TEXT: Choice Weapons From The Net Archives 
  The BlackHammer CyberPunk Project 
   
  Guns, Guns, Guns! 
  Hi-Tech Toys of Terror 
   
   
  Four Rivers SMP10 SMG 
   
  The standard submachinegun of Four Rivers SG’s security and protective forces is the SMP-10 (“Security Machine Pistol, 10mm”). 
  The weapon design has been through three different manufacturers in the past 7 years, with minor changes to the internal workings 
  and standard accessories. The current SMP10s are manufactured in Arkansas by San Wu Ch’i Inc. – a Chinese manufacturing 
  consortium. The SMP-10 features excellent handling and comfortable design, however many professionals in the security field 
  complain about the lack of mounting surfaces, with only one standard accessory rail mounted under the barrel of the gun (directly 
  behind the gas vents). 
  The SMP-10 comes with three magazine sizes – a 10 round magazine (not shown), 20 round and 40 round. With the 10 round 
  magazine loaded, the SMP-10 takes on the role of a very heavy handgun and some security forces carry it in a side holster in this 
  format. With the 20 and 40 round magazines in place, the SMP-10 returns to the standard role of a submachine gun. 
  SMG • +1 • J • E • 2d6+3 (10mm) • 40 • 20 • VR • 150m • 650eb 
   
  The gun that means “Four Rivers” in the minds of the American firearms consumer is the Smith & Wesson Four Rivers 10mm 
  Automatic. This handgun is the standard issue for corporate security forces and is also sold extensively to the public, and is one of 
  the most common automatic pistols in North America in modern nights. Manufactured by Smith & Wesson under exclusive contract 
  to Four Rivers, this handgun can be found in the briefcases of corporate executives from hundreds of companies, to the piece that the 
  garbage man stuffs into the back of his pants before heading out to work in the morning. There are actually two models of the Four 
  Rivers 10mm Automatic in current production, one used exclusively internally (the model C) and the other for commercial sale.  
   
  Four Rivers 10mm Automatic • PST • +1 • J • E • 2d6+3 (10mm) • 12 • 2 • VR • 50m • 400eb 
   
   
  
  Tarantula mk III Flechette Pistol 
   
  The Tarantula mark 3 is one of the top security sidearms on the market. Based on the response to the earlier mark 1 and 2 systems, 
  the mark 3 is actually heavier than the earlier models with a ceramic frame instead of polymer and a heavy alloy barrel. The small 
  size of the firearm and the standard assumptions of polymer frames makes the Tarantula mk 3 deceptively heavy, however it is still 
  light enough to carry for long periods of time. 
  The Tarantula is quite a potent and comfortable package, and sees a lot of use by style-conscious and concealed security forces. 
  PST • +0 • J • P • Varies • 12 • 2 • ST • 20m • 400eb 
  Each round has 10 flechettes; roll 1d6+1 for the number of hits. 
  Flechettes do d3 damage (armor is at 1/2 SP). Cased. 
  Elder Industries “Glaive” Carbine 
   
  The Glaive was introduced as a base-line carbine to push Elder Industries into visibility in the military arms market. Many military 
  forces are equipping 5.56mm assault rifles and carbines and a huge variety of these weapons exist on the market, all with nearly 
  identical designs. The Glaive follows suite, breaking no new ground and in fact coming equipped with barely enough hardware to be 
  considered functional on it’s own - it comes with no stock and the barest of iron-sights (the end user is expected to be equipping the 
  Glaive with their own choice of fixed, folding or extending stocks as well as their own sighting equipment). 
  Although the Glaive has generally failed to attract any major military buyers, a lot of DIY runners have picked them up because they 
  are set up to be easily customized and a large number of “tacticool” variants and personal pet projects are being sported by a variety 
  of firearms enthusiasts. 
  RIF • -1 • L • P • 5d6 (5.56) • 30 • 30 • VR • 300m • 550eb 
   
   
   
   
  
  Benelli “Eleven-Five” Personal Edition 
   
  Benelli released the “Eleven-Five” at the same time as their 11.5mm caseless round that the weapon fires. The 11.5mm Benelli 
  Caseless is a very heavy caseless round that was designed to provide performance exceeding that of all the standard handgun loads - 
  something big enough to take down someone jacked up on dust and loaded with enhanced musculature. The end round is roughly as 
  potent as the .50 Action Express round. 
  The Benelli Eleven-Five uses a top-loading magazine in a bullpup configuration to produce a gun with a fairly slim profile, large 
  ammunition capacity and a barrel length suitable for the large amount of powder in the 11.5mm round. The gun still has a rising kick 
  because of the heavy round, especially in full automatic fire. 
   
  SMG • -1 • L • C • 4d6 • 30 • 15 • ST • 200m • 650eb 
  Arcadia Machine & Tool 1159 Tactical 
   
  Arcadia Machine and Tool’s last major handgun prior to their acquisition by Colt in 2016. An obvious precursor to the Colt AMT 
  2000 series, the AMT 1159 is an 11.5mm caseless automatic. 
  One of the few handguns chambered in the powerful 11.5mm caseless round introduced by Benelli in 2015. The AMT 1159 is the 
  precursor to the powerful Colt AMT series of 12mm handguns, and is the gun that drew Colt’s attention to Arcadia Machine & Tool 
  in the first place. 
  A short-barrel version of the AMT 1159, the Tactical model isn’t quite small enough to be easily concealed, but it is a much more 
  comfortable carry gun. The light weight, however, tends to make the gun somwhat more difficult to control in combat. 
  PST • +0 • J • P • 4d6 • 10 • 1 • ST • 50m • 500eb 
   
   
  
  Browning THV A2 
   
  Browning’s new Automatic pistol was developed alongside the 4.8mm Browning Caseless Penetrator (the 48Browning) specifically 
  for the special forces market and as a sidearm to accompany the yet to be released 48Browning PDW. A very slim double-action-
  only automatic pistol, the Browning THV A2 has a respectable ammo capacity and reliability. 
  PST • +0 • J • P • 2d6+3 • 18 • 2 • ST • 50m • $430 
  Polis Protection Pistol 
   
   
  PST • -1 • P • E • 1d6+1 (6mm CL) • 5 • 2 • UR • 30m • 20eb 
  These 6mm handguns are produced by Polis, a traditionally plastics-only company that makes a variety of other petroleum based 
  products and is a subsidiary of PetroChem. This self-defense double-action handgun which is produced by Polis is made almost 
  entirely of plastics, polymers, and contains very few metal components, such as copper wire springs and similar low-quality metals. 
  The gun is manufactured specifically cheap in order to be considered a disposable handgun, it has an internal plastic magazine, but it 
  is capped at the bottom of the handle to prevent reloading. It is not designed any better than to usually fire all the rounds out of the 
  clip (the firing pin itself is acctually a heat-resistant, but cheap ceramic), which has a tendency to cook, melt, or explode on a critical 
  failure if it fires more than the number of rounds in the clip. The weapon comes in a variety of designer colors and patterns. 
  The pistols use 6mm caseless rubber bullets or pepper spray rounds, in order to be considered a nonlethal weapon in which can be 
  sold from Vending machines in public places (usually in well defended corporate zones). The intended markets is with Corporates 
  and Jetsetters on the go, who want to be safe in a new city when they land at the airport (yes they are often found in Airport lobbies 
  or near them, even though it is likely they could pass through a Metal Detector, however more sophisticated scanners can pick up 
  gunpowder residue). The vending machines usually accept only electronic payment transfer from a credit card, debit, or credchip 
  account; in this way it can regulate the age of the buyer, as it would be illegal for anyone under 16 to own a self-defense weapon like 
  the PPP. 
  This however doesn't stop most boostergangs from using hacked credchips to buy PP pistols. These guns are popular with gangs, 
  precisely because the handle bottom can be cut off to extract the plastic magazines, which can be loaded with real .22 caliber bullets, 
  of the more lethal kind. Sometimes duct tape and a couple plastic magazines result in extended clips, which are more likely to melt 
  the cheap 20eb PP pistols. For these reasons, most legislation forces Polis to mount Cameras to watch any purchases from these 
  machines. Polis Vendomats are often disliked by Police who realize the potential gang applications for the very guns, which are 
  meant to protect against them. 
   Cobray-Polis Protection P-1 Handgun 
  This is simply a metal frame copy of the PPP and it has standard reliability and higher price (50eb). The accessories from this gun 
  can often be makeshifted to fit the cheap models produced by the company for sale in vendomats. They sell silencers, variety of .22 
  caliber caseless ammo (including Cobray's .22 Armor Piercing round), and even extended magazines. 
   Text by CitizenX, illustration by M Jason Parent 
   
   
   
   
   
  
  Olin PT 12 “Hertzler” Autoshotgun 
   
  SHG • -1 • N • P • 4d6 • 15 • 10 • ST • 50m • 1,100eb 
  The Hertzler is a bullpup 12 gauge autoshotgun with many design similarities to the Arasaka Rapid Assault 12. It features an 
  adjustable choke and a rapid-cooling ceramic firing chamber to prevent overheating which could cause the standard shotgun shells to 
  melt and cling to the inside of the chamber instead of extracting properly. 
  Olin PT770 Model B 
   
  RIF • +2 • N • P • 5d6 • 30 • 2/3 • VR • 400m • 500eb 
  Based on the heavy frame of the PT 12, the PT770 is basically the exact same frame as the Hertzler, but firing the much lighter 
  5.56mm caseless. The PT770 can fire in semi-auto and three round burst only, although some aftermarket conversions allow for full 
  autofire. 
  Olin Assault 30 
   
   
  HVY • -1 • L • R • 30mmG • 6 • 2 • ST • 100m • 400eb 
  Designed at the same time as the Militech 25mm grenade sysems, but only released nearly 2 years later, Olin’s 30mm grenades are 
  nearly identical to the Militech equivalents. The Assault 30 is a rotary launcher using a six-shot drum of 30mm grenades. The shooter 
  can ‘dial a shot’ and select which grenade to fire before each shot, but this reduces the ROF to 1 unless operating through a smartlink. 
   
   
  
  Olin Assault Mk II 
   
  HVY • -1 • L • R • 30mmG • 8 • 2/3 • ST • 100m • 500eb 
  Because of the amount of time required to reload the revolver-style cylinder in the Assault 30, Olin released the Mark II the next 
  year. The Mark II uses an 8-round box magazine of 30mm grenades and fires both in semi-automatic and three round burst modes. 
  The only downside to the Mark II is the inability to ‘dial a shot’ like with the Assault 30. 
   30mm Grenades: 30mm grenades are available in the same assortments as 25mm Militech grenades. The larger size allows them 
  greater payloads, so they deal +1 point of damage per die of damage, and burst effects are increased in radius by 1m. 30mm grenades 
  cost 150% as much as 25mm grenades. 
  AMT 1159 Long Slide 
   
  PST • +0 • J • P • 4d6 • 10 • 2 • ST • 50m • 600eb 
  (includes recoil compensation) 
  One of the few handguns chambered in the powerful 11.5mm caseless round introduced by Benelli in 2015. The AMT 1159 is the 
  precursor to the powerful Colt AMT series of 12mm handguns, and is the gun that drew Colt’s attention to Arcadia Machine & Tool 
  in the first place. 
  A comfortable gun to fire, the AMT 1159 Long Slide is fairly front-end heavy to reduce muzzle flip and comes with excellent 
  venting and controls. 
  AMT 1159 Tactical 
   
  PST • +0 • J • P • 4d6 • 10 • 1 • ST • 50m • 500eb 
  A short-barrel version of the AMT 1159, the Tactical model isn’t quite small enough to be easily concealed, but it is a much more 
  comfortable carry gun. The reduced muzzle weight, however, tends to make the gun somwhat more difficult to control in combat. 
  
  TECHNOMANCY DESIGN "TSUGARU"  
   
   
  CP2020: SMG • +0 • J • P • 2d6 (3mm needle) • 60 • 3/30 • ST • 150m • 700eb 
  SR4: SMG • 4P • -3 • BF/FA • - • 60(c) • 5R • 600Y 
  The Tsugaru is one of the two 'base model' 3mm needle weapons on the market, competing against the larger frame (and greater 
  ammo capacity) Malorian Rapid Needler. The Tsugaru is a burst-fire only weapon, with two fire modes - three shot burst and full 
  autofire. The design is faily simple except for the magazine feed, which uses a front-loading magazine of 60 3mm needle rounds. 
  Longer magazines can be used, but the extend past the barrel of the weapon. The Tsugaru also has a folding foregrip which can be 
  used as an assault grip when folded out, or a regular grip when not. The Tsugaru is sold with a shoulder sling and half-hoster 
  combination that allows it to be tucked unobtrussively under most jackets. 
  TECHNOMANCY DESIGN "ASSASSIN" 
   
  CP2020: RIF • +1 • N • R • 3d6 (3mm ETE) • 60 • 2 • ST • 150m • 2,000eb 
  SR4: Sport Rifle • 4P • -3 • SA • - • 60(c) • 8R • 1,100Y 
  After seeing an Arasaka prototype rifle firing electrothermal 3mm rounds, the Technomancy team broke out the old Tsugaru and 
  modified it to be a semi-automatic firearm, added the electronics for electrothermal firing, and then added a silencer, stock and 
  sighting rail to the standard body of the weapon. The end result is a functional street assassination weapon that fits in a very small 
  case (when folded and with the silencer removed, the Assassin has the same Jacket concealability as the basic Tsugaru). When 
  combined with armor defeating water triggered explosive or armor defeating toxin ammunition, the Assassin can breach just about 
  any known body armor to deliver a deadly payload. 
   
  
   
  CP2020: PST • -4 • L • R • 6d6 (.458SOCOM) • 5 • 1 • ST • 20m • 3,700eb 
  SR4: PST • 6P • -2 • SA • - • 5(c) • 6R • 800Y 
  The Muramasa II is a huge handgun that loads the crash-era .458 cased SOCOM round. There's little that a handgun this size can't 
  take down, especially when the standard load sold with it is an Armor-Piercing Incendiary (1/2 SP, 1/2 trauma, +1d3 damage for 2 
  rounds).  
  The gun uses an unusual configuration for a non-sporting handgun, with the magazine well in front of the pistol grip because of the 
  lack of room for a magazine of this size in the pistol grip proper. Without the magazine (or with a 3-shot magazine), the Muramasa 2 
  has a concealability of Jacket. 
  The Muramasa II has become a strong contender amongst senior C-SWAT and SPAR team members in some cities, where it's 
  already massive firepower is sometimes mated with the incredible penetration offered by Depleted Uranium rounds.  It also sees use 
  by some other cyber-enhanced operatives that need to carry as much firepower as they can in as small a package as possible.  
  The original Muramasa is from Wisdom000's Datafortress 2.0.2.0.  
  GONCZ-TAURUS NEEDLEGUN 
   
   
  CP2020: PST • +2 • J • P • 1d6+3 • 30 • 2 • VR • 50m • 250eb 
  SR4: PST • 3P • -3 • SA • - • 30(c) • 5R • 200Y 
  One of the few traditional-looking firearms on the market that fires the 2.3mm x 15mm needle munition. The Goncz-Taurus takes 
  full advantage of the small casing to maximize the number of rounds in the magazine. While most needleguns do this by using 
  unique magazine designs, the Goncz-Taurus uses a standard handgrip magazine well with a 4-stack extra-long magazine. 
   
   
   
  
  GONCZ-TAURUS OPERATIONS NEEDLEGUN 
   
   CP2020: PST • +3 • L • R • 1d6+3 • 36 • 2 • VR • 50m • 650eb 
  (includes laser sight & suppressor) 
  SR4: PST • 3P • -3 • SA • - • 30(c) • 5R • 550Y 
  (includes laser sight & suppressor) 
   
  Developped for ESA security forces, the Operations model of the G-T NeedleGun is functionally identical to the baseline model, but 
  has a slightly retooled receiver and the barrel has been extended slightly beyond the frame and is designed to accept a silencer or 
  other screw-on accessory. It comes with a slightly longer magazine and a laser sighting system. 
  UZI 2.3MM NEEDLE MACHINE PISTOL 
   
   
    
  CP2020: SMG • +1 • J •P • 1d6+3 • 40 • 20 • VR • 100m • 500eb 
  SR4: MCP • 3P • -3 • SA/BF/FA • - • 40(c) • 6R • 550Y 
   
  Developed as a special operations weapon for Isreali and German special operations divisions, IMI initially was working on a 
  handgun to deliver the high penetration 2.3mm needle rounds. In order to hold as many rounds as possible in the heavy magazine, 
  they went for a heavy frame weapon. 
  The final design is a very effective machine pistol that is often equipped with a silencer for covert delivery of deadly toxic needle 
  ammo. 
    
   
   
   
   
  
  CP2020 2.3MM NEEDLE AMMO  
  Needle ammo comes in four basic types - light (1.5mm), 
  medium (2.3mm) and heavy (3mm). Needle ammo is 
  exceptionally long for the diameter and provides for 
  exceptional penetration. All needle ammunition treats armor 
  as 1/2 Stopping Power, but deals full damage after penetrating 
  armor. 
  Needle ammunition is cased by default, because there is not 
  enough room for the propellant behind the round without the 
  use of a necked casing, making caseless needle rounds 
  difficult if not impossible to develop. 
  Ammo  Damage Cost (50)  
  1.5mm  1d6+1      20 eb  
  2.3mm  1d6+3      30 eb  
  3mm      2d6          35 eb  
  Armour Defeating Loads 
  5x cost - /4 SP, ½ trauma 
  Water Triggered Explosive  
  25x cost - Explodes for 3D6 (1.5mm) / 4D6 (2.3mm) / 5D6 
  (3mm) damage if it penetrates target’s armour into a flesh 
  location 
  Strength 15 Poison 
  20x cost - Target must roll BOD+Resist Torture dif 15 or die 
  (or sleep) in D6 rounds 
   
  Strength 20 Poison  
  30x cost - Target must roll BOD+Resist Torture dif 20 or die 
  (or sleep) in D6 rounds 
  Armour Defeating Water Triggered  
  50x cost - 1/4 SP, ½ trauma, Explodes for 3D6 (1.5mm) / 4D6 
  (2.3mm) / D6 damage if it penetrates target’s armour into a 
  flesh location. 
  Armour Defeating Str 15 Poison  
  40x cost - 1/4 SP, ½ trauma, Target must roll BOD+Resist 
  Torture dif 15 or die (or sleep) in D6 rounds 
  Armour Defeating Str 20 Poison  
  60x cost - 1/4 SP, ½ trauma, Target must roll BOD+Resist 
  Torture dif 20 or die (or sleep) in D6 rounds 
  SR4 2.3mm Needle Ammo  
  Needle ammo comes in four basic types - light (2P), medium 
  (3P) and heavy (4P), depending on the needle gun it was 
  designed for. Needle Ammo costs 30Y for 10 shots and has 
  an Armor Piercing Rating of -3. 
  Armour Defeating Loads 
  100Y / 10 shots. -6 AP 
  Water Triggered Explosive  
  750Y / 10 shots. If it deals any damage to a flesh target, it 
  then deals an additional 5P.  
  Poison 
  600Y / 10 shots. If it deals any damage to a target, treat as a 
  narcoject hit. 
  Armour Defeating Water Triggered  
  2,000Y / 10 shots. -6AP, If it deals any damage to a flesh 
  target, it then deals an additional 5P. 
  Armour Defeating Str 15 Poison  
  1,500Y / 10 shots, -6 AP, If it deals any damage to a target, 
  treat as a narcoject hit. 
   
   
   
   
   
   
  CP2020: SMG • +0 • N • P • 4d6 • 30 • 30 • ST • 150m • 800eb 
  SR4: SMG • 5P • - • SA/BF/FA • 1 • 30(c) • 5R • 500Y 
  Ingram introduced the Model 99 series as a lower-cost alternative to the popular Heckler & Koch MPK-11 series. The gun design, 
  like the MPK-11, is a bullpup receiver firing a high-powered caseless ammunition (in this case the 11.5mm caseless round). The gun 
  uses a unique angled telescoping bolt design with an electronic limiter to reduce the rate of fire to a controllable level. 
  Even with these technologies in place, the Ingram manages to squeak in under the price of the H&K MPK-11 series. 
  
   
  CP2020: SMG • +0 • N • P • 4d6 • 30 • 30 • ST • 150m • 1,000eb 
  SR4: SMG • 5P • - • SA/BF/FA • 1 • 30(c) • 6R • 700Y 
  The base design of the gun is noted by many magazines and professionals in the field as the single ugliest submachinegun on the 
  market. The incredibly short front end, combined with the almost non-functional foregrip and the oversized carrying handle and iron 
  sights make the weapon very ungainly. 
    
   
  CP2020: SMG • -1 • L • P • 4d6 • 30 • 30 • ST • 100m • 750eb 
  SR4: SMG • 5P • - • SA/BF/FA • 1 • 30(c) • 5R • 500Y 
  As long as the carrying handle is in place, most models of the Model 99 (the base model and the SD model) are non-concealable. 
  With the removal of the carrying handle, the concealability of all models increases by one step (L for the 99 and 99SD, J for the 
  99TX). The removal of the carrying handle also removes the iron sights, reducing weapon accuracy by -1 unless the weapon has been 
  smartlinked or provided with an alternate sighting system. 
  The Model 99SD includes an integral silencer and suppressor to make the weapon nearly completely silent, whereas the TX model 
  strips away the entire front end of the gun, making it easier to conceal, but much more difficult to control as the gun is already back-
  end heavy in the other models.  
   
  CP2020: SMG • +0 • L • P • 4d6 • 30 • 15 • ST • 200m • 800eb 
  SR4: SMG • 5P • - • SA/BF • 1 • 30(c) • 4R • 450Y  
  The Model 99C was released as a civilian and light security use firearm. The electronic limiter has been adjusted on this model to 
  significantly reduce the rate of fire for more controlled operation and the longer barrel allows the the use of a more conventional 
  sighting system. 
  
  HandGuns  
  S m i t h   &   W e s s o n   S   1 1  
   
  PST +1 J P 4mm 36 3 ST 70m 900eb 
  The S11 is Smith & Wesson's first venture into binary 
  propellant technologies. The 4mm bullets themselves (loaded 
  in through the pistol-grip) are very small, as they contain no 
  propellant (and cost 20eb per 50 rounds). The liquid 
  propellant is loaded into the bottom of the gun (the loading 
  port is the black section at the bottom / front of the firearm) 
  and a full load is good for 50 shots at the standard setting (a 
  reload bottle is 50eb). The firearm has three settings for use; 
  on setting one (low-power) the gun fires subsonically, and is 
  best suited for stealth or for "plinking", each shot at this level 
  deals 2d6 damage and uses 1/2 of a normal propellant 
  charge; on setting two (standard) the round deals 3d6+1 
  damage and uses a standard propellant charge; on setting 
  three (hi-power) the round deals 4d6+2 damage and uses 2 
  propellant charges (and has it's reliability decreased by one to 
  UR).  
     
  S m i t h   &   W e s s o n   M o d e l   9 2 9  
   
  PST +1 J C .31CP 6 2 ST 100m 975eb 
  Nicknamed "the Incredible Hulk" because of it's distinctive 
  green finish (although it is offered for sale to law 
  enforcement agencies in blued and black finishes), the Model 
  929 fires the SIG31 Caseless Penetrator. What makes it 
  unique is that the SIG31 is a caseless round, loaded into a 
  revolver action. The rounds were field-tested by S&W for 
  nearly a year to determine if the laquer coating would be 
  sufficient to be used in a revolver, and it stood up to their 
  tests admirably. The SIG31 round is a long, narrow slug 
  embedded into a much larger propellant block, with a 
  ceramic ejectible base-plate. It deals 2d10 damage and is 
  inherently Armour Piercing (1/2 SP, 1/2 trauma) and a box of 
  50 rounds sells for 70eb. It is available in soft tip (x2 SP, full 
  trauma, 1.5x price) and Armour Defeating (1/4 SP, 1/2 
  trauma, 5x price).  
     
  M i l i t e c h   S l a m m e r   . 5 0 A E  
   
  Slammer Long Slide - PST 0 J C .50AE 12 2 ST 50m 675eb 
  Slammer Short - PST -1 J P .50AE 5 2 ST 50m 575eb 
  The Militech clone of the gun that made Arcadia Machine & 
  Tool (AMT of the Colt AMT 2000 fame) a household name 
  for armchair gunners in the 1980's. Based on the AMT 
  Automag 5, with a couple of changes. Depending on your 
  outlook, either the AMT barrel was too long (and hard to 
  conceal) or the magazine capacity was too small (5 round 
  capacity, and the magazine didn't even fill up the full 
  magazine well!). The one pictured at left is the Slammer 
  Long Slide, while the Slammer Short has a smaller grip and 
  significantly shorter barrel. Both include integral recoil 
  compensation. They both fire the heavy .50 Action Express 
  cartridge which has come back into style with the advent of 
  ElectroThermal Enhancement. The Long Slide also carries a 
  lot of ammo for a gun of it's caliber, by using a double-
  stacked magazine in a wider magazine well, with an 
  extended base-plate.  
   
     
  
  H e c k l e r   &   K o c h   U S P   1 2 
   
  PST 0 J P 12mm 8 1 VR 50m 650eb 
  PST 0 J P 11mm 9 2 VR 50m 650eb 
  PST 0 J P 10mm 10 2 VR 50m 650eb 
  Designed to compete for Military SpecOps contracts against 
  the Colt AMT2000, the USP 12 has a threaded muzzle 
  adaptor to accept silencers and other barrel accessories, and 
  is available with standard and extended grip magazines, 
  recoil compensation, etc. Extended Grip magazines (pictured 
  at left) increase the ammo capacity by 4 rounds in the USP12 
  and USP11 and by 5 rounds in the USP10.  
  Compensators (increasing ROF by 1) are available factory-
  mounted for 150eb. The US military elected to purchase the 
  Colt AMT 2000 for officers and SpecOps after early trials 
  with the USP and AMT.  
     
  M i l i t e c h   N a j a 
   
  PST 0 J P .357 12 2 VR 60m 750eb  
  PST 0 J P 12mm 10 1 VR 60m 800eb 
  PST 0 J P .50AE 8 1 VR 60m 800eb 
  A powerful pistol for the paramilitary market. It is equipped 
  with a laser sight (+1 WA up to 100 m not included in above 
  stats). This device can be turned into a torch (range : 25 
  meters) for night shooting. A high-power battery can sustain 
  this device for 10 hours. Commercialized in 2021, the Naja is 
  mainly used in some armies and in security militias.  
  The Militech Naja description and illustration were donated to the project by Grave Sur Chrome,  
    
  I M I   D e s e r t   E a g l e   2 0 0 0 
   
   
   
   
   
   
   
   
   
   
   
   
  PST +1 J P .357mag 9 2 ST 50m 600eb 
  PST +1 J P .41mag 8 2 ST 50m 650eb 
  PST +1 J P .44mag 8 2 ST 50m 700eb 
  PST +1 J P .50AE 7 2 ST 50m 750eb 
  Hollywood's favourite handgun of the 80's, 90's and the turn 
  of the Millenium. The Desert Eagle was an Isreali design, 
  built to fire large-caliber rim-fire loads through an automatic 
  pistol, while maintaining a high reliability in hostile (desert) 
  environments. The grip on most Desert Eagles is considered 
  uncomfortably large for shooters with smaller hands, as the 
  handle of the gun has to accomodate rounds never intended 
  for an auto-loader. The Desert Eagles are popular to this day, 
  especially with the availability of ElectroThermal 
  Enhancement.  
  The stats here are for the Desert Eagles of the turn of the 
  Millenium, the Mk XIX, based on the Mk VII and capable of 
  being rechambered with a simple barrel and chambering kit.  
   
   
   
     
  
  G l o c k   M o d e l   1 0 0   ( C o m p e t i t i o n   1 1 m m) 
   
  PST +2 J P 11mmCL 6 2 VR $2,000  
  To commemorate their Model 100, the gunsmiths at Glock 
  stepped beyond their normal bounds and produced a fine 
  high-caliber long-barrel model for use in the competitive 
  circuits. The Model 100 is a high-quality, high-accuracy 
  weapon that is sold in a special carrying case with four extra 
  magazines, a leather-bound book on Glock's history, the 
  Glock Armouror's Tool, and a document of authenticity 
  signed by Mr. Glock himself.  
     
  G l o c k   M o d e l   9 8   ( P o c k e t   1 0 ) 
   
  PST -1 P P 10mmCL 6 2 VR $600  
  This year's Glock Model line gave us a few surprises, not the 
  least of which (except in size) was the Glock Pocket 10. The 
  single smallest Glock ever produced, the model 98 holds a 
  fair payload of 10mm caseless munition for it's size, and has 
  Glock Perfection written all over it.  
     
  S t e y r   S p e c i a l   P u r p o s e   P i s t o l   2 0 1 5 
   
  PST +1 J P 10mm 10 2 VR $750  
  In 2015 Steyr re-released their TMP and SPP to a world 
  expecting caseless loads. Bucking this trend they maintained 
  the use of cased ammo loads in their now-rechambered SPP. 
  Instead they appealed to their buyers with re-chambered 
  weapons in 10 and 11mm instead of the venerable 9mm of 
  the original SPP and TMP.  
     
  M i l i t e c h   9 1 1 0   1 1 m m   C o m b a t   M a g n u m 
   
  PST +1 J P 11mm 12 3 VR $1,100  
  Militech's latest integral combat magnum holds more than a 
  dozen standard 11mm caseless munitions and is capable of 
  unloading them in seconds. Sold standard with Laser Sight 
  and Recoil Compensators, the 9110 is quickly gaining a 
  reputation as a clean, small gun, often used as a back-up 
  weapon.  
     
  V a n g u a r d   1 0 m m   ' S n u b '   P i s t o l 
   
   
   
   
   
   
  PST 0 J R 10red 24 2 ST $600 
  SMG 0 J R 10red 24 30 ST $700 
  The Vanguard (considered to be... interesting... at best) was 
  developped to fire a new subsonic, reduced-length 10mm 
  caseless munition. The result was a gun that aroused mild 
  interest until it was pointed out that the "10mm reduced" was 
  outperformed by 9mm munitions (2d6 dmg). The main 
  interest now in the gun is for it's Sci-Fi styling, with neat 
  glowing lights, and for it's ease of conversion to full-auto.  
     
   
   
   
   
   
   
  
  S o o c h   M 2 0 0 8 A 2   T a c t i c a l   R e v o l v e r 
   
  PST +2 L P .525 6 2 VR $1,725  
  This massive double-action revolver comes standard with 
  laser sight (+1 WA included above), recoil compensators and 
  gas venting (+1 ROF included above), 4x Optical Sight, and 
  of course Custom Grips are available for an additional $175. 
  It has regained popularity in the last year because of it's 
  massive caliber (.525 does 6D6 dmg) and because of the 
  cased munitions advantage for use with ElectroThermic 
  enhancement.  
  The SoochArms M2008A2 is also available in variants 
  chambered in .44 Special, .45 Colt, .44 Magnum, .50 Action 
  Express and the heavy .454, but no one seems to care.  
     
  S m i t h   &   W e s s o n   S i g m a   I I I 
   
  PST +2 J P 9mm 15 3 VR $800 
  PST +2 J P 10mm 12 3 VR $850  
  Almost typical of the modern Combat Magnum, the Sigma 3 was 
  developped for orbital security work and comes standard in 10mm 
  cased, with a built in laser sight (+1 WA included above) and recoil 
  compensators (+1 ROF included above). What sets it apart is that 
  most are built with Electrothermic Enhancement in mind for use in 
  vacuum environments. It is a standard sidearm for security assigned 
  outside the atmosphere. Standard with this mod is a muzzle brake 
  which only allows the Sigma 3 to fire Flechette-based munitions 
  ($75).  
     
  Vanguard   ETE   StrikeGun 
   
  PST +1 J R 9mmETE 21 2 ST $965 
  Vanguard's return to the firearms scene this year is with the 
  StrikeGun, one of the first Electrothermic factory autopistols 
  to see production to date. The innovative design places the 
  batteries in the grip of the gun, and a magazine of 9mm ETE 
  Cased ammo behind it. The odd design is once again a 
  Vanguard "classic" (which generally means an innovative 
  design with unique appearance, but little practical worth), but 
  has been found to interfere in drawing the gun (additional -2 
  accuracy penalty when drawn).  
    
   
   
   
   
   
   
  
  SubMachineGuns  
  H e c k l e r   &   K o c h   M P 1 0 K   S l i m l i n e 
   
  SMG +1 J C 10mmCL 30 32 ST 100m 450eb 
  The base gun for the HK MP-2013 (see the CP2020 
  rulebook, or the H&K SMGs page), the MP10K Slim is a 
  polymer-based 10mm Caseless SMG about a half-inch 
  longer than the standard MPK-9 and under half the weight of 
  the old MP5s (although not that much lighter than the last of 
  the MP5 line, the MP5TX). This was one of H&K's first 
  breaks from their standardized magazine placement in the 
  MP series, with the magazine well being inside the pistol 
  grip - a design that allows for more barrel length and also 
  allowed for a more snag-free design which brought about the 
  MP10Mini, the first true H&K Machine Pistol.  
     
  H e c k l e r   &   K o c h   M P 1 0 K  Mini 
   
  SMG +1 J C 10mmCL 30 32 ST 75m 550eb 
  PST +1 J C 10mmCL 30 2 ST 50m 450eb 
  The single smallest Heckler and Koch SMG since the VP70z 
  (the world's first polymer pistol), the MP10K Mini evolved 
  from the slimline MP10K by shortening the barrel further 
  and removing the foregrip. Unlike other H&K subguns, the 
  MP10K Mini fits easily into a holster and can be carried and 
  drawn in many concealed positions. It is available as both a 
  pistol and a select-fire Subgun. The pistol edition was also 
  sold in an SD configuration with a factory-equipped silencer 
  (extending the gun length by a mere 2 inches) for special ops 
  and internal security work (550eb).  
     
  B u l g a r i a n   S h i p k a   M o d e l   2 0 0   S M G 
   
   
   
   
  SMG +0/+0 L/N P 12mmCA 12/25 2/3 UR 100m 750eb 
  Bulgaria's standard sidearm for state security, border patrol 
  and Customs & Immigration, the Shipka 200 is a polymer 
  and steel composite design SMG firing state-made 
  ammunition identical to that of the CA-MAP (see Protect & 
  Serve), with an integral laser sight in the polymer foregrip 
  (+1 WA, not included above). Bulgarian security forces view 
  it as a mediocre gun generally (and they have a hearty 
  distrust of the locally-produced CA-MAP munitions), but 
  make due and would rather be equipped with it than the old 
  standard semi-automatic sidearms of earlier times. It comes 
  equipped with a flimsy metal side-folding stock, which is 
  often removed from weapons in the field or imported 
  versions. It comes with both 12 and 25 round magazines, the 
  former for concealed use. The Shipka 200 began being 
  procured for North America in 2020 by Militech (who also 
  sell it with rainbow selection of polymer underbodies), but 
  ceased local distribution with the outbreak of the corporate 
  war in early 2023.  
   
   
   
   
   
   
     
  
  F e d e r a t e d   A r m s   T e c h   A s s a u l t   I V 
   
  SMG 0/+1 L/N C 9mmCL 40 30 ST 100m/150m 430eb 
  An excellent light sub-machine gun with reasonable range 
  and considerable precision, considering it's unbalanced 
  design and awkward foregrip. The TA-IV is equipped with 
  an extending stock, without the stock extended acuracy falls 
  off as well as range, as the gun effectively becomes an 
  overblown machine pistol. The entire design of the Tech 
  Assault IV is hardcase polymer over a machined metal 
  action, designed by the model citizens of the Polymer 
  firearm market.  
     
  The Federated Arms Tech Assault 4 description and illustration were adapted to the project from Violence & Funky, an excellent italian CP2020 site. 
    
  F e d e r a t e d   A r m s   T e c h   A s s a u l t   V 
   
  SMG +1 L C 10mmCL 30 25 ST 200m 450eb 
  A sub-machine gun of relatively high caliber, rate of fire and 
  a precision outside the common range for it's class. 
  Federated Arms has decided " to assault " this segment of the 
  market, with initial sales at a very attractive price, although 
  other companies think that only they will be able to maintain 
  it during a limited time.  
     
  The Federated Arms Tech Assault 4 description and illustration were adapted to the project from Violence & Funky, an excellent italian CP2020 site. 
    
  C z e c h   A K M R   2 K 1 0 
   
  SMG +0/+1 N P 11mmCL 40 30 ST 200m 700eb 
  A cut-down version of the CZ-2010, the AKMR2010 is a 
  potent SMG, generally too large for concealed use and 
  therefore used by military forces over commercial or private 
  use. It is equipped with a folding stock (which does nothing 
  to improve the weapon's concealability), polymer composite 
  foregrip and an iron sight that doubles as a sight rail for 
  whatever optics the end user wishes to install. It comes 
  chambered in most major caseless handgun loads, from 7mm 
  (60 rounds), 9mm (50 rounds), 10mm (40 rounds) to 11mm 
  (40 rounds). Some aftermarket sources sell CZ-2010's 
  rechambered to 12mm for 900eb.  
     
  W a l t h e r   S e r i e s   6 
   
   
   
   
  PST +1 L P 8.8ISTS 20 3 ST 70m 600eb 
  SMG +1 L P 8.8ISTS 40 25 ST 70m 800eb 
  Walther's 2019 Series 6 Subgun is the first factory firearm 
  chambered in the Militech 8.8mm ISTS Caseless round (3D6 
  damage, see the article on special chambering for more 
  information). The Series 6 comes with integral recoil 
  compensation for use in semi-auto mode (ROF:3) and is 
  easily adpaged to a smartgun configuration (400eb). In fact, 
  because of this, many users find the stock location of the 
  firing mode selector to be quite ackward (takes a full action 
  to switch from semi to full-auto modes unless smartlinked). 
  The Series 6 can also be purchased with only semi-auto 
  mode available for 600eb, and is usually equipped with a 
  shorter 20 round magazine (not shown at left).  
     
   
   
   
  
  I n g r a m   M o r n i n g S t a r 
   
  SMG +1 L R 10mm 45 20 UR 600eb 
  Working their way up towards the Ingram Model 20t, Ingram 
  made one notable stop-over with the Model 14f 
  "MorningStar". Loading an extended magazine of 10mm 
  cased rounds, the MorningStar is equipped with a flash-
  suppressor (which acts as a barrel extension and foregrip for 
  added stability) and folding stock. It saw some serious use as 
  a solo's weapon around 2015 and was often paired with the 
  Bushnel Interlok first-generation smartlinks, effectively 
  becoming the first of the "Ingram Smartguns".  
  M a n e x   S D   8 8 
   
  SMG +1 L R 10mmCL 24 30 ST 900eb 
  The military and covert edition of the Manex STR88, the 
  SD88 has a better moulded grip mounted slightly forward of 
  the STR's, and appears to have a slightly shorter barrel 
  (although both weapons actually have the same barel length). 
  Visually what sets it apart is the lack of chrome finish on the 
  barrel, which is actually a full silencer/flash suppressor and 
  cooling shroud. The SD88 is not available in a semi-auto 
  version, but comes equipped with a selector switch to choose 
  from single shot, three round burst and full autofire.  
  M a n e x   S T R   8 8 
   
  SMG +1 L P 10mmCL 24 30 ST 500eb 
  Another bullpup SMG design from Seattle's Manex 
  corporation, the STR 88 is otherwise a fairly unremarkable 
  firearm typical of the 10mm set. The Manex lacks any kind 
  of stock and the bolt assembly actually cycles a half-inch 
  beyond the back of the weapon (much like the slide on an 
  automatic), making it potentially dangerous for new users. 
  The same weapon is also sold as the TR 88 heavy pistol, 
  which is semi-automatic (ROF:2) for 400eb.  
  S t e y r   9 8 8   P e r s o n a l   W e a p o n 
   
  SMG +2 N P 10mmCL 40 20 ST 700eb 
  Built in the same line as the 944 rebuilds of the classic Steyr 
  AUG (one fo the world's first bullpup assault weapons, and 
  the first one not built for a military order), the 988 is even 
  shorter and lighter than the 944 and loads a lighter 10mm 
  caseless load. Because the load is so light, the weapon is 
  extremely accurate, and recoil is almost non-existant even in 
  full-auto. The 988 is also available with 60 and 80 round 
  magazines, smartlinking (600eb), and integral silencing 
  (300eb).  
  M i l i t e c h   S k o r p i o   1 2 
   
   
  SMG +0/+1 L/N P 12mmCL 28 15 ST 1,115eb 
  Militech's break into the 12mm SMG scene was the Skorpio 
  12, a reworking on the original Skorpion design. The 
  Skorpion fought its way into the scene by offering several 
  enhancements over most other 12mm designs. It comes 
  equipped with both a laser sight (+1 WA, not included in 
  stats) and a heat-baffled silencer. The silencer is a special 
  design built to handle the heavy 12mm loads, and it's baffles 
  are usually good for over 400 rounds of ammo. With the 
  silencer removed (AVG Gunsmith), weapon accuracy is 
  decreased by one and concealability is increased by one 
  class. The Skorpio 12 is also available smart-linked for an 
  additional 500eb.  
   
   
  
  V a n g u a r d   P e r s o n a l   E d i t i o n 
   
  SMG +2 J P 10mmRed 24 30 ST 900eb 
  For some reason, MachineGuns of Loving Grace has kept the 
  Vanguard Snub Pistol alive. In this incarnation the 10mm 
  Subsonic round has been mated with a superb quality 
  silencer, producing an entirely silent weapon system - 
  complete with cool flashing lights! MachineGuns of Loving 
  Grace has also re-machined the magazines so that two 
  magazines can be locked together in an L-shape, with the 
  second magazine lying flush with the bottom guard of the 
  weapon.  
  G l o c k   M o d e l   9 9 
   
  SMG +1 J P 11mm 12 2/30 VR 50m 950eb 
  When Glock said this year's model line would surprise, they 
  meant it. With their third ever production automatic weapon 
  (after the Glock 18 and Glock MP 30) they're trying to storm 
  the machine pistol market with one of the single largest 
  machine pistols, competing directly with the Steyr TMP 
  2015. Able to fire in single shot or full auto it loads 12 
  11mm slugs (also available factory-set to use the CA 
  10.4mm slugs for an additional $100), or can have extended 
  25 round magazines loaded.  
  P i s t o l a   D i   M a c c h i n a   M i n i   A u t o m a t i c o   1 2 
   
  SMG -1 J/L P 9mmCL 30/60 65 UR 50m 300eb 
  When IMI licensed their classic UZI line to an Italian 
  firearms manufacturer, they weren't expecting the PDM MA 
  12. Taking the 9mm Caseless action, they added a much 
  lighter alloy bolt than the standard micro-uzi design. The 
  result was a cyclic rate of nearly 1250rpm (ROF:65)! 
  Needless to say this weapon has a tendency to overheat and 
  jam up occasionally under these stresses not originally 
  planned for in the Uzi design. The other downside is the 
  massive recoil (recoil 12 when used single-handed), sending 
  the gun bucking in all directions. As Italian MilSpec says: 
  "Qualcuno ha detto il fuoco soppressivo?".  
  S t e y r   T a c t i c a l   M a c h i n e   P i s t o l   2 0 1 5 
   
  SMG +0 J P 11mm 10/20 2/20 ST 50m 800eb 
  When Steyr re-released the TMP and SPP in 2015, the 
  market was expecting weapons redesigned to fire the now-
  standard 9mm caseless load. Instead what they got was a full 
  re-design of both weapons firing CASED 10 and 11mm 
  loads. The TMP was quite favourably received as one of the 
  most powerful machine pistols on the market, although many 
  users complain that the expanded grips (to make room for the 
  mighty 11mm load) are significantly less comfortable to 
  wield than the smaller grips of the old 9mm or the 10mm 
  SPP.  
  F a b r i q u e   D e s   A r m e s   B i z o n   1 0 / 2 5 
   
   
  SMG +2 L P 10mm 20 20 ST 1,225eb 
  HVY +1 L P 25mm 4. 2. ST  
  This combination 10mm SMG and 25mm Grenade Launcher 
  sees generally infrequent use as it has fallen to the wayside 
  in Fabrique's attempts to market their series of Assault Rifles 
  worldwide. It has never been officially released to the 
  NorAm market because the undermounted grenade launcher 
  uses Militech 25mm Grenades, a patent which Fabrique Des 
  Armes does not have permission to use.  
   
   
  
  U z i   A s s a u l t   2 0 0 8   M o d e l   4 
   
  SMG +3 L P 9mm 50 30 ST 550eb 
  Considered as the standard of the Uzi-2000 caseless refits of 
  the classic IMI Uzi SMG line, the Model 4 uses the classic 
  full-frame IMI Uzi design, but has been rechambered to fire 
  caseless 9mm ammo and has been custom-equipped with 
  assault grips, folding stock and a cooling shroud to survive 
  the extended autofire permitted by the enlarged caseless 
  magazine.  
  U z i   S u p p o r t   2 0 2 0 
   
  SMG +3 N R 9mm 80 30 ST 1,200eb 
  HVY -1 N R 25mm 2 2 VR 
  The latest retrofit on the extinct Uzi line, the 2020 Assault 
  incorporates a Militech 25mm semi-auto grenade launcher to 
  the Model 4 2008 caseless refit. Additionaly, magazines have 
  been extended and a Phase/4 IR/UV laser sight has been 
  added (quickly customizeable to a smartlink also)  
  H & K   M P 5 0 3 A 3 D 5 
   
  SMG -1 L R 5.56 30 20 ST 1,000eb 
  This beast from 2017 is technically a reduced Assault Rifle, 
  firing caseless 5.56Nato munitions from a large-frame SMG. 
  Shown here the MP503 is equipped with a CyberOptic 
  Triangulation Scope and under-mounted laser sight (not 
  included with firearm). These are also known as 
  "flamethrowers" because of the massive flare produced when 
  firing from such a short barrel on full-auto.  
   
   
   
   
   
   
   
   
   
  
  Rifles 
  C o l t   X M - 4 1 4  
   
  RIF +2 N P 6mmSS 60 30 ST 200m 600eb 
  A derivative of the bullpup M4 series, the Colt XM-414 Carbine is 
  unique as it uses the proprietary 6mm Short Sabot created by Sig-Sauer 
  in 2019. The 6mmSS is a pistol-length round that drops it's sabot upon 
  firing, releasing a 2mm x 20mm Tungsten penetrator. The round is 
  extremely fast and stable, and the longer barrel of the XM-414 instead 
  of a pistol frame allows for it to fire within a Minute of Angle. The 
  round is currently only available as a 6mmSIG SS Tungsten Penetrator 
  (1/3 SP, 1/2 Damage, 3d6 damage, 100eb / 50 rounds). The SM-414 
  Carbine itself nearly qualifies as a Subgun (being chambered for a pistol 
  round) but is handled as a rifle and gains most of it's ballistic advantages 
  because of it's very long barrel for a carbine.  
  C z e c h   A K R   2 K 1 0 
   
  RIF +1 N C 5.45 36 20 ST 400m 700eb 
  Czechoslovakia's standard assault rifle since 2010, the CZ-2010 (known 
  as the AKR2K10) also sees use by many other baltic nations as a 
  rugged, reliable ofshoot of the Kalishnakov line. The rifle itself is also 
  available with a fixed stock and a variety of forend designs (here the 
  AKR is shown with a SMG-style foregrip). The sight rail is raised a 
  half-inch above the weapon frame and contains the gun's iron sights as a 
  backup sighting device, and is normally equipped with a 1.5x to 6x 
  variable zoom scope (price of scope not included above).  
  CZ-2010's are available in a variety of export editions for different 
  nations, chambered in 5.56 Nato Caseless, 9mm Long, 7mm Caseless 
  and the Chinese 5.5mm. (Export editions generally cost 50eb more than 
  the domestic edition). 
  N o m a d   1 2 . 7 B M G   R a n g e r 
   
  RIF +1 N P 12.7mm 7 1 ST 500m 950eb 
  The Nomad Ranger represents a selection of easy-tear-down .50 caliber 
  anti-material rifles. Unlike most .50 cals, the Ranger can be broken 
  down into it's components for easy storage and carrying. The barrel 
  extension can be removed, as can the bracing pad and optics. With all 
  the options removed and a smaller 3-round magazine installed, the 
  Ranger can be concealed under a Long coat, but the balance is ackward, 
  the accuracy reduced to -1 and the barrel flare is almost blinding.  
  H & K / M i l i t e c h   P F 4 4   F l e c h e t t e   S y s t e m 
   
   
   
  RIF +0 N R 2.8mm 48 2/3/20 ST 70m 2,500eb 
  HVY +2 N R 2D10AP 2 1 UR 15m 
  Just before the beginning of the 4th Corporate War, Heckler & Koch 
  and Militech undertook a joint venture to produce a close-combat 
  flechette-based assault rifle. The 2.8mm metal darts are enclosed in a 
  sabot that protects the dart during firing. The darts chosen are non-
  stabilized to reduce size, and they rely on their aerodynamic form for 
  stabilization. Unfortunately this results in a very poor terminal range for 
  the rounds. 2.8mm Darts are available in three classes, Standard, Soft 
  Steel Dart and AP Dart.  
  2.8mm Standard Dart (SD) - 2D10 damage, 1/2 SP (200eb / 48 rounds)  
  2.8mm Soft Steel Dart (SSD) - 3D10 damage, 2/3 SP (300 eb / 48 
  rounds)  
  2.8mm Armour Piercing (AP) - 2D10 damage, 1/5 SP (800 eb / 48 
  rounds)  
  The undermounted system is actually two flechette tubes from an ACPA 
  BRP Ripple Pack. They can be fired singly or linked in one shot. 
  Anyone in the 60 degree cone within 15m must be attacked with a hit 
  roll at +2 WA. If the hit roll succeeds, the taget is struck by 1D6 
  Flechettes, each dealing 2D10AP. Reloading this unit costs 100eb per 
  tube.  
   
   
     
  
  S t e r n m e y e r   T y p e   8 8 a 
   
  SHG -2 L P 12ga 30 8 ST 50m 900eb 
  The T-88 was a fairly forgettable assault shotgun released by 
  Sternmeyer in 2018 and discontinued 8 months later, with no 
  appreciable military or private sector purchases in that time. The 
  design is actually innovative, using a top-mounted magazine 
  holding 30 rounds vertically in the clip which are rotated into the 
  bullpup firing assembly. The rotating action unfortunately slows 
  down the gas action, reducing ROF below that of most other 
  assault shotguns. The design was primarily scuttled, however, by 
  the incredibly poor balance of the weapon which is very front-
  end heavy and awkward to aim.  
  The (a) designation refers to the first of the line, while (b) 
  prototypes never made serious production (Rare availability) and 
  had a telescoping stock more akin to the ald M-16's (-3 WA 
  folded).  
     
  M 2 4 9   B o o s t e r   E d i t i o n 
   
  HVY -2 L P 5.56N belt 30 ST 200m 900eb 
  This is the police nickname for a weapon that has become 
  frighteningly available in certain metroplexes for no apparent 
  reason. It seems that someone came accross a large number of 
  old M249 Squad Automatics pre-dating the US Military's switch 
  to caseless ammo. These belt-fed weapons have had their stock 
  removed and barrel cut down to the minimum possible length. 
  This allows Boosters to hide the weapon under their coat. A 
  team-mate usually carries a bunch of ammo for it, but quite often 
  the booster in question will also carry a nylon bag with 300 to 
  600 rounds of belted ammo in it. What makes the weapon so 
  frightening is it's ability to lay down fire for minutes at a time 
  without needing to reload.  
     
  S i g   S G   5 5 1   S w a t   S e r i e s   2 
   
  RIF +1 N P 6.5CL 35 25 VR 1,500eb 
  The SG 551 series 1 was introduced for police, military and 
  sniper use just before the end of the millenium. The Series 2 was 
  released last year to take advantage of the changing technologies 
  and to offer a new weapon instead of an ever-increasing line of 
  upgrades on the Series 1. Now chambered in the favoured 6.5CL 
  cartridge, the Series 2 sports an even lighter frame assembly, a 
  1.5x to 10x (or to 20x for the sniper edition) electronic scope 
  with Low Lite and Thermo Imaging, folding stock, and 
  underbarrel lug (for bayonets, flashlights, laser sights or bipods).  
     
  S t e y r   9 4 4   P o l i c e   E d i t i o n 
   
   
   
  RIF +0 N P 5.56CL 40 25 VR 795eb 
  Steyr recently revised their AUG weapons line and the user-end 
  result that most people will be exposed to is the Model 944. With 
  significantly reduced barrel length from the classic AUG, and 
  chambered in 5.56mm Caseless, the original prototypes fired 
  with a cyclic rate of just over 900rpm (ROF 45), dumping the 
  magazine in seconds. After review they added a small catch that 
  holds the bolt back for a fraction of a second after each shot, 
  reducing the ROF to 25 (500rpm). Some editions are available 
  with other delays, and a civilian model has been released for 
  security use with a ROF of 15, allowing for much more 
  controlled autofire.  
     
   
  
  F a b r i c a   D e s   A r m e s   I n s u r g e n t 
   
  RIF -1 L C 5.56CL 40 40 UR 900eb 
  The Insurgent is quite the hybrid weapon, considered by many to 
  be a heavy SMG instead of an assault rifle. With stock folded (-1 
  WA) and the magazine removed (or a 15-round magazine 
  inserted), the Insurgent can be easily hidden under a regular 
  jacket. The action itself is only remarkable in that the bolt is an 
  incredibly light titanium alloy assembly and the weapon cycles 
  at well over 1000 RPM. The original weapon is no longer in 
  production by Fabrica Des Armes, but various copies of it exist 
  world-wide.  
     
  M 4 1 A   P u l s e   R i f l e 
   
  RIF +1 N R 6.5CL 50 25 ST 1,300eb 
  HVY -1 N R 25mm 4. 2. ST  
  This popular conversion, using a resin-plastic mail-order kit 
  ($600), turns the most moderate assault rifles into a replica of the 
  M41A Pulse Rifle from a popular 80's and 90's series of movies. 
  SoochArms now offers this kit already assembled with a 6.5CL 
  assault rifle as the basis.  
     
  A r a s a k a   P S 4 0 0 
   
  RIF +3 N P 5.56 15 3 VR 1,725eb 
  This sniper/match rifle comes standard with 6x Optical Sight, 
  recoil compensation and adjustable custom stock. A rarety 
  amongst Arasaka weapons, the PS400 fires standard brass-cased 
  munitions, chosen because of the resurgence in Electrothermic 
  Enhancement. The model listed comes with ET enhancement 
  standard.  
     
  A c u T e k   C r u n c h e r 
   
  RIF -1 L P 7.62N 15 2 ST 725eb 
  AcuTek's latest product is a very retro attempt at a whippet-
  styled assault rifle loaded with the obsolete cased 7.62mm Nato 
  munitions (also available through AcuTek). Inherently inacurate 
  due to short barrel, lack of stock and overpowered munitions, the 
  gun is still selling well on account of the combination of heavy 
  munitions and concealability.  
     
  S t e r n m e y e r   C 8 9 
   
  RIF -1 J P 5.56 15 3 ST 750eb 
  Sternmeyer's entry in the whippet field is the C89, a gun that 
  went from design idea to final product in under 4 months to 
  compete with the AcuTek Cruncher and the Militech Crusher. 
  The only major selling point for this ugly beast is the built-in 
  recoil compensation giving it a higher rate of fire than the 
  competition.  
     
  S e t s u k o - A r a s a k a   M o d e l   4 4 
   
   
  RIF +2 N P 7mmCL 50 30 ST 750eb 
  Setsuko-Arasaka's Model 44 uses the same 7mm Caseless round 
  as the Federated Arms LA15 (see chrome 1). The gun itself is a 
  stylish bullpup assembly rifle borrowing much from the M16 
  bullpup retrofits of the early 2010's.  
   
   
     
  
  C o n s t i t u t i o n   A r m s   S B 1 2   A s s a u l t   S h o t g u n 
   
  SHG -1 N P 12g 24 10 ST 900eb 
  The gun that brought Constitution Arms onto the street. One of 
  the first publically available assault-shotguns, the SB12 
  (StormBringer) caught the world's eye and even Arasaka stood 
  up and took notice (the Arasaka WCAA is very much a refined 
  version of the CA SB12).  
     
  C o n s t i t u t i o n   A r m s   2 E - S S   G u n P o d 
   
  SHG -1 N P 10g 18 3 ST 700eb 
  At the other end of the spectrum, Consitution Arms 2021 
  shotgun release is the innovative GunPod. Designed to be it's 
  own carrying case, the 2E-SS folds down to a shorter length 
  concealing it's handle in the process. Since it uses 
  "SmartPorting" gas vents and recoil compensators, the gas vents 
  also close when it is folded, and a small cap goes on the barrel 
  end, completely sealing the weapon. (Concealability L when 
  folded). The SmartPorting also gives the 2E-SS +1 WA if fired 
  full auto (but note that full auto still requires a post- market 
  modification, as Constitution Arms is targeting this weapon to 
  the public market).  
    
   
   
   
   
   
   
   
   
   
   
   
   
  
  Pistols 
  Light Pistols 
  Calibre 
  WA 
  Con. 
  Avail. 
  Damage 
  Mag. 
  Rof 
  Rel. 
  Rng 
  E 
  Cost 
  Arasaka Tanto 
  5mmC 
  -1 
  P 
  E 
  1D6 
  12 
  2 
  ST 
  50 
  - 
  $75 
  Militech Civilian 
  .22LR 
  0 
  P 
  E 
  1D6 
  11 
  2 
  VR 
  50 
  - 
  $100 
  Budget Arms C17 
  7,65mm 
  -1 
  P 
  E 
  1D6+1 
  8 
  2 
  UR 
  50 
  - 
  $50 
  Sternmeyer ADV-6 
  6mmC 
  +1 
  P 
  C 
  1D6+1 
  10 
  2 
  ST 
  50 
  X 
  $200 
  Sovtek Kamrat P15 
  7,62mmS 
  0 
  P 
  C 
  1D6+2 
  15 
  2 
  ST 
  50 
  - 
  $150 
  Budget Arms R2 
  .38 
  0 
  P 
  E 
  1D6+3 
  6 
  2 
  VR 
  50 
  - 
  $175 
   
   
   
   
   
   
  Arasaka Tanto 
  Militech Civilian 
  Budget Arms C17 
  Sternm. ADV-6 
  Sovtek Kamrat P15 
  Budget Arms R2 
  Medium Pistols 
  Calibre 
  WA 
  Con. 
  Avail. 
  Damage 
  Mag. 
  Rof 
  Rel. 
  Rng 
  E 
  Cost 
  Sovtek Tovarich P12 
  9mmS 
  +1 
  J 
  C 
  2D6 
  12 
  2 
  ST 
  50 
  - 
  $250 
  Sovtek Captain 
  9mmS 
  0 
  J 
  C 
  2D6 
  14 
  2 
  VR 
  50 
  X $300 
  Bufget Arms C21 
  9mmP 
  -1 
  J 
  E 
  2D6+1 
  11 
  2 
  UR 
  50 
  - 
  $125 
  Federated Arms Falcon 
  9mmP 
  0 
  J 
  E 
  2D6+1 
  13 
  2 
  ST 
  50 
  - 
  $200 
  Sternmeyer Type 32 
  9mmP 
  +1 
  J 
  E 
  2D6+1 
  16 
  2 
  ST 
  50 
  - 
  $300 
  Militech Proffesional 
  9mmP 
  0 
  J 
  E 
  2D6+1 
  20 
  2 
  VR 
  50 
  X $350 
  Sternmeyer ADV-10 
  10mmC 
  +1 
  J 
  C 
  2D6+2 
  14 
  2 
  ST 
  50 
  X $400 
  Dai Lung Ultramag 
  10mmC 
  0 
  J 
  C 
  2D6+2 
  20 
  2 
  UR 
  50 
  - 
  $300 
  Fed. Arms Enforcer 
  .40S&W 
  0 
  J 
  E 
  2D6+3 
  11 
  2 
  UR 
  50 
  - 
  $300 
  Militech Arms XP-1 
  .40S&W 
  +1 
  J 
  C 
  2D6+3 
  15 
  2 
  VR 
  50 
  X $450 
  Sternmeyer Type 33 
  .40S&W 
  +1 
  J 
  E 
  2D6+3 
  14 
  2 
  ST 
  50 
  - 
  $325 
  Militech Pro-40 
  .40S&W 
  0 
  J 
  E 
  2D6+3 
  17 
  2 
  VR 
  50 
  X $375 
   
   
   
   
   
  Sovtek Tovarich P12 
  Sovtek Captain 
  Budget Arms C21 
  Fed. Arms Falcon 
  Sternmeyer Type 3x 
   
   
   
   
   
  Militech Proffesional 
  Sternmeyer ADV-10 
  Dai Lung Ultramag 
  Fed. Arms Enforcer 
  Militech Arms XP-1 
  Heavy Pistols 
  Calibre 
  WA Con. 
  Avail. 
  Damage Mag. 
  Rof 
  Rel. Rng 
  E 
  Cost 
  Arasaka Royal Guard 
  5,7mm 
  0 
  J 
  C 
  3D6 
  22 
  2 
  ST 50 
  X 
  $375 
  Sternmeyer Type 57 
  5,7mm 
  +1 J 
  C 
  3D6 
  16 
  2 
  ST 50 
  - 
  $325 
  Federated Arms Eagle 
  .45ACP 
  +1 J 
  E 
  3D6 
  11 
  2 
  ST 50 
  - 
  $300 
  Budget Arms R4 
  .45ACP 
  0 
  J 
  E 
  3D6 
  6 
  2 
  VR 50 
  - 
  $275 
  Sternmeyer Type 34 
  .45ACP 
  +1 J 
  E 
  3D6 
  12 
  2 
  ST 50 
  - 
  $350 
  Militech Pro-45 
  .45ACP 
  0 
  J 
  E 
  3D6 
  14 
  2 
  VR 50 
  X 
  $400 
  Arasaka Ninjato 
  11mmC 
  0 
  J 
  C 
  3D6+1 10 
  2 
  ST 50 
  - 
  $350 
  Sternmeyer ADV-11 
  11mmC 
  +1 J 
  C 
  3D6+1 11 
  2 
  ST 50 
  X 
  $425 
  Sovtek Nova P20 
  .44R 
  0 
  J 
  C 
  3D6+2 9 
  2 
  VR 50 
  - 
  $350 
  Sovtek Commander 
  .44R 
  +1 J 
  C 
  3D6+2 12 
  2 
  ST 50 
  X 
  $400 
  Federated Arms Grizzly 
  .357M 
  0 
  J 
  C 
  3D6+3 10 
  2 
  ST 50 
  - 
  $400 
  Militech Elite 
  .357M 
  0 
  J 
  C 
  3D6+3 12 
  2 
  ST 50 
  X 
  $475 
  Federated Arms Wolf 
  .357M 
  +1 J 
  E 
  3D6+3 6 
  2 
  VR 50 
  - 
  $375 
   
   
   
   
   
  Arasaka Royal Guard 
  Sternmeyer Type 57 
  Fed. Arms Eagle 
  Budget Arms R4 
  Arasaka Ninjato 
  
   
   
   
   
   
  Sovtek Nova P20 
  Sovtek Commander 
  Federated Arms Grizzly 
  Militech Elite 
  Federated Arms Wolf 357 
  Very Heavy Pistols 
  Calibre 
  WA 
  Con. 
  Avail. 
  Damage 
  Mag. 
  Rof 
  Rel. 
  Rng 
  E 
  Cost 
  Budget Arms R6 
  .44M 
  +1 
  J 
  E 
  4D6 
  6 
  1 
  VR 
  50 
  - 
  $375 
  Militech Arms XP-41 
  .44M 
  -1 
  J 
  P 
  4D6 
  12 
  2 
  UR 
  50 
  X 
  $750 
  Fed. Arms Lawgiver 
  .44M 
  0 
  J 
  C 
  4D6 
  9 
  1 
  ST 
  50 
  - 
  $450 
  Dai Lung Megamag 
  12mmC 
  -1 
  J 
  E 
  4D6+1 
  10 
  1 
  UR 
  50 
  - 
  $400 
  Militech Ultima 
  12mmC 
  0 
  J 
  C 
  4D6+1 
  8 
  1 
  ST 
  50 
  X 
  $525 
  Militech Big Boss 
  .50AE 
  +1 
  J 
  C 
  4D6+2 
  5 
  1 
  ST 
  50 
  X 
  $500 
  Sternmeyer Magnum 
  .50AE 
  0 
  J 
  E 
  4D6+2 
  7 
  1 
  ST 
  50 
  - 
  $475 
  Fed. Arms Timberwolf 
  .454 
  +1 
  J 
  E 
  4D6+3 
  5 
  1 
  VR 
  50 
  - 
  $450 
  Fed. Arms Deerhunter 
  .30-06 
  +2 
  J 
  E 
  5D6+2 
  1 
  1 
  VR 
  50 
  - 
  $400 
  Dai Lung Charger 
  12 gauge 
  0 
  J 
  C 
  6D6 
  6 
  1 
  UR 
  25 
  - 
  $500 
   
   
   
   
   
   
   
  Budget Arms R6 
  Militech Arms XP-4 
  Federated Arms Lawgiver 
  Dai Lung Megamag 
  Militech Ultima 
   
   
   
   
   
  Militech Arms Big Boss 
  Sternmeyer Magnum 
  Federated Arms Timberwolf 
  Federated Arms Deerhunter 
  Dai Lung Charger 
   
  Machine Pistols 
  Calibre 
  WA 
  Con. 
  Avail. 
  Damage 
  Mag. 
  Rof 
  Rel. 
  Rng 
  E 
  Cost 
  Budget Arms MC22 
  7,65mm 
  -1 
  J 
  E 
  1D6+1 
  15 
  25 
  UR 
  50 
  - 
  $250 
  Sovtek Machinova A13 
  9mmS 
  0 
  J 
  E 
  2D6 
  30 
  20 
  ST 
  50 
  - 
  $350 
  Sternmeyer MP-9 
  9mmP 
  +1 
  J 
  C 
  2D6+1 
  20 
  25 
  ST 
  50 
  X 
  $450 
  Fed. Arms Piranha 9 
  9mmP 
  0 
  J 
  C 
  2D6+1 
  18 
  20 
  ST 
  50 
  - 
  $375 
  Sternmeyer MP-ADV 
  10mmC 
  0 
  J 
  C 
  2D6+2 
  30 
  30 
  ST 
  50 
  X 
  $500 
  Dai Lung Auto-Ultramag 
  10mmC 
  0 
  J 
  E 
  2D6+2 
  20 
  25 
  UR 
  50 
  - 
  $400 
  Fed. Arms Piranha 10 
  .40S&W 
  0 
  J 
  C 
  2D6+3 
  15 
  20 
  ST 
  50 
  - 
  $425 
  Sternmeyer MP-45 
  .45ACP 
  0 
  J 
  C 
  3D6 
  15 
  20 
  ST 
  50 
  X 
  $550 
  Arasaka Dragonfly 
  5,7mm 
  -1 
  J 
  C 
  3D6 
  30 
  30 
  ST 
  50 
  X 
  $500 
   
   
   
   
   
   
   
  Bud. Arms MC22 
  Sovtek Machin. 
  Sternmeyer MP 
  Fed. Arms Piranha 
  Sternm. MP-ADV 
  Arasaka Dragonfly 
   
   
   
   
   
   
   
   
  
  Submachineguns 
  Light Submachineguns 
  Calibre 
  WA 
  Con. 
  Avail. 
  Damage 
  Mag. 
  Rof 
  Rel. 
  Rng 
  E 
  Cost 
  Arasaka Shadow 
  5mmC 
  0 
  J 
  C 
  1D6 
  50 
  30 
  ST 
  100 
  - 
  $375 
  Fed. Arms Burster-22 
  .22LR 
  +1 
  J 
  E 
  1D6 
  45 
  30 
  VR 
  100 
  X 
  $425 
  Budget Arms MC30 
  7,65mm 
  -1 
  J  
  E 
  1D6+1 
  30 
  25 
  UR 
  200 
  - 
  $300 
  Arasaka Compact 
  6mmC 
  0 
  J 
  C 
  1D6+1 
  40 
  35 
  ST 
  100 
  X 
  $550 
  Sovtek AKSM A11 
  7,62mmS 
  0 
  L 
  C 
  1D6+2 
  90 
  25 
  ST 
  200 
  - 
  $475 
  Fed. Arms Burster-38 
  .38 
  +1 
  J 
  E 
  1D6+3 
  30 
  25 
  VR 
  100 
  X 
  $500 
   
   
   
   
   
  Arasaka Shadow 
  Fed. Arms Burster 
  Budget Arms MC30 
  Arasaka Compact 
  Sovtek AKSM A11 
   
  Medium Submachineguns 
  Calibre 
  WA 
  Con. 
  Avail. 
  Damage 
  Mag. 
  Rof 
  Rel. 
  Rng 
  E 
  Cost 
  Sovtek Bunker Explorer 
  9mmS 
  0 
  L 
  R 
  2D6 
  30 
  25 
  ST 
  200 
  - 
  $1.600 
  - " - Flamer 
  - 
  -2 
  - 
  - 
  2D10+ 
  10 
  1 
  UR 
  50 
  - 
  - 
  Sovtek ASD A43 
  9mmS 
  0 
  L 
  P 
  2D6 
  30 
  20 
  ST 
  200 
  - 
  $900 
  - " - Overbarrel 
  .44R 
  0 
  - 
  - 
  3D6+2 
  20 
  15 
  ST 
  200 
  - 
  - 
  Sovtek AS A15 
  9mmS 
  0 
  L 
  E 
  2D6 
  30 
  20 
  ST 
  200 
  - 
  $450 
  Sternmeyer MCS-93 
  9mmP 
  0 
  L 
  E 
  2D6+1 
  30 
  20 
  VR 
  200 
  - 
  $550 
  Sternmeyer MCB-93 
  9mmP 
  +1 
  L 
  C 
  2D6+1 
  30 
  20 
  VR 
  200 
  - 
  $600 
  Sternmeyer MCK-9 
  9mmP 
  0 
  J 
  E 
  2D6+1 
  30 
  20 
  VR 
  100 
  - 
  $500 
  Federated Arms Mach-1 
  9mmP 
  0 
  J 
  C 
  2D6+1 
  30 
  20 
  ST 
  100 
  - 
  $450 
  Dai Lung Stinger 
  9mmP 
  0 
  L 
  E 
  2D6+1 
  30 
  25 
  UR 
  200 
  X 
  $550 
  Arasaka Assasin 
  10mmC 
  +1 
  L 
  P 
  2D6+1 
  30 
  25 
  UR 
  100 
  - 
  $600 
  Militech XCMG "Casey" 
  10mmC 
  0 
  L 
  C 
  2D6+2 
  30 
  30 
  ST 
  200 
  X 
  $800 
  Sternmeyer MC-ADV-10 
  10mmC 
  +1 
  L 
  C 
  2D6+2 
  30 
  30 
  ST 
  200 
  X 
  $650 
  Militech XMG-1 
  .40S&W 
  0 
  L 
  C 
  2D6+3 
  30 
  25 
  VR 
  200 
  X 
  $600 
  Sternmeyer MCS-103 
  .40S&W 
  0 
  L 
  E 
  2D6+3 
  30 
  20 
  VR 
  200 
  - 
  $600 
  Sternmeyer MCB-103 
  .40S&W 
  +1 
  L 
  C 
  2D6+3 
  30 
  20 
  VR 
  200 
  - 
  $650 
  Sternmeyer MCK-10 
  .40S&W 
  0 
  J 
  E 
  2D6+3 
  30 
  20 
  VR 
  100 
  - 
  $550 
  Federated Arms Mach-2 
  .40S&W 
  0 
  J 
  C 
  2D6+3 
  30 
  20 
  ST 
  100 
  - 
  $500 
   
   
   
   
  Sovtek Bunker Explorer 
  Sovtek ASD A43 
  Sovtek AS A15 / A16 
  Sternmeyer MCS 
   
   
   
   
  Sternmeyer MCB 
  Sternmeyer MCK 
  Federated Arms Mach-x 
  Dai Lung Stinger 
   
   
   
   
  Arasaka Assasin 
  Militech XCMG "Casey" 
  Sternmeyer MC-ADV 
  Militech XMG-1 
  Heavy Submachineguns 
  Calibre 
  WA 
  Con. 
  Avail. 
  Damage 
  Mag. 
  Rof 
  Rel. 
  Rng 
  E 
  Cost 
  Fed. Arms Commando3 
  .45ACP 
  +1 
  L 
  C 
  3D6 
  30 
  20 
  ST 
  200 
  X 
  $650 
  Federated Arms Mach-3 
  .45ACP 
  0 
  J 
  C 
  3D6 
  30 
  15 
  ST 
  100 
  - 
  $550 
  Dai Lung Stinger II 
  .45ACP 
  0 
  L 
  E 
  3D6 
  30 
  20 
  UR 
  200 
  X 
  $600 
  Sternmeyer MC-ADV-11 
  11mmC 
  +1 
  L 
  C 
  3D6+1 
  25 
  25 
  ST 
  200 
  X 
  $700 
  Dai Lung Raven 
  11mmC 
  +1 
  L 
  C 
  3D6+1 
  30 
  20 
  UR 
  200 
  - 
  $700 
  Sovtek AS A16 
  .44R 
  0 
  L 
  C 
  3D6+2 
  25 
  15 
  ST 
  200 
  - 
  $500 
  Fed. Arms Heavy Duty3 
  .357M 
  0 
  L 
  C 
  3D6+3 
  30 
  15 
  ST 
  200 
  - 
  $650 
  Militech Bulld. Compact3 
  12 gauge 
  +1 
  L 
  P 
  6D6 
  20 
  10 
  ST 
  25 
  X 
  $900 
   
   
   
   
  Federated Arms Commando 
  Dai Lung Raven 
  Federated Arms Heavy Duty 
  Militech Bulldog Compact 
  
  Assault 
  Assault Carbines 
  Calibre 
  WA 
  Con. 
  Avail. 
  Damage 
  Mag. 
  Rof 
  Rel. 
  Rng 
  E 
  Cost 
  Dai Lung MIL-3 
  5,7mm 
  -1 
  N 
  P 
  3D6 
  100 
  50 
  UR 
  300 
  X 
  $850 
  Arasaka Security3 
  5,7mm  
  0 
  L 
  C 
  3D6 
  50 
  30 
  ST 
  300 
  - 
  $550 
  Militech Marine Special4 
  4,73mmC 
  0 
  N 
  P 
  3D6+1 
  75 
  30 
  UR 
  300 
  X 
  $700 
  Sternmeyer AGK513 
  4,73mmC 
  +1 
  N 
  C 
  3D6+1 
  60 
  30 
  ST 
  300 
  X 
  $625 
  Sovtek AKS A183 
  5,45mmS 
  +1 
  N 
  E 
  3D6+3 
  30 
  20 
  ST 
  300 
  - 
  $500 
  Federated Arms Shorty 
  5,56mm 
  0 
  L 
  C 
  4D6 
  30 
  25 
  ST 
  300 
  X 
  $600 
  Militech Carbine-54 
  5,56mm 
  0 
  N 
  E 
  4D6 
  30 
  20 
  VR 
  300 
  - 
  $550 
  Militech Carbine XC-5 
  5,4mmC 
  +1 
  N 
  C 
  4D6+1 
  40 
  25 
  ST 
  300 
  - 
  $700 
  Militech Carbine-74 
  7,62mmN 
  0 
  N 
  E 
  5D6 
  20 
  15 
  VR 
  300 
  - 
  $600 
   
   
   
  Dai Lung MIL-3 
  Arasaka Security 
  Milirech Arms Marine Special 
   
   
   
  Sternmeyer AGK51 
  Sovtek AKS A18 
  Federated Arms Shorty 
   
   
   
  Militech Arms Carbine-5 
  Militech Arms Carbine XC-5 
  Militech Arms Carbine-7 
   Assault Rifles 
  Calibre 
  WA 
  Con. 
  Avail. 
  Damage 
  Mag. 
  Rof 
  Rel. 
  Rng 
  E 
  Cost 
  Dai Lung MIL-16 
  5,7mm 
  -1 
  N 
  P 
  3D6 
  100 
  50 
  UR 
  400 
  X 
  $1.000 
  Arasaka Assault4 
  5,7mm  
  0 
  N 
  C 
  3D6 
  50 
  30 
  ST 
  400 
  - 
  $600 
  Dai Lung Tiger4 
  4,73mmC 
  +1 
  N 
  C 
  3D6+1 
  40 
  30 
  ST 
  400 
  X 
  $650 
  Sternmeyer AG514 
  4,73mmC 
  +1 
  N 
  C 
  3D6+1 
  60 
  30 
  ST 
  400 
  X 
  $675 
  Sovtek AK A174 
  5,45mmS 
  +1 
  N 
  C 
  3D6+3 
  30 
  20 
  ST 
  400 
  - 
  $500 
  Militech Juggernaut3 
  5,56mm 
  -1 
  N 
  P 
  4D6 
  30 
  20 
  ST 
  400 
  - 
  $1.200 
  - " - Overbarrel 
  .50 
  +1 
  - 
  - 
  7D6 
  10 
  1 
  - 
  400 
  - 
  - 
  Militech Arms Rifle-54 
  5,56mm 
  0 
  N 
  E 
  4D6 
  30 
  20 
  VR 
  400 
  - 
  $550 
  Federated Arms Ranger 
  5,56mm 
  +1 
  N 
  C 
  4D6 
  30 
  25 
  ST 
  400 
  X 
  $700 
  Sternmeyer AG64 
  5,4mmC 
  +1 
  N 
  E 
  4D6+1 
  30 
  30 
  ST 
  400 
  X 
  $650 
  Militech Rifle XR-54 
  5,4mmC 
  +1 
  N 
  C 
  4D6+1 
  40 
  25 
  ST 
  400 
  - 
  $750 
  Sovtek AKM A103,6 
  7,62mmS 
  0 
  N 
  C 
  4D6+3 
  90 
  15 
  ST 
  400 
  - 
  $675 
   Assault Rifles 
  Calibre 
  WA 
  Con. 
  Avail. 
  Damage 
  Mag. 
  Rof 
  Rel. 
  Rng 
  E 
  Cost 
  Militech Rifle-74,6 
  7,62mmN 
  0 
  N 
  E 
  5D6 
  20 
  15 
  ST 
  400 
  - 
  $600 
  Fed. Arms 308 Assault 
  7,62mmN 
  +1 
  N 
  C 
  5D6 
  20 
  20 
  ST 
  400 
  X 
  $700 
  Militech Rifle XR-74,6 
  7,5mmC 
  +1 
  N 
  P 
  5D6+1 
  30 
  20 
  ST 
  400 
  - 
  $800 
  Sternmeyer AG30004 
  7,5mmC 
  0 
  N 
  C 
  5D6+1 
  40 
  25 
  ST 
  400 
  X 
  $900 
   
   
   
  Dai Lung MIL-1 
  Arasaka Assault 
  Dai Lung Tiger 
   
   
   
  Sternmeyer AG51 
  Sovtek AK A17 
  Militech Arms Juggernaut 
   
   
   
  Militech Arms Rifle-5 
  Federated Arms Ranger 
  Sternmeyer AG64 
  
   
   
   
  Militech Arms Rifle XR-5 
  Sovtek AKM A10 
  Militech Arms Rifle-7 
   
   
   
  Federated Arms 308 Assault Edition 
  Militech Arms Rifle XR-7 
  Sternmeyer AG3000 
   Machineguns 
  Calibre 
  WA 
  Con. 
  Avail. 
  Damage 
  Mag. 
  Rof 
  Rel. 
  Rng 
  E 
  Cost 
  Sovtek AKMG A173, 6 
  5,45mmS 
  +1 
  N 
  P 
  3D6+3 
  45 
  20 
  ST 
  500 
  - 
  $675 
  Sternmeyer HM726 
  5,56mm 
  -1 
  N 
  P 
  4D6 
  200 
  50 
  UR 
  500 
  X 
  $1.100 
  Dai Lung Dragon4,6 
  5,4mmC 
  +1 
  N 
  P 
  4D6+1 
  90 
  30 
  VR 
  500 
  X 
  $850 
  Militech Tornado4,6 
  7,62mmN 
  0 
  N 
  P 
  5D6 
  100 
  15 
  ST 
  500 
  - 
  $825 
  Sovtek HMG A146 
  7,62mmR 
  0 
  N 
  P 
  5D6+1 
  100 
  15 
  UR 
  500 
  - 
  $800 
  Militech Tactical SAW6 
  7,5mmC 
  -1 
  N 
  P 
  5D6+1 
  80 
  20 
  ST 
  500 
  X 
  $900 
   
   
   
  Sovtek AKMG A17 
  Sternmeyer HM72 
  Dai Lung Dragon 
   
   
   
  Militech Arms Tornado 
  Sovtek HMG A14 
  Militech Arms Tactical SAW 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Rifles 
  Rifles 
  Calibre 
  WA 
  Con. 
  Avail. 
  Damage 
  Mag. 
  Rof 
  Rel. 
  Rng 
  E 
  Cost 
  Sternmeyer PSG642,6 
  5,4mmC 
  +2 
  N 
  C 
  4D6+1 
  30 
  2 
  ST 
  600 
  X $750 
  Fed. Arms 308 Sniper6 
  7,62mmN 
  +2 
  N 
  C 
  5D6 
  20 
  2 
  ST 
  600 
  X $700 
  Dai Lung Cowboy 
  7,62mmN 
  0 
  N 
  C 
  5D6 
  6 
  1 
  VR 
  600 
  - 
  $500 
  Sovtek AKP A196 
  7,62mmR 
  +1 
  N 
  C 
  5D6+1 
  8 
  2 
  ST 
  600 
  - 
  $550 
  Militech Arms XRT-706 
  7,5mmC 
  +2 
  N 
  P 
  5D6+1 
  10 
  2 
  ST 
  600 
  X $1.200 
  - " – Underbarrel 
  4,73mmC 
  0 
  - 
  - 
  3D6+1 
  10 
  2 
  ST 
  600 
  X - 
  Federated Arms Safari 
  .30-06 
  0 
  N 
  E 
  5D6+2 
  5 
  1 
  ST 
  600 
  - 
  $450 
  Militech Sniper-3006 
  .300WM 
  +1 
  N 
  P 
  5D6+3 
  10 
  2 
  VR 
  600 
  X $750 
  Arasaka Stalker6 
  9,8mmC 
  +2 
  N 
  P 
  6D6 
  12 
  1 
  UR 
  600 
  X $800 
  Militech Cannon-506 
  .50 
  +2 
  N 
  P 
  7D6 
  10 
  1 
  ST 
  600 
  X $1.000 
   
   
   
  Sternmeyer PSG64 
  Federated Arms 308 Sniper Edition 
  Dai Lung Cowboy Revolver Rifle 
   
   
   
  Sovtek AKP A19 
  Militech Arms XRT-70 
  Federated Arms Safari Hunter 
   
   
   
  Militech Arms Sniper-300 
  Arasaka Stalker 
  Militech Arms Cannon-50 
   
   Shotguns 
  Calibre 
  WA 
  Con. 
  Avail. 
  Damage 
  Mag. 
  Rof 
  Rel. 
  Rng 
  E 
  Cost 
  Dai Lung Shredder 
  12 gauge 
  -1 
  L 
  E 
  6D6 
  5 
  1 
  ST 
  50 
  - 
  $350 
  Fed Arms Close Assault 
  12 gauge 
  0 
  L 
  C 
  6D6 
  5 
  1 
  ST 
  50 
  - 
  $400 
  Budget Arms SR-40 
  12 gauge 
  0 
  N 
  E 
  6D6 
  7 
  1 
  UR 
  50 
  - 
  $300 
  Federated Arms Hunter 
  12 gauge 
  +1 
  N 
  C 
  6D6 
  7 
  1 
  VR 
  50 
  - 
  $500 
  Sternmeyer SHG 
  12 gauge 
  +1 
  N 
  C 
  6D6 
  8 
  1 
  ST 
  50 
  X $550 
  Militech RS-12 
  12 gauge 
  0 
  L 
  C 
  6D6 
  5 
  2 
  ST 
  50 
  - 
  $500 
  Militech RS-14 
  12 gauge 
  0 
  N 
  P 
  6D6 
  2x8 
  2 
  UR 
  50 
  - 
  $900 
  Militech RS-15D 
  12 gauge 
  0 
  N 
  R 
  6D6x2 
  2x10 
  2 
  UR 
  50 
  - 
  $1.200 
  Arasaka Panda3 
  12 gauge 
  0 
  N 
  C 
  6D6 
  12 
  2 
  ST 
  50 
  X $600 
  Militech Bulldog3 
  12 gauge 
  +1 
  N 
  P 
  6D6 
  20 
  10 
  ST 
  50 
  X $800 
  Militech Arms XRS-214 
  12 gauge 
  +1 
  N 
  P 
  6D6 
  20 
  10 
  VR 
  50 
  - 
  $750 
  Sovtek Bunker Exterm. 
  12 gauge 
  0 
  N 
  R 
  6D6 
  16 
  10 
  UR 
  50 
  - 
  $1.800 
  - " - Flamer 
  - 
  -2 
  - 
  - 
  2D10+ 
  10 
  1 
  UR 
  50 
  - 
  - 
   
   
   
  Dai Lung Shredder 
  Federated Arms Close Assault 
  Budget Arms SR-40 
   
   
   
  Federated Arms Hunter 
  Sternmeyer SHG 
  Militech Arms RS-12 
   
   
   
  Militech Arms RS-14 
  Militech Arms RS-15D "Claymore" 
  Arasaka Panda 
   
   
   
  Militech Arms Bulldog 
  Militech Arms XRS-21 
  Sovtek Bunker Exterminator 
   
   
   
  
  Heavy & Exotics 
  Light Underslung Weapons 
  Calibre 
  WA 
  Avail. 
  Damage 
  Mag. 
  Rof 
  Rel. 
  Rng 
  E 
  Cost 
  Sovtek Light Grenadelauncher 
  40mm 
  -2 
  C 
  various 
  1 
  1 
  ST 
  100 
  - 
  $500 
  Budget Arms Taser Attachment 
  - 
  -1 
  E 
  Stun 
  5 
  1 
  ST 
  10 
  X 
  $250 
  Techtronica Microwave Attach. 
  - 
  -1 
  P 
  (1D6) 
  5 
  2 
  VR 
  20 
  X 
  $1.200 
  Dai Lung 1-Shot Shotgun Att. 
  12 gauge 
  0 
  C 
  6D6 
  1 
  1 
  VR 
  25 
  - 
  $300 
   
   
   
   
  Sovtek Light Grenadelauncher 
  Budget Arms Taser Attach. 
  Techtronica Microwave Attach 
  Dai Lung 1-Shot Shotgun Att. 
   Heavy Underslung Weapons 
  Calibre 
  WA 
  Avail. 
  Damage 
  Mag. 
  Rof 
  Rel. 
  Rng 
  E 
  Cost 
  Sternmeyer Grenadelauncher 
  40mm 
  -1 
  C 
  various 
  1 
  1 
  VR 
  200 
  - 
  $600 
  Militech Pump Grenadelaunch. 
  40mm 
  -2 
  P 
  various 
  3 
  1 
  UR 
  150 
  X 
  $950 
  Avante Micromissile Launcher  
  20mmM 
  +2 
  P 
  4D6 
  2 
  2 
  ST 
  200 
  X 
  $1.000 
  Militech Pump Shotgun Attach. 
  12 gauge 
  0 
  C 
  6D6 
  5 
  1 
  ST 
  50 
  X 
  $850 
  Arasaka 20mm Attachment 
  20mm 
  -1 
  R 
  4D10ap 
  1 
  1 
  ST 
  200 
  - 
  $1.500 
  Militech XR Grenadelauncher5 
  30mmC 
  -1 
  P 
  various 
  3 
  1 
  ST 
  200 
  X 
  $1.200 
  Militech XR Slugthrower5 
  15mmS 
  0 
  P 
  (Slug) 
  10 
  1 
  ST 
  100 
  X 
  $1.000 
  Militech XR Flamer5 
  - 
  -2 
  P 
  2D10+ 
  5 
  1 
  UR 
  25 
  X 
  $1.100 
   
   
   
   
  Sternmeyer Grenadelauncher 
  Militech Arms Pump Grenade. 
  Avante Micromissilelauncher 
  Militech Pump Shotgun Att. 
   
   
   
   
  Arasaka 20mm Attachment 
  Militech XR Grenadelauncher 
  Militech XR Slugthrower 
  Militech XR Flamer 
   Heavy Weapons 
  Calibre 
  WA 
  Con. 
  Avail. 
  Damage 
  Mag. 
  Rof 
  Rel. 
  Rng 
  E 
  Cost 
  Sternmeyer F20 Flame. 
  - 
  -2 
  N 
  R 
  2D10+ 
  10 
  1 
  UR 
  50 
  - 
  $1.500 
  Militech Flare Flame. 
  - 
  -1 
  N 
  R 
  2D10+ 
  5 
  1 
  UR 
  25 
  X 
  $1.000 
  Dai Lung Blower GL 
  40mm 
  0 
  L 
  C 
  various 
  1 
  1 
  VR 
  250 
  - 
  $500 
  Sternmeyer GR30 pump 
  40mm 
  0 
  N 
  P 
  various 
  5 
  1 
  ST 
  250 
  - 
  $800 
  Fed. Arms Drumboy GL 
  40mm 
  -1 
  N 
  P 
  various 
  10 
  2 
  ST 
  200 
  - 
  $1.000 
  Militech Mini Grenade. 
  30mmC 
  -1 
  L 
  P 
  various 
  6 
  2 
  ST 
  200 
  - 
  $900 
  Arasaka 20mm Impact 
  20mm 
  +1 
  N 
  R 
  4D10ap 
  10 
  1 
  VR 
  500 
  X 
  $2.000 
  Militech SG1 Sentry Gun 
  5,4mmC 
  -2 
  N 
  P 
  4D6+1 
  200 
  30 
  UR 
  400 
  X 
  $3.000 
  Sovtek SPMG M50 
  5,4mmC 
  -1 
  N 
  R 
  4D6+1 
  120 
  30 
  ST 
  500 
  X 
  $2.400 
  Fed. Arms MkII Minigun 
  7,62mm 
  -2 
  N 
  R 
  5D6 
  100 
  50 
  ST 
  500 
  X 
  $2.500 
  Sternmeyer HM76* 
  9,8mmC 
  0 
  - 
  R 
  6D6 
  100 
  25 
  ST 
  500 
  X 
  $3.000 
  Militech M209 Autocan.*  
  .50 
  0 
  - 
  R 
  7D6 
  100 
  20 
  ST 
  500 
  X 
  $3.500 
  Militech M309 Autocan.* 
  20mm 
  0 
  - 
  R 
  4D10ap 
  100 
  15 
  ST 
  500 
  X 
  $5.000 
  Militech M65 Mortar 
  - 
  -2 
  N 
  R 
  5D10 
  - 
  1 
  ST 
  500 
  - 
  $1.000 
  Sternmeyer EZ-RPG 
  - 
  -2 
  N 
  P 
  6D10ap 
  1 
  1 
  VR 
  750 
  - 
  $1.500 
  Sovtek Robotnik Missile 
  - 
  -1 
  N 
  R 
  7D10ap 
  1 
  1 
  VR 
  1km 
  X 
  $3.000 
  Militech M99X Minimiss. 
  - 
  +2 
  N 
  R 
  5D10ap 
  5 
  1 
  ST 
  1km 
  X 
  $5000 
  Militech R6 Rocketpod* 
  - 
  0 
  - 
  R 
  7D10ap 
  19 
  2 
  VR 
  1km 
  X 
  $50K 
  Militech Lobo Missile* 
  - 
  +2 
  - 
  R 
  9D10ap 
  4 
  1 
  VR 
  3km 
  X 
  $30K 
  *These weapons are to heavy to carry, and are usually mounted on vehicles or in turrets and bunkers. 
   
   
   
   
  
   
   
   
   
   
  Militech Flare 
  Dai Lung Blower 
  Sternmeyer GR30 Pump-Action 
   
   
   
   
   
  Fed. Arms Drumboy 
  Militech Mini Grenadelauncher 
  Militech SG1 Sentry Gun 
   
   
  Arasaka 20mm Impact 
   
  Sovtek SPMG M50 
   
   
   
  Federated Arms MkII Minigun 
  Militech M99X Minimissile Launcher 
   Exotic Weapons  
  Type 
  WA 
  Con. 
  Avail. 
  Damage 
  Mag. 
  Rof 
  Rel. 
  Rng 
  E 
  Cost 
  EagleTech Bow 
  Bow 
  0 
  N 
  C 
  3D6 
  - 
  1 
  VR 
  100 
  - 
  $100 
  EagleTech C-bow 
  Bow 
  0 
  N 
  C 
  4D6 
  - 
  1 
  VR 
  150 
  - 
  $150 
  EagleTech X-bow Pistol 
  Bow 
  -1 
  N 
  C 
  3D6+3 
  - 
  1 
  VR 
  50 
  - 
  $220 
  EagleTech Heavy X-bow 
  Bow 
  0 
  N 
  C 
  4D6+3 
  - 
  1 
  VR 
  200 
  - 
  $250 
  Militech Rope X-bow 
  Bow 
  -1 
  N 
  C 
  (1D6) 
  - 
  1 
  ST 
  100 
  - 
  $400 
  Budget Arms T10 Taser 
  Pist. 
  -1 
  P 
  E 
  (Stun) 
  10 
  1 
  ST 
  10 
  X 
  $60 
  Techtronica 17 Microwaver 
  Pist. 
  0 
  J 
  P 
  (1D6) 
  10 
  2 
  VR 
  20 
  X 
  $400 
  Avante P-1145 Needlegun 
  Pist. 
  0 
  J 
  P 
  (Drugs) 
  15 
  2 
  ST 
  40 
  - 
  $200 
  Militech Micromissile Pistol 
  Pist. 
  +2 
  J 
  P 
  4D6 
  2 
  2 
  ST 
  100 
  X 
  $700 
  Avante M-311 Micromiss. Rifle 
  Rifle 
  +2 
  N 
  P 
  4D6 
  8 
  2 
  ST 
  200 
  X 
  $800 
  Militech M101P Slug Pistol 
  Pist. 
  0 
  L 
  P 
  (Slug) 
  20 
  2 
  ST 
  50 
  X 
  $800 
  Militech M103R Slug Rifle 
  Rifle 
  0 
  N 
  P 
  (Slug) 
  20 
  2 
  ST 
  100 
  X 
  $1.100 
  Militech LS-4 Laser Pistol 
  Pist. 
  0 
  J 
  R 
  1-4D6* 
  8 
  2 
  UR 
  100 
  X 
  $6.000 
  Militech LS-6 Laser Rifle 
  Rifle 
  0 
  N 
  R 
  1-5D6* 
  10 
  2 
  UR 
  200 
  X 
  $8.000 
  Militech LS-7 Laser Cannon 
  Hvy 
  -1 
  N 
  R 
  1-6D6* 
  12 
  1 
  UR 
  300 
  X 
  $9.000 
  * Laser weapons cut through armor like a hot knife in butter. Armor SP is at ¼ against laser. 
   
   
   
   
   
   
   
   
   
  Budget Taser 
  Techtronica Micro 
  Avante P-1145 
  Militech Micormissile Pist. 
  Militech Micromissile Rifle 
   
   
   
   
  Militech Slug Pistol 
  Militech Slug Rifle 
  Militech LS-4 
  Militech LS-6 
   
           
   
   
   
  15mm Slugs 
   
   
  Militech LS-7 
  Slugs 
  Color 
  Damage 
  Effect 
  Cost 
  EMP 
  Striped 
  (EMP) 
  As a microwave attack. (CP2020 p.108) 
  $10 
  Explosive 
  Red 
  4D6ap 
  Explosive round that penetrates armor. 1m radius 
  $30 
  Taser 
  Yellow 
  (Stun) 
  As a standard Taser. (CP2020 p.107)  
  $10 
  Tracer 
  Blue 
  - 
  Works as a Tracer button with 10 mile range. (CP2020 p.70)  
  $25 
  Designator 
  Green 
  - 
  Works as a Target Designator for missiles (Instead of laser) 
  $50 
  Smoke 
  Black 
  - 
  A smoke grenade for target designation. 
  $15 
  
  Ammo & Accessories 
  Equipment 
  Description 
  Cost 
  Empty Magazine 
  Costs half its capacity 
  #x0,5 
  Caseless Casette  
  Costs its capacity including bullets 
  #x1 
  Quickloader 
  For revolvers. Reloads as a mag 
  $5 
  Smartgun Kit 
  External Smartgun kit 
  $500 
  Laser Sight 
  WA +1, coneshaped for Shotguns 
  $200 
  Telescopic Sight 
  WA +2, Aimed Shot only* 
  $300 
  Smart Sight 
  Telesopic with 2 option spaces 
  $500 
  Bipod 
  WA +1, not all guns can use one 
  $100 
  Silencer 
  Reduces flash and sound, WA -1 
  $100 
  Holster 
  Various models 
  $20 
  Shoulder Sling 
  For SMG’s, Carbines and Rifles 
  $5 
  Weapon Cleaning Kit 
  To keep the weapon functioning 
  $10 
  Standard Detonator 
  Time or Remote controled  
  $20 
  Trap Detonator 
  Tripwire or Laserbeam  
  $50 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
   
  Dai Lung Ronin  
  SMG +0 L P .45 30 20 UR 50m $200 
   
  A direct rip-off of the Mishima No3 Ronin, both Dai Lung and Mexican Metals have 
  made molds of the original and have plastic-resin based imitations on the market. 
  Most are unreliable and prone to breakage, while some are outright dangerous 
  (120eb, XX reliability). Regardless of reliability, these weapons' composite frames 
  cannot withstand the heavy caliber munitions for long. Every time the weapon is 
  fired in full auto, it's reliability drops one class permanently.  
   
  image and text by hellhound101@hotmail.com 
    Federated Arms Surprising Stranger  
  PST -2 P C 10mmCL 4 4 VR 5m 135eb  
   
  The Surprising Stranger is an odd little piece. Made entirely of resin-cast polymers, 
  it is practically invisible to x-ray and metal detectors. Add to it a strikerless 
  electrical ignition system, and you have a very useful little gun. Of course, chem-
  sniffers can still pick it up, but there's ways around that, too.  
   
  image and text by A Darker Future 
  Mexican Metals XS4  
  PST +0 P C 7mmCL 17 2 UR $80 
   
  Mexican Metals 2021 Pocket release is the XS4, boasting a large magazine capacity 
  and improved plastics from their 2018 XS3 (treat the same, but X reliability - now on 
  special for $55). Unfortunately they never fixed the plastic spring design in the 
  magazine, and anytime the magazine is reloaded there is a 20% chance that the 
  plastic spring will break and the weapon will fail to feed with that magazine. Each 
  gun does, however, come with 4 empty magazines.  
   
  image and text by hellhound101@hotmail.com 
   
     
  
  Sci Fi Starrior 7  
  PST +1 J E 9mm 20 2 UR $65 
   
  The Sci Fi Starrior 7 is the 2020 Kang Tao release to the polymer market. Based on 
  the blaster from Star Wars, the Starrior 7 has distinct mauser stylings and is made 
  of strong impact-resistant plastics. The Starrior would almost be considered a 
  capable handgun, but the plastics have proved to be quite brittle at high pressure 
  and the firing assembly has been known to shatter.  
   
  Original image and text by hound@ambient.on.ca 
    Teen Dream 2000  
  SMG +0 J C 9mm 15 30 X $85  
   
  The Teen Dream 2000 has hit the streets! Now better than ever, with three times the 
  cyclic rate of the Original Best-Seller!! New and Improved! Better Plastics! More 
  Powerful Munitions! Better heat resistant polymers! More exclamation marks than 
  ever before!!! Only melts 25% of the time in autofire! Comes with two full 
  magazines of hot-loaded 9mm ammo!! (+1 damage per die, -1 reliability).  
   
  Original image and text by hound@ambient.on.ca 
   
    Teen Dream 6000XL  
  SMG +0 J C 9mm 15 30 X $120  
   
  New and Improved! The Teen Dream 6000XL! Featuring Superior Materials and 
  Workmanship than the Teen Dream 2000! Three Times the Cyclic rate of the 
  Original Teen Dream, with a more powerful, armor-defeating load!!!! 
  (this weapon is exactly the same as the Teen Dream 2000, but comes with Hot-Load 
  AP ammo instead of regular hot loads)  
   
  Original image and text by hound@ambient.on.ca 
   Veska Nova 9X  
  PST +0 J P 10mmET 8 2 UR 75m $195  
   
  Veska smashes into the Polymer market with the first factory-equipped 
  ElectroThermic handgun listed at under $500! Way under $500! Loading 8 
  Electrothermic 10mm slugs, this boy will punch holes through heavy body armor, 
  without breaking your arm!  
  (Due to the poor capacitor design in the Veska Nova, for each shot fired without 
  taking one round off without firing, there is a cummulative 1 in 6 chance that the gun 
  will refuse to fire next time. ie: on the first shot the chance is 1 in 6, on the 3rd 
  consecutive shot it becomes 3 in 6, and it automatically stops firing after the 6th shot 
  as the capacitor recharges).  
   
  Original image and text by hound@ambient.on.ca 
   
     
  
  Matel Intimidator  
  PST 0 J E 9mm 14 2 UR $80  
   
  Perhaps one of the most irritating polymer one-shots in existance; the action in this 
  gun is wrapped in a cheap, oversized plastic frame. Fire more than 3 shots in 10 
  seconds (3 rounds) and the plastic usually melts (60% chance, gun jams 
  permanently). What's worse, there's a speaker arrangement mounted under the 
  barrel that amplifies and repeats the guns report each time it fires, making it sound 
  like several very loud rounds have just been fired. The speaker will also 
  supplement this cacoffony with several gung-ho shouts, like 'Fire!', 'Drop the Gun!' 
  'Dead or Alive, Yer Coming with me!' and 'Don't Move!'.  
   
  Gun by Chris D Lupton, image by Hound 
   Zulu Alpha Series  
  Alpha PST +0 P E 6mm 10 2 X $36 
  Beta PST +0 P E 9mm 8 2 X $55 
  Epsilon PST +0 P E 10mm 5 2 X $76 
   
  Zulu breaks the Polymer market wide open with their hot new blue pocketguns! 
  Each of the alpha series guns can fit comfortably in your pocket, and can load a 
  variety of ammo types and calibers! With this much variety at these prices, why 
  aren't you packing a Zulu too?  
   
  Original image and text by hound@ambient.on.ca 
   
    Dai Lung Ultimate "Gonk"  
  PST -2 J P 12ga 3 ½ X 20m $89  
   
  Nicknamed the Gonk because it's such an obvious rip-off of the Norinco Gong, the 
  Dai Lung Ultimate is a bolt-action 12gauge "pistol" with a very poorly built bolt and 
  receiver group. The bolt requires both hands to cycle, taking up over 3 seconds to 
  chamber a new round. For those of you who take notice of these things, the recoil on 
  this puppy is rated at BOD 12. For the average man on the street, that means a 
  Strength Feat roll dif 12 to avoid (12-bod) damage to the firing arm, as well as a 
  massive recoil penalty!  
   
  Original image and text by hound@ambient.on.ca 
   
    Astra FireStorm 
  SMG -1 J P 7mm 55 30 ST 75m $400  
   
  This high-capacity sub-gun is built of the same top of the line polymer / ceramic 
  construction as the Federated Arms X-38, and is a model citizen of the polymer 
  market. A knock-off version is available from Kang Tao (The Kang Tao Astral 
  Storm) with X reliability and a list price of 150 euro.  
   
  Original image and text by hellhound101@hotmail.com 
     
  
  Hunter 38Lite 
  PST -1 P C 6mm 8 2 UR 50m $50  
   
  This "stylish" polymer revolver comes in several translucent colors. The biggest 
  selling feature of the gun, besides the see-thru looks (which let you know when some 
  internal part has broken and its time to throw the gun away) is the fact that it comes 
  is the use of replaceable cylinders w/CL ammo that come in six different ammo sub-
  types. The gun is a break-open design, and the barrel tilts forward to allow you to 
  extract and replace the whole cylinder quickly and easily. Each gun is available in 
  six different colors, and each color is unique to the specific ammo subtypes (Green = 
  Normal, Blue = AP, Pink = HP, Green = HE, Red = DPU, Purple = Gel). Reload 
  cylinders cost $5 for normal, $7.50 for AP/HP, $10 for HE, $15 for DPU, and $5 for 
  Gel, and each gun must have a cylinder of the appropriate color purchased with it 
  (cost of cylinder not included in list price). The 38Lite has earned many nicknames 
  on the streets for the different colors (Purple Bruisers, RedChrome Killers, Pink 
  Bunnies, Blue Meanies, etc...).  
   
  Original image and text by kroberge@magi.com image edited by hound@ambient.on.ca 
   
    Hunter POSY 
  PST -1 P C 11mmCL 7 1/2 UR 50M $60.00  
   
  The Hunter POSY is the ultimate expression of cheap, disposable, and powerful 
  polymer handguns. Although none too inventive in the name development (POSY = 
  Polymer One Shot, Yellow), the design is relatively solid for solid plastic, with only 
  5 moving parts inside the gun (two springs, the bolt, the trigger, and a slide over the 
  internal magazine.) The ROF is so low because it uses a manual bolt, that must be 
  pulled back to cock the gun each time you wish to use it. But it does pack a mean 
  punch for the price.  
   
  Original image and text by kroberge@magi.com image edited by hound@ambient.on.ca 
   
    Hunter FireBall 
  SHG -2 P P 20ga. 1 ½ ST 10M $75.00 
  SHG -3 P P 12ga. 1 ½ ST 10M $90.00  
   
  The Orion FireBall is a single-shot, break-open barrel, pistol-sized shotgun design. 
  The Fireball is of mostly thermoplastic construction, with only the breech, firing pin, 
  and a couple internal springs being made out of metals. Each Fireball includes six 
  shotshells on a layard clip attached to the end of the grip (but which can be removed). 
  The gun is waterproof and even floats (although the ammo doesn't unless the layard 
  is attached), and is perfect for underwater operations. Range is a dismal 10 meters 
  due to the short barrel but it makes a popular hold-out weapon for close range 
  actions, and also because of the large number of specialty loads available for 
  shotguns. The 20gauge version has a BOD Minimum of 9 and the 12gauge version 
  has a BOD Minimum of 12!  
   
  Original image and text by kroberge@magi.com image edited by hound@ambient.on.ca 
   
     
  
   
   
   
   
   
  Injection Molded Mindless Garbage is the nickname of Polymer Heaven's new injection-molding machine. Now you don't even 
  have to deal with a salesperson for your new gun, just walk on up to the machine, slap in your credstick, and choose what internal 
  workings you want mated with what size of frame and what colour of plastic you want the whole thing wrapped in. One minute later 
  the machine pops out you brand new piece, still steaming hot from the injection molding process.  
   
   Now, we aren't claiming any miracles here, no super-polymers are involved in the process, not even glass-impregnated plastics... just 
  plain old hot plastic squirted into a mold with your choice of gun bits inside it. This ain't for home defense, and hell, it's not even 
  good for immediate defense since the plastic is too hot to handle properly initially, and is prone to deformation if used prematurely. 
  (Reduce reliability 1 class per hour before the recommended 4 hour waiting period - also if handled bare-handed in the first two 
  hours, permanent fingerprints will be layed into the plastic). 
   
  I have to give thanks, for the inspiration, to Chopper and the rest of Flipper Is Dead UK CyberPunk ThinkTank for their 
  CyberPunk 2020 handgun creation system which sparked the original idea for this, the antithesis to the autolathe - it's a quality piece 
  of work that shows it's hours of commitment - exactly the opposite of the Injection Molded Mindless Garbage system, and products! 
  You can check their work out on the Flipper Is Dead page of the BlackHammer CyberPunk Project.  
   
  Step 1 - Insert Credstick  
   
   
   
   
   
   
   
  Step 2 - Select Basic Firearm Design  
  � 
  Single Shot - 5eb, GR:0 (Once fired requires 
  new ammo to be fed down the barrel and primed 
  - Cost and GR is per barrel)  
  � 
  Break Open - 10eb, GR:1 (Cost and GR is per 
  barrel, maximum of 4 barrels)  
  � 
  Break Open Revolver - 10eb, GR:2 (Holds a 
  base of 6 rounds, modified by caliber, can be 
  disguised as an automatic pistol with a base of 4 
  rounds)  
  � 
  Side-Open Revolver - 15eb, GR:3 (Holds a 
  base of 6 rounds, modified by caliber)  
  � 
  Automatic - 20eb, GR:5 (Ammo based on 
  caliber & frame) 
   
   
   
   
   
   
   
   
   
   
   
   
  Step 3 - Select Caliber  
  � 
  5mm Caseless - 0eb, GR:0 (D6 damage, +2 
  ammo)(It was an itty-bitty teeny-weeny, yellow 
  plastic automatic)  
  � 
  .22 Long Rifle - 0eb, GR:0 (D6 damage, cased 
  ammo, +2 ammo)  
  � 
  .22 Electrothermic - 50eb, GR:3 (D6+2 
  damage, batteries not included - 2 AAA batteries 
  for 10 shots)  
  � 
  6mm Caseless - 5eb, GR:0 (D6+1 damage, +2 
  ammo)  
  � 
  .380 ACP - 5eb, GR:1 (D6+2 damage, cased 
  ammo, +1 ammo, -1 WA)  
  � 
  .380 Electrothermic - 65eb, GR:4 (2D6+1 
  damage, batteries not included - 4 AAA batteries 
  for 12 shots)  
  � 
  9mm Caseless - 10eb, GR:2 (2D6+1 damage, 
  +0 ammo, -1 WA)  
  � 
  .45 ACP - 20eb, GR:3 (2D6+2 damage, cased 
  ammo, -2 ammo, -2 WA)  
  � 
  .45 Electrothermic - 100eb, GR:8 (3D6+3 
  damage, batteries not included - 4 AAA batteries 
  for 8 shots)  
  � 
  10mm Caseless - 20eb, GR:4 (2D6+3 damage, -
  1 ammo, -1 WA)  
  � 
  .357 Magnum - 30eb, GR:6 (3D6+1 damage, 
  cased ammo, -2 ammo, -2 WA)  
  � 
  .357 Electrothermic - 125eb, GR:10 (4D6+3 
  damage, batteries not included, 4 AAA batteries 
  for 6 shots) 
   
  
  Step 4.1 - Select Frame (use these options for Revolvers)  
  � 
  Snub-Nosed Airlite - 2eb, GR:2 (P conceal, -1 
  ammo, -1 WA)  
  � 
  Detective Model .38 - 5eb, GR:1 (P conceal, +0 
  ammo, -1 WA)  
  � 
  Colt Python - 10eb, GR:1 (J conceal, +0 ammo, 
  +0 WA)  
  � 
  Ruger BlackHawk - 15eb, GR:0 (J conceal, +1 
  ammo (max 8), +0 WA)  
  � 
  Colt .45 Peacemaker - 20eb, GR:2 (J conceal, 
  +2 ammo (max 8), +1 WA) 
   
  Step 4.2 - Select Frame (use these options for all guns except 
  side-opening revolvers)  
  � Browning Ladyman's - 4eb, GR:6 (P 
  conceal, 5 rounds, -1 WA)  
  � Glock Compact - 5eb, GR:5 (P conceal, 7 
  rounds, -1 WA)  
  � Walther PPK - 10eb, GR:7 (P conceal, 6 
  rounds, -1 WA)  
  � Glock FullSize - 8eb, GR:2 (J conceal, 9 
  rounds, +0 WA)  
  � Arasaka WSA - 10eb, GR:3 (J conceal, 9 
  rounds, +0 WA)  
  � Luger 9mm - 12eb, GR:5 (J conceal, 8 
  rounds, +0 WA)  
  � Beretta M92 - 6eb, GR:3 (J conceal, 10 
  rounds, +0 WA, The Classic)  
  � Colt M1911A1 - 10eb, GR:2 (J conceal, 9 
  rounds, +0 WA)  
  � Colt AMT Model 2000 - 20eb, GR:2 (J 
  conceal, 10 rounds, +1 WA)  
  � MicroUzi - 20eb, GR:5 (J conceal, 15 
  rounds, -1 WA)  
  � Classic AutoMag - 16eb, GR:2 (J conceal, 
  10 rounds, +0 WA, Looks Stylin')  
  � Tek-9 - 15eb, GR:5 (J conceal, 20 rounds, 
  +0 WA, magazine in front of grip)  
  � Desert Eagle - 25eb, GR:2 (J conceal, 11 
  rounds, +1 WA, Big Toy!) 
   
  Step 5 - Metal Barrel?  
  � Yes - 5eb, GR:0  
  � No - 0eb, GR:5, -1 WA (GR:15 for 
  electrothermics) 
   
  Step 6 - Integral Laser Designator?  
  � None - 0eb  
  � Sony - 25eb 40% provides +1WA (other 
  60% aren't aligned properly), 15m range  
  � IEC - 45eb 40% provides +1WA (other 
  60% aren't aligned properly), 30m range  
  � IEC Phase IV - 100eb 40% provides 
  +1WA, 30m range, IR or UV 
   
  Step 7 - Colour Me Baby!  
  � Primaries - 0eb, GR:2D10 (Red, Blue, 
  Yellow, Green, Orange, etc)  
  � Pastels - 5eb, GR:2D10 (For your 
  daughter's 16 birthday!)  
  � Marbled - 5eb, GR:2D10+1 (Choice of 2 
  primaries)  
  � Pearlescent - 10eb, GR:2D10 (Shimmery 
  marbled primary)  
  � Matte Black - 5eb, GR:3D10 (Cheaper 
  plastics with black dye) 
  Your Glitch Rating! 
  Tally up all the GR's you've picked up during gun creation. 
  It'll be a number from 4 to the mid 50's (with rare exceptions 
  in the 60's). Now check the number on the table below:  
  GR   Glitch 
  4-20  - No Glitch! 
  21-25 = Weapon always jams on a fumble in addition to 
  whatever else is rolled. 
  26-30 - Weapon is prone to melting if fired too rapidly. Roll 
  D10+2 for no. of rounds required to be fired in 20 seconds to 
  cause weapon to melt. 
  31-35 - Weapon jams on a critical hit in addition to jamming 
  on fumbles 
  36-45 - Weapon explodes (dealing it's normal damage to 
  operator) when fumbled 
  46+ - Weapon suffers from 2 of above malfunctions 
  (determine randomly) 
   
  Oh yeah, in case you hadn't guessed, all Injection Molded 
  Mindless Garbage is of Unreliable (UR) reliability. 
   
   
  
   
  The BlackHammer CyberPunk Project 
   
  · F · I · R · E · A · R · M · S · 
  The toys on this page have been 'ported over as directly as 
  possible from the Living Steel RPG (a high tech variant of 
  Phoenix Command) from Leading Edge Games. The graphics, 
  gun names and designs are the copyright of Leading Edge 
  Games (© 1987, 1991) and were scanned and converted here 
  without permission from the Phoenix Command / Living Steel 
  High Tech Weapon Data Supplement. 
  A P 5   6 m m   &   A P 6   7 m m  A u t o m a t i c s 
   
  PST +1 J P 6mmLS 25 2 ST 50m 700eb 
  PST +1 J P 7mmLS 21 2 ST 50m 900eb 
  These caseless handguns have no external moving parts, with all action 
  being internal. In case of a misfire, or to remove a chambered round, the top 
  slide can be pulled back and the round ejected. The eternal top slide only 
  moves when manually feeding or ejecting a round. 
  The AP5 is a light automatic pistol adopted by LS Security forces. The AP5 
  is popular for it's light weight (2.8 lbs), high ammunition capacity and minor 
  recoil. The AP6 is based on the AP5 and was designed to provide greater 
  stopping power. It has generally been supplanted by the AP7. 
  6mmLS munitions are available in three types; FMJ, JHP & AP. Treat all 
  rounds as eing identical to similar 9mm Caseless rounds (2D6+1 damage) 
  except in price (twice the price). They use a smaller bullet than the 9mm, 
  but with almost the same amount of powder backing it. 7mmLS munitions 
  are also available in FMJ, JHP and AP variants, and are treated for all game 
  terms as 11mm rounds (3D6 damage) except in price (twice the price).  
  A P 7   7 m m   A u t o m a t i c   P i s t o l 
   
  PST +2 J P 7mmLS 21 2 ST 50m 900eb 
  The AP7 is a long barreled version of the AP6 and was the standard sidearm 
  of LS Military units and heavy security until being recently replaced in 
  active service. It fires the same 7mmLS munitions as the AP6 above. It is 
  also used by professional forces and is respected for its accuracy and hitting 
  power.  
   
  F M P 6   /   F M P 8   F l e c h e t t e   M a c h i n e   P i s t o l s 
   
  PST/SMG +0 J P 1.5mm 60 2/3/24 ST 20m 1,100eb 
  Flechette guns fire small metal darts enclosed in a sabot that protects the 
  dart during firing. The darts are unstabilized and count on their aerodynamic 
  form for stabilization in an atmosphere. The round suffers from an inherent 
  range limitation because of sabot ejection tipoff. 
  The FMP6 is a compact machine pistol designed for clandestine operations. 
  Its small size (10 inches long), light weight (2.8 lbs) and firepower make it a 
  popular undercover weapon. It's short effective range limits its use as a 
  military weapon, but its excellent short range characteristics make it 
  popular. The FMP8 is a product improved version of the FMP6, with lighter 
  materials and an improved chambering system (VR reliability, 1,300eb). 
  1.5mm Darts are available in three varieties: 
  Standard Dart (SD), dealing D10+2 damage at 1/2 SP (100 eb / 60 rounds) 
  Soft Steel Dart (SSD), dealing 2D10 damage at 2/3 SP (120 eb / 60 rounds) 
  Armour Piercing (AP), dealing D10+2 damage at 1/5 SP (300 eb / 60 
  rounds)  
  
  F M P X 7   H e a v y   F l e c h e t t e   P i s t o l 
   
  SMG +0/+1 J/L P 2.8mm 48 2/3/18 ST 30m 1,200eb 
  The FMPX7 is another compact machine pistol, and was designed 
  specifically to defeat power armour at close range. The FMPX7 turned out 
  to be rather heavy, had a limited effective range, and was not as effective 
  against ACPA as intended, but it did offer a great deal of firepower in a 
  small package. This capability made it popular with infiltration and security 
  teams. 
  2.8mm Darts are available in the same configurations as 1.5mm, but are sold 
  in magazines of 48 instead of 60, cost twice as much and deal an additional 
  D10 damage beyond the 1.5mm dart.  
  S M G 6   7 m m   S u b - M a c h i n e g u n 
   
  SMG +1 L P 7mmLS 36 2/3/20 ST 150m 800eb 
  The SMG6 was designed for light military and security action against "soft 
  targets" (human targets without heavy body armour, generally against 
  civilians and rear-echelon personel). It is a conventional 7mmLS caseless 
  SMG in almost all respects. The carrying handle contains the iron sights for 
  the gun, although optical sights can be mounted on the carrying handle in 
  addition (and never are normally). 
  The 7mmLS ammunition fired by the SMG6 is identical to that fired by the 
  AP6 and AP7 automatics above, and is effectively treated as 11mm Caseless 
  munitions at twice the price.  
  S M P 7   1 . 7 m m   S l i v e r g u n   " M a c h i n e   P i s t o l" 
   
  SMG +1 L P 1.7mm 52 2/3/20 ST 120m 800eb 
  The SMP7 is built on the same chassis as the SMG6, with the same ammo 
  feed system, firing mechanism and so forth, but is actually a radical 
  departure from standard Sub-Machinegun technology. The SMP7 fires 
  1.7mm Fin-Stabilized darts. The fin stabilization gives the dart a truer flight 
  and longer effective range than flechette darts, making the weapon ideal for 
  military and law enforcement activities. The sabot fired from a slivergun is 
  much larger than those used in flechette guns, and is dangerous to 
  unarmored targets within 20 feet and 60o of the weapon's line of fire. Within 
  this area, the sabot deals D6 damage with a base hit chance of 1% per round 
  fired that combat round. 
  1.7mm Slivergun Darts are available in three formats: 
  Standard Dart (SD) deals D10+1 damage at 1/3 SP (150eb / 52 rounds) 
  Soft Steel Dart (SSD) deals 2D10 damage at 1/2 SP (200eb / 52 rounds) 
  Armour Piercing (AP) deals D10+1 damage at 1/6 SP (450eb / 52 rounds)  
  S M P G L 7   S l i v e r G u n / G r e n a d e - L a u n c h e r 
   
  SMG +1 N R 1.7mm 52 2/3/20 ST 120m 1,800eb 
  HVY +0 N R 30mm 5 2 ST 200m 
  The SMPGL7 combines a 1.7mm SliverGun and a 30mm Grenade 
  Launcher. The five-round semi-automatic Grenade Launcher is the primary 
  system, with the slivergun serving as a backup weapon. the slivergun uses 
  standard SMP7 magazines. The grenade launcher is mounted above the 
  slivergun and is fed from a magazine wich slined into the back of the 
  weapon. The five grenades are help end-to-end in the magazine. 
  The SMPGL7 was not produced in large numbers as explosive weapons are 
  generally unused in corporate warfare because of collateral damage to 
  expensive facilities. The 30mm Grenades are treated as typical 40mm 
  grenades in all respects except size (30mm) and cost (1.5 times price).  
   
   
   
  
   
  The BlackHammer CyberPunk Project 
   
  Convenience Arms created the world's first wide-spread Polymer One-Shot vending machines. The machines were placed in key 
  vending locations throughout the "RustBelt" of the East Coast. They quickly became the target of gang attacks, and it became quite 
  hazardous to have the job of reloading these units (as gangers would hang out around an empty machine to waylay the reload team 
  and take their guns). Reload teams would be sent out with more weapons and armour to protect from these threats, resulting in a war 
  of escalation between Convenience Arms and the gangs until it was no longer economical to reload the units in question, and they 
  have since been left to rust away their days in dark alleys.  
   
  The second attempt at Convenient Vending Machines has been much more successful. These units have been built into the outside 
  walls of firearms and munitions stores in major cities. They are reloaded from within the store, and the shipments of reloads are 
  brought in with the store's regular shipments.  
   
  Convenience Arms polymers use an aluminum barrel and internal workings wrapped in a cheap polymer frame in your choice of 
  colours. Although somewhat more reliable than most Polymer One-Shots, these guns are without a detachable magazine and are non-
  reloadable. There is also no feed port or ejection system, so if the caseless system does jam, there is no way to clear the jam other 
  than buying a new gun.  
  C O N V E N I E N C E   A R M S   D I S P O S A B L E 
  PST . +0 . J . E . 10mmCL . 10 . 1 . ST . 50m . 75eb  
  It's everything described above and more! Available with the custom "Easy Pull"tm Trigger System (ROF:2, +25eb) and a huge 
  selection of styles and finishes, this is the convenient way to arm your teen! 
   
   
   
   
   
   
   
   
  
  Machine Guns 
   
  of Loving Grace 
  Y o u r   O n e S t o p   S u p e r i o r 
  M i l i t e c h   R o n i n   S h o p 
    The M-20 or Militech Ronin has been the US Army's standard Assault Rifle for years, and has spawned many specialty versions for 
  various special ops teams during it's lifespan. Now that the Ronin is slowly being replaced by the Mark IV Revised (the M-20A4) in 
  service, many Ronins are making their way to the open markets in the US and abroad. 
  At Machine Guns Of Loving Grace, we now have on hand a large collection of Ronins and Ronin Specialty Products, all fully 
  restored and in prime operating condition, many still in their original packaging and packing grease to this day. 
   
  Militech Ronin Standard Edition 
  RIF · +1 · N · C · 5.56mm · 35 · 30 · VR · 400m
  The Militech Ronin standard edition is the classic light 
  assault rifle of the modern battlefield, now available to 
  MGOLG customers worldwide at the bargain price of 
  450eb. Measuring in at 35 inches in length, it only weighs 3 
  kilograms loaded. The illustrated weapon at left also has 
  special imaging sights, available seperately at any MGOLG 
  outlet.  
   
  Militech Ronin Compact Edition 
  RIF · +1 · N · C · 5.56mm · 35 · 30 · VR · 300m
  The Militech Ronin compact edition was used by USMC 
  elements and urban fire teams. The Compact edition has 
  both a shorter stock and forend assembly, but still 
  maintains the excellent balance and performance of the 
  standard M-20. MGOLG has some Compact Editions for 
  sale, and we also modify standard edition Ronins to 
  Compact Edition on order. Compact Edition Ronins list at 
  500eb.  
   
  Militech Ronin "TommyGun 2020" 
  RIF · +1 · N · P · 11mm · 35/100 · 20 · ST · 200m
  The 21st Century answer to the famous Thompson SubMachineGun. 
  Chambered in the mighty 11mm caseless load, and firing at a 
  controlled 600RPM, the TommyGun 2020 has the options of loading 
  35 round magazines from the 11mm Commando edition or 100 round 
  drums specifically designed for it. The TommyGun 2020 has an 
  assault-style foregrip and full stock and retails at 900eb. It is also 
  occasionally available in 12mm (Rare, 1,100eb, 30 rounds or 100 
  drum, ROF:20)  
  
   
  Militech Ronin Commando Edition 
  RIF/SMG · +2 · N · P · 10mm · 40 · 40 · VR · 200m
  Based on the success of the M16 commando editions (chambered in 
  9mm), various commando units converted the Compact Edition 
  Ronins to fire the caseless 10mm pistol load. The weapon is very 
  accurate as the heavy weight and long barrel almost completely cancel 
  any recoil felt from the high rate of fire. Ronin Commando 10mm's 
  retail at 625eb, and are also available chambered in 9mm (600eb), 
  11mm (700eb, 35 rounds, ROF:20, ST reliability) and 12mm (800eb, 
  WA:+1, 30 rounds, ROF:20, ST reliability).  
   
  Militech Ronin "StealthPlus" Edition 
  SMG · +2 · N · P · 10mm · 40 · 20 · VR · 200m
  In military parlance, these weapons were refered to as the M-20SD. 
  Containing an integral silencer and bolt catch, the "StealthPlus" 
  variant was used in situations where the Heckler & Koch Mp-2013 
  would be found in corporate teams. Once again, recoil is minimal at 
  worst, and non-existant most of the time. The only major draw-back 
  of this design is the size, being too large to conceal in most situations. 
  The StealthPlus 10mm retails at 700eb, with the StealthPlus 9mm at 
  650eb. A .45 ACP (cased) edition is also available, but is Rare 
  Availability and retails at 800eb.  
   
  Militech Ronin "Stealth" Edition 
  SMG · +2 · L · P · 6mm · 40 · 40 · ST · 200m
  The original integrally silenced edition of the Ronin, the Stealth 
  edition was used by anti-terrorist teams and some special forfces, but 
  the 6mm munitions are considered too light for serious military work. 
  This is also one of the few Ronin editions that is small enough (due to 
  the complete removal of the weapon stock) to be concealed. The 
  Stealth Ronin retails at 500eb.  
   
  Militech Ronin "American Suranam" 
  SMG · +2 · L · P · .177 · 60 · 30 · ST · 200m 
   
  The single smallest Ronin conversion, this one is exclusive to Machine Guns Of 
  Loving Grace. Integrally silenced and converted to fire the .177 Explosive round 
  (D6+4 damage) of the Suranam Machine Pistol, the "American Suranam" is light and 
  easy to handle while still loading a deadly and light ammo load. The "American 
  Suranam" retails at 550eb  
  All Ronins and Ronin variants can have extended capacity magazines purchased at the normal price for 50% additional capacity, and 
  there is an adaptor available to allow Arasaka Minami 10 magazines to be loaded into the Ronin 10mm chassis.  
   
   
   
   
   
   
  
  Y o u r   O n e S t o p   S u p e r i o r 
  T r a v e l l e r   R i f l e   S h o p 
  Out of the detrius of the failure of Armscor during the collapse (a South African arms amnufacturer), one of the survivors was a small 
  arms CAD and Design firm called Traveller. Traveller had some small scale weapon sales using aircraft-alluminum bodied hunting 
  rifles until Militech started enforcing their claim on the Armscor patent line that they had purchased, nearly sending Traveller out of 
  business (as their designs were all using older Armscor upper receiver units). 
  Traveller managed a few in-house designs that were used by game wardens throughout Africa, but had little appeal through the rest 
  of the world dominated by the major armament firms. Finally Traveller managed to strike a deal with their old adversary Militech in 
  late 2019 to market their new line of high-reliability Hunting and Paramilitary Rifles. These weapons all share a common heritage to 
  the Traveller Game guns used for the last decade in the game reserves throughout Africa and are noted for their long-term resistance 
  to poor treatment by undertrained users. What this means to you is these guns can be bought for your hunting seasons, and do not 
  require constant attention and maintenance to have them ready for the next season, even if you miss a few in between. 
   
  In game terms, althrough these weapons are only ST reliability, their reliability will not be compromised by light to moderate 
  mishandling (getting the weapon dirty, wet, not cleaning after use, etc).  
  As a side note, all the images are scans from various MegaTraveller basic game books (although they have all seen some amount of 
  editing by the Hound) and are copyright by the now defunct Game Designers Workshop and whoever currently owns the 
  MegaTraveller line. 
  Traveller Range Carbine Model 14b 
   
  RIF · +1 · N · C · 3D6 (.30) · 20 · 2 · ST · 300m 
   
  The first of the line, the Range Carbine is in use by most Game Wardens and Park Rangers in the 
  game reserves and national parks throughout Africa, and has been in use here for almost a decade 
  throughout the various models (dating back to the Model 3 with wooden furniture instead of the all-
  polymer construction of the current models). To suit most export laws for civilian firearms, the pistol 
  grip is mated to the thumbhole stock assembly, which contains the magazine loaded in by lifting the 
  buttplate of the stock in a similar fashion to the Heckler & Koch G11.  
  The action is a classic .30 Carbine in a gas-action automatic. This old-world cased ammo is still easy 
  to produce in fair quality and was selected for it's endurance in the field. The magazine is quite 
  unusual in shape and design, having to feed into the gun parrallel to the action, but the feed 
  mechanism is quite standard and reliable, with the ejection port firing the casing directly upwards and 
  forwards of the gun, making it good for ambidextrous use. In this configuration the Model 14 retails 
  for 350eb.  
  An export model, the Model 15a, is available with a slightly longer stock (1") and which feeds 
  standard cased 5.56mm (.223) ammo. It is just entering the marketplace with a list price of 450eb. For 
  the urban marketplace, the foregrip in both models can easily accomodate a laser sight or tactical 
  flashlight rig without changing the silhouette of the rifle.  
  Traveller Advanced Range Rifle 
  RIF · +1 · N · C · 5D6 (7mm) · 22 · 2 · ST · 400m 
   
  A full-scale rifle with a caseless action, the Advanced Range Rifle (ARR) is otherwise very similar to the 
  Range Carbine, with thumbhole stock, rear-entry magazine feed and a standard blowback gas action. This 
  rifle has recently been issued to some wardens and has received favourable reviews. The caseless action 
  is at least as reliable as the model 14's old-style cased action, without an ejection port to reduce entry 
  points for dirt into the gun. There is a small hatch on the top of the gun that can be opened to clear 
  misfires, but this is a manual operation, and the seals are excellent to prevent contamination of the 
  chamber.  
  The low index of the barrel and the long length afforded by the bullpup action reduce felt recoil to an 
  almost negligible impulse, slightly less than the Federated Arms rifle with which it shares the basic 7mm 
  Caseless action.  
  Again the foregrip is empty and allows for the easy addition of a laser sight or tactical flashlight rig 
  without change to the weapon's silhouette.  
  The basic TARR retails at 400eb, with a 5.56CL edition at 450eb and in the PacRim 5.5mm Caseless (in 
  indonesia) for 400eb.  
   
   
   
   
   
  
  Traveller Assault Rifle Model 22 
   
  RIF · +1 · N · C · 5D6 (5.56CL) · 30 · 1/20 · ST · 400m 
   
  Traveller's first exclusively military weapon since the turn of the millenium, the Traveller ARM22 was 
  designed as a low-cost competitor with most modern 5.56mm firearms and retrofits. The feed and firing 
  mechanism are seemingly identical to the M16 caseless bullpup retrofits, and the rest of the gun follows 
  suit. Instead of the hard polymer shell of all the other Traveller designs, the ARM22 is primarily made of 
  sheet metal stampings with a fairly standard polymer pistol grip and forend. The magazines are in almost 
  all ways identical to those of the M16 series, and are interchangeable with them. The forend is available in 
  a variety of configurations, with laser sights or tactical flashlights easily assembled into the unit. Shown on 
  the left is the standard forend with integral laser sight, but other desings including slimline, assault grips, 
  etc are available direct from the factory or as after-market kits. To date, the ARM22 has not been fielded 
  with any corporate or government armies, and it's field perfomance is yet untested (but fear not, we are 
  going to bring a few on our next savannah expedition to test the claims made by the manufacturer 
  regarding the same reliability as their other weapons). The weapon at left is illustrated with laser sight and 
  Bushnel Interloktm smartlink system, but almost any configuration of sighting systems and electronics can 
  be mounted. The ARM22 is marketed in North America at a very reasonable 600eb, with choice of forend 
  designs.  
  Traveller Advanced Assault Rifle 
  RIF · +1 · N · C · 6D6-1 (6.5mm) · 30 · 2/20 · ST · 400m 
   
  The Advanced Assault Rifle (Model 24) is a carryover between the Model 22 and the rest of the Traveller line. 
  The style of the weapon is similar to most other polymer-framed bullpup Traveller series rifles and carbine, but 
  like the Model 22, it uses a magazine that is loaded into the bottom of the gun instead of the back, thus making 
  it easier to load for those not accustomed to the rest of the Traveller rifles. The domestic version is sold 
  chambered in 5.56 Caseless, the same load as the Model 22, for maximum interoperability within a force. The 
  Model 24 is targetted for sale to small thrid world nations who want a disticntive gun firing a standard ammo 
  for their officers. The firearm illustrated at right has been rigged with a top mounted laser sight in addition to 
  the standard ring sights supplied with the gun. The export edition is chambered in 6.5mm Hybrid due to it's 
  rapid climb in popularity. Unfortunately what this means during the fourth corporate war is a lot of people 
  buying the gun but being unable to procure the ammo as Militech stopped selling the round to be able to supply 
  it to their own troops for the duration of the engagement. Both editions list at 900eb per unit.  
   
  Traveller Assault Carbine 
   
  RIF · +1 · N · C · 5D6 (5.56) · 20 · 2/20 · ST · 300m 
  HVY · +0 · N · C · 25mm Grenade · 4 · 2 · ST · 300m 
   
  The Assault Carbine is quite simply the Range Carbine (5.56mm export edition) with a select-fire action and 
  an undermounted integral grenade launcher. Due to their new deal with Militech, the grenade launcher 
  (originally slated to be a 35mm GL firing proprietary grenades) is a custom version of the classic Militech 
  25mm system, allowing it to use a standard grenade load, which broadens it's appeal to many more users.  
  The Grenade Launcher uses an integral magazine of 4 rounds with a standard semi-automatic feed. Firing the 
  GL requires flipping a selector switch to GL, and then the standard trigger is used.  
  The action of the weapon is pure 5.56 gas-action. Once again the magazine slides in from the back of the stock 
  but the feed mechanism inside looks like the feed from any number of mid to late 20th century assault rifles.  
  One end-user complaint that the unique magazine feed entailed was the inability to use extended magazines, 
  but this is countered by the the same system's ability to keep dirt and other contaminants out of the system.  
  The system lists currently at 950eb.  
   
  
  Traveller Advanced Combat Rifle 
  RIF · +1 · N · C · 5D6 (7mm) · 22 · 2/25 · ST · 400m 
  HVY · +1 · N · C · 25mm Grenade · 4 · 2 · ST · 300m 
   
  The Advanced Combat Rifle is at heart the Advanced Range Rifle undergoing the same treatment as the Assault 
  Carbine above. The weapon has been converted to selective fire and has had an integral 4-shot 25mm Militech 
  Grenade Launcher slaved to it.  
  User reviews are similar to those for the Carbine, with the same shortcomings and the same advantages.  
  The main selling point of the weapon are the number of ammo configurations available. 7mm Caseless (from the 
  Federated Arms LA15), 5.56mm Caseless, and 5.5mm Pac Rim Caseless, each weapon system currently lists at 
  1,100eb  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  The BlackHammer CyberPunk Project 
   
  Personal Armament 
  The SkullBruiser Crowbar  
  This baby is just the thing for splitting the heads of tossers who get in your way. This heavy iron bar is coated with a colorful, textured, rubberized 
  shell for a non-slip grip and easy cleaning. It is the best bone crusher for your euro and that's not all. The Skullbruiser Crowbar makes a great 
  lockpick for those hard to open doors and the flat ends are notched for opening your bottles of brew. What more could you ask for from a skull 
  mangler?  
  MEL +1 WA L C 1d10+2 dmg VR 60eb 
   
   
  A Real "Bastard" Sword  
  This dangerous weapon was designed for fucking up your opponent one way or another. 
  The 20-inch, carbon steel blade is serrated three-quarters of its length along one side and 
  serves as a limbsaw for close quarter combat. It also makes an excellent slashing 
  weapon and sports a knuckle guard encrusted with sharp spikes ina neutral black, non-
  glare finish, for the killing blow.  
  What really makes this weapon outstanding is its ranged, offensive capabilities. What's 
  that you say? "Ranged attack abilities in a sword? Tell me more!" By simply depressing 
  the hidden stud on the sword's grip you can launch the entire blade deep into your 
  opponent's friggin' face from up to three meters away! Imagine his surprise!  
  This weapon is really a short sword or a long knife, not an actual bastard sword. It 
  works as a normal melee weapon (using melee, not fencing) until the stud is pressed, 
  then it requires an athletics roll to hit. It is quite likely that the wielder will gain +5 to 
  hit for surprise. It has a maximum effective range of three meters.  
  MEL +0 WA L R 2D6+2 dmg n/a n/a UR 260eb 
  EXO 
  -2 WA 
  L R 2D6+2 dmg 1 
  1 
  UR   
   
   
  Strapper Assault Rifle  
  This is perhaps the most popular aweapon of the Department of Water and Power's 
  security forces. It is an assault rifle commonly fitted with laser and low-light sights. 
  Capable of firing in single, burst or fully automatic modes, this weapon is so versatile, 
  you won't need to carry anything else. The underside of the grip serves as a bottle 
  opener and the barrel has a retractable bayonet.  
  RIF 
  +1 WA 
  N 
  P 
  5.5CL (4d6+2) 
  30 
  15 
  ST 
  600eb 
   
  Dart Pistol  
  This weapon, often refered to as the "fart gun" due to the trademark whoosy noise it makes when it fires, is the closes thing to a silent long range 
  weapon around (besides throwing rocks!) The darts are launched by a small, refillable canister of compressed air concealed in the grip. The darts 
  can be fired alone but also have a special compartment to carry a chemical load such as poison or a knockout drug. The dart has to deal at least 2 
  damage to the target for the toxin to take effect.  
  Standard toxin loads for the Dart Pistol are Black-Eyed Dick and NapTime 20-20.  
  Black-Eyed Dick: So called because the poison causes the victim to go pale and look as if he or she had just been given a pair of blackened eyes. It 
  deals 4d6 damage to the target d3-1 turns after injection and costs 20eb a dose.  
  NapTime 20-20: When a character is drugged with NT 20-20, his vision fogs up and he usually passes out. It deals 5d6 damage to the target in d3-1 
  turns. Half this damage is "stun" damage. If the target fails the stun save vs this damage, his is Knocked Out for D6x10 minutes. Regardless the 
  target is at -1 awareness for every 6 damage dealt by the toxin as his vision blurs. This lasts D6+1x10 minutes (or ten minutes longer than the 
  duration of the knock out if the victim is knocked out).  
  PST -1 WA J P D6+1, 1/2 SP 10 1 UR 240eb 
  
   
  Razor Rang  
  This weapon is truly the perfect hybrid of form and function. Almost a work of art in itself, this L-shaped blade when thrown will 
  return to the thrower provided it encounters little resistance (nothing larger than a bird or a human arm). It is crafted from metallic-
  looking plastech compounds which make it nearly scratch resistant and its sharpened edges never dull. With a little practice, this 
  weapon can slice through a man at ten meters. Whether you are a sportsman or a homicidal maniac, this weapon will appeal to you.  
  If the user's Ref + Athletics is 11 or higher, and the razor rang doesn't hit anything, it will return to the wielder the same turn as 
  thrown, at the end of the round. If the wielder has moved over 2m in that time, it will require a dif 15 athletics roll to catch it, +5 dif 
  per meter beyond the second moved. It has a range of BOD x 10 meters  
  EXO -1 WA L P 2D6 (1/2 SP) 1 1 UR 80eb 
   
   
  DangerBall  
  This weapon is the latest in multi-functional offensive capabilities. And 
  it's compact too - in it's inactive mode, this little beauty is about the size 
  of a baseball. Of course it is smootha nd metallic gray, but it could be a 
  large ball-bearing, couldn't it?  
  But activate it by turning it clockwise (or in the expensive version by 
  your own personal code words or phrases) and it can turn into a deadly 
  knife knuckle weapon, OR a grenade with a timer of up to three minutes! 
  Definitely breaks the ice at parties.  
  Danger Balls cost three times the cost of the equivalent grenade. The 
  voice activated versions cost twice as much as the normal danger ball.  
  MEL +0 WA P R 1d6+1 dmg VR 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  TechnoMancy Design's 
   
  Eagle IV SubMachineGun 
  The Eagle IV design is based almost entirely on the incredibly successful Arasaka WMA 
  "Minami 10" SubGuns, but with significantly "chunkier" styling. It was actually designed by two 
  members of the original Minami 10 team, but incorporated several aspects that were not 
  incorporated in the WMA. It has been designed from the ground up to use over-pressure 10mm 
  caseless rounds with significantly greater gas pressure than the standard 10mm CL. The heavier 
  receiver assembly to handle the overpressure rounds partially explains the style of the weapon. 
  The 10mm over-pressure rounds are sold as 10mmTD or 10TD ammo and is marked with a blue 
  stripe around the base and a red primer to distinguish it from regular 10mm loads. It is not 
  recommended for use in other 10mm weapons, but is of the same dimensions and can be used 
  interchangeably (at a -1 Reliability) in most other weapons. 
  The TD Eagle IV also incorporates a heat-resistant barrel and receiver group for reliable 
  sustained autofire, a design "oversight" in the WMA. It is illustrated above with a factory 
  standard 20 round magazine (for more comfortable carry) and also comes packaged with two 40 
  round magazines (interchangeable with the magazines from the WMA).  
  Type 
  SMG 
  WA 
  +0 
  Conc 
  J 
  Avail 
  P 
  Damage 
  3D6+1 
  Ammo 
  20/40 
  ROF 
  20 
  Rel 
  VR 
  Range 
  150m 
  Retail Cost 
  850eb 
   
  Image stolen from the Necromunda rule book and is © Games Workshop 
   
  Delta10 Security Shotgun 
  The Delta10 is a heavy-built yet small-frame combat shotgun. As with most combat shotguns, the 
  weight is fairly heavy compared to most other rifles, so as to minimize felt recoil for rapid target 
  acquisition. The Delta10 is designed to be a multi-role security tool, useable with Gel-Baton 
  rounds to subdue crowds or loaded with long-rage APFSDS slugs for use as a sniper weapon. 
  The Delta1 is fairly unique in general design as it looks and feels more like an assault rifle, and 
  comes equipped with a high-intensity adjustable laser sighting unit (+1 WA included in stats at 
  right). 
  Much like the special laser sight designed for the Stein & Wasserman Tri-Star Revolver, the laser 
  sighting unit projects a signle dot in the centre of the point of aim, and another circle around the 
  dot, indicating where the buckshot will spread. It has several settings allowing for the variety of 
  loads available for the modern shotgun, and has longer range than a generic shotgun or pistol 
  sight since the Delta10 is equipped for longer-range shooting with the APFSDS Slugs.  
  The weapon itself contains it's ammunition internally, with an eight-round capacity. A design for 
  the Delta10c includes a bullpup detachable box magazine, but is not yet in production. The 
  trigger set includes three settings for firing, Safe (will not fire), Single (ROF:2, fires one shot per 
  pull of the trigger) and Double (ROF:2, fires both shots with one pull of the trigger as a two-
  round burst with +2 WA, D2 rounds hit). Double mode is effective for crowd suppression as the 
  quick double-tapping is quite intimidating. 
  Type 
  SHT 
  WA 
  +1 
  Conc 
  N 
  Avail 
  P 
  Damage 
  10ga 
  Ammo 
  8 
  ROF 
  2 
  Rel 
  ST 
  Range 
  50m 
  Retail Cost 
  700eb 
   
  Image stolen from the Necromunda rule book and is © Games Workshop 
   
  
   
  Welcome to the Hunter's selection of Handguns  
   
  "We need BIGGER guns... " Dick Dirken, Split Second 
  Hunter Firearms Inc. is both a manufacturer and distributor of fine weapons. If you have a special order, we'll be happy to fill it for 
  you (within 4-8 weeks), and no request is TOO silly or weird for us.  
  NOTE : All guns on this page are either adaptations of existing 20th century firearms, or new designs based on weapons presented in 
  various Anime, or Movie releases.  
   
  Century Gun Model 2021 
   
  PST +2 J P Varies 6 2 VR 50M $2,000  
   
  This monster of a handgun was designed to appeal to the growing 
  demand amongst various individuals looking for a custom gun, that 
  lacked a custom gun's price. In order to meet this demand, Hunter 
  Specialty weapons is proud to have revived a classic six-gun design, 
  but incorporated a few improvements along the way. Each gun 
  includings a built-in laser sight (+1 acc), custom grips, recoil 
  compensators, a matching leather gunbelt and holster (24 rds 
  capacity), a light armored guncase (SP:5), and a gun cleaning kit. 
  Each gun is custom-ordered by the individual user (allow 2-4 weeks 
  for delivery) and it uses brass-cased ammunition available in no 
  fewer than TEN commonly used calibers (.44, .454, .50AE, .525, 
  .577, 14mm, 5.56N, 6.5, 7.62S, and 7mm CAN) along with five 
  more rarely encountered calibers : .30-30, .375Win, .45-70, 
  .444Marlin, and .50-70 which are what the gun was originally 
  designed for and are currently being manufactured by Hunter 
  Specialty Weapons on a custom-order basis only (minimum order 50 
  rounds - allow 1-2 weeks delivery for any ammo type other than 
  FMJ, HJB, HP, and AP which are kept in stock and only takes 3-5 
  days for delivery). The gun is also available with different length 
  barrels (stock barrel is 6.5" long) for an additional $200. Optional 
  lengths include 8" (60M range, L concealable), 10" (70M range, L), 
  12" (80M range, L), and 14" (90M range, N, +1 ACC). BOD 
  Minimum : Varies from 8 to 15 depending on Caliber!  
   
   
   
   
  NEF Ultra / Ultra Mag 
   
  PST +2 J P .22/.22WMR 9/6 3 VR 50M $150.00  
   
  The NEF Ultra and Ultra Mag double-action revolvers champion 
  reliability, accuracy, and inexpensiveness in a classic looking 
  package. The Ultra model uses a 9 round cylinder and is chambered 
  to fire cased .22 rounds while while the UltraMag model uses a 6 
  round cylinder and is chambered to fire the cased .22 Winchester 
  Magnum Rounds (1D6+3, $0.15).  
   
  Hunter CAT 
   
  PST +0 P P .400CB 6 2 VR 50M $250.00  
   
  An updated version of the IntraTec CAT series handgun, using 
  improved materials and construction, the design is now lighter and 
  more reliable, but also every bit as affordable as before. Another 
  improvement is the chambering of the 400 CorBon cartridge which 
  offers serious stopping power, in a small package.  
  
  Hunter DFH 
   
  PST -3 P P 6.5CL 2 1 UR 200M $100.00  
   
  The Hunter DFH (Disposable From Hell) is the ultimate pocket 
  disposable handgun, chambered in 6.5CL. How did hunter achieve 
  this wonderful feat? Simple, we designed a disposable gun that 
  comes shipped from the factory in 3 pieces in a sealed bag. When 
  you ReALLY need to use the gun, you simply slide and snap the 
  three pieces together. The barrel assembly and ammo tube goes in 
  one pocket, the handgrip/trigger assembly goes in another, and all 
  three snap together in seconds (an experienced user can snap one 
  together in about 3 seconds). When you've expended the 2 rounds of 
  ammo, you can either throw the gun away or order a new sealed 
  magazine from us for $50.00. Do note: The reliability and accurace 
  of the gun will drop one level each time a new tubular magazine is 
  fitted to the gun. Do to the heavy recoil of a 6.5CL round, this gun 
  has seen sparse sales outside of the full-borg market. BOD Minimum 
  = 12!  
   
  Hunter GAL 
   
  PST +1 J P .400CB 15 3 VR 50M $750.00  
   
  Another improved design, now manufactured under the Hunter 
  brandname, the GAL is a M1911 style combat handgun, chambering 
  the 400 CorBon cartridge. Like other Hunter products, the list of 
  standard features is extensive and includes recoil compensation, 
  custom grips, a skeletonized trigger, and a double-column magazine. 
  Included with the basic gun is a second barrel, which can be installed 
  in place of the .400CB barrel, enabling the gun to fire .45ACP ammo 
  again. Also available in an deluxe model which includes an laser-
  sight intergrated into the gas-return, and ET-Enhancement (special 
  order, 1-week wait, but also includes the second barrel) for only 
  $1499.95. Switching barrels is an easy weaponsmith job and takes 
  15 minutes.  
   
   
   
   
   
   
  Hunter V10 
   
  PST +1 P P .45ACP-ETE 10 3 VR 75M $1200.00  
   
  Hunter's only handgun to come standard with ElectroThermic 
  Enhancement is based on a 25 year old Springfield Armory 
  M1911A1 variant. Combining pocket concealment, High ROF, and a 
  powerful cartridge makes for an interesting back-up weapon. 
  Includes an intergral lasersight, custom grips and recoil-
  compensators as standard features.  
   
  Glock Competion Series 
   
  PST +3 J P 9mm 17 2 VR 60M $600.00 
  PST +2 J P .40S&W 15 2 VR 60M $850.00  
   
  The Competition model Glocks come factory equipped with slide-
  lug mounted laser sights, and extended barrels. The only significant 
  difference between the 17L (9mm) and the 24 (.40S&W) is the 
  capacity of the magazine, the caliber, and the thickness of the gun (a 
  slight difference, but noticeable to any Glock owner).  
   
  Glock Compact Series 
   
  PST +2 P P 9mm 10 2 VR 50M $500.00 
  PST +1 P P .45ACP 9 2 VR 50M $600.00  
   
  The Glock compact series of guns, come in the same calibers as their 
  full size siblings, but in a much reduced package. The Models 
  include the 26 (9mm), 27 (.40S&W), 29 (10mm), and 30 (.45ACP). 
  Treat the model 27 and 29 stats the same as the model 30's, which 
  are given above. Most users find the small grips to be a bit of a 
  handicap though, and elect to use extended magazines with a +1 or 
  +2 floorplate to get an extra finger onto the grip (Concealment 
  remains P in either case). These updated models, distributed 
  exclusively by Hunter Speciality Weapons, include an intergrated 
  laser-sight located in the slide-lug.  
   
  
  Militech 88 Magnum 
  "It Shoots Through Schools..." 
   
  PST +2 L P 8.8mm 8 2 VR 100M $1000.00  
   
  Militech's new entry into the "My handgun is bigger than your 
  handgun" category employs a massive revolver frame, a 12" long 
  barrel, and the new 8.8mm Magnum caliber. The brass-cased 
  cartridge is as long as many rifle cartridges and the massive cylinder 
  holds EIGHT of them. Given the long barrel design, this is not a 
  comfortable gun to shoot one-handed for long periods, but it does 
  have long range and a nifty slogan...  
   
  Hunter Platypus 
   
  PST +1 J P 11mmCL 10 2 VR 50M $565.00  
   
  The Hunter Platypus is a waterproof autopistol, designed for 
  Amhpibious Covert Op teams who needed a gun they could use 
  above or below the water. It combines a sealed gas-action, with 
  water-proofed (double cost) caseless ammunition. The gun comes 
  features an underbarrel-lug for fitting a small tactical flashlight or 
  laser-sight (blue-green lense). When loaded with AP rounds, it 
  makes an decent gun for penetrating HardShell diving suits. 
  Maximum design firing depth for the gun is 500 meters.  
   
  Hunter B92 
   
  PST +1 J C 9mmCL 18 3 UR 50M $75.00  
   
  A stylish-looking, polymer automatic pistol, that comes in several 
  two-tone colors (the lower half is always black). Fairly dependable 
  and because of the built-in recoil compensation (using neoprene 
  grips and a heavier slide) the gun is popular on the street. Includes 
  two magazines of +P ammo.  
   
  Hunter Sekident 
   
  PST +1 P P 6mmCL 10 2 UR 50M $275.00  
   
  A compact hold-out gun, featuring an underbarrel laser-sight, and 
  real wood grips. While it has the look of a very high-quality 
  handgun, the Sekident is actually of mostly plastic construction. 
   
  Hunter 38Lite 
   
  PST -1 P C 6mmCL 8 2 UR 50M $55.00  
   
  A stylish-looking, polymer revolver, that comes in several 
  translucent colors. Manufactured of relatively cheap plastics, the 
  biggest selling feature of the gun, besides the see-thru looks (which 
  let you know when some internal part has broken and its time to 
  throw the gun away) is the fact that it comes is the use of replaceable 
  cylinders w/CL ammo that come in six different ammo sub-types. 
  The gun is a break-open design, and the barrel tilts forward to allow 
  you to extract and replace the whole cylinder quickly and easily. 
  Each gun is available in six different colors, and each color is unique 
  to the specific ammo subtypes (Green = Normal, Blue = AP, Pink = 
  HP, Green = HE, Red = DPU, Purple = Gel). Reload cylinders cost 
  $5 for normal, $7.50 for AP/HP, $10 for HE, $15 for DPU, and $5 
  for Gel, and each gun comes with one loaded cylinder of the same 
  color as the gun. Do the variable ammo loads, the guns have earned 
  many nicknames on the streets for the different colors (Purple 
  Bruisers, RedChrome Killers, Pink Bunnies, Blue Meanies, etc...).  
   
  Hunter POSY-11 
   
  PST -1 P C 11mmCL 7 1/2 UR 50M $60.00  
   
  The Hunter POLY-11 is the ultimate expression of cheap, 
  disposable, and powerful polymer handguns (THAT DON'T 
  REQUIRE A CYBERARM TO USE). There are only 5 moving 
  parts inside the gun (two springs, the bolt, the trigger, and a slide 
  over the internal magazine. The ROF is so low because it uses a 
  manual bolt, that must be pulled back to cock the gun each time you 
  wish to use it. But it does pack a mean punch for the price.  
  
  Hunter Echidna 
   
  PST +2 J P 3mmNdl 20 2 ST 50M $600.00 
  HVY -1 L P 13mmHVG 5 1 ST 50M N/A  
   
  The Hunter Echidna is a combination 3mm Needlegun and slide-
  action 13mm High Velocity Grenade Launcher. The proprietary 
  13mm High-Velocity Grenades use a hollow core casing design 
  containing a unique needletrap in the base plate that ignites the 
  propellant ONLY when a 3mm needle is fired into it. The HVG are 
  available in several lethal and non-lethal models including Gel-
  Baton (1/4SP, maximum damage : 1 pt real, the remainder all stun), 
  White Phosphorus (3D6 burn damage in 1M burst radius, plus 1D4 
  per turn for D4+1 turns to all affected targets), HESH (3D6, Armor 
  Useless & Damaged 1 level automatically), All-brass shot (3D6, 
  Shotgun hits table), Solid Slug (3D6+3, 100M range), Flechette 
  (3D6, AP, Shotgun hits table, useless against hard armor), HE 
  (4D6+2, 1m Burst effect, half real / half stun to all affected targets, -
  1 stun saves, armor damaged reduced 1 level, 2 if penetrated), and 
  HEAT (4D6+2, 1/2 SP). To load the grenades, you simply slide a 
  clip into the lug under the barrel (concealibility drops to L with clip 
  in place), depress a safety switch on the side of the gun in front of 
  the trigger, and then the next time the slide on the gun is actuated 
  (either by firing the gun, or manualing working the slide), the clip 
  will feed a grenade into position in the barrel. Depressing the safety 
  switch again will disengage the GL mechanism. While the gun is 
  often mistaken to be a polymer one-shot due to its bright neon colors 
  (its just paint), the gun is actually constructed of mostly steel & 
  aluminum alloys.  
   
  Hunter Desert Enforcer  
   
  PST +1 J P .44 CA/CorBon-ETAE 7 2 VR 90M $1,500.00 
   
  The Hunter Desert Enforcer is a very heavy pistol not only chambered for the .44 
  CA/CorBon ammunition, but an ETAE version of the ammunition at that. The gun 
  has attracted amazing sales since its introduction, even with its high ammo costs, 
  specifically because of the many specialty rounds available for the gun.  
   
   
   
  Hunter POSY-12 
   
  PST -1 P C 12mmCL 6 1/2 UR 50M $75.00  
   
  The Successor to the original POSY (now marketed as the POSY-
  11), the POSY-12 uses the same tried and tested design and 
  construction, but now in 12mmCL. Its also one of the smallest 
  handguns available in 12mm, unfortunetly this limits the magazine 
  capacity.  
   
  Hunter DL357 Magnum 
   
  PST +1 J C .357CL 10/20 2 UR 50M $150.00  
   
  An inferior copy of the H&K SOCOM pistol, available with either a 
  single column 10 round or a dual column 20 round magazine and 
  chambered in .357Mag caseless. The gun features an under-slide 
  mounting lug for a tactical light or laser-sight, and is of largely 
  polymer and light alloy construction. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Welcome to the Hunter's selection of Submachine Guns and Machine Pistols  
   
  Calico M960A 
   
  SMG +2 L/N P 9mm 50 25 ST 150M $950.00 
  Calico's 9mm SMG features their standard helical feed magazine 
  design (100 round magazine optional, reduce concealment to N), 
  assault grips and a folding stock. A carbine model is also available 
  for $1200 with a fixed stock, sling and the 100 round magazine 
  (reduce concealability and raise accuracy by 1 level each). 
   
  Hunter Imperial 
   
  SMG +1 J C 9mmCL 15 3/25 UR 50M $100.00 
  A stylish-looking, polymer machine-pistol, that comes in several 
  two-tone colors (the lower half is always black). With a lower ROF 
  than the Teen Dream 2000, the Imperial is more controllable and 
  less prone to malfunction. The Imperial offers only two modes of 
  fire, 3-round burst and full-auto. Comes with two 15 round 
  magazine filled with +P 9mm ammo and one empty 25 round 
  magazine. 
   
  Constitution Arms GU-15 Gun Pod 
   
  SMG +4 N P 5.7 120 30 ST 300M $1,200.00
  The Constitution Arms GU-15 Gun pod is one of their newest entries in their new 
  series of gun pods, designed for the para-military market. Combining a cooling 
  shroud and gas-venting (+1 ACC in full auto-fire) with a large ammo capacity, the 
  GU-15 is optimized for sustained fire-support operations. Due to its size, and 
  large capacity of 5.7mm brass-cased ammunition , the gun pod is considered by 
  many to be more of an under-powered assault-rifle than a heavy submachinegun. 
  Located just above the barrel at the front of the gun is a built-in laser sight.  
   
   
   
   
  Magnum-Opus .666 "HellStorm" 
  "The new Magnum-Opus Hellstorm, 6.66kg of .666 
  Magnum firepower..."  
   
  SMG +0 L R .666 15 3/15 UR 200M $5,000.00 
  While the Magnum-Opus .666 "Hellbringer" was a powerful handgun, it wasn't 
  exactly a brisk seller, outside the full-borg market (BOD Minimum = 15!) so 
  Magnum-Opus decided that their next model using the .666 round, should exhibit 
  the same level of fear in opponents, but also be easier for the above-average joe 
  on the street to use. Initial designs called for simply adding a foregrip to the 
  "hellbringer" allowing 2-handed use, but it was soon realized they could 
  drastically improve on sales by offering a full-auto version. Built on a heavy SMG 
  frame, the gun's biggest shortcoming is the very munition it was designed to use. 
  Keeping the gun feeding the large, brass cased rounds feeding reliably was a 
  challenge even the engineers of Magnum-Opus were unable to overcome. 
  Capable of Semi-Auto (BOD Minimum 7.5), 3-round bursts (BOD Minimum 11) 
  and Full-Auto (BOD Minimum 13). The gun comes factory equipped with Smart-
  porting (+1 ACC full-auto) and a spring-loaded folding-stock that opens 
  automatically by depressing a thumbswitch beside the grip (reduces BOD 
  Minimum for full-autofire to 7.5 when open, but reduces concealibility to N). Due 
  to a unique twist of designer genius, the fully loaded weight of the gun is 6.66kg, 
  which has made for a catchy jingle in blip-verts for the gun.  
  Hunter Gun Pod Sniper 
   
  SMG +3 L P 5.7CL 60 2/3/30 VR 300M $1,500.00
  The Hunter GPS is a compact gun-pod style SMG, designed for the black ops / 
  sniper role. The gun features a helical-feed magazine in the stock, bullpup-layout, 
  an intergrated silencer/flash suppressor, a Phase IV laser sight is installed in the 
  foregrip under the barrel and a 1.5-6x optical sight is mounted on the carry 
  handle. Able to reach targets at a respectible distance and when loaded with sub-
  sonic ammo it is almost completely silent. 
   
   
   
  Welcome to the Hunter's selection of Rifles  
   
  Mauser M9665 
  
   
  RIF +3 N P 6.5 10 3 VR 400M $500
   The classic Mauser model 96 set the record for fastest bolt-action 
  rifle of all time at 3 rounds in 2.3 seconds back in 1997. This 
  updated version of uses 6.5mm cased ammo, but other calibers are 
  available on a custom order basis including 5.56, various 7.62 sizes, 
  7mm, .30-06, and several large magnum calibers. One major 
  improvement was the replacement of the old internal magazine 
  setup with a simple removeable box-type magazine arrangement. 
  Hunter AR10 
   
  RIF +1 J/N P 5.7CL 8 2 VR 200M $150.00 
  The AR10 is a compact rifle that can be disassembled and stored 
  inside the hollow stock. The gun will float either assembled or 
  disassembled, and the stock is made of a waterproof polymer. When 
  loaded with sub-sonic ammo and fitted with the optional silencer the 
  AR10 becomes an excellent sniper rifle for those on a budget. Both 
  the optional silencer/flash suppressor ($200) and optical/laser sight 
  package ($350, +1 ACC) fit inside a waterproof polymer storage 
  cylinder (that also floats) and you have a nice and tidy package. 
  Militech GateCrasher  
   
  RIF -2 L P .300WM 10 2 ST 200M $600.00 
  Militech's new entry into the whippet category of cut-down rifles 
  and shotguns has surprised many by offering a good penetration 
  caliber in a compact package. Using the same .300WM round as 
  their new Cyborg Rifle, and by employing a gas-action, semi-
  automatic action, along with a 10 round box magazine, along with a 
  price lower than their competitors in the catergory, the Militech 
  GateCrasher is sure to be a brisk seller.  
  Sako TRG-21 
   
  RIF +3 N P 7.62N 10 2 VR 600M $1200.00 
  The Sako TRG-21 is a high-quality EEC Sniper rifle designed for 
  military & Police use, but also marketed in North America for 
  civilian use as a long-range target rifle. It includes a 6x Optical 
  Scope, Custom Longarm grips/stock, a bi-pod, and a muzzle-brake. 
  Due to the use of brass-cased ammo, and the reasonable price, many 
  users opt for Electro-Thermic enhancement.  
  H&K G36K Carbine 
   
  RIF +3 L/N R 5.56N 30 30 VR 400M $1100.00 
  H&K's G36K Carbine is a special forces-issue carbine chambered 
  for 5.56N, offering the same legendary reliability but at a lower cost 
  due to improved manufacturing techniques. Incorporating a built-in 
  laser sight/4x Optical sight on the carry handle plus a folding stock 
  and sling in the basic gun, the G36K represents an exceptional 
  value. Additionally, the G36K uses a see-thru polymer magazine so 
  you can keep track of how much ammo is left in the gun, and the 
  12.5 inch barrel ends in a slotted flash suppressor. Also the 
  magazines feature lugs in their sides, which allow them to be 
  attached to one another.  
  Constitution Arms 2-SS Gun Pod 
   
  RIF +2 L/N P 6.5CL 90 30 ST 400M $1200.00 
  Constitution Arms 2-SS Gun Pod started development as an 
  interesting looking shotgun, but along the evolved into a potent 
  assault rifle. Using an large helical feed magazine (which can only 
  be replaced the gun is open - there's a hatch at the rear of the stock), 
  and a slide-open design, the 2-SS acts as its own carrying case 
  (there's a sling contained behind a small port in the gun, that self-
  retracts when you "open" the gun). It must be opened to be fired. 
  Intergral to the design is a cooling shroud around the barrel, 
  allowing for extended autofire without any loss of reliability. 
  Orion Fireball 
   
  SHG -2 P P 20ga. 1 1/2 ST 10M $75.00 
  SHG -3 P P 12ga. 1 1/2 ST 10M $90.00 
  The Orion FireBall is a single-shot, break-open barrel, pistol-sized 
  shotgun design. The Fireball is of mostly thermoplastic 
  construction, with only the breech, firing pin, and a couple internal 
  springs being made out of metals. Each Fireball includes six 
  shotshells on a layard clip attached to the end of the grip (but which 
  can be removed). The gun is waterproof and even floats (although 
  the ammo doesn't unless the layard is attached), and is perfect for 
  underwater operations. Range is a dismal 10 meters due to the short 
  barrel but it makes a popular hold-out weapon for close range 
  actions, and also because of the large number of specialty loads 
  available for shotguns. The 20gauge version has a BOD Minimum 
  of 9 and the 12gauge version has a BOD Minimum of 12!  
  Hunter .700NE "Short Rifle" 
  "That's one mean ass ho!" 
  
   
  RIF +1 L/N P .700NE 10 1 ST 200M $3,000.00
  The "Idaho Short rifle" as the gun has become affectionately known 
  was designed if not compete directly with the Nomad 15mm 
  "Kentucky Long Rifle", then to complement it in offering similar 
  firepower in a more compact package. The "Idaho" is a compact 
  sniper rifle, chambering the .700NE round (a caliber originally 
  designed for killing elephants, and now more often used for killing 
  'borgs) and comes standard with an adjustable-reach folding stock, 
  bipod, sling, and 3-7x Optical sight. Also available in an ETAE 
  version complete with solenoid triggers and a teflon-impregnated 
  ceramic-alloy smoothbore barrel for longer life (increase reliability 
  to VR) for only an additional $1,500.00. elephant-killer, but these 
  days it sees more use as a 'borg-killer!  
  SIG-Sauer M551-2020 Tactical Carbine 
   
  RIF +2 L/N C 5.56N 30 2/3/20 VR 400M $1,500.00
  Sold as a complete package with 4 different sight packages 
  (adjustable iron sights, 8x Optical scope, 1.5x red-dot day/night 
  scope, and 4x Light Intensification Scope), two foregrips (one fitted 
  for a tactical light -as seen here - or other under-barrel accessory), 
  and a detacheable bipod, the 551 represents an excellent value, and 
  makes an excellent addition to the collection of anyone who 
  appreciates high quality guns. The gun has an ambidextrous safety, 
  folding stock (-1 WA when folded), and a select-fire capability.  
  Constitution Arms GU-11S Gun Pod 
   
  RIF +1 N C 5.5CL 40 2/25 ST 400M $1,000.00
  Designed to meet a Chinese Army requirement for a carbine to 
  equip rear echelon troops, clerks, and vehicle drivers, the GU-11S 
  combines a twin-barrel reciprocating action with a combination 
  cooling-shroud and flash-guard. Mounted to the rear of the carry 
  handle is a flip-up spotlight for night illumination of a target.  
  Constitution Arms S-05 MultiPurpose Gun Pod 
   
  RIF +2 N C 5.56CL 200 4/40 ST 400M $1,000.00 
  MEL -1 N C 2D6 1 1 ST N/A $ N/A 
  This is the smaller, man-sized cousin to the XS-06 gun pod, and shares many 
  similar design features including the basic shape and style of the 
  much large gun. Principal differences are the shorter overall length 
  (only 1.2 meters), less weight (12kg loaded), and a reduced ammo 
  capacity (only 2/3 as much as the XS-06) as well as a smaller 
  caliber. it uses the same ammo feed arrangement as the XS-06, and 
  is also a six-barrel rotary design, but at the same time. Perhaps the 
  biggest difference is the inclusion of a large, retractable bayonet 
  under the barrel, for close quarters combat.  
  Hunter Raptor 
   
  RIF +1 L C 6.35LAV-ETAE 5 1 ST 400M $1,000.00
  The Hunter Raptor is a bullpup-configured semi-automatic rifle 
  combining ETAE and a tubular magazine under the barrel. The gun 
  chambers the new 6.35LAV caliber and is being sold to mostly 
  police and private security forces requiring a compact and 
  affordable solution to the problem of cybercrime, available to every 
  patrol car, and not requiring special weapons training.  
  Hunter SCAR 
   
  RIF +2 N P .577 30 2/20 VR 100M $1,000.00
  The Hunter SCAR is an assault rifle loaded in the .577 Magnum 
  round. Capable of semi-auto and full-auto fire only, the SCAR 
  offers an excellent punch for its relatively light weight (4kg loaded). 
  Standard features include a folding stock and an underbarrel 
  weapon/accessory lug. 
   
   
   
  Welcome to the Hunter's selection of Heavy Weapons  
  
   
  Constitution Arms XS-06 Gun Pod 
   
  HVY +1 N R 6.35LAV-CL 300 4/40 ST 600M $3,000.00
  The Constitution Arms XS-06 Gun pod is the heavy S.O.B. of their 
  gun pod series weapons, designed for full-conversion borgs and 
  ACPA. The XS-06 is a six-barrel rotary, with an electric drive that 
  is so crammed full of ammo that the battery pack for the electric 
  drive had to be externally mounted in front of the trigger. The 
  complete, two meter long, loaded gun pod weighs close to 20 
  kilograms, and 8 kgs of that weight is in the ammunition that is 
  located in a helical-type drum arrangement around the barrels. 
  Loading the gun requires removing a long access cover on top of the 
  gun and feeding a new ammo belt into the magazine by running the 
  drive motor in reverse. This takes approximately three minutes to 
  do, start to finish, under ideal circumstances. The gun pod has only 
  2 modes of fire, 4-round burst (treat the same as a 3-round burst, 
  except roll 1D4 to determine number of hits) and full-auto. To act as 
  a conter-balance for the long barrel mass and ammo pack, the 
  electric drive motor is located in the oversized stock. The battery 
  pack is good for 60 minutes of continuous motor operation, and the 
  barrels are made of a high-temperature resistant ceramic alloy to 
  alloy for sustained fire with no loss of accuracy or reliability. 
  Making the gun pod's usage even more specialized is the use of a 
  new light anti-armor caliber developed by Hunter Specialites.  
   
  Constitution Arms GU-18 Gun Pod 
   
  HVY +0 N R 23mm 10 1 ST 300M $1,000.00
  The Constitution Arms GU-18 Gun pod is the ACPA sized 
  handgun, loading 23mm auto-cannon rounds, and was designed to 
  fulfill the terms of a Soviet contract. The gun featuress a high-
  powered spotlight in the upper rear area of the pod. Treat 23mm 
  ammo the same as full size 20mm ammo (8D10).  
   
   
   
   
   
   
   
  Hunter M1919A5 
   
  HVY +1 N R .300WM 400 20 VR 800M $2,000.00
  The Hunter M1919A5 is a 2020-refit of a century old Browning 
  HMG design. With the same external appearance, but rechambered 
  in .300WM and using a belt feed from a large box magazine located 
  next to the gun. The gun includes a tripod with limited traverse (+/- 
  30 degrees) and elevation (-5 to +20 degrees) and uses modern 
  alloys and manufacturing techniques to reduce weight (tripod is 5kg, 
  gun 15 kg, 400 round ammo box 10 kg) and improve reliability. The 
  air-cooled Inconel barrel allows extended auto-fire with no loss of 
  reliability.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  All Hunter Weapons by Kristin Roberge  
   
   
   
   
   
   
   
  
  The BlackHammer CyberPunk Project 
   
  When the going gets tough 
  It's time to buy 
  Heckler & Koch 
  Episode 1 - SMGs  
  This is meant to be a fairly exhaustive list of SubMachine Gun-style weapons manufactured by Heckler & Koch. Some variants 
  may be missing, and some stats may seem somewhat out of whack... but that's how it goes. If you have material to add to this list, 
  please e-mail me. Most of this article was written back in 1995, with some additions (UMP-45, MP5-TX) in 1999. The stats for the 
  MP5A2 and MP5K were taken from the first edition CyberPunk's Friday Night FireFight rulebook, and the rest of the non-fiction 
  weapons were extrapolated from there. The fictional guns are verbatim from the 2nd Edition CyberPunk books and supplements 
  they are drawn from, and the MP5-TX is converted here from Shadowrun.  
  I did not include the Model 53 in this listing on purpose, as I consider it an assault rifle, or at least a hybrid assault carbine instead 
  of an SMG, and it will hopefully appear in Episode 2 - Rifles.  
  Real SMGs (pre 2000)  
   
  VP 70-M SMG +0 J/L R 9mm 18 2/3 VR 50m 500 eb 
  The VP70-M was a select-fire machine pistol, capable of semi-auto fire and 3-round burst fire. The pistol is sold with a polymer 
  stock, and is only capable of semi-auto fire when drawn. The holster, when reversed, locks onto the back of the pistol as a 
  buttstock, and has the selective-fire switch. The weapon is restricted to 3-round burst fire because the natural cyclic rate is 2200 
  RPM, making it buck uncontrollably in full-autofire.  
   
   
  MP5A1 SMG +2 
  L P 9mm 30 2/20 VR 150m 550eb 
  MP5A2 SMG +3 
  L C 9mm 30 2/20 VR 150m 550eb 
  MP5A3 SMG +2/+3 L C 9mm 30 2/20 VR 150m 600eb 
  The MP5 (the basic variant being the MP5A2) has been practically synonymous with anti-terrorist operations since it's 
  introduction. The MP5 fires 9mm cased ammunition from a 30-round magazine with a cyclic rate of 800 RPM. The MP5A2 
  variant has a fixed buttstock and measures 26.77 inches, while the MP5A3 has a retracting stock (which doesn't reduce the size 
  enough to bring it to J concealability, at 21 inches). Barrel length in both variants is 8.85 inches, and both weight just around 5.6 
  lbs (with the retractable stock A3 variant weighing slightly more than the fixed stock A2). The A1 variant has no stock, but instead 
  has a buttcap with sling base designed for underarm concealed carry.  
   
  
  MP5SDA2 SMG +2 
  L P 9mm 30 2/20 VR 150m 700eb 
  MP5SDA3 SMG +1/+2 L P 9mm 30 2/20 VR 150m 750eb 
  The MP5SD series are integrally silenced versions of the standard MP5 series. These weapons have long been considered to be one 
  of the quietest, most efficient submachine guns on the market. Ported barrels bring the velocity of standard (supersonic) 9mm 
  ammunition to a subsonic level. Older versions of this weapon had non-replaceable silencers, while the newer ones have removable 
  silencers. Both weapons are just over 30 inches long, weigh in at 7-8 pounds and have shorter, 5.73 inch, ported barrels before the 
  silencer assembly. The A2 variant has a fixed stock, while the A3 variant has the standard retractable stock.  
   
   
  MP5/40A2 SMG +2 
  L P .40S&W 30 20 VR 150m 700eb 
  MP5/40A3 SMG +1/+2 L P .40S&W 30 20 VR 150m 750eb 
  When the market dictacted that HK offer their submachine guns in some of the newer caliber that the law enforcement agencies 
  had moved to, they produced their first major upgrade to the MP5 line. The MP5/40 is chambered in the .40 Smith & Wesson load 
  popular with many police forces, and was their first weapon in an exclusively American load. The .40 caliber MP5 has a high 
  degree of parts interchangeability with the 9mm series. Once again, the A2 variant has a fixed stock, while the A3 has the standard 
  HK retractable stock. These weapons also use straight semi-transparent polymer magazines instead of the standard curved steel 
  magazines of the previous versions.  
   
   
  MP5/10A2 SMG +2 
  L P 10mm 30 20 VR 150m 700eb 
  MP5/10A3 SMG +1/+2 L P 10mm 30 20 VR 150m 750eb 
  In 1994 the FBI adopted the MP5/10A3 as their new standard submachine gun. The 10mm variants are otherwise identical to the 
  .40S&W variants, with a full length of 27 inches, or 21 with the stock retracted. They weigh around 6 lbs and both have cyclic 
  rates of 800RPM as the standard MP5 series.  
   
   
  MP5K SMG +1 J C 9mm 30 30 VR 75m 550eb 
  The MP5K is an incredibly compact edition of the MP5 series, designed for concealed underarm carry under a standard jacket. The 
  shorter stroke results in a higher cyclic rate (over 900RPM), and the weapon comes standard with a fore-grip to increase 
  controllability during auto-fire, and an additional guard was installed beyond it to prevent the firer from accidentally placing a 
  finger over the end of the barrel. The MP5K comes with both 15 and 30 round magazines, interchangeable with the full-sized MP5 
  series. The MP5K does not normally come with any kind of stock, but has a sling-attachment buttcap instead. The entire weapon is 
  under 13 inches long with a 4.5 inch barrel and weighs 4.4 pounds.  
   
  
  MP5K-PDW SMG +1/+2 J/L P 9mm 30 30 VR 75m 750eb 
  The PDW stands for "Personal Defense Weapon". This variant of the MP5K submachine gun comes equipped with a folding stock 
  designed to snap into place as the weapon is being drawn, to provide a compact yet very stable shooting platform. The PDW was 
  originally designed for use by the navy and air force for aircraft crew, providing them with a more capable sidearm than the 
  standard beretta M9.  
   
   
  UMP-45 SMG +1/+2 J/L C .45ACP 10/30 20 VR 100m 450eb 
  The UMP-45, released just before the turn of the millennium, has several differences to the rest of the line of MP5s. The 
  "Universal Machine Pistol" is chambered in .45ACP and is somewhat longer, yet 1.5 pounds lighter, than the MP5K-PDW. It has a 
  somewhat lower cyclic rate than the rest of the MP5 series, and is equipped with a robust folding stock reminiscent of the HK G36 
  assault rifles that pivots to the right side of the receiver when folded. The black polymer magazine has a transparent window on the 
  side for a quick ammo count, and is available in 10 and 30 round capacities 
  Fictional SMGs (2000 to 2020) 
    
  MPK-9 SMG +1 J C 9mmCL 35 25 ST 150m 520eb 
  A light composite submachine gun with high quality sights. The evolution of the MK5K to the new caseless loads. Used by many 
  Eurosolos, this has become the industry mainstay. The MPK-9 does not come equipped with any form of stock, but after-market 
  collapsing stocks are available. [CP2020]  
   
   
  MP-2013 SMG +1 J C 10mm 35 32 ST 200m 450eb 
  Hecker & Koch's updating of the MP-5 SD line. Manufactured in the reduced style of the MP5K line, with compound plastics, 
  chambered in 10mm Caseless and utilizing an internal silencer, the MP-2013 is a classic black-operations weapon system. 
  [CP2020]  
   
   
  MPK-11 SMG +0 L C 12mm 30 20 ST 200m 700eb 
  Possibly the most used Solo's gun in existence, the MPK-11 can be modified into three different designs, including a bullpup 
  configuration, standard SMG and an assault carbine, the MPK-11 will also accept a grenade launcher mount. [CP2020]  
   
  MPK-2020 SMG +2 L P 12mm 60 30 ST 200m 750eb 
  
  The HK MPK-2020 is a descendant of the MP5 and G3 assault rifle. In 2015, special forces units in Europe were looking for a 
  replacement for their main short-range assault weapons. After detailed discussion with units such as GSG-9, the SAS, GIGN and 
  Corporate strike teams, HK produced a caseless 12mm laser- or smartchipped assault carbine. Slightly longer than the MP5, the 
  MPK 2020 is compact enough to be carried in a thigh or long shoulder holster. Its 60 round magazine is deemed large enough fro 
  an initial attack without having to worry about reloading. Uncommon outside of Europe, this weapon is now a mainstay of anti-
  terrorism and special forces units in the EuroTheatre. [Rough Guide UK]  
   
   
  MP-5 TX SMG +2 J P 10mmCL 20/30 20 VR 100m 950eb 
  Adapting the MP-5 K series models to the 10mmCL round, Heckler & Koch has come up with another winner with the MP-5 TX. 
  Voted favorite new weapon at the Paris Arms Show last year, the MP-5 TX is built with high-impact plastics in the UMP sytle and 
  includes an integral laser sight (+1 WA included above) in the forearm. The MP-5 TX does not include any stock, but two 
  companies are offering after-market stocks, one folding in the PDW style, and one fixed. [Street Samurai Catalog]  
   
   
  EPISODE 2 - RIFLES 
  This is meant to be a fairly exhaustive list of Rifles and Squad Automatic-style weapons manufactured by Heckler & Koch. Some 
  variants may be missing, and some stats may seem somewhat out of whack... but that's how it goes. If you have material to add to 
  this list, please e-mail me. The stats for the HK33 and G41 were based on weapons from the first edition CyberPunk's Friday Night 
  FireFight rulebook, and the rest of the non-fiction weapons were extrapolated from there. The fictional guns are verbatim from the 
  2nd Edition CyberPunk books and supplements they are drawn from, and the G12 is converted here from Shadowrun.  
  Real Guns (pre 2000)  
   
  HK33E RIF +2 N C 5.56N 30 2/20 ST 400m 
  The HK33 is the 5.56mm caliber rifle that has anchored the NATO caliber line. The military edition (used in many NATO countries 
  in the 20th Century) is named the G3 and chambered in 7.62N. Weighing in at 8.4 pounds, and over 3 feet in length, this style of 
  weapon is rapidly becoming a thing of the past as the world looks for ways to lighten an infantryman's load. The HK33E is the 
  export model, most often seen in North America, the European version being the HK33. 
   
   
  HK33K RIF +1/+2 L/N C 5.56N 30 2/20 ST 400m 
  Shortening the HK33E to the "K" variant basically involves a shorter barrel and replacing the fixed stock with the collapsing stock 
  style seen on the MP5 line. The "K" signifies "Short" from the German "Kurz". While the barrel is shorter, the forearm length is still 
  the same, allowing for identical sight placement on the 33K as the 33E.  
   
  HK53 RIF +0/+1 L C 5.56N 30 2/20 ST 300m 
  Designed for entry team work in today's tactical environment, the HK53 is typically seen in the A3 variation with retractable stock. 
  The forend length has been shortened drastically to that of the MP5 series, affording the operator with a submachine gun-sized 
  
  weapon with 5.56N power.  
   
   
  HK33SG1 RIF +2 N R 5.56N 10 2/20 ST 500m 
  A sniper variant of the 33 series, the SG1 is equipped standard with a 10 round magazine, but can use any magazine from the model 
  33 series, a light bipod, optical scope and adjustable cheekrest.  
   
   
  G41A2 RIF +2 
  N 
  P 5.56N 30 2/25 ST 400m 
  G41A3 RIF +1/+2 L/N P 5.56N 30 2/25 ST 400m 
  The G41 was designed to compete directly with the M16A2. This model used standard M-16 magazines (not interchangeable with 
  the model 33 magazines) and had a fold-down carrying handle. The A2 variant uses a fixed stock, while the A3 variant has the 
  standard HK telescoping stock.  
   
   
  G36 
  RIF +2 
  N P 5.56N 30 
  20 VR 400m 
  G36K 
  RIF +1/+2 N P 5.56N 30 
  20 VR 400m 
  MG36E RIF +2 
  N P 5.56N 30/100 20 VR 400m 
  The G36 was the new German military rifle developed by HK in and adopted by the German military in 1997. All models have 
  folding stocks (that do nothing for their concealability) and carrying handles. The G36K is an export model with 1.5x optical sight, 
  while the German military variant (the G36) has a 3x optical sight and electronic red dot sight. The MG36E has a heavy barrel (heat 
  resistant barrel per the CP2020 rules), folding stock, folding bipod and can be equipped with the 100 round C-Mag.  
   
   
  HK23E HVY +1 N C 5.56N Belt 25 ST 400m 
  The HK23E was designed as a squad automatic weapon, firing 5.56N ammo from the same disintegrating metallic link belts used by 
  the M249 system. Weighing in at 19.18 pounds with the bipod, the weapon is over 40 inches long with a fixed stock.  
   
  HK13E HVY +1 N P 5.56N 30 20 ST 400m 
  The HK13E is a modified HK23E, with a different bolt group and with a box magazine adapter. It can use standard HK33 series 
  magazines or M16 magazines with an adapter.  
  
   
   
  HKG11 RIF +2 N R 4.7CL 45 35 ST 400m 
  The first HK firing caseless ammunition was called the G11 and was chambered in the proprietary 4.73 x 33mm round. A version 
  was made for US military tests as the HK ACR. The weapon was a unique first step towards caseless assault weapons.  
   
   
  G3 
  RIF +2 
  N C 7.62N 30 20 ST 400m 
  G3K RIF +0/+1 N C 7.62N 30 20 ST 400m 
  The NATO battle rifle since World War 2, the G3 is an HK33 chambered in the 7.62 NATO round. A true "Battle Rifle", weighing 
  in at just under 10 pounds and over 30 inches in length, the G3 has moved on as the world's militaries started looking for lighter 
  weapons for the infantry. The K variant has a shorter barrel and forend as well as being equipped with the HK collapsable stock.  
   
   
  G3SG1 RIF +2 N P 7.62N 10 20 ST 600m 
  One of the premier "sniper/marksman" tactical rifles of it's day, the SG1 featured a factory tested accurate barrel, set trigger, tennifer 
  hardened receiver to add rigidity, light bipod, cheekrest and a claw mount with scope. Usually packaged in a green wooden case  
   
   
  HK11E HVY +1 N P 7.62N 30/50 20 ST 400m 
  The HK11E was a squad support weapon or light machine gun, feeding 7.62NATO ammunition from any of the HK 7.62 caliber 
  box magazines or from it's own special 50 round drum magazine. The HK11E uses a quick change barrel and heavy bipod.  
   
   
  HK21E HVY +1 N P 7.62N Belt 25 ST 400m 
  The HK21E was a general purpose light machine gun (GPLMG) used by some european armies. It came with a quick change barrel 
  and heavy bipod, and used metallic non-disintegrating DM1 belts, or it could be ordered with a feed mechanism to allow it to use 
  M60/DM6 standard disintegrating metallic link belts.  
  
  Fictional Guns (2000 - 2020)  
   
  HK77UK RIF +1 L P 9mmLong 30 3/30 VR 250m 750eb 
  A new assault carbine in use by private military units worldwide. HK's British subsidiary has installed the latest n collapsing stocks 
  and auto-stabilizers, making it more accurate than most competitors. There's a wide range of attachments available: Militech's 
  25mm Mini-GL, a full-spectrum electronic sight for use with SmartGoggles (600eb), ad integral suppressor system (200eb, WA:0), 
  and an extended 45 round U-drum magazine (60eb). [Solo Of Fortune 2]  
   
   
  HK G-6 HVY +1 N P 6mmCL 100 30 VR 450m 2,050eb 
  In 2018, HK decided to build a squad heavy weapon based upon the G11/12 rotating bolt system. The caseless 6mm round is 
  accurate out to 900 meters and the 100 grain bullet as a steel core to defeat body armor. A gunner normally carries eight 100 round 
  magazines. This light machinegun has full smartlink interface and an integral 2x scope with Cyberoptic triangulation and IR. 
  [Chromebook 1]  
   
   
  HK G12A3Z RIF +2 N R 6mmCL 50 2/20 VR 400m 2,200eb 
  Precursor to the G6 MG, The G12A3z was the next logical step from the G11. Improving on the best characteristics of the G11, the 
  G12 is lighter, less bulky, and equipped with integral laser sight (+1 WA included above), gas venting (+1 WA full auto) and 
  telescoping shoulder-stock. It fires the same 6mm rounds as the G6. [Street Samurai Catalog]  
   
   
  The BlackHammer CyberPunk Project 
  Daniel Casquilho's Shadowrun Guns in 
  CyberPunk 
  2.0.2.0 
  Double Action Revolvers 
  
  One of the most interesting trends I have seen in the modern weapon market is the reintroduction and acceptance of the old "wheel 
  guns". The six shooter first saw a renewed interest in this decade, when Ruger introduced their Super Warhawk line, and the Nova 
  Plasmatic Line brought out electrothermics in factory-equipped revolvers.  
  These hard hitting revolvers soon found a market that wanted the reliability of a revolver and the larger more powerful round. All 
  revolvers featured here are made with high-quality double actions, thus keeping their ROFs higher than most single action 
  revolvers.  
   
  Colt Serpent 
  Colt in an attempt to answer this concern and also capture some of 
  this market, introduced their Serpent line of double action revolvers. 
  These revolvers offered a rate of fire that was close enough to a 
  semi-auto to be negligible. In fact some revolver fans have claimed 
  that there is no difference. I will leave that to each of you to 
  discover.  
  PST +0 J C .44Mag 6 2 ST 50m 550eb  
   
  Castech "Colt Navy" 
  Castech, in an unusual move, bought the rights to the old 
  Colt Navy revolver design. No one thought they would 
  produce a workable modern revolver from the design. 
  Castech reworked the revolver to use the modern 
  caseless heavy pistol ammo. This weapon is visually the 
  same as the older Colt Navy revolver. It is, however, a 
  double action revolver. This model has become one of 
  the most popular among the runner crowd.  
  [Game notes: This revolver can not use speed loaders 
  because of the unusual way the ammo is inserted into the 
  cylinder. ]  
  PST +1 J P 12mmCL 6 2 VR 50m 550eb  
   
  Ronko Street Master 
  The last double action I want to show to you is not as nice as either the Colt or the 
  Ruger, but it has such an interesting look it has found it's own small market niche. 
  This is the Ronko Street Master. It combines some smoother, auto style looks with 
  a revolver type mechanism. It also places the cylinder behind the hand thus 
  allowing a longer barrel length. They are not as awkward to fire as they look, 
  however they are not what I would term top grade handguns. 
  Comes equipped with an integral laser sight (+1 WA not included in weapon stats)  
  PST +1 J C .41Mag 6 2 UR 50m 450eb  
   
  Smith & Wesson Model C29 
  Smith and Wesson have manufactured a Model C29 for some time. 
  The weapon is designed for use by those who need a combat handgun 
  that is reliable, rouged, and unstoppable. This unit does not even have 
  a sight built onto it. in place they have had a sighting package built 
  right into the gun. This sight unit comes standard with a white light 
  flashlight and a standard laser sight. Other custom combinations seen 
  include smartgun, infrared flashlight, video camera link, and 
  ultrasound sight just to name a few.  
  The barrel has been ported and has a heavy barrel. Between the porting 
  and the weight there is very little barrel climb. The revolver cylinder is 
  larger then some. It carries eight rounds. The pistol also comes from 
  Smith and Wesson with a pair of Autoloaders. Quite a reliable 
  handgun.  
  
  PST +2 J P .41Mag 8 2 VR 50m 950eb  
   
  Taurus Hunter 
  The Taurus Hunter has become a world class handgun hunting weapon. 
  The large, 8 shot revolver is fitted with an accurate iron sighting system 
  along with a high power laser sight. The Iron sight is designed also to 
  allow scopes to be mounted. It comes with massive recoil 
  compensation. The pistol breaks open like the old horse pistols. Great 
  design for Trolls as well.  
  PST +2 J P .44Mag 8 3 ST 50m 1,200eb  
   
  Colt Detective II 
  An old and often overlooked handgun is the Colt Detective II. This small and highly 
  consealable revolver has a five shot cylinder. Used primarily as a off duty or backup gun, it is 
  still used today.  
  PST -1 P C .357Mag 5 2 ST 50m 325eb  
   
  Colt Venom 
  The Venom is a light revolver. Not one that is used a lot in the runner community, but has 
  seen quite a bit of use among the corporate personnel. It allows them to feel armed without 
  feeling the need to learn to shoot those heavy weapons. You should be aware that these have 
  been sold by the hundreds. Both the standard and short versions can be found in many corp 
  homes and offices.  
  PST +0 J C .38 6 2 VR 50m 450eb  
  Left: Pistol and extra round for GL, Right: the GL open for re-loading.  
  The Castech Twin Barrel 
  This unique pistol was made at the request of the CAS Border Patrol. 
  The pistol features an internal, single shot grenade launcher. This 
  allowed the officers to carry a side arm and still be able to deliver heavy 
  firepower if needed. The pistol has an elongated slide and barrel. In the 
  last year, many of these were upgraded to a Smartlink II. Many Scouts 
  carry the GL loaded with the Bright Star Illumination flare.  
  Castech has sent a set of samples of their new Castech 450 GL to the Border Patrol for testing. The news release stated that the 
  Border Patrol has accepted 50 for internal testing. If the Border Patrol replace their older twin barrel with the new 450 GL then there 
  should be many twin barrels sold as surplus. This would cause many to become available on the street. Watch your black market 
  contacts.  
  PST +0 L R 12mm 16 1 VR 50m 850eb HVY -2 L R 40mm 1 1 VR 100m 
  Above: Basic Castech 450 outfitted with a silencer and a long range 
  infrared laser.  
  The Castech 450 Series 
  The Castech 450 is made by a small arms manufacturer 
  down in Amarillo in the CAS. This very well made 
  handgun comes in many models. All of the models are 
  manufactured with a 
  combination of Stainless 
  Steel and High Tech Ceramics. Castech 450 and 450c 
  The basic model comes in two versions. The first version is the no frills model. It only 
  comes with the Smartlink internal and that is it.  
  
  The second version is the 450c, a compensated version. The Gas Vent is manufactured into the slide. Just remember that if you get 
  the compensated version you can not use a silencer with it.  
  CasTech 450 - PST +2 J P 11mm 15 1 VR 50m 870eb 
  CasTech 450c - PST +2 J P 11mm 15 2 VR 50m 1,000eb 
  Castech 450 Short 
  The short version of the Castech is designed for concealed carry. This version does not have 
  offer the compensation slide. However, this version does have the same high quality 
  workmanship and integral smartlink.  
  CasTech 450 Short - PST +1 P P 11mm 15 1 VR 35m 800eb 
  Castech 450 Long Slide 
  The next model to be shown is a match or long slide. 
  Very hard to hide, but very well made. You can order it with many options. The most 
  popular seems to be the custom grip and trigger set.  
  This model comes with the compensation slide option and integral smartlinking as 
  standard. They do not offer a non compensated version of the long slide.  
  CasTech 450 Long Slide - PST +3 L P 11mm 15 2 VR 50m 1,050eb 
  Castech 450 GL 
  This model is a replacement for The Castech Twin Barrel in their handgun line. This uses the 
  Castech 450 frame with some adjustments for the launcher. The best feature is this launcher uses 
  the new 25mm mini-grenades rather then the standard grenade rounds. This makes the weapon 
  lighter and offers a better balance than the Twin Barrel. Sold with Integral Smartgun link.  
  Castech 450 GL - PST +2 L R 11mm 15 1 VR 50m 1,250eb 
  Castech 450 GL - HVY -1 L R 25mm 1 1 ST 100m 
  Left: with forward grip locked down and selector set to burst Right: with 
  forward grip locked in carry mode and selector set to semi-auto mode  
  Castech "Katana" Heavy Pistol 
  With their Castech 450 line doing so well, Castech decided it was time to add 
  a machine pistol to the line. They took the standard Castech 450 frame, 
  extended the slide and reinforced the structure. A forward grip was added for 
  better control. The grip folds into place for carry and locks down for firing. 
  The selector is a dual manual or cyber control, as Smartlinking is integral to the design.  
  Overall the weapon is not anything new, but for those already trained with the Castech 450 the Katana has much the same feel and 
  balance. In fact in semiauto mode one can not feel a difference except the slight increase in weight.  
  CasTech Katana Heavy Pistol - SMG +2 L R 11m 15 1/20 VR 50m 1,175eb 
  Modern Updates for Shadowrun 
  I have found there are some weapons that players just want to have. Here are a few I have brought up to the Shadowrun world, now 
  converted to CP2020. Enjoy!  
  Desert Eagle III 
   
  One of the players in my campaign asked if his character could have a Desert Eagle. He wanted to have 
  it and was willing to take it just for the fun of saying he had one, regardless of the stats.  
  So, to encourage the role playing he was attempting to do, I worked out one for him. Here is what I 
  came up with for him:  
  Return of a Classic 
  The Israeli military complex is still putting out quality firearms for export. Here we have the latest release of the Desert Eagle heavy 
  pistol. This return of a classic, with new features and the same classic lines, is available in both cased and caseless ammo.  
  
  First seen in the hands of the IDF special forces, it has been dubbed the Eagle III by the IDF. Models that are available here in the 
  UCAS come with an intregal laser sight (Desert Eagle IIIz) or a smartgun option (Desert Eagle IIIs). Finishes are; Matte Black, 
  Brushed Chrome, Polished Chrome, or Blued Steel.  
  The Desert Eagle III series can be purchased chambered in .357 Magnum (+1 ammo), .44 Magnum and .50AE (-1 ammo).  
  Desert Eagle IIIz - PST +2 J P .44Mag 10 2 VR 50m 600eb 
  Desert Eagle IIIs - PST +3 J P .44Mag 10 2 VR 50m 800eb 
  The Colt "Vermin" Derringer 
   
  In 2052 Colt decided that a solid backup using a larger bore ammo was in need. They released a derringer style hold out called the 
  Vermin. Because of the power and the build of this weapon it went on to become quite a popular back up weapon.  
  The Vermin utilized a design that is over 150 years old. They combined the old design with modern ceramic composites to create a 
  powerful and sturdy weapon. The Vermin was modified to use the heavy handgun caseless ammo and can fire both of the barrels 
  one after the other. The Vermin uses an electric firing mechanism with the battery stored in the hand grip to ignite the caseless 
  ammo.  
  [Game Notes: The Vermin can not use under barrel or barrel mounted accessories. ]  
  Colt Vermin Derringer - PST -2 P P 11mmCL 2 2 VR 20m 225eb 
  Colt 2011 Automatic Pistol 
  In 2021 Colt released the latest incarnation of it's 1911 
  Automatic Pistol as part of a 100 year celebration. The 
  outward visual of the pistol had the same lines as the 1911. The only functional 
  difference was a conversion to the caseless ammo. Colt even designed the hammer 
  to act as the trigger for the ignition of the caseless ammo.  
  The 1911 used a 7 shot, single stack clip, because of the 2011's change to caseless ammo it fits 12 rounds in the same design clip. 
  This thin design allows the 2011 to be highly concealable. The 2011 has ambidextrous safety and clip ejection controls.  
  The release was so well received that colt has continued to offer the 2011 to the public at large. 
  Just as the pistols predecessor, the 2011 comes in many different combinations and "add-ons". See 
  your local dealer for options available.  
  [Game notes: The stats given below are for the basic model. It can take any top, barrel, and some 
  under barrel add-ons. ]  
  Colt 2011 Automatic Pistol - PST +1 J C .45ACP 12 2 VR 50m 400eb 
  Samson Signal Pistol 
  Samson has created a fine signal pistol that has been designed with the airman/vehicle crew member in mind. This signal pistol has 
  a line of signal flares available. However, what makes this pistol different is the ability to utilize any 25mm mini-grenade on the 
  market.  
  The breach and barrel are designed to withstand the pressures of the mini-grenade ammo. So the pistol can double as a personal 
  grenade launcher.  
  Samson Signal Pistol - PST/HVY -2 J P 25mm 1 1 ST 100m 425eb  
  The Ronko Bravado 
  From the people who brought you the Street Master DA revolver comes a pair of automatic 
  handguns of superb quality. These handgun designs use the new high impact plastics and 
  ceramic compounds liberally. Combined to make a weapon that is light yet tough.  
  The use of highly scratch resistant coatings on the frame and slide means these can be bought 
  in many colors and patterns. heck with your local dealer to find out what accessories, colors, 
  and patterns are available.  
  Ronko Bravado - PST +0 J C 11mm 15 1 ST 425eb 
   
  The Ronko Partisan 
  
  The Partisan is Ronko's light stash pistol. It uses a the same heavy round that the Bravado uses and retains a high degree of 
  concealability.  
  Ronko Partisan - PST -2 P P 11mm 8 1 ST 275eb 
  [Note from Daniel: This first appeared in the Scrawls APA. I liked it so I asked Sean if he would mind me posting it. He agreed so 
  let him know what you think. ] 
  LeMat 2014 Revolver 
  The LeMat is manufactured by Arms of Virginia, based in 
  Richmond, Virginia, a new arms company. Based on the LeMat 
  revolver design of the mid-19th century, the LeMat features a nine-
  shot 10mm caseless revolver with a single 20ga shotgun that fires 
  through a separate barrel centered on the revolver cylinder.  
  Because of the cylinder design, speedloaders cannot be used with it, 
  therefore Arms of Virginia decided to go with caseless loads since 
  they are easier to acquire.  
  Lemat 2014 Revolver - PST +1 J P 10mm 9 2 VR 50m 750eb Lemat 2014 Revolver - PST -1 J P 20ga 1 1 VR 25m 
  Manex "Overlord" & "Mikado" Shotguns 
  Manex introduced a new line of shotguns, the Overlord Series, as a compliment to it's new line of submachine guns, the XR77 
  Series. This shotgun offered the law enforcement and protection markets a large bore alternative when selecting their firearm needs.  
  Manex "Overlord" Shotgun 
  Manex introduced this internal magazine fed shotgun as a compliment to it's new line of submachine guns. The Overlord was 
  designed as a bull pup to allow better use in the urban environment law enforcement.  
  The Overlord comes equipped with an internal laser sight or a smartgun link. It also has a shock pad built into the stock. It is offered 
  in two sizes a full size patrol version and a shorter undercover version. The Overlord was designed to be an easy to use urban assault 
  shotgun.  
   
  Manex OverLord Standard Edition (w/ laser sight) SHG +1 N P 12ga 10 2 
  VR 50m 670eb 
  Manex OverLord Standard Edition (w/ smartlink) SHG +2 N P 12ga 10 2 
  VR 50m 1,000eb 
   
  Manex OverLord Short Version (w/ laser sight) SHG +0 L P 12ga 6 2 VR 40m 575eb 
  Manex OverLord Short Verions (w/ smartlink) SHG +1 L P 12ga 6 2 VR 40m 875eb 
  Manex "Mikado" Shotgun 
  This year, after much market research, Manex 
  has added The Mikado to it's lineup. The 
  Mikado uses the same basic frame as the Overlord, but the feed and ejection 
  systems have been redesigned to use a removable clip. This was the second 
  largest complaint by users of the Overlord. The first was the lack of burst fire. 
  The Mikado now has that option. Just as the Overlord, the Mikado comes 
  equipped with an internal laser sight or a smartgun link, a shock pad built into the stock, and is available in both a standard length 
  and shortened version. The Mikado offers a unique balance of heavy firepower and ease of use.  
  Manex Mikado Standard Edition (w/ laser sight) SHG +1 N P 12ga 15 2/3 ST 50m 880eb 
  Manex Mikado Standard Edition (w/ smartlink) SHG +2 N P 12ga 15 2/3 ST 50m 1,250eb 
  Manex Mikado Short Version (w/ laser sight) SHG +0 L P 12ga 15 2/3 ST 40m 
  800eb 
  Manex Mikado Short Version (w/ smartlink) SHG +1 L P 12ga 15 2/3 ST 40m 
  1,200eb 
   
  The Castech Argus 
  Castech has produced a full line of sturdy weapons for the law 
  enforcement community. The Argus is no exception. Built to be 
  both functionable and modifiable. The Argus comes standard 
  with a sight bay already built into the weapon. There is the 
  
  choice to take it without any sight or with either an internal laser or smartgun link. Other sights are planned for future release.  
  The Argus also comes in two stock options. They are a full wood stock or a folding stock. The Castech Security Force uses the 
  folding stock option in their vehicles. Both stocks come with shock pads already mounted.  
  CasTech Argus - SHG +0 N C 12ga 10 2 ST 50m 450eb 
  (laser sight +150eb, +1 WA) 
  (smartlink +300eb, +2 WA) 
  (folding stock +75eb, -1WA when folded, L Conceal) 
  Manex Assault Rifles 
  Manex Assault Rifle 
  The Manex Assault Rifle was designed with front line 
  troops in mind. They were made to be rugged and last for 
  a long time. Manex wanted a weapon that would be an 
  accurate rifle right out of the crate.  
  Many governments passed on buying them because of the 
  expense, they were too much for those who wanted a budget gun and contained too little for those who wanted a fancy model. 
  However many merc units bought them and some police/security forces were issued them. In some merc companies these have 
  become the weapon of choice. The Manex features a bullpup design and have been fitted with a Gas Vent II. The basic rifle includes 
  Smartgun Link.  
  Manex Assault Rifle - RIF +3 N P 5.56CL 30 20 ST 300m 1,800eb 
   
   
  Manex Grenadier Assault Rifle 
  After the Assault Rifle had been out for a time the 
  company had re-evaluated the line and desided to retool 
  and manufacture a Grenadier verson. The Grenadier 
  model has been fitted with the new DUD Smartgun Link. 
  The Grenadier model has also been reworked to include 
  the Manex magazine fed Grenade Launcher. The launcher 
  is mounted on top of the basic weapon system.  
  Manex Grenadier - RIF +2 N P 5.56CL 30 20 ST 300m 
  2,800eb 
  Manex Grenadier - HVY +1 N P 25mm 6 1 ST 400m 
  Manex Assault Carbine 
  The CAS was looking for bids on an assault carbine for their anti-
  terrorist team. They asked for a SMG sized weapon that can use the 
  assault rifle ammo. Manex played with their standard assault rifle 
  added some nice features and now offerd this beauty. The CAS was 
  impressed enough to have ordered 150 units.  
  The Assault Carbine comes standard with a Gas Venting (+1 WA in full auto), Smartgun Link, and for a fee they will customize the 
  fit to you.  
  Note: Those that are now in use have also been seen with Ultrasound Sights, Infrared Flashlights, and extended 50 round clips.  
  Manex Assault Carbine - RIF +2 L R 5.56CL 30 30 ST 200m 1,500eb 
  Manex Sniper Rifle 
  The tit-for-tat product war between 
  Manex and Fabrique Nationale has just 
  heated up. Manex has raised the stakes 
  with their snipper rifle based on the 
  Manex assault rifle frame. This sniper 
  
  rifle was made to be rugged and stay true under field conditions. Manex wanted a weapon that would be an accurate rifle right out 
  of the crate with minor adjustments. This rifle lives up to that vision.  
  The Manex snipper rifle features a bullpup design and features a Smartgun Link, shock pad, integral silencer, and Mag 2 scope with 
  low light built in.  
  Manex Sniper Rifle - RIF +4 N R 7.62N 30 3 ST 500m 3,800eb 
  ARES Folding SMG 
  A player who wanted to be a body guard gave me the idea to introduce this real weapon into the Shadowrun game. I have taken the 
  weapon and changed some parts to reflect the introduction into a Shadowrun future. If you want information on the real weapon 
  please check out a copy of Jane's Infantry Weapons, 1988-89 issue.  
  Have fun with it!  
  Left: SMG Open and Locked, Right: Partially Folded, Bottom: 
  Fully Folded  
  ARES Folding SMG 
  ARES has reintroduced an old product design that they had bought in their 
  growth period. It is a funky looking SMG that was intended to be very easy 
  to conceal and yet easy to use for security and bodyguard work. The design 
  has been reworked to use the new caseless SMG ammo and to use the new 
  compact target lasers. It comes with an internal laser sight. The cocking 
  mechanism is activated by the locking open of the weapon. Thus cocking and opening the weapon can be done with the same action.  
  ARES Folding SMG II - SMG +0 J P 9mmCL 30 30 ST 100m 600eb 
   
  The Original Caldaron Special as it came from the box.  
  Manex Caldaron Special 
  Manex has decided to stop production on their Caldaron Special. For those 
  who are unfamiliar with this weapon, let me fill you in. It is an SMG 
  designed for the "Urban Combat" environment. I am sure the idea looked 
  good on paper, it just didn't play out as anything special in real life. They 
  chambered it for heavy pistol ammo, included a visual light target laser, a 
  smartgun link, a gas vent I, and an extending stock. The odd feature was the 
  small scope. The scope seemed like a waste. It required the user to spend an 
  inordinate amount of time attempting to obtain the target.  
  From the start the Caldaron had problems. It tried to be too much to too many 
  people. The Heavy Pistol ammo gave it too much punch for use where they 
  did not want stray shots punching through walls. The scope was useless in most urban ranges. The attempt to offer two targeting 
  systems was overkill. The gas vent was not as efficient as one would have liked. And the worst part, the performance of the weapon 
  was average at best. OK, so why should you take one? First, for the price, you get quite a lot of extras that can be reused on other 
  weapons. Second, if you need a lot of heavy fire power in a small package, then it could do the trick for you. Last, it is a great 
  "starter" platform for a custom weapon.  
  I used the Caldaron as a base for a special needs, conceal carry weapon I 
  offer. The small frame size allows it to be very concealable. I used one 
  to make an excellent carry weapon for one body guard customer of 
  mine. I offed the scope, upgraded the Gas vent, and took out the laser. I 
  replaced the laser with an internal Ultrasound and cross linked it to the 
  smartgun link. I then worked on the action and grip, cleaned up the 
  fireing mechanism, and reworked the balance slightly by adding some 
  weight to the handgrip. My client said not only was he suprised, but it is 
  his favorite SMG now.  
  Here is the weapon as I sell it. I think if you take a look you will find the 
  Caldaron is not a bad little weapon.  
   
  This is the weapon after Elmo is done customizing it. Below are the stats for the "Elmo Version".  
  Manex Caldaron Special (Elmo's Edition) - SMG +2 J R 11mm 21 15 ST 100m 900eb (+250eb labour) 
  
  This Manex XR77 is in use by the 
  Los Angeles County Sheriff's anti-
  BTL squad. It has a multifunction 
  sighting system and an after market 
  sound suppresser.  
  The Manex Submachine Gun History 
  The Manex Submachine Gun has been in 
  existence for quite some time. The first model 
  was called the Sn77. It was in production 
  until 2017. In 2018 Manex introduced the 
  new XR77 model.  
  Many Sn77s are still in use with private security and law enforcement. However, the XR77 is gaining favor and could become even 
  more popular then it's predecessor.  
  Manex Sn77 Model 
  The Sn77 was Manex's main SMG for many years. It uses the standard, cased 
  ammo and came without any of the "new" add-ons like lasers or gas vents. The 
  weapon was a good solid basic weapon. Production of the weapon ended in 
  2017, however many are in use today and will probably still be used for years to 
  come.  
  Manex Sn77 - SMG +1 L C 10mm 30 30 ST 150m 700eb 
   
  Manex Sn77 Short 
  The Sn77 Short was an experiment gone wrong. The attempt to make an Sn77 version that could 
  be concealed easily did not work as well as Manex would have liked. The muzzle flash was 
  excessive, the recoil was almost uncontrollable when fired in full auto mode and the weapon was 
  bulky despite it's small size. Manex decided to cancel production in 2015. Manex did not sell 
  many of these and today most are in gun collections. (Thus the high cost and availability).  
  Manex Sn77 Short - SMG -1 J R 10mm 30 30 ST 75m 1,300eb 
   
  Manex XR77 Model 
  Soon after the Sn77 was discontinued Manex introduced the XR77 line. The basic 
  XR77 was obviously influenced by the Sn77 yet deviated in many design aspects.  
  The XR77 was designed as a bullpup design. They added in an integral laser sight 
  or smartlink. The firing mechanism and magazine feed system were updated to use 
  the new caseless ammo, and a shock pad was built into the stock.  
  Manex XR77 Basic Model - SMG +2 N P 10mmCL 50 30 ST 150m 1,100eb 
  (integral laser sight: +1 WA, Smartlink: 500eb, +2 WA) 
  Manex XR77 Short 
  The XR77 Short was another attempt by Manex to enter the smaller, cancelable SMG 
  market. This time they hit it right. The Short was bought up by both private protection 
  agencies and mercenary units. Law enforcement agencies also started to use the XR77 
  Short.  
  Manex XR77 Short - SMG +1 L P 10mmCL 32 30 ST 125m 900eb 
  (integral laser sight: +1 WA, Smartlink: 500eb, +2 WA) 
  Manex XR77 EPS 
  The Manex XR77 EPS or Executive Protection System was introduced by Manex at the 
  request of a coalition of bodyguards and security services. The weapon offers a heavy 
  firepower SMG in a small package.  
  The market has not bought this unit in high quantities, but Manex expects sales to go up 
  soon. "Company Man", the popular trid series, has had their main character, Dirk McKenny, 
  start to use a Manex XR77 EPS as his main weapon. Manex expects that the high profile will 
  
  add to their visibility, thus better sales.  
  Manex XR77 EPS - SMG +0 J P 10mmCL 32 30 ST 75m 975eb 
  (integral laser sight: +1 WA, Smartlink: 500eb, +2 WA) 
  Castech Assault Rifles 
   
  As the struggle between Manex and Castech heats up the true winner is 
  the Military/Law Enforcement Buyer. Castech has release their line of 
  caseless rifles for non government purchase. This includes the attachable 
  single shot grenade launcher.  
  Above a carbine with grenade launcher sits next to a Castech 450. The pair make a formatable set.  
  Castech Assault Rifle 
  Castech hit the caseless market running. The simple, rouged design allowed them to 
  market to the lower end of the price spectrum. By combining a housing for any integral 
  Targeting system, Castech offered a weapon that could be upgraded cheaply and in a 
  wide range of ways, without altering the signature silhouette of the weapon.  
  The Castech features a bullpup design and a well balanced weight distribution. Each rifle is built with a shock pad on the stock. 
  Mounting bolts for slings or other under mountings are also standard. Castech designed this weapon to be a basic rifle with many 
  after market options.  
  Castech Assault Rifle - RIF +1 N P 5.56CL 40 25 ST 400m 850eb 
   
  Castech Assault Carbine 
  Castech offers a shorter, carbine sized version. This version, 
  other then being shorter is built with the same features as the full 
  sized rifle. Castech did find some degradation of range but 
  because of the roles this weapon was intended to fill the range 
  issue was not considered a real problem.  
  Castech Assault Carbine - RIF +1 N P 5.56CL 40 25 ST 200m 
  800eb 
  Castech Sniper Rifle 
  Castech has offered an accurate version of their rifle to 
  be used as a field sniper rifle. This weapon offers all of 
  the same features as the basic rifle as well as some 
  added features to assist in the sniper role.  
  Each rifle comes with a factory built silencer module. 
  This unit can be removed for transport. Each rifle is 
  shipped with a Magnis Rifle Scope and a bi-pod. The out of crate performance has been high.  
  Castech Sniper Rifle - RIF +2 N P 5.56CL 40 25 ST 500m 1,400eb 
  Castech's Mounted Grenade Launcher 
  Castech has taken the grenade launcher found on their Castech 450GL handgun and adapted it for 
  mounting on their caseless assault rifle. This offers a single shot grenade launcher in a small and 
  inexpensive package. It also offers heavy firepower to be added on a mission needs basis.  
  Castech Grenade Launcher - HVY +0 N P 25mm 1 1 ST 200m 
  Original design & illustrations Copyright 1996 by Daniel Casquilho for the Shadowrun game. 
  Cyberpunk edition ported by Hound. 
  All Rights Reserved  
   
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  H a m m e r l i   M o d e l   6 1 0 S 
  
   
   
  PST +2 J P 9mmCL 6 3 VR 70m 1,295eb 
  Designed as a match-target weapon, the Hammerli Model 610S makes a powerful 
  and effective personal sidearm. A stylish weapon, the Model 610S is the first choice 
  of a marksman and a rue soldier. First class all the way!  
  Designed to minimize muzzle jump and vibration, customizable grip pads and 
  weights allow the individual user to configure his weapon for maximum comfort and 
  balance. The simple quick-lock system is fully compatible witha variety of top-
  mounted accessories, and the Hammerli also boasts a patented gas-escape system.  
  While reliable in range conditions, field conditions are hard on matche weapons, 
  reducing reliability by 1 class per day of regular use. But it makes a striking "dress 
  duty" sidearm.   
  W a l t h e r   P B - 1 2 0 
   
   
  PST +0 P/J P 9mmCL 10/15 2 VR 50m 550eb 
  In the field, reliability means everything. The Walther PB-120 offers total reliability 
  in a low-profile, easy-to-hide, back-up pistol. Constructed primarily of composite 
  materials, the light (1.5 pounds) but rugged PB-120 works like a charm even in the 
  most hostile environment. A merc couldn't ask for a better piece.  
  In addition to the standard 10-shot clip, Walther also produces a 15-shot, extended 
  clip for emergency situations. Despite it's small size, the weapon can still mount 
  standard barrel and top-mounted accessories made by most manufacturers.   
  A r e s   L i g h t   F i r e   70 
   
   
  PST -1 P P 9mmCL 16 2 ST 50m 350eb 
  The Ares Light Fire 70 is your choice for self-defense and light security 
  work. Weighing in at only 1 kilogram, this pistol is perfect for times when 
  firepower is necessary, but excess baggage is not. The patended clip design 
  gives you more bullets in the same space as reduced-capacity magazines.  
  The specially constructed silencer (200eb) is 50 percent lighter than any 
  other model on the market, but is only designed for use on the Light Fire 
  (and generally is only good for a few shots, but barely reduces weapon 
  concealability).   
  A r e s   P r e d a t o r   I I 
   
   
  PST +0 J P 12mmCL 15 1 VR 50m 550eb 
  How can the best heavy pistol in the world work even better? That's the 
  question Ares Arms asked their R&D Department, and the Predator II is 
  their answer. Redesigned to fire state-of-the-art Firepowertm 12mm heavy 
  pistol ammunition, the Predator now packs a mighty punch. Combine it with 
  the new 15-shot clip and optional Ares Smartgun Link (not included), and 
  you've got a new contender for man's best friend.   
  B e r e t t a   M o d e l   1 0 1 - T 
   
   
  PST +1 P P 9mmCL 10/12 2 VR 50m 350eb 
  This slim-line light personal weapon is favored by corporate personnel 
  worldwide. A wondernine that fits in your pocket, it is also available with a 
  slim-line laser-sight that doesn't hinder concealability for an additional 
  150eb. Available with both 10 and 12 round magazines. 
    
  B e r e t t a   M o d e l   1 1 0 - T 
  
   
   
  PST +2 J P 9mmCL 16/19 2 VR 50m 550eb 
  The big brother of the 101, the 110-T is a full-frame automatic wondernine 
  with integral laser sighting. A popular choice in higher-end wondernines. 
    
  B r o w n i n g   U l t r a   P o w e r 
   
   
  PST +1 J P 11mmCL 10/12 3 ST 50m 775eb 
  The new and improved version of the popular Browning Max-Power 
  contains a revolutionary new chamber cycling system that moves a new 
  round into the chamber faster than any previous model. This cuts down 
  delay time between shots, allowing you to empty the entire magazine in 
  seconds. The integral laser sight (+1 WA included above) is the battle-
  proven LasSys XMS design that is manufacturer-guaranteed not to fail. 
    
  C e s k a   v z / 1 2 0 
   
   
  PST +1 J P 9mmCL 18 2 VR 50m 350eb 
  This Czech pistol, manufactured by Ceska Zbojovkain Prague, is the 
  premier East European light service pistol. Imported by Ares America, it has 
  been rated by several experts as the best pistol of its class in the world. The 
  sidearm of choice of the Czech Mechanized Command. 
    
  C o l t   A m e r i c a n   L 3 6 
   
   
  PST +1 J P 10mmCL 9/11 2 VR 50m 350eb 
  This light American design is very popular amongst the style conscious 
  because of its sleek profile and unique appearance. The factory model L37 
  uses an 11 round magazine which is fully interchangeable with the L36 9 
  round magazine. 
    
  C o l t   M a n h u n t e r 
   
   
  PST +2 J P 11mmCL 16 2 VR 50m 600eb 
  Colt explodes back into the heavy handgun market with the vicious 
  ManHunter! Sleek and deadly, this heavy pistol is designed for ultimate 
  reliability under the most adverse of conditions. The weapon was designed 
  by famous Bounty Hunter Andrea McBaine, and underwent more than a 
  year of field testing before she pronounced it ready for the market.  
  The heavy body of the gun contains a precision laser sight (+1 WA included 
  in above stats) 
    
  S e c o   L D - 1 2 0 
  
   
   
  PST +2 J P 9mmCL 12 2 VR 50m 500eb 
  Count on Seco to take the fantastic, but aging, Isreali LD-100 design and 
  rework it for modern times. Not only does it fire today's caseless high-
  compression rounds, but it also mounts an integral mini-laser for faster 
  targeting (+1 WA included above). The sturdy flat-black macroplastic 
  casing gives it that lethal look in such demand. 
    
  S t r e e t l i n e   S p e c i a l 
   
   
  PST -2 P P 6mm 6 1 ST 15m 100eb 
  This is a common hold-out pistol found among the lowest level of society. 
  Made of composite materials it is small, lightweight, and extremely 
  concealable. As the weapon's magazine is integral, it cannot use larger 
  magazines, nor can most pistol accessories be mounted on it. 
    
  G R U   M A X   1 2 m m 
   
   
  PST +0 J R 12mmCL 10 2 ST 50m 600eb 
  The premier heavy pistol from the GRU corporation of San Francisco, it 
  claims a design "70 years ahead of it's time", but fails to deliver. A fairly 
  typical 12mm handgun in all respects.   
  I n g r a m   W a r r i o r - 1 0  
   
    
  SMG +1 J C 10mmCL 30 2/3/20 VR 100m 750eb 
  More Ingram Warrior-10's have sold in the past three years than some of 
  it's majro competitors have sold in their entire product lives. Durable and 
  reliable, the Warrior-10 is the weapon to choose when the elements are 
  you enemy. Rain, sand, mud, humidity - under any conditions, the 
  Warrior-10 keeps firing. No bells and whistles on this tough gun, but who 
  cares about chrome when the rock-and-roll goes down?  
  S a v a l e t t e   G u a r d i a n  
   
    
  PST/SMG +1 J P 12mmCL 12 2/3* ST 50m 900eb 
  The Savalette Guardian's chrome-steel finish shows off the taste of the true 
  professional, and its high-powered, full-load slug packs professional power. 
  This second-to-nonepistol fires the heaviest round in its class. The 
  Guardian's brilliant finish, integral computer enchanced targeting system, 
  micro-gyro recoil absorption system, and burst-mode firing system make 
  this weapon the unquestioned leader of the pack. Whther field or dress 
  weapon, the Savalette Guardian is the heavy sidearm of choice for 
  professioals worldwide. Why pick any other gun?  
  A r e s   C r u s a d e r   M a c h i n e   P i s t o l 
   
    
  SMG +1 L P 9mmCL 40 20 ST 150m 700eb 
  Someone at Ares has no idea what a machine pistol is...  
  The Ares Crusader represents the pinnacle in machine pistol technology. Only 
  slightly larger than a conventional pistol, the Crusader is capable of full-
  automatic fire and carries an extended clip that should make some assault-rifle 
  owners jealous! Comes with an integral Wagner gas-vent recoil system.  
  The gas vent system provides +1 WA in full-auto fire only.  
  B e r e t t a   2 0 0 S T 
  
   
    
  SMG +1 J P 9mmCL 26 2/3/10 VR 50m 700eb 
  The pistol that all the military data-faxes are screaming about. The Beretta 
  Model 200ST is everything you've heard and more. Capable fo full-
  automatic fire, this pistol jams as much firepower into a small frame as any 
  other light service pistol currently available. Plus, the 26-shot magazine 
  reduces the chance of being caught short at those critical moments. Equipped 
  with a detachable shoulder-stock (stats not included above).  
  B e r e t t a   M o d e l   7 0 
   
    
  SMG +2 L P 10mmCL 35 20 ST 150m 900eb 
  The Beretta Model 70 holds 35 rounds of 10mm Caseless ammo in a stable, 
  long-barelled bullpup assembly. Combined with an integral laser sight and 
  sound suppressor, and you've got a weapon to arm the savage beast!  
  (Laser sight provides +1WA already included above)  
  C e s k a   B l a c k   S c o r p i o n 
   
    
  SMG +0 J P 9mmCL 25/35 20 ST 50m 750eb 
  This design by Ceska combines a submachine gun's rate-of-fire with the 
  weight and concelability of a light service pistol. It comes equipped with an 
  integral folding stock for added recoil-reduction and it can carry all the 
  conventional pistol accessories. The optional extended-shot clip is also sure 
  to please. Don't leave home without it!  
  (with the stock extended, reduce concealability to L and increase WA by 1) 
  H e c k l e r   &   K o c h   M P - 5   T X 
   
    
  SMG +2 J P 10mmCL 20/30 20 VR 100m 950eb 
  Adapting the MP-5 K series models to the 10mmCL round, Heckler & 
  Koch has come up with another winner with the MP-5 TX. Voted favorite 
  new weapon at the Paris Arms Show last year, the MP-5 TX is a sure 
  winner by any standards  
  Comes equipped with an integral laser sight (+1 WA included above).  
   
   
   
   
   
  I n g r a m   S m a r t g u n 
   
    
  SMG +3 L P 11mmCL 32 20 ST 100m 1100eb 
  Nicknamed "The Street Samurai's Sidekick"!  
  The May issue of Street Fighting Man listed the Ingram Smartgun (model 20t) as its 
  readers' SMG of choice. One look and you'll see why more smart boys and girls 
  carry the Ingram. Don't make the same mistake your enemy did. Carry the model 20t. 
  Weapon comes factory-equipped with a smartgun link (+2 WA included above) and 
  folding stock (Conceal N, +1 WA when extended).  
  S C K   M o d e l   1 0 0  
  
   
    
  SMG +3 L P 11mmCL 30 30 ST 100m 1250eb 
  Manufactured by Shin Chou Kogyo, Tokyo, the SCK Model 100 is used by 
  more Japanese Security Forces worldwide than any other submachine gun. 
  Rumour tells that even the elite Red Samurai pack this weapon! When it's 
  time to pick the best, choose the one the best picked!  
  Weapon comes factory-equipped with integral smargun link (+2 WA 
  included above) and folding stock (Conceal N, +1 WA when extended) 
  M o s s b e r g   C M D T   C o m b a t   G u n 
   
    
  SHG +1 N P 12g 8 2 ST 50m 900eb 
  Rated best new shotgun at Desert Wars 7!  
  Maybe the best combat shotgun on the market today. The Mossberg CMDT 
  Combat Gun is a proven winner in every climate, in nearly every situation. 
  Comes with integral laser sight (+1 WA included above), and the model SM 
  variant has integral smartlinking (1,300eb).  
  Equipped with a folding stock, concealability increases to L and WA drops 
  by 1 when folded.  
  C o l t   M 2 2 A 2 
   
    
  RIF +1 N P 5.56CL 40 2/20 ST 400m 1,000eb 
  The Colt M22A2 is a quality weapon at an astoundingly affordable 
  price. Accepting a 40-shot clip of 5.56mm Caseless, the weapon 
  also comes with an integral 40mm grenade launcher, recoil 
  reduction and a built-in 2x imaging sight.  
  C o l t   M 2 2 A 4 
   
    
  RIF +0 N P 5.56CL 40 1/20 ST 200m 750eb 
  The carbine/paratrooper edition of the M22, the M22A4 has a 
  shortened barrel and stock assembly and has replaced the 
  carrying handle and imaging sight with a rail-mount for 
  whatever accessories the cammando in question (be it military or 
  urban) wants to add. With the reduced barrel length, the recoil 
  compensation had to be removed also, pretty much restricting the 
  weapon to autofire roles.  
  H e c k l e r   &   K o c h   G 1 2 A 3 Z 
   
    
  RIF +2 N R 6mmCL 50 2/20 VR 400m 2,200eb 
  Precursor to the G6 MG, The G12A3z was the next logical step 
  from the G11. Improving on the best characteristics of the G11, 
  the G12 is lighter, less bulky, and equipped with integral laser 
  sight (+1 WA included above), gas venting (+1 WA full auto) and 
  telescoping shoulder-stock. It fires the same 6mm rounds as the 
  G6.  
  C z e c h   v z   8 8   V   A s s a u l t   R i f l e 
   
    
  RIF +2 N P 5.5mmCL 25 1/20 ST 400m 1,800eb 
  The vz 88 V, manufactured in Czechoslovakia, is a premium-
  grade assault rifle equipped with many of the accessories normally 
  found only in weapons of Western manufacture. Mounting an 
  integral laser (+1 WA included above) and 2x Optical sight, the vz 
  88 V also comes with Gas Vent recoil reduction (+1 WA full 
  auto) and a collapsing shoulder stock. It fires a Bloc version of the 
  5.5mm Chinese Caseless round.  
  
  R a n g e r   A r m s   S M   3 
   
    
  RIF +2 N C 7.62NCL 6 1 VR 400m 4,000eb 
  The SM-3 is a must for those jobs when the first shot has to count. 
  Silencer and a variable-mag imaging scope (1.5 to 6 times) with 
  thermographic or low-light (buyers choice) are factory-standard. 
  Like most of its breed, it disasembles completely for fit in a 
  standard briefcase. Ideal for the assassin on the go.  
  R u g e r   1 0 0   S p o r t   R i f l e 
   
    
  RIF +1 N C 9mmCL Long 5 1 VR 400m 1,300eb 
  A precision bullpup hunting weapon perfect for all environments. 
  Its sturdy wood and high-impact plastic casing ensures 
  dependability, even in the foulest of weather. Comes with an 
  integral 2-6x variable imaging scope.  
  W a l t h e r   M A   2 1 0 0   S n i p i n g   R i f l e 
   
    
  RIF +4 N R 7.62NatoCL 8 2 VR 600m 3,000eb 
  This weapon is the sniping rifle that just won the rigorous CAS 
  sniper rifle competition! Designed to military specifications 
  (instead of being a military adaptation of a civilian rifle model), 
  the Walther is reliable and free of the design instabilities common 
  to other weapons of the type. The professional's choice!  
  Comes equipped with a smartgun interface(+2 WA included 
  above). 
  A r e s   M P   L M G 
   
    
  HVY +2 N P 6.5CL 50/Belt 1/20 ST 400m 2,200eb 
  The Ares Man Portable is the weapon of choice of more military 
  and paramilitary organizations than any other Light Machine 
  Gun. Capable of sustained automatic fire for hours on end, the 
  Ares MP comes equipped with an integral laser sight (+1 WA 
  included above), a Gas Vent (+1 WA full auto) recoil-
  compensation system, and a hip-pad bracing system for use with 
  a shoulder sling. This weapon is designed to be fired from the 
  hip, and no provision has been made for shouldering it. The 
  weapon accepts either belt-fed ammo (in 100-round increments) 
  or a 50-round clip of 6.5mmHybrid.  
  F N   M A G   5 
   
    
  HVY +1 N P 7.62N-CL 50/Belt 2/20 VR 400m 3,000eb 
  More military and security agencies world-wide choose the FN-
  MAG 5 medium machine gun as their light vehicle weapon or 
  general purpose machine gun. The weapon can accept an external 
  50 round box or a belt. It comes with integral Gas Venting (+1 
  WA full auto) and laser sight (+1 WA included above).  
  P a n t h e r   C a n n o n 
   
    
  HVY +0 N P 25mm 22 1 ST 400m 3,500eb 
  The Panther Assault Cannon, designed and produced by Panther 
  Industries, is your only choice for heavy assault weapon. Firing a 
  stable superplast explosive warhead, the Panther has proven 
  effective against both hard and soft targets. Comes with shoulder-
  strap and hip-bracing gear for stable hip-fire. The Panther fires 
  specialized 25mm HV grenades with a double-sized propellant 
  charge. Impact from one of these grenades deals 2D6 damage 
  
  beyond the normal damage for such a round. Rounds also cost 
  2.5x the normal cost for 25mm grenades.  
  S t o n e r - A r e s   M 1 0 7   G P H M G 
   
    
  HVY +1 N R 12.7BMG 40/Belt 1/10 ST 400m 4,200eb 
  From Stoner-Ares Weapon Systems of Detroit, Michigan, come 
  sthe latest in the long line of Stoner Ares weapon systems, the 
  M107 GPHMG (General Purpose Heavy Machine Gun). Based on 
  the previous Stoner-Ares heavy design, the battle-proven M98tz, 
  the M107 features many of the advantages of its older brother, 
  merged with the technological improvements of the last decade. 
  Capable of taking ammunition from either a 40 round clip or a 
  disintegrating belt, the M107 comes with a Gas Vent recoil 
  reduction system (+1 WA in full auto) and an integral laser sight 
  (+1 WA already included). 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  The BlackHammer CyberPunk Project 
   
  .45AP No3. "Ronin" SMG 
  SMG +0 L P .45 30 20 VR 50m 700eb  
   
  The "Ronin" was originally designed by the Mishima owned Tambu 
  Corporation as a handgun with a 15 round magazine (Jacket 
  concealable), but the bullpup design and corporate military applications 
  begged for a full-auto system. The result was the No3 Ronin SMG, 
  whose popular design has been copied by several independant 
  manufacturers (Dai Lung, Mexican Metals - 400eb, Unreliable). 
  Standard load for the Ronin is .45 APC cased KTW Armor Piercers.  
   
  Tambu No.4 "Windrider" 
  RIF +2 L P 5.56N 22 30 UR 300m 800eb  
   
  The "Windrider" mission statement was for a heavy SMG, originally 
  built in 12mm. The final product was a light bullpup assault rifle with 
  good barrel length and concealability. Unfortunately it was built quickly 
  after the success of the Ronin SMG and the rushed design was buggy 
  and unreliable.  
   
  Tambu No.4 "Windrider" Assault 
  RIF +1 N R 5.56N 22 30 UR 300m 900eb 
  HVY +0 N R Grenade 1 1 UR 300m  
   
  The "Windrider" original configuration included a 40mm Grenade 
  Launcher that almost completely countered any of the good points of the 
  original Windrider design, making it clumsier to fire and completely 
  nonconcealable.  
   
  Tambu No.1 "Shogun" 
  RIF +2 N P 7.62N 26 30 VR 400m 900eb  
   
  The Shogun is considered a masterpiece of weapon design. Learning 
  from the Grenade Launcher mistake on the Windrider, the Shogun was 
  built with a totally different interior. The result is one of the most 
  compact and streamlined battle rifles on the field.  
   
  Tambu No.1 "Shogun" GL 
  RIF +2 N R 7.62N 26 30 VR 400m 1000eb 
  HVY +0 N R Grenade 3 1 ST 400m  
   
  The Shogun also comes factory-equipped for military and corporate 
  operations with an integral 40mm pump-action grenade launcher 
  holding 3 grenades in an internal magazine. Otherwise the weapon is 
  identical to the standard No.1 Shogun.  
  
   
  Tambu No.15 "Archer" Sniper Rifle 
  RIF +2 N R .300WM 15 1 VR 600m 1500eb  
   
  A popular assassin's weapon, the Archer's bullpup design allows for a 
  shorter barrel length than most high-caliber sniper rifles and comes 
  equipped with a nightvision scope that can be set to 4 and 8 times 
  magnification.  
   
  Tambu 50/50 "AirBrush" 
  RIF -1 N P 12g 14 4 UR 60m 1200eb  
   
  This semi-automatic shotgun is favored for its light weight, large ammo 
  capacity and low cost for a double-barrel design. However this is 
  reflected in quality, reports of too much play in the maneuvering handle, 
  ammo explosions and leaks in the gas regulator have made it unpopular 
  among freelancers. Double barrelled, the barrels go side-by-side and fire 
  simultaneously, with heavy recoil.  
   
  Tambu 501 "AirBrush" 
  RIF +1 N P 12g 14 2 ST 60m 600eb  
   
  This semi-automatic shotgun is favored for its light weight, large ammo 
  capacity and extra barrel length from the bullpup design. This is the 
  single barrel version of the 50/50, lighter and more maneuvarable, it's 
  also free of 
   
  CyberTronic P1000 SMG 
  SMG +1 L P 12mm 20 20 VR 150m 900eb  
   
  As with all Cybertronic-designed weapons, the P1000 SMG is a 
  masterpiece of craftmanship, reliability and "user friendliness". The 
  action is solid orbital-alloy construction with a unique impact-resistant 
  polymer casing.  
   
  CyberTronic CAW2000 
  RIF +1 N R 5.56N 30 30 VR 400m 1200eb 
  HVY +1 N R Grenade 1 1 ST 400m  
   
  The CAW2000, built for CyberTronic by Cybersecurity Inc, is a close 
  assault rifle with integral grenade launcher. The only drawback to this 
  weapon design is that the grenade launcher cannot be used when the 
  bayonet (normally hidden inside the stock) is attached to the barrel.  
   
  CyberTronic AR3000 Assault Rifle 
  RIF +1 N R 6.5CL 25 25 ST 400m 1500eb 
  HVY +1 N R Grenade 4 1 UR 300m  
   
  The AR3000 shares most design concepts with the CyberTronic SR3500 
  but is set for full-auto fire and has an integrated pump-action 37mm 
  grenade launcher below the barrel. A very expensive state of the art 
  assault weapon, the AR3000 is also made of orbital steels sealed in an 
  impact-proof polymer shell.  
   
  CyberTronic SR3500 Sniper System 
  RIF +2 N R 6.5ETA 20 1 VR 600m 1500eb  
   
  Electrothermically enhanced, the SR3500 looks large and bulky but is 
  extremely lgiht weight and stable. The "bulb" behind the muzzle 
  provides storage space for the bipod when folded. The SR3500 has been 
  produced in few examples and is very rare on the street. Comes 
  equipped with a detacheable 8x nightvision scope.  
  
   
  CyberSecurity SA-SG72001 
  RIF +1 N P 12g 6 2 ST 60m 600eb  
   
  Based on the now-extinct CyberSecurity SG7000 Shotgun, the SG72001 
  has been redesigned for semi-automatic fire only. The reasons for this 
  were mainly that too many jams occured with the full automatic version, 
  and with this weapon, which was 
   
  PSA Mk XIV "Aggressor" 
  SMG -1 J P 11mm 26 20 UR 70m 800eb  
   
  The Aggressor personal sidearm is the standard weapon carried by all 
  Imperial Corporation units, from bodyguards and security officaser to 
  personnel in combat units. The gun is manufactured under license by 
  Lyon & Atkinson Arms, Inc.  
   
  SMG Mk III "Interceptor" 
  SMG +1 N R 12mm 40 30 ST 150m 1400eb 
  HVY +0 N R Grenade 1 1 ST 300m  
   
  The Standard SMG of most Imperial armed employees, the Interceptor 
  is a cloven choice. Some people love it for it's feeling of raw power, 
  while others find it far too heavy and bulky for an SMG. It's all a matter 
  of taste for the largest of conventional sub-machine-guns.  
   
  BAR Mk XIb "Invader" 
  RIF +1 N R 6.5CL 30 30 ST 400m 1350eb 
  HVY +1 N R Grenade 14 2 ST 300m  
   
  The Invader battle assault rifle is similer in design to the Assailant 
  Sniper rifle, but has excellent close-combat capabillity dur to the 37mm 
  integrated grenade launcher. What makes this weapon unique is that it 
  mounts the world's only drum-fed undermount grenade launcher, 
  allowing for great firing endurance, but also making the weapon quite 
  bulky.  
   
  SR Mk XII "Assailant" 
  RIF +2 N P 7.62N 15 1 VR 500m 1200eb  
   
  The Assailant Sniper Rifle, manufactured under license by Fieldhausen 
  Arms, is used almost exclusively by Imperial house troops. It is a 
  reliable and stable design, a bit too heavy to be popular in civilian use. 
  Comes equipped with a detacheable nightvision sight.  
   
  B&G Mk XIV "Mandible" 
  RIF +0 N P 12g 19 2/10 ST 50m 2250eb  
   
  This Bartholomew & Grednel production was their first real success in 
  the weapons branch, and the design soon came to be adopted by other 
  freelancers with close contact with Imperial. Early on, they realized 
  there was a stable market for really heavy 
  
   
  MP-105 
  SMG +1 L R 10mm 50 30 VR 50m 800eb  
   
  The MP-105 (MachinePistol 105) is a superb weapon with a bad 
  reputation on the street, mainly because of the cumbersome and 
  ackward location and design of the magazine. It's main adavantage is 
  the use of a triple-stacked caseless munition, resulting in a light 
  weapon with a very large magazine. The MP-105 also comes with a 
  built-in cooling shroud, allowing for extended autofire use. 
   
  MP-105GW 
  SMG +1 L/N R 10mm 50 30 VR 150m 1250eb 
  HVY -1 L/N R Grenade 1 1 VR 100m  
   
  Simply an MP-105 adapted to be used in a full SMG role, the 105GW 
  has an integral silencer and short-barrel grenade launcher. The only 
  other differences are a telescopic shoulder stock and a more robust clip 
  design (fully interchangeable with the MP105 clip though) better suited 
  for field use.  
   
  AG-17 "Panzerknacker" 
  RIF +2 N R 7.62NCL 40 40 ST 400m 1500eb 
  HVY +1 N R Grenade 4 1 UR 300m  
   
  Still using the same action design as the MP105, the Panzerknacker was 
  nicknamed from it's outstanding armor piercing capabilities, both with 
  40mm HEAT grenades and with it's 6.5mm caseless armor-piercing 
  munitions. It's primary feature is the extreme rate of fire because of the 
  very light bolt design and the caseless feed mechanism. Comes with 
  folding stock and detacheable grenade launcher.  
   
  PSG-99 
  RIF +3 N P 7.62NCL 40 1 VR 500m 1100eb  
   
  The PSG-99 relies on the same conventional technique as the other 
  Bauhaus weapons, with the critically angled clip design they use for 
  caseless munition feeding. A master-piece among weapons, the PST is 
  favored even within competing corporations' special forces. Comes with 
  detacheable nightvision sight and adjusteable stock and cheekrest. 
   
  ARG-17 
  HVY +2 N R 6D10 11 2 VR 500m 6750eb  
   
  Combining the RPG-A with a drum magazine and a bull-pup technique, 
  the Bauhaus weaponsmiths once again have succeeded in producing the 
  most user-friendly weapon on the market in it's category. In all respects 
  the ARG-17 is almost perfect, as long as you don't look at the price tag.  
   
  HG-14 
  RIF +0 N C 12g 5 1 ST 50m 500eb  
   
  Sherman .74 M-13 Bolter 
  PST +1 L P .74 18 1 UR 50m 750eb  
   
  The Sherman Model 13 sells primarily because of it's massive caliber, 
  larger in girth even than the .666 Magnum Opus rounds. The odd design 
  of the gun is for two handed use, and one handed shooting reduces WA 
  by 2. The .74 caseless munition is fortunately not backed up with a huge 
  powder charge, and only deals 4D6 damage (armor SP is 1.5 as effective 
  against this munition because of it's very broad, flat tip.  
  
   
  Sherman .55G M-15 "Ironfist" 
  SMG +1 L R .55 10 10 UR 100m 1000eb 
  HVY -2 L R 25mmGren 1 1 ST 50m  
   
  This sub-gun is sold to military and corporate military forces exclusively. Similar to 
  the Model 13, but chambered in a smaller diameter cartidge (with the same powder 
  charge behind it) and sporting a short range 25mm grenade launcher underneath the 
  barrel. .55G Caseless munitions share almost all ballistic qualities with 12mm 
  munitions.  
   
  CAR-24 
  RIF -2 L R 7.62N 20 25 UR 300m 1000eb 
  HVY +0 N R Grenade 1 1 ST 300m  
   
  Probably the smallest automatic weapon marketed in the venerable 7.62 Nato 
  munition, the CAR-24 shows distinctive CAR-15 lineage. Often referred to as a 
  close assault weapon SMG because of the integrated Grenade Launcher, this beast is 
  also found in cheaper street versions of lower production standards and reliability 
  (jams 2 times in 10 when fired full auto, UR GL) for 600 euro or so. WA is 
  increased by 1 with stock extended.  
   
  M50 
  RIF +1 N P 7.62 30 20 UR 400m 1100eb 
  HVY +1 N P Grenade 6 1 ST 300m  
   
  Still showing it's CAR-15 roots, the M50 is a long-barreled assault rifle still firing 
  the venerable 7.62 Nato munitions. The barrel length is because of the 6 shot 
  integral grenade launcher mounted underneath. Standard model comes equipped 
  with a folding stock which does nothing to increase it's concealability.  
   
  SR-50 
  RIF +1 N R .62 12 2 VR 700m 2050eb  
   
  Originally built up from an extended version of the M50, the SR-50 ended up as a 
  sniper's dream, even firing the proprietary .62 caseless munitions it remained almost 
  completely recoilless, and dead silent with it's integral flash / sound suppressor. The 
  incredibly simple mechanism assures high reliability, unlike most other Capitol 
  products. .62 ammo does 8d6 damage.  
   
  Colding Arms M516S 
  RIF +0 N C 12ga 6 2 ST 60m 600eb  
   
  The M516S, Single-Model, is Capitol Security Service's standard shotgun, 
  frequently carried both on patrol and on emergency calls. Many other security 
  companies look to the M516S because of it's long range compared to most similar 
  models. The 516S is a fairly common weapon, many have been stolen from CSS 
  troops and other security forces, which boasts long range and autoloading 
  functionality.  
   
  Colding Arms M516D 
  RIF -2 N R 12ga 12 2/4 ST 60m 1900eb  
   
  The M516D, Double Model, is an over-and-under double-barreled variant of the 
  516S shotgun, restricted to military and in-house use by Capitol Security Services. 
  One of the few autoloading double-barreled shotguns on the market, it is much 
  sought after, 
   
  P60 "Punisher" 
  PST +1 L P 12mm 13 2 VR 60m 950eb  
   
  This fearsome handgun, nicknamed the punisher because of it's use by the 
  Inquisition, is one of the better 12mm handguns on the market, a statement 
  backed up by it's jacked-up price.  
  
   
  Piranha 
  PST +2 L C 12mm 11 2 UR 50m 650eb  
   
  This ridiculously over-sized 12mm handgun is favored for it's intimidation value 
  and relative high accuracy provided by the long barrel. The actual mechanism is 
  somewhat unreliable and the weapon is disliked in long combat because the barrel 
  makes it hard to hold up for long periods of time. 
   
  MP-103 "Hellblazer" 
  SMG +1 J R 10mm 50 20 VR 50m 800eb  
   
  Based on the MP105, the MP103 is smaller, more robust and has a larger handle 
  for better handling. Unfortunately (to most) it has a lower rate of fire, and although 
  firing the same 10mm caseless munitions, the magazine is not interchangeable with 
  the two MP105 models. Comes equipped with a cooling shroud for extended 
  autofire.  
   
  Mephisto Sniper Rifle 
  RIF +2 N P .300WM 13 1 VR 700m 1400eb  
   
  The Mephisto Sniper Rifle is a rather ordinary high-caliber rifle design with few 
  gadgets and high reliability. It is unusually stable and robust, giving excellent 
  accuracy and range. The detachable nightvision telescopic sight has x3 to x15 
  magnification and includes a red-point laser sight for short ranges. 
  Images and weapon names on this page are from the Mutant Chronicles RPG from Target Games and are the property of Target Games. 
  Use on these pages is not to imply a challenge to this copyright.
   
  SLA INDUSTRIES WEAPONS 
  CONVERSIONS 
  by Amy Luther 
  ABOUT THE WORLD 
  According to SLA Industries, all of the weapons found in the SLA 
  Industries and Karma sourcebooks are put out by "sub-companies" 
  of the world-spanning SLA Industries corporation:  
   
  "The sub-companies in SLA all act as rivals, tendering for contracts 
  and trying to out-perform each other. While ... heavily in 
  competition, they are ... working, technically, for SLA." 
   
  For CP2020, GMs will probably want to break these companies into 
  independent corporations, make up stats for them, and place them in 
  competition with established CP2020 companies like Militech, 
  Armalite, and Constitution Arms. To make this easier, the 
  companies given below are stripped of their SLA references and 
  presented as separate entities, with no ties to one another except 
  where noted. All information given for a corporation is practically 
  verbatim from SLA Industries, and companies with sparse entries 
  (Kramer Production Syndicate, Klip Killer) are just as lean in the 
  original sourcebook.  
  ABOUT THE WEAPONS 
  Most SLA Industries weapons are either entirely ceramic or employ 
  a high percentage of ceramic parts in their construction. Except 
  where otherwise noted, assume that all weapons given below are 
  caseless. SLA's preferred caliber is 10mm, and the majority of these 
  are straight one-for-one damage conversions using the CP2020 stats 
  for 10mm rounds. Any of these weapons may be smartlinked; 
  standard price increases apply.  
  The author does not condone use of all of these weapons in a 
  CP2020 campaign. Hell, I think some of them are pretty 
  overpowered. However, in the interests of neutrality, I've decided to 
  present everything, keep the conversions as faithful to the original 
  sourcebook as possible, and let you pick and choose what you want 
  according to the needs of your campaign.  
  GENERAL ARMAMENTS 
  General Armaments is known for compact, inexpensive, lightweight 
  weapons that combine ceramic barrels with standard steel frames. 
  Their products are sound enough, with a good, robust design and 
  long life expectancy of parts. Unfortunately, GA has had a rather 
  checkered success rate with their products over the years, and are 
  finding it hard to maintain their hold in the marketplace. This will 
  soon spell the end of GA's weapons design team, unless they can 
  work miracles or acquire funding from outside sources.  
  To reflect GA's decline, GMs may opt to bump prices up by 50%-
  100% in an effort to boost prices, or reduce them by the same 
  amount to simulate a GA stock "blowout." ("General Armaments 
  presents a GIANT THREE DAY SALE!")  
   
  GA47 Semi-Automatic Pistol  P -1 P 2D6+3 
  (10mm) 12 1/3 ST 50m 250eb  
  A small, inexpensive pistol from General Armaments, ideal 
  for those who need a concealable weapon with the stopping 
  power of a 10mm round. The ceramic barrel has a lifetime 
  guarantee, the lightweight frame makes the GA47 easy to 
  carry, and the low recoil makes it very easy to fire. 
  Unfortunately, the snub barrel reduces accuracy significantly. 
  (SLA 225)  
   
  GA50 "Finisher" Assault Rifle  RIF +1 L C 2D6+3 
  (10mm) 30 1/3/30 ST 400m 500eb  
  This small bullpup-configured rifle has the accuracy of an 
  assault rifle combined with the concealability, caliber, and 
  small size of a SMG. Solid carbon-fiber construction makes 
  for great weight savings and allows for a good deal of rough 
  handling without loss of performance. (SLA 225)  
  
  FEN WEAPONS 
  FEN weapons are famous for their reliability and high 
  comfort factor, with full ceramic frames, compact magazines, 
  and zero maintenance guarantees.  
   
  "When you buy a FEN product, you're buying a lifetime of 
  trouble free, cheap service crafted by the finest technicians. 
  Whatever you buy, an auto pistol or an assault cannon, better 
  buy FEN." -- FEN Catalogue ad copy 
   
  FEN-603 Auto-Pistol  P 0 J C 2D6+3 
  (10mm) 20 1/3/20 VR 50m 300eb  
  The FEN-603 is a medium autopistol that feels like a light 
  pistol due to its full ceramic frame and barrel (which comes 
  ready to accept a silencer, flash suppressor, and sights). 
  Features of note include a compact box magazine, a 
  rubberized, cushioned "easy" grip, and a zero maintenance or 
  full refund guarantee. (SLA 225)  
   
  FEN-091 "Farjacket" 14mm Pump Pistol  P -2 J P 6D6 
  (14mm) 5 1 VR 25m 1500eb  
    
  The need for a compact pistol with the knockout punch of 
  14mm rounds has been the concern of FEN's design team for 
  some time now. The Farjacket is devastatingly more 
  damaging than the Berenyi Blitzer, and the 14mm shell 
  guarantees large amounts of tissue damage no matter what 
  type of round is used. Full ceramic case and frame make the 
  Farjacket's weight enough to negate the more uncomfortable 
  aspects of its large load. The Farjacket comes ready to accept 
  a laser sight. (Karma 32)  
   
  FEN-204 "Gunhead" SMG  SMG +1 L C 2D6+3 
  (10mm) 40 1/5/40 VR 200m 450eb  
  A squat, ugly ceramic submachinegun with the features 
  common to the FEN line of weapons--"easy" grip, zero 
  maintenance guarantee, compact box magazine. Comes with 
  an integral flash suppressor or silencer, and can easily be 
  fitted with a laser sight. (SLA 225)  
   
   
  FEN-AR Assault Rifle  RIF +1 N C 6D6+2 
  (7.62) 25 1/3/25 VR 400m 500eb  
  With a hard case ceramic construction and smooth full auto 
  feed, the FEN-AR is a comfortable, rugged assault rifle. The 
  FEN-AR is FEN's most popular product, and was originally 
  restricted to military buyers. Military models have a VR 
  reliability; the civilian FEN-AR has a ST rating and no 
  maintenance guarantee, but can fit a silencer and flash 
  suppressor. (SLA 226)  
   
  FEN-706 "Power Reaper" 2.1 HVY +2 N R 4D6+4 (12mm 
  long) 100 5/50 VR 450m 1000eb  
  This is a squad support machine gun, similar in concept to 
  the Constitution Arms Cyclone Squad Support Weapon 
  (Protect & Serve) and the Dover GA-1112 Autogun (SOF2). 
  It has enjoyed fantastic success for some years now, serving 
  military clients without a flaw. It has a full ceramic barrel 
  and is equipped with a waldo harness/gyro mount for ease of 
  firing and storage; when not in use, it swings around and 
  locks into an upright position on the user's back. Standard is a 
  100 round belt-fed ammunition bin (supplied unloaded), and 
  the weapon can also accept 50-round clips. (SLA 226)  
   
  FEN-808 "Power Reaper" 2.4 (Long Bore)   
  HVY +2 N R 4D6+4 (12mm 
  long) 100 5/50 VR 800m 4000eb  
  Just in! Limited stock of special issue Long Bore Power 
  Reapers! Previously unavailable except to military clients, 
  the FEN-808 is identical to the FEN-706, but is a bit more 
  accurate (and expensive!). When carrying the FEN-808 in the 
  folded position, reduce the user's REF by -2 for the purposes 
  of running, jumping, and anything else covered by Athletics, 
  Melee, Martial Arts, and so forth. (Karma 32).  
   
  FEN-400 "Sure Kill" Sniper Cannon   
  RIF +3 N R 7D10+3 (17mm BMG) 5 1 VR 3000m 2000eb  
  The Sure Kill is perhaps the most powerful sniper rifle ever 
  made. The over-long ceramic barrel allows for extremely 
  high muzzle velocities; the weapon itself comes with laser 
  sight, folding bipod (+1 WA at Long/Extended Range), 
  3000m scope and 20% recoil baffling (reduce BOD min by 
  20%). The Sure Kill also has a five round box magazine. The 
  manufacturers apologize for the unavailability of larger box 
  magazines. (SLA 226)  
   
  FEN 30-30 "True Shot" Sniper Rifle  RIF +3 N P 6D6+2 
  (7.62mm) 1 1 VR 900m 1100eb  
  The 30-30 has a full ceramic casing and barrel and comes 
  with laser sight, flash suppressor, 1000m scope and 
  detachable bipod (+1 WA at Long/Extended Range). It is bolt 
  action and holds a single round; there is very little recoil, and 
  the ceramic barrel is detachable and comes with a full zero 
  maintenance guarantee. (SLA 226)  
   
  FEN "Tri" Sniper Platform  RIF +4 N R 6D10 (12.7mm 
  BMG) 1 1 VR 1200m 1450eb  
  An innovative design from FEN, the Tri Sniper Platform 
  comes with a powerful 2000m scope with integral IR and UV 
  nightsight linked to a high resolution monitor targeting 
  screen (detachable) and IR/UV laser sight with a 2000m 
  range. Fully suppressed and silenced, the Tri is bolt action, 
  single-shot, with a full ceramic frame and barrel. The Tri is 
  mounted on a sturdy tripod; fine aiming is done by the 
  computer--no hands are required, and would in fact interfere 
  with the shot. Alternately, aiming can be accomplished (at -1 
  WA) with a small remote control and the monitor targeting 
  screen. The remote is good up to 5m. The Tri cannot be 
  removed from the tripod without dropping WA to -3! 
  Operating the Tri manually is difficult: removing the monitor 
  drops WA by -2. A "stripped" Tri (no scope, no monitor) 
  operates at a WA of 0. The Tri is modular and fits in a 
  compact carry case. (SLA 226)  
   
  FEN-93 GAG   RIF +2 N P 6D6+2 
  (7.62mm) 30 3/30 VR 400m 800eb  
  Though the GAG has all the markings of an assault rifle, it 
  has been constructed to conform to most of the specifications 
  of the 30-30. Carrying a 7.62mm round, it is mostly identical 
  to the 30-30, but has the capacity for automatic fire and a 
  larger magazine capacity. (Karma 31)  
  
  KLIP KILLER 
  Klip Killer manufactures hold-out weapons, similar to the 
  (in)famous Polymer One-Shot Cannon (Chromebook 2). 
  Since Klip Killer weapons are actually designed, not slapped 
  together like the One-Shot, they are fairly reliable.  
   
  K.K. 20 "Panther"  P 0 J E 4D6+1 
  (12mm) 20 2 ST 25m 200eb  
  For those of you who don't want the hassle of carrying a 
  back-up pistol, the KK20 is ideal. The KK20 clips easily onto 
  your arm, and the use of light carbon-fiber in its construction 
  makes it extremely light, though a bit bulky. (-1 REF to 
  actions performed with that arm). The trigger is slung under 
  the wrist so that when your primary weapon is dropped, the 
  trigger grip can be easily flipped into the hand, ready to fire a 
  12mm round. The KK requires a special modular 20 round 
  wrap-around feed, available from KK(50eb), and can fit a 
  laser sight, silencer or flash suppressor (-2 REF to actions 
  performed with that arm, and raises concealability to L). 
  (SLA 227)  
   
  K.K. 30 "Ripper"  P 0 L E 4D6+1 
  (12mm) 20 1/5 ST 25m 400eb  
  The Ripper is essentially a high-powered, automatic version 
  of the Panther. It shares the wrist trigger system and 
  ammunition clips of the Panther. Due to its larger size, and 
  slightly different construction, the Ripper is unable to fit a 
  silencer or flash suppressor. It can fit a laser sight. Wearing a 
  Ripper will reduce REF by -2 on all actions with that arm. 
  (SLA 227)  
  BERENYI LIGHT ARMS 
  Berenyi Light Arms has had an unblemished track record 
  since it first unveiled the Blitzer. Their standard of 
  workmanship is unparalleled; Berenyi designs have an air of 
  artistry, a look which makes these expensive handguns more 
  of a status symbol than a weapon.  
   
  Berenyi 046M "Blitzer" Revolver  P +1 J P 4D6+1 
  (12mm) 6 2 VR 50m 1800eb  
  These unusual ceramic revolvers from Berenyi Light Arms 
  are molded from high quality silicate and carbon-fiber 
  composites. While most are custom-made for each buyer 
  (individually molded grips and designs and so forth), with a 
  little chemical preparation they are not too hard to genericize 
  (acid-treating the grips, eating off the serial numbers, etc) and 
  many black market versions exist. If not bought factory-
  direct, the cost is halved, the reliability drops to UR, and the 
  WA drops to a minimum of -1. Blitzer orders take two weeks 
  to fill and Berenyi provides a maintenance kit/carry case for 
  an additional 50eb. (SLA 227)  
   
  Berenyi 446M 12mm Derringer   P -2 P P 4D6+1 
  (12mm) 2 2 VR 25m 400ebThe Derringer is one of the 
  smallest heavy handguns in production. It follows the strict 
  production guidelines that BLA previously set on the 046 
  Blitzer, so quality is assured. The Derringer is a breech 
  loaded, twin barrelled pistol that chambers two 12mm 
  rounds. It has been designed with reinforced chambers and a 
  single or double hammer pull to allow the firing of one or 
  both of the rounds with a single trigger action. This is BLA's 
  first entry into the mass-production firearms market. (Karma 
  30).  
   
  Berenyi 710M "Snubber"   P 0 P P 2D6+1 
  (9mm) 14 1/2 VR 50m 150eb  
  The BLA Snubber is a petite autopistol; it is easy to maintain, 
  easy to fire, lighter and cheaper than the FEN-603 (which it 
  was designed to compete with). (Karma 31)  
   
  Berenyi 646M "Buzzsaw" SMG nbsp; SMG +1 N C 2D6+1 
  (9mm) 180 40 VR 100m 800eb  
  With the introduction of more and more semi and fully 
  automatic weapons into an already flooded market, Berenyi 
  has created the 646 Buzzsaw in an effort to step ahead of the 
  pack. Note that though the weapon resembles a tiny minigun, 
  it is in fact an SMG with an integral drum magazine and will 
  accept no other type without a bit of tinkering (Average 
  Weaponsmith roll, changes concealibility to L). (Karma 30)  
  KRAMER PRODUCTION SYNDICATE 
  KPS "Mangler" Auto-Shotgun   SHG -1 N P 4D6 (10 
  gauge) 40 15 ST 50m 900eb  
  This is a high-power, closed bolt, gas-operated, belt-fed 
  automatic shotgun from the Kramer Production Syndicate. It 
  has a full ceramic frame composition and can fire up to 300 
  rounds per minute (sustained fire).  
  SLA INDUSTRIES 
  Rules the world and manufactures high-quality weapons, too. 
  What fun!  
   
  SLA Industries 10-10 "Bully Boy"  SHG 0 N P 4D6 (10 
  gauge) 20 5 VR 50m 600eb 
  The 10-10 Bully Boy is a snub-nose, gas-operated, bullpup 
  configured, close assault autoshotgun. For an autoshotgun, it 
  has a relatively low rate of fire, but its reliability is 
  unmatched. It can use 10 gauge or solid slug ammunition in a 
  10 round box magazine, and comes with a lifetime guarantee 
  on the full weapon system.  
  CONSOLIDATED ARMS 
  Consolidated Arms makes lightweight, light caliber, mass-
  production alloy firearms for the home and personal defense 
  market. A gun for everyone from Granny to little Mary Sue. 
  Rugged, cheap, easy to clean, not terribly accurate, and 
  ubiquitous. All are 5mm.  
   
  Consolidated Arms Cold Cast Pistol   P -1 P C 1D6 
  (5mm) 8 2 VR 50m 50eb  
  Consolidated Arms "Eagle" SMG  SMG -2 J C 1D6 
  (5mm) 30 1/30 VR 150m 100eb  
   
  
  DYNAMIC PRECISION BLADES 
  Dynamic Precision Blades manufactures a variety of modern 
  powered melee weapons.  
   
  Dynamic Chain Axe  MEL -2 N P 4D6 n/a n/a ST 2m 200eb  
  No frills. The Chain Axe is a brutal weapon that will rip 
  flesh, bone, and armor with gruesome ease. Easy 
  maintenance, 5000 hour power pack, light ceramic frame and 
  steel cutting teeth. Picture a cross between a chainsaw and a 
  pole arm, and you have some idea of what kind of weapon 
  this is.  
   
  Dynamic 
  VibroSabre  MEL 0 N P 4D6 n/a n/a ST 1m 400eb  
  While not a monoweapon, the VibroSabre has a blade 
  constructed from a durable silicon and carbon fiber 
  compound, and is well equipped to match the high standards 
  demanded by those accustomed to monoknives. Quality, 
  hand-crafted hilt and scabbard. Estimated power pack life is 
  5000 hours.  
   
  Dynamic Gash 
  Fist  MEL 0 P P 3D6/2D6/2D6 n/a n/a ST 1m 800eb  
  This powered gauntlet resembles the SPM-1 Battleglove in 
  concept, but differs slightly in execution. It does 3D6 
  crushing damage, 2D6 punch damage, and 2D6 AP damage 
  from the pair of retractable blades on the wrist and back of 
  the hand. It has no room for cyberarm options.  
  IAN THOMAS BRADLEY 
  Ian Thomas Bradley is famous for non-powered, high-quality 
  ceramic and monoblade "reproductions" of ancient melee 
  weapons.  
   
  ITB Flick Scythe  MEL +1 N P 4D6 n/a n/a ST 2m 500eb  
  An extremely powerful pole arm with a tough silica-ceramic 
  blade, the Flick Scythe is excellent for keeping your 
  opponents out of arm's reach while ripping them apart. The 
  blade and haft fold down to a compact 12" carrying rod 
  (takes 2 rounds to fully open for combat).  
   
   
  OLD WEST GUN STATS, v2.0 
  by Gary Astleford 
  [Mockery's Note: As explained in the Star Wars Weapon and 
  Armor Conversions, we like the Cyberpunk game mechanics so 
  much that Ocelot worked up these historical gun stats for use with 
  the R. Talsorian system. The main source for these guns is the 
  Phoenix Command Wild West Weapon Data Supplement, put out by 
  Leading Edge Games. Please don't limit your use of these guns to a 
  strict historical campaign, because they work great as antique 
  curiosities in the CP2020 system! Imagine a poser gang composed 
  of famous Wild West outlaws, each packing an authentic pistol ... ]  
   
  Weapon stats are in this order: 
  TYPE  W.A.  CON  AVL DAMAGE  SHOTS  ROF  REL  RNG 
   
  Statistic Definitions are at the bottom of the page. Sorry, cost 
  is not listed. If you're running a historical game, you should 
  be able to find out the average cost of a period weapon with a 
  minimal amount of research. If you're incorporating these 
  guns into a Cyberpunk game, cost will vary hugely, 
  depending on authenticity, condition, and source of the 
  weapons.  
  PISTOLS 
  Colt Army Dragoon, First Model  
  (.44 Cap & Ball) P -1 J C 2D6+2  6 1 ST 35m. 
   
  Colt Buntline Special  
  (.45 Long Colt) P +0 L C 2D6+2 6 1 VR 60m. 
   
  Colt Frontier Model 
  (44/40 Winchester) P +0 J C 3D6+1 6 1 VR 40m. 
   
  Colt Model 1851 Navy  
  (.36 Cap & Ball) P +0 J C 2D6 6 1 ST 30m. 
   
  Colt Model 1860 Army  
  (.44 Cap & Ball) P +0 J C 2D6+2 6 1 ST 35m. 
   
  Colt Peacemaker  
  (.45 Long Colt) P +0 J C 2D6+2 6 1 VR 35m. 
   
  Colt Pocket Police  
  (.36 Cap & Ball) P +0 J C 2D6 6 1 ST 30m. 
   
  Colt Shopkeeper  
  (38/40 Winchester) P -1 J C 2D6 6 1 ST 30m. 
   
  Colt Walker  
  (.44 Cap & Ball) P +0 J C 4D6 6 1 ST 45m. 
   
  Derringer  
  (.50 Cap & Ball) P -1 P C 2D6 1 1 ST 5m. 
   
  Elliot Pocket Repeater  
  (.22 Rim Fire) P -2 P C 1D6 5 2 ST 5m. 
   
  Elliot Single  
  (.41 Rim Fire) P -2 P C 1D6+2 1 1 ST 5m. 
   
  Griswold and Gunnison  
  (.44 Cap & Ball) P -1 J R 2D6+2 6 1 ST 35m. 
   
  Le Mat  
  (.42 Cap & Ball) P +0 J P 2D6+1 9 1 ST 35m. 
   
  Le Mat  
  (.60 Cap & Ball) P -1 J P 5D6 1 1 UR 25m. 
   
  Remington Double Derringer  
  (.41 Rim Fire) P -2 P C 1D6+2 2 2 ST 5m. 
   
  Remington New Model Army  
  (.44 Cap & Ball) P +0 J C 2D6+2 6 1 ST 35m. 
   
  Smith & Wesson Model #2 
  (.32 S&W Long) P +0 J P 1D6+1 6 1 ST 25m. 
   
  Spiller and Burr  
  (.36 Cap & Ball) P +0 J C 2D6 6 1 ST 30m. 
   
  Starr 44  
  (.44 Cap & Ball) P +0 J C 2D6+2 6 2 ST 35m. 
  
  RIFLES 
  Brown Bess  
  (.75 Smoothbore Flintlock Musket)  
  RIF -1 N C 5D6+2 1 1 UR 35m. 
   
  Charleville Musket  
  (.69 Smoothbore Flintlock Musket) RIF +0 N C 5D6 1 1 ST 50m. 
   
  Colt Revolving Rifle  
  (.56 Cap & Ball)  
  RIF +1 N C 4D6+1 5 1 ST 75m. 
   
  Gatling Gun  
  (Varies, .58 to .45)  
  RIF +0 N P varies 400 20 ST 75m. 
   
  Hall Flintlock  
  (.75 Smoothbore Flintlock Musket) RIF +0 N C 5D6+2 1 1 ST 50m. 
   
  Harper's Ferry Model 1855 Rifle  
  (.58 Rifled Cap & Ball Musket) RIF +1 N C 4D6+2 1 1 ST 75m. 
   
  Hawken Plains Rifle 
  (.50 Rifled Cap & Ball Musket) RIF +2 N C 4D6 1 1 ST 75m. 
   
  Henry Repeater 
   (.44 Rim Fire)  
  RIF +1 N C 4D6 15 1 ST 75m. 
   
  Jaeger Rifle  
  (.75 Rifled Flintlock Musket) RIF +2 N C 5D6+2 1 1 ST 75m. 
   
  Kennedy Repeater  
  (45-60 Winchester)  
  RIF +1 N C 5D6+2 12 1 ST 100m. 
   
  Kentucky Rifle  
  (.45 Cap & Ball Musket) 
   RIF +2 N C 3D6+2 1 1 ST 50m. 
   
  Remington Geiger  
  (45-70 Government) 
  RIF +0 N C 5D6+2 1 1 VR 75m. 
   
  Remington Model 1872  
  (45-70 Government)  
  RIF +1 N C 5D6+2 1 1 ST 75m. 
   
  Sharps Carbine  
  (.52 Cap & Ball Rifle)  
  RIF +1 N C 4D6 1 1 ST 75m. 
   
  Sharps Rifle  
  (.52 Cap & Ball Rifle)  
  RIF +2 N C 4D6+1 1 1 ST 100m. 
   
  Spencer Carbine  
  (.52 Rim Fire)  
  RIF +1 N C 4D6+1 7 1 ST 75m. 
   
  Springfield Model 1863  
  (.58 Rifled Cap & Ball Musket)  
  RIF +1 N C  4D6+2 1 1 ST 75m. 
   
  Springfield Model 1873  
  (45-70 Government)  
  RIF +1 N C 5D6+2 1 1 VR 75m. 
   
  Springfield Model 1873 
   (45-90 Government)  
  RIF +0 N C 5D6+2 1 1 ST 75m. 
   
  Wesson Target Rifle  
  (.52 Rifled Cap & Ball Musket) RIF +3 N C 4D6 1 1 ST 150m. 
   
  Winchester Model 1866  
  (.44 Rim Fire)  
  RIF +1 N C 4D6 17  1 VR 75m. 
   
  Winchester Model 1876  
  (45-60 Winchester)  
  RIF +1 N C 5D6+2 12 1 ST 100m. 
  SHOTGUNS 
  Double-Barrel Shotgun (.75 Percussion Muzzle Loader) SHG -
  1 N C 3D6+2 2 2 ST 50m. 
   
  Remington - Rider #3 (12 Gauge) SHG +1 N C 4D6 1 1 VR 50m. 
   
  Remington Model 1882 (12 Gauge) SHG +1 N C 4D6 2 2 VR 50m. 
   
  Remington Model 89 (10 Gauge) SHG +1 N C 6D6 2 2 ST 50m. 
  Statistic Definitions : 
   
   
  TYPE 
  P = Pistol; SMG = Submachine Gun; SHG = Shotgun; RIF = Rifles; HVY = Heavy Weapons; BOW = Bow Weapons; MEL = Melee. 
  WA 
  Bonus added to or subtracted from a to-hit roll. 
  CON 
  Concealability; P = Pocket, Pants Leg, Sleeve; J = Jacket, Coat, Shoulder Rig; L = Long Coat; N = Cannot be Concealed or Hidden 
  (Listing after a "/" indicates a collapsed stock). 
  AVL 
  Availability; E = Excellent (1-9 chance); C = Common (1-6 chance); P = Poor (1-4 chance); R = Rare (1-2 chance). 
  DAMAGE Dice of Damage Rolled. 
  SHOTS 
  Number of Shots per Standard Clip, Magazine, etc. 
  ROF 
  Number of Shots That Can be Fired Per Combat Round. 
  REL 
  Reliability; VR = Very Reliable; ST = Standard; UR = Unreliable. 
  RNG 
  Long Range for the Weapon in Meters. 
   
  
   
   
  The BlackHammer CyberPunk Project 
   
  Light HandGuns 
   
  Astra Style-6 
   
  PST 
   
  -1 
   
  P 
   
  E 
   
  5mm CL 
   
  6 
   
  2 
   
  UR 
   
  50m 
   
  $25 
   
  Browning .25 “Ladymans” 
   
  PST 
   
  +0 
   
  P 
   
  E 
   
  .25ACP 
   
  5 
   
  2 
   
  ST 
   
  50m 
   
  $75 
   
  Budget C-13 Ladymans 
   
  PST 
   
  -1 
   
  P 
   
  C 
   
  6mm CL 
   
  10 
   
  2 
   
  UR 
   
  50m 
   
  $50 
   
  Dai Lung CyberMag 15 
   
  PST 
   
  -1 
   
  P 
   
  C 
   
  6mm CL 
   
  10 
   
  2 
   
  X 
   
  50m 
   
  $50 
   
  Federated Arms Impact 
   
  PST 
   
  +1 
   
  J 
   
  E 
   
  .22 
   
  10 
   
  2 
   
  VR 
   
  50m 
   
  $60 
   
  Federated Arms X-22 
   
  PST 
   
  +0 
   
  J 
   
  E 
   
  6mm CL 
   
  10 
   
  2 
   
  ST 
   
  50m 
   
  $50 
   
  Federated Arms X-22CL 
   
  PST 
   
  +0 
   
  J 
   
  E 
   
  .22 
   
  10 
   
  2 
   
  ST 
   
  50m 
   
  $25 
   
  Glock Model 70 
   
  PST 
   
  +2 
   
  J 
   
  P 
   
  6mm CL 
   
  26 
   
  2 
   
  VR 
   
  50m 
   
  $550 
   
  Glock Ultra-Compact Model 95 
   
  PST 
   
  +1 
   
  P 
   
  P 
   
  6mm CL 
   
  9 
   
  2 
   
  VR 
   
  50m 
   
  $600 
   
  Hunter 38 Lite 
   
  PST 
   
  -1 
   
  P 
   
  C 
   
  6mm CL 
   
  8 
   
  2 
   
  UR 
   
  50m 
   
  $50 
   
  Mexican Metals XS4 
   
  PST 
   
  +0 
   
  P 
   
  C 
   
  7mm CL 
   
  17 
   
  2 
   
  UR 
   
  50m 
   
  $80 
   
  Mustang Arms “Whisper” (silenced) 
   
  PST 
   
  +3 
   
  J 
   
  R 
   
  .22 
   
  8 
   
  1 
   
  VR 
   
  50m 
   
  $520 
   
  Plastic Power Challenger 
   
  PST 
   
  +0 
   
  P 
   
  E 
   
  6mm CL 
   
  8 
   
  1 
   
  UR 
   
  50m 
   
  $25 
   
  Plastic Power Independence 
   
  PST 
   
  +0 
   
  P 
   
  E 
   
  7mm CL 
   
  6 
   
  1 
   
  UR 
   
  50m 
   
  $25 
   
  Plastic Power Tsunami 
   
  PST 
   
  +0 
   
  J 
   
  C 
   
  7mmCL 
   
  12 
   
  2 
   
  UR 
   
  50m 
   
  $50 
   
  Stein & Wasserman Challenger Short 
   
  PST 
   
  +0 
   
  P 
   
  P 
   
  6mm CL 
   
  8 
   
  1 
   
  VR 
   
  50m 
   
  $300 
   
  Stein & Wasserman Challenger Long 
   
  PST 
   
  +1 
   
  J 
   
  P 
   
  6mm CL 
   
  8 
   
  1 
   
  VR 
   
  50m 
   
  $300 
   
  StreetLine Special 
   
  PST 
   
  -2 
   
  P 
   
  P 
   
  6mm 
   
  6 
   
  1 
   
  ST 
   
  15m 
   
  $100 
   
  Towa Manufacturing Type 12 Police Revolver 
   
  PST 
   
  +3 
   
  J 
   
  P 
   
  6mm 
   
  6 
   
  2 
   
  VR 
   
  50m 
   
  $450 
   
  Walther Palm Pistol 
   
  PST 
   
  -2 
   
  P 
   
  P 
   
  .25ACP 
   
  2 
   
  2 
   
  VR 
   
  20m 
   
  $200 
   
  XenoTech Pepper Shaker 
   
  PST 
   
  -4 
   
  J 
   
  P 
   
  5mmCL 
   
  7 
   
  1(7) 
   
  ST 
   
  25m 
   
  $125 
   
  Zulu Alpha 
   
  PST 
   
  +0 
   
  P 
   
  E 
   
  6mm CL 
   
  10 
   
  2 
   
  X 
   
  50m 
   
  $36 
    
  Medium HandGuns 
   
  AMT Automag IV 
   
  PST 
   
  +1 
   
  J 
   
  R 
   
  10mm 
   
  10 
   
  2 
   
  ST 
   
  50m 
   
  $500 
   
  Arasaka AG-15 
   
  PST 
   
  +1 
   
  J 
   
  P 
   
  9mm Bolt 
   
  10 
   
  1 
   
  VR 
   
  50m 
   
  $440 
   
  Arasaka WSA Automatic 
   
  PST 
   
  +0 
   
  J 
   
  C 
   
  10mm 
   
  15 
   
  2 
   
  VR 
   
  50m 
   
  $475 
   
  Ares Light Fire 70 
   
  PST 
   
  -1 
   
  P 
   
  P 
   
  9mm CL 
   
  16 
   
  2 
   
  ST 
   
  50m 
   
  $350 
   
  BudgetArms C-41 
   
  PST 
   
  +1 
   
  J 
   
  E 
   
  .41CL (as 9mm) 
   
  10 
   
  3 
   
  VR 
   
  50m 
   
  $600 
   
  Beretta M97P (w/ laser sight) 
   
  PST 
   
  +2 
   
  J 
   
  P 
   
  9mm CL 
   
  18 
   
  2 
   
  VR 
   
  50m 
   
  $480 
   
  Beretta 101T 
   
  PST 
   
  +1 
   
  P 
   
  P 
   
  9mm CL 
   
  10/12 
   
  2 
   
  VR 
   
  50m 
   
  $350 
   
  Beretta 101TL (w/laser sight) 
   
  PST 
   
  +2 
   
  P 
   
  P 
   
  9mm CL 
   
  10/12 
   
  2 
   
  VR 
   
  50m 
   
  $500 
   
  Beretta 110T (w/laser sight) 
   
  PST 
   
  +2 
   
  J 
   
  P 
   
  9mm CL 
   
  16/19 
   
  2 
   
  VR 
   
  50m 
   
  $550 
   
  Browning GP35 
   
  PST 
   
  +1 
   
  J 
   
  E 
   
  9mm 
   
  13 
   
  2 
   
  VR 
   
  50m 
   
  $250 
   
  Ceska vz/120 
   
  PST 
   
  +1 
   
  J 
   
  P 
   
  9mm CL 
   
  18 
   
  2 
   
  VR 
   
  50m 
   
  $350 
   
  Colt Alpha-Omega Competition Pistol 
   
  PST 
   
  +2 
   
  J 
   
  C 
   
  10mm CL 
   
  10 
   
  2 
   
  VR 
   
  50m 
   
  $500 
   
  Colt American L36 
   
  PST 
   
  +1 
   
  J 
   
  P 
   
  10mm CL 
   
  9/11 
   
  2 
   
  VR 
   
  50m 
   
  $350 
   
  Colt 10mm Compact “New Standard” 
   
  PST 
   
  +0 
   
  P 
   
  E 
   
  10mm 
   
  10 
   
  1 
   
  VR 
   
  50m 
   
  $250 
   
  Colt M1911A1 
   
  PST 
   
  +1 
   
  J 
   
  E 
   
  .45 ACP 
   
  7 
   
  2 
   
  VR 
   
  50m 
   
  $300 
   
  Colt M1911A1 Modified 
   
  PST 
   
  +1 
   
  J 
   
  E 
   
  .45 ACP 
   
  13 
   
  2 
   
  VR 
   
  50m 
   
  $450 
   
  Colt Enforcement 10 
   
  PST 
   
  +1 
   
  J 
   
  C 
   
  10mm CL 
   
  14 
   
  2 
   
  VR 
   
  50m 
   
  $550 
   
  Colt OHWS 
   
  PST 
   
  +2 
   
  J 
   
  R 
   
  .45ACP 
   
  10 
   
  2 
   
  VR 
   
  50m 
   
  $500 
   
  Colt Python 
   
  PST 
   
  +1 
   
  J 
   
  E 
   
  .357 
   
  6 
   
  1 
   
  ST 
   
  50m 
   
  $300 
   
  C.O.P. Derringer 
   
  PST 
   
  +0 
   
  P 
   
  C 
   
  .357 
   
  4 
   
  2 
   
  VR 
   
  25m 
   
  $150 
   
  Cz-75 
   
  PST 
   
  +2 
   
  J 
   
  R 
   
  9mm 
   
  15 
   
  2 
   
  ST 
   
  50m 
   
  $375 
   
  Dai Lung StreetMaster 
   
  PST 
   
  +0 
   
  J 
   
  E 
   
  10mm CL 
   
  12 
   
  2 
   
  UR 
   
  50m 
   
  $200 
   
  Dai Lung Magnum 
   
  PST 
   
  +1 
   
  J 
   
  E 
   
  .357 CL 
   
  10 
   
  2 
   
  X 
   
  50m 
   
  $150 
   
  Federated Arms X-38 
   
  PST 
   
  +1 
   
  J 
   
  E 
   
  .38 CL 
   
  10 
   
  2 
   
  ST 
   
  50m 
   
  $70 
   
  Federated Arms X-9 
   
  PST 
   
  +0 
   
  J 
   
  E 
   
  9mm CL 
   
  12 
   
  2 
   
  ST 
   
  50m 
   
  $300 
   
  Fashion Gun 9 
   
  PST 
   
  +0 
   
  P 
   
  E 
   
  9mm 
   
  7 
   
  2 
   
  XX 
   
  50m 
   
  $35 
   
  Goncz-Taurus 9mm 
   
  PST 
   
  +0 
   
  J 
   
  E 
   
  9mm CL 
   
  15 
   
  2 
   
  ST 
   
  50m 
   
  $200 
   
  Gover 10mm 
   
  PST 
   
  +2 
   
  J 
   
  C 
   
  10mm 
   
  12 
   
  1 
   
  VR 
   
  50m 
   
  $390 
   
  Glock Model 17 
   
  PST 
   
  +2 
   
  J 
   
  C 
   
  9mm 
   
  17/19 
   
  2 
   
  VR 
   
  50m 
   
  $400 
   
  Glock Model 19 
   
  PST 
   
  +2 
   
  J 
   
  C 
   
  9mm 
   
  15 
   
  2 
   
  VR 
   
  50m 
   
  $400 
   
   
   
   
   
   
   
   
   
   
   
  
    
  Medium HandGuns 
  Glock Model 20 
  PST 
  +1 
  J 
  P 
  10mm 
  15 
  2 
  VR 
  50m 
  $500 
   
  Glock Model 21 
   
  PST 
   
  +1 
   
  J 
   
  C 
   
  .45ACP 
   
  13 
   
  2 
   
  VR 
   
  50m 
   
  $500 
   
  Glock Model 22 
   
  PST 
   
  +1 
   
  J 
   
  C 
   
  .40S&W 
   
  15 
   
  2 
   
  VR 
   
  50m 
   
  $450 
   
  Glock Model 23 
   
  PST 
   
  +1 
   
  J 
   
  C 
   
  .40S&W 
   
  13 
   
  2 
   
  VR 
   
  50m 
   
  $450 
   
  Glock Model 24 
   
  PST 
   
  +2 
   
  J 
   
  C 
   
  .40S&W 
   
  15 
   
  2 
   
  VR 
   
  50m 
   
  $500 
   
  Glock Model 25 
   
  PST 
   
  +2 
   
  J 
   
  R 
   
  .380ACP 
   
  15 
   
  2 
   
  VR 
   
  50m 
   
  $500 
   
  Glock Model 26 
   
  PST 
   
  +1 
   
  P 
   
  P 
   
  9mm 
   
  10 
   
  2 
   
  VR 
   
  50m 
   
  $500 
   
  Glock Model 27 
   
  PST 
   
  +1 
   
  P 
   
  P 
   
  .40S&W 
   
  9 
   
  2 
   
  VR 
   
  50m 
   
  $500 
   
  Glock Model 28 
   
  PST 
   
  +1 
   
  P 
   
  R 
   
  .380ACP 
   
  10 
   
  2 
   
  VR 
   
  50m 
   
  $500 
   
  Glock Model 29 
   
  PST 
   
  +1 
   
  P 
   
  P 
   
  10mm 
   
  10 
   
  2 
   
  VR 
   
  50m 
   
  $500 
   
  Glock Model 30 
   
  PST 
   
  +1 
   
  P 
   
  P 
   
  .45ACP 
   
  9 
   
  2 
   
  VR 
   
  50m 
   
  $500 
   
  Glock Model 31 
   
  PST 
   
  +2 
   
  J 
   
  P 
   
  .357 sig 
   
  15 
   
  2 
   
  VR 
   
  50m 
   
  $500 
   
  Glock Model 32 
   
  PST 
   
  +2 
   
  J 
   
  P 
   
  .357 sig 
   
  13 
   
  2 
   
  VR 
   
  50m 
   
  $500 
   
  Glock Model 33 
   
  PST 
   
  +1 
   
  P 
   
  P 
   
  .357 sig 
   
  9 
   
  2 
   
  VR 
   
  50m 
   
  $500 
   
  Glock Model 34 
   
  PST 
   
  +2 
   
  J 
   
  P 
   
  9mm 
   
  19 
   
  2 
   
  VR 
   
  50m 
   
  $500 
   
  Glock Model 35 
   
  PST  
   
  +2 
   
  J 
   
  P 
   
  .40S&W 
   
  15 
   
  2 
   
  VR 
   
  50m 
   
  $500 
   
  Glock Compact Model 76 
   
  PST 
   
  +1 
   
  P 
   
  P 
   
  9mmCL 
   
  14 
   
  2 
   
  VR 
   
  50m 
   
  $500 
   
  Glock Compact Model 77 
   
  PST 
   
  +1 
   
  P 
   
  P 
   
  .40 CL 
   
  13 
   
  2 
   
  VR 
   
  50m 
   
  $550 
   
  Glock Compact Model 79 
   
  PST 
   
  +1 
   
  P 
   
  P 
   
  10mmCL 
   
  13 
   
  2 
   
  VR 
   
  50m 
   
  $525 
   
  Glock Compact Model 80 
   
  PST 
   
  +1 
   
  P 
   
  P 
   
  .45 CL 
   
  12 
   
  2 
   
  VR 
   
  50m 
   
  $600 
   
  Glock Ultra-Compact Model 96 
   
  PST 
   
  +0 
   
  P 
   
  R 
   
  9mm CL 
   
  7 
   
  2 
   
  VR 
   
  50m 
   
  $700 
   
  Glock Ultra-Compact Model 97 
   
  PST 
   
  -1 
   
  P 
   
  R 
   
  11mm CL 
   
  5 
   
  2 
   
  VR 
   
  50m 
   
  $700 
   
  Glock Ultra-Compact Model 98 (Pocket 10) 
   
  PST 
   
  -1 
   
  P 
   
  P 
   
  10mmCL 
   
  6 
   
  2 
   
  VR 
   
  40m 
   
  $600 
   
  Hammer M-11 Bolt Pistol 
   
  PST 
   
  +2 
   
  J 
   
  P 
   
  9mm Bolt 
   
  10 
   
  2 
   
  ST 
   
  30m 
   
  $320 
   
  Heckler & Koch P7M13 
   
  PST 
   
  +2 
   
  J 
   
  P 
   
  9mm 
   
  14 
   
  2 
   
  VR 
   
  50m 
   
  $400 
   
  Heckler & Koch P7M10 
   
  PST 
   
  +1 
   
  J 
   
  P 
   
  10mm 
   
  12 
   
  2 
   
  VR 
   
  50m 
   
  $450 
   
  Heckler & Koch OHWS 
   
  PST 
   
  +2 
   
  J 
   
  R 
   
  .45 ACP 
   
  12 
   
  2 
   
  ST 
   
  50m 
   
  $500 
   
  Heckler & Koch USP 10 
   
  PST 
   
  +0 
   
  J 
   
  P 
   
  10mm CL 
   
  10 
   
  2 
   
  VR 
   
  50m 
   
  $650 
   
  Hunter CAT 
   
  PST 
   
  +0 
   
  P 
   
  P 
   
  .400 Cor-Bon 
   
  6 
   
  2 
   
  VR 
   
  50m 
   
  $350 
   
  Hunter GAL 
   
  PST 
   
  +1 
   
  J 
   
  P 
   
  .400 Cor-Bon 
   
  15 
   
  3 
   
  VR 
   
  50m 
   
  $750 
   
  Heckler & Koch SP89 
   
  PST 
   
  +2 
   
  L 
   
  R 
   
  9mm 
   
  20 
   
  2 
   
  VR 
   
  50m 
   
  $650 
   
  IMI Gamad (w/ laser sight) 
   
  PST 
   
  +1 
   
  P 
   
  E 
   
  10mm 
   
  7 
   
  2 
   
  VR 
   
  50m 
   
  $575 
   
  Kang Tao Type 97 
   
  PST 
   
  +1 
   
  J 
   
  E 
   
  9mm CL 
   
  10 
   
  2 
   
  UR 
   
  50m 
   
  $35 
   
  Le Roi Maxi 10 
   
  PST 
   
  -1 
   
  J 
   
  E 
   
  10mm 
   
  10 
   
  2 
   
  UR 
   
  50m 
   
  $150 
   
  M11-2873 (silenced) 
   
  PST 
   
  -1 
   
  J 
   
  P 
   
  10mm CL 
   
  12 
   
  2 
   
  UR 
   
  50m 
   
  $300 
   
  Matel Intimidator II 
   
  PST 
   
  +0 
   
  J 
   
  E 
   
  9mm CL 
   
  14 
   
  2 
   
  UR 
   
  50m 
   
  $80 
   
  Mamba 9mm 
   
  PST 
   
  +1 
   
  J 
   
  C 
   
  9mm 
   
  15 
   
  1 
   
  ST 
   
  50m 
   
  $200 
   
  Manex TR 88 Heavy Pistol 
   
  PST 
   
  +1 
   
  L 
   
  P 
   
  10mm CL 
   
  24 
   
  2 
   
  ST 
   
  60m 
   
  $400 
   
  Mateba Model 207 
   
  PST 
   
  +3 
   
  J 
   
  P 
   
  9mm 
   
  6 
   
  1 
   
  VR 
   
  50m 
   
  $400 
   
  Micro-Uzi 
   
  PST 
   
  +0 
   
  J 
   
  P 
   
  9mm/.45ACP 
   
  30 
   
  3 
   
  UR 
   
  50m 
   
  $350 
   
  Militech Avenger 
   
  PST 
   
  +0 
   
  J 
   
  E 
   
  9mm CL 
   
  10 
   
  2 
   
  VR 
   
  50m 
   
  $250 
   
  Mustang Arms OSHI592 (w/ laser sight) 
   
  PST 
   
  +1 
   
  P 
   
  P 
   
  9mm CL 
   
  10 
   
  1 
   
  ST 
   
  50m 
   
  $435 
   
  Nomad .357 Automatic 
   
  PST 
   
  +0 
   
  J 
   
  C 
   
  .357  
   
  8 
   
  2 
   
  VR 
   
  50m 
   
  $300 
   
  Nomad .357 Revolver 
   
  PST 
   
  +0 
   
  J 
   
  C 
   
  .357 
   
  6 
   
  2 
   
  VR 
   
  50m 
   
  $250 
   
  Nova .338 Citygun 
   
  PST 
   
  +1 
   
  J 
   
  P 
   
  .338 
   
  7 
   
  3 
   
  VR 
   
  50m 
   
  $600 
   
  Para-Ordinance P12-45 
   
  PST 
   
  +0 
   
  P 
   
  P 
   
  .45 ACP 
   
  12 
   
  2 
   
  ST 
   
  50m 
   
  $350 
   
  Plastic Power Freedom 
   
  PST 
   
  +0 
   
  P 
   
  C 
   
  9mm CL 
   
  10 
   
  1 
   
  UR 
   
  50m 
   
  $45 
   
  Seburo SNAB 5.7mm 
   
  PST 
   
  +2 
   
  L 
   
  R 
   
  5.7mm 
   
  20 
   
  1 
   
  VR 
   
  70m 
   
  $640 
   
  Seco LD-120 (w/ laser sight) 
   
  PST 
   
  +2 
   
  J 
   
  P 
   
  9mm CL 
   
  12 
   
  2 
   
  VR 
   
  50m 
   
  $500 
   
  Sig-Sauer P-210-2 
   
  PST 
   
  +2 
   
  J 
   
  P 
   
  9mm 
   
  8 
   
  2 
   
  VR 
   
  50m 
   
  $300 
   
  Smith & Wesson Combat Magnum 
   
  PST 
   
  +1 
   
  J 
   
  C 
   
  .357 
   
  6 
   
  2 
   
  VR 
   
  50m 
   
  $400 
   
  Smith & Wesson 4026 Automatic 
   
  PST 
   
  +1 
   
  J 
   
  P 
   
  .40S&W 
   
  12 
   
  2 
   
  ST 
   
  50m 
   
  $450 
   
  Smith & Wesson Sigma 2 (w/ laser sight) 
   
  PST 
   
  +2 
   
  J 
   
  P 
   
  9mm 
   
  15 
   
  3 
   
  VR 
   
  50m 
   
  $800 
   
  Smith & Wesson Sigma 2 (w/ laser sight) 
   
  PST 
   
  +2 
   
  J 
   
  P 
   
  10mm 
   
  12 
   
  3 
   
  VR 
   
  50m 
   
  $850 
   
  Sci Fi Starrior 4 
   
  PST 
   
  +0 
   
  J 
   
  E 
   
  9mm CL 
   
  12 
   
  2 
   
  UR 
   
  50m 
   
  $50 
   
  Sci Fi Starrior 7 
   
  PST 
   
  +1 
   
  J 
   
  E 
   
  9mm CL 
   
  20 
   
  2 
   
  UR 
   
  50m 
   
  $65 
   
  Stein & Wasserman Tri-Star Revolver 
   
  PST 
   
  +0 
   
  J 
   
  C 
   
  .410 ga 
   
  6 
   
  2 
   
  ST 
   
  30m 
   
  $275 
   
  Sternmeyer P-41 AutoLoader 
   
  PST 
   
  +0 
   
  J 
   
  C 
   
  10mm CL 
   
  12 
   
  2 
   
  VR 
   
  50m 
   
  $425 
   
   
   
   
   
   
   
   
   
   
   
  
    
  Medium HandGuns 
  Steyr SPP 2015 
  PST 
  +1 
  J 
  P 
  10mm 
  10 
  2 
  VR 
  50m 
  $750 
   
  Stolbovoy ST-2 Pistol 
   
  PST 
   
  +0 
   
  J 
   
  R 
   
  10mm 
   
  14 
   
  2 
   
  SR 
   
  50m 
   
  $450 
   
  Sturm Ruger VZ-98 
   
  PST 
   
  +1 
   
  P 
   
  E 
   
  10mm CL 
   
  10  
   
  1 
   
  VR 
   
  50m 
   
  $190 
   
  Surprising Stranger 
   
  PST 
   
  +0 
   
  P 
   
  E 
   
  10mm CL 
   
  4 
   
  2 
   
  ST 
   
  25m 
   
  $15 
   
  Sword 9mm 
   
  PST 
   
  +1 
   
  J 
   
  C 
   
  9mm 
   
  13 
   
  2 
   
  VR 
   
  50m 
   
  $400 
   
  Sword “Rapier”  
   
  PST 
   
  +1 
   
  J 
   
  P 
   
  9mm 
   
  13 
   
  3 
   
  VR 
   
  50m 
   
  $575 
   
  Sword “Dagger” 
   
  PST 
   
  +0 
   
  J 
   
  P 
   
  9mm 
   
  9 
   
  2 
   
  ST 
   
  50m 
   
  $250 
   
  Texas Arms Model-351 Gyrojet Pistol 
   
  PST 
   
  +2 
   
  J 
   
  P 
   
  9mm Gyro 
   
  8 
   
  2 
   
  UR 
   
  50m 
   
  $420 
   
  Towa Manufacturing Type 13 Police Pistol 
   
  PST 
   
  +2 
   
  J 
   
  P 
   
  10mm 
   
  12 
   
  2 
   
  VR 
   
  50m 
   
  $500 
   
  Vanguard 10mm Snub Pistol 
   
  PST 
   
  +0 
   
  J 
   
  R 
   
  10mm Red 
   
  24 
   
  2 
   
  ST 
   
  50m 
   
  $600 
   
  Veska Nova 9-X 
   
  PST 
   
  +0 
   
  J 
   
  P 
   
  10mm ETE 
   
  8 
   
  2 
   
  UR 
   
  75m 
   
  $195 
   
  Vigilant ETE StrikeGun 
   
  PST 
   
  +1 
   
  J 
   
  R 
   
  9mm ETE 
   
  21 
   
  2 
   
  ST 
   
  62m 
   
  $965 
   
  XenoTech Triple Nine 
   
  PST 
   
  -1 
   
  P 
   
  C 
   
  9mm 
   
  3 
   
  1(3) 
   
  ST 
   
  40m 
   
  $225 
   
  Zastaba Cz-M100 
   
  PST 
   
  +2 
   
  J 
   
  P 
   
  9mm 
   
  15 
   
  2 
   
  VR 
   
  50m 
   
  $650 
   
  Zulu Beta 
   
  PST 
   
  +0 
   
  P 
   
  E 
   
  9mm CL 
   
  8 
   
  2 
   
  X 
   
  50m 
   
  $55 
   
  Zulu Epsilon 
   
  PST 
   
  +0 
   
  P 
   
  E 
   
  10mm CL 
   
  5 
   
  2 
   
  X 
   
  50m 
   
  $76 
   
  Generic WonderNine! 
   
  PST 
   
  +1 
   
  J 
   
  E 
   
  9mm CL 
   
  d6+14 
   
  2 
   
  VR 
   
  50m 
   
  $240+d6x10 
   
   
  Heavy HandGuns 
   
  Ameritech .454 Revolver 
   
  PST 
   
  +1 
   
  J 
   
  R 
   
  .454 
   
  5 
   
  2 
   
  VR 
   
  60m 
   
  $900 
   
  Arasaka LEH-451 
   
  PST 
   
  +2 
   
  J 
   
  C 
   
  .44 MAP 
   
  6 
   
  1 
   
  VR 
   
  50m 
   
  $745 
   
  .454 Disposable 
   
  PST 
   
  -2 
   
  P 
   
  P 
   
  .454 
   
  2 
   
  2 
   
  VR 
   
  40m 
   
  $90 
   
  Ares Predator .41 Magnum 
   
  PST 
   
  -1 
   
  J 
   
  C 
   
  .41 
   
  10 
   
  2 
   
  ST 
   
  50m 
   
  $600 
   
  Ares Predator II 
   
  PST 
   
  +0 
   
  J 
   
  P 
   
  12mm CL 
   
  15 
   
  1 
   
  VR 
   
  50m 
   
  $550 
   
  Armalite 44 
   
  PST 
   
  +0 
   
  J 
   
  E 
   
  .44  
   
  8 
   
  1 
   
  ST 
   
  50m 
   
  $450 
   
  AMT Automag 
   
  PST 
   
  +1 
   
  J 
   
  R 
   
  .44 
   
  8 
   
  2 
   
  UR 
   
  50m 
   
  $800 
   
  Baaron Omni AutoPistol 
   
  PST 
   
  -1 
   
  J 
   
  R 
   
  .454 
   
  7 
   
  2 
   
  UR 
   
  50m 
   
  $850 
   
  Baretta “Combat” 12mm 
   
  PST 
   
  +0 
   
  J 
   
  P 
   
  12mm CL 
   
  9 
   
  2 
   
  ST 
   
  50m 
   
  $650 
   
  Boomer Buster .577 
   
  PST 
   
  +1 
   
  N 
   
  P 
   
  .577 
   
  4 
   
  1 
   
  VR 
   
  70m 
   
  $750 
   
  Browning Ultra-Power (w/ laser sight) 
   
  PST 
   
  +1 
   
  J 
   
  P 
   
  11mm CL 
   
  10/12 
   
  3 
   
  ST 
   
  50m 
   
  $775 
   
  BudgetArms Auto-3 
   
  PST 
   
  -1 
   
  J 
   
  E 
   
  11mm CL 
   
  8 
   
  2 
   
  UR 
   
  50m 
   
  $350 
   
  CasTech 450 (smartlinked) 
   
  PST 
   
  +2 
   
  J 
   
  P 
   
  11mm CL 
   
  15 
   
  1 
   
  VR 
   
  50m 
   
  $870 
   
  CasTech 450C (smartlinked, compensation) 
   
  PST 
   
  +2 
   
  J 
   
  P 
   
  11mm CL 
   
  15 
   
  2 
   
  VR 
   
  50m 
   
  $1,000 
   
  CasTech 450 Short (smartlinked) 
   
  PST 
   
  +1 
   
  P 
   
  P 
   
  11mm CL 
   
  15 
   
  1 
   
  VR 
   
  35m 
   
  $800 
   
  CasTech 450 Long Slide (smartlinked, compensation) 
   
  PST 
   
  +3 
   
  L 
   
  P 
   
  11mm CL 
   
  15 
   
  2 
   
  VR 
   
  50m 
   
  $1,050 
   
  CasTech Colt Navy 
   
  PST 
   
  +1 
   
  J 
   
  P 
   
  12mm CL 
   
  6 
   
  2 
   
  VR 
   
  50m 
   
  $550 
   
  Casull .454 Classic 
   
  PST 
   
  +2 
   
  J 
   
  P 
   
  .454 
   
  5 
   
  1 
   
  VR 
   
  50m 
   
  $682 
   
  Colt AMT 1150 Officer’s 
   
  PST 
   
  +0 
   
  J 
   
  C 
   
  11mm CL 
   
  11 
   
  1 
   
  ST 
   
  50m 
   
  $450 
   
  Colt AMT 1150 Long Slide 
   
  PST 
   
  +0 
   
  J 
   
  C 
   
  11mm CL 
   
  11 
   
  2 
   
  ST 
   
  50m 
   
  $500 
   
  Colt Model 9866 “Cannon” (laser sight, ETE) 
   
  PST 
   
  +2 
   
  L 
   
  R 
   
  .525ETE 
   
  5 
   
  1 
   
  VR 
   
  50m 
   
  $1,750 
   
  Colt Detective II 
   
  PST 
   
  -1 
   
  P 
   
  C 
   
  .357 
   
  5 
   
  2 
   
  ST 
   
  50m 
   
  $325 
   
  Colt Clydesdale 
   
  PST 
   
  +1 
   
  J 
   
  C 
   
  12mm  
   
  14 
   
  2 
   
  VR 
   
  50m 
   
  $630 
   
  Colt ManHunter (w/ laser sight) 
   
  PST 
   
  +2 
   
  J 
   
  P 
   
  11mm CL 
   
  16 
   
  2 
   
  VR 
   
  50m 
   
  $600 
   
  Colt Serpent 
   
  PST 
   
  +0 
   
  J 
   
  C 
   
  .44 
   
  6 
   
  2 
   
  ST 
   
  50m 
   
  $550 
   
  Colt Venom 
   
  PST 
   
  +0 
   
  J 
   
  C 
   
  .38 
   
  6 
   
  2 
   
  VR 
   
  50m 
   
  $450 
   
  Colt AMT 2000 
   
  PST 
   
  +0 
   
  J 
   
  C 
   
  .12mm  
   
  8 
   
  1 
   
  VR 
   
  50m 
   
  $500 
   
  Constitution Arms Multiple Ammunition Pistol 
   
  PST 
   
  +0 
   
  J 
   
  P 
   
  .44  
   
  5 
   
  1 
   
  VR 
   
  50m 
   
  $525 
   
  Constitution Arms BullDog Magnum 
   
  PST 
   
  -2 
   
  P 
   
  C 
   
  .44 
   
  5 
   
  1 
   
  VR 
   
  50m 
   
  $550 
   
  C.O.P. Derringer .44 
   
  PST 
   
  -1 
   
  P 
   
  C 
   
  .44 
   
  4 
   
  1 
   
  ST 
   
  50m 
   
  $175 
   
  Dai Lung Magnum 
   
  PST 
   
  +1 
   
  J 
   
  E 
   
  .357 
   
  10 
   
  2 
   
  UR 
   
  50m 
   
  $60 
   
  Desert Eagle .357 Magnum 
   
  PST 
   
  +1 
   
  J 
   
  P 
   
  .357 Magnum 
   
  9 
   
  2 
   
  ST 
   
  50m 
   
  $600 
   
  Desert Eagle .41 Magnum 
   
  PST 
   
  +1 
   
  J 
   
  P 
   
  .41 Magnum 
   
  8 
   
  2 
   
  ST 
   
  50m 
   
  $650 
   
  Desert Eagle .44 Magnum 
   
  PST 
   
  +1 
   
  J 
   
  P 
   
  .44 
   
  8 
   
  2 
   
  ST 
   
  50m 
   
  $700 
   
  Desert Eagle .50 AE 
   
  PST 
   
  +1 
   
  J 
   
  P 
   
  .50AE 
   
  7 
   
  2 
   
  ST 
   
  50m 
   
  $750 
   
  Espinoza One Shot 
   
  PST 
   
  -1 
   
  J 
   
  E 
   
  .50Short 
  (11mm) 
   
  1 
   
  1 
   
  UR 
   
  50m 
   
  $75 
   
  Federated Arms 454 DA “Super Chief” 
   
  PST 
   
  +0 
   
  J 
   
  P 
   
  .454 
   
  5 
   
  1 
   
  VR 
   
  50m 
   
  $375 
   
   
   
   
   
   
   
   
   
   
   
  
    
  Heavy HandGuns 
  Glock Model 81 
  PST 
  +1 
  J 
  P 
  12mm CL 
  12 
  2 
  VR 
  50m 
  $800 
   
  Glock Model 82 
   
  PST 
   
  -1 
   
  J 
   
  P 
   
  12mm CL 
   
  12 
   
  2 
   
  VR 
   
  50m 
   
  $800 
   
  Glock Model 83 
   
  PST 
   
  +0 
   
  J 
   
  P 
   
  12mm CL 
   
  8 
   
  2 
   
  VR 
   
  50m 
   
  $750 
   
  Glock Model 90 
   
  PST 
   
  +0 
   
  J 
   
  R 
   
  .50AE 
   
  8 
   
  2 
   
  VR 
   
  50m 
   
  $1,200 
   
  Glock Model 100 (Competition 11mm) 
   
  PST 
   
  +2 
   
  J 
   
  P 
   
  11mm CL 
   
  6 
   
  2 
   
  VR 
   
  50m 
   
  $2,000 
   
  GRU MAX 12mm 
   
  PST 
   
  +0 
   
  J 
   
  R 
   
  12mm CL 
   
  10 
   
  2 
   
  ST 
   
  50m 
   
  $600 
   
  Heckler & Koch USP 11 
   
  PST 
   
  +0 
   
  J 
   
  P 
   
  11mm CL 
   
  9 / 13 
   
  2 
   
  VR 
   
  50m 
   
  $650 
   
  Heckler & Koch USP 12 
   
  PST 
   
  +0 
   
  J 
   
  P 
   
  12mm CL 
   
  8 / 12 
   
  2 
   
  VR 
   
  50m 
   
  $650 
   
  Hunter POSY 
   
  PST 
   
  -1 
   
  P 
   
  C 
   
  11mm CL 
   
  7 
   
  ½  
   
  UR 
   
  50m 
   
  $60 
   
  Jericho 942 FS Automatic 
   
  PST 
   
  +0 
   
  J 
   
  P 
   
  .50 AE 
   
  8 
   
  2 
   
  VR 
   
  50m 
   
  $950 
   
  Llama Commanche 
   
  PST 
   
  +0 
   
  J 
   
  C 
   
  .44 
   
  6 
   
  1 
   
  ST 
   
  50m 
   
  $500 
   
  Militech 9110 Combat Magnum (w/ laser sight) 
   
  PST 
   
  +1 
   
  J 
   
  P 
   
  11mm CL 
   
  14 
   
  3 
   
  VR 
   
  50m 
   
  $1,100 
   
  Militech Naja .357 Magnum 
   
  PST 
   
  +0 
   
  J 
   
  P 
   
  .357  
   
  12 
   
  2 
   
  VR 
   
  60m 
   
  $750 
   
  Militech Naja 12mm Caseless 
   
  PST 
   
  +0 
   
  J 
   
  P 
   
  12mm CL 
   
  10 
   
  1 
   
  VR 
   
  60m 
   
  $800 
   
  Militech Naja .50 Action Express 
   
  PST 
   
  +0 
   
  J 
   
  P 
   
  .50AE 
   
  8 
   
  1 
   
  VR 
   
  60m 
   
  $800 
   
  Mustang Arms Mark II (see notes in MBSW) 
   
  PST 
   
  +1 
   
  J 
   
  C 
   
  11mm CL 
   
  12/20 
   
  3 
   
  VR 
   
  50m 
   
  $425 
   
  Nomad .44 Magnum Revolver 
   
  PST 
   
  +0 
   
  J 
   
  P 
   
  .44 
   
  6 
   
  1 
   
  VR 
   
  50m 
   
  $375 
   
  Nova Arms Plasmatic Stallone 
   
  PST 
   
  +1 
   
  J 
   
  P 
   
  .357 ET 
   
  6 
   
  2 
   
  VR 
   
  60m 
   
  $999 
   
  Nova Arms Plasmatic Bronson 
   
  PST 
   
  +1 
   
  J 
   
  P 
   
  .41 ET 
   
  6 
   
  2 
   
  VR 
   
  70m 
   
  $1,199 
   
  Nova Arms Plasmatic Eastwood 
   
  PST 
   
  +1 
   
  J 
   
  P 
   
  .44 ET 
   
  6 
   
  2 
   
  VR 
   
  80m 
   
  $1,499 
   
  Nova Arms Plasmatic Arnold 
   
  PST 
   
  +1 
   
  J 
   
  R 
   
  .454 ET 
   
  6 
   
  2 
   
  VR 
   
  90m 
   
  $1,799 
   
  Nova Model 757 CityHunter 
   
  PST 
   
  +2 
   
  J 
   
  P 
   
  11mm CL 
   
  18 
   
  2 
   
  ST 
   
  50m 
   
  $480 
   
  P60 Punisher 
   
  PST 
   
  +1 
   
  L 
   
  P 
   
  12mm 
   
  13 
   
  2 
   
  VR 
   
  60m 
   
  $950 
   
  Piranha 
   
  PST 
   
  +2 
   
  L 
   
  C 
   
  12mm 
   
  11 
   
  2 
   
  UR 
   
  50m 
   
  $650 
   
  Ronko Bravado 
   
  PST 
   
  +0 
   
  J 
   
  C 
   
  11mm CL 
   
  15 
   
  1 
   
  ST 
   
  50m 
   
  $425 
   
  Ronko Partisan 
   
  PST 
   
  -2 
   
  P 
   
  P 
   
  11mm CL 
   
  8 
   
  1 
   
  ST 
   
  50m 
   
  $275 
   
  Ronko StreetMaster (w/ laser sight) 
   
  PST 
   
  +2 
   
  J 
   
  C 
   
  .41 
   
  6 
   
  2 
   
  UR 
   
  50m 
   
  $450 
   
  Royal Enfield Spitfire 12mm Battle Pistol 
   
  PST 
   
  +1 
   
  J 
   
  P 
   
  .44 
   
  12 
   
  1 
   
  VR 
   
  50m 
   
  $550 
   
  Ruger Super WarHawk 
   
  PST 
   
  -1 
   
  L 
   
  C 
   
  .525 
   
  6 
   
  1 
   
  VR 
   
  60m 
   
  $500 
   
  Sherman .74 M-13 Bolter 
   
  PST 
   
  +1 
   
  L 
   
  P 
   
  .74 
   
  18 
   
  1 
   
  UR 
   
  50m 
   
  $750 
   
  Sooch M2008A2 Tactical Revolver (w/ laser sight) 
   
  PST 
   
  +2 
   
  L 
   
  P 
   
  .525 
   
  6 
   
  2 
   
  VR 
   
  60m 
   
  $1,725 
   
  Smith & Wesson Model C29 (w/ laser sight) 
   
  PST 
   
  +2 
   
  J 
   
  P 
   
  .41 
   
  8 
   
  2 
   
  VR 
   
  50m 
   
  $950 
   
  Smith & Wesson Tactical .408 
   
  PST 
   
  +0 
   
  J 
   
  C 
   
  .408 
   
  6 
   
  2 
   
  ST 
   
  50m 
   
  $500 
   
  Sternmeyer T-35 
   
  PST 
   
  +0 
   
  J 
   
  C 
   
  11mm CL 
   
  8 
   
  2 
   
  VR 
   
  50m 
   
  $400 
   
  Taurus Hunter 
   
  PST 
   
  +2 
   
  J 
   
  P 
   
  .44 
   
  8 
   
  3 
   
  ST 
   
  50m 
   
  $1,200 
   
  Tsunami Arms Raimei Ramjet Pistol (smart) 
   
  PST 
   
  +2 
   
  L 
   
  P 
   
  10mm RamJet 
   
  6 
   
  2 
   
  VR 
   
  100m 
   
  $1100 
   
  Zulu American 
   
  PST 
   
  +0 
   
  J 
   
  C 
   
  11mm CL 
   
  9 
   
  1 
   
  X 
   
  50m 
   
  $90 
   
  Zulu II 
   
  PST 
   
  +0 
   
  J 
   
  P 
   
  .454 ETE 
   
  1 
   
  1 
   
  X 
   
  60m 
   
  $199 
   
   
  Exotic HandGuns 
   
  Arasaka Restraint Caster 
   
  PST 
   
  -2 
   
  J 
   
  R 
   
  (P&S pg 33) 
   
  4 
   
  1 
   
  ST 
   
  25m 
   
  $350 
   
  Arasaka AG-15 
   
  PST 
   
  +1 
   
  J 
   
  P 
   
  9mm Bolt 
   
  10 
   
  1 
   
  VR 
   
  50m 
   
  $440 
   
  Dai Lung Ultimate Gonk 
   
  PST 
   
  -2 
   
  J 
   
  P 
   
  12ga 
   
  3 
   
  ½  
   
  X 
   
  20m 
   
  $89 
   
  Dart Pistol 
   
  PST 
   
  -1 
   
  J 
   
  P 
   
  D6+1 AP 
   
  10 
   
  1 
   
  UR 
   
  30m 
   
  $240 
   
  Federated Arms Static Pistol 
   
  PST 
   
  +0 
   
  J 
   
  P 
   
  3D6* 
   
  10 
   
  1 
   
  ST 
   
  30m 
   
  $550 
   
  Gallant V4 Seizure Gun 
   
  PST 
   
  +0 
   
  J 
   
  P 
   
  Stun 
   
  15 
   
  1 
   
  ST 
   
  30m 
   
  $800 
   
  Goncz-Taurus Needle Gun 
   
  PST 
   
  +2 
   
  J 
   
  P 
   
  2.3mm Needle 
   
  30 
   
  2 
   
  VR 
   
  50m 
   
  $250 
   
  Heckler & Koch P11 Rocket Gun 
   
  PST 
   
  +0 
   
  J 
   
  R 
   
  6mm Rocket 
   
  5 
   
  1 
   
  VR 
   
  70m 
   
  $400 
   
  Hunter Fireball XL20 
   
  PST 
   
  -2 
   
  P 
   
  P 
   
  20gauge 
   
  1 
   
  ½ 
   
  ST 
   
  10m 
   
  $75 
   
  Hunter Fireball XL12 
   
  PST 
   
  -3 
   
  P 
   
  P 
   
  12gauge 
   
  1 
   
  ½ 
   
  ST 
   
  10m 
   
  $90 
   
  Malorian Light Flechette Pistol 
   
  PST 
   
  +1 
   
  J 
   
  C 
   
  1.5mm Needle 
   
  25 
   
  2 
   
  ST 
   
  50m 
   
  $195 
   
  Malorian ZipGun 
   
  PST 
   
  +2 
   
  J 
   
  P 
   
  3mm Needle 
   
  20 
   
  2 
   
  ST 
   
  50m 
   
  $400 
   
  Malorian SliverGun 
   
  PST 
   
  +0 
   
  J 
   
  P 
   
  (Chrome pg 42) 
   
  7 
   
  2 
   
  UR 
   
  50m 
   
  $375 
   
  Manex 202 Flechette Pistol 
   
  PST 
   
  +1 
   
  J 
   
  P 
   
  2.3mm 
   
  22 
   
  2 
   
  ST 
   
  50m 
   
  $350 
   
  Militech Electronics Taser 
   
  PST 
   
  -1 
   
  J 
   
  C 
   
  Stun 
   
  10 
   
  1 
   
  ST 
   
  10m 
   
  $60 
   
  Mitsubishi Taser 
   
  PST 
   
  +0 
   
  J 
   
  P 
   
  Stun -1 
   
  12 
   
  1 
   
  ST 
   
  5m 
   
  $100 
   
  Nelspot Wombat Airpistol 
   
  PST 
   
  -1 
   
  J 
   
  C 
   
  Paint + 7oz 
   
  20 
   
  2 
   
  UR 
   
  40m 
   
  $200 
   
   
   
   
   
   
   
   
   
   
   
  
    
  Exotic HandGuns 
  Persuit Security Stundart Pistol 
  PST 
  -1 
  J 
  C 
  Stun -1 
  2 
  2 
  VR 
  50m 
  $190 
   
  SGI Doppleganger Paintball Pistol 
   
  PST 
   
  -1 
   
  J 
   
  C 
   
  Paint + 7oz 
   
  20 
   
  2 
   
  UR 
   
  40m 
   
  $150 
   
  SGI Wraith Paintball Pistol 
   
  PST 
   
  +0 
   
  J 
   
  C 
   
  Paint + 14oz 
   
  20 
   
  2 
   
  ST 
   
  50m 
   
  $325 
   
  Techtronica Microwaver 15 
   
  PST 
   
  +0 
   
  J 
   
  P 
   
  D6 Microwave 
   
  10 
   
  2 
   
  VR 
   
  20m 
   
  $400 
   
  Techtronica Microwaver 20 
   
  PST 
   
  0 
   
  J 
   
  P 
   
  D6 Microwave 
   
  15 
   
  2 
   
  VR 
   
  25m 
   
  $500 
   
  Techtronica Model 009 Volt Pistol 
   
  PST 
   
  +1 
   
  J 
   
  R 
   
  3D6 electricity 
   
  6 
   
  1 
   
  ST 
   
  25m 
   
  $950 
    
  Machine Pistols 
   
  Baaron Cobra-6 
   
  SMG 
   
  +2 
   
  J 
   
  P 
   
  9mm CL 
   
  20 
   
  10 
   
  ST 
   
  50m 
   
  $600 
   
  Beretta 200ST 
   
  SMG 
   
  +1 
   
  J 
   
  P 
   
  9mm CL 
   
  26 
   
  2/3/10 
   
  VR 
   
  50m 
   
  $700 
   
  Beretta 951R 
   
  SMG 
   
  +0 
   
  J 
   
  P 
   
  9mm 
   
  10 
   
  10 
   
  ST 
   
  50m 
   
  $450 
   
  Beretta 1010 Machine Pistol 
   
  SMG 
   
  -2 
   
  J 
   
  C 
   
  10mm CL 
   
  30 
   
  15 
   
  ST 
   
  50m 
   
  $475 
   
  BudgetArms Laser-Niner (w/ laser sight) 
   
  SMG 
   
  +1 
   
  J/L 
   
  P 
   
  9mm CL 
   
  15/35 
   
  20 
   
  ST 
   
  50m 
   
  $675 
   
  Calico M-110 
   
  SMG 
   
  +2 
   
  L 
   
  P 
   
  .22 
   
  50 
   
  25 
   
  ST 
   
  50m 
   
  $300 
   
  Castech “Katana” Heavy Pistol (smartlinked) 
   
  SMG 
   
  +2 
   
  L 
   
  R 
   
  11mm CL 
   
  15 
   
  1/20 
   
  VR 
   
  50m 
   
  $1,175 
   
  Ceska Black Scorpion 
   
  SMG 
   
  +0 
   
  J 
   
  P 
   
  9mm CL 
   
  25/35 
   
  20 
   
  ST 
   
  50m 
   
  $750 
   
  Cobray MAC 11 
   
  SMG 
   
  -1 
   
  J 
   
  C 
   
  9mm 
   
  32 
   
  35 
   
  UR 
   
  50m 
   
  $500 
   
  Colt Rascal 
   
  SMG 
   
  +1 
   
  J 
   
  P 
   
  10mm 
   
  12/30 
   
  1/3 
   
  VR 
   
  50m 
   
  $380 
   
  Goncz-Taurus Selective Fire 
   
  SMG 
   
  -1 
   
  J 
   
  C 
   
  9mm CL 
   
  30 
   
  10 
   
  ST 
   
  50m 
   
  $400 
   
  Glock Model 99 Machine Pistol 
   
  SMG 
   
  +1 
   
  J 
   
  P 
   
  11mm CL 
   
  12/25 
   
  2/30 
   
  VR 
   
  50m 
   
  $950 
   
  Glock Model 300 10mm Machine Pistol 
   
  SMG 
   
  +2 
   
  L 
   
  C 
   
  10mm 
   
  20/30 
   
  3 
   
  VR 
   
  50m 
   
  $705 
   
  Glock Model 302 12mm Machine Pistol 
   
  SMG 
   
  +1 
   
  J 
   
  P 
   
  12mm CL 
   
  14 
   
  2/3/10 
   
  VR 
   
  50m 
   
  $1,200 
   
  Heckler & Koch VP-70 M 
   
  SMG 
   
  +0 
   
  J/L 
   
  R 
   
  9mm 
   
  18 
   
  2/3 
   
  VR 
   
  50m 
   
  $500 
   
  IMI Micro-Uzi 2020  (recoil 16 full auto) 
   
  SMG 
   
  -1 
   
  J 
   
  R 
   
  12mm CL 
   
  16/32 
   
  30 
   
  VR 
   
  50m 
   
  $800 
   
  Ingram MAC 10 
   
  SMG 
   
  -1 
   
  J 
   
  C 
   
  .45 ACP 
   
  30 
   
  5 
   
  UR 
   
  50m 
   
  $700 
   
  Ingram MAC X 
   
  SMG 
   
  +0 
   
  J 
   
  P 
   
  10mm CL 
   
  40 
   
  20 
   
  UR 
   
  50m 
   
  $500 
   
  Mamba Machine Pistol 
   
  SMG 
   
  +0 
   
  J 
   
  P 
   
  9mm 
   
  15 
   
  5 
   
  ST 
   
  50m 
   
  $450 
   
  Mini Uzi 
   
  SMG 
   
  +0 
   
  J 
   
  C 
   
  9mm 
   
  30 
   
  35 
   
  ST 
   
  50m 
   
  $600 
   
  Pistola Di Macchina Mini Automatico 12 
   
  SMG 
   
  -1 
   
  J/L 
   
  P 
   
  9mm CL 
   
  30/60 
   
  65 
   
  UR 
   
  50m 
   
  $300 
   
  PSA Mk XIV “Aggressor” 
   
  SMG 
   
  -1 
   
  J 
   
  P 
   
  11mm CL  
   
  26 
   
  20 
   
  UR 
   
  70m 
   
  $800 
   
  Skorpion Machine Pistol 
   
  SMG 
   
  +2 
   
  J 
   
  P 
   
  .32 
   
  20 
   
  25 
   
  VR 
   
  50m 
   
  $300 
   
  Steyr TMP 2015 
   
  SMG 
   
  +0 
   
  J 
   
  P 
   
  11mm 
   
  10/20 
   
  2/20 
   
  ST 
   
  50m 
   
  $800 
   
  Taurus 2020 Standard SS 
   
  SMG 
   
  +1 
   
  J 
   
  P 
   
  9mm 
   
  24 
   
  1/3/30 
   
  ST 
   
  50m 
   
  $700 
   
  Taurus 2020 Standard SS 
   
  SMG 
   
  +0 
   
  J 
   
  P 
   
  10mm 
   
  20 
   
  1/3/20 
   
  ST 
   
  50m 
   
  $875 
   
  Teen Dreem 
   
  SMG 
   
  +1 
   
  J 
   
  E 
   
  9mm CL 
   
  10 
   
  10 
   
  X 
   
  50m 
   
  $36 
   
  Teen Dream 2000 (loaded with HotLoads) 
   
  SMG 
   
  +0 
   
  J 
   
  C 
   
  9mm CL Hot 
   
  15 
   
  30 
   
  X 
   
  50m 
   
  $85 
   
  Teen Dream 6000 XL (w/ HotLoad AP) 
   
  SMG 
   
  +0 
   
  J 
   
  C 
   
  9mm CL HotAP 
   
  15 
   
  30 
   
  X 
   
  50m 
   
  $120 
   
  Towa Manufacturing Type 14 Pistol 
   
  SMG 
   
  +2 
   
  J 
   
  P 
   
  9mm CL 
   
  16 
   
  16 
   
  VR 
   
  50m 
   
  $520 
   
  Vanguard 10mm Snub Personal Edition 
   
  SMG 
   
  +0 
   
  J 
   
  R 
   
  10mm Red 
   
  24 
   
  30 
   
  ST 
   
  50m 
   
  $700 
    
  Light Sub-MachineGuns 
   
  Arasaka AASW-9F 
   
  SMG 
   
  +2 
   
  N 
   
  C 
   
  9mm CL 
   
  30 
   
  15 
   
  VR 
   
  150m 
   
  $875 
   
  Ares Crusader “Machine Pistol” (w/ gas vent) 
   
  SMG 
   
  +1 
   
  L 
   
  P 
   
  9mm CL 
   
  40 
   
  20 
   
  ST 
   
  150m 
   
  $700 
   
  Ares FMG (folding SMG) 
   
  SMG 
   
  +0 
   
  P 
   
  R 
   
  9mm 
   
  25 
   
  20 
   
  ST 
   
  150m 
   
  $695 
   
  Ares Folding SMG II 
   
  SMG 
   
  +0 
   
  P 
   
  R 
   
  9mm CL 
   
  30 
   
  30 
   
  ST 
   
  100m 
   
  $600 
   
  Astra Firestorm 
   
  SMG 
   
  -1 
   
  J 
   
  P 
   
  7mm CL 
   
  55 
   
  30 
   
  ST 
   
  75m 
   
  $400 
   
  Beretta M24 Advanced SMG 
   
  SMG 
   
  +2 
   
  L 
   
  P 
   
  9mm CL 
   
  50 
   
  25 
   
  VR 
   
  200m 
   
  $950 
   
  Calico 9mm 
   
  SMG 
   
  +1 
   
  L 
   
  P 
   
  9mm 
   
  50 
   
  25 
   
  ST 
   
  150m 
   
  $750 
   
  Calico M95XA 
   
  SMG 
   
  +2 
   
  L/N 
   
  P 
   
  9mm CL 
   
  75/150 
   
  30 
   
  ST 
   
  150m 
   
  $950 
   
  Colt AR-15 Commando 
   
  SMG 
   
  +3 
   
  N 
   
  C 
   
  9mm 
   
  30 
   
  20 
   
  ST 
   
  200m 
   
  $500 
   
  Federated Arms Tech Assault 
   
  SMG 
   
  +1 
   
  J 
   
  E 
   
  .22 
   
  30 
   
  30 
   
  UR 
   
  100m 
   
  $160 
   
  Federated Arms Tech Assault 2 
   
  SMG 
   
  +1 
   
  J 
   
  C 
   
  6mm CL 
   
  50 
   
  25 
   
  ST 
   
  150m 
   
  $400 
   
  Heckler & Koch MP5A1 
   
  SMG 
   
  +2 
   
  L 
   
  P 
   
  9mm 
   
  30 
   
  2/20 
   
  VR 
   
  150m 
   
  $550 
   
  Heckler & Koch MP5A2 
   
  SMG 
   
  +3 
   
  L 
   
  C 
   
  9mm 
   
  30 
   
  2/20 
   
  VR 
   
  150m 
   
  $550 
   
  Heckler & Koch MP5A3 
   
  SMG 
   
  +2/+3 
   
  L 
   
  C 
   
  9mm 
   
  30 
   
  2/20 
   
  VR 
   
  150m 
   
  $600 
   
  Heckler & Koch MP5SDA2 
   
  SMG 
   
  +2 
   
  L 
   
  P 
   
  9mm 
   
  30 
   
  2/20 
   
  VR 
   
  150m 
   
  $700 
   
  Heckler & Koch MP5SDA3 
   
  SMG 
   
  +1/+2 
   
  L 
   
  P 
   
  9mm 
   
  30 
   
  2/20 
   
  VR 
   
  150m 
   
  $750 
  
    
  Light Sub-MachineGuns 
   
  Heckler & Koch MP5K 
   
  SMG 
   
  +1 
   
  J 
   
  C 
   
  9mm 
   
  30 
   
  30 
   
  VR 
   
  75m 
   
  $550 
   
  Heckler & Koch MP5K-PDW 
   
  SMG 
   
  +1/+2 
   
  J/L 
   
  P 
   
  9mm 
   
  30 
   
  30 
   
  VR 
   
  75m 
   
  $750 
   
  Heckler & Koch MP9 
   
  SMG 
   
  +3 
   
  L 
   
  C 
   
  9mm CL 
   
  40 
   
  20 
   
  VR 
   
  150m 
   
  $650 
   
  Heckler & Koch MPK9 
   
  SMG 
   
  +1 
   
  J 
   
  C 
   
  9mm CL 
   
  35 
   
  25 
   
  ST 
   
  150m 
   
  $520 
   
  Militech Mini Gat Machine Carbine 
   
  SMG 
   
  +0 
   
  L 
   
  P 
   
  5mm CL 
   
  120 
   
  40 
   
  ST 
   
  150m 
   
  $695 
   
  Militech Ronin 9mm Commando Edition 
   
  SMG 
   
  +2 
   
  N 
   
  P 
   
  9mm CL 
   
  40 
   
  40 
   
  VR 
   
  200m 
   
  $700 
   
  Militech Ronin Stealth Edition 
   
  SMG 
   
  +2 
   
  L 
   
  P 
   
  6mm CL 
   
  40 
   
  40 
   
  ST 
   
  200m 
   
  $600 
   
  Militech Ronin 9mm StealthPlus Edition 
   
  SMG 
   
  +2 
   
  N 
   
  P 
   
  9mm CL 
   
  40 
   
  20 
   
  VR 
   
  200m 
   
  $750 
   
  Militech Ronin “American Suranam” 
   
  SMG 
   
  +2 
   
  L 
   
  P 
   
  .177 Expl 
   
  60 
   
  30 
   
  ST 
   
  200m 
   
  $650 
   
  Milspec Assassin (silenced) 
   
  SMG 
   
  +0 
   
  L 
   
  P 
   
  9mm CL 
   
  40 
   
  10 
   
  UR 
   
  100m 
   
  $300 
   
  Milspec Assassin 2022 (heat resistant) 
   
  SMG 
   
  +0 
   
  L 
   
  P 
   
  9mm CL 
   
  40 
   
  10 
   
  UR 
   
  100m 
   
  $400 
   
  Monikan Arms AE-1 SubGun 
   
  SMG 
   
  +1 
   
  J 
   
  P 
   
  9mm 
   
  50 
   
  20 
   
  ST 
   
  150m 
   
  $685 
   
  Mustang Arms Mouse (silenced, folding stock) 
   
  SMG 
   
  +2 
   
  L 
   
  P 
   
  .22 
   
  25 
   
  15 
   
  VR 
   
  150m 
   
  $800 
   
  Seburo PARA 9mm Suppressed 
   
  SMG 
   
  +1 
   
  L 
   
  R 
   
  9mm CL 
   
  30 
   
  20 
   
  ST 
   
  150m 
   
  $580 
   
  Seburo J9 (HV) 
   
  SMG 
   
  +1 
   
  L 
   
  R 
   
  9mm CL 
   
  35 
   
  30 
   
  VR 
   
  150m 
   
  $740 
   
  Setsuko/Arasaka Advanced SMG 
   
  SMG 
   
  +1 
   
  L 
   
  P 
   
  7mm CL 
   
  40 
   
  20 
   
  ST 
   
  150m 
   
  $950 
   
  Uzi 
   
  SMG 
   
  +2 
   
  L 
   
  C 
   
  9mm 
   
  30 
   
  20 
   
  ST 
   
  150m 
   
  $500 
   
  Uzi Assault 2008 Model 4 
   
  SMG 
   
  +3 
   
  L 
   
  P 
   
  9mm CL 
   
  50 
   
  30 
   
  ST 
   
  150m 
   
  $550 
   
  Vanguard Personal Edition (Silenced) 
   
  SMG 
   
  +2 
   
  J 
   
  P 
   
  10mm Red 
   
  24 
   
  30 
   
  ST 
   
  100m 
   
  $900 
   
   
  Medium Sub-MachineGuns 
   
  Arasaka WMA “Minami 10" 
   
  SMG 
   
  +0 
   
  J 
   
  E 
   
  10mm CL 
   
  40 
   
  20 
   
  VR 
   
  200m 
   
  $700 
   
  Arasaka WMASD10 (silenced) 
   
  SMG 
   
  -1 
   
  L 
   
  E 
   
  10mm CL 
   
  40 
   
  20 
   
  VR 
   
  200m 
   
  $900 
   
  Ares “Tommy 1928" SMG 
   
  SMG 
   
  +1 
   
  N 
   
  P 
   
  .45 ACP 
   
  100 
   
  20 
   
  ST 
   
  200m 
   
  $700 
   
  Bauhaus MP-105 
   
  SMG 
   
  +1 
   
  L 
   
  R 
   
  10mm CL 
   
  50 
   
  30 
   
  VR 
   
  50m 
   
  $800 
   
  Bauhaus MP-103 “Hellblazer” 
   
  SMG 
   
  +1 
   
  J 
   
  R 
   
  10mm CL 
   
  50 
   
  20 
   
  VR 
   
  50m 
   
  $800 
   
  Beretta Model 70 (w/ laser sight & silencer) 
   
  SMG 
   
  +2 
   
  L 
   
  P 
   
  10mm CL 
   
  35 
   
  20 
   
  ST 
   
  150m 
   
  $900 
   
  Dai Lung Ronin 
   
  SMG 
   
  +0 
   
  L 
   
  P 
   
  .45 ACP 
   
  30 
   
  20 
   
  UR 
   
  50m 
   
  $200 
   
  Glock Model 301 Machine Carbine 
   
  SMG 
   
  +2 
   
  L/N 
   
  R 
   
  11mm CL 
   
  20/40 
   
  2/3/20 
   
  VR 
   
  150m 
   
  $1,200 
   
  Heckler & Koch MP5/10A2 
   
  SMG 
   
  +2 
   
  L 
   
  P 
   
  10mm 
   
  30 
   
  20 
   
  VR 
   
  150m 
   
  $700 
   
  Heckler & Koch MP5/10A3 
   
  SMG 
   
  +1/+2 
   
  L 
   
  P 
   
  10mm 
   
  30 
   
  20 
   
  VR 
   
  150m 
   
  $750 
   
  Heckler & Koch MP5/40A2 
   
  SMG 
   
  +2 
   
  L 
   
  P 
   
  .40 S&W 
   
  30 
   
  20 
   
  VR 
   
  150m 
   
  $700 
   
  Heckler & Koch MP5/40A3 
   
  SMG 
   
  +1/+2 
   
  L 
   
  P 
   
  .40 S&W 
   
  30 
   
  20 
   
  VR 
   
  150m 
   
  $750 
   
  Heckler & Koch UMP-45 
   
  SMG 
   
  +1/+2 
   
  J/L 
   
  P 
   
  .45 ACP 
   
  10/30 
   
  20 
   
  VR 
   
  100m 
   
  $450 
   
  Heckler & Koch MP-2013 (silenced) 
   
  SMG 
   
  +1 
   
  J 
   
  C 
   
  10mm CL 
   
  35 
   
  35 
   
  ST 
   
  200m 
   
  $450 
   
  Heckler & Koch MP-5 TX (w/ laser sight) 
   
  SMG 
   
  +2 
   
  J 
   
  P 
   
  10mm CL 
   
  20/30 
   
  20 
   
  VR 
   
  100m 
   
  $950 
   
  Heckler & Koch BMP10A3 (folding stock) 
   
  SMG 
   
  +2/+1 
   
  N/L 
   
  P 
   
  10mm CL 
   
  80 
   
  20 
   
  ST 
   
  150m 
   
  $700 
   
  Heckler & Koch BMP10A4 
   
  SMG 
   
  +1 
   
  L 
   
  P 
   
  10mm CL 
   
  80 
   
  20 
   
  ST 
   
  150m 
   
  $700 
   
  Heckler & Koch BMP10K 
   
  SMG 
   
  +0 
   
  J 
   
  P 
   
  10mm 
   
  65 
   
  25 
   
  ST 
   
  100m 
   
  $700 
   
  Ingram Morningstar Model 14f 
   
  SMG 
   
  +1 
   
  L 
   
  R 
   
  10mm  
   
  45 
   
  20 
   
  UR 
   
  150m 
   
  $600 
   
  Manex Sn77 
   
  SMG 
   
  +1 
   
  L 
   
  C 
   
  10mm 
   
  30 
   
  30 
   
  ST 
   
  150m 
   
  $700 
   
  Manex Sn77 Short 
   
  SMG 
   
  -1 
   
  J 
   
  R 
   
  10mm 
   
  30 
   
  30 
   
  ST 
   
  75m 
   
  $1,300 
   
  Manex XR77 (w/ laser sight) 
   
  SMG 
   
  +3 
   
  N 
   
  P 
   
  10mm CL 
   
  50 
   
  30 
   
  ST 
   
  150m 
   
  $1,100 
   
  Manex XR77 Short (w/ laser sight) 
   
  SMG 
   
  +2 
   
  L 
   
  P 
   
  10mm CL 
   
  32 
   
  30 
   
  ST 
   
  125m 
   
  $900 
   
  Manex XR77 Executive Protection (w/ laser sight) 
   
  SMG 
   
  +0 
   
  J 
   
  P 
   
  10mm CL 
   
  32 
   
  30 
   
  ST 
   
  75m 
   
  $975 
   
  Manex STR 88 
   
  SMG 
   
  +1 
   
  L 
   
  P 
   
  10mm CL 
   
  24 
   
  30 
   
  ST 
   
  150m 
   
  $500 
   
  Manex SD 88 (Silenced) 
   
  SMG 
   
  +1 
   
  L 
   
  R 
   
  10mm CL 
   
  24 
   
  30 
   
  ST 
   
  150m 
   
  $900 
   
  Militech 10 SMG 
   
  SMG 
   
  +1 
   
  J 
   
  E 
   
  10mm 
   
  30 
   
  20 
   
  ST 
   
  200m 
   
  $500 
   
  Militech ViperSubmachinegun 
   
  SMG 
   
  +0 
   
  J 
   
  P 
   
  10mm CL 
   
  40 
   
  30 
   
  VR 
   
  200m 
   
  $600 
   
  Militech Ronin 10mm Commando Edition 
   
  SMG 
   
  +2 
   
  N 
   
  P 
   
  10mm CL 
   
  40 
   
  40 
   
  VR 
   
  200m 
   
  $725 
   
  Militech Ronin 10mm StealthPlus Edition 
   
  SMG 
   
  +2 
   
  N 
   
  P 
   
  10mm CL 
   
  40 
   
  20 
   
  VR 
   
  200m 
   
  $800 
   
  Militech Ronin .45CL StealthPlus Edition 
   
  SMG 
   
  +2 
   
  N 
   
  R 
   
  .45 CL 
   
  40 
   
  20 
   
  VR 
   
  200m 
   
  $900 
   
  Milspec Instigator 
   
  SMG 
   
  -2 
   
  J 
   
  P 
   
  .45ACP 
   
  30 
   
  20 
   
  X 
   
  60m 
   
  $195 
   
  Monikan Arms AE-2 
   
  SMG 
   
  +1 
   
  J 
   
  P 
   
  10mm CL 
   
  50 
   
  20 
   
  ST 
   
  200m 
   
  $850 
   
  Mustang Arms ARS-5C 
   
  SMG 
   
  +1 
   
  J 
   
  C 
   
  10mm CL 
   
  40 
   
  40 
   
  VR 
   
  100m 
   
  $750 
   
  Quake Technologies Machine Gun 
   
  SMG 
   
  +0/+1 
   
  J/L 
   
  P 
   
  5.7mm 
   
  40 
   
  20 
   
  ST 
   
  200m 
   
  $950 
   
  Seburo C25a / C26a 
   
  SMG 
   
  +2 
   
  J 
   
  R 
   
  5.7mm 
   
  50 
   
  20 
   
  VR 
   
  200m 
   
  $920 
   
   
   
   
   
   
   
   
   
   
   
  
    
  Medium Sub-MachineGuns 
  Sten .357 
  SMG 
  -2 
  L 
  E 
  .357 
  30 
  30 
  ST 
  75m 
  $200 
   
  Steyr 988 Personal Weapon 
   
  SMG 
   
  +2 
   
  N 
   
  P 
   
  10mm CL 
   
  40 
   
  20 
   
  ST 
   
  200m 
   
  $700 
   
  Stolbovoy StS Submachinegun 
   
  SMG 
   
  -1 
   
  J 
   
  R 
   
  10mm CL 
   
  35 
   
  20 
   
  SR 
   
  100m 
   
  $700 
   
  Tambu .45AP No3 “Ronin” SMG 
   
  SMG 
   
  +0 
   
  L 
   
  P 
   
  .45AP 
   
  30 
   
  20 
   
  VR 
   
  50m 
   
  $700 
    
  Heavy Sub-MachineGuns 
   
  CyberTronic P1000 SMG 
   
  SMG 
   
  +1 
   
  L 
   
  P 
   
  12mm CL 
   
  20 
   
  20 
   
  VR 
   
  150m 
   
  $900 
   
  Heckler & Koch MPK-11 
   
  SMG 
   
  +0 
   
  L 
   
  P 
   
  12mm CL 
   
  30 
   
  20 
   
  ST 
   
  200m 
   
  $900 
   
  Heckler & Koch MPK-2020 Military (w/ laser sight) 
   
  SMG 
   
  +2 
   
  L 
   
  R 
   
  12mm CL 
   
  60 
   
  30 
   
  ST 
   
  200m 
   
  $1000 
   
  Ingram Smartgun 20T (w/ smartlink) 
   
  SMG 
   
  +3/+4 
   
  L/N 
   
  P 
   
  11mm CL 
   
  32 
   
  20 
   
  ST 
   
  100m 
   
  $1,100 
   
  Ingram MAC 14 
   
  SMG 
   
  -2 
   
  L 
   
  P 
   
  12mm CL 
   
  20 
   
  10 
   
  ST 
   
  200m 
   
  $750 
   
  Militech Ronin 11mm Commando Edition 
   
  SMG 
   
  +2 
   
  N 
   
  P 
   
  11mm CL 
   
  35 
   
  20 
   
  ST 
   
  200m 
   
  $800 
   
  Militech Ronin 12mm Commando Edition 
   
  SMG 
   
  +1 
   
  N 
   
  P 
   
  12mm CL 
   
  30 
   
  20 
   
  ST 
   
  200m 
   
  $900 
   
  Militech Ronin “TommyGun 2020" Conversion 11 
   
  SMG 
   
  +1 
   
  N 
   
  P 
   
  11mm CL 
   
  35 
   
  20/100 
   
  ST 
   
  200m 
   
  $900 
   
  Militech Ronin “TommyGun 2020" Conversion 12 
   
  SMG 
   
  +1 
   
  N 
   
  R 
   
  12mm CL 
   
  30 
   
  20/100 
   
  ST 
   
  200m 
   
  $1,100 
   
  Militech Scorpio (w/laser sight) 
   
  SMG 
   
  +1/+2 
   
  L/N 
   
  P 
   
  12mm CL 
   
  28 
   
  15 
   
  ST 
   
  100m 
   
  $1,115 
   
  SCK Model 100 (w/ smartlink) 
   
  SMG 
   
  +3/+4 
   
  L/N 
   
  P 
   
  11mm CL 
   
  30 
   
  30 
   
  ST 
   
  100m 
   
  $1,250 
   
  Sternmeyer SMG-21 
   
  SMG 
   
  -1 
   
  L 
   
  E 
   
  11mm CL 
   
  30 
   
  15 
   
  VR 
   
  200m 
   
  $700 
    
  “Reduced” Assault Rifles 
   
  Bushmaster 5.56 
   
  SMG 
   
  -1 
   
  N 
   
  R 
   
  5.56N 
   
  30 
   
  20 
   
  ST 
   
  200m 
   
  $1,000 
   
  Colt M-231 Firing Port Weapon 
   
  SMG 
   
  +0 
   
  N 
   
  R 
   
  5.56N 
   
  30 
   
  20 
   
  ST 
   
  200m 
   
  $1,000 
   
  Heckler & Koch MP503A3D5 
   
  SMG 
   
  -1 
   
  L 
   
  R 
   
  5.56N 
   
  30 
   
  20 
   
  ST 
   
  200m 
   
  $1,000 
   
  Kalishnakov AK-97 SMG / Carbine 
   
  SMG 
   
  +0 
   
  N 
   
  R 
   
  7.62S 
   
  22 
   
  20 
   
  ST 
   
  200m 
   
  $1,000 
   
  FNP2020 Personal Weapon 
   
  SMG 
   
  +1 
   
  L 
   
  P 
   
  12mm CL 
   
  50 
   
  3 
   
  VR 
   
  200m 
   
  $500 
    
  Exotic Sub-MachineGuns 
   
  Defiance Full-Fire 
   
  SMG 
   
  +1 
   
  L 
   
  R 
   
  SmallBeam 
   
  20 
   
  10 
   
  UR 
   
  200m 
   
  $2,000 
   
  Goncz-Taurus 2.3mm Selective 
   
  SMG 
   
  +1 
   
  J 
   
  R 
   
  2.3mm Needle 
   
  30 
   
  30 
   
  VR 
   
  100m 
   
  $525 
   
  Malorian Sub-Flechette Gun 
   
  SMG 
   
  +2 
   
  J 
   
  C 
   
  10mm Flech 
   
  30 
   
  35 
   
  VR 
   
  100m 
   
  $795 
   
  Malorian Rapid Needler 
   
  SMG 
   
  +1 
   
  L 
   
  P 
   
  3mm Needle 
   
  100 
   
  30 
   
  ST 
   
  200m 
   
  $800 
   
  Setsuko/Arasaka P/6 Shredder 
   
  SMG 
   
  +2 
   
  J 
   
  P 
   
  1.5mm Needle 
   
  60 
   
  30 
   
  VR 
   
  100m 
   
  $350 
   
  SGI Wraith Paintball Pistol w/ Speedfire 
   
  SMG 
   
  +0 
   
  J 
   
  C 
   
  Paint + 14oz 
   
  20 
   
  3 
   
  ST 
   
  50m 
   
  $400 
   
  SGI Bansidhe Paintball Machine Pistol 
   
  SMG 
   
  -1 
   
  J 
   
  C 
   
  Paint + 10oz 
   
  30 
   
  3/10 
   
  ST 
   
  30m 
   
  $425 
   
  Uzi 2.3mm Needle Gun 
   
  SMG 
   
  +1 
   
  J 
   
  P 
   
  2.3mm Needle 
   
  40 
   
  20 
   
  VR 
   
  100m 
   
  $500 
    
  Assault Rifles 
   
  Arasaka WAA Bullpup Assault Weapon 
   
  RIF 
   
  +1 
   
  N 
   
  C 
   
  5.56 CL 
   
  15/30 
   
  30 
   
  VR 
   
  400m 
   
  $800 
   
  Canadarms 7mm Infantry Rifle 
   
  RIF 
   
  +2 
   
  N 
   
  P 
   
  7mm 
   
  35 
   
  5 
   
  VR 
   
  400m 
   
  $750 
   
  Canadarms 7mm Squad Automatic 
   
  RIF 
   
  +1 
   
  N 
   
  P 
   
  7mm 
   
  70 
   
  35 
   
  VR 
   
  400m 
   
  $900 
   
  CasTech Assault Rifle 
   
  RIF 
   
  +1 
   
  N 
   
  P 
   
  5.56 CL 
   
  40 
   
  25 
   
  ST 
   
  400m 
   
  $850 
   
  CasTech Assault Carbine 
   
  RIF 
   
  +1 
   
  N 
   
  P 
   
  5.56 CL 
   
  40 
   
  25 
   
  ST 
   
  200m 
   
  $800 
   
  CasTech Sniper Rifle 
   
  RIF 
   
  +2 
   
  N 
   
  P 
   
  5.56 CL 
   
  40 
   
  25 
   
  ST 
   
  500m 
   
  $1,400 
   
  Colt M16 
   
  RIF 
   
  +2 
   
  N 
   
  C 
   
  5.56 
   
  30 
   
  30 
   
  ST 
   
  400m 
   
  $700 
   
  Colt M16 2009 Retrofit 
   
  RIF 
   
  +2 
   
  N 
   
  C 
   
  7mm 
   
  30 
   
  40 
   
  VR 
   
  400m 
   
  $900 
   
  Colt M-4 Reduced 
   
  RIF 
   
  +1 
   
  L 
   
  P 
   
  5.56 
   
  30 
   
  30 
   
  ST 
   
  400m 
   
  $700 
   
  Colt M-18 Assault Weapon 
   
  RIF 
   
  +1 
   
  N 
   
  C 
   
  5.56 CL 
   
  35 
   
  30 
   
  VR 
   
  400m 
   
  $750 
   
  Crossbow Precision Assalt Rifle 
   
  RIF 
   
  +1 
   
  N 
   
  P 
   
  6.5 CL 
   
  30 
   
  2/20 
   
  VR 
   
  400m 
   
  $800 
   
  Darra-Polytechnic M-9 
   
  RIF 
   
  -1 
   
  L 
   
  P 
   
  5.5 Ch 
   
  40 
   
  25 
   
  ST 
   
  200m 
   
  $300 
   
  FN-FAL II (solenoid trigger) 
   
  RIF 
   
  +1 
   
  N 
   
  P 
   
  7.62 CL 
   
  60 
   
  20 
   
  VR 
   
  400m 
   
  $1,200 
   
  FN-FAL II Assault Carbine  
   
  RIF 
   
  +0 
   
  N 
   
  P 
   
  7.62 CL 
   
  60 
   
  30 
   
  VR 
   
  300m 
   
  $1,300 
   
  FN-FAL II “Stubby” Assault Carbine 
   
  RIF 
   
  -1 
   
  L 
   
  P 
   
  7.62 CL 
   
  30 
   
  30 
   
  VR 
   
  200m 
   
  $1,450 
   
  FN-RAL Heavy Assault Rifle 
   
  RIF 
   
  -1/-2 
   
  N/L 
   
  C 
   
  7.62 N 
   
  30 
   
  30 
   
  VR 
   
  400m 
   
  $800 
   
  FN MN-24 
   
  RIF 
   
  +2 
   
  N 
   
  P 
   
  5.56 
   
  30 
   
  20 
   
  VR 
   
  400m 
   
  $1,045 
   
  Federated Arms Light Assault 15 
   
  RIF 
   
  +0/+1 
   
  N 
   
  C 
   
  7mm CL 
   
  30 
   
  25/3 
   
  VR 
   
  400m 
   
  $500 
   
  Fabrica de Armes M-2012 (w/ laser optical sight) 
   
  RIF 
   
  +2 
   
  N 
   
  P 
   
  6.5 CL 
   
  30 
   
  5 
   
  VR 
   
  400m 
   
  $1,400 
  
    
  Assault Rifles 
   
  Fabrica de Armes SAW (w/ laser optical sight) 
   
  RIF 
   
  +1 
   
  N 
   
  P 
   
  6.5 CL 
   
  30 
   
  40 
   
  VR 
   
  400m 
   
  $1,600 
   
  Heckler & Koch HK33E 
   
  RIF 
   
  +2 
   
  N 
   
  C 
   
  5.56N 
   
  30 
   
  2/20 
   
  ST 
   
  400m 
   
  $700 
   
  Heckler & Koch HK33K 
   
  RIF 
   
  +1/+2 
   
  L/N 
   
  C 
   
  5.56N 
   
  30 
   
  2/20 
   
  ST 
   
  400m 
   
  $750 
   
  Heckler & Koch HK53 
   
  RIF 
   
  +0/+1 
   
  L 
   
  C 
   
  5.56N 
   
  30 
   
  2/20 
   
  ST 
   
  400m 
   
  $750 
   
  Heckler & Koch HK33SG1 
   
  RIF 
   
  +2 
   
  N 
   
  R 
   
  5.56N 
   
  10 
   
  2/20 
   
  ST 
   
  500m 
   
  $1,100 
   
  Heckler & Koch G41A2 
   
  RIF 
   
  +2 
   
  N 
   
  P 
   
  5.56N 
   
  30 
   
  2/25 
   
  ST 
   
  400m 
   
  $750 
   
  Heckler & Koch G41A3 
   
  RIF 
   
  +1/+2 
   
  L/N 
   
  P 
   
  5.56N 
   
  30 
   
  2/25 
   
  ST 
   
  400m 
   
  $800 
   
  Heckler & Koch G36 
   
  RIF 
   
  +1/+2 
   
  N 
   
  P 
   
  5.56N 
   
  30 
   
  2/20 
   
  VR 
   
  400m 
   
  $1,100 
   
  Heckler & Koch G36K 
   
  RIF 
   
  +1/+2 
   
  N 
   
  P 
   
  5.56N 
   
  30 
   
  2/20 
   
  VR 
   
  400m 
   
  $900 
   
  Heckler & Koch MG36 
   
  RIF 
   
  +1/+2 
   
  N 
   
  P 
   
  5.56N 
   
  30/100 
   
  2/20 
   
  VR 
   
  400m 
   
  $1,500 
   
  Heckler & Koch G11/ACR 
   
  RIF 
   
  +2 
   
  N 
   
  R 
   
  4.7CL 
   
  45 
   
  35 
   
  ST 
   
  400m 
   
  $1,300 
   
  Heckler & Koch G3 
   
  RIF 
   
  +2 
   
  N 
   
  C 
   
  7.62N 
   
  30 
   
  20 
   
  ST 
   
  400m 
   
  $800 
   
  Heckler & Koch G3K 
   
  RIF 
   
  +0/+1 
   
  L/N 
   
  C 
   
  7.62N 
   
  30 
   
  20 
   
  ST 
   
  400m 
   
  $900 
   
  Heckler & Koch G3SG1 
   
  RIF 
   
  +2 
   
  N 
   
  P 
   
  7.62N 
   
  10 
   
  20 
   
  ST 
   
  600m 
   
  $1,500 
   
  Heckler & Koch G12A3Z (w/ laser sight & gas vent) 
   
  RIF 
   
  +2 
   
  N 
   
  R 
   
  6mmCL 
   
  50 
   
  2/20 
   
  VR 
   
  400m 
   
  $2,200 
   
  Heckler & Koch HK77UK 
   
  RIF 
   
  -1 
   
  L/J 
   
  P 
   
  9mm Long 
   
  30 
   
  30 
   
  VR 
   
  250m 
   
  $750 
   
  Heckler & Koch HK77SD3 
   
  RIF 
   
  +1 
   
  L 
   
  R 
   
  7.7mm CL 
   
  154 
   
  30 
   
  VR 
   
  250m 
   
  $880 
   
  Heckler & Koch M-52 AR 
   
  RIF 
   
  +2 
   
  N 
   
  P 
   
  6.5 CL 
   
  60 
   
  35 
   
  VR 
   
  400m 
   
  $1,150 
   
  Kalishnakov AK47 2012 Retrofit 
   
  RIF 
   
  +1 
   
  N 
   
  P 
   
  6.5 CL 
   
  40 
   
  40 
   
  VR 
   
  400m 
   
  $900 
   
  Kalishnakov AK74 
   
  RIF 
   
  +0 
   
  N 
   
  C 
   
  5.54S 
   
  30 
   
  30 
   
  VR 
   
  400m 
   
  $700 
   
  Manex Assault Rifle (smartlinked, gas vent) 
   
  RIF 
   
  +3 
   
  N 
   
  P 
   
  5.56 CL 
   
  30 
   
  20 
   
  ST 
   
  300m 
   
  $1,800 
   
  Manex Assault Carbine (smartlinked, gas vent) 
   
  RIF 
   
  +2 
   
  L 
   
  R 
   
  5.56 CL 
   
  30 
   
  30 
   
  ST 
   
  200m 
   
  $1,500 
   
  Militech Mk IV Assault Weapon 
   
  RIF 
   
  +1 
   
  N 
   
  C 
   
  6.5 CL 
   
  35 
   
  30 
   
  VR 
   
  400m 
   
  $800 
   
  Militech Dragon Light Assault Weapon 
   
  RIF 
   
  +0 
   
  L 
   
  C 
   
  6.5 CL 
   
  35 
   
  30 
   
  VR 
   
  400m 
   
  $700 
   
  Militech Renegade Squad Automatic 
   
  RIF 
   
  +1 
   
  N 
   
  R 
   
  6.5 CL 
   
  200 
   
  20 
   
  ST 
   
  400m 
   
  $1,100 
   
  Militech M-232 Squad Assault Weapon 
   
  RIF 
   
  +0 
   
  N 
   
  P 
   
  5.56 CL 
   
  100/35 
   
  20 
   
  VR 
   
  400m 
   
  $1,000 
   
  Militech Ronin Light Assault (M-20) 
   
  RIF 
   
  +1 
   
  N 
   
  C 
   
  5.56 CL 
   
  35 
   
  30 
   
  VR 
   
  400m 
   
  $550 
   
  Militech Ninja Suppressed Carbine 
   
  RIF 
   
  +1 
   
  L 
   
  C 
   
  .22 
   
  30 
   
  30 
   
  VR 
   
  250m 
   
  $650 
   
  Militech Ronin Compact Edition 
   
  RIF 
   
  +1 
   
  N 
   
  C 
   
  5.56 CL 
   
  35 
   
  30 
   
  VR 
   
  300m 
   
  $600 
   
  Nomad .357 magnum Automatic Carbine 
   
  RIF 
   
  +0/+1 
   
  L 
   
  C 
   
  .357 
   
  30 
   
  3/2 
   
  VR 
   
  100m 
   
  $400 
   
  Lee Enfield Liquid Propellant Assault Rifle 
   
  RIF 
   
  +1 
   
  N 
   
  R 
   
  7.5 Liquid Prop 
   
  2x45 
   
  20 
   
  VR 
   
  500m 
   
  $1,800 
   
  Seburo MS-25 Model A 
   
  RIF 
   
  +2 
   
  N 
   
  P 
   
  5.56 
   
  30 
   
  25 
   
  VR 
   
  400m 
   
  $980 
   
  Seburo MS-25 Model B & Model C 
   
  RIF  
   
  +1 
   
  L 
   
  P 
   
  5.56 
   
  30 
   
  25 
   
  VR 
   
  400m 
   
  $980 
   
  Setsuko/Arasaka Model 44 
   
  RIF 
   
  +2 
   
  N 
   
  P 
   
  7mm CL 
   
  50 
   
  30 
   
  ST 
   
  400m 
   
  $750 
   
  Sig 541 Assault Rifle 
   
  RIF 
   
  +1 
   
  N 
   
  C 
   
  5.56 
   
  30 
   
  25 
   
  VR 
   
  400m 
   
  $850 
   
  Sig SG 551 Swat Series 2 (w/accessories) 
   
  RIF 
   
  +1 
   
  N 
   
  P 
   
  6.5 CL 
   
  35 
   
  25 
   
  VR 
   
  400m 
   
  $1,500 
   
  Sternmeyer M-95A4 Assault Weapon 
   
  RIF 
   
  +1 
   
  N 
   
  R 
   
  5.56 CL 
   
  90 
   
  30 
   
  VR 
   
  400m 
   
  $750 
   
  Sternmeyer M-5A Squad Assault Weapon 
   
  RIF 
   
  -1 
   
  N 
   
  R 
   
  7.62 N 
   
  200 
   
  20 
   
  ST 
   
  400m 
   
  $1,200 
   
  Steyr 944 Police Edition 
   
  RIF 
   
  +0 
   
  N 
   
  P 
   
  5.56 CL 
   
  40 
   
  25 
   
  VR 
   
  400m 
   
  $795 
   
  Steyr 944 Security Edition 
   
  RIF 
   
  +0 
   
  N 
   
  P 
   
  5.56 CL 
   
  40 
   
  15 
   
  VR 
   
  400m 
   
  $795 
   
  Stolbovoy St-5 Assault Rifle 
   
  RIF 
   
  -1 
   
  N 
   
  R 
   
  5.45 Bloc 
   
  30 
   
  30 
   
  SR 
   
  400m 
   
  $900 
   
  Strapper Assault Rifle 
   
  RIF 
   
  +1 
   
  N 
   
  P 
   
  5.56 CL 
   
  30 
   
  15 
   
  ST 
   
  400m 
   
  $600 
   
  Tambu No.1 “Shogun” 
   
  RIF 
   
  +2 
   
  N 
   
  P 
   
  7.62 N 
   
  26 
   
  30 
   
  VR 
   
  400m 
   
  $900 
   
  Tambu No.4 “Windrider” 
   
  RIF 
   
  +2 
   
  L 
   
  P 
   
  5.56 
   
  22 
   
  30 
   
  UR 
   
  300m 
   
  $800 
   
  Towa Manufacturing Type-99 
   
  RIF 
   
  +1 
   
  N 
   
  P 
   
  5.56 CL 
   
  35 
   
  30 
   
  ST 
   
  400m 
   
  $1,500 
   
  Traveller ARM-22 Assault Rifle Model 22 
   
  RIF 
   
  +1 
   
  N 
   
  C 
   
  5.56 CL 
   
  30 
   
  1/20 
   
  ST 
   
  400m 
   
  $600 
   
  Traveller AAR Advanced Assault Rifle  
   
  RIF 
   
  +1 
   
  N 
   
  C 
   
  6.5 CL 
   
  30 
   
  2/20 
   
  ST 
   
  400m 
   
  $900 
   
  vz 88 V Assault Rifle (w/ laser sight & gas vent) 
   
  RIF 
   
  +2 
   
  N 
   
  P 
   
  5.5CL 
   
  25 
   
  1/20 
   
  ST 
   
  400m 
   
  $1,800 
   
  Zastaba Nosle CZN-M22 “9Weapon” 
   
  RIF 
   
  +2 
   
  L 
   
  P 
   
  5.56mm 
   
  30 
   
  30 
   
  VR 
   
  300m 
   
  $800 
   
   
  Non-Automatic Rifles 
   
  AcuTek Cruncher 
   
  RIF 
   
  -1 
   
  L 
   
  P 
   
  7.62N 
   
  15 
   
  2 
   
  ST 
   
  100m 
   
  $725 
   
  Arasaka PS400 Match Rifle 
   
  RIF 
   
  +3 
   
  N 
   
  P 
   
  5.56N ETE 
   
  15 
   
  3 
   
  VR 
   
  500m 
   
  $1,725 
   
  Arasaka WSSA Smartlinked Sniper System 
   
  RIF 
   
  +5 
   
  N 
   
  P 
   
  3.5mm FF 
   
  40 
   
  2 
   
  VR 
   
  600m 
   
  $2,400 
   
  Arasaka WSSX Multi-Role Smartlinked Sniper System 
   
  RIF 
   
  +5 
   
  N 
   
  R 
   
  20mm reduced 
   
  13 
   
  1 
   
  VR 
   
  600m 
   
  $3,600 
   
  Arasaka WSSE/R “Dahiyari” Sniper Rifle 
   
  RIF 
   
  +2 
   
  N 
   
  R 
   
  .50BMG ETE 
   
  5 
   
  1 
   
  VR 
   
  1200m 
   
  $2,000 
   
  Armalite Olympic AR-15 Ultramatch 
   
  RIF 
   
  +2 
   
  N 
   
  P 
   
  5.56N 
   
  15 
   
  2 
   
  VR 
   
  400m 
   
  $450 
   
   
   
   
   
   
   
   
   
   
   
  
    
  Non-Automatic Rifles 
  Barrett M-90 Sniper Rifle 
  RIF 
  +3 
  N 
  R 
  12.7mm BMG 
  10 
  1 
  VR 
  1000m 
  $1,500 
   
  Barrett-Arasaka Light-20 
   
  RIF 
   
  +0 
   
  N 
   
  R 
   
  20mm reduced 
   
  10 
   
  1 
   
  VR 
   
  450m 
   
  $2,000 
   
  Barrett-Arasaka WSSE “Hiyari” Sniper Rifle 
   
  RIF 
   
  +1 
   
  N 
   
  R 
   
  .50BMG ETE 
   
  10 
   
  1 
   
  VR 
   
  1000m 
   
  $2,500 
   
  Bauhaus PSG-99 
   
  RIF 
   
  +3 
   
  N 
   
  P 
   
  7.62N CL 
   
  40 
   
  1 
   
  VR 
   
  500m 
   
  $1,100 
   
  Canadarms 7mm Carbine 
   
  RIF 
   
  +3 
   
  N 
   
  P 
   
  7mm 
   
  15 
   
  3 
   
  VR 
   
  400m 
   
  $600 
   
  CyberTronic SR3500 Sniper System 
   
  RIF 
   
  +2 
   
  N 
   
  R 
   
  6.5 ETE 
   
  20 
   
  1 
   
  VR 
   
  600m 
   
  $1,500 
   
  FR-F6 Sniper 
   
  RIF 
   
  +3 
   
  N 
   
  P 
   
  7.62N 
   
  10 
   
  2 
   
  ST 
   
  500m 
   
  $1,100 
   
  Hughes Rocket Rifle 
   
  RIF 
   
  -1 
   
  N 
   
  R 
   
  18mm HEAT 
   
  3 
   
  1 
   
  ST 
   
  500m 
   
  $750 
   
  Longbow Tactical Sniper Rifle (laser / optical sight) 
   
  RIF 
   
  +3 
   
  N 
   
  P 
   
  5.56 ETE 
   
  5 
   
  1 
   
  VR 
   
  500m 
   
  $1,100 
   
  Manex Sniper Rifle (smartlink, silencer, sight) 
   
  RIF 
   
  +4 
   
  N 
   
  R 
   
  7.62N 
   
  30 
   
  3 
   
  ST 
   
  500m 
   
  $3,800 
   
  Mephisto Sniper Rifle 
   
  RIF 
   
  +2 
   
  N 
   
  P 
   
  .300WM 
   
  13 
   
  1 
   
  VR 
   
  700m 
   
  $1,400 
   
  Militech ATR-97 
   
  RIF 
   
  +1 
   
  N 
   
  R 
   
  15Kurz 
   
  8 
   
  1 
   
  VR 
   
  600m 
   
  $1,150 
   
  Militech Cyborg Rifle 
   
  RIF 
   
  +1 
   
  N 
   
  P 
   
  .300WM 
   
  30 
   
  2 
   
  ST 
   
  500m 
   
  $800 
   
  Milspec Grenadier 
   
  RIF 
   
  -1 
   
  L 
   
  P 
   
  13mm LV 
   
  7 
   
  1 
   
  UR 
   
  70m 
   
  $300 
   
  Nomad .357 Magnum Lever Action Carbine 
   
  RIF 
   
  +2 
   
  L 
   
  C 
   
  .357 
   
  9 
   
  2 
   
  VR 
   
  100m 
   
  $300 
   
  Nomad .44 Magnum Lever Action Carbine 
   
  RIF 
   
  +1 
   
  L 
   
  C 
   
  .44 
   
  8 
   
  2 
   
  VR 
   
  200m 
   
  $650 
   
  Nomad 7.62mm Bolt Action Rifle 
   
  RIF 
   
  +2 
   
  N 
   
  C 
   
  7.62N 
   
  6 
   
  1 
   
  VR 
   
  400m 
   
  $500 
   
  Nomad 15mm “Long Rifle” 
   
  RIF 
   
  +1 
   
  N 
   
  P 
   
  15mm BMG 
   
  9 
   
  1 
   
  ST 
   
  900m 
   
  $3,000 
   
  Polymer One-Shot-Cannon 
   
  RIF 
   
  -2 
   
  L 
   
  C 
   
  13mm LV HEP 
   
  1 
   
  1 
   
  UR 
   
  100m 
   
  $90 
   
  Ranger 1000 15BMG Sniper 
   
  RIF 
   
  -1 
   
  N 
   
  P 
   
  15mm BMG 
   
  1 
   
  1 
   
  ST 
   
  500m 
   
  $500 
   
  Ranger Arms SM-3 
   
  RIF 
   
  +3 
   
  N 
   
  R 
   
  7.62S 
   
  6 
   
  2 
   
  VR 
   
  400m 
   
  $500 
   
  Remington Gyro-Sniper Rifle (Zeus’ Lightning) 
   
  RIF 
   
  +2 
   
  N 
   
  P 
   
  18mm Gyrojet 
   
  6 
   
  1 
   
  ST 
   
  600m 
   
  $1,000 
   
  Ruger 100 Sport Rifle 
   
  RIF 
   
  +1 
   
  N 
   
  C 
   
  9mmCL Long 
   
  5 
   
  1 
   
  VR 
   
  400m 
   
  $1,300 
   
  Setsuko/Arasaka WSE “Kajiya” Sniper Rifle 
   
  RIF 
   
  +1 
   
  N 
   
  R 
   
  7.62N ETE 
   
  5 
   
  1 
   
  VR 
   
  500m 
   
  $1,000 
   
  Stein & Wasserman Model F Cyborg Assault 
   
  RIF 
   
  +0 
   
  L 
   
  P 
   
  13mm LV 
   
  8 
   
  1 
   
  VR 
   
  100m 
   
  $1,650 
   
  Sternmeyer C-89 
   
  RIF 
   
  -1 
   
  J 
   
  P 
   
  5.56N 
   
  15 
   
  3 
   
  ST 
   
  100m 
   
  $750 
   
  SR-50 
   
  RIF 
   
  +1 
   
  N 
   
  R 
   
  .62 
   
  12 
   
  2 
   
  VR 
   
  700m 
   
  $2,050 
   
  SR Mk XII “Assailant” 
   
  RIF 
   
  +2 
   
  N 
   
  P 
   
  7.62N 
   
  15 
   
  1 
   
  VR 
   
  500m 
   
  $1,200 
   
  Tambu No.15 “Archer” Sniper Rifle 
   
  RIF 
   
  +2 
   
  N 
   
  R 
   
  .300WM 
   
  15 
   
  1 
   
  VR 
   
  600m 
   
  $1,500 
   
  Towa Manufacturing Type-00-Kai 
   
  RIF 
   
  +3 
   
  N 
   
  R 
   
  7.62N ETE 
   
  6 
   
  1 
   
  VR 
   
  1200m 
   
  $3,000 
   
  Traveller Range Carbine Model 14b 
   
  RIF 
   
  +1 
   
  N 
   
  C 
   
  .30 
   
  20 
   
  2 
   
  ST 
   
  300m 
   
  $350 
   
  Traveller Range Carbine Model 15a 
   
  RIF 
   
  +1 
   
  N 
   
  C 
   
  5.56N 
   
  20 
   
  2 
   
  ST 
   
  300m 
   
  $450 
   
  Traveller TARR Advanced Range Rifle 
   
  RIF 
   
  +1 
   
  N 
   
  C 
   
  7mm 
   
  22 
   
  2 
   
  ST 
   
  400m 
   
  $400 
   
  Traveller TARR Advanced Range Rifle PacRim 
   
  RIF 
   
  +1 
   
  N 
   
  C 
   
  5.5 CL 
   
  22 
   
  2 
   
  ST 
   
  400m 
   
  $400 
   
  Traveller TARR Advanced Range Rifle American 
   
  RIF 
   
  +1 
   
  N 
   
  C 
   
  5.56 CL 
   
  22 
   
  2 
   
  ST 
   
  400m 
   
  $450 
   
  Ultima Ratio 
   
  RIF 
   
  +3 
   
  N 
   
  R 
   
  7.62N 
   
  6 
   
  1 
   
  VR 
   
  600m 
   
  $1,300 
   
  Walther MA 2100 Sniping Rifle (Smart) 
   
  RIF 
   
  +4 
   
  N 
   
  R 
   
  7.62N CL 
   
  8 
   
  2 
   
  VR 
   
  600m 
   
  $3,000 
   
   
  Exotic Rifles 
   
  Baaron SZ-IV Seizure Cannon 
   
  RIF 
   
  +1 
   
  N 
   
  R 
   
  seizure 
   
  10 
   
  1 
   
  ST 
   
  300m 
   
  $1,000 
   
  Defiant Assault Beamer 
   
  RIF 
   
  +0 
   
  N 
   
  R 
   
  MBM 
   
  20 
   
  4 
   
  UR 
   
  300m 
   
  $2,000 
   
  Mystic Technologies Arrow Gun 
   
  RIF 
   
  +0/+1 
   
  J/L 
   
  C 
   
  3D6 (arrow) 
   
  1 
   
  1 
   
  ST 
   
  70m 
   
  $1,000 
   
  Nomad Pneumatic Bolt Gun 
   
  RIF 
   
  -1 
   
  N 
   
  R 
   
  3D6AP 
   
  4 
   
  1 
   
  ST 
   
  25m 
   
  $350 
   
  Persuit Security Web Gun 
   
  RIF 
   
  +1 
   
  N 
   
  C 
   
  Web 
   
  1 
   
  1 
   
  ST 
   
  30m 
   
  $250 
   
  SGI Geist Paintball Assault Weapon 
   
  RIF 
   
  +1 
   
  N 
   
  C 
   
  Paint + 20oz 
   
  50 
   
  1/3/20 
   
  ST 
   
  75m 
   
  $550 
   
  SGI Will-O-Wisp PaintBall Sniper System 
   
  RIF 
   
  +3 
   
  N 
   
  P 
   
  Paint + 10oz 
   
  1 
   
  1 
   
  ST 
   
  150m 
   
  $600 
   
  SGI Barghest Squad Automatic 
   
  RIF 
   
  -1 
   
  N 
   
  C 
   
  Paint + 60oz 
   
  150 
   
  15 
   
  ST 
   
  75m 
   
  $750 
   
  Souken-Hitachi Seizure Cannon 
   
  RIF 
   
  +0 
   
  L 
   
  R 
   
  seizure 
   
  20 
   
  1 
   
  ST 
   
  300m 
   
  $1,500 
   
  Techtronica M40 Pulsar 
   
  RIF 
   
  +0 
   
  N 
   
  R 
   
  EMP 
   
  6 
   
  ½  
   
  ST 
   
  50m 
   
  $3,500 
   
  Tsunami Arms Ramjet Rifle 
   
  RIF 
   
  +4 
   
  N 
   
  P 
   
  8.5mm Ramjet 
   
  9 
   
  3 
   
  VR 
   
  800m 
   
  $1,230 
    
  Shotguns 
   
  Arasaka Rapid Assault Shot 12 WCAA 
   
  SHG 
   
  -1 
   
  N 
   
  P 
   
  12g 
   
  20 
   
  10 
   
  ST 
   
  50m 
   
  $900 
   
  B&G Mk XIV “Mandible” 
   
  SHG 
   
  +0 
   
  N 
   
  P 
   
  12g 
   
  19 
   
  2/10 
   
  ST 
   
  50m 
   
  $2,250 
   
  Bauhaus HG-14 
   
  SHG 
   
  +0 
   
  N 
   
  C 
   
  12g 
   
  5 
   
  1 
   
  ST 
   
  50m 
   
  $500 
   
  Benelli Super-13 
   
  SHG 
   
  -1 
   
  L 
   
  P 
   
  12g 
   
  8 
   
  1 
   
  ST 
   
  50m 
   
  $300 
   
  CasTech Argus 
   
  SHG 
   
  +0 
   
  N 
   
  C 
   
  12g 
   
  10 
   
  2 
   
  ST 
   
  50m 
   
  $450 
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  Shotguns 
  Colding M516S 
  SHG 
  +0 
  N 
  C 
  12g 
  6 
  2 
  ST 
  60m 
  $600 
   
  Colding M516D 
   
  SHG 
   
  -2 
   
  N 
   
  R 
   
  12g 
   
  12 
   
  2/4 
   
  ST 
   
  60m 
   
  $1,900 
   
  Constitution Arms Hurricane Assault Weapon 
   
  SHG 
   
  +0 
   
  N 
   
  P 
   
  12g 
   
  40 
   
  20 
   
  ST 
   
  70m 
   
  $2,000 
   
  CyberSecurity SA-SG72001 
   
  SHG 
   
  +1 
   
  N 
   
  P 
   
  12g 
   
  6 
   
  2 
   
  ST 
   
  60m 
   
  $600 
   
  Enfield-Ubichi LastChance 
   
  SHG 
   
  +0 
   
  J 
   
  C 
   
  12g 
   
  1 
   
  1 
   
  UR 
   
  25m 
   
  $60 
   
  Ithaca M-204 Pulse 12gauge 
   
  SHG 
   
  -1 
   
  N 
   
  P 
   
  12g 
   
  21 
   
  3* 
   
  ST 
   
  50m 
   
  $700 
   
  Ithaca M-206 Pulse 20gauge 
   
  SHG 
   
  -1 
   
  N 
   
  P 
   
  20g 
   
  27 
   
  3* 
   
  ST 
   
  50m 
   
  $600 
   
  Ithaca Stakeout 2000 
   
  SHG 
   
  -1 
   
  L 
   
  C 
   
  12g 
   
  7 
   
  1 
   
  ST 
   
  50m 
   
  $175 
   
  Luigi Franchi P.16 (EuroPolice Issue) 
   
  SHG 
   
  +1 
   
  L 
   
  R 
   
  12g 
   
  20 
   
  10 
   
  ST 
   
  50m 
   
  $980 
   
  Luigi Franchi “King Buck” Multi-Magnum 
   
  SHG 
   
  -1 
   
  N 
   
  P 
   
  10g 
   
  4 
   
  2/4 
   
  VR 
   
  50m 
   
  $800 
   
  Manex OverLord Standard Edition (w/ laser sight) 
   
  SHG 
   
  +1 
   
  N 
   
  P 
   
  12g 
   
  10 
   
  2 
   
  VR 
   
  50m 
   
  $670 
   
  Manex OverLord Standard Edition (w/ smartlink) 
   
  SHG 
   
  +2 
   
  N 
   
  P 
   
  12g 
   
  10 
   
  2 
   
  VR 
   
  50m 
   
  $1,000 
   
  Manex OverLord Short (w/ laser sight) 
   
  SHG 
   
  +0 
   
  L 
   
  P 
   
  12g 
   
  6 
   
  2 
   
  VR 
   
  40m 
   
  $575 
   
  Manex OverLord Short (w/ smartlink) 
   
  SHG 
   
  +1 
   
  L 
   
  P 
   
  12g 
   
  6 
   
  2 
   
  VR 
   
  40m 
   
  $875 
   
  Manex Mikado Standard Edition (w/ laser sight) 
   
  SHG 
   
  +1 
   
  N 
   
  P 
   
  12g 
   
  15 
   
  2/3 
   
  ST 
   
  50m 
   
  $880 
   
  Manex Mikado Standard Edition (w/ smartlink) 
   
  SHG 
   
  +2 
   
  N 
   
  P 
   
  12g 
   
  15 
   
  2/3 
   
  ST 
   
  50m 
   
  $1,250 
   
  Manex Mikado Short (w/ laser sight) 
   
  SHG 
   
  +0 
   
  N 
   
  P 
   
  12g 
   
  15 
   
  2/3 
   
  ST 
   
  40m 
   
  $800 
   
  Manex Mikado Short (w/ smartlink) 
   
  SHG 
   
  +1 
   
  N 
   
  P 
   
  12g 
   
  15 
   
  2/3 
   
  ST 
   
  40m 
   
  $1,200 
   
  Metacorp Warhammer Assault Shotgun 
   
  SHG 
   
  -1 
   
  N 
   
  P 
   
  12g Mag 
   
  16 
   
  1/3* 
   
  VR 
   
  75m 
   
  $700 
   
  Military M12 CAW 
   
  SHG 
   
  +0 
   
  N 
   
  P 
   
  12g Mag 
   
  20 
   
  3/10 
   
  VR 
   
  50m 
   
  $950 
   
  Militech Bulldog Assault Shotgun 
   
  SHG 
   
  +0 
   
  L 
   
  P 
   
  12g 
   
  21 
   
  1/3*/10 
   
  ST 
   
  50m 
   
  $1,000 
   
  Militech Crusher SSG 
   
  SHG 
   
  -1 
   
  J 
   
  C 
   
  20g 
   
  6 
   
  2 
   
  ST 
   
  25m 
   
  $450 
   
  Militech Military / Police 10gauge 
   
  SHG 
   
  +0 
   
  N 
   
  C 
   
  10g 
   
  6 
   
  2 
   
  ST 
   
  50m 
   
  $300 
   
  Militech Military / Police 12gauge 
   
  SHG 
   
  +0 
   
  N/L 
   
  C 
   
  12g 
   
  8 
   
  2 
   
  ST 
   
  50m 
   
  $300 
   
  Militech Military / Police 20gauge 
   
  SHG 
   
  +1 
   
  N/L 
   
  C 
   
  20g 
   
  10 
   
  2 
   
  ST 
   
  50m 
   
  $300 
   
  Militech MTG Trench Gun 12gauge 
   
  SHG 
   
  +0 
   
  N/L 
   
  P 
   
  12g 
   
  8 
   
  2 
   
  ST 
   
  50m 
   
  $450 
   
  Militech MTG Trench Gun 10gauge 
   
  SHG 
   
  +0 
   
  N/L 
   
  P 
   
  10g 
   
  6 
   
  2 
   
  ST 
   
  50m 
   
  $450 
   
  Militech CAS Close Combat (w/laser sight) 
   
  SHG 
   
  -1 
   
  L 
   
  P 
   
  12g 
   
  8 
   
  2 
   
  ST 
   
  40m 
   
  $500 
   
  Mossberg CMDT Combat Gun (w/laser sight) 
   
  SHG 
   
  +1 
   
  N 
   
  P 
   
  12g 
   
  8 
   
  2 
   
  ST 
   
  50m 
   
  $900 
   
  Mossberg CMDT SM Combat Gun (smart) 
   
  SHG 
   
  +2 
   
  N 
   
  P 
   
  12g 
   
  8 
   
  2 
   
  ST 
   
  50m 
   
  $1,300 
   
  Mustang Arms Close-Control 20 
   
  SHG 
   
  -1 
   
  L 
   
  P 
   
  20g 
   
  15 
   
  2 
   
  ST 
   
  50m 
   
  $350 
   
  Mustang Arms “Raider” Riot Shotgun 
   
  SHG 
   
  +0 
   
  N/L 
   
  C 
   
  12g 
   
  5/9 
   
  2 
   
  ST 
   
  50m 
   
  $400 
   
  Quake Technologies 12g Autoloader 
   
  SHG 
   
  +0 
   
  N 
   
  P 
   
  12g 
   
  20 
   
  2 
   
  ST 
   
  50m 
   
  $900 
   
  Quake Technologies Super Shotgun 
   
  SHG 
   
  +0 
   
  N 
   
  R 
   
  10gx2 
   
  3x2 
   
  1x2 
   
  ST 
   
  50m 
   
  $1,500 
   
  Sternmeyer Stakeout 10 
   
  SHG 
   
  -1 
   
  L 
   
  R 
   
  12g 
   
  10 
   
  2 
   
  ST 
   
  50m 
   
  $450 
   
  Sternmeyer T-88a 
   
  SHG 
   
  -2 
   
  L 
   
  P 
   
  12g 
   
  30 
   
  8 
   
  ST 
   
  50m 
   
  $900 
   
  Sternmeyer T-88b (with folding stock) 
   
  SHG 
   
  -3 
   
  L 
   
  R 
   
  12g 
   
  30 
   
  8 
   
  ST 
   
  50m 
   
  $900 
   
  Striker 12g (w/drum magazine) 
   
  SHG 
   
  -1 
   
  L/N 
   
  P 
   
  12g 
   
  12 
   
  2 
   
  UR 
   
  50m 
   
  $250 
   
  Striker Entry Team (w/ drum magazine) 
   
  SHG 
   
  -4 
   
  J/N 
   
  P 
   
  12g 
   
  12 
   
  2 
   
  UR 
   
  50m 
   
  $325 
   
  Sword “LongSword” AutoLoader 
   
  SHG 
   
  +0 
   
  N 
   
  C 
   
  12g 
   
  10 
   
  2 
   
  ST 
   
  50m 
   
  $350 
   
  Tambu 50/50 “Airbrush” (double barrel) 
   
  SHG 
   
  -1 
   
  N 
   
  P 
   
  12g 
   
  14 
   
  4 
   
  UR 
   
  60m 
   
  $1,200 
   
  Tambu 501 “Airbrush” (single barrel) 
   
  SHG 
   
  +1 
   
  N 
   
  P 
   
  12g 
   
  14 
   
  2 
   
  ST 
   
  60m 
   
  $600 
   
  USAS-12 Assault Shotgun 
   
  SHG 
   
  -1 
   
  N 
   
  P 
   
  12g 
   
  10 
   
  5 
   
  ST 
   
  50m 
   
  $600 
    
  MachineGuns 
   
  Ares MP LMG (w/laser sight & gas vent) 
   
  HVY 
   
  +2 
   
  N 
   
  P 
   
  6.5CL 
   
  50/belt 
   
  1/20 
   
  ST 
   
  400m 
   
  $2,200 
   
  Constitution Arms Cyclone Squad Support Weapon 
   
  HVY 
   
  +1 
   
  N 
   
  P 
   
  7.62 NATO 
   
  100 
   
  35 
   
  VR 
   
  500m 
   
  $1,200 
   
  Constitution Arms Deluge Crowd Control Weapon 
   
  HVY 
   
  +0 
   
  N 
   
  P 
   
  1-2 + drugs 
   
  400 
   
  35 
   
  ST 
   
  60m 
   
  $800 
   
  Dover GA-1112 Autogun 
   
  HVY 
   
  +1 
   
  N 
   
  R 
   
  12mm CL Long 
   
  400 
   
  80 
   
  ST 
   
  400m 
   
  $1,110 
   
  FN MAG 5 (w/laser sight & gas vent) 
   
  HVY 
   
  +1 
   
  N 
   
  P 
   
  7.62N 
   
  50/Belt 
   
  2/20 
   
  VR 
   
  400m 
   
  $3,000 
   
  FN MG-6 “One on One” 
   
  HVY 
   
  +1 
   
  N 
   
  P 
   
  5.56 CL 
   
  100 
   
  40 
   
  VR 
   
  450m 
   
  $1,800 
   
  Fabrica De Armes M-2012HB Squad Automatic Wpn 
   
  HVY 
   
  +2 
   
  N 
   
  P 
   
  6.5CL 
   
  100 
   
  30 
   
  VR 
   
  450m 
   
  $1,600 
   
  Heckler & Koch HK23E 
   
  HVY 
   
  +1 
   
  N 
   
  C 
   
  5.56N 
   
  Belt 
   
  25 
   
  ST 
   
  400m 
   
  $1,000 
   
  Heckler & Koch HK13E 
   
  HVY 
   
  +1 
   
  N 
   
  P 
   
  5.56N 
   
  30 
   
  20 
   
  ST 
   
  400m 
   
  $1,100 
   
  Heckler & Koch HK11E 
   
  HVY 
   
  +1 
   
  N 
   
  P 
   
  7.62N 
   
  30/50 
   
  20 
   
  ST 
   
  400m 
   
  $1,300 
   
  Heckler & Koch HK21E 
   
  HVY 
   
  +1 
   
  N 
   
  P 
   
  7.62N 
   
  Belt 
   
  25 
   
  ST 
   
  400m 
   
  $1,200 
   
  Heckler & Koch G-6 Advanced Squad Automatic Wpn 
   
  HVY 
   
  +1 
   
  N 
   
  P 
   
  6mm CL 
   
  100 
   
  30 
   
  VR 
   
  450m 
   
  $2,050 
  
   
   
  MachineGuns 
   
  M2A5HB Browning .50 cal 
   
  HVY 
   
  +0 
   
  N 
   
  P 
   
  12.7mm 
   
  100 
   
  10 
   
  VR 
   
  600m 
   
  $2,000 
   
  M249 Booster Edition 
   
  HVY 
   
  -2 
   
  L 
   
  P 
   
  5.56N 
   
  Belt 
   
  30 
   
  ST 
   
  400m 
   
  $900 
   
  M-60D Medium Machine Gun 
   
  HVY 
   
  +1 
   
  N 
   
  P 
   
  7.62 NATO 
   
  100 
   
  20 
   
  VR 
   
  500m 
   
  $1,000 
   
  Militech High Power 15 
   
  HVY 
   
  +2 
   
  N 
   
  P 
   
  9mm CL Long 
   
  180/400 
   
  60 
   
  ST 
   
  200m 
   
  $1,600 
   
  Militech M-232 Squad Assault Weapon 
   
  HVY 
   
  +0 
   
  N 
   
  P 
   
  5.56 CL 
   
  100/35 
   
  20 
   
  VR 
   
  400m 
   
  $1,000 
   
  Militech Renegade Squad Automatic Weapon 
   
  HVY 
   
  +0 
   
  N 
   
  R 
   
  6.5CL 
   
  200/35 
   
  20 
   
  ST 
   
  400m 
   
  $1,100 
   
  Militech 20L Autocannon 
   
  HVY 
   
  +0 
   
  N 
   
  R 
   
  20mm 
   
  100 
   
  10 
   
  VR 
   
  500m 
   
  $3,000 
   
  Quake Technologies Chain Gun 
   
  HVY 
   
  +1 
   
  N 
   
  R 
   
  5.7mm 
   
  200 
   
  100 
   
  ST 
   
  300m 
   
  $4,000 
   
  Sternmeyer M-5A Squad Automatic 
   
  HVY 
   
  -1 
   
  N 
   
  R 
   
  7.62 NATO 
   
  200 
   
  20 
   
  ST 
   
  500m 
   
  $1,000 
   
  Stoner-Ares M107 GPHMG (w/laser sight & gas vent) 
   
  HVY 
   
  +1 
   
  N 
   
  R 
   
  12.7BMG 
   
  40/Belt 
   
  10 
   
  ST 
   
  400m 
   
  $4,200 
   
  Towa Manufacturing Type-8 Medium MachineGun 
   
  HVY 
   
  +1 
   
  N 
   
  P 
   
  7.62 NATO 
   
  100 
   
  35 
   
  VR 
   
  500m 
   
  $2,500 
    
  Heavy Weapons 
   
  60mm Light Mortar 
   
  HVY 
   
  +0 
   
  N 
   
  P 
   
  60mm 
   
  1 
   
  1 
   
  VR 
   
  1000m/5 
   
  $750 
   
  Bauhaus ARG-17 
   
  HVY 
   
  +2 
   
  N 
   
  R 
   
  6D10 
   
  11 
   
  2 
   
  VR 
   
  500m 
   
  $6,750 
   
  Colt-Mauser M2X Cannon 
   
  HVY 
   
  +0 
   
  N 
   
  R 
   
  20mm 
   
  8 
   
  1 
   
  ST 
   
  600m 
   
  $3,050 
   
  M-79 Grenade Launcher 
   
  HVY 
   
  +0 
   
  L 
   
  R 
   
  40mm Grenade 
   
  1 
   
  1 
   
  ST 
   
  225m 
   
  $150 
   
  Kenshiri-Adachi F-253 FlameThrower 
   
  HVY 
   
  -2 
   
  N 
   
  R 
   
  2D10 Flame 
   
  10 
   
  1 
   
  ST 
   
  50m 
   
  $1,500 
   
  LAW 
   
  HVY 
   
  -2 
   
  L 
   
  P 
   
  4D10 HEAT 
   
  1 
   
  1 
   
  VR 
   
  100m/2 
   
  $300 
   
  HLAW 
   
  HVY 
   
  -2 
   
  L 
   
  P 
   
  11D10 HEAT 
   
  1 
   
  1 
   
  VR 
   
  100m/4 
   
  $800 
   
  M-32 Automatic Grenade Launcher 
   
  HVY 
   
  +0 
   
  N 
   
  R 
   
  40mm HV Gren 
   
  50 
   
  20 
   
  VR 
   
  1600m 
   
  $2,500 
   
  M-205 Grendae Launcher 
   
  HVY 
   
  +1 
   
  L 
   
  P 
   
  40mm Grenade 
   
  1 
   
  1 
   
  VR 
   
  200m 
   
  $200 
   
  M-212 Grenade Launcher 
   
  HVY 
   
  +1 
   
  N 
   
  P 
   
  40mm Grenade 
   
  8 
   
  2 
   
  VR 
   
  200m 
   
  $500 
   
  Militech AM-3 “Anti-Matter Rifle” 
   
  HVY 
   
  +0 
   
  N 
   
  R 
   
  30mm 
   
  5 
   
  1 
   
  ST 
   
  1600m 
   
  $6,000 
   
  Militech Cowboy U-55 Grenade Launcher 
   
  HVY 
   
  +0 
   
  N 
   
  P 
   
  25mm Grenade 
   
  12 
   
  3 
   
  ST 
   
  150m 
   
  $900 
   
  Militech HotShot L-ATGM 
   
  HVY 
   
  +2 
   
  N 
   
  P 
   
  12D10 HEAT 
   
  1 
   
  1 
   
  VR 
   
  500m/4 
   
  $2,500 
   
  Militech Pump-Action Mini-Grenade Launcher 
   
  HVY 
   
  -1 
   
  L 
   
  C 
   
  25mm Grenade 
   
  4 
   
  2 
   
  ST 
   
  150m 
   
  $255 
   
  Militech Drum Mini Grenade Launcher 
   
  HVY 
   
  +0 
   
  N 
   
  P 
   
  25mm Grenade 
   
  16 
   
  2 
   
  ST 
   
  150m 
   
  $475 
   
  Militech RPG-A Grenade Launcher 
   
  HVY 
   
  -2 
   
  N 
   
  R 
   
  6D10AP 
   
  1 
   
  1 
   
  VR 
   
  750m 
   
  $1,500 
   
  Militech RPG-B Rocket Launcher 
   
  HVY 
   
  -2 
   
  N 
   
  R 
   
  9D10AP 
   
  1 
   
  1 
   
  VR 
   
  750m 
   
  $1,500 
   
  Militech Scorpion 16 Surface-To-Air Missile 
   
  HVY 
   
  -1 
   
  N 
   
  P 
   
  7D10 
   
  1 
   
  1 
   
  VR 
   
  500m/6 
   
  $1,000 
   
  Militech Urban Missile Launcher 
   
  HVY 
   
  +2 
   
  L 
   
  P 
   
  30mm Missile 
   
  12 
   
  2 
   
  ST 
   
  200m 
   
  $900 
   
  Panther Cannon 
   
  HVY 
   
  +0 
   
  N 
   
  P 
   
  25mm HV 
   
  22 
   
  1 
   
  ST 
   
  400m 
   
  $3,500 
   
  Quake Technologies Grenade Launcher 
   
  HVY 
   
  -1 
   
  N 
   
  R 
   
  40mm Grenade 
   
  5 
   
  1 
   
  VR 
   
  100m 
   
  $700 
   
  Quake Technologies Rocket Launcher 
   
  HVY 
   
  +1 
   
  N 
   
  R 
   
  7D10 
   
  4 
   
  1 
   
  VR 
   
  400m/5 
   
  $2,550 
   
  Quake Technologies NailGun 
   
  HVY 
   
  -1 
   
  L 
   
  R 
   
  3D6 
   
  60x2 
   
  4/20/40 
   
  ST 
   
  150m 
   
  $4,000 
   
  Rhinemetall EMG-85 Railgun 
   
  HVY 
   
  +3 
   
  N 
   
  R 
   
  5D10+10 EAP 
   
  5 
   
  ½ 
   
  ST 
   
  1500m 
   
  $11,370 
   
  Rostovic Wrist Racate 
   
  HVY 
   
  +0 
   
  N 
   
  P 
   
  30mm Missile 
   
  6 
   
  3 
   
  ST 
   
  250m 
   
  $380 
   
  Royal Enfield 25mm Cockerill Assault Cannon 
   
  HVY 
   
  +1 
   
  N 
   
  R 
   
  25mm 
   
  12 
   
  1 
   
  ST 
   
  1500m 
   
  $7,400 
   
  Towa Manufacturing Type-9 Grenade Launcher 
   
  HVY 
   
  +0 
   
  N 
   
  P 
   
  40mm Grenade 
   
  8 
   
  2 
   
  VR 
   
  200m 
   
  $750 
   
  Tsunami Arms Type-17 Anti-Armor Rifle (smart) 
   
  HVY 
   
  +3 
   
  N 
   
  R 
   
  20mm 
   
  12 
   
  1 
   
  ST 
   
  1200m 
   
  $7,500 
   
  Tsunami Arms Type-18 Automatic Grenade Launcher 
   
  HVY 
   
  -1 
   
  N 
   
  P 
   
  25mm Grenade 
   
  30 
   
  10 
   
  ST 
   
  200m 
   
  $2,000 
   
   
   
  Accessories & Undermount Systems 
   
  Auxiliary Shotgun 
   
  SHG 
   
  -2 
   
   
   
  P 
   
  12g 
   
  6 
   
  2 
   
  ST 
   
  50m 
   
  $125 
   
  Under-Rifle Pump-Action Shotgun 
   
  SHG 
   
  -2 
   
   
   
  P 
   
  12g 
   
  6 
   
  1 
   
  ST 
   
  50m 
   
  $100 
   
  Kendachi Under-Mount Flamer 
   
  HVY 
   
  -1 
   
   
   
  P 
   
  flame 
   
  4 
   
  1 
   
  ST 
   
  10m 
   
  $500 
   
  Under-Rifle 40mm Grenade Launcher 
   
  HVY 
   
  -1 
   
   
   
  P 
   
  40mm Grenade 
   
  1 
   
  1 
   
  VR 
   
  200m 
   
  $150 
   
  Militech Under-Rifle Mini Grenade Launcher 
   
  HVY 
   
  -1 
   
   
   
  C 
   
  25mm Grenade 
   
  4 
   
  2 
   
  ST 
   
  200m 
   
  $300 
   
  Militech MicroMissile Pod 
   
  HVY 
   
  +1 
   
   
   
  P 
   
  30mm Rocket 
   
  1 
   
  1 
   
  ST 
   
  400m 
   
  $250 
   
  Techtronica Capacitor Laser 
   
  RIF 
   
  +1 
   
   
   
  R 
   
  1d6-4d6 
   
  12d6 
   
  1 
   
  UR 
   
  300m 
   
  $600 
   
  Techtronica Under-Rifle Microwaver 
   
  RIF 
   
  +0 
   
   
   
  R 
   
  microwave 
   
  4 
   
  1 
   
  UR 
   
  100m 
   
  $500 
   
   
   
   
  
   
   
  Oversized Guns & Borg Toys 
   
  Arasaka Oyabun 
   
  PST 
   
  -1 
   
  J 
   
  P 
   
  14mm CL 
   
  10 
   
  1 
   
  VR 
   
  50m 
   
  $1,850 
   
  IMI Desert Eagle 14mm 
   
  PST 
   
  +2 
   
  J 
   
  P 
   
  14mm 
   
  10 
   
  1 
   
  VR 
   
  50m 
   
  $1,675 
   
  Ruger .500 Magnum 
   
  PST 
   
  +2 
   
  J 
   
  R 
   
  .500 Magnum 
   
  5 
   
  1 
   
  VR 
   
  50m 
   
  $3,895 
   
  Arasaka “Muramasa” 
   
  PST 
   
  -2 
   
  L 
   
  P 
   
  7.62N 
   
  5 
   
  1 
   
  VR 
   
  50m 
   
  $1,850 
   
  Norse Technologies “Mjolnir” 
   
  PST 
   
  -3 
   
  J 
   
  P 
   
  7.62N 
   
  4 
   
  1 
   
  VR 
   
  50m 
   
  $1,460 
   
  Maudi-Griffin TNX Carbine 
   
  PST 
   
  +3 
   
  L 
   
  R 
   
  .50 BMG 
   
  1 
   
  1 
   
  VR 
   
  100m 
   
  $5,395 
   
  Norse Technologies “Odin” 
   
  PST 
   
  +0 
   
  J 
   
  P 
   
  5.56N 
   
  3 
   
  1 
   
  VR 
   
  75m 
   
  $1,285 
   
  UA CLAW 
   
  SHG 
   
  +1 
   
  N 
   
  R 
   
  4ga 
   
  28 
   
  14 
   
  VR 
   
  60m 
   
  $1,600 
   
  Tsunami Helix 
   
  SHG 
   
  +0 
   
  N 
   
  P 
   
  10ga 
   
  60 
   
  43 
   
  VR 
   
  60m 
   
  $3,000 
   
  Malorian 3600 Super SMG 
   
  SMG 
   
  +0 
   
  L 
   
  P 
   
  14mm 
   
  20 
   
  1/3 
   
  VR 
   
  150m 
   
  $3,000 
   
  Magnum Opus HellBringer 
   
  PST 
   
  +1 
   
  J 
   
  P 
   
  .666 
   
  3 
   
  1 
   
  VR 
   
  80m 
   
  $4,000 
   
  Ruger LAWGIVER 14mm 
   
  PST 
   
  +1 
   
  J 
   
  P 
   
  14mm 
   
  10 
   
  1 
   
  UR 
   
  50m 
   
  $2,100 
   
  Magnum Opus Big Government 
   
  PST 
   
  +0 
   
  J 
   
  P 
   
  14mm 
   
  13 
   
  2 
   
  VR 
   
  60m 
   
  $2,000 
   
  12ga Pistol 
   
  PST 
   
  -2 
   
  J 
   
  P 
   
  12ga 
   
  9 
   
  2 
   
  ST 
   
  30m 
   
  $1,000 
   
  5.56 CL SMG 
   
  SMG 
   
  +1 
   
  L 
   
  P 
   
  5.56mm 
   
  50 
   
  25 
   
  VR 
   
  200m 
   
  $1,200 
   
  12.7mm Assault Rifle 
   
  RIF 
   
  +1 
   
  N 
   
  P 
   
  .50BMG 
   
  50 
   
  10 
   
  VR 
   
  400m 
   
  $2,000 
   
  14.5mm Assault Rifle 
   
  RIF 
   
  +1 
   
  N 
   
  P 
   
  14.5mm 
   
  50 
   
  10 
   
  VR 
   
  400m 
   
  $2,500 
   
  30mm HV GL 
   
  HVY 
   
  +0 
   
  N 
   
  P 
   
  30GL 
   
  25 
   
  15 
   
  VR 
   
  300m 
   
  $2,000 
   
  Arasaka Rage 15mm SMG 
   
  HVY 
   
  -1 
   
  L 
   
  P 
   
  15mm   
   
  20 
   
  1/10 
   
  VR 
   
  100m 
   
  $4,500 
   
  Arasaka Pocket Tsunami 
   
  HVY 
   
  +0 
   
  L 
   
  P 
   
  25GL 
   
  6 
   
  1 
   
  ST 
   
  200m 
   
  $1,250 
   
   
   
   
  Combination Firearms 
   
  AR-15 Urban Automatic 
   
  SMG 
   
  +3 
   
  N 
   
  P 
   
  9mm 
   
  30 
   
  30 
   
  ST 
   
  200m 
   
  $650 
   
  Underbarrel Shotgun   
   
  SHG 
   
  -1 
   
  N 
   
  P 
   
  12ga 
   
  6 
   
  2 
   
  ST 
   
  50m 
   
   
   
  BAR Mk XI b “Invader” 
   
  RIF 
   
  +1 
   
  N 
   
  R 
   
  6.5CL 
   
  30 
   
  30 
   
  ST 
   
  400m 
   
  $1,350 
   
  37mm GL   
   
  HVY 
   
  +1 
   
  N 
   
  R 
   
  37mm Grenade 
   
  14 
   
  2 
   
  ST 
   
  300m 
   
   
   
  Bauhaus MP-105GW 
   
  SMG 
   
  +1 
   
  L/N 
   
  R 
   
  10mmCL 
   
  50 
   
  30 
   
  VR 
   
  150m 
   
  $1,250 
   
  40mm GL   
   
  HVY 
   
  -1 
   
  L/N 
   
  R 
   
  40mm Grenade 
   
  1 
   
  1 
   
  VR 
   
  100m 
   
   
   
  Bauhaus AG-17 “Panzerknacker” 
   
  RIF 
   
  +2 
   
  N 
   
  R 
   
  7.62N CL 
   
  40 
   
  40 
   
  ST 
   
  400m 
   
  $1,500 
   
  40mm GL   
   
  HVY 
   
  +1 
   
  N 
   
  R 
   
  40mm Grenade 
   
  4 
   
  1 
   
  UR 
   
  300m 
   
   
   
  CAR-24 
   
  RIF 
   
  -2/-1 
   
  L/N 
   
  R 
   
  7.62N 
   
  20 
   
  25 
   
  UR 
   
  300m 
   
  $1,000 
   
  40mm GL   
   
  HVY 
   
  +0 
   
  N 
   
  R 
   
  40mm Grenade 
   
  1 
   
  1 
   
  ST 
   
  300m 
   
   
   
  CasTech Twin Barrel  
   
  PST 
   
  +0 
   
  L 
   
  R 
   
  12mmCL 
   
  16 
   
  1 
   
  VR 
   
  50m 
   
  $850 
   
  40mm GL   
   
  HVY 
   
  -2 
   
  L 
   
  R 
   
  40mm Grenade 
   
  1 
   
  1 
   
  VR 
   
  100m 
   
   
   
  Chadran City Reaper 
   
  SMG 
   
  +0 
   
  L 
   
  P 
   
  11mmCL 
   
  40 
   
  20 
   
  VR 
   
  200m 
   
  $950 
   
  Underbarrel Shotgun   
   
  SHG 
   
  -1 
   
  L 
   
  P 
   
  12ga 
   
  10 
   
  3 
   
  ST 
   
  50m 
   
   
   
  Chadran Jungle Reaper 
   
  RIF 
   
  +1 
   
  N 
   
  P 
   
  5.56CL 
   
  60 
   
  20 
   
  VR 
   
  400m 
   
  $1,550 
   
  Underbarrel 25mm GL   
   
  HVY 
   
  -2 
   
  N 
   
  R 
   
  25mm Grenade 
   
  6 
   
  2 
   
  ST 
   
  200m 
   
   
   
  Colt M16/M203 
   
  RIF 
   
  +2 
   
  N 
   
  P 
   
  5.56N 
   
  30 
   
  30 
   
  ST 
   
  400m 
   
  $1,000 
   
  M203   
   
  HVY 
   
  -1 
   
  N 
   
  P 
   
  40mm Grenade 
   
  1 
   
  1 
   
  ST 
   
  300m 
   
   
   
  Colt M22A2 
   
  RIF 
   
  +1 
   
  N 
   
  P 
   
  5.56CL 
   
  40 
   
  2/20 
   
  ST 
   
  400m 
   
  $1,000 
   
  M-205 GL   
   
  HVY 
   
  -1 
   
  N 
   
  P 
   
  40mm Grenade 
   
  1 
   
  1 
   
  VR 
   
  200m 
   
   
   
  Colt M22A4 
   
  RIF 
   
  +0 
   
  N 
   
  P 
   
  5.56CL 
   
  40 
   
  1/20 
   
  ST 
   
  200m 
   
  $750 
   
  M-205 GL   
   
  HVY 
   
  -1 
   
  N 
   
  P 
   
  40mm Grenade 
   
  1 
   
  1 
   
  VR 
   
  200m 
   
   
   
  CyberTronic CAW2000 
   
  RIF 
   
  +1 
   
  N 
   
  R 
   
  5.56N 
   
  30 
   
  30 
   
  VR 
   
  400m 
   
  $1,200 
   
  37mm GL   
   
  HVY 
   
  +1 
   
  N 
   
  R 
   
  37mm Grenade 
   
  1 
   
  1 
   
  ST 
   
  400m 
   
   
   
  CyberTronic AR3000 Assault Rifle 
   
  RIF 
   
  +1 
   
  N 
   
  R 
   
  6.5CL 
   
  25 
   
  25 
   
  ST 
   
  400m 
   
  $1,500 
   
  37mm GL   
   
  HVY 
   
  +1 
   
  N 
   
  R 
   
  37mm Grenade 
   
  4 
   
  1 
   
  UR 
   
  400m 
   
   
   
  Fabrique De Armes Bison 10/25 
   
  SMG 
   
  +2 
   
  L 
   
  P 
   
  10mmCL 
   
  20 
   
  20 
   
  ST 
   
  150m 
   
  $1,225 
   
  25mm GL   
   
  HVY 
   
  +1 
   
  L 
   
  P 
   
  25mm GL 
   
  4 
   
  2 
   
  ST 
   
  150m 
   
   
   
  Imperial SMG Mk III “Interceptor” 
   
  SMG 
   
  +1 
   
  N 
   
  R 
   
  12mmCL 
   
  40 
   
  30 
   
  ST 
   
  150m 
   
  $1,400 
   
  37mm GL   
   
  HVY 
   
  +0 
   
  N 
   
  R 
   
  37mm Grenade 
   
  1 
   
  1 
   
  ST 
   
  300m 
   
   
   
  LeMat 2014 Revolver 
   
  PST 
   
  +1 
   
  J 
   
  P 
   
  10mm 
   
  9 
   
  2 
   
  VR 
   
  50m 
   
  $750 
   
  20ga central cylinder   
   
  PST 
   
  -1 
   
  J 
   
  P 
   
  20ga 
   
  1 
   
  1 
   
  VR 
   
  25m 
   
   
   
  M-41A Pulse Rifle 
   
  RIF 
   
  +1 
   
  N 
   
  R 
   
  6.5CL 
   
  50 
   
  25 
   
  ST 
   
  400m 
   
  $1,300 
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  Combination Firearms 
  25mm GL   
  HVY 
  -1 
  N 
  R 
  25mm GL 
  4 
  2 
  ST 
  200m 
   
   
  M-50 
   
  RIF 
   
  +1 
   
  N 
   
  P 
   
  7.62N 
   
  30 
   
  20 
   
  UR 
   
  400m 
   
  $1,100 
   
  40mm GL   
   
  HVY 
   
  +1 
   
  N 
   
  P 
   
  40mm Grenade 
   
  6 
   
  1 
   
  ST 
   
  300m 
   
   
   
  Militech M-31a1 Advanced Infantry Combat Weapon 
   
  RIF 
   
  +2 
   
  N 
   
  R 
   
  4.5mm 
   
  150 
   
  3/30 
   
  ST 
   
  400m 
   
  $1,695 
   
  MiniGrenade Launcher   
   
  HVY 
   
  -1 
   
  N 
   
  R 
   
  25mm Grenade 
   
  4 
   
  2 
   
  ST 
   
  150m 
   
   
   
  Militech Urban Warfare Model 12 (w/laser sight) 
   
  SHG 
   
  +1 
   
  N 
   
  P 
   
  12ga 
   
  8 
   
  2 
   
  ST 
   
  50m 
   
  $700 
   
  Underbarrel Shotgun   
   
  SHG 
   
  +0 
   
  N 
   
  P 
   
  12ga 
   
  5 
   
  2 
   
  ST 
   
  50m 
   
   
   
  Militech Urban Warfare Model 10 (w/laser sight) 
   
  SHG 
   
  +1 
   
  N 
   
  P 
   
  10ga 
   
  6 
   
  2 
   
  ST 
   
  50m 
   
  $800 
   
  Underbarrel Shotgun   
   
  SHG 
   
  +0 
   
  N 
   
  P 
   
  12ga 
   
  5 
   
  2 
   
  ST 
   
  50m 
   
   
   
  Sherman .55G M-15 “IronFist” 
   
  SMG 
   
  +1 
   
  L 
   
  R 
   
  .55 
   
  10 
   
  10 
   
  UR 
   
  100m 
   
  $1,000 
   
  25mm GL   
   
  HVY 
   
  -2 
   
  L 
   
  R 
   
  25mm Grenade 
   
  1 
   
  1 
   
  ST 
   
  50m 
   
   
   
  Stein & Wasserman Bi-Power HandCannon 
   
  PST 
   
  +0 
   
  J 
   
  P 
   
  .44 
   
  6 
   
  2 
   
  UR 
   
  50m 
   
  $850 
   
  autopistol   
   
  PST 
   
  +1 
   
  J 
   
  P 
   
  .45ACP 
   
  10 
   
  2 
   
  UR 
   
  50m 
   
   
   
  Springfield Scout 
   
  RIF 
   
  +2 
   
  N 
   
  R 
   
  .22LR 
   
  1 
   
  1 
   
  VR 
   
  300m 
   
  $350 
   
  Underbarrel Shotgun   
   
  SHG 
   
  +0 
   
  N 
   
  R 
   
  20ga 
   
  1 
   
  1 
   
  ST 
   
  50m 
   
   
   
  Tambu No.4 “Windrider” Assault 
   
  RIF 
   
  +1 
   
  N 
   
  R 
   
  5.56CL 
   
  22 
   
  30 
   
  UR 
   
  300m 
   
  $900 
   
  40mm GL   
   
  HVY 
   
  +0 
   
  N 
   
  R 
   
  40mm Grenade 
   
  1 
   
  1 
   
  UR 
   
  300m 
   
   
   
  Tambu No.1 “Shogun” GL 
   
  RIF 
   
  +2 
   
  N 
   
  R 
   
  7.62N 
   
  26 
   
  30 
   
  VR 
   
  400m 
   
  $1,000 
   
  40mm GL   
   
  HVY 
   
  +0 
   
  N 
   
  R 
   
  40mm Grenade 
   
  3 
   
  1 
   
  ST 
   
  400m 
   
   
   
  Towa Type 20 Combat Weapon (smartlinked) 
   
  RIF 
   
  +2 
   
  N 
   
  P 
   
  5.56CL 
   
  100 
   
  3/45 
   
  VR 
   
  400m 
   
  $4,200 
   
  25mm GL   
   
  HVY 
   
  +0 
   
  N 
   
  P 
   
  25mm Grenade 
   
  4 
   
  2 
   
  ST 
   
  150m 
   
   
   
  Traveller TAC Assault Carbine 
   
  RIF 
   
  +1 
   
  N 
   
  C 
   
  5.56N 
   
  20 
   
  2/20 
   
  ST 
   
  300m 
   
  $950 
   
   
   
  HVY 
   
  +0 
   
  N 
   
  C 
   
  25mm Grenade 
   
  4 
   
  2 
   
  ST 
   
  300m 
   
   
   
  Traveller ACR Advanced Combat Rifle 
   
  RIF 
   
  +1 
   
  N 
   
  C 
   
  7mm CL 
   
  22 
   
  2/25 
   
  ST 
   
  400m 
   
  $1,100 
   
   
   
  HVY 
   
  +1 
   
  N 
   
  C 
   
  25mm Grenade 
   
  4 
   
  2 
   
  ST 
   
  300m 
   
   
   
  Uzi Support 2020 (w/ phase IV laser sight) 
   
  SMG 
   
  +3 
   
  N 
   
  R 
   
  9mmCL 
   
  80 
   
  30 
   
  ST 
   
  150m 
   
  $1,200 
   
  25mm GL   
   
  HVY 
   
  -1 
   
  N 
   
  R 
   
  25mm GL 
   
  2 
   
  2 
   
  VR 
   
  100m 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  Flipper Is Dead, The UK CyberPunk ThinkTank 
    
   
    
  Pistol Creation System 
  Revised Edition - November 1998 
  A JavaScripted version of this calculator (created by Night 
  Flyer) is available at Rust Never Sleeps  
  This allows the creation of a variety of new and unusual 
  firearms, by a simple option system to use, follow the steps 
  one by one, choosing one of the choices and noting down the 
  stats given. 
    
  Step 1 THE SIZE OF THE GUN ITSELF  
   
  Ammo 
   
  Frame 
  size 
  WA Light Med. Heavy V.hvy Concealability Bulk 
  Pocket 
  -2 
  10 
  7 
  4 
  2 
  P / P / J 
  2 / 3 / 
  3 
  Small 
  -1 
  15 
  8 
  5 
  3 
  P / J / J 
  3 / 4 / 
  4 
  Medium 0 
  20 
  15 
  8 
  5 
  J / J / J 
  4 / 5 / 
  5 
  Large 
  +1 
  25 
  20 
  10 
  7 
  J / J / L 
  5 / 6 / 
  7 
  ammo can 
  vary +/- 
  5 
  5 
  2 
  1 
   
   
   
  The various frames available are designed to simulate 
  weapon size. A holdout derringer is normally a pocket frame, 
  either break open or gas auto, and packing a large calibre 
  round. Other pocket frames are the 'ladies guns' in small 
  calibres for self-defence. Small pistols are normally light 
  calibres and issued for defence to military personnel in 
  vehicles. Medium frames are most military automatic pistols, 
  and heavy frames are the BIG magnums, 'hunting pistols' and 
  long barrel target pistols. 
   
  Concealabilities are for Snub Nosed / Normal / Long 
  barrelled weapons.  
   
  Optional Rule: Weapon Bulk.  
  This is the Minimum BOD score needed to hold the Pistol 
  Level and controlled in one hand. A Two handed Grip adds 
  one to your BOD for this purpose. Each point your BOD is 
  below the Bulk reduces your chances to hit by one point (-1 
  to hit)  
   
   
  Step 2 THE MECHANISM  
  Mechanism ROF Ammo 
  Notes 
  Break open 
  =B 
  * 
  Can fire all barrels at once. normally 1 
  or 2 barrel 
  Revolver 
  +0 
  6 
  Some revolvers hold 5 -9 rounds 
  Bolt action 
  =1 
  - 
  Usually target pistols 
  Gas 
  Automatic 
  +0 
  - 
   
  MP 
  +0 
  - 
  Machine pistols 
  Electric 
  +0 
  - 
  Electric Motor driven. cannot Jam. 
  MP 
  +5 
  - 
  Machine pistols 
   
  Machine Pistols can Fire at Normal ROF with single shots, 
  or fire 3rd Bursts or on Full auto at MP ROF  
   
  The Mechanism of the gun controls how it works.  
   
  A Break open pistol has one round loaded per barrel, and 
  normally fires then one at a time. (With a little alteration they 
  can be made to fire them all at once, at the same target with a 
  to hit roll per bullet) Normally they are only single barrelled, 
  but some can have 2 or more barrels. Use the ammo variance 
  as the modifier to the basic 1 barrel, allowing light calibre 6 
  barrels, medium 6, heavy 3, and very heavy 2.  
   
  Revolvers have a cylinder holding the rounds which can 
  rotate, bringing each in line with the barrel before it is fired 
  by the fixed firing pin. Reloading can be slow by hand, so 
  speed loaders are used, plastic devices that hold 6 rounds 
  ready to be loaded. Another alternative is to eject the cylinder 
  and load a new one (both allow a one action reload, like a 
  clip). Classic revolvers have only 6 shots, but some, 
  especially the small calibre ones, have up to 9. (use 4 + the 
  ammo variation for ammo ) To silence a revolver, the 
  silencer also has to cover the cylinder to muffle the sound, so 
  double the cost of a silencer for a revolver and increase the 
  rarity one level  
   
   
   
   
  
   
  Bolt action Pistols are usually only used for target shooting 
  as they are very slow to fire. The bolt must be opened 
  manually and then closed again, locking the new round 
  drawn from the magazine into place. The advantage is that 
  the Bolt action weapon is usually very accurate.  
   
  Gas Automatic The force of the bullet being fired is used to 
  eject the casing and to chamber the next round. The first 
  round has to be chambered manually by cocking the weapon, 
  and the gun fires at one rate of fire only. A Dud round will 
  stop the weapon firing and will have to be cleared manually 
  by working the breach open and closed  
   
  Electric Motor The motor action uses an electrical motor to 
  work the guns action, loading, firing and ejecting the rounds 
  at a set rate that can be varied simply by altering the motor 
  speed. Dud rounds are ejected by the action without an 
  interuption in firing  
   
  Step 3 THE ROUNDS IT TAKES 
  Propellant 
  Ammo Ammo 
  Gun Cost 
  Cased rounds as above 
  Metal or plastic cased 
  - 
  Caseless rounds +20% 
  MP's get ROF+5 
  x1.5 
  Plastique 
  - 
  Highpower Pound damage+D6 
  x2 
  Binary liquid 
  +50% 
  Need Mag + bottles to reload 
  - 
  ETC 
  -50% 
  damage +2D6, ROF=1 Max 
  x5 
  Gas Powered 
  +50% 
  Silent 
  - 
  Gauss Weapons +100% 
  D6 becomes D10 
  x10 
  Gyrojet rounds -50% 
  Rocket rounds 
  - 
   
  Cased Rounds use a tube of metal, usually brass, to hold the 
  propellant. The bullet is seated in one end and the other end 
  is closed except for the firing cap. This holds all of the 
  components together, sealed against the elements, in one easy 
  package which can be loaded mechanically by the gun. The 
  empty case must be ejected from the weapon before the next 
  one can be loaded. This ejection also takes a lot of the heat of 
  firing out of the gun, as the case acts as a heat sink.  
   
  Steel cases are cheap, usually produced in wartime to save 
  brass. They act as well as brass except for one dangerous 
  fault; they can strike sparks.  
   
  Plastic cases are cheap but unreliable, as they don't have the 
  strength of the metal and don't absorb as much heat. While 
  this has little worry on single shot, on auto fire the weapon 
  rapidly overheats and this can melt, jam or even the explode 
  rounds when they are loaded. On auto fire lower the 
  reliability of the weapon one class  
   
  Caseless rounds use a block of propellant with the bullet 
  embedded in one end and the primer in the other. the whole 
  thing is lacquered together as a single block. When fired, the 
  primer explodes, pushing the bullet firmly into the barrel as 
  the propellant ignites, producing the gases that accelerate it 
  down the barrel. As the whole round burns up when fired, 
  there is nothing to eject, allowing the next round to be loaded 
  straight in.  
   
  Ammo costs as normal, Gun costs x1.5  
  Plastique rounds use a high explosive propellant rather than 
  a simple fast burning one, producing a very high pressure gas 
  cloud as the gun fires. This accelerates the bullet down the 
  barrel at great speed, producing a very high muzzle energy 
  and increasing the bullets wounding potential. Unfortunately 
  this also is very hard on the Gun, which has to be purpose 
  built to take the stresses of firing these high power rounds. If 
  it's NOT, them there is a chance it'll explode when fired. 
  (1/10, doing normal weapon damage to firing Limb and 
  wrecking the gun)  
  Ammo costs x2, Gun costs x2  
   
  The binary liquid propellant weapon uses two liquids that 
  are explosive when combined as the propellant. on there own, 
  each liquid is flammable but safe. Only when mixed are they 
  dangerously explosive (binary agent)The weapons magazine 
  contains only the bullet, with no casings. these are loaded 
  into the breach, and then fine sprays of the two liquids are 
  injected into the chamber behind the bullet and ignited by a 
  spark unit. The resulting explosion propels the bullet.  
   
  Nothing needs to be ejected, but reloading uses canisters for 
  the two liquids and a clip of rounds plus a new battery, and 
  the spark unit must be cleaned regularly to stop it fouling .  
  Ammunition is very compact, giving a 200% increase in 
  magazine size (40+rds)  
   
  The reload cycle is the weapons real problem. The two 
  liquids need to be reloaded regularly (varies by weapon, 
  usually every 10 clips) the battery has to be recharged 
  regularly, and the spark unit must be cleaned. The mixing 
  rates and spark timing can be tuned like a car engine for 
  maximum performance. This allows the weaponsmith to alter 
  the weapon damage +D6 (overpower) or -D6 (under power) 
  With a difficult (20) Weaponsmith roll.  
   
  GM NOTE The Binary action also produces a BIG muzzle 
  flash as the liquids ignite, and on auto fire this is very 
  noticeable, especially at night.  
   
  The Gun costs x2, The Ammo costs are as normal. 
  While the rounds are smaller, they are rarer. 
  The Liquid propellant (10 clips of firing worth) 
  costs 60 
  New Battery costs 50, Battery charger costs 250 and 
  will hold 3 batteries, charging in 4 hours 
  Sparker unit costs 75 
   
  ECT 
  Electro Chemical Thermal Propellants use a high voltage 
  pulse to plasmarise the propellant when the gun fires. This 
  produces an explosion of higher power than a conventional 
  propellant, but also produces a lot of recoil and a BIG plume 
  of superheated plasma from the barrel. This plume can be 
  several metres long for large calibre weapons, and can ignite 
  anything flammable (and does D6 burn damage)  
  Damage +2D6  
  Rate of Fire One  
  Gun Cost x 5  
  Ammo x 2  
   
  
   
  The rounds are relatively cheap, its the POWER drain of 
  these weapons that make them expensive. Most of the Gun is 
  taken up by capacitors and Superconductor loops to power 
  the plasmarising pulse  
   
  Gas powered  
  High powered airguns are coming back into fashion after the 
  introduction of magnetic resonance imagers that can detect 
  explosive propellants. They use a composite plastic barrel 
  and a high pressure air supply to accelerate the round. While 
  they are quieter in operation than an explosive propellant, the 
  round can be as fast as a conventional bullet. The only draw 
  back is the size of the air tanks. A normal pistol size weapon 
  can hold enough gas to fire 10 rounds. A back up tank that 
  fits on top hold another 20 rounds of gas, but that alters the 
  concealability up one class to at least L.  
   
  Changing the gas tank takes two actions.  
  Gun costs as normal  
  Ammo costs are as normal  
  Normal tanks cost 50eb, Back up tanks cost 100eb  
  Repressurising costs 1 a shot.  
  Compressor costs 1500 and runs off the wall current  
   
  Gauss Rifles 
   
  Railguns or Coilguns  
  Both are Magnetic accelerators that use a high power magnet 
  to shoot ferromagnetic projectiles at high speeds. By altering 
  the power to the magnets, the gun can fire subsonically, or by 
  increasing it the gun can fire well over the speed of sound  
  Choose the calibre of the weapon as normal, and change the 
  Dice used depending on the chosen power.  
  Subsonic D6 becomes D4, D10 becomes D6  
  With special subsonic ammunition, damage the same as a 
  normal round  
  Conventional Firing  
  D6 becomes D10, D10 becomes 2D6  
   
  Overload  
  A dangerous operation, as the bullet is travelling fast enough 
  to plasmarise the air inside the barrel, and the stresses of 
  firing can buckle the magnets, causing it to misfire  
  D6 becomes 2D6 , D10 becomes 2D10  
   
  Railguns use a 'sliding short' system, which makes them only 
  capable of having one bullet in the barrel at once.  
   
  Coilguns use a series of electromagnetic coils that pulse in 
  series, each one acceleration the projectile more than the last. 
  As the coils work in series, the weapon can have several 
  rounds traveling down the barrel at once, making them ideal 
  assault weapons Both systems need long barrels and even 
  when bullpupped are much longer than a conventional pistol, 
  with long barrels  
   
  One advantage is that the Recoil is mostly taken up by 
  distortions in the magnetic fields and the mass ratio between 
  the rounds and the gun itself.  
   
   
  Both railguns and coilguns are very advanced weapons and 
  require frequent cleaning and maintenance. If the magnets 
  come out of alignment they'll tear themselves apart when 
  they fire, and if the power pack discharges into the gun, 
  they're dangerously live.  
  Gun costs x 10 of basic, Ammunition costs x 2 (This may 
  drop as gauss guns become more common in military 
  service)  
   
  Gyrojet rounds  
  These are miniature rocket rounds, that ignite in the barrel 
  and accelerate as they fly. The original models were built in 
  the 1950's, but were inaccurate. A 14mm rocket had the 
  recoil of a .22, the delivered energy of a .44 magnum and at a 
  range where a .38 was getting 6" groups, was getting 
  groupings 3 FEET across.  
   
  Modern Gyrojets are much more accurate and stable in flight, 
  with flat ballistic trajectories that make them ideal for 
  medium range work. The only disadvantage is the trail of 
  smoke the round leaves as the rocket burns, pointing straight 
  back to the firer.  
   
  PB damage is Halved (not up to speed yet), Close 
  and Medium are Normal, Long Range damage is 
  +D6  
  Extreme (as the rocket runs out of fuel and stop 
  accelerating) is normal  
  The Gun costs the same as normal  
  The rounds are very expensive, as each is a fully 
  functional, ballistically accurate rocket, Ammo costs 
  x 10  
   
  Light - 10 rds for 15eb - 1.5eb each  
  Medium - 5 rds for 15eb - 3eb each  
  Heavy - 5 rds for 18eb - 3.5eb each  
  Very heavy - 5 rds for 20eb - 4eb each  
  Rifle - 10rds for 40eb - 4eb each  
   
   
   
   
   
   
   
   
   
   
   
  
   
  Step 4 THE GUNS CALIBRE 
  choose weapon calibre from the somewhat over-exhaustive 
  list  
  Light 
  dmg 
  Notes 
  2.7mm Kolibri 
  D2 
  old 1914 
  3mm Kolibri 
  D3 
   
  4.25mm Erika 
  D4 
   
  .17 bumblebee 
  D4 
   
  .22 short 
  D4 
   
  .22 long 
  D6 
   
  .22 long rifle 
  D6 
  5.7 X17mmR 
  .22 magnum 
  D6+2 
   
  .22 Jet 
   
  Reminton Jet 
  .221 Fireball 
   
  Reminton Fireball 
  5mm 
  D6 
   
  5.5mm Velo 
  D6 
  Velo Dog Revolver 
  5.45 
  D6 
  5.45 x18mm Soviet. bullet is a Tumbler 
  6mm 
  D6+1 
   
  .25 ACP 
  D6 
  6.35mm Browning 
  .256 
  Winchester 
   
   
  .32 ACP 
  D6+2 
  7.65 x 17 SR 7.65 Browning 
  7mm BR 
   
  7mm BR Remington 
  7mm Nambu D6+2 
  7mmNambu 
  7mm 
  D6+2 
   
  Medium 
  7.62 T 
  2D6 
  7.62x25 Tula Tokarev 
  .30 Mauser 
  2D6 
  7.63x25 Mauser 
  .32 H&R mag 2D6+1 
  H&R magnum 
  .380 ACP 
  2D6-1 
  .380 Auto 
  9mm short 
  2D6-1 
  9mm x17 
  .38 
  2D6 
  9 x 19mm 
  .38 special 
  2D6 
  9 x 29mm Bullet counts as a 'Tumbler' 
  .38 +P 
  2D6+1 
  9 x 29mm 
  8mm Nambu 
  2D6 
  8mm New Nambu 
  8mm Lebel 
   
   
  8mm RS 
   
  8mm Roth-Steyr 
  9mm M 
  2D6 
  9 x 18mm Marakov 
  9mm Glisenti 
  2D6 
  9 x 
  9mm M + 
  2D6+1 
  9x18mm Marakov Power round 
  9mm Para 
  2D6+1 
  9 x 19 Parabellum 
  9mm Browning 2D6+1 
  9 x 20mm 
  9mm AE 
  2D6+2 
  9 x 21mm IMI 
  9mm Gyunra 2D6+2 
  9 x21 mm Tungsten Carbide Penetrator 
  (VIPER) 
  9mm Steyr 
  2D6+2 
  9 x 23mm, 9mm Largo, 9mm Bergmann 
  Bayard 
  9mm Long 
  2D6+3 
  9 x 25mm 
  10mm Auto 2D6+3 
  10 x 24mm 
  .40 S&W 
  2D6+3 
  10 x 25mm? 
  .454 Webley 2D6+1 
  Old 11.5 x 
  .357 SIG 
  2D6+3 
  9 x 24 ? 
   
   
   
   
   
  Heavy 
  9mm WM 
  3D6 
  9mm x 29 Winchester Magnum 
  .41 AE 
  3D6 
  10.4 x 22mm 
  .41 Magnum 3D6+2 
   
  .41 Long Colt 3D6-1 
   
  .408 S&W Tac 3D6+2 
   
  .45 ACP 
  3D6 
  11.43 x 23 mm Subsonic 
  .45 +P 
  3D6 
  Olin Power round 
  .45 Express 
  3D6 
   
  .45 Long Colt 
  3D6 
  Old 
  .357 Magnum 3D6+1 
  9 x 33mm 
  .357 Maximum 
   
   
  11mm 
  3D6 
   
  .44 / 40 
  3D6+2 
  Old 
  .477 Webley 
  3D6 
  Old 
  .44 Special 
  3D6+1 
   
  5.7mm 
  3D6+3 
  5.7x 28mm FN 
  V.Heavy 
  12mm 
  4D6 
   
  .50 Reminton 
  4D6 
  Remington 
  .44 Magnum 4D6+1 
  11.2 x 32.8mm 
  .44 Automag 4D6+1 
   
  .45 Magnum 4D6+2 
  11.43x Winchester magnum 
  .454 Casull 
  4D6+3 
   
  .465 Wildey 
   
  Wildey Wolf 
  .475 Linebaugh 
   
   
  .50 AE 
  4D6+2 
   
  .50 Magnum 
  5D6 
   
  .577 Express 5D6+1 
   
  14mm 
  6D6 
  14mm Malorian 
   
  Each bullet has its own Inherent accuracy listed (although not 
  in the version of the document provided to the BlackHammer 
  Project), which is cumulative with the gun its fired from. A 
  light and accurate round fired from a heavy long barrelled 
  pistol makes a very precise weapon, while a big, heavy, 
  inaccurate round from a snub nosed pocket pistol is only 
  really accurate if you jam it to some ones temple (but if you 
  pull that trigger they'll REALLY be sorry)  
   
  For those who want extreme firepower, it is possible to 
  design pistols that take rifle rounds. The Frame MUST be 
  heavy, and the Revolver action works best. (see the article on 
  rifle creation for more information).  
  Damage is reduced by D6 due to the short barrel.  
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  Step 5 RATE OF FIRE 
  Calibre 
  ROF 
  Notes 
  Machine Pistols 
  Light 
  3 
   
  30 
  Medium 
  2 
  (3 with heavy frame) 
  20 
  Heavy 
  1 
  (2 with heavy frame) 
  15 
  V. Heavy 
  1 
  10 
   
   
  This Rate of Fire system parallels the CP2020 standard 
  system, with only a few minor modifications.  
   
  Recoil System  
  A more advanced system uses the Guns recoil and the users 
  BOD stat.  
   
  Each shot from the gun adds to the total recoil felt that round. 
  Once this total recoil is over your BOD, each point of recoil 
  over is a -1 to hit.  
   
  A weapon can fire a Maximum number of times a round 
  based on its mechanism and ammo type  
  Gas auto 
  5 
   
  Revolver 
  3 
   
  Break open 
  =B 
  No ammo Modifiers 
  Electric 
  6 
   
  Caseless 
  +1 
  (no case to eject) 
  Gyrojet rounds 
  -1 
  (slow to leave the barrel) 
  Binary Liquid 
  6 
  (recoil modified by Under power and Over 
  power shots) 
  ETC 
  1 
   
  Recoil is based on the round.  
  Light 
  2 
  Medium 
  3 
  Heavy 
  4 
  Very Heavy 
  5 
   
  Add one to this for every size the frame is lower than the 
  Ammo size. Subtract one if the ammo is smaller than the 
  frame normally loads.  
   
  Add 1 for plastique rounds and 3 for ETC rounds Gryojet 
  rounds subtract 2, as they do most of there accelerating in 
  flight. Gauss weapons subtract one as the field distortion 
  absorbs a lot of the recoil.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Step 6 WEAPON QUALITY 
  Choose the level of craftsmanship that went into building this 
  hurler of death. 
   
  Quality 
  Reliability 
  WA Mod 
  MP ROF 
  Low 
  UR 
  -1 or 0 
  -5 
  Normal 
  ST 
  0 
  0 
  High 
  VR 
  0 or +1 
  +5 
   
  Low Quality weapons are third world cheap copies, out of 
  licence designs and use a lot of pressings, stampings and 
  round castings. Also covers back alley made zip guns, Home 
  lathed designs and polymer one shots. They have an alarming 
  habit of falling apart or jamming at the worst moments.  
  Normal Quality weapons are Military or retail standard. 
  They'll stand up to regular use, are well made and shouldn't 
  let you down.  
   
  High quality weapons are the best that money can buy. 
  Custom machined each part checked to within a ten 
  thousandth of an inch, each spring precision wound. Some 
  are made by master weaponsmiths, some by expert systems, 
  but they are all extremely reliable even under the greatest 
  stress.  
   
  All weapons are considered to start with an accuracy 
  modifier of 0 from their quality.  
   
  If you want to, you can take the -1 for unreliable or the +1 for 
  high quality, but these will be reflected in the price.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  Step 7 THE COST 
  Calculating the cost of the gun is based on the Frame size 
   
  Frame Is 
  Base Cost 
  Pocket 
  150 
  Small 
  250 
  Medium 
  350 
  Large 
  450 
   
  These prices vary plus or minus about 50 dollars, but are 
  good ballpark figures  
   
  Cost Modifiers 
  Ammunition 
  If the weapon loads ammo of the same size band, (Pocket 
  frame = light ammo, Small frame = medium ammo, Medium 
  frame = Heavy ammo, Large Frame = Very Heavy ammo), 
  there is no change to the weapons base cost. If it uses 
  different ammunition, the cost is +50. Unusual or outlandish 
  ammo adds 100 to the cost.  
   
  Mechanism 
  The various mechanisms carry different costs  
  Break open, Bolt action, Revolver 
  or Gas Auto 
  no modifier 
  Gas Auto - 3 rd burst Capable 
  +50 
  Gas Auto - Full auto Capable 
  +75 
  Gas Auto - 3rd and Full auto 
  +100 
  Electrical mechanism 
  +75 
  Electrical - 3 rd burst Capable 
  +75 
  Electrical - Full auto Capable 
  +100 
  Electrical - 3rd and Full auto 
  +125 
  Caseless 
  x1.5 
  Plastique 
  x2 
  Binary 
  x2 
  Gas 
  x1 
  Gauss 
  x10 
  ETC 
  x5 
  UR Reliability 
  -50 (maybe more if the weapon 
  has a bad reputation) 
  VR Reliability 
  +100 
  WA modifier -1 on UR Weapon 
  -50 
  WA modifier +1 on VR Weapon +100 (only +75 if 'Bolt action') 
  Unreliable Guns can be 'Dangerous' 
  Final cost is halved  
  Each time fired, 1/10 chance of a mishap  
  D10 
  EVERY TIME A MISHAP HAPPENS . 
  1-2 
  Jam. Takes a easy Tech roll to clear 
  3-4 
  Barrel blocked. Few rounds to clear. Try to fire it and it'll 
  explode (as 10) 
  5-6 
  Important bit breaks. May as well trash it, it's beyond repair. 
  7 
  Barrel bursts. Loud, noisy, everyone in 1m takes D4-1 hits of 
  D3 shrapnel 
  8-9 
  Comes apart. Something snaps and it all comes apart 
  10 
  Explodes. Does normal weapon damage to your firing hand 
  OPTIONS  
  Smart gun  
  Final cost x2 (with Processor, neural link and plugs, a smart 
  gun suite gives +2 to hit)  
  This covers the On Gun Sensors, the gyros, the motion 
  tracker, the gun's processor and the gun's side of the interface 
  set up.  
   
  Non Metallic Construction  
  Final Cost x4  
  The Gun can be taken through metal detectors, as it's made of 
  plastic, composites and ceramics. It will still show up on X-
  Rays.  
   
  Concealed  
  The Gun is made to look like a different object, so that it can 
  be carried openly. It'll only pass a simple inspection, as 
  anyone handling it will feel its weight and find its fold out 
  trigger or another suspicious function. To use, the cover is 
  opened or removed in some way, allowing access to the 
  trigger and barrel. Example: SMG's made to look like 
  briefcases, or Pistols that look like heavy metal picture 
  frames, or built into the spines of books  
   
  Break Down  
  The weapon can be broken down into three parts for easy 
  carrying. Usual for sniper rifles, this is useful to carry pistols 
  through weapons detectors and X ray machines. Combined 
  with Concealed, each part can be made to look like a normal 
  item, making detecting the gun at a glance very difficult  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  OverKill Pistols  
  Revised Edition - November 1998 
  If you want to make a Killing Machine, a Beast of WAR tm (nice term Blackhammer), you can always build a HUGE calibre firearm 
  Rifle calibre pistols 
  For those who want extreme firepower, it IS possible to design pistols that take Rifle rounds. Examples include the ‘Tinker’ bolt 
  action 7.62 pistols and the Philippine 5.56 revolver.  
  To make one of these Beasts;  
  • 
  Select your frame, action etc as normal from the Handgun Creation System  
  • 
  Choose your Rifle round from the Rifle calibre list.  
  Our advice is that the Frame is Heavy, and the Revolver or Break open action works best. 
  Damage for Medium or Heavier rounds is reduced by D6 due to the short barrel. 
  Light rifle rounds work quite well in pistols, But medium and heavy rounds are overkill. The normal Heavy calibre have been 
  divided into two sub groups with different inherent WA’s 
  Calibre 
  WA 
  Light 
  +1 
  Medium 
  -1 
  Heavy I 
  -2 
  Heavy II 
  -3 
  Very Heavy 
  -5 
  No matter what, ROF is ONE 
  Put it all together and you’ve got a HORRIBLE weapon of destruction 
  Have fun. 
  Shotgun Pistols 
  Similar to rifle weapons, these are pistol size weapons that load a shotgun cartridge 
  Gauge 
  Calibre 
  Ammo 
  Accuracy 
  Slug 
  00/000 Shot 
  .410 
  Medium 
   
  WA +1 
  2D6 
  2 / 4 
  20g 
  Medium 
   
  WA +0 
  3D6 
  4 / 6 
  16g 
  Heavy 
   
  WA -1 
  4D6 
  6 / 8 
  12g 
  Heavy 
  –1 Ammo 
  WA –2 
  5D6 
  8 / 10 
  10g 
  Very Heavy –2 Ammo 
  WA -3 
  6D6 
  10 / 12 
   
  So if you want to build a Shirowpunk 10 gauge ‘Gong’ handgun, you can make one. The recoil would be crippling, but it’d work.  
   
   
   
   
   
   
   
   
  
   
  Ammo 
  Damage 
  Notes 
  Light - WA +1 
  .177 
  D6 
   
  .22LR 
  2D6 
  WA+3 
  .220 swift 
  2D10 
   
  .22 magnum 2D6+2 
   
  .30 carbine 
  3D6 
  7.62x33 
  5.7mmFN 
  3D6+3 
  5.7x28mm FN 
  9mm Long 2D6+4 
  9mm x25 Pistol ammo 
  .357mag 
  3D6+1 
  9mm x33 Pistol ammo 
  Medium - WA -1 
  .44 / 40 
  4D6+2 
  Old 
  4.5mm 
  4D6 
  Militech pulse rifle, Binary liquid 
  4.7mm 
  4D6+1 
  G11 4.73x33 caseless 
  5.45mm 
  4D6+1 
  5.45x39 soviet AK74 
  5.5mm 
  4D6+2 
  Pacific Rim 
  5.56 NATO 
  5D6 
  5.56x45 
  7.62 Grendel 
  5D6 
  7.62 x36 Grendel Subsonic 
  7mm 
  5D6 
  Fed arms LA15 Caseless 
  6mm 
  5D6 
  Caseless 
  7.62 S 
  5D6+1 
  7.62x39 Short soviet AK47 
  9x39mm 
  5D6+1 
  9x39mm (SP-5) Subsonic 
  9x39mm 
  5D6+1 9x39mm (SP-6) Subsonic Armour piercing 
  6mm UnivS 5D6+2 
  6mm Universal Soviet 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Heavy - WA -2 
  .243 magnum 
  6D6-1 
   
  30-30 
  6D6+2 
  7.62 x 51R Winchester 
  7.5mm MAS 
  6D6+1 
  7.5 x 54mm 
  6.5mm 
  6D6 
  Mannlicher Cancaro 6.5 x 54mm JFK 
  stopper 
  6.5 Swedish 
  6D6 
  6.5 x 55mm Swedish Mauser 
  6.5mm 
  6D6-1 
  6.5 x 50mm Militech caseless 
  7.62 NATO 
  6D6+2 
  7.62 x 51mm sold as .308 Winchester 
  7.62 Soviet 
  long 
  6D6+3 
  7.62 x 54 R Mosin Nagant 
  30-06 
  6D6+4 
  7.62 x 63mm 
  .303 
  6D6+4 
  7.7x 56R 
  7.92 Mauser 
  7D6+1 
  7.92x57mm Mauser (8mm) 
  7mm 
  Remington 
  7D6+1 
  7mm Remington Magnum 
  7mm SM 
  7D6 
  7mm Spanish Mauser 7 x 57mm 
  .300 WM 
  7D6+3 
  Winchester Magnum 
  Heavy II - WA -3 
  .338 LM 
  8D6+1 
  338/.416 Lapua Magnum 8.6 x 70mm 
  .375 H&H 
  8D6+1 
   
  .378 Weatherby 8D6+2 
   
  .416 Rigby 
  8D6+2 
  Elephant Gun 
  .458 
  Winchester 
  8D6+2 
   
  .444 Marlin 
  8D6+1 
   
  .45 MH 
  8D6+2 
  .45 Martini Henry 
  .460 
  Winchester 
  8D6+3 
   
  .465 Express 
  9D6-1 
  Buffalo rifle 
  .500 Nitro 
  9D6 
  Elephant gun 
  .600 Nitro 
  10D6 
  Elephant gun 
  Very Heavy - WA -5 
  .50 HMG 
  8D10 
  Heavy Sniper WA -1 
  .50 Spotting 
  7D10 
  12.7 x 77mm Spotting Rifle 
  12.7mm BMG 
  8D10 
  12.7 x 99mm Heavy Sniper WA-1 
  12.7mm Bloc 8D10+1 
  12.7 x 107mm Bloc 
  14.5mm PTRS 9D10+4 14.5 x 114mm Bloc HMG Antitank rifle 
  15mm BRG 10D10+3 
  15 x 115mm Antitank Rifle 
  15.2mm steyr 10D10+3 
  Anti Material Rifle APDS 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
   
  Rifle Creation System  
  Revised Edition - November 1998 
  Javascript calculator by Night Flyer 
  RIFLES 
  Types of rifle 
  Carbine  
  Carbines are rifle calibre weapons with short 
  barrels, putting them about the same size as large 
  SMG's. They are low powered compared to rifles, as 
  the round doesn't spend long in the barrel, but much 
  handier in confined spaces like vehicles and urban 
  assaults  
  Sporting Rifle  
  A bolt action or semi automatic civilian rifle with 
  high accuracy and a light calibre round , used for 
  target shooting and ‘pest control’.  
  Assault rifle  
  Assault rifles are designed to put out a lot of 
  firepower, either to keep an enemies head down or 
  to score multiple injuries, usually with a small, high 
  velocity round  
  Hunting Rifle  
  Using a heavier calibre than a Sporting rifle, a 
  Hunting rifle is designed to give a single accurate 
  shot.  
  Battle Rifle  
  Battle rifles are heavier rifles with slow rates of fire 
  and heavy bullets, designed to kill at long ranges.  
  Sniper Rifle  
  Sniper rifle are designed to give highly accurate 
  shots over long ranges  
  (It is possible to mix and match roles, i.e. put a 
  scope on a good assault rifle and snipe with it)  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  STEP ONE - Weapon Frame  
  When designing your Rifle, choose the Size of the Frame. 
  This gives you the Basic Range, concealability and 
  Accuracy.  
  Size Range Base WA Ideal Ammo 
  Conceal 
  Small 200m 
  -1 
  Light 
  L 
  Medium 300m 
  0 
  Medium 
  N (L if bullpupped) 
  Large 400m 
  +1 
  Heavy 
  N 
  HUGE 600m 
  +2 
  Very Heavy 
  N 
  Small weapons are the Carbines, short barrelled and compact 
  for use in confined spaces. This size also covers the small 
  calibre ‘varmit’ rifles used in pest control  
  Medium weapons are Assault rifle sized, light-weight with 
  fair accuracy 
  Large weapons are Battle rifles or heavy rifles, with long 
  barrels and the weight to take the recoil of high power 
  rounds. Most sniper rifles are this size 
  HUGE weapons are the size of machine guns, with a barrel 
  length of over a metre and a half. The .50 Sniper rifles and 
  anti material rifle are usually this heavy, to allow a very 
  heavy round to be used accurately with controllable recoil 
  NOTE : Bull-puping weapons 
  Bull-pup weapons have the magazine behind the trigger 
  group. This reduces the weapons length without making the 
  barrel shorter. This can lower the concealability of the 
  weapon one class from N to L. (normally for assault rifles 
  only).  
  Once you have a frame, consider the round you’ll be using 
  (see the calibre list later on). All frames have an Ideal size, 
  and taking heavier or lighter rounds will effect its stats 
  When choosing the Calibre, you can have up to a Two step 
  ammo shift, so you can alter the ammo up to TWO sizes 
  heavier than Ideal. This will effect the accuracy of the 
  weapon quite a lot. 
  Modify the Frames accuracy by the basic accuracy of the 
  round you chose, and  
   
  
   
  Basic Ammo 
  Accuracy 
  Range modifier 
  Light ammo 
  +2 
  -100m 
  Medium ammo 
  +1 
  0 
  Heavy ammo 
  0 
  +100m 
  Very Heavy ammo 
  -2 
  +250m 
  If you shifted the ammo up or down, add in one of these 
  modifiers 
  Shift modifier 
  WA 
  ROF (on full auto) 
  Two sizes Lighter 
  +1 
  +10 
  One size lighter 
  +1 
  +5 
  Ideal 
  0 
  0 
  One size heavier 
  0 
  -5 
  Two sizes heavier 
  -1 
  -10 
  A Note on Weapon Accuracy 
  Although it is possible to make a weapon with phenomenal 
  accuracy using this system (for example a .22 heavy rifle, 
  giving +4 accuracy.) a weapon cannot have an Accuracy of 
  higher than +3 without using MATCH grade ammo. Match 
  Grade ammo is hand made (or precision machined) to be 
  accurate, and all ammo is precisely the same, so if you zero 
  your scope with one round, the next will be dead on zero. 
  So high accuracy weapons should have two WA’s, without 
  and with match , e.g. +3/+4. 
  Cost is x4 
  Then choose the action of the weapon. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  STEP TWO WEAPON ACTION  
  Bolt action 
  A bolt is manually opened, a round inserted and the bolt 
  closed to seal the breach. When fired, the bolt has to be 
  worked again to eject the spent casing. Some bolt actions 
  have to be hand loaded, others have internal magazines 
  which will load a new round when the casing is ejected. 
  ROF 1 Ammo 1 (hand load) or clip (usually of about 8-10 
  rounds)  
  GM NOTE. By firing with the second rather than first finger 
  on the trigger, the action can be worked without taking your 
  hand off the gun. When the bullet has fired, turn the hand so 
  the first finger lifts and slides back the bolt, then thumb the 
  bolt forward. This allows someone with Rifle skill 5+ to get 
  ROF 2 from a bolt action rifle, but with a -3 penalty to hit. 
  Lever Action 
  The breach is opened by cranking a lever, which ejects the 
  spent brass and loads a new round. 
  ROF is usually 1  
  GM NOTE . The ROF of a lever action rifle is 1 if the users 
  REF or Rifle skill is 5 or less. If either is 6 +, they can fire at 
  ROF 2, but with -2 to hit. If either is 10+, they can fire at 
  ROF 3, but with -4 to hit This represents them hammering 
  out shots as fast as they can work the lever, so accuracy is 
  lost. Also, the user can load bullets into the magazine while 
  firing , using an average Ref + Rifle check. Fumble and they 
  jam the gun. Pass and they load one round. Beat difficulty 25 
  and they can load 2 
  Gas Automatic 
  The force of the bullet being fired is used to eject the casing 
  and to chamber the next round. The first round has to be 
  chambered manually by cocking the weapon, and the gun 
  fires at one rate of fire only. A Dud round will stop the 
  weapon firing and will have to be cleared manually by 
  working the breach open and closed  
  ROF 1/3/30 
  Standard ammo clip of 30  
  Motorised  
  The motor action uses an electrical motor to work the gun’s 
  action, loading, firing and ejecting the rounds at a set rate that 
  can be varied simply by altering the motor speed. Dud rounds 
  are ejected by the action without an interruption in firing 
  ROF 1/3/ Set from 5 to 30 
  (ROF can be altered by one normal action, or as a free action 
  if the weapon is smart-linked)  
  Ammunition comes in various types. Each has its advantages 
  and disadvantages. 
   
   
  
   
  STEP THREE Ammunition Types 
  Cased 
  The normal round, a self contained brass tube holding primer, 
  propellant and bullet together in a waterproof unit. Readily 
  available world wide due to military oversupply and mass 
  production 
   
  Caseless 
  Caseless ammunition has the bullet embedded in a block of 
  solid propellant, forming a square block. the round is fed 
  point first down into a rotating breach which rotates it 
  through 90 degrees to put it inline with the barrel, fires the 
  round and then turns 90 degrees back to take a new round. As 
  the round has No case, nothing is left after firing, so half of 
  the load-eject-reload cycle can be ignored. This makes it a lot 
  faster on full auto. (ROF +10). As the ammo is smaller and 
  packs together better the clip size is approximately 50% 
  larger (50 rds instead of 30) 
   
  Tround 
  The TROUND is a Triangular cross section round, which is 
  loaded vertically into a rotating cylinder. This cylinder strips 
  the first round from the magazine and brings it up in line with 
  the barrel, where it is fired electrically or by a normal firing 
  pin. Gas can be tapped off from the round to spin the 
  cylinder, or the cylinder can be powered by an electric motor. 
  Gas versions need to be cocked by hand and only have one 
  rate of fire Electric versions automatically take-up a round on 
  loading and can be set to fire at any rate of fire by altering the 
  cylinders speed. 
  1/3/30 (gas) or 1/3/ 5 to 30 (electric) 
  Ammo is more compact, giving 30% more in a clip (i.e. 40 
  rds rather than 30 rds)  
   
  Binary Liquid 
  The binary liquid propellant weapon uses two liquids that are 
  explosive when combined as the propellant. on there own, 
  each liquid is flammable but safe. Only when mixed are they 
  dangerously explosive (binary agent) The weapons magazine 
  contains only the bullet, with no casings. These are loaded 
  into the breach, and then fine sprays of the two liquids are 
  injected into the chamber behind the bullet and ignited by a 
  spark unit, similar to an internal combustion engine. The 
  resulting explosion propels the bullet. Nothing needs to be 
  ejected, but reloading uses canisters for the two liquids and a 
  clip of rounds plus a new battery, and the spark unit must be 
  cleaned regularly to stop it fouling  
  1/3/25 
  Ammunition is very compact. 200% increase in magazine 
  size (100 rds) 
  The reload cycle is the weapons real problem. The two 
  liquids need to be reloaded regularly (varies by weapon, 
  usually every 10 clips) And the battery has to be recharged 
  regularly, and the spark unit cleaned 
   
  GM NOTE The Binary action also produces a BIG muzzle 
  flash as the liquids ignite, and on autofire this is very 
  noticeable, especially at night  
   
   
   
  ECT 
  Electro Chemical Thermal Propellants use a high voltage 
  pulse to plasmarise the propellant when the gun fires. This 
  produces an explosion of higher power than a conventional 
  propellant, but also produces a lot of recoil and a BIG plume 
  of superheated plasma from the barrel. This plume can be 
  several metres long for large calibre weapons, and can ignite 
  anything flammable (and do D6 burn damage ) 
  Damage +2D6, Rate of Fire One, Cost x5 
   
  Gas powered 
  High powered airguns are coming back into fashion after the 
  introduction of magnetic resonance imagers that can detect 
  explosive propellants. They use a composite plastic barrel 
  and a high pressure air supply to accelerate the round. While 
  they are quieter in operation, they normally cannot carry 
  enough compressed gas for battlefeild operations (an average 
  bottle holds 30 to 50 shots for rifle size) 
  Damage is as normal 
   
  Gauss Rifles 
  ‘Railguns’ or ’Coilguns’ 
  Both are Magnetic accelerators that use a high power magnet 
  to shoot ferromagnetic projectiles at high speeds. By altering 
  the power to the magnets, the gun can fire subsonically, or by 
  increasing it the gun can fire well over the speed of sound. 
   
  Choose the calibre of the weapon as normal, and change the 
  Dice used depending on the chosen power. 
   
  Subsonic  
  D6 becomes D4, D10 becomes D6  
  With special subsonic ammunition, damage is the same as 
  normal propellants  
  Conventional Firing 
  becomes D10, D10 becomes 2D6  
   
  Overload 
  A dangerous operation, as the bullet is travelling fast enough 
  to plasmarise the air inside the barrel, and the stresses of 
  firing can buckle the magnets, causing it to misfire  
  D6 becomes 2D6 , D10 becomes 2D10 
  reliability lowered one class 
   
  Railguns use a ‘sliding short’ system, which makes them 
  only capable of having one bullet in the barrel at once. They 
  are usually used for battle rifle frames and sniper systems, as 
  they have a lower autofire rate than a coilgun 
  ROF 1 / 3 / 20 
   
  Coilguns use a series of electromagnetic coils that pulse in 
  series, each one accelerating the projectile more than the last. 
  As the coils work in series, the weapon can have several 
  rounds travelling down the barrel at once, making them ideal 
  assault weapons 
  ROF 2 / 3 / 40 
   
  Both systems need long barrels and even when bull-pupped 
  are longer than a conventional rifle, making them difficult to 
  use in confined spaces, and hard to conceal. 
  
   
  Most military Gauss Weapons are set to fire conventionally 
  at all times. Special forces Gauss weapons are available with 
  a selector switch allowing Subsonic firing, but they are very 
  hard to get hold of. 
   
  Weapons that can overload are usually Special forces, custom 
  made or modified by the user. 
    
  Magazine Size 
  Depending on the action of your weapon, the Amount of 
  rounds it holds varies. 
   
  Most modern weapons use clips that hold 20 or more rounds, 
  allowing the weapon to be fully reloaded in one action. 
  Weapons with internal magazines use a tube mag which 
  feeds rounds into the action, and have to be reloaded one 
  round at a time. (one action to load 2-3 rounds into the 
  magazine) 
   
  Weapon Type 
  Average 
  Range 
  Bolt Action single 
  shot 
  1 
  1 
  Bolt Action clip fed 
  10 
  6 to 12 
  Automatic 
  30 
  20,30,45,50d,100d 
  Motorised 
  30 
  20,30,45,50d,100d 
  Caseless 
  50 
  25,50,75 
  Tround 
  40 
  30,50,70 
  Binary liquid 
  100 
  50 to 200 
  ECT 
  10 
  5, 8, 10, 12, 15 
  Gas Gun 
  20 
  10, 12, 20, 25 
  Gauss Gun 
  50 
  25,30,45,50,75,100,150,200 
  Unless noted, rounds are in clips. Drums (d) 
  increase concealability by one class 
  Calibre 
  See the calibre appendix at the end of the file 
  Creating your rifle is a simple matter of choosing 
  the frame, action, ammo type and calibre. 
  Adding all of the variables together results in the 
  finished weapon profile 
  Cost 
  Frame 
  costs 
  Ammo  
  costs 
  Action 
  costs 
  Light 
  +150 
  Light 
  -25 
  Bolt 
  +10 
  Medium 
  +200 
  Medium 
  +0 
  Lever 
  -10 
  Heavy 
  +300 
  Heavy 
  +50 
  Gas auto 
  +0 
  Huge 
  +500 
  Very heavy 
  +150 
  Motorised 
  +50 
  Ammo 
  type 
  costs Reliability costs 
  Options 
  Costs 
  Cased 
  +0 
  Very reliable +100 Bull-pupped 
  +50 
  Caseless 
  +50 
  Standard 
  +0 
  WA+1 
  +200 (+100 if bolt 
  action) 
  Tround 
  +100 Unreliable 
  -50 
  WA-1 
  -100 
  Binary 
  +500  
   
  Can fire 3rd bursts +50 
  Gas 
  +150  
   
  Can fire Full auto +200 
  ECT 
  +1000  
   
   
   
  Gauss 
  +1000  
   
   
   
  Minimum Cost of a weapon is $50 
  Ammo 
  Damage 
  Notes 
  Light - WA +2 
  .177 
  D6 
   
  .22LR 
  2D6 
  WA+3 
  .220 swift 
  2D10 
   
  .22 magnum 
  2D6+2 
   
  .30 carbine 
  3D6 
  7.62x33 
  5.7mmFN 
  3D6+3 
  5.7x28mm FN 
  9mm Long 
  2D6+4 
  9mm x25 Pistol ammo 
  .357mag 
  3D6+1 
  9mm x33 Pistol ammo 
  Medium - WA +1 
  .44 / 40 
  4D6+2 
  Old 
  4.5mm 
  4D6 
  Militech pulse rifle, Binary liquid 
  4.7mm 
  4D6+1 
  G11 4.73x33 caseless 
  5.45mm 
  4D6+1 
  5.45x39 soviet AK74 
  5.5mm 
  4D6+2 
  Pacific Rim 
  5.56 NATO 
  5D6 
  5.56x45 
  7.62 Grendel 
  5D6 
  7.62 x36 Grendel Subsonic 
  7mm 
  5D6 
  Fed arms LA15 Caseless 
  6mm 
  5D6 
  Caseless  
  7.62 S 
  5D6+1 
  7.62x39 Short soviet AK47 
  9x39mm 
  5D6+1 
  9x39mm (SP-5) Subsonic 
  9x39mm 
  5D6+1 
  9x39mm (SP-6) Subsonic Armour 
  piercing 
  6mm UnivS 
  5D6+2 
  6mm Universal Soviet 
  Heavy - WA +0 
  .243 magnum 
  6D6-1 
   
  30-30 
  6D6+2 
  7.62 x 51R Winchester 
  7.5mm MAS 
  6D6+1 
  7.5 x 54mm 
  6.5mm 
  6D6 
  Mannlicher Cancaro 6.5 x 54mm JFK 
  stopper 
  6.5 Swedish 
  6D6 
  6.5 x 55mm Swedish Mauser 
  6.5mm 
  6D6-1 
  6.5 x 50mm Militech caseless 
  7.62 NATO 
  6D6+2 
  7.62 x 51mm sold as .308 Winchester 
  7.62 Soviet long 
  6D6+3 
  7.62 x 54 R Mosin Nagant 
  30-06 
  6D6+4 
  7.62 x 63mm 
  .303 
  6D6+4 
  7.7x 56R 
  7.92 Mauser 
  7D6+1 
  7.92x57mm Mauser (8mm) 
  7mm Remington 
  7D6+1 
  7mm Remington Magnum 
  7mm SM 
  7D6 
  7mm Spanish Mauser 7 x 57mm 
  .300 WM 
  7D6+3 
  Winchester Magnum 
  .338 LM 
  8D6+1 
  338/.416 Lapua Magnum 8.6 x 70mm 
  .375 H&H 
  8D6+1 
   
  .378 Weatherby 
  8D6+2 
   
  .416 Rigby 
  8D6+2 
  Elephant Gun 
  .458 Winchester 
  8D6+2 
   
  .444 Marlin 
  8D6+1 
   
  .45 MH 
  8D6+2 
  .45 Martini Henry 
  .460 Winchester 
  8D6+3 
   
  .465 Express 
  9D6-1 
  Buffalo rifle 
  .500 Nitro 
  9D6 
  Elephant gun 
  .600 Nitro 
  10D6 
  Elephant gun 
  Very Heavy - WA -2 
  .50 HMG 
  8D10 
  Heavy Sniper WA -1 
  .50 Spotting 
  7D10 
  12.7 x 77mm Spotting Rifle 
  12.7mm BMG 
  8D10 
  12.7 x 99mm Heavy Sniper WA-1 
  12.7mm Bloc 
  8D10+1 
  12.7 x 107mm Bloc 
  14.5mm PTRS 
  9D10+4 
  14.5 x 114mm Bloc HMG Antitank rifle 
  15mm BRG 
  10D10+3 
  15 x 115mm Antitank Rifle 
  15.2mm steyr 
  10D10+3 
  Anti Material Rifle APDS 
  
   
   
  Shotgun Creation System  
  Revised Edition - November 1998 
  What sizes of Weapon Frames shall we use?  
  Pistol (Heavy Pistol size) 
  Short barrel (SMG size) 
  Normal (Assault Rifle size) 
  Long (Heavy Rifle size) 
  Pistol  Pistol framed shotguns are rare, as the recoil is heavy. The 
  simplest are flare guns that take 10 gauge shotgun cartridges , and 
  the Le Mat 16, a revolver with a single 16 gauge shotgun barrel in 
  the centre of the cylinder. The Ubachi 'Last Chance' shotgun is 
  basically a disposable pistol shotgun, a simple fibreglass barrel with 
  a spring firing pin.  
  Sawn off  Illegally cut down shotguns, making them easier to 
  conceal and less cumbersome  
  Whippit / Short Barrels  The professionally made version of the 
  sawn off shotgun, 'whippit' shotguns are made with short barrels so 
  they can be used for self defence.  
  ACTIONS 
  Break open Single barrel break open shotguns are usually sporting 
  models or Farmers guns  
   
  Double Barrel shotguns can come with the barrels either 'over and 
  under' or 'side by side'.  
   
  Over and under is usually a sporting model, side by side farming.  
   
  3 and 4 barrel break open shotguns can be made, but are unusual. 
  Most are street sweepers illegally made by spot welding double 
  barrel shotguns together  
   
  Lever action Like a lever action rifle, the lever action shotgun uses 
  a hand cranked lever to load and unload the shells from the 
  chamber.  
  GM NOTE . The ROF of a lever action shotgun is 1 if the users 
  REF or Rifle skill is 5 or less. 
    
  If either is 6 +, they can fire at ROF 2, but with -2 to hit.  
  If either is 10+, they can fire at ROF 3, but with -4 to hit  
  This represents them hammering out shots as fast as they can work 
  the lever, so accuracy is lost Lever action shotguns are an old 
  design, and are not commercially made by the big gun 
  manufacturers. Most in circulation are old, custom made or 
  collectors items  
   
  Pump action The pump action shotgun uses a sliding fore-grip to 
  load the shells The weapon can be accidentally 'short shucked' by 
  not fully drawing the pump back before you let it return forward. 
  This only half loads the round and jams the shotgun  
  Working the pump again may clear it, or it may need to be removed 
  by hand (takes time)  
   
  NOTE: Old style shotguns use the pump being slid back to eject the 
  shell loaded and pull a new one from the magazine, and the return 
  motion of the pump going forward to load the new shell. Some 
  newer shotguns use a different system to keep the shotgun compact. 
  The pump is slid forward, out from under the barrel to open the 
  chamber and eject the old shell, and is slid back under the gun to 
  load the new round.  
   
  Gas automatic  The force of the shell being fired is used to eject the 
  casing and to chamber the next round. The first round has to be 
  chambered manually by cocking the weapon, and the gun fires at 
  one rate of fire only.  
   
  A Dud round will stop the weapon firing and will have to be cleared 
  manually by working the breach open and closed . Most gas Auto 
  shotgun are also pump action, so that Duds can be cleared by 
  working the pump.  
   
  Motorised  
  The motor action uses an electrical motor to work the guns action, 
  loading, firing and ejecting the rounds at a set rate that can be varied 
  simply by altering the motor speed.  
   
  Dud rounds are ejected by the action without an interruption in 
  firing  
   
  Revolver  Only a few current shotguns use a revolver system. The 
  weapon is wider than a normal shotgun, but can be shorter and more 
  compact  
   
  The simpler model is spring loaded, rotating the cylinder one step 
  after each trigger pull  
   
  The more complex are gas operated, using the gas from the firing of 
  the shell to rotate the cylinder  
   
  A note on cases  
  Military loads are normally brass cased, longer than sporting rounds 
  so they cannot be loaded into a normal pump action shotgun. The 
  brass case absorbs a lot of the heat generated on firing, and so 
  allows the automatic shotguns to run quite cool. If a CAWS was to 
  use normal shotgun shells it could overheat and jam, possibly even 
  warp and melt. Any shotgun capable of full auto fire that's using 
  normal rounds counts as one class less reliable.  
   
  Brass cased ammo costs slightly more (cost x1.5) and is usually 
  harder to get hold of, as its only real use is in Full auto weapons  
   
  MAGAZINES 
  Most of the modern shotguns use a tubular magazine under the 
  barrel, which can hold 6 or 7 rounds. A tubular clip is possible, with 
  the whole tube magazine being unfastened and a new full one being 
  locked into place, but not on a normal pump action model. Tilting 
  barrels which take slide in plastic tube clips also allow fast 
  reloading. Twin Tube magazine weapons do exist, usually pump / 
  gas automatic. These feeding shells alternately from each magazine 
  (with a selector switch allowing one magazine to be fired first)  
  Military auto-shotguns (CAWS) use 10 round box magazines like 
  rifles, but the size of the shotgun shell keep the amount of ammo a 
  box can hold down. At the most 20 round drums are possible.  Belt 
  feed is possible (the Rolling Thunder automatic shotguns)  
  
   
  Calibres / Shell Sizes 
  .410 
  20 Gauge 
  16 Gauge 
  a 12 gauge shell is 18mm x 70mm 
  a 12 gauge magnum shell is 18mm x 90mm 
  10 Gauge 
  10 Gauge Magnum  
  Making your own Shotgun  
  Size 
  Concealability 
  Base Range 
  Notes 
  Pistol 
  Conc J 
  25m 
   
  Short 
  Conc L 
  40m 
  Max 5 rd tubes 
  Normal 
  Conc L 
  50m 
  Max 6 rd tubes 
  Long 
  Conc N 
  60m 
  Max 7 rd tubes 
  Action 
  Notes 
  Break 
  Usually only has one round per barrel 
  Lever 
  Loads from a Tube Magazine 
  Pump 
  Loads from a Tube magazine 
  Gas auto 
  Loads from Tube or Box Magazine / Belt 
  Motorised 
  Loads from Tube or Box Magazine / Belt 
  Revolver 
  Uses a cylinder 
  Ammo 
  load 
  Notes 
  Break 
  one shot per barrel, ignoring Gauge modifiers 
  Tube 
  5, 6, 7 or 8 rounds 
  Twin Tube 
  2x5, 2x6, 2x7 
  Clip 
  can be a straight magazine of 6rds, 10rds or a 20 rd drum 
  Cylinder Usually 6 shot, large 10 or 12 round ones make it bulkier 
  (conc +1) 
  Any shotgun that can take a Magazine is also available Belt fed, 
  feeding from 25 round belts 
  Gauge 
  All ammo listings are for 12 gauge rounds. 
  Using larger or smaller gauges alters this slightly 
  .410 are +3 
  20 gauge are +2 
  16 gauge are +1 
  12 gauge are as listed 
  10 gauge are -1 
  Magnum rounds are longer than normal and so Tube mags are -1 
  ammo 
   
   
   
   
  Damage 
  Using the FID shotgun system.  
  12 Gauge is 8 Pellets of OO buck , Basic range 50m 
  10 pellets of OOO, basic range 50m 
  Slug damage is a Basic 6D6 
  This is taken as the standard and every other gauge is based 
  off this. 
  GAUGE 
  'OO' 'OOO'  Slug 
  Basic 6D6 slug is 
  Range 
  .410 
  2 
  4 
  -3D6 3D6 
  -30m 
  20g 
  4 
  6 
  -2D6 4D6 
  -20m 
  16g 
  6 
  8 
  -D6 
  5D6 
  -10m 
  12g 
  8 
  10 
  +0 
  6D6 
  +0m 
  10g 
  10 
  12 
  +D6 
  7D6 
  +10m 
   
  The Range Modifier cannot more than HALVE the weapons 
  range 
  Magnum rounds add +1 damage to all shot, and +D6 to slugs 
  Firing Slugs from a PISTOL frame drops damage by D6 due 
  to the short barrel 
  Examples of Current Shotguns 
  Franci SPAS-12 
  12 gauge shotgun, gas automatic, full auto at 4 rds a second. 
  7 round tube mag and 1 in the chamber  
  Franci SPAS 15 
  Full auto 12 gauge, 6 round box magazine. Rifle sized  
  Striker  
  Short 12-gauge shotgun with a 12 shot revolver cylinder  
  Pancor jackhammer 
  Long barrel bull-pup shotgun in 12 gauge. Ammo is a 10 shot 
  revolving cylinder, which comes preloaded and is disposable. 
  Full auto  
  Ithica Roadblocker 
  A long barrelled 10 gauge magnum pump action, the full 
  length tube mag holds only 3 shells. Used by Highway patrol 
  units to fire slugs capable of cracking the engine blocks of 
  trucks.  
  Ithica Stakeout 
  Short barrelled 12 gauge pump action, 5 round tube mag 
  under a short barrel  
  Neosted 12 gauge 
  Compact 12 gauge, gas auto with twin 6 round tube 
  magazines over the barrel, with a forward pump action that 
  keeps the overall length down 
   
   
   
   
   
   
   
  
   
   
  The BlackHammer CyberPunk Project 
   
   Three new cousins of the mighty - EMP Grenade in the limelight 
  EMP-1 and EMP-2 series grenades are available in a variety of powers, rated from Mark 1 to Mark 5. 
  Shotgun Grenades are only available as Mark 1, and cost 2.5x the Mark 1 cost.  
  25mm Grenades are available up to Mark 2, and cost 2x the list cost.  
  40mm Grenades are available up to Mark 4, and cost 1.5x the list cost.  
  Hand Grenades are available up to Mark 5, and cost as listed. 
   
  EMP-1 "Shocker" Grenade 
  The EMP-1 Grenade produces a variable EMP pulse over a small area, it is capable of disabling cyberware on occasion, but is 
  recommended for use against data storage devices and computers. Targets of a shocker grenade roll on the following table for 
  each major cybersystem (optics, audio, reflex boosting, interface, etc). Computer systems are crashed temporarily (mark x 40%) 
  of the time, and permanently (mark x 10%) of the time. Magnetic data storage is erased (mark x 50%) of the time, and chip 
  storage (mark x 20%) of the time. The higher rated Shockers actually release a series of electrical arcs when they go off, dealing 
  damage to those in the burst radius.  
  1-2 
  System unaffected 
  3-4 
  System reboot, off-line for remainder of turn 
  5 
  System goes off-line for D6+1 turns 
  6 
  System goes off-line for D6 minutes 
   
  Mark 1 
  1 foot burst (impact), no damage 25 eb 
  Mark 2 
  1m burst radius, D6-1 damage 75 eb 
  Mark 3 
  1m burst radius, D6+1 damage 100 eb 
  Mark 4 
  2m burst radius, 2D6 damage 150 eb 
  Mark 5 
  3m burst radius, 2D6 damage 200 eb 
   
   
  EMP-2 "Waver" Grenade 
  The EMP-2 Grenades use more conventional EMP technologies, with no explosion or flashy displays when their components 
  fuse to produce the EMP effect. The basic design of the "waver" system is the same as that of hand-portable EMP pistols, firing 
  a burst of high-frequency radio EMP over a small area, but the output has been powered up so much that the effect burns out the 
  internal electronics in the process.  
  The game effects of being inside a Waver field are the same as being hit by an EMP pistol, except that all cybersystems are 
  affected instead of just those in the target hit location. Roll 1D6 on the following table for each cybersystem attacked.  
  1 - System unaffected 
  2 - System slows down (-4 ref if a limb, computer run slowly). 
  3 - Minor crash: system blinks off for 1 round but comes back up. This 
  will drop you out of the net or cut your cellphone call. 
  4 - Crash out: System GPFs and starts reboot sequence. This takes 2D6 
  rounds. 
  5 - Big system crash - system begings diagnostics and reboots itself. 
  Takes 1D6 minutes to restore. 
  6 - System crashes out and needs a tech to fix it (appropriate tech roll 
  over 20 to restore it). 
  Mark 1 
  1 foot burst (impact), Roll D6+1 on table 100 eb 
  Mark 2 
  1m burst radius, Roll D6-1 on table 75 eb 
  Mark 3 
  2m burst radius, Roll D6-1 on table 125 eb 
  Mark 4 
  3m burst radius, Roll D6 on table 175 eb 
  Mark 5 
  4m burst radius, Roll D6 on table 250 eb 
   
   
  EMP-3 "Flasher" Bomb 
  The "Flasher" grenade is a new weapon developped for police units needing a quick-response non-lethal weapon that will work 
  against a mixed crowd of cybered and non-cybered persons. With the prevalence of cyberoptics and audio systems, many 
  persons in a mixed crowd are immune to the effects of a flash-bang grenade, but these same persons are usually quite susceptible 
  to EMP weapons, so the two were combined into one package for crowd control.  
  The grenade itself is quite large compared to most other weapons in it's class (thus the "bomb"), weighing in at a heavy 3kg. 
  Throwing it is awkward (-2 WA) and long ranges are not possible with it (1/2 usual throwing range). When the bomb goes off, it 
  flashes an incredibly bright flash of light while the EMP portions of the weapon engage and fuse themselves. Then the grenade 
  explodes from the small explosive charge inside, producing a concussion wave and tearing the weapon in half.  
  Persons looking towards the grenade within 5m (15m at night) must make Difficult Reflex roll to avoid being blinded for D6 
  turns (this effect is negated by anti-dazzle). The EMP effects are identical to the Mk 5 EMP-2 Waver grenade, and the whole 
  shebang is followed up with a 5D6 damage concussive charge (damage is 1/2 stun on contact and within 1m, and all stun from 
  1m to 4m - ranges are doubled indoors).  
  EMP-3 Blash, EMP, Boom! 
  400 eb 
  
   
  Kendachi MonoGun  
  MEL +1 J P 2D6 VR $350 
  PST -3 J P 10mm 1 1 UR  
  New from Kendachi! A Classic Kendachi Monoblade mounted into a 
  one-shot deringer-style 10mm! Because of the incredibly short barrel of 
  the gun, the slug only has a range of 10m, but still packs quite the 
  surprise punch!  
   
   
  B l a d e s   O f   F u r y 
   
  article by dextra@ambient.on.ca and hound@ambient.on.ca 
  Case found himself staring through a shop window. The place sold small bright objects to the sailors. Watches, 
  flicknives, lighters, pocket VTRs, Sims Tim decks, weighted man- riki chains, and shuriken. The shuriken had always 
  fascinated him, steel stars with knife-sharp points. Some were chromed, others black, others treated with a rainbow 
  surface like oil on water. But the chrome stars held his gaze. They were mounted against scarlet ultra suede with nearly 
  invisible loops of nylon fish line, their centers stamped with dragons or yin yang symbols. They caught the street's neon 
  and twisted it, and it came to Case that these were the stars under which he voyaged, his destiny spelled out in a 
  constellation of cheap chrome. - Neuromancer 
  Ever since Case first stared at those metal stars and then Johnny Silverhand stuffed his pockets full before that fateful 
  run on Arasaka, Shuriken have been a core visual of the genre. No Street Samurai poseur can be found without at least 
  a half-dozen scattered throughout his possessions. It's as much a badge of office as the MonoKatana is for the elite of 
  their class. So here's a few new ones to spice up your night. 
  Juji-shuriken (3eb)  
  The famous Ninja weapon; a cross- 
  or star- shaped disk.  
  (From Pacific Rim / CP2020)  
  +0 WA, P Conceal, Common, D3 
  Damage (1/2 SP)  
   
  Bo-shuriken (7eb)  
  A shuriken in the shape of a pencil 
  or nail. It is more difficult to throw 
  than the Juji-shuriken, but it wounds more deeply (like getting 
  hit with a nail-gun). (From Pacific Rim)  
  -1 WA, P Conceal, Common, D6 Damage (1/2 SP)  
   
  Mono-Juji (15eb)  
  Juji-shuriken made of "Monomolecular Crystal" (a cheap 
  version of the monocrystal used in the Mono-Two blades) 
  Mono Shuriken of all types cannot be combined with most of 
  the options listed later, and shatter on impact 1/3 of the time 
  after rolling damage.  
  +0 WA, P Conceal, Common, D6+D3 Damage (1/3 SP)  
   
  Mono-Bo (35eb)  
  Bo-shuriken made of "Monomolecular Crystal" (a cheap 
  version of the monocrystal used in the Mono-Two blades) 
  Mono Shuriken of all types cannot be combined with most of 
  the options listed later, and shatter on impact 25% of the time 
  after rolling damage.  
  -1 WA, P Conceal, Common, 2D6 Damage (1/3 SP)  
   
  Throwing Cards (120eb)  
  Listen up you "Gambit 
  Wannabes"! This set of 
  "shuriken" is sold as a set of 5 
  cards, in either hearts or spades, 
  packaged in a soft pseudo-
  leather carrying case. They are 
  5" tall by 3" wide and are 
  generally ackward to throw for 
  those accustomed to normal 
  shuriken (do not use the strike / cast maneuver bonus for 
  ninjitsu).  
  +0 WA, P Conceal, Poor, D3+1 Damage (1/2 SP)  
   
  Glass Shuriken (x3 Cost)  
  Both Juji and Bo shuriken can be purchased made of glass 
  (but then cannot have any other options included, and cannot 
  be Monocrystal either). This makes them lighter and 
  somewhat fragile (-1 WA) but also renders them invisible from 
  both metal detectors and x-rays. Glass shurikens have the 
  same chance of breaking on impact as Mono shuriken of the 
  appropriate style.  
   
  
   
  SlamDance Memory Plastic Shuriken (250eb)  
  Only available as a Bo-shuriken, this is a classic Spawnblade 
  manufactured in shuriken style. The shuriken is a matte black 
  plastic and somewhat lighter than a standard 4" shuriken 
  (thus the reduced damage). But if the shuriken deals 3 
  damage beyond the target's armour (this usually requires that 
  the thrower have exceptional strength to increase the damage 
  that high) it spreads into a razor-sharp 50o spatula - inside the 
  oponent! This deals an additional D6+1 damage to the target. 
  Once opened, the SpawnBlade can only be safely removed 
  with a medtech roll of 20+, any other means of removal will 
  cause another D6-1 damage. The only way to "undeploy" the 
  shuriken is to heat it to 90oC. and then rap the side of the 
  blade on a hard surface three or four times (each hit reduces 
  the size of the blade down to the original shape).  
   
  Memory "Rubber" Shuriken (200eb)  
  Both Juji and Bo shuriken can be purchased made of another 
  variety of memory plastic that allows them to be soft and 
  flexible while a current is passing through them. The center of 
  the shuriken is a battery pack which is good for abotu 2 
  weeks of steady use. While in use the shuriken appears to be 
  a "training star" (rubber shuriken used when training in 
  ninjitsu, also carried by a lot of poseurs who think shuriken 
  look cool but are afraid of the pointy bits), but with a single 
  squeeze of the centerpiece, the shuriken becomes a fully 
  functional (albeit somewhat less than razor-sharp) throwing 
  star.  
  +0 WA, P Conceal, Poor, D2 Damage (1/2 SP)  
   
  "Sphere" Payload Delivery Stars (+15eb)  
  Both Juji and Bo shuriken can be purchased with a storage 
  space inside them to contain any liquid payload as well as a 
  delivery system to inject this payload on impact. Standard 
  payloads include the various less-than-lethal chemical 
  warfare agents and unfortunately includes biotoxins, nanotech 
  agents, engineered virii and so on. The payload costs 50% of 
  the normal cost of the chemical base price due to the small 
  amount required for this direct delivery method. 
   
  Tracer Shuriken (2x Cost)  
  These shuriken include built-in "glow panels" along the main 
  smooth surfaces so that they are clearly visible in low-light 
  and no-light conditions. This is mostly a style consideration, 
  as it provides little use in combat except for the knowledge of 
  whether it hit or not. They are available in red, green, purple, 
  yellow and blue.  
   
  Shocker Shuriken (+100eb)  
  The center of these Juji-shuriken contains a single charge 
  capacitor linked to a conductor pack along the perimiter of the 
  star. Once armed by depressing the button, the shuriken acts 
  as a miniature taser on it's next impact. Persons struck on 
  body armour (not penetrated) must make a stun save at +4, 
  those struck on non-armoured locations or where the armour 
  has been penetrated must make a stun save at +0, with an 
  additional -2 per taser strike in the past 4 rounds.  
   
  Tracker Shuriken (+50eb)  
  This can be combined with any shuriken and doubles as a 
  tracking device with a 2km "ping" range and a 1 year battery 
  life once activated. The tracking monitor costs an additional 
  500eb. The real problem with these is getting them to "stick" 
  and NOT have them removed by the target soon thereafter. 
  This option cannot be combined with Mono-Shuriken.  
   
   
   
  There was a note on the black lacquer bar cabinet beside the door, a single sheet of stationery, folded 
  once, weighted with the shuriken.  
   
  IKARI RAZOR GLOVE 
  compiled by Amy Luther  
  Ikari Razor Glove  MEL 0 P C 1D6/2 n/a n/a 50eb 
  This is a simple, Freddy Krueger-esque glove equipped with Scratchers or Rippers. The Ripper version costs 50eb more, has a Con. 
  of Jacket, does 1D6+3 damage, and reduces REF checks with that hand by -3 due to reinforced finger joints. Neither version can be 
  used for punching, as the blades on the fingers make it impossible to clench the hand. 
  Crowdpleaser  P -2 P P 4D6 4 2 UR 1m 600eb 
  This is a type of hand-sized, sawed-off shotgun which loads disintegrating pellets (20eb/load). The advantages of a crowdpleaser are 
  its portability, concealability, extreme damage capability against unarmored targets, and the inability to accidentally spray anyone 
  besides your intended target (the pellets disintegrate after about 3 feet). Unfortunately, it is dangerously unreliable and rather 
  inaccurate, and is best used at point-blank range.  
   
  Stinger  P 0 P R 1pt/special 1 1 VR 3m 500eb 
  A stinger is a small, hand-held weapon resembling a taser, which fires a needle (also similar to that of a taser) containing a powerful 
  neurotoxic agent. It effectively paralyzes the target, inflicting intense pain whenever the angle between two bones is changed (i.e., 
  during movement, breathing, etc.). The target must make a Very Difficult COOL save to make any action for the duration of the 
  drug (1d6+3 minutes); failure indicates incapacitation with pain. 
  
   
   
   
  SURVIVAL GAMES, INC. 
  The World's Finest Paintball Accessories, Without 
  Comparison, Since 2011 AD 
  by Gary Astleford 
   
  Survival Games, Inc. has manufactured paintball weapons and 
  equipment since 2011, and is known as one of the finest producers 
  in the world. While paintball weapons may be thought no better than 
  expensive toys to some street trash, SGI considers them to be 
  serious ordinance. Following is a brief overview of some of SGI's 
  most popular and innovative models.  
   
  SGI "Doppelganger" Paintball Pistol  (.68 Paintballs, 7 Ounce 
  Air Cartridge)  
  P -1  J C Paint/Drugs 20 2 UR 40m. 150eb  
  The "Doppelganger" is an unlicensed production copy of the 
  Nelspot Wombat, with only a few slight changes in internal 
  structure and materials composition, not to mention that fact that it's 
  50eb cheaper. The Doppelganger, unlike the gaudy and colorful 
  Wombat, is made from non reflective black composite plastics. 
  Most "paintballers" consider the Doppelganger a beginner's weapon.  
   
  SGI "Wraith" Paintball Pistol  (.68 Paintballs, Two 7 Ounce Air 
  Cartridges)  
  P +0 J C Paint/Drugs 20 2/3 ST 50m. 325eb  
  SGI's "Wraith" is a sleek, black weapon designed for ease of use. It 
  has excellent range for a paintball weapon, comparable to most 
  modern handguns. Paintballs fired from the Wraith have been 
  known to leave painful welts if the proper equipment isn't worn. As 
  an added bonus, the Wraith's composite shell is equipped with 
  thermal baffling to hide its dual compressed air cartridges, when, if 
  discharged, create a burst of extreme cold which can be detected in 
  other weapons of the same type. The "3" rate of fire reflects the 
  possible addition of SGI's "speedfire" system, which allows the 
  weapon to fire three- round bursts (add 75eb to the weapon's base 
  price).  
   
  SGI "Bansidhe" Paintball Machine Pistol  (.68 Paintballs, 10 
  Ounce Air Cartridge)  
  SMG -1 J C Paint/Drugs 30 3/10 ST 30m. 425eb  
  This small, squat weapon reminds most people of an Ingram M-11 
  in form. It is equipped with a paintball gravity feed which lies flush 
  with the weapon's top surface, creating a very low profile. The gun's 
  exceptionally short barrel causes an incredible loss of accuracy, 
  which doesn't matter much when you're firing the thing on full 
  automatic.  
   
  SGI "Geist" Paintball Assault Weapon  (.68 Paintballs, Two 10 
  Ounce Air Cartridges)  
  RIF +1 N C Paint/Drugs 50 1/3/20 ST 75m. 550eb  
  The "Geist" is a true paintball assault weapon, in every sense of the 
  word. It is designed with the serious paintballer in mind. The large 
  gravity feed (which lies flush with the top of the weapon, much like 
  the "Bansidhe's") is configured in a bullpup orientation. The 
  weapon's gas canisters are fitted below the barrel and act as a 
  forward grip. The weapon is equipped with a x4 hunting scope, but 
  iron sights are also provided.  
   
  SGI "Manitou" Multi-Paintball Scattergun  (SGI 2" Multi-
  Paintball, 7 Ounce Air Cartridge)  
  SHT +0 L C Paint/Drugs 5 2 ST 40m. 400eb  
  The maniacs at SGI have gone and done it again! The "Manitou" is 
  the first compressed-air scattergun, designed in much the same form 
  as the standard police riot pump-action. Specially designed 
  ammunition, cased in short (2") plastic tubes, is used. Each "Multi-
  Paintball" round holds 8 pea-sized paintballs. Effects are similar to a 
  shotgun blast. Compressed air canisters are installed in the stock.  
   
  SGI "Will o' Wisp" Paintball Sniper System  (.68 Paintballs, 10 
  Ounce Air Cartridge)  
  RIF +3 N C Paint/Drugs 1 1ST 150m. 600eb  
  Another first from the geniuses at SGI - a paintball sniper system. 
  This single-shot paintball rifle is equipped with a rifled barrel, a x8 
  sniper scope, uses specially made paintball rounds (2x normal cost), 
  and has the longest range of any commercial paintball weapon. The 
  weapon is made from the same thermal baffling plastics as it's 
  cousin, the "Wraith." However, its long range means it sucks twice 
  as much charge from any compatible compressed air cartridge. A 
  small price to pay for its uncanny accuracy.  
   
  SGI "Barghest" Squad Automatic Paintball Gun  (.68 Paintballs, 
  Five 12 Ounce Air Cartridges)  
  RIF -1 N C Paint/Drugs 150 15 ST 75m. 750eb  
  This monster is truly original in design. With the highest ammo 
  capacity of any other paintball weapon, and an unbelievable rate of 
  fire, SGI markets it as the one and only "squad automatic" of 
  paintball guns. The "Barghest" is powered by five 12 ounce 
  compressed air bottles, and feeds from an incredible 150 round 
  gravity clip. Equipped with iron sights and a bipod (+1 to accuracy 
  when prone).  
  OTHER ACCESSORIES 
  Extra Clips -  
  Prices - 20 Round Capacity : 5eb; 30 Round Capacity : 7eb; 50 
  Round Capacity : 10eb; 150 Round Capacity : 25eb. Never run out 
  of ammo again! These paintball clips, made from a special 
  composite plastic, are nearly impossible to break (SP10). Most are 
  adaptable to any SGI weapon, except for the 150 round clip, which 
  is designed for use only with the "Barghest" SAP.  
   
  Extra Air Cartridges -  
  Prices - 7 Ounce (@ 21 shots) : 2eb each; 10 Ounce (@ 30 shots) : 
  3eb each; 12 Ounce (@ 36 shots) : 4eb each. Highest quality 
  compressed air cartridges money can buy.  
   
  .68 Caliber Paint Pellets -  
  Prices - 20 Round Tube .68 Standard : 2eb; 20 Round Tube .68 
  Sniper : 4eb; 10 rds 2" Multi Paintball : 4eb. The finest paint pellets, 
  made in orbital workshacks for perfect sphere shape and amazing 
  accuracy. Available in red, orange, yellow, neon green, and hot 
  pink.  
   
  Loading Tubes -  
  Price - 100 Round Capacity : 12eb. These black plastic loading 
  tubes can be used to store up to 100 paintballs. Simply removed the 
  cap and pour your paintballs into the desired clip or magazine.  
   
  SGI Paintball Weapon Cleaning Kit -  
  Price - 50eb. This kit has everything the serious paintballer needs to 
  keep his weapons in top function.  
   
  SGI "Poltergeist" Paint Grenade -  
  Price - 10eb. Upon detonation, the "Poltergeist" will burst, marking 
  a twenty foot diameter area with thick, sticky paint. The paint is 
  biodegradable, non-staining, and can easily be washed off of skin 
  with soap and warm water. Each grenade weighs about ten ounces. 
  Available in red, orange, yellow, neon green, and hot pink.  
   
   
   
  
   
  PAINTBALL LOADS 
  I remember laughing when I first held Cyberpunk 2020 in my dirty 
  little hands, because they actually included a paintball gun in the 
  book's arsenal. My friends and I tittered about it for a few moments. 
  Granted, it might be nice to shoot that ganger in the head and put 
  him down for good. Why bother with that, though, when for just 
  300 eurobucks more, you can take your Colt AMT 2000 and deliver 
  4D6 points of organ-shredding, bone-splintering, blood-spewing 
  damage upon your unfortunate foe? Yeah, we said. Who wants a 
  PAINTBALL gun, anyway?  
  I'd never given them much thought until I read about Mike 
  Pondsmith's little character-killing tactic. I'll describe it in brief, in 
  case you've never heard about it. Attack your players with a group 
  of Inquisitors armed with paintball guns, half loaded with sleep 
  rounds, and half loaded with acid. The sleep rounds will drop most 
  of the unarmored characters right away. The acid rounds are for use 
  on the characters wearing clamshell armor. Once their armor is 
  eaten away, hit 'em with the sleep rounds, too.  
  In short, it's evil. A little bit too perfect, but evil.  
  It follows, then, that paintball guns are a very special kind of 
  weapon. They're powered by compressed air and as such are almost 
  silent. They're cheap, and no one is really, REALLY frightened of 
  them. If I think about all the things you can fit into a sixty-eight 
  caliber ball, it makes me wonder why no one ever thought about it 
  before. It makes paintball guns nearly as effective as shotguns, if not 
  more so, because the variety of ammunition that could be available 
  is enormous.  
  So, for your amusment, I've come up with several different ammo 
  types, just for use with paintball guns. Be careful! Some of these 
  things are really nasty. Aside from the different prices, each type of 
  paintball has a listed Availability rating. For those of you who don't 
  have CP2020, I'll give you a low down on what the different 
  Availabilities are :  
  Excellent : Can be found almost anywhere. 
  Common : Can be found in most sports and gun stores on the street. 
  Poor : Specialty weapons, black market, or stolen military. 
  Rare : Stolen, one of a kind, special military issue, may be highly illegal. 
  EXCEEDINGLY Rare : Highly illegal, top secret, the stuff that scandals 
  are made of. 
  I'm serious about these Availabilities, now. Some of this stuff is fire 
  (literally), and you don't play with fire. However, the vast majority 
  of it isn't any more dangerous that any of the other nasty things 
  listed in any of the Chromebooks. So knock yourself out. Don't say I 
  didn't warn you.  
  PAINTBALL LOAD TYPES - 
  Acid - Cost (per 50) : 50 eb; Availability : Poor  
  These paintballs are thin-walled ceramic spheres containing a 
  powerful acid. Standard acid loads (CP2020 pg 107) do 1D6 in acid 
  damage, and will eat away at armor SP for the same amount for 
  three rounds. More powerful acids, while uncommon, are available 
  for a substantially higher price.  
  Adhesive - Cost (per 50) : 30 eb; Availability : Common  
  Adhesive loads are much like typical paintballs, yet they contain a 
  powerful adhesive similar to an industrial strength cyanoacrylate. 
  Such glues are normally instantly adhesive, and are only effective as 
  long as they are still wet. Cyanoacrylate glues are normally very 
  thin, with a low viscosity, which increases the chance that they will 
  spread over an area and sink through small cracks and holes. They 
  are only inert once completely dry (which takes about two or three 
  minutes), but by then it is usually too late. These loads are effective 
  when fired at the floor in front of pursuers, who will usually step 
  into the glue and be left immobilized. Powerful solvents are 
  available that dissolve cyanoacrylate compounds.  
  Anti-Laser Aerosols/Chaff - Cost (per 50) : 20 eb; Availability : 
  Poor  
  ALA/chaff balls are used to reduce the effects of laser weapons. 
  They release a small cloud of reflective and heat-absorbing particles 
  into the air upon impact. The ALA cloud will remain for twenty 
  seconds for every three balls fired, and will create a one meter 
  diameter cloud per hit within the area. Any lasers (pulse, beam, or 
  otherwise) fired through the cloud are at -4 to hit.  
  Bioplague - Cost (each) : 500 eb; Availability : Rare  
  Some of the more dangerous loads around, bioplague paintballs are 
  no laughing matter. They utilize a bacterial or viral infection to kill 
  or wound foes. Such loads would be too dangerous if they used an 
  aerosol method of dispersion, so most take an effect upon contact 
  with the skin. Some such bioplagues cause an immediate breakdown 
  at the cellular level, producing ebola-like symptoms within two or 
  three hours. Others, which are more long term, can produce severe 
  cancer-like tissue growth at the source of impact. The simplest 
  merely make the target ill. Specific disease effects (including 
  contagion) and durations should be under the sole jurisdiction of the 
  GM.  
  Biotoxin - Base Cost (per 50) : 500/750 eb; Availability : Poor ( BT 
  I)/Poor (BT II)/Rare (Nerve Toxin)  
  Biotoxin-filled paintballs are one of the most common offensive 
  loads. The poisons used are delivered in one of two ways. Either 
  they are absorbed by the target's skin, or they burst and become an 
  aerosol which is then inhaled. Biotoxins are naturally produced or 
  organic poisons, such as jellyfish venom. Most biotoxins must be 
  absorbed by the skin to be effective, though a few can be ingested or 
  absorbed into the bloodstream through the eyes. The CP2020 book 
  (pg 107) lists standard damages for poisons/biotoxins as 4D6 
  (Biotoxin I, at base cost), 8D6 (Biotoxin II, at base cost x 1.5), and 
  8D10 (Nerve Toxin/Gas, at base cost x 2). Loads that disperse as an 
  aerosol are 1.5x more expensive.  
  Chemical/Blister and Blood Agents - Cost (per 50) : 250 eb; 
  Availability : Poor  
  Blister and blood agents cover a group of aerosol dispersed poisons 
  designed to kill and incapacitate their targets. Blood agents must be 
  inhaled, and gas masks will nullify them. Characters exposed to 
  blood agents may hold their breath, but the poison can still enter the 
  bloodstream through the eyes with only half the full effect. Blister 
  agents, on the other hand, are absorbed through the skin, and a full 
  protective suit is required. Both blood and blister agents cause 2D6 
  damage per round of exposure. The chemical cloud will remain for 
  twenty seconds for every three balls fired, and will create a one 
  meter diameter cloud per hit within the area.  
  Chemical/Illumination - Cost (per 100) : 10 eb; Availability : 
  Excellent  
  Illumination loads are filled with a yellow-green chemical that 
  glows, much the same as the stuff that fills the glowsticks you see 
  on Halloween. The illumination loads (or light balls) can either be 
  primed before loading by gently squeezing them (thereby creating a 
  sort of paintball "tracer"), or they can illuminate upon impact, 
  splattering the target with a yellow-green blotch of iridescence 
  which makes him/her/it easier to see in dim conditions.  
  
   
  Chemical/Irritant - Cost (per 50) : 50 eb; Availability : Common  
  Irritant loads cover a wide variety of non-lethal, yet disabling, 
  chemicals that are dispersed as an aerosol upon paintball impact. 
  Such irritants include pepper spray, tear gas, and vomit gas. Tear 
  gas causes an immediate watering of the eyes and the target may 
  have trouble breathing. This is reflected in a -4 to all actions for the 
  duration of the gas. Pepper spray is similar, but incurs a -6 penalty, 
  and can be used on animals. Vomit gas loads, also known as "stink 
  bombs" on the street, force a BTM check at -4. If failed, the target is 
  overcome by nausea and can do nothing but retch. The chemical 
  cloud will remain for twenty seconds for every three balls fired, and 
  will create a one meter diameter cloud per hit within the area.  
  Chemical/Smoke - Cost (per 50) : 12 eb; Availability : Excellent  
  Upon impact, smoke loads release a small cloud of 
  hexochloroethane smoke. While single hits produce very little 
  smoke, multiple hits can cause larger and larger clouds (one meter 
  diameter cloud per smokeball fired). The smoke will remain for 
  twenty seconds for every three balls fired (ie, four rounds last 40 
  seconds, etc.), depending on atmospheric and weather conditions. 
  Different colors are available, including white, red, yellow, blue, 
  green, purple, and black.  
  Dirt - Cost (per 100) : 15 eb; Availability : Poor  
  Dirtballs, as they are known, are a specialized form of paintball. 
  They are filled with a dark, sticky substance that adheres easily to 
  smooth and shiny surfaces, and were originally intended for use in 
  nullifying laser reflective armors. Such armor affected by dirtballs 
  has its protection reduced against lasers by 1/2. At the very least, 
  dirtballs will ruin a good car wash. Otherwise, they are identical to 
  standard paintballs.  
  Drug - Cost (each) : As Per Drug Dose Cost; Availability : Varies 
  By Drug Type  
  Many drugs have found a home in the paintball arsenals around the 
  globe. The most popular include drugs that incapacitate, without 
  killing, either through nausea, hallucinations, or sleep. Any drug, 
  with the proper preparation, can be converted into a contact-
  activated solution. Imagine pumping a burst of blue glass into that 
  onrushing security guard. Seconds later, he'll be left by the wayside, 
  staring at all the pretty colors. Other popular drugs include, 
  strangely enough, anti-toxins (easily administered from a distance 
  via paintball), tranquilizers, and many of the more dangerous 
  combat drugs.  
  Electromagnetic Pulse (EMP) - Cost (per 50) : 150 eb; 
  Availability : Poor  
  These small spheres contain no paint. Instead, they are small 
  electronic bundles designed to give off a limited EMP burst upon 
  impact with a hard surface (be it a wall or a full 'borg conversion's 
  faceplate). The pulse has a radius of about 1.5 meters, and will wipe 
  stored data from chips, tapes, and diskettes, as well as inhibit 
  electronic performance (including that of cyberware and 
  computers). Damage to unshielded cyberware and computers is only 
  permanent 10% of the time, but the effects will last 1D6 minutes. 
  Any degree of shielding will nullify the pulse.  
  Explosive - Cost (per 10) : 100 eb; Availability : Poor  
  Explosive paintballs are filled with an unstable liquid charge, 
  similar to nitroglycerine. They explode on impact, causing a loud 
  rapport and 2D6 explosive damage to anyone within a one meter 
  radius. Handle with care.  
  Flame Retardent - Cost (per 50) : 30 eb; Availability : Common  
  Flame Retardent paintballs are packed with two thin chemicals that 
  combine upon impact to form a superchilled liquid. If present in 
  great enough quantities, these loads can put out small fires and 
  smother incendiaries such as napalm and phosphorus for a short 
  time. Assume that one flame retardent load will be needed per each 
  meter of diameter the fire has spread. There is a 10% chance that 
  each ball fired will have no effect on the fire. These balls can also 
  be used to mask heat from thermographic and IR optics and sensors.  
  Flash/Bang - Cost (per 25) : 150 eb; Availability : Common  
  These balls, upon impact, explode with a bright flash and a loud 
  report designed to confuse and befuddle opponents. Anyone within 
  three meters of the impact (nine meters, if indoors) must make a 
  stun/shock save at -2 to avoid being stunned and deafened for four 
  rounds and a DIFFICULT reflex save must be made to avoid being 
  blinded for two rounds. Anti-dazzle and audio level damping will 
  negate the effects of these loads.  
  Incendiary, Napalm - Cost (per 10) : 50 eb; Availability : Poor  
  These paintballs contain a thickened flammable liquid, such as 
  gasoline mixed with detergent. Upon impact, they will break open 
  and distribute an amount of the liquid over a 1 foot by 1 foot 
  diameter area. Note that the napalm must somehow be ignited. As 
  such, these loads are popularly used in conjunction with Phosphorus 
  balls. Once lit, napalm will burn for up to 60 seconds, causing 3D6 
  burn damage each round until extinguished, and igniting all nearby 
  flammables. Napalm damage heals at 1/3rd the normal rate.  
  Incendiary, Phosphorus - Cost (per 10) : 150 eb; Availability : 
  Poor  
  Incendiary loads contain an amount of white phosphorus which is 
  sheathed inside a thin ceramic coating. Deprived of oxygen, the 
  phosphorus is inert. Upon detonation, however, the phosphorus 
  ignites and burns at 2700 degrees Celsius for up to thirty seconds. 
  This also creates a dense cloud of white smoke, as well as igniting 
  any flammables in the area. Unless scraped off in a timely manner 
  or deprived of oxygen, burning phosphorus will do 5D6AP damage 
  per round. This damage heals at 1/3rd the normal rate, and leaves 
  horrible scars.  
  Lubricant - Cost (per 50) : 30 eb; Availability : Common  
  Lube loads are filled with a slippery chemical. Most of the time, 
  these loads are fired at the floor, creating a one meter radius oil 
  slick. Anyone crossing this slick must make a DIFFICULT reflexes 
  save, or go sprawling ass over elbows, taking 1D6 damage to a 
  random location from the fall. Other uses include shooting an 
  opponent's weapon, which will slip from his grip unless it is well 
  secured or he makes an AVERAGE reflexes save each turn to hold 
  on.  
  Nanoplague - Cost (each) : 1000 eb; Availability : 
  EXCEEDINGLY Rare  
  Very nearly identical to bioplague, nanotechnical diseases are 
  frightening in their own right. Many are impossible to cure, and 
  their effects can devastate a person for the rest of their lives. The 
  simplest cause skin disorders, starting at the point of contact. Others 
  go deeper, finding their way to the bloodstream where they latch 
  onto red blood cells and invoke an artificial anemia. Still, others 
  break down the immune system, or rewire the target's nerves, 
  causing a terrible condition similar to Parkinson's disease. 
  Nanoplague effects are as terrible as they are varied.  
  
   
  Paint - Cost (per 100) : 6-10 eb; Availability : Excellent  
  These are your standard paint balls. They are filled with an easily-
  washable, bright-colored paint, and are used for recreational 
  combats or for marking people, places, or things. They generally do 
  no damage, although some unscrupulous hobbyists freeze their 
  paintballs. Frozen paintballs rarely, if ever, cause permanent injury, 
  though they will leave a nasty welt. Head hits with paintballs have a 
  five in ten chance of blinding the target for three rounds, and a four 
  in ten chance of destroying an eye. See CP2020 pg 107 for details.  
  Paint, Ultraviolet - Cost (per 100) : 12-20 eb; Availability : 
  Common  
  Ultraviolet paintballs, upon impact, spread a dose of ultraviolet 
  paint or powder upon the target. The paint/powder is invisible 
  unless viewed through a UV optical device. These paintballs are 
  often used for tracking individuals or marking locations and 
  vehicles. Otherwise, they are identical to standard paintballs.  
  Solvents - Cost (per 100) : 50 eb; Availability : Common  
  Almost any type of powerful industrial-strength solvent can be used 
  in paintball form, if loaded correctly into a ceramic shell. The most 
  common are used to dissolve adhesives, paints and lacquers, while 
  others can soften and destroy paper, plastics, and ballistic cloth 
  (such as kevlar). Some powerful solvents are also highly flammable, 
  so care must be taken by those who have been exposed to them. 
  Assume that the solvent will dissolve whatever it is designed to. If 
  this includes plastics or ballistic mesh, these substances will take 
  1D6 damage per hit per round for three rounds, or until the solvent 
  is sufficiently diluted.  
  Tracking Device - Cost (per 50) : 100 eb; Availability : Common  
  Useful for law enforcement agents, and people who want to keep 
  track of their enemies. Paintball tracking devices are small, 
  weighted, plastic or alloy spheres which contain a small, powerful 
  transmitter. Some contain a small electromagnet to keep the ball 
  from rolling about after impact. On impact, the transmitter begins to 
  emit a beacon that repeats at intervals of five seconds. The 
  transmitter has a range of five kilometers, and batteries are usually 
  good for forty-eight hours. The signal can be tied into most 
  navigational computers to give an exact location of the target in 
  question.  
  PAINTBALL SAFETY - 
  So, there they are. By now, you've probably breezed through the 
  ammo types and you can see some possibilities there. That's good. 
  I'd like to talk about something else, now. Paintball safety.  
  Damage from a paintball, initially anyway, is considered to be 
  bruise damage. It's not the impact of the paintball that hurts you, it's 
  the effect of whatever is inside that makes your life hell. Paintballs 
  have to break open in order to take effect.  
  Assume that paintballs carry either inactive or active ingredients. 
  Inactive incredients are (generally) non-harmful, and include 
  standard (and ultraviolet) paintballs, (non-aerosol) drug loads, 
  chemical/illumination loads, dirt loads, etc. These are generally sold 
  in tubes, and have an easily broken or popped outer layer. Such 
  loads can be treated with less care than those which carry active 
  ingredients since the consequences are less dire if their stability is 
  compromised.  
  Loads with active ingredients include anything harmful or fatal that 
  is converted to an aerosol upon rupture, as well as those loads that 
  contain dangerous chemicals, such as phosphorus and bioplagues. 
  Most of these loads are contained within a thin ceramic sphere, and 
  are packed in what resemble small egg cartons that say "Handle 
  With Care" all over them. The ceramic sheath is more durable than 
  the outer layer of most other paintballs. It usually takes a high 
  velocity impact to shatter the ceramic and break it open. Knowing 
  even this, though, don't drop one. If even one of these paintballs 
  ruptures before its time, though, it could be disastrous. If a paintball 
  containing an active ingredient is dropped onto a hard surface from 
  chest height, assume that it breaks open 20% of the time. Therefore, 
  if you're toting a Nelspot Wombat filled with blood agent loads 
  around, you don't want to drop it.  
  FUN WITH PAINTBALLS - 
  Paintballs can also be used as impromtu grenades. Their effects are 
  usually less dramatic, but for the most part, are nothing to laugh at. 
  It takes a hard throw against a solid surface to break open a 
  paintball. Even then, range is a factor, since you might not want to 
  throw the thing at a target that is only three or four meters away. 
  Being as they are so small and not designed to be thrown, there is a -
  2 penalty to any Athletics roll made in conjunction with the 
  throwing of a paintball.  
  Another use for paintballs that creative punks might think of is that 
  of traps. Imagine the setting, if you will. Mr. Johnson's lush corner 
  office with a beautiful view of the harbor. You pack Mr. Johnson's 
  patent leather chair cushion with several phosphorus paintballs. At 
  nine o'clock the next morning, Mr. Johnson walks into his office, 
  puts his briefcase on his desk, and plops his fat butt down onto his 
  chair. WHOOSH! Gives a whole new meaning to the term "Office 
  Barbeque," doesn't it?  
  Due to their small size, paintballs are ideal for such uses. They are 
  easily concealed, relatively cheap, and there's one for just about any 
  function you can think of.  
  PAINTBALLS IN SPAAAAAAAACE - 
  Paintball weapons, due to their low recoil, silent actions, and 
  plentifully cheap non-lethal ammunitions, would seem right at home 
  in an orbital environment. This is true. But you must also realize 
  that the majority of paintball weapons are fed from a gravity clip. 
  That is, the paintballs are loaded into a box which is suspended 
  above the weapon. When one ball is fired, another drops into place. 
  In a zero gravity environment, this is impractical. Of course, there 
  are always solutions.  
  One solution is that of the vacuum clip. By way of specially 
  modifying the weapon with a small fan vacuum, the paintballs in the 
  clip are literally sucked down into the chamber. This increases the 
  cost of the weapon by 25%. It also generates a certain amount of 
  noise in the form of an audible humming. The noise has caused 
  modified weapons to be referred to as "Dirt Devils."  
  Other weapons, however, are well-equipped for orbital and zero 
  gravity work. Most of these utilize spring fed tubular magazines 
  with a pump-action cocking device. While more reliable in an 
  environment like an orbital habitat, they don't have the magazine 
  capacity that gravity fed weapons have, and ammunition jams can 
  result in rupturing the paintball (which, as you know, can be a bad 
  thing).  
  LAST WORDS - 
  I hope you find use in this file, and enjoy playing with the new 
  ammo. I'm sure that I'll have a good old time with it. If I've given 
  but one person a new respect for paintball weapons, my efforts have 
  not been in vain. Enjoy! 
  
   
   
  WEAPONS FROM GDW's DARK CONSPIRACY 
  converted by Amy Luther  
  These weapons are from the GDW's Dark Conspiracy, 
  specifically from the Dark Tek supplement.  
   
  Microfilament 
  Machete  MEL +1 N R 4D6 n/a n/a VR 1m 1000eb    
  The microfilament machete is one meter in length and 
  composed of a blade about three to four molecules wide 
  capped with a small, spherical, red marker. The blade is made 
  of an advanced carbon-fiber compound that holds its shape 
  well even under stress, and it is extremely difficult to see, 
  even in well-lit conditions (Diff. Awareness roll to spot). Its 
  incredible thinness means that it is not only terribly sharp, but 
  has very little drag, allowing it to pass through very hard 
  substances with considerable ease. Note that it is too light to 
  be used in melee combat as a blocking weapon, and the ball 
  on the end prevents thrusting penetration. (Dark Tek 49)  
  [Mockery's Note : There has been some debate in our gaming 
  circle as to whether this is of an appropriate tech level to be 
  included in a CP2020 campaign. You can see what I think, 
  because I put it up here, but there are a few things you might 
  want to keep in mind while using it. First of all, does the 
  blade retract into the handle (giving it a Concealability of P), 
  or is a special sheath required? Is it made rigid through an 
  innate property of the "carbon-fiber" filament, or does it 
  require an energy field, and thus a power pack? Your answers 
  to these questions will tell you whether it's too advanced for 
  your campaign.] 
   
  Minisaw  MEL -2 N P 3D6 n/a n/a UR 100eb    
  The minisaw is a small chainsaw that is a gruesome gang 
  weapon, popular in some European metroplexes. Sporting a 
  pistol grip and wrist brace, the minisaw creates its mayhem 
  with a six-inch blade made from carbon composites bonded 
  to an alloy mesh. The minisaw has an internal battery (10eb) 
  giving it 30 minutes of continuous use, or it can be powered 
  from a belt pack (30eb) that has a life of 60 minutes. Any 
  attack blocked by the minisaw is likely to damage its blade or 
  motor; the minisaw can sustain only 4 points of damage 
  before it ceases to operate. At 10 points, the damage becomes 
  irreparable. (Dark Tek 49) 
   
  LazBlinder  EX 0 N P Special 10 1 ST 3000eb    
  The LazBlinder is arguably the last (if brutal) word in 
  controlling large, violent crowds. Little more than a medium-
  power laser hooked up to a sweeping system, it appears as a 
  large, black-faced, open-ended cone, mounted above a squat 
  generator. The cone itself does not move; the laser and the 
  sweeping mechanism are contained within it. In the absence 
  of the generator, the weapon can run off of any kilowatt-rated 
  power supply via cable connection. The LazBlinder has an 
  effective range of 100 meters and a long range of 300 meters. 
  It has a triangular area of effect. All targets within the 
  effective area must make a Difficult REF roll to avoid retinal 
  damage (those at long range make the roll at Average 
  Difficulty). Targets that avoid retinal damage are still blinded 
  for one turn, and will have a whopper of a headache for the 
  next hour. Targets who fail their roll will be blinded for 1D6 
  hours. Botched rolls indicate permanent blindness! 
  Cyberoptics with Anti-Dazzle or goggles with the same 
  option will make targets immune to this attack. Note that the 
  beam is not a blinding flash, but a wash of dim, red light that 
  mildly heats the skin. Unknowing targets may turn to see 
  where the light and heat is coming from. A variant on the 
  LazBlinder has effects similar to the Flashbulb cyberarm 
  option (Chromebook 2); failure means an Impossible COOL 
  roll (add Resist Torture skill to avoid convulsions or 
  psychomotor paralysis for 1D6 min, and this model costs 
  3500eb. (Dark Tek 48)  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  The UK CyberPunk Thinktank 
   
  Tasers For CP2020 
   
  The Tazer is an electrical shock device designed to incapacitate the victim. A transformer is used to provide a high voltage and low 
  amperage from a small battery  
   
  For those of you not electronically minded, VOLTAGE causes the shock effects, stunning and paralysing. AMPERAGE cause the real, 
  lasting damage to the body (5 Milli-Amps across the heart muscle will kill)  
   
  In a tazer, the voltage is stepped UP and the Amps stepped DOWN. Anyone hit by the unit will get a sudden pain as the shock shorts 
  out the nervous system, causing convulsions, paralysis and extreme pain.  
   
  Old or cheap tazers work purely by volume, pumping huge voltages through the victim and hoping it stops them. This causes 
  superficial burns, shocks, and incapacitates, but with long term effects like aches, tingling, numbness or even permanent nerve 
  damage. Its also quite possible for the shock to not incapacitate at all. They can be very random.  
  Modern high tech Tazers use high voltages, but tuned to the same frequency as the human nervous system. This means than shock is 
  more efficient at shorting out the nerves, causing more immediate effects but less long term damage.  
   
  Tazer Weapon Types 
  Delivering the shock can be done in several interesting and fun ways 
   
  Touch  
  Handgrip units with two prongs, which are punched into the 
  target  
   
  Police shock batons with insulated handles and animal 
  handler prods with prongs on the end  
   
  Knuckle dusters or Gloves with electrodes on the knuckles 
  (Buzzknuks, Shockgloves)  
   
  Electrified coatings on armoured vehicles or Heavy suits of 
  body armour  
   
  Close combat weapons- The Medusa Electro-whip, Voltage 
  swords  
   
  Wire and darts  
  Two darts on wires are shot into the target and the shock is 
  then run between them.  
   
  Arc throwers  
  These use a low power laser to ionise the air, producing a 
  path for the shock to arc along. The effect is a bolt of dazzling 
  blue white lightening  
   
  Ranged Weapons  
  Capacitor bullets that discharge a powerful shock when they 
  hit  
   
  Tazer nets that wrap the target in conductor fibres and 
  discharge the voltage  
   
  Game Notes  
  Touch weapons uses either Melee or Unarmed skills to hit 
  with, and have no range  
   
  Wire and dart weapons have a range of 5m , but the dartgun 
  system has a range of at least 10m, making the range bands 
  PB 0m-1m, Close1m-2.5m, Medium 2.5m-5m.  
   
  Arc Throwers have a basic and maximum range of 10m  
   
  Capacitor bullets are one shot, discharging all their power as 
  soon as they hit  
   
  Tazer Nets are anti personnel nets with a single long tazer 
  discharge to incapacitate whoever they hold. The BOD test 
  must be made every 3 rds in the net, and the stat penalties 
  last as long as you are entangled, on top of normal NET rules.  
   
   
   
  Effects of the shock 
   
  Roll Body +D10, target based on the power of the shock. (depends on the weapon) 
  +2 save if hit on a limb 
  -2 save if hit in the head 
  -2 if still suffering the effects of another shock 
  +1/5 the Sp of your armour on that location 
  If you Fail, you're incapacitated for 1 minute per point you failed the roll by. 
  If you fumble, you also get a roll on the 'long term effects' table 
  If you pass, you can still act, but are at half REF and COOL for  
  as long as the shock lasts (depends on the weapon) 
   
   
   
   
   
  
   
  Long term effects table  
  High tech tasers give +5 to the roll.  
  Multiple rolls in a short time subtract one from the roll per extra hit  
  The effect normally comes and goes over the next few days until the body sorts itself out.  
   
  1 
  Permanent Nervous damage / brain damage Ref -1 (Int -1 if a head hit) permanently 
  2 
  Temporary Nerve damage / brain damage 
  Ref -1 (Int -1 if a head hit) 
  3 
  Shakes 
  -2 to Ref or tech based skills needing fine control 
  4 
  Nausea 
  -1 to all skill rolls. Fast movement calls for BOD 10 rolls or miss your next action 
  5 
  Dizzyness 
  -3 on all skill rolls involving movement 
  6 - 7 Numbness in location 
  -1 to REF / TECH / INT or MA using that location.  
  8 - 9 Pins and needles 
  For hours, returning for next few days. 
  10 
  No effect 
   
   
  Illegal 'Killing sticks'  
  These are tasers that have been 'upped' to killing power, and tuned 
  to stop the heart, cause paralysis and death instead of incapacitation.  
   
  They act as normal tasers, but they do damage equal to the amount 
  you FAIL to save by, doubled on head or torso hits, and if a head or 
  torso hit results in a Fumbled BOD roll, you die (treat as a failed 
  DEATH save) as your heart stops.  
  Any hit that results in damage / unconsciousness calls for a roll on 
  the long term effects table  
   
  Average Tazer weapons  
  High tech tasers add +5 to Bod needed due to the fine-tuning  
   
  Cattle prod  
  BOD 10  
   
  Bull-beater  
  A heavy duty cattle prod, BOD 12  
   
  Stinger  
  Junior Cattle prod BOD 8  
   
  Crowd control 2000  
  BOD 10  
   
  Handgrip Taser  
  The classic "stun gun" BOD 15, cost 60eb  
   
  Really high power tazer  
  BOD 20  
   
  Shock glove  
  BOD 15, cost 90eb  
   
  Gang jazzler  
  Deals Killing damage, BOD 20, cost 600eb  
   
  Stun dart  
  BOD 18  
   
  Dynatech hand taser  
  Melee / P / C / Shock / 12 / 1 / ST/ 1m  
  touch range BOD 25 (High Tech), if save shock lasts d10 rounds  
   
  Mitsubishi taser  
  Melee / P / C / Shock / 1 / 1 /ST 10m (5m)  
  A 5m dart and wire taser delivering a BOD25 (High tech) shock If 
  save is made, the shock effects last until the darts are removed ( 
  with a Ref roll of 15) and D6 rounds after. The battery is good for 
  10 discharges  
   
  Volt pistol  
  950eb PST +1 J R 3d6 6 1 st 25m  
  A low power laser ionises the air, and then discharges capacitor 
  along it  
  Arc thrower, Bod 20, shock lasts D3 rounds  
   
  Medusa  
  Mel +2 L R D6 6 1 ST  
  A short hafted cat of nine tails with an electroshock power pack, the 
  medusa is a nasty weapon to fight against, as its almost impossible 
  to avoid all the strands  
   
  Voltage sword  
  MEL +1 L R 2D6 6 1 ST  
  A polycarbonate blade with conductive metal edges, the Voltage 
  sword packs the same punch as a hand held tazer, but is a lot harder 
  to block. The trigger is in the hand grip, and the blade only 
  discharges on contact , either if it hits or if it is parried / blocked.  
   
  Electroknucks  
  Heavy Brass Knuckles with a high voltage punch, these use 
  brawling skill and do D6+2 damage plus the shock  
   
  Earthed armour +50% cost  
  protects vs shocks & vs tasers 
   
   
   
   
   
   
  
   
   
  Subject: Monowire  
  by FLIPPER IS DEAD 
   
  From the books we can deduce its  
  1. 
  very thin  
  2. 
  very strong for its thickness  
  3. 
  very sharp (see pt 1)  
  The name 'monomolecular' implys its a single long molecule..  
  My best guess is...  
  Its a BUCKYTUBE!  
  buckminsterfullerene is a football like sphere of 60 carbon atoms C 
  70 has a ring of 10 carbons between the two hemispheres, making it 
  like a rugby ball. This can be extended by adding more rings of 
  carbon atoms between the hemispheres into a filament.  
  The Japanese have already made nanofibres like this, but only 
  fractions of a mm long.  
  But if a Fullerene tube several meters long could be made, it would 
  be  
  1. 
  approx 7nm across (very thin)  
  2. 
  as strong as diamond (approx) as it has a hexagonal 
  graphite= structure. also, it would be flexible and shiny 
  like graphite when it catches the light.  
  In JM; the whip shines in the streelights.The only way to spot it is 
  when its moving.  
  For non-Chemists: Imagine a sheet of hexagons five hexes wide 
  rolled into a tube so the edges match up. Cap the ends with half 
  footballs. If that was made if carbon molecules, thats a 
  Monofilament.  
  The MonoWhip uses a lenght of Monowire as a flexible blade.  
  As the fibre is so fine it weights virtually nothing. The cutting force 
  is provided by the weighted tip which is swung past the target. The 
  weighted tip is either a glowing ball or a fingertip if the whip is 
  implanted. The weight is small and heavy to control the line.  
  The moving tip's kinetic energy is focused onto the monoline. As 
  the line is very thin, this gives even a slow swing enough cutting 
  force to sever plastics and flesh. Swing hard, with the full strenght 
  of your arm and a long lenght of line, the weight can get up to very 
  high speeds. And when the line hits it'll cut body armour, metal 
  pipes and plates, sever limbs, cut flesh, cartilage and bone.  
  The user must take great care when using the 'whip, as the monoline 
  is moving in a circle connected to there hand. Fumbled rolls, loss of 
  concentration or panic can cause the user to misjudge a swing and 
  cut themselves.  
  In combat, the whip is deadly. the wounds it causes are finer than 
  any cut, and you only feel them seconds after, as the synapses in 
  your nerves misfire.  
  The wire itself is so fine that special care must be taken in storage 
  and handling. The wire is stored on a reel of high density ceramic 
  ('one of the new ono-sendai diamond analogs' to quote Gibson) and 
  is capped with a bead of the same ceramic.  
  Monowire is very light. 
  This means that you have to weight it to do damage. You must have 
  a force acting on the wire, either a weight pulling it or something 
  pushing onto it. If left without a force acting upon it, it'll just sit 
  there. So if you drop some, it'll stay on the floor  
   
  Monowire is very thin. 
  Only very dense materials like diamond analog ceramics, heavy 
  dense metals, etc, will stop it. If dropped it'll lie flat on the floor and 
  not cut into the floor  
   
  Monowire is very strong. 
  The Monoline has to be broken with a laser cutter.=7F Monolines 
  will not cut each other (so reinforcing armour with monolines will 
  stop monowhips)  
   
  Uses of monowire 
   
  Invisable replacement for barbed wire 
  The monowire entanglement if very hard to spot (only tell by the 
  light catching the lines.) and if you run into it you could easily loose 
  your legs. If you advance into it slowly, you'll get cut lets and may 
  panic. If you pull back, the wire is pulled out by a diferent path than 
  it went in by, taking a chunk out of your leg. Unlike razorwire, 
  monowire will penetrate quite deeply and do serious injurys.  
   
  Stringing across doors/corridors 
  Again, running into the line will cut off your legs. 'Nicer' than 
  entanglements, as you don't fall legless and bleeding face first into a 
  tangle of monolines. But it still kills you.  
   
  Bullet with several lenghts of wire fixed to it (with little weights 
  on the other end) 
  When this hits, the monowire will be dragged on by the weights on 
  the other end. If it penetrates, this may cut chunks out of the wound 
  channel. If it lodges in the body, or stops on armour, the trailing 
  wire will wrap round, cutting at anything it meets. This makes a 
  medics job hell. they can't see the Wire in the wound until they start 
  cutting chunks from their fingers.  
   
  Two spring loaded monowire reels, one on each end of a 
  monoline. 
  Fired from an pair of airguns, they trail the line between them. if the 
  reels are ratcheted, the line locks on impact and the weight of the 
  reels pulls it onto the target 
  .  
  Reinforced Armour. 
  Most armys will issue arm and leg protectors reinforced with either 
  ceramics or monowire to stop the wire cutting in. This means that a 
  potentially fatal cut will snag on the wire and then either:  
  • 
  the wearer stops / is tripped over  
  • 
  the monoline pulls free and can whiplash freely. Luckily 
  the only weight on the line it the holder bead in the end...  
  Monowire is usually supplied in reels with self adhesive ceramic 
  eyelets prethreaded. And its Expensive.  
   
   
   
   
   
  
   
    Monowire and Monowhips in CyberPunk   
   
  Monowhip Melee +2 - - 3D6* - -VR 2m  
  The pocket weapon is a handgrip unit with a thumb control on the 
  wire (like a tape measure) to spool the wire out or retract it and a 
  glowing red ball on the wires end so you can see where the wire is. 
  The implanted version is usually concealed in a prosthetic thumb 
  with the nail or thumb tip as the ball, weighted with high density 
  ceramics  
   
  Both use a Ceramic reel to hold a coil of monowire, with the reel 
  sprung to retract and coil the wire against the swinging force of the 
  tip. This makes the wire slide out as you strike and recoil as the 
  swing slows down Gives a very sharp, near invisible cutting blade 
  up to several metres long.  
   
  Can be used with the Melee skill, but any fumbles automatically do 
  normal Whip damage to the user. (3D6)  
   
  Its such an unusual and difficult weapon that it has its own 
  specialised skill 'Monowhip', which is Ref based and used in place 
  of melee if using a 'whip. If fighting using the monowhip skill then 
  fumbles are treated normally (making it much less likely that you 
  cut your own hand or head off)  
   
  WA is +2 due to the speed and reach of the weapon  
  Damage 3d6 + d6 per two levels of Monowhip skill.  
   
  (Maximum damage is 8d6. Beware of the skill 10 techno-ninjas)  
  Armour is one third  
  Monowire Trailer Bullets  
  These bullets have a series of short lengths of monowire fixed to the 
  base using diamondoid ceramic beads. The other length of the 12" 
  monoline has a similar bead on it .  
   
  They unravel in flight, trailing due to the drag of the end beads. 
  They have no effect on the penetration of the round, but the trailing 
  lines have their effect as the bullet is either stopping on the armour 
  or passing through the victim.  
   
  If it stops on armour, the lines whip round, tangling the victims 
  limbs. Victim rolls Luck, difficulty 15. Pass and the round pulls 
  free. Fail and it catches on another random location (D10). Every 
  action taken while tangled pulls the wire deeper in. Roll D6 each 
  action, and once the total is over the SP it starts cutting up the target 
  for D6 damage per action.  
   
  If it passes into the victim, the dragging wires slash out a wider 
  wound channel, adding D10 to the weapons damage. If the round 
  can't pass out of the victim, the wires stay in the wound, waiting to 
  slash the fingers of a waiting medtech (luck 20 - fail and take 2D6 
  damage to your hands - wound is +10 harder to treat if you don't 
  want to risk this roll)  
  Cost x 10  
   
  Uses of monowire in CP literature and other soure material 
  • 
  The Yak Hitmans implanted monowhip in 'Johnnie 
  Mneumonic' is THE reference for monowhip users  
  • 
  Turner strings it up in the trees in 'Count Zero'  
  • 
  Beuvoir uses it and a ceramic reel to make a slideline onto 
  the top of the projects in 'Count Zero'  
  • 
  the 'Offiser Suisse' monowhip in 'voice of the Whirlwind'  
  • 
  The Predator's net in Predator II  
  • 
  Dreams of flesh and sand. Monowire stilleto's, with static 
  charged monolines used as blades  
  • 
  Games Workshop's 'dark future'. in one of the sidebars, a 
  terrorist puts halluc in the airducts and crosses monowire 
  across the emergency stairs. Panicking people fall down 
  the stairs in chunks  
  Links to Fullerene pages  
  • 
  This is THE place for Nanotubes. Especially interesting is 
  the section on Single Wall nanotubes, and theoretically 
  growing them to centimetre lengths.  
  • 
  http://cnst.rice.edu/Modular.html  
  • 
  Fullerene gallery  
  • 
  http://shachi.cochem2.tutkie.tut.ac.jp/Fuller/Fuller.html  
  • 
  The encyclopedia entry for fullerenes  
  • 
  http://www.encyclopedia.com/articles/04810.html  
  • 
  Prof. H. Kroto Biography  
  • 
  http://www.susx.ac.uk/Users/kroto/harry1.html  
   
   
   
   
   
   
   
   
   
   
  
   
   
  ACME Weapons 
  ACME: Kill your Enemies with Style 
   
  ACME Musical Barrel: 
  Astonish your enemies with the ACME Musical Barrel! Available for 
  nearly all weapons, best buy for MachineGuns and SubMachineGuns. 
  This barrel will play a note of the musical piece burned in the chip 
  chosen every time a bullet is fired. Just imagine the joy of killing 
  your enemies on the theme you prefere!  
  Buy it NOW at only 300 eb.National Hymns chips available! 
   
  ACME Musical Barrel expansion chips: 
  A brand new set of expansion chips for your ACME Musical Barrel: 
  Wagner: Ride of the Valkyries 
  Greig: In the Hall of the Mountain King 
  Mussorgsky: Night on the bare Mountain 
  HellBlast: Your Corpse is Mine! 
  Tokiro: Hangin'down 
  Albano&Romina: Il ballo del qua-qua 
  Now available at only 10 eb each. 
   
  ACME Gunscents: 
  Tired of that burnt nitrocellulose smell in your hair after a gunfight? 
  Can't stand the scent of gun oil on your solo? Then we have the 
  product for you. Our engineers recently began testing additives in 
  caseless propellant to improve performance. The tests were not 
  terribly successful (although Mr. Faust is almost all healed up now), 
  but they did notice one thing: The additives changed the standard 
  reek of scorched propellant. What a concept! So now we are proud to 
  offer the new ACME Gunscents! 
  Gunscents come in two forms: Ammo and Gun Oil. Simply choose a 
  scent (so far we have Cinnamon, PotPourri, Coffee, Burnt Napalm 
  [don't ask. -Faust], Wintergreen, Jalapeno, Fruit Medley [again, don't 
  ask. -Faust] and Ozone, with more planned). For custom jobs, we can 
  use any perfume you can hand us and tailor it to your particular 
  handgun. 
  Rounds cost 1.5x normal price for standard scents, up to 5x for 
  special scents. 
  Gun Lubricant costs 25 eb per tube for standard scents, up to 5x that 
  for a special one.  
  Design By: Matthew Pullen (Faust.) 
   
  ACME Duelling Hammer: 
  A synthetic wooden mallet with a six inch striking face, contoured 
  wooden grip and adjustable trigger. When the trigger is depressed, 
  the striking face of the hammer falls open and a boxing glove on a 
  memory metal leaf spring extends to a maximum distance of three 
  metres, delivering a sizeable impact and retracting back into the 
  glove. For a mere 100 eb more the glove can be fitted with a taser 
  array (see Techtronica Black-Zap in Chromebook 1 for stats). For a 
  nominal fee, a lasersight can be built into the trigger guard, 
  increasing accuracy. It may not be the most powerful weapon you 
  own, but it will be the most stylish. 
  Cost Type Acc. Con. Avail. Damage 
  Ammo ROF Rel Range 
  350eb Ex 
  0 (+1) L 
  P 
  1D6 (plus taser) N/A 
  2 
  ST 3m 
   
  Design By: Matthew Pullen (Faust.) 
   
   
   
  ACME Duelling Hammer MK II: 
  An improvement over the standard ACME Duelling Hammer (see 
  description) 
  Cost Type Acc. Con. Avail. Damage 
  Ammo ROF Rel Range 
  680eb Ex 
  0 (+1) L 
  P 
  1D6+4 (plus taser) N/A 
  1 
  UN 6m 
   
   
  ACME Portable Hole: 
  A popular device for those B&E friends, the portable hole is just that. 
  It consists of a hollo memory plastic hoop compressed to the size of a 
  paperback book and filled with Detcord (yay!). When the hoop is 
  activated (by pulling a tab releasing a chemical) it decompresses into 
  a circle one meter in diameter. Press it to the wall in your way, pull 
  the second chemtab and five seconds later...PHOOM!! Instant hole. 
  Why ask why? Only 300eb for this beauty. 
  GM Notes: It needs a flat surface to work properly, if you fix it on a 
  person's chest it will do only 2D6 damage due to the gas expansion. 
  Main Design By: Mattew Pullen (Faust.) 
   
  ACME Portable Hole: Wallet Model 
  Works as the original Portable Hole, but comes in a wallet sized 
  package. 
  Diameter: 0.5m 
  Price: 180eb 
   
  ACME Portable Hole: 24h Suitcase Model 
  Works as the original Portable Hole, but comes in a 24h Suitcase 
  sized package with a useful handle. 
  Diameter: 3m 
  Price: 900eb 
   
  ACME Stuka Tracers 
  These bullets, available only for Rifle calibers and up, are simply 
  standard tracer rounds with a twist. We bored out the round a little 
  more than usual for the incendiary component and changed the 
  chemical mixture to create different colours. Colours currently 
  available are: Red, Yellow, Pink, Green, Purple, Orange and Blue. 
  The various chemicals used for the colours cost pretty much the 
  same, so mixing colours in a mag doesn't cost any more. The second 
  adjustment cost a little more and was more dramatic. We sauntered 
  on down to Night City University and got on their CAD/AM 
  mainframe and figured out the new ballistics, then we carefully laser 
  bored a shaped hole all the way through the round. This messes up 
  penetration a little, but the extra effects were really worthwhile. The 
  hole through the round causes a small amount of airflow, ensuring the 
  combustion of the tracer mixture and coincidentally causing a loud, 
  unnerving whistling noise. With experimentation we managed to 
  manufacture a round that emits a low, buzzing drone as well. 
   
  Needless to say, the ballistics of the round make it less physically 
  efficient (-1D6 damage from the lighter round), but the stronger 
  jacket materials we added later left penetration unchanged overall, 
  and the psychological effects are absolutely incredible. A burst with a 
  few Stukas in it sounds like an artillery barrage, especially after we 
  added the customized ACME (tm) Loudener (co) and the portable 
  speakers.  My personal favourite was that 100 round belt we put in 
  our minigun. It was solid Stuka Tracer. We backed it up with a trio of 
  ACPA Vehicle adapted 4.6 Pyrotechnic packs and totally routed the 
  Chicago PD ESWAT Team. They never knew what hit them. 
  Ammo Cost: x2.5-x3 
  Design By: Matthew Pullen (Faust.) 
  
   
  SPECIAL ARROWS/QUARRELS FOR SELF-BOWS AND CROSSBOWS. (Solo of Fortune2) 
  Self-bows and crossbows, as outdated as they may look, are coming back in the 2020 world, mostly because they are the only 
  weapons that can be effectively silenced and still deliver a lethal blow through a Kevlar vest. And the right choice of projectile can 
  even increase their lethality. The accessories for those weapons can be found in the "equipment" section .Most of the ammunition 
  given here are legal, but buying or carrying them openly can attract some unwanted attention. In a 2020 megalopolis, there is just 
  one game needing hunting arrows to be stopped : man ! 
  Target: (12 arrows 24$,12 quarrels 30$) 
  The most common round, they are fitted with a small, hardened 
  tip. 
  All armors are x1/2, but the damages that goes through is at full 
  value.  
  Broadhead: (price x 2) 
  This arrowhead consist of two or more razor-sharp 
  blades.Intendend for cutting through an animal's skin and inflict 
  heavy damages,they break easier than target rounds. Acts as a 
  knife for armor penetration,damage beyond armor is at full 
  value, and +1d6. Range is x0.75. 
  "Stun": ( normal price) 
  This arrowhead is a blunt ellipsoid. Damages are 1/4 real,3/4 
  stun. Range is x0.75. 
  Expansible: (price x4) 
  This arrow head has the same size as a target head, sharing it's 
  full-AP capacity, but is fitted with spring-loaded blades turning 
  it into a brodahead after it has penetrated armor. The mobile 
  blades also makes extraction trickier, as pulling the arrow out 
  will open them fully, aggravating the wound... 
  This really nasty round is illegal, because it's only logical use is 
  the killing of a target wearing heavy armor. All armors are x1/2, 
  damages through armor is at full value and +2d6. 
  Explosive: (price x 2) 
  This arrowhead is an adaptor for any 25 mm pistol-launched 
  grenade. Precision is -2, and range is halved. Damages are 
  normal for the grenade, and you need to buy the grenade 
  separately.  
   
  SPECIAL RULES FOR SELF-BOWS AND CROSSBOWS: 
  - Crossbows use the Archery skill, or the Rifle skill at half value. 
  - The hand-held "Handbow" can be fired with Archery skill, or Pistol skill at half value. 
  - The various heads can be screwed at the tip of any arrowof the right size, allowing the transport or buying of the real man-killerin 
  a less obvious fashion. There are three head size: arrow (for self-bows),small quarrels (Handbow and Stryker) and large quarrels 
  (Arbelest and Scorpion). 
  - Arrows and quarrels lose energy over range more swiftly than bullets, so any shot at extreme range only does 1/2 damage. 
  - The number of shots listed for each bow is the amount you can conveniently store in a quiver or another arrow holder. 
  - Reloading, and sometimes even aiming with a bow in a tight place can become difficult (especially with self-bow). 
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  SCOPES, LASER SIGHTS, AND OTHER AIMING AIDS 
  by Dave "Knighthawk" Simpson 
   
  Pistols:  In general only revolvers can be scoped, the reason for this 
  is that the slide on most automatics is no place to put a scope (the 
  constant jerking will screw with the lens alignment.  
  Submachine guns:  Though scopes can be attached to any 
  submachine gun that doesn't have an exposed slide-action (like 
  automatic pistols), it is most effective when attached to a 
  submachine gun that required 2 hands for effective usage (Think 
  H&Ks, instead of MACs)  
  Rifles:  Pretty much all rifles can be scoped, with little to no 
  problems.  
  Sniper Rifles:  Obviously they work best with a scope attached, but 
  what about upgrading that scope?  I'm sure you'll find this helpful.  
  Scopes cause one concealability rank to be lost.  
  Pistols can have up 8x magnification, and hold no options.  
  Submachine guns can have up to 10x magnification and holds 2 
  options.  Rifles have all magnifications and can hold 3 options.  
  Base Cost 
  Pistol 
  100eb 
  SMG 
  150eb 
  Rifle 
  300eb 
  Sniper Rifles 
  450eb 
  Magnification 
  Magnification 
  Cost Multiplier 
  5x 
  1x 
  8x 
  2x 
  10x 
  3x 
  12x 
  4x 
  15x 
  5x 
  20x 
  6x 
  Scope Bonuses 
  WA Bonus 
  Cost Multiplier 
  +1 
  1.1x 
  +2 
  1.75x 
  +3 
  2x 
  +4 
  4x 
  +5 
  8x 
  Options 
  Anti-Dazzle 
  200 eb 
  Low Light 
  150 eb 
  Infrared 
  200 eb 
  Thermal Vision 
  200 eb 
  Times Square Marquee 
  300 eb 
  Threat Designator* 
  300 eb 
  System Readout* 
  200 eb 
  * - requires Times Square Marquee option  
  Threat Designator - puts targets in brackets if it detects a firearm in 
  its hands.  If a target comes into line of sight of someone looking 
  through a scope with this option, the firer gets a +1 to initiative 
  roles.  Also, it allows the firer to ignore darkness modifiers.  
  System Readout - This gives the firer detailed information such as 
  remaining ammunition, currect mode of fire, wind direction and 
  speed.  This option also allows for laseing a target for grenade 
  lobbing (+1 to underbarrel grenade launcher attacks).  
  Laser Sights:  
     
  Bonus Pistol SMG Rifle 
  +1 
  75 eb 100 eb 200 eb 
  +2 
  100 eb 175 eb 400 eb 
  +3 
  200 eb 350 eb 900 eb 
  Bipods:  
  Mountable only to long-barrel SMGs, Rifles, sniper systems, 
  machine guns, and bazookas.  Bipods add +2 to to-hit-rolls when 
  firing in a prone position.  
  Cost: 150 eb  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  The BlackHammer CyberPunk Project 
  Expanded and explained rules for how smartgun rigs work and are installed. 
   
  Smartguns are the most basic ‘bling’ of the solo set. When you walk into a solo bar, unless you are jacked into your gun, you obviously don’t really 
  have a clue what’s going on in the land of firearms.  
  The basics of smartguns are pretty simple. The smartgun systems take over the trigger and basic controls of the firearm they are attached to and are 
  then in turn slaved to the controls of your Direct Neural Interface Plugs. So when you want to fire, the gun fires instead of you having to pull the 
  trigger; when you want to eject the magazine, the gun drops it; and when you want the safety turned on, the safety automatically engages for you.  
  But the main reason people go for smart interfacing isn’t just to have the gun cycle, drop magazines and engage and disengage the safety when they 
  want it. The goal is to get the best possible accuracy out of the gun. This is already aided by a smartgun interface at extreme ranges, where even the 
  act of pulling on the trigger can throw a gun out of aim. But to get the real advantages of a smartgun, there has to be a direct link between the gun’s 
  point of aim and the controller’s point of aim.  
  In the standard smartgun interface, this is provided by the laser sight. The smartgun hardware sets up your direct neural interface to watch for the 
  laser sight and as a smartgun user, you train yourself to call for a ‘shot’ whenever the laser designator passes across the selected target. There are 
  also advanced systems that work using cybertriangulation scopes (that feed data from the scope into the visual cortex or into your optics so you 
  actually see from the perspective of the gun), but the primary focus of this article is on the basic smartgun interface. 
  Because the smartgun hardware has to take control of the firing mechanism, magazine release, magazine ammo count, safety and fire control 
  systems of a smartgun, the price of a smartgun setup varies depending on the gun it is being mounted on. Unusual or hard-to-find guns often have 
  much more expensive conversion costs because there is no standardized smartlink hardware for the unit. 
  Smartguns and Optical Sights 
  Intro 
  This document is something I've knocked together from various 
  sources. The Star Fraction by Ken McLeod had computerised sniper 
  rifle - it wasn't the rifle that had my attention but rather the computer 
  system that was tagged underneath it (well worth buying - as is The 
  Cassini Division). 
  Many gun-head characters have cyberoptics with low-lite, IR and 
  targeting scopes..... true, it is possible to carry all these options in 
  your head and use them on any weapon. However, what about 
  situations where equipment is shared? Would the security services 
  fork out for that same specification of cyberware for each of it's field 
  staff? I don't think so.... :-) 
  To this end this file deals with the concept of image enhanced smart 
  guns and equipment that could be used by non-modified users. 
  The Very Basics 
  First off you'll need a gun computer. This is a small unit about half 
  the size of a pack of smokes. It can fit under the barrel of your 
  weapon or mounted across the top. As the technology improves 
  you'll probably find it's housed in the stock or secreted away around 
  the trigger area (extra $100). 
  The gun computer costs about $300 and can be fitted by a competent 
  techie (difficult [20] weaponsmith roll) as the various sensors and 
  mounting brackets can be a little tricky for amateurs. Without any 
  enhancements the gun computer has a smartgun camera, records 
  your current ammo levels, notes what ammo is loaded, barrel 
  temperature, wind speed and target range & speed (in meters). The 
  gun computer can also use the standard cyberoptic options available 
  (see here). 
  Visual Output 
  The computer collates various bits of info and passes them on to the 
  user. This is done via a small screen, wire to goggles (or monocle). 
  Screens are small units that fit on the top of the weapon or hang to 
  the left/right of the muzzle. They're cheap at around $50 and give 
  reasonable performance. On the down side, they can occlude your 
  view (-1 perception/awareness at Ref's discretion) and do affect the 
  balance of the weapon (-1 accuracy). More expensive models use 
  holograms or have balancing and light-weight materials to prevent 
  accuracy problems (holoscreens are $100 while improving balances 
  increases screen cost to $75). 
  Goggles can be worn instead of a screen and these provide good 
  performance as well as protecting the eyes from the surrounding 
  environment. The downside to this is if the goggles fail (or the gun 
  camera does) you have to remove them to see. Monocles get around 
  this but they are not to everyone's tastes and get some time to get 
  used to using them (say -2 to visual skills and weapon accuracy 
  before 20 hours training time is up). 
  Cheap goggles ($100) only give you a view from the computer's 
  camera - but hey, they're cheap what did you expect?  
  Standard goggles cost $150 and have a clear plastic viewers for 
  normal vision but can overlay visuals from the gun camera as 
  needed. You can switch the view to show just the gun, dispense with 
  the gun's view altogether or have a windowed picture in picture 
  option (handy if you're driving - remember not all gun computers are 
  for small arms!). The mid range goggles do not allow you to use 
  cyberoptic options. If you've forked out for a pair of smartgoggles 
  then you could use those (see the CP2020 mainbook, but they cost 
  $200 and let you use cyberoptic options in them). All gun computer 
  come with the standard jack for interface plugs so attaching them 
  isn't a problem . 
  If you can find them (difficult [20] streetwise test) you can get 
  covert goggles. These look just like normal reading glasses and act 
  as the standard goggles (above) but they cost a wad - expect to pay at 
  least $900 (and yes they are wireless and no, they don't take 
  cyberoptic options - at least not yet). 
   
  
   
  Cyberoptics with picture-in-picture can be used - as can the Overlay 
  processor but this kinda defeats the purpose of gun computers which 
  are mainly externalised components of the hard to find military optic 
  options. 
  Wired or Wireless? 
  You don't have to worry about a connecting a screen to the gun 
  computer, but what about goggles? Well, you can go for the typical 
  interface cable and that'll jack into just about anything these days: 
  your video unit, computer or anyone with a set of interface plugs. 
  The plug and cable are standard so there is no extra cost. 
  If you fancy something a little more flash you could go wireless. 
  This gives the computer a short range tight beam radio link which 
  relays information to and from your goggles. The transceiver is very 
  small and does not increase the weight of the goggles
   SO HERE’S THE LOWDOWN ON A SMARTRIG 
   Mount a Laser Designator. 
  This is just a standard laser sight, that the smartgun rig will be set to work with. In the core rules, 
  a laser sight costs 100eb. In BlackHammer games, a laser sight costs twice the effective range of 
  the laser sight measured in meters. So a laser sight good out to 50m (handgun range) will cost 
  100eb. This immediately gives the smartgun a +1 WA when the sight is active. There are also a 
  variety of alternate laser designators that you can get that work in non-visible light spectrums, if 
  you have the optics for it. 
   Buy the Smartgun Interface Hardware. 
  The basic hardware for interfacing with the laser sight is 200eb. This is the unit that feeds your neural data back to the gun telling it 
  when to fire, drop magazines, change fire modes and so on. However, the gun itself can’t do any of that without a conversion kit. 
   Install a Smartgun Conversion Kit. 
  This is where the gunsmith comes in. The conversion kit is a series of sensors and solenoids that takes over the operation of your gun. 
  This usually involves the complete removal of the gun’s manual trigger, as well as taking over the magazine ejection, safety, and fire 
  mode selectors. The base price of this kit depends on the type of gun you are converting, as follows.  
  Semi-Automatic Weapon 
  200 eb 
  Shotgun 
  300 eb 
  Automatic Weapon 
  400 eb 
  Automatic Shotgun 
  450 eb 
  Heavy Weapon 
  500 eb 
  This is then modified by the availability of the gun and therefore of the conversion kit. 
  Extremely Common 
  75% cost 
  Common 
  100% cost 
  Poor Availability 
  150% cost 
  Rare Availability 
  200% cost 
  With this kit installed, the firearm gains an additional +1 WA when interfaced through your Direct Neural Interface Plugs, assuming 
  you have the smartgun linkup wetware installed. 
  In addition, all smartguns are treated as having a solenoid / electric trigger, which gives a +1 WA when firing aimed shots at Extreme 
  range. 
   Shadowlink? 
  With the limited dataflow between a smartgun and the owner, smartguns are the only smartsystem that are not penalized for using 
  magnetic induction spots instead of standard interface plugs. Because of this, a new type of smartlinking has come onto the market 
  called “shadowlinking”. 
  A shadowlink doesn’t involve interface plugs or cables. Instead, the interface hardware is a magnetic induction unit on the grip of the 
  firearm, and people rigged for shadowlinking get magnetic induction spots mounted on the palms of their hands. This allows for the 
  user to interface with the gun as part of the act of holding it. This is better than the standard use of magnetic induction spots because 
  there are no cables leading to a mag-duct ‘cuff’ around the wearer’s wrist, and because there is no time required to plug interface 
  cables into either the smartgun or the user’s interface plugs. 
  A shadowlink conversion rig is treated as if the gun it is being installed on was one availability class harder to get. So an extremely 
  common gun (Availability Code “E”) would be treated as a commonly available gun when setting up the rig. A shadowlink rig on a 
  rare gun (Availability Code “R”) has a cost multiplier of 300%. 
   
   
  
   
  The BlackHammer CyberPunk Project 
  Firearms Locks and Safety By Rich 
  Safety Guns 
  The follow article was from a US government web site on 
  developments in firearm safety. Obviously, no gun is "safe" 
  their very nature is the exact opposite. Instead, Colt are saying 
  that they can make firearms safer for the shooter - at least you 
  won't be backshot by your own weapon. The original 
  document is below: 
  Colt Manufacturing Co. has unveiled a prototype "smart gun" 
  that fires only in the hands of its owner. The .40-caliber 
  semiautomatic pistol uses radio-frequency technology to 
  block an unauthorised person from firing it.  
  The gun resulted from a two-year, $620,000 study done by 
  Sandia for the National Institute of Justice. After studying 
  existing technologies that could be used in a smart gun and 
  comparing those with the needs of law enforcement officers, 
  Sandia identified the radio-based technology as the most 
  promising approach. The smart gun will fire when activated 
  by an enabling device called a transponder, which must be 
  located within a few inches of the gun. The gun could not fire 
  if it got too far away from the officer because a safety 
  mechanism would be activated.  
  For Colt's prototype weapon, the transponder is worn on the 
  wrist of the authorised shooter. But Colt plans to reduce the 
  transponder to the size of a ring and make other 
  improvements before it distributes 100 smart guns to police 
  departments for field testing in about a year.  
  One out of every six police officers (about one a month 
  between 1979 and 1993) who are killed in the line of duty are 
  shot in "takeaway" incidents -- when adversaries seize an 
  officer's gun and use it against the officer. The smart gun, in 
  these incidents, would have "known" it was in the wrong 
  hands and refused to fire. The new firearm will be ready for 
  use by law enforcement agencies in about three years, 
  according to Colt. The possibility of sales to the general 
  public will be examined. It is estimated that the smart gun will 
  cost about $900, compared with $600 for its corresponding 
  conventional model.  
   
  Triggerlocks 
  So what does that mean for Cp2020? Well, smartguns are 
  nothing new - they've been around since the teens (2013) and 
  triggerlocks for them have been about for a similar period. 
  For those of you who don't know, a triggerlock prevents 
  anyone firing the smartgun unless a specified user connects to 
  it. They cost about $200 and are frequently used by corporate 
  security forces. [NB: a difficult weaponsmith roll will be able 
  to reset the lock and program your own values in]. 
  The older guns that had purely mechanical firing mechanisms 
  have been slowly phased out and virtually all modern systems 
  have an electronic trigger. This makes is easier to replace 
  broken parts, use the new electrothermal enhancements or 
  integrate with COT and smartgun systems. Those in the know 
  [very difficult streetwise or difficult streetdeal rolls] may be 
  able to source an older mechanical weapon. 
   
   
  Transponders 
  So the prototype has some sort of hardware dongle that needs 
  to be near the gun? The transponder was hidden in a ring and 
  later models mounted it in a arm band. Of course, criminals 
  caught on to the idea and they would check security personnel 
  for obvious equipment. These early gunlocks were fixed to 
  the firearm and around $200. 
  Later advances in the transponders saw them move to the 
  office's badge - which by now had it's own biomonitor link 
  and GPS locator. The badges cost around $300 although the 
  signal is limited to around a mile, but this is more than 
  enough to tap into the local cellphone system or be picked up 
  by any overhead comms satellite. The GPs only kicks in if the 
  biomonitor detects severe injury or the office triggers the 
  system manually (requiring a 30 seconds and a passcode to 
  kill the safety feature). The badge does not broadcast a GPs 
  signal until activated - this is to avoid officers being picked up 
  by security scanners! A watch version is available for $350 
  for those officers who don't wear a badge. 
  In any event, moving the gun beyond the range of it's 
  transponder, normally 1m, will cause the weapon to seize 
  until brought back or reprogrammed [a difficult tech roll at 
  best]. 
  Microtransponders 
  For undercover operatives and the private security market, 
  transponders where minimised to the size of a grain of rice. 
  These "microtransponders" produced a weak signal that could 
  be powered by the host's body. The only drawback was the 
  need to implant the system very close to the gun, but this 
  weak signal prevents anyone picking up a "ping" from the 
  gun. The microtransponders cost £250 and are available from 
  most gun shops and are common police optionware. 
  The gun will become inert if moved more than 50 cm away 
  from the transmitter. You can sometimes spot a transponder 
  user by the slight bump or scar on their trigger finger or in 
  their palm (awareness rolls at suitable times please!!).  
  We don't need no stinkin' badges! 
  Given that Wireless Application Protocol for mobile phones 
  and very flexible BlueTooth radio transmission system 
  became very popular at the turn of the century, it didn't take 
  too long for someone to develop a security application. 
  Later gunlocks had their own receivers and could be disabled 
  remotely! Now stolen police weapons could be made safe so 
  long as the gun was in the range of a the cellular phone 
  network. 
   
   
   
   
   
  
   
  Rules, Rules, Rules 
  Gunlock System 
  The system adds a small receiver to the weapon's electronic 
  trigger and will cause the gun to "lock" (i.e.: not fire) should 
  the transponder be out of range. The basic gunlock systems 
  are easy to fit and require an average weaponsmith roll. They 
  can be bought from most weapon shops. The basic system 
  costs $200 and comes with a wearable transponder. 
  The interactive gunlock can be shutdown via a remote signal. 
  The signal will ping the gun and the lock can reply with it's 
  nearest three cellphone transmitters and if it's safety is off 
  (i.e.: not in active use). The broadcast station may allow the 
  gun to emit a warning vibration or flashing LED sequence, 
  warning the owner that it is about to be made safe. The 
  warning allows the officer to radio in and must convince the 
  operator that he is still the valid owner.  
  For those weapons that are somehow active yet outside the 
  officer's badge range, no warning will be given and the 
  system will lockdown AND start to broadcast it's location to 
  the cellular network.  
  Transponders 
  Type 1: Wearable Dumb Transponders 
  Costs $200 and requires the user to have a small transponder 
  on their person. This may be picked up by using a radio 
  scanner [difficult tech roll]. The wearables include watches, 
  finger rings, police badges or armbands.  
  Type 2: Covert Transponder 
  These can be implanted in the host's hand and cost $250. The 
  implant can be done in a matter of minutes and is very 
  difficult to locate and remove. A persistent medtech might be 
  able to find it given both time and a quality medscanner. 
  The BlackHammer CyberPunk Project 
  Accessorizing Your Toy 
   
  Ingram MAC-X . SMG . +0 . J . P . 10mmCL . 40 . 20 . UR . 50m . 500eb 
  These weapon modifications have been compiled from various sourcebooks as well as a collection of items we've thrown in from our 
  own games and experiences. Also I've dug up a few items from other games and converted them for use in CyberPunk. Acht! Gun 
  Nuts We Are! 
   
  For Polymer One Shots (your game master will decide what exact weapons fit this description), most of these modifications are 
  impossible, or if they can be done assume the weapon's base cost is 500eb instead of the list price (for such things as reliability 
  improvement, autofire, etc) because of the amount of extra work required to re-tool a polymer. In any case, any weapon modification 
  that costs a multiple of the base cost of a gun must assume a base price of 300eb if the actual gun is cheaper than 300eb. This is to 
  prevent people from turning their Astra Style 6 into a BEAST OF WARtm. 
   
  Beast Of War . PST . +0 . P . E . 10mm . 6 . 2/20 . VR . 50m . 226.95eb 
  Custom Grips (30%), Electrothermic (150%), Folding Stock (20%), Gas Vent (30%), Heat-Resistant Barrel (50%), Heavy Bolt (15%), +2 WA 
  (200%), Printless Finish (200%), VR (150%), 10mm, -1 WA, -1 REL (40%), Selective Fire (200%) = +1085% of base cost = 226.95eb 
   
  25mm Grenade Attachment  
  This pistol attachment goes on the end of the barrel and 
  allows the pistol to fire special 25mm pistol grenades from 
  Chrome Book 1 using a bullet-trap mechanism. 
  $200.  
   
  9-1-1 ChipLink  
  Installed with a hook-up to the trigger system of your gun, 
  this is effectively a mini cell-phone that pages the police 
  when your trigger is pulled. Local law enforcement will 
  usually respond to your page within 2d6+1 minutes, as long 
  as you are not in a very high risk environment (such as the 
  combat zone). 
  $150 +$25 installation (Average WeaponSmith, 15 
  minutes).  
   
  Barrel Extension  
  This is a snap-on barrel extension, designed to compensate for 
  chopped barrel weapons or to increase the range of other 
  weapons without reducing the concealability. Weapon ranges 
  
   
  are returned to normal for chopped barrel weapons, or 
  increased 25% for other weapons. Weapon accuracy is 
  penalized by one point when the extension is in place. 
  Snapping the extension on requires one action and reduces 
  concealability one class. 
  10% of weapon cost + $50 snap-on modification to gun.  
   
   
  Bayonet Lug  
  Bayonet Lugs are mounted under the barrel of a rifle to accept 
  a bayonet (a long, pointed knife), thus turning the firearm into 
  an improvised spear. The use of bayonet lugs has been 
  reduced due to the popularity of under-barrel weapon systems 
  such as grenade launchers in warfare and the use of 
  flashlights for tactical and house-to-house use. 
  5% of weapon cost (Routine WeaponSmith, 5 minutes).  
   
  Brass-Catcher  
  Brass Catchers are special bags designed with a customized 
  metal framework to fit over the ejection port of a weapon to 
  receive the spent cartidges. Rarely seen now in an era of 
  caseless weaponry, brass-catchers are still found on 
  assassination and para-drop weaponry when the fighting 
  environment must be left "sterile" (without trace of the 
  assassin or the para-drop). A typical brass-catcher can hold 
  two magazines of ejected casings, but reduces weapon 
  concealability one class. 
  10% of weapon cost (Routine WeaponSmith, 5 minutes).  
   
  Burst-Fire  
  Any gas-action automatic can be converted with a selector 
  switch from single shot to three-shot burst. Reliability and 
  Weapon Accuracy are each reduced by 1. 
  150% of weapon cost (Very Difficult WeaponSmith, 3-6 
  hours).  
   
  Camouflaged SMG  
  This system conceals a SubMachineGun inside an innocuous-
  looking briefcase. A switch on the handle drops the bulk of 
  the briefcase off revealing the SMG with two attached clips of 
  ammunition. The case itself is armored to SP 10 for use as a 
  sort of last ditch effort shield. 
  50% of weapon cost (Difficult Basic Tech, 2-3 hours).  
   
  Chopped Barrel  
  Practically only full-length rifles and shotguns can have their 
  barrels chopped, as most other weapons in 2020 have already 
  been optimized for minimum barrel length. Chopping a barel 
  increases the concealability of the firearm by one class, and 
  reduces the range by half also. Shotgun patterns are increased 
  by 50%, and pistol and SMG WA is penalized 1 point. 
  30% of weapon cost (Average WeaponSmith, 10(rifle) to 
  45 minutes).  
   
  Cookie Cutter  
  This attachment keeps the gun from firing when aimed at a 
  person wearing a special cookie-cutter badge attuned to the 
  gun. This allows for suppressive fire through a group of your 
  friends, confident in knowing that you will not be tagging any 
  of them by accident. 
  $300 plus Cookie Cutter badges.  
   
  Cooling Shroud  
  This shroud keeps the weapon barrel cool allowing non-
  support weapons to fire on full-auto for consecutive rounds 
  without loss of reliability. Unfortunately shrouds are fairly 
  bulky and reduce concealability by 1. 
  25% of weapon cost (Average WeaponSmith, 5 minutes)  
   
  Custom Pistol Grips  
  Custom grips on a handgun allow for increased draw 
  accuracy, as the weapon seems to mold itself to your hand 
  and practically begs to be fired. Each set of grips has to be 
  custom molded to the individual, and must be replaced 
  annually. While being used by the person they were designed 
  for, custom grips reduce the fastdraw and snapshot penalties 
  from -3 WA to -2 WA. 
  30% of handgun cost (Difficult WeaponSmith, 40 
  minutes).  
   
  Custom Long-Arm Grips and Furniture  
  Serving the same purpose to a long arm as Custom Pistol 
  Grips do to a pistol, these custom grips are paired with 
  adjustable cheek-rest and butt-stock, allowing for more 
  comfortable use and aiming, and increasing the maximum 
  aim-time from 3 rounds (+3) to 4 rounds (+4). Anyone else 
  using the weapon will be at -1WA unless they re-set the stock 
  and cheek-rest (30seconds). 
  60% of rifle or shotgun cost (Difficult WeaponSmith, 2 
  hours, 20 rounds of ammo).  
   
  ElectroThermal Ammunition Enhancement  
  Only available to cased Semi-Automatic and Manual 
  weapons, this system changes the entire firing system to use a 
  combustable fluid in the munitions that is set off with an 
  electric charge producing a very rapid-expanding plasma to 
  propel the munition. The result is a 50% increase in damage 
  and range with no significant increase in recoil. The weapon 
  must also use special ElectroThermic munitions which cost 
  twice the normal price of ammo. 
  150% of weapon price (Very Difficult WeaponSmith, 5 
  hours).  
   
  Extended Barrel  
  Increasing barrel length also increases projectile stability, and 
  thus increases the accurate range of a weapon. Concelability 
  is penalized one class, and range is increased by 25%. 
  30% of weapon cost (Average WeaponSmith, 10 minutes).  
   
  Folding Stock  
  This includes Folding, Detachable and Collapsing Stock 
  designs. On weapons normally equipped with a stock, a 
  folding stock reduces WA by 1 (2 when collapsed) and 
  increases concealability by one class when collapsed. On 
  weapons not normally equipped with a stock, the stock 
  provides +1 WA at Long and Extreme ranges. 20% of 
  weapon cost (Average WeaponSmith, 1 hour).  
   
  Full AutoFire  
  Any gas-action automatic can be converted to full-autofire. 
  The weapon cannot fire single shot or three-round burst, and 
  always fires at least half it's Rate of Fire when the trigger is 
  pulled. ROF varies based on caliber of weapon and if it's 
  caseless (GMs call) from 15 to 35. Reliability drops 2 levels 
  
   
  and Accuracy is -1. Don't forget to re-calculate the recoil of 
  your gun! 
  100% of weapon cost (Difficult WeaponSmith, 2 hours).  
   
  Gas-Vent  
  Through Vent Ports and Muzzle Brakes mounted into the 
  barrel of an automatic weapon, muzzle jump and climb can be 
  controlled or eliminated, thus increase WA in autofire modes 
  by 1. 
  30% of weapon cost (Difficult WeaponSmith, 2 hour 
   
  Grapnel, Pistol Grenade  
  the Bregna Enterprises Pistol 
  Grenade Grapnel is based on the 
  same premise as Militech's 
  25mm Pistol-Grenade 
  (Chromebook 2, p. 48), this small 
  25x100mm, pistol launched 
  grappling hook (seen at right 
  mounted on a Monnikkan Arms 
  AE-1 Subgun), uses the same 
  bullet-trap muzzle adaptor 
  (200eb installed) as the other 
  pistol-grenades. It has the same weapon caliber and range 
  limitations as the other pistol-grenades. If the grapnel is fired 
  at an individual treat the round as AP (i.e., opponent's SP 
  halved), but the grapnel will do the full damage (as the 
  appropriate calibre round), and the target will also take the 
  same amount of damage again if the round is removed by 
  anyone but trained medical personnel (a Difficult Medtech or 
  Very Difficult First Aid roll.) 
  $60 each.  
   
  Heat-Resistant Barrel  
  This after-market barrel upgrade to a polymer-ceramic alloy 
  allows for non-support weapons to fire on full auto for 
  multiple consecutive rounds without reduction in reliability. 
  50% of weapon cost (Average WeaponSmith, 40 minutes). 
   
  Heavy Bolt  
  A Heavier bolt decreases the ROF in non-caseless full auto 
  weapons by 10. If this decreases the ROF below 20, the 
  firearm will fail to cycle. This reduction in ROF increases the 
  weapon's controleability during autofire providing +1 WA 
  during autofire only. 
  15% of weapon cost ((Difficult Weaponsmith Roll, 2 
  hours)  
   
  Hydroshock Adaptor  
  This retuning of a gun allows it to fire HydroShock munitions 
  without a reliability penalty. 
  $200 (Difficult WeaponSmith, 1 hour).  
   
  HV Adaptation  
  Adapting a weapon to fire HV ammo is an involved process 
  and is not usually a financially viable after-market mod. The 
  barrel must be replaced with a stronger, heat-resistant model, 
  the bolt must be made significantly heavier and some amount 
  of shock-absorbancy should be added. Weapons with HV 
  ammo Adaptation still get -1 REL when firing HV ammo, but 
  do not receive the Reliability penalty for full autofire. 
  400% of weapon cost.  
  Laser Sight  
  Laser Sighting Systems allow for rapid locking and 
  acquisition of targets in firefight situations, providing +1 WA 
  when in use. 
  $200  
   
  Light Bolt  
  By decreasing the weight of the bolt in non-caseless autofire 
  weapons, the ROF can be increased by 10, although reliability 
  is decreased by 1 class. 
  15% of firearm cost (Difficult Weaponsmith Roll, 2 hours)  
  Optical Scope (2x, 4x and 6x)  
  Optical Sighting systems double the aiming bonus to +2 per 
  turn instead of +1 at Medium, Long and Extreme ranges, and 
  can be equipped with standard cyberoptic options at 80% of 
  normal price. 
  $300 and up.  
   
  Page ChipLink  
  The exact same technology as the 9-1-1 ChipLink, 
  PageChipping is sold through independant retailers and 
  weaponsmiths and can be set to page any number, not just the 
  local 911. 
  $200 +$25 installation (Average WeaponSmith, 15 
  minutes).  
   
  Phase IV IR/UV Laser Sight  
  Identical to the standard laser sighting systems, Phase IV 
  systems emit either IR or UV light instead of visible red light. 
  To use one requires a visual device with either passive IR or 
  UV options. 
  $250.  
   
  Precision Re-Boring  
  With top-of-the-line equipment and a good gunsmith, the 
  accuracy of most firearms can be increased by re-boring and 
  re-working the barrel and receiver unit. This cannot be done 
  on Electrothermic weapons, shotguns and polymer weapons 
  (smoothbores). 
   
  Weapon Accuracy can be increased by up to +2 in this way, 
  but with such a fine-tuned weapon, barrel degredation occurs 
  rapidly when actually used. There is a 20% chance of barrel 
  degredation (-1 WA, until down to normal WA) per: 
  • 
  40 small-caliber rounds fired,  
  • 
  20 medium-caliber rounds fired or  
  • 
  10 heavy-caliber rounds fired.  
  • 
  ½ this number if hot-loaded ammo is being 
  used  
  • 
  1/10 this number if HV ammo is being used  
  dif 20 gunsmith roll, 6 hours, +1 WA (aprox value=75% of 
  gun cost) 
   
  dif 30 gunsmith roll, 9 hours, additional +1 WA (aprox 
  value=200% of gun cost) 
  (+5 difficulty, x2 cost for revolvers)  
   
  
   
  Printlesstm Finish  
  This teflon parkerized finish resists dirt and oil so well that it 
  actually makes it nearly impossible to lift a set of prints off 
  the weapon, even after extended use under optimal 
  conditions. 
  200% of weapon cost.  
   
  Quality Decrease  
  Can't afford that top-of-the-line H&K smartgun? Why not 
  pick up something that looks like it then? Polymer knock-offs 
  of popular firearms are easy to find if you look in the right 
  places (like Mexico). All Rip-Off weapons are Unreliable 
  (UR), and have -1 WA. 
  50% (VR weapons) to 75% (ST weapons) weapon cost.  
   
  Quality Increase  
  The other end of the scale is that some small Auto-Lathes turn 
  out imitations of the cheap polymer guns made with good 
  quality plastics and metals, thus increasing the reliability. 
  Actually any weapon can be purchased with a higher grade of 
  materials or workmanship. 
  50% of weapon cost per +1 Reliability.  
   
  Rapid Take-Down Rebuild  
  This set of midifications allows a rifle or SMG to be broken 
  down rapidly into three parts for ease of transport (stock, 
  action, barrel). Reliability of the weapon is reduced one class. 
  20% of rifle cost (Very Difficult WeaponSmith, 6 hours).  
   
  Rechambered Barrel and Receiver Group  
  A good gunsmith can rechamber most firearms to fire larger 
  or smaller caliber munitions. Reducing the caliber of a 
  firearm will have little effect except a 5-20% increase in 
  ammo capacity (GMs call). Increasing the caliber of a firearm 
  can be done to a slightly larger bore (9mm to 10mm) at a -1 
  WA, and major reboring (10mm to 12mm) will result in a -1 
  WA and -1 Reliability. 
  40% of weapon cost (Difficult WeaponSmith, 8 hours).  
   
  Recoil Compensation  
  Through the use of Gas Vents, Ports, Muzzle Brakes, Recoil-
  Dampening materials and construction and so on, semi-
  automatic weapons with rates of fire of 1 or 2 can have their 
  rate of fire increased by 1. 
  40% of weapon cost (Difficult WeaponSmith, 2 hours).  
   
  ScanGrips by Techtronica  
  Special memory-plastic grips linked to the safety and 
  electronic sighting devices on your firearm. When you (and 
  only you) grasp you firearm, the grips set themselves to your 
  hand and read your fingerprints, only on a positive match will 
  it disengage the safety and turn on the electronics. (Can be 
  combined with Custom Grips). 
  $200 (Difficult WeaponSmith, 1 hour).  
   
  Security Chipping  
  This is a SmartWeapon add-on that locks the firing pin 
  mechanism until a pre-authorized person interfaces with the 
  weapon (people are checked by the serial numbers of their 
  InterFace Plug firmware). When originally installed the 
  weapon can be chipped for up to 6 different interface 
  combinations. Changing an authorization requires a Routine 
  CyberTech roll by an authorized user, taking 5 minutes. 
  Bypassing the authorizations requires a Very Difficult 
  Electronic Security or CyberTech roll, taking a minute. 
  $200 +$50 installation (Difficult WeaponSmith, 30 
  minutes).  
  Selective Fire  
  Any gas-action automatic weapon can be converted to 
  selective fire. This adds a selector switch between single shot, 
  3 shot burst and full autofire. Full Autofire is at -2WA, and 
  weapon reliability is reduced one level. 
  200% of weapon cost (Very Difficult WeaponSmith, 4 to 6 
  hours).  
   
  Side-Saddle Ammo Holder  
  This attachment clips onto the side of internal-magazine 
  weapons and holds 6 shells. Commonly used with pump-
  action shotguns and the ever-popular Boomer Buster, they do 
  seem to add an air of intimidation to a weapon. 
  $65.  
   
  Silencer / Suppressor  
  Designed to eliminate the sounds of the gas expansion in a 
  gun as well as the flash produced by said explosion, silencers 
  screw on to the end of the barrel and reduce the concealability 
  of a weapon by 1. Weapons firing sub-sonic munitions 
  (<9mm) become almost totally silent, while other weapons 
  just reduce their firing signature, as their bullets still produce 
  small sonic booms in their passage. 
  $200 + $50 snap-on modification to gun (Difficult 
  WeaponSmith, 20 minutes).  
   
  SmartPorting  
  Using a series of servo-controlled gas ports and vents, 
  SmartPorting is linked to the weapon's fire selector and, 
  depending on the gun's setting, provides either +1 WA in full 
  auto fire (5 rounds or greater ROF) or increases the ROF of 
  semi-automatic weapons by 1 (to a maxiumum of 3). 
  SmartPorting is not compatible with Gas Venting or Recoil 
  Compensation. 
  60% of gun cost for smartguns, 100% of gun cost for 
  other weapons.  
   
  Solenoid and Electric Triggers  
  This mod can only be done on caseless weapons. Weapons 
  with a solenoid trigger must buy special caseless ammo for 
  90% of the normal cost, and receive +1 WA at extreme range 
  because of the reduced trigger pull. 
  100% of firearm cost (Average Weaponsmith / Difficult 
  Electronics, 3 hours).  
   
  Tactical Flashlight Rig  
  This under-barrel adaptor hooks up to a rifle, shotgun or sub-
  gun and holds a high-power short flashlight for use in light-
  deficient situations. Also available with IR and UV 
  flashlights. 
  $150, +$50 for IR or UV.  
   
   
  
   
   
  Flipper Is Dead, The UK CyberPunk ThinkTank 
    
   
    
  GunToy Catalog 
  Revised Edition - December 1998 
   
  Laser sight 100 for 50m model T S UB  
  A laser sight, laser aiming module.  Low power laser puts a 
  red dot onto your target, so you can see EXACTLY where 
  the bullet is going to go. +1 to hit, and also cancels the 
  HIPFIRE penalty as you don't need to shoulder the weapon to 
  aim it. Also, the laser sight can be used on Fast draw actions. 
  Range on a good laser is anything from 50m to 150 m, and 
  you need to be within this range to get the bonus.  
  Cost is Twice range (minimum range 25m, maximum range 
  300m )  
   
  IR laser Sights 150 for 50m model T S UB  
  These use lasers tuned out of the visible spectrum, so you can 
  only see the dot if you have IR optics.  
  Cost is as laser sight +50  
  (UV laser sights work the same and cost about the same as an 
  IR model, but you need UV optics to use them)  
   
  Laser sight installation kit 200 NA  
  This is an adjustable barrel probe and laser receptor that 
  allows you to centre your laser sight onto your gun barrel so 
  that the laser sight runs parallel to the bullet path. Someone 
  with weaponsmith can install and centre a laser sight in 5 
  minutes with one of these kits  
   
  Flash Suppresser 75 B  
  This is a expansion chamber that fits on the guns muzzle, 
  catching and redirecting the weapon flash. This does little to 
  muffle the sound of the shot, but does stop anyone spotting 
  the weapons flash (unless they're looking right at the guns 
  muzzle from in front, IE they're the target)  
   
  Silencer s 30 to 400 B  
  This is a larger, longer cylinder than a flash suppresser that 
  uses a series of expansion chambers and bullet wipes to 
  reduce the sound of a weapon being fired as well as the flash. 
  With a silencer, a pistol shot becomes more like a book being 
  slammed HARD. The sound carries a lot less, and isn't 
  recognisable as a shot. In a busy city it'll go unnoticed. With 
  subsonic ammunition the sound is even less, and can hardly 
  be heard or recognised 5m away.  
   
   
   
  Home-made silencers are tubes 
  filled with mesh or plates. Not as 
  effective as a proper silencer, 
  they can seriously reduce 
  accuracy, range and bullet 
  energy. But, hey, they are Cheap. 
  Cost to make is $30, plus a 
  weapon smith 15 roll. The 
  Silencer lasts for half skill roll 
  shots (subsonic count as halves). 
  Basic Range is Halved and WA is -1.  
   
  Cheap silencers degrade as they are used, failing completely 
  after D100+20 shots of subsonic ammunition, with full 
  power rounds counting as 5 subsonic shots. They use a series 
  of 'wipes', plates that have a hole big enough for the bullet to 
  pass through in the centre. As they are used the holes wear 
  larger and more gas gets out, until all they do is catch the 
  flash. Silencer cost $100  
   
  Disposable Silencers are plastic and glass fibre tubes with 
  plastic film baffles inside them. When first used the bullet 
  punches the holes in the baffles to the right size. They are 
  only good for about 10 shots with normal ammo ( 20 
  subsonic) but they are cheap, effective and one size fits all! 
  Cost 40  
   
  The more expensive silencers do not degrade as they use 
  baffles and vortex chambers to reduce the sound, rather than 
  bullet wipes. They can be used indefinitely without any loss 
  of silencing capability. Silencer cost $250  
   
  Installing the silencer into the gun itself uses a series of holes 
  drilled into the barrel to bleed off the propellant gases even 
  before the bullet passes into the silencer. This makes the 
  weapon very quiet and the noise is hardly recognisable as a 
  gun shot.  
   
  Silencer and installation kit 400  
  Weapon Modifications 250 or weapon smith difficulty 15  
   
   
   
   
  Weapon Accessories  
  Location codes 
  B 
  On the Barrel itself 
  UB 
  Under the barrel 
  T On the top of the weapon 
  S 
  Side 
  G 
  Grip 
  Sp 
  Special 
  NA 
  Not Applicable 
   
  
   
  Revolver Silencer base +100 B  
  This is a normal silencer with a sliding cover that completely 
  surrounds the revolvers cylinder, so that blast cannot escape 
  there and cause noise. This also slows down reloading the 
  weapon as the cover must be slid forward (one action). More 
  expensive and harder to fit than a normal silencer.  
  Costs the same as a normal silencer PLUS 100 for a custom 
  fitted cylinder cover  
   
  Gas Bleed off Vents 250 Sp  
  A system of vents in the barrel tap gas off behind the bullet, 
  reducing its velocity. Used with silenced weapons, this 
  reduces the bullet velocity to subsonic, making it harder to 
  hear. All ammo counts as Subsonic.  
  Ammo that's already subsonic suffers the penalties again To 
  prevent this, most systems can lock the vents closed 
  manually  
   
  Smart Bleed off system 350 +smartgun Sp  
  This has a series of vents to bleed off gas, but the smart 
  system only opens enough to produce the required velocity 
  drop. With subsonic ammo the vents stay closed, and with 
  high-pressure military ammo they open to bleed gas. The 
  system will automatically adapt to the ammo fired, dropping 
  it to subsonic on command  
   
  Telescopic Sight 250 T  
  A telescopic sight allows the user to aim accurately at a 
  distant target  
  Can aim up to a maximum of +5 to hit rather than +4  
  To hit at Medium range +1 Long +2 Extreme +2 ONLY ON 
   
   AIMED SHOTS 
  Most scopes with magnifications x2, x4 don't effect range 
  Magnification x6 increases Extreme range by 50% 
  Magnification x8 or higher double extreme range 
   
  Lowlite scope 200 T  
  These weapon scopes amplify available light, allowing 
  normal vision in Twilight or near total darkness.  
   
  The old starlite system of light amplifiers overloaded in 
  bright light, so any return to normal light, or a 
  floodlight/torch will 'Green Out' the system, half blinding the 
  user. this means the user can never gain the 'silhouette' bonus.  
  Cost 100  
   
  Newer computer controlled systems modify the display and 
  control overloads, stepping down the amplification so that 
  they can handle sudden changes in the light levels, just like a 
  cyberoptic Antidazzle system  
  Cost 200  
   
  IR sight 150 T  
  This is a sight tuned into the IR portion of the spectrum, 
  allowing the user to see any sources of IR light, for example 
  IR lasers, IR aiming projectors or a target in an area lit with 
  IR floods  
   
   
   
   
  UV sight 150 T  
  This is a sight tuned into the UV portion of the spectrum, 
  allowing the user to see any sources of UV light, for example 
  UV lasers, UV aiming projectors or a target in an area lit with 
  UV floods  
   
  Aiming Projector 100 T UB S  
  This is a high power spotlight focused down to a very narrow 
  beam. When fitted onto a weapon the beam is narrow enough 
  to only illuminate the target, with a dark spot in the spotlights 
  centre where the weapon will hit.  
  The system gives the user +1 to hit, and if used to illuminate 
  the targets Face they are blinded for 1 round after the light 
  comes off there eyes (unless they have Antidazzle fitted. )  
  Effective up to 100m  
  (IR and UV models are available, but they don't get the 
  blinding effect unless the target is using that type of Vision. 
  Cost +100)  
   
  Combat strobe 150 T UB S  
  This is a high power strobe flashlight fitted parallel to the 
  barrel. The strobe can be 'fired' before the gun, giving a 
  sudden incredibly bright flash of light in a very narrow beam. 
  If this hits the target the gun can be fired in the same action 
  Roll to hit with the strobe as if it were the gun it's mounted 
  on, with +1 to hit as the beam is wider than a bullet. If the 
  strobe hits, the user can fire the gun in the same action , 
  either rolling to hit at +2 or taking the strobes roll  
  If the strobe hits the face the target is blinded for D3 rounds 
  (unless they have antidazzle)  
   
  Effective up to 50m  
  (IR and UV models are available, but they don't get the 
  blinding effect unless the target is using that type of Vision. 
  Cost +100)  
   
  Torches (flashlights) 30 T UB S  
  A torch mounted under your gun is a simple way of negating 
  the 'dim light' and 'darkness' penalties, and by covering the 
  sides you can narrow the beam down enough to not give your 
  location away too much  
  (IR. and UV models are available. Cost +100)  
   
  Floodlights 50 T UB S  
  These are wide beam torches which turn your weapon into a 
  floodlight, illuminating the area in front of you as bright as 
  day. These will blind anyone with lowlite running (without 
  antidazzle)  
   
  But they do give your location away quite badly to anyone 
  who can see you (careful you don't get silhouetted against 
  your own floodlight system for enemies behind you)  
  (IR. and UV models are available, but they don't get the 
  blinding effect. Cost +100)  
   
  Radar targeting matrix 1000 T  
  This uses a Millimetric wave radar pod mounted on the 
  weapon to generate an image of the target area. The radar 
  will differentiate between empty space, soft matter, hard 
  matter and metal.  
  
   
  Within these distinctions the radar is accurate to Millimetres, 
  so you are presented with a world view where only metal is 
  solid.  
   
  The radar will penetrate anything up to solid metal, so the 
  user can ignore the targeting penalties for firing blind through 
  anything up to a solid metal wall. (of course, the BULLET 
  has to try to pass through any intervening obstacles normally) 
  and for illumination, as the user is no longer seeing with 
  visible light  
   
  Thermal Imaging Scope 450 T  
  This uses the radiant heat of an object to image, allowing a 
  hot item (a person) to be seen through a colder item ( a wall ). 
  This allows the user to ignore the penalties for line of sight 
  being blocked by anything up to half a metre of cold matter 
  or a Hot object (car engine, hot water boiler, bonfire). This 
  allows you to target someone through a wall, but is all but 
  blind if all the surroundings are the same temperature (i.e. 
  Down the sewers)  
   
  Reflex sights  
  These are devices that allow you to aim by reflex, and so can 
  be used on Fast draw action, where they help offset the fast 
  draw penalties. Various types follow  
   
  Guttersnipe fast acquisition combat sight 50 T  
  A plastic gutter with bright yellow sides, the guttersnipe 
  draws the point of vision along its length. When the weapon 
  is straight the yellow sides appear of equal size and length. 
  Practice allows the user to instinctively put the weapon on 
  target.  
   
  Disadvantage is that the weapon must be seen, so bonus is 
  lost in dim light or darker  
  +1 to Hit, +2 on a Fast draw 
   
  A beta light model with glowing guttering is available, which 
  allows you to use it even in total darkness (but it doesn't do 
  much if you can't see your target) (cost 75) 
   
  Trilux 75 T  
  This uses three beta light sources, two in the rear sight, one in 
  the foresight. When level, the target appears to have a line of 
  three lights across them. The system works even in complete 
  darkness and will glow for several years  
  +1 to Hit, +2 on a Fast draw  
   
  Ring Sight 50 T  
  This uses a length of plastic tubing aligned with the barrel. 
  When the target is in your sights, they are visible through the 
  tube when the gun is at arms length. A simple system, but as 
  the tube tapers slightly, the two circles formed by the tubes 
  beginning and end aid the eye in centring the weapon.  
  +1 to Hit, +2 on a Fast draw  
   
  Holosight 150 T  
  This uses a Hologram on a sheet of glass or plastic set in a 
  'window' about 5cm across on top of the weapon. A low 
  power light illuminates the hologram from behind, so that 
  light shines through the hologram to your eye. This produces 
  the illusion of a glowing targeting sight floating in the 
  window, which is only visible from the firer's point of view.  
  +1 to Hit, +2 on a Fast draw  
   
  Hologenerator Sight 750 T  
  This mounts a compact hologenerator on the top of the gun, 
  projecting a holographic targeting sight up from the gun to 
  float in the air over the gun.  
  +1 to hit  
   
  Sight Mounting rails T S UB  
  These are a series of rails fixed onto the weapon, allowing 
  the sights and other combat accessories to be simply clipped 
  on and off without having to keep recalibrating them.  
  Any type of accessory can be fitted using this system, but 
  they need a special adapter (increase cost of accessory by 
  +20)  
  Cost Per Rail 150  
  available for Top mount, Under barrel and left/right side 
  mounts  
   
  Bipod 45 UB  
  A bipod holds a weapon steady while aiming, giving +1 to hit 
  on an aimed shot  
   
  When used with a fully automatic weapon they help control 
  the recoil by bracing the weapon into the ground. Acts as two 
  points of recoil compensation 
    
  Tripod 100 UB  
  A tripod is a heavier weapon stand than a bipod, usually used 
  for heavy machineguns  
   
  Effects are the same as a bipod, +1 to hit on an aimed shot.  
  When used with a fully automatic weapon they come into 
  there own, controlling the recoil of the weapon and absorbing 
  it, acting as three points of recoil compensation  
   
  High Density Bolt inserts 125 + weaponsmith (20) Sp  
  These make the bolt heavier, so when the gun fires, more of 
  the recoil is needed to move the bolt. This acts as one point 
  of recoil compensation in any weapon (if you're using the 
  recoil rules). 
   
  The ROF of a fully automatic weapon is reduced by 5, but 
  weapon accuracy is increased +1 On a semi automatic 
  weapon, a high density bolt allows a Large framed weapon 
  loading a very heavy calibre round to get TWO shots off a 
  round, rather than ROF 1. The first shot is at -1 to hit, the 
  second is at -2. (you can still take just one shot at no penalty)  
   
  Light weight bolt 110 + weaponsmith (20) Sp  
  This makes the bolt lighter, allowing faster ROF but giving 
  less control over the recoil.  
   
  Fully automatic weapons get +5 ROF but -1 to accuracy  
  Semi automatic weapons become harder to control. ROF is 
  increased by one, but you get a cumulative -1 penalty (-2 if 
  using heavy or very heavy calibre rounds) for every shot after 
  the first. E.g. 0.-1.-2.-3 (light or medium calibre) or 0,-2,-4,-
  6. (heavy plus calibre)  
  
   
  The light bolt also allows the weapon to cycle using low 
  power or subsonic rounds  
   
  Gas Vent 75 B  
  This is a system where the gas released from the muzzle 
  when the gun fires is vented upward, pushing the barrel down 
  against the kick of the recoil which pushes it upward.  
  This reduces the inaccuracies caused by the recoil  
  As the weapon uses the vented gases it cannot use a silencer  
  Cancels up to 2 points of recoil (or a -1 penalty to hit if used 
  on autofire)  
   
  Shoulder stock 35 Sp  
  This is a simple way of bracing a weapon, a stock that 
  reaches from the butt of the weapon to the users shoulder. 
  although it makes the weapon longer, it does allow accurate 
  aiming, and also allows the user to absorb recoil with the 
  whole body.  
  Aim to +1 , one point of recoil compensation  
   
  Brass Bag 20 Sp  
  Fitted over the ejection port of a cased weapon, a brass 
  catching bag collects the spent cases as they are ejected. This 
  not only makes the weapon slightly quieter, it also collects 
  the evidence of your firing rather than letting it be scattered 
  across the area ( not just of importance to criminals, as a hot 
  brass casing can burn skin or get underfoot)  
   
  Bayonet as knife Ub  
  For close quarters, a blade fitted under the barrel converts a 
  rifle into a simple stabbing spear  
   
  Lanyard 15  
  For pistols, this is a simple tether than stops you loosing your 
  weapon if dropped. It connects from the butt of the weapon 
  to the webbing of the user , or to a loop round there neck.  
   
  Sling 25  
  Slings allow SMG size weapons and larger to be carried 
  ready, able to fire with only a moments action.  
   
  Double Set Triggers 250 Sp  
  When at extreme distances, even the slightest movement of 
  the gun can be the difference between hitting and missing. A 
  double set trigger is in two parts. The first part acts as a 
  normal trigger, and the second acts as a hair trigger with a 
  very light draw. At long range the first trigger is drawn back 
  until the weapon is ready to fire, then it is fired using the 
  second, lighter trigger so that the final trigger pull doesn't 
  knock the weapon off target.  
  Effect +1 to hit at long range or further with Aimed Shots  
   
  Electronic Solenoid Trigger 400 Sp  
  Similar to a double set trigger, a solenoid system removes the 
  firing pin and replaces it with an electronically operated 
  solenoid. The trigger is now an electrical switch and pulling 
  it back completes the circuit to drive the solenoid forwards. 
  This removes any angular movement from the action, and 
  requires a very light trigger pull when in long range mode.  
  Effect is +1 to hit at Long range or further with Aimed shots  
   
  Double pull trigger 250 Sp  
  The double set trigger removes the need for a fire selector 
  switch from a selective fire weapon. Instead of having to 
  switch between single shot and fully automatic, the trigger is 
  set to work as the fire selector. A single trigger pull which is 
  then released is a single shot. If the trigger is pulled back and 
  held, the weapon cycles to fully auto and keeps firing till the 
  trigger is released.  
   
  Dangerous in unskilled hands, this system allows someone 
  with Skill 3+ to switch fire modes at will. Anyone with lower 
  skill will fire random bursts of D6 rds instead of single shots.  
  The system can also be used on Single shot / 3rd Burst 
  weapons, allowing instantaneous changes of fire mode  
   
  SMARTGUN 
  The Smartgun is the latest development in self-aiming 
  weapons. Sensors all over the gun report the weapons 
  condition, orientation, balance and weight to the users neural 
  processor, where the smartgun interface integrates this with 
  the users actions. The gun becomes part of the user, aiming 
  on a subconscious level. Even someone with no firearms skill 
  finds the weapon easy to use.  
  Effect +2 to hit under all circumstances  
  Cost Neural Processor 1000  
  Smartgun Co-Processor 200  
  Smartgun Weapon cost x2 (take the weapon cost as $300 if it 
  is lower)  
  Incompatible with laser sights & reflex sights  
   
  Technical readout 500  
  This is a diagnostic system that allows the weapon to warn 
  the user of any malfunctions, jams, barrel overheating or 
  other faults. A screen on the back of the weapon  
  The user has +2 to fix any jams or malfunctions, and +2 for 
  regular maintenance.  If the weapon is about to malfunction 
  or jam, (fumble) the system will prevent this on a 6+ on D10  
   
  Ammo counter 75  
  A digital counter on the back of the gun interfaces with a 
  sensor in the clip, counting rounds remaining and displaying 
  this number to the user.  
   
  Some versions can interface with a smart-link to feed this 
  information to a cyber optic display  
   
  Vocal readout 450 readout option  
  This uses a digitised speech module to say readouts instead 
  of displaying them on a screen  
  This can be on a radio link (+50) , ear-piece or speaker  
   
  Gun camera 50  
  This is a ballisticaly matched digital camera that takes a 
  picture whenever the gun is fired.  
   
  Sealed versions can be purchased from police stations or 
  security firms, and the pictures they take are admissible as 
  evidence in a court of law (great for that self-defence claim)  
  Each chip stores 20 'shots'  
   
   
  
   
  Target sight optics 200  
  This is a cyberoptic system that uses the smartgun data to 
  project the bullets path into your field of vision, placing a 
  crosshair on the point of impact  
  Used with a Smartgun, this adds +1 to hit  
  Without the Smartgun targeting data, no bonus's.  
   
  Limblink 100  
  This is a simplified aiming system for implanted weapons, 
  using a smart monocle and the neural implants in the 
  cybernetic limb to increase the accuracy of weapons in an 
  arm.  
  +1 to hit with the implanted weapon (ranged weapons only)  
  Incompatible with smartguns or other targetters  
   
  COT 2000 T  
  The Camera On Target System uses a digital camera to feed 
  visual images of what the gun is aiming at to the user in real 
  time, either to a cyberoptic of a HUD eyepiece. This allows 
  the user to aim accurately, and to use the weapon as a sensory 
  boom, looking round corners with it and firing without 
  having to expose the head.  
  +1 to hit  
  Can fire from cover without penalties & can be used with a 
  smartgun system  
   
  Extended mag 40  
  Magazine with +50% or more rounds. these magazines are 
  longer and wider than normal mags and make the weapon 
  slower on a quick draw  
   
  Helix clip 75  
  Helix magazines are long tubular magazines with the rounds 
  held in spirals. They can hold 50 rounds of pistol ammunition 
  in a tube the size of a can of beer  
   
  M950 50 and 100rd Bison 64rd  
  A normal weapon has its concealablity lowered one class 
  with a 50 rd mag  
  Weapons designed with helix mags have this penalty 
  included  
   
  Drum feed 100  
  Drum feed weapons use a large capacity sprung drum instead 
  of a simple vertical clip  
   
  Luger 32 rd 9mm M16 90 or 100 Thompson M1928 50 or 
  100  
  Ammo is increased, but the gun is usually unconcealable 
  (Conc N)  
   
  Belt feed 100  
  Belted ammunition is normally seen on machine guns, 
  allowing them continuous fire for several hundred rounds 
  (more if the loader joins the new belt onto the old as it feeds, 
  which allows continuos fire) 
    
  Chain feed 250  
  Chain feed weapons use a motorised belt feeding from a 
  preloaded magazine, usually in a vehicle or a backpack (due 
  to the size)  
  Non metallic construction Weapon cost x4  
  Weapons made from ceramics and plastics are invisible to 
  metal detectors in airports and other secure buildings.  
  cost x4  
   
  Amphibious seal 200  
  Amphibious weapons are equipped with barrel seals that stop 
  water getting into the weapon when it's carried underwater. It 
  cannot be Fired underwater, but suffers no penalties from 
  being immersed and can be made ready to fire with one 
  action  
   
  Dual ammo feed 150  
  A weapon equipped with a dual ammo feed has two 
  magazines and can switch between them as easily as flipping 
  a switch (free action on a smartgun). The two magazines can 
  hold different types of ammunition and be switched as 
  needed, or they can be set to fire one round from each 
  magazine in turn.  
   
  Self Lubricating 120  
  Molybdendum disulphate dry film lubricant keeps all of the 
  moving surfaces well lubricated without the need for oiling. 
  as long as the weapon is regularly cleaned the user can reroll 
  any jam results  
   
  Anti corrosion 40  
  Acid proof coatings on the metal keep the weapon safe from 
  corrosion from salt water, acid rain, sweat or other corrosives  
   
  Anti glare 45  
  Matte coatings on the outside of the weapon stop it reflecting 
  light, aiding the users stealth. User gets no penalties to stealth 
  rolls with the weapon ready  
   
  Phosphated black 50  
  Sandblasting exposed metal and reacting it with phosphate 
  results in an anti corrosion matte black coating to protect the 
  weapon from corrosion or glare. User gets no penalties to 
  stealth rolls with the weapon ready  
   
  Diamond coated 1750  
  A thin Diamond coating on the moving surfaces of a weapon 
  make them very smooth and flat, and immune to corrosion 
  and damage. As long as the weapon is cleaned regularly and 
  well lubricated the gun cannot jam due to a mechanical fault  
   
  Self cleaning nanotech 2500  
  State of the Art nanotechnological coatings on all moving 
  surfaces gives the weapon internal surfaces as hard as 
  diamond coated with millions of microscopic fixed position 
  bearings. The weapon needs no oil or lubricants, will not 
  corrode, pit, scar or suffer any mechanical damage. Any dirt 
  or grit that gets into the weapon is carefully dismantled and 
  ejected.  
   
  The weapon cannot Jam, stick, break or otherwise suffer 
  from a mechanical problem from the moment it is coated. 
  The problems of faulty ammunition cannot be corrected by 
  this system.  
   
  
   
  Cheap neon plastic -15  
  Beloved by cheap punks and small children the world over, 
  cheap guns with cheap and garish colour schemes are readily 
  available on the street  
   
  High density plastic  
  The standard Weapon fit for the modern world, High density 
  plastics are rugged, do not chip or shatter, will not rot in sea 
  water or acid rain and are textured to give a firm grip  
  Cost as normal  
   
  Endangered hardwoods  
  The mark of quality, polished non-renewable hardwoods 
  from the rainforests of the world show that you can afford the 
  best, no matter what it costs the environment.  
  Cost +400  
   
  Gold plated  
  Perfect for that gift presentation, real 24 carat gold guns are a 
  way of saying 'You care'.  
  Gun cost +500  
   
  Engraving  
  Having Scrollwork, names or scenes engraved onto a weapon 
  can give it a look of class (or they can look awful and make 
  you look a fool).  
   
  Machine engraving is 20 per square inch  
  Hand engraving is 200 per and more for talented artists  
   
  Mock wood  
  mmm. Classy . cost is -10 Best brands are 'Plas-Teak' or 
  'Mock-Hogany'  
   
  Marble effect  
  Marble effect ceramics give the gun a cool, heavy feel Cost 
  +25  
   
  Anodised black 50  
  A matte black coating chemically bonded onto the exposed 
  surfaces of the metal, scratch resistant and corrosion proof  
   
  Chrome plated 150  
  Big and Shiny, chrome plated weapons are the way to get 
  yourself noticed. Anti Corrosion but bloody obvious and 
  shiny. If you try and sneak with a chromed weapon ready you 
  get a -2  
   
  Pearl handled 100 G  
  Coated in the shells of Bivalve Molluscs from the seas of the 
  world, this gives the weapon a good feel in the hand, with a 
  multi coloured sheen.  
   
  Bone 75 G  
  Bone grips are the perfect non slip, grip anywhere surface. 
  They provide a hard control surface and give you the best 
  grip possible no matter how slippy your palm.  
  User can reroll any fumble result that causes them to drop 
  there gun  
   
   
  Rubberised grip 50 G  
  Rubberised Grips cushion the impact of the gun as it recoils, 
  making it easier to control and acting as one point of recoil 
  compensation, and providing a firm grip.  
   
  User can reroll any fumble result that causes them to drop 
  there gun  
   
  Rubber can perish with wear, especially if not regularly 
  silicone treated and cleaned  
   
  Target grips 145 G  
  Specially made target grips hold the hand in the correct firing 
  position, ergonomically positioning the hand so that the gun 
  is held perfectly  
  +1 to hit on the First shot each round  
   
  Personalised Grips 800 G  
  These are expert made (or expert system made) to fit your 
  hand perfectly, and no one else's.  
   
  You get +1 to hit with the gun, anyone else gets -1 to hit  
  Personalised grips are as distinctive as fingerprints, so don't 
  loose that gun  
  (effects are not cumulative with target grips) 
    
  Rubberised coating 250 Sp  
  Big on the Fetish scene, rubberised guns have a rubber 
  coating bonded onto there outer surface, making them wipe 
  clean, non slip and virtually impossible to drop. They are 
  unfortunately very hard to quick draw, even if talced or 
  sprayed with silicone (squeek!)  
   
  User can reroll any fumble result that causes them to drop 
  there gun  
  -2 initiative on a fast draw  
   
  Smart Grips 750 G  
  These are memory plastic grips that alter shape to suit the 
  users hand. If you are using the weapon for single shots, they 
  form target grips and give you +1 to hit on the first shot each 
  round. If you are on rapid fire, they shift to absorb the recoil, 
  acting as one point of recoil compensation  
   
  Computer control smart grips 1200 G  
  These are controlled by a microcomputer and can be linked 
  into a smartgun system.  
   
  They can become target grips or rubberised grips with the 
  push of a button, and can recognise handgrip patterns, storing 
  them on chip  
   
  If someone has there personalised grips made, they can chip 
  the pattern and run them on the smartgrips, gaining the same 
  advantages  
   
  Fore-grip 25 UB  
  Foregrips allow the user to use both hands to steady a 
  weapon, making it easier to control the recoil of automatic 
  fire  
   
  
   
  Mechanical recoil reduction 300  
  System of recoil buffering pistons and springs that absorbs 
  and reduces the guns recoil  
  Bulk +1, recoil -1/3  
   
  Natural cadence system 500  
  By balancing the recoil and return impulses of a firearm so 
  that the kick back is the same as the springs lunge forward, 
  the felt recoil of a weapon can be greatly reduced  
  Recoil x 1/2, always fires bursts of same length (chosen when 
  system balanced, random ROF of 10 +D10 rounds for ROF 
  20, 10+2D10 for ROF 30 etc)  
   
  Gun Locktm  
  Safety interlocks prevent the gun being fired until the system 
  has been unlocked  
   
  Key Lock 
  Activate with a mechanical or magnetic key (one 
  action) 
  Code Lock 
  Activate with a 4 digit code (one action) 
  Ring Lock 
  Activates if the user is wearing the coded ring on 
  there gun hand 
  Implant Lock Activates if the user has the coded implant in there 
  gun hand 
  Voice Lock 
  Activates when hears the users voice and the 
  command phrase 
  Print lock 
  Activates when the user grips the gun with there bare 
  hand 
  Smart Lock 
  Activates when interfaced with the users smartgun 
  system 
   
  (while some of the systems don't take an action to release, 
  they do take a moment to recognise the 'key' so they cannot 
  be used in fastdraws until unlocked)  
   
  The user can choose to have the gun lock again when the key 
  is removed, or lock again by using the key  
   
  These Systems are by NO MEANS foolproof. They can be 
  fooled, picked, hacked and shorted, but only with equipment 
  and time, and the system is designed to stop someone being 
  shot with there own gun after its been wrestled off them in a 
  brawl.  
   
  Lock 
  Key 
  Recognition 
  Hack 
  Key 
  Mechanical key 
  100% 
  10 
  Key 
  Magnetic key 
  100% 
  15 
  Code 
  4 digit code chosen by user 
  100% 
  18 
  Ring 
  Metal ring with 3mm magnetic 
  coded strip in it 
  100% 
  20 
  Implant 3mm magnetic implant lodged in 
  the palm 
  100% 
  20 
  Vocal 
  Records users voice print 
  80% 
  18 
  Print 
  Records palm print 
  70% 
  15 
  Smart 
  Records smartgun software 
  signature 
  100% 
  20 
   
  +10% to chance of recognising the user also adds +10% to 
  the chance it'll unlock for someone else To work quickly, the 
  systems only record a few major features from the users palm 
  or voice, so these systems are the least reliable Two or more 
  locks can be combined for increased security at increased 
  price Costs  
   
  Key Lock + Mechanical key 
  100 Spare Keys 10 
  Key Lock + Magnetic key 
  120 Duplicate keys 20 
  Code Lock 
  100 
  Ring Lock + Ring 
  250 Duplicate rings 50 
  Implant Lock + Implant + 
  Surgery 
  350 Implant. Surgery N, cost 200 
  Hc 1 
  Voice Lock 
  300 
  Print lock 
  300 
  Smart Lock 
  500 
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  The BlackHammer CyberPunk Project 
   
  Accessory 
   
  Location 
   
  Cost 
   
  Notes 
   
  25mm Grenade Attachment 
   
  B 
   
  200 eb 
   
  Allows the gun to fire special 25mm bullet-trap grenades 
   
  9-1-1 ChipLink 
   
   
   
  150 eb 
   
  Pages 911 whenever you fire your gun 
   
  Ammo Counter 
   
   
   
  100 eb 
   
  Displays amount of ammo left in the magazine on the gun 
   
  Assault Grip 
   
  UB 
   
  100 eb 
   
  ForeGrip provides better control. Allows 2 handed grip on machine pistols. 
   
  Barrel Extension 
   
  B 
   
  10% 
   
  Snap-On Extension, +25% range, -1 WA 
   
  Bayonet Lug 
   
  UB 
   
  5% 
   
  Allows a bayonet to be mounted under the weapon barrel 
   
  Bipod 
   
   
   
  10% 
   
  Gives additional point of contact. Reduces autofire penalties by -2. 
   
  Brass-Catcher 
   
   
   
  10% 
   
  -1 Concealability, can catch 2 magazines of brass 
   
  Briefcase Concealment 
   
  T 
   
  50% 
   
  Builds a drop-away SP:10 briefcase around the gun (J or L conceal) 
   
  Burst Fire 
   
   
   
  150% 
   
  Selector Switch for 3-round burst fire, -1 REL & WA 
   
  Chopped Barrel 
   
   
   
  30% 
   
  +1 Conceal, ½ Range, Pistol & SMG: -1 WA 
   
  Cookie Cutter 
   
  UB, T, S 
   
  300 eb 
   
  Weapon will not fire at persons wearing Cutter Badges 
   
  Cooling Shroud 
   
   
   
  25% 
   
  Allows for sustained autofire, -1 Conc for J and P weapons. 
   
  Custom Pistol Grips 
   
  G 
   
  30% 
   
  Drawing is a -2 action instead of a -3 action. Others get -1 WA with this weapon 
   
  Custom Long-Arm Furniture 
   
  G & ST 
   
  60% 
   
  Gives +1 to maximum aiming time with weapon 
   
  Double-Set Trigger 
   
   
   
  20% 
   
  Gives +1 WA at extreme range for aimed shots 
   
  ElectroThermal Ammunition Enhancement 
   
   
   
  150% 
   
  Special 2x cost ammo gives 50% more damage and range 
   
  ElectroThermal Plus (sealed and insulated) 
   
   
   
  200% 
   
  As above but insulated and water-sealed against mishaps 
   
  Extended Barrel 
   
   
   
  30% 
   
  Range is increased 25%, -1 Conceal 
   
  Folding Stock 
   
  ST 
   
  20% 
   
  For weapons normally with stocks, -1 WA, folded gives +1 conceal and -2 WA 
   
  Improved Folding Stock 
   
  ST 
   
  100% 
   
  For weapons normally with stocks, folded gives +1 conceal and -2 WA 
   
  Finish - Gaudy neon plastics 
   
   
   
  2% 
   
  Gives it that “Polymer One Shot” look. (-2 Stealth when drawn) 
   
  Finish - Gold Plated 
   
   
   
  500% 
   
  24 karat gold shows you care about your gun (-1 Stealth when drawn) 
   
  Finish - Marbled Ceramics 
   
   
   
  50% 
   
  Makes the gun look like a bowling ball or a chunk of marble or granite 
   
  Finish - Anodized Black 
   
   
   
  10% 
   
  Matte Black non-reflective scratch-proof finish 
   
  Finish - Chrome Plated 
   
   
   
  30% 
   
  Flashy and styling, (-2 stealth when drawn) 
   
  Finish - Rubber 
   
   
   
  50% 
   
  Black non-slip covering. (-2 draw penaltym can re-roll attacks that drop the gun) 
   
  Finish - Printless  
   
   
   
  200% 
   
  Black tefflon finish is nearly impossible to pick up prints on 
   
  Flash Supressor 
   
  B 
   
  100 eb 
   
  Hides the flare of firing the weapon. -1 Con for P and J weapons 
   
  Folding Pistol Stock 
   
  ST 
   
  20% 
   
  For weapons normally without stocks, +1 WA at long and extreme range 
   
  Full Autofire 
   
   
   
  100% 
   
  Weapon is only capable of autofire. -2 REL, -1 WA 
   
  Gas Vent & Muzzle Brake 
   
  B 
   
  30% 
   
  Weapon has +1 WA in full autofire 
   
  Gun Camera 
   
  UB, S, T 
   
  100 eb 
   
  Camera takes a picture every time the gun is fired. Holds 20 shots. 
   
  Gun Lock - Mechanical Key 
   
   
   
  100 eb 
   
  Dif 10 to crack 
   
  Gun Lock - Electronic Key 
   
   
   
  200 eb 
   
  Dif 15 to crack 
   
  Gun Lock - Voice Activated 
   
   
   
  300 eb 
   
  Dif 20 to crack, 80% recognition chance 
   
  GyroMount 
   
   
   
  3,000 eb 
   
  MetalGear Vest and Gyro provide +1 hipshooting, +1 WA, no penalty for 
  running. 
   
  Heat Resistant Barrel 
   
   
   
  50% 
   
  Allows for extended Autofire 
   
  Heavy Bolt 
   
   
   
  15% 
   
  -10 ROF, +1 WA in autofire 
   
  Holster - Ankle 
   
   
   
  35 eb 
   
  Draw and Fire at -5 WA 
   
  Holster - Trouser 
   
   
   
  20 eb 
   
  Draw and Fire at -4 WA 
   
  Holster - Belt 
   
   
   
  60 eb 
   
  Draw and Fire at -3 WA 
   
  Holster - Shoulder 
   
   
   
  80 eb 
   
  Draw and Fire at -3 WA 
   
  Holster - Gunslinger 
   
   
   
  150 eb 
   
  Draw and Fire at -3 WA, Half-Draw and Hipshoot at -4 WA 
   
  Holster - SMG Shoulder Rig 
   
   
   
  200 eb 
   
  Draw and Fire at -4 WA, Half-Draw and Hipshoot at -4 WA 
   
  Holster - HandLauncher SpeedHolster 
   
   
   
  150 eb 
   
  Draw and Fire at -2 WA 
   
  Holster - CyberMatrix SpeedHolster 
   
   
   
  +100 eb 
   
  Draw and Fire penalty reduced by 1. 
   
  Hydroshock Adaptor 
   
   
   
  200 eb 
   
  Allows the weapon to fire hydroshock ammo without reliability penalty 
   
  HV Adaptation 
   
   
   
  400% 
   
  Allows the weapon to fire HV ammo with only a -1 Reliability 
   
  Lanyard 
   
   
   
  5% 
   
  A strap from the grip of the weapon that goes around the user’s wrist 
   
  Laser Sight 
   
  T, S, UB 
   
  2 x range 
   
  Ranges from 25m to 300m, +1 WA and hipshooting is only a -2 action 
   
   
   
   
  
    
  Accessory 
   
  Location 
   
  Cost 
   
  Notes 
  Light Bolt 
   
  15% 
  +10 ROF, -1 Reliability 
   
  LowLite Sight 
   
  T 
   
  250 eb 
   
  As the Low-Lite cyberoptic option, no magnification. 
   
  Magazine 
   
   
   
  1 eb / shot 
   
  Holds the standard ammo load for the weapon. 
   
  Magazine, Extended 
   
   
   
  2 eb / shot 
   
  Holds up to double the standard ammo load for the weapon (-1 draw penalty) 
   
  Magazine, Excessive 
   
   
   
  2 eb / shot 
   
  Holds over double the standard ammo load, -1 REL & Conceal (-2 draw) 
   
  Magazine, Helix Pistol Stock 
   
   
   
  300 eb 
   
  50 rnd magazine also acts as a pistol stock (-1 Conceal) (-2 draw) 
   
  Magazine, Drum 
   
   
   
  4 eb / shot 
   
  Drum magazine holds from 32 to 100 rounds. Non Concealable (-2 draw) 
   
  Manual SmartPorting 
   
  B 
   
  100% 
   
  As smart-porting, but ports take 1 turn to reconfigure. 
   
  Non-Metallic Construction 
   
   
   
  400%  
   
  Weapon does not show up on X-Rays or Metal Detectors, -1 REL 
   
  Optical Sight (1.5x to 6x magnification) 
   
  T 
   
  150 x mag 
   
  Medium range: +1 WA, Long and Extreme range, +2 WA, only on aimed shots 
   
  Optical Sight (10x magnification) 
   
  T 
   
  1,500 eb 
   
  As above, increase Extreme range by 50% 
   
  Optical Sight (15x to 20x magnification) 
   
  T 
   
  2,500 eb 
   
  As above, increase Extreme range by 100% 
   
  Optical Sight Options 
   
   
   
   
   
  Any cyberoptic options at 80% of normal cost 
   
  Page ChipLink 
   
   
   
  200 eb 
   
  Pages a pre-set number whenever gun is fired 
   
  Phase IV IR/UV Laser Sight 
   
  T, S, UB 
   
  5 x range 
   
  Ranges from 25m to 300m, +1 WA and hipshooting is a -2 action. IR or UV light 
   
  Precision ReBoring 
   
   
   
  75% 
   
  Limited time +1 WA, reduces by -1 WA per 20 rounds fired (x2 for light, x½ for 
  hvy) 
   
  Precision ReBoring 
   
   
   
  200% 
   
  Limited time +2 WA as above 
   
  Quality Decrease 
   
   
   
   
   
  UR weapon, -1 WA. 50% cost for VR weapons, 75% cost for ST weapons. 
   
  Quality Increase 
   
   
   
  50% 
   
  Increase reliability 1 class. 
   
  Rapid Take-Down 
   
   
   
  20% 
   
  Can be broken down into smaller pieces for storage in a briefcase 
   
  Rechambered Barrel & Receiver 
   
   
   
  40% 
   
  Reduces ammo supply slightly, -1 WA. Major changes also give -1 REL 
   
  Recoil Compensation 
   
  B 
   
  40% 
   
  ROF 1 and 2 weapons can get +1 ROF 
   
  Reflex Sighting System 
   
  T 
   
  200 eb 
   
  Various sighting systems to improve “reflex sighting”. Reduces draw penalty by 
  1. 
   
  ScanGrips 
   
  G 
   
  200 eb 
   
  Requires a positive fingerprint match to release the safety. 
   
  Security Chipping 
   
   
   
  200 eb 
   
  Weapon will not work unless smartlinked to someone with pre-authorized 
  hardware 
   
  Selective Fire 
   
   
   
  200% 
   
  Can fire Semi, 3-rnd or Full auto. -1 REL & WA in 3 rnd, -2 REL, -1 WA in full 
  auto 
   
  Side-Saddle Ammo Holder 
   
  S 
   
  65 eb 
   
  Holds six shells 
   
  Silencer, home made 
   
  B 
   
  30 eb 
   
  Lasts for ½ Weaponsmith + Tech + D10 shots, -1 WA, ½ range 
   
  Silencer, cheap 
   
  B 
   
  200 eb 
   
  Lasts for 25 shots (100 subsonic shots) 
   
  Silencer, disposeable 
   
  B 
   
  50 eb 
   
  Lasts for 10 shots (20 subsonic shots) interchangeable 
   
  Silencer, high-quality 
   
  B 
   
  400 eb 
   
  Unlimited shots, Pistol silencers :-1 Conceal up to L, SMGs: -1 Conceal. 
   
  Silencer, revolver 
   
  B 
   
  800 eb 
   
  As the high-quality silencer but shrouds the cylinder too - takes 1 round to open. 
   
  Sling - Rifle or SMG 
   
   
   
  25 eb 
   
  Shoulder and Fire at -4 WA, Hipdraw and Fire at -4 WA 
   
  SmartPorting  
   
  B 
   
  60% 
   
  Provides +1 WA in full auto, +1 ROF in semi-auto. Switches using smartlink. 
   
  Solonoid or Electric Trigger 
   
   
   
  100% 
   
  90% ammo cost, +1 WA at extreme range 
   
  Tactical Flashlight Rig 
   
  UB, S 
   
  150 eb 
   
  Adds a flashlight to the weapon for additional lighting (+50 eb for IR or UV) 
   
  Tripod 
   
   
   
  30% 
   
  Additional point of contact. Reduces autofire penalties by 4. 
   
  SmartGun Interface HardWare 
   
   
   
  200 eb 
   
  Basic Interface Hardware for smartgun systems, provides +2 WA, requires laser. 
   
  SmartGun Conversion Kit - Semi-Auto 
   
   
   
  200 eb 
   
     Conversion kit price is modified by weapon availability. 
   
  SmartGun Conversion Kit - Shotgun 
   
   
   
  300 eb 
   
     Extremely Common weapons are 75% cost 
   
  SmartGun Conversion Kit - AutoFire 
   
   
   
  400 eb 
   
     Common weapons are 100% cost 
   
  SmartGun Conversion Kit - AutoShotgun 
   
   
   
  450 eb 
   
     Uncommon weapons are 150% cost 
   
  SmartGun Conversion Kit - Heavy Weapon 
   
   
   
  550 eb 
   
     Rare weapons are 200% cost or higher 
   
  Shadowlink Conversion Kit 
   
   
   
   
   
  Increase the rarity price multiplier one step from the normal conversion kit 
   
  MBeT SmartGun Interface & Hardware 
   
   
   
  800 eb 
   
  Reduces moving target penalties by 2. Conversion kit costs 50eb extra also. 
   
  Bushnell Interlock Smartgun Hardware 
   
   
   
  100 eb 
   
  Cheap smartgun gives +1 WA, reduce kit multiplier one level. 
   
  CyberOptic Triangulation Scope 
   
   
   
  3,500 eb 
   
  SmartGun accessory that gives an additional +2 WA through a cyberoptic 
   
  SmartGlove 
   
   
   
  110 eb 
   
  Allows the use of a shadowlinked gun to use it without mag-duct spots. 
   
  
   
   
  Welcome to the Hunter Ammunition Catalog 
  "Did you know that .22 ET-enhanced DPU ammo still does LESS damage than a 9mm AP round, but costs 
  almost 10 times as much?!?" 
   
  High-Explosive Incendiary Tracer 
  HEI-T does 50% more damage, -1 stun, 
  minimum 1/2 damage will penetrate soft 
  armor, plus an additional D3 in burn 
  damage for two turns. If used in a fully 
  automatic weapon, ignore the usual full-
  auto rules and instead apply a +1 for 
  every 10 rounds fired at ALL ranges. Cost is 9x normal price.  
   
  Viking Anti-Vehicular Ammo 
  Viking AV ammo combines a super strength 
  steel alloy with a new spiral-edge bullet shape 
  that slices thru steel as easily as it does flesh. 
  Available for small to medium calibers only 
  (those that do D6 damage, not D10) and 
  doubles the penetration value of the weapon. 
  Cost is 2.5x normal ammo cost and it can be 
  combined with both hot-loads and ETE. It 
  may not be combined with HV bullets which already use a special 
  bullet and powder charge. When used against soft target, treat at 
  Full Damage, 2/3SP and 2/3 Trauma.  
   
  High-Explosive Anti-
  Tank Ammo 
  HEAT ammo uses the 
  Monroe-Effect to penetrate 
  steel up to 5 times the round's 
  diameter in thickness, leaving 
  a hole up to 10 times the 
  round's diameter behind. HEAT ammo is not available for calibers 
  smaller than 12.7mm, and HEAT ammo increases damage by 50%, 
  and all armor is at 1/2 SP, but any damage that penetrates remains at 
  full value. HEAT ammo costs 10x as much as regular ammo. 
  Special 25mm HEAT grenades are available for Militech Series 
  MGLs for $100.00, and do 9D6 damage. HEAT rounds are 
  compatible with Electrothermic enhancement and with hot-loads, 
  but gain no extra damage as the munition does not depend on 
  velocity for its damage, just size.  
   
  Hunter 6.35mm Light Anti-Vehicular Ammo 
  Hunter's new 6.35mm Light Anti Vehicular 
  ammo is the latest is semi-armor piercing 
  ammo designed for both hard and soft 
  targets alike. Offering an alternative to 
  high-power calibers like the .50BMG and 
  14.5mm Sov, with the lower recoil of of a 
  .30 caliber type but still with excellent 
  penetration and wound trauma. Now in full 
  production in both caseless and cased versions. Pictured above is a 
  cross-section of a Depleted-Uranium Core, 6.35mm LAV caseless 
  round. Please Inquire for OEM pricing and manufacturing licenses.  
   
   
   
  Lightning Industries Tracers 
  Tracer ammo uses a small phosorus & 
  magnesium coating around the base of a 
  semi-wadcutter lead bullet and costs 2x 
  normal price. The coating ignites as the 
  bullet is fired, producing a tracer effect 
  as the round flares its way to the target. 
  Because the round ignites as soon as it is 
  fired, it can be used in any caliber of 
  gun. The tracer effect means that firing 
  full auto at ranges greater than short is still at +1 per 10 rounds 
  fired, instead of -1. For semi-automatic weapons, the firer can get a 
  +1 to hit on the second round firing at the same target, and a +2 on 
  the third and subsequent rounds.  
   
  Hunter 400 CorBon 
  400 CorBon is a new caliber designed 
  specifically for use in guns normally 
  chambered for .45ACP. Combining a slimmer 
  bullet (which requires a new barrel), fit into a 
  necked-casing, with an identical powder 
  charge. The ammo, similar in appearance to 
  small rifle bullets, combines increased velocity and stopping power. 
  Barrel Kits are available for many popular brands of guns 
  chambering the .45ACP casing including Colt, Para-Ordanance, 
  Glock, SigSauer, S&W, and Ingrams. The barrel can be changed 
  quickly (Easy Weaponsmith task, 15 minutes) and .400CB bullets 
  are 100% compatible with .45ACP magazines. The kits retail for 
  20% of Base Gun Cost.  
   
  Hunter .224 BOZ 
  The .224 BOZ was a late 1990s British development of a hot-
  loaded and necked down 10mm casing to accept any standard 
  .224 diameter bullet from 29 to 81 grains weight then in use 
  including tracer and AP for use against vehicles and other 
  armored targets. Hunter has begun manufacturing of the .224 
  BOZ ammo for military and police issue in a wide variety of 
  versions as well as offering conversion kits for many popular 
  weapons already chambered in the 10mm caliber. The drop-
  in kits reduce the reliability of the gun one class when firing 
  the .224 BOZ ammo. A complete overhaul and conversion to 
  fire the .224 BOZ costs 40% of the basic gun cost and 
  eliminates the reliability penalty. Available in both cased and 
  caseless format exclusively thru Hunter Firearms.  
   
   
   
   
   
   
   
   
   
   
  
   
   
  New Calibers!  
  Rifle Calibers 
  Damage (RTG Rules) 
  Price per box (50) 
  Penetration Value 
  5.7SS 
  2D6+3 
  $ 25 
  0.5 
  5.7mm 
  3D6 
  $ 25 
  0.5 
  .30 Carbine 
  2D6+4 
  $ 25 
  0.5 
  .30-30 
  5D6+1 
  $ 50 
  1 
  .375Win 
  5D6+3 
  $ 58 
  1 
  .45-70 
  6D6 
  $ 65 
  1 
  .50-70 
  6D6+1 
  $ 70 
  1 
  .444Marlin 
  6D6+3 
  $ 75 
  1.5 
  .460Wby.Mag 
  7D6+3 
  $ 115 
  1.5 
  .700NE 
  8D6 
  $ 250 
  1.5 
   
   
   
   
  Pistol Calibers 
  Damage (RTG Rules) 
  Cost per Round 
  Penetration Value 
  .22WMR 
  1D6+2 
  $ 8 
  0.5 
  .224 BOZ 
  2D10 
  $ 25 
  1 
  6mm Seburo 
  2D6+3 
  $ 25 
  0.5 
  8.8mm Magnum 
  4D6+1 
  $ 35 
  1 
  .400CB 
  3D6 
  $ 22 
  0.5 
  .475 Linebaugh 
  5D6-1 
  $ 55 
  0.5 
   
   
   
   
  Heavy Calibers 
  Damage (RTG Rules) 
  Cost per Round 
  Penetration Value 
  6.35 LAV 
  3D10 
  $50 
  2 
  30mmReduced 
  8D10 
  $ 250 
  4 
  Note : Penetration Values are based on damages using the Blackhammer Archive rules, but with only a few exceptions, are identical 
  using RTG classic rules.  
   
  Recoil Factors 
   
  Base Bod Mininum 
  D6 Weapons = (Max Damage/6) 
  D10 Weapons = (Max Damage/5) 
  Shotguns = (Max Shot Damage/4) 
  GLs = ((Diameter in mm/5)x1.5)  
  Modifiers 
  Modification Factor 
  1-Hanged 
  x2.0 
  1-Handed & brace 
  x1.5 
  2-handed, no brace 
  x1.0 
  2-handed & brace 
  x0.5 
  EAP (Railguns) 
  x1.8 
  ROF 1-3 (Semi-Auto) x1.0 
  ROF 3 (Burst mode) x1.5 
  ROF 4-15 
  x1.75 
  ROF 16-30 
  x2.0 
  ROF 31-60 
  x2.5 
  ROF 61-120 
  x3.0 
  ROF 121+ 
  x3.5 
  HV Ammo/Grenades x1.5 
   
   
   
   
  Additional Info : 
  Braces include Stock, Arm Brace, Shoulder Strap, Harness, Sling, 
  Mono/Bi/Tripod, Gyro-Mount, etc. 
  A CyberArm acts as BOD 12 for pistol recoil purposes only. 
  A Powered Exo-Mount has Bod 18 for recoil purposes only. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Hunter Ammunition by Kristin Roberg
  
   
   
   
  VARIOUS TYPES OF AMMUNITION 
  Here are the main types of powder ammo used inthe Cyberpunk 2020 world. These devices are based on a principle 
  known since more than a century : propel a heavy projectile (made of lead, or more rarely of Uranium for heavy 
  weapons, sometimes jacketed with a more rigid metal, like brass, copper or steel, and maybe a lubricating coating 
  like teflon to reduce barrel friction) with the the expanding gases producedby a fast-burning propellant. The 
  propellant itself is ignited by a percussion cap, at the rear of the cartridge. 
  1) Revolver cartridge. It has a rimmed base, which allows the 
  bullet to be clamped in the cylinder, and it's straight. The case 
  istraditionaly made of brass or plastic (more common in 2020) 
  2) Pistol cartridge, with a groove instead of a rimm, allowing 
  easier packing of the rounds in the magazine. The material isthe 
  same as in a revolver cartridge. These ammo are also used in 
  carbinesor older rifle design. 
  3) Assault rifle or hunting rifle cartridge, longer than a hand 
  weapon or a carbine round and generally bottle-necked for 
  largerpowder capacity and increased power. The material used for 
  the case isidentical to the previous one. The projectile is more 
  aerodynamic than a handgun's one,because it is meant to be fire at 
  high velocity and longer range. 
   
  4) Hunting shot cartridge. There are several projectiles, 
  spreading out to create a cone of fire. The case is generally made of 
  plastic,and a cap prevent the content from falling. These cartridges 
  are used in hunting rifles, riot guns (automatic shot rifles) and 
  shotguns with a pump action. Those weapons have no rifling in their 
  barrel. 
  5) Caseless cartridge. Here, the powder is the casing of the 
  projectile. A varnishing protects it from moisture and moderate 
  schocks. There is few matter left after the powder has exploded. The 
  cross-section is generally square for a thighter packing in the 
  magazine, but there are some exceptions. Caseless ammo can be 
  used in handguns or rifle as well.The advantage of the caseless 
  ammo lies essentially in its small weigthand optimized volume. It is 
  more sensitive than a cased ammo to moisture and shocks, and can't 
  be easily adapted for use in a revolver (the chambers of the cylinder 
  are bored from side to side and it's the case that holdsthe round in 
  place and close the back). 
   
  HANDGUN AMMUNITION 
  Cartridges haven't evolved a lot since their introductionin the 18th century. They still propel a dense metallic projectile by burningsome powder, 
  ignited by a blasting cap exploding when struck. The great innovation of the late 20th century was the caseless ammo, pioneered by the H&K G11 
  rifle. In these cartridges, the metallic (usually brass, sometimes copper or steel) case is supressed,and the bullet and primer are held together by the 
  propellant. This save a significant amount of weight, and reduce the production cost. Most weapons of 2020 use caseless ammo. But sincemost old 
  weapons cannot easily be converted to caseless ammo,  here are still a lot of cased ammo around. One upgrade is the PlastiCase ammo, replacing 
  metal by a strong, heat-resistant plastic, reducing the weightand cost of the ammo. It can be made in a variety of designer colors, too. Many calibers 
  (like .357, .44, .45...) are available both in pistol and revolver versions. 
  OLD HANDGUN AMMUNITION 
  The most common of those calibers (9 mm, 10 mm...) can be found in PlastiCase variant. The bracketed names are common 2020  ame for these 
  "old" ammunitions. 
  Caliber  
  5mm 
  .25 
  .22L 
  6mm 
  7mm 
  9 
  mm 
  M 
  7.65M 
  9mm 
  .41 
  .45ACP 
  .44B 
  7.62M 
  10mm 
  .357M 
  .375W 
  .44 
  .454 
  Name  
  .22 short (5mm) 
  .25 short 
  .22 LongRifle 
  .22 Magnum( 6mm) 
  .38 Automatic (7mm) 
  9mm Makarov 
  7.63mm Mauser / 7.62 Tokarev 
  9mm Parabellum, 9mm Luger (9 mm) 
  .41 Automatic 
  .45 Automatic Colt Pistols 
  .44 Bulldog  
  7.62 Mauser 
  .357(10mm)  
  .357magnum  
  .357WinMag  
  . 44Magnum  
  .454 Casull 
  Damages  
  1D6 
  1D6+1 
  1D6+1 
  1D6+1 
  1D6+2 
  1D6+3 
  2D6 
  2D6+1 
  2D6+1 
  2D6+2 
  2D6+2 
  2D6+2 
  2D6+3 
  3D6+2 
  3D6+2 
  4D6 
  4D6+3 
  Cost for 10  
  $2 
  $2 
  $3 
  $3 
  $3 
  $3 
  $4 
  $4 
  $4 
  $4 
  $5 
  $5 
  $6 
  $8 
  $10 
  $6 
  $8 
  
   
   
   MODERN CALIBERS 
  As with older calibers, two standards exists : bore diameter in millimeters (most common), and in inches fraction (.460 for 0,46 inches). 
  Caliber  
  5 mm C 
  .177E 
  8 mm 
  10 mm C 
  9 mm L 
  10 mm S 
  .338 
  .50S 
  11 mm 
  .41B 
  11 mm S 
  12 mm 
  13 mm HEP 
  13 mm PAI 
  12 mm RE 
  .477 
  14 mm 
  .666M 
  Name  
  5mm Caseless 
  .177 Explosive 
  8mm 
  10mm Caseless 
  9mm Caseless Long 
  10mm Soviet 
  .338 NOVA 
  .50 court 
  11mm 
  .41 Armor-Piercing 
  11mm Soviet 
  12mm Caseless 
  13mm High Explosive (damages half-real, half stun) 
  13mm Armor-Piercing Incendiary 
  12mm Armor-Piercing Explosive H&K 
  .477 Armor-Piercing 
  14mm Malorian  
  .666 Magnum 
  Damages  
  1D6 
  1D6+4 
  2D6 
  2D6+1 
  2D6+1D6/2+1 
  3D6-1 
  3D6 
  3D6 
  3D6 
  3D6+1 PA 
  3D6+1 
  4D6+1 
  4D6+2 PA 
  4D6+3 PA+1D6 
  4D6+1 PA 
  5D6 PA 
  6D6 
  7D6+3 
  Cost for 10  
  $1 
  $4 
  $2 
  $2 
  $3 
  $3 
  $3 
  $5 
  $6 
  $10 
  $5 
  $7 
  $10 
  $16 
  $200 
  $25 
  $20 
  $15 
  PA : halve armor value, normal damages beyond armor. 
  RIFLE AMMUNITION 
  Ammunition intended for shoulder fired and long arm weapons. 
  OLD AMMUNITION 
  These ammunitions have been in existence since the twentieth century. In 2020, you can often find them in “Caseless” versions, 
  however some were never adapted to the modern standards. 
  Caliber 
  .30 
  4.7 mm 
  5.56 
  5.45S 
  7.62S 
  7.62N 
  30-06 
  460 
  .50 
  Name 
  .30 Caliber 
  4.7mm H& Caseless 
  5.56 Armalite 
  5.45 mm Soviet 
  7.62 mm Soviet 
  7.62 mm NATO 
  30-06 Springfield 
  460 Weatherby Magnum 
  .50 Browning / 12.7 mm 
  Dégâts  
  2D6+3 
  4D6 
  4D6 
  4D6 
  5D6 
  5D6+2 
  5D6+3 
  9D6 
  6D10 
  Prix des 10  
  $6 
  $5 
  $6 
  $8 
  $8 
  $8 
  $9 
  $40 
  $20 
  
   
   
  MODERN AMMUNITION  
  The following ammunitions are those commonly  used in 2020. Contrary to the handguns, the majority of the old standards fell in 
  disuse. 
  Caliber 
  4.5 mm LP 
  5.5D 
  5.5DH 
  3.5 FF 
  5.45SV 
  5.56C 
  6mm C 
  7mm C 
  6.5 mm 
  6.5C 
  7.5 LP 
  7.62C 
  .308WM 
  Name  
  4.5 mm Liquid Propelled 
  5.5 Darra 
  5.5 Darra Hollowpoint 
  3.5 mm Kendachi Fragmenting Flechette 
  5.45 Stolvoboy 
  5.56mm Caseless 
  6mm Caseless 
  7mm Caseless 
  6.5mm Militech caseless 
  6.5 x 45mm Caseless 
  7.5 mm Liquid Propelled 
  7.62 mm Caseless 
  .308 Winchester magnum 
  Damage  
  4D6 
  4D6+2 
  4D6+2 AP 
  4D6 AP 
  5D6 
  5D6 
  5D6 
  5D6 
  6D6-1 
  5D6+3 
  6D6/4D6/2D6+1 
  6D6+2 
  6D6+2 
  Price per 10  
  $2 
  $4 
  $15 
  $25 
  $5 
  $5 
  $5 
  $5 
  $5 
  $5 
  $3 
  $7 
  $8 
  AP: These ammunitions reduce the Armor value by Half but do normal damage to flesh. 
   
  
   
  SHOT CARTRIDGES 
  Shot cartridges are still in use in 2020. The principle is simple : the powder load propel a swarm of projectiles in a smoothbore barrel. 
  The multiples projectiles spreading into a growing circular pattern significantly increase the probability of a hit, but at long range 
  only a few projectiles will hit the intended target. The idea worked well on birds or small game, but proved rather ineffective against 
  Kevlar and other ballistic protection. Those rounds are mostly used against soft targets, and are a favorite of cops and security, the 
  large bore making them very potent intimidation tools. But the large smoothbore barrel allows shotguns to fire a wide range of 
  specialty rounds, including some effective even against well-protected targets. Those specialty round are generally not available to 
  the public. 
  The gauge of a shotgun is the amount of spherical bullets that can be cast with one pound of pure lead. The smaller the number, 
  thelarger the bore of the weapon. 410 gauge is an exception to this system.In fact it is a .410" caliber round. 
    
  Caliber 
  CAL28 
  CAL410 
  CAL50 
  CAL20 
  CAL12 
  CAL12 MAG 
  CAL10 
  CAL 4 
  Name 
  28 Gauge 
  410 Gauge 
  50  Gauge 
  20 Gauge 
  12 Gauge 
  12 Magnum 
  10 Gauge 
  4 Gauge 
  Range 
  3 mètres 
  50 mètres 
  30 mètres 
  25 mètres 
  50 mètres 
  70 mètres 
  50 mètres 
  60 mètres 
  S.R. 
  2D6+1 
  2D6+1 
  2D6+2 
  3D6 
  4D6 
  4D6+3 
  5D6 
  8D6 
  M.R. 
  1D6+1 
  1D6+1 
  1D6+2 
  1D6+3 
  2D6 
  2D6+2 
  2D6+2 
  4D6 
  L.R. 
  1D6/2+1 
  1D6/2+1 
  1D6/2+2 
  1D6 
  1D6+1 
  1D6+2 
  1D6+2 
  2D6+2 
  Cost for 10 
  $3 
  $4 
  $3 
  $3 
  $4 
  $6 
  $6 
  $12 
   
  NOTES: 
  - As with other firearms, the range given is the LongRange (L.R.). Medium Range (M.R.) is half L.R, and Short Range (S.R.) isa 
  quarter. 
  RULE FOR SHOT DAMAGES: 
  For each target in the area of effect of the weapon: 
  - Point Blank or Short Range: Short Range damagesin one location. 
  - Medium Range: Medium Range damages in 1D6/2 adjacent locations. 
  - Long Range: Long Range damages in 1D6/2 adjacent localisations. 
  SPECIALTY ROUNDS FOR SHOTGUNS 
  Note: Most effects are given for a "standard"12-gauge round. Other gauges, less common, have greater (10gauge) or lesser 
  (20 gauge, 410 gauge). 
  Slugs (price x 4) 
  This round fires a single bullet instead of a swarm of small 
  projectiles. The large projectile is devastating, and has AP 
  effect(armor x1/2), but damages that goes through is at full 
  value. Damages are 4D6+2 for 12 gauge, 3D6+1 for 20 gauge 
  and 5D6+3 for 10 gauge. 
  APFSDS (Armor Piercing, Fin Stabilized, 
  DiscardingSabot)(price x 4) 
  The projectile here is a small (5,5mm) arrow, with finsto 
  increase accuracy, encased in a plastic "sabot" which separate 
  whenleaving the barrel. The light projectile has a high speed, 
  enhancing it'sarmor-piercing abilities. Range: 50 m. Damages 
  are 6D6 AP. 
  HE ($5 each) 
  The explosion damages are 4D6 in a half-meter radius.If 
  several bullets hit the same area, the blast radius are added. 
  HEAT (price x5) 
  This small shaped-charge cartridge deal 4D6 damages toa 
  single target. Armor is x1/2, but anything that goes throug is 
  at full value. 
  
   
  Gas (price varies) 
  The area of effect is a 2 m diameter circle. Effects are the 
  same as gas grenades, and varies with the load: tear gas, 
  biotoxin, sleep gas... 
  Flare (price x2) 
  They allow daylight visibility in a 15 meter radius.If fired 
  directly at a target, they do 2D6+2 damages upon impact, and 
  1D6/2each round for 10 rounds or until removed. 
  Smoke (price x2) 
  Fill a 3-meter diameter area with a dense, sight-blocking 
  smoke. Different colors available for signaling purpose. 
  Flashbang (price x 3) 
  Effect : a stunning blast combined with a dazzling 
  flash.Inflicts 4D10 stun damages, soft armor offers no 
  protection, rigid nesare x1/4. A target failing his Save is 
  stunned for 1D10 minutes. This affects all the targets in a 
  cone 25 m long and 3 m wide, starting at the muzzle of the 
  gun. 
  Termite ($30 each) 
  This round fire a narrow (half normal width at range)spray of 
  molten metal at 3 000° C, burning through almost 
  anything.Damages are 8D6 AP. Those damages are healed at 
  at third of the normal rate. Each shot has a 10% chance of 
  ruining the barrel. 
  Stundart (5$ each) 
  This cartridge fires a not-so-small high voltage capacitor.Two 
  metallic protrusions in the front allow the round to discharge 
  its electrical load into the target, giving the round the same 
  effect as a Taser (-2 StunSave). 
  Slasher (75$ each) (Chrome 2) 
  This antipersonnel shell strings monowire between 
  twospecially-weighted slugs. As the slugs travel, they spread 
  appart, pulling the monowire. Damages are 3D6, armor is 
  x1/3. The monowire is 1-meter long,and has a 50% chance of 
  wrapping around the target. 
  Non-lethal shell (1$ each) 
  This round is made of a compact gel. The damages (4D6) are 
  used fora Stun Save. At least half the damages rolled goes 
  through soft armor.One quarter of the commotion damages 
  are inflicted as real damages, from bruise. Even if nothing 
  goes through armor, the target must succeed a 12Difficulty 
  REF roll to remain standing
  . HEAVY WEAPONS AMMUNITIONS 
  With the exception of the .300 Winchester Magnum round(a high-power hunting caliber), the following calibers are strictly 
  formilitary use. You won't find them in any law-abiding weapon shop ! You can find more impressive rounds, but they fall in the 
  artillery shell category! 
  Caliber 
  .300WM 
  10 mm MG 
  20 mm 
  15mmK 
  .50 
  14,5 mm 
  20 mm EHI 
  Name 
  .300 Winchester Magnum 
  10 mm Caseless Long (machinegun or sniper round) 
  20 mm depleted uranium 
  15 mm Kurz 
  .50 Browning / 12,7 mm 
  14,5 mm Glock 
  20 mm Extra High Impact 
  Damage 
  7D6+3 
  8D6 
  4D10 PA 
  4D10+3 PA 
  6D10 
  7D10  
  8D10 PA 
  Cost for 10 
  15 eb 
  10 eb 
  18 eb 
  20 eb 
  15 eb 
  18 eb 
  25 eb 
   
  
   
  STANDARD ELECTROTHERMAL AMMO 
  The principle of these ammunitions is simple : drive a very stong electric current through water. It immediatly vaporizes into steam 
  and the energy guiven off blows the projectile out with a higher power as the one caused by classical powder ammo. Recent 
  discoveries in the field of batteries allowed this breakthought, even if the use in automatic mode of such weapons remains very rare. 
  En electrothermal weapon has many advantages : it is less noisy, although the detonation can be clearly heard at 200 meters far, it 
  doesn't create a flame, which makes it more discreet at night. Nethertheless, during the day, le steam cloud blowen off from the barrel 
  makes the firer more easy to locate. 
   
  Electrothermal weapons are generaly forbidden outside a private property. 
  Caliber 
  5.2 mm  
  .357P 
  .41P 
  .44P 
  .454P 
  CAL12 E 
  7,62E 
  Name 
  5,2 millimeters Electrothermal Tsunami 
  .357 Nova Plasmatic Magnum 
  .41 Nova Plasmatic Magnum 
  .44 Nova Plasmatic Magnum 
  .454 Nova Plasmatic Magnum 
  12 Gaunge Electrothermal Tsunami 
  7,62 millimeters Electrothermal Towa 
  Damage* 
  2D6+3 
  4D6 
  5D6 
  6D6 
  6D6+3 
  6D6/3D6/2D6 
  9D6+3 
  Cost for 10. 
  $5 
  $4 
  $2 
  $3 
  $3 
  $5 
  $8 
  * Often depends on the gun settings 
    
  SPECIALTY ROUNDS 
  Those ammunitions are improvement of the classical lead bullet, designed for specific purposes. Most of them are illegal, or at least controlled. This 
  legality problem explains that the most exotic types remains rare in the street, being sold only by the better-connected fixers, and at hideously 
  inflated prices. The price given here is for the military or other legitimate users, who buy in bulk and through legal circuits. 
    
  Safety rounds (price x 6) 
  Used in airplane hijacking or other situations where 
  overpenetration would be a threat, they shatter harmlessly 
  against a hard surface (10 SP or more). In other case, SP are 
  doubled, but damages that goes through are also doubled. In 
  2020 those uncommon rounds are used by police forces,or in 
  Orbit, where hull breach is a major concern 
    
  Armor-Piercing (price x 3) (cyberpunk 2020) 
  Damages to flesh is divided by two, but so is the armor.  
  Exemple: a 9 mm AP round fired at a 10 SP armor will do 
  (2D6+1-5)/2damage points to the wearer of the armor. 
    
  Dual-Purpose (price x 4) (Chrome2) 
  They do damages x1,5 to an unarmored target, and are 
  considered AP if the target is armored. 
   Amror-Piercing Incendiary (BBI) (price x 4) (Chrome2) 
  Fragmenting/expanding bullets (price x 2) 
  This cover a wide range of bullets. The idea is to have a bullet that increase it's size 
  in the target, making a larger wound cavity. Damagesto flesh are x1,5, but armor is 
  x2. 
    
  HE (price x 5) 
  This round is designed for surface explosion. For 12 mm bullets: 2D6to target, and 
  1D6 in 0,5m blast radius.  
    
  Fragmentation flechette (price x 5) 
  This cartridge, available in caseless or PlastiCase caliber, fires a subcaliber alloy 
  flechette at high speed. This gives the flechette a good penetration through armor. 
  Then a chemically time-delayed filling of stable explosive breaks the arrow apart, 
  creating a large wound cavity. But they're not very efficient against hard armor. 
  Soft armor SP is x1/2and damage to flesh is normal. Very rare and illegal, these 
  rounds are usually found in orbital weapons.  
   Tracer bullets (price x 2)  
  
   
  They work as normal AP (armor SP and damage vs. flesh 
  halved), but if the bullet go through the target's armor, it 
  does an extra 1D6 damage during the first turn and 1D6/2 
  damage the second turn. They also have a 50% chance of 
  igniting any flamable they hit. 
    
  Rubber bullets (1/3 normal price) (Chrome2) 
  Damage is Stun only beyond 3m. Below that range, 1/2 ist 
  real, 1/2is Stun. 
    
  High-Penetration Bullet (price x 3) 
  The bullet is considered AP on any armored target, and 
  normal if the target is unarmored. 
  They're designed for autofire at night or on air targets. You can see the light spot of 
  the bullet and adjust your burst on the target. Obviouslyit also give away the 
  location of the shooter. Tracer bullets do 1D3 extra damage (they're burning !), but 
  SP si also x1,5. 
    
  Plastic bullets (price x1/2) 
  For practice, and eventually riot control. The projectile is made of hard plastic, with 
  a lower propellant load. Damages are x1/3. 
    
  Taser bullets (price x 4) 
  DégâtsDamages: 1D6 (12 mm) + Taser effect. The Stun save is at +2. There is a 
  10% chance the taser doesn't work. This bullet can only be used in large calibers 
  (12mm and above). 
    
  Chemically-propelled flechette (price x 4) 
  It's a subcaliber, discarding sabot flechette designed to deliver any drug it is loaded 
  with. It is considered AP, and does 1D3 (6mm) to 1D6damage. Drug is injected if 
  the bullet penetrates the armor. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  Roll location location 
  1 
  L.Arm 
  Torso 
  2 
  Torso 
  R.Arm 
  3 
  Head 
  Torso 
  4 
  Torso 
  Head 
  5 
  R.Leg 
  L.Leg 
  6 
  L.Leg 
  R.Leg 
  7 
  R.Arm 
  Torso 
  8 
  Torso 
  L.Arm 
  9 
  Torso 
  Torso 
  0 
  Torso 
  Torso 
   
  Special Shotgun Loads  
  Editorial Note:  
  I still use the concept of multiple hits from shotgun blasts at medium/long range that was 
  introduced in Friday Night Firefight 2013. This means that my shotguns are a lot deadlier 
  at short range (where one person takes the whole shot), but less deadly at longer ranges 
  (where the damage is spread out across several areas). Where prices are not listed for 
  both 10 and 12 gauge, the price is for 12g, 10g costs 50% more. Brass-cased rounds 
  (required for auto-shotguns) are +50%. Magnum rounds are +1 dmg all types (+1d6 
  slugs), and +50% cost (only 12and 12 GA). 
   
  Whenever a munition says it hits 2 locations, roll on the following hit location table (from Friday Night Firefight 2013):  
   All-Brass Shot Consists of 24 or so 
  round pieces of brass shot. 
  Sharp Shot Consists of 24 or so pieces of 
  jagged metal and/or glass chunks. 
  Flechette Cloud Consists of multiple 
  ceramic flechettes 
  Cost per 20 shells (sharp) 
  15e$ 
  20e$ 
  25e$ 
  30e$ 
  45e$ 
   
   
   
   
  Cost per 20 shells (flechette) 
  25e$ 
  37,5e$ 
  42,5e$ 
  50e$ 
  75e$ 
   
  Sharp 
  brass 
  flec 
  Cost per 20 shells (brass) 
  10e$ 
  15e$ 
  17e$ 
  20e$ 
  30e$ 
  SP: 
  66% soft 
  100% 
  50% 
  Range: 
  no of hits 
  burst 
  410ga 
  20ga 
  16ga 
  12g 
  10g 
  Trauma 
  100% 
  100% 
  50% 
  Short 
  1 location 
  - 
  3d6 
  4d6 
  5d6 
  6d6 
  7d6 
  REL: 
  0 
  0 
  0 
  Medium 
  2 locations 
  1m 
  2d6 
  2d6+2 
  3d6-2 
  3d6 
  3d6+2 
  Range: 
  80% 
  100% 
  100% 
  Long 
  2 locations 
  2m 
  1d6 
  1d6+1 
  1d6+3 
  2d6 
  2d6+1 
   
   
   
   
  Extreme 
  d3+1 locat. 
  3m 
  1d3 
  1d4 
  1d6-1 
  1d6 
  1d6 
   
   
   
   
   
  Glass Powder Load 
  Cost per 20 shells 
  30e$ 
  40e$ 
  50e$ 
  60e$ 
  90e$ 
  SP: 
  200% 
  range 
  no of hits 
  burst 
  410ga 
  20ga 
  16ga 
  12g 
  10g 
  Trauma: 
  100% 
  Short 
  1 location 
  - 
  5d6 
  6d6 
  7d6 
  8d6 
  9d6 
  REL: 
  -1 
  Medium 
  2 locations 
  - 
  2d6+2 
  3d6 
  3d6+2 
  4d6 
  4d6+2 
  Range: 
  50% 
  Long 
  2 locations 
  1m  
  1d6+1 
  1d6+3 
  2d6 
  2d6+2 
  2d6+3 
   
   
  Extreme 
  d3+1 locat. 
  1.5m  
  - 
  1d6-1 
  1d6 
  1d6+1 
  1d6+1 
   
   
   
  Thermite Shot 
  Cost per 1 shell 
  15e$ 
  20e$ 
  25e$ 
  30e$ 
  45e$ 
  SP: 
  50% 
  Range 
  no of hits 
  burst 
  410ga 
  20ga 
  16ga 
  12g 
  10g 
  Trauma: 
  50% 
  Short 
   
  1 location 
  - 
  6d6 
  7d6 
  8d6 
  9d6 
  10d6 
  REL: each round fired after fifth 
  has 10% cumulative chance of 
  warping barrel. 
  Medium  
  2 locations 
  - 
  3D6+2 
  4d6 
  4d6+2 
  5d6 
  5d6+2 
  Long 
   
  2 locations 
  1m  
  1d6+2 
  2d6 
  2d6+2 
  3d6 
  3d6+2 
  Extreme 
  d3+1 locat. 
  1.5m 
  NA 
  1d6 
  1d6+2 
  2d6 
  2d6+2 
  Range: 
  100% 
    
  Sharps & Powder A combination of glass chunks and glass dust. 
  Shot & Powder A combination of all-brass shot and glass 
  dust. 
  Cost per 20 shells of shot&powder 
  20e$ 
  27e$ 
  34e$ 
  40e$ 
  60e$ 
   
  Cost per 20 shells of sharps&powder 
  25e$ 
  37e$ 
  45e$ 
  50e$ 
  75e$ 
   
  sharps 
  shot 
  Range 
  no of hits 
  Burst 
  410ga 
  20ga 
  16ga 
  12g 
  10g 
  SP: 
  100% 
  150% 
  Short 
  1 location 
   
  4d6 
  5d6 
  6d6 
  7d6 
  8d6 
  Trauma: 
  100% 
  100% 
  Medium  
  2 locations 
  1m  
  2d6 
  2d6+2 
  3d6 
  3d6+2 
  4d6 
  REL: 
  -1 
  -1 
  Long 
  2 locations 
  1.5m  
  1d6 
  1d6+1 
  2d6 
  2d6+1 
  2d6+2 
  Range: 
  60% 
  80% 
  Extreme 
  d3+1 locations 
  2m  
  NA 
  NA 
  1d6 
  1d6 
  1d6+1 
   
   
   
    
  PiezoShot Fires a nylon bag full of conductive metallic dust and an electric trigger. When the bag impacts, ruptures creating a cloud of 
  dust which is then electrified by the trigger device (if it fires successfuly - 70% chance). All inside the cloud must make a stun save at -
  2 or be zonked for d6+1 rounds. 
  Cost per 1 shell 
  NA 
  10e$ 
  12e$ 
  15e$ 
  22,5e$ 
  SP: 
  100% 
   
  no of hits 
  burst 
  410ga 
  20ga 
  16ga 
  12g 
  10g 
  Trauma: 
  100% 
  impact 
  1 location 
  none 
  NA 
  2d6 
  2d6+1 
  2d6+2 
  2d6+3 
  REL 
  0 
  Stun cloud released 
  NA 
  1m 
  2m 
  3m 
  4m 
  Range 
  100% 
   
  Gas Capsules 
  Cost per 8 shells (of gas dose) 
  NA 
  70% 
  80% 
  100% 
  150% 
  SP: 
  100% 
   
  no of hits 
  Burst 
  410ga 
  20ga 
  16ga 
  12g 
  10g 
  Trauma: 
  100% 
  impact 
  1 location 
  None 
  1d6 
  1d6+2 
  1d6+3 
  1d6+3 
  1d6+3 
  Range: 
  100% 
  Gas cloud released 
  NA 
  1m 
  1m 
  1,5m 
  2m 
  REL 
  0 
   
  
   
  Rifled Deer Slugs (also standard handgun ammo equivalents avaible) 
  Cost per 20 shells 
  20e$ 
  27e$ 
  24e$ 
  40e$ 
  60e$ 
  SP: 
  100% 
  Range 
  no of hits 
  burst 
  410ga 
  20ga 
  16ga 
  12g 
  10g 
  Trauma: 
  100% 
  100% 
  1 location 
  none 
  3d6+2 
  4d6+4 
  5d6+5 
  6d6+6 
  7d6+7 
  REL 
  0 
   
  APFSDS 5.5mm Slug Penetration: 1 
  Cost per 1 shell 
  10e$ 
  15e$ 
  SP: 
  50% 
  Range 
  no of hits 
  burst 
  410ga 
  20ga 
  16ga 
  12g 
  10g 
  Trauma: 
  50% 
  150% 
  1 location 
  none 
  Not avaible 
  8d6 
  8d6 
  REL 
  0 
    
  Flare Slugs +d3 damage per round for 3 rounds 
  Cost per 20 shells 
  15e$ 
  20e$ 
  25e$ 
  30e$ 
  45e$ 
  SP: 
  100% 
  Damage 
  no of hits 
  Burst 
  410ga 
  20ga 
  16ga 
  12g 
  10g 
  Trauma: 
  100% 
  impact 
  1 location 
  None 
  2d6-1 
  2d6 
  2d6+1 
  2d6+2 
  2d6+3 
  Range: 
  100% 
  Area illuminated 5m 
  10m 
  20m 
  30m 
  40m 
  REL 
  0 
   
  Flash Shot REF roll dif 25 if in shot or be blinded 2d6+2 turns,  
  Cost per 20 shells 
  22,5e$ 
  30e$ 
  40e$ 
  45e$ 
  67,5e$ 
  SP: 
  100% 
  Cone 
  410ga 
  20ga 
  16ga 
  12g 
  10g 
  Trauma: 
  100% 
  Cone Lenght x width 
  15x1m 
  20x2m 
  20x2m 
  25x3m 
  25x3m 
  Range: 
  100% 
  Stun save modifier 
  0 
  -1 
  -2 
  -2 
  -2 
  REL 
  0 
   
  FlashBang Slugs A small time-delay charge of blasting explosive and flash-powder held in a nylon bag that explodes on impact, 
  bangers act as small flash-bang grenades. All within range must make a stun save, and an additional dif 20 REF roll to avoid 2 turns of 
  blindness.  
  Cost per 1 shell 
  10e$ 
  12e$ 
  14e$ 
  15e$ 
  22,5e$ 
  SP: 
  - 
  blast 
  Burst 
  410ga 
  20ga 
  16ga 
  12g 
  10g 
  Trauma: 
  - 
  outdoor 
  None 
  0,5m 
  1m 
  1,5m 
  2m 
  3m 
  Range: 
  50% 
  indoor 
  2m 
  3m 
  4m 
  5m 
  6m 
  REL 
  0 
   
  Busy Bee rounds contain 4micro-electrodes, for incapacipating ‘borgs. 
  Elctro-shielding makes ‘borg immune for this type of attack. 
  Glue rounds are used for blinding.The gel makes no 
  damage. 
  Cost per 20 „Glue” shells 
  NA 
  37,5e$ 
  42,5e$ 
  50e$ 
  75e$ 
   
   
  Cost per 1 „Busy Bee” shell 
  NA 
  NA 
  NA 
  100e$ 
  150e$ 
  SP: 
  100% 
  Range 
  no of hits 
  burst 
  410ga 
  20ga 
  16ga 
  12g 
  10g 
  Trauma: 
  100% 
  100% 
  1 location 
  none 
  none 
  REL 
  0 
   
  Micromissiles – any 18mm or bigger shotgun can be used to launch micromissiles.(semiauto only). 
  Cost per 1 micromissile 
  NA 
  NA 
  NA 
  +15e$ 
  +15e$ 
  SP: 
  As missile 
  Range 
  no of hits 
  burst 
  410ga 
  20ga 
  16ga 
  12g 
  10g 
  Trauma: 
  As missile 
  Not avaible 
  As missile 
  REL 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  The BlackHammer CyberPunk Project 
   
  straight from the minds of the 
   
  Flipper Is Dead - The UK Cyberpunk Thinktank 
  Specialist Ammunition Types 
   
  BASIC rounds  
  Normal Ball rounds  
  These are the standard bullet that all guns fire, a core of 
  soft lead wrapped with a jacket of copper or gilding 
  metal or something similar. They are basically a chunk 
  of soft heavy metal with a stronger metal jacket around 
  them to hold them together as they pass through stuff. 
  (Light - 100 rds for 15 - 0.15 each) 
  (Medium - 50 rds for 15 - 0.3 each) 
  (Heavy - 50 rds for 18 - 0.34 each) 
  (Very heavy - 50 rds for 20 - 0.4 each) 
  (Rifle - 100rds for 40 - 0.4 each) 
   
  Nickel jacketed rounds  
  These are normal rounds with jackets made of Nickel 
  rather than copper. While this does little to the rounds 
  performance, it does have one important effect when 
  shooting at a steel target; It strikes sparks. Normal 
  rounds are designed NOT to spark, as this could be bad 
  if they spark when being loaded. But a purpose made 
  nickel jacket will strike up sparks capable of igniting fuel 
  and vapours, allowing the Hollywood stunt of shooting a 
  cars petrol tank and causing it to explode (with normal 
  rounds the chances are it'd just leak everywhere). 
  cost x1 
   
  Plastic Training rounds  
  These are a plastic round with a partial metal jacket, 
  designed for use on ranges. The round is unstable and 
  lightweight, making it safe to use when aiming at a close 
  target, as any misses will fall from the air instead of 
  carrying on and possibly injuring someone off the range 
  They are full damage at point blank and Close ranges, 
  but loose 1d6 every range band after Sp of armour is 
  doubled  
  Cost x 0.5 
   
  Heavy Jacket  
  Thick metal jackets on the bullet stop it breaking up in 
  the target, reducing the lethality, but making it more 
  likely to incapacitate. Used by some armies as a more 
  'Humane' weapon than a normal ball round, which can 
  break up as it passes through the victim, tearing a 
  bigger wound. The heavy jacket also makes the rounds 
  more effective against light armour. Sp is reduced by D6 
  Stun saves -1 , death saves +1 (less likely to kill 
  immediately, but causes more shock.)  
  Cost x1.5 
   
   
   
   
   
  Match Grade Ammunition  
  This is ammo hand made for competition shooting or 
  sniping. Each round is made to get the best shot, with 
  stability and accuracy. Weapon WA is +1 on single shot 
  only .This bonus is lost on autofire  
  cost x4 
   
  Subsonic  
  These Bullets are very low acoustic signature, as they 
  travel below the speed of sound This is usually due to 
  an increased bullet weight, giving a slow, heavy round 
  that causes the same damage as a normal round 
  without supersonic 'crack'. The bullet breaking the 
  sound barrier is the second loudest part of a gunshot, 
  after the blast at the muzzle itself, so subsonic bullets 
  fired from a silenced weapon are virtually unnoticeable 
  as gunshots. Damage as normal Armour is x1.5 as the 
  bullet is slow  
  Cost x2 
   
  Blanks  
  Crimped blanks  
  These are a normal casing with NO projectile attached, 
  simply loaded with powder and then crimped shut. 
  When fired they simply go BANG. They can be used to 
  fire rifle grenades, and at point blank the blast could 
  cause an injury (and Point blank range ONLY) (damage 
  is calculated by finding the weapons MINIMUM damage 
  , and rolling the closest dice) EG 9mm is 2D6+1, 
  minimum is 3, so a 9mm blank does D3 damage at point 
  blank. A round doing 4D6+2 would do D6, and so on. 
  Always take the lower dice, so a minimum of 5 would be 
  D4 not D6. This damage is half STUN only  
  cost x.5 
   
  Wadded Blanks  
  These have a plug of Wood, wax, plastic or paper over 
  the end of the round, so that when its fired the gases 
  travel up the barrel behind this 'plug', producing enough 
  pressure to operate a gas action. These weapons do 
  very little damage , unless the wadding hits someone 
  (WA -2) Damage is as a normal round , ignoring any 
  plusses and subtracting 4 from EACH DIE ( so 9mm is 
  (D6-4) +(D6-4) rather than 2D6+1) At point blank the 
  blast itself could cause an injury. This extra damage is 
  calculated by finding the weapons MINIMUM damage , 
  and rolling the closest dice. So 9mm at PB is (D6-4) + 
  (D6-4) +D3 (9mm minimum is 2D6+1=3, so D3)  
  Cost x 0.5 
   
   
   
   
  
   
  Expanding Rounds 
  Hollow points  
  These bullets have hollows in the tip that cause the 
  round to expand in the wound channel, making it larger 
  and possibly breaking up the bullet. This expansion 
  makes armour more effective, as the bullet expands as 
  it strikes, spreading across the armours surface. Even 
  light armour can stop a hollowpoint due to this effect. 
  Care must also be taken when shooting through 
  furniture or heavy winter clothes, as cloth fibres can clog 
  the hollow, reducing the expansion. SP x 2 Dam x 1.5 
  after armour  
  Cost x 1.5 
   
  Semi-Jacketed Hollow points  
  These bullets have hollows in the tip that cause the 
  round to expand and a partial jacket to hold the round 
  together enough to let it penetrate a little more than a 
  standard Hollowpoint SP x 1.75 Dam x 1.5 after armour  
  Cost x 1.5 
   
  Jacketed Hollow points  
  Jacketed Hollowpoints have metal jackets that reduce 
  there expansion, but hold them together better in 
  penetration. This makes them better against armour 
  than a regular hollowpoint round, although it does 
  reduce there expansion in the body. SP x 1.5 Dam x 
  1.25 after armour  
  Cost x 1.5 
   
  'Copper tip' or 'Silver tip'  
  These are bullets with soft metal tips to give controlled 
  expansion when they hit the target, the soft tip bending 
  and starting the round expanding and breaking up as it 
  enters the body. This does make then less effective 
  against armour, but having a full bullet shape rather 
  than the hollow in the tip makes them easier for 
  automatics to load ( some automatics will jam trying to 
  load hollowpoints, as the flat tip doesn't push forwards 
  into the chamber fully) SP x 1.5 Dam x 1.25 after 
  armour  
  Cost x 1.5 
   
  Dum Dums  
  One of the First 'specialist' rounds, The dum dum design 
  is credited to Captain 'Bertie' Clay of the Royal Artillery 
  at the Dum Dum Armoury, Calcutta , India in the 1890's. 
  The problem was that the .303 rifle rounds used by the 
  British Army were not stopping 'Fanatical' rebels. The 
  first Dum Dum shells were a .303 round with the heavy 
  jacket cut away at the tip to reveal the soft lead core of 
  the bullet. When it hit, the round expanded rapidly, 
  mushrooming and possibly breaking up in the body, 
  creating huge wound channels and exit wounds the size 
  of dinner plates. Any bullet can be 'Dum Dummed' by 
  making a series of cuts into the jacket, cutting right 
  through to the lead core of the round. This weakens the 
  round, making it expand faster in the body, but also 
  making it expand on armour, reducing its penetration 
  quite heavily  
  Dum Dum bullets can be made quite easily with a Easy 
  weaponsmith (10) roll, a file and some time. If this roll is 
  fumbled then the cuts are to numerous or too deep, and 
  when the bullet is fired the core of the bullet will be 
  blown clear of the barrel, leaving the jacket wedged in 
  the chamber. For the eternally hopeful, the lead core is 
  WA -2 and does half damage for the normal round, vs 
  double armour. (Even if the gun is hopelessly jammed, 
  there is always a chance the core will hit your target.) 
  The left over jacket jams in the gun barrel and it difficulty 
  15 to clear, which could be really bad news in a firefight. 
  SPx2 Dam x 1.75 after armour  
  Cost as normal ammo if home made  
  Cost x1.5 if shop bought  
   
  Wad cutters  
  These are designed to expand to give neat holes in 
  paper targets. Against other targets they can be lethal. 
  They are soft lead rounds with a flat top and square 
  'shoulders' SPx2 Dam x 1. 5 after armour  
  Cost x1.5  
   
  Mercury Cored rounds  
  These have a well of mercury in the bullets core that is 
  ruptured when the bullet hits, expanding the bullet 
  rapidly. The wounds they cause are also lethal as the 
  mercury has been spread throughout the wound, 
  poisoning the victim (Body roll, Target 20. Each point 
  failed by is an hour of poisoning, doing D10 damage) 
  SPx2 Dam x 1.75 after armour  
  Cost x2 
   
  Memory Expanders  
  these are 'Soft Kill' weapons, as the bullet is made of a 
  memory metal or ceramic that undergoes a controlled 
  expansion under high impact stresses. Against armour 
  they act like normal bullets, but as they pass through the 
  body they expand, causing an enlarged wound channel 
  Armour as normal damage after armour is x 1.5  
  cost x6 
   
  Plastic Expanders  
  These bullets are made of a high density memory 
  plastic, lighter than normal bullets, and they alter shape 
  in flight deploying into razor edged plastic stars. These 
  tear into flesh, still expanding, and stop quickly. Moving 
  with a fully expanded bullet in a wound is damaging, as 
  the edges cut deeper (D6 damage per round of action) 
  Armour is Doubled damage that penetrates is Doubled 
  long and extreme Range are halved (bullet looses its 
  energy quickly)  
  cost x6 
   
  Gold Dot Expanders  
  These are purpose made to expand in a controlled way 
  in the target, mushrooming out till the gold dot of gilding 
  metal at the bottom of the hollow tip is visible. Against 
  armour they act as normal hollow points Sp x2 Damage 
  x1.5 after armour If they strike an unarmoured target, 
  the controlled expansion comes into effect. Half the dice 
  (round down) of damage are replaced with +4 per die (ie 
  2d6 becomes d6+4, 4D6+1 becomes 2D6+9) then 
  damage is x1.5  
  Cost x 2 
  
   
  Quick Defencetm  
  These are Hollow point rounds with a ball lodged into 
  the mouth of the hollow, giving the round the same 
  domed shape as a normal round, making it less likely to 
  jam in an automatic weapon. when they hit the ball is 
  driven back into the hollow, forcing the expansion of the 
  bullet. This expansion makes armour more effective, as 
  the bullet expands as it strikes. SP x 2 Dam x 1.5 after 
  armour  
  Cost x 2 
   
  Base Expanders  
  These have small hollows in the base of the round that 
  expand as the bullet is in the barrel, pressing into the 
  barrel rifling. This allows the bullet to absorb energy 
  from the propellant more efficiently, but does increase 
  chamber pressures and risk damaging the gun. Can 
  Reroll one of the damage dice (This reroll is not 
  compulsory and the user chooses which die to reroll)  
  cost x 1.5 
   
  Plastic Base Expanders  
  This uses a plastic cap on the base of the round to 
  expand in the barrel, absorbing more energy so that the 
  bullet is travelling faster as it leaves the barrel, where 
  the plastic cap falls free. This allows the Base 
  expansion system to be used with streamlined and boat 
  tailed slugs Can Reroll one of the damage dice (This 
  reroll is not compulsory and the user chooses which die 
  to reroll)  
  cost x2 
   
  Exploders 
  Bullets containing explosives to increase the striking 
  energy on the target. Tip Exploders detonate on contact, 
  Base exploders on the bullets base impact slightly 
  inside the target  
  Weapon caliber Damage bonus 
  Light +2 
  Medium +D6 
  Heavy +2D6 
  very heavy +2D6 
   
  Base Exploders  
  These are bullets filled with an explosive compound that 
  is stable to impact, with a detonating charge in the base 
  (usually of a more unstable explosive) When the bullet 
  hits the shockwave travels the length of the bullet to the 
  detonator, allowing the bullet a fraction of a second to 
  penetrate the target. This usually means the bullet either 
  explodes INSIDE the target or lodged into there armour 
  This does not effect weapons damage or penetration 
  until after armour has been taken into account. If the 
  Bullet penetrates, add on the damage bonus to the 
  damage left. Wounds caused are at -1 to stun save on 
  first roll, due to shock. If the wound is to Chest or Head, 
  them also -1 to first Death Save. If the bullet was 
  stopped by armour, add the damage bonus to the 
  bullets total damage when calculating Blunt Trauma and 
  armour damage  
  Cost x3  
  Tip Exploders.  
  Tip exploders have the detonating compound stored 
  right in the bullets tip, so that it's the first part of the 
  bullet to come into contact with the target. This means 
  the bullet explodes straight away. These add the 
  damage bonus from the explosion to the weapons 
  damage as soon as it strikes. This helps in armour 
  penetration, but does not give the shock modifiers to 
  saves that a base exploder uses.  
  Cost x3  
   
  Shaped Charge Exploders  
  These are armour piercing charges made to cut open 
  heavy armour. The explosive charge bonus is added to 
  the damage and half the SP of the armour is subtracted 
  from the damage. Any damage that penetrates is 
  halved. If the target is unarmoured, do not halve the 
  damage, as the blast blows the wound open as a deep 
  wound channel  
  Cost x5 
   
  AP-HE Armour Piercing - High Explosive  
  These combine armour piercing and high explosive 
  effects by having the explosive charge fitted into the 
  hollow base of the solid penetrator. This means that the 
  charge is carried deep into the target by the penetrator 
  before it can explode. Vs an Unarmoured target the 
  bullet does half rolled damage plus the explosive bonus. 
  Vs an armoured target the targets SP is halved. Any 
  damage left after armour is halved, then the explosive 
  bonus is added. In either case if the wound is to the 
  head of chest, the target makes there first stun and 
  death saves at -1.  
  cost x6 
   
  HE-AP High Explosive - Armour Piercing  
  These combine high explosive and armour piercing 
  effects by having the armour penetrator surrounded by 
  the explosive material. When the bullet hits the 
  explosive charge detonates, blowing the targets armour 
  open and propelling the penetrator in. Vs Unarmoured 
  Damage is the HE bonus plus half rolled damage. Vs 
  armour The Targets armour is halved, then the HE 
  bonus is subtracted from SP ( as the charge blows it 
  open) If their is any remaining SP, it is subtracted from 
  the rolled damage. Any left over damage is halved. If 
  the SP has been defeated, any left over HE bonus is 
  added to the rolled damage, which is then halved.  
  cost x6 
   
  Fragible AP-HE  
  These are AP penetrators with a HE core and base 
  charge. The round explodes in the body, breaking up 
  the penetrator and scattering its fragments throughout 
  the wound. This makes the round stop in the body, 
  transferring all of its energy rather than shooting through 
  and leaving a narrow wound like most AP rounds. Vs 
  Unarmoured targets Damage is the HE bonus plus the 
  rolled damage. Vs armour The Targets armour is 
  halved, then the HE bonus is subtracted from SP ( as 
  the charge blows it open) If there is any remaining SP, it 
  is subtracted from the rolled damage. If the SP has 
  
   
  been defeated, any left over HE bonus is added to the 
  rolled damage. The main advantage over normal AP-HE 
  is that the damage is not halved  
  Cost x7 
   
  Tandem charge High Explosive rounds.  
  These are both tip and base exploders, holding two 
  small explosive charges. The first charge blows open 
  the wound and the momentum of the bullet carries the 
  second charge into the wound before it explodes. Each 
  charge does HALF the normal explosion damage (Light 
  +1, Medium +D3, Heavy +D6, Very heavy +D6) this is 
  added to the damage when it hits armour and again 
  after it penetrates . (damage+HE)-SP +HE  
  Cost x5 
   
  Tandem Shaped Charge  
  These are armour piercing tandem high explosive 
  rounds. They have the same HE bonus as normal 
  Tandem charge rounds, but they halve SP of armour. 
  As the second charge goes off inside the target, the 
  round does damage +HE minus half SP, and any 
  damage that gets through is halved, then the second HE 
  charge is added. ((damage+HE) -(1/2 SP)) /2 +HE  
  cost x8 
   
  High Explosive Hollowpoints  
  Nicknamed 'cookie cutters' These are hollowpoint 
  rounds with an explosive core in the base that detonates 
  as the round expands. SP is doubled. If the round 
  penetrates, add on the HE extra damage then multiply 
  by 1.5 due to the rapid expansion. If the round doesn't 
  penetrate, add the explosive damage to the damage to 
  calculate blunt trauma.  
  cost x4 
   
  'Rockshot'  
  Conductive plastic slugs with a piezo-electric tip and 
  explosive granules of C12 or higher high explosive 
  embedded. When the bullet hits the piezo electric tip is 
  crushed, releasing an electric signal that detonates the 
  embedded explosives. As the tip is crushed the soft 
  body of the round expands, flattening across the target, 
  creating a shockwave effect when it detonates.  
  Due to the design these carry much more explosive 
  than simple exploders, and are available for heavy and 
  v.hvy calibres only.  
   
  The Round does damage as an explosive bullet (+2D6) 
  but it also has an effect radius of 1/2 a metre doing blast 
  damage equal to half the bullet damage. Against ANY 
  armour (SP 10 or greater) the bullet hits and explodes, 
  doing 1/3 damage rolled to hit location by trauma, OR 
  normal damage -SP, whichever is higher (normal blunt 
  trauma damage is 1/5 but the HESH effect of rockshot 
  causes a greater impact wound) The larger charge also 
  modifies save by -2 not -1 if it penetrates and explodes 
  Direct hits on limbs that cause 8+ damage wreck the 
  limb (Mortal 0 wound) (Hits of over 16+ damage blow 
  the limb CLEAN OFF)  
  Cost x6 
   
  Armour Piercing Rounds 
  Full Metal Jacket  
  These rounds have a stronger metal jacket all around 
  the bullet, holding it together better in penetration than a 
  normal ball round. While this makes it slightly armour 
  piercing, it will still expand in the wound, causing 
  damage similar to a regular ball round.  
  SP of armour is reduced by D6. Damage is as Normal.  
  Cost x 1.5 
   
  Teflon Coated rounds / KTW / 'Cop Killers'  
  These rounds are solid metal with a Teflon coating that 
  prevents them from stripping the rifling off the inside of 
  your gun barrel. The bullet does not expand in the 
  target, so the wounds are not as large as a normal lead 
  round, but a solid metal spike moving at bullet speeds 
  will cut through body armour like a knife through butter. 
  Once in the body the bullet only flips end over end 
  rather than expanding, so the wounds it causes are 
  deep but not wide, and cause less shock (you'll still 
  bleed to death, you'll just not pass out as fast before 
  hand).  
   
  With all of these rounds the gun should be cleaned 
  regularly to remove Teflon traces from the barrel A 
  popular misconception is that the Teflon coating helps in 
  penetration due to reduced friction, but the smooth 
  Teflon layers have been broken up by the barrel rifling, 
  and actually reduce the penetration slightly. The Teflon 
  simply serves to protect the barrel from the bullet.  
  KTW rounds use a solid cartridge brass core under their 
  distinctive green Teflon coating. Other bullets use Steel 
  cores, but all have similar effects.  
  Armours SP is halved. Any damage that penetrates is 
  halved.  
  Cost x3 
   
  Arcanetm Armour Piercing  
  The Arcane round is a French made Armour piercing 
  round, using a high power loading with low gas pressure 
  to propel a solid copper cone nosed slug. Designed to 
  be used in modern automatic pistols and revolvers, the 
  round operates within normal safety limits.  
  Damage +1. Armours SP is halved. Any damage that 
  penetrates is halved.  
  Cost x4 
   
  Hard Core Armour Piercing  
  These Bullets have Steel cores under a copper or 
  gilding metal jacket, allowing them to be fired without 
  damaging the guns rifled barrel. Like all hard core 
  bullets they do not expand in the target, so the resulting 
  wound is only caused by the bullet passing straight 
  through the victim rather than expansion. Most military 
  Rifle calibre's have steel cored rounds.  
  Armour is halved. Damage is halved after armour  
  Cost x 3 
   
   
   
   
   
  
   
  Raufoss PPi Armour Piercing  
  These are solid steel rounds with a non discarding sabot 
  of Brass cast around them. They are designed to 
  penetrate armour at high speeds as they are heavy and 
  sharply pointed, and mated to a high power round. The 
  delivered energy is enough to cripple a human target 
  without expansion, unless the target is armoured 
  enough to slow the bullet (SP 20). They can only be 
  used from high velocity weapons (heavy Calibre rifles or 
  machine guns) and can never be subsonic.  
  Armour is halved. Damage is halved only if the SP of 
  armour is over 20. Heavy calibre or greater (designed 
  for .50 BMG), cannot be subsonic.  
  Cost x 4 
   
  Titanium Rounds  
  The bullet is solid titanium with a teflon jacket. Titanium 
  is almost half the weight of steel, yet has the same 
  strength , so a bullet made of titanium travels a lot faster 
  than a KTW and slows down quicker in the target. This 
  means that the bullet gathers more energy than a steel 
  one, and gives it up to its target quicker Unfortunately it 
  means it also slows a lot faster in normal travel, making 
  it armour piercing only at point blank to medium ranges.  
  Armour is at half Sp if range is medium or less. Any 
  damage that penetrates is as normal. Pen +1  
  Cost x10 
   
  AP-HC / Tungsten Carbide  
  Tungsten carbide is a very heavy and very hard metal, 
  used to make the edges of machine tools used to work 
  steel and other metals. Hard core Bullets using tungsten 
  carbide as a penetrator wrap a jacket of softer metals 
  around it to stop it stripping the rifling from the gun 
  barrel and leave the sharpened tip exposed where it can 
  punch through armour. Like all hard AP bullets it does 
  not expand, so the wound is only from the bullet passing 
  through.  
  Armour SP is one third. Any damage that penetrates is 
  halved.  
  Cost x 15 
   
  Depleted Uranium  
  The Uranium is no longer radioactive (allegedly) but is a 
  hard, very heavy metal, making it perfect as a heavy 
  core penetrator for armour piercing bullets. What's more 
  is that Depleted Uranium is Dynamically self 
  sharpening, so when it hits its tip breaks off into a new 
  sharp point, a perfect armour penetrator. DU rounds can 
  only be used in Very Heavy handguns and Heavy 
  Military calibre rifles (unless custom made for you and 
  your choice of gun). Recent tests seem to show that the 
  dust from combustion of Depleted Uranium may 
  become radioactive again, so wear a dust mask when 
  using these rounds. Radioactive dust may contaminate 
  the firer, the point of impact and along the line of flight, 
  so be careful. The Depleted Uranium is pyrotic and may 
  ignite upon impact / penetration of Steel plate at high 
  velocity. ( fired from an express rifle or cannon only, 
  hitting heavy armour sp40+, does an extra D3 burn 
  damage a turn for D6+1 turns). Unfortunately, getting 
  DU rounds is very hard, although rumours of Army 
  snipers with DU rounds for 'special use' pop up from 
  time to time.  
  Damage +D6 (pistols), +2D6 (rifles). Armour is at one 
  quarter. Damage after armour is halved.  
  DU cost x 150 and up (more if custom made) 
   
  Dominator Overpenetratorstm  
  These rounds are designed to penetrate cover with little 
  tumbling, allowing stable 'shoot through'. They Halve 
  armour like normal Armour piercing rounds. Any 
  damage that gets through to the target is halved. 
  Against cover, if they penetrate half its SP they pass 
  straight through and keep on going straight, loosing D6 
  from there damage. If they hit someone wearing armour 
  and penetrate, they will pass through the victim. Reduce 
  damage by D6 and roll to penetrate half the victims 
  armour on that location , as the bullet passes out the 
  other side of the body and hits the inside of the armour. 
  If it penetrates it passes out, loosing D6 damage and 
  carries on.  
  Cost x5 
   
  Flechette Rounds 
  Flechette Package  
  This round contains a pack of several flechette darts, 
  which makes the gun into a small shotgun. At point 
  blank range the flechettes hit as a group, all on the 
  same location doing half the normal rounds damage 
  with Pen A. At longer ranges, treat as an automatic fire 
  burst of rounds. Each hit does 1 point of damage. Pen 
  0. 
  Light: 3 flechettes, D3 
  Medium: 5 flechettes, D4 
  Heavy: 7 flechettes, D6 
  Very Heavy: 8 flechettes, D6 
  These are usually used to deliver poisons or burst seals. 
  On Automatic fire these rounds can cause mathematical 
  nightmares. Firing 10 rounds from a heavy SMG puts 70 
  flechettes toward your target. Calculate the normal 
  bonus for autofire using the total flechettes (+1 to hit per 
  10 rds) For every point over the target number roll the 
  die noted above to see how many flechtettes hit  
  cost x 1.5 
   
  Single Flechette Rounds./ APDS  
  These contain a single sabotted flechette, which is fired 
  like a normal bullet. When the round leaves the gun the 
  sabot falls away allowing the flechette to fly free at very 
  high speeds. The Flechette is Armour Piercing (half Sp) 
  and bends when it enters the target, 'fishhooking' and 
  twisting. The wounds caused are punctures and tears 
  rather than the 'wound channel' of removed flesh that 
  normal bullets leave behind. They usually pass through 
  the victim, exiting at an angle. At point blank range, the 
  sabots have enough energy to cause D6 damage.  
  Armour is halved. Damage after armour is at 2/3 normal  
  Cost x3 
   
   
   
   
   
  
   
  Fragmentation Flechettes  
  These are pre-stressed to break up as they 'fishhook', 
  breaking into several smaller pieces that slow down 
  faster, transferring more energy to the victim and 
  stopping the flechette in the body (in pieces).  
  Armour is at 1/2 SP. Damage after armour is as normal.  
  Cost x 4  
   
  Armour Peircing flechettes  
  These are heavy flechettes of high density alloys that do 
  not bend or deform in the target. They will pass straight 
  through the target without any deviation or fishhooking  
  Armour is One quarter. Damage after armour is halved  
  Cost x 5 
   
  High Explosive Flechettes  
  These have a thread of high explosive inside the body 
  of the flechette that detonates when it hits, breaking it 
  up inside the target. This causes similar effects to the 
  fragmentation flechettes, as the remains of the flechette 
  stay in the body.  
  Armour is halved. Damage after armour is +2 (small 
  explosive bullet)  
  Cost x 4 
   
  Poisoned Flechettes  
  These are light flechettes designed to break up and 
  deliver a toxin into the body of the victim. Dosed with 
  poisoned to make even minor wounds lethal, these are 
  cheap 'quick kill' weapons. Toxin types: use any of the 
  toxins from FNFF / CP2020 rulebook  
  Armour is at half SP. Damage that penetrates is halved  
  Cost x 3 + toxin 
   
  AP-HE flechettes  
  These combine a Heavy penetrating dart with a 
  explosive thread that ruptures the body of the flechette 
  in the target, breaking it up and stopping it in the targets 
  body.  
  Armour is at one quarter. Damage after armour is as 
  normal +2 from the HE round  
  Cost x 7 
   
  Dual Purpose Rounds 
  These are rounds specially designed to have both 
  Armour piercing and enhanced wounding effects.  
   
  Dual Purpose  
  These have a light Tungsten Carbide rod in a soft lead 
  jacket. When the jacket hits it expands like a 
  hollowpoint, but if it hits armour the jacket is stopped 
  and the penetrator rod slides free, acting like an armour 
  piercing round.  
  Vs Armour: Sp is halved, damage is halved after armour  
  Vs an unarmoured target: Damage is x 1.5  
  Cost x 4 
   
  Hydroshock  
  These have a wad cutter shaped lead jacket around a 
  steel pin. The jacket expands as a wad cuttter, and the 
  pin allows some Armour piercing ability. To use Hydro 
  shock rounds a gun needs custom Porting (150 euro) or 
  its reliability drops one class.  
  Vs armour: SP is halved, damage is halved after armour  
  Vs unarmoured target: Damage is x 1.75  
  Cost x5 
   
  Black Talons  
  These are steel cored rounds with tapered hollow tips. 
  The round is coloured black with a reduced friction 
  coating.  
  Vs Armour: Either counts as armour piercing ( SP 
  halved , damage after armour halved) Or as a normal 
  round with some hollow point character ( full Sp, 
  damage after armour x 1.25) whichever does the most 
  damage  
  Without armour: the bullet expands as a hollow point 
  round (damage x1.5)  
  Cost x5 
   
  Multiform SoftKilltm Memory Projectiles  
  Memory Expander Flechettes. These are State Of The 
  Art ballistic examples of the wonders of memory metals 
  When fired they are high density armour piercing 
  flechettes, but fractions of a second after a high power 
  impact they flatten out to heavy discs the size of 
  saucers. Needless to say, this expansion occurs as the 
  bullet is passing through the body, causing massive 
  injury.  
  Armour is one quarter, Damage after armour is x 1.5  
  Cost x 10 
   
  Armour Peircing Incenduary API  
  These have an incendiary filler and a penetrator core, 
  and are designed to be used against armoured vehicles 
  (the AP takes the incendiary inside the armour to ignite 
  fuel or ammunition).  
  Armour is halved. Damage after armour is halved. 
  Incendiaries do D3 burn damage for the next D6 turns  
  cost x4 
   
  Glass And Steel  
  The round has a central Steel pin with a spun glass 
  coating. If it hits armour the glass is stripped off, leaving 
  a steel penetrator rod. In a Soft target the spun glass 
  shreds, starting the round tumbling.  
  Vs Armour: Sp is halved, Damage after armour is 
  halved  
  Vs Unarmoured: Damage is multiplied by D4 / 2  
  Cost x3 
   
  Advanced Energy Transfer (AET) 
  Glaser Safety Slug  
  These look like Blue pencil erasers, big fat plastic 
  coated bullets. The glaser slug is a copper cup filled 
  with liquid teflon and lead shot, sealed with a plastic 
  cap. As the projectile is light it travels very fast, 
  accelerating quickly, and decelerating very quickly when 
  it hits something and when it hits the cup ruptures and 
  the contents spill out and expand in a spherical shape. 
  This allows almost perfect energy transfer and massive 
  shock and wounds. Unfortunately, this also means the 
  bullet is so light it can't penetrate any armour, and even 
  heavy clothes or a wallet can stop it. (even an 
  
   
  unarmoured target gets a DIFFICULT (20) luck roll to 
  take trauma only) This also means it can't ricochet or 
  shoot through any target, making it a 'Safe' round to use 
  in hostage situations or inside buildings.  
  Cannot Penetrate any SP greater than 5. Damage x1 vs 
  targets with SP 4 or less. Damage x2 against 
  unarmoured targets. Against unarmoured targets all 
  Wounds are -2 to saves (stun and death)  
  Cost x 20 
   
  Black Top Glaser Safety slug  
  This is the almost Mythical 'Armour Piercing Glaser' 
  round that the Military are rumoured to have. It can 
  defeat light Kevlar, interior doors, clothes and other light 
  armour. It also acts just like the normal 'Blue Top' 
  Glasers in all other ways, making it very lethal.  
  Cannot Penetrate SP 15 or higher, halves lighter 
  armour, Damage x2, All wounds are -2 to saves  
  Cost Unknown (x30+? gm call) 
   
  SPLAT  
  S ynthetic PL astic A mmunition for T raining. This was 
  first used as a low lead bullet for target range use, but 
  its lead dust and polymer mix composition makes it 
  break up in targets. this makes it ideal for stopping 
  people.  
  Damage +D6+1 vs soft armour and unarmoured targets. 
  Damage -D6 vs hard armour. Cannot penetrate SP20 or 
  higher, whatever rolled  
  Cost as normal. 
   
  ThunderZapstm  
  These are plastic composite hollow point rounds, similar 
  to the S Pl A T rounds. Even worse against armour than 
  normal hollow points, they are lethal against 
  unarmoured targets.  
  Armour SP is doubled. Damage +D6 vs unarmoured 
  targets. Damage after armour is x 1.5  
  Cost x3 
   
  THV  
  'Tres Haute Vites'. This bullet uses a revolutionary 
  'reverse Ogive' design, as the bullet actually curves 
  inward. It looks like a fat drawing pin that curves out 
  wider down the bullet, but the shape reflects the shock 
  waves of the impact away from the bullet at 90 degrees 
  to the impact. This literally tears the target apart with the 
  shockwave, which is equivalent to a bullet two and a 
  half times the THV's diameter moving at the same 
  speed. The Round is Armour Piercing, as the impact 
  pushes the armour apart, and the damage is high. The 
  bullet slows rapidly after impact so it will not shoot 
  through a human target. If used to shoot through cover, 
  it looses all special effects and acts as a normal round.  
  Armour is at half SP, Damage is x 2 after armour  
  Cost x8 
   
  GECO Plastic  
  The GECO round is hollow through out its length, with a 
  plastic centre pin that falls free after firing. This causes 
  the bullet to tumble in the wound, spinning off at random 
  angles. This causes a lot of tearing and it is possible for 
  the bullet to travel the length of the target before exiting 
  the body. Of course it is possible for the bullet to go into 
  the body and then swerve off to one side and exit 
  leaving only a minor wound as it doesn't expand.  
  Roll D4 divided by Two. (range 1/2, 1, 1.5, 2), If x1/2 x1 
  or x1.5 Multiply damage by this number. if a four is 
  rolled, the bullet passed into the next location on the 
  body, (equal chance of each) doing normal damage 
  again.( ie double damage).  
  Cost x 2 
   
  Equialloy  
  These are long aluminium bullets coated in plastic, 
  designed to be used in revolvers. They are very high 
  speed rounds but light so they slow quickly in a target. 
  They cannot pierce SP20 or higher, or thick cover like 
  walls (they were designed to be used inside Air-planes 
  in hostage situations).  
  When rolling damage, reroll 1's and 2's .Each die can 
  only be rerolled once, so the second roll must be taken. 
  If target is wearing armour, only 1's can be rerolled  
  Cost x2 
   
  Technically Non-Lethal 
  Jelly rounds / Gel Rounds  
  These are plastic sacs of inert Gel that flatten on impact, 
  delivering a nasty stinging wound but little tissue 
  damage. Intended for crowd control, they hurt but do no 
  lasting damage apart from some nasty bruising. 
  'Accidental' overuse has shown that at close range, on 
  full auto they can injure or even kill a target from trauma 
  alone.  
  Damage is halved, Each bullet does only 1 point of real 
  damage, the rest is stun only. Jelly rounds are not much 
  use against armour. Soft armour lets the trauma through 
  (as stun only damage) and hard armour ignores 
  damage totally. Pen 0  
  Cost x1 
   
  Ceramic Safety Rounds  
  These rounds are low powered, brittle and weak, 
  designed to break up on impact with anything hard. 
  They do 1/4 damage to Hard targets (Sp x3) and full 
  damage to soft targets (like flesh). They are designed to 
  be used in a situation where collateral damage is more 
  dangerous than the enemy, ie inside Orbital Habitats, in 
  Underwater domes, in Industrial plants or Oil Refineries.  
  SP x3, Damage as normal  
  Cost x1.5 
   
  Tazer Darts  
  Low velocity capacitor packages, these are fired like 
  normal bullets, but with half normal range, and they are 
  so low power they cannot work the action of a gas-auto 
  weapon, (they have to be manually chambered and 
  fired, making any gas auto weapon single shot ROF1). 
  The Bullet itself is a highly charged capacitor, and the 
  leading edge of the bullet is covered in conductive 
  cushioning gel. When it hits, the capacitor is discharged, 
  giving the target an incapacitating high voltage shock 
  (like a normal taser). They can shock through SP 5 or 
  less of armour (ignoring skinweave or subdermal 
  
   
  armour) doing a BOD 15 shock. (roll Bod+D10 needing 
  a 15+ or pass out for the amount you miss the roll by in 
  minutes). Range is Long maximum. They are too low 
  powered to be fired to extreme range.  
  The Bullet itself does half damage, of which 1 point is 
  real and the rest is stun only (soft armour stops as 
  trauma, hard armour ignores damage)  
  Cost x3 
   
  Electrostun rounds  
  The tazer darts 'Big Brother', the electrostun round uses 
  a higher power capacitor core and a higher power 
  round, making it as long ranged and deadly as a normal 
  bullet. The bullet itself is lighter than a normal lead 
  round, so it does less tissue damage and is not as 
  useful in penetrating armour.  
  Armour SP x 1.5, Damage that penetrates is halved, 
  The Shock itself will pass through Sp 8 or less, doing a 
  BOD 20 shock . . (roll Bod+D10 needing a 20+ or pass 
  out for the amount you miss the roll by in minutes )  
  Cost x 5 
   
  Tracers and Incendiaries 
  Tracers  
  These have a small incendiary in the base of the bullet 
  that ignites when fired leaving a glowing trail from gun 
  muzzle to point of impact. They allow for accurate auto 
  fire. When firing on fully automatic with tracer ammo, roll 
  the skill roll twice and take the best roll. On the second 
  roll, count the burst as HALF the size it is, as some of 
  the bullets have already left the gun. The drawback with 
  tracers is that they show the enemy where you are.  
  Damage as a normal round  
  Cost x 1.5 
   
  Delayed ignition tracers  
  These have a delay time between firing and the tracer 
  compound igniting, allowing you to remain hidden from 
  attackers. The delay gives you several meters of dead 
  space, so although anyone can tell your general area, 
  your exact position is not immediately obvious. When 
  firing on fully automatic with tracer ammo, roll the skill 
  roll Twice and take the best roll. On the second roll, 
  count the burst as HALF the size it is, as some of the 
  bullets have already left the gun.  
  Damage is as normal. At close range or nearer, the 
  tracer has not ignited and so there is no bonus effect  
  cost x 2  
   
  Dim Tracers  
  These have reduced signature tracer elements, leaving 
  only a faint trail in the air to normal sight. On night vision 
  goggles, either IR or Low-lite, they appear as normal 
  tracers. No bonus on normal sight, As normal tracers for 
  Night vision , IR or low-lite  
  Cost x2 
   
  Delayed Ignition Dim Tracers  
  All the effects of a delayed ignition tracer but only if 
  used with night vision goggles/sight  
  Cost x 2.5 
   
  Incendiaries  
  These contain a core of incendiary material, designed to 
  ignite anything flammable they impact on. Burn damage 
  is an extra D3 damage a round for the next D6 rounds, 
  Anything flammable will ignite if hit.  
  cost x2 
   
  Others 
  Tumblers  
  These bullets twist in the target, spinning and tearing. 
  they take on unusual curved paths and exit the body 
  from almost anywhere.  
  Multiply tumbler damage by D4/2, giving a range from 
  x1/2 (minor flesh wound) to x2 (moved into nearest 
  location, equal chance for each possible location)  
  Cost x1 
   
  Duplex (Rifle only)  
  These pack two projectiles into one round, firing them 
  both at once. This puts twice the bullets towards the 
  target, greatly increasing the chance of a hit. Of course 
  the bullets are smaller and have less propellant behind 
  them, so there is a little loss of power . It is possible to 
  use Duplex with other ammunition types, for example 
  AP-Duplex, or Duplex HE. The smaller bullet size 
  means that any special effects are taken as if the bullet 
  calibre were one class less, so a medium calibre (ie 
  5.56) HE-Duplex would have two Light calibre HE 
  effects.  
  Single Shot: +1 to hit, D6/3 hits  
  3RD Burst: +2 to hit, 2D3 hits  
  Full Auto: +1 to hit, counts as Twice ROF bullets fired 
  and each point over the target number hits with TWO 
  rounds.  
  Each Bullet Does D6 less Damage (minimum damage 
  of D6)  
  Cost x 3 
   
  Triplex (Rifle only)  
  This packs THREE bullets into each round of 
  ammunition, taking the duplex idea a step further. Even 
  lighter bullets, these convert a single shot into a three 
  round burst, and make full automatic fire a nightmare of 
  flying lead.  
  Single Shot: +2 to hit, D6/2 hits  
  3rd Burst: +3 to hit, 3D3 hits  
  Full Auto: +2 to hit, Counts as THREE times ROF 
  bullets fired and each point over target number is TWO 
  bullets hit (yes, two. its not THAT accurate)  
  Each Bullet Does 2D6 less Damage (minimum damage 
  of D6)  
  Cost x 5 
   
  Magnum Round  
  This uses a longer round to push the bigger, heavier 
  bullet at high speeds, making a high power round.  
  Damage +D6, The Gun must be custom made to take 
  the barrel pressures (Examples. .357 magnum .44 
  magnum .408TAC and .50Magnum)  
  Cost x2 
   
   
  
   
  Olin Rhino Pre-stressed  
  Pre-stressed spun Titanium Steel rounds. The bullet has 
  been pre-stressed so it is brittle, splintering into tiny 
  metal fragments the size of hairs. In the body these 
  creep and tear through flesh causing massive tissue 
  damage. The day after a wound in the arm, the whole 
  limb will be a mass of purple, ruptured and livid flesh.  
  Wound advances +1 Level an hour even after 
  stabilisation until flesh amputated / medtech 20 and D6 
  hours of delicate surgery to remove the fragments. 
  (target has to be restabilised every time the wounds 
  advance)  
  Armour is x2, Damage is x 1.5 as the round breaks up 
  and expands in the wound  
  Cost x 6 
   
  Phosphiric Acid Rounds  
  These have a core of crystalline phosphoric acid, which 
  dissolves in the wound and causes extreme pain and 
  burning sensations to the victim. The Bullets are fragile 
  and poor against armour (sp x1.5) If the bullet wounds 
  the target takes a second stun only wound at save -3 to 
  represent the pain (pain editors will automatically cut 
  this out ) Burning sensation drops to -2 and then -1 after 
  time as acid is used up. (D6 minutes)  
  cost x 4 
   
  High Density Ceramic Rounds  
  These are plastic cased rounds with a plastic/ceramic 
  bullet. They have the same ballistic profile as a standard 
  lead round, but will not show up on metal detectors and 
  the casing is invisible to X-rays  
  Cost x 3 (to combine with other specialist round types , 
  round cost x 4) 
   
  Survival Rounds  
  These are designed to allow military weapons , 
  especially rifles, to be used for hunting small game. If 
  you were to use a standard ball round the animal would 
  be shredded by the impact. Instead, the survival round 
  uses a standard case loaded with a number of small 
  shot. When fired the shot is propelled down the barrel, 
  spreading out at the muzzle. The barrel rifling causes 
  the shot to spread rapidly and quite unevenly, giving the 
  loading a -1 To Hit modifier. Each round becomes a 
  Burst of pellets, each of which does 1 pt of damage. 
  Each round holds 2 plus (the weapons minimum 
  damage) in pellets. Treat each shot like an auto-fire 
  burst , so each point over the base difficulty is one extra 
  pellet that hits. A single pellet hit should disable or kill 
  small game like rabbits or birds.  
  Cost x 1  
   
  Non Aerodynamic  
  These are flat ended rounds with plastic points fitted 
  onto them. When fired the plastic falls away and the 
  round becomes aerodynamically unstable, having only 
  half the normal range. They are used on rifle ranges 
  where a bullet that misses could shoot off the range and 
  injure someone. Using non aerodynamic rounds and a 
  wall of sandbags , these ranges become safe.  
  Cost x 1  
  Reduced Friction Coatings  
  These bullet coatings allow the bullet to loose a 
  minimum of energy to friction in the barrel, and so are 
  as energy efficient as possible. The bullet leaves the 
  barrel at high speed.  
  Re-roll one of the damage dice if it comes up a ONE  
  Cost x 1.5 
   
  Plastique  
  Instead of using a fast burning powder or propellant, it is 
  possible to use a weak high explosive as a propellant. 
  The low power plastic explosive used in Plastique 
  rounds generates a very high barrel pressure, so the 
  gun has to be purpose made to take the sudden 
  increases in pressure ( These rounds are usually of 
  unusual calibre, marked different colours or over long to 
  prevent then being loaded and used in weaker guns, 
  which may explode).  
  Damage +D6  
  Cost x2 
   
  +Power, Plus Power, +P  
  'Plus power' rounds are specially loaded rounds, with 
  more propellant than usual loaded into a normal casing. 
  They are made to deliver as much energy as possible to 
  the bullet, getting the best performance from the calibre.  
  Damage +1  
  Cost x 1.5 
   
  Monowire trailers  
  These bullets have a series of short lengths of 
  monowire fixed to the base using diamondoid ceramic 
  beads. The other length of the 12" monoline has a 
  similar bead on it . They unravel in flight, trailing due to 
  the drag of the end beads. They have no effect on the 
  penetration of the round, but the trailing lines have their 
  effect as the bullet is either stopping on the armour or 
  passing through the victim. If it stops on armour, the 
  lines whip round, tangling the victims limbs. Victim rolls 
  Luck, difficulty 15. Pass and the round pulls free. Fail 
  and it catches on another random location (D10). Every 
  action taken while tangled pulls the wire deeper in. Roll 
  D6 each action, and once the total is over the SP it 
  starts cutting up the target for D6 per action.  
  If it passes into the victim, the dragging wires slash out 
  a wider wound channel, adding D10 to the weapons 
  damage. If the round can't pass out of the victim, the 
  wires stay in the wound, waiting to slash the fingers of a 
  waiting medtech  
  Cost x 10 
   
  Crawler Flechette Packages  
  This round contains a pack of several flechette darts, 
  which makes the gun into a small shotgun. At point 
  blank range the flechettes hit as a group, all on the 
  same location doing half the normal rounds damage At 
  longer ranges, treat as an automatic fire burst of rounds. 
  Each hit does 1 point of damage. (calculate hits as the 
  Flechette Package above). These are flechettes with 
  microfine barbs, made of pressure responsive plastic. 
  When it hits it penetrates but stops quickly in the body. 
  Once the flechette is lodged in flesh it 'creeps' forward in 
  
   
  the wound, as the muscle tenses it is pushed forward, 
  but as the muscle relaxes the barbs dig in, holding the 
  flechette in place. As the barbs are softer on the side of 
  higher pressure, the flechette will turn towards the high 
  pressure areas. This ensures that the flechette will 
  eventually puncture an Artery or the Heart itself. Death 
  is almost inevitable without skilled medical help, as the 
  flechette is usually constructed of x-ray transparent 
  plastics with the same density as muscle. A Luck roll 
  could help. Make a 30 and it just crawls out of your 
  body. No more damage. Make a 25 and it'll become 
  stuck in the tissue (but will resume crawling if that 
  location is ever injured). If you only make a 20, double 
  all your survival times. If you don't make a 20, you're 
  dead meat. The rupturing and haemorrhaging will kill 
  you. If you don't make the luck rolls, you'll need to know 
  how long you're got to live. If you lie completely still, 
  this'll take time. Haemorrhage occurs within 2D6 
  minutes on a limb, D6 on the torso. If you're running 
  around active, the muscle flexing speeds the crawlers 
  passage. Time is reduced to D3 minutes, whatever 
  location. Head shots with crawlers are the least fatal of 
  all the wounds, taking D6+1 minutes whatever. (the 
  muscles of the head don't flex enough to 'crawl' it fast). 
  Treat the puncture and resulting haemorrhage as a 
  failed Death save. If you can lie totally still, hold your 
  breathe and slow your heart, you could live (a death 
  trance chip will stop the progress of the crawler till it 
  wears off, as will cryogenic suspension). A Medtech 
  would have to follow the crawlers passage through your 
  body and pull them out one by one, Taking D3 minutes 
  and a Average roll (if they can make a Very Difficult roll, 
  it takes only half the time).  
  Cost x 20 
   
  Mono-blades a.k.a. Black Razors  
  These are ceramic bladed tipped rounds, with a 
  supported mono-edge. The mono-edge slices open the 
  target and opens a path for the larger bullet to follow.  
  Sp of soft armour is halved, Sp of hard armour is as 
  normal, Damage is as normal, Damage is Doubled on a 
  critical (a roll of 10)  
  Cost x 4 
   
  Case Telescoped ammo  
  This ammo looks like a short length of plastic tubing. 
  The bullet, propellant and primer are all contained inside 
  the plastic case, which is reinforced to take the pressure 
  and heat of firing. The round can be simply pulled level 
  with the barrel and fired without the need for 
  chambering, loading, pushing or pulling the round into 
  the barrel itself. The heavy case acts as a chamber of 
  its own. The case is then ejected, taking with it a lot of 
  the heat of firing, allowing the gun to use a lightweight 
  ceramic or composite surround.  
   
   
  Electroplulse Ammunition  
  EP rounds have a superconductor coil inside the 
  jackets, pumped up to huge voltages. When they impact 
  the coil is discharged into the target, producing a huge 
  voltage pulse and virtually plasmarising it. Damage as a 
  Normal round from impact, penetration and other 
  ballistic effects.  
  Added to this is the Pulse Effect,  
  Light, +D10 dmg, Str 20  
  Medium, +2D10, Str 24  
  Heavy, +3D10, Str 27  
  V.Heavy, +4D10, Str 30  
  Damage is added to the bullets, and the shock effect is 
  calculated once damage is totalled. The target must 
  make a BOD roll, target of the Shock value, or pass out 
  for a number of minutes equal to the amount they fail 
  the roll by, and taking the same amount as damage.  
  All Cyberware in the victim will shut down from the 
  shock, taking D6 minutes to reboot (or an Easy 
  cybertech roll)  
  All flammable materials nearby are ignited by the pulse.  
  Electropulse ammo is shipped and sold uncharged, and 
  takes 24 hours plugged into the mains via a special 
  charger (cost 500, holds 6 rounds) to fully charge  
  A misfire with this ammo causes it to pulse in the barrel, 
  setting off all the other ammo and blowing the gun and 
  the users hand to plasma. Damage to the arm is the 
  same as a Normal rounds Bonus, plus D10 for extra EP 
  round in the clip.  
  Cost x 50 
   
  Simunitiontm  
  Used in live fire wargames exercises, these rounds are 
  composed of soft coloured wax under a plastic coating. 
  When fired they hit with a nasty sting, bursting to reveal 
  the marker colour (red, green, yellow or blue) and 
  raising a nasty welt. Damage is mostly Stun only. One 
  point of real damage is dealt , plus one for every SIX 
  rolled on the damage dice, the rest is only stun. Stun 
  damage recovers at the rate of one wound level per 
  minute.  
   
  Raufross multi-purpose for .50 HMG  
  This is a light HE round with an Armour Piercing core. 
  The HE filler is loaded for incendiary effects and a 
  fragmentation sleeve is fitted around the bursting 
  charge. On impact with the target the charge is 
  exploded, the penetrator slides free of the round and 
  punches through the site of the explosion, as the 
  incendiary and fragments effect anyone nearby.  
  Weapon damage is +D6 due to the HE, and SP is 
  halved due to the AP effect. The Incendiary ignites the 
  target and anyone in 1 Metre of the point of impact for 
  D3 burn damage (for 2 rounds, more if flammable), and 
  anyone nearby is in the fragmentation area  
  0-1m D3 hits 2-3m is D3-1 3-5m is D3-2 hits.  
  Each hit does D4 damage to a random location 
   
   
   
   
  
   
   
   
  straight from the minds of the 
   
  Flipper Is Dead - The UK Cyberpunk Thinktank 
  Shotgun Ammunition Types 
  Hardwired method Each pellet fired does D10 damage, and the shot is treated as burst fire. So each point you roll over 
  the To Hit number puts another pellet into your target (at close range all the hits are to one location) 
  For CP 2020, the shot is treated as a single hit, with damage dropping off over range. Use whichever system you like, as 
  these rules work with Both 
  NB this system is set up for 12 gauge (18mm) shotguns. Other gauges of shotgun will be covered later (.410, 20g, 12g, 
  10g) 
   
  Shot 
  Standard 00 Shot  
  Little lead balls, usually 8 '00' buckshot in each cartridge. They 
  each have energies similar to a 9mm round, but they will strike 
  the target together (especially at close range). at point blank 
  range they strike as one, causing horrible damage. Under 
  normal choke, shot spreads about 1" per yard travelled. 
  (approx.) To account for this in CP2020, all damage from shot 
  at close range is doubled. (yes I know that this does 8D6 to an 
  unarmoured victim, which is straight to mortal 1, but hey, these 
  things are deadly).  
  Of course, as each pellet only has the energy of a 9mm, 
  almost any 2020 armour will stop a shotgun blast.  
  Armour Sp is doubled against shot.  
   
  00 buck  
  D10 each, pen A , 8 per round  
  4D6 damage, doubled at PB, Armour Sp x2 [drops to 3d6 and 
  2d6]  
  range 50m  
   
  000 buck  
  D6 each, pen A, 10 per round  
  4d6, doubled at PB, armour Sp x2 [drops to 2d6+2 and d6+1]  
  range 50m 
   
  Tracer shot  
  This has a tracer in the middle of the shot, allowing more 
  accurate autofire (as normal tracer ammo) and doing an 
  additional d6/2 each turn from burns if the tracer pellet hits 
  (1/8 chance for 00, 1 in 10 for 000)  
   
  Plastic shot  
  Used in riot control, and orbital facilities with weak walls. The 
  damage is the same, but its even worse against armour and 
  the damage drops off a lot faster over range. damage as 
  normal, but half all ranges Armours SP is x3 (PEN 0)  
   
  Tungsten shot  
  Tungsten is quite a heavy element, and tungsten carbide is 
  very hard, (it's used for the edges on lathe tools and the 
  penetrators in AP rounds). TC pellets hold kinetic energy 
  longer, penetrate armour better and do more damage. Armour 
  is not Doubled against TC shot (PEN B)  
  Flechettes  
  Flechettes are fin or drag stabilised darts that do not deform 
  on impact with the target. instead they knife straight through, 
  bending in soft tissue into fishhooks that travel through flesh 
  tearing open horrid wounds. The flechette load does the same 
  damage as normal shot, but counts as Armour piercing (1/2 
  sp, 1/2 damage that penetrates) at up to medium range. After 
  that, treat damage as normal (PEN C at medium, B at long)  
   
  SHOT Loading 
  Layer loaded  
  By layering the shot in the shell with cardboard spacers, the 
  rate of dispersal can be reduced. This keeps the cloud of shot 
  together . If the shotgun hits with one pellet , then this layering 
  means that a second pellet will automatically hit a random 
  location before your score is compared with the TN to see how 
  many other hits are scored.  
  Cost as normal 
   
  Cross loaded  
  This has the shot spaced by cardboard spacers into four 
  vertical columns. The cross shaped divider makes the shot 
  spread more rapidly than usual. If used at Medium range of 
  better, this expansion give a better chance of hitting at least 
  once, giving a +1 to hit bonus. This bonus is ignored once one 
  pellet hits, so it doesn't effect the chances of multiple hits  
  Cost as normal 
   
  Magnetic  
  Well, I'm not sure about this, but in theory, using magnetic 
  steel shot should keep all of the shot together until they hit. All 
  the pellets that hit will hit the same location at the same time. 
  Usable only with normal shot. At Point Blank, Close and 
  Medium ranges all the pellets hit the same location, At long 
  and extreme range they spread out like normal shot.  
  Cost x2 
   
   
  ShotGun Slugs 
  Instead of firing several pellets, shotguns can be used like 
  18mm cannon to fire single rounds.  
   
  Slug  
  Large lead slugs fired from a smoothbore shotgun do not have 
  the range or accuracy of rifle rounds, but they do have about 
  the same energy as a 7.62 round  
  Damage 6d6, range 50m, PEN C 
   
  Rifled slugs  
  These are spun in the barrel to give them a straighter line of 
  fire, allowing longer ranged accurate shots.  
  Damage 6d6, range 100m PEN C 
   
  Armour piercing  
  Usually a slug with a tungsten carbide rod as a penetrator, 
  these slugs can penetrate the side armour of APC's and 
  shatter cars engine blocks.  
  Damage 6D6, Armour Sp halved, range 50m PEN E 
   
   
   
   
  
   
  Ball bearing  
  Instead of a lead slug, ball bearing rounds use a large steel 
  ball-bearing  
  Damage 5D6, range 30m PEN C 
   
  Hatton  
  The Hatton round is a high powered slug used as a door 
  breaker by SWAT and special forces.  
  Damage 7D6, range 10m PEN D 
   
  Rubber ball  
  These are 'stun' munitions designed for riot control.  
  Below 3m, damage is 1/2 real,1/2 stun. Over 3m, only 1 point 
  is real, the rest is stun only.  
  Damage 5D6, range 25m PEN A at PB 
   
  Brennece (SP) Slug  
  The Brennece slug has the wadding that usually separates the 
  powder from the slug fixed onto the slugs base by an axial 
  screw. This makes the slug effectively longer, heavier and 
  more stable in flight without having to add anymore mass to 
  the round. The wadding in most rounds just falls away and is 
  wasted.  
  Damage +2, Can be added to any impact slug, (not the 
  grenades)  
  Cost x1.5 
  Ninety Cent Special  
  By loading nine Dimes into a round instead of shot, a crude 
  slug can be made. Accuracy isn't amazing, and range is poor, 
  but when it hits the effects are quite nasty. Against armour its 
  penetration is poor, but the trauma it leaves means the target 
  will KNOW they were hit  
  Accuracy -2, SP is doubled, Damage 5D6, Damage drops off 
  as the coins start to spread, 4D6 at long, 3D6 at extreme  
  Cost $0.90 plus weapon smith EASY roll for each slug made 
   
  R.A.P  
  The Rocket Assisted Projectile is a slug with a rocket motor, 
  which ignites just after firing. As it accelerates throughout its 
  flight, it has more energy at longer ranges.  
  Range 50m (PEN B/B/C/C/C from PB to Extreme)  
  4D6+1 PB, Burns for 5 rds  
  5D6 close, burns for 4 rds  
  6D6 medium, burns for 3 rds  
  7D6 long, burns for 2 rds  
  7D6+3 Extreme, burns for 1 round  
  Also does D6/2 burn damage from remaining fuel, for a 
  number of turns based on fuel remaining (see range) 
   
  High Explosive Grenade  
  These are small grenades designed to 'neutralise' cars, 
  rooms, doors etc  
  Target: 5D6 dmg (PEN C), 2m Area 3D6 dmg 
   
  HEAT  
  Small shaped charges that detonate on impact, these 
  grenades have no blast areas, but the shaped charge cuts 
  through armour like a knife.  
  Target Damage 5D6, armour SP x1/4 (PEN F) 
   
  CS ferret-chemical penetrators  
  These are designed to shoot through light cover like interior 
  doors and deliver CS or other gases.  
  Damage Target 3D6 (Pen B) + 2m cloud of gas 
   
  CS canister-chemical impact  
  These are designed to deliver CS or other gases, and they 
  burst on impact with the target.  
  Damage Target 2D6 (Pen A) + 3m cloud of gas 
  Fragmentation  
  These are small fragmentation grenades that detonate on 
  impact, throwing fragnments across an area.  
  Damage Target 5D6, 3m Area 2D6 
   
  Smoke  
  These deliver a cloud of smoke, bursting on impact with a 
  target  
  2D6 dmg (PEN A) +3m cloud of smoke  
   
  Flare / illumination / incendiary  
  These illuminate a 30m area if fired into the air, If fired into a 
  target they do 2D6+2 and burns for d6/2 a round for another 5 
  rounds. 
   
  Dragonsbreathe  
  These are the nastiest shotgun rounds available (both for you, 
  your shotgun and your victim) The shell is loaded with thermite 
  powder, which ignites when fired, producing a jet of fire and 
  molten iron droplets at over 2000 degrees. The heat of firing 
  warps the shotgun barrel, lowering reliability one class and 
  lowering WA by 1 for all other types of munition.  
   
  If used to fire dragons breath rounds several times the 
  shotgun may become dangerous (the more complex the 
  shotgun, the more likely it is to jam or warp)  
  As a rule, dragonsbreathe can only be safely fired from break 
  open shotguns, as all others are prone to malfunction and jam 
  or warp.  
   
  When you fire, the jet of flame spreads out rapidly.  
  Basic range is 5m. (The jet is 1m wide at this range)  
   
  Damage is 2D6 per location per round  
  At PB, you hit ONE location D6/2 times and yourself once (Av 
  luck roll to avoid the backwash)  
   
  Using Dragonsbreathe at point blank range is BAD as the 
  flame can hit the target, rebound and wash back over you, 
  doing damage as if you were at close range.  
  At CLOSE range, roll two locations. You hit both of these 
  locations and Every Location between (use the numbers as a 
  guide- so a roll of 2 and 7 will hit 2-4 Torso plus 5 R arm plus 6 
  L arm plus 7 leg, for a total of four locations covered)  
   
  Armour Sp takes the damage as armour damage straight of its 
  Sp.  
   
  Skinweave and internal armour do precious little, having only 
  HALF its normal SP, and taking damage half to internal 
  armour/half to victim.  
   
  The Damage lasts for D6+1 rounds at close, D6 at medium 
  and D6/3 at long range.  
   
  When on fire its a very difficult (25) Cool roll to act normally 
  (20 if you are trying to put out the flame)  
   
  HIGH VELOCITY PLASMA SHOTGUN ROUNDS 
  These are State of the Art anti armour/anti borg rounds quite 
  capable of killing light tanks or Dragoons. The 18mm shell is 
  composed of a very high density ceramic casing containing six 
  superconductor loops and a seventh smaller loop, all pumped 
  to very high voltages. A central hollow runs the length of the 
  tube, a small funnelled opening at the front and a wide cone 
  opening at the back. The centre of the tube is a spherical 
  chamber lined with a highly refractory alloy. Four Invar rods 
  with sharp barbs run the length of the casing, resting on the 
  superconductor loops with non conductive knife edges.  
  
   
   
  The Seventh loop is held away from the spherical chambers 
  refactory lining by a plastic rod that passes the length of the 
  central chamber.  
   
  When fired, the plastic rod falls away at PB range, arming the 
  slug.  
   
  The seventh loop discharges into the chamber lining, 
  superheating it. The air passing down the central hollow is 
  heated and expelled from the wide cone in the base. this acts 
  as a simple ramjet, accelerating the slug at high speed.  
   
  If the round strikes a target the sudden shock throws the 
  INVAR rods forward, breaking the six main loops and 
  discharging them into the ceramic body. This is powerful 
  enough to plasmarise the body and electrify the target. If the 
  round reaches a Pre-set distance without impact, the 
  expansion of the body will pull the invar rods back onto the 
  coils and plasmarise the round in mid air. The resulting Bolt of 
  plasma will loose coherency as it travels.  
   
  Damage 
  Point Blank  
  Impact does 6D6 damage. The plastic safety bar has not 
  come free, so the round is not armed. The slug may pass 
  through the target and arm later if it beats the targets SP, or it 
  may lodge and go off on a later round (luck 15 each round 
  target moves- fail and the slug does damage as close range)  
   
  Close Range  
  The round is accelerating. Slug damage 7D6  
  On impact, the round plasmarises.  
   
  Damage is 4D10 +4 from the plasma, ignoring soft armour and 
  quartering hard. armour takes the damage its location receives 
  off its SP.  
   
  NB treat the slug 7D6 and the Plasma 4D10+4 as a Single 
  strike for the purpose of armour penetration, so only armour 
  left after the slug impact can oppose the plasma (this 
  represents the slug digging into the target) The Shock does 
  BODY 30 damage. roll Body +D10. If you get 30 or better, the 
  shock has no effect. any less and you take D6 + amount failed 
  the roll by in burn damage and are unconscious for minutes 
  equal to the amount the roll was missed by Powered Armour 
  and Full Borgs don't take shock damage like normal  
  Powered Armour always shuts down for D6 minutes as the 
  Breakers are triggered and the Pilot takes the Body 30 shock, 
  plus half the damage that penetrated the SP  
  Full Borgs shut down for D6 minutes and the shock can cripple 
  the biopod that the brain and spinal cord are stored in. If the 
  shell hits the location the Biopod is in, borg looses D6 from Int 
  and Ref. Int damage is brain damage, and if INT drops to 0 the 
  victim is brain dead. Ref damage is hardware damage and can 
  be repaired.  
   
  Medium range  
  The round is still accelerating. Slug damage is now 8D6  
  On impact, the round plasmarises. Damage is 4D10 +4 from 
  the plasma, ignoring soft armour and quartering hard Armour . 
  Armour takes the damage its location receives off its SP.  
   
  NB treat the slug 8D6 and the Plasma 4D10+4 as a Single 
  strike for the purpose of armour penetration, so only armour 
  left after the slug impact can oppose the plasma (this 
  represents the slug digging into the target)  
  The Shock damage is the same as for close range.  
   
  LONG range  
  The shell will plasmarise at the start of long range.  
  The Bolt of plasma does 4D10+4 damage to anything it 
  strikes, ignoring soft armour and quartering hard armour. The 
  armour takes the full damage as armour damage to its SP  
   
  Extreme range  
  The bolt is breaking up, loosing coherency  
  Damage is only 3D10+2.ignoring soft armour and quartering 
  hard armour.  
  The armour takes the full damage as armour damage to its Sp  
  The range at which the round plasmarises can be varied on 
  manufacture, allowing rounds with increased range, no point 
  blank 'safe' zones, or no safety plasmarisation at long range. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The BlackHammer CyberPunk Project 
  Conventional Munitions  
  Damages, Calibers and Costs 
  All weapons listed in the BlackHammer Project and associated sites are listed with a caliber instead of a straight damage rating. This is because 
  weapons firing the same munitions will generally do the same damage, and these damages can be found in various CyberPunk supplements. (I know 
  this is a vast generalization, and that weapon muzzle velocities are modified by barrel length, bullet weight and powder charge, but I'm not willing 
  to go into that much detail, and therefore these generalizations apply).  
  The primary reason the damages were not listed originally is because I don't use the same damages for certain munitions in my games as they list in 
  the official products. Since this would cause a conflict when they were posted, I just posted the caliber of the munitions fired instead.  
  This has managed to cause a bunch of email to be sent my way regarding the damages of my weapons, so I've finally surrendered and am posting 
  here a listing of ammunition calibers, their damages in both CYBERPUNK:2020 and in the BlackHammer Project as well as the cost of a box of 50 
  rounds of this ammo in the BlackHammer Project game. Boxes of 20 rounds can be purchased for half this list price. Any complaints about the 
  following table can be kindly emailed to HellenWaite@hell.com  
  
   
  Ammo Type 
  CP2020 Dmg 
  BlackHammer 
  BH Cost  
  Notes 
  5mm 
  1d6 
  1d6 
  5eb  
  European conventional .22 LR munition 
  .25 ACP 
  1d6+1 
  1d6+1 
  7eb  
   
  .22 Long Rifle 
  1d6 
  1d6 
  6eb 
   
  6mm 
  1d6+1 
  1d6+2 
  8eb  
   
  7mm 
  1d6+2 
  1d6+3 
  9eb 
   
  .38 
  1d6+2 
  2d6 
  10eb 
   
  9mm  
  2d6+1 
  2d6+2 
  12eb 
   
  .41 CL  
  2d6+1 
  2d6+2 
  14eb 
   
  10mm 
  2d6+3 
  3d6 
  16eb  
   
  Militech 88 ISTS 
  3d6 
  3d6+3 
  20eb 
  8.8mm Necked-Down 10mm round 
  .338  
  3d6 
  3d6 
  17eb 
   
  .357 Magnum  
  3d6+1 
  3d6 
  18eb 
   
  .45ACP 
  2d6+2 
  3d6 
  18eb 
   
  .400 Cor-Bon 
  3d6 
  3d6+3 
  22eb 
  Necked-Down .45ACP 
  .40S&W 
  2d6+3 
  3d6 
  18eb 
   
  11mm 
  3d6 
  4d6 
  20eb 
   
  CA 10.4mm 
  3d6+3 
  4d6+3 
  35eb 
  Necked-Down 11mm round 
  .408 Magnum 
  3d6+2 
  4d6 
  25eb 
   
  .41 Magnum 
  3d6+2 
  4d6 
  24eb 
   
  12mm 
  4d6+1 
  4d6+3 
  30eb 
   
  .44 Magnum 
  4d6 
  4d6+3 
  35eb 
   
  .454 Casull 
  4d6+3 
  5d6 
  40eb 
   
  .50AE (12.7mm) 
  4d6+2 
  5d6-1 
  42eb 
  Desert Eagle & Jericho load 
  .44 Cor-Bon Magnum 
  4d6+3 
  5d6+1 
  55eb 
  Necked-Down .50AE round 
  .525 Magnum Express 
  5d6 
  5d6+3 
  55eb 
   
  .577 Boomer Magnums  
  5d6AP 
  6d6 
  60eb 
   
  14mm Malorian Short 
  6d6 
  6d6 
  70eb 
   
   
   
   
   
   
  4.5mm Liquid Prop 
  4d6 
  4d6 
  50eb 
   
  5.5mm Chinese 
  4d6+2 
  4d6+2 
  40eb 
   
  5.56mm NATO 
  5d6 
  5d6+2 
  35eb 
   
  5.54mm PACT 
  5d6 
  5d6 
  40eb 
   
  5.7mm Caseless 
  3d6 
  3d6 
  25eb 
   
  6mm Caseless 
  5d6 
  5d6 
  40eb 
   
  7mm Federated Caseless 
  5d6 
  5d6 
  30eb 
   
  7mm Can Long 
  6d6-2 
  6d6 
  40eb 
   
  7.62mm Sov Short 
  5d6+2 
  6d6 
  45eb 
   
  7.62mm Sov Long 
  6d6 
  7d6 
  50eb 
   
  7.62mm NATO Long 
  6d6+2 
  7d6+2 
  65eb 
   
  6.5CL Hybrid 
  6d6-1 
  6d6+2 
  50eb 
   
  9mm CL Long 
  2d6+4 
  2d6+4 
  20eb 
   
  .300 Winchester Magnum 
  7d6+3 
  5d10 
  100eb 
   
  12.7mm BMG / .50 BMG 
  6d10 
  6d10 
  100eb 
   
  20mm Reduced 
  4d10 
  4d10 
  75eb 
   
  14.5mm 
  7d10 
  7d10 
  100eb 
   
  15mm BMG 
  7d10 
  7d10 
  110eb 
   
  15mm Kurz 
  4d10+3 
  4d10+3 
  150eb 
  Available in KTW and Explosive only 
  20mm 
  8d10 
  8d10 
   
  Available in EHI 
  30mm 
  10d10 
  10d10 
   
  Available in EHI 
   
  
   
  Rechambering Kits and Proprietary Munitions 
  Constitution Arms
  Constitution Arms acquired Cor-Bon soon after their climb into 
  the post-collapse firearms environment. In the pre-collapse 
  marketplace, Cor-Bon manufactured proprietary munitions and 
  conversion kits to use these munitions in popular firearm 
  types. Cor-Bon munitions use a necked-down design much 
  more like a rifle round than a pistol load. This provides better 
  penetration than the broad-tipped munitions they usually 
  replace, as well as being a slightly lighter load with more 
  powder, providing greater muzzle velocity. 
   
  .50AE to .44 CA/Cor-Bon Magnum  
  Using the massive frame of the .50 caliber (half-inch) Action 
  Express load made popular by the Jericho 942FS and the 
  Desert Eagle automatic pistols, Cor-Bon engineered a necked-
  up round using the better flight and penetrative mechanics of 
  the superior .44 magnum slug. When CA purchased this 
  design, they changed the casing slightly to allow for the use of 
  the 12mm CA Multiple-Ammunitions used in their CA-MAP 
  police revolver. 
   
  The .44 CA/Cor-Bon Magnum round deals 4d6+3 damage in 
  CP2020 (5d6+1 in BlackHammer) and has range 10% greater 
  than a standard .50AE round in the same firearm. In addition 
  .44 CA/Cor-Bon Magnums can be bought in all the standard 
  CA-MAP munition loads at double the normal price for these 
  loads. 
   
  The Conversion Kit for this proprietary load is available for all 
  .50AE firearms, and only requires a slide-in barrel assembly 
  and chamber adaptor. The kit costs 125eb for an Extremely 
  Common gun, 250eb for a Common gun, 375eb for an 
  Uncommon gun (such as both the Desert Eagle and the 
  Jericho 942FS), and 500eb for a rare gun. The kit requires a 
  gunsmith roll (dif 12) to install correctly and takes 20 minutes 
  to install, 5 minutes to remove. 
   
  .45ACP to .400 Cor-Bon  
  The initial proprietary munition that launched Cor-Bon into the 
  field was their re-build of the venerable .45ACP load. Using 
  the superior ballistic properties of the .40 Smith & Wesson 
  load, Cor-Bon necked-up the casing and loaded the smaller 
  slug ahead of the larger powder charge. The result was a 
  round far superior to the old .45ACP. 
  The .400 Cor-Bon deals 3d6 damage in 
  CP2020 (3d6+3 in BlackHammer) and 
  has range 10% greater than a standard 
  .45ACP round in the same firearm. 
  The .400 Cor-Bon kit costs the same as 
  the .44 CA/Cor-Bon kit. 
   
  12mm and .44 to 12mmCA  
  Constitution Arms took the opportunity presented by the 
  production of the Cor-Bon kit line to manufacture a kit 
  converting 12mm and .44 firearms to use the slightly larger 
  12mm rounds designed for their CA-MAP, giving them a new 
  foothold in the civilian firearms market as more and more 
  12mm guns are making their way into the field, and people are 
  itching for ways to make their guns more effective. 
   
  Unlike their Cor-Bon kits, the 12mmCA kit requires a new top 
  end for the gun in question, changing both the barrel and 
  chamber to accept the 12mmCA load. The kit costs 40% of the 
  firearm's cost for revolvers, 60% for automatics and 100% for 
  sub-guns, and requires a difficult (20) weaponsmith roll and 
  three hours to install or tear down. Automatics and SMGs lose 
  10% of their ammo capacity and have theri reliability 
  decreased by 1. 
   
  11mm to CA 10-4  
  Constitution Arms last rechambering was for the 11mm round, 
  loading in a reduced-size 10.4mm slug, again in a slightly 
  necked-down design. Of all the CA proprietary loads, this is 
  probably the least improved over their initial design, but is 
  selling well because of their excellent blip-vert campaign... 
  "10-4 good buddy!"... 
   
  The 10.4mm slug deals 3d6+2 damage in CP2020 (4d6+2 in 
  BlackHammer), with no extended range. The conversion kit 
  costs 75eb for an Extremely common gun, 150eb for a 
  Common gun, 250eb for an Uncommon gun and 400eb for a 
  rare gun. 
   
   
   
  Militech Conversions 
  Unable to pass up a good opportunity, Militech jumped for the 
  special bullet styles of the CA / Cor-Bon loads and produced 
  one that is leaping to the front line of after-market 
  rechamberings, the 88 ISTS Magnum. The 88 ISTS slugs deal 
  3d6 damage in CP2020 (3d6+3 in BlackHammer), and extend 
  the range of the firearm by 20%. The conversion kits cost 
  double the costs of the CA 10-4 kit.  
   
   
  10mm to Militech 88 ISTS Magnum  
  The 8.8mm bullet of the 88 ISTS is significantly smaller in 
  diameter than the 10mm slug it replaces, but backed by the 
  10mm powder charge it is a fair match for the .400 Cor-Bon, 
  with even more range, and better sales because 10mm is 
  becoming the industry standard for the border-line 
  medium/heavy handguns, including use with the US Military, 
  Militech and Arasaka forces.  
   
  Please note that all these proprietary munitions gain a aprt of 
  their extra damage and range from the increased powder 
  charge behind a lighter slug than the standard load. What this 
  means is that the ammo pushes the firearm to the very limits 
  of it's design threshold for gas pressures... while this is still 
  considered safe and does not reduce the reliability of the 
  firearm, it does show when people hot-load their proprietary 
  loads. Instead of reducing reliability one class for hot-loads, 
  reliability is decreased two classes. In addition reliability is 
  reduced 1 class when firing +P loads from these guns. 
  
   
   
  Fumbles and Misfires 
  This system assumes that you are using a percentile firearms combat system. Otherwise fumbles occur for SR through UR weapons 
  when a 1 is rolled followed by a roll of 1 to 5. X rated weapons fumble on a 1, XX on a 1 or on a 2 if a second roll is 5 or less. And so 
  on. 
   
  This system was developped to provide something more streamlined than the system presented in Hardwired, yet not as over-
  simplified as the system in the original 2020 rules. 
  Reliability 
  Fumble Roll (%) 
  Chance Of Malfunction 
  SR 
  01-05 
  1 in 10 
  VR 
  01-05 
  3 in 10 
  ST 
  01-05 
  5 in 10 
  UR 
  01-05 
  8 in 10 
  X 
  01-10 
  100% 
  XX 
  01-15 
  100% 
  XXX 
  01-20 
  100% 
   
  SR Super Reliable weapons are restricted to the Stolbovoy series of firearms (presented in CorpBook 3). These weapons are 
  world-renowned for their incredible durability and dependability regardless of the stresses put to them.  
  VR Very Reliable weapons are those weapons that are known for their dependability; weapons with excellent design, well-built 
  receiver groups and little space for dirt to get into, or which are capable of operating smoothly even under adverse conditions.  
  ST 
  Standard Reliability weapons are the standard by which the reliable and unreliable weapons are rated. These weapons rarely 
  jam, and generally work fine as long as they are well maintained, cleaned, kept from severely adverse conditions and are not 
  loaded with excessive ammo loads.  
  UR 
  Unreliable is the catch-all category for weapons which just don't measure up. Either because the feed mechanism is clumsy or 
  prone to failure, or because the gun jams at the first sign of dirt, or the gas exchange plugs up, or the slide just doesn't fit quite 
  right. These weapons are generally mistrusted by those who know much about guns, because they fail to perform in a pinch.  
  X 
  Dangerous weapons are weapons which have been badly damaged or which are using heavily overcharged munitions or that 
  should just never have been built from such cheap materials. Most Polymer One Shots in my game have been modified to be X 
  reliability.  
  XX 
  Very Dangerous weapons are actually very little more dangerous than X rated weapons, they just tend to screw up even MORE 
  often. This, and all categories below it, are reserved for weapons firing HV munitions, or otherwise being used far beyond their 
  capabilities.  
  Fumbles 
  Whenever a fumble is scored, roll d100 on the following table. If the fumble was on a roll OVER 01-05 (only possible 
  with X and worse rated weapons), roll at -40. 
  Roll 
  Effect 
  -39 to -20 
  Gun Explodes! take the gun's rated damage to your arm! Roll luck dif 8 or take the damage again to another random location from shrapnel! 
  -20 to +30 
  Misfire / Jam (check malfunction chance) Bullet goes off but feed mechanism jams. Average REF roll to clear weapon next round. 
  31 to 50 
  Severe Misfeed (check malfunction chance) Something really screws up in the feed mechanism. Requires 1 action and a Difficult Weaponsmith 
  roll to clear. 
  51 to 55 
  Firing Pin Breaks (check malfunction chance) The firing pin breaks, until repaired by a gunsmith the gun is innoperable. For electrothermics and 
  solenoid trigger weapons, the capacitor burns out (with the same net effect). 
  56 to 60 
  Action Breaks (check malfunction chance) The action is shot. The slide broke or the the weapon fails to cycle, or something equally nasty. The 
  weapon will require a Very Difficult weaponsmith roll to repair, requiring 20 hours or so in the shop. Cost of repairs will be about 100% of 
  weapon cost. 
  61 to 80 
  Whoops! (automatic) Shooter stumbles, falls, loses balance or whatever seems to make sense. 
  81 to 95 
  Shoot Wrong Target (automatic) Shoot someone or something else. Preferably someone or something the player didn't want to hit. Gas 
  cylinders, friends, pets, favourite bar or hangout... etc. 
  96 to 100 
  Direct Hit! (automatic) Unfortunately... this is on yourself. 
   
  
   
   
  FLASHPOINT! GRENADES AND MINES 
  compiled by Amy Luther 
   
   These items have been converted from Flashpoint!, a 25mm 
  CyTech Combat System for Squads and Mechanized Units. The 
  game is put out by Virtual Fusion Publishing of San Diego, CA. It is 
  an excellent miniatures combat system that can use ANY kind of 
  figure, and anyone who is tired of Warhammer 40K should give it a 
  look see. Contact the publishers at :  
  Virtual Fusion Publishing 
  Box 26815 
  San Diego, CA 92196 
  GRENADES 
  Foam Cord Grenade   HVY 0 P P Special 1 1 ST Throw 60eb  
  When a Foam Cord grenade explodes, it spews forth a massive web 
  of flexible foam strings, filling a 5m radius. These strings harden 
  almost immediately into an ultra sharp network of rigid foam wire. 
  Foam Cord networks act almost like a razor wire barrier, and cannot 
  be crossed without inflicting 1D6 of edged damage per foot of wire 
  crossed. Like Biotech-Askari Motion Restraints (Chromebook 1), it 
  requires a Very Difficult REF roll (Dodge/Escape applies) or a Near 
  Impossible BOD or Strength Feat roll to get clear of the cord 
  without taking damage. Rolls should be made each foot. BOD and 
  Strength Feat rolls should not be attempted with bare hands! 
  Anyone caught within the radius of an exploding Foam Cord 
  grenade will take no damage the first round, but will suffer the 
  effects of crossing the wire (as above) once the Cord hardens. The 
  Foam Cord grenade is also available as a 25mm launched grenade 
  (same effects, 70eb) and a 40mm version (10m radius, 90eb). 
  (Flashpoint 88)  
   
  Wind Star Grenade  HVY 0 P P Special 1 1 VR Throw 60eb  
  This grenade is an ultra compressed gas canister that clears covering 
  smoke and dilutes gas effects within the effects of the burst radius in 
  a single round. It will negate the effects of a Scatter Grenade 
  (Chromebook 2) in a single round, and will reduce the effects of tear 
  or vomit gas by half (cleared the second round). Note that one Wind 
  Star is sufficient to remove one of any type of gas/smoke grenade; if 
  more than one of an opposing type is lobbed into an area, more 
  Wind Stars will be required. (Flashpoint 88)  
   
  Proximity Grenade   HVY 0 P P  7D6/3D6 or 
  Special 1 1 ST n/a 100eb  
  Once thrown, these grenades will not detonate unless they detect 
  movement in a 2m radius (using infrared or ultrasonic motion 
  detectors). Several varieties are available; the frag version does 7D6 
  damage within 5m, and 3D6 within 6m-10m. Sonic, concussion, 
  flash, HE, chemical (gas or smoke), scatter, and stench versions may 
  be purchased at no additional cost; EMP versions are 300eb, and 
  motion restraints are 120eb.  
  MINES 
  Proximity Mine  HVY 0 P P 6D10 (PEN 4) 1 1 VR n/a 400eb  
  These mines use ultrasonic or infrared motion detectors and 
  detonates whenever they sense movement within a 3m radius, doing 
  damage to everything within 7m. They are only available in 
  standard HE.  
   
  Area Denial Mini-Mines   HVY 0 J R 1D6+3 1 1 VR n/a 500eb  
  The ADMM is a small cluster bomb filled with about 20 quarter-
  sized mini-mines. These resemble micro-grenades and are scattered 
  over a 3m radius when the bomb detonates (1D4 damage if caught 
  in the blast radius, due to shrapnel from the casing). When one of 
  the mini-mines in the area is stepped on, all rapidly detonate, and 
  anyone caught within the 3m burst radius takes 1D6+3 damage for 
  each mine within the area. Those on the fringe of the radius will 
  take between 1-5 hits, depending on the whim of the GM (and 
  maybe a successful LUCK roll). It only takes an Average 
  Awareness roll to detect the mines in good visual conditions, but it 
  takes a Very Difficult REF roll to move through an infested area 
  without setting one off. (Flashpoint 89).  
   
  Limpet Mine  HVY 0 J P 6D10 AP (PEN 5) 1 1 ST n/a 300eb  
  This is an anti-tank mine that magnetically and chemically adheres 
  to a target vehicle or figure in ACPA armor, focusing its explosive 
  charge against the target's surface. They do no damage except 
  against the target (unless another target is touching them or within 
  1m, in which case it recieves 3D6 AP). Breaking the bond between 
  mine and target is impossible for unenhanced humans; Full Borgs 
  and ACPA suits can probably break the bond with a Near 
  Impossible BOD or STR roll. Rumor has it that the designers of the 
  Limpet Mine could have decreased the detonation delay time, but 
  that they liked to watch the hapless victims struggling to escape 
  their fate. (Flashpoint 89).  
   
   
   
  GRENADES 
  Grenades in Cyberpunk 2020 range from the harmless to the extremely lethal. Most of them are very illegal, so you generally talk to your favorite 
  Fixer when you want some. Prices given here are for legitimate users, buying in bulk. Black market price is generally higher, excepted maybe for 
  harmless and common varieties. There is three general classes of grenades. The first, and most common, is the hand grenade. Then you have the 
  rifle grenade, uncommon in the US. You slip it on a muzzle adapter, and the gases of the round fired propell the grenade. Such grenades are fitted 
  with a bullet trap so that you canfire them with a standard round. Obviously you cannot fire the gun whilethe grenade is fitted on it ! Lastly you find 
  the launched grenades. It looks like a large cartridge, and must be used in a grenade launcher. They're easier to use than rifle grenades, have a better 
  rate of fire, but are lighter and less powerful. 
  HAND GRENADES 
  Fen Dz 22 $65 
  These hand grenades have a liquid filler in a aerodynamically 
  saucer-shaped (120mm dia.x15mm thick) grenade body (+2 to 
  Athleticsskill). Damages are 2D6+3 in a 15 meters diameter. This 
  grenade has a rubber edge to allow the user to carom it off objects. 
  Det Card FEN Dz 25 $120 
  This grenade is a wafer of C-6, stabilized with a plasticshell looking 
  like an ordinary credit card, and ignited by a tiny detonator chip 
  imbedded in the explosive. Simply snap the card in half and place it 
  where desired. It explodes twenty seconds later, doing 1D6+2 in a 1 
  meter radius.. 
  
   
  Grenade EMP $300 
  The grenade fuses it's internal mecanism, producing an 
  electromagnetic pulse in a limited range (10m dia.) that wipe 
  electronic memory and cause unshielded cybernetic equipment to 
  crash and restart. Internal cyberware is out of line for 1D6 minutes, 
  while cyberlimbs are affeceted for 2D6 minutes. Even a person with 
  nocyberwear whatsoever will have orientation loss for about ten 
  seconds (Stun save at -1). 
  Miniature HE defensive hand grenade Gpz-78 $40 
  A very small (40mm dia.) hand thrown grenade, optimized for 
  concealability and indoor work. It's blast effect is limited to a three 
  meter radius (damages 1D6+2). 
  Dispersion grenade $70. 
  A hand thrown grenade filling a 5 meter area with a dense smoke 
  and harmless particles, blocking both visible and IR portions of the 
  spectrum, making IR and Thermograph useless. The cloud disperse 
  after 5 rounds in calm winds. 
  Spraypaint grenade $20 
  Once armed the grenade will "detonate" upon any sharp impact, 
  sending paint all over a 3m area. This can blind a target caughtin the 
  center of the "blast" for 1D6/2 minutes. Available in many 
  colors,including the populars Electric Blue, Bordello Red and 
  ExtraterrestrialGreen. 
  Stench bomb $20 
  All those in area of effect not in protective gear (gasmask etc.) must 
  make a Very Difficult (25) COOL or BODY check to stay inthe area. 
  The cloud cover a 5x5m area, and the odor sticks to anthing init. 
  Surfaces affected must be cleaned to remove the odor. 
  Flashbang grenade $40 
  Damages 4D10 Stun damage in a 5m diam. area, soft armor has NO 
  EFFECT against that, hard armor is at 1/4 SP. Total time out is1D10 
  minutes. The blast will shatter any glass in a 5m radius, 10m if used 
  indoor. The flash effect will cause convulsion our paralysis for 1D6 
  minutes to any unprotected target looking at the flash area and 
  failing a VeryDifficult (25) Resist Torture/Drugs test. 
  HE defensive hand grenade: $30 
  This grenade does 7D6 fragmentation damage to all targets within 5 
  meters and 3D6 fragmentation damages to all targets within 6-
  10meters. In some of them, the fragmentation sleeve is removable, 
  turning the grenade into an offensive one, which does only blast 
  damage. 
  Offensive hand grenade $30 
  All peoples in a 0-3m radius takes 4D6 damages, 2D6 if they're in a 
  4-6m radius. Damages are half real, half Stun and armor is x 1/4. 
  White Phosphorous/Incendiary $30 
  This grenade does 4D6 damages for 3 turns to all targets within 5 
  meters, and set fires very well. Armors are damaged 2 SP/round. 
  Anti-tank hand grenades $50 
  This grenade does 5D10 HEAT damages (armor x1/2, 
  damagepenetrating armor is not halved) to any target directly hit by 
  the grenade. It also does 3D6 fragmentation damage to any target 
  within 5 meters. It is normally only encountered in former East Bloc 
  armies and some Third World nations. The streamers needed to 
  ensure proper impact and the heavy weight (1.5kg) of the grenade 
  cut the throwing range in half. 
  Peripheral Defense Unit PDU-3 Militech (chrome2)$150 
  The unit looks like a 75x75x20mm square ceramic box, available in 
  a variety of camouflage patterns. It is fitted with an adjustable timer, 
  a Passive IR motion sensor, a magnetic door contact (the same size 
  as amatchstick) and finally a tripwire. It also has an adhesive 
  underside, for easy adhesion to almost any surface. Damage is 
  2D6+5 fragmentation in a five meters diam. area. It also exist in a 
  gas bursting variant, with the same affected area. It is often use to 
  secure a perimeter, or sown to dissuade poursuit. 
  Ninja Smoke pellets 25 Eb for 5 
  It's a compressed smoke-generating powder, exploding uponimpact. 
  They can be used as a diversion, or to cover a retreat. 
  Gas grenade 20 to 50 $ 
  There is two main categories, burning (for smoke and tear gas only), 
  lasting longer but can be thrown back, and bursting, which release 
  their load in a single burst. They have a 10 meter radius, and are 
  mostly found in tear or nausea gas. Hallucinogen and sleep gas are 
  rarer, and biotoxin grenades are almost impossible to find on the 
  civilian market. 
   
  MILITECH PISTOL GRENADES (Crome2) 
  These are similar to rifle grenades, but smaller and lighter.They can 
  be used with any pistol or submachinegun fitted with the 
  properbarrel adaptator ($50, it's a small barrel extension of 
  standardized diam.).Range is 50m for large calibers pistol (more 
  powerful than a .45), 20 for others. This short range can be a 
  problem with some kinds of grenades. Damages are the same as for 
  25 mm launched grenades. 
   
  MILITECH MINI-GRENADES FOR 25 MM GRENADE 
  LAUNCHER. 
  HEP (High-Explosive Penetration): Works by splashing a pat of 
  explosive onto the target before detonating. This round does 
  5D6damage, half real and half stun. Armor has no effect and reduced 
  by 2 SP.$30 
  INCENDIARY: 4D6 first turn, 2D6 second turn, 1D6third turn in a 
  1m radius. Flamables in this radius are set on fire. Soft armor is 
  damaged 2SP per hit. $30. 
  DEFENSIVE FRAGMENTATION: Fragmentation damage is5D6 
  in a three meter radius, 2D6 in 4-5m radius. $25 
  MINIATURE FRAGMENTATION: Reduced load, safer touse 
  indoor. Fragmentation damage is 3D6 in 0-3m radius, 1D6 in 4-5m 
  radius.$20 
  SMOKE/GAS: Effects varies with the load Affecta 5 meter radius 
  area. $20-30 
  FLECHETTES: This grenade affect a conical area2m wide and 
  25m deep starting at 3 m in front of the shooter. Each target in the 
  pattern takes 1D6+1 hits at 1D6 AP damages. $25 
  OFFENSIVE: All peoples in a 0-3m radius takes 3D6damages, 1D6 
  if they're in a 4-5m radius. Damages are half real, half Stunand 
  armor is x1/4. $15. 
  
   
  FLASH BANG: All targets in a 5m radius must makea Stun Save at 
  -2, and get a -4 to REF and Perception if they faila Very Difficult 
  (25) ResistTorture/Drugs test. $15. 
  STUNDART: This cartridge fires a not-so-small highvoltage 
  capacitor. Two metallic protrusions in the front allow the round to 
  discharge its electrical load into the target through up to 12 SP ofsoft 
  armor, giving the round the same effect as Taser (-3 Stun Save).15 $ 
  SLASHER: This antipersonnel shell strings monowire between two 
  specially-weighted slugs. As the slugs travel, they spread appart, 
  pulling the monowire. Damages are 3D6, armor is x1/3. The 
  monowire is 2 meters long, and has a 50% chance of wrapping 
  around the target. 130$ 
  RIFLE GRENADES 
  Most full-sized military rifles can use rifle grenades(that was a 
  NATO standard), but civilian rifles can easily be fitted withan 
  adapter ($50). Range is generally 100m, but some rocket-assisted 
  grenades can be found, with twice that range and a lower accuracy. 
  Rifle grenades are generally used for indirect fire, with the stock of 
  the rifle held firmly to the ground, kinda like a mortar, but they can 
  also be used for direct fire, particularly the anti-tank grenades. Rifles 
  grenades can befound in HE Defensive, gas and anti-tank variety, 
  damages are the same as for the corresponding hand grenade. They 
  are fired with the HeavyWeapons skill, and have a Weapon Accuracy 
  of -3. 
  40mm GRENADES 
  Those grenades are useless without a grenade launcher.Most of them 
  won't arm their fuse before a 10m range, to protect the shooter.They also 
  exist in High-Velocity variant, with a longer casing and greater range, 
  used by automatic grenade launchers. Firing a HV grenade in a normal 
  launcher is normally impossible, since the round is longer, and will result 
  in the destruction of the launcher and likely in serious damage to the 
  shooter. 
  HE: cause 7D6 damage in a 5 meters radius (sharpnels within 40 
  meters). Don't explode if shot on a target within 10 meters. $50 
  HEDP: This round does 4D10 HEAT damage to the target and 4D6 
  damage to all other targets within one meter. $50 
  Illumination: Normally fired up, it has a smallparachute to keep it 
  in air. The flare under the parachute illuminates a 40m diam. area for 
  1 minute. If fired directly at a target, it takes 1D6 each turn for 6 
  turn. $25 
  Chemical: This round deliver its load of gas orsmoke in a 10 meter 
  radius area. $30 
  Bean bag: It's a gel bag with an effective range of 50m. It does 2D6 
  Stun damages to the target, stopped by armor. The targetmust also 
  make a Stun Save at -5, +1 per full 10 SP of armor it is wearing.In 
  addition the target must make a Difficulty 20 REF test to remain 
  standing(difficulty drops by one per full 100 kg of target weight, so a 
  350 kg full 'borg is much less likely to be knocked down). $20. 
  WP (White Phosphorous): This grenade does 4D6 damages for 3 
  turns to all targets within 10 meters, and set fires very well. Armors 
  are damaged 2 SP/round. $40 
  Flechette: This grenade affecta conical area 2m wide and 25m deep 
  starting at 3 m in front of the shooter.Each target in the pattern takes 
  1D6+1 hits at 2D6 AP damages. $50 
  HEP (High-Explosive Penetration): Works by splashing a pat of 
  explosive onto the target before detonating. This round does 7D6 
  damage, half real and half stun. Armor has no effect and is reduced 
  by5 SP. $40 
  Slasher: This antipersonnel shell strings monowire between two 
  specially-weighted slugs. As the slugs travel, they spread appart, 
  pulling the monowire. Damages are 5D6, armor is x1/3. The 
  monowireis 3 meters long, and has a 50% chance of wrapping 
  around the target. 200$. 
  Flash-bang: All targets in a 7m radius must makea Stun Save at -2, 
  and get a -4 to REF and Perception if they fail a Very Difficult (25) 
  ResistTorture/Drugs test. $40 
  Grapnel: This round comes in three part. The propellant charge is 
  breech-loaded in the launcher, the grappling hook is muzzle-
  loadedinto the launcher, and the line trails from the hook. The weight 
  of the hook and the line cut the effective range in half. Weapon 
  Accuracy is -2 to hit it's intended target. If a hit is scored, the target 
  takes 1D6 damage,and the grapple has a 50% chance of catching 
  (adjust according to the area targeted). Grapnel cost $30, propellant 
  charge cost $5, line is at $1 per 20m. 
  Net: A 2m net is launched at a man-sized or smallertarget, and wraps 
  around it. Weapon Accuracy is -5, and Effective Range is 25m. If the 
  target is hit, it takes 1D6 damage from the net weightsand has a 50% 
  chance of being wrapped in the net and thus immobilized.Once caught, 
  you can rip free of the net (25 Strength Feat test)or cut the net off. The 
  netted target has to make a 20 REF test to get a cutting tool free, or can 
  use any cybernetic blade immediately.Once the tool is ready, it takes two 
  combat turns to cut free of the net $6
   
   
   
   
   
   
   
   
   
  
   
  ROMFORD ARMATECH WEAPONRY  
  © Steve Hynd September1999 
   
  ROMFORD ARMATECH "LEAVE A CAN"  
  100Eb 
  New from this up and coming Night City firm, a booby trap for the 
  discerning solo. 
  The can comes in several well known looks, including CoolaCola, 
  ZombaBrew and  
  Smash™. Each contains about 2 mouthfulls of the drink and 500g of 
  C6 explosive: pulling the tab activates a 10 second fuse. The charge 
  does 4D6+2 damage in a 2m radius. 
  For a further 25Eb, the can comes equipped with a tripwire or 
  trembler detonator. The "Trip a Can" and Kick a Can" are useful 
  mines for antipersonnel duties in urban situations. 
  ROMFORD ARMATECH "SCARY BOMB"  
  150Eb 
  Inspired by a Robert Heinlien novel. This grenade comes with a 
  voicebox that screams "I am a sixty second bomb…I am a sixty 
  second bomb…59…58…" and so on down to 0. 
  The fuse can be set for 55 seconds, sixty seconds or 65 seconds ("I 
  THINK IT’S A DUD, BOB"), depending on how sadistic you feel 
  today. 
  GRN 0 P P 4D6(5m) 1 1 VR  
  ROMFORD ARMATECH "LEAVE A CAN"  
  100Eb 
  New from this up and coming Night City firm, a booby trap for the 
  discerning solo. 
  The can comes in several well known looks, including CoolaCola, 
  ZombaBrew and  
  Smash™. Each contains about 2 mouthfulls of the drink and 500g of 
  C6 explosive: pulling the tab activates a 10 second fuse. The charge 
  does 4D6+2 damage in a 2m radius. 
  For a further 25Eb, the can comes equipped with a tripwire or 
  trembler detonator. The "Trip a Can" and Kick a Can" are useful 
  mines for antipersonnel duties in urban situations. 
  ROMFORD ARMATECH "SCARY BOMB"  
  150Eb 
  Inspired by a Robert Heinlien novel. This grenade comes with a 
  voicebox that screams "I am a sixty second bomb…I am a sixty 
  second bomb…59…58…" and so on down to 0. 
  The fuse can be set for 55 seconds, sixty seconds or 65 seconds ("I 
  THINK IT’S A DUD, BOB"), depending on how sadistic you feel 
  today. 
  GRN 0 P P 4D6(5m) 1 1 VR 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
  Listen Up You Primitive ScrewHeads gave us detailed rules for explosives in CyberPunk 
  2020, but the table provided at the bottom of the page (pg 105) was somewhat strange. 
  When attempting to extrapolate the table in the case of a very large explosion, I found 
  there was no actual pattern to the numbers as given.  
   
  The original numbers (shown below) are, however, close to a pattern. With a bit of 
  tweaking and some help with the (albeit basic) mathematics we whipped up a revised table 
  to handle various multiples of explosives, as well as the basic formula to figure out what 
  quantity of explosives is required for a certain damage and range multiplier. 
  B l o w   I t   U p 
   
  You Primitive ScrewHeads! 
   
  The Original Table 
  Units Multiplier Radius 
  1 
  x1 
  1 
  2 
  x1.5 
  1 
  3 
  x2 
  2 
  5 
  x2.5 
  2 
  8 
  x3 
  3 
  10 
  x3.5 
  3 
  12 
  x4 
  4 
  17 
  x4.5 
  4 
  21 
  x5 
  5 
  27 
  x5.5 
  5 
  33 
  x6 
  6 
  37 
  x6.5 
  6 
  41 
  x7 
  7 
   
  BlackHammer Table 
  Units Multiplier Radius 
  1 
  x1 
  1 
  2 
  x1.5 
  1 
  3 
  x2 
  2 
  5 
  x2.5 
  2 
  7 
  x3 
  3 
  10 
  x3.5 
  3 
  13 
  x4 
  4 
  17 
  x4.5 
  4 
  21 
  x5 
  5 
  26 
  x5.5 
  5 
  31 
  x6 
  6 
  37 
  x6.5 
  6 
  43 
  x7 
  7 
   
  While initially the differences seem minimal between the two tables (the only differences are on the x3, x4, x5.5, x6 and x7 lines), the table on the 
  right follows a defined formula for determining the number of explosive units required to produce a certain damage multiplier. This formula is ((n^2 
  - n) + 1) units produces (n) damage multiplier.  
   
  By using this method we can figure out the damage dealt by extreme quantities of explosives. For example a 1000kg load of GunCotton (1kg base 
  unit, 3D10 dmg, 3m radius) will have n=32 (which means a damage multiplier of x32 and an explosion covering 32 radius bands, or 96m radius). 
  Therefore it deals 96D10 damage on contact. By the rules, someone 1-3m away will take 48D10, 4-6m take 24D10, etc...  
   
  Unfortunately this leads to another problem with the explosive rules as presented in Listen Up. Assuming a charge of 43kg of C6, we have a 
  damage multiplier of x7, over 7 range bands. Damage base is therefore 8D10x7 damage at contact, 8D10x3.5 damage at 5m, 8D10x1.75 at 10m, 
  8D10x0.875 at 15m, 8D10x0.4375 at 20m, x0.21875 at 25m, x0.109375 at 30m and finally x0.0546875 at 35m. This leads me to wonder why we 
  bother with the damage radius, as at the listed edge of the explosion, it will deal an average of 2.4 damage. When we extrapolate this with the above 
  example (1000kg of guncotton) we get 32 radius bands to cover. At the half-way point (48m from the center of the explosion) damage has been 
  reduced from the initial 528 to a mere 0.008 points. So once you get past the 5th range band or so, the only reason we worry about range bands is 
  for the shrapnel damage (as shrapnel strikes up to 2 range bands beyond the outer limit of the blast). I feel that the 1D10 for shrapnel damage should 
  be multiplied also by half the multiplier of the explosion (as bigger blasts will find more material to use as shrapnel, such as the ground). At 1/3 of 
  the max range the damage is cut in half, and in half again at 2/3 of the max range.  
   
  One final extrapolation... lets figure out the damage of a 15kiloton nuclear blast. (Nuclear blasts are measured in equivalent weights of TNT so 
  therefore that's 15,000,000kg of TNT). This deal 3,872x normal damage over 3,872 range bands, or an average damage of 85,184 on contact. 
  Unfortunately at 36m according to this, damage will be 21 points, and at 51m damage is reduced below the 1 point line.  
   
  So... the system needs work. 
   
   
   
   
   
  
   
   
  Flipper Is Dead, The UK CyberPunk ThinkTank 
   
  Rifle Grenades 
  Revised Edition - January 2000 
   
  Rifle grenades are large grenades designed to be fired from a rifle barrel, forming a simple mortar/grenade launcher that will launch the grenade 
  further than the rifleman could throw it.  
  Direct Fire 
  Range 
  Assault Rifle 
  150m 
  Battle Rifle 
  200m 
  Indirect fire 
  Range 
  Assault Rifle 
  300m 
  Battle Rifle 
  400m 
   
  Different fire types  
   
  Blank fired  
  The grenade is fitted onto the barrel and a blank round loaded. The 
  gases from the Blank round propel the grenade. If a live round is 
  accidentally used the grenade is destroyed and may explode.  
  The system is slow to use in a battle, as the rifle must be unloaded 
  and loaded with blanks, them reloaded with live ammo once the 
  grenade is fired.  
   
  Blank fired with deflector plate  
  The deflector plate is an angled armour plate in the base of the rifle 
  grenade that will deflect a bullet down, out of the grenade without 
  harming the explosive charge. If the grenade is accidentally fired 
  with a live bullet, the plate means the grenade will simply be broken, 
  not exploded on the barrel. (unless its an AP round, in which case the 
  deflector isn't much use)  
   
  Bullet traptm  
  These have a bullet catcher arrangement with recoil absorbers in the 
  base of the grenade, allowing a normal bullet to be used to fire it. 
  Faster to use in a battle, they can be dangerous if AP rounds are 
  loaded, as these could crack the bullet trap. HE rounds must be 
  avoided, as they will detonate in the trap, setting off the grenade.  
   
  Bullet traptm with deflector  
  This uses the same bullet trap but with the added insurance of a 
  deflector plate in case an AP round is accidentally used to fire the 
  grenade, as the round could pierce the bullet trap and ignite the 
  explosive  
   
  Bullet thrutm  
  The state of the art, these grenades have an empty tube running down 
  the middle of the grenade, allowing the bullet to pass through the 
  grenade and on to the target without mishap. The gases following the 
  bullet are tapped off and used to fire the grenade, acting as a simple 
  flash suppresser.  
   
  This makes the grenade very quick to use, safe with any bullet and 
  makes it harder to spot the firer. 
    
  Types of Grenades 
   
  Fragmentation Grenade  
  Treat as a large Frag grenade, Concussion is 5D6 damage / 1m  
  Fragmentation damage is based on the chosen fragment size 
  Frag Size Damage 
  No of Hits / Area of effect 
  Small 
  D4 
  2D6+2 / 4m - D6+2 / 8m - D6 / 16m 
  Medium D6 
  2D6 / 5m - D6+1 / 10m - D6-1 / 20m 
  Large 
  D10 
  D6+2 / 6m - D6 / 12m - D6-2 / 24m 
  Heavy 
  2D6 
  D6 / 7m - D4 / 14m - D4-1/ 28m 
   
  High Explosive Grenade  
  Treat as a large HE grenade , Damage is 6D6 / 1m  
   
  HEAT  
  Shaped charge capable of defeating light armoured vehicles  
   
  Other Muzzle Mounted Devices  
  Israel Industries Ambush buster  
  This Bullet Thru device is a large cylinder that fits onto the muzzle 
  of a rifle.  
   
  When a bullet is fired it uses the gas from firing the round to ignite 
  the explosive propellant, firing the 160 flechettes it contains out in a 
  10 degree arc.  
  Damage 2D6 per flechette , Half armour.  
  Number of Hits / Range : 2D6 / 5m, D6+2 / 15m, D6/ 25m  
   
  Rifle launched Non Lethal Munitions  
   
  Rubber ball Canister  
  Available in Rubber or Rubber encased steel  
  The Bullet trap design catches the round as its fired, transferring its 
  energy to the rubber balls. This makes the Rifle into a short range 
  shotgun, ideal for crowd control.  
  Volley of D6 stun damage only balls  
  Steel core rounds are D10 damage, rolls of 6+ do one point of real 
  damage  
  At point blank these count as a single hit  
   
  Baton Round  
  Available in Rubber or Rubber encased steel  
  The bullet trap design transfers the energy of the bullet to a single 
  large stun slug.  
  Damage 4D6 Stun damage, Half if which is real if the target is 
  within 3m (5D6 with a steel cored baton, with half counting as real if 
  within 5m)  
  
   
   
  The UK CyberPunk Thinktank 
  - FLIPPER IS DEAD - 
  MicroMissiles For CP2020 
  Micromissiles are state of the art smart weapons capable of in flight 
  maneuvering to ensure a hit. A miniaturised sensor head feeds 
  information back to an onboard computer that controls the missiles 
  flight. 
   
  The F.I.D approved rules system for using Micromissiles 
  1. 
  Point missile at target in your LOS, initiate launch 
  2. 
  Roll for missile lock 
  o 
  If missile locks on to target, roll to hit, ignoring any 
  modifiers for visibility, cover or LOS blockage and 
  adding the missiles WA to your roll. 
  o 
  If the missile doesn't lock, roll to hit anyway, but with 
  WA= 0 and all modifiers. 
  3. 
  Missile in flight. 
  o 
  If the lock failed, or your roll to hit Missed, roll for a 
  lock again. 
  o 
  If missile locks, them roll to hit again. If you hit, the 
  missile will hit the target 
  o 
  if both the locks failed, but you hit, then the missile hits 
  the target 
  o 
  if you missed and both locks failed, you missed. 
  4. 
  and 4you catch the man... du dum dum du dum dum... 
   
  Special cases. 
  • 
  If the missile launcher is laser sighted, +1 to lock. 
  • 
  If smart gunned, +2 to lock (+3 with a target scope as well) (laser 
  sights and smart guns are NOT cumulative for this) 
  • 
  If the Lock roll ever fumbles (natural 1) then the missile will attempt 
  to lock onto the nearest viable target to its line of flight 
   
  Types of Micromissile 
  Choose the missiles' Intelligence and Sensor System, add the 
  multipliers together and multiply by the warheads base cost This gives 
  the Cost PER MISSILE. 
  Intelligence 
  Dumb 
  Gyrojet 
  WA 0 
  can't 
  lock 
  Cost 1/2 no 
  sensors 
  Dumbo (i sin a 
  elefant fly) 
  Smart 
  WA+1 Lock on 
  8+ 
  cost x1 
  Smart 
  Smart 
  WA+2 Lock on 
  6+ 
  cost x2 
  Genius 
  Smart 
  WA+3 Lock on 
  4+ 
  cost x3 
  Einstein 
   
   
   
   
  Sensors 
  Heatseeker - cost x1 
  These home in on the hottest object in the line of flight. They must roll 'lock on' 
  whenever they pass fires, flares, running engines etc. If they lock, they swerve 
  and hit the heat source. 
  countermeasures-any heat source 
   
  Smart Heatseeker - cost x1.5 
  These are set to only register body heat. They will never lock onto other heat 
  sources. 
  countermeasures-IR cammo's, water/mud coolant 
   
  Smart Heatseeker II - cost x2 
  these are set to only register HUMAN body heat patterns They will only ever 
  target humans 
  Countermeasures-ir cammo's 
   
  Lock and track IR - cost x3 
  These have a one shot memory that records the thermal patterns of the target 
  they lock onto. they never fumble the second 'lock on' roll, and never hit 
  anything except the target in memory. Can lock onto ANY heat source 
  countermeasures-alter your IR signature 
   
  Preprogrammed - cost x4 
  These have a pattern or series of patterns in memory already, and so can be 
  programmed to target only these patterns, or to ignore there patterns and not 
  target them. 
   
  Programmable - cost x4 
  These are programmed in the gun, in the moments prior to launch. 
  If no pattern is loaded, they act as 'lock and track'. 
  If the gun is connected to a thermal imaging camera, or to a cyber eye with 
  thermo (via a smart gun) the gun can feed the target into the missile. Thermal 
  patterns can also be saved and passed via the matrix. 
  The GUN must be specially made to feed information directly to the missile 
  loaded. (cost of launcher x2) 
   
  Laser rider - cost x1 
  These lock onto whatever is illuminated by the pre-set frequency of laser light 
  (usually the gun, but can be any other source of the correct frequency) If the 
  laser hits (roll to hit as normal) then the missile can roll to Lock at +1 when 
  fired and in flight. 
  If it locks, it hits the illuminated area. 
  (aiming laser = cost as laser sight) 
   
  Cephalic - cost x4 
  These are cutting edge technology, as they have a body map processor fitted, 
  allowing them to recognise the human body from any angle and target a 
  specific part (usually the head) 
  When they hit, roll for Lock on. If it gets a lock, it hits the preprogrammed 
  location (chosen when made) 
  Must be combined with another sensor type.[if the missile is also 
  'programmable' them the location can be chosen at the moment of firing] 
   
  Extended range - cost x2 or more 
  All micromissile have a basic range listed with the launcher, but with longer 
  missiles, with more fuel, better endurance on the batteries and airframe, the 
  missile can go a lot further. 
  • 
  cost x2 gives base range +100m 
  • 
  cost x3 gives base range +200m 
  • 
  cost x4 gives base range +300m 
  • 
  etc 
   
  Short range - cost x 1/2 
  Base range reduced by half. this needs less fuel, and the whole missile can be 
  made of cheaper materials with a shorter endurance. 
   
   
  
   
   
  TYPES OF WARHEAD 
  DAMAGE 
  PEN 
  COST 
  notes 
  Kinetic kill KKW 
  4D6+1 
  B 
  30eb 
  Only 3D6 at close range 
  High Explosive HE 
  4D6 
  B 
  50eb 
  2m radius 
  Shaped Charge HEAT 
  5D6 
  D 
  100eb 
  armour 1/4 SP 
  High Velocity HVKKW 
  4D6+1 
  C 
  60eb 
  armour 1/2 SP 
  Drug or Poison CHEM 
  2D6 
  A 
  30eb+DRUG 
  1m area 
  Fragmentation FRAG 
  4D6 
  A 
  50eb 
  3D6 to 4m radius 
  high Ex penet HEP 
  4D6+4 
  NA 
  100eb 
  ignore SP,1/2 stun only 
   
  Types of launcher 
  (Mi means 'as missile') 
  Cyberlimb 500euro 
  Magazine 4 individual firing tubes, ROF 1 or 4(volley) 
  Or 
  Internal revolving magazine, 4 shot, ROF 2 
  Hvy.Mi.NA.P.Mi.4.varies.St.200m 
   
  Handheld 900 euro 
  A Bulky SMG size launcher, firing 12.7 (.50) micromissiles from a 
  short barrel. Recoil is low, but ROF is slow as the missiles spend 
  longer in the barrel than bullets 
  A Larger version with a 30 round helix mag is available for 1050 euro. 
  HVY. Mi.L.P.Mi.12.2/8.St.200m 
   
  Underbarrel 200 euro 
  A simple one shot under barrel tube, compatible with most rifles. 
  Hvy.Mi.NA.P.Mi.1.1.St.200m 
   
  Manpack 5,500+ euro (ILLEGAL MILITARY ONLY) 
  Man-packed micromissiles are a military concept, for close in support. 
  The backpack houses a snail drum of 50 missiles and vertical lauch 
  tubes with individual loaders. 
   
  The onboard radio/deck can receive Thermal patterns and positions 
  from up to 6 separate sources and fire programmed micromissiles for 
  support. 
   
  The unit can also set its missiles to ignore known friendlies and fire 
  vertically, allowing the missiles onboard sensors to track in on any 
  unknown . 
   
  The missiles are cold launched to a height of 5m before rocket ignition 
  to help conceal the firer's location. Already Smart, Programmable and 
  EMP shielded 
  [Vehicle mount weapons with 500+rounds and 20 launch tubes are 
  also available] 
  Hvy.Mi+2.NA.NA.Mi.50.6.Vr.200m 
  Concealed cost varies 
  These are verging into Spy story props, but miniature missiles 
  disguised as pens, cigars and sex toys have all been found. 
  Generally custom made, with prices that reflect that. 
  Hvy. Mi .P or J.NA.Mi.1.1.Vr 100m 
   
  Pocket 50 euro 
  Simply a polycarbon wrapping tube with an ignite button.The missile 
  is armed by pressing the button and then the tube is thrown in the 
  direction you want it to go. 
  Hvy.Mi-1.p.p.Mi.1.1.St 50m 
   
  Shotgun launch 15 euro 
  18mm micromissiles can also be fired from any normal shotgun 
   
  Game Note When fired, the rocket will leave a trail of fire for most of 
  its flight, so anyone can see where you are. Get ready to duck.... 
   
  BlindFire It is possible to fire micromissiles blindly into areas, around 
  corners, through windows etc in the hope that they'll lock onto 
  something and tracking on it. When Blindfiring, roll to hit the general 
  area (window, doorway, corner) range is measured from firer to where 
  ever they loose L.O.S The Missile then rolls to lock any available 
  target in its line of flight (with the types of targets chosen by the 
  missiles sensor head P 
   
  epperpot 350 euro 
  Bulky 4 barrelled pistol, this can fire all 4 of its missiles in a volley. 
  Hvy.Mi.J.P.Mi.4.1 or 4. St.200m 
   
  Handgun 450 euro 
  A big handgun, with a big grip and a short barrel. Recoil is similar to a 
  .22 target pistol. 
  P.Mi.J.P.Mi.6.1.St.200m 
   
   
   
   
   
   
   
   
   
  
   
   
  The UK CyberPunk Thinktank 
  Tasers For CP2020 
  The Tazer is an electrical shock device designed to incapacitate the victim. A transformer is used to provide a high voltage and low 
  amperage from a small battery  
   
  For those of you not electronically minded, VOLTAGE causes the shock effects, stunning and paralysing. AMPERAGE cause the real, 
  lasting damage to the body (5 Milli-Amps across the heart muscle will kill)  
   
  In a tazer, the voltage is stepped UP and the Amps stepped DOWN. Anyone hit by the unit will get a sudden pain as the shock shorts 
  out the nervous system, causing convulsions, paralysis and extreme pain.  
   
  Old or cheap tazers work purely by volume, pumping huge voltages through the victim and hoping it stops them. This causes 
  superficial burns, shocks, and incapacitates, but with long term effects like aches, tingling, numbness or even permanent nerve 
  damage. Its also quite possible for the shock to not incapacitate at all. They can be very random.  
  Modern high tech Tazers use high voltages, but tuned to the same frequency as the human nervous system. This means than shock is 
  more efficient at shorting out the nerves, causing more immediate effects but less long term damage.  
   
  Tazer Weapon Types 
  Delivering the shock can be done in several interesting and fun ways 
   
  Touch  
  Handgrip units with two prongs, which are punched into the 
  target  
   
  Police shock batons with insulated handles and animal 
  handler prods with prongs on the end  
   
  Knuckle dusters or Gloves with electrodes on the knuckles 
  (Buzzknuks, Shockgloves)  
   
  Electrified coatings on armoured vehicles or Heavy suits of 
  body armour  
   
  Close combat weapons- The Medusa Electro-whip, Voltage 
  swords  
   
  Wire and darts  
  Two darts on wires are shot into the target and the shock is 
  then run between them.  
   
  Arc throwers  
  These use a low power laser to ionise the air, producing a 
  path for the shock to arc along. The effect is a bolt of dazzling 
  blue white lightening  
   
  Ranged Weapons  
  Capacitor bullets that discharge a powerful shock when they 
  hit  
   
  Tazer nets that wrap the target in conductor fibres and 
  discharge the voltage  
   
  Game Notes  
  Touch weapons uses either Melee or Unarmed skills to hit 
  with, and have no range  
   
  Wire and dart weapons have a range of 5m , but the dartgun 
  system has a range of at least 10m, making the range bands 
  PB 0m-1m, Close1m-2.5m, Medium 2.5m-5m.  
   
  Arc Throwers have a basic and maximum range of 10m  
   
  Capacitor bullets are one shot, discharging all their power as 
  soon as they hit  
   
  Tazer Nets are anti personnel nets with a single long tazer 
  discharge to incapacitate whoever they hold. The BOD test 
  must be made every 3 rds in the net, and the stat penalties 
  last as long as you are entangled, on top of normal NET rules.  
   
   
   
  Effects of the shock 
   
  Roll Body +D10, target based on the power of the shock. (depends on the weapon) 
  +2 save if hit on a limb 
  -2 save if hit in the head 
  -2 if still suffering the effects of another shock 
  +1/5 the Sp of your armour on that location 
  If you Fail, you're incapacitated for 1 minute per point you failed the roll by. 
  If you fumble, you also get a roll on the 'long term effects' table 
  If you pass, you can still act, but are at half REF and COOL for  
  as long as the shock lasts (depends on the weapon) 
   
   
   
   
   
   
   
  
   
  Long term effects table  
  High tech tasers give +5 to the roll.  
  Multiple rolls in a short time subtract one from the roll per extra hit  
  The effect normally comes and goes over the next few days until the body sorts itself out.  
  1 
  Permanent Nervous damage / brain damage Ref -1 (Int -1 if a head hit) permanently 
  2 
  Temporary Nerve damage / brain damage 
  Ref -1 (Int -1 if a head hit) 
  3 
  Shakes 
  -2 to Ref or tech based skills needing fine control 
  4 
  Nausea 
  -1 to all skill rolls. Fast movement calls for BOD 10 rolls or miss your next action 
  5 
  Dizzyness 
  -3 on all skill rolls involving movement 
  6 - 7 Numbness in location 
  -1 to REF / TECH / INT or MA using that location.  
  8 - 9 Pins and needles 
  For hours, returning for next few days. 
  10 
  No effect 
   
   
  Illegal 'Killing sticks'  
  These are tasers that have been 'upped' to killing power, and 
  tuned to stop the heart, cause paralysis and death instead of 
  incapacitation.  
   
  They act as normal tasers, but they do damage equal to the 
  amount you FAIL to save by, doubled on head or torso hits, 
  and if a head or torso hit results in a Fumbled BOD roll, you 
  die (treat as a failed DEATH save) as your heart stops.  
  Any hit that results in damage / unconsciousness calls for a 
  roll on the long term effects table  
   
  Average Tazer weapons  
  High tech tasers add +5 to Bod needed due to the fine-tuning  
   
  Cattle prod  
  BOD 10  
   
  Bull-beater  
  A heavy duty cattle prod, BOD 12  
   
  Stinger  
  Junior Cattle prod BOD 8  
   
  Crowd control 2000  
  BOD 10  
   
  Handgrip Taser  
  The classic "stun gun" BOD 15, cost 60eb  
   
  Really high power tazer  
  BOD 20  
   
  Shock glove  
  BOD 15, cost 90eb  
   
  Gang jazzler  
  Deals Killing damage, BOD 20, cost 600eb  
   
  Stun dart  
  BOD 18  
   
  Dynatech hand taser  
  Melee / P / C / Shock / 12 / 1 / ST/ 1m  
  touch range BOD 25 (High Tech), if save shock lasts d10 
  rounds  
   
  Mitsubishi taser  
  Melee / P / C / Shock / 1 / 1 /ST 10m (5m)  
  A 5m dart and wire taser delivering a BOD25 (High tech) 
  shock If save is made, the shock effects last until the darts are 
  removed ( with a Ref roll of 15) and D6 rounds after. The 
  battery is good for 10 discharges  
   
  Volt pistol  
  950eb PST +1 J R 3d6 6 1 st 25m  
  A low power laser ionises the air, and then discharges 
  capacitor along it  
  Arc thrower, Bod 20, shock lasts D3 rounds  
   
  Medusa  
  Mel +2 L R D6 6 1 ST  
  A short hafted cat of nine tails with an electroshock power 
  pack, the medusa is a nasty weapon to fight against, as its 
  almost impossible to avoid all the strands  
   
  Voltage sword  
  MEL +1 L R 2D6 6 1 ST  
  A polycarbonate blade with conductive metal edges, the 
  Voltage sword packs the same punch as a hand held tazer, 
  but is a lot harder to block. The trigger is in the hand grip, and 
  the blade only discharges on contact , either if it hits or if it is 
  parried / blocked.  
   
  Electroknucks  
  Heavy Brass Knuckles with a high voltage punch, these use 
  brawling skill and do D6+2 damage plus the shock  
   
  Earthed armour +50% cost  
  protects vs shocks & vs tasers 
   
   
   
   
   
   
   
  
   
  The BlackHammer CyberPunk Project 
  Chemical Agents 
  This is a list of chemical warfare agents I pulled together from CP2020, various supplements, I.C.E.'s CyberSpace, the 
  Tank Girl RPG, and a few other sources. Each agent is listed with name, strength of effect, effect, vector and cost.  
  Strength is the number required on a roll of BOD or RESIST TORTURE/DRUGS to ignore the effects of the drug 
  (although some have a Strength rating of "Auto" which means you cannot ignore the effects).  
   
  Several of the agents in question have mutliple strength ratings and effects. What this means is that a single roll of BOD 
  or RESIST TORTURE / DRUGS is required and is then referenced to the list. Any levels the roll exceeds are ignored, but 
  any levels that were not exceeded are applied.  
   
  For Example: Let's say I just squirted MonStEr with Antidiuretic Hormone during one of his rampages and he rolled a 
  Resist Torture / Drugs roll of 17. This means he completely ignores the Strength 10 and 15 results, but still is affected by 
  the Strength 20 and 25 results - meaning severe embarrassment and dehydration.  
   
  For the record, Beta and Alpha Fomorol are the brand-names of Biotoxins I and II respectively in our games. 
   
  Chemical Warfare Agents 
   
  Agent 
   
  Str 
   
  Effect 
   
  Vector 
   
  Cost 
   
  Tear Gas 
   
  Auto 
   
  -5 Awareness for D6 minutes after exposure due to tearing 
   
  Eyes, lungs 
   
  40 eb 
   
  20 
   
  ½ INT, REF, COOL and MA (roll each round of exposure) 
   
   
   
  Vomit Gas 
   
  Auto 
   
  -5 Awareness for D6 minutes after exposure due to tearing 
   
  Eyes 
   
  70 eb 
   
  20 
   
  ½ BOD, STR, REF, COOL, MA (roll each round of exposure) 
   
  Eyes, lungs 
   
  20 
   
  ½ REF, MA for 3D10 minutes from convulsive vomiting 
   
  lungs 
   
  Mustard Gas 
   
  Auto 
   
  D6 damage to D3 locations each turn 
   
  Contact 
   
  80 eb 
   
  15 
   
  ½ INT, REF, COOL and MA (roll each round of exposure), -5 Awareness due to bloody eyes 
   
  Eyes, lungs 
   
  Beta-Fomoral 
   
  Auto 
   
  4D6 damage as nerve endings flare up and disrupt 
   
  Contact 
   
  200 eb 
   
  Alpha-Fomoral 
   
  Auto 
   
  8D6 damage as nerve and muscle clusters tear themselves up and disrupt 
   
  Contact 
   
  300 eb 
   
  Nerve Gas 
   
  Auto 
   
  8D10 damage internal bleeding, clotting, and organ disintegration. 
   
  Contact 
   
  400 eb 
   
  Algira-Hemoglobin 
   
  Auto 
   
  -5 on all rolls for D10 hours 
   
  Lungs 
   
  400 eb 
   
  15 
   
  Death in 6D10 minutes from thickening blood causing asphyxiation and muscle atrophy 
   
  Lungs 
   
  20 
   
  Blindness from blood clotting in eyes (80% permanent) 
   
  Eyes 
   
  Antidiuretic 
  Hormone 
   
  25 
   
  Severe embarrassment in D10x30 seconds as character begins to urinate 
   
  Lungs 
   
  160 eb 
   
  20 
   
  Dehydration sets in in 20+3D10 minutes, causing -4 on all rolls for 24 hours 
   
  Lungs 
   
  15 
   
  Severe dehydration sets in in 20+2D10 minutes, causing 5D6 damage 
   
  Lungs 
   
  10 
   
  Death by dehydration in 20+D10 minutes 
   
  Lungs 
   
  CHS-IV 
   
  35 
   
  3D6 damage, 1/4 REF & MA for 2D10 minutes from vomiting blood 
   
  Lungs 
   
  500 eb 
   
  20 
   
  Death save at -2 from drowning every turn starting in 10 turns as blood erupts into lungs 
   
  Lungs 
   
  Etherylide-23 
   
  30 
   
  Loss of D3 Cool, Int and Tech, recovered at 1pt / week from synaptic damage 
   
  Contact 
   
  350 eb 
   
  20 
   
  Death by stroke as Etherylide absorbs neural impulses in the heart 
   
  Contact 
   
  Hemoethygene 
   
  30 
   
  ½ Str & Bod for 1 hour per point failed 
   
  Lungs 
   
  500 eb 
   
  18 
   
  Death save at -5 in D20 hours as Hemoethygene eats all the victims red blood cells 
   
  Lungs 
   
  Polypheronol-70 
   
  30 
   
  Muscle spasms cause -2 REF for 1 hour / point failed 
   
  Contact 
   
  150 eb 
   
  20 
   
  Muscle spasms cause -6 REF for 20 minutes / point failed 
   
  Contact 
   
  13 
   
  Muscle spasms cause complete paralysis for 10 minutes / point failed 
   
  Contact 
   
  VXX Neurotoxin 
   
  21 
   
  Unconsciousness for 2D10 minutes 
   
  Contact 
   
  400 eb 
   
  15 
   
  Death 
   
  Contact 
   
  Joker Gas 
   
  30 
   
  Minor spasms cause -1 REF, +4 stress, 2D6 HL for 2 hours after wards 
   
  Contact 
   
  200 eb 
   
  24 
   
  -1 INT, MA, REF for 2D6 minutes and twitch and laugh.  
   
  Contact 
   
  18 
   
  ½ INT, MA, REF for the duration 
   
  Contact 
   
  BlackOut 
   
  23 
   
  Unconsciousness for D3+1 hours... 3D6 HL for 2D6 hours after 
   
  Contact 
   
  200 eb 
   
  Spaz 
   
  20 
   
  Full paralysis for 4 days, 24 hours with tissue flush 
   
  Contact 
   
  250 eb 
   
  Blue Glass 
   
  Auto 
   
  Hallucinations (automatic), Black Outs (Cool - 2), Catatonia (Cool - 6), 1HL permanent 
   
  Inhaled 
   
  100 eb 
   
  15 
   
  Disabling hallucinatory state lasting the duration (6 hours). 1 minute onset 
   
  Inhaled 
   
  NeoCorticine 
   
  Auto 
   
  Hypnotic +3, Bad Hallucinations (4 in 6), Negative Physical Reaction +3 
   
  Contact 
  Liquid 
   
  100 eb 
   
  Black-Eyed Dick 
   
  Auto 
   
  4D6 damage nerve agent in D3-1 turns 
   
  Injected 
   
  150 eb 
   
  Nap-Time 2020 
   
  Auto 
   
  5D6 Dmg, ½ Stun. -1 Awareness / 6 damage. Failed save results in KO for D6x10 minutes 
   
  Injected 
   
  125 eb 
  
    
  Chemical Weapon Delivery 
   
  Item 
   
  Price 
   
  Notes 
   
   
   
  Hand Grenades &  40mm Grenades 
   
  100% Cost 
   
  5m radius cloud of gas, with 15m downwind tail. 10m radius cloud indoors 
   
   
   
  25mm Grenades 
   
  75% Cost 
   
  3m radius cloud of gas 
   
   
   
  Micro Spray Can 
   
  50 % Cost 
   
  1 shot spray can with 1m range, size of a lighter 
   
   
   
  Mini Spray Can 
   
  100% Cost 
   
  3 shot spray can with 2m range, slightly smaller than a grenade 
   
   
   
  Spray Can 
   
  200% Cost 
   
  8 shot spray can with 2m range, size of small can of bug spray 
   
   
   
  Bear Can 
   
  300% Cost 
   
  10 shot spray can with 3m range, size of a can of bug spray 
   
   
   
  Paint Balls (non-aerosol) 
   
  250% Cost 
   
  50 paintballs loaded with a liquid chemical weapon 
   
   
   
  Paint Balls (aerosolizing) 
   
  400% Cost 
   
  50 paintballs loaded with a chemical weapon that aerosolizes on impact into a 1m cloud 
   
   
   
  Shotgun slug canisters 
   
  100% Cost 
   
  8 Slugs penetrate up to 8 SP barricades and deliver a 1.5m cloud of the chemical weapon 
   
   
   
  TechJager Air Fouler 
   
  + 400 eb 
   
  Fills a 10' x 10' room with selected chemical agent gas 
   
   
   
  FlashLight Gas Dispenser 
   
  +50 eb 
   
  3 shot spray can with 2m range, hidden in the bottom of a working flashlight 
   
   
   
  Chemical Warfare Gear 
   
  Item 
   
  Price 
   
  Notes 
   
   
   
  USM-1128 Gas Mask 
   
  200 eb 
   
  US Military Gas Mask with 2 filter system 
   
   
   
  Surplus Gas Mask 
   
  60 eb 
   
  Gas Mask with single filter 
   
   
   
  Esporma Environment Suit 
   
  725 eb 
   
  SP:10, SP:30 vs corrosives, air supply, etc 
   
   
   
  EnviroScanner 
   
  400 eb 
   
  Detects radiation & biological contamination within 7m 
   
   
   
  Royo BodyFree Masks w/ shield 
   
  700 eb 
   
  +1 ATTR in Eurostyle environs, (+2 w/ Dif Grooming roll), protects once vs. Chemical Weapons 
   
   
   
   
   
  
SOURCE: textdata/thevault/Cyberpunk/Unofficial/Datafortress 2020 Archives/Cyberpunk 2020 - Net - Weapon - Choice Weapons From The Net.pdf