Smart Weapons
CLASSIFIED DOCUMENT
MILITARY FIELD AND TECHNICAL MANUAL
GALACTIC ROBOTICS SM-SMG TYPE-24
SMARTGUN OPERATIONS AND MAINTENANCE
SECTION 1: INTRODUCTION
1.1 Purpose: This manual provides guidance on the operation, maintenance, and troubleshooting of the Galactic Robotics SM-SMG Type-24 smartgun.
SECTION 2: WEAPON OVERVIEW
2.1 Description: The SM-SMG is a smartgun firing self-propelled, self-guiding rounds controlled by a Recursive-Intelligence (RI).
SECTION 3: OPERATION
3.1 Firing Procedure:
Identify target and ensure clear line of sight.
Engage RI by designating target (voice command, gesture, or neural link).
Weapon will acquire and track target, firing when optimal shot is available.
3.2 Override Procedure:
Connect weapon to cybernetic implant via datalink.
User's intelligence overrides RI, allowing manual control.
SECTION 4: MAINTENANCE
4.1 Cleaning:
Remove carbon scoring from barrel using approved solvent and brush.
Inspect and clean feed mechanism.
4.2 Diagnostics:
Run regular system checks on onboard computer.
Verify RI functionality and software updates.
SECTION 5: TROUBLESHOOTING
5.1 Common Issues:
RI malfunction or override failure.
RI misunderstandings due to unclear target designation, leading to friendly fire or collateral damage.
Barrel obstruction or carbon buildup.
Cybernetic implant compatibility issues.
SECTION 6: REFERENCES
6.1 Manufacturer's Recommendations:
Regular maintenance for optimal performance.
Software updates and RI training exercises.
CLASSIFICATION: RESTRICTED
It Might Be Smarter Than You!
Smart Weapon Technology is a suite of various mechanical and scientific marvels all coming together to create an equalizer. The weapons come with an on-board RI that can pick targets in real time. The weapon's baseline effectiveness depends on the user's ability to effectively communicate to the RI what target(s) the user wants to attack and how. While entirely verbal commands are possible in the cheapest models, the most common version involves MMI Gauntlets which links to your nervous system and allows you to give instructions to the RI mentally. Other options are cybernetics or more complex intelligence such as an SI or even AI., which eliminate the need for the user's input beyond pointing the weapon in the vaguely correct direction and laying on the trigger. Using Unshackled AI is ill advised as it has been proven to lead to more friendly-fire incidents.
...Then Again, Maybe Not.
The drawback to using Recursive Intelligence or Synthetic Intelligence is that misunderstandings are an eventuality. Even taking direct control with an MMI rig or Cybernetics can lead to mishaps, as an intrusive thought in the middle of a firefight can be a problem. Suddenly thinking about how your squadmate treated your wife to a nice seafood dinner, imagining a stray bullet drilling a hostage in the forehead, or telling the RI that the guys wearing red are the enemy while forgetting your captain's red beret are all very real issues that can cause friendly fire incidents. Additionally, being paralyzed with fear even breifly can cause misfires, which maximizes enemy suppressive fire. It takes a high IQ, a strong Will, or both to properly operate a Smartgun. In the absence of these and with no other good options for combat, then purchasing a Hunchback or Second Head may be the best option and let your companion AI take the lead on the combats.
Recursive Intelligence: If using an MMI, you roll your attacks with your own IQ, in the event of a critical miss, the RI misunderstood your desired target. The player must articulate what the phrasing of the command was. If using verbal commands, then inputting the command is an Aim action. RI is the assumed interface represented in the tables below.
Synthetic Intelligence: An SI in control of a smartgun is given a list of parameters for targets in advance, and 'reprogramming' it takes time and effort as SIs are notoriously stubborn. These parameters are usually programmed in before a mission, and read something like this. "Kill anyone who is trying to kill me." "Shoot everyone with a Celestial Security badge." "We're killing aliens today." An SI can hold any number of parameters, but they may interfere with each other. Otherwise, use the SI's IQ to roll for the weapon.
Artificial Intelligence: If an AI is in control of the weapon, it's choosing the targets. It may listen to its owner, but it is also going to make snap decisions on its own. Use the AI's IQ to roll for the weapon, with the owner's only undeniable input being when to fire by pulling the trigger. Using an Unshackled AI is risky and the wielder of the weapon should be absolutely sure that the AI has not become disgruntled before pulling the trigger.
Direct Cybernetic Link: You roll your attacks with your own IQ. In the event of a critical miss, some intrusive thought wins. The round may fail, it may fire at a friendly, or it may simply decide to wound a target you intended to kill or vice versa if you suffered a flash of rage or conscience.
Long Ago Standardization
LAS is something that happened shortly after Unified Earth Organization came together for the very first time, obviously named something else originally. In order for the Unified Earth Organization Military to simplify their logistics, every firearm now uses the same 15mm caliber. Millenia later, these are now annotated as 15mm LAS rounds, or 8LASr. Smartguns still use this caliber and can chamber even gunpowder and GYROC rounds, both of which are cheaper than smart ammunition.
What's A Smart Bullet?
A smart bullet is self propelled, like a GYROC. Unlike a GYROC, it's also guided by a shortwave microwave connection with the RI in the weapon. The bullet can 'sense' the target via IR or EM (chosen in real time by the RI) and essentially guides itself onto the target. Many Smart bullets are just bullets, they pierce their target with a hardened Carbexene tip or hollowpoint. Many others carry some kind of payload or contain a maneuver or surprise, altogether this is called a 'knack.' Choosing which rounds to chamber before a mission or being very, very good at swapping them out on the fly are important parts of utilizing a smartgun.
For a full list of 15mm rounds, check here..
Smart Weapons Tables
Smart Carbine: Standard issue for Vanguard Dynamics combat engineers, this weapon features a compact barrel and upper assembly with a collapsible stock and a forward magazine mount that functions as a forward grip.
Smartgun Launch Pistol: A semi-automatic magazine-fed rocket pistol.
Smartgun 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.
Smartgun Pistol: A simple and compact weapon basically a four-shot revolver. Different rockets can be loaded in each chamber.
Holdout Smartgun: Also called the “sleeve gyroc,” this is an single-shot rocket launcher. It’s often worn attached above the wrist.
Underbarrel Smartgun: An alternative to a grenade launcher, this compact weapon is designed to be clamped onto (or built into) an assault rifle for extra firepower.
Smart Swarmgun: A sort of "Smart Shotgun," it fires six rounds at a time, chambered into two barrels.
Smart Sniper: This hybrid weapon is a Gravitic Slinger that launches a smart round at a target, setting off the self-propelled rocket after most of the intervening distance has been covered.
Smart Turret: A small turret mount for a pistol-sized Smartgun. It can be connected to armor, a helmet, or a tripod and allows the on board RI, SI, or AI to aim and fire the weapon on its own initiative. This is most commonly done as part of a Hunchback or Second Head rig, with the CCM being housed on a pauldron or backplate and the turret being mounted on top of the user's helmet, on top of the CCM itself, or on the opposite pauldron. Purchasing a drum is advisable.
IQ (GYROC-2, most other guns at -4)
Manufacturer(s) | Name | Acc | Range | Weight | RoF | Shots | ST | Bulk | Rcl | Cost | BC | LC | Notes |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
GR, VD, ATS, CS | Smart Carbine | 2 | 1,900 | 4/1 | 3 | 10(3) | 7 | -3 | 1 | $2,500 | C | 1 | |
GR, VD, ATS, NNC, CS | Smart Pistol | 1 | 1,900 | 2/1 | 3 | 6(3) | 10 | -2 | 1 | $1,500 | B | 3 | |
YSLU | Model G Bolt Action | 6 | 2,000 | 3.5/1 | 1 | 5(3) | 7 | -5 | 1 | $800 | A | 3 | |
GR, VD, ATS | Smart LSW | 2 | 1,900 | 12/1 | 10 | 30(3) | 10 | -4 | 1 | $7,000 | C | 2 | |
VD, CS | Heavy Smart Pistol | 1 | 1,900 | 1/1 | 3 | 4(3i) | 9 | -2 | 1 | $1,000 | C | 3 | |
NNC | Holdout Smartgun | 0 | 1,900 | 0.25/1 | 1 | 1(3i) | 6 | -1 | 1 | $250 | B | 0 | |
VD, CS | Underbarrel Smartgun | 2 | 1,900 | 1.5/1 | 3 | 6(3) | 6 | - | 1 | $750 | B | 1 | |
GR, ATS, NNC | Smart Swarmgun | 2 | 1,900 | 2/1 | 6 | 2(2) | 10 | -3 | 1 | $3,200 | C | 3 | All 6 shots fire at once |
VD | Smart Sniper | 8 | 8,000/15,000 | 5/1 | 1 | 5(5) | 11 | -8 | 1 | $9,120 | D | 0 | |
GR, VD, ATS, NNC, CS | Smart Turret | 1 | 1,900 | 2/1 | 3 | 10(8) | - | - | 1 | $825 | C | 3 |
Damage: The standard damage for a 'normal' 15mm Round is 6d pi++. They often have payloads that do linked or replacement damage.
Mods
SmartGun Mods are largely the same as Gyroc weapons, with the addition of the Intelligence Slot and Sensor mods.
Stock Mods
Shock-Absorb Stock: Reduces recoil by 1. +1 to weapons skill 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.
Intelligence Slot Mods
Combat Predictive Engine (CPE): Uses predictive movement algorithms to anticipate enemy dodges and adjust the round mid-flight. Grants +1 to hit against targets with active dodge bonuses. Halves the penalties from target movement (e.g., zigzagging, cover peeking). Counts as a Simple SI or Complex RI. Cost: $1,800.
Risk-Weighted Targeting Matrix (RWTM): Dynamically assigns threat levels to combatants and prioritizes targets by calculated lethality. Allows the weapon to “suggest” targets or auto-prioritize enemies behind cover with low DR. In tactical combat, gives a +2 bonus to Tactics checks when using the gun's data. Works best with combat teams running shared networks. Cost: $2,200.
Emotion Response Filter (ERF): Smartgun ignores “non-hostile” signals by analyzing voice tone, posture, and intent markers. Prevents firing at non-aggressors automatically unless overridden. Useful in crowd control or hostage standoffs. Adds +1 to Psychology-based skill checks while active. Cost: $1,200.
AI Buddy Integration Port: Allows full-scale AI (or Redspace AI, if you dare) to directly operate the weapon. Functions as a drone/agent of the AI. May enable trick shots, ethical overrides, or terrifyingly creative attacks. Highly illegal in many systems if not tightly controlled.
Combat Logkeeper + Ballistics Rewind: Smartgun stores recording data of the last 30 shots, including telemetry and combat state. Enables instant tactical replay, rerouting future shots based on real hit/miss data. Every shot against a target after the first has a +1 to hit, to a maximum of 30. Also doubles as a post-op report generator for bounty hunters or AI compliance agents. Cost: $3,000.
Smartgun Drama Engine (SDE): A rogue-market mod designed for stunt-shooters and assassins with a flair. Prioritizes “cool” outcomes: ricochet, shoot-the-gun-from-his-hand, etc. Shooters can request a cinematic solution with a -2 to hit but gain a style bonus if they succeed. Popular with freelancers looking to make a name. Cost: $1,900.
Defender: A suite that allows the weapon to act as a PPD, rolling an active defense at half skill to knock an opponent's round out of the air. Cost: $1,500.
Sensor Mods
Magnetometric Sensor Array: Detects magnetic field changes and ferromagnetic signatures. Can “see” metal through cover, great for spotting weapons, cybernetics, or mechs. Bypasses stealth systems that rely on visual distortion. +1 to hit against armored targets in darkness or smoke. Cost: $1,000.
LIDAR Burst Scanner: Emits IR matrices to map space and detect micro-movements. Improves targeting in fog, smoke, or indoors (+1 in low-visibility combat). Can tag enemies hiding behind semi-solid barriers (wood, cloth, bone). Ignores darkness entirely. Synergizes well with Predictive Engines. Cost: $2,200.
Electrodermal Response Sensor (ERS): Detects skin-level bioelectrical activity: heartbeat, sweat, etc. Can distinguish unconscious or dead bodies from live, faking ones. Bypasses traditional stealth if the target is panicking. Optional feature: trigger lockout for targets below aggression threshold. Cost: $3,000.
Smart Terrain Mapping Overlay (STMO): Creates a real-time 3D model of the battlefield. Syncs with HUDs or augments, granting a +1 to hit from elevated or flanking positions. Excellent for team-based combat where line-of-sight is shared. Detects traps, tripwires, or unstable platforms. +1 to effective skill for each connected STMO, such as for a squad. Cost: $800.
Neural Interference Detector (NID): Designed to locate, identify, and target entities using neural weapons or mind-affecting fields. +2 to hit targets broadcasting neural frequencies (like Redspace agents or psionic soldiers). Can identify if a hostile has neural dampeners, implants, or brain fog active. Also warns shooter of nearby neural surges or memetic hazards. Cost: $4,000.
Neural Interference Detector (jailbroken): Originally designed to locate, identify, and target entities using neural weapons or mind-affecting fields. +3 to hit targets broadcasting neural frequencies (like Redspace agents or psionic soldiers). Can identify if a hostile has neural dampeners, implants, or brain fog active. Also warns shooter of nearby neural surges or memetic hazards. +1 to hit any target emitting normal brainwaves. Cost: $4,000.
Critical Tables
Critical Hit Table
Roll | Effect |
---|---|
3 | Cracked 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, 5 | Push 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, 8 | Skipjack 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, 11 | Normal Hit |
12, 13 | Double Damage: Roll damage twice. |
14, 15 | Armor 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, 17 | Reactive 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. |
18 | Spiteful 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
Roll | Effect |
---|---|
3, 4 | The weapon bucks unexpectedly, doubling the Bulk and Recoil statistics for that turn. |
5, 6 | The round malfunctions with a U-turn and targets the firer instead. |
7, 8 | The round malfunctions and flies towards a random target instead. |
9, 10 | The 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, 13 | Normal Miss |
14, 15 | The round explodes immediately upon leaving the barrel, dealing 1d cr ex. |
16, 17 | The round explodes immediately upon leaving the barrel, dealing 1d cr ex. |
18 | The round bursts in the barrel, requiring a repair. |
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