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The fires of World War III have burnt down into muted, glowing embers of urban combat and gang skirmishes. In Cybersphere's
world of hard-edged survival, guns are vital elements of style and defense: Don't leave home without them.
Most firearms in use are over 50 years old, refurbished and scavenged remnants of military stockpiles. High technology gun
research continues, with most modern weapons reserved for clandestine militaries and corperate security forces. A pervasive black
market trades in the most high-end models, while low-end firearms are as easy to obtain as a pack of cigarettes or a pair of sunglasses.
Cybersphere incorporates a dizzying array of firearms and ammo too numerous to list here; most Solos and gunslingers select their
tools from experience and word of mouth. Inspecting a gun yields some insight into what type of firearm category it represents...
with a little bit of research below, you can choose the right gun to suit your tactics, fighting styles, and adversaries.
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| Also called "pistols", the handgun's simplicity, single-handed use, and concealability have made this gun class popular with urban fighters and gangers. Their small size sacrifices a degree of accuracy, power, and range; but they can be used in a pinch for close-quarters combat. Handguns come in two flavors: revolvers and autoloaders. Revolvers are simpler to use and more dependable, but suffer from small magazine sizes and inconvenient reloading. Autoloaders are quicker and easier to reload, but complex and slightly less dependable. |
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| The shotgun is a unique weapon class with striking advantages and equally striking disadvantages. Shotguns are enormously powerful: They spray shot over a wide area, making precise aim less important. On the other hand, they suffer at long ranges, where their low muzzle velocities result in poor penetration and accuracy. Pistol-grip and rifle-style models all see wide use in Cybersphere's room-to-room urban warfare. |
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| Rifles (including semi-automatic and assault rifles) are moderately bulky firearms that fire high-velocity ammunition, have large magazine capacities, and while lethal at medium ranges, tend to lose accuracy and penetrating power at extreme range. Assault versions tend to be more compact with autofire and burst capabilities: In single-shot (semi-auto) mode, these firearms possess the accuracy of a longarm rifle, but autofire modes require strength and training normally associated with SMG users. With their large size, restrictive cost, and relative complexity, rifles see limited close-range urban use but are popular amongst Nomads and Wastelanders. |
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| Submachineguns (or "SMGs") are compact guns designed to autofire pistol-type ammunition. In form and function they resemble a cross between pistols and assault rifles. In single-shot mode, they can be fairly accurate and most resemble the feel of a rifle. In full auto modes, SMGs are notorious for inaccuracy, recoil, and shot dispersal, especially at long ranges. |
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| Nonlethal firearms (also called "stun guns") are designed to render targets helpless rather than kill them. They rely on electric shock, anesthetics, rubber bullets, or capsules of entangling polymers. Dedicated stun weapons tend to be compact and built around the feel and weight of heavy handguns and pistols. Regular firearms can sometimes be loaded with specialized stun ammunition. Both dedicated and converted stun guns suffer from slightly reduced ranges and accuracy. |
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| While not strictly firearms, launchers include rifle-like weapons designed to project grenades and other special-purpose ammo downrange. At the extreme end of the spectrum are shoulder-fired launch tubes and recoiless rifles suited to high intensity milspec operations. All launchers are bulky, somewhat unwieldy, heavy weapons with long ranges but limited accuracy against point targets. |
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| Fragmentation | Damages several targets with blast, frag, and concussion effects. | |
| Flashbang | Stuns targets with light, heat, smoke, and concussion effects. | |
| Thermite | Disperses incendiary gel, intense heat, and flame over an area. | |
| CS | Disperses "tear gas" over an area, affecting respiratory systems of unprotected targets. | |
| EMP | Electromagnetic pulse shorts electrical systems, damages electronics, disables computers and cyberware. | |
| Polymer | Disperses polymer "goo" across an area, entangling and immobilizing targets. | |
Due to poor storage conditions, ambient radiation, and acidic rainwater moisture, many grenade fuses become unstable after a few weeks of
unused storage. Decayed fuses can cause duds and "zero fuse" detonations, where the grenades explode without safety delays.
Ammunition
In general, basic pistol ammo tends to be low velocity and high mass, while basic rifle ammo consists of high velocity, lighter rounds.
Basic shotgun ammo is an opposite extreme, with very heavily loaded rounds fired at extremely low velocities.
Choosing the right kind of specialized ammunition is important: Firearm performance against targets of various hardness and armor will
vary widely depending on proper (or improper) selection. The main tradeoffs are between armor penetration and damage, because a
penetrating round will tend to blow through an unarmored target, leaving it relatively undamaged, while a damage maximizing
round will tend to shatter against even a lightly armored target, leaving it unharmed. Some representative ammo classes are listed below:
| Standard | Technically known as "ball ammo", a metal-jacketed bullet. | |
| Hollowpoint | Increased damage against unarmored targets, poor penetration against armor. Nicknamed "dum-dum" ammo. | |
| AP | Armor piercing: dense penetrating slug or teflon tip tends to blow through unarmored targets. | |
| Flechette | Rare, expensive dart-like projectiles penetrate light armor, delivering high damage. | |
| Baton | Short-range soft "rubber" rounds, while nonlethal, can cause serious injury from blunt trauma. | |
| Polymer | Round contains a capsule of polymer "goo" which spreads across impact area, entangling the target. | |
| Hot Load | Increased propellant load results in better penetration, damage at the expense of reliability. | |
| Cold Load | Decreased propellant load sacrifices damage, penetration for stealth and silence. | |
| HESH | Hi Explosive Squash Head: Milspec ammo with an embedded warhead, devastating against unarmored targets. | |
| HEAP | Hi Explosive Armor Piercing: Milspec ammo with a shaped charge, most effective against armor. | |
| Shot shell | Standard shotgun pellet ammo. Reduced penetration overall, but powerful at close range. | |
| Slug shell | Dense shotgun penetrator ammo. Increased penetration overall, greatly reduced impact at medium-long range. | |
| Web shell | Nonlethal shotgun ammo disperses a polymer web across the target. | |
| CS shell | Disperses "tear gas" across a small area, affecting respiratory systems of unprotected targets. | |
High radiation levels, acid rain, and a host of other environmentals have rendered most ammunition powder and propellant unstable; stockpiles often decay a few days after being unsealed.