Jane's Small Arms: 2058 edition. The firearms in this century are remarkably similar to those used in the previous 100 years. Mainly because the firearm reached a plateau of development in the early 1980's, were no further improvements in firepower, stooping power, or ammunition capacity were possible. Only changes in materials science made slight changes in the weight of the firearm and self contained cartridge. During the turn of the last century, the last major improvements to the firearm were made. First, the bullup design (placing the action and magazine behind the trigger group) was perfected in weapons such as the Styer Aug and IMI Tavor. Then, case-less ammunition (using a self-consuming solid propellant in place of a metallic cartridge holding a powder charge) made its practical debut in the H&KG11. And finally the helixical magazine (making high capacity (100 rounds or more) magazines a practical reality) was first used in the Calico series of machine pistols and submachine guns. Otherwise, one could find no operational difference between a 1980's M16A1 and an M03 12.7x34mm helixical magazine heavy assault weapon. Firearms rules: Damage is determined by your margin of success (MOS). (MOS + Firearms Skill) * firearm damage multiplier *3 if the shot hits the head *2 if a natural 10 is rolled to hit This damage is done to a randomly determined hit location unless you specified a target. If you fired a double tap, roll another hit location and add one. If your second roll totals 11, then consult your strength and your weapon's recoil; if your strength is more than the recoil you hit the lowest possible hit location as you yank the bucking bronco down. If the recoil of the firearm exceeds your strength statistic your shot flies wide as the gun yanks your mitts off target. Bursts expend the weapon's full Rate Of Fire (ROF) for each burst action. Hitting with a burst deals your MOS in possible wounds. Roll your random hit location, this is where the first shot lands. Each successive round lands at the next highest hit location number, until you run out of rounds fired or you move off the chart. At this point roll your auto-weapons skill + strength VS. the rounds fired + your weapon's recoil value or suffer the burst penalty on your next action. Determining Firearms Damage Multiplers and Penetration: Damage and pennetration is determined by three factors; caliber, propelant amount, and barrel length. Damage multipliers come from Caliber, while pennetration comes from propelant amountand is further increased by barrel length and bullet shape/mass. caliber american metric propellant base damage multipler penetration .22 4mm pistol 1.5(round up) 0 .32 6mm pistol 2 1 .38 9mm pistol 3 2 .40 10mm psitol 3 3 .45 11mm pistol 4 3 .357 12mm pistol 4.5(round up) 4 - 12.7mm pistol 6 4 .44 - pistol 5 4 .50AE 14mm pistol 5 4 .454 - pistol 5.5(round up) 5 .223 5.56mm rifle 4 4 - 5.45x36mm rifle 4.5(round up) 4 - 7.62x39mm rifle 5 5 .30-06/ .308 7.62x59 rifle 5 6 .45-70 10mm rifle 5 6 .50BMG 12.7mm rifle 6 7 base pennetration is from a 4" barell, each extra 3" add +1 to Penn. to a max of 16". Each inch less than 4 reduces the damage and Penn. by one to a min of 1 for dam, and 0 for Penn. Pistol: 1-6" Machine Pistol: 6-9" SMG: 10-12" Rifle: 12-16+" note: each extra 3" adds +1 to accuracy untill 30" Recoil: recoil is the average of your damage multiplier and your pennetration, minus the penetration bonus from barrel length, min 1. Rates of fire: 1 shot single action (one action to cock) 1 shot double action double tap w/double action 3 round burst 8 rounds per one second action for pistol cartriges 6 rounds per second for for rifle cartriges weapon stat line: Accuracy Damage Penn ROF Recoil