powerplant. Adapters for 
  civilian power outlets are available, but these do make charging much 
  slower. Generally speaking, a pistol magazine which has fired off one 
  magazine-full of projectiles can be recharged in 10 minutes from a 
  high-grade power source. Rifles and support weapons generally take 
  about twice as long.
  
  Six Guns 1: Gauss Guns
  Page 6
  Alternate Rules for Gauss
  As noted elsewhere, all alternative rules presented here are subject to 
  referee approval. Refs may fold, spindle and mutilate rules as they like.
  Aiming: All gauss weapons double the bonus DM to hit when 
  conducting aimed fire at ranges of more than 250m (i.e. very long 
  and distant ranges). Thus each Minor Action spent aiming gives +2 
  instead of +1 DM. The maximum DM is still +6. At shorter range, the 
  trajectory of the weapon is not much different to that of a standard 
  firearm and there is no difference from the aiming rule as presented 
  in the Main Rulebook. Gauss weapons give no advantage when 
  engaging in snapshooting; only long-range aimed fire is affected.
  Signature: Anyone trying to locate a shooter using a gauss weapon 
  by seeking signature, e.g. flash and noise, suffers a –2DM to locate the 
  firer provided he or she is concealed in some manner. This primarily 
  affects snipers, but anyone firing from cover or concealment may be 
  harder to spot. 
  Penetration: Most gauss weapons are inherently armor-piercing, 
  ignoring a certain number of points of armor (noted in description). 
  But this can be modified by the ammunition they utilize: 
   Λ
  Fragmenting needles can be used in any gauss weapon. They 
  are designed to fragment in the target. They remove all armor-
  piercing capability (i.e. all armor is treated normally) but increase 
  damage; any damage die that comes up a 1 or a 2 can be re-rolled. 
  Another 1 or 2 stands, however, there is no second re-roll. 
   Λ
  Discarding Sabot ammunition can be used in any gauss weapon 
  other than a pistol or assault weapon, or a weapon in those 
  calibres (due to the already small size of the needle). They increase 
  armor penetration significantly. In game terms, this means that the 
  weapon ignores twice as much armor as the weapon is “normally” 
  rated (i.e. with standard ammo), but all 6’s for damage must be re-
  rolled (keeping the result even if a second 6 is rolled).
  
  Twilight Sector
  Page 7
  Accessories & Related Items
  Most gauss weapons come with standard fittings for accessories such 
  as enhanced sights, laser targeting scopes, flashlights and so forth, 
  and usually have a power connection so that the accessory can use 
  the weapon’s own energy supply when its own runs down. There are 
  also a few gauss-specific weapon accessories on the market.
  Recharger Unit: TL 12, Cr750, 2kg
  Designed for high-output power sources found in military (and 
  some industrial) facilities, this unit recharges gauss magazines. 
  There are leads/slots for eight magazines. Pistol magazines recharge 
  in 10 minutes, rifle magazines in about 20 minutes. Every pair of 
  magazines beyond the first recharging at the same time doubles the 
  time required (3-4: Doubled, 5-6 Quadrupled, 7-8 Octupled). Civilian 
  versions of the recharger (TL 12, Cr 500, 2kg) use more commonly 
  found standard power sources but take 5 times as long to recharge.
  Power Takeoff: TL 12, Cr20, Negligible weight
  This device fits over the top of a gauss weapon magazine, holding 
  itself in place with a small clamp. Its power connection is identical 
  to that of a gauss weapon, and thus allows a magazine to be used as 
  an emergency battery. A universal power connector on a short cable 
  allows just about anything to be powered from a magazine, though 
  the intended use is for field stoves, flashlights and the like. 
  These devices are issued by some military forces but others consider 
  them a liability as personnel tend to use their weapons to power all 
  manner of unnecessary devices, reducing combat effectiveness. A pistol 
  magazine will run a low-current device like a flashlight for literally weeks; 
  larger magazines provide 2-3 times the duration. However, power tools 
  and the like use up the magazine’s power rather quickly.
  Cleaning Round: TL 12, Cr 25, Negligible weight
  Gauss weapons do not suffer much from fouling as there are no 
  propellant gases to leave deposits inside the bore. However, the 
  ionization effects of the high-intensity magnetic field used to launch 
  gauss projectiles can cause atmospheric contaminants or any dirt 
  on the ammunition to be vaporized and then deposited. Over time 
  this can lead to some degradation of performance, and for this 
  reason Gauss Solutions market a ‘cleaning round’ which is simply 
  fired through the weapon every few hundred shots to ensure that 
  deposits are scrubbed away. Normal maintenance is still advisable, 
  but this method does seem to prolong peak efficiency.
  
  Six Guns 1: Gauss Guns
  Page 8
  Gauss Weapon Magazines and Ammunition
  Costs vary of course, depending on taxes, local restrictions, bulk 
  buying and so forth, but the following guideline prices apply:
  Item
  Cost (Cr)
  Notes
  Magazine, Pistol 
  20
  Typically holds 40 rounds
  Magazine, Pistol, 
  Extended
  30
  Typically holds 60 rounds
  Magazine, Assault 
  Weapon
  30
  Typically holds 60 rounds
  Magazine, Rifle
  40
  Typically holds 100 rounds
  Magazine, Support 
  Weapon
  50
  Typically holds 250 rounds
  Magazine, Large-
  Capacity
  100
  Typically holds 500 rounds
  Gauss Needles, 
  Pistol Calibre
  25, 200
  Box of 500 needles, Carton of 10,000 
  needles
  Gauss Needles, 
  Assault Weapon 
  Calibre
  40, 750
  Box of 20 x 24-round bundles, Carton of 
  400 x 24-round bundles
  Gauss Needles, Rifle 
  Calibre
  50, 900
  Box of 500 needles, Carton of 10,000 
  needles
  Gauss Needles, 
  Heavy Calibre
  35, 600
  Box of 200 needles, Carton of 4,000 
  needles
  Gauss Needles,
  Anti-Materiel
  25, 450
  Box of 50 needles, Carton of 1,000 
  needles
  Gauss Needles, 
  Fragmenting
  X2
  No Armor-Piercing capability but reroll 
  damage dice that come up 1 or 2 
  (taking the re-roll even if is a 1 or 2)
  Gauss Needles, 
  Discarding Sabot
  X5
  Doubles armor penetration capability 
  but must re-roll all 6’s (taking the re-roll 
  even if it is another 6)
  
  Twilight Sector
  Page 9
  Gauss weapons have a great following 
  in the Twilight Sector Setting. Among 
  the populace of the Union of United 
  Planets, gauss is king; far surpassing 
  all other modern weapon types. In the 
  Oster Republic, gauss slugthrowers are 
  second only to energy weapons. In the 
  Orion Confederation (where Terra/Sol is 
  located) gauss is the weapon of choice 
  for a significant number of  civilians as 
  well as the state’s military forces. Gauss 
  however is not the clear frontrunner for 
  arms dominance there, although it is 
  certainly in the competition.
  Note: As with anything in this book, 
  the Referee has the final determination 
  over rules options that they adopt for 
  their campaigns. At Terra/Sol Games, 
  the campaign is the thing.
  Six Gauss Weapons
  
  Six Guns 1: Gauss Guns
  Page 10
  V
  ictory arms is better known for its 
  assault weapons, which are built 
  around a 1.8mm gauss needle. The 
  same ammunition is used in this weapon, 
  though in a somewhat different context.
  The LC-1 is named for its role: Last 
  Chance, One Shot. It is a ‘gauss 
  derringer’ based on a unique high-
  output one-use chemical power unit 
  provided by another company, Skarshal 
  Power Systems. The weapon takes the 
  form of a short tube 3.4cm in diameter 
  and slightly longer than an average 
  human hand. A raised rim at the ‘front’ 
  end prevents getting fingers in the 
  way of a discharge, and allows quick 
  identification of the dangerous end of 
  the weapon even in the dark. 
  The whole package weighs next 
  to nothing and is designed to be 
  discarded after use. It cannot be 
  recharged or kept topped up, but a new 
  chemical power unit can be inserted. 
  LC-1 Gauss Derringer
  Type: Handgun, Gauss, 
  Projectile
  Cost: Cr175. 
  TL: 12. 
  Mass: 0.4 kg 
  Recoil 0
  Capacity: 1 Shot. 
  Reloading time: Single use. 
  Cannot be reloaded
  Ammunition: Non-standard 
  1.8mm gauss needle. 
  Damage 3d6*
  Armor-piercing: None.
  Autofire: Special (See above)
  Notes: 
   Λ
  Uses fragmenting 
  needles
   Λ
  Autofire rating 6 at 
  Personal or Close range.  
  Note: alternatively, Refs could treat this 
  weapon as a bundled round similar to 
  the GAW-2. For base damage, use 5d6 
  at point blank and 4d6 at short range 
  ignoring the Auto 6 potential. Divide 
  damage equally as found on page 19. 
  Victory Arms
  
  Twilight Sector
  Page 11
  This is recommended every 4-6 
  months as the chemicals begin 
  to break down after this time 
  and may render the weapon 
  unreliable. 
  The LC-1 is triggered by 
  squeezing with fingers and 
  thumb on opposite sides of 
  the raised rim. Any two points 
  roughly opposite one another 
  will suffice, and there are no 
  manual safety devices. However, 
  the weapon cannot fire unless it 
  is held and squeezed. Dropping 
  it, or any other sharp knock, 
  will not cause an accidental 
  discharge.
  The LC-1 fires a bundle of 38 
  1.8mm fragmenting needles 
  using a single electromagnetic 
  pulse which burns out the 
  accelerating system and melts 
  the guide rails. The weapon 
  does not have a barrel, just 3cm 
  of guide/accelerator rail, and 
  is useless beyond Short range 
  (12m). The fragmenting needles 
  do not penetrate armor well 
  but will chew up an unarmored 
  target quite badly.
  When firing at Personal or Close 
  range, the burst of needles 
  counts as autofire with a rating of 
  6. At Short range the weapon is 
  treated as a single normal attack. 
  Both damage potential and 
  accuracy drop off considerably 
  past short range (Referees can 
  reduce the damage to whatever 
  they feel is appropriate, up to and 
  including zero)
  My job on the station is in maintenance, 
  which always gets a chuckle out of some 
  folks ‘til I mention that maintenance is the 
  only thing that separates them and the 
  void. Anyway, the job takes me all over 
  the station, including to some pretty 
  rough areas. After my wife got me my 
  LC-1, I put it in my toolbox. I didn’t know 
  exactly what to do with it and frankly, I 
  didn’t give the 1-shot gun much thought. 
  One day, according to the computer, a 
  lower-bay cargo door was stuck open. 
  All the vids indicated that the door 
  was closed tight however so it seemed 
  like just a sensor outage. Low priority, 
  but if that sensor is all that keeps you 
  from a walk outside the skin of the 
  station without a vacc suit, it’s a pretty 
  important thing right? That day, we were 
  running light on the schedule, and I was 
  in the area, so I decided to go there and 
  take care of it ahead of schedule. 
  What I didn’t know was that a local 
  smuggling operation looped the vid-
  feed of the section and had propped the 
  cargo door open so they could offload 
  drugs out of a makeshift airlock. Ten 
  guns got stuck in my face as soon as I 
  walked into the section. 
  Luckily for me, they needed someone 
  to fix one of their loaders and told me 
  the job would buy me my life. ‘Buy’ hell, 
  I knew it just postponed the inevitable. 
  After they went through my kit (missing 
  the LC-1 among all the other metal 
  tubes) they set just one guy to watch me. 
  I took out the LC-1 like it was just 
  another tool and nobody noticed. When 
  I saw my opening I blasted my guard, 
  dropped everything and took off like my 
  life depended on it, because it surely did. 
  from Your product saved my hide.
  Customer Testimonial
  
  Six Guns 1: Gauss Guns
  Page 12
  E
  llis & Ellis manufacture 
  limited numbers of 
  practically handmade, 
  extremely high-quality weaponry. 
  They are primarily known for their 
  handguns and precision rifles; they 
  do not produce workhorse military 
  weapons. Unsurprisingly, Ellis & 
  Ellis tend to sell to private users or 
  elite law enforcement units. Their 
  weapons are simply too costly for 
  general issue to a military force. 
  The two main features of this 
  weapon are its accuracy and its 
  performance against armor. Both 
  are related to the high-velocity, 
  heavy needle and its unique 
  ballistic performance. These two 
  factors ensure that Ellis & Ellis are 
  never short of orders, with some 
  customers spending months or 
  even years on the waiting list. Some 
  models (such as the matte version, 
  see below) take much less time. 
  Iridium Guard Gauss Pistol
  Ellis & Ellis
  Type: Handgun, Heavy, Gauss, 
  Projectile
  Cost: Cr2000 
  TL: 13. 
  Mass: 1.1kg
  Recoil 0 
  Capacity: 36 Needle Magazine. 
  Reloading time: 1 minor action
  Ammunition: Non-standard 5.2mm 
  gauss needle. 
  Damage 2d6+8 
  Armor-piercing: 4 Points
  Autofire: No
  Notes: 
   Λ
  Discarding Sabot ammunition is 
  not available for this weapon
   Λ
  When conducting Aimed Fire at 
  any range, each Minor Action 
  spent aiming gives +2 instead 
  of +1 DM. The maximum DM 
  is still +6. Note that this is the 
  same bonus all gauss weapons 
  get for long range fire, it simply 
  can be used at all ranges. 
  
  Twilight Sector
  Page 13
  Ellis & Ellis produce excellent weaponry, made from the finest 
  materials and machined to the very highest standards. The Iridium 
  Guard gauss pistol is no exception. The ‘standard’ model is indeed 
  inlaid with iridium and inscribed in various user-selected designs. 
  There is also a ‘matte’ model which is non-reflective slate grey rather 
  than black. The reasons for this are unclear but the result is attractive, 
  elegant and understated. More importantly this very large pistol is 
  actually quite hard to spot in dim lighting.
  This is, however, no stealth weapon. It is a large gauss pistol with 
  a long barrel similar to the various ‘navy model’ weapons available 
  from less prestigious manufacturers. Ellis & Ellis proudly proclaim 
  that they ‘will never make an automatic weapon’ and ‘give the 
  user precision, not volume’. They seem to consider even burst fire 
  questionable, and so use a heavy non-standard 5.2mm needle rather 
  than the more common 4mm needle used for small arms.
  Muzzle velocity of these heavy darts is higher than a standard 4mm 
  gauss pistol, which requires a heavy-duty power supply (or “power 
  clip”) external to the magazine. These power clips cost three times as 
  much as standard magazines (although the magazines themselves 
  are cheaper, the price of conventional slugthrower mags). The clips 
  wear out quicker than standard gauss mag batteries, but Ellis & Ellis 
  has an efficient factory refurbishment programme in place to offset 
  this extra cost. The power clip attaches to the rear of the weapon 
  above the grips and is usually good for four magazines worth of 
  ammunition just like standard magazine-mounted batteries.
  The Iridium Guard comes with a very good set of iron sights, and 
  nothing else. It has standard fitting rails for laser dot pointer or tactical 
  flashlights under the barrel, and for a variety of reflex sights or even 
  scopes. However, Ellis & Ellis seem to consider such things beneath the 
  dignity of this weapon. In truth, it is marketed towards the ‘prestige’ 
  rather than the ‘use’ market, though its superb accuracy does make 
  it popular with sport shooters. Many of the latter purchase a high-
  end telescopic sight for competitive shooting, though it is virtually 
  impossible to carry the weapon comfortably in this configuration. 
  Both matte and ‘standard’ (i.e. decorated) versions cost the same – about 
  three times as much as a Navy Model gauss pistol. Ellis & Ellis does 
  market a presentation set with two pistols (one of each finish), eight 
  magazines (four decorated, four not, though it matters little once they 
  are in the weapon) and a very nice hand-carved box.  All for the low-low 
  price of Cr 4250. 
  
  Six Guns 1: Gauss Guns
  Page 14
  T
  his is not one weapon as such, but a set of components 
  including a pistol receiver. This receiver contains the magazine 
  well, trigger assembly, accelerator unit and basic sights. The 
  various other components fit onto the receiver quickly but securely, 
  creating a weapon which can be configured in several different ways. 
  It can be put together as a short or long barrelled gauss pistol, as a 
  submachinegun or as a carbine. 
  The GS-XP-1 comes as a kit containing the receiver, six standard and 
  four extension magazines, a stock, a buttcap, three barrels (‘short’, 
  ‘long’ and ‘carbine’) and a foregrip. This enables the weapon to be put 
  together in the following combinations:
  GS-XP1 Individual Weapon System
  Gauss Solutions 
  
  Twilight Sector
  Page 15
   Λ
  Small Pistol: Buttcap, receiver, 
  short barrel
   Λ
  Long Pistol: Buttcap, receiver, 
  long barrel
   Λ
  Machinepistol: Buttcap, 
  receiver, long barrel, foregrip
   Λ
  Submachinegun: Stock, 
  receiver, long barrel
   Λ
  Carbine: Stock, receiver, 
  carbine barrel
  The buttcap is not strictly necessary, 
  but it covers the stock attachment 
  points and prevents snagging 
  on clothing or flesh. The pistol 
  configurations are fairly standard, 
  but the short version suffers from 
  the same problem as all short-barrel 
  gauss weapons; its projectiles lack 
  velocity and thus stopping power 
  as well as penetration, and are thus 
  inaccurate. 
  The long-barrel configuration is 
  close to the industry standard for 
  gauss pistols. It is accurate and 
  powerful, but so are all the others 
  on the market, and this one costs 
  more because it comes as a kit. It is a 
  very workmanlike weapon however, 
  and built to a high standard.
  The stockless SMG is a typical 
  close-assault or personal defence 
  weapon. It is very comfortable to 
  shoot from the hip despite its small 
  size, and surprisingly accurate. 
  However, it is somewhat nose-
  heavy; the long pistol configuration 
  actually shoots better one-handed 
  on fully-automatic.
  With the stock fitted, the GS-XP-1 
  offers the best range of options. 
  Type: Weapon Kit, Gauss, Projectile
  Cost: Cr1000. 
  TL: 12. 
  Mass: 0.6kg (short pistol). 
  Recoil 0 (pistol), -1 (stock or 
  foregrip fitted)
  Capacity: 45 or 96 Needle 
  Magazines. 
  Reloading time: 1 minor action
  Ammunition: Non-standard 2mm 
  gauss needle. 
  Damage 3d6 (Short Pistol), 3d6+3 
  (Pistol, SMG), 4d6 (Carbine)
  Armor-piercing: 2 Points (Short 
  Pistol), 3 Points (Long Pistol, SMG), 5 
  Points (Carbine)
  Autofire: Burst, 4 or 6 modes
  Notes: 
   Λ
  Normal (burst-fire) mode is 
  treated as a normal attack. Each 
  attack uses 3 Needles (thus the 
  45-Needle Magazine is good 
  for 15 bursts and the 96-Needle 
  Magazine is good for 32 bursts) 
   Λ
  Autofire has Auto rating of 4 
  and uses 9 Needles.
   Λ
  Rapid Fire has Auto rating of 6, 
  and uses 18 Needles.
   Λ
  Discarding Sabot ammunition is 
  not available for this weapon
   Λ
  When shooting one-handed 
  or using a pistol configuration, 
  treat as a Pistol weapon for 
  range DM purposes.
   Λ
  When using a foregrip without 
  a stock, treat as a Shotgun for 
  range DM purposes.
   Λ
  When using the stock and/
  or carbine barrel, treat as an 
  Assault Weapon for range DM 
  purposes.
  
  Six Guns 1: Gauss Guns
  Page 16
  The stock can be set to fold to either side, and when it is folded the 
  weapon can be carried concealed under a coat, though it is still a large 
  handgun and consequently more bulky than most concealed-carry 
  weapons. If the stock is left folded, it can function as a foregrip. It snaps 
  into place when given a quick tug, creating a weapon with a greater 
  accurate range than a pistol.
  The ‘carbine’ version uses the same stock and a longer barrel, increasing 
  effective range and power somewhat. It can be used with the foregrip, 
  but need not be. One-handed firing with the carbine barrel in place 
  is inadvisable, and the weapon is not 
  concealable in this configuration.
  The “standard” magazine holds forty-five 
  2mm needles identical to those used 
  in many gauss assault weapons. The 
  extension magazine holds 96, but protrudes 
  significantly from the bottom of the weapon. 
  Most users carry a 45-round magazine in the 
  weapon even when in carbine mode, and 
  switch to the extension magazines when 
  combat is imminent or on their first reload.
  The GS-XP-1 normally shoots in 3-round 
  bursts, which are treated as a single attack 
  (this is incorporated into damage statistics). 
  In either of the ‘pistol’ modes, burst-fire is 
  all that is possible. If the stock is fitted, the 
  weapon also becomes capable of automatic fire with an autofire rating 
  of 4. This uses 9 needles per attack. Fitting the foregrip (with or without 
  the stock) enables ‘rapid fire’ mode, using 18 needles per attack but 
  granting an autofire rating of 6.
  The mechanism for enabling these modes is mechanical, so many 
  users simply insert a metal rod of the right size into the attachment 
  point for the foregrip, gaining immense firepower in whatever 
  configuration they choose to carry the weapon. The user manual 
  specifically notes that while this can be done, it is ‘strongly advised 
  against’ by the manufacturers. So devoted are they to preventing this 
  sort of thing that the manual includes a diagram showing where it is 
  advised against inserting the rod, and although a suitable rod is not 
  provided, the manual does helpfully note that some users have even 
  used a bundle of 3-5 needles to jam the mechanism in this way. This, 
  too, is expressly advised against (ahem).
  XP-1 Configurations:
  A: Short Pistol (Short barrel, 
  butt cap, 45-round clip)
  B: Long Pistol (Long barrel, 
  butt cap, 45-round clip)
  C: Machine Pistol (Long 
  barrel, butt cap, Pistol foregrip, 
  45-round clip)
  D: Submachinegun (Long 
  barrel, stock folded for grip, 
  90-round clip)
  E: Submachinegun (Long 
  barrel, stock, pistol-style 
  foregrip optional, 45-round clip)
  F: Carbine (Long barrel, stock 
  foregrip, 90-round clip)
  
  Twilight Sector
  Page 17
  
  Six Guns 1: Gauss Guns
  Page 18
  GAW-2ERF, Gauss Assault Weapon
  Victory Arms 
  Type: Assault Weapon, Gauss, 
  Projectile
  Cost: Cr900. 
  TL: 13 
  Mass: 4.6kg (stock fitted), 4.2kg 
  (stock removed). 
  Recoil 0 (single shot; two-handed 
  firing, stock fitted) or 2 (3-round 
  burst; two-handed firing, stock 
  fitted).
  Capacity: 24 “bundles” of Needles. 
  Reloading time: 1 minor action
  Ammunition: Standard 2mm 
  gauss needle in 24-round bundles. 
  Damage 5d6, divided into two 
  equal portions after adding 
  Effect, Both counted as separate 
  attacks with armor piercing effects 
  appropriate for the ammunition 
  used. (see sidebar, right)
  Armor-piercing: 1 Point
  Autofire: Semiauto+Auto 4 
  (burst)+Auto 8 (ERF mode)
  Notes: 
   Λ When firing single shots, treat the 
  weapon as a shotgun for purposes 
  of making a hit
   Λ When firing 3-round bursts, treat as 
  an Auto rate of 4 and as a shotgun 
  for purposes of making a hit.
   Λ When using ERF mode, treat as an 
  Auto rating of 6 if 3-10 rounds are 
  fired, and an Auto rating of 8 if 11+ 
  rounds are fired in a single burst. 
  Shotgun rules are also used for the 
  purposes of determining a hit. 
   Λ Fragmenting needles may be used, in 
  which case there is no armor-piercing 
  effect. Discarding Sabot ammunition is 
  not available for this weapon
   Λ If shooting one-handed with the 
  stock configured as an elbow hook, 
  increase recoil by 1
   Λ If shooting one-handed without a 
  stock, increase recoil by 2
   Λ If using ERF mode and firing 10 or 
  less rounds, increase recoil by 1
   Λ If using ERF mode and firing 11+ 
  rounds, increase recoil by 2.
  
  Twilight Sector
  Page 19
  V
  ictory Arms’ Gauss Assault Weapon, 2mm’ was a significant 
  success in the marketplace some years ago. Along with certain 
  similar weapons, it has become the industry standard. Thus 
  when Victory announced a successor, buyers were sceptical. The 
  general expectation was that Victory would add a couple of bells and 
  whistles and increase the price without creating  a significantly better 
  weapon. 
  However, what Victory actually did was to make some slight 
  ergonomic changes and add one new feature to an already very 
  good weapon. The ‘ERF’ in the weapon’s title refers to its capability 
  for ‘emergency rapid fire’. In most other ways this is simply the GAW-
  2 with the selector switch repositioned slightly and a more robust 
  laser dot pointer. Thus many of the comments here also apply to the 
  standard GAW-2.
  The GAW-2ERF is an assault weapon and not, as the manufacturers 
  keep telling us, a ‘Gauss Shotgun’. It fires bundles of twenty-four 2mm 
  Gauss needles either one at a time or in 3-round bursts with a very 
  high cyclic rate. With 72 needles going downrange in a very short 
  time, a 3-round burst is equivalent to most of a magazine from a 
  6mm Advanced Combat Rifle.
  Unusual for a gauss weapon, the GAW does have an ejection 
  system. The needle-bundles are held together by a light plastic case, 
  which is left behind when they are magnetically accelerated and is 
  subsequently ejected. There are reports that when early versions of 
  Butcher McCreless has an ERF and is involved in a firefight with several pirates that 
  have taken over his ship. One of the pirates is still wearing their TL 12 Improved Vacc 
  Suit (Armor rating 6), the others are wearing cobbled together armor that makes 
  them look fierce (Armor Rating 4).  Because they are standing in tight formation in 
  the corridor, Butcher is able to spray all of them with autofire in ERF mode. Two are 
  hit, Mr. Vacc Suit with an Effect of 3 and one of the others with an Effect of 2. 
  Butcher’s Player rolls 5d6 against the Vacc-Suited Pirate. The result of the roll is 
  [6+5+3+4+3+Effect of 3=] 24 points of damage total. This is first divided into two 
  parts, 12 and 12, then applied as separate attacks against the armor. Since Butcher is 
  using standard ammunition, his Armor-piercing is 1 point. The Pirate takes 14 points 
  of damage (12-5= 7 from each attack after the AP effect is accounted for).
  Butcher’s player rolls 5d6 against the other Pirate, with cobble armor. The result of this 
  roll is a less impressive [4+1+2+3+5+ Effect of 2=]17 points of damage split into an 
  attack of 8 and 9 points. With Armor Piercing, these do 5 + 6 or 11 points of damage.
  Damage Example using bundled rounds
  
  Six Guns 1: Gauss Guns
  Page 20
  the weapon melted these plastic cases as they were chambered due 
  to induction heating in the barrel, particularly when using the rapid-
  fire mode. This problem seems to now be solved.
  Like the standard GAW-2, the ERF uses 2mm assault-weapon calibre 
  needles, which do not penetrate armor as well as heavier 4mm rifle 
  or pistol darts. Performance against armor is still respectable for 
  a ‘shotgun-type’ weapon, but the GAW-2 was always intended to 
  be used against lightly armored opponents. In this role it is simply 
  devastating.
  The GAW-2 is short and not especially chunky, unlike many gauss 
  weapons. It has an adjustable foregrip and a detachable folding 
  stock. This can be rotated through ninety degrees to form an elbow 
  hook, making one-handed fire somewhat more controllable. The 
  stock is removable.
  The integral laser dot pointer is powered from the weapon’s 
  magazine and cannot be used without a magazine in the weapon. 
  The original GAW-2 pointer/laster-designator was something of an 
  afterthought and was prone to becoming misaligned or damaged 
  if the weapon was roughly handled. The ERF version uses a fully-
  encased pointer built into the forearm of the weapon; calibration is 
  a matter of adjusting small screws along the sides of the mounting. 
  This is a much more solid mounting and cannot be easily damaged.
  The move from a rail-mounted third-party pointer to an integral 
  model allows for two minor modifications. The first is a lens that 
  can be dropped in front of the laser window to spread the beam. 
  Effectively, this turns the pointer into a tactical flashlight, though the 
  beam is red and not ideal for target identification. The ERF can also 
  mount a bayonet if this seems desirable. One is not supplied but the 
  fitting is standard so any military bayonet can be used.
  The basic GAW-2 is able to fire single shots or 3-round bursts. To this 
  capability the ERF adds extremely rapid fire (though Victory Arms 
  refer to this as ‘emergency rapid fire’. In ERF mode, the weapon cycles 
  at 600rpm, which is not at all high for a standard weapon. When 
  firing bundles of gauss needles however, this results in a phenomenal 
  output of needles downrange and a rapidly emptied magazine.
  Recoil is slight when firing 3-round bursts provided the stock is fitted, 
  but autofire can be more difficult to control. One-handed autofire is 
  ‘not recommended’ by the manufacturers but, with some practice, 
  can be reasonably accurate at short range.
  
  Twilight Sector
  Page 21
  Bipods & Tripods: These two- and 
  three-legged stands provide a stable 
  frame for weapons on which they are 
  placed and employed (again, this is 
  considered part of the aiming action 
  if firing from a prone position). These 
  reduce the recoil penalty by -2. 
  Cr 60-100 depending on quality.  
  Foregrip: A foregrip can be added 
  to weapons which do not have 
  them, helping to provide stability. 
  Some weapons listed here modify 
  their range DM when foregrips are 
  installed.  Referees may decide that 
  large handguns fitted with these 
  accessories gain similar benefits.
  Cr 35+ depending on quality.
  Laser sight/pointer: These low-
  powered lasers point along the barrel, 
  helping aim the weapon. The laser 
  offsets up to 2 points of negative 
  DMs from appropriate conditions 
  (range, lighting, conditions, cover etc). 
  The laser dot does not have to be in 
  the visible range. The effects of laser 
  pointers are useless beyond medium 
  range for combat purposes, although 
  the dot does show up at a range of 
  150m or more depending on local 
  conditions. A spreader can be used 
  on a laser designator to transform the 
  dot into a flashlight-like beam, some 
  of the better quality versions include 
  these as a optional mode and some 
  external units can be added cheaply.
  Cr 100+ depending on quality.
  Monopods & Improvised firing sticks: 
  A monopod is a one-legged stand, 
  firing sticks are improvised from 
  ‘found objects’ like sticks and even a 
  well-placed rock. These are designed 
  to provide  greater stability for the 
  shooter. When placed (considered 
  part of the aiming action if firing from 
  a prone position), they reduce the 
  recoil penalty by -1. Any slugthrower 
  weapon (including gauss weapons) 
  which does more than 4d6 damage 
  and has a base recoil of 3+ can use a 
  forward Bipod and a rear monopod 
  for greater stability (improvised firing 
  sticks will not work for this). 
  Cr 50-75 depending on quality.
  Targeting Scope, High Tech: Any 30th 
  century Targeting scope incorporates 
  a number of advancements that 
  provide from 2 to 4 points of offset for 
  negative to-hit DMs (range, lighting, 
  conditions, cover etc). The Referee can 
  decide whether a specific negative DM 
  (soft cover for example) is not offset. To 
  gain benefits for a high-tech targeting 
  scope, the shooter must (a) spend at 
  least two minor actions aiming and 
  (b) can only be used against targets 
  further than Medium range. Beyond 
  application to the mechanics of 
  combat, these scopes can provide a 
  number of non-specific advantages 
  (use as binoculars, range finders, night 
  or thermographic vision etc.)
  Cr  250cr/1 point offset. Min. 2, Max 4.
  Selected Accessories
  The write-ups in Six Guns 1 mention a number of weapon accessories. There 
  are several other Traveller sources which incorporate rules for these, but the 
  following rules represent the Twilight-Sector variants for these technological 
  accessories. Referees should feel free to use whichever set of rules that they 
  think best represents their own assessments of the benefits and potential 
  drawbacks/complications of this equipment.
  
  Six Guns 1: Gauss Guns
  Page 22
  G
  auss Solutions markets its Battle Rifle System, 4mm (BRS4) 
  to upmarket mercenary and corporate security units as well 
  as larger military buyers. The BRS system is based, like the 
  company’s XP1, on a common receiver which can be fitted with a 
  number of interchangeable components to create a fairly standard 
  gauss rifle (GS calls this a ‘battle rifle’, a shorter-barrelled carbine or a 
  light support weapon).
  The receiver is robust and conventional in terms of both layout and 
  operation. It uses entirely standard 4mm gauss needles (note that 
  rifle needles are longer and thus heavier than pistol ammunition, and 
  cannot be interchanged) with no need for an ejection system. The 
  action operates much faster than a conventional chemical firearm, 
  permitting a higher fire rate. This can be adjusted at any time to give 
  GS-BRS4, Battle Rifle System
  Gauss Solutions 
  
  Twilight Sector
  Page 23
  Type: Weapon Kit, Longarm or 
  Support, Gauss, Projectile
  Cost: Cr900. 
  TL: 13. 
  Mass: 4.2kg (rifle), 3.1kg 
  (carbine), 5.1kg (heavy barrel). 
  Recoil 0 (normal rate of fire.)
  Capacity: 60 (Short), 100 
  (Standard), or 500 (Extended/Snail 
  Drum). 
  Reloading time: 1 minor action
  Ammunition: 4mm gauss rifle 
  needle (standard). 
  Damage: 4d6 (Rifle)
  Armor-piercing: 4 Points
  Autofire: 4 (see below)
  Notes: 
   Λ
  This weapon is normally Auto 4. 
  Rate of fire can be increased at 
  the user’s discretion, taking 1 
  major action as follows:
   
  Ο Rate of fire 1000-1200rpm 
  (Auto 6), increasing recoil 
  to 1 and imposing a –1DM 
  to hit at all ranges due to 
  weapon vibration.
   
  Ο Rate of fire 1800-2000rpm 
  (Auto 8), increasing recoil to 
  2 and imposing a –3DM to 
  hit due to severe weapon 
  vibration.
   Λ
  Fragmenting needles may be 
  used, in which case there is no 
  armor-piercing effect. Discarding 
  Sabot ammunition is available 
  for this weapon
   Λ
  If firing single shots from a 
  heavy barrel ‘marksman rifle’ 
  configuration and using aimed 
  fire, the shooter gains an 
  additional +1 DM to hit at all 
  ranges. This is in addition to the 
  usual bonuses for aimed fire with 
  gauss weapons noted above.
  a cyclic rate of anything from 400 rpm 
  to 2000 rpm. 500-600 rpm is common 
  for normal combat applications.
  The BRS4 is a Bullpup weapon, with 
  the magazine well located in the top 
  of the fixed polymer shoulder stock. 
  This will take any standard 4mm gauss 
  rifle magazine, but comes with a 
  100-Needle capacity casket magazine 
  (quad-stacked) or a high-capacity 
  snail-drum magazine which fits on 
  the outside of the stock. The snail-
  drum makes the weapon extremely 
  difficult to use from the left shoulder 
  or hip, but contains 500 rounds of 
  ammunition. There is also a “short” 
  casket magazine for the Marksman 
  variant which reduces the bullpup 
  profile when prone firing. 
  The BRS4 has a basic set of iron sights 
  but carries a heavy-duty accessory 
  rail under the barrel and another atop 
  the receiver. The top rail normally 
  mounts one of: a red dot reflex sight; 
  a holographic projection sight, an 
  optical or electronic telescopic scope. 
  None of these are provided, though 
  the Marksman variant does come with 
  a bipod for the lower underbarrel 
  mount. Also, the BRS4 receiver has all 
  the necessary interfaces for a heads-
  up display using either transmission 
  or fibre-optical data links for areas 
  blanketed by ECM/ECCM interference.
  The barrel mount is designed for a 
  quick change, partly for convenience 
  and partly because gauss weapons 
  can become very hot under sustained 
  fire. In light-support mode, the barrel 
  should be changed every 500-1000 
  rounds unless only short bursts are 
  
  Six Guns 1: Gauss Guns
  Page 24
  Key: Configurations above are A: Marksman Rifle, B: Light Support Weapon, C: Assault Rifle, D: Carbine
  Normally, I consider these modular weapon systems to be garbage, the kind of stuff 
  they sell at inflated prices to people that wouldn’t know the breach from their butt. 
  But in this case, I have to say that the BSR4 stands out, simple as that. The removable 
  barrel is good even if you have no intention of swapping your heavy-duty for a carbine 
  rail; the barrel stresses for some of these gauss weapons are outrageous because of 
  the high rate of fire and induction heating. The underslung mounting rail is solid and 
  helps to keep everything in place, and the fact that they made the magazine-well fully 
  adjustable so that it can take a wide range of clips is utter genius. There is no “perfect 
  weapon”, each one has a task to fulfill, but this system fulfills more than her fair share.
  Ask an Expert: Evaluating the BSR4 Weapon System
  
  Twilight Sector
  Page 25
  being fired. If barrels are not swapped in this manner, the weapon 
  will continue to function for a time but will suffer first a loss of 
  accuracy then damage to the accelerator apparatus, requiring a 
  complete rebuild of the barrel’s electronics.
  The underbarrel accessory rail is attached to the forearm of the 
  weapon rather than the barrel itself, and remains in place when the 
  barrel is removed. It has two attachment points. The one at the very 
  muzzle can be used to attach a bayonet, a laser pointer or flashlight, 
  bipod, or some similar accessory. The rear position is used to attach a 
  pistol-style foregrip if desired (in addition to or without an accessory 
  on the front of the rail) or both attachment points can be used to fit 
  an underbarrel grenade launcher or similar long accessory.
  It is possible to purchase a complete ‘BRS4 Weapon Kit’, or to buy 
  the weapon ready made-up with whatever accessories are desired, 
  creating a carbine, rifle, marksman rifle or light support weapon as 
  desired. Only the components listed below are offered by Gauss 
  Solutions. Third-party accessories can be fitted by the manufacturer if 
  the purchaser provides them or arranges for availability.
  The standard configurations of this weapon are as follows. The price 
  includes a sling, cleaning kit and six magazines, but no ammunition.
   Λ
  Carbine: Short barrel, foregrip, receiver, 6 standard magazines. Cr1,400
   Λ
  Assault Rifle: Rifle barrel, top mounting rack, no foregrip included, receiver, 
  6 standard magazines. Cr1,600 
   Λ
  Marksman Rifle: Heavy barrel, receiver, 3 standard magazines and 3 short 
  magazines, Bipod (plus, usually, a third-party scope or advanced sight of 
  some kind). Cr2,000
   Λ
  Light Support Weapon: 2xHeavy Barrel, receiver, top mounting rack, 2 
  standard and 4 Extended snail-drum magazines. Cr2,900
  Individual components are priced as follows:
   Λ
  Receiver: Cr1,100
   Λ
  Carbine Barrel: Cr200
   Λ
  Rifle Barrel: Cr400
   Λ
  Heavy Barrel: Cr750
   Λ
  Foregrip: Cr50
   Λ
  Standard 100-Needle casket magazine (4 columns): Cr40
   Λ
  Short 60-Needle magazine (4 columns): Cr 30
   Λ
  Extended 500-Needle snail magazine: Cr100
  Note: As noted above, the magazine-well can be adjusted very 
  easily (in a few seconds with meager tools) to accommodate 80% of 
  standard 4mm gauss rifle magazines.  This often allows the weapon 
  to use captured ammunition supplies.
  
  Six Guns 1: Gauss Guns
  Page 26
  E
  llis & Ellis produce what may be the most upmarket 
  of all anti-materiel rifles available today. It is certainly 
  one of the most expensive. Built around a special 
  high-density 8.5mm projectile, the Guardian is primarily 
  intended for military use (disabling equipment and long-
  range sniping) or law enforcement applications such 
  as crippling the drive system of a suspect vehicle. It is 
  also popular with a certain kind of big game hunter 
  despite the expense of a special license requirement 
  when purchasing such a potent weapon.
  The Guardian is a bullpup configuration semi-
  automatic weapon, fed from a double-stacked 
  12-round magazine. It requires 1-2 seconds to 
  charge up the firing capacitors after each shot; 
  the magazine batteries, large as they are, cannot 
  deliver enough current as quickly as needed 
  to fire the weapon. However, this does allow 
  the heavy projectile to be flung at incredible 
  velocity over tremendous distances. 
  The receiver contains the firing 
  mechanism and power system, plus 
  a very advanced ballistic computer 
  capable of taking data from a 
  variety of sources. The weapon’s 
  accessory pack (provided 
  as standard) includes six 
  remote sensors which 
  normally report on wind and 
  temperature conditions but 
  also contain cameras and 
  thermal imaging systems. 
  This allows a ‘sensor trap’ 
  to be positioned on the 
  far side of some visual 
  obstruction such as 
  foliage, enabling the 
  targeting computer to 
  Guardian Anti-Materiel Rifle
  Ellis & Ellis
  
  Twilight Sector
  Page 27
  Type: Heavy Rifle, Gauss, 
  Projectile
  Cost: Cr41,000. 
  TL: 13. 
  Mass: 11kg. 
  Recoil 1 
  Capacity: 12 
  Reloading time: 1 minor 
  action
  Ammunition: Non-standard 
  8.5mm gauss needle. 
  Damage 5d6+2
  Armor-piercing: 5 Points
  Autofire: No
  Notes: 
   Λ Discarding Sabot ammunition 
  is available for this weapon, 
  doubling the Armor value it can 
  penetrate (ignoring 10 points of 
  armor)
   Λ APHE rounds are designed to 
  penetrate the target and then 
  detonate, fragmenting the rear 
  part of the projectile within the 
  wound. Like standard Needles, 
  they ignore 5 points of armor, 
  but any damage die that 
  penetrates armor delivers 2 extra 
  points of damage.
   Λ This weapon gains all the usual 
  benefits of aiming a gauss 
  weapon at long range, and an 
  additional +1DM to hit when 
  conducting aimed fire at any 
  range. In addition, the firer may 
  ignore up to 2 points of penalties 
  for environmental conditions, 
  range etc. This is not a bonus as 
  such; it merely offsets a penalty. 
  I.e. if the total penalty for range 
  and environmental conditions 
  is –1 or -2, then this is ignored. 
  A penalty of –3 or greater is 
  reduced by 2 points. 
  provide a firing solution despite 
  the target being obscured.
  The remote sensors (or a feed 
  from other systems) can be used 
  for indirect fire. It is theoretically 
  possible to hit a man-sized target 
  from 5km away, over a hill, by this 
  method. However, this kind of ‘trick 
  shot’ involves so many variables 
  (plus the skill of the user) that 
  chances for a hit are low under 
  even perfect conditions.
  The barrel can be detached 
  by a simple unlock-and-twist 
  action, breaking the weapon into 
  manageable halves for transport. 
  It retains its accuracy very well 
  providing the barrel is properly 
  seated when it is reattached. The 
  barrel contains the accelerator 
  apparatus and a number of 
  sensors that help the ballistic 
  computer adjust for environmental 
  conditions, barrel wear and even a 
  slight misalignment due to hurried 
  reassembly. A bipod is included 
  with the kit, although it can be 
  removed and replaced with other 
  mountings such as a foregrip for 
  greater portability. 
  The sighting system is very 
  complex, normally using a 
  holographic display to provide 
  images in whatever mode the 
  user wants. Low-light, thermal and 
  radio sensors are fitted as standard, 
  along with a laser rangefinder and 
  a sonic sighting system which, in 
  theory, enables blind shooting 
  using the target’s sonic signature. 
  This is rather less useful than the 
  
  Six Guns 1: Gauss Guns
  Page 28
  thermal and radio sensors, which 
  allow a target to be found and 
  hit using its emissions. A sighting 
  picture can be built up using 
  these sensors and/or outside 
  sources, and the computer can be 
  configured to provide as detailed 
  instructions as the user wishes. 
  The whole sighting package can 
  be quickly released and stored 
  in the weapon’s case, leaving a 
  conventional set of iron sights 
  and a mounting rail for a standard 
  optical scope. One is provided with 
  the weapon if the buyer requests 
  it, at no extra charge, but is not 
  included in the package unless it 
  is specifically desired. It is taken 
  mainly by competitive shooters 
  and hunters who want to pretend 
  that hunting big game is somehow 
  more fair with an optical scope.
  The standard 8.5mm dart fired 
  by this weapon is considered to 
  be a full-armor-piercing round. A 
  discarding sabot subcalibre dart 
  is also available, with standard 
  effects (i.e. double the normal 
  amount of armor-penetration). 
  Alternatively, an armor-piercing 
  explosive (APHE) dart is available 
  for particularly hard targets. 
  Special Note: Any time this weapon 
  does Armor+Body damage to a 
  living target or Armor+Hull damage 
  to a vehicle target the needle has 
  passed through the primary target 
  and continues on to do ½ rolled 
  damage to anything behind them 
  (Referee may require a “blind” to-hit 
  check of  8+ on 2d6 with no DMs).
  Yeah it’s a heavy bugger aint it?
  You’ll get used to it, I did and you got 
  what, 20 or 30 kilos on me? A big strappin’ 
  lad like you will have no problem then.
  Now to the fun part, and by that I mean 
  firing this bad boy.  What you got here 
  is 25,000 Joules of energy poured into 
  an 8.5mm needle moving down 61.5cm 
  of magnetic propulsion barrel. And that 
  my lad is as close as you’ll get to small 
  arms perfection until you strap on one of 
  them fusion guns. And ‘less you want to 
  glow in the dark, I’d suggest you hold off 
  a bit before you step into that breach.
  Now, I know that this looks intimidating, 
  and we haven’t even stoked up the 
  holoproj yet, so let me say this first and 
  foremost: this is a weapon like most, 
  point and shoot. It just has a few extra 
  tech-bits on it that are going to help you 
  once you get used to it. But look at this 
  underside rail, here.... All you got to do 
  is take off this bipod, stick on a foregrip 
  and you can carry it around and blast at 
  whatever you want. Straight from the hip 
  if need be. And don’ be too proud to try 
  out those iron sights either.  Heck, you 
  don’t even need the foregrip. Watch this. 
  See that? Straight through the target 
  block there and I didn’t need nothing 
  more than the pointer and a good 
  grip on the forearm. Hear that whine 
  just after I shot? That’s the capacitors, 
  warming up for your next needle. This 
  bad boy will do wonders, but it aint 
  designed for firing bursts. Remember 
  that you got an impressive hunk of alloy-
  steel headed downrange. One will do.
  As for the extras, they’ll come. One thing 
  you have to keep in mind is that each 
  one has a purpose, but they all are there 
  to put this round through that target.
  Training Day
  
  Twilight Sector
  Page 29
  Weapon
  Tech Level
  Range 
  Table/Max 
  Range
  Skill Req.
  Damage
  Magazine
  Auto
  Recoil
  Cost (Cr)
  LC1 Derringer
  12
  Pistol‡
  Slug P
  3d6
  1
  6‡
  0
  0 175
  Iridium Guard
  13
  Pistol
  Slug P
  2d6+8
  36
  No
  0
  4 2000
  GS-XP-1 IWS
  12
  var†
  1000
  Small Pistol
  Pistol
  Slug P
  3d6
  B†
  2
  Long Pistol
  Pistol
  Slug P
  3d6+3
  B†
  3
  Machine Pistol
  Pistol
  Slug P
  3d6+3
  4/6
  3
  SMG (Stock)
  Assault Wpn Slug C
  3d6+3
  4/6
  3
  Carbine (stock)
  Assault Wpn Slug C
  4d6
  4/6
  4
  GAW2 ERF
  13
  24
  900
  GAW 2
  Assault Wpn Slug P
  5d6*
  B/4
  1
  ERF
  Assault Wpn Slug C
  5d6*
  4/6/8
  1
  GS-BRS-4
  13
  100
  900
  Carbine
  Carbine
  Slug C
  4d6
  4**
  0
  4
  Assault Rifle
  Assault Wpn Slug R
  4d6
  4**
  0
  4
  Marksman Rifle
  Rifle
  Slug R
  4d6
  4**
  -1
  Light Support Wpn
  Rifle
  Slug R
  4d6
  4**
  -1
  3
  Guardian Anti-Materiel 13
  Rifle
  Slug R
  5d6+2
  12
  No
  1
  5 41000
  † The XP-1 fires bursts of 3-needles normally, this is counted as a single attack and does 
  damage as listed above. Magazines hold 45 and 96 rounds, but because this is weapon is 
  fired in 3 round bursts consider the magazines as having 15 and 32 “bursts.” Autofire has a 
  Auto rating of 4 and uses 9 Needles (3 bursts) while Rapid fire has an Auto rating of 6 and uses 
  18 Needles (6 “bursts”). Autofire allows full weapon skill to be used (unlike standard Autofire).
  ‡ The LC-1 “Derringer” is ineffective beyond Short range and only has an Autofire effect 
  at Close or Personal Range.
  * The GAW’s bundle of twenty-four 2mm needles does 5d6+Effect damage, but after 
  rolling this is divided into two separate attacks (with standard 1 Armor-piercing effect 
  or 0 if using Fragmenting needles) against target armor (if any) and damage reduction 
  for combat drug use.  These bundle rounds are also treated as shotgun ammunition 
  (ignore Dodge-modifiers)
  ** The Autofire rate listed is based on the weapon’s standard fire rate of 500-600rpm. 
  Higher rates of fire produce higher Auto Fire characteristics and greeater recoil with 
  targeting modifiers: 1000-12000rpm (Autofire Rating/Auto 6, +1 Recoil, -1 DM to to hit), 
  1000-12000rpm (Autofire Rating/ Auto 8, +2 Recoil, -3 DM to to hit) 
  
  Six Guns 1: Gauss Guns
  Page 30
  because the campaign’s the thing
  Hal MacLean & Phil Larwood
  Powered by The Traveller game system  
  brought to you by terra/Sol Games!
  
SOURCE: textdata/thevault/Traveller/08 - Mongoose Traveller/Third Party Materials/Campaigns & Settings/Twilight Sector/Mongoose Traveller - Twilight Sector - Six Guns 1 - Gauss Weapons.pdf