Gyroc Guns

CLASSIFIED DOCUMENT

MILITARY FIELD AND TECHNICAL MANUAL

VANGUARD DYNAMICS DUMBFIRE ROCKET CARBINE

SECTION 1: INTRODUCTION

1.1 Purpose: This manual provides guidance on the operation, maintenance, and troubleshooting of the Vanguard Dynamics Dumbfire Rocket Carbine (VDRC).

SECTION 2: WEAPON OVERVIEW

2.1 Description: The VDRC is a gyrostabilized rocket launcher firing 15mm self-propelled rounds.

SECTION 3: OPERATION

3.1 Firing Procedure:

Ensure clear line of sight and target acquisition.

Set payload option (chemical, biological, explosive, hollowpoint, or ballpoint).

Aim and fire, utilizing gyrostabilization for accuracy.

3.2 Safety Precautions:

Wear protective gear (gloves, goggles, mask).

Avoid firing near friendly forces or civilians.

SECTION 4: MAINTENANCE

4.1 Cleaning:

Regularly clean launcher and barrel.

Inspect and replace worn or damaged components.

4.2 Payload Handling:

Handle payloads with care, following safety protocols.

Store payloads separately from launcher.

SECTION 5: TROUBLESHOOTING

5.1 Common Issues:

Misfire or malfunctioning gyrostabilization.

Payload errors or incompatibility.

SECTION 6: TECHNICAL SPECIFICATIONS

6.1 Caliber: 15mm LAS

6.2 Effective Range: 1,900 meters

6.3 Rate of Fire: 120 rounds per minute

6.4 Payload Options:

* Chemical (CS, CN, or OC)

* Biological (various agents)

* Explosive (HE, AP, or fragmentation)

* Hollowpoint or ballpoint ammunition

SECTION 7: REFERENCES

7.1 Manufacturer's Recommendations:

Regular maintenance for optimal performance.

Authorized personnel only.

CLASSIFICATION: RESTRICTED

Like a Smart Gun for Dummies

Gyroc weapons can use the same 15mm Rounds as Smart Weapons but lack any sort of guidance system. This allows the weapon to fire based solely on the firearms skills of the operator, as opposed to a technological advantage.

Not Quite LC-nil... but Close

Gyrocs exist in the same universe a Smartguns becuase Smartguns can be interrogated. Authorities can take the RI, SI, and AI and either demand answers or crack open its chassis and download its memories directly. In contrast, a Gyroc (which was the precursor to Smartguns) has little to no on-board computing necessary. Gyrocs in the Age of Convergence are largely homemade based on a few designs, primarily of Yute, Seneca, Lister Unified. The technology of the launchers themselves is so simple that it's generally classed at LC 4, freely available for everyone. The ammunition is where the PSC attempts to exert control, but they only really have any success based on the more exotic types.

Gyroc Launcher Table

Z-G: Short for "Zip Gun," this launcher is literally just a tube, an EM trigger assembly, and some kind of grip. They are as hideous or as beautiful as the assembler wants them to be, and no two are exactly alike. They're extremely popular in gun enthusiast and underworld circles, the former for displaying gunmaking prowess and the latter for being disposable.

Gyroc Carbine: This is a popular infantry weapon among drug lord death squads, especially when loaded with armor-piercing explosive rockets.

Gyroc Launch Pistol: A semi-automatic magazine-fed rocket pistol.

Gyroc Light Support Weapon: An electrically powered machine gun-sized gyroc with a large ammunition cassette and full automatic fire capability. A B cell provides up to 15 minutes continuous fire.

Gyroc Revolver: A simple and compact weapon basically a four-shot revolver. Different rockets can be loaded in each chamber. More complex designs have a fire selector that can choose which chamber is up instead of cycling through in order, allowing for versatility in a fight.

Holdout Gyroc: Also called the “sleeve gyroc,” this is an single-shot rocket launcher. It’s often worn attached above the wrist.

Underbarrel Gyroc: An alternative to a grenade launcher, this compact weapon is designed to be clamped onto (or built into) an assault rifle for extra firepower. Use the Bulk, ST, and sighting bonuses of the weapon it is installed into.

GUNS (GYROC) (DX-4, or most other Guns at -4)

Manufacturer(s)WeaponDamageAccRangeWeightRoFShotsSTBulkRclCostBCLCNotes
N/AZ-G6d pi+01,9001/0.726(2)3-11$25A-
YSLU, VDGyroc Carbine6d pi+21,9004/1310(3)7-31$500A4
YSLU, VDGyroc Launch Pistol6d pi+11,9002/0.736(3)10-21$300A4
VDGyroc LSW6d pi+21,90012/31030(5)10-41$1,400B3
YSLUGyroc Revolver6d pi+11,9001/0.434(3i)9-21$200A4
VDUnderbarrel Gyroc6d pi+21,9001.5/0.736(3)6-1$150A4

Mods

Stock Mods

Shock-Absorb Stock: Reduces recoil by 1. +1 to Guns (Gyroc) for Rapid Fire. Cost: $50.

Folding Collapsible Stock: Can collapse into a pistol-like profile. -1 to hit beyond 100m, but +2 to Holdout. Cost: $25.

Counterweight Rail: Heavier but steadier. -1 to Fast-Draw and Bulk (minimum -1). Cost: $250.

Spring-Loaded Bracing: Counts as a bipod for firing from prone or braced surfaces. Cost: $300.

High-Impact Polymer Stock: Resistant to corrosion, fire, and impact. +2 to HT checks to avoid equipment damage. Cost: $450.

Smuggler's Compartment: Hidden slot for one extra round, blade, or microtool. Takes 10 seconds to retrieve. Cost: $15.

Recoil Redirector Frame: Redirects recoil down and forward. +1 to Quick Shooting under Suppressive Fire. Cost: $100.

Handle Mods

Molded Grip: Custom-fit to the user. +1 to Guns (Gyroc) or Fast-Draw (Gyroc) for that user only. Cost: $800.

BioFeedback Pad: Reads pulse + stress to pre-trigger the weapon with subtle delay reduction. You may make a single Aim action for free on any round in which you are suppressed. Cost: $650.

Deadman’s Grip: Fires if dropped or released under pressure. If the user is reduced to 0 HP, they may make one last attack as a Reaction. Cost: $220.

Impact Absorber Coating: Reduces ST requirement by 1 to fire without penalty. Cost: $220.

Concealed Wired Trigger: Can be fired from up to 5 yardsaway with a wrist remote or pressure button. Cost: $25.

Trigger Mods

Hair Trigger: +2 to ROF for semi-auto modes. Cost: $220.

Two-Stage Smart Switch: Can toggle between standard and “burst” modes. -1 to Malf chance. Cost: $300.

BioLock Trigger: Only fires for designated biosignature. Can be hacked (Electronics Op (Security), -2). Cost: $200.

Silken Slide Contact: Reduces trigger travel and friction. +1 to Fast-Draw and Quick-Shoot rolls. Cost: $350.

Sight Mods

Flip-Up Micro Optics: Collapsible iron sights + basic holographic overlay. +1 to Acc within 300m. Cost: $80.

Thermal Overlay Scope: Allows target acquisition through smoke, brush, or light cover. Ignores -2 visibility penalties. Cost: $800.

Deadzone Rangefinder: Gives readout for optimal burst distance for explosive rounds. +1 to called shots for grenades. Cost: $800.

Reflex Lens Imager: Highlights last known movement. +1 to follow-up shots against moving targets. Cost: $1,000.

Gun Camera Adapter: Adds camera for later review, broadcasting, or image targeting. +1 to Interrogation rolls if shown. Cost: $26.

Stimsync Eyejack: Links to user’s eye implant (if applicable) for auto-correction. +1 Acc with Aim. Cost: $1,000.

Capacitor Mods

Coolflow Regulator: Prevents overheating. Ignore first malfunction due to heat per combat. Cost: $350.

Hybrid Backup Loop: Can draw power from hand-crank, solar strip, or motion charge. Weapon is never fully dead, even without a QMB. Cost: $200.

Battery Tap: Can be used to power other electronics for 10 minutes. Cost: $15.

Recoil Sync Pulse: Times ignition with backward motion to soften recoil. -1 Recoil for burst fire. Cost: $400.

Barrel Mods

Twist-Fin Rifling: Improves gyroscopic stabilization. +1 to Acc beyond 100m. Cost: $150.

Ported Venting Shroud: Reduces muzzle flash and sound. +1 to Stealth when shooting from concealment. Cost: $220.

Threaded Muzzle: Accepts suppressors or flash hiders. -1 to Per-based hearing checks when used. Cost: $90.

Sabot Sabre: Adds internal burst accelerator. +1 damage, x1.5 range. Cost: $1,000

Underbarrel Rails: Can mount lasers, flashlights, or secondary melee attachments. Cost: $140

Rustproof Baffling: Survives sand, acid rain, and vacuum grime. +2 to HT rolls to avoid damage in bad environments. Cost: $320.

Back Alley Mods

These mods are generally illegal in most places, but the PSC can't be bothered to actually place the mods on the LC list, as they're the purview of hobbyists and back alley modders.

Neural Feedback Spike: "It hurts ‘em twice. Once in the body, once in the brain.” Hooks a crude neurosignal inducer into the firing mechanism. When the gyroc hits, it emits a subsonic pulse that causes vertigo, nausea, or momentary sensory scramble. On a successful hit, target must roll HT or suffer -2 DX and Vision for 1d seconds. Weapon gains +2 to Malfunction chances due to unstable emitter core. Fully banned by the PSC. Classed as torture tech.

Detcord-Laced Barrel Wrap: "Recoil kicks like an angry god, but it clears a room." A coil of pre-wired detonation cord wrapped around the barrel. One in ten shots sends a ripple of kinetic backlash, turning the gun into a micro-blast cannon for a split second. 10% chance per shot to release a shockwave in a 2m cone (1d cr, knockback only). Weapon takes 1 HP of damage every time this occurs. Popular in zero-g boarding actions.

Carnivore Chip: "A gun with a taste for blood." A hacked targeting chip scavenged from obsolete predatory drone tech. It “learns” your enemies—unethically. Begins autonomously flagging targets based on blood patterns, heat, and pheromones. +2 to follow-up attacks against targets already injured by the weapon. May fire on non-hostile targets that are bleeding or sweating under stress unless overridden (IQ roll at -4). Weapon may hum, vibrate, or emit unsettling growls.

Redspace Lens Adapter: "It ain’t supposed to work in realspace, but it does." An unstable mod ripped from Redspace exploration gear. When installed on a gyroc’s scope or barrel, it creates quantum bleedthrough—attracting or tagging unseen things. Can see Redspace echoes, invisible entities, or dimensional bleed for 1d minutes/day. User takes 1 FP per use and risks Hallucination on a failed HT roll. Prolonged use may draw attention from Redspace Adversarial Intelligences (RAIs).

"Vox-Pusher" Speaker Trigger: "Say hello to your new voice assistant—if you yell at it hard enough." A weapon mod connected to a gutted SI toy core (Most often taken from a Gunther Sampson action figure). Fires when the user shouts the activation phrase (defaults to "YEAH, GET 'EM!"). Sometimes taunts enemies or plays music in flight. Enables hands-free firing with a Will-based activation check. Can accidentally fire when someone yells nearby, especially in combat. Rare variants respond in celebrity voices or mimic dead relatives.

Critical Tables

Critical Hit Table

RollEffect
3Cracked Casing: The remaining S-C60 fuel bursts all at once. If any of the damage penetrated DR, then the round deals 1d cr ex damage (bypassing DR).
4, 5Push Through: The round penetrates just enough to stick, 'aiming' the remaining thrust. Penetrating damage is treated as impaling instead of pi+ (Penetrating damage is x2 instead of x1.5). Additionally, the backsplash deals 3 burn damage.
6, 7, 8Skipjack Spiral: Instead of a clean hit, the round shears inside the target, fragmenting while its mini-thruster reverses briefly. Target takes normal damage + 1d-2 cutting as internal fragments spin out. Roll DX or suffer -2 to all DX rolls for 1d turns due to internal trauma. Doctors hate this. So do janitors.
9, 10, 11Normal Hit
12, 13Double Damage: Roll damage twice.
14, 15Armor Peel Reaction: The rocket bites and clings, its fuel still burning. The round wedges between protective layers, superheating them until something gives. Ignores half of the target’s DR and does +2 burning damage as armor is heated and shredded. Target rolls HT or suffers 1 HP of injury per second for 1d seconds from burning metal embedded in flesh unless they use an action to knock the round away. This effect is especially dangerous against sealed suits.
16, 17Reactive Bounce: The round ricochets through soft tissue or rebounds off armor into another body part—or another target. Roll a hit location at random. That location takes 1d-3 imp damage (bypasses DR). If in close quarters (under 3 yards), the round may hit a second target with 1d-2 crushing from shrapnel. Yes, it hurts. No, you didn’t dodge that.
18Spiteful Ember Core: The round embeds but doesn’t explode. Instead, its overheating core cooks the impact site with directed thermal radiation before finally failing. Deals 3d-2 burning damage that bypasses armor if any damage penetrated DR. Target suffers -1 HT to resist infection, sepsis, or internal necrosis until treated. Warning: Leaving it in causes further damage. Removing it... is also bad.

Critical Miss Table

RollEffect
3, 4The weapon bucks unexpectedly, doubling the Bulk and Recoil statistics for that turn.
5, 6The round malfunctions with a U-turn and targets the firer instead.
7, 8The round malfunctions and flies towards a random target instead.
9, 10The weapon 'shivers,' and subsequent shots will cause 1 burn damage to the user's hand as the loosened screws allow the backsplash to push through the gaps.
11, 12, 13Normal Miss
14, 15The round explodes immediately upon leaving the barrel, dealing 1d cr ex.
16, 17The round explodes immediately upon leaving the barrel, dealing 1d cr ex.
18The round bursts in the barrel, requiring a repair.

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