Slug slingers otherwise know as Kinetic weapons are common and found the universe over, their most common verities are listed here.
For the creation and reloading of Ammo see Repair Weapons
Slug thrower ammunition comes in a few varieties using metallic cases. The cases can be reused by reloading them with the slug, powder, and primer. In addition to standard bullets, there are two other types.
Flechette rounds are small, tightly packed slivers of metal designed to damage flesh and bone. Against targets not wearing armour that provides both Slash and Pierce protection, the weapon rolls its Wild Dice on any hit, not just Solid Hits.
Armour Piercing bullets are used to pierce armor including dermal plate. When a character is using AP rounds against a target wearing armour with an armour value of DR4 Kinetic or more, the weapon rolls its Wild Dice on any hit, not just Solid Hits.
Out in the back water of space no ones going to worry about a Rifle, however in a City or space station it's another matter. These hard to conceal weapons provide the mainstay of dealing kinetic damage over long ranges.
Like rifles, shotguns are considered “civilian” weapons and are not usually overly regulated. They attract a lot of attention in highly populated areas, but only if they are out in the open.
The range on a shotgun is less than that of a rifle, but shotguns are slightly better “up-close” weapons. They usually shoot a spray of pellets, rather than a single round. So, they are more accurate at shorter ranges and they do quite a bit of damage as well. Shotguns have the Cone property, and hit all targets in a narrow cone.
However, because the spray of pellets scatters quickly, they do not have the range of regular rifles. There are many single-shot and pump-action shotguns available. The “double-barrel” shotgun can gain the Multi Shot at Single trait by firing both barrels at once.
Assault Rifles Seldom available in many populated areas, they are heavily regulated and usually only brandished by military organizations. They are marginally more acceptable than sub-machine guns (since they are less concealable), but they cause the same types of problems.
Their ammunition is usually expensive and harder to get than normal rifle ammo. These weapons are a mix between sub-machine guns and rifles. They are larger and heavier than either type of weapon, making them bulky to carry, but also more accurate than sub-machine guns over longer ranges.
Characters may fire them in bursts of three to five rounds, single-shot (burst fire as single), full auto, or Multi Shot at Single.
These are truly “military only” weapons. A character with a machine gun had better keep it under wraps everywhere except the void. It causes trouble and attention.
Machine guns are usually hard to get, expensive, and their ammunition is not readily available. These are heavy weapons usually fired from a vehicle mount or a bi- or tripod.
A single character seldom can fire the weapon while holding it. As a result, machine guns use reversed Range Band TL modifiers; see Machine Gun Range Reversal in the Combat rules. They are hard to swing around in a tight arc to “bring to bear” on a close, dodging target.
They may fire at up to three targets per round. Machine guns are almost always belt or drum-fed, meaning they can hold hundreds of rounds. However, many machine guns have cyclic rates of over 500 rounds per minute.
They seldom fire on anything but full auto, unless they are loaded with only one round.
Because of their long range and high Hit Ratings, they are often used by snipers.