Advanced Guns (CP2020)

One of the most appealing things about the CP2020 is the wide assortment of firearms available to players and NPC's. Unfortunately, a lot of the terms used to describe these guns is incorrect, or based on flawed assumptions. As a result, we will use the following rules for types of guns. In general, it is not possible to switch a gun between these different types, due to the wildly different engineering involved. Guns are available in several levels, using the listed guns as a baseline.

Brass or Steel Cased Firearms: No longer in production, guns using a standard metal cartridge are the ones used from the mid 19th to the early 21st Centuries. Because millions of these were made, and hundreds of billions of rounds were manufactured, many of these guns are actually still in use in rural areas, wastelands, and among nomads. They have the advantage that both spare parts and ammunition can be easily manufactured using only the most primitive of facilities. Examples include the M-16, the AK-47, and the 1911 pistol. No special rules are required to simulate these guns, though nearly all will be 1/2 list price, and -1 REL.

Telescopic-Ammunition Firearms: This is the basic sort of firearm listed in the CP2020 rules and official supplements. It is functionally similar to the older stuff, save that the bullet is actually embedded in the case itself. This ammunition is more complex to manufacture, but is lighter and smaller than older brass cased ammo. This accounts for the somewhat larger magazine capacity between CP2020 firearms and older guns of the same type. This type of gun is perhaps the most commonly found firearm in 2095. No special rules are required to simulate these guns.

Caseless Firearms: Weapons use this sort of ammunition, which leaves nothing behind for the gun to jam on. The propellant is packed around the projectile; the slug exits the barrel, and the propellant is consumed. Either option allows for smaller rounds and simpler mechanical actions. This level represents the "State of the Art" in common military usage - you will not find these on the street very often. To simulate a caseless firearm, simply select an existing listed gun; x2 COST, +1 ROF, and x2 MAG. 

Liquid Propellant Firearms: This more advanced form of firearm stores the propellant separately from the projectile, sometimes as two separate fluids (binary). This allows for both a larger magazine capacity than cased ammunition, as well as the ability to vary the power of an individual shot. This flexibility comes at the cost of complexity... liquid propellant firearms are more delicate than other types. To simulate a liquid propellant firearm, simply select an existing listed gun; x3 COST, x2 MAG, -1 REL, and the ability to select one of the following fire modes:

Electrothermal Firearms: A variant of liquid propellant, the "Electrothermal" gun uses a sustained push rather than a single explosion, resulting in a much smoother shot that goes farther, hits harder, and travels more accurately. These weapons tend to be long, bulky, and temperamental about maintenance. To simulate such a weapon, simply select an existing gun; x5 COST, +1 ACC, x1.5 RANGE, +1pt DAM per d6 listed, REL drops one step.Gauss Weapons, Beam Weapons, and Microwavers: These exotic weapons are rare and different enough that they require no changes. Use them as written, and assume that their appearance in most cases will be considered a surprising thing. Some of these weapons will produce panic among targets who are unphased by normal guns, simply due to their unfamiliarity.