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The Arms Bazaar

by Paul Jonathan Adam


The street-level arms market is supplied by two sources, and is driven by rather different dynamics to the legitimate gun trade.

One primary source of weapons is criminal: theft or diversion of corporate arms shipments, raids on corporate or police arsenals, stolen private weapons, etcetera. Another source-widely known, but too embarrassing and complicated to deal with-is the sizable “theft, loss and/or breakage” accounts of most corporations.

However, for those on tight budgets, the other source of street-level weapons-in 2055 as well as today-is historical. Countless AK-47s and clones disappeared when the Berlin Wall came down, or in Afghanistan (and those were merely the ones not accounted for by the Russian Army, not the millions handed out to “national liberators”); a quarter of a million G-3 rifles were handed out during the Iranian revolution, and none were brought back; and how many M16s went to South Vietnam before the fall of Saigon? With the 21st century’s repeated upheavals on the North American continent, many more weapons “disappeared” and remain in circulation, just as many of the illegal weapons used in Britain today are leftovers from the World Wars.

Once you have your weapon, where do you find your ammunition? Some weapons firing cased ammo can have empty cases reloaded and reused. In fact, with time and skill, handloaded ammunition can be noticeably more accurate than factory-made material.

And, especially with an older weapon, how do you modify and customize it? Rules for gunsmithing are also attached.

These rules expand and enlarge on the Shadowrun rules for acquiring weapons and using them: as with the additional rules supplied in Fields of Fire, gamemasters are free to pick and choose as they wish. Some may be too complex for those who are not firearm enthusiasts, other players and gamemasters may find these rules too simplistic.

To track malfunctions and faulty ammunition, I use a system of counting rounds fired: gamemasters who find this irritating or difficult are welcome to devise alternatives. I track PC ammo expenditure anyway simply to ensure they change magazines when they’re meant to…

BUYING - BY THE BOOK

The channel of purchasing a weapon through a fixer, armorer or other contact is exactly as described: the price of the weapon is modified by the Street Index, and the Availability test applies. However, merely obtaining “a weapon” is a little vague… how old is that weapon? What condition is it in?

All “street” weapons are second (at least) hand. The buyer may add 2 to Availability, double the base time, and add 1 to Street Index to demand a “new” weapon-they can be had, but they are rather harder to come by and command a premium. For a second-hand weapon, the GM should roll 2D6 secretly on purchase.

2 Severe mechanical fault: the weapon is unserviceable and will not fire at all. It cannot be economically repaired. A Firearms (4) test, if the player declares they check the weapon before accepting it, will reveal this fact.

3 Worn barrel. Apply a +1 penalty to all shots taken with this weapon until the barrel is replaced (25% of weapon price, Availability 1 level higher, same Street Index as weapon).

4 Minor mechanical fault. The weapon requires a Firearms B/R (4) test before it will function. Can be detected as in 2.

5 Any one accessory is dysfunctional (laser sight faulty, gas vent clogged, folding stock broken or missing, etc.).

6 Weapon functions normally.

7 Weapon functions normally.

8 Weapon functions normally.

9 Minor fault, not affecting function: stock rattles, smartlink display brightness stuck on ‘high’, etcetera.

10 Incipient failure. The weapon will fail as in 4 after 20D6 shots have been fired. A Firearms B/R (5) test will reveal this fact.

11 Incipient failure. The weapon will fail as in 2 after 20D6 shots have been fired. A Firearms B/R (6) test will reveal this fact.

12 Weapon has been used before and is on one or more police/corporate databases (GM discretion).

Thus, you have a ¾ chance of getting at least a usable weapon… but it may need a little work.

Ammunition

Street ammunition is sometimes cheaper than commercial: of course there is a reason. Typically it is military surplus, time-expired, or similar. “Street” ammunition other than APDS will misfire one round in one hundred on average. How the gamemaster wishes to enforce this is up to him or her.

Fixers et al will happily buy in better quality, even up to match grade ammunition (see Gunsmithing). However, there is a delay and an extra charge involved: appropriately: add 1 to Availability, double the time required, and add 0.5 to the Street Index, for “100%” ammunition and double time and price again on top of that for match grade. APDS ammunition has such rapid turnover, and is sufficiently scarce, that this penalty does not apply: APDS will usually be very reliable. (Gamemasters who wish to allow players to steal a large consignment of APDS only to discover that it was being rejected due to a 25% dud rate, are of course welcome to do so…)

Buying Legally

It is not too hard for a SINful citizen to acquire, own and carry a weapon. In Seattle, the criteria for a Possession permit (a weapon for sporting purposes or home defense only) are rather lax: proof of citizenship, no felony convictions, and payment of the appropriate fee suffices. A Rating 3 background check is carried out, for those trying to use false identities. This allows the lucky holder to purchase a single weapon of a type declared when the permit was obtained. A requirement of the permit is that the weapon be submitted for ballistic analysis, and samples of fired bullets be held: a new barrel requires that the permit be revalidated (and barrels are controlled items).

However, this does limit the holder in many ways. Perhaps most difficult, only single-shot or semi-automatic weapons may be acquired, and excessively “militaristic” types are forbidden: a handgun, shotgun or sporting rifle is acceptable, an assault rifle, SMG or heavier weapon is not. The legality of burst-fire handguns and shotguns (Ares Vipers, Savalette Guardians, Mossberg CMDTs etc.) is up to the gamemaster, but it is strongly recommended that they be left as controlled weapons and unavailable at this level.

Also, if the weapon is being transported (from home to the shooting range, for instance) it must be carried unloaded and separate from its ammunition. Even loading up magazines before leaving the house is a breach of a Possession permit.

Transport Permits

A Transport permit involves a larger fee and a more detailed check. The applicant may not have any felony convictions, and misdemeanors may be sufficient to show a “lack of good character”. In addition, a basic firearms safety test is required: for game purposes, a Firearms (4) test covers the requirement to be conversant with the weapon and to be adequately proficient in its use. Normally, a Possession permit for the weapon in question will be held (upgrading merely costs the difference, not a full new fee). The background test is a Rating 5 for this level.

A Transport permit allows the owner to carry the weapon in a loaded and ready state subject to local regulations. However, the owner is of course legally responsible for their actions while in possession of that weapon. A crime committed with a legally-owned weapon will be penalized no less severely than one with an illegal weapon: the only difference is the lack of an additional possession charge. Of course, “legally allowed to” does not mean “socially acceptable to”: and walking into a bank carrying a shotgun may evoke a … lively response from the security guards.

For the foolhardy, honest or brave, there is the Destructive Weapon License: there to allow enthusiasts to possess weapons of almost any type. The fact that their issue is controlled by the Federal government should indicate the difficulty of obtaining one: the details are up to the gamemaster if it is decided to allow players with SINs or excellent approximations thereof this option. These permits are only for possession, and the degree of investigation involved should scare off most shadowrunners, or make a good hook for a later shadowrun.

The disadvantages of these methods is that they do, as intended, make illegal activity with the weapon in question rather more difficult: having the weapon’s rifling pattern already on file is a considerable complication. The limits on the weapon type are also quite restrictive for a would-be shadowrunner hoping to acquire a HK227.

The great advantage for many weapons is that they allow a character to buy a new weapon in mint condition at book price, or a secondhand weapon for half to two-thirds of the book price, unmodified by Street Index and with availability of almost 100%. In addition, items such as spare parts, ammunition, etcetera may all be acquired at book cost, though some items (typically the receiver, bolt and barrel) are individually numbered and are controlled items.

The ammunition you may legally buy is also good-quality factory grade, rather than “fixer specials.” Explosive and flechette ammunition may be legally available at gamemaster discretion (valid for both hunting and self- defense), gel rounds most certainly will be, but APDS should be as difficult to obtain as ever. “Street quality” ammunition, with its 1% failure rate, may be acquired legally at half price and is perfectly valid for practice, training et al. Match grade has an availability 2 higher than factory, and doubles cost.

Of course, a wise PC who uses an (illegal) Ares Predator during shadowruns may well acquire a second, legal weapon for day-to-day carriage and to allow legal access to spares and ammunition.

Guns On A Budget - Rentals

There are several ways to acquire a firearm more cheaply than in the basic rules. The first, applicable to most modern weapons as well as the older ones described here, is to rent rather than buy. Generally, fixers and armorers will rent out firearms: other criminals may, at the gamemaster’s whim.

Renting a weapon will usually involve a deposit of a reasonable fraction of the gun’s value: in many cases, salable goods rather than cash (if you had that much cash you’d buy, right?) Rental fees hover around 20% of the street value of the weapon, usually charged “per job” rather than on any fixed period: a customer hurrying to return a rented weapon might lead unwanted attention back to the armorer. The lower the deposit, the higher the rental, to the point of paying 50% of the weapon’s price per job if not leaving any security deposit at all.

Ammunition has to be bought with the weapon, usually at double street price, and will be bought back at normal rate. Some armorers offer discounts, typically buying back ammunition at the price you paid and/or refunding a third to a half of the rental fee, if the weapon is carried but not used (less unwanted attention directed at them, less chance of being caught with a hot and wanted weapon) Note, at least standard ammunition will be available without an Availability check, since otherwise there would be little point to renting the weapon…

Advantages

It is easier to find a weapon rented, rather than bought. Subtract 2 from the Availability figure and halve the time required, if the intent is merely to hire. In addition, the weapon is much less likely to link the wielder to any crime he or she commits-once it has been returned!

Disadvantages

The most obvious drawback is that you have no idea who has used the weapon before, or for what… but possession is nine-tenths of the law, and being illegally in possession of a weapon previously used to kill several police officers can be somewhat unhealthy if you are caught.

Also, the relatively high cost of ammunition makes automatic weapons expensive to rent. Some more specialist weapons (e.g. sniper rifles, heavy machine guns) may well only be available for rental from two or three individuals in any one city, and the user takes their chances with the gamemaster’s whim as to the exact type of the weapon. In any case, heavy weapons will usually be hired complete with gunner, and be rather more expensive.

Roll 2D6 for the state of the weapon when rented.

2 Severe mechanical fault: the weapon is unserviceable and will not fire at all. It cannot be repaired. A Firearms (3) test, if the player declares they check the weapon before accepting it, will reveal this fact.

3 Worn barrel. Apply a +1 penalty to all shots taken with this weapon until the barrel is replaced (25% of weapon price, Availability 1 level higher, same Street Index as weapon).

4 Minor mechanical fault. The weapon requires a Firearms B/R (4) check before it will function. Can be detected as in 2.

5 Any one accessory is dysfunctional (laser sight broken, gas vent clogged, etc.).

6 Weapon functions normally.

7 Weapon functions normally.

8 Weapon has been used before and is on one or more police/corporate databases (gamemaster discretion).

9 Minor fault, not affecting function: stock rattles, smartlink display brightness stuck on ‘high’, etcetera.

10 Incipient failure. The weapon will fail as in 4 after 20D6 shots have been fired. A Firearms B/R (5) test will reveal this fact.

11 Incipient failure. The weapon will fail as in 2 after 20D6 shots have been fired. A Firearms B/R (6) test will reveal this fact.

12 Weapon has been used before and is on one or more police/corporate databases (gamemaster discretion, but should be severe).

Antique Weapons

A large number of weapons from the previous century still circulate in the street arms trade. Statistics for them are attached below.

For those who don’t see a particular personal favorite on my list, despair not. I tried to stick to my idea of what would be available at street level (rather than to a collector) in 2055, but I include conversion rules at the end. Note that to qualify, a weapon needs to be in military use by one or several nations, or by a large number of US police forces: this rules out most light pistols, for instance. Others, listed in the write-up, are still in production (a nod to sentiment here…) If the write-ups on them seem very positive, it’s because these were the winners: the ones built and sold in sufficient quantity to still be in wide circulation in the 2050s.

Note the absence of sniper rifles… with their precision machining and tight tolerances, they don’t survive as well as the “unbreakable” SMGs and assault rifles.

Rules Note

Aimed automatic fire is effective today (at least in reasonable bursts) and so I have allocated recoil compensation and other accessories to many weapons, as appears appropriate to their performance in service.

In addition, starting characters may only acquire these weapons at the gamemaster’s discretion and typically can expect to pay double the listed price at generation.

[Full weapons tables would go here - containing all pistols, SMGs, shotguns, assault rifles, LMGs, MMGs, and launchers with their complete statistics]

Pistols

All pistols accept top- and barrel- mounted accessories unless otherwise stated. Small items (-1 Concealability) may be under-barrel mounted unless otherwise stated, most usually a laser sight.

Beretta 92/M9

A widely-used weapon throughout the former United States, this pistol was used by police and issued to the military for nearly fifty years. Effective, accurate, anonymous and reliable, firing easily-available 9mm ammunition, the Beretta 92 is still in widespread use on the streets and in some rural police departments. Compact variants exist, as does a (very rare) burst-fire version, but both are almost impossible to find outside a few collections. Chambered for 9mm x 19 Parabellum.

Browning High-Power

The sidearm of many Commonwealth countries, the High-Power was one of the first high-capacity 9mm automatics: over a century on, it remains an effective and useful combat weapon. The Max-Power and Ultra-Power are direct developments of this superb pistol. Chambered for 9mm x 19 Parabellum.

Colt M1911A1

To many, the classic automatic pistol: John Browning’s design, firing the powerful .45ACP cartridge from a seven-round magazine. In civilian hands, variants bred like wildfire: different calibers, compact frames, high-capacity frames, and options galore: but the majority of survivors to the present day are plain and simple ex-military weapons.

Glock 17

A revolution when it appeared in 1983, the Glock 17 transformed the concept of pistol design. Using advanced plastics for most of the trigger mechanism and the frame and a novel trigger action, the Glock eliminated the safety-catch while remaining an inherently safe weapon to carry and use. Its low price, high capacity, accuracy and reliability led to enormous and world- wide success: the 9mm Glock 17 can be found almost anywhere. Several siblings in different calibres and “compact” versions also existed, although only the smaller Glock 19 is common. The short Glock 19 may not mount items under its barrel. Chambered for 9mm x 19 Parabellum.

Smith and Wesson Model 10

A simple, sturdy and reliable .38 Special revolver, enormously popular with both police and private shooters. Easily one of the most common weapons in circulation.

Smith and Wesson Model 19

A beefed-up and enlarged .38 revolver, this was issued to police officers who wanted or needed more power than the .38: chambered for the .357 Magnum cartridge, the Model 19 is an austere but effective weapon.

Smith and Wesson Chief’s Special

One of the most widely-used weapons of the 20th Century, the snub-nosed Chief’s Special and the many similar weapons remain common and effective, although its .38 Special ammunition is underpowered compared to 9mm or other calibres. However, the simple, concealable and reliable weapon remains very common at the low end of the street firearms market.

Note: this weapon fires using Light Pistol ranges. The weapon may not accept top- or under-barrel-mounted accessories.

Makarov PVD

The replacement for the Tokarev, the Makarov is based on the Walther PP: firing a moderately powerful 9mm round from an eight-shot magazine, the PVD is simple and reliable: its double-action mechanism means it can be carried safely in a ready-to-use manner. The compact PSD, firing a 5.45mm necked round, was used by some undercover units. Neither weapon accepts underbarrel accessories, and the PSD has no top mount. Chambered for 9mm x 18 ammunition.

SIG-Sauer P226

A widely-used police weapon, also used by the FBI, the SIG P226 is a well-designed and well-constructed double-action high-capacity 9mm automatic pistol that remains in service in many less advanced nations. The compact P228 is also common. Chambered for 9mm x 19 Parabellum.

Tula-Tokarev TT-33

An elderly weapon of considerable power, the Tokarev automatic is an effective if somewhat quirky weapon (it has no safety catch, for instance). Although its caliber is only 7.62mm, it uses a bottlenecked cartridge case, resulting in a high muzzle velocity and a powerful effect on any target. Millions were produced during World War 2, and client states both received large numbers and manufactured their own. Chambered for 7.62mm x 25mm ammunition.

Submachineguns

All SMGs accept top- and barrel-mounted accessories unless otherwise stated. They also accept underbarrel accessories apart from grenade launchers, again unless stated. Weapons with shoulder stocks gain 1 point of recoil compensation when the stock is used. Folding stocks subtract 2 from Concealability when extended, but must be extended to gain any recoil benefit.

AKR

A cut-down carbine version of the AK-74, the AKR (also known as the AKSU) was widely used by KGB and Border Guards units throughout the Former Soviet Union, and by most of its constituents after the break-up. The weapon has a folding stock and one point of Gas Venting. Fires 5.45mm x 45 Soviet.

H&K MP-5

One of the most widely-used police shoulder weapons in the former USA and worldwide, the MP-5 is almost unique among submachineguns for firing from a closed bolt, giving it remarkable accuracy. Also used by military units everywhere, for the same reason, the weapon is easily found. The HK-227 series is a direct development of this weapon: the compact version was named “MP-5TX” in honor of the ancestor. Variants of the MP-5 include fixed and folding-stock versions, the -SD variants with integral suppresser, and the compact MP-5K.

The MP-5 and MP-5SD both have buttstocks (1 point recoil compensation) and their internal mechanism provides the equivalent of 2 points of recoil compensation. The MP-5K has 1 point of internal compensation, and no underbarrel mount. The MP-5SD has an integral sound suppresser. All are chambered for 9mm x 19 Parabellum.

IMI Uzi

This and the MP-5 are among the best-known SMGs of the late 20th century. Simple in concept, the Uzi owes its relative compactness to nothing more radical than an overhung bolt: firing from an open bolt, the weapon was one of the first SMGs to incorporate effective safety features and acquired an enviable reputation for reliability. The compact Mini-Uzi is similar, but smaller (no underbarrel mount) but both have folding stocks. Chambered for 9mm x 19 Parabellum.

M1 Carbine

Millions of this weapon were produced during World War II, and it remained a popular and reasonably effective weapon for some time thereafter, used by several police forces and many foreign militaries. The folding-stock M1A1 and selective-fire M2 versions are rather rarer: M1 copies are still produced for nostalgic sports shooters. Although the 30-round magazine is more usual, early production versions (before the selective-fire option) had a 15-round clip. The M1A1 gains +2 Concealability when its stock is folded. Fires the .30 Carbine round.

M3

The World War II “Grease Gun”, the M3 remained in US Army service until the 1980s as a weapon for tank crew. Crude and cheap, it was nevertheless effective, firing .45ACP ammunition from an open bolt.

M4

The carbine version of the M16, the M4 shares the qualities of that weapon in a more compact package. Has a telescoping stock and 2 points of gas venting. Chambered for 5.56mm NATO ammunition.

PPSh-41

An old, crude and almost unbreakable weapon, firing the same powerful bottlenecked 7.62mm x 25 ammunition as the Tokarev from a 71-round drum magazine, the PPSh is indelibly associated with the Red Army during the Second World War. Manufactured in huge numbers in many countries and widely exported, the PPSh-41 remains an effective weapon.

Shotguns

All shotguns have stocks (1 point recoil compensation) and accept all accessories unless otherwise stated. All fire standard 12-gauge ammunition. All shotguns have a Choke of 10 unless otherwise stated or later modified.

Armscor Striker

One of the most distinctive shotguns ever made, the short Striker pump-action with its twelve-round drum magazine enjoyed considerable success in its native South Africa and abroad. Though somewhat eclipsed by modern trends towards burst-fire scatterguns, the Striker remains a valid and successful weapon. The Striker has a folding stock,

Franchi SPAS-12

One of the first assault shotguns, the SPAS-12 (Special Purpose Automatic Shotgun) introduced several new features, such as the ability to switch between semi-automatic gas operation and pump action, and full-automatic fire. Although somewhat dated compared to more modern weapons, the SPAS-12 is still in circulation. Versions with either fixed or folding stocks exist. The weapon cannot accept underbarrel mounts,

Generic Sawn-Off

One of the most common and simplest weapons: a shotgun with the butt and most of the barrels cut away, producing a weapon useless at any range but deadly up close. Treat firing both barrels as two separate attacks. No stock, and no accessories can be fitted. The sawn-off has a Choke of 4, which cannot be modified. Slug rounds may be fired.

Mossberg 500

A tough and reliable pump-action shotgun, widely used by police and civilians. Has no underbarrel mount. Available in fixed or folding stock (+2 to Concealability when stock folded) versions.

Mossberg 500 Bullpup

The Mossberg action in a more compact bullpup stock, making it more manageable in close quarters. Has no underbarrel mount.

Remington 870

Like the Mossberg 500, a simple, reliable and effective 12-gauge shotgun: shorter than the Mossberg, the 870 trades magazine size for reduced bulk. Although replaced in production by the 990, tens of thousands of 870s remain in circulation. Folding stock versions (+2 Concealability when folded) available; no underbarrel mount.

Rifles

All rifles have shoulder stocks and accept all accessories, unless otherwise stated. Folding stocks are indicated where applicable.

AK-47 / AKM

Still the most produced weapon in the world, with over thirty million manufactured. Available almost anywhere, built with an agricultural simplicity and robustness that defies even the most determined attempt to break it, the AK series is still instantly recognizable and readily available. The AKM is slightly lighter than the AK-47, and includes minor changes to the design to make it easier to mass-produce. Relatively inaccurate and lacking refinement, the AK-47 is nevertheless one of the best infantry weapons ever produced. Available in folding-stock variants. Chambered for the 7.62mm x 39 cartridge.

AK-74

With the trend to smaller rifle calibres in the 1960s, the Russians followed suit with the AK-74 firing the 5.45mm x 45 cartridge. Fitted with an extremely efficient muzzle brake, but otherwise almost identical in shape and function to its predecessor, the AK-74 was later modified to produce the AK-97, which remains in production today. Has 3 points of gas venting, but cannot accept barrel-mounted accessories. Fixed or folding stock.

Colt M16A1

The first widely-used 5.56mm rifle, the M16A1 suffered a shaky start before becoming accepted, and finally favored, by the US military. Widespread export success scattered it all over the globe. Has 2 points of gas venting, but cannot use barrel-mounted accessories. Uses 5.56mm NATO ammo.

Colt M16A2

Differing only in details from the M16A1, this weapon served the US for decades. The main change was a somewhat more robust construction, and a change from full-automatic to three-round burst fire. Has 3 points of gas venting, but cannot accept barrel-mounted accessories.

FN FAL/L1A1 SLR

A widespread weapon, available in a variety of versions: while some (the L1A1s) are capable only of semi-automatic fire, they also tend to be in the best condition: most were once British Army weapons. Other variants have selective-fire, folding stocks, heavy barrels, and so on. Robust, reliable and popular, although the ammunition is somewhat overpowered for an infantry rifle. Double recoil remaining after compensation. Equipped with 2 points of gas venting. Cannot use barrel-mounted accessories. Fires 7.62mm x 51 ammo.

H&K G-3

A simple, reliable, effective and widely-used weapon, the G-3 enjoyed widespread popularity and worldwide use. Of the same generation as the FN FAL, it shares the same overpowered ammunition. Double recoil remaining after compensation. Equipped with 2 points of gas venting. Cannot use barrel-mounted accessories. Chambered for the 7.62mm x 51 round.

Ruger Mini-14

Never a service military rifle, the Mini-14 family was nevertheless hugely popular both with civilian shooters and with police departments: the “conventional,” wood-stocked appearance of the weapon apparently made it more acceptable. Large numbers remain in circulation. Although folding-stock and selective-fire versions were produced, they are rare and unusual by comparison. 20- and 30-round magazines existed, but are scarce. Fires the 5.56mm NATO round.

Steyr AUG

One of the most versatile and widely-used weapons of the late 20th/early 21st century, the AUG was only slightly modified to become the current AUG-CSL weapon: many components are interchangeable. The weapon is highly modular: although only the standard assault rifle is widely available, barrels of different lengths can be found by the dedicated. The 9mm SMG version is rather rarer, but was used by a number of police and some special-forces units. Equipped with 2 points of gas venting and a Rating 2 optical sight. Cannot use top- or barrel-mounted accessories. Fires the 5.56mm NATO round.

Light Machine Guns

All LMGs come with stock and bipod as standard, and use all accessories unless otherwise stated.

RPK

The standard light support weapon of the Soviet Union, the RPK is simply an AK-47 with a longer, heavier barrel and bipod. Although rather mediocre as a sustained-fire weapon, its light weight, reliability, and commonality with the AK make it a usable and effective squad automatic weapon. Fires the 7.62mm x 39 round.

RPK-74

The squad support weapon version of the AK-74: as the AK-74 is to the AKM, so the RPK-74 is to the RPK. Has 3 points of gas venting, cannot use barrel-mounted accessories. Fires the 5.45mm x 45 round.

FN M249 “Minimi”

The standard squad automatic of the US Army for many years, the FN Minimi is an excellent light automatic weapon. Accepting either belt feed or using M16 magazines, the M249 acquired a reputation for reliability and effectiveness. Equipped with 2 points of gas venting. Cannot use barrel-mounted accessories. Uses the 5.56mm NATO cartridge.

Medium Machine Guns

RPD

The Russian belt-fed medium machine gun, this is a rather mediocre weapon, its poor handling characteristics and several design flaws redeemed by light weight and reliability. Its main virtue is its wide availability. Fires belted 7.62mm x 39 ammo.

M60

Nicknamed “the pig” by troops who carried it in Vietnam, the M60 was never an entirely successful weapon: heavy, bulky and with several awkward design features, the M60 left service in the 1990s. However, many were still in use by Reserve units during the Indian Campaigns, and remain available on the street market. Fires belted 7.62mm x 51 ammo.

M60E3

A modified M60 which attempted to eliminate as many of the faults as possible, the M60E3 was reasonably successful: however, some of the M60’s flaws proved to be intractable. Fires belted 7.62mm x 51 ammo.

M240/GPMG

A simple, reliable and effective medium machine gun, the FN MAG was adopted by the British Army for over fifty years: in the late 1990s the US armed forces adopted it also, finally replacing the ill-starred M60. The updated and modernized FN MAG-5 remains in production. Fires belted 7.62mm x 51 ammo.

Grenade Launchers

BG-15

A Russian weapon, a 30mm launcher designed to mount beneath an AK-74. Fires a 30mm high explosive grenade.

M203

A 40mm grenade launcher designed to mount underneath a M16 rifle, but adaptable to many other weapons. Fires 40mm grenades in a variety of natures (HE, smoke, etcetera).

M79

A single-shot 40mm grenade launcher, resembling nothing so much as a rather bloated short-barreled shotgun. Although nominally retired from service by the turn of the century, many were handed out to National Guard units or stolen by SAIM during the Indian Campaigns. Fires the same ammunition as the M203.

Conversion Rules

The basic conversion requires the damage code to be assessed.

Weapon Caliber Damage
Pistol .22LR, .32/7.65mm 6L
Pistol .380, ,38 Special 8M
Pistol 9mm, .357Mag, .45ACP, 40cal 9M
Pistol 10mm, 7.62mmx25, .44Mag, .454 10M
SMG 9mm, .380 6M
SMG 5.56mm, 5.45mm, .45ACP, .40cal 7M
Assault Rifle/LMG 4.7mm, 5.56mm, 5.45mm 8M
Assault Rifle/LMG 7.62mm x 39, .30 Carbine 7S
Assault Rifle/MMG 7.62mmx51 9S
Sniper/Sporting Rifle 7.62mmx51, .300 Win. Mag. 9S
Sniper/Sporting Rifle .338 Lapua, .30-06 12S

Subtract 1 from the Power Level for a significantly shorter barrel, e.g. a CAR-15 as opposed to a M16 or MP-5K as opposed to a MP-5A3. The break point for handguns is a barrel length of 7.5 centimeters or less.

Note: these codes are intended to fit my perception of existing weapons into the Shadowrun system. Gamemasters who wish to change them are welcome to do so: this is one reason I included these, so that changes could “ripple through” the system.

Ringing The Changes - Gunsmithing And Handloading

Firearms B/R: Concentrations are Gunsmithing (by weapon type), Handloading (By ammunition caliber), Repair (by weapon type)

Gunsmithing

Characters may well want to modify their weapons, and there is much that can be done: a lot of it is too fiddly to detail here (does it really matter, for game purposes, whether you use Pachmayr or Hogue grips?) Accessories with significant effects are listed here, however, in terms of doing the work yourself rather than having others do it.

A mechanical toolset (500¥) is required to carry out most gunsmithing work in addition to any specialist parts required. Note that parts cost is often considerably lower than the price of the accessory in the rules: this is because the book cost includes fitting charges. Apply the Cost Multiplier given to the price of the item, to find the “parts cost” of an item: in other cases the price is listed as a percentage of the base cost of the weapon.

Customization

As described in Fields of Fire. The cost of the parts is 50% of the base price of the weapon (custom grips, new trigger springs, shock buffers, etcetera), and a base time of 24 hours of work is required. Make a Firearms B/R (5) test to find the actual time taken. The result is an extra die available for the weapon’s owner when using that weapon (but a -1 die for anyone else using that weapon)

Gas Venting

Mounting a gas vent onto a weapon is a simple procedure, taking about one hour and a Firearms B/R (4) test. Optionally, it may need to be “tuned” to the weapon in question, requiring a Firearms (4) test and 100 rounds of ammunition before it functions at its full potential: until then it operates at (Rating - 1). Removing a gas vent requires a Firearms B/R (3) test and five minutes. Weapons which come with pre-installed gas venting lose that benefit when an additional vent is mounted (they are usually pierced barrels, rather than the add-on compensators).

Cost Multiplier: 0.8

Grenade Launchers

A grenade launcher can be added quite easily, in one hour with a Firearms B/R (4) test. Other items such as small shotguns, floodlights, etcetera are at the gamemaster’s discretion.

Two mounting systems are possible: one simply attaches the grenade launcher to the weapon, another attaches a mounting rail to the weapon. The grenade launcher then attaches to this rail, and can be quickly removed. The rail system allows a grenade launcher to be removed or mounted in a Complex Action: however, it imposes an additional -1 Concealability penalty, and adds 100¥ and 0.5kg to the cost and weight of the weapon. Other accessories may (again, gamemaster’s discretion) be attached to that rail in similar timescales.

Cost Multiplier: 0.9

Laser Sights

Laser sights operate on one of two principles. One, as in the book, is a small laser which projects a spot of light as an aiming aid. Advantages are small size, the ability to mount it either above or below the weapon-or to build it into the weapon’s structure-and the ease of using the weapon “from the hip.” The disadvantages are the visible beam (characters with thermographic goggles/cybereyes may use an IR laser, visible only to thermal vision systems, to counter this for an extra 100¥) and the limited range of the beam, especially in bright daylight.

Cost Multiplier: 0.7

The other system projects a bright dot into the firer’s field of view: older versions use a scope, later ones have a simple flat plate atop the weapon. The dot is aligned with the barrel. The advantage is the lack of any visible beam and the ability to use the weapon in bright daylight and longer ranges: the drawback is that the scope may only be top-mounted, and the weapon must be on the firer’s line of sight (e.g. fired from the shoulder, not the hip). See under Scopes for rules for fitting this, and for combining it with other types of sight.

A traditional laser sight may be mounted in thirty minutes with a Firearms B/R (4) test.

Cost Multiplier: 0.7.

Rangefinder

A rangefinder may be integrated into a laser sight or a scope, at double its normal cost (thus not using up a mount). These rangefinder-scopes have to be bought: availability is at gamemaster’s discretion, but for indication they exist today (the Parker-Hale LORUS is an example) so should not be too hard to find.

Mounting a standard rangefinder follows the procedure for a laser sight.

Cost Multiplier: 0.8

Scopes

Fitting an imaging scope to a weapon which has none requires two hours and a Firearms B/R (4) test to physically attach the mount and then the scope. If the weapon already has a scope of some sort, removing one and fitting another requires two Complex Actions and no test.

Once a scope has been fitted to a weapon, it must be zeroed, needing half an hour and 50 rounds. Make a Firearms (5) test: failure imposes a penalty of -1 at Short range, -2 at Medium range, etcetera as the scope’s line of sight and the weapon’s line of fire do not converge. Once a scope has been zeroed, it can be removed and refitted freely without rezeroing: only major derangement of the weapon (being thrown out of a window onto concrete, for instance) may require the scope to be reset.

For an additional 500¥, a scope may include a parallax-corrected aiming mark for rapid acquisition of targets: basically, you can combine a red-dot sight (see under Laser Sight) with a magnifying, low-light etc. scope.

Cost Multiplier for all scopes: 0.9

Shock Pads

A shock pad requires ten minutes and a Firearms B/R (4) test to fit.

Cost Multiplier: 0.7

Silencer

A silencer may be built from scratch in a workshop in six hours with a Firearms B/R (5) test and approximately 250¥ of materials. Fitting a silencer to a weapon not previously so equipped requires one hour and a Firearms B/R (4) test. A silencer may not be combined with gas venting, at least not by PCs without access to advanced design and manufacturing facilities.

Smartgun, External

The most basic external smartgun link simply provides targeting data and ammunition status to the firer. It mounts as if it were a standard scope, but requires an additional thirty minutes to wire the round-counter in to allow the shooter to track ammunition remaining. It does not provide the benefits of full cybernetic control of the weapon.

Cost Multiplier: 0.7

Smartgun, Internal

This is a considerably more extensive rework of the weapon, requiring a base time of 18 hours and a Firearms B/R (6) test. Parts cost is equal to the base price of the weapon.

Sound Suppresser

A suppresser may be built from scratch in a workshop in six hours with a Firearms B/R (5) test, requiring 500¥ of materials. Fitting a suppresser to a weapon not previously so equipped requires one hour and a Firearms B/R (4) test. A suppresser may include gas venting: double the time and cost to build the suppresser, and the price of the gas vent must be included. A combined gas-vent/suppresser requires tools and thirty minutes to remove without damaging it, and the gas vent functions at -1 to its rating.

Trigger Group (GM OPTIONAL)

A gunsmith may modify a weapon to alter the manner in which it fires. The scale is at the gamemaster’s discretion. Modifying a H&K HK227-S (SA/BF) to also fire full-automatic is quite trivial. Modifying an assault cannon to fire fully-automatic is manageable, although the weapon itself probably will not be.

Changing the trigger mechanism is a 4-hour job requiring a Firearms B/R (5) test and 10% of the base cost of the weapon. Suggested rules effects are as follows.

Removing/downgrading fire mode (e.g. SA/BF/FA to SA/BF only) - no penalty.

Adding lower fire mode (e.g. BF to SA/BF) - no penalty.

Semi-automatic weapon to any burst/automatic fire - weapon will fail from overstress within 20D6 shots, unless it is a “civilian” semi-automatic version of a full-auto weapon. (10% of weapon cost and 10 minutes to repair, requires a Firearms B/R (5) test)

Burst-fire to full-automatic - Normally no penalty but at gamemaster’s discretion.

Ultrasound Sights

Mounted as any other scope, but cannot be combined with any other adjunct other than a rangefinder. May also be under-barrel mounted, though, possibly on a quick-change rail mount.

Cost Multiplier: 0.8

Ammunition And Handloading

With cased ammunition, an option for those on a budget-or the perfectionist-to collect the fired cases, and re-use them. The equipment to reload ammunition costs 250¥ and basically comprises a press, dies, and powder measure. The fired case is cleaned, the old primer punched out and a new one fitted, a charge of powder dispensed into the case, then a new bullet seated, pressed and crimped into place.

The overhead cost (for primer and powder) is 10¥ per 100 rounds. Cases cost 50¥ for 250, or 180¥ for 1000, and have an attrition rate during repeated reloading of about 5% due to damage, distortion, cracks etc. Bullet cost is as follows:

Handloading requires a base time of one hour per 100 rounds required, and a Firearms B/R test with a target number of 4. Success reduces the time per 100 rounds by 10%, to a minimum of 50%: so 4 successes produces 100 rounds in 70% of an hour, or 42 minutes. A failure indicates one or more defective rounds: roll on the tables below.

Number of Defective Rounds (1D6)

Roll Result
1-2 1
3-4 2
5 3
6 See “All Rounds” below

Type of Defect (1D6)

1-2 Primer not fitted. Round is a dud. Perception (3) test to notice this when loading round into magazine or weapon.

3 Primer fitted backwards. Round is a dud. Perception (4) test to notice this when loading round into magazine or weapon.

4 Case splits when fired. Weapon requires a Strength (6) test to clear the chamber before it will work again.

5 Powder charge not dispensed. Round is a partial dud: when fired, bullet will lodge in barrel and require a Firearms B/R (4) test to remove , base time 1 minute.

6 Round accidentally overcharged with powder. Roll 1d6: on a 1, the weapon is damaged and non-functional, otherwise that round is loud and generates excess recoil, but otherwise has no adverse effect.

All Rounds (1D6)

1 Powder charge incorrect. Apply a +1 penalty to all shots at Medium range, +2 at all Long Range shots and +3 to any Extreme range shots. Also subtract 1 from weapon Power.

5-6 Powder charge incorrect. Apply a +1 penalty to all shots at Medium range, +2 at all Long Range shots and +3 to any Extreme range shots. Also add 1 to weapon’s Power Level. Weapon will fail from overstress after 10D6 rounds (10% of base price and Firearms B/R (4) to repair, base time ten minutes)

Either “All Rounds” effect may be noticed with a Firearms (5) test when the weapon is fired: undercharged rounds feel “sloppy,” overcharged are louder and sharper.

By careful experimentation with powder type and charge, bullet weight, etcetera, the accuracy of a weapon may be improved. For instance, my first pistol (a Smith and Wesson 4506) preferred 230-grain bullets over 4.4 grains of Bullseye, while my Glock 21 (same caliber) shoots noticeably better with 200-grain bullets and 5.7 grains of Red Dot. Careful choice of ammunition can reduce dispersion, but there is no “best” which can be looked up in a book.

To find the optimum ammunition type, a character must make up about a thousand rounds with varying charges, weights, powder etc. and test-fire them under controlled conditions, such as on a range or similar (about 40 hours total time) to measure the dispersion and reliability of each load. A Firearms (4) test, at the end of this, means the optimum combination has been found: all ammunition made to that formula provides one extra die for all Firearms tests made with that weapon.

The bad news is that the “best” load may be affected by any changes such as a new barrel, or by fitting a gas vent: any major changes to the weapon require that the process be gone through again. Identifying the ideal load is a task to be undertaken after you create the ideal weapon… Also, this load applies to a specific bullet type: an “accuracy load” in explosive rounds gives no help in determining the best combination for flechette.

Match Grade Ammunition

A similar effect can be obtained by the use of match grade ammunition, manufactured to tighter tolerances than most factory loads. Match-grade costs twice as much as standard ammunition in any given nature, including APDS. As with handloads, there are many variations and only experiment will allow the ideal to be determined: the character must expend 250 rounds in controlled conditions (about 10 hours total time) to identify the best brand and bullet weight. The result is the same, an extra die when using the weapon in combat. Likewise, any major change to the weapon results in the procedure having to be repeated.