About twelve hundred years ago in China, some people figured out that certain chemicals mixed together (such as potassium nitrate, carbon, and sulphur) rapidly combusted when brought to spark, which became known as "black powder." After some experimentation, they discovered that a tube sealed off at one end could be used to contain the pressure of said combustion and focus it into an explosion to propel an object at high speeds. After a few centuries of refinement, and invention of the frag grenade, they managed to take that mechanical principle and apply it as a weapon of warfare which changed the game: the arquebus. Comparatively cheap, easy to make, easy to learn to use, and capable of penetrating all but the heaviest armor, this marked a transition away from close quarters to ranged warfare.
In modern times, firearms are the staple weapons of any nation. Speculative fiction showcases weapons that doesn't even fire solid projectiles, like lasers.
From an engineering standpoint, firearms had a big difference from previous weapons in that they don't require the user's muscle power to work. Swords, maces, and axes are swung, spears are thrust, and bowstrings need to be drawn. Even crossbows and siege weapons work by storing muscle power via tension until it's released. The energy required to accelerate a firearm's projectile comes from explosive propellants; all the user needs to do is to hold the weapon, aim, brace themselves and set off said explosive charge. The significance of this is illustrated in the American Proverb: "God made man, Sam Colt (the inventor of the first practical revolver) made them equal." Having a reliable repeating gun means that your simple brute physical strength does not mean as much in a fight as it would in a bare knuckle brawl or a swordfight (either defensively or offensively).
- 1 How Traditional Guns Work
- 2 A Brief History of Firearms
- 3 GUN SAFETY
- 4 Types of firearms
- 5 Ammunition themselves
- 6 Manufacturing of Firearms
- 7 Relations here
- 8 Rules
How Traditional Guns Work
For our non-firearm oriented friends, here's a brief, heavily condensed explanation of how these murdersticks work. These instructions will probably vary depending on the type of gun you're using.
Olden Muzzle-Loading Guns
1. Ram the powder, bullet, and cloth wad down the barrel of your gun. Ensure you're doing this in correct order because putting the ball first, then powder, for example, can lead to hilarious and/or lethal results.
2. If you're using a matchlock gun: light up the fuse, aim and brace yourself, and lastly wait for the fuse to burn out. If you're using a flintlock gun: just cock the mechanism. In either case, aim once you're done setting it up.
3. Once the powder burns; the gasses from explosion of the black powder will send the bullet flying out of the barrel like a bat out of hell and penetrate into something or someone. Also hope you aren't downwind because guns during this time generated a lot of black smoke.
4. Take stock of the situation. If you've managed to hit anyone or you're currently still in a shooting war; repeat step 1. If your firing line missed most of their shots and those barbarians are charging up your position; affix bayonets.
1. Load rounds into the magazine, remove the safety, work the action (pump the slide, rack the bolt, et cetera) to chamber a round, and aim.
2. Pull the trigger, this will cause the hammer to strike the primer on the chambered round and cause the powder inside the shell casing to ignite and explode; sending high-pressure gases screaming out of the barrel while propelling the solid bullet out at high speed towards whatever you were aiming at. If you're using single-action flintlock guns; see above for the result.
3. Because the gun lacks a mechanism to re-chamber itself; you now have to work the action again to eject the spent shell (unless its a revolver, in which case you do that while reloading) and load another round into the chamber. How you do this depends on the gun in question.
4. Repeat until you run out of bullets or you have a spare moment where nobody's shooting at you, in which case either reload the magazine or load a new one.
1. Load rounds into the magazine, remove the safety, work the action to chamber a round, and aim.
2. Pull the trigger and this causes the same effect as stated above.
3. Because of the mechanism of the gun; it redirects some of the forces used to propel the bullet to work it's action, eject the spent shell (unless its a DA revolver), re-chamber another round, and allow you to shoot again by just pulling the trigger. The forces used depend on the gun in question, some use a gas block to redirect some of the gasses expelled by bullets, while other uses the force of the recoil itself, to work the action and chamber another round. Additionally, it could also re-chamber itself using a mechanical sequence (like revolvers) or is electrically operated.
4. If you're using an automatic; hold the trigger down and only release it once you want to stop shooting (or are forced to do so due to lack of ammo). If you're using a semi-automatic; pull the trigger again to fire another round.
5. Repeat until you run out of bullets or you have a spare moment where nobody's shooting at you, in which case either reload the magazine or load a new one.
A Brief History of Firearms
1000s to 1200s: The Chinese realize they can make barbarians shit their pants by shooting hollowed arrows packed with powder and bamboo tubes filled with powder and pebbles at them. Bamboo gradually gives way to cast iron and bronze.
1300s: Various gunpowder weapons begin to proliferate westward along the Silk Road, aided by the Mongols. Crude versions of hand cannons, grenades, rockets, and flamethrowers all see use. Despite considerable psychological effect and good armor penetration, most of these weapons are only marginally more likely to kill the target than the user and had a range of only twenty or so meters. As such, their use is not widespread. For the most part, these weapons were used by skirmishers and guards. The fact that they were so dangerous meant they were mostly used by low class soldiers, and in turn this meant that the smiths making them were generally not the most skilled artisans; which did little to improve quality even given the limitations of the day. Even so, the designs and methods of manufacture were gradually refined and improved by various early gunsmiths through trial and error.
1400s: Hand cannons see continued and expanded use. Bit by bit from the crude handgonnes of previous centuries, the first "true" firearms evolve with the gradual development of the matchlock, taking on the basic shape of lock, stock, trigger, and barrel (which is where we get the saying from). By clamping a lighted wick into a flashpan via a trigger, the shooter is able to aim and fire at the same time, making him markedly less likely to blow his own jimmies off. Despite advances, the matchlock was unwieldy, unreliable, and generally inferior to a good bowman. The issue of course is that only England (in Europe) HAD good bowmen; bowmen were the scum of the army everywhere else. This didn't stop some inventive commanders from seeing their potential, particularly with poorly trained conscript soldiers. Some forces made a go of it by carrying two or three guns at a time and just throwing the spent ones away like a really shitty Matrix movie. Note: while we use a "weeaboo" hyperlink up there, it's worth remembering that troops like cuirassiers and even pirates would do the same thing with pistols, carrying a whole brace of them, but they just did not exist yet. By the 1400's having more then one gun was the only way to have any real rate of fire before breechloaders existed.
1500s: Guns continue to evolve with the invention of spring-loaded firing mechanisms. The wheel-lock spins a steel plate against sulfide rocks to produce sparks (think cigarette lighters), which ignites powder a flash pan. This was revolutionary, allowing soldiers to prime their weapon in a matter of seconds instead of fucking around with a lit wick, and allowed calvary to use guns for the first time while on horseback, giving rise to the cuirassiers. It also means that for the first time, guns weren't completely fucked in the rain, just mostly fucked. They also cost a lot to make and were still not completely reliable, so most people stuck with matchlocks. Powder formulas had improved considerably, including the development of the more powerful, stable, and moisture-resistant corned powder made by wetting raw gunpowder, forming it into cakes, crushing them, and sieving them for size. Japan's Oda Nobunaga was particularly notable in the history of firearms for his heavy transition from blades to guns after discovering the novelty of matchlock guns. In fact, by the end of the 1500s, they had more trained arquebusiers in their armies and produced more matchlocks than any other country to date during that period and had the most guns per capita in the world.
1600s The wheellock is refined into the simpler and more reliable flintlock, though it would take some time to supersede the matchlock. Muzzle loading is simplified with the creation of paper cartridges, essentially the pre-measured cake mix of murder. Some German dudes came up with the idea of cutting spirals into the barrel, which they called "rifling," to spin-stabilize the bullet so that they wouldn't have to walk up right next to their targets to hit them, but this required a barrel tighter than a nun's cunt, a hammer to ram the ball in, and grooved bullets made for the gun so it could fit the rifling of the gun like the cap to a soda bottle. To put all that into perspective: well-trained musketeers could fire three to four shots a minute, while a rifleman could only manage one shot every minute. Not great, however the idea of spin-stabilisation hung around and payed off in later times.
1700s: The French invent the bayonet, allowing their troops to be choppy while they were shooty. This is the point where gun infantry tactics become the dominant (though still not only) form of fighting when guns go from one a few common infantry weapons to the primary weapon used by most infantry. Formations of musketeers go from big square blocks to lines two or three ranks thick to put enough bullets in the enemy's ranks as quickly as possible.
1800s: Pretty much everything that makes up a modern firearm is invented here. Some fool came up with an explosive that would go off if you slam a hammer into it, which led to the first explosive primers. This basically involves putting explosives in ur explosives to explode your explosives. Cartridges that contain a primer, propellant, and slug, similar to modern-day bullets, are developed. By this time, wars were largely fought using firearms rather than melee weapons, though also by this time firearms were also melee weapons. in the early 1800s the bayonet charge was still an both accepted and useful tactic.
By the late 1800 inventors had finally gotten the technology to contain the force of the gunpowder explosion with a tight seal and do so cheaply. Experiments that had been done earlier like the Puckle gun (1718), Ferguson rifle (1776), and even the bizarre 1780 Girandoni Air Rifle, which was an air gun with a 20 round magazine, all failed to create breech loading rifles cheaply. See, despite that it was well known that that slotting in bullets from the rear and using a mechanism to load it into the chamber is much simpler than spending about half a minute to ram it down a long barrel, the technology was just not there as without cheap steel (cheap is important for hand guns you are going to mass-produce), getting iron to contain the explosion without deforming and leaking gas, thus weakening the shot, was a nightmare. The Industrial Revolution, among other things, gave birth to the concept of "breech-loading" and later "magazines" and simpler mechanised feeding systems like tubes, slides, cylinders, and bolt-actions. The likes of pump-action shotguns, bolt-action rifles, and lever-action rifles, and revolver and semi-automatic pistols, are developed and/or developed upon, giving a glimpse on how weapons in the future would function. Near the end of the decade, some French guys worked out that they could both improve firepower and keep their guns considerably cleaner by replacing black powder with nitrocellulose, the first of many "smokeless powders."
Just as important as the new designs that came about during this period were the new methods of production. People like Eli Whitney worked out devices such as milling machines, which allowed for the quick production of finely tuned parts which were so close in size that you could take one bit off one gun, stick it on another from the same line, and it would work just as fine. Breech loading and repeating firearms had existed for centuries beforehand, but were not cost effective to mass-produce until the Industrial Revolution.
This is also the time where the first "automatic" guns were invented and put into production. The word "automatic" is in quotes because these early machine guns were not self-reciprocating; they did not load and fire themselves and were instead manually powered. The most famous (and successful) of these weapons is the Gatling gun, which saw limited action in the American Civil War, but became much more widely used the world over in subsequent wars. But while it was the most famous, the Gatling was not the only manual machine gun developed; dozens of different types were produced during the US Civil War alone on both sides, but because these guns tended to be mounted on cannon carriages they were treated like cannons instead of the close support weapon machines guns are, so it took some time for them to hit their stride.
1900-early 1930s: The heyday of guns because of the advent of WW1. The idea of bolt-action rifles are popularized, along with semi-automatic and fully-automatic weapons. Bolt-action rifles meant that riflemen no longer had to be confined to shooting one round at a time before needing to reload as they could now load individual clips that contained 5-10 rounds a piece. Machine guns are now becoming more and more popular in the battlefields, drastically changing the way infantry would maneuver the battlefield as a single MG emplacement can effectively cripple platoons with the right positioning. Submachine guns, the first automatic infantry weapon, are developed by the German Empire and issued to their stormtroopers, giving the rest of the world an idea of the wonders of a lightweight fully-automatic weapon that could easily be used by infantrymen, which was previously restricted to crew-served heavy machine guns. Not liking to be one-upped, the Americans came up with the trench gun (a 6 shot, pump-action renforced shotgun with a bayonet that was pure murder in the confines of a trench) that ultimately evolved into the modern combat shotgun.
On the subject of the machine guns, if there was ever a weapon that represented this part of history it would be the heavy machine gun. To go back to an early quote "God made man, Sam Colt made them equal and John Browning (designer of a large number of machine guns including the m2 .50 cal or 12.7mm) made them civilized!". We talked about the hand powered machine guns above, and while good when used correctly, these weapons have their issues. In order to use most of them, you had to be standing up to turn the crank and sustained fire was tiring, but the hand cranked guns had one major advantage: the most successful of the hand-cranked guns, like the Gatling or Gardner, had multiple barrels meaning you can fire them with little or no need to stop to let the barrels cool down. At the dawn of the 20th century, this is what the early machine guns had to be compared to when European generals went window shopping. The solution was water-cooling, which allowed machine guns to fire for countless hours with little or no failures, but at the cost of weight rendering them truly static, though highly effective, weapons. If you could point to two developments that caused the First World War's trench warfare, you can point to water-cooled machine guns and barbed wire.
late 1930s-1940s: At the start of World War II, all of the powers involved, France, England, Germany, and Russia, were armed with bolt action weapons. Over the course of the war, automatic and semi-automatic rifles started to become more common; however, only the Americans completely phased out bolt-action rifles for standard infantry by the time of the war (Marines and Army units in the Pacific Front were stuck with the old stuff for a few months due to the Germany First policy). Submachine guns are now becoming more popular with various armies around the world, making it the staple lightweight automatic weapon for infantry troops, totally redefining urban combat due to the weapon's great effectiveness in close combat. Nazi Germany invents the Sturmgewehr 44, the first widely produced assault rifle (the Fedorov Avtomat was the first to be put into service, introduced in 1915, but production was limited due to costs). This weapon would later become the template for modern assault rifles used by the world over.
1950s-1990s: After World War II, the US Army performed a study and determined that it took 20,000 bullets to confirm one enemy casualty; most of those rounds would miss or be spent suppressing an enemy. With numbers like that, people now realized the power of a fully-automatic rifle since they allow you to fire more and more rounds and increase your chance of hitting as compared to a bolt action rifle. As such, assault rifles become more and more common with armed forces of the world and are extensively developed upon, largely, if not completely, phasing out the old bolt-action and semi-automatic rifles used back in WW2. Iconic assault rifles such as the AK-47, M14, and M16A1 are created and show the world the power of an automatic rifle through the the numerous wars going on during the 1960s-70s, such as the Communist wars in Korea and Vietnam, along with the Soviet occupation of Afghanistan, to name a few.
2000s: With the invention of more advanced materials such as plastics and carbon fiber, along with numerous technological advancements of the modern world, firearms become more deadly than they were ever before. Fine-tuning how every aspect of how a firearm would work has allowed numerous countries to develop better and efficient ways on how to kill on a scale unseen since the Europeans developed the musket.
2010s: Development of more robust weapons (such as the POF P416 and HK 416), modularity (FB MSBS, similar to the ACR with the variation count of a Lasgun), practical telescopic and caseless ammo (LSAT project), and ship cannon sized railguns (The Naval Research Laboratory currently working with a practical version (i.e. can reload at the same rates as an Abrams 120mm loader). Apparently, it can fires rounds with 32 megajoules of energy, or 23,601,988 foot-pounds.) So apparently even in 2017, we outpace the Imperium in development, makes you wonder what the Dark Age of Technology holds. Few of these have progressed far enough to get fielded and may just be dead ends. The main innovation at this time comes from optics, where even cheap sights makes the professional equipment of old look like crap. Also cheap rifle parts and market (at least for Americans) due to advances in manufacturing. No seriously, you can get a basic AR for $500 or even just make it yourself from parts for less than $400 (Firearms are taxed 10-11%, parts are not. Thus there is significant savings by only buying a small block of aluminum), and that's if you aren't diving into sub-milspec stuff. New designer rounds to outpace rounds such as the 5.56 and .308 in performance are also coming out, such 6.5 Grendel, 6.5 MPC, .224 Valkyrie, .300 Winchester Magnum, and so on. These only see widespread uses among snipers however, as the cost of replacing existing guns and ammo for what is a marginal increase in performance is of questionable budget use.
Many countries around the world are now looking for new ways to either improve or adapt combustion-based firearms as a whole, and are looking for ways to make what were once sci-fi-only ammo and weaponry, such as laser, plasma, direct energy overall (involving the last two), gauss, telescopic/caseless ammo, and more, a reality. While met with some degree of success, nobody (pardoning America, 'cause you gotta do something with that large budget) has found a way yet for these weapons to be man-portable (or cost-effective in the case of telescopic and caseless ammo) that a single soldier could carry these into combat or be affordable/reliable to an extent that it would be more feasible to make these instead of the traditional ballistic weaponry. There is also the problem that if you get a hard projectile (think tungsten and steel) going fast enough, it will just over-penetrate and go through a target, doing little actual damage as compared to our modern bullets that hit, create a temporary cavity the size of a dinner plate, then tumble going through the target sideways (which means that against unarmored targets your average 5.56 round would likely do comparable damage to a bolt round). Rounds that fragment and inbuilt post-penetration destabilization fix this, however the main point here is that there is little reason to equip your soldiers with some fancy dandy overly complex and costing a half-million dollar gun and ammo when a good ol' service rifle and some traditional ammo costing a few hundred bucks will allow them to do their job just fine. Leading off from the previous statement, even if such projects were successful, there is a strong point to be made that, as least as far as infantry weapons are concerned, chemical-based firearms will remain both cost effective and lethal enough to last at least another century or two, if not longer. While elite units will certainly benefit from new developments, the ordinary grunt will have to wait until they become cheap enough to mass produce. Most modern work is either completely experimental, or fine tuning already present technologies with developments from other areas.
Should be self evident, but to be frank it isn't. Between the movies having actors brandishing guns everywhere, the video games and toys like airsoft that make them look more harmless than they are and plain human ignorance and negligence; people forget that they're holding something that could easily scatter someone's brains or outright remove their skull.
That said, there are four main rules to gun safety.
- Muzzle sweep: Avoid this. Muzzle sweep is one when points or sweeps a gun in a direction onto people or objects that could get harmed. To avoid this, one should keep the gun's barrel pointed away from anything that you don't intend to destroy or value. This means one must be conscious of where they are pointing it. Or in other words, never point the gun at something you don't want to shoot!
- Treat every firearm as if if they were loaded at all times. Even if you fully know the gun is empty after removing the magazine and checking the chamber, still treat it as if it wasn't. This creates a force of habit so that if you are ever in a rush/interrupted while handling your gun/given a weapon by someone else/whatever... you will avoid any mishaps and tragedies that could arise because you think the gun is empty where it actually isn't.
- Know the target, what's in front of the target, and what's behind the target. Remember, bullets are designed to punch holes in things. Even if you've got pinpoint accuracy, the bullet might go right through the target and kill some guy who's just minding his own business. This is why any self-respecting firing range has a thick wall or a pile of packed-down dirt behind the targets. Bullets that don't punch through the target and don't shatter(like frangible rounds made of sintered metal)can ricochet back at the shooter or others around them. For this reason, shooting at metal targets is usually done with the targets angled down.
- Trigger discipline: Never put your finger on the trigger unless you want to kill/destroy whatever you're pointing your gun at. Also pretty much self explanatory.
Easy, right? Well... apparently not. Ask any gun enthusiast and they'll gladly tell you all sorts of horror stories that happened because somebody failed to follow these simple rules.
Types of firearms
Having been around for well over 1500 years there have been many types of firearms over the course of time. Humans are, if anything, very inventive when it comes to coming up with new and interesting ways to kill each other. A rough list are:
Ye Olde Gonnes
- Firelance: Oldest of the Oldschool guns, simple bamboo tubes stuffed with gunpowder and pebbles used in the Ten Kingdoms period and the Song Dynasty. One inaccurate spray of flaming fuck-off in close quarters, often tied to a spear.
- Handgonne: A catch-all term for a primitive guns gun without a lock that need their powder charges. Majority of these guns were handcannons, as in literal man-portable artillery pieces that had a 50/50 chance of either working or malfunctioning, the worst of which would be the gun exploding in the shooter's face.
- Arquebus - A basic matchlock Firearm. A note of clarification: 'Arquebus' and 'musket' are both used to describe firearms from this time and they are often used interchangeably. But if you want to be really technical in this period an Arquebus is a regular two handed matchlock firearm while a musket is a larger heavier gun firing a larger projectile, sometimes up to an inch in diameter. Latter (about 1700 onward) musket would refer to any muzzleloading long barreled handheld firearm used for mainly shooting solid shots. This is not too much of a big deal and is nothing to get mad about, but it is worth noting.
- Musket - Today, the musket is a catch-all term for all early smoothbore, shoulder-fired, muzzle-loaded firearms. Technically this isn't the case, the musket was an improved Arquebus, one of the earliest muzzle-loaded guns. However because of romanticism and literature; people who aren't acquainted with firearms will commonly refer to any muzzle-loaded long weapon as a musket (about the same reason why most people today refer to any automatic weapon as a machine gun). Muskets were inaccurate as people have yet to put serious research into firearm ballistics, generated a lot of smoke due to primitive gunpowder mixtures, and were temperamental to environmental conditions (rain will pretty much render a musket into an wet stick of wood), but still enjoyed a lot of popularity due to their lethality and ease of use compared to other man-portable ranged weapons at the time. The earliest versions used matchlocks, which fired by poking a slow-burning fuse into the firing chamber. Because these fuses were unreliable, they were eventually replaced with flintlocks, which ignited by generating sparks in the firing chamber. Muskets were quickly phased out once rifles became a feasible thing, who did what a musket could, but better.
- Multi-barreled gun - In the olden days, people wanted more dakka launched at enemies, but things like magazines and self-loading weapons were still an alien idea during its time. So as an alternative people took a breach/muzzle-loaded firearm, slapped one or more barrels onto it, and reworked the trigger so they can fire more shots before needing to reload. This resulted in some particularly wacky times for guns. To this day, the only multi-barrel weapon still commonly used (disregarding military rifles with underslung grenade launchers, door breaching shotguns, or rotating barrel Gatling-style guns) is the double-barreled hunting shotgun. Some notable guns were volley guns, which were a line of infantry dudes without most of the dudes. The problem was that this took very long to load, because you have 2 or two people ramming shit rather than 20 dudes each loading. So, that was a fail.
- Handgun - Also called "pistols", handguns are small-sized firearms that can be comfortably fired in one hand (hence the name). Handguns are mainly used for close defense and as a sidearm, making them akin to daggers. Modern pistol calibers are commonly between 9 and 11mm, although popular magnum rounds like the .50 GI and .50AE are also exist for handguns (albeit they tend to be large and heavy).
- Machine pistol - A machine pistol is a handgun that can fire in either bursts or in full-auto. While they're commonly thrown into that category; machine pistols are not submachine guns due to their size and use. Machine-pistols are not in widespread use with traditional military forces as SMGs and PDWs do better damage and range, but remain popular with personnel like bodyguards, who require a highly portable but powerful sidearm.
- Derringer - Another case of the concept being named after its inventor, "derringer" refers to tiny pistols, often used as concealed or backup sidearms, that could fit into the palm of your hand. These things have been around since the 19th century and were single-shot, though could have multiple barrels to fire off more shots before reloading, which were fired in a sequence. Due to their size and intended use (i.e: shooting someone while literally next to them); derringers typically used small rounds like .22 and below. But if you really wanted someone dead (and your wrists obliterated); some packed larger shots like .357 magnum rounds.
- Pocket Pistol - Modern versions of the derringer, those are really small handguns or revolvers that sacrifice range and ammo count in order to be as small and easily concealed as possible. Also called "subcompacts".
- Revolver - A revolving gun is any weapon that uses a revolving cylinder to load new rounds after every shot. While its commonly now relegated to pistols (a revolver typically meant a revolver pistol these days) the style is still used for some shotguns (like the Armsel Striker) and grenade launchers (like the MM1-Hawk). Revolvers are still in use for a few reasons: they're simple and cheap to make, can easily be used by left and right-handed shooters (since spent casings aren't automatically ejected like in the case of modern firearms) and is still pretty robust compared to today's modern weapons as fewer mechanisms means fewer points of failure. Downside is that they have very limited ammunition space (because the gun was made around the cylinder you can't expand it like how you can with detachable magazines, so you either had a gun with 5-8 rounds or a bulky gun with a 12-round cylinder) and reload time (revolvers in all generations were a pain in the ass to reload. If you had an old revolver with a loading gate; you had to eject each round by hand, then load new rounds. If you had a newer one; you had to empty the cylinder, load the rounds, then cock the hammer. This is in contrast to modern guns where you just had to eject the magazine, load a new one, and charge the weapon). "Snubnose" revolvers refer to revolvers with shortened barrels in an attempt to make them more compact. Thanks to the American old west era and subsequent movies about it; revolver-styled handguns have achieved a kind of rustic yet sleek appeal to them. Revolvers come in generally the same calibers as handguns, from the modest .22 Long Rifle used for practicing and target shooting to the behemoth .500 S&W Magnum which can put down a bear.
- Submachine gun - A submachine gun (abbreviated to SMG) is a fully automatic weapon that fires pistol cartridges instead of the larger rifle cartridges. One of the first true fully automatic infantry weapons outside of the machine gun, hence the name. The weapon fulfills a similar role of the carbine, striking a balance between firepower, recoil, and bulk. They also make good stealth weapons, as most pistol rounds are subsonic with heavier bullets and thus much quieter by comparison.
- Personal Defense Weapon - A PDW is a bit of a mix of a carbine and an SMG, firing specialized cartridges with rifle-like characteristics (usually in the 4-5mm range, shorter than a rifle cartridge but longer than a pistol cartridge) at the cost of additional weight. Its original role is as its name implies; a personal defense weapon for nonfrontline infantry, like artillery spotters, scouts, vehicle crews, commandos, etc. Back in the day PDWs weren't necessarily automatic; a pistol with a longer barrel and mounted stock could be classified as a PDW (This was done with the German C96 and Luger P07), today however these would qualify as "pistol carbines". These days PDWs are commonly lumped into the same category as SMGs, as they now fulfill similar roles.
- Shotgun - Shotguns are smoothbore weapons (as in the barrel is not rifled) designed to fire either shot (multiple steel or lead pellets) or slugs (a single, heavy projectile), although modern times have included other types of ammunition. The ability to fire multiple types of ammunition without modification is one of the main advantages to using a shotgun; converting an anti-infantry weapon into a door-breaching tool, a mini-flamethrower, or a non-lethal weapon with but a switch of the munitions. The vast majority of shotguns are pump-action or breech-loading, though military shotguns can come in semi-automatic or fully-automatic configurations. For more information see the shotgun page.
- Rifle - Rifles were originally shoulder-fired weapons that had their barrels "rifled" to increase precision, which was an act by putting spiral grooves into the barrel in order to have the bullet spin before leaving the barrel; reducing it's wind resistance (otherwise known as drag) and giving it more momentum as it leaves that muzzle. However, because all modern non-shotgun non-explosive firearms now use rifling to improve ballistics; a shoulder-fired long weapon, designed for accurate fire is usually classed as a rifle.
- Assault Rifle - Assault rifles are a term given to any rifle that can be fired on full-auto and shoot intermediate-caliber rounds, typically in the 5mm range (or a shortened 7mm round if you're from the Eastern bloc). This is usually the standard weapon of a non-specialized front-line infantryman. The STG44 and M2 Carbine are considered to be the earliest ones fielded in any quantity, though the idea has been around since at least the first World War.
- Battle Rifle - Basically the assault rifle's big brother; battle rifles are bigger automatic rifles designed to fire high-caliber rounds, typically in the 7mm range. These were the mainstay for armies in the 1950s, but the US eventually found out that giving infantry rifles with smaller rounds is better since its lighter and can allow infantry to be more accurately engage enemies better due to lower recoil (albeit at the cost of power), so battle rifles were replaced by assault rifles for front-line use and battle rifles were relegated to specialists like marksmen or support gunners (who's job permits for a slower-firing but more powerful weapon). The M1918 BAR may count as one, though the first occurred no latter than 1942's FG42.
- Carbine - A carbine is a compact rifle, primarily designed to be used in close quarters. In most cases, carbines are based from a parent assault/battle rifle, and are scaled down by using lighter/smaller parts and shortening the barrel (such as in the case of the American M16 vs M4) or is its own weapon (like the Korean K1A). These are typically given to units who need to engage the enemy at close range and need a rifle for the job, like commandos, assault teams, or other specialist units, or given to units who are not expected to fight on the front but need a compact but decent weapon to defend themselves if the need arises, like pilots or vehicle crews. Carbine may also refer to pistol-caliber semi-automatic weapons that are longer than a pistol, but this is typically only used in the civilian market. The concept of a carbine predates modern firearms, though they existed primarily for cavalry.
- Micro Assault Rifle - Even smaller than carbines; these are ultracompact rifles designed when someone needs a highly portable but powerful weapon. A MAR is basically a PDW that shoots actual rifle rounds. Much like carbines; a MAR can either be based on a parent rifle and scaled down or made as its own weapon.
- Sniper Rifle - A sniper rifle is a special precision rifle, specifically designed to engage targets at extreme range with lethal efficiency. Many sniper rifles use standard 7.62mm rounds, but high-performance rifles will use more potent rounds up to 12.7mm rounds for extra range and stopping power. Preferably, sniper rifles should use match-grade ammunition to provide consistency and accuracy at high extended ranges. The vast majority are bolt-action for simplicity and power (much more reliable and because all the gasses are diverted into the barrel, rather than some being diverted to work the action; the gun can launch the bullet farther and faster), but there are also a decent number of semi-automatic ones. Sniper rifles are given to special marksmen called "snipers", who are capable of engaging the enemy from extreme distances, usually well away from the scrap.
- Designated Marksman Rifle - A sort of compromise between battle rifles and sniper rifles, DMRs are precision weapons meant to be used by frontline infantry to accurately engage distant targets that regular infantry weapons cannot. Due to its role; it's generally more accurate than a rifleman's gun, but usually not as effective as an actual sniper's gun (DMRs are usually only effective within 1 kilometer, while SRs are typically effective beyond 1 kilometer). Generally speaking, DMRs avoid using the more high-performance rounds that snipers may use, as it may be detrimental for an infantryman's role.
- Recoiless - Not a conventional gun in most senses; a recoilless gun (models with rifling are called "Recoiless rifles" though people often miss this distinction) is as the title suggest, a rifled weapon without (or at least reduced) recoil. It does this by basically being a cannon with the back taken off. When loaded the cartridge sits in an open back tube, there is no breach. When fired, the explosion propels the shell out the tube, but an equal amount of gas comes out the other side canceling out the recoil. This means that total muzzle velocity is lower than a cannon with a breech on it, but they make up for it by shooting bigger shells, and with HEAT shells (thanks to the nature of the Munroe effect) the wider the diameter of the shell the more effective it is, meaning even a large slow moving projectile can do a great amount of damage to tanks.
- Anti-Tank/Materiel Rifle - Essentially modern elephant guns; these rifles are geared towards destroying tanks and hard objects, although they are very much still capable of demolishing infantry (albeit overkill since rifles of this type tend to outright cause body parts to explode by the sheer amount of force they carry.). Anti-tank rifles were the norm for years (From the 1910s to the late 1970s) as they were a cheap yet effective way of getting rid of tanks, but advancements in vehicle armor has largely rendered AT rifles obsolete (atlest for anti-tank roles, these things can still royally murder lightly-armored vehicles and urban housing, thus why they can be seen in use today). Anti-materiel rifles however, are a bit of an offshoot of AT rifles, and are still in use today. They are often used to take out lighter vehicles, to detonate ordnance at a safe distance or fuck up anything valuable to the other side like radars, communication devices, heavy weapons, etc... They have been successfully used against light boats and even to down the occasional helicopter. Likewise, they have been used by both professional and paramilitary forces due in thanks to their ability to annihilate cover (and hopefully what's behind it) where most conventional small arms won't.
- Everything else - Except sniper rifles and most Designated Marksman Rifles, all of the above rifles are generally "military-grade" and thus are generally not available to the public (unless you are in America, see NFA for detail). Any other type of rifle will typically be called a "sporting rifle" or "hunting rifle", etc and are either bolt-action or semi-automatic. Technically speaking, most "military-grade" firearms can be modified to become semi-automatic to allow for use within the public.
- Machine Gun - Colloquially a machine gun is a large automatic weapon (though technically anything fully-automatic, ranging from a machine pistol all the way up to auto-cannons), typically fed from a magazine or a belt (or both, as is the case with the M249) and meant to either be man-portable or fired from an emplacement or mount like a tripod or turret. The main difference between MGs and the rest of the automatic weapon family is that an MG is a gun meant to fire with longer continuous bursts as a support weapon; meaning that the machine gunner applies continuous suppression fire at the enemy to keep them down (and occasionally kill those stupid enough to not get the message), while the rest of the squad maneuver. Machine guns are generally heavier, not only because of the volume of ammo they carry; but their parts (such as the barrel) are made of heavier materials so that the gun can withstand the punishing amounts of bullets it puts downrange (firing hundreds of rounds without pause can cause guns to overheat and malfunction, even catch fire or explode in the worst of scenarios, unless they're built for such a task.) Even then, barrel changes occur frequently to change warped and damaged barrels.
- Light Machine Gun - an LMG is a man-portable MG that fires the same intermediate rounds as assault rifles. They are intended to be almost as portable as a rifle (as in, they can be shouldered, but get better performance with a bipod) and allow machine gunners to provide suppressing fire at the squad level. Some LMGs are magazine-fed rifles with heavier barrels and modified bolts (such as the RPK), or else scaled-down MMGs (such as the M249 SAW).
- Medium Machine Gun - an MMG is a man-portable MG that fires the same full-power rounds as battle rifles. These tend to push the limit of what's practical for a man-portable weapon, and when deployed are usually fired from a stationary position either on a bipod or tripod due to the recoil they generate. These weapons are more multi-role and tend to be deployed at the company level or as a vehicle weapon.
- Heavy Machine Gun - HMGs fire large caliber rounds (like the famous .50 BMG). Unlike the other two; HMGs are exclusively meant to be fired from emplacements and mounts like a tripod due to their large size and weight, which makes them impossible for an infantryman to fire on the move (regardless of what you hear; even Hollywood couldn't make these monsters man-portable in their movies, and those fire low-powered blank rounds and is being held by the like of Sylvester Stallone. It would be impossible for a man of lesser strength to reliably fire these things with live ammunition without it being in a fixed position) , unlike the light and medium machine guns. Generally a squad would carry the parts necessary to move such a beast and its needs if the mission requires it. HMGs are powerful enough to penetrate light armor and damage fragile equipment on heavy armor (like scopes), making them a formidable weapon. Examples of HMG are Russian DHSK and American M2 Browning.
- General Purpose Machine Gun - Essentially a machine gun that can perform multiple roles of the previous stated. Examples of this are the American M60 and M240, which can reliably serve both infantry-level support weapon and mounted gun roles by fitting them with the appropriate parts.
- Rotary Machine Gun - Originally known as the "Gatling gun", man's first known attempt to have enough dakka; a rotary machine gun is an automatic weapon that uses revolving barrels that interchange every time the gun fires off a round. The kicker to this is that it allows the gun to shoot with little threat of the barrels wearing out as they interchange between shots; giving them a small window to cool off before firing again. The end result is a gun capable of firing over 3,000 rounds per minute without fail, or in a smaller scope; 50 rounds per second. Modern rotary guns are electrically powered to allow them to reach such insane speeds, and are given ammo drums that contain thousands of rounds to be able to sustain that amount of bullets being fired; so they're confined to static emplacements and vehicles (unlike what the media constantly portrays; these things are not even close to being man-portable without assistance from powered armor.) These types of guns are used almost exclusively on aircraft or anti-aircraft emplacements, as they're the only non-missile weapon that can reliably hit fast-moving aircraft. But a rotary gun that fires 30mm rounds is powerful enough to tear tanks in two, as well (metaphorically, they only have to penetrate top armor and rate of fire helps). Unlike what the movies would tell you a rotary machine gun does not need a long spinup time to get to full speed: when the trigger is pulled the gun starts to spin and fire immediately.
- Chain gun - A chain gun is a machine gun that is fed using an electric motor. Instead of relying on the gasses from the bullet to work the action to cycle a new round; a machine automatically ejects and loads a new round in after firing a shot. Chain guns have the benefit of never jamming due to feeding failures, as even if the round is not discharged; the machine pops it out and loads a new one regardless. However, it is also not man-portable as it requires an electric motor to function, so it is only found on fixed emplacements or vehicles. Can easily fuck up any poor shmucks day by perforating the boat or car they are in.
"Action" refers to how ammunition is loaded into the weapon.
- Single-shot: The first and oldest of all; a single-shot weapon is when users manually load rounds into the chamber. This can be anything from loading a new round, cocking the weapon every shot, or pumping the action.
- Muzzle-loaded: The earliest form of how weapons were loaded. This meant you had to load a new round directly into the muzzle, which is where the bullets come out. In its earliest form; muzzle-loaded guns were complicated to arm; you had to fuck around with a wad, powder, and slug. In the heat of battle, you had to ram these down the barrel of your gun in the correct order, light the wick, then aim before the gun goes off. And you had to do all this while standing in the open within firing range of your enemy.
- Breach-loaded; An upgrade over muzzle-loading and developed shortly after cartridges were invented; breach loaders are where the bottom of the barrel can be unhinged so that you can load a new round into it. It is still a popular setup for multi-barreled shotguns. Certain revolvers are breach-loaded as well, but given the size and design of the revolver, this gives them a notable weak point at the top of the weapon where the parts connect together.
- Bolt-action: This type of action is where you pull the charging handle of a weapon, every time you shoot so that the mechanism would chamber a new round. These were pretty popular in WW1 and continues to be used today for precision rifles.
- Lever-action: The cool kid of the single-action club; lever-action weapons are those where you have to use a lever to chamber a new round, which was usually mounted near the trigger. This type was made popular by Winchester during the frontier age of the Wild West and even more by Arnold Schwarzenegger when he used a lever-action shotgun during Terminator 2.
- Pump-action: A pump action is where you had to pull the "pump" of the weapon to cycle a new round. This is the most common action used by shotguns. A few rifles used this setup as well, and there is one instance of a bunch of madmen creating a pump-action 3+1 (three in the tube, one in the chamber) 40mm grenade launcher.
- Automatic action: Unlike single-shot weapons, it uses gasses expelled by the cartridge or recoil to power a mechanism that automatically chambers a new round after each shot. Generally speaking, the semi-automatic to fully-automatic action is determined by the trigger sear, which may either inhibit the hammer from hitting against until the trigger is let go (semi-automatic), stops firing after a certain number of rounds have been fired (burst-fire), or continuously fires until ammo is expended (fully automatic).
- Semi-automatic: A semi-automatic weapon is any weapon that can fire after every trigger pull, with the user only needing to work the action after reloading a completely empty gun. Most handguns and many rifles are semi-automatic.
- Burst-Fire: A setting sometimes included on automatic weapons, each trigger pull fires three (or sometimes two) rounds in rapid succession. This is used as a way to allow automatic capability without wasting bullets, as keeping the trigger held too long on anything other than a mounted weapon tends to cause it to lose accuracy very quickly.
- Fully-automatic: A fully-automatic weapon is any weapon that can fire automatically, so long as the trigger is depressed, rather than pulled each time like how semi-autos work. Automatic weapons tend to be banned for civilian use and are only available to military.
Ammo Storage and Feeding
This refers to how ammunition is given to the weapon. Also the topic of a /k/ommando's greatest sources of rage; the clip vs magazine misconception. This section will give a short explanation for both.
- Pepperbox - basically the bastard child of a break-action long gun and a revolver; a pepperbox gun has 3 or more barrels loaded and ready to fire, with the gun rotating between the loaded barrels to fire in relatively quick sucession. As this was one of the only ways to get more than a single shot in less than a minute without resorting to carrying multiple guns; the design was wacky but popular during the olden ages (and still today to a limited extent for some pocket pistols). The Empire's Outriders are armed with these weapons if you want a visual of what they looked like. Most pepperboxes where smoothbore since they were made on the cheap and never intended for more than point blank fire.
- Volleygun - A variant of the olden multi-barrel family, the volleygun foregoes single, accurate shots in favor of alpha-striking to saturate the area in lead, having anywhere between 2 to 20 barrels (and you can go well beyond this if your contraption can handle it) and the size ranging anywhere from a pistol to a full-sized artillery piece. As the name describes; it fires all of it's payload in a single volley, basically making it a one-man firing line. This style of weaponry gradually fell out of disuse as more modern firearms were developed (mainly self-loading weapons, which were more reliable and accurate), but is notably still used for the "Metal Storm", a prototype weapon with truly absurd number of gun barrels that go off simultaneously to shred the ever-living fuck out of it's target. The only types still in use today are double barreled shotguns and derringers.
- Superposed load - the disadvantage to using a multi-barreled firearm is that it adds a lot of weight to the firearm. One alternative was to simply stack multiple bullets and charges into the same barrel, and then have the firearm set them off sequentially. The early version of this mechanism was prone to failures, as the bullets were not self-contained and a poor gas seal could result in multiple charges going off, destroying the gun (and the user if unlucky enough) if it was not designed to handle the stress. However, this setup was revived with the invention of caseless bullets and electronic triggers used most prominently in Metal Storm weapons. If combined with multiple barrels, a metal storm weapon can have a bewildering rate of fire. So far the technology is mostly used in multi-shot grenade launchers.
- Bullpup - A bullpup is any weapon where its action is located in the behind the trigger, instead of in front. Bullpups have the advantage of being more compact, compared to the traditional setup, as most of the gun's mechanism is located in the stock area. but has the disadvantage of not being ambidextrous (being that the shell ejection port is directly beside the shooter's face, left-handed shooters are forced to shoot from the right to not get their faces burned off) unless specifically designed to be so. This is usually resolved by cutting out ejection ports on both sides and swapping parts over, or else ejecting bullets downward or forward. And typically suffer from poor triggers due to the distance from trigger to action, though there are aftermarket kits for many that can mitigate it a good deal. Modern pistols and many SMGs that feed from inside the grip are technically bullpups, since their magazine and action are behind the trigger and connected by a transfer bar, but they generally aren't counted as such.
- Clip - A clip is a device, used for bundling bullets together for immediate use. Guns cannot use clips by themselves, they have to be loaded into a magazine first to be used by a gun. The most common version were "stripper clips": each clip held about five bullets, and to load the rifle you placed the clip on top of the magazine, then squeezed the bullets off the clip into the magazine. Another type, en bloc, was used by the M1 Garand and held eight bullets in a 2x4 configuration. The entire clip was put in the magazine, with the clip being ejected after being emptied. The last kind is the moon (or half-moon) clip, used specifically for revolvers, which holds bullets in a circular formation for loading the chamber up in one go. Clips are still used today, but exclusively to speed up loading external magazines. Filling external magazines generally requires a small disposable tool, which is included in any ammo lot packaged on stripper clips.
- Magazine - The magazine is part of the weapon that houses and feeds actual ammo into the weapon. In the olden days, many guns had magazines that were built into the weapon itself and were fed using clips of ammo that were loaded after the gun ran out of ammo. Built-in magazines, however, severely limited the potential ammunition capacity of guns as they cannot be expanded without significantly making the gun larger and was a pain in the ass to reload (such as in the case of revolvers). To counter this; people designed guns whose magazines were detachable from the gun itself. This allowed people to easily expand the ammo cap of a gun by just making the magazine bigger and made it easier to reload ammunition (after all if you're reloading a gun with 30 rounds; its much faster to just load an entire mag than cramming 30 rounds worth of clips down it). High-capacity magazines tend to take on weird shapes rather than the standard flat box; the most common variant is the drum magazine, but there are also double drums, caskets, and helicals. Typically the weakest part of any firearm. A large part of the misconceptions of the M16 were related to the fucktarded idea that it should be issued with DISPOSABLE MAGAZINES! They were initially not intended for repeated use, empty the mag. Drop it, crush it under your boot, reload a brand new never used mag. Worked well till some bureaucrat ordered reusing them which alongside some other bureaucrats skipping the chrome lining for the barrel and issuing really shitty ammo made with spare parts caused regular failures. Newer iterations of the magazine have since addressed these issues.
- Belts - The belt is what it is; a long belt filled with bullets, which can either take the form of a cloth belt or linked by metallic chains. Belts are the common loading method of most machine guns, who typically have ammunition capacities well beyond 100 rounds. The reason for this is that it simplifies the operation of the gun (since belts do not require them to be fed to the gun with a mechanism like in traditional magazines) and makes them less prone to malfunctions (with a gun designed to shoot continuously; you wanna make sure that there's less critical moving parts to fuck up as it's firing it's 300th round at the enemy). This is mostly because until H&K put out their steel high reliability 5.56 nato mag, most magazines couldn't keep up with the fire rate and were too flimsy(The Soviet counterparts that used magazines, used AK pattern magazines which you can open a beer with and then load into the gun). Pretty much every man issued a M249 with the magwell adapter, will attest to how dire you must be for bullets in the air to use it.
To call a round, or cartridge, a bullet would be the equivalent of calling of calling a magazine a clip. Bullets are the projectiles that are or to be launched, while the "round" is the entire thing. To do otherwise would summon the wraith of the /k/ommando.
Composition of the modern round/cartridge
- Casing - The metal jacket that houses the propellant, primer, and to an extent the bullet (pardoning telescopic munitions which house the bullet completely.) Usually made from brass, they can be made from steel or plastics (at the detriment of the gun itself, unless designed for such).
- Propellant - Powder that is used to propel the bullet/slug/projectile. In the good ol' days, it used black powder, but those clouded the air and weren't powerful. Most modern rounds use a double base powder (generally gun cotton or nitrocellulose and nitroglycerin, may include a variety of stabilizers (to improve shelf life of the round) and deterrents (to prevent the cartridge from being too "hot". For artillery, they make good use of triple base propellants, which is smokey as hell but burn well.
- Primer - What activates the powder in the rounds themselves. Generally a firm dent is enough to activate the munitions. Generally use non-corrosive compression sensitive materials.
- Bullets - What people get tripped up on in naming munitions. Being the projectile, anyone loading the munitions has a vast choice of what can be used as a bullet. Generally, lead, steel, and tungsten make the core of the round (thanks to their weight) while the outer coat for the round could be lead (since it is also very malleable), copper, and nickel, though Teflon and certain plastics can also be used. If you're feeling lucky, you can load a variety of other materials into the rounds (or shells for shotguns). Take for example salt, which doesn't kill, but you can mark people and they sting like hell.
Types of bullets
As a short note on bullets, its important to know that just because a bullet can easily penetrate armor doesn't mean its a definite upgrade over everything else. If a hard bullet like the FMJ or AP penetrates the human body and exits in the same shot; its gonna hurt like hell but unless that bullet was in the 12.7mm (.50 caliber) category or it hit something important like a lung or the head; the target has a good possibility to survive through a combination of medical aid, hormones (adrenaline in fight or flight), and willpower (with the side possibility of stimulants), and even still continue to fight onwards if they're that dead 'ard. That said, if a 12.7mm round came tearing through your body; it has enough momentum to potentially rupture a good chunk of your insides which is very lethal, but 12.7mm guns are generally not mainstay (these are guns like the Desert Eagle, M2 Browning, or M82 Barrett), so unless you're a real-life action hero, a turret gunner, or a counter-sniper; its unlikely for you to have access to these behemoths.
Likewise, if a soft bullet like the JHP or SP penetrates the body, then which expands, fragments, and/or tumbles inside; in short internal and external bleeding would be the most urgent of the target's concerns, with ruptured organs and torn muscles leaking like a broken sewage pipe, thus making HP lot more lethal and debilitating. That said, soft bullets fragment easily and body armor proportionate to it's caliber can reliably stop soft round. That said even if armored; the target is still gonna feel the impact of the bullet's force hitting against his body, and that still has the potential of killing someone if the circumstances are right (although its still unreliable).
In the end, a bullet is either specialized where it's only effective against either armored or unarmored targets, or a special combination that renders it effective against both types (although these require an experienced smith to manufacture properly).
- Full Metal Jacket (FMJ)- Generally a lead or steel bullet encased in a soft metal such as copper. Acts a sort of lube as well as preventing fouling of the barrel. Depending on design, has a potential to fragment post impact, shredding internal organs.
- Hollow point (HP)- Expands on impact, creates a bigger hole on impact. Certain designs have bladed tips on expansion, causing additional cutting and bleeding too.
- Semi jacketed Hollow point (SJHP)- Same as a hollow point, but has a copper jacket to help reduce fouling.
- Jacketed Hollow Point (JHP)- Same as above, but fully covers the bullet down to the tip.
- Wad cutter (WC)- Flat tipped bullet. Not very aerodynamic but it leaves a big hole to help tell you where you hit the target. Generally for closer range paper targets as they lose velocity very quickly due to the drag on them.
- Semi Wad Cutter (SWC)- Like the wad cutter but more aerodynamic.
- Armor Piercing (AP)- As name implies, intended to penetrate armor, be it person or equipment. However, this ultimately depends on what gun you're shooting from and what armor you're shooting at. A 9x19mm AP steel round coming from a 4" barrel will do diddly to NIJ Level IIIA, where as a 7.62x51 AP flying out of a 24" barrel will punch through it easy as you please.
- Saboted light armor penetrator (SLAP)/Saboted bullets- Think of the discarding sabots fired from a M1 Abrams or a saboted slug of a shotgun, but redesigned to be fired like a standard rifle round. The sabot is designed to the grip the rifling until it leaves the barrel, then discard after leaving the barrel. This would leave the penetrator or bullet with a high velocity while providing a sufficient spin to the bullet to keep it stabilized in the air. With a higher density and/or thinner bullet, they can potentially penetrate better than potentially even APHE. Likewise for handcrafted bullets, they provide higher velocity for a smaller bullet in a cartridge intended for a larger caliber. G
- High Explosive incendiary (HEI)- Explosive tipped munition. Generally for larger rounds (think 7.62 and beyond), they typically are meant for non-infantry targets such as light vehicles, light aircraft, and barriers, showering those inside with speeding shrapnel. Despite their implication, they might not work as well as one might think against hard target.
- Armor Piercing Incendiary (API)/Armor Piercing High Explosive (APHE), High Explosive Incendiary Armor Penetration (HEIAP)- Designed with the intentions of penetrating hard targets that HE rounds can't do alone and being anti-material in general, API and HEIAP are the answer to those targets. Generally have sufficient power in and behind the bullet (think Raufoss Mk.211), it will penetrate body armor and light vehicles with awe-inspiring ease.
- Soft point or semi jacketed - Like a FMJ, except the tip is exposed. Designed to have the reduced drag of a FMJ, while expanding upon hitting a target similar to a hollow point. Generally designed for hunters in mind.
- Ballistic tip - Similar in performance to the semi-jacketed bullet, but rather than being a solid core of lead it is designed like a hollow point, but with a plastic tip at the end to reduce drag.
- Ratshot - made for smaller-caliber guns and is basically birdshot for rifled barrels. The tip is a plastic cap that contains a small amount pellets, typically within the 1.5mm range. As the name implies; the gun is primarily designed for shooting pests and small animals like rodents and grass snakes. You can use it to shoot at larger pests like coyotes or humans, but it's woefully underpowdered for the job.
- Tracer - a regular bullet coated in pyrotechnic coating that ignites when fired. These are most commonly used with machineguns (every fifth round in a belt, to be exact) since it's useful for the gunner to accurately see where all his bullets are going, as well as make it clear to any enemies he's suppressing just who he's aiming at. Of course, the caveat is "tracer's work both ways" as they can give away your position; this can be mitigated by using "dim" tracers that can only be seen through night vision goggles. Sometimes also used by spotters or commanders to mark a specific target. They can potentially set fire to objects, if the incendiary compound hasn't burned out yet on impact.
- Non-lethals - Commonly known as 'rubber bullets' even though they're made of plastic these days instead. Used in riot control and such, where the shooter isn't allowed to kill. They hurt like a sonovabitch and can still kill in the wrong circumstances, though. Airsoft this ain't.
Types of Rounds
Apart from the traditional type of rounds, here are some unique ones for reference.
- Blanks - What you commonly see loaded in movies. Blanks are basically that; the round has a primer and powder, but the bullet is just a paper or plastic sheet designed to keep the powder in, so you get the sound of a gun going off, but not the damage. That said, blanks can still kill people, the gasses used to propel the bullet forward are still there (just not launching any bullets); and its powerful enough to liquefy organs and break bones if you were dumb/desperate enough shoot someone with a blank at close range. This is why instead of blank-firing guns, actors will use flash paper guns at close range for safety. There's also blank ammo specifically designed to make as much noise as possible for the purpose of disorienting and intimidating people in an area.
- Caseless - An old but futuristic concept, a caseless round has everything required for the bullet to be launched, inside the bullet itself. This removes the need for guns to eject spent shell casings after every shot, reducing weight and ammo costs. While this has been pioneered since WW2 and a few prototype examples for it were already developed (like the G11); caseless rounds are still determined to be unreliable for field combat use in comparison to traditional ammunition, so as of today their use is largely limited (mainly to grenade rounds like the Russian VOG-25 grenade).
- Gyrojet - A unique but largely impractical cartridge in the gun circuit, WH40K's famous boltguns run on the same concept as the gyrojet. Basically, the bullets are miniature rockets that build up speed as they travel, capable of exceeding the speed of sound after traveling 60ft. While the idea sounds cool; gyrojets were required to gain minimum distance to achieve their full effect (if you fired at point-blank for example, they didn't really do much) and were highly temperamental to environmental conditions, not to mention the costs. At the end; the concept was a bust as it didn't really do a lot that couldn't be achieved with traditional small arms for cheaper. Still GeeDubs thought it was nice and became the basis of how boltguns work, where it's largely the same but with more techno-flubdubbery and "because future".
- Magnum - Unlike what vidya gaems portray, magnums aren't really super-mega handguns of death. A magnum round is basically a parent cartridge that's been enlarged so it does more damage due to a combination of larger mass and more powder used (so it flies faster and hits harder), and this can be anything from the .357 magnum handgun round used by revolvers, to the large caliber .338 Lapua and Winchester magnum rounds used for precision sniper rifles.
- Overpressured - Designated as "+P", overpressured rounds still uses the same cartridge (unlike the magnum), but is loaded with higher-pressure powder that releases more energy when fired. It sounds like a nice way to up your damage, but guns have a level of pressure they can tolerate, and if your gun isn't designed to do such and you use +P rounds; you run the very high risk of destroying your gun (and the rest of your body if you're that unlucky). There are guns that are proofed to fire +P and +P+ ammo but it typically used in SMGs. Certain batches of surplus ammo will blow up guns because they were made to be used in more robust SMGs and not commercial pistols.
Types of shotgun loads
- Buckshot - The shell is filled with lead or steel pellets, each of which is typically around 15mm each (it ultimately depends on the bore), that spread out once discharged. Poor at penetrating armor and limited effective range comparison to other firearms as the pellets scatter and the pellets are too small to do serious damage individually (Although do note that unlike what the vidya gaems portray; a decent 12G shotgun loaded with buckshot is effective upto 30-50m, not just in point-blank range); but they do cover a fairly large radius and the force of 8-12 pellets impacting against your body will send you tumbling and rolling on the floor in agony, even if they don't penetrate.
- Birdshot - Similar to buckshot and more pellets, but the pellets are smaller (5mm and less, although still depends on the bore). As their name describes; the ammo is designed to pelt down birds by throwing as many bullets at the target and hoping atleast a few of them hit. You can use them against non-avian targets aswell and they'll do something, but they don't pack the punch you'd like and don't expect them to dent body armor too much. Their ineffectiveness against human targets was demonstrated by a (possibly drunk) Vice President of the United States when he shot an old guy in the face with some and the only lasting damage was the voice.
- Slug - Instead of multiple pellets; the gun fires a single, heavy lead projectile, similar to how traditional ammo works. Because shotgun barrels are not rifled; slugs do not have the range nor accuracy rifles do, but because of their weight and the shotgun's fairly large caliber; they're fully capable of crushing their way through armor at close range.
- Non-lethals - Designed for riot control where the shooter isn't allowed to kill; the bullet is either made of rubber, paint, or beanbags designed for minimal penetration, while the powder used in the rounds is less to reduce the projectile's velocity. The end result is a bullet designed to simply cause shock and pain to the target in order to incapacitate them long enough to be arrested and not rejoin the fight in the meantime. That said, you're still talking about launching an object at someone at speeds similar to cars speeding on a highway; so hitting vulnerable parts of the body like the head, neck, or ribs can still result in a fatality. On the flip side, anyone wearing bullet-resistant armor won't be affected too much.
- Chain-shot - Typically reserved for olden cannons, the chain-shot is two cannonballs linked with a chain. The spinning contraption was intended to tear through a ship's mast and sails. Obsolete as fuck, but it is still possible to replicate this with shotgun ammo. Basically you tie two pellets or slugs together so that when they're discharged; they're basically flying garrotes. Awesome, but because of how unpredictable bullets are while in flight, it's highly impractical for combat use.
- Flechette - Buckshot, but instead of pellets; the shell is loaded with small metal darts. They achieved better penetration and range than traditional buckshot; but because shotguns aren't really designed as precision weapons; they were highly impractical for combat applications. They destroyed barrels and tended to deflect off really silly things like raindrops.
- Explosive Rounds - The shell contains an slug that explodes upon impact, capable of using anti-armor or anti-personnel shells, basically turning the shotgun into a portable grenade launcher. Not as powerful as the real thing, but invaluable when you need accurate explosions but not the excessive collateral damage or restrictive weight and mass. Has seen some use in rifle rounds on the eastern front of World War II as well as in .50 BMG (officially for use on objects, not people).
- Dragon's Breath - An odd type of ammo. DB shells are loaded with magnesium pellets. When discharged; they create a short but hot burst of fire that burn at temperatures upto 1,600°C. While not really used much for conventional combat due to its status as an incendiary weapon (which would give a warcrimes committee a field day); blasting a person with this at close range will create about the same results as a giant fire-breathing lizard incinerating an unlucky knight to death, hence their name. Also destroys barrels.
- Misc - Shotguns aren't really picky with ammo since they are manually operated and don't depend on a gas seal as much; just about anything can be used for bullets if worse comes to worse/you're bored. Could be lego pieces, could be old hard candy, solid scrap,frozen meat or even glass. Hell, it can be a Sly Marbo tabletop figure if you could fit him inside a shell and prevent him from disintegrating from the force while exiting the barrel, the choice is yours. (More likely blow up your gun as Sly refuses to die and gives you the finger for trying.)
Manufacturing of Firearms
The production of firearms historically speaking has been an, err, interesting path. The first firearms were little more than metal (or whatever other material one so chose) cylinder with with one hole for the ignition of the powder and one for the projectile to be projected. As time passes on manufacturing techniques got more advanced, leading to triggers which frees up one hand from having to push a hot object into the powder. Most used a sort of striker to ignite the powder, be it flint or rope. Around the early to mid 19th century, self-containing cartridges became a possible reality. As such the firearm had to change too, with an action either simply accepting a round into the barrel or an action that would be worked to put it in. Near the end of the 19th century and start of the 20th, auto-loading firearms became possible, but the actions had to become more complex to automatically feed the round by means of either recoil or gas. After that, guns haven't exactly changed too drastically (still major changes) in the current 21st century, pardoning the much higher efficiency of the modern weaponry. The complexity of modern firearms however doesn't interfere with how cheaply they can be produced. As such, there are endless aftermarket gun parts for sale around in places such as the USA.
First and foremost: guns are not toys, and should never be treated as such.
It comes as no secret that one can manufacture their own guns in one's own home so they chose to (Just ask the Afghans). Depending on the skill of the user, the manufacturing tools used, material quality of the parts being used and/or made, design of the gun, and so on, a DIY can range from a explode-in-your-hand zip gun all the way up to high-quality rifles that have a minute of angle (MOA) of 1 or less. All one need is one's imagination and a firm understanding on how a gun works from the inside out and machining. In addition to that, the internet has a broad data base on the knowledge and schematics of guns.
That said, DIY-guns require a decent understanding of physics, chemistry, and mechanical engineering to manufacturer at all, so unless you're a Mekboy with all the know-wotz implanted in your brain; its highly recommended you read up first, lest your firearm's first unwitting victim is you.
Examples of DIY are:
- Zip gun: Usually a metal tube attached to a piece of wood or object, within it some sort of trigger and striker. One example of this is a slam fire gun. Generally a 12 gauge shotgun shell loaded into a 3/4 inch tube that can be shoved into a 1 inch tube that has cap containing a nail at the end. When shoved in, the cap's nail will be more than enough to set off the shell, making the tubes effectively a shotgun.
- Experimental design: Every line of guns started out as a experiment somewhere. Some catch on, some don't, some just are there because why the heck not? Want to have dual barrels on your gun? Go for it! Add a counterweight to the gas block so that the recoil is next to nothing? Makes shoot a breeze! Add a round cam to your bolt so you can have a smooth action and reduce wear on the gun? No reason not to! The choices are endless if with time, diligence, and a bit of imagination.
- CNC Manufacturing: Avoiding the painstaking effort of machining it by hand a machine do it for you? A Computer numerical control (CNC) machine can easily mill out receivers and whatever other parts you need assuming you have the plans on the computer and the materials to be drilled out. The downsides of that CNC are a bit pricey relative to their hand milling machine counterpart. However some go for as low as $1200, which is roughly the same price as a mid-tier intermediate rifle in the USA.
Most fantasy writers tend to exclude firearms. There are a variety of reasons for this, such as:
- Most fantasy comes from Tolkien, who, being a naturalist who largely despised industrialization, did not put guns in Middle-earth, although gunpowder does exist, used by the wizards (Gandalf's Fireworks and Saruman's Fires of Orthanc) and by the orcs.
- Most fantasy (whether copy-catting Tolkien or not) is based on medieval Europe. Depending on your definition of "medieval," Europe did technically have firearms towards the very end (crude and unreliable ones, but firearms nonetheless), but most authors base their fantasy on earlier medieval Europe.
- As in real life, firearms mean that vulgar, dirty, peasant conscripts can take down the author's Mary Sue noblemen knights that trained so hard in the arts of swordsmanship and melee combat, though if the writer had any historical knowledge they would know that armor can be made "proof" against early firearm bullets (which is partly what spurred the development of full-body plate mail to begin with, as a sidenote) or that a crossbow or longbow can just as easily (in fact, MORE easily due to the general shitty performance of old guns) turn an armored man into swiss cheese.
All that being said, most fantasy authors are much more open to cannons, which became viable on the battlefield long before smaller firearms anyway. Some even make room for crude rocket launchers, especially if there is a not-China/not-Korea in their setting. (Laugh, but a big firework rocket will put a sod on fire and ruin his day just fine, doubly so if the morons are in wooden fort.)
Generally speaking, if a world has both the "stock" fantasy races and guns, there will a strict hierarchy of who uses them, from most to least likely:
- Dwarves: They almost always have the best, most plentiful guns. If only one race gets firearms, it's likely going to be them.
- Gnomes: As tinkerers, they're frequently on a different tech level from everyone else, including firearms.
- Humans: Unlike the other races, which are usually an all-or-nothing deal, different human nations have different likelihoods of having guns. Italian and East Asian analogues, as well as the "industrious" or "scientific" nations, are much more likely to have them. Your barbarians, guys keen on knights and chivalry, and the more conservative less so. If the nation is Post Renaissance, expect pike and shot style IRL analogue armies.
- Orcs: Orcs would probably love guns if they could actually build some. However, they're usually either incapable of building things or have a hard time organizing themselves to the point that large-scale firearm and powder production is possible. Even so, they could still obtain them them by other means such as fighting as mercenaries for guns and stealing them off the corpses of the fallen and similar. They are higher on the list if they are more like Tolkienian orcs, which can be fairly well organized and "delight in explosions" enough to manufacture their own gunpowder, if only for simple bombs. If Orcs are of the more Chaotic Evil variety then they will barely have crossbows, let alone guns. If Orcs are of the Klingon variety, as in the violent tendencies are normal enough that the civilization can function, then they will LOVE big guns.
- Elves: Being arrogant pricks, they see guns as crude, inaccurate, foul-smelling contraptions that are no substitute for a bow. However, they'll still use them when necessary, even if they don't like it. That said, elves also had a good reason to not use them, namely most firearms in a fantasy settling are arquebus-type single-shot smoothbore weapons, which are outranged by longbows. Longbows are even decent against most kinds of armor (ask the French). The main advantage of firearms, even early ones, is ease of use and armor penetration though armor could be made that could stop an early handgun. The main problem with longbows is that it takes years to learn, which is not a problem for long-lived elves. Between a smoothbore handgun and a longbow, the bow is simply a better choice to an elf. The problem of course is that longbows are about as good as bow technology can get while handguns can be improved to rifles, against which bows only have rate of fire as an advantage, then Repeating Rifles, which bows have no advantage at all against. So while Elves may have an advantage to sticking with there longbows well into the age of pike and shot, if they're not careful their Longbows will end up fighting against Springfields and Winchesters and they will end up the worse in that exchange. If tech reaches that point, expect the Archer/Hunter stereotype to turn into Snipers.
- Wood Elves and other Fey/Nature types: They'd rather die than use a firearm, even if the rest of the world has moved onto biplanes, bolt-action rifles, shell-firing cannons, and tanks. If this happens, this means they either have powerful magic (so the actual weapons used are unimportant), they are really really good shots with a bow, they have much stronger friends (Think like the amish) or they're about to die out. That said: the problem they have are not guns themselves, but making them as mass production always has some environmental costs they can not stand for. If they could get there hands on some way to make guns that did not harm the environment in the process, at least anymore then making a sword does they might go small for small scale fire arm production, but this is rarely explored in fiction.
For how this conservative attitude tends to apply to tech in general for fantasy settings, see Medieval Stasis.
Of course, sci-fi writers almost exclusively use firearms, seeing as how it's THE FUUUUUUTTTTTUUUUURRRREEEE. The exceptions are Warhammer 40,000 and Dune: although guns are the main combat implement in 40K, close combat is still alive and well, and most armies have at least one elite, close-combat unit wielding weapons that are distinctly not firearms; in Dune, guns are pretty much dead as a weapon of war, as personal-scale force fields stop fast-moving matter (like bullets) from crossing them, but slower matter (like swung knives) can pass through, and if a lasgun blast touches the field, at least one end of the equation comes out "BOOM!!!". Most sci-fi universes do have close combat weapons on the scale we see in modern warfare, though, like in Mass Effect, where, as the Reaper forces (who are basically Necrons and Tyranids combined) invade the galaxy, people begin developing their Omnitools to snap-produce a white-hot blade of hard metal above the wearer's hand... And then there's the Krogan, who are too bloodthirsty and too large to properly take cover, so they headbutt things instead of using guns.
Most fantasy RPGs deal with firearms the way they deal with lots of things that threaten their Medieval Stasis: terror, suspicion, and shitty rules. If you have the option of using a firearm in most games, it probably has one shot that's weaker than a bow, then takes an entire encounter to reload, and is illegal everywhere in-setting in case you didn't get the hint.
BECMI Dungeons & Dragons doesn't have rules for firearms, but there were one or two adventure modules that incorporated a crash-landed spaceship, with weapons the players could loot. They were treated as magic wands and staves. A few issues of Dragon magazine offered rules for early cannons and hand cannons.
Advanced Dungeons & Dragons mentions guns in a tucked-away subsection on importing TSR's Cowboys & Indians game Boot Hill to AD&D (DMG, pg113). Revolver pistols and Gatling guns would do as much damage as a longsword; shotguns as much damage as a two-handed claymore, a (thrown) stick of dynamite does 4x the damage of a short sword. The rules insist "...when gunpowder is brought into the fantasy world it becomes inert junk, ergo, no clever alchemist can duplicate it." To reinforce this concept, the Manual of the Planes included rules for factors of prime material planes, one of which determined if complex (read: setting destroying) chemical compositions like blackpowder would even work in said plane. If you have any knowledge of chemistry, you may cry now. Notably, Greyhawk had a god of firearms, and his paladins were basically Wild West sheriffs.
Advanced Dungeons & Dragons Second Edition included the arquebus in the Players Handbook, where they were depicted as slow, powerful and expensive (500 Gp!). They were also potentially dangerous to the user as the result of a bad roll. It was painfully stressed that the inclusion of firearms in the campaign was the call of the DM. Firearms were a bit more common in the Spelljammer setting. Moving away from the classic fantasy background, there was the historical campaign sourcebook A Mighty Fortress that introduced rules for firearms of the 16th and 17th centuries and the Masque of the Red Death setting for Ravenloft pushed everything into a gothic horror version of the 1890's.
D&D third edition has a section on advanced technology (DMG, pp162-164) for Renaissance-era, 20th century, and futuristic weapons. The weapons are more powerful than what can be found among ranged weapons in the Player's Handbook, but also heavier and more expensive. You're better off with magic crossbows.
Pathfinder greatly over complicates guns: they have shorter range than bows without magical items, take longer to reload, and have at least a 1/20 chance to break or explode every time you fire it, and use up more expensive ammunition. As though this wasn't enough, they have a stiff feat tax needed to make use of them and the fact that there's really only one major gun factory in the land, the Gunworks of the small nation of Alkenstar, and they keep most of their guns to themselves. In return they hit harder, have a terrifying 4x crit modifier, and use touch AC in the first range increment, effectively ignoring armor when fired close up. A specialized class, the gunslinger, is centered around the use of firearms. Energy weapon specialists in Iron Gods have it a bit better, though ammo is limited for most of the adventure.
Dragonmech has guns, sort of kinda, as well. Only instead of using gunpowder, they use steam to propel the bullet like an airsoft gun. they can only be fired once every other round as the pressure needs to build up. There Treated a bit like crossbows that do more damage and can shoot a little further.
Dungeons & Dragons 5th Edition includes a section on firearms in the Dungeon Master's Guide. They hark back to 2nd edition in terms of stats, fitting the general tone of the game, but aren't quite as punishing for a player to learn to use and make. And with the increased emphasis on houseruling and homebrewing, modding the Crossbow Expert feat to work for them seems a simple leap of logic. The "race builder" guide in the back even suggests changing around the dwarf weapon proficiencies to include them! Furthermore, if you want to get your Expedition to the Barrier Peaks on, it includes some futuristic guns as well, like lasers and disintegrators.
Warhammer Fantasy features firearms based on early real-world equivalents, like flintlock pistols, musket rifles and the blunderbuss. Although deadly and still on the experimental side, they're also considered very unreliable and are prone to misfire and sometimes even to explode. Rpg-wise, firearms were already included in the core rulebook of Warhammer Fantasy Roleplay 2nd Edition, but were later somewhat expanded in the Old World Armoury supplement. Some variations that function like firearms were also added as weapons to some Skaven classes in the Old World Bestiary supplement. Generally speaking, firearms require more costs in order to be used, as each shot requires a firearm shot (bullet) and additional gunpowder. Except for the obvious disadvantages of becoming useless once getting wet and longer reloading times, firearms deal more damage than bows and crossbows, with more complex models even having a repeater function, but obviously longer reloading times for each barrel to be loaded again.
| Battleaxe - Dagger - Lance - Mace - Club |
Pole-arm - Spear - Sword - Warhammer
| Blowgun - Bows and Arrows - Cannon |
Crossbow - Firearm - Rocket - Shuriken - Sling