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This rules out the prime sniper rifles like the Barret Model 122 - it is a 20F weapon for close to 40000$ and thus out of reach of a starting runner anyway, because niminallynormally an Availability of 12 is top at the start. This means, we have to cut down our expectations some. After going through the Core rules, the Run & Gun and the Gun H(e)aven 3, the following guns presented itself to me as fitting the definitions above - all of them are used with the rifles skill.

A decent contestor that comes with a scope. It exchanges damage with breakignbreaking armor.

You don't need a full blown-blown sniper rifle, if you can have the springfieldSpringfield. Nice price, good punch and well accurate, huge magazine (20!) and a hefty fine scope, this one is clearly the most top notch-notch machine we have in this collection. If you have the funds, this one can be one of your crown jewels.

The more pricy hunting rifle choice, with a smaller magazine in comparison to the Ruger, but more punch. Shoots slower also, and doesn't bring a scope or shock pad. Still, if you need the damage and are good enough to make the extra accuracy count, THIS can be your crown jewel. It can't take a Bipodbipod or under barrel acessory-barrel accessory though.

The benefit of shotguns is their ammo: loading them with either buckshot or massive slugs could be "regular", but some GMs count buckshot as flechette,: ask yours. Both bullet types can't be identified onto a gun afterwards because both deform extensively after the shot - and shotguns don't have a rifling to begin with! Also nice is gel.

Your good old gas operated-operated shotgun with a pump action-action backup. You can shorten it if you need to make it concealable, and it is cheap. Have a long and a short if you can spare the 1000 bucks for both. And you can license them as hunting weaponry. Not the most accurate though.

Need something to pack a lot of ammo? This is your Gotogoto! itIt is cheap, it has the largest capacity available on a non-forbidden shotgun, and it can be licensed. It is RARE though, so if you license it, you will get almost instantly recognized, if you use it. But if you are a troll, the adjustment is free.

Two-barreled shotgun with a huge punch, a hunting weapon, and it can be shot as a short, 2-ammo burst. A bit pricey, but it is a weapon of style and it is accurate in contrast to most rifles.

Just included for the price, this Assaultassault shotgun can't be licensed. It is a killer, it can shoot fast, but you can't license it - but if you live under the radar, you don't have to license your weapons. Better don't try with most. If you get this one, you get it out orof the hiding spot, when things go ugly. REALLY ugly.

Pump Action-action goodness in modern style, large ammo (7!), well available and comes with a laser sight and a retractable stock,: this one is a nice backup weapon for a sniper.

1 - Ask your GM if thisthis one counts as a rifle or an exotic weapon

Laser Sightsight for a cheap Accuracy +1 is a must if you can't afford Smart (external isn't too pricy though) - plus it can be back up the intimidation of your front guy.

Licenses are a double edged sword: A license can make life easy when getting somewhere. But it means the state knows your gun, and you better not leave identifyableidentifiable ammo andor casings behind. And you need to tie a license to an ID. So bette rinvestbetter invest in a really good fake if you want to go the (partly) licensed way. Hunting license is by the way probably the most encompassing and best available - as you can justify a lot of the above weapons (save the SPAS) as hunting equipment. At least licenses are somewhat cheap...

Each type of item/activity permission requires a separate license. Things that require licenses include hunting (bow and rifle), possession of a firearm, concealed carry of a firearm (separate license), spellcasting, and any Restrictedrestricted gear or augmentations, etc.Core p.443

Now, the list just needs one firearm skill: Rifles. Pack rifles and a good agility score - summing 9 to 12 - and you are well set for a start. Specialise in your chosen rifle type (Sniper, Sporting rifle or Shotgun) and you come to a pool of 11 to 14 before bonus like smartSmart. SmartgunSmart gun or laserpointerlaser pointer can get out one or two more dice together with better accuracy (read up on your item of choice!). So your pool might be anywhere between 9 and 16 - the last though is a hardcore specialist.

And (looking down) you might want to put some points into charismaCharisma and negotiationNegotiation, or buy a good gun dealer as a connection to acquire ammo and guns in game.

However, you might want to buy off Market-market. Illegally. Then you roll dice! Negotiation + Charisma with Social limiter verses the availability... Oh, notice something? You will need to beat some pretty nice pools for some of the more equisiteexquisite ones, but for most guns on my list, the pools shpouldshould be beatable with a good roll. Remember you can use Edge for more dice and you could throw money at the problem for extra dice (25% per extra die, up to 16 extra dice for 400% are possible2).

You might want a new ID with Licenses at some point... then you have to buy illegally, and IDs don't come cheap - 1000 per level plus License fee makes them quickly the single most expensive item on any street level-level runner, and after the chrome the second most one for many StreetSams. Better get one good and some bad ones to burn during Chargenchargen.

someoneSomeone at the publisher should learn math: 400%/25%=16

This rules out the prime sniper rifles like the Barret Model 122 - it is a 20F weapon for close to 40000$ and thus out of reach of a starting runner anyway, because niminally an Availability of 12 is top at the start. This means, we have to cut down our expectations some. After going through the Core rules, the Run & Gun and the Gun H(e)aven 3, the following guns presented itself to me as fitting the definitions above - all of them are used with the rifles skill.

A decent contestor that comes with a scope. It exchanges damage with breakign armor.

You don't need a full blown sniper rifle, if you can have the springfield. Nice price, good punch and well accurate, huge magazine (20!) and a hefty fine scope, this one is clearly the most top notch machine we have in this collection. If you have the funds, this one can be one of your crown jewels.

The more pricy hunting rifle choice, with a smaller magazine in comparison to the Ruger, but more punch. Shoots slower also, and doesn't bring a scope or shock pad. Still, if you need the damage and are good enough to make the extra accuracy count, THIS can be your crown jewel. It can't take a Bipod or under barrel acessory though.

The benefit of shotguns is their ammo: loading them with either buckshot or massive slugs could be "regular", but some GMs count buckshot as flechette, ask yours. Both bullet types can't be identified onto a gun afterwards because both deform extensively after the shot - and shotguns don't have a rifling to begin with! Also nice is gel.

Your good old gas operated shotgun with a pump action backup. You can shorten it if you need to make it concealable, and it is cheap. Have a long and a short if you can spare the 1000 bucks for both. And you can license them as hunting weaponry. Not the most accurate though.

Need something to pack a lot of ammo? This is your Goto! it is cheap, it has the largest capacity available on a non-forbidden shotgun, and it can be licensed. It is RARE though, so if you license it, you will get almost instantly recognized, if you use it. But if you are a troll, the adjustment is free.

Two-barreled shotgun with a huge punch, hunting weapon, and it can be shot as a short, 2-ammo burst. A bit pricey, but it is a weapon of style and it is accurate in contrast to most rifles.

Just included for the price, this Assault shotgun can't be licensed. It is a killer, it can shoot fast, but you can't license it - but if you live under the radar, you don't have to license your weapons. Better don't try with most. If you get this one, you get it out or the hiding spot, when things go ugly. REALLY ugly.

Pump Action goodness in modern style, large ammo (7!), well available and comes with a laser sight and a retractable stock, this one is a nice backup weapon for a sniper.

1 - Ask your GM if this one counts as a rifle or an exotic weapon

Laser Sight for a cheap Accuracy +1 is a must if you can't afford Smart (external isn't too pricy though) - plus it can be back up the intimidation of your front guy.

Licenses are a double edged sword: A license can make life easy when getting somewhere. But it means the state knows your gun, and you better not leave identifyable ammo and casings behind. And you need to tie a license to an ID. So bette rinvest in a really good fake if you want to go the (partly) licensed way. Hunting license is by the way probably the most encompassing and best available - as you can justify a lot of the above weapons (save the SPAS) as hunting equipment. At least licenses are somewhat cheap...

Each type of item/activity permission requires a separate license. Things that require licenses include hunting (bow and rifle), possession of a firearm, concealed carry of a firearm (separate license), spellcasting, and any Restricted gear or augmentations, etc.Core p.443

Now, the list just needs one firearm skill: Rifles. Pack rifles and a good agility score - summing 9 to 12 - and you are well set for a start. Specialise in your chosen rifle type (Sniper, Sporting rifle or Shotgun) and you come to a pool of 11 to 14 before bonus like smart. Smartgun or laserpointer can get out one or two more dice together with better accuracy (read up on your item of choice!). So your pool might be anywhere between 9 and 16 - the last though is a hardcore specialist.

And (looking down) you might want to put some points into charisma and negotiation, or buy a good gun dealer as a connection to acquire ammo and guns in game.

However, you might want to buy off Market. Illegally. Then you roll dice! Negotiation + Charisma with Social limiter verses the availability... Oh, notice something? You will need to beat some pretty nice pools for some of the more equisite ones, but for most guns on my list, the pools shpould be beatable with a good roll. Remember you can use Edge for more dice and you could throw money at the problem for extra dice (25% per extra die, up to 16 extra dice for 400% are possible2).

You might want a new ID with Licenses at some point... then you have to buy illegally, and IDs don't come cheap - 1000 per level plus License fee makes them quickly the single most expensive item on any street level runner, and after the chrome the second most one for many StreetSams. Better get one good and some bad ones to burn during Chargen.

someone at the publisher should learn math: 400%/25%=16

This rules out the prime sniper rifles like the Barret Model 122 - it is a 20F weapon for close to 40000$ and thus out of reach of a starting runner anyway, because normally an Availability of 12 is top at the start. This means, we have to cut down our expectations some. After going through the Core rules, the Run & Gun and the Gun H(e)aven 3, the following guns presented itself to me as fitting the definitions above - all of them are used with the rifles skill.

A decent contestor that comes with a scope. It exchanges damage with breaking armor.

You don't need a full-blown sniper rifle, if you can have the Springfield. Nice price, good punch and well accurate, huge magazine (20!) and a hefty fine scope, this one is clearly the most top-notch machine we have in this collection. If you have the funds, this one can be one of your crown jewels.

The more pricy hunting rifle choice, with a smaller magazine in comparison to the Ruger, but more punch. Shoots slower also, and doesn't bring a scope or shock pad. Still, if you need the damage and are good enough to make the extra accuracy count, THIS can be your crown jewel. It can't take a bipod or under-barrel accessory though.

The benefit of shotguns is their ammo: loading them with either buckshot or massive slugs could be "regular", but some GMs count buckshot as flechette: ask yours. Both bullet types can't be identified onto a gun afterwards because both deform extensively after the shot - and shotguns don't have a rifling to begin with! Also nice is gel.

Your good old gas-operated shotgun with a pump-action backup. You can shorten it if you need to make it concealable, and it is cheap. Have a long and a short if you can spare the 1000 bucks for both. And you can license them as hunting weaponry. Not the most accurate though.

Need something to pack a lot of ammo? This is your goto! It is cheap, it has the largest capacity available on a non-forbidden shotgun, and it can be licensed. It is RARE though, so if you license it, you will get almost instantly recognized if you use it. But if you are a troll, the adjustment is free.

Two-barreled shotgun with a huge punch, a hunting weapon, and it can be shot as a short, 2-ammo burst. A bit pricey, but it is a weapon of style and it is accurate in contrast to most rifles.

Just included for the price, this assault shotgun can't be licensed. It is a killer, it can shoot fast, but you can't license it - but if you live under the radar, you don't have to license your weapons. Better don't try with most. If you get this one, you get it out of the hiding spot when things go ugly. REALLY ugly.

Pump-action goodness in modern style, large ammo (7!), well available and comes with a laser sight and a retractable stock: this one is a nice backup weapon for a sniper.

1 - Ask your GM if this one counts as a rifle or an exotic weapon

Laser sight for a cheap Accuracy +1 is a must if you can't afford Smart (external isn't too pricy though) - plus it can be back up the intimidation of your front guy.

Licenses are a double edged sword: A license can make life easy when getting somewhere. But it means the state knows your gun, and you better not leave identifiable ammo or casings behind. And you need to tie a license to an ID. So better invest in a really good fake if you want to go the (partly) licensed way. Hunting license is by the way probably the most encompassing and best available - as you can justify a lot of the above weapons (save the SPAS) as hunting equipment. At least licenses are somewhat cheap...

Each type of item/activity permission requires a separate license. Things that require licenses include hunting (bow and rifle), possession of a firearm, concealed carry of a firearm (separate license), spellcasting, and any restricted gear or augmentations, etc.Core p.443

Now, the list just needs one firearm skill: Rifles. Pack rifles and a good agility score - summing 9 to 12 - and you are well set for a start. Specialise in your chosen rifle type (Sniper, Sporting rifle or Shotgun) and you come to a pool of 11 to 14 before bonus like Smart. Smart gun or laser pointer can get out one or two more dice together with better accuracy (read up on your item of choice!). So your pool might be anywhere between 9 and 16 - the last though is a hardcore specialist.

And (looking down) you might want to put some points into Charisma and Negotiation, or buy a good gun dealer as a connection to acquire ammo and guns in game.

However, you might want to buy off-market. Illegally. Then you roll dice! Negotiation + Charisma with Social limiter verses the availability... Oh, notice something? You will need to beat some pretty nice pools for some of the more exquisite ones, but for most guns on my list, the pools should be beatable with a good roll. Remember you can use Edge for more dice and you could throw money at the problem for extra dice (25% per extra die, up to 16 extra dice for 400% are possible2).

You might want a new ID with Licenses at some point... then you have to buy illegally, and IDs don't come cheap - 1000 per level plus License fee makes them quickly the single most expensive item on any street-level runner, and after the chrome the second most one for many StreetSams. Better get one good and some bad ones to burn during chargen.

Someone at the publisher should learn math: 400%/25%=16

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Now, after looking at the street-level contenders for a Gunbunny's arsenal, let's look at how to make them better somewhat and what else we should consider.

AddonsWeapon Add-ons

 

Skills & Attributes

Now, the list just needs one firearm skill: Rifles. Pack rifles and a good dexterityagility score - summing 9 to 12 - and you are well set for a start. Specialise in your chosen rifle type (Sniper, Sporting rifle or Shotgun) and you come to a pool of 11 to 14 before bonus like smart. Smartgun or laserpointer can get out one or two more dice together with better accuracy (read up on your item of choice!). So your pool might be anywhere between 9 and 16 - the last though is a hardcore specialist.

 

Before chargen, we just say "GM, I have some guns I want, what is the maximum availability and resources?" - everything that has a lower availability number than he said, you can buy, as long as you can stem the costs. It doesn'tevendoesn't even matter if the gun is restricted or forbidden. You get it, no strings attatched. If you want it is licensed, if you want it is entirely out of the books of anyone.

For some Karma spend on the Restricted GearRun & Gun trait, you even get get a higher availability, but you still need to pay up.

But what ever you want, as long as you pay up, you get it, no strings attatched. If you want it is licensed, if you want it is entirely out of the books of anyone.

You might want a new ID with Licenses at some point... then you have to buy illegally, and IDs don't come cheap - 1000 per level plus License fee makes them quickly the single most expensive item on any street level runner, and after the chrome the second most one for many StreetSams. Better get one good and some bad ones to burn during Chargen.

Addons

Skills

Now, the list just needs one firearm skill: Rifles. Pack rifles and a good dexterity - summing 9 to 12 - and you are well set for a start. Specialise in your chosen rifle type (Sniper, Sporting rifle or Shotgun) and you come to a pool of 11 to 14 before bonus like smart. Smartgun or laserpointer can get out one or two more dice together with better accuracy (read up on your item of choice!). So your pool might be anywhere between 9 and 16 - the last though is a hardcore specialist.

Before chargen, we just say "GM, I have some guns I want, what is the maximum availability and resources?" - everything that has a lower availability number than he said, you can buy, as long as you can stem the costs. It doesn'teven matter if the gun is restricted or forbidden. You get it, no strings attatched. If you want it is licensed, if you want it is entirely out of the books of anyone.

You might want a new ID with Licenses... then you have to buy illegally, and IDs don't come cheap - 1000 per level plus License fee makes them quickly the single most expensive item on any street level runner. Better get one good and some bad ones to burn during Chargen.


Now, after looking at the street-level contenders for a Gunbunny's arsenal, let's look at how to make them better somewhat and what else we should consider.

Weapon Add-ons

 

Skills & Attributes

Now, the list just needs one firearm skill: Rifles. Pack rifles and a good agility score - summing 9 to 12 - and you are well set for a start. Specialise in your chosen rifle type (Sniper, Sporting rifle or Shotgun) and you come to a pool of 11 to 14 before bonus like smart. Smartgun or laserpointer can get out one or two more dice together with better accuracy (read up on your item of choice!). So your pool might be anywhere between 9 and 16 - the last though is a hardcore specialist.

 

Before chargen, we just say "GM, I have some guns I want, what is the maximum availability and resources?" - everything that has a lower availability number than he said, you can buy, as long as you can stem the costs. It doesn't even matter if the gun is restricted or forbidden.

For some Karma spend on the Restricted GearRun & Gun trait, you even get get a higher availability, but you still need to pay up.

But what ever you want, as long as you pay up, you get it, no strings attatched. If you want it is licensed, if you want it is entirely out of the books of anyone.

You might want a new ID with Licenses at some point... then you have to buy illegally, and IDs don't come cheap - 1000 per level plus License fee makes them quickly the single most expensive item on any street level runner, and after the chrome the second most one for many StreetSams. Better get one good and some bad ones to burn during Chargen.

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TL;DR: You don't acquire weapons and licenses via skills in Chargen.

  • Rifle types (So Sniper & Shotgun classes)
  • cheap
  • best not low quality
  • means to increase quality
  • possibly the licenses
  • All useable with one singular skill

We don't know the exact money or availability limit, but we can check out the arsenal what is relatively available at all (9), licenseable (R) and not overly expensive (3000$ or less), as that is often to be considered street level, at least around my circles.

This rules out the prime sniper rifles like the Barret Model 122 - it is a 20F weapon for close to 40000$ and thus out of reach of a starting runner anyway, because niminally an Availability of 12 is top at the start. This means, we have to cut down our expectations some. After going through the Core rules, the Run & Gun and the Gun H(e)aven 3, the following guns presented itself to me as fitting the definitions above - all of them are used with the rifles skill.

Now, we have our weapons... What to add to them to increase efficiency? For each and every sniper/huintinghunting/sporting rifle that doesn't come with one, get yourself a scope! It will make you much better at the ranges you want to fight with them.

Laser Sight for a cheap Accuracy +1 is a must if you can't afford Smart (external isn't the worsttoo pricy though) - plus it can be back up the intimidation of your front guy.

Silencer (9f) is also a very nice addition, but you need to get it on the black market in game and hide it well.

Pack a few spare clipsclips for those guns that use them (c), as Shadowrun doesn't support magazines other than internal ones (m)...

Licenses are a double edged sword: A license can make life easy when getting somewhere. But it means the state knows your gun, and you better not leave identifyable ammo and casings behind. And you need to tie a license to an ID. So bette rinvest in a really good fake if you want to go the (partly) licensed way. Hunting license is by the way probably the most encompassing and best available - as you can justify a lot of the above weapons (save the SPAS) as hunting equipment. At least licenses are somewhat cheap...

And (looking down) you might want to put some points into charisma and negotiation, or buy a good gun dealer as a connection to acquire ammo and guns in game.

Before chargen, we just say "GM, I have some guns I want, what is the maximum availability and resources?" - everything that has a Lowerlower availability number than he said (No meatter if it is Restricted or Forbidden), you can buy, as long as you can stem the costs. It doesn'teven matter if the gun is restricted or forbidden. You get it, no strings attatched. If you want it is licensed, if you want it is entirely out of the books of anyone.

After chargen one needs to contact somebody who sells the stuff... and here comes in the chapter "Buying Goods" in the core rulesCore p.416-418. If you have the license on a fake SIN already, you can go to a shop and try to order. They will check your ID, and if they don't find it Fakefake, you pay the standard price and it will come delivered. All the guns above have prices below 10 grand-grand, so at worst the standard delivery time is 2 days, for the sub-1000$ category even the next day.

You might want a new ID with Licenses... then you have to buy illegally, and IDs don't come cheap - 1000 per level plus License fee makes them quickly the single most expensive item on any street level runner. Better get one good and some bad ones to burn during Chargen.

  • Rifle types (So Sniper & Shotgun classes)
  • cheap
  • best not low quality
  • means to increase quality
  • possibly the licenses

We don't know the exact money limit, but we can check out the arsenal what is relatively available at all (9), licenseable (R) and not overly expensive (3000$ or less).

Now, we have our weapons... What to add to them? For each and every sniper/huinting/sporting rifle that doesn't come with one, get yourself a scope! It will make you much better at the ranges you want to fight with them.

Laser Sight for a cheap Accuracy +1 is a must if you can't afford Smart (external isn't the worst though) - plus it can be back up the intimidation of your front guy.

Silencer (9f) is also a very nice addition, but you need to get it on the black market and hide it well.

Pack a few spare clips...

Licenses are a double edged sword: A license can make life easy when getting somewhere. But it means the state knows your gun, and you better not leave identifyable ammo and casings behind. And you need to tie a license to an ID. So bette rinvest in a really good fake if you want to go the (partly) licensed way. Hunting license is by the way probably the most encompassing and best available - as you can justify a lot of the above weapons (save the SPAS) as hunting equipment.

Before chargen, we just say "GM, I have some guns I want, what is the maximum availability and resources?" - everything that has a Lower availability number than he said (No meatter if it is Restricted or Forbidden), you can buy, as long as you can stem the costs.

After chargen one needs to contact somebody who sells the stuff... and here comes in the chapter "Buying Goods" in the core rulesCore p.416-418. If you have the license on a fake SIN already, you can go to a shop and try to order. They will check your ID, and if they don't find it Fake, you pay the standard price and it will come delivered. All the guns above have prices below 10 grand, so at worst the standard delivery time is 2 days, for the sub-1000$ category even the next day.

TL;DR: You don't acquire weapons and licenses via skills in Chargen.

  • Rifle types (So Sniper & Shotgun classes)
  • cheap
  • best not low quality
  • means to increase quality
  • possibly the licenses
  • All useable with one singular skill

We don't know the exact money or availability limit, but we can check out the arsenal what is relatively available at all (9), licenseable (R) and not overly expensive (3000$ or less), as that is often to be considered street level, at least around my circles.

This rules out the prime sniper rifles like the Barret Model 122 - it is a 20F weapon for close to 40000$ and thus out of reach of a starting runner anyway, because niminally an Availability of 12 is top at the start. This means, we have to cut down our expectations some. After going through the Core rules, the Run & Gun and the Gun H(e)aven 3, the following guns presented itself to me as fitting the definitions above - all of them are used with the rifles skill.

Now, we have our weapons... What to add to them to increase efficiency? For each and every sniper/hunting/sporting rifle that doesn't come with one, get yourself a scope! It will make you much better at the ranges you want to fight with them.

Laser Sight for a cheap Accuracy +1 is a must if you can't afford Smart (external isn't too pricy though) - plus it can be back up the intimidation of your front guy.

Silencer (9f) is also a very nice addition, but you need to get it on the black market in game and hide it well.

Pack a few spare clips for those guns that use them (c), as Shadowrun doesn't support magazines other than internal ones (m)...

Licenses are a double edged sword: A license can make life easy when getting somewhere. But it means the state knows your gun, and you better not leave identifyable ammo and casings behind. And you need to tie a license to an ID. So bette rinvest in a really good fake if you want to go the (partly) licensed way. Hunting license is by the way probably the most encompassing and best available - as you can justify a lot of the above weapons (save the SPAS) as hunting equipment. At least licenses are somewhat cheap...

And (looking down) you might want to put some points into charisma and negotiation, or buy a good gun dealer as a connection to acquire ammo and guns in game.

Before chargen, we just say "GM, I have some guns I want, what is the maximum availability and resources?" - everything that has a lower availability number than he said, you can buy, as long as you can stem the costs. It doesn'teven matter if the gun is restricted or forbidden. You get it, no strings attatched. If you want it is licensed, if you want it is entirely out of the books of anyone.

After chargen one needs to contact somebody who sells the stuff... and here comes in the chapter "Buying Goods" in the core rulesCore p.416-418. If you have the license on a fake SIN already, you can go to a shop and try to order. They will check your ID, and if they don't find it fake, you pay the standard price and it will come delivered. All the guns above have prices below 10-grand, so at worst the standard delivery time is 2 days, for the sub-1000$ category even the next day.

You might want a new ID with Licenses... then you have to buy illegally, and IDs don't come cheap - 1000 per level plus License fee makes them quickly the single most expensive item on any street level runner. Better get one good and some bad ones to burn during Chargen.

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