Guns

#skill
Must specialize; TL; DX/Easy; Default: DX-4.

This is the ability to use a handheld chemical-propellant or massdriver projectile weapon. Roll against Guns skill to hit your target.

Make an IQ-based skill roll to take immediate action (e.g., eject a dud round), should your weapon fail.

You must specialize by weapon type. The available specialties vary by TL, but include one or more of:

Most of these specialties default to one another at -2, but defaults involving GL, Gyroc, or LAW are at -4 in either direction. The weapons covered by each specialty vary by TL. For example, Guns (Rifle) covers muzzleloaders at TL4, lever actions at TL5, and self-loaders at TL6+. In particular, ammunition varies with TL, from black powder and loose shot at TL4, to smokeless powder cartridges at TL6, to power cells and metallic slivers for TL9+ electromagnetic guns.

Familiarity is crucial here! Guns (Rifle) covers both bolt-action 12.7mm sniper rifles and 5.56mm assault rifles, but going from one to the other gives you -2 for weapon type (12.7mm to 5.56mm), -2 for action (bolt-action to self-loader), and -2 for grip (bipod to hand-held), for a total of -6 to skill until you familiarize yourself with all the differences.

Modifiers: All applicable ranged combat modifiers; -2 for an unfamiliar action (e.g., an automatic when you’re used to a revolver) or grip (e.g., a shoulder-fired antitank weapon when you’re used to a bipod), or for an unfamiliar weapon of a known type (e.g., a 5.56mm rifle when you are used to a 7.62mm rifle); -4 or more for a weapon in bad repair.

Source: B198