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Gurps Swat 3rd Edition PDF

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AV ray oD v STEVE JACKSON GAMES Written by Brian J. Underhill Edited by Alain H. Dawson Cover by Alex Fernandez Illustrated by Topper Helmers Diagrams by Scott Reeves GURPS System Design @ STEVE JACKSON GURPS Line Baitor @ SHAN PUNCH Managing Editor @ ANDREW HACKARD Production Manager @§ MONIQUE CHAPMAN Page Design (§ HEATHER OLIVER Production Artist (§ ALEX FERNANDEZ Print Buyer @ MONICA STEPHENS GURPS Errata Coordinator WJ ANDY VETROMILE Sales Manager @§ ROSS JEPSON Adaltlonal Material: Brandon Cope, andi jones, Mat Jones, Lisa J. Stel, and Hans-Christian Vorisch, [Lend Playtester: Roland Boshnack Dougles Cole; Nelson Cunnington; Jet; Dan Howard; Stephen Joly: \: Kenneth Peters; David Pulver, ray; Pal Teviss the players at Oryeon, Game Storm, and Dragonflight; ll the folks onthe Pyramid playtes forum; and as always, the indispensable Hellions. Special thanks to leader, and Officer Doug “Taz” Monge, negotiator, Longview Tactical Response Team (Longview, Washington); Lieutenant Daryl Amer, tactical medic, Cowlitz 2 Fite and Reseue (Longview, Washington); Lieutenant Martin Rowley tactical trainer and former team leader, Pordand Special Emergency Reaction Team (Portland, Oregon); (Officer Dave Voelker, Kelso Police Department (Kelso, Washington); and Chief (Re.) Gordon “Skip” Jolly, Detective J. Michael Jolly, aund Edward Howell, J, SWAT sniper, Sarasota Police Department (Sarasota, Flori). Teis to these men and their peers around the world tha his book is dedicate. “GURPS, Woche 23, nthe llsecng pyramid re register temas of Steve Jackson Games Icorporaed. Pyramid SWAT, a the pares of all procs pals by Seve ackaon Game Incoporsted ae reginered demi or wadears of Stave Jackson Games Iocorporatd or used unde ices. 'GURPS SWAT s copyright© 2005 by Steve Ieson Gare Incorpo Aight served Prin ine USA. “he saning loading ant dstibutin of his book via the Lternet or via ay ber means witout he person of te publishers eel sd pnishaieby lays Pease peicase only authorize electronic editions, and donot prticpats in or encourage the elec rary of copyrighted ates, Your spor ofthe author ight i appreciated. ISBN /-556347219 12345678910 STEVE JACKSON GAMES Contents Hostage Necoranion 2 Temans ... Bees encHon ss bi: Cincinnati: Room 809 (2 SWAT Officer Template 8 Drscraman a Roleplaying Negotiations .......28 Optional Cross-Training 45 ‘Amour Tie AUTHOR ad ‘rust and Negotiation M [Negotiator Templates AS ‘About GURPS as 3 Puanwna THE ASSAULT 26 Sime 386 4 Rehearsals 2 5. The Gear BMS SIGE me syaes * Tactical Emergency PERSONAL EQUIPMENT “Tut: Evouwtion or SWAT . Medical Service ... . 26 Armor Strongarm and Gunman Squads Typical SWAT Loadouts «+... 87 Incident: The Texas Tower Sper B. CQB Tactics «87 ytrAnmor Theat Levels... .€87 ‘The National Guard ‘Teaw Menmer Duns 28 Breaching Tools LAPD Takes the Lead ‘Special Teams... 28 Communications and The Proliferation of SWAT ake Ba ‘Surveillance Tools 248 Peychological Breakdown. ‘Scouts and Point Men. sc. A Wont About Budge eh. 48 Onoaxtzarion ny and Cover Mea Entry Team Gear... 49 Metropolitan Swat Breachers : 29° Grenaes, Explosives, and Seal eee RAE Rear Guards 29 Bomb Dispose : Loe Snipers TIN 39 the Dangers ofa Fash Bang pegs Tmmassauir soresccusccesesse 29 Shields tase The Taree Elements Preawis nied of Assault, Pistols and Revolvers ane te Preparations and Sucking Shotguns penencen Saating and Searing ‘Special Munitions cmperre Entry Siyle Submachine Guns pains Wale Sa The Fal Fume! Rifles Te Jacsomile Hijacking ame Cee ea Hostage Rescue : a : Socrament: Good Guys —_ zs wai : Vehicle Rey Dionne Poggi helt Sutaan 2500 38 eioniat Sa Breaking Down Doors 38 Cala Gage V8... 56 Hijacking and Mobile Teas .-_.11 mint Down Doors e Beer Mladen +s eth Roo ty Ua 6, Adventures and a is ihr Nar ag Room Clearing. sss. scs css. 36 Campaigns ... 57 “Teas AnouND Ta WORLD 2 TUS Mesdpolhes Touma is Tactical Use of Shields ...+..-5.36 HowTo RUNASWAT CAMPAIGN. . 58 Ls Neco 12 Face Rereats st Sow Hidg oi raid: a teins Vehicle Takedowns . 37 Into the Field. 58 Dealing With Hostages Davidian Compound 15, fo a With Hoste at es Guat Basi . ‘ores feams 2s... = J Surprise! 4 Porctonet ical Te 16 Obstacles (WEAUY «eves sever 39, Linking Missions . 9 2. SWAT Raiding Drug Labs. 38 Sample SWAT Call Outs... 60 « CCxossoven Canascns “al Operations ....18 4 he officers ...40 ysoncumn eee Ip OFReR SeicTON GUIDELINES... Al AMini-Campaign ......0.0...61 ee 19 Ovcaptional Sls... AI Anime SWAT “61 Physical Finess =. sssscss. ssl ChtsResolton so csc,. scones 20 ‘Team ary Jy Maui Te Commanta ap Tame Giossa 6a SWAT Speak ...s-ssveveeeees Bd za. Grriensc Isrexicmce tisee bpacte salt Bibliography .... 65 Who Does What 2 — The Ineident St vs sccsss saa APYANTAGES Dini Index? 64 Surveilance Part-Time vs. Ful-Time 2 Contents Introduction We live in an increasingly dangerous world that requires increas- ingly skilled law enforcement officers. A new breed of cop has arisen in the last 50 years risking their lives in crime prevention, hostage rescues, high-risk warrant service, and combating terrorism. They are the men ‘and women of SWAT ~ Special Weapons and Tactics. GURPS. SWAT bridges the gap between GURPS Cops and GURPS Special Ops, detailing the dangerous, action-packed world of specially trained law enforcement personnel. GURPS Cops is frequent- ly referenced in this book, and itis strongly suggested that anyone run- ning a GURPS SWAT campaign own a copy. Other books that are helpful (but not required) include GURPS Covert Ops, GURPS High- Tech, GURPS Modern Firepower, and GURPS Special Ops. Disclaimer ‘While researching and writing this book, the author spent countless hours interviewing and accompanying parolmen, hostage negotiators, eniry team personne, and soliers. In today's political environment Some tactics and procedures are best kept secre, and the author has made every effort to ensure that any confidential information remains confidential. The information found in GURPS SWAT, while timely and aecurate, does not reflect any secret or confidential material. It is imtended only to provide gamers with an overview of SWAT operations and tactics, and is to be used for roleplaying purposes only. About the Author Brian J. Underhill began waiting for Steve Jackson Games over 15 years ago. His gaming interests range from miniature wargames 10 RPGs to computer games. Itis the latter ~ especially too many hours playing Sierra's series of police and SWAT games ~ that led him to cre- ate GURPS SWAT. Brian is best known as the author of GURPS Cliffhangers and sev- ral books in the GURPS WWI line, Additional information can be found at his website (www.brianunderhill.com), About GURPS Steve Jackson Games is committed to full support of the GURPS system. Our address is SJ Games, Box 18957, Austin, TX 78760. Please include a self-addressed, stamped envelope (GASE) any time you write us! Resources incluck Pyramid _(yewwsjgames.com/pyramid) Cur online magazine includes new GURPS rules and articles, It also covers Dungeons and Drag- ‘ons, Traveller, World of Darkness, Call of Cohult- Ju, and many more top games and other Steve Jackson Games releases like In Nomine, Ilumi- nati, Car Wars, Toon, Ogre Miniatures, and more Pyramid subscribers also have access to playtest files online! ‘New supplements and adventures. GURPS ‘continues fo grow, and we'll be happy to let you now what's new. Fora current catalog, send ws legal-sized or 9°12" SASE.— please.use two. stamps! ~or just visit www.warehouse23.com, Errata, Everyone makes mistakes, including us ~ but we do our best to fix our errors. Up-o- date errata sheets forall GURPS releases, includ- ing this book, are available on our website - see below. Gamer input. We value your comments, for new products as well as updated printings of ing titles! Internet. Visit us dn the World Wide Web at wwwsigames.com for errata, updates, Q&A, and much more, GURPS has its own Usenet group, too: nee. games. gurps, GURPSnet. This e-mail list hosts much of the online discussion of GURPS. To join. point your web browser 10. wwwsigames.com/mailman/ listinfo/gurpsnet-V, The GURPS SWAT- web page is at ‘www.sjgames.com/gurps/booksswat. Page References Rules an statistics in this book are specifical- Iy for the GURPS Basic Set, Third Edition. Any page reference that begins with a B refers to the GURPS Basie Set— 12. p. B102 means p. 102 of the GURPS Basic Set, Thin! Edition, Page refer- ences that begin with Cl indicate GURPS Com- ‘pendiuun I. Other references are C for Cops, CI for Compendium I, CV for Covert Ops, HT for High-Tech, LT for Low-Tech, M for Mecha, MF for Modern Firepower, SO for Special Ops, T for Technomancer, and VEL for Vehicles Lite. The abbreviation for this book is SWAT. For a full list of abbreviations, see-p. C1181 or the updated web list at www.sjgames.com/gurpv/abbrevs html Introduction 3 Specialized police squads have not always been as well-equipped and well-organized as they are today. From the days of gangster-busting G-men to the counter-terrorist forces of today’s hostage rescue teams, Special Weapons and Tactics teams have evolved into highly structured, elite organizations. The Evolution of SWAT === ‘The earliest special police squads were little more than aggressive and independent officers who banded together to deal with increasingly dangerous threats using whatever ‘methods they could find. Strongarm and Gunman Squads In the latter part of the 19th century, in an effort to deal with increasing crime, New York City formed officers into small groups called “strongarm squads.” Armed only with billy clubs, they were tasked with crime suppression activi- ties, and received special training in teamwork and tactics By the 1920s, law enforcement agencies faced a new threat ~ organized crime. Prohibition-era gangsters carried dangerous weapons (including the ubiquitous “Tommy Gun’), and club-wielding cops were no longer sufficient. In 1925, the New York Police Department formed the Emergency Services Unit (ESU). Part of the ESU included the elite Firearms Battalion (FB) ~ colloquially called the “machine-gun squad” or “gunman squad” — a specialized group of officers armed with handguns, shotguns, rifles, and submachine-guns. The FB patrolled NYC in green trucks, tar- geting gangs and gang-related crimes. They became the Mobile Security Unit (MSU) in the late 1940s, and formed the ‘takeout Squad inthe 60s. The Stakeout Squad received auto- ‘matic weapons and counter-terorist training in the 1970s, and the entire MSU was reintegrated into ESU in the 1980s. Today, New York’s ESU is responsible for all of NYC's SWAT operations (see Emergency Services Unit, p. 14). The National Guard ‘Throughout the turbulent 1960s, police agencies around the world were facing civil unrest and the growing threat of terrorism, Some countries used military force when available. Others formed national paramilitary police units. The United States relied on the National Guard. In especially dangerous or uncontrolled situations, local law enforcement commanders had to decide whether to Incident: The Texas Tower Sniper Shortly after LI aim., on August 1, 1966, 25-year-old Charles Whitman posed as « maintenance worker and wheeled {trunk of weapons and supplies into the clock tower of the University of Texas, in Austin, Over 300 feet tall, the tower, had a line of sight not only all across the campus, but into, much of the business territory surrounding the University. On the tower's 27th floor, Whitman shot a campus worker to death as she challenged his right to proceed higher. He then trudged, up five flights of stairs to the observation deck, where he encountered a woman and two children. He shot all three. ‘At roughly 11:30, Whitman opened fire, tuming the sut- rounding area into a killing field. Officers from several law enforcement agencies responded, but theit weapons proved ineffective. Whitman toyed with would-be rescuers allowing, them to get close tothe Wounded before firing on the rescuers, themselves, A handful of officers began commandeering armored cars from nearby banks to rescue some of the victims. For an hour and a half, Whitman continued shooting, pausing only to drink water and eat part of a sandwich. Even- tually, on their own initiative, and with the help of a campus ‘worker, officers Ramiro Martinez and Houston MeCoy used the campus’ underground tunnel system 10 enter the clock tower and make their way fo the top. A gun battle ensued, in, ‘which Whitman was: hit six times with Martinez” service revolver and three times with McCoy's shotgun, The Texas, ‘Tower stiper was dead, He had fired over a hundred rounds, ‘wounding 31 innocent people and killing 15 more. request support from the Guard ~ a decision similar to those made by today’s police before calling in SWAT. Unfortunately, Guardsmen were unskilled in police tac- tics, often resulting in less-than-ideal incident resolu- tions (such during as the riots that culminated in the Kent State University shootings in 1970) LAPD Takes the Lead In 1967, the Los Angeles Police Department began adopting military tactics and equipment to deal with this new urban warfare. Officers with military experience and a detachment of local Marines trained and advised the department, developing a doctrine for applying military tactics and weapons to civil situa- tions. By the end of the year, LAPD had formed D-Platoon. D-Platoon LAPD’s Daryl Gates suggested that D-Platoon be ‘given an easily recognizable name. At that time, SWAT ‘was to stand for Special Weapons Attack Team —a name that was rejected by his superiors. Gates and D-Platoon soon modified the name, and the first SWAT team — Special Weapons and Tactics ~ was born. Formed primarily as a countersniper unit, SWAT ‘was soon called upon to deal with hostage rescues, bar- ricaded suspects, and more (see Duties, p. 9). The first full-scale operation occurred in 1969 against the Black Panthers The Job 5 The Black Panthers ‘When @ pair of Black Panthers (a well-aimed, militant black rights group) threatened to kill a police officer in December 1969, arest warrants were issued. The Panthers ozcupied a heavily fortified building on South Central ‘Avenue, and they were known to be well armed and willing to kill, SWAT was tasked with delivering the warrants, and deployed 40 officers at a nearby building on December 8 at 500.a.m, When the team attempted to serve the warrants, the Panthers opened fire with a score of weapons, including a Adozenrifles, five shotguns, and even a Thompson submachine ‘gun. Three SWAT members were it and extracted, and a gun buttle ensued that lasted for hours. The Black Panthers sur- rendered after a half-day siege and LAPD SWAT had is first cof many victories. The Symbionese Liberation Army In May 1974, the team faced One of the most famous SWAT incidents in United States history. The Symbionese Liberation Army (SLA) was a paramilitary group responsible fer; numerous robberies and murders (including one using a ‘eyanidetipped bullet), as well as the kidnapping and torture of heiress Patty Hearst (who was eventually tumed t0 their cause in an extreme example of the Stackholm Sindrome; pp. 38-39). LAPD discovered that several SLA members were holed up ina small house in suburban Los Angeles. They deployed ‘over 100 patroimen and 25 SWAT officers tothe scene, then used a bullhom to demand surrender. They then fired tear gas into the house, eliciting nothing but a hail of gunfire. The ensuing gun battle lasted for nearly an hour, until the front of| the building erupted into’flame. The entire building. was eaiveloped in less than @ minute, but EMS personnel and fire- fighters could not respond because the SLA continued fring even as the building burned tothe ground, In only 10 minutes, the firing had stopped and the building collapsed. There were The Proliferation of SWAT Police departments around the United States soon began to develop similar SWAT teams. Many used D-Piatoon's organization and doctrine as a basis for forming their own teams: some even cross-trained with LAPD and initially adopted their operating procedures wholesale. ‘Today, thousands of tactical teams exist worldwide. They use different names (see box, p. 12), and specific tacties may vary, but their mission remains the same — the application of specialized methods to resolve dangerous incidents Psychological Breakdown ‘Tactical operations are stressful, and can take their toll on team members, Full-time officers who get called out regularly may begin to show signs of fatigue, often characterized by loss of appetite, periods of melancholy ‘or depression, short tempers, and so forth. Some depart- ments include regular psychological testing as part of the ‘SWAT programs: many provide counseling to team mem- bers on request. In game terms, the GM should monitor Fright Check results carefully, and Keep an eye on each officer's actions during the course of the game. Those who begin to mani- fest dangerous behavior during missions (e.g. acting impulsively, going it alone, shooting before shouting, et.) may find themselves called before a psychologist 10 explain their behavior. Ifthe behavior endangers the team or becomes chronic, the GM — through an NPC psychol- ‘ogist = would not be out of line to impose limited duty, suspend the officer from the team for further psychologi- cal testing, or even remove him altogether. See also Officer Selection Giidelines; p41, and Pro- hibited Disadvantages, p. 42. Organization SWAT personnel are drawn from the ranks of the police department and must meet rigid selection criteria and psycho loxical testing. A posting to the SWAT team is highly sought afer, and there are far more applicants than openings (see Oficer Selection Guidelines, p. 41) Though specific vary, SWAT teams aré typically ongan- ized on a pyramid-style structure with a single commander at the top (usually a captain). The SWAT commander responds with his team and acts as incident commander (p. 20). Beneath him are one or more teams, each directed by a team leader (a lieutenant) The team leader may command one or ‘wo teams, each of which may be broken down into two-man elements (pp. 30-31), 6 The Job Metropolitan SWAT Large metropolitan areas, especially those with heavy ‘gang influences, often haye a dedicated, full-time SWAT team (eg., Dallas, Los Angeles, San Jose, Miami, New York). The teams are stil relatively small (LAPD SWAT maintains less ‘than 70 full-time officers; many other cities have half that). Most departments allow=or-require ~ thatthe officer's tactical gear be with him at all-times in order to speed response time. Some departments allow their officers to carry extra tactical gear, which can beshared with other SWAT offi- cers as needed. Most of SWAT’s firepower is kept under lock and key (e.g, a shotgun locked between the seats, an MPS and body armor locked in the trunk). Full-time metropolitan SWAT teams get plenty of work. ‘Most will engage in operations on at least a weekly basis; LAPD SWAT receives a callout almost daily. See pp. 12-17 for some sample metropolitan SWAT teats. Small Town SWAT ‘The majority of SWAT teams in the United States fune- tion in small or average-sized towns. In most cases, a full- time team is neither necessary nor practical. Most teams are ‘composed of regular patrol officers that have received special training; they perform their regular duties until a SWAT call up (see Between Missions, p. 11). Part-time SWAT officers are usually on 24-hour call, and carry a cell phone, radio, or pager. In most departments, a ‘SWAT officer is considered on-call-unless special arrange- ments are made (eg,, for trips out of state, hospital stays, et). ‘Atypical small town team might have a dozen officers ‘commanded by a captain. Such a team might compise two ‘entry teams of four men each, a pair of sniperfobserver teams, ‘and a negotiator or two. Officers on a part-time team must be available even when off-duty. This means that candidates prone to partying on the ‘weekénds or tossing back a six-pack atthe end of the day will almost never make the team, because their off-duty availabil- ity is limited. Small town SWAT teams will generally be called up infrequently, with weeks, months, or even a year or more passing between callouts. ‘The Longview Tactical Response Team (p. 12) provides GMs with a real-world example of a parttime team. Training and Equipment ‘Smaller police departments often cannot afford the latest equipment, meaning SWAT officers wil often be using slid, ‘but less-than-cutting-edge gear. When SWAT receives costly, ‘gear, it may be at the expense of the rest of the department, ‘hich can engender hard feelings in non-SWAT officers. Part-time SWAT officers train regularly; the actual sched- ule and type of training varies from team to team. Some receive little more than a day or two a month at the shooting range, while others train weekly in a CQB house (p. 8) or cross-tain with other, larger teams. See also Training. p. 8 Small Town Familiarity ‘One ofthe advantages ofa small own team i that they or one of their fellow officers — may have had personal deal- ‘ings with a suspect. This is especially useful for street cops ‘who double as negotiators, for they may be able to talk the suspect out “as a friend” instead of dealing with him as an “official” police negotiator. Sifnilarly, if a suspect has a history of violently resisting the local police or geting involved in shootouts in the past the team knows they should prepare for entry sooner rather than ater. Private SWAT Specially trained teams of security personnel are a staple of modem fietion and a fact of modem life ‘Modem day mercenaries often function, as private “security consultants” for comorations or governments and may form their own small tactical teams. Retired police officers may find themselves in charge of corporate security oF Security-for-hire and may command a similar team. In the gritty world of GURPS Cyberpunk, corpora- tions with sufficient clout may maintain a SWATike team whose assignments can range from corporate sect rity and counter-intelligence to industrial espionage and assassination, Private security companies may provi teams-for-hire that respond to civilian incidents or con pete with other police teams in an odd mix of cops versus corporations (@.., the movie Robocop). Private teams may be free from the constraints of modem- task is to Suspect convince : to surrender without ) © Negotiator must | ‘uspect’; rust sot eres cent Pers etal do with can sometimes force suspects to surrender more quickly or get hostages released in return for restoring them. Stall, Overwhelm, and Bore ‘To calm the suspect and give assault teams time to prepare, the negotiator may stall for time or overwhelm the hostage- taker with details. Stalling can be accom- plished through extended conversation or lengthy gaps in which the negotiator must “wait on his superiors” for a decision, Thus, @ hostage negotiator should never be the senior officer on site. He must be able to honestly tell the suspect he cannot make deci- sions himself, bt must contact his superior. In the SWAT community negotiators do not command, and! commanders do not negotiate. ‘The plethora of détails that must be worked out in a hostage situation are overwhelming, even to the most experi- enced negotiator. Forcing the hostage-taker to deal with them as well can sometimes frustrate him to the point of surrender (or at least distract him), ‘Time is on the hostage negotiator’s side. Most hostage~ takers will quickly tire of dealing with the minutiae of the negotiation. As boredom sets in, they become increasingly anxious to end the stand-off and increasingly willing to com- promise in order to do so. 23 SWAT Operations Cincinnat Room 809 Early on October 8, 1986, a distraught man named ‘Danny placed a long distance call from his botel room in ‘Cincinnati, Ohio to his female, court-appointed psychol- ‘gist in Kentucky. “I'm going to blow this place sky high,” he promised. “I've got 13 sticks of dynamite.” The ‘man had been convicted of sexually molesting his two daughters in Kentucky; be asked the psychologist to tell them he was somry and to make sure they collected his life insurance. ‘When SWAT arrived, the hostage negotiator made contact with Danny and the psychologist in a three-way call. Each time Danny spoke to the psychologist he would become apologetic and even cry Ifthe negotiator spoke, Danny would become belligerent and threatening. Once SWAT evacuated the hotel, the negotiator cut off Danny's link to the psychologist in Kentucky, believing ~rightful- ly so ~ that Danny was in love with her and was showing off for her by threatening the negotiator. He immediately ‘became irate and threatened to detonate the explosives. ‘The negotiator pointed out to the suspect that doing so. would invalidate his insurance policy, leaving his daughters with nothing. Danny paused, then said he ‘would simply force SWAT to kill him. The negotiator told Danny that SWAT would not kill him. ‘When Danny: hesitated, apparently at a loss as to what to.do next, the negotiator suggested he surrender. Because he was afraid of being lied to, Danny insisted thatthe general public know about his surrender plans. ‘Thanks to SWAT, a local country-western radio station broadcast details of the event, including the message, “It’s OK, Danny. The police will keep their word, Come. ‘on out.” ‘Moments later, Danny left oom 809 and surrendered ‘Peaceful. No explosives were ever fotind. It is important to humanize the hostages, refering 10 them by name, It is much harder to threaten, torture, oF Kill Diana’ or “Stefan” than “the travel agent git!” or “the guy with the Dutch accent.” Roleplaying Negotiations Ina SWAT campaign that includes a PC negotiator, the GM should roleplay the negotiations and limit dice rolls whenever possible. In order to successfully GM a roleplayed negotiation, the GM must know the suspects iotivation behind taking a hostage, his personality (including Advan- tages and Disadvantages), his current mental state, and how detertined he is to stand his ground (a Will modifier). The negotiator may uncover this information through research (Police records, interviews), observation (toys in the yard, beer bottles stacked around the garbage can)6r simply in the course of the conversation (vocal inflections, demeanor, atti- tude). Usually the négotiation team will be in steady contact with police records clerks, who can provide a wealth of infor- mation about the suspect (including previous inci their resolutions) that is invaluable o the negotiator. During the actual event, the negotiator will generally deal strictly with talking to the suspect, scrawling notes on a legal pad as the conversation progresses. His «sistant, usually a Granting Concessions ‘The negotiator should never meet a suspect's demands ‘without receiving something in return. Almost anything can bbe negotiated; common requests include food, drink, trans- Portation, heat, electricity, blankets, and medicine. Non-nego- tiable items include drugs, alcohol, weapons, ammunition, and additional hostages.In return, the negotistor nearly always demands the release of one or more hastages, begin- ning with the sick or injured, the elderly, women, or children. Highlight Hostage Safety ‘The health and well being of the hostages is one of the negotiator’s highest priorities and he must convey that priori- ty to the suspect. He should downplay the hostages” role as ‘pawns and secure their release whenever possible. Hostages may be released in exchange for demands met or through ‘humanitarian appeals. 24 SWAT Operations Trust and Negotiation ‘A negotiator’s reputation i critical to his job, How a negotiator deals. with a suspect during, one negotiation will camry over to the next and the next, as word of his ‘trustworthiness — or lack thereof - spreads through the criminal community. When a negotiator makes a promise during negotiations, then fails to follow through, the vie- tim of his lie is sure to tell fiends on the street, fellow fnmates, and relatives. Trust is a negotiator’s stock in trade, For this reason, Fast Talk and blatant lies are almost never employed in & negotiation. ‘A negotiator may, attimtes, use Acting to convince the suspect that he is more sympathetic to the suspect’s cause than he actually is: “Hey, my cousin was abused as a child, Karl, so T know what you're going through,” Even then, such deception must be subtle and’ carefully used. Blatant lies and broken promises will eventually be discovered, potentially damaging the negotiator's: next crisis resolution attempt. A negotiator with a reputation for being untrustworthy isan ineffective negotiator ‘GMs may allow experienced negotiators to have a ‘Positive reputation from criminals (for being. trustwor- thy), especially if the negotiator is a beat cop or patrol- ‘man; this is even more appropriate in smaller towns, Such ‘reputation may sometimes be used to modify the nego- tiator’s Diplomacy skill. negotiator as well, will listen in, picking up clues the primary negotiator may have missed, and transcribing the primary notes into forms or onto a white board. A third team member sets as runner, delivering critical information to and from the negotiation team, entry team, and incident commander. Negotiation Skills In-game terms, hostage negotiators use three primary skills during a negotiation: Diplomacy: Used to calm the suspect, request the release of hostages, prolong a conversation pasta suspect- imposed deadline, and eventually convince the suspect to surrender. It is the primary skill of a hostage negotiator. ‘Negotiators with a positive Reputation from criminals may be able to add their Reputation bonus to Diplomacy skill rolls, depending on the Reputation’s frequency die roll (see Trust and Negotiation, p. 24). Psychology: This skill can be used to discem the sus- pec’s motivation or intent, uncover his Advantages and Dis- advantages, determine his curent Will modifier (se below), and to se past the suspect's words ad into hs feelings. ‘Acting: The GM tay require an occasional Acting role to help the negotiator ingratiate himself into the suspec’s ‘good graces. The negotiator should be judicious in his use Of tig skill, and avoid telling blatant Lie to the suspect for fear of them coming back to haunt him (see Trust and Negotiation, p. 24). Game Mechanics for Negotiation ‘The negotiator may ask the suspect to surrender at any time, using a regular contest of his Diplomacy skill versus the suspect's modified Will (see Asking for Surrender, below). ‘The suspect may begin with a very large bonus to his Will for ‘purposes of this contest, depending on how resolute he isin his beliefS. Beginning the negotiations with a bonus of +10 {@r even more) for the hostage-taker would not be out of the question! The actual modifier is up to the GM — it may even bea penalty, ifthe suspect is already vacillating —and should bbe kept secret from the players. The negotiator may be able to discern the suspect’s current Will modifier through a success- ful Psychology roll, but this will tke some time (1dx10 min- utes of negotiating per attempt) As time passes, the suspect's Will modifier will change. ‘The negotiator can affect it — for better or worse ~ in several ways: ‘Time: Lengthy negotiations can wear down a suspect’s will to resist. Once per hour of negotiation, allow the negotia- tor a single Psychology or Diplomacy roll; a success will reduce the subject's Will modifier by 1 point. ‘Demands: Meeting one of the suspect’s demands modi- fies his Will by -I; refusing a demand adds +1. Rapport: Hostage-takers become accustomed to dealing with a single voice, a single personality. Changing negotia- tors at any point resets the subject’s Will modifier to its orig inal value. At times this may be a good thing, ifthe original negotiation has deteriorated due to critical failures on the part of the first negotiator. Fast Talk: No one likes to be lied to or bamboorled. A successful Fast Talk roll will emporariy affect the suspects Will modifier by -2. Ifthe event is not resolved quickly, how- ever, he will soon realize the negotiator has tricked him. After 1dx10 minutes, the bonus is lost, and his Will modifier is increased by +2 instead (making the suspect's Will modifier sher than it was before the Fast Talk began). A Jailed Fast Talk roll resets the suspect’s Will to its original ‘value +2d. Fast Talk is almost never used in a negotiation because ofits negative long-term affects (see Trust and Nego- tiation, p. 24). Good Luck: A critical success by the negotiator means he’s hit upon something important to the hostage-taker, The GM should roleplay this whenever possible, Reduce the sus- pect’s Will by -2 instead of the usual -1 ‘Bad Luck: A critical failure on the part of the negotiator ‘will reset the suspect’s Will modifier to its original value. He may also cut off communications, launch into a emotional titade, fre warning shots, or even shoot a hostage, depending ‘on his mental state and the GM's discretion Asking for Surrender ‘At some point, the negotiator will ask the suspect to sur- render. The answer is determined with a regular contest between the negotiator’s Diplomacy and the suspect’s current ‘modified Will. If both parties succeed (or fail) at their rolls there is no change in the negotiation process. Ifthe Suspect succeeds but the mego- tiator fails, the suspect will be disappointed, annoyed, or angered at the request, and his Will modifier will go up by +1 (or more at the GM’s discretion), Only when the suspect SWAT Operations fails his Will roll and the negotiator succeeds in his Diplomacy roll will the suspect comply with the negotiator’s request. 25 Planning the AssaU]} ‘While negotiations continue — even before the decision is made to assaulta site ~ the entry teams should begin prepara tions. The assault plan may begin as a simple set of entry points and equipment choices, but will evolve as intelligence ‘becomes available. The plan can be refined.and modified even within minutes of the time the team is actually sent in, Most assault plans are designed around hostage and civil- jam safety. The lives ofthe entry team are also important, as is the safety of the suspects themselves. The goal of a SWAT raid is not to take lives, but to save them, The Plan Assault plans may be simple — especially where time is a constraint ~ or detailed. Every plan should cover five primary sspects ofan incident: Situation: Information about suspects, hostages, building cetils, surrounding terran, etc. This includes floor plan blueprints, maps, and photos of suspects and hostages when- ever possible. Objective: ‘The goal ofthe operation, including specifics about the use of force. For example, if a hostage-taker holds 4 detonator in his hands, the team may be instructed to use ‘eaaly force on him to save the lives of everyone on site Execution: A description of how the mission is to be exe- cuted, including approach routes and entry points, and choic- 65s (0 stealth versus dynamic entry. Logistics: A list of personnel and equipment to be used during the assault. Command: A chain of command indicating who has ‘authority over the snipers, who is in charge of assault teams, and so forth. It will include’ list of radio frequencies and radio code names. Site Reports In similar manner to suspect and hostage profiles (p.21), the incident commander (or someone on his taf) should pre- pare a site report. The report should give information about the building and surrounding terrain, including information gathered during inital deployment and facts that later come 10 light (see dncident Site, p.22). Rehearsals ‘Whe time permits, the assault teams should rehearse theinassault plan prior to implementing it. Ifa similar site ean be located (such as in an airliner, tract housing, ot an apart ‘ment complex), it may be used for maximum realism. In some cases, a mockup can be ereated out of plywood atthe SWAT team’s training area. Ina pinch, a school gymnasium might even be used, with a life-sized floor plan mapped out on the floor using masking tape. Whatever the circumstances, eams tat practice an assault over and over will usually have better success when the decision is made to-go tactical. The GM may wish to allow entry team PCs an 1Q roll to remember @ certain detail in the heat of battle. Stil, the rehearsal site may 26 SWAT Operations ‘not be 100% accurate and the entry team may face new ter~ rain regardless of their rehearsals. Likely Locations for Violent Crimes As part oftheir trining, many SWAT teams rehearse at real:ife locations that ae likely to be the sit of future erimes Courthouses, schools, hospitals, airports, and public transit stations may be cordoned off 1 allow the team tb practice their techniques. Ofien such rehearsals are done when the building is not being used (e.g., borrowing a local school 6h a ‘Sunday afternoon), ‘fa team rehearses at a site regularly, the PCs should’be considered to have Area Knowledge of the building equal to their 1Q. The GM may choose to alter things'a bit during the ctl assault ~ fumiture may have been rearanged, doors ‘may be locked or unlocked, and the suspects may have made ‘modifications of their own. Tactical Emergency Medical Service Givilian EMTS, paramedics, firefighters, doctors, ‘nurses, and rescue personnel may receive training 0 sup- port SWAT teams. These tactical medics (ot tactical EMS ~ TEMS ~ personnel) tain and deploy with SWAT, and are considered full members of the team. Tactical medics usually approach with the team prior to entry; they may remain ator near the point of last cover and concealment (p.30) ormay enter the incident site with the SWAT team, ‘They wear the same protection as other SWAT offi- cers helmets, tactical vests, ec.) bute not armed; instead they carry first-aid gear-on their vests-and in a field kit (p..B213). Their uniforms may have MEDIC ‘written on them, instead of SWAT or POLICE, but are otherwise identical. (Use 1Q plus range modifiers for people trying to distinguist between TEMS and SWAT officers). ‘Tactical medics’ duties inchude providing emergency medical service to civilians officers, and suspects; ensur- ing the team receives adequate food, water, and rest dur- ing extended operations; coordinating: quick transport or evacuation of injured individuals; acting as-liaison between the SWAT team and other civilian medical per- sonnel: and monitoring the general health and well-being of the team during operations. They may also provide ‘emergency medical training to the entry team. In some departments, medics are cross-trained as reserve police officers and are allowed fo deploy with a sidearm. Other departments train regular law enforce- ‘ment personnel to act a tactical medics instead, Chapter 3: CQB Tactics The tactics in this chapter — though written with SWAT teams in mind ~ can be applied to military special ops teams, WWII commandos, or even bug-hunting space marines. The GM may modify the procedures to better fit his genre and play style. €QB Tactics — 27 Team Member Dutics EEE ‘The scene is familiar to anyone with a television: black= armored men bursting through doors, weapon at the ready, as they assault a building, aitplane, or warehouse. Although the assault team should be the last resort in a real-life SWAT oper- ation, itis the core of a SWAT roleplaying campaign. Special Teams ‘SWAT entry personnel are often assisted, not only by ‘command staff, but also by various special teams, Personnel for these teams may be drawn from within the SWAT cadre itself from standard patrol officers, or in some cases ~ such as in hostage negotiation or emergency services ~ qualified civil- jans may be included as well Arrest Teams Attimes, SWAT teams may be followed up by a group of officers tasked with arresting suspects, SWAT wall neutralize the suspects (e.g., handcuff and search them), but follow-up officers may make the actual arests. Altemately, a single member of the SWAT entry team ‘ay be designated asa finder whose job isto locate, identify, and arrest a particular suspect. This is especially important ‘when an arrest warrant has been issued for a particular indi- ‘vidual who may be holed up with several others. The officer assigned to this role may be any member of the team. Trailers Once SWAT has secured an area, follow-up personnel ‘may be called in to arrest suspects, perform first aid, search rooms, disarm explosives, and so forth. Such personnel are sometimes referred to as trailers, because they trail the SWAT team as they progress through a site. Trailers may be called on even during an assault if they're needed, or may be called in after the entire site is secure. In either case, it is the SWAT entry team’s responsibility to make certain the area is safe before trailers are requested. Trailers should never be asked to move through an area that has not been searched and declared safe by the SWAT team. Sample trailers include medical personnel, animal han- dlers, interpreters, and female officers to thoroughly. search female suspects. Team Leaders Every SWAT team, regardless of size, must have a com- ‘mander or leader. Teams are often referred to as elements, and the team commander is sometimes called an element leader. ‘The leader ofa full-sized entry team is generally a sergeant or lieutenant, and is often the most experienced member of the team. His job, however, i not only to act as an assaulter, but to make command decisions during an entry ‘The team leader must maintain tactical awareness, and therefore will rarely be inthe front or back of the team. His jis to command as much as it sto assault. 28 CQB Tactics Scouts and Point Men ‘The point man (or “scout") usually enters the room as Jow as possible, allowing his partner to enter directly after hhim and fire over him if necessary. He is usually armed with ‘a one-handed weapon (or a light SMG at best), allowing him to remain armed while mirroring or carrying a shield, A small ‘weapon (with a low SS) also alloivs him to increase the speed with which he can bring his weapon to bear when he enters @ room, ‘When moving in a large stack (p. 30), the point man ‘sometimes acts as “shield man,” carrying some form of bal- listic shield during entry (see Tactical Use ofShields,p, 36) Mirroring Scouts-are usually tasked with mirroring rooms, using either an actual mimor on an extendable handle (p. 49), witha fiberoptic camera of some kind (p49) The “mirror is lipped under doors, around comers, though ceiling panels, cor through tiny holes drilled for just that purpose, and can pro- vide the team wit a preentry look atthe Tayout of the room and any potential threats. Doing so, regardless ofthe actual mechanism, is called “mirroring the room, Entry ‘When working as part of a two-man element, the scout is usually the first man through the door. As part ofa larger team, he may double as a “key man” whose task is to open the door to allow the entry team into the tom. In this case, he is often one of the last members of the team through, since entry is accomplished much more quickly when the “key man” opens the door, and the rest ofthe team immedi ately enters. While the team is entering, the “key man” can then ready his weapon and follow them in at the end of the stack. In these instances, to keep two-man teams together, the scout may open the door while his partner deploys a flash-bang. Once the grenade is deployed, the thrower can then ready his weapon as well, entering at the end of the stack with his partner. Entry and Cover Men Assaulters—a generic term for entry personnel — make up the bulk of a SWAT entry team. They're rarely first through the door, and almost never last. Each man is tasked with cov- ering a particular area of responsibility (p. 34), including hall- ways, doorways, stairwells, and other openings. When entering a room with a balcony, atleast one man should be tasked with covering that area for threats. ‘Any man can be assigned to act as a “cover man,” whose {job is to provide cover for his partner (or the team) while they are otherwise occupied. The most common example occurs when an unarmed team member is mirroring a room: his part net must provide cover for him at all times, in case a threat suddenly appears. ‘The template on p. 43 can be used as-is for a basic SWAT entry man, Breachers Breaching may be done by the point man, a dedicated “key man,” a breaching team (above), or the rear guard (below), Regardless of who is chosen, door breachers are usu- ally among the last to enter the room. Dedicated breachers should be strong enough to use a ram effectively, and skilled in Architecture to enable them to judge door and doorframe strength (see Breaching, p. 32) Breachers often carry a shotgun with frangible rounds to aid in fast door entry. Rear Guards ‘The last man on an entry team is often called the “rear guard.” His job is to watch the team’s back, walking back- Ward at times to make certain no threats sneak up from that direction. Rear guards are often also assigned to act. as breach ers, and may be armed with a shotgun for that purpose, or carry and use the team’s ram. Rear guards are often stronger than the average entry team member, and are sometimes tasked with carrying extra equipment (such as spare ammo, grenades, or special gear). Snipers SWAT teams may have dedicated snipers, or entry per- sonnel cross-trained for that role. Officers on the inner perimeter (p. 19) often double as short-range snipers as wel. Players looking to create a sniper character should be ‘warmed in advance that although the sniper can be an integral part of any operation, his role inthe session may be limited to Jots of Vision rolls followed by one or two combat die rolls. ‘The role ofthe sniper is often best played by a well fleshed- ‘out NPG, letting the players get into the thick ofthe assault by being members ofthe entry team instead, The Ass? | ‘When negotiations fail and snipers have no clear shot, it is up to the men and women of the entry teams to resolve the situation. Assauiting a sit isthe single most dangerous part of| «a ctsis situation ~ 80% of all hostage and police casualties, ocur during entry. The Three Elements of Assault ‘The success of every assault hinges on three primary ele- ments: surprise, shock, and overwhelming, violent action, Surprise. ‘Surprised defenders are slow defenders. They may often be suprised int inactivity (see Shock p. 30), or unprepared and out of position, Negotiators may be able tole a suspect into a vulnerable postion (such as near a window) or away from hostages. They may help the entry team by continuing to talk to the suspect even as entry begins. ‘Care must be taken that the element of surprise is not lost too early in an assault. A covert entry (p. 32) puts the team into position to launch an attack swiftly and suddenly (often called “stealth to contact” entry). If surprise is lost, the defenders may have time to gather their wits, kill hostages, detonate explosives, or put up a tenacious defense. Assaults may include multiple teams and snipers striking from multiple angles. A single countdown, with each team assigned to perform a specific action at some point in the ‘countdown, can facilitate a smooth entry and improve the chances of surprising the targets. For example, one sniper may be assigned to fire through plate glass to shatter it when the countdown reaches “four,” while-a second sniper fires at the suspect on “three.” On “two,” the assault team throws in a flash-bang, on “one,” door demolitions are blown, and on “zero,” teams swarm the site. CQB Tactics 29 Each team may be assigned a “ready mumber” (usually high in the count), The team will confirm that everyone is in Position and prepared when their number is called, Shock ‘Apperson in shock acts poorly. His responses are slowed, hisactions confused. A shocked enemy poses far less threat to an incoming assault team than one in complete’control of his senses. Teams can achieve shock through speed and sudden action. An assault team bursting into a room unexpectedly or ‘a sniper suddenly taking off your buddy's head can force a stun roll as per p. B122. Even the black, faceless look of most special ops teams is calculated to create fear in an unprepared enemy. ‘To beter replicate real-life effects in game terms, a GM may require a Fright Checks from unprepared suspects. He ‘may also wish to use the optional rules for Buck Fever and/or Bullet Shyness (pp. HT7-8). Physical shock can be brought on by injury (p. B99), and ‘weapons like flash-bangs (pp. 49 and C669). Violence of Action Assault teams must have the capability of dealing suffi cient deadly force to neutralize an opponent. Whether they actually do so or not is imelevant, but the targets must believe that the incoming SWAT team can win through sheer foree. A single plainclothes ATF agent bursting into the hideout of a white supremacy group is sure to be met with mocking laugh- ter followed by gunfire; 40 black-ctad, heavily armed SRT agents may give the defenders pause. ‘The GM should keep in mind that in order to produce sulficient force, multiple SWAT teams may be called upon to assault a single location sifultaneously. He may choose to allow the players to control more than one character, or sim ply play the other teams as NPCs. In the latter‘ease, the PCs will be assigned a particular objective (eg. a specific floor, part of an airplane, a back entry, an outbuilding), while the ‘one side of an opening (called a single stack NPC team(s) assault elsewhere. GMs should ‘Keep the ‘or in two groups ~ one on each side of players informed of the ongoing action by including radio trafic or situation reports throughout the PC team's action. Occasionally, the PCs may be called on to back up out- sgunmed NPCs or assist thent in a protracted firefight. Preparations and Stacking ‘The first few moments of a SWAT assault can be the most dangerous. As with all SWAT operations, the entry team fol- lows a set of guidelines in preparing for, and entering, any structure. Last Cover and Concealment ‘The team begins their assault as close'to the suspect as safely possible, They need to be safe from enemy fire, and 30 CQB Tactics away from prying eyes (to preserve the element of surprise; see p. 29). A general staging area may be assigned, but the entry team will have a secondary, closer position to begin the actual assault. ‘This secondary position, often called the point of last cover and concealment (LCC), may be along a protected alley, around the comer of a nearby building, or inthe lobby of.an apartment building. Whatever the case, the LOC must be safe from enemy line-of-sight. Last cover and concealment locations will generally be established during the briefing; SWAT team members may be involved in selecting the locations. Individual departments may give the LCC an alternate name, such asa stackeup point, launch point, rally point, form up point, o final assault posi- tion. These positions are generally used for both safe entry and hostage egress. Stacking ‘As the assault team prepares to enter sit they must first “stack up” — that is, line up and prepare to move in asa team. ‘Teams will always stack before beginning an assault, and may restack several times as they move deeper into a building. During a covert entry, the team should stack at every opening: they should also stack before mirroring, deploying grenades, or using a ram, Stacking methods vary from one department to a next, and can fluctuate Based on a number of factors (e-g., umber of men in the team, direction the door opens, whether a door is open or not, which side the doorknob is on, intervening wall). Once surprise is lost, the team will most likely begin a ‘dynamic assault (p. 32), and stacking may not always be pos- sible. Still, officers who simply kick down doors-or come crashing through windows without waiting forthe fest of the team will inevitably end up reprimanded, fired, wounded, or dead, ‘Stacking may be done ina single line, along. opening. Terrain and entry style can heavily influence stacking tactics (see Entering and Clearing, p. 34), ‘Stacked teams will often remain in silent contact, with each officer laying his off-hand on the shoulder of the officer ‘ahead of him. Two-Man Elements — “Buddy Teams” SWAT officers almést never operate alone, and many teants employ “buddy teams.” These two-man teams learn to ‘walk together, move together, breathe together. A single ges- ture from one to the other — px even a change in body stance — is often enough to convey an ene idea. Officers.swho have trained’ and operated as a two-man team for 100 or more hours receive a +1 to Gesture or Body ‘Language rolls they make toward one another (in addition to the +1 generated by team familiarity — p. 8~ for a total of +2 to one another). ‘One man usually acts as point man or scout (p. 28), and takes the lead in checking doors and mirroring (p. 28). Because he may often have to sling or holster his weapon to use other equipment (eg, mirrors, optic wands), his partner — sometimes called the “point cover man” — must protect him at all times. Movement as a team is generally done with the covering (rear) man resting his off hand on his partner's shoulder. A nod of the point man’s head means, “I'm ready to g0:” a reciprocal squeeze of the shoulder retums the sentiment, ‘When the covering man lifts his hand from his partner, it is ‘generally to steady his weapon, a gesture that warns his part- ner that he is readying for action. During room entry, the point man usually engages the threat of his choice; his partner reacts, covering the other por- tion ofthe room automatically (see Room Clearing, p. 36). Four-Man Teams Four-man teams will usually comprise a pair of two-man elements, enabling the team to be split when necessary to ‘over disparate areas or enty points One officer act s scout and is responsible for mirroring and so forth (see Scouts and Point Men, p. 28). As in a two-man element, his partner should cover him during such actions. ‘The third man in the team is charged with covering side ‘openings and doorways, nd covering any second floors and balconies while entering a room. He is often called onto dis- pense grenades and may act asa scout ifthe team splits into ‘two pairs. ‘The team's fourth man doubles as the teams rear guard (29), and as parmer tothe third man in the team ‘Four-man teams are very comnion in Europe. Five-Man Teams A five-man team is commonly used by many SWAT agencies in the US. It is structured like a four-man team (above), with the additional man (who takes position in the ‘middle’of the stack) acting as team leader (p. 28). The team may Snglestack, or spit into a group of two- and three-man stacks as‘needed. If the team is split, the ele- ‘ment leader will accompany one pair or the other; he should never function alone Snaking and Swarming ‘Team movement is generally’ done in one of two ways: Snaking. The team forms a single stack and moves single file, with one man following directly behind anoth- ct, often with his, free hand resting on the shoulder or ‘back of the man in front of him. Snaking is best used marrow areas (hallways), when covering open ground quickly, or when booby-traps. maybe present. Snake ‘movement is preferred during a covert entry, 2s it mini- ‘izes the visual profile ofthe team, ‘Swarming. Swarming can only be used! in areas ith sufficient room. The team spreads out into a loose skirmish formation, moving as-a large. group. Swarm entry is preferred during & dynamic entry, especially ‘when team members must infiltrate a building quickly. ‘Swarming reduces the likelihood of losing the entire team to explosives or automatic weapons, increases the team’s ability to bring massive fire into a single loca~ tion when necessary, and improves forward visibility for each man. Though it may appear uncoordinated and andom, swarm movement and entry must be practiced time and again until it is second’ nature. Every: man should still take a specific area of responsibility (p. 34) — one clear of friendly targets despite the swarming ‘moverient. Six or More Large teams may consist of small- er teams working in concert. For example, a pair of fourman teams stacked along a retaining wall prior to ny creates an eight-man team A sin- fle member sill acts as scout, Others will be assigned areas of responsibilty (p. 34) and be given specific duties (e.g., covering openings, setting or disarming explosives, throwing grenades, et) Entry Style Entry style can be dictated by a number of factors, including terrain, visibility, the Freoeselbodege come eee and suspect disposition. Choosing an entry method falls to the incident commander, but that decison may be delegate oe SWAT team cormande The team may cholo meee potion quill, ad a Gert enny then "go-dyuanic? hn they enouna he scspcts ("eh fo contact). The clon leader usualy Cals for ay change inte eas Fou CQB Tactics 31 | The Fatal Funnel ‘One of the most dangerous moments of ai entry ‘occurs when the first officer steps through a doorway. For a single moment, the point man stands exposed and vul- nerable in this “fatal funnel,” isolated from his teammates and facing unknown targets, ‘The entry officer may be silhouetted against back- lighting or ambushed from’ the side; he may encounter rmultipfe targets, or none at all Ihe takes fire, he cannot stop his entry to return it. He cannot do anything to dis- rupt the assault procedure or block the entryway for the restof the team. ‘The only proper way to pass through doorway is 0 pass through the doorway. The entry must continue — especially tx botleneck —or casualties are sure to result ‘The point man may return fire on the move, but he must continue to pass into the room and then follow all Area of Responsibility rules (see p. 34). Covert Entry Covert entry — also called stealth entry ~ is used wher! time is not a critical factor. The team makes every effort to sonceal their actions, and theit movement is slow and methodical. Each team member must make a Stealth roll during a overt entry, which is compared to a Sense roll (usually Hear- ing) for each suspect present. The GM may consult the Acoustic Signatures table on p. M6 for increased realism. Dynamic Entry Dynamic entry is loudy fast, and sudden. The point of a dynamic entry is to take advantage of surprise, shocking opponents into inactivity Tong enough for the tam to take control of the situation (see The Three Elements of Assault, p. » Dynamic entry may be initiated With sniper fire or flash- bangs, or by detonating door explosives; team members are rained to shout compliance orders and to be ageressive and forceful in their actions. GAS SBVOOOVS PYG ig 32 CQB Tactics ‘Teams usually attempt to saturate the building, covering all rooms as quickly as possible, but never working alone. The fitst room is cleared by the first two men through the door — Usually numbers three and four in stack, since numbers one ‘and two ate busy opening the door and deploying a flash- ‘bang, The next pai (five and six) moves to cover any open- ‘ngs, or continues deeper into the building. The third pair (seven and eight) takes the next deeper room, and so on. The door opener and his partner (one and two) fall latin line after readying theit weapons, moving deeper into the house as the entry continues, ‘Teams searchyrooms quickly, always covering entrances, and they neutralize (cuff) all suspects and watch them until they can be taken into custody. The illustration below shows a full-scale dynamic entry into atypical residence by an eight- ‘man team. “Trojan Horse” Entry. _ On are occasions, a SWAT team may be able to infitete a site using deception: SWAT members may be able to pose ‘as EMTs, media personnel, or food deliverymen. This style of entry is usually best used for reconnaissance, allowing SWAT officers to gather ntelligence on the number of suspects con- dition of hostages. armament, and layout of the building. “Trojan Horse” entries should be rare in realistic GURPS SWAT campaigns; they are generally best reserved for highly Cinematic campaigns Breaching Breaching doors can be done in many ways. Use of an actual key is preferable, but during dynamic entries the “key” ‘may be @ 30-Ib. ram, Reganiless of the method, the entie team should be fully aware of the method and timing of the ‘upcoming breach; breaching operations should never be done haphazardly. Frangible Rounds ‘Shotguns may be loaded with’ frangible, lock-breaking rounds (p. 52). A specific shotgun is sometimes used for this purpose, marked in some distinct fashion (e.g., the butt ‘wrapped in red marking tape) and loaded only with frangible rounds, ‘The fire targets hinges or locks. Use the rules on p. B12S to resolve such attacks. The firer must do sufficient damage to the door to disable the hinges or lock, primarily by destroying the part of the door the hardware is atached to (see Breaking Down Doors, below, for more information on door hit point). ‘Standard shotgun shells can be used, but excess damage will blow-through the door, potentially wounding people on the other side. This is not the case with frangible rounds, since they disintegrate on impact. Solid ammunition (e.g., shotgun slugs, pistol rounds) is ineffective for opening doors in this manner, Other breaching ‘methods should be used on heavier doors; frangible rounds have little effect on objects with DR2 or higher. Using a Ram Rams come ina variety of sizes and weights (p 48), but the principle isthe same. An officer stands to one side and swing the ram toforce the door open. In some cases, depend- ing onthe layout ofthe enty area, the ramming officer may end up visible and momentarily framed by the doorway he fas ustrammed (sce Fatal Funnel, p32). A sledge-tyeram (p.48) is available that allows the oficer to stand ouside the dloorfame if there i room to do s. The entry tam must be careful not to anticipate the breacher’s success, not only on sturdy doors but on weak ones as well One tactical tam found this out the hard way when the door flew inward with such force that t bounced closed again, just as.a second officer trew alas: bang. Te grenade bounced off the closing door and detonated at the feet ofthe entry team! Explosive Breaching Using explosives to breach a door is more dangerous than ‘other methods, but can speed entry and maximize the shock and surprise during an entry. A number of door breaching charges and styles are available (pp. 49-50), but hostage and officer safety should always be a priori ‘Abreaching team should consist of at least three men: a cover man, armed with an assault weapon to provide close A ga y A A Z A A A Z cover; an officer to actually place the charge; and a shield- bearing officer to protect the entry team during detonation, Like all door openers, the breaching team will usually enter the room last, allowing them time to ready their weapons. Breaching a door may occasionally blow pieces of i nto the room, injuring occupants. GMs should calculate damage from the explosion, subtract the door's DR nd hit points (p. B125), then distribute the remaining damage to the room's nearby occupants (anyone within 2 yards); each target will be struck on a 17+. ‘Anyone in a room should make a Fright Check at +2, and may also be Surprised or mentally Stunned (p. B12). Med- ical personnel should always be available when door-breach- ing explosives are to be used, Explosive breaching charges should not be used where flammable chemicals are present (such as in a drug lab), on buildings that store or use flammable chemicals (some facto- ries) in situations involving elderly hostages or young chil- dren, when hostages are known to be close to the breach point, or on doors or walls of unknown construction, Breaking Down Doors Most breaching methods require the GM to know the hit points of the target door. Typical inner (wooden) doors have 5-10 hit points. Mobile home doors and the like will be atthe low end; sturdy apartment doors a the high end, Metal doors, such as exterior warehouse doors, will have 15-20 hit points. Security doors will have 20+, ‘The GM should use common sense when determin- ing door hit points, adding a few for those in better-con- structed buildings, subtracting for those in dilapidated slums. Additional Security measures (e.g, heavy dead- bolts, bars actoss the interior) will effectively add hit points to the door for breaching: purposes, CQB Tactics 53 Entering and Clearing Room entry and clearing form the linchpin of an assault Procedures and guidelines vary from team to team, but sever= al basic techniques are listed below. ‘The GM and his players should work together to decide the guidelines for the PCs’ team, making certain every mem- ber knows the rules and follows them during an adventure Entire sessions can revolve around simply practicing room entry and clearing techniques in a CQB house (p. 8), allowing the PCS'to interact and the players to hecome accustomed to using proper entry procedure. Area, of Responsibility Every man on an entry team is assigned a specific area of esponsibili- ty (AOR) or area of operation (AO) a section of a room, a hallway, a balcony, etc. = that he is to cover during the operation. For example, two men enter- ing aroom will split the room down the middle, with each man covering half. A three-man team will likewise be given areas of the room to cover, or one man may be assigned to watch a balcony, hall- ‘vay, or other feature. Proper coverage of an AOR reduces the chance of iriend- y fire and aids ina thorough application of force to every part of a room. Officers must be careful to enter and cover only their AOR, and not stray (bodily or by firing) into a team- mate's AOR. Walking into another man’s zone of fire isa sure ‘way to get shot. Likewise, firing ata target in another officer's, assigned zone may subject that officer to friendly fire. In ‘game terms, anyone in another officer's AOR should be sub- jet to the Hitting the Wrong Target rues on p. BL. SWAT members must exercise extreme discipline when entering « hostile area, for itis not unusual for an officer to take fire from an area ofthe room he isnot assigned to cov He should not, however, become distracted by the incoming fire, for turing to engage the target presents many difficul- ies. He may not be able to accurately locate the target by the sound of gunfire alone; he may begin firing toward his tammates as they move to engage; or he may turn his back. (ma suspect in his own AOR, leaving the entire team open to casualties, PCS should always be aware of their AOR, and GMs should not hesitate to dole out retribution when a character fails to maintain discipline, A single suspect with an automat- iz weapon can wreak havoc on even the most well equipped SWAT team if the officer assigned to cover him tums his back! ‘Note: During initial entry, the point man is often respon- sible forthe entire room as he steps through the doorway. He usually chooses his AOR dynamically ~ thats, he enters the ‘oom, and then moves inthe direction of his choice based on 34 CQB Tactics his observations (usually taking on the nearest threat or open. doorway). His partner must make a Body Language roll to react accordingly, choosing a complimentary AOR to cover the part ofthe room his partner is not Deliberate Clearing ‘Teams performing a slow, deliberate search ofa bui will leave no stone unturned, Officers check closets, ats under beds, kitchen cupboards, piles of dirty laun- dy, behind shelves, even under couch cushions. A “deliberate clear” of a 1,500-square-foot home may take an hour or more, for one man must Gon stantly cover his partner while he searches for hid- den suspects, booby-traps, bombs, hazardous chemicals, or other dangers. ‘A deliberate clear (also called a “slow clear” cor “cautious clear’) usually occurs when serving a ‘warrant at a building where no one answers, or after a dynamic entry has been completed. No building can truly be considered safe and clear until the entry team has taken the time to do the Job right. Room Entry ‘Though the specifics vary, a handful of more common room entry methods are listed below. Buttonhook Entry . ‘The buttonhook, or fishhook entry is a faitentry tech- nique that minimizes silhouette time for entry personnel, lim- iting their time in the “fatal funnel” (p. 32). Two men stack on ‘opposite sides of the entry, each facing the doorway, and enter simultaneously (or very close to it) with each man hooking 180° and moving laterally along the room wall (see diagram). ‘Each man’s AOR corresponds to his half ofthe room, ‘Teams using a buttonhook entry will stack in a double stack, allowing pairs of men to enter, one after another, in a series of two-man buttonhooks. During SWAT training, the w ow Ww UEC TIT Cg buttonhook entry has proven the fastest method of getting two men through a doorway and ready to fire. Cross Entry In across entry (diagram, below), the team forms a dou- ble stack as shown, Instead of hooking 180° (as in a button. hook), they enter the room one at a time — taking turns - and cross into the opposite part of the room from their stack. The advantage to this entry technique is that each man moves in & relatively straight line, and can often see his AOR prior to entry (giving a +2 to Vision rolls), enabling him to better clear his AOR than in a buttonhook entry. ‘This kind of entry must be well rehearsed to prevent team members from running into one another. 66— 33 or ae CROSS ENTRY Cross-Hook Entry ‘Across-hook entry combines the elements of both tech nigues listed above. The crosschook is often used when an entrance Ties close to « perpendicular wal, forcing the entry team to stack up on only one side of the entrance. As with other entty techniques, the entire team may continue to enter the room, one after another, alternating their entry style. The point man will buttonhook, his cover man will cross, the third man hooks, the fourth man crosses, etc. See diagram, below. HES Cg Cross-Lean Entry A cross-lean entry is similar to a cross-hook, but the hooking officer does not actually enter the room. Instead, he Jeans his weapon and upper body around the comer of the entry while his partner crosses ino the root proper, allowing ‘both men to bring weapons to bear‘and yet providing a meas- ure of cover for at least one of them (diagram, below). In GURPS terms, the leaning shooter can be ready with oppor ‘tunity fire while his partner is still moving, enabling the lean- er to protect the entry man. ‘Multi-mnan teams can use the cross-lean entry —one man feans and covers the rom while the rest of the team enters single file. During across-leon, the entering men must be careful not to cross in front of the leaning shooter. He, in tun, must main- tain ire discipline and cover only his AOR usually the half of the room on his side). HS Slicing the Pie During entry, weapon movement should be methodical ‘and smooth. As the officer moves laterally around an obstacle (a comer, the edge of a doorway), he sweeps his weapon and line-of-sight through the room in a maneuver called “slicing the pi.” As he slices the room, his teammates follow, joining in the maneuver and begin to sweep in opposite directions, covering their own “slices” — their AORs. BT Tad 3 CQB Tactics 35 Distraction is often created by staging an apparent attack ‘on one side of the plane~ perhaps setting off a small explo- sion or flash-bang outside the plane — to draw the hijackers 10 ly monitored, due to the presence of flammable items and close proximity of hostages. Boats Hostage rescue operations at sea require highly special- ized teams and specialized equipment to keep weapons and ‘equipment dry and functional. Such operations are generally assigned to federal or military teams, Assaulting a boat that is curently docked in a harbor may be done using techniques similar to assaulting a building Buses Eight or more men are required to properly take down a bus. Two officers cover the rear (emergency) exit of the bus (if any), while two others cover the side windows. One man approaches the driver’s window to release the door, allowing the remainder of the team (preferably at least four men) to snake into the bus through the main entrance. Once inside, the first two members of the assault team. step eft and right, covering the passengers, while the remain- der of the team moves down the aisle, clearing the bus of threats. At least one team member should crouch low and do 4 search at deck level to make sure no suspects are hiding under the seats. All passengers should be handcuffed and escorted away from the site until their identity can be clearly determined. ‘Bus takedowns should be rehearsed using different styles of buses (e.g. school buses, commercial buses, trams, light, trains), Cars The first step in car assault i to inambilize the vei- cle. This may be done by surounding ti vehicle with ther cars, through a remotely operated kill switch (in the event of fears provided to hostage takers), or by using spike strips on theta ‘Unless hostages are present, the car should be hit with tear gas; snipers should be used if the target is presenting a deadly threat. During hostage rescue, car assalts shouldbe performed with six men. A/pair of officers comes up on either side, with the remaining team members providing cover fire from the front or back. This allows at least one officer on cach side to ‘engage’Suspects in the front seat while their partners do the same to the rear. All officers should take up positions so that they donot endanger the other members wih coast. ‘Windshield glass is notorious for impeding and deflect- ing bullets, especially when fired at an extreme angle. For game purpbes the bull's trajectory is greater thea AS" from perpendicular to the windshield, the shot is taken at an additional -4; a miss indicates that the bullet has skipped off the windshield instead of penetrating, If the bullet penetrates the windshield (whether from a direct frontal shot, or a lucky angled shot), but the roll to hit 38 CQB Tactics was not made by an addifonal 4 or more, the shot is still treated asa miss, using the Hitting the Wrong Target rales on P- BII7 to determine whether anyone else inside the vehicle is hit, SWAT officers may need to shatter a window to extricate the suspect withoutharming him. Officers may carry a spring loaded punch designed especially to shatter glass (p. 48). ‘Some teams have such a punch mounted near the muzzle of their assault weapon so they can shatter the window and con- tinue to cover a suspect atthe same time. Once side-window lass is shattered, it is easily raked out of the opening with a gloved hand, and falls into tiny, rough (not sharp) pieces. Front windshields are much harder to break and fefniove and such an attempt is rarely made by a SWAT team. A hostage taker may put his hostages on either side of hint making it difficult to get a clear shot. In such cases, the cover men may be able to fire through the front or back windows. Dealing with Hostages Hostage safety is a priority during SWAT entry. Use of explosives ~ including breaching explosives and flash-bangs = muist be carefully monitored, and fire discipline must be very high. Officers must always distinguish between friend and foe when entering a room. Hostage-takers may exchange clothing with their hostages or try to blend in with them when they realize the gig is up. It is therefore standard procedure to handcuff ‘everyone in the room — civilians included — until their identities and potential threat‘level ean be accurately determined Hostages and suspects should be secured before the room is considered safe, They should cither be “proned out” (forced to lay face down, hands behind their head), of at least forced to kneel and interlace their fingers behind their head and be properly cuffed. ‘he hostages thentdelves may even interfere in a rescue. Some may attempt to subdue a suspect during entry, more ‘often getting in the entry team’s way than being of any tance, Others will react unpredictably — running from the site (and across an officer’ line of fire), diving for cover, or even attacking the entry team themselves. Such an attack may be ‘the result of confusion and stress; at other times, the hostage ‘iy feel moved to protect his former captor (especially if he is a family member), Stockholm Syndrome ‘The Stockholm Syndrome (p. SO130) refers to a psycho- logical bond that can develop between a hostage-taker and his victims. It takes its name froma 1978 bank robbery (in Stock- holm, Sweden) that resulted in situation. One of the hostages became so attached to suspect that she later mar- tied him! Hostages may feel dependent on the hostage-taker for, their health and’ Well-being, and begin to identify or sympathize with them; the relationship is sometimes com- pared with that of an abused wife and her husband. Hostages who become sympathetic to their captors may even begin to view the police as the enemy. They may shield their captors, aid them in escaping, or try to hide them in their midst Negotiators can use the Stockholin Syndrome to their advantage, engendering a sense of responsibility im the hostage-taker; thereby minimizing the chance he will act vio- Jently toward the hostages. Egress ‘Sometimes the team must make its way out ofan incident site before the crisis is fully resolved. For example, a team ay rescue a group of hostages and wish to move them to safety before delving deeper into a building. In such cases, the team will usually exit through the same route they used to enter the building, as itis generally sae. ‘At other times, a shorter route may be available to an alternate egress point — usually designated as such prior to the entry. Such an egress point should be visible (e.g., to snipers, observation teams, perimeter personnel) to make certain it is safe. Egress through a hostile or unknown part of the building is possible, but should not be done with hostages in tow. If such a move is necessary, the SWAT team will split, with one contingent Jeading the way and another bringing. up the hostages and the rear of the group. Rally Points Rally points (or egress points) are similar to points of last cover and concealment (p. 30), and represent safe locations outside the incident site where teams can turn over hostages: (and captured suspects) to waiting authorities. Rally points, like LCC points, are designated in advance, usually during the planning and briefing slag. Obstacles to Entry Entry teams face more dangers than just the suspeets they're facing. Darkness can hide treacherous terrain; elec- tricity (and therefore lights) may have been tured off in the building they’re entering; motion-sensors may activate lights as the team attempts a stealth approach; guard dogs or family pets may alert the suspects or attack the team. ‘Many obstacles can be avoided-through good surveil- lance and planning, but team members: must be flexible and ready to adapt when their assault is disrupted (see Surprise!, p. 59). Booby Traps Some suspects may set traps at entry points and bottle- necks, in hopes of delaying, wounding, or Kiling the entry. team. Sample improvised traps might include fishhooks hung, at face level in entryways, nails driven through flat boards and Hidden under leaves or grass, or razor blades embeded in salks of marijuana to injure those pulling them up. Even & Raiding Drug Labs The proliferation of clandestine drug labs (“clan Tabs") bas forced law enforcement personnel to deal with increasingly dangerous situations. Methamphetamines are the most common drug produced in such labs. Other drugs include amphetamines (speed), ganma-hydroxy butyrate (date-rape” drugs), LSD, and methylene-dioxy- ‘methamphetamine (ecstasy) Cian tabs ean be found in any part of any town. They may be hidden in rich or poor neighborhoods, industrial areas, abandoned buildings, residential. apartments, ‘wooded areas, open fields, town houses, or even. vacant Tots. Mobile labs are now springing up in buses and aboard boats, Police may be alerted to a clan lab in. a number of ways. For every pound of methamphetamines produced in a lab, five times that amount of waste is generated. Entry personnel may spot an abundance of empty cold medicine boxes (used for their pseudoephedrine content); empty cans of paint thinner, starter fluid, or acetone; propane canisters with blue-green corrosion from storing anhydrous ammonia (often stolen from local farmers); or discarded coffee filters oF sass jars with white or purple crystals. Attimes, an odor resembling paint thinner, chlo- ‘ine, or model glue may give away a clan lab’s presence, ‘Chemicals used in these labs can cause injury or ‘death on contact (through chemical bums) or inhalation (such as with phosphine or phosgene gas). Many are flammable; some may even ignite or explode on contact. ‘with air or water, Eniry personnel must therefore exercise extreme caution when operating in or near a suspected clandestine ddrug lab. Emergency medical personnel. firefighters, and HAZMAT team should always be available during such ‘an operation, Suppressors (p. 51) and gas masks (p. 49) should’ be used whenever possible. Explosive devices (eg. flash-bangs, breaching explosives) should never be used in a clan lab. s stack of aluminum cans infront ofa door can alert the suspect to the team’s presence. ‘The first step in avoiding a trap is spotting it. Mirroring eniryways and using deliberate movement can aid a team in avoiding traps during a covert entry, Dynamic entries, by their nature are faster, and therefore may not allow for a thorough search. GMs should keep track of any characters with Danger ‘Sense as they near a trap. Triggering a noisemaking trap will not set off Danger Sense. CQB Tactics 39 Chapter 4: ihe. 0 No matter how training, it is the SWAT ops 40 The Officers Officer Selection Guidelines =m ‘SWAT selection guidelines are strict and testing is rigor- ous. Certain principals govern officer selection for almost every team. Occupational Skills An officer's skill levels ~ though important — are often not as important as his more innate abilities. Skills can be taught; intelligence and willingness to work as part of a team cannot. Nevertheless, most SWAT selection procedures include extensive skill testing, including marksmanship. The primary skills listed in the template on pp. 43-44 can be used as.a guideline when determining character skill levels. Physical Fitness ‘SWAT officers undergo regular physical training and test- ing. PCs should either take Fit or Very Fit, as per the template on pp. 43-44. Teamwork The ability to function as pat of a team isa one of the pri- ‘mary requirements for acceptance onto a tactical team. SWAT operations hinge on successful teamwork, and lone wolf agents and rogue operatives have no place ina realistic GURPS SWAT campaign. ‘SWAT officers become closer than family members, and ‘must trust one another implicitly; their very lives depend on it. One man cannot defend himself from every direction, but ‘pair of men, back-to-back, may do so. Bach man on a team ‘must know that his fellow officers are reliable. The actions of single man can result in the death of an entire team. Just as reablife SWAT is a team effort, 90 t00 should a GURPS SWAT campaign emphasize teamwork and cama- raderie. Unruly players seeking personal glory and cinematic heroics should be rewarded with the most likely realife result of such actions — usually death. Willingness SWAT teams are typically comprised of volunteers. ‘There is never a shortage of such men; the waiting list for most teams is usually dozens (if not hundreds) of times greater than the number of open slots. Intelligence SWAT officers must be able to think on their feet at all times, and mental acuity often carries more weight in select- ing team members than simple skill levels. The template on pp. 43-44 includes 1Q 13; rarely will a full-time SWAT offi- ccer be found with IQ less than 11 Women in SWAT In the early 19805, women were finally allowed to become SWAT officers, mostly on hostage negotiation ‘and crisis teams. Twenty years later, female SWAT mem- ‘bers still make up less than 0.5% ofthe tactical officers in the US. Statistically, most female candidates fail. physical ‘taining, especially when it comes to upper body strength tests. Women who make it into SWAT must be even more ‘determined and relentless than men, but it can be done. All SWAT positions are highly: sought after, and ‘women may be ostracized even when they prove them selves capable: Treatment by their peers can vary fom respect to derision, depending on the team (and the GM). ‘Most tactical gear is designed for men, making it difficult to find uniforms, web gear, and body armor to, comfort- ably fit a woman, especially one with a smal frame. ‘In GURPS, female characters can be created using the same template as men (pp. 43-44), but GMs and play- rs alike should bear in mind the difficulties and differ- ences mentioned above. Advantages, Disadvantages, and Skills OLE LE OE For tactical teams, certain qualities are more valuable than others. Likewise, there are some personality traits and backgrounds that make it difficult or impossible'for an off to function on a SWAT team. Required Advantages SWAT officers should almost always be Fit (or Very Fit), and veterans will have Combat Reflees (members may use cared skill points 1 purchase Combat Reflexes afte they are allowed on the team). As with all police officers, they will also have Legal Enforcement Powers and at leat one level of Rankin the police department Desirable Advantages Especially appropriate Advantages for tactical team ‘members include Common Sense, Composed, Cool, Fear- lessness, High Pain Threshold, Strong Will, and Toughness. Required Disadvantages All entry personnel must take a -15-point Duty (SWAT team, 15 or less). Teams that face especially dangerous mis- sions or heavy paramilitary action (especially in a cinematic campaign) may take the -20-point Extremely Hazardous Duty instead, at the GM's discretion Desirable Disadvantages Sense of Duty especilly't the team, can be especially useful to SWAT team ifémbers Some teams may also encourage tris like Code of Honor and Ho 42 The Officers Acceptable Disadvantages The GM should allow the use of most GURPS disadvan tages, with the exception of those prohibited below. As always, itis upto the GM to decide whether or not any given disadvantage will disrupt game play, or would simply not be appropriate based on his campaign and the team’s makeup. Prohibited Disadvantages The following disadvantages should be prohibited’ in 1most GURPS SWAT campaigns. The list is not exhaustive ‘Any time the GM feels tht the officer's supesiors would prohibita particular disadvantage, or if a disadvantage is dis- ruptive to the game, he should disallow it. Selection t eam requires an exemplary service record; history of poor con- dubt will exclude a character from being accepted in SWAT Suggested prohibitions include illegal Addictions Berserk, Bloodlust, Combat Paralysis, Cowantice, Gllibilty, Ilteracy, Laziness, Megalomania, Pacifism, Paranoia, certain types of Phobia (eg., Loud Noises), Primitive, Pyromania, Sadism, Spit Personality, and most physical disadvantages (@g., Crippled Leg, Epilepsy, One Eye, Desirable Skills Architecture: Officers can use this skill during assault planning, to determine interior wall locations, estimate room sizes and types,.and so forth. Breachers will useathis skill to determine proper placement of breaching chargés'or estate a door’s hit points beforezamming (see Breaching, p. 32, and p. B39) Body Language: An officer can use ths skill to determine the potential threat level of a suspect, or to predict his next move (See p. C132 and Room Clearing, p. 36). also allows an officer to quickly predict a eammate’s intentions such 2s, ‘which direction he is about to move or fire when first enter- ing a room. Experienced teams may receive a bonus toward ‘one another, see Team Familiarity, p-8. Gesture: Teams may communicate silently using simple, predetermined gestures (e.g, simple ideas like stop, g0, look, suspect spotted, etc). Anything beyond that requires the use of the Gesture skill (p. BSS). Intimidation: Entry teams use this skill ‘when shouting fora suspect to surrender dur- ing an encounter (see Room Clearing, p. 36, and p. B246). Tactics: GURPS SWAT follows the guide- lines in Special Ops regarding Tactics special- izations (p. S062). Entry personnel will therefore use Tactics (Counterterrorism) for most SWAT oper- ations Part-Time vs. Full-Time In many ways, a SWAT officer is a SWAT officer, atheros ort th jo il time oe Cubes Sento nan, Fle SWAT tonne gncraly ceive oma ining and field experience, however, which means a part-time offi- cer may have slightly lower skill levels in SWAF-specific skills and higher skills in other aspects of police work. ‘Therefore, GMs may wish to impose some restrictions on pecime SWAT oft, ming thei string lives ia Body Language, Chimbing, Demolition, Gesture, ltimida- tion, Guns (Light Auto), Stealth, Tactics (Counterterrorism), subi adatge 0b ces on oe pens ea In return, part-time SWAT officers, who douile as patrol ‘cops, may have more Contacts, and higher skil levels in Area Knowledge, Criminology, Law Enforcement, ‘Tonfa, and vehicle/ransportation skills. GMs and players should work together to establish a realistic background for each character, and adjust his skills accordingly. As always, the GM has the final say. Ten) tS ‘The SWAT Officer templates found below are slightly modified from the template found in GURPS Cops on p. C50. ‘The versions here take into account some of the new infor- tation found in GURPS SWAT. AAs with all GURPS templates, these are optimized for point costs and are more representative of heroic PCs than _genetie SWAT officers. fairly realistic campaign can be run using the lower-point template fleshed out to 100 points using skills onty. Characters in a higher point level campaign should start with the 115-point template and modify it accordingly. SWAT Officer Template 90 Points The following repréents a basic template fora realistic SWAT officer. With five quirks, there are 15 additional points available in a 100-point campaign. Required Positional Specialization Packages ‘Because SWAT team members often excel at certain duties (either through taining or natural ability), each SWAT officer must choose a positional specialty. The point cost is already included in the basie SWAT template. Only one specialization may be chosen during character creation. Team members may be assigned new duties during ‘a campaign, however, and pick up additional skills in other position specializations using skill points This template has some variations from the SWAT tem- plate in GURPS Cops. Both are acceptable to create a SWAT officer; the one here is based on the Cops template, but has been readjusted to match the expanded SWAT information given inthis book. The Officers 43 Adtributes: ST 11 [10]; DX 12 [20], 1Q 13 30]; HT 1 {10} Advantages: Fit [5]; Legal Enforcement Powers [5]: Police Rank 1 [5/level; plus a total of 10 points cho- sen from Acute Senses [2/level], Alertness [S/level], ‘Composed [5], Contacts [Varies], Cool [1], Fearless- ness [2/level], High Pain Threshold [10], Strong Will [flevell, or +1 to ST, DX, or HT [10], Disadvantages: Duty (15 or less [-15]; and a total of 30 points'chosen from Addiction (Tobacco) [-5}, Bad Sight (Correctable) [-10], Bad Temper [-10], Bully [10}, Callous [-61, Chummy [-5], Honesty [-10], Intolerance [-5 to -10}, Nightmares [-5], Obsession (Promotion, staying on team) [-5], Overconfidence [-10], Sense of Duty (Team or innocent civilians) [-5 or -10}, Stubbomness [-5], or Workaholic [-5]. Rookie characters may also choose Post Combat Shakes [-5] if they have made an effort to hide it inthe past (they will need to buy this off soon, however, or risk being removed from the team). Some teams warrant Extremely Hazardous Duty (an additional -5 points] at the GM's discretion, 44 The Officers Primary Skills: Body Language (M/H) [Q-1 [2]-12; Climbing (P/A) DX [2]-12; Criminology (M/A) 1Q-1 [1]-12; Demolition (M/A) 1Q-1 [1]-12; First Aid (M/E) 1Q-1 [1/2]-12; Guns (Light Auto) (P/E) DX+2 [114% Guns (Pistol) (P/E) DX+2 (1]-14*; Guns (Rifle) (P/E) DX [1/2]-13*; Guns (Shotgun) (P/E) DX+1 [1/2]-13%Itimidation (M/A) 1Q-1 [11 ‘Law (Criminal law and procedure) (M/H) 1Q-3 [1/2] 8/15; Law Enforcement (M/A) IQ-1 [1]-12; Stealth (P/A) DX [2}-12; Tactics (Counterterrorism) (M/H), 1Q-1 (2}-12; Wrestling (P/A) DX [2]-12; and any one of the following required positional specialization packages: Assaulter (p. 29): Throwing (PH) DX [+2]-12; plus 4 additional points in any primary or secondary skills Elenent Leader (p. 28): Administration (M/A) 1Q-1 [1] 12; Leadership (M/A) 1Q [2]-13; Tacties (Countertér- rorism) (M/H) IQ [+2}-13; plus 1 additional point in any primary, secondary, or backgroundlskills Rear Guard / Breacher (p. 29): Architecture (M/A) 1Q ~ [1]-12; Demolition (M/A) 1Q [+1]-13; Explosive Ord- nance Disposal (M/H) IQ-2 [1]-11; Shield (PE) DX [1}-12; Speed-Load (Shotgun Shell) (P/E) DX (1]-12; plus | additional point in any.of these skills or any primary skills. ‘Scout / Point Man (p. 28): Electronics Operation (Security ‘Systems) (MéA) 1Q-2 [1/2]-11; Electtonics Operation (Sensors) (M/A) 1Q-2 [1/2}-11; Lockpicking (M/A) 1Q41[1}-12; Shield (P/E) DX [1]-12; Stealth (PIA) DX+I [+2/-13; and Traps (M/A) 1Q-1 [1}-12. Sniper: Climbing (P/A) DX [+2]-12; Camouflage (M/E) 1Q [1}-13; Guns (Rifle) (PIE) DX+3 [+1 1/2} 15%; Lip Reading (M/A) 1Q-2 [1/2]-11; plus 1 pointin any sec= ondary or background skills. Secondary Skills: Armoury (Small Arms) (M/A) 10-2 [I2I-11; Area Knowledge (City) (M/E) 1Q (11-13; Brawling (P/E) DX [1]-12; Electronies Operation (Communications) (M/A) 1Q-1 [1]-12; Fast-Draw (Pistol) (P/E) DX [1]-12; Fast-Draw (Magazine) (P/E) DX-1 [1/2}-11; Gesture (M/E) 1Q-1 [1/2]-12; Psychol- ogy (M/H) 1Q-3 (1/2]-10; Running (P/A; HT) HT-1 [1}9; Speed-Load (Magazine) (P/E) DX-I [1/2]-11; “Throwing (P/H) DX-1 [2]-11; Writing (M/A) 1-2 (2}-11. Background Skills: A otal of 6 points chosen from Cam- ‘uflage (M/E); Detect Lies (M/H); Diplomacy (M/H); Driving (Automobile) (P/A); Driving (Tracked Vehi- le) (PIA); Judo (P/ED; Jumping (P/E); Karate (PYH); Languages (Any) (M/A for most); or Speed-Load (Pistol or Shotgun Shell) (P/E). * Includes +2 for IQ 12, Customization Notes: Elite or cinematic SWAT officers may be built using 125 potitswith experienced veterans reaching 150-points or more. Theextra points should be spent mostly on skills and specializations to refleet training and expetience; see GURPS Special Ops (pp. SO58, SO83) for additional suggestions, Elite/Cinematic SWAT Officer Lens +25 points Increase DX by +1 (which also adds +1 t6 all DX-based skills) and add Combat Reflexes. Total template cost is 115 points. With five quirks, this allows 15 additional points in a 125-point campaign. Optional Cross-Training Many departments cross-train their members ~ regardless of their normal positions and duties on the team. For example, all New York ESU officers (p. 14) are certified paramedics and members of Berlin’s PSK (p. 17) are all sniper-trained. ‘The GM may wish to limit, encour- age, or even demand, additional cross- training for the PCs. Some samples are listed below. Unlike the required positional specialization packages, cross-training point values are not included othe normal tem- plate cost, since such cross-training is usually optional. Players may spend skill points curing a campaign to buy a training package for their PCs, so long as the officers take sufficient in-game time to go through the proper schools, courses, and other training, Each course will give the pl skill points to spend on certain skills. If they are sufficient to raise any of those skills, the player should do so immediately. Otherwise, he may keep the points “on hold,” supple- ‘menting them with earned skill point at a later date to actually raise the skill, to reflect practi- call application of the officer's classroom or simu lation training. PCs may take more than one training specialization, but ‘ot simultaneously. Demolitions: A typical demolitions cross-training course ‘will provide intensive study and field practice, and sive the character 1 point in each of the following skills: Architecture (M/A); Demolition (M/A); Explo- sive Ordnance Disposal (M/H); and Traps (M/H). Hostage Negotiation: Hostage negotiation training is gen- erally performed in classrooms rather than during call-outs. A typical negotiation course will add 2 skill points to Diplomacy (M/H); and I point to each of Criminology, Detect Lies (M/H), and Psychology (Mi). ‘Medical: EMT training adds 2 skill point to First Aid (P/E); and one point each to Electronics Operations (Medical Equipment) (M/A) and Diagnosis (M/H). Sniper: Sniper cross-training will add 2 skill points to Guns (Rifle) (M/E), and 1 point to Climbing (PIA) and Camouflage (M/E). Lip Reading (M/A) may be taught in some courses, providing 1/2 point in the skill, Negotiator Template 65 Points ‘The following represents a basic template for a realistic police negotiator. SWAT officers with negotiation experience should use the cross-training options found in the previous template. ‘With five quitks, there are 40 additional points available {in a 100-point campaign, Attributes: ST 10 [0]; DX 11 [10]; IQ 13 [30]; HT 10 (0) Advantages: Legal Enforcement Powers [5]; Police Rank 2 {5Mlevel; plus a total of 15 points chosen from Acute ‘Senses [2level], Alertness [S/level], Composed [5], Contacts [Varies], Cool [1], Fearlessness [2/level], High ain Threshold [10], Reputation (To criminals as trust worthy; see Trust and Negotiation, p. 24) (3/evell, Strong Will [level], or +1 to any attribute (varies). Disadvantages: Duty (15 or less) [-15]; and a total of -30 points chosen from Addiction (Tobacco) [-S], Bad Sight (Correctable) [-10], Chummy [-5}, Guilt Com= plex [-5], Honesty [-10], Nightmares [-5], Odious Per- sonal Habit (“By the book, always”) [-5], Overconfidence [-10}, Sense of Duty [-5 or -10}, Stubbomness [-5], or Workaholic [-5]. Experienced negotiators who lie to suspects may develop a nega- tive Reputation (To criminals as untrustworthy; see Trust and Negotiation, p. 24) [-3/levell Primary Skills: Acting (M/A) 1Q-1 [1]-12; Administration (WA) 1Q (21-13; Body Language (M/H) 1Q-1 [2]-12; Criminology (M/A) IQ+1 [4]-14; Detect Lies (M/H) 1Q-1 [2}-12; Diplomacy (M/H) 1Q [4]-13; First Aid (WE) 1Q-1 [1/2]-12; Guns (Pistol) (P/E) DX+2 [1] -13*; Guns (Shotgun) (P/E) DX+1 [1/2]-12*; Law (M/H) (Criminal law and procedure) 1Q-2 [1}-10/16; Law Enforcement (M/A) IQ [2]-13; Psychology (M/H) 10-1 [2}-12; Tactics (Counterterrorism) (M/A, 1Q-1 [212 Secondary Skills: Area Knowledge (City) (W/E) IQ (1) 13; Brawling (P/E) DX (1]-11; Climbing (P/A) DX-1 [12}-10; Electronics Operation (Communications) (VA) 1Q-1 (1-12; Fast Talk (/A) 10-2 [1/2]-11; Gesture (M/E) 1Q-1 [1/2]-12; Holdout (M/A) 1Q-2 [12}-11; Intimidation (M/A) 1Q-1 [1]-11; Running (PIA; HT) HT-1 [1]-9; Wrestling (P/A) DX-2 [1/2} ‘Writing (M/A) IQ [2}-13 Background Skills: A total of 6 points chosen from Com- pputer Operation (M/E); Driving (Automobile) (P/A); Driving (Tracked Vehicle) (P/A); Fast-Draw (Pistol) (PIE); Fast-Draw (Magazine) (P/E); Forensics (M/H); Judo (P/H); Jumping (P/E); Karate (P/H); Languages (Any) (M/A for most); Research (M/A); or Speed- Load (Any) (P/E), * Includes +2 for 1Q 12. Customization Notes: Additional skills may be taken from other police templates, reflecting the negotiator’s career path, An experienced negotiator might acd Combat Reflexes to better recover from any surprises. The Officers 45 Chapter 5: The Gear Creel — Ns f j i element in tactical police will find plenty of gear in this chapter, and in IRPS Covert Ops, GURPS High-Tech, GURPS Modern Firepower, and GURPS Special Ops (pp. SO102-127). 46 The Gear Personal Equipment While many teams give some measure of leeway to indi- vidual officers regarding equipment choice, most SWAT ‘teams provide a basic set of gear to their members. Individual team preferences vary, and the GM eaff either research spe- cific details on a given team, or simply come up witha set of {uidelines fora fictional team. Smaller teams will work from ‘smaller budget; large teams may have access to cutting edge equipment (see box, p. 48). Armor Body Armor: A large variety of body armor is available to SWAT teams, ranging from the all-purpose TL? Type IHIA armor found on p. C61 (PD 2, DR 12; 2.2 to 4 Tbs.; $320-t0 Typical SWAT Loadouts ‘The following information is an overview of what an average SWAT team might cary: the GM should modify ito fit his campaign or model it after a specific team. ‘Atypical team member wears or carries an MPS (p. 52), CAR-IS (p. 53), or similar assault weapon, with two extra magazines; a sidearm (chosen by the department or by the officer) with two extra magazines; dark jumpsuit; ‘cotton or Nomex hood (below); basic SWAT combat armor and helmet; safety goggles, glasses, or a face shield; a tactical radio with an earpiece in one ear nd a foam earplug in the other (p. 49); one or two flash-bang ‘grenades (p. 49); one: or two’ pairs of metal handeuffs plus several plastic flex cuffs (pp. C67-68): and a tacti- cal load-bearing. yest (p. SO105) to keep everything accessible ‘Team members tay carry additional gear as needed (Pepper spray, p. C69; a backup weapon; a retractable mirror (p. 49); a small flashlight, p.-C67), but SWAT. nity officers must move fast anid silently and. should never be weighed down with unnecessary equipment ‘When compared to military special forces operators, ‘SWAT entry personnel pack light: SWAT missions are short, fast tactical assaults, not protracted stays. behind enemy lines! ‘Teun members assigned specific duties will carry special gear ‘Scouts will alinays cary @-mitror (on some teams, ‘every member caries one) anda fiber optic device if one is available (p. 49) Typical he will also cary entry tools like a go-bar (p. 48) and) multipurpose tool (ie., a Leatherman), ‘shield man will often trade his primary weapon for ‘handgun, and carties a ballistic shield (p. 50). Breachers will carry a ram if necessary, ora speci Jy marked shotgun (e.. the butt wrapped in blue tape) Toaded exclusively with frangible rounds (p. 52). $1,295; Holdout+2) to the more modem ATF SWAT armor with ceramic inserts listed on p. MF36 (PD 4, DR 35; 143 Tbs. $2,100; Holdout-4). The GM should select body armor appropriate tothe team and his campaign. Additional sugges tions and examples appear on pp. B211, C61, HT104, MF35- 36, and SO103. Helmets: A typical SWAT entry helmet is similar to the PASGT helmet found on p. MF34. It provides PD4, DR1O, costs $225, and weighs 2.8 Ibs. Face Protection: SWAT officers either wear a ballistic face shield as part oftheir helmet (PD 3, DR 1010 area 5 from the front; +3.4 Ibs) or a pair of ballistic goggles or glasses (BD 1, DR 4, eyes only; $35, 1.1 0z.). See also p. MF3S. Nomex Body Wear: Many teams use some form of pullover headwear resembling a ski-mask. Most if made of "Nomex, a fire-retardant material that provides DR2 against flame damage only ($40, 10 07.).A full-body Nomex jump- suit is available to some teams, often reinforced atthe elbows and knees ($150, 3 Ibs.). See p. HT103 for additional information. NIJ Armor Threat Levels In 1987, the National Thstitute of Justice developed. asetof guidelines to rate ballistic armor (including shields), helping standardize design, testing, and production’ methods in the United States. ‘Asmor is rated with an_ alphanumeric scale used fo repfesent its ability t0 stop inerea ingly powerful ballistic rounds, ‘Threat level ratings range from L (offering protection from only the lightest rounds) to ILA, Il, HA, UL, ‘and TV (capable of stopping rifle slugs), Armor and shield ratings listed in this book (along with GURPS Cops and other supplements) refer to the NU threat levels. Breaching Tools Breaching Hooks: A pair of large steel hooks (about four feet long) that can be quickly attached to fences, barred win- dows, screen doors, etc. The two hooks are attached to one another by 2 four-foot length of cable, whichis then attached (via a heavy rope, chain, or cable) tothe bumper of a vehicle, allowing the bars to be pulled off in seconds. Ai IQ or Archi= teoture roll is needed to properly place the hooks; failure results in a partial sucess, necessitating a second attempt. $100, 50 Ibs. The Gear 47 ‘Chainsaw: A gas-powered chainsaw may be used to cut through doors, walls, barricades, and so forth. It does del cut ting per tum with a Reach of 1, and requires a minimum ST of 12. truns fortwo hours on a half-gallon of gas. $150, 144 Ibs. Glass Punch: A stall, spring-loaded punch used to shat- ter a.car’s side window. The wielder simply pushes the tip of the punch against a low comer of the window and the glass shatters It only weighs a few ounces (itis about the size of a pen) and costs $5. Some teams mount glass punches near the muzzle of their assault weapons (see Vehicle Takedowns, p. 537), Takes one seeond to ready, one second to use. Requires a ‘uceessfil DX+5 roll and a minimum ST of Sto use. $5, 8 07. Go-Bar: A multipurpose entry tool used by almost every SWAT team in the world. The tool is a modified pry-bar with ‘a two-prong fork on one end and an angled pry head on the ‘other, and comes in various sizes and configurations. Almost all are insulated and spark-resistant, and available in several colors and sizes. A typical 30” bar (Holdout-4) allows barred doors to be pried open by winning a Quick Contest of ST vs. the door’s hit points (see Breaking Down Doors, p. 33); $160, 11 Ibs. A 20” version is more concealable (Holdout-2), but less effective (-2 to ST); $115, 4 Ibs. Commonly called a Hal- Jagan tool or “hooligan tool.” Lockpicks: Very few teams use lockpicks during entry: preferring to get an actual key from building owners or use a 304b. “key” (L.e., a tam) to knock down the door instead. Also, for teams that choose to deploy with them (e.g., corpo- rate teams, cinematic teams), modem lockpicks are expen- sive. An ordinary set is $140; a fine-quality set (+1 skill) is $270. The GM should assess a penalty of -1 to 4.0 charac- ters using the $30 version from p. B213. ‘Rams: These specially designed rams are little more than lange, heavy cylinders with one or two handles welded on. Many are home made. The ram can be used by one or two people, depending on its size. They are useless as weapons (unless the target is strapped to an unyielding surface), and slow and tiring to use; each ramming attempt takes 2 seconds and costs | fatigue. A mini-ram is $240, 17 tbs., and inflicts swing+(Id+2) damage; itis barely coneealable (Holdout-5). ‘A more standard model is $330, 35 Ibs., delivering swing+(3d+1), while a larg (typically two-man) ram is $450, 50 Ibs., and does swing+(Sd-1), The latter are not conceal- able; the heavy ram generally requires a sling (or two men) for use, Rams are colloquially called “keys” by many teams. ‘Sledge Ram: A massive, two-handed maul is available for Communications and Surveillance Equipment CEEERREMARE® Seva, sensitive microphone that can be applied to the outside of a window (usually in a cor- net) using special contact tape. $700, negligible weight. Crisis Phone: A portable telephone specially designed to be used in crisis negotiation, especially where telephone lines are not readily available (eg. in a vehicle or an isolated out- building). The phone is sturdier than a normal phone, and comes in a clearly-labeled flexible case or in a solid box with a clear window so the phone is readily visible. A 1,000-foot ‘cable Connects the phone to a small electronic box that can in tur connect to speakers, headphones, recording devices, tele Phonestines, ete. The phone and case weigh 5 Ibs; the spool ‘of cable weighs 20 tbs. Entire cost is $5,000. Laser Microphone: Detects vibrations off windows with ‘a successful Electronics Operation (Sensors) skill roll. Range 1,000 yards: $1,200, 12 Ibs. Probe Microphone: Also called a “push-through” or “spike” microphone, this rigid surveillance device is 18" long and less than 1/4” in diameter. Ithas a 1/16” steel tip so itcan be shoved through light walls and remain’ nearly invisible from inside the *Gom (Vision-8 to spot). It can be shoved ‘through light (sheet-rock) interior walls with a successful ST roll; a drill is required to penetrate wood or stone. $850, 1 Ib. Tube Microphone: Can be slipped under doors, through keyholes, or through a crack in a wall. Similar t0 a probe ‘microphone, but requires an existing opening. $400, 1 Ib: A Word About Budgets Most SWAT teams in the U.S. are small, part-time teams with Timited budgets. Such teams often make do with less-than-cutting-edge equipment in order to fully arm and equip a team, rather than spending large sums ‘of money on one or tWo pieces of high-tech equipment. ‘The GM (and players) should keep this in mind when requisitioning equipment. 1's far easier to equip a dozen men with basic body armor (p. 47), MP5s (9.52), and Beretta 92s (p. HT123) than put together a squad of elite warriors packing P90s (p. 32), night vision gogeles (p. $0110), and encrypted wideband radios (p. 39). Only the largest SWAT teams will have access to the best equipment, and the GM must enforce that rule in onder to run a realistic SWAT campaign. Private secu rity teams (p. 7) may be well equipped or go begging for ‘gear, depending on their employer. Entry Team Gear Earplugs: Most entry personnel wear a radio earpiece in ‘one ear and a simple foam earplug in the other. Earplugs limit the sound of weapons fire, explosions, flash-bangs, and other loud noises. In game terms, the use of an’earplug and radio earpiece gives a -1 to all Hearing rolls, but adds +3 to resist the effects of flast-bangs (allowing a HT:2 roll). $2, negli ble weight Fiber Optics: A variety of fiber-optic devices have begun to replace mirrors during entry and assault. Slim fiber-optic ‘eable can be attached to cameras, recorders, view screens, ceyecups, and transmitters, Vision rolls through fiber optics are made at -2. A typical “SWAT Camera,” complete with fiber viewing wand, fisheye lens, and display console costs $450, and weighs 2 Ibs. Gas Masks: Teams occasionally deploy with gas masks (or “protective masks,” p. SO105), especially when using tear 228 or entering a potentially hazardous building where dan- .gerous gases may be present (like @ drug lab). They reduce all Sense rolls by -I to 4 (depending on the model) and make it hard to understand the wearer’s speech (see p. HT93 for details), Provides PD 1, DR 2. $160, 4.5 Ibs. wit case ‘Mirrors: In the past, every entry team carried & small mirror‘on an extendable, often flexible handle, for looking ‘around comers and into rooms before entry. Many teams continue this practice today, asa tactical mirror is cheap and readily available; other teams use fiber optics (above) instead. The process of checking a room is generally called “mirroring,” regardless of what type of device is used (see P. 28). $20, 8 07, ‘Night Vision Goggles: Most civilian SWAT teams do not use night vision goggles, but as technology increases, this may change. A typical set of TL goggles adds.+9 to negate darkness penalties, but limits vision to a 40° arc in front of| the wearer. Photoreactive light dampening protects the wear- er against the blinding effects of muzzle flashes or sudden light, Runs for 20 hours on two AA-type batteries, See also pp. C31, HT94-95, HT102-103, MFl4, and SO1O. $2,400, 1.5 Ibs. Grenades, Explosives, and Bomb Disposal Ballistic Blanket: A heavy bomb suppression blanket that can be draped over suspected explosive devices as a stopgap ‘measure until they can be properly dealt with by an EOD team. The blanket is flexible but sti, and usually lined with grommets. It can also be thrown over doors or windows, or ‘wrapped around a hostage during evacuation. Provides DR 25. At3x4, the blanket weighs 30 Ibs.; 4x6 foot version ‘weighs 45 Ibs. Both sizes are commercially available for ‘around $1,000, Flash-Bang Grenade: A flash-bang grenade (officially called a “distraction device” or “diversionary device") pro- duces over 180 decibels of noise and more than million The Dangers of a Flash-Bang Flash-bang grenades (pp. C69, SO118) are Class C explosives and must be handled carefully. Although the damage from the explosion is limited, they are capable of doing 1d-2 damage to anyone ot anything in close prox- imity (yard), and are notorious fire-starters. ‘Any time a flash-bang is deployed within 1 yard of flammable material (eg. carpeting, upholstery, curtains), it will ignite a small fire on a second roll of 15+. Most such fires will bur themselves out or simply smolder (such a in carpeting), but some may need fire suppression, especially if given time to spread. Especial- ly flammable material (c.g, curtains, loose papers, filly bedspreads) will ignite on a 144. ‘Tear gas grenades (pp. C59-70, SOII8) may also start fires when they explode, but only on a subsequent roll of 17+. ‘candela of ight ~ alin about 10 milliseconds — and is used to stun targets prior to-entry. Anyone not wearing ear protec- tion and dark lenses may be incapacitated for several sec- onds. The victim must make a HTES roll to avoid being physically stunned; this becomes an unmodified HT roll she is wearing ear and eye protection. If stunned, the victim must roll at HTS (or HT if protected) each turn to recover. On a critical failure, he remains stunned for 5 turns before he can roll again, Eye and ear protection sufficient to protect from a flash-bang give a -3 to all Vision and Hearing rolls. Most flash-bangs produce smoke as a byproduct of the explosion (-21o Vision rolls within 5 yards ofthe point of impact for 10 seconds) and can set accidental fires (see below). In addition to the chance for physical stun, a flash-bang may force a Fright Check at +2 as well. $40, 2 Ibs. Flash-Bang Pole: A specially designed pole (availabe in various lengths) that allows an officer to mount a standard flash-bang on the end, and then trigger it from a switch on the ‘opposite end. This allows the flash-bang to be deployed at a second-story window, through a pet door, through heavy brush, etc. Also called a bang stick, bang pole, or painter's pole. A 12-foot pole (without grenade) is $100, 25 Ibs. Pellet Grenades: Special grenades are available that dis- charge 100+ small rubber pellets throughout the blast radius (15 yards) to incapacitate suspects. The .32-45 caliber pellets do litle actual damage (1d-3; DR counts double), but they ‘hurt ampact is not only painful, but leaves welts, bruises, and ‘causes swelling). Any damage taken from such an. attack is tripled for purposes of shock damage (p. B126); High Pain ‘Threshold negates the shock effects as normal. $35, | Ib. Tear Gas Grenade: Typical tear gas grenades have a 2- second fuse and emit a quiet pop when they ignite. They spew noxious fumes into the air for about 25 seconds, filling an area three yards around the hex. The grenade becomes very hot, and may ignite easily flammable material nearby (Gee The Dangers of a Flash-Bang, below). See p. B132 for the effects of tear gas, or pp C69-70 for a more detailed reat- ‘ment. $25, 1 Ib. The Gear 49 Breaching Charges: Door breaching charges may be designed in advance to speed deployment. They may consist ‘of det cord (below) mounted on a frame that ¢an quickly be attached to a door, or they may be enclosed in a large 3%5-foot frame (about 4” thick) with pre-mounted adhesive that allows it to be slapped against a door in seconds and detonated seconds later, The explosion does 64 damage to the door; fragments may fly outward, for 1d-2 damage to anyone within 3 yards. Both types can be mounted with a successful Architecture, 1Q, or Demolitions roll; a Demolitions roll is, required to attach detonators and actually use the charge. A {typical door-breaching charge costs $350, and weighs 20 Ibs, Despite their sturdy construction, shields may end up damaged during @ mission. Damaged | Shields should be replaced, not | reused. | Caulk Explosive: Caulk explosives (ie., demolition explosive slurry, or DEXS) come prepackaged in tubes or syringes designed to apply a 3/8” bead or string of explosive paste to critical points (€g., hinges, locks, deadbolts). The explosive is detonated using blasting caps (p. SOII1) or det ‘cond (below), and does 1d damage to each location. Compo- nents are packed separately for safety and must be assembled in the field, prior to. use (requires a successful Demolitions roll and 5-Success minutes, minimum one minute). A caulk kit containing enough explosive fora single door (five appli- jons) weighs a pound and costs $125, Detonation Cord (Det Cond): This fast buming 1/4” diameter explosive cord burs almost instantly (some 4,000 feet per second) and does 1d-2 damage per foot. It ean be ‘wrapped around objects (doing double damage), or attached to doors and frames to aid entry. It is detonated using a blast- ing cap (p. SO11); a single Demolitions roll covers applica- tion of both the cord and cap. A 30° length weighs about a pound and costs $50. ‘Tactical Blast Strip: A thin strip designed to be slipped tunder a door and detonated as a distraction device. Known, under various brand names (eg.. Thunderstrip) this. stun ‘munition is about a foot long and four inches wide, but only about 1/10" thick, allowing it to slip easly under most doors. Shield Table ‘Shield Type Sice NIJ Threat Ratig Rie Shiels ser A Entry Shield, Medium 34°302" ma Enty Shield, Large 1872 mia Heavy Shield 60x36" aie Heavy Shield 1x36" W 50 The Gear Tie explosion is less powerful than a normal flash-bang, but ean be deployed without opening the door. Use standard flasi-bang mules (p, C69), but with a limited (3-yard) radius, and an HES roll instead. $200, 1 1b. Shields come ina varity of types, sizes, and strengths. ike body armor, they are often rated according to their abiliy to absorb damage widhhigher nambers (ITA, I, TV) offering increasing levels of protection (se p, C61 and . 47 for explanations ofthe ratings). Despite thee sturdy constuction, shields may end up damaged during mission (held DR protects the shield, not the wearer, seep. 120) Damaged shields shouldbe replaced not reused. ‘The optional shield rules on p. B120 and C170 are highly recommended for teams that regularly use shields Noe that highech shields may be made of TLS composite materials (eg, Speci), trading 40% less weight for 25% more cost. Riot shield: Rit shiclds are lightweight and made of triispaent TL7 high-impact plastic such as Lexan, Most have a two-piece breakaway stap and an aluminum handle Riot shields protect aginst shrapnel, thrown rocks, and the Tike, but ae rarely used during tactical entry. Concave rot shies may be used to body-slam a suspect in an atempt 0 Knock him down fp him against a wallThey ad +f the Slam maneuver (p. B112) when used in such a manner Entry shield: Tactical enty shields (also called “baltic Shiels") are made of a TL7 aramid compost ike Kevlar They have a transparent window (4°*10" to 4x18", allowing the oficer tose ahead of him a2 Vist ih no peripheral vision, The entre shield is rated Level TA proection, iGidigthe viewport. The handle di median, Shield can act as a tepladder, while age tactical shies may have a multistep adder attached tothe rear oad in window assaults (45100, +4 Ibs.). Some brands are aalable with an integra ishing system that wil un for 30 mines on a rechargeable NiCad battery (+5250, +45 lbs). conversion Kit is available to atach tactical lights (pp. C67, MFI2) to ater enty shields as well Heavy shield: Bomb disposal units often favor these massive shields, and they offer entry teams excellent protection against even the heaviest rifle rounds when pproaching a building or moving down a hallway. Most are too heavy to cary and ae rolled on wheel instead; some are imil-part, require assembly, and weigh 150 Ibs. or more Because of their ize, they fnetion in the same manner asthe ‘vise in GURPS Low Tech (p. LT117), being treated as Cover rater than providing PD tothe defender, PD DR Hit Points Weight Cost. ‘TL Se 580 35 S10 Bi eee 7140 "7 $1207 49 9160 2 $1400 7 Spl 9 181120 5 07 Spel 15360240 150 $5800 7 PLCS AAT SWAT teams use a variety of weapons, many of which already appear in other GURPS books. The information that follows provides a detailed look at some of the more common, ‘SWAT weapons in use today; the table on p. 54 is more com- prehensive, and includes game stats for weapons described in detail in other books. Suppressors Many entry teams use suppressed (ie., “silenced") ‘weapons during entry to help maintain the element of sur- prise, and to prevent indoor weapon nose fom temporarily deafening team members or interfering with communication. ‘Suppressors are also useful in environments with explosive fumes, such as drug labs (p. 39) o gas stations. GURPS Mod- ‘ern Firepower contains a detailed discussion of suppressors ‘on pp. MFIS-17. Pistols and Revolvers Sith & Wesson Model 60 Chief's Special Stainless, 38 Special, USA, 1965 (Holdout +1): While this double-action pocket revolver is mainly intended for detectives and super- visors, it i8 popular with SWAT officers as a'Backup gun. It has a “snubnose” 2-inch barre ‘Smith & Wesson Model 5906, 9x19mm Parabellum, USA, 1989 (Holdout -1): A member of the third-generation S&W pistols, the stainless steel double-action-only Model 3906 caters to those departments requiring a medium priced high-capacity 919mm gun. The otherwise ideftical Model $5926 has a decocking lever; the Model 5946 can also fire sin- sgle-action, Late production “tactical” samples (from 2000) have an integral underbarre! ral for lights and targeting lasers ‘The Models 4006, 4026, and 4046 (1990) are similar, but ‘chambered for the 40 S&W round: Damage 2d+, Shots 1141 Glock 22, 40 S&W, Austria, 1991 (Holdout -1): The Glock is the single most popular handgun in American law enforcement today and in use by many SWAT teams. It lightweight, inexpensive, and safe to handle. Late production samples (from 1999) have an integral underbarel rail for lights and targeting lasers. Other departments prefer the Glock 17 in 919mm (Damage 2d+2, Wt. 2.0, Shots 17+1, p. HT109), Glock 19 in 919mm (Damage2a+1, Wt. 1.8, Shots 1541, p. HT108), or Glock 21 in 45 ACP (Damage 2d+, Wt 2.4, Shots 13+1). The very small Glock 26 in 9x19mm (Dam- age 2d+1, Wt. 1.6, Shots 10+1, Holdout +1) and Glock 27 in 40 S&W (Damage 24-1+, Wt. 1.7, Shots 91, Holdout +1) are popular backup weapons (p. MF20). Some departments ‘even use the Glock 18 machine pistol (p. CVE). SIG-Sauer P232, 380 ACP, Germany, 1997 (Holdout +1): A popular backup weapon of high quality. Its small size ‘makes it an excellent sScondary or tertiary weapon, but its ‘weak caliber makes it less effective than other SWAT ‘weapons. KBPGSb-18, 9x19mm Parabellum, Russia, 2000 (Hold- ‘out -1): A modern polymer pistol not unlike the Glock-series, adopted by some Russian SWAT units. An extra-powerful APHC round (p: MF6) with Damage 3d (2) (dividing DR by 2) and Rel -2is available, Kimber Custom II, 45 ACP, USA,"2002 (Holdout -1): ‘This is a customized version of the Colt Government (pp. C63, FITI08). It was adopted by the LAPD SWAT in 2002, with every officer receiving two; one mounts a Sure-Fire tac tical light (p. MF12) under the barre. Shotguns Ithaca, Model 37, 12-gauge, USA, 1937 (Holdout -6): This venerable pump-action shotgun is still used by many agencies. SGT Tactical Response Model 90102, 12-gauge, USA, 1991 (Holdout -6): Scattergun Technologies produces a range of customized shotguns by modifying off-the-shelf Reming- ton weapons. This model, adopted by the FBI, is based on the Model 870 pump-action shotgun (pp. C64, HTL12), and fires both normal 2.75” shells and the longer 3” Magnum loads (Damage 4d+2). Ithas a tactical light under the muzzle and a spare rounds holder on the left side of the receiver for six shells A number of special rounds are available for SWAT teams, but their use is closely monitored by supervisors. ‘Several special-purpose rounds have hit the marker lately, but their use by SWAT is very limited and some are best reserved for a highly cinematic campaign. See also GURPS Modern Firepower (pp. MF3-10) ‘and GURPS Cops (pp. C64-67) for additional information ‘on vatious types of ammunition. Detergent Marking Rounds: These special taining and ‘marking rounds come ina variety of calibers and styles, and are often marketed under the brand name, Simunitions. ‘They resemble paintballs in their use ~ that is, they leave & ‘colored splotch on the target — but are designed to be fired from realistic weapons, allowing teams to train with their assault weapons instead of ungainly paintball guns, A spe- cial modification kit is necessary to allow a normal weapon to fire Simunitions —use Armoury (Small Arms)#+4— redue- ‘ing the likelihood of a live-ire mix-up specially designedt (and clearly painted) mock weapons can also be purchased specifically for this use. Detergent marking rounds hurt when they hit, bt do litte actual damage: 1d-4(0.25), 1/2D 10, Max 200; unarmored humans are treated as DRI. Prices ‘Vary; use 2x normal ammo price. Distraction Rounds: A special, low-yield flash-bang round that can be fired from any 12-gauge shotgun. The shelljarms itself after ten yards, and then explodes on ‘impact with a solid object (ic.. anything with DR 3 or ‘more). It will not explode against an unarmored naman tar= get. May be fired through a window or light door (from less than 10 yards, so it does not detonate), allowing it to be deployed into closed rooms. Use normal shotgun stats; use fash-bang rules on p. 49 with a 3-yard radius of effect and HP rolls instead. Does 2d crushing damage and an addi- tonal 1d-4 explosion damage when it explodes. Box of 12 rounds, $120, Flame Rounds: These 12-gauge rounds do not fire an ‘actual projectile, but instead throw gouts of sparks and Special Munitions flame from the barrel of the weapon (1d-2 flame damage to anyone within 2 yards). The effect ean be terifying if used properly, and may require @ Fright Check at the GM's discretion. Best reserved for cinematic eampaigns. Box of 12, $70. Frangible Ammunition: Frangible rounds are made of a mix of powdered metal and plastics or clay and are designed to break up on impact. Shotguns loaded with fran= gible rounds are used to destroy-locks, hinges, etc. (see Breaching, pp. 33-34). Frangible shotgun, rounds give the ‘weapons 1/2D 2, Max 5.At | yand, damage is normal; at 2+ yards, halve damage, double target DR, and apply each die ‘of damage separately to DR. Double ammunition cost. See also pp. C67 and p. MFT. OC (Pepperball) Rounds: These. paimtball-like rounds are fired from a weapon called a pepperball gun (similar to a paintball gun) and are filled with Oleo-resin Capsicum (OC) instead of paint. Impact damage is 14+3(0.25) (no ‘minimum) and unarmored human skin counts as DRI."The target hex is also treated as if it contains tear gas (see pp.. 'BI32 and C69-70 for the effects of tear gas). This type of round is less effective than a standard tear gas grenade, but the risk of fire is non-existent. Teams will often use OC rounds in riot contro, fring directly into the crowd with li te risk of injury, or use a glass-breaking. round (below) before launching hundreds of OC rounds through a resi dence window. See pp. MF8, 1, and 28 for more on paint- ‘all guns and ammo. Box of 100 rounds, $50. Gilass-Breaking Rounds: Ahard plastic round (Damage 1d-3) designed to be fired froma paintball gun. It is used to shatter windows prior to firing OC rounds into a building. Box of 10 rounds, $7. ‘Smoke Rounds: Specially designed 12-gauge shells that fire a blast of smoke from the barrel of the weapon, giv= ing a -2to Vision and targeting ros into (or through) a 3- yard radius. The smoke dissipates quickly (2d seconds) Box of 12, $75. Submachine Guns H&K MPSASN, 9x19mm Parabellum, Germany, 1985 (Holdout4): The MPS-series of submachine guns (pp. C64, HTL6, MF29, and SO1I7) is the single most common ‘weapon in use with SWAT teams worldwide. The MPSASN with retractable stock originally developed for the Navy SEALS is popular with American SWAT teams; the MPSA4N is the same weapon with a fixed stock (Wt. 7.2, Holdout-5). (Other common versions of the more than 120 configurations available include the MPSA3 (1971, same stats) and the semi- automatic MPSSFA3 (1989, RoF 3-); the ATF uses the MPSAS with a trigger offering only single shots and 2-round limited bursts. The MPS/10A3 (1991) in 10-25mm Auto is 52 The Gear rather scarce, but standant issue for the FBI SWAT teams (Damage 3d+, Wt. 7.8, ST 11, Rel -2).It allows single shots, round limited bursts, and full automatic. FN POOTR, 5.7x28mm, Belgium, 1999 (Holdout -4): ‘This is the latest version of the innovative P90 personal defense weapon (p. HTH). Extremely compact and handy, itcombines a bullpup configuration with a top-mounted mag- azine and superior ergonomics. The POOTR lacks the integral collimating sight (p. MF13) of the standard version, instead featuring thtee accessory rails (B. MIFI1) to mount a scope or collimating sight, tactical light, and targeting laser of the user's choice. Itis in use with a growing number of American and foreign SWAT teams. Ifires a semi-armor-piercing round (p. MP6) with supetior penetration, dividing DR by 1.25. -yr- Mannlicher SSG 69, 7.62xSlmm NATO, Aust 1969 (Holdout-7): A bolt-action sniper rifle with a detachabl S-round magazine ope. x45mm NATO, Germany, 1971 (Holdout -6): An accurized marksman’s rifle, with bipod, 1.5- 6x variable scope and cheekrest. British weapons are usually semiautomatic only H&K HKS3ASN, 5.56x45mm NATO, Germany, 1985 (Holdout ~4): A very short carbine with retractable stock, pop- ‘ular with some SWAT and military units (p. SO114). The ATF uses the HK53A5 with a trigger offering only single shots and 2-round limited bursts, Robar SR-60, 7.62x5Imm NATO, USA, 1986 (Holdout 7); A commercial bolt-action rifle built on the Remington Model 700 action (pp. C64, CV67, and $0116). Ithas a bipod and 10x scope SIG-Sauer SSG2000, 7.62xSImm NATO, Germany, 1989 (Holdout -7): A bolt-action sniper rifle designed for law enforcement, featuring a bipod and 1.5-6x variable scope. Colt M4Al, 5.56x45mm NATO, USA, 1995 (Holdout 5): The U.S. military carbine (pp. MF26, SO116) ~ and sev eral commercial equivalents — has become extremely ‘widespread with American SWAT. It has a retractable stock and integral accessory rail (p. MFI) on the receiver. Some teams use semiautomatic variants (ROF 3~). H&K G36K, 5.56x45mm NATO, Germany, 1996 (Hold- out -5): The carbine version of the German service rifle (p. ‘MF25) is becoming popular with SWAT units. thas a folding stock and ether a twin optic incorporating a 3x scope and col- limator (p. MF13) or an accessory rail (p. MFI) to mount ‘ther optics. British units prefer the semiautomatic G36KSF variant (ROF 3~). Grenade Launchers Enfield ARWEN 37, 37K112mmRB, Great Britain, 1984 (Holdout -6): The Anti-Riot Weapon, Enfield (ARWEN) is a arenade launcher fring less-than-lethal munitions. It has a 5- round open cylinder revolving action, foregrip, and adjustable stock. The weapon is loaded from a loading gate, but the spent ceases are automatically ejected, In addition to the plastic baton in the table, there are a tear gas munition (6-yard radius, effects asperp.B132), a smoke round (6-yard radius), anda barricade ‘enetrtor, which can penetrate an auto windshield or 0.5-nch plywood, and then release a cloud of tear gas (Damage Id++, S-yard radius) For all rounds, a safety distance of 20 yaris is advisable fo minimize casualties, and hits to the head should be avoided, Production switched to Canada in 2001 Pistols Weapon Malf Damage S$ Ace 12D Max Wt. Shots ST Rel Hold Cost S&W Mode! 5905, 919mm Cite 1D 3150 1850. 29 Is 9 1d $850 SIGSaer P26, 9x19nm Ver 2621931501850. 28 BH 9 A $830 Glock 18, 919mm Crit, 2de2 103150 1.850. 2 WH 9 lt 1 $980 SIG-SauerP228,9x19mm Ver 2d+1 10 3 140 1800 21 1419-10 se00 Giock 22, 4088W Cit Ade 10150 1850 BLO: 1510-11 S640 SIG-Saner P22, 380ACP Vex. 21011251500 125 02 Tl 81 8800 KBPGSh-I8,9vi9mm Cri. -2de'10=«2~«140.800 1807 Tet $350 KimberCusoml, 45 ACP Ver 24 10-3175 «1700 28 04 3 TH 10 2 «$1000 + Use Guns (Machine Pistol) and Ret 4 when fied ful auto. Revolvers Weapon Malf Damage SS Ace 12D Max We AWE RoF Shots’ ST Ret Hold’ Cost SAW Model 60, 38 Special Cit, 142101 10-1250 13.02 HTS Shotguns Weapon Malf Damage $8 Acc 1/2D Max We Avi ST Rel Hold Cost lihaca Model 37,12 Git. dd 12'S 5150 G8 ORS 3 6 $350 Remingion Model 870% 123 Ci 412 «S25 15D BSL 23 6 $450 Franchi SPAS 5. 12g Grit. dS S150 8.713 2 2 5 $700 Benelli Mi Super, 12 Git 4d 12525150838 2 3 6 $80 SGTTuecalResone, 2g Git Md 2515093 aS B36 ses Rifles Weapon Malf Damage SS_Acc 12D Max Wt. AWt-RoF Shots ST Rel Hold Cast Remington Mode! 700R.7.62Simm Cri, 7d 15 1243 1200 4200 134 03 12 SH 1-2-7 $1200 Iehmash SVD, 7.62»S4mmR Gin 7151042 1.000 4300 10.1 07 3 toe 1-2-7 $1000 Steyr SSG 69, 7.6S1mm Gri 7d 151242 1200 4200 97 04 12 SH M 2 7 $2,500 Ruger Mini-14, 5.56e5mm Cri Sd 1210500 3.00073 09 3 201 9 1 6 $600 H&K HK338G1, 55645 Git. Sd 131242800 3500 122 541 9B 1-6 9250 dhmash AKS-T4U, $45:39%mm Crit 44— 106300. 2500 712 S081 91k TS H&K PSGI, 7.6251mm Crt. 7d 1S 1342 1200 4200 186 08 3 SH IB 2-7 $72: Colt M16A2,5.56x45mm Grit. Sd 12 M800. 3300 89 1 3% 30H 9-1-6 $800 H&K HKS3ASN, 5 5645mm Gr, 4d 108300 2500 78 12 MIF 25H 9 4 4 s1as0. Robar SR-6), 7.6251 Git, Td 1S 123 1.200 430 48 03 12 4H UB 2 7 S185 SIG-Sauer $862000, 7.6SImm Cnt. 7d 15. 1242 1200 4200 145 04 12 441 1B 2-7 323850 SIG SG551 SWAT)5.56xi5mm Cri 4d+2_ 11 9 $00 3200 87 1 11" 3041 9 1-5. $1500 Colt M4AL, 556545 Git 42 19500 3200 725 11S SoH 9-1-5 S900 H&K G36K, 5:56x45mm Gin 44210 OH 500 3200 83 Ld 1X JOH 9 4 $1200 Submachine Guns Weapon Malf Damage s We AWe RoF” Shots ST Rel Hold Cost H&K MPSASN,9x19mm Cri, Adel 75 12 13% 30H 10 1 4 $1,300 Colt CAR-15 R635, 9x19mm Crit, 3441 8 7 13° 15" 32 10-14 $650 Tahmash Bizon-2-O1,9x19mm Crit. 3d-1_ 10 65160 1.900 8 22 II Siel—10 1 4 $300 8 FN POOTR; S28mm Grit. 34(1.25) 10 8 220 1,900 69 12 15% SO UP9 “12 4 $1250 Grenade Launchers Weapon ‘Malf Damage SS Ace 12D Max Wt AW RoF Shots ST Rel Hold Cost HK MZPI, 37%12aM0 Cit 1HOSH+ 10 5 50 110 6 OS WM 1 M1 3 $1400 Enfield ARWEN 37, 37X112mmRB Crit 1105+ 14 6 50 110 84 16 % 5S 10 2 6 $1,200 54 The Gear - VeTC ice Rmaiwmammamaacernsaios eis Relioa ieee SWAT teams use many different deployment vehicles, ranging from police cruisers to the workhorse “SWAT van.” ‘The trend across the United States, however, is away from large trucks and vans and toward a faster, more readily Available deployment vehicle such as the Chevrolet Subur- ‘ban. Equipment trucks may be used to hau! gear to incident sites, but individual officers deploy in patrol cars, unmarked. cars, and the like, Helicopters can be used for deployment, and GMs look- ing for a commonly used chopper good for “skid surfing” can use the MD50O (see GURPS Vehicles Lite, p. VELS1).. ‘Appatrol cruiser appears on p. C75. Vehicle Key ‘The vehicle descriptions list components in the for- ‘mat described here. Note that components with an ‘unspecified Tocation are considered t0 be a, part of the vehicle's body. Subassemblies: The major parts of the vehicle ‘The number following each subassembly is the Size Modifier targeting bonus to hit. Powertrain: Describes the vebicle’s engines and transmission, fuel type and capacity, and batteries. ‘Occupancy: Each number is followed by an abbre- Yviation. CCS is a cramped crew station, NCS a normal ‘crew station, and RCS a roomy crew station. Passenger seuts use CS, NS, and RS’ for cramped, normal, and roomy positions, respectively. ‘Cargo: Gives total capacity in cubic feet. Armor: F indicates frontal armor, RL right and left, B back, T top, and U underbody. Special circumstances are detailed below the armor values. Equipment: Grouped. by location, these are the ‘gameplay-essential accessories of the vehicle; others will be described in Design Notes, below. Where a ‘umber precedes the module that is the number installed ‘Statistics: Size is & rough indication of dimensions, usually lengtivewidthnsheight. Payload isthe sum ofthe ‘ccupants, cargo, fuel, and ammunition weights. Zw. is Toaded weight. Cost is the full price excluding con- suumables (food, fuel, and ammo), ‘The lowercase letter before a performance rating indicates a mode of travel; g is ground, w is water. Speed is in mph (halve to get Move in yards per sec- ond). Accel is acceleration in mph per Second. MIR is the maneuver rating. SR is the stability rating. Design Notes: A compilation of additional vehicle accessories and data _Subassemblie Chevrolet Suburban K 2500 ‘This SUV is used by various government agencies, EMT Lits firefighters, and utility companies. It is large, uses lots of gas, and is capable of crossing most off-road terrain at a good clip. It has two roomy bucket seats in the front with a Jarge console between them, a middle bench seat capable of holding three people, and a rear seat capable of holding two ‘more. The rear seat ean be removed, giving the total rear deck 150 cf cargo capacity, which is perfect for carrying a pair of stretchers and two paramedics. Equipment can be stored in lockboxes in the back and ‘mounted on racks along the sides. typical load will include enough personal gear for a four- or five-man team (including body armor and assault weapons), and other common gear (cg.,aram, breaching hooks, firstaid supplies, tactical radios). ¢: Body +4, 4 off-road Wheels. Powertrain: 175-KW standard gasoline engine (DRS, P50; burns 7 gallons per hour) that powers the 170- KW wheeled AWD drivetrain (DRS, HP24) and recharges battery. Two 2,000 kW’ batteries (DRS, HPI); 40-gallon standard fuel tank (DR3, HP20, Fire I. ‘Occupancy: 1 RCS, IRS, 3CS. An extra bench seat can be installed for three more passengers, or cargo space in back can squeeze in up to seven cramped passengers. Cargo: 325 of Armor =F RL B ev Body 3S 3S 3S SIS * PD3, DRS is for standard metal. PD4, DR7S open-frame “Bumper and Brush Guard” for F,2 PD4, DRIS “Skid Plate” for U, and a PD4, DRIS open-frame “Roo? Rack” for'T for the 175 sf top deck (ladder to top deck on rear of truck) Equipment Body: Medium-range (30-mile)receive-only stereo, sound system, cellphone, medium-range (30-mile) CB Radio, medium-range (30-mile) wo-way radio, bur- lar alarm, GPS, Eight 1/4 searchlights (2 kW, set for a combined 4yd. radius at 100 yards) on “brush guard.” Winch (ST25) on open-mount on front ‘bumper (can pall 5,000 tbs.+). Statistics Dim.: 15°%7°x7" Payload: | ton LWt.: 4.8 tons Volume: 480 cf Maint: 100 hours "Cost: $51,894 HT 12. HPs 200 Body, 47 each Wheel Speed: 105 gDecel 15 aMR:0.75 SR: 5 173 Off-Road Speed. Ground Pressure Moderate. Can climb a 2.5 ft obstacle, The Gear 55 Design Notes Surface areas are body 400, wheels 125. Surface is light, cheap matrals. The vehicle has four doors, a removable sun roof between front seats, drop-down tailgate wit eleere sliding glass, electric locks, power windows, front and rear air-conditioning, headlights, seat belts, automatic transmis- sion, top deck for 175 sf storage. One or two full-size spare tires can be carried (one on the front bumper, one on a swing ing rear bumper mount). Also includes improved suspension and brakes, waterproof, tow hitch in rear, 2 tow pins in front, and snow tires. Cadillac-Gage V-150 ‘The Cadillac-Gage V-100 wheeled APC was adopted by the military in 1963 as the XM706 for convoy escort in Viet nam, and was later used for air base defense. Decades later, any of ese vies vere given tn nicent Gis ough the Miltary Assistance o Law Enercon Program. The 180 cmc he in det fhe st ofthe V. 10 sing sel engine wo rete fie Hak ad aes om the Son MSters kf replace the V-100" 212 tick sles which ad proved prone to eae rome one ‘The vehicle described below represents a typical SWAT police vehicle, having been lightly refurbished and given updated electronics systems (e.g., a GPS and police radio). 56 The Gear Many are fitted with an emergency services light bar (p. ‘VEL27, $50, 0 pounds, neg. power) and some have an emer- gency ladder for rescues under fire (p. VEL27, $100, 60 pounds, 3 cf carried extemally). Although itis not amphibious {nthe trae sense ofthe word, the V-150 can be driven through flooded streets or across shallow rivers atthe listed wSpeed SWAT teams like the vehicle for its ballistic protection, fast entry/exit, and low acquisition cost. It is typically not used as a general deployment vehicle due to limited seating capacity, but may be called out for special missions. ‘This example is fited with large top ddors, two-part doors on each side and the rear, and a hatch in the rer; hatch- es are included above the driver and co-driver. The!lower part of the two-part side doors folds down to form a step. All of the passenger seats fold upward under spring tension when unoc- cupid The driver uses a conventional steering wheel and five- speed manual transmission (-3 unfamiliarity penalty: see p. ‘VEL39). Characters use Driving (Heavy Whebled) or Driving (Automobile)-2, Note that visibility is poor (-2) from driver ang co-river stations A variant of the VH150 was adopted as the MIII7 “Guardian” Armored Security Vehicle by United States Mili- tary Police in 1999 ‘The V-150 uses 5.25 gallons of fuel per hour, a full oad of fuel costs $96. Subassemblies: Body +4, four off-road wheels +1. Powertrain: 151kW all-wheel-drive, 1S1kW Standard Diesel, two 4,320kWs lead-acid batteries, 80-gallon diesel fuel tank (Fire 9), ‘Occupancy: 2 NCS, 9 CS Body Cargo: 400 ef Armor oF RL BT U Body: 6/60 SMS. 5/45. 54S. S/AS Wheels: 23 28 28 28 28 Equipment Body: Bilge pump, GPS, medium-range (30 way radio, winch (24,000-Ib. tow). Exemal? Hitch and pin. Wheels: Run-flat tires (p. CVO0). Statistics Dime19'x7%o7" Payload: 1.1 tons Lwt.: 9.60 tons Volume: 600 cf Maint.: 63 hours Cost: $99,483 HT-12 HP: 1500 Body, 225 each Wheel aSpeed:63 Accel: gDecel: 10 MR: 05 gSR: 4 wSpeed: 3.4 1/4 Off-Road Speed. Grbund Pressure High Design Notes Body is 600 cf with 20 deg. FRLB slope. Wheels are 120 cf. Structure Heavy, Standafd. Affhor is standard metal on body, cheap metal on wheels, Waterproof. Mechanical con- tools. There are 52.9 cf of empty space in the body. Empty weight is 16,516 Ibs. gSpred was left unrounded and wSpeed was decimalized to moreclosely match real-world figures. Chapter 6: Adventures and Campaigns SWAT operations are tailor-made for roleplayers looking for fast-paced, high-combat adventures, But running a successful SWAT campaign means more than simply stringing together a series of hostage incidents caded suspects. While such a campaign may hold the attention of gamers for a period of time, it can easily degenerate into a routine of “ram the door, flash-bang the room, take down the bad guys.” Instead, GMs are encouraged to use the suggestions found in GURPS Cops to create a living, breathing campaign that includes sessions of char- acter-based roleplaying interspersed with exciting SWAT operations. Adventures and Campaisns— 57 Gritty Realism Real-life SWAT operations are a far cry from most cine- ‘matic portrayals. They are often confusing and difficult, and always fraught with danger. GURPS SWAT has been written with realistic campaigning in mind, and GMs are encouraged ‘to maintain a believable level of realism. Tha realistic campaign, opera- tions will go bad, characters wil make mistakes, people will be wounded and tilled. The entry team ‘may use the latest technology and have the best training, but even a prostitute with a stolen .38 can bring a bad end toa good cop. GMs should not force such occurrences, but by closely following the GURPS combat rules and refusing to fudge dice rolls just to let the players win, the PCs will often find themselves in deep trouble. PCS in such a campaign should be around 125 points. Cinematic Heroism ‘To recreate Hollywood's bigger-than-life SWAT heroes, characters should be built on higher point levels (150-200 is suggested). The GM may aso wish to give the players an edge by using the cinematic rules found on p. B183. The flesh wound ae especially appropriate for keeping the PCs alive when the bullets star lying How to Run a SWAT Campaign =—_—« GMs may find the following suggestions useful in inte- grating SWAT into an ongoing Cops campaign or starting one from scratch, Only a small number of missions are listed; many other possibilities exist. GMs are encouraged to read up ‘on actual SWAT operations to help flesh out the details of their campaign and keep the atmosphere exciting and rel Now Hiring ‘A new campaign can begin withthe formation of a new tactical team to round out a small police department or with ‘an existing SWAT unit (¢.g., LAPD) adding another tactical team or replacing members. The PCS ~ already veteran cops — must go through a rigorous selection process, including psy- chological and physical testing. all the while continuing to deal with the stress of their day-to-day duties They may be kept in the dark as to the actual selection ‘guidelines in an effort to increase the psychological stress of the process, allowing recruitment officers to observe their ability to work under pressure. See Officer Selection Guide- lines, . 41, for more information, Training Day ‘Once the PCs Rave ben acepted nto the team, they will undergo intensive raining. Thisi.a great opportunity forthe characters to get to know one anoer, and for the GM to intrxiuce Key NPCs (eg, sniper, hostage negotaton ot team commander): ‘Training will range from classroom time leaming the basics of SWAT tactics to hours on the obstacle course to live- fire exercises ina kill house (fone is available). The later, whether live-fire or otherwise, is an excellent way to intro- duce players tothe intricacies of a SWAT mission, The payers should be ran through several sirma- lated scenarios, allowing them to lear the techniques described inthis book, and w get a firsthand fee fora SWAT assault, Getting shot in the head with a paintball during a simulated tui is sure to bring a greater appreciation for doing things correctly when the team actually hits the field! 58 _ ‘Be:sure to introduce seyeral NPCS: s initial stage of the campaign, including other SWAT officers, especially if they will be accompanying the PC team on their missions. Filly fleshed-out NPCs are strongly encouraged; not only are they more fun to play with, btif they meet a tragic death later in the campaign the PCs’ reaction will be that much stronger. Into the Field ‘ Eventually ~ perhaps after many sessions of training and simulated actions ~the team will get their first call-out. It may ‘come at a relatively inopportune time: afterall, the bad guys aren't going to sit and wait until the team is ready! Trial by Fire we ‘The first mission should be straightforward aiid-relative- ly simple. A basic highstisk warrant service (p. 10) or a barri- caded suspect (p. 11) will give the PCs plenty of time to plan their assault and yet still give them a run for their money when they bust down the door. ‘The point of this first mission is to give the players a chance fo show off the skills they've been honing in the Kill house. Barring any orb mistakes, excessive eitcl suc- cesses o failures, or GM planned surprises, it should go more or less a the PCS intend. The Campaign Begins (Once the campaign begins in earnest, the GM should mix ‘mission types to keep the’PCs on ther toes. An easy high-tisk ‘warrant service may be followed by a thomy hostage situation the following session. Some missions will {204s planned, others may fall apart from the begin- ning (see Surpriseh p59). ‘A good mix of -y responses and delib- ‘rate actions, combined with solid roleplaying ses- sions at the shooting range or kill house, will make for a balanced and interesting campaign. Adventures and Campaigns s Surprise! Ih «im in tical pec orives ‘contact with the enemy.” The GM can simulate the vagaries of field operations by throwing an occasional problem at the PCs during the course of aif operation. Random events can be ted tthe GMs sce pie op a oun cain OF ‘simply to keep the PCs on their toes. Optionally, the GM may ich to roll 3 pio to each mission and pick an ventana ralof Soria ‘Some suggestions follow: Acts of God: A totally unexpected natural event oceurs or is occurring. This may mean a power outage, an earthquake oe memoe,«thladetorm, heavy ring, «blinding pandora (in desert country), fama lo or tomato, o eka forest fire. Executing even the most mundane missions during heavy flooding or in the midst of a hurricane is sure to break the monotony of any campaign! Animals: One or more animals are on the premises and may interfere with the plan. Examples include pets, guard ‘dogs, easily startled geese, a talking bird, or an ugly, if harm- ienaartie. vty ig Tags hand i ge. ings with noise-making or antipersonnel devices (p. 49). Even a pyramid of empty beer cans stacked in front of a door will bo, Likewise, in old buildings, a oted loo or lowe board Iiay act at a‘dangeous, if usntenonal, hazard 4 EHEy or ma Civilians: Family members, coworkers, friends, reporters, photographers, cameramen, or innocent bystanders. ‘may be on site or arrive as the assault begins. Some may acci- dentally end up inside the mission perimeter, others may attempt do 50 intentionally. Ambitious bodages macy even tnke event ino this own ade, attacking cle captory aed forcing a premature SWAT entry, or doing so during entry, making it hard for the team to tell friend from foe at first glance! PPhsment Fellere: At some point ding Heian, a piece of equipment malfunctions. This should be some- thing other than a weapon (which has its own malfunction statistic). Examples include flash-bangs, fiber-optic view- ers, radios, chainsaws, etc. Even the sturdy handle of an impeepety sang aldgchammer can break gn inact! Linking Missions ‘At times, a series of missions may have a com- ‘mon tread running through them. A terrorist cell may have recently formed; a crime wave may have a single source; a power failure, flood, or rioting may generate a seties of call-outs; a visiting dignitary may require 24-hour protection Tn many cases, it’s best to intersperse random call- ‘outs between linked sessions, to break up the storyline and lend a sense of realism to the campaign. A sample ‘mini-campaign appears in the box on p. 61 Adventures and Campaigns Hazardous Materials: A normal entry turns nasty when ‘building is discovered to contain a clandestine drug lab (see p39), drums of toxic waste, poisonous or flammable fumes, ‘biohazard, or some other unexpected danger. Even a gaso- line tanker truck parked nearby could prove hazardous ifthe team plays fast and loose with flash-bangs and breaching explosives! Medical Emergency: Plans change drastically or must be rushed into action when a hostage, suspect, or bystander ‘develops a medical emergency. Examples include stress- induced cardiac arrest or angina threatening to arrest (per- hhaps brought on by the effects of a flash-bang), a cinematic disease ("If he doesn’t get his medicine within the hour, he’ diel”), o a pregnant woman going into labor during a hostage situation. ops! The SWAT team has been given very faity infor- ‘mation about the operation. They may have an improperly issued arrest warrant (making the entre operation illegal); the ‘warrant may have incorrect information (eg., the wrong address); or the information may be 100% accurate, but the téam misreads a house number or street ame. This option should be used sparingly Politics: A high-ranking police officer arrives and demands the team take action; the mayor phones the incident ‘commander at an inopportune time; an especially vocal politt- cian shows up atthe site and uses it to promote his political career; another agency, police department, or federal SWAT team shows up. Random Events: At times, a completely random, unex- pected event can tum a well-planned assault into disaster: a Wanted felon may arrive on site, spot the team and flee; local neighborhood kids’ Fourth of July celebrations are mistaken for gunfire; a rival gang executes a drive-by shooting as the entry team moves quietly through a hous anentry officer mistakes his reflection in a mirror fora gu wielding suspect; a drunk driver plows into the target sit a trailer (p. 28) (or pethaps even a SWAT officer) may for- ‘get to.turn off a radio or cell phone before they approach a stacked up SWAT team, prematurely alerting suspects of ‘the team’s presence. Reinforcements: Additional bad guys are holed up on site or the suspects may simply be more heavily armed than pre- liminary intelligence predicts. 59 While earlier chapters in this book mention broad ‘examples of the type of work SWAT teams generally do, the following list may provide GMs with some adelitional fodder to keep. their SWAT campaign interesting. and diverse. High-Risk Warrant Service: Warrants may be served a high-profile Businessman with suspected ties 10 the Russian mafia: a white supremacist holed up om his farm; a meth lab, prohibiting the use of flash-bangs and explo- sives; a convict in violation of parole; a weapons store thought to be selling illegal weapons out af its back room. Barricaded Suspect “aid Hostage Rescue: SWAT may be called upon to deal with a drunk, angry husband holding his wife at gunpoint; a disgruntled employee Sample SWAT Call-Outs threatening to kill everyone in his office; a factory work= cerclaiming to have a bomb; abank robbery gone avy: a cajacker holding a passenger at sunpoint, rapped in-rush hour traffic; a mentally disturbed young man threatening to shoot himself if some ludicrous demand is not met; a ‘homeless transient that storms City Hall claiming to have dynamite strapped to his chest Dignitary Protection: A dignitary may be a visiting foreign ambassador, a judge or key. witness in a high-pro- file court case, or simply a wealthy politician, business- man, or celebrity receiving threatening e-mails. Protecting aa celebrity during the filming of a motion picture could provide no end of difficulties for the team, if they have a creative GM! Crossover Campaigns EE Specially trained law enforcers can show up in almost any genre, including GURPS Cliffhangers (think Elliot Ness and his Untouchables), GURPS Fantasy (elite guardsmen assigned to eliminate bandit hideouts or monster lars), and even GURPS Technomancer (see Special Weapons and ‘Thamaturgy info on pp. T82-83). Certain genres are especially suited for a modern-day (or near-future) SWAT crossover campaign. Black Ops ‘The PCS inthis kind of crossover may be elite operatives that must faceoff aginst a‘mundane SWAT team, or SWAT officers stumbling into a conspiracy. Alternately, some of the ‘SWAT rules ~especally those in Chapter 3—can be modified and upplied toa “nonmal” Black Ops campaign. Cops GMs are strongly encouraged to use GURPS SWAT in conjunction with GURPS Cops to create ‘believable, ongoing law enforeement campaign. Most real-life SWAT officers are patrol officers during most oftheir shit, and get ealled in for SWAT incidens‘on an occasional basis. Such & campaign provides both players and GM with ‘more variety than a straight SWAT campaign. Afinked set of adventures should include some basic police duties, opportinities. for investigation, and one or two SWAT call-outs based on the ongoing adventure threat. The Cops ‘Campaign Plan on p. C128 is an excellent start for laying out campaign guidelines; the GM should also include information on the SWAT team organization, procedures, guidelines, train- ing schedules, weapon availability, and so forth (see the sample teams on pp. 12-17 for some examples of basic team outlines). 60 Covert Ops Much of the equipment in Covert Ops can be used as-is for a well-equipped SWAT team, while the more esoteric gear can lend an edge 6f high technology and espionage to a cut ting-edge or crossover SWAT campaign. A cross-genre cam- paign can be created, using a specialized police unit that both investigates through covert means, and then aets on their information during raids and assaults. Cyberpunk Cuaraters ina GURPS Cyberpunk: campaigh may find themselves on ether sie of a SWAT encounter. Hightech SWAT teams armed with eyberetcs and ultra hightech firepower will find no end of dangerous missions in the streets and back alleys of post-modern urban cities. And low-life street PCs should have their hands full when they find themselves the receiving end of even a low-tech ram and flash-bang! Private security teams are als a staple of eyberpank fc- tion, and PCs may work for private industry as corporate operatives, o fora private security company sending out their SWAT team to “protect and sere” anyone who ean afford to ‘pay them. See Private SWAT, p. 7, for more information. Horror GMs may spice up an otherwise “ordinary” SWAT cam- paign by occasionally throwing in supernatural elements from any number of GURPS horror sourcebooks such as GURPS Blood Types, GURPS Undead and, of course, GURPS Horror. SWAT/Horror crossovers should focus on the fear of ‘madness or mutilation, as a team confronts comered psycho killers and rippers, until a truly bizare incident unnerves even the most hardened SWAT officers with the fear of the super- natural. While mere bloodshed and death may not be new to Adventures and Campaigns . ‘The following suggestions are brief and should be fleshed out by the GM with details appropriate to his own ‘game world. Bach mission can be run as a single session. (The campaign title, V Sostoyanté Vojny, is Russian for “at war”) 1. High-Risk Warrant: The Warn is called to serve a search warrant on meth lain an old warehouse: The lab is inthe basement, bt several men wander the upper level and offices. 2. Revenge: The judge that signed the meth lab warrant 4s gunned down in a drive-by shooting. A license plate Jeads-the department to 2 24-yearokd Russian named ‘Yegor Koslov. SWAT is tasked with serving an arrest wat= rant on his apartmnent (in a treacherous part of town). 3. Attacked!: Several days later, one of the PCs is awikened in the middle ofthe night by the squeat of tres. His house windows are shattered by automatic gunfire fol- lowed by-no fewer than five molotov cocktails. He may escape in one piece, but his house will soon be engulfed in flames. 4. The War Begins: The police begin hauling in Russ- jan criminals, felons, and parolees in an attempt to figure ‘ut. who is responsible, The GM should rin several high- risk warrant setvice missions on different venues such as a suburban house, a mobile home in a trailer park, or a ritzy high-rise" apartment building. (Note that the calls may become barricaded suspect events if the team meets heavy resistance and follows the Tactical Retreat suggestions on p30) V Sostoyanii Vajny: A Mini-Campaign 5. Counterattacks: As the campaign progresses and the SWAT team continues to roust Russian gang hideouts, other attempts may be made on the PCs’ lives. The GM.can choose from drive-by shootings, hit-and-run attempts, and even hooby-traps in their homes or personal vehicles. 6. Closing In: Eventually one of the: captured sus- pects confesses that the gangs are following the orders of ‘Russian businessman named Leonid Petrenko. Petrenko: lives ina split-level house in a wealthy neighborhood and SWAT is sent to arrest him. What the PCs do not know is that Petrenko ordered the informant to spill the beans, and that he is luring the team to his house-to kill them. When they arrive, the PCs will find the house dark and quiet, with no signs of movement. Two large drums of gasoline have been stowed in the garage and a block of C4 is attached to an infrared motion detector nearby. If SWAT enters the garage without mirroring or cutting power to the building, the resulting explosion will devastate the team. 7. The Big Finish: Assuming the PCs survive Peirenko's trap, they immediately get called to the focal ral terminal. Petrenko was stopped by railway security us he tried to board a passenger train. He and three of his men. opened fire, Killing one security guard and wounding another. They have taken 11 civilians hostage, dragged them into the train, and are demanding that it be allowed 16 Jeave the station. It is up to SWAT to stop Petrenko, save the hostages, and bring an end to his organization once and forall. a veteran cop, a SWAT team may be completely unprepared to face something more mind-shattering. Note also that the “Madness Dossier” background in Chapter 6 of GURPS Hor- Tor presents plenty of opportunity for SWAT operations with added twists. Mecha GURPS Mecha provides an excellent background for high-powered SWAT teams facing off against mecha, aliens, cyborgs, corrupt politicians, and powerful corporations. ‘Mecha tactical teams will be more assertive than their mod- em-day counterparts, often acting more like military units than police units. ‘The GM should refer to Mobile Armored Police, p. M4, the Cop character type on pp. M23-24, and much of GURPS ‘Special Ops when planning a Mecha/SWAT crossover. The ‘Special Operative (pp. M31-32) and Vigilante (p. M32) may also provide campaign ideas, Special Ops Many international SWAT teams work as a gendarmerie team, functioning not only as a poice unt but as amiitry ‘unit as well. Famous examples include GIGN (p. SO35) and GSG-9 (p. S036). Adventures and Campaigns Chapter 3 provides many suggestions for CQB tactics that can be applied to such teams, orto fully military counter- terrorist teams like the U.S. Navy SEALs (p. $030), Delta Force (p. $028), and so on. Anime SWAT While most anime cartoons and_comies portray SWAT ina very cinematic light, GMs may still be able to ‘dean many adventure and campaign suggestions from them: Hellsing depicts a modern-day British anti-vampire police SWAT team using reasonably realistic SWAT ‘weapons and gear. AD Police features the adventures of SWAT team dealing with rogue robots and eyborgs in 2027 MegaTokyo. An ultr-tech tactical team using pow- cred armor and SWAT tactics appears in Appleseed. Even the over-the-top “girs with guns” style of Burn Up Wand Burn Up x canbe mined for cyberSWAT adventure ideas! GMs fooking to run an anime SWAT campaign should also see GURPS Mecha and GURPS Cyberpunk for additional background and game mechanics 61 Transhuman Space In most Transhuman Space campaigns, police and para- military equipment outclasses that used by criminals. But in the exceptional cases, suspects armed with advanced weapon- ry, armor, cyberswarms, and eybersells represent very teal threats to the private and police tactical teams of 2100. Th Fifth Wave areas, SWAT operations are undertaken by armored eybetshell, reducing the danger to human person- rel, and with teleoperation, or with ghost or shadow Als, a Glossary ‘AO: Area of operation (see Area of Responsibility p.34), AOR: Area of responsibilty (p. 34) bang: Short for flash-bang. Also, the act of throwing a flash-bang into @ room (as in: “Bang the room, then enter’). bang and clear: A dynamic entry tactic that involves throwing a flash-bang into a room, then entering and securing bounding overwatch: A method of movement where ‘one team member (or part of a team) covers an AOR while another moves: The moving team member then takes up a covering position, allowing the rest of the team to move, effectively trading roles. breach point: A potential entry po ‘most commonly a door or window. breach: To make a forced entry using a ram, shotgun, or explosives. ‘CQB: Close quarters baile (p. 8). ‘COB house: A specially designed area used to practice room entry and clearing techniques: Often called a “kill house” or “tire house” (p. 8) cover fire: Cover fire involves shooting at a particular area in an attempt to force potential targets keep their heads down, This allows the firer’s teammates to move from one Position to another more safely. Itis more common in military situations than police actions. ‘dynamic entry: A loud, quickly executed entry that ofien employs distraction devices (Le, flash-bangs) designed ize shock (p. 32). assault position. cf. LCC. fatal funnel: Colloquial name for a doorway (p. 32). FUP; Form-up position cf. LCC. IED: Improvised explosive device (e.g., pipe bombs, booby traps, car bombs). IP: Inner perimeter (p. 19). key: Colloguial term for a ram (p. 32) kkey man: Person responsible for opening a door, often with a ram, ill house: A COB house (p. 8). {ill zone: An area chosen in advance by the entry team into which heavy fire is likely to be directed: Kill zones should be clearly marked on all maps prior to entry. into a building, 62 #£Glossary team can stil have all the advantages of human expertise and texpetience. Third and Fourth Wave forces, and some low-pro- file operations in advanced societies, may employ combat- ‘optimized bioroids. Even cheap surveillance and cyberswarm technology can give team leaders a useful edge in advanced intelligence. Private security forces and SWAT teams operating in ‘pace must not only adapt CQB tactics to the third dimension while in zero G, but be especially careful about causing — or permitting - damage to fragile pressurized environments LCC: Last cover and concealment. The final staging point for the entry team prior 1 entry (p. 30) mirroring: A generic term for checking @ 190m with a rieror o fiber optics (p. 28). NOD: Night observation device. A genetic tefm for any ‘optics that allow improved vision in low-light conditions (eg. night vision gogeles, “sarlight” scopes, infrared image). ‘The term i replacing NVG (see below) in military cireles and may eventually do the same with SWAT. NVG: Night ision goggles. OP: Outer perimeter (p. 20). ‘overwateh: A technique used to search for targets in an effort to ensure team safety. Itis, in essence, 4 Wait maneu- ver (p. B106) in preparation to engage in Opportinity Fire (p. BIB). paper: Colloguial term for a warrant. pproned outs A term for suspects Inid out ofthe ground, face down, hands behind their head. shot of opportunity: Onders given to a sniper 10 shoot any suspect he sees. sissy killing: Colloquial expression for a sniper shot that Kills a target. slicing. the pie: A movement technique used when rounding comers and entryways (p. 35). stacking, stack up: A preparstory maneuver whereby ‘wo of more entry officers line up alongside)a wall or other cover prior to entry. Once in place, the team is “stacked” or “ina stack” (p. 30). ‘stealth to contact: An entry technique used to covertly {infiltrate a building until the team encounters an opponent: ‘Upon contact, the entry usually becomes a dynamic entry. SWAT: Special Weapons And Tactics. Used in this book as a generic term for specially trained police, counterterror- ist, hostage rescue, and crisis response teams. ‘TEMS: Tactical Emergency Medical Service. Medical personnel that deploy with SWAT teams, Similar to military field medics, 2 fire house: A CQB house mide up of reinforced stacks of discarded tires and used for live-fire exercises (see COB House, p.8). ‘TOC: Tactical Operations Center. Another name for a command post (p. 20); sed by LAPD SWAT. Bibliography Books Clancy, Tom, Rainbow Six (Putnam, 1998). Fictional account of an intemational counter-terorist team in true Tom (Clancy fashion. Also spawned a series of computer games by the same name, Collins, Steve. The Good Guys Wear Black: The True-life Heroes of Britain's Armed Police (Arrow, 1998). Autobiogra- phy of a sergeant in SO19 (p. 17). Includes descriptions of ‘operations, equipment, and training from 1978 to 1998. Coulson, Daniel and Blaine Shannon. No Heroes: Inside the FBI's Secret Counter-Terror Force (Pocket Books, 1999). ‘An excellent look atthe formation and operations of the FBI's Hostage Rescue Team. Halberstadt, Hans. SWAT Teams ~ Police Special Weapons and Tactics (MBI, 1994). A nice book with some 200d illustrations. Gives an overview of SWAT operations, with aneedotes drawn from real teams around the south- western USS. ‘Haynes, Richard A. The Swat Cyclopedia: A Handy Desk Reference of Terms, Techniques, and Strategies Associated With the Police Special Weapons and Tactics Function (Thomas, 1999), Hard to find, but loaded with terminology and expressions common in tactical operations. Jacobs, Jefitie. SWAT Tactics (Paladin, 1983). Outdated and not teribly useful for modern campaigns. Provides & slimpse of SWAT tactics of the 1970s and 80s. Jones, Tony L. SWAT Leadership and Tactical Planning ~The SWAT Operator's Guide to Combat Law’ Enforcement (Paladin, 1996). A basic look at SWAT operations; useful to beginning GMs, but a litle light on in-depth details. Katz, Samual M. The llustrated Guide to the World's Top (Counter-Terrorist Forces (Concord, 1995). A slightly out-of date overview of CT teams around the world, with special emphasis on a handful of American metropolitan teams. Lonsdale, Mark V. Raids — A Tactical Guide to High Risk Warrant Service. (S.T.TU., 1991/2000). One of many books by Lonsdale, exploring the world of small arms, ‘CQB, and paramilitary operations. Raids provides hard data and illustrations for high-risk warrant service and other ‘SWAT operations. Singer, PW. Corporate Warriors (Comell University, 2003). A look at private companies offering specialized mili- tary services for hire. Recommended to GMs running a “pri- vvate SWAT” campaign (p. 7). Snow, Robert L. SWAT Teams: Explosive Face-Offs with America's Deadliest Criminals (Perseus, 1996). Easy reading, with lots of real-life examples of SWAT operations. ‘Tompson, Leroy. Hostage Rescue Manual (Greenhill/Stackpole, 2001). A basic overview of hostage res- cee and CQB technigues, but light on details, Whitcomb, Christopher. Cold Zero: Inside the FBI's Hostage Rescue Team (Warner, 2002). A well-written book that is both informative and gripping. Recommended for any- ‘one looking for information on the FBI HRT or simply for a peek at the inner workings of a tactical eam, Games ‘There are a number of good “first-person shooter” games cm the market today. The following is a sample of those cur- rently available that encourage (or require) good tactical skills ot Gapture the feel of tactical, squad-based operations. Rainbow Six (Ubisoft, 1998-present). A series of squad- based games allowing the player to command an internation- al countererrorist squad dealing with hostage rescues and ‘other clandestine missions around the world. The series cur- rently includes Rainbow Six, Black Watch, Rogue Spear, Urban Operations, Covert Ops, and Black Thorn. Based on the Tom Clancy novel. ‘SWAT (Sierra, 2000). Sierra's SWAT series started out poorly (with photorealistic graphics, but extremely poor game play), SWAT 2 was a third-person strategy game that was eminently more playable but plagued with poor A. On Sier- 1's third attempt - SWAT 3 — they finally got it right. Sierra has also recently released SWAT: Urban Justice and SWAT: Global Strike Team. Television and Film #4 Minutes: The North Hollywood Shootout (Yves ‘Simoneau, 2003). A FOX movie portraying the February 28, 1997 bank robbery and subsequent firefight at the Bank of ‘America in North Hollywood, California. Stars Mario Van Peebles and Michael Madsen. Executive Decision (Stuart Baird, 1996). When terrorists seize an airiner, a tactical team must board it mid-light and neutralize the threat. Stars Kurt Russell, Steven Seagal, and Halle Berry John Q (Nick Cassavetes, 2002). A hostage situation unfolds when a common man is driv- en past his breaking point and barricades him- self in a hospital emergency room. Denzel ‘Washington, Robert Duvall, and James Woods. The Negotiator (E. Gary Gray, 1998). A cinematic look at hostage negotiations and ‘SWAT operations. Stars Samuel L. Jackson and Kevin Spacey. SWAT. (1975-76). An ABC television series starring Steve Forrest and Robert Urich; produced by Aaron Speling. ‘Reruns can sometimes be seen on late-night television and the series is available on DVD. ‘SWAT: The Movie (Clark Johnson, 2003). Based loose- ly on the 1970s television series, and starring Samuel L Jack son, Colin Farrell, and Michelle Rodriguez. Bibliography 63 Index “10-David,” 13. Acting ski, 2425, Architecture skill, 42. 37. Argentina, 17. Assaulters, 44, ATF Special Response Team (SRT), 15. Berlin, 16 Black Panthers, 56. Body Language skill, 30, 37, 43. Booby traps, 39, 59. Breachers, 44 Breakouts, 11 Brigada Especial Operativa Haleén (Falcon Special Operations Brigade), 17. “Buddy teams,” 30. Camp Beauregard, 16. (Code of Honor disadvantage, 42. ‘Combat Reflexes advantage, 42. ‘Command Post (CP), 20. Common Sense advantage, 42. ‘Composed advantage, 42 Containment, 19 Cool advantage, Covert entry, 22. CQB houses (“kill houses”), 7-8, 38 Criminology skill, 43, Crisis Negotiation Team (CNT), 13. Caisis phone, 4. Diplomacy skill, 24.25, Downs vs. United States of America, 9 Duty disadvantage, 42. Dynamic entry, 32. Element leaders, 44 Elite/Cinematie SWAT Officer lens, 45. Emergency Response Team (ERT), 14 Emergency Services Unit (ESU), 5, 14. Explosives, 33 Fast Talk skill, 24-25, FBI, 9, 15; Hostage Rescwe Tea (HRT), 14, Fearlessness advaniige, 42. Federal Bureau of Prisons, 16. Federal Witness Protection program, 16, Fiber optics, 49. Finders, 28 Firearms Battalion (FB), 5, Fit advantage, 41 Flash-bangs, 30, 39, 49, Frangible rounds, 32. Fright Checks, 6, 33, Gesture skill, 43. Gunman squads GURPS Black Ops, 60. GURPS Blood Types, 60. GURPS Clgfhangers, 60. 64 Index GURPS Cops, 3,9, 10-13, 43, 46-47, 52, Prazisionsschitzenkommando (PSK), 17. 57-58, 60. Profile sheets, 21 GURPS Covert Ops, 3,46, 60. Prohibition, 5. GURPS Cyberpunk, 7, 60-61 Psychology skill, 25 GURPS Fantasy, 60. ‘Quantico, 14 GURPS High-Tech, 3, 12,46. Rams, 32-33, 48. GURPS Horror, 60. REACT teams, 8, GURPS Low Tech, 50. Rear guards, 44 GURPS Mecha, 61 Scouts, 4. GURPS Modern Firepower, 3,7,12,23, Secret Service, 11 46, 51-52. s GURPS Special Ops, 3,7, 1243-44, 46, Snipers, 61 S019, 17, 62. GURPS Technomancer, 6, Special Duties Unit (SDU), 17 GURPS Undead, 6. Special Weapons and Taeties, 5 GURPS Vehicles Lite, 55. Special Weapons Attack Team, 5. Hazardous materials, 59 Specialeinsarckammando (SEK), 17. HAZMAT teams, 39,” Stakeout Squad, 5. High Pain Threshold advantage, 42. Stockholm Syndrome, 38. Honesty disadvantage, 42 Strong Will advantage, 42. Hong Kong, 17. Strongarm squads, 5. Hostages, 22. ‘Suicide by cop.” 1 Incident command (IC), 20 Inner perimeter (IP), 19. Intimidation skill, 43. Key men, 29, “Knock and announce,” 10. Landeskriminalame (State Bureau of Investigation) 17. LAPD (Los Angeles Police Department), 57,13, Last cover and concealment (LCC), 19, 30, 39. Law Enforcement skill, 4. Support staff, 21 Lenses, 45. Suppressors, 51. London, 17 ‘Survival skill, | Longview Tactical Response Team ‘Symbionese Liberation Army (SLA), 6. (RT), 7, 12-13, ‘Tactical Operation Center (TOC), 13, MIII7 “Guardian” Armored Security “Tactics skill, 43 Vehicle, 56, ‘Team familiarity, 8. Military Assistance to Law Enforcement Teams, 30-31, Program, 56. Tonfa skill, 43, Mirroring, 28, 49. ‘Toughness advantage, 42. Mobile Security Unit (MSU), 5. Trllers, 28. Moscow, 17. Training, 7 ‘National Guard, 5, Transhuman Space, 62. National Park Service Special E “Trojan horse” entry, 32. Team, 8. USS. Border Patrol Tactical Uni, 8 Negotiation, 25. ULS, Department of Energy Special New York Police Department, 5, 14 Reaction Teams, 8. No-knock warrants, 10 US. Marshals Service Special Noriega, 15. Operations Group, 15 Observation teams, 21. USS. Ming Special Response Team, 8, OMSN (Otyrad Miltsi Speisialnogo Undercover work, 12. Nagnacheniya), 17 United States, 5, 16. OODA (Observe, Orient, Decide, Act), _Very Fit advantage, 41 36. Washington, DC, 14. ‘Outer perimeter (OP), 20. Will, 25. Part-time teams, 7. Ua UNDER FIRE From small-town crisis units to the FBI’s Hostage Rescue Team, from the urban sprawl of Berlin to the mountainous wilds of Idaho, GURPS SWAT covers Merrunen Ro mtterc lm oncck serio Serve a warrant on a meth lab, protect a judge whose life is threatened, rescue hostages from international terrorists, or take down a barricaded suspect before he kills again! Establish perimeters and begin hostage negotiations. Perform a stealth entry if you can, or OOO CRU LTLeareScLt Les LP co rR enn Me ORCC Mey meet (orl) teams, includi nal LAPD SWAT. L Pbern Cm Orr OnmA ZW Merron Te RTC Ton Freee Ome Re omer ee telcos and tactical teams. L Peon meV or one ronment Alar UMS ade OMe et oe om LPN e ence une rn er a Tete AU CT tL Siem tinned Nite men ene an UA eT ROO emer The lives of innocent hostages are at stake. Do you ENR ULC OM LoS alo STO AO ae Oem: Vote weapon, and find out. . . GURPS Basic Set, Third Foran aN 09 Compendium 1 are COURT ee ey be used with any game system, Waa ae Brian J. Underhill oe Alain H. Dawson ooo aay Alex Fernandez coc Topper Helmers First Eprrion, First PRINTING 7 SBLISHED es r far | Iii il

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