After three, er... four years of toil, heartache and procrastination of the most extreme kind possible, the release version of the Junk Guns firearms supplement is finally available!!!
(Download link from Dropbox)
So if you are looking for the specs on a genuine, old workhorse like an AK-47 or a new classic like the H&K G36, we've go you covered in Junk Guns!
**Note: I don't have War so some parts of this supplement may conflict with new rules introduced with that supplement.**
Thanks to OneRonin and Raygun for providing the initial encouragement and resources (respectively) to get this project started.
To give some background, here is the original 2007 description of what Junk Guns is all about:
QUOTE
I've been working on a supplement that converts a lot of the gun's of Raygun's list to SR4 stats. I also am statting a lot of guns that he didn't, with an eye towards the guns that are commonly out there in general circulation. I was also going to have a list of firearms by country as a resource for GMs.
I thought a list of "old guns" for GMs would be useful. For example, if your players need a sniper rifle "right now" from a gun dealer in Bangkok, what are they likely to find for cheap? Also, what are the drug dealers and militia members in various countries likely to be packing?
I'm putting a lot of research into the guns, not only looking online but also at Raygun's rules and several other resources (TW2K's Infantry Weapons of the World had some nice formulas for calculating in-game damage of various firearms).
I'm also working up some rules that seem like common sense but never have been put into effect (i.e., muzzle brakes/gas vents increase the noise given off by a bullet leaving the chamber and others). I also have an explanation for some of the alleged "wackiness" of SR's gun rules (which make sense for game balance, but a lot of people moan about).
I thought a list of "old guns" for GMs would be useful. For example, if your players need a sniper rifle "right now" from a gun dealer in Bangkok, what are they likely to find for cheap? Also, what are the drug dealers and militia members in various countries likely to be packing?
I'm putting a lot of research into the guns, not only looking online but also at Raygun's rules and several other resources (TW2K's Infantry Weapons of the World had some nice formulas for calculating in-game damage of various firearms).
I'm also working up some rules that seem like common sense but never have been put into effect (i.e., muzzle brakes/gas vents increase the noise given off by a bullet leaving the chamber and others). I also have an explanation for some of the alleged "wackiness" of SR's gun rules (which make sense for game balance, but a lot of people moan about).