Special Munitions Branch M56A2 Smart
Special Munitions Branch M56A2 Smart

"The M56? Yeah, a spooky gun, man; Jesus, it's just too damned accurate! I 'member checking the bodycount after an ambush on a Beebop cadre. It was beautiful; we'd caught eight of 'em in a triangulated crossfire, and greased 'em with the smarts before they knew what happened. When we checked the bodies afterward, each one had like a single entry wound in the center of mass, depending on how they were standing when they got hit. No grouping, nothing; in each case all the shells had entered thru the same hole. That freaked some of the guys out. After that they kept the tracking switched off.....
they wanted to hose that thing man!"


-L/Cpl. Guy "Goober" Alcala, USCM*

M56A2 Gun Assembly


The core of the Special Security Group's 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. The M56A2 Smart is the SSG's primary heavy squad automatic weapon in service. Lightweight, rugged, and reliable, the Smart is carried into battle on a self-aiming 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 M56A2 is deployed 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 Hans Breckel 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, with the M56A2 only deployed for the Special Security Group. The market M56, incorporates the same features, but does not have the fuze selector, and uses the lighter 7.62 x 51mm round instead of the higher powered 10 x 28mm round, giving the SSG an edge over any force in the world.

Type Round Conceal Ammo Mode Damage Weight
HMG* 10 x 28mm NA 150(drum) BF/FA** 12S 12.07 (unloaded w/gyro mount)
MMG 7.62 x 51mm NA 150(drum) BF/FA** 9S 12.07 (unloaded w/gyro mount)

View through HMS

Overall Length: 122cm (4 feet)**
Barrel Length: 54.5cm (1.8 feet)
Caliber: 10 x 28mm Caseless
Combat Weight:
16.57 (10 x 28mm)
Variable (7.62 x 51mm)
*Although a Medium Machine Gun, use Heavy Machine Gun ranges.
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.
**The weapon fires 4 round bursts that do 16D per burst. The 7.62 x 51mm version does 13D per burst and use normal MMG ranges.
***It should be noted due to the length of the weapon, dwarves cannot use this weapon system.





M56A2 Smart

Smart Gunner
The M56A2 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 the TOC mounted in the M577 mounted on the right side of the headpiece. Helmets cannot be worn, though the only time under armor is use with the ECS suit. 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. It projects the view from the tracker as well.
The tracker itself (it is also know as TAS, or Thermal Acquisition System, see below for more information) is a 256 x 256 element Platinum-Sillicide cooled to 77�K by a tiny cryogenic gas cooler working on the Stirling principle. The system monitors a 30� cone in front of the gun, and transmits high resolution thermal images in the 8-10 IR range to a miniature video display in the operator's eyepiece. The targeting system is activated when the character positions the eyepiece over their eye. When the weapon acquires a target, it will project a rectangle in the target's center of mass, and the weapon will automatically boresight itself. Flanges on the side are designed to protect the TAS system from any damage. Further capability has been enhanced through the adoption of the COT system into the standard targeting system. A picatenny mounting system has been installed by the mount for the forward handgrip to mount any other type of sighting accessory. It allows full DNI control of the mounted sight. An operator must be sensitive to these movements of the gun and allow it to aim itself, though they may override the gun's motion at any times simply by steering the barrel elsewhere.

"There's no need to fight the gun; just be firm and it'll point where you want it."

-L/Cpl Bonnie Webster, USCM*

Due to the possible disorientation caused by multiple targets, the character can handle a number of targets equal his or her Intelligence within a Combat Turn. This also reduces all attacks with a -4 modifier when the tracker is activated. 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).
The Line Replacement Unit (LRU) is a "black box" that contains all the processors necessary for targeting. When the tracker is activated, the weapon produces no strays, and puts all of the bullets in the same spot due to the ballistics computer which is integral to the LRU. From the M56A1 onwards, the LRU (as well as the Smartlink) has hardened systems for EMP protection and TREE effects, allowing the weapon to be used in a complete nuclear environment, and areas with severe magnetic fields (this also means spells as well). For damage purposes, apply the first round damage to one spot of the armor, then reduce the armor by the second shot. Also apply this damage until the armor is "penetrated", which would allow the round to penetrate without armor protection (dermal armor still applies, as well as layered armor). The target also does not have access to his or her Combat Pool. It provides the targeting protocols to allow the gun to automatically aim itself. Power is provided for the harness and the LRU, 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. Unlike most weapons in it's class, it fires the caseless 10 x 28mm round. Slightly more powerful than the standard 7.62 NATO, this is a new round that will probably be introduced in future SSG weapons. 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 M56A2 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 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. This allows it to also use the 7.62 x 51mm breech, chamber and barrel assemblies as well, due to the similarities of the weapons.

"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 Marrine*


Deployment of the M56A2 is two per Platoon. Every Platoon Section has this weapon, with the exception of Section SEVEN, for a total of six per Section. Upon entering the respective Section, training is conducted for this weapon while on active duty. Only the Platoon Heavy Weapons Sargeant and Officer both use this weapon (Lieutenant or Commander). They are deployed accordingly to mission. When designated as such, the soldier must take a two week orientation course on the weapon, to learn the basics about movement, firing, assembly/dissasembly, and use in combat. Field exercises, such as being sent on a combat mission with the weapon, and simulated combat is also done, as well as simulations. Such training lasts for all fourteen days, giving the operator intimate knowledge of the weapon.
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


Learning the Ropes
As described above, the character must go through the two-week course to learn the weapon. No ifs ands or buts. They learn everything from combat drops from an aircraft, assembly, disassembly, cleaning, maintaining, and loading it. The character is put through an obstacle course that tests their ability to use the weapon in very clumsy enivonments, as well as hand to hand combat with it. All the various movements are taught, as well as how to fire it. For Game rules, the character recieves a Specialization of "M56A2" at level 3. Use standard rules for improving the skill.

Typical Smart Gunner
M250A1 Ammunition
The M250A1 10 x 28mm round is a 230 grain (14.9 gram) caseless projectile encased in a rectangular block of nitramine. Unlike most other caseless rounds, the round is fuze selectable from the fuze selector on the forward handgrip. It has two modes, "Super" and "Deleay". The first mode, "Super" is a setting for soft targets and will detonate the round on impact. The "Delay" setting explodes the shell only after penetrating the target armor. Selecting the type requires a Free Action through the Smartlink. Note that the player must announce what type he or she is going to use. The electronics in the Gun Assembly automatically fuze the round as it enters the chamber. It is not possible to change fuzes during a burst or full autofire attack. The firer must declare in the next phase in the Free Action which fuze he or she is using if it is different from the previous fuze.
The newer "A1" variant has more improved propellants, dropping the weight by half, and as well improving the power of the explosive component slightly. This has also improved the load carrying capability of the carried ammunition, increasing the amount of ammunition carried per ammo drum.

Conceal Weight Damage
8 .3 +3/no change

For game purposes, treat the round as EXplosive in the "Super" mode, and in "Delay" mode, treat as EX, but also use APDS rules. One drum of M250 ammunition weighs 4.5 kilograms.




"The M250 is perhaps one of the best rounds I have used, except for APDS. The ability to change the settings in an engagement is one of the best features of this weapon, besides the wonderful accuracy. I don't have to worry if someone is carrying explosive or armor piercing ammo when we go out on an op, which has increased flexibility dramatically"

-Linda Grehauss, Section THREE


Smart LBE
Designed for use with the M56A2, 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. Weight listings for the ammunition drum for the M250 round is listed below. Pretty much, this is a great tool for figuring out various loadouts for equipment that the character has to carry.

Gyro-Arm Detail
Type Weight Notes
Chamber Assembly 2 Firing system
DV-9 battery .5 Power battery for the M56A2
LRU 1 Targeting system
Spare Barrel 3 Self-explanatory
Spare Gyro-Arm 2 Self-explanatory


Thermal Acquisition System
The heart of the M56A2 system, it is mounted just forward of the guards to allow acquisition of targets thermally. Due to varying conditions, certain modifiers are applied. Use the Signature rules vs. regular metahumans (pg. 47, Man and Machine: Cyberware) and for critters (pg. 61, Rigger 2). It is very sensitive, and very reliable. Such things as thermal suppresion suits use the stated Signature for targeting. Here are various tables for modifiers when using the TAS:

Heat Sensing Table*
Situation Modifier
Target within 5m -1
Target within 2m -2
Warm Environment +1
Extremely hot Environment +2
Cool Env. -1
Extremely Cool Environment -2
+2 more personnel/objects within 10m +1
Thermal Smoke +6


Metahuman Signature and modifiers*
Race Signature
Human, Ork, Dwarf, Elves (and Sub-races) 6
Trolls 5
Vehicles Signature
Other objects GM Discretion
Standard Window +1
Opaque Window +2
Essence between 0 and 3 -1
Cyberzombie -1 per 2 points negative Essence


Critter Signature Ratings**
Critter Signature
Cockatrice 8
Barghest 7
Harpy 7
Sasquatch 6
Thunderbird 6
Eyekiller 5
Griffin 5
Merrow 5
Pheonix 5
Unicorn 5
Kraken 4
Naga 3
Dracoforms 3
3 x larger than human 5
6 x size larger than human 4
3 x smaller than human 7
6 x smaller than human 8


Distance Modifiers
Range Modifier
Short None
Medium +1
Long +2
Extreme +3


*From Man and Machine: Cyberware. No attempt to infringe on the copyright is intended, this is to enhance the rules of this weapon. **From Rigger 2.

"I know this sounds crazy, but I swear this is true; every smart gun was diff'rent, like they had personalities or something. Some guns would pull lead on the target; some would lag; some would pepper shells around the center of mass without ever hitting the bullseye. One a few guns, the software was so whacked out they'd always be chasing after phantom targets; or the tracking would go haywire at a critical moment. If you found a good gun - the rule was that you never let it go; or at least you were a damn fool if you did!"

- Cpl. Rob Pruden, USCM*


Unreliable Weapon?
Through constant use over time, these guns start getting a little weird, or age sets in and everything goes nuts. Well, to illustrate this (and good for roleplaying I would say myself), here's a random table to see what happens when you deploy this weapon. To do this, roll a 1D6 and if a 1 is rolled, roll 1D6 against this table:

Die Roll Result
1 It's good!
2 Lag
3 Pull Lead
4 Pepper
5 Whacked
6 Haywire


Die Results:
  1. It's Good!: Self-explanatory, good hunting!
  2. Lag: The weapon will still self boresight, however, on the next phase that the character can do his/her action. However, the character can still fire, without the bonus of the tracking.
  3. Pull Lead: This is where the weapon will actually miss while self-aiming the weapon. This requires at a minimum of one Simple Action (provided one is available) to make sure the weapon will hit. Pretty much the arm moves too quick (or some other explanation that would be reasonable, hint GM's....) and overcompensates... sorry. However, for all that trouble, you still get the -2 Smartlink benefit.
  4. Pepper: Not only a spice, but another problem. What this weapon does is simply cannot sit there and put all rounds in the same hole. Use standard rules. Honestly, this is the least of all problems...
  5. Whacked: Heh heh, it sees more targets than you do, good for those night ops ("They're all over us man!") where IR is useful... have fun GM's. Note this is a continous problem, the system might "pick up" a heat signature, and let the character fire on it...
  6. Haywire: Another fun one in a way. Quite simply, when the gun has finally boresighted itself, and since the tracking system is linked with the Smartlink... But this is more random, since whenever the character is lining up, the whole targeting/tracking system fails, and no benefits. However, a good shake may do the job (1-2 on a 1D6 for this), while the effect must be rolled per use (on a 1 on a 1D6, the Haywire happens).
Note this applies while the weapon is in use during the mission. Most likely, the character does not know the electronics of the tracker, or the whole gun themself. This can be beaten (the problems at least) if the character uses some brains and actually takes a Concentration in the electronics of the weapon. While a good cheat, it should be noted that the GM can roll this secretly to see if anything crops up ("fix one problem, and another crops up"). Note that this can be rolled everytime that the character draws this weapon (the armorer knocked it out of alignment while carrying it, or putting it on it's rack, whoops!). Game wise, for rolling at least, with the appropriate gear, Electronics Kit, the character can roll that special skill against a target number of 8. Success means it reverts to Result 1.

Note: This is the machine gun in the movie Aliens .

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.. As well as Raygun for his help with the 10 x 28mm round, getting that squared away. 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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