Rifle

Small caliber civilian rifles, as well as heavier models, persisted for purposes of target shooting, hunting and self protection. Light military rifles, all semi- or fully automatic, where used as auxiliary weapons, principally for survival purposes. In the years since the Social Wars some industrial societies have begun to manufacture these.
== Rules ==
The PS of the attacker doesn't effect damage but the size of the target does. Reloading takes one melee round to complete except when replacing a preloaded clip which takes half a melee turn. When used at their max range damage is reduced by 1. All rifles can be used as clubs in melee combat. When used so (typically when ammo has run out) they deal 1d6 damage divided by 2 (so 0-3) points of damage plus the attacker's PS modifier. They can be 'thrown' like a club up to 12 meters away dealing the same damage before mentioned (0-3).
==Stats==
*Rifles are currently listed with the most common near the top and the rarest at the bottom.
Breechloading Bolt Action Rifle 	Breechloading Bolt Action Rifle 	Breechloading Bolt Action Rifle
Usually the first rifle developed by a society, following the invention of the Rifled Musket. The bullet is manually inserted into the chamber breach and then pushed in. Gas leakage tends to get worse with each shot and the bolt tends to wear on the weapon.	Usually the first rifle developed by a society, following the invention of the Rifled Musket. The bullet is manually inserted into the chamber breach and then pushed in. Gas leakage tends to get worse with each shot and the bolt tends to wear on the weapon.	Usually the first rifle developed by a society, following the invention of the Rifled Musket. The bullet is manually inserted into the chamber breach and then pushed in. Gas leakage tends to get worse with each shot and the bolt tends to wear on the weapon.
TECH: III 	Max. Range: 1000 m 	GP Cost:
WC: 	Effective Range: 600 m 	Shots before Reloading: 1
Rarity: 	Rate of Fire: 1 per Action Turn 	Ammo: Lead Slugs
Faction Value: 	Damage (per hit): 1d4 	Weight:
Lt. Civilian Bolt Action Rifle 	Lt. Civilian Bolt Action Rifle 	Lt. Civilian Bolt Action Rifle
A typical weapon for target shooting, hunting, and home defense before the Social Wars. When the bolt is pulled back a spring ejects the casing to the right and a new bullet is brought up from the magazine clip. When the bolt is pushed back in the new bullet is brought into the chamber. The magazine-clips hold 12 slugs.	A typical weapon for target shooting, hunting, and home defense before the Social Wars. When the bolt is pulled back a spring ejects the casing to the right and a new bullet is brought up from the magazine clip. When the bolt is pushed back in the new bullet is brought into the chamber. The magazine-clips hold 12 slugs.	A typical weapon for target shooting, hunting, and home defense before the Social Wars. When the bolt is pulled back a spring ejects the casing to the right and a new bullet is brought up from the magazine clip. When the bolt is pushed back in the new bullet is brought into the chamber. The magazine-clips hold 12 slugs.
TECH: III 	Max. Range: 1000 m 	GP Cost:
WC: 	Effective Range: 200 m 	Shots before Reloading: 12
Rarity: 	Rate of Fire: 2 Per Action Turn 	Ammo: Lead Slugs
Faction Value: 	Damage (per hit): 1d4 	Weight:
Heavy Civilian Bolt Action Rifle 	Heavy Civilian Bolt Action Rifle 	Heavy Civilian Bolt Action Rifle
This weapon was used in big game hunting before the Social Wars. Like the Light Civilian variation it uses a magazine clip though it calls for a larger caliber.	This weapon was used in big game hunting before the Social Wars. Like the Light Civilian variation it uses a magazine clip though it calls for a larger caliber.	This weapon was used in big game hunting before the Social Wars. Like the Light Civilian variation it uses a magazine clip though it calls for a larger caliber.
TECH: III 	Max. Range: 2000 m 	GP Cost:
WC: 	Effective Range: 500 m 	Shots before Reloading: 4
Rarity: 	Rate of Fire: 2 Per Action Turn 	Ammo: Lead Slugs
Faction Value: 	Damage (per hit): 3d4 	Weight:
Lt. Military Semi-Automatic Rifle Type A	Lt. Military Semi-Automatic Rifle Type A	Lt. Military Semi-Automatic Rifle Type A
Description 	Description 	Description
TECH: III 	Max. Range: 600 m 	GP Cost:
WC: 	Effective Range: 200 m 	Shots before Reloading: 12
Rarity: 	Rate of Fire: 6 Per Action Turn 	Ammo: Lead Slugs
Faction Value: 	Damage (per hit): 2d4 	Weight:
Lt. Military Semi-Automatic Rifle Type B	Lt. Military Semi-Automatic Rifle Type B	Lt. Military Semi-Automatic Rifle Type B
Description 	Description 	Description
TECH: III 	Max. Range: 600 m 	GP Cost:
WC: 	Effective Range: 200 m 	Shots before Reloading: 24
Rarity: 	Rate of Fire: 6 Per Action Turn 	Ammo: Lead Slugs
Faction Value: 	Damage (per hit): 2d4 	Weight:
Lt. Military Semi-Automatic Rifle Type C	Lt. Military Semi-Automatic Rifle Type C	Lt. Military Semi-Automatic Rifle Type C
Description 	Description 	Description
TECH: III 	Max. Range: 600 m 	GP Cost:
WC: 	Effective Range: 200 m 	Shots before Reloading: 48
Rarity: 	Rate of Fire: 6 Per Action Turn 	Ammo: Lead Slugs
Faction Value: 	Damage (per hit): 2d4 	Weight:
Lt. Military Automatic Rifle Type A	Lt. Military Automatic Rifle Type A	Lt. Military Automatic Rifle Type A
Description 	Description 	Description
TECH: III 	Max. Range: 600 m 	GP Cost:
WC: 	Effective Range: 200 m 	Shots before Reloading: 12
Rarity: 	Rate of Fire: 12 Per Action Turn 	Ammo: Lead Slugs
Faction Value: 	Damage (per hit): 2d4 	Weight:
Lt. Military Automatic Rifle Type B	Lt. Military Automatic Rifle Type B	Lt. Military Automatic Rifle Type B
Description 	Description 	Description
TECH: III 	Max. Range: 600 m 	GP Cost:
WC: 	Effective Range: 200 m 	Shots before Reloading: 24
Rarity: 	Rate of Fire: 12 Per Action Turn 	Ammo: Lead Slugs
Faction Value: 	Damage (per hit): 2d4 	Weight:
Lt. Military Automatic Rifle Type C	Lt. Military Automatic Rifle Type C	Lt. Military Automatic Rifle Type C
Description 	Description 	Description
TECH: III 	Max. Range: 600 m 	GP Cost:
WC: 	Effective Range: 200 m 	Shots before Reloading: 48
Rarity: 	Rate of Fire: 12 Per Action Turn 	Ammo: Lead Slugs
Faction Value: 	Damage (per hit): 2d4 	Weight:
Lt. Military Tactical Rifle Type A 	Lt. Military Tactical Rifle Type A 	Lt. Military Tactical Rifle Type A
This weapon can alternate between Automatic and Semi-Automatic firing.	This weapon can alternate between Automatic and Semi-Automatic firing. 	This weapon can alternate between Automatic and Semi-Automatic firing.
TECH: III 	Max. Range: 600 m 	GP Cost:
WC: 	Effective Range: 200 m 	Shots before Reloading: 12
Rarity: 	Rate of Fire: 12 Per Action Turn (Automatic Fire) / 6 Per Action Turn (Semi-Automatic Fire)	Ammo: Lead Slugs
Faction Value: 	Damage (per hit): 2d4 	Weight:
Lt. Military Tactical Rifle Type B 	Lt. Military Tactical Rifle Type B 	Lt. Military Tactical Rifle Type B
This weapon can alternate between Automatic and Semi-Automatic firing.	This weapon can alternate between Automatic and Semi-Automatic firing. 	This weapon can alternate between Automatic and Semi-Automatic firing.
TECH: III 	Max. Range: 600 m 	GP Cost:
WC: 	Effective Range: 200 m 	Shots before Reloading: 24
Rarity: 	Rate of Fire: 12 Per Action Turn (Automatic Fire) / 6 Per Action Turn (Semi-Automatic Fire)	Ammo: Lead Slugs
Faction Value: 	Damage (per hit): 2d4 	Weight:
Lt. Military Tactical Rifle Type C 	Lt. Military Tactical Rifle Type C 	Lt. Military Tactical Rifle Type C
This weapon can alternate between Automatic and Semi-Automatic firing.	This weapon can alternate between Automatic and Semi-Automatic firing. 	This weapon can alternate between Automatic and Semi-Automatic firing.
TECH: III 	Max. Range: 600 m 	GP Cost:
WC: 	Effective Range: 200 m 	Shots before Reloading: 48
Rarity: 	Rate of Fire: 12 Per Action Turn (Automatic Fire) / 6 Per Action Turn (Semi-Automatic Fire)	Ammo: Lead Slugs
Faction Value: 	Damage (per hit): 2d4 	Weight:
M16 Reproduction Rifle 	M16 Reproduction Rifle 	M16 Reproduction Rifle
In their bid to restore the nations of old the Restorationists typically restore pre-war buildings, books, films, etc but a few look into historical records for weaponry. This is a reproduction of the M16 rifle that was in use during the year 1978.	In their bid to restore the nations of old the Restorationists typically restore pre-war buildings, books, films, etc but a few look into historical records for weaponry. This is a reproduction of the M16 rifle that was in use during the year 1978.	In their bid to restore the nations of old the Restorationists typically restore pre-war buildings, books, films, etc but a few look into historical records for weaponry. This is a reproduction of the M16 rifle that was in use during the year 1978.
TECH: III 	Max. Range: 3600 m 	GP Cost:
WC: 	Effective Range: 550 m 	Shots before Reloading: 20
Rarity: 	Rate of Fire: -- Per Action Turn 	Ammo: --- in a 20 Round Detachable Magazine.
Faction Value: 	Damage (per hit): 2d4 	Weight:
Category:Gamma World
Category:Gamma World Weapons