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STEVE JACKSON GAMESWritten 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 GAMESContents
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 ContentsIntroduction
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
3Specialized 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 5The 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 lockand 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 OperationsCincinnat
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.
25Planning 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 — 27Team 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 29Each 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 53Entering 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 Cgbuttonhook 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 35Distraction 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 orsympathize 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 39Chapter 4:
ihe. 0
No matter how
training, it is the
SWAT ops
40 The OfficersOfficer 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 43Adtributes: 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 45Chapter 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 GearPersonal 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 49Breaching 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 7PLCS 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
shellsA 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 $0116). Ithas a bipod
and 10x scope
SIG-Sauer SSG2000, 7.62xSImm NATO, Germany,
1989 (Holdout -7): A bolt-action sniper rifle designed for law
enforcement, featuring a bipod and 1.5-6x variable scope.
Colt M4Al, 5.56x45mm NATO, USA, 1995 (Holdout
5): The U.S. military carbine (pp. MF26, SO116) ~ and sev
eral commercial equivalents — has become extremely
‘widespread with American SWAT. It has a retractable stock
and integral accessory rail (p. MFI) on the receiver. Some
teams use semiautomatic variants (ROF 3~).
H&K G36K, 5.56x45mm NATO, Germany, 1996 (Hold-
out -5): The carbine version of the German service rifle (p.
‘MF25) is becoming popular with SWAT units. thas a folding
stock and ether a twin optic incorporating a 3x scope and col-
limator (p. MF13) or an accessory rail (p. MFI) to mount
‘ther optics. British units prefer the semiautomatic G36KSF
variant (ROF 3~).
Grenade Launchers
Enfield ARWEN 37, 37K112mmRB, Great Britain, 1984
(Holdout -6): The Anti-Riot Weapon, Enfield (ARWEN) is a
arenade launcher fring less-than-lethal munitions. It has a 5-
round open cylinder revolving action, foregrip, and adjustable
stock. The weapon is loaded from a loading gate, but the spent
ceases are automatically ejected, In addition to the plastic baton
in the table, there are a tear gas munition (6-yard radius, effects
asperp.B132), a smoke round (6-yard radius), anda barricade
‘enetrtor, which can penetrate an auto windshield or 0.5-nch
plywood, and then release a cloud of tear gas (Damage Id++,
S-yard radius) For all rounds, a safety distance of 20 yaris is
advisable fo minimize casualties, and hits to the head should
be avoided, Production switched to Canada in 2001Pistols
Weapon Malf Damage S$ 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 55Design 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— 57Gritty 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 sSurprise!
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.
59While 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
61Transhuman 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 63Index
“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
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Alain H. Dawson
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Alex Fernandez
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Topper Helmers
First Eprrion, First PRINTING
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