Weapons: Introduction

   
 

The following list is a selection of weapons that may be available as phys-reps, in either airsoft, replica or toy form, to the players of the SINergy live-roleplaying game. Weapon damage is classified mainly according to the size of the ammunition that that weapon would fire in reality, and not to the size of the gun. For example, the Colt 9mm SMG, a carbine version of the M16 Assault rifle fires 9mm ammunition, the same as an average pistol and therefore, when fired in single shot mode, would do the same damage, whereas a Detonics Combat Master pistol, a relatively small handgun, fires a .45acp round, giving it much more stopping power than the Colt when fired in this way. In summary, the Detonics pistol would do more damage than the Colt carbine (when firing single rounds), despite the carbine being physically larger. Size is not necessarily, the most important factor (Note: the Detonics and the Colt SMG are not included in this document, so don't go looking for them - check your nearest matrix node for more information).

This is by no means an exhaustive list, it just aims to detail most of those weapons that are potentially available as phys reps. Some weapons are included as an example of that type of weapon (e.g. 357 revolver, 44 revolver) and does not included every variant of every weapon available. Some are just included because they look cool.

Weapon

This is the manufacturers model name and/or number of the original version of the firearm, accompanied by a brief description of the weapon.

Calibre

The size of the ammunition accepted and fired by the weapon (See illustration for comparative sizes of cased (or jacketed) pistol ammunition). The damage inflicted by a weapon is primarily related to the ammunition that was fired and not the firearm.

Magazine Capacity

How many rounds of the specified ammunition can be held in the weapon either internally or in a removable box magazine.

Type

The type or configuration of weapon, largely dependent on calibre and use. There are a number of types of weapon:

Pistol - A single shot or semiautomatic weapon that is easily concealed and which may be fired accurately with one hand.

Sub-machinegun - A sub-machine-gun or SMG covers any type of weapon that can fire either automatically or semi-automatically using small calibre pistol ammunition.

Rifle - Assault rifles and battle rifles designed primarily for military use that fire large calibre ammunition, either automatically or semi-automatically.

Sniper and Anti-Material Rifle - Used to kill at long range, sniper rifles are often modifies assault or battle rifles, but more commonly, are purpose built. An anti-material rifle is, technically, only to be used against material - jeeps, light artillery, radio antennas, but hey, webbing, helmets and battle dress uniforms are also material, right ?.

Shotgun - A weapon that fires pellets, flechettes or slugs from a plastic-cased cartridge. Shotguns are usually only capable of low rates of fire, either through pump action or manual reloading but semi-automatic versions (often referred to as auto-shotguns or combat shotguns are available).

Machine Gun - A large, heavy support weapon, usually operated by a crew of two that fires rifle-sized ammunition at a high rate. These weapons are usually employed to provide heavy firepower to small infantry units.

Non-Lethal - For when you don't actually want to kill that person. If the bounty says "Wanted: Alive", then an assault rifle could possibly not be the best weapon for bringing in that perp. This category includes tasers, tranquillisers and non-lethal ammunition.

Archaic and Melee Weapons - Weapons used for hitting and stabbing (not that stabbing is an acceptable form of LRP combat) and cutting and those weapons that were around before what we consider modern weaponry - crossbows, swords, axes and knives.

Explosives - Things that go bang. Grenades (and launchers), mines and plastique.

Note: Heavy weapons like rocket launchers, anti-tank weapons and air to air missiles have not been included here because SINergy is set in a nightclub and the bouncers would have taken them off you and called the police - consider yourself lucky to have gotten in with that anti-material rifle sonny !..

Repair/Build Difficulty Levels - This is the Skill level necessary to build or repair an item. The first number is the Repair difficulty, the second, the Build difficulty. Repairing entails tasks like replacing a barrel or firing pin; replacing a hilt on a sword or the chain on a chainsaw. Building is the actual manufacture from scratch using factory supplied parts or components you have crafted yourself. To build or repair an item, your skill level must be 1 point higher than the difficulty level stated here (for example, if a Beretta 92F has a build difficulty of 2, then to build it yourself, you would need to have a Weaponsmith skill of 3, whereas to repair it, you would need a Weaponsmith skill of 2 - the Beretta's repair difficulty being 1). The time taken to build or repair an item is one time slot per level of difficulty. For every point over the successful Build/Repair rating that your skill or speciality is, the time taken is reduced by 1 time slot (1 week of your return sheet) to a minimum of 1 time slot. For example, a weaponsmith with a skill of 3 would take two weeks to build a Beretta 92F(minimum required skill), whereas, a weaponsmith with a skill of 5 would take 1 week (2 skill levels over the minimum, difficulty level 2, 2-2=0 =minimum 1 week).

Note: To build or repair things like complicated firearms, you will need a minimum amount of equipment and space, or access to equipment and space. Certain items would require laboratories, workshops, factories or even orbital facilities. The Equipment required for this would have to be discussed with a ref.

Rate of Fire

This column denotes how many rounds can be fired from the weapon with a single pull of the trigger. This can be altered on specific weapons by means of a fire selection switch. A weapon may have settings for single shot (1), three round burst (3) and also autofire (A) on it's fire selector switch. In the SINergy system, these different rates of fire have modifiers to the damage rating. See the combat system for details.

Availability/Cost

The difficulty rating (within the SINergy rules system) involved in obtaining this particular weapon. The difficulty rating equates to the skill level (in a relevant skill) that you (or a contact) would need to have in order to obtain this weapon. In addition, some weapons are only available to military or law enforcement personnel. For example, to obtain an FN 57 pistol (which has an availability of 1 and a legality of LE), you would need to have a skill level (or a contact with a skill level) of 2 in a relevant police or law enforcement based skill - in this case, a police officer or detective.

The cost of an item is the retail value, in EuroDollars, i.e. the amount that you would pay for it across the counter in most of Western Europe (assuming that you are in a legal position to do so). In the case of the items with a Legality of LE or M, it is the amount that the soldier or policeman would have to pay for his weapon should he need a replacement (without his trade discount). The second retail cost is the price that you would have to pay to have any serious repairs carried out on the item under the same circumstances as above.

Legality

Dictates whether the gun is legal or not. E.g. a medium pistol accompanied by a firearms licence would be considered legal. A military issue chain-gun would not - licence or otherwise. Some of the items in this glossary are only legal if in the possession of military or law enforcement personnel. This is denoted in the Legality column of the table by either LE (Law Enforcement) or M (Military). Unlawful possession of any of these items would be severely frowned upon by the Police. U (Universal) denotes that this item is commercially available over the counter, upon production of a SIN card with a firearms licence rating (unless of course, it's something like an axe, in which case you would not need a firearms rated licence, however, a crossbow or a chainsaw may require the correct authorisation - check local government policy for details).

Damage

The damage done (within the SINergy combat system) to a target when the weapon is fired. In the SINergy combat system, some guns may have two numbers attached to them, separated by a slash (/). The first of these numbers is the damage that the weapon does as default. This will be the damage called if higher than your weapon skill. The second of the two is a modifier that you would add to your firearms SPECIALISATION if it is equal to or greater than the first number of the weapons damage rating.

For example, if we take the Heckler and Koch MK23, which has a damage rating of 2/+1. The average Joe on the street, with a handgun skill of 1 would take the H&K's default rating as his damage call. When this pistol is in the hands of a professional, a US Navy SeAL, with a handgun rating of 5 and a pistol specialisation of 1 (making a total pistol skill of 6) he would use the modifier to add to his skill - making a damage call of 7. Considerably more dangerous with that pistol than Joe Average.

Some weapons have no modifier value. This is to signify that the weapon is fairly generic, and little difference to the accuracy or damage would be encountered when used by more a competent marksman. Weapons can also be modified through the use of cyberware, optical or electronic sights and enhanced ammunition. These are not detailed as they are too numerous. Use your imagination and make that weapon truly yours, and ensure that all modifications, blags and flanges are authorised with the refs.

Reloading: Quick Note

Every firearm has a magazine capacity. When this capacity has been reached through sustained gunfire, you WILL be required to roleplay reloading your weapon. If you are using an airsoft or replica weapon and have spare magazines or shells, eject the spent ammo and replace with a full clip (at the very least, eject the magazine, pretend to find another and put it back in again). For weapons that do not have magazines, pretend to go through the above reloading motions for a slow count of five.