XM109 Anti-Materiel Payload Rifle 2.0
by The Omega Concern

Modeler, Scripter and Animator:
April Heaney
Support Address:
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Product Revision Date:
Manual Revision Date:

Thank you and congratulations on your purchase of The Omega Concern's XM109 Anti-Materiel Payload Rifle. This rifle is intended for use in a combat or role-play setting, and is designed for seamless compatibility with the Omega Combat System, the premier combat simulation system in Second Life.

Please read this manual before using your new XM109.

You are eligible for all upgrades on this version, which will be delivered automatically to you by the Omega Concern's update servers.

THERE IS A TECHNICAL SUPPORT PASSPHRASE SOMEWHERE IN THIS MANUAL, WHICH YOU MUST USE WHEN FIRST CONTACTING YOUR TECHNICAL CONTACT ABOUT THIS PRODUCT. We just do this to make sure you've read the instructions so that we can assist people with truly vexing problems not already answered within.

Important Things to Know

This rifle can be abused and used to annoy and harass others. Don't do that. By purchasing and using it, you agree to use it with willing and consenting participants. No other application is intended nor endorsed.

Equipping the Rifle

You can attach the following components from your inventory by right clicking them and selecting 'Wear.' They will attach as follows:

  • XM109 2.0: The actual gun itself - attaches to Right Hand.
  • XM109 HUD 2.0: Attaches to screen bottom left (Mostly optional - See 'Gestures and Chat Control')
  • XM109 Scope HUD 2.0: Provides mouselook ballistic targeting for OCS rounds and the Optical Ranging System (ORS) display.
  • XM109 2.0 (R Shoulder Slung): Attaches to the right shoulder and is optional. May also be attached anywhere you feel like wearing it and adjusting to fit.

The XM109 is fired in mouselook. Simply go into mouselook, take aim and left-click to fire. You should shut off any animation overriders while using the rifle, as it does have a suite of animations as described below.

Your support passphrase is "Boomschtick"

The Combat AO (Animation Overrider)

Built into the XM109 is a complete animation overrider consisting of 33 custom-made animations geared toward combat usage of an assault rifle. Because of this, it is highly recommended that you turn off any other animation override or other devices which may animate your avatar. Each stance has its own set of animations, including transitions between stances, and all have holding, aiming and reloading animations. Each also has animations unique to the stance, and in some cases, unique to the control inputs while in that stance:

  • Standing - Two walking animations, for movement while aiming (i.e. in mouselook) or while just holding the rifle. Also running, but you cannot aim and run at the same time.
  • Kneeling - While in the kneeling stance, moving forward will result in a crouch-walk. Running from a kneeling position will result in your avatar standing up and running, returning to kneeling or crouch-walking when running is stopped. The same applies to jumping from the kneeling stance.
  • Prone - Moving forward in prone will cause your avatar to crawl forward. Moving left or right will cause your avatar to crawl sideways, while keeping the body facing (relatively) forward. Also, holding left or right (with shift if not in mouselook) will roll to the left or right side. Running is not possible in prone, nor is jumping.


The HUD is made to provide you with an intuitive and fast interface that conveys the current state of the rifle at a glance. Clicking the right hand side (where it says 'XM109' below) will cause the HUD to minimize itself, presenting an abbreviated interface. Clicking the side of the minimized HUD will return it to full size. These two modes can be independently positioned on your screen, and they will return to the previous screen position when that mode is again recalled. However, the HUD only remembers the position it was in when it is switched to the other mode, and SL prefers that you interact a bit with a HUD object before detachment before it will generally 'remember' the screen position of said object. So, after repositioning, toggle its minimum/maximum state to ensure it is stored.

For toggle or state buttons such as draw or stance, a green button indicates the active selection. Other buttons will hilight momentarily to provide visual feedback on activation.

  • Draw/Sling: Toggles the rifle between the drawn and slung positions.
  • Ammo Menu: Pops up the rifle ammunition menu.
  • Ammo Level: Indicates the amount of ammunition available in the current magazine.
  • Bullet Velocity: Raises or lowers the bullet velocity. More filled circles mean higher, more empty circles mean lower. In OCS mode, velocity is locked and can not be changed.
  • Stance: Chooses between standing, kneeling and prone stances.
  • Options: Pops up the Option Menu, which allows you to toggle shell ejection and reloading.
  • Color Palette: Pops up the color palette which allows you to set the color for the ORS display.

The Scope HUD

The Scope HUD is an optional component to help making accurate, long-range shots by providing a real-time predictive impact display, taking into account angle to target, bullet drop and wind deflection.  The Optical Ranging System (ORS) display is at the top of the Scope HUD.  It shows the name of the current ammunition selected, the range at which the scope is zeroed in, the current field of view (FOV) setting, and the velocity at which the rifle will fire.

The most important thing to remember about the field of view (FOV) settings is this:  FOV 20 is reached from default, non-zoomed view (FOV 60) by pressing control-0 (that's zero) exactly six (6) times.

When not in mouselook, the following buttons will show at the bottom of the screen:

  • Day/Night Mode: Toggles the display from black reticle to green reticle lines and a subdued ORS display.
  • Range: Sets the range for impact prediction from 50 to 500 meters.
  • FOV: Toggles the display and impact calculations between a field of view of 60 and 20 degrees.

The Scope HUD will come into view when you go into mouselook. With no zoom applied, this is FOV 60, meaning your field of view is about 60 degrees.

FOV 20 is reached from default, non-zoomed view (FOV 60) by pressing control-0 (that's zero) exactly six (6) times. A handy way to be sure is to enable the Advanced menu with control-alt-D, and under HUD Info, enable "FOV." You'll get some text in the lower right corner telling you what your current FOV is.

To reset your zoom and get back to FOV 60, press control-9 once.

Do keep in mind that the Scope HUD is only accurate when your screen zoom is also set to the same FOV that the scope is making its calculations from.

You may notice that in use, the reticle seems to drift and lay below the mouselook center of your screen.  This is intended behavior, as the Scope HUD continuously moves the entire reticle to indicate the predicted impact point, even through changing elevations, wind and range.

The following illustration demonstrates this effect, using the scope's night mode and set to FOV 20:

And once more, for good measure:  FOV 20 is reached from default, non-zoomed view (FOV 60) by pressing control-0 (that's zero) exactly six (6) times. To reset your zoom and get back to FOV 60, press control-9 once.

Ammunition Types

The XM109 comes with a variety of ammunition types. (Do note: In OCS mode, the selection of ammunition is limited to a pre-selected list of OCS-compatible ammunition.) Ammunition with 'NP' designations are non-physical rounds and will report back when they find and engage a target. Non-physical ammunition generally requires only a single shot as being an axis-weighted seeking round, it's a guaranteed hit when it says it has targeted an avatar.

M1019 HEDP OCS: 25mm High Explosive, Dual Purpose round for use against personnel, and light vehicles and buildings in OCS combat.
M1049 AP OCS: 25mm anti-personnel round for use against dismounted infantry.
M1051 TP-S OCS: 25mm Tracer-Practice and Spotter round, made for a highly visible flight path and leaving a small cloud of white smoke at impact.  Can also be deadly against dismounted infantry.

*OCS rounds will do 100% Linden damage on impact in or out of OCS mode when used in Linden damage enabled areas.

DRIVE Ammunition: DRIVE ammo types affect either avatars or physical objects, and will 'drive' them away, pursuing the target across sim lines and persisting in its attack for 60 seconds. Once started, DRIVE cannot be recalled or otherwise halted. It will work in push or no-push zones, requiring only scripts to be enabled and objects to be rezzable.
DRIVE O NP 25: Non-physical, physics-enabled object seeking DRIVE round.
DRIVE NP 25: Non-physical, shield-passing avatar seeking DRIVE round.
DRIVE 25: A purely physical round, affecting avatars or physical objects upon contact. Has a degree of shield-bypassing ability, as it will seek an avatar upon impact with a non-physical barrier such as a shield.

GRAV 25: A somewhat kinder, gentler cousin to DRIVE, this will lift and suspend an avatar in mid-air for about a minute.

DMG 25: Your standard physical, Linden damage bullet. 100% damage on contact with an avatar.
DMG-TRC 25: Standard physical, Linden damage bullet with tracer effect. 100% damage on contact with an avatar.
DMG NP 25: A non-physical, shield-passing version of the Linden damage bullet, dealing 100% Linden damage.

NUKE 25: Exclusive Shoehorn™ technology brings the horror of nuclear holocaust to a convenient 25mm round. Beware: This round will, in Linden damage areas, kill everyone within a 100 meter radius and rain damaging radioactive fallout downwind.

Gestures and Chat Control

The XM109 can be used for most functions without the HUD. The channel for chat control is channel 5. This means commands can be given in the form of "/5 command" such as "/5 draw" (without the quotes, of course). Commands which are accepted on channel 5 are:

draw: Toggles drawing or slinging of the rifle.
stand: Sets the stance to standing.
kneel: Sets the stance to kneeling.
prone: Sets the stance to prone (lying).
shell eject: Toggles ejection of spent casings and empty magazines.
reloading: Toggles reloading of magazines for uninterrupted fire.
ammo: Pops up the rifle ammo selection menu.
reload: Reloads a fresh magazine.
options: Pops up the options menu.

Included in the kit are several gestures you can activate and use for oft-used functions such as drawing/slinging, stances and reloading. Do note that you may have other gestures using the same F-keys as the ones included in this package. To locate and correct these conflicts, press control - G in your viewer and click on the"Key" column header to sort by key assignment. The F-keys are merely suggested key bindings, feel free to reassign them to whatever works best for you.


Q: Will the XM109 work with my Roleplay Combat System?
A: It may. To date, we have not heard of any systems with which the XM109 will not work. However, The Omega Concern does not guarantee compatibility with any other system but OCS and the Second Life Damage model.

Q: What is OCS?
A: OCS stands for Omega Combat System. It is the official combat system of The Omega Concern and Fulda Gap. It represents thousands of hours of testing and design to bring you the most lethal and realistic combat model seen in Second Life to date.

Q: Why do I seem to miss with my XM109 in OCS?
A: OCS uses a realistic accuracy scale. Practice makes perfect, and as you progress in skill within the OCS system, you will become more and more accurate with your weapons. Remember: OCS levels are life long levels.

The End

We hope you enjoy your new preposterously overpowered rifle, and wish you many happy and long-range shots.  Not in our direction, please.  As always, a big Thank You to all of TOC's customers over the last 4 years, you're the ones for whom we do all of this. The Omega Concern promises to support your XM109 for the lifetime of the product, with free updates and bug fixes for all of version 2.x.

Above all else, have fun. :)