I was inclined to rework the guns of SR Anarchy. They feel pretty "bland" out of the box. While original SR had a crazy ammount of options (too many, in fact), Anarchy went the other extreme. All in all, I tried to answer the question "Why pick weapon A instead of B", while also keeping some fun reason/mechanics in the choice. Therefore, I attached some perks to each weapon, making it more or less attractive to certain situations. Granted, these are all common sense and could easily be roleplayed without any add-ons, but I like it to be straightforward; after all, not all my players have any familiarity with guns (or illegal covert military operations, for that matter)
This is what I came up with.
I would love the feedback of fellow Anarchy players.
Light Pistols
-Quick and Dirty: Its simple mechanisms and comparatively light frame allow them to be quickly readied and used, allowing for agile maneuvers.
System:During shootout scenes, characters using exclusively Light Pistol(s) gain 1 Plot Point (or 1 extra Initiative Die, if alternate rules are in use). If the character switches to a different kind of gun, unequips the Light Pistol somehow, or the scene ends, that Plot Point is also gone until a new combat scene.
-Above Suspicion: Light Pistols may be assumed a "personal security item", being overlooked by beat cops or street security. They're easily available, while licenses are cheaper and less bureaucratic. Some refer to it as "executive pistols" for a reason.
Heavy Pistols
-Pack a Punch: The heavy impact of these pistols may throw targets off-balance and/or miscalibrate targeting systems, making it difficult for them to react properly.
System: Targets of a successful heavy pistol shot must roll Strenght and get as many hits as the shooter; otherwise they will be "Impacted" and suffer -2 dice during their next Narration. This penalty is not cumulative as result of multiple shots. Target may instead trip, fall prone or stumble some steps back (GM Discretion).
*OBS: Im not completely happy with this system and would love to hear alternatives.
Auto Pistols
-Short Burst: A quick sequence of bullets that may hit multiple targets, but is harder to control.
System: A character may choose to use Short Burst instead of a regular shot. They remove 2 die from their Dice Pool and the weapon also deals 2 less Damage than usual. The attack is rolled as normal, and may apply the roll to 2 different targets (either Close or Near from each other). Each target rolls defense separately. After a burst, the gun enters a cooldown period.
Submachine Guns & Assault Rifles[/u]
Full Auto: A character may choose to use Full Auto instead of a regular shot. They remove 3 die from their Dice Pool and the weapon also deals 3 less Damage than usual. The attack is rolled as normal, and may apply the roll to 3 different targets (either Close or Near from each other). Each target rolls defense separately. After a burst, the gun enters a cooldown period.
Sniper Rifles
Deadly Aim: Each turn a player spends aiming at their target gives them one extra die for the attack.
Shotgun[/b]
May split damage between 2 near targets, with a -2 penalty to the attack roll (RAW)
Please shoot away your critiques.