I knew this existed! It took me a minute to remember where I stashed it.
This is something I wrote up long ago (April '17) for Street Lethal. Since I was working on a gear chapter and not a rules chapter, I handed it off to a different writer. It didn't make the final cut of the book, but since people seem to be interested, I figured I'd share it here. Full disclosure, I wrote the gear chapter with the assumption this table would be in the book (originally, in the gear chapter itself), which is why Concealability Modifiers and carbines are focused on throughout.
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Optional Rules
CQC: Close Quarters Conundrum
If you want player decisions about which gun to bring where to have more weight, or if you’re
simply tired of that one guy firing his Barret in cramped apartments, here are some optional
rules for your campaign.
The surroundings in which the players find themselves may impose restrictions on how
easily they can bring their ranged weapons to bear. This is a general measure of how easily the
player can move and react, not the amount of cover a target has or other environmental factors.
Bringing a sniper rifle to the ready position in a crowded room without smacking it into someone
or something is difficult. A ranged weapon has a Close-Quarter Modifier equal to one-half its
Concealability Modifier (p. 420, SR5 ), rounded up. Ranged weapons with a Concealability
Modifier of zero or a negative number do not have a Close-Quarter Modifier. The gamemaster
determines the level of the modifier.
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Level Description Examples
0: Tight Coffin motels, air ducts, packed clubs
1: Cramped Between parked cars, meter-wide alleys
2: Restricted Low Lifestyle interiors, dense jungles
3: Awkward Middle lifestyle interiors, retail stores
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Using a ranged weapon with a Close-Quarter Modifier in restricted surroundings
imposes a dice pool penalty to the attack equal to that modifier minus the level of the
environment. Keep in mind that the gamemaster may decide that certain weapons simply
cannot be used effectively in certain situations.
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Example
A few bad decisions ago, Pounder and his crew accepted a job in Kowloon. Now completely
lost in its labyrinthine corridors, the group is trying to avoid becoming the latest offerings at the
local organlegger. The gamemaster determines their environment to be Cramped (Level 1).
Pounder is armed with a heavy machine gun, which has a Concealability Modifier of +10 and a
Close-Quarter Modifier of 5. He’s at a -4 (Modifier 5 - Level 1) dice penalty to fire his machine
gun in this godforsaken place.
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