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

Ok, let's take a look on the info we have. Gunbunny wants:

* 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.

* Sniper: Pioneer 60 - 500$, Acc 5, 10P, AP-1, Single Shot, AVA 2R (Run & Gun p.39)
* Sporting Rifle: Marlin 346SS - 1000$, Acc 4, 13P, AP-1, Single Shot, Ava 6R (Gun H(e)aven 3 p.25)
* Sporting Rifle: M1 Garand - 1100$, Acc 5, 12p, AP-1, Semi Automatic, Ava 3R (Gun H(e)aven 3 p.27)
* Sporting Rifle: Marlin 3041 BL- 1100$, Acc 5, 10p, AP-3, Semi Automatic, Ava 5R (Gun H(e)aven 3 p.29)
* Sniper: Ruger 100 - 1300$, Acc 6, 11P, AP-3, Semi Automatic, Ava 4R (Core p.428)
* Sporting Rifle: Marlin X71 - 1500$, Acc 5, 12P, AP-4, Single Shot, Ava 6R (Core p.428)
* Sporting Rifle: Springfield M1A - 1700$, Acc 6, 12P, AP -1, Semi Automatic, Ava 6R (Gun H(e)aven p26)
* Sporting Rifle: Winchester 2024 - 1800$, Acc 6, 12P, AP -, Semi Automatic, Ava 4R (Gun H(e)aven p.24)
* Sniper: Remington 950 - 2100$, Acc 7, 12P, AP-4, Single Shot, Ava 4R (Core p.428)
* Special<sup>1</sup>: Parashield Dart Rifle - 1200$, Acc 6, SPEC, AP -, Semi Automatic, Ava 6R (Core p.429)
* Shotgun: Defiance T-250 - 450$, Acc 4, 10P, AP-1, Single Shot/Semi Automatic, Ava 4R (Core p.429)
* Shotgun: Krime Boss - 600$, Acc 3, 13p, AP-1, Semi Automatic, Ava 11R (Gun H(e)aven 3 p.17
* Shotgun: PJSS Model 55 - 1000$, Acc 6, 11P, AP-1, Single Shot, Ava 9R (Core p.429)
* Shotgun: Remington 990 - 950$, Acc 4, 11P, AP-1, Semi Automatic, Ava 6R (Rund & Gun p.42)
* Shotgun: Franchi SPAS-24 - 1050$, Acc 4(6), 12P, AP-1, Semi Automatic/Burst, Ava 12F (Run & Gun p.41)<sup>For this price I made an exception on the availability</sup>
* Shotgun: Winchester Model 2054 - 900$, Acc 4(5), 11P, AP-1, Semi Automatic, Ava 6R (Gun H(e)aven 3 p.20)
* Shotgun: Winchester Model 2066 - 1000$, Acc 4, 11P, AP-1, Single Shot, Ava 4R (Gun H(e)aven 3 p.19)
* Shotgun: Winchester Model 201 - 1300$, Acc 8, 11P, AP-1, Semi Automatic, Ava 8R  (Gun H(e)aven 3 p.18)

So, we have some things to choose from... Here's some words on each of them:!

"Snipers" aka Hunting/Sporting Rifles
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All these contenders are chosen to be licenseable as either *hunting* or *sporting* equipment. This means, you likely just need one license, if you want to license them: Hunting can encompass a lot of the shotguns down there, while sporting rifles have the chance to have more AP... and Gun Heaven delivers most of them. 

Better choose a type of ammo that destroys itself on impact though: Hollow Point (4F) is a good example, but you better hide it well. You get it on the black market. Gel (2R) also doesn't catch a rifling that could be identifiable, as the bullet is squishy. It also is your goto for nonlethal, so pack a bit of it.

Pioneer 60
- -
It's cheap, it's available, it's decently accurate with a starting char and packs a punch. For 500 bucks it is almost a disposable weapon... but surely not the prime example in the collection. It could benefit from a scope, but it has no slide to mount it easily.

Marlin  346SS
- -
A sporting rifle. Not the best sniper, but it is decent in price/effect.

M1 Garand
- -
Want a real vintage classic? Here you go. Not too expensive but very reliable.

Marlin 3041 BL
- -
A decent contestor that comes with a scope. It exchanges damage with breakign armor.

Ruger 100/101
- -
Mediocre price, but it packs more punch and is still very available. Good for something sold as a *hunting rifle* - decent low budget sniper. Packs a scope and shock pad already, and is well accurate for a beginning sniper.

Marlin X71
- -
Decent price, very devastating on armor, adjusted for extreme environment and with a nice scope, this might be a contender for the crown jewel.

Springfield M1A
- - 
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.

Winchester Model 2024
- -
Want the famous lever Winchester? Here it is! It brings a scope, nice accuracy, good damage, nice magazine of 7... Just a bit pricy for a street runner.

Remington 950
- -
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.

Parashield Dart Rifle
- -
Not the cheapest and packing only injector dart ammo, this rifle-like weapon is your goto for nonlethal. Or to give somebody a golden shot full of H.

Shotguns
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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.

Defiance T-250
- -
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.

Krime Boss
- -
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.

PJSS Model 55
- -
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.

Remington 990
- -
A bit less pricy than the PJSS, it is again a hunting shotgun. Pump action, and it has a slide to mount a scope for some better accuracy.  

Franci SPAS-24
- -
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.

Winchester Model 2054
- -
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.

Winchester Model 2066
- -
The younger sister of the 201, a bit cheaper, not as accurate, but a real magazine - lever operated for extra style and reliability points.

Winchester Model 201
- -
Ahhh, the good old Winchester. Not cheap, no fancy features, but the damned most accurate shotgun on the market and licenseable. The downside: just 2 shots, in 2 barrels.

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

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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.


Weapon Add-ons
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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. 

Bipods can be a nice addition too, but it doesn't give a benefit unless you have means to shoot more than 2 bullets with most guns - up till then, shock pads are enough. 

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
-
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.<sup>Core p.443</sup>

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Skills & Attributes
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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.

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How to pack the bag?!
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Now, how do we get the guns we chose?! This part depends on two things:

Are we BEFORE or AFTER chargen?

*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 Gear<sup>Run & Gun</sup> 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.



*After chargen* one needs to contact somebody who sells the stuff... and here comes in the chapter "Buying Goods" in the core rules<sup>Core p.416-418</sup>. 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.

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 possible<sup>2</sup>).

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.

Or... you contact a contact and he rolls for you - they get their contact rating as bonus to their social limit though, so that is very much advised. The benefit will come at a fee though.

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