Special Munitions Branch M56 Smart
Special Munitions Branch M56 Smart

M57 Gun Assembly*


The core of any fighting forces squad's physical fighting power is it's machine guns. More effective than a rifle, machine guns can sustain large volumes of continous fire both in the attack and defense, and are frequently the most decisive weapon in a firefight. Lightweight, rugged, and reliable, the Smart is carried into battle on a stabilised mount - so negating the need to position or set up the weapon for full automatic fire - and is linked to an infrared target tracking system for accurate aiming. Flexible and powerful, the M56 is the choice in a wide variety of combat theatres and environments.
Developed on the old MG3 used by the Bundeswehr, (NOTE: This is how the original weapon in Aliens was made) designer Ernst "Devious" Handel developed this weapon. By removing the typical trigger group, and stock, he instead put a motorcycle-like grip on the rear, and made it solely for a gyro-mount. Then he added the common side guards, and modified the barrel end for the round, and put an offset trigger in the forward portion behind the guards. Thus he created the M56 series.

Type Conceal Ammo Mode Damage Weight Availaibility Cost Street Index
MMG NA 100(c) BF/FA** 9S 11.07 (unloaded w/gyro mount) 18/1 mth 40,000¥ 4


Overall Length: 122cm (4 feet)**
Barrel Length: 54.5cm (1.8 feet)
Caliber: 7.62 x 51mm Caseless

*Though the picture shows the thermal tracker, it is replaced by the COT system.
**The weapon fires 4 round bursts that do 13D per burst.
***It should be noted due to the length of the weapon, dwarves cannot use this weapon system.
Use heavy weapon recoil rules. The barrel mounts an Imp. Gas-Vent II that offers 3 points of recoil compensation. The gyro-mount offers 7 points of recoil compensation. It also mounts the Smartlink II system, and a rangefinder. Also mounted is the Electronic Recoil Adjuster, which is pre-set for 10 points of recoil compensation. Quite honestly, this weapon can fire a full 10 round burst with no recoil modifiers at all. It can only mount top-mounted accessories. Characters wearing the weapon reduce his or her Combat Pool by 25%, and all melee attacks adds a +4 Modifier. Also mounted is a COT system.





M56 Smart

Smart Gunner
The M56 Smart consists of four major components: the Head Mounted Sight (HMS); the operator's combat harness; ; the articulation arm; and the gun itself. First piece is the operator's M3A2 Helmet Mounted Sight (HMS). The HMS comes equipped with a tactical camera that sends images directly back to a field monitor that is mounted on the right side of the headpiece. However, other headgear, such as softcaps may be worn. However, a specialized helmet is now in service to allow better protection. The eyepiece displays all targeting information to the operator. The Smartlink data can be optionally be set to display to the eyepiece, preventing any disorientation when in combat. COT information likewise is also displayed when the eyepiece is activated. The COT system is mounted in between two flanges designed to protect the scope from damage, in which is mounted a COT-2.
Other modifiers, except for movement, still apply. Another improvement to the gyro-arm is a self folding mechanism that folds the weapon to the left side. This can be mentally activated via the Smartgun link, or by a switch. This allows the user to perform other tasks (though at a +2 modifier) and allows the user to carry the weapon, and perform normal parachute jumps (at still a +2 modifier to all tests) out of aircraft. When the weapon is to be deployed (both folding/deploying requires a Simple Action to perform), the weapon will fold out, and the user has to merely grab the handles, and use the weapon. Note than when the weapon is folded, due to the weight, it tends to make the operator's center of gravity shift to the left. Such a problem constitutes a +1 modifier to any tests regarding balance, Reaction (throwing that thing around), and climbing tests as well. And at GM's discretion, should the weapon get banged up while moving around, there is a chance (1 on a 1D6 that the weapon will start becoming faulty, see "Unreliable Weapon?" at the bottom of the page for more information.)
Firing from Cover
The Gyro-harness consists of a special breastplate that holds the processor for the targeting system. The breastplate offers both Impact and Ballistic protection (4/3), and treat as Hardened armor. This armor can be layered with soft armor to provide additional protection, and can be disengaged quickly, if needed, by quick-release straps mounted on the armor. It requires two Complex Actions to put the armor on, one for the harness, and the second for the gyro arm. It takes another Simple Action to put on the headset. The whole system can be "quick released" through a Simple Action. The whole harness is padded to prevent chafing around the shoulders and hips, where most of the operator movement would occur, and the arm mount is on the left side only. The arm itself is attached to the left hip mounting and plugged in via coaxial cable to the processor and power outlets in the breastplate. The Gun Assembly itself is clipped and secured to the end of the arm (Complex Action to mount/dismount).
Power is provided for the harness by a DV-9 lithium battery which is good for 50,000 total rounds. The ends of the battery are plugged into power leads that run from the articulation arm to the gun. Common field practice is to let it hang beneath the gun where it can be easily accessed in the field. A Smart gunner normally carries two DV-9 batteries. The articulation arm is mounted on the left side of the armor and has a Barrier Rating of 8, all attacks on the arm is a called shot and all other modifiers apply. Due to the self-aiming of the gyro arm when the tracker is activated, reduce the Combat Pool by 25%. Complex Actions can be performed, with a +3 modifier.
Firing from Prone
The weapon is operated by the fore and back grips. Operators have a wide degree of motion and can play it in an arc from their front to their left sides, or point it directly upwards. When firing prone, operators must lie on their backs and employ the fore grip, while locking the cocking handle forward and using it as a side grip. (GAME NOTE: Unlike the SRIII Action, "Drop Prone", a Free Action, this requires a Simple Action to perform). It should be noted that when lying in the prone, the gyro-arm does protrude and can attract fire (Called Shot to hit the arm). The flexibility of the system allows when firing from cover, to shoulder mount the Gun Assembly. All major joints have been sealed through fittings to allow full use in a desert environment, where sand can foul up the bearings. The weapon can be fired from the crouching position, but if the character is lying down on his or her front, it cannot be done. Additionally, moving while lying down on the front adds a +2 to any Quickness tests due to the bulk of the system. Firing the weapon one handed, either from the forward or rear handgrip imposes a +3 to all attacks. Note that while the Smartlink hardware is distributed through the weapon, if the character's hand does not have the Smartlink II system, then he/she obviously does not benefit from that hardware. The cocking handle does not have a trigger, and the weapon cannot be modified to be one. However, it can be used to simply hold the weapon if needed.
Firing arcs
The Gun Assembly of the weapon is made out of advanced alloys made in zero-gee to drastically reduce the weapon weight. It fires the common 7.62 x 51mm NATO round. This made the designers installed the highly advanced Electronic Recoil Adjuster into the frame of the weapon, with most parts in the chamber area, which using advanced techniques, allows the M56 to fire a full auto burst with no loss in accuracy. It has a muzzle booster to ensure the necessary operating forces from the large round. It has the Smartlink II combined with a rangefinder. Note that the smartgun link is mounted in the cocking handle. The chamber on the Burst setting automatically fires four rounds per pull of the trigger. Firing is controlled from the either the forward hand grip or the rear firing handle; the operator fires the weapon by depressing the red "fire" switch or pulling the firing handle upwards. A selector at the grip control's the gun's safety features and the rate of fire. There are three settings on the switch; Safe, Burst, and Autofire. Clicking off the safety will automatically charge the weapon (If there is already a round already in the breech, it will show up in the user's vision via thier Display Link, should one be implanted. Or it will be projected into the eyepiece. Nevertheless, it will prevent any further loading of the weapon). If the character uses the Gun Assembly without the gyro-arm, add a +2 modifier to all attacks. The reason is because the weapon was designed to be fired from the grips, rather than the shoulder, which is why the weapon doesn't require a stock. All rounds are stored on a plastic non-disintegrating belt in the ammunition drum, which can be reloaded in the field. The gun motor drives the feed mechanism and the rotating breach mechanism. The motor is capable of automatically cocking the weapon, (For game notes, the weapon automatically takes the place of the "Ready Weapon" action. however, roll 1D6, if the result is a one, the gun jams, and the character must manually cock the weapon). Mounted on the end of the barrel is an Imp. Gas-Vent II system allowing it to fire with no recoil, even on full automatic fire. The barrel assembly itself can be removed when the barrel gets too hot. A typical Smart Gunner will carry an additional spare barrel for this situation. Removal of the barrel is accomplished by a cover access on the right side just slightly forward of the cocking handle. Removing/installing the barrel each requires a Complex Action. By removing the rear handle mounting assembly, the whole breech assembly can be pulled out, allowing quick replacement in the field for maintenance. It is secured by two pins, and is seated properly by grooves, preventing any mis-alignment when inserted. It requires six Complex Actions to completely replace the breech if necessary.

"You should always cock the gun manually with each new drum of ammo. The first round off the belt nearly always jams if you let the gun load itself."

-PFC Leigh Fettelburg, 1/9 Colonial Marine*


Gyro-Arm Detail
Purchase of this system comes with one spare barrel, and two ammo drums, along with a Rating 6 instructor chip, as well as a rating 6 B/R chip, to help repairs. A cleaning kit is also provided. When first using the weapon, there is an automatic +2 modifier that is applied to this weapon, due to the uniqueness of it. However, this can be gotten rid of through two week's training with the weapon. Each additional spare drum costs 100º and is available as the weapon. The character then picks up as a Concentration (he or she must have Heavy Weapons skill as a prerequisite) of "M56A2", and starts out at level 2.
Accessories

FireForce II Additions
Additionally, there have also been additions to the TAG FireForce II system on this page for this weapon:

Type Points
Ammo Drum Holder 2
Spare Barrel Bag 3


Typical Smart Gunner Setup
Smart LBE
Designed for use with the M56, this allows additional equipment to be carried while using the Smart. It allows up to 20 points of additional accessories. In the back of the gear are mounts to allow backpacks to be worn as well as other equipment.
Conceal Weight
3 1

Use the Travilla FireForce II system for accessories, which can be found here.

Spare Equipment Listing
Through the course of gaming, I have created a listing of what individual spare pieces of equipment weigh apiece. This is of course is accounted for in the unloaded weight of the total system. Pretty much, this is a great tool for figuring out various loadouts for equipment that the character has to carry.

Type Weight Notes
Chamber Assembly 2 Firing system
DV-9 battery .5 Power battery for the M56
Spare Barrel 3 Self-explanatory
Spare Gyro-Arm 2 Self-explanatory


Note: This is the machine gun in the movie Aliens, though different for the open market.

Special thanks to Michael Walser for help on converting it to Shadowrun rules and information on ballistics, and other assorted blah. And Lee Brimmicombe Wood for writing the book, giving the necessary information to make this happen. Most text is directly taken from the book itself, and is in no way an infringement of the original text from the book. And a thanks to Mike Ramirez for after three years of me trying to figure out how to make the weapon usable for airborne drops. And thanks to Mac Swift and Raygun for pointing out the similiarities between the MG3 and the M56.

* From the Colonial Marines Technical Manual


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