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Guns (5k)

Everyone needs guns. Everyone needs bigger guns, and companies these days are all eager to please, supplying everything from pistols, to submachine guns, lasers and even mini-guns. If you need it, someone, somewhere can get it for you.

For complete weapon stats, see the Weapons Table.
Also, see the Gun notes.


Handguns:
Handguns are worn by all, and used by practically everyone at some point in their life. A handgun is a pistol, generally used one-handed, and they range from small hide-away derringers, to full blooded .44 magnums. No respectable person would be seen without one, two, three or more...

Derringer:
This is a very small pistol. It comes under many names, such as lady gun, derringer, hide-away and so on. It represents a variety of small calibre weapons that are designed to be small and hidden and used as a backup weapon and one that can be worn while wearing practically anything - or the almost lack of. Because of this, they tend to be custom made for their wearers and are very low calibre. They also don't have a long barrel, decreasing their accuracy somewhat. They cannot use any other ammunition option other than GP rounds.

Revolver:
An older weapon, around before the automatic pistol took over with its large magazine capacity and quicker action trigger. Still reasonably common, especially in out of the way areas.

9mm Automatic Pistol:
This is the standard firearm for most people in the world. All major law enforcement agencies carry the automatic pistol, and it's one of the easiest weapons to get hold of. With a large magazine and produced by companies worldwide, the automatic pistol is here to stay.

9mm Skorpion Machine Pistol:
The Skorpion is effectively a cut down submachine gun, designed for maximum firepower in the smallest concealable package possible. It can put out an impressive amount of bullets in a short time, but the small size of the weapon does make the weapon jump around with recoil, which severely cuts down the range.

Heavy Pistol:
The heavy pistol is a large calibre handgun - usually .44 - designed for those who want a little bit more stopping power in their weapons, and hopefully a one shot kill capacity. Becoming more common with the advent of greater cyberware armour.

The .50 heavy pistol is probably the ultimate expression in handguns. It must be fired two handed (so you cannot use two weapons when firing one of these) and carries the utmost respect at close range.


Rifles:
Rifles include any weapon that needs more than one hand to operate and is bigger than a standard pistol. Generally, these weapons are longer ranged and more powerful than their smaller calibre cousins.

Auto Shotgun:
A fully automatic version of the standard weapon, the auto shotgun is an ex-military weapon designed for devastating close quarters fire power.

12 gauge Pump action shotgun:
Long a favourite of home defence users everywhere, the shotgun is another very popular and easy to get hold of weapon. Having a wide variety of ammunition options for the discerning user, the basic buckshot round is very popular for those with little combat training. You just point and shoot, the pellets do the rest.

Double-barrelled Shotgun:
The double-barrelled shotgun harks back to an earlier time, but is still a very effective weapon. It is simply a normal shotgun with two barrels side by side that can be fired either together or individually.

The shotgun has a total of 2 shots - one for each barrel - and requires reloading once these are fired. The user has the option of firing either one or both barrels. However the decision to fire must be made before any rolls are made, and both barrels must be fired at the same target. The firer then rolls to hit either once or twice depending on the amount of barrels fired.

Heavy Shotgun:
The heavy shotgun is a 10-gauge heavy bore shotgun, designed with additional stopping power in mind. Heavy in weight and cost, the extra stopping can be well worth the expenditure.

Submachine Gun:
The ambiguous 'point-and-spray' weapon. Used by forces everywhere, and no self-respecting anarchist should be without one.

5.56mm Assault Rifle:
The assault rifle is the current military weapon for most armed forces of the world, being the successor of the larger calibre battle rifle. With today's armour and cyberware, many militaries are wondering whether this was a good move or not. Being able to carry a lot of additional ammunition is of no use if your weapon can't damage the target.

7.62mm Battle Rifle:
Since the seventies, most militaries of the world adopted the 5.56mm calibre as the round of choice for their assault rifles. The round is light, suitable for the closer range combats that most battles took place at, and more controllable in fully automatic fire modes. However, the calibre of choice before that was the 7.62mm, and a lot of weapons are still chambered for it. With the armours and cyberware available on the market these days, this round is making its presence felt again as people realise that they need some heavier to bring down their targets.

The ubiquitous AK-47 is one of the most common battle rifles still floating around.

.303 Vintage:
The .303 Vintage is a catchall for all most old bolt-action rifles dating from the early part of the 20th Century. Generally these are relics from the Second World War that can be found in antique stores and many old homes, but some could even be from the Great War of 1914, stashed away for a rainy day. Totally outclassed by today's modern weapons, these old rifles are still sometimes found and used by hunters and re-enactment fans.

The .303 Vintage is a bolt-action rifle. This means that it can only fire once per turn. If using the alternate turn sequence, the character must spend an action working the bolt after firing the weapon before it can be fired again.

.458 Winchester:
A powerful hunting rifle that was used to bring down big game. With cyberware becoming more common and the average gang member betting tougher, hunting rifles are becoming popular again for their stopping power.

The .458 Winchester is a bolt-action rifle. This means that it can only fire once per turn. If using the alternate turn sequence, the character must spend an action working the bolt after firing the weapon before it can be fired again.

.458 Modern:
With the popularity of heavy rifles again, the .458 Modern is a brand new hunting rifle to hit the streets. It has all the mod cons of a new weapon - bullpup design and semi-automatic trigger, and can accept a wide range of modern accessories too. In addition, the weapon is bringing in a new range of ammunition options for the heavy hunting round.

.50" Sniper Rifle:
A heavy-duty rifle designed for taking out targets at long range. The rifle fires a single shot with the pull of the trigger, but the large calibre round means that substantial damage will be inflicted.

The sniper rifle functions like any other hand weapon, but can inflict full damage on vehicles and other targets.


Heavy Weapons:
The big guns. When you absolutely have to kill every mother-freaker in the room.

5.56mm Mini-Gun:
Some people just can't lug around the 7.62mm mini-gun. It's big, it's bulky, and the recoil is a pig. If this is the case, then try the new 5.56mm mini-gun. Smaller, lighter and still potent.

The 5.56mm mini-gun is a lightweight weapon and weighs 70. It may be mounted on vehicles. Double loading costs $2,000 and weighs 45.

7.62mm Mini-Gun:
This is a slight clarification for those who don't have White Line Fever. The weapon statistics seems to have changed slightly over several articles, so listed here is the version that I think is the official one.

The 7.62mm mini-gun is a lightweight weapon and weighs 100. It may be mounted on vehicles. Double loading costs $2,000 and weighs 60.

In any official publications that use miniguns, use the 7.62mm as listed here.

20mm Grenade Launcher:
A hand held version of the vehicular mounted grenade launcher. With a slightly smaller magazine and performance drop-off, the grenade launcher provides much needed firepower in those difficult circumstances. A favourite for clearing rooms with the burst effect power of grenades.

20mm Under-barrel Grenade Launcher:
This is a small, single shot grenade launcher that can be attached to any rifle or laser carbine. Once fired it requires reloading. It can be fired instead of the weapon it is mounted on, and may take any 20mm grenades.

Cost of the grenade launcher includes one HE grenade.

Flame-thrower:
The flame-thrower is a nasty piece of work. It fires a stream of jellied napalm which is very difficult to put out, burns almost any material, and even burns under water.

The flame-thrower is a lightweight weapon and thus may be mounted on vehicles. It weighs 70. Double loading costs $2,000 and weighs 40.

When fired, the flame-thrower fires a jet of napalm one lane wide and two lanes in length. Everything in this target area has a chance to be hit, unless they are hiding behind something, like a vehicle (not bike), in which case the object being hidden behind is now hit. Only stationary objects count for this, not moving ones. Everything hit takes a damage roll at +3 damage. Regardless of whether the target is actually damaged or not, they are now burning, and every turn after that, they take a further hit at +1 damage (armour does count against this damage). This continues until the target is dead, or the flames are put out.

As mentioned, normal water will not put the napalm out, but special fire extinguishers will. At the beginning of every turn, roll to see if the flames go out by rolling 1d6 with the following modifiers:

Target is rolling around, madly trying to put the flames out, doing nothing else that time+0
Target is being sprayed with a portable fire extinguisher+1
Target is being sprayed with vehicular fire extinguisher+2
Target wearing fire-proof armour+2

On a 6+, the flames are put out. Regardless, any damage will cause burns, scars and possible long-term psychological effects (gaining at least 1 psychosis point per hit or turn of burn damage).

Flame-throwers effect vehicles as well.

[This is a slightly different method of resolving napalm hits to the system found in A Day at the Races. This is due to the fact that flame-throwers fire a directed stream of napalm as opposed to the passive weapon, which effects the underside of a vehicle and is dependant on the vehicle driving through it.]

Laser Carbine:
The laser carbine is a modern hi-tech, rare weapon, adapted from the lightweight combat laser found on motorbikes to be fired as a man-portable weapon. It has a similar performance to that weapon, but due to the that fact that a human body is not the same thing as a power plant, the weapon has to have a power back pack to provide power for the weapon. While this can be recharged from most vehicles power supplies, it does mean that the weapon has a limited amount of shots compared with the vehicle-mounted model.

Like the normal laser, the laser carbine can only be fired once per turn, but may accept normal laser modifications as if it were a lightweight weapon. It has 10 shots before the power backpack needs recharging, which can be done at any electrical socket using the handy power adaptor (supplied). It takes about 5 minutes to recharge one shot.

Power pack omitted for clarity in the picture.

Rocket Propelled Grenade Launcher:
The RPG has long been a standard for terrorists and other organisations everywhere. Combining hard-hitting firepower into a handy man-portable package, the RPG is effectively the one-shot missile launcher. Contrary to popular belief though, the RPG is re-loadable, you just have to reload the thing after every firing.

Stinger Surface-to-Air Missile:
The Stinger missile is a man-portable surface-to-air missile. It scores over other weapons being fire at jetcopters in that it has special guidance systems that enable the missile to lock onto air targets and guide itself, meaning that it is accurate, if not as damaging as other systems.

The Stinger may only fire at airborne targets, its sensors do not allow the engagement of ground targets. However, when fired at airborne targets within its arc of fire, the Stinger may ignore any to-hit modifiers due to target altitude and for flying.
While a Stinger doesn't have unlimited range, it can effectively reach out and touch any aerial target in play.

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