TEXT: Plastic Warriors 0006 
   
   
   
   
   
   
   
   
   
   
  
   
   
  
   
   
  page iii 
   
  Table of Contents 
   
  TABLE OF CONTENTS 
  iii 
  Production 
  vi 
  Conversions & Writing 
  vi 
  Picture of Rogue 
  vi 
  Front Cover Art 
  vi 
  An Important Message 
  vi 
  THE EDITOR SAYS… 
  7 
  SOME NOTES 
  8 
  MELEE WEAPONS 
  9 
  Basic Melee Weapons 
  9 
  Bayonet/Survival Knife 
  9 
  Entrenching Tool 
  9 
  Excalibur Nightstick 
  9 
  IMI “Chainknife” 
  9 
  Kendachi M-33 Powersword 
  9 
  Kendachi Mono-Two 
  9 
  Kendachi MonoKatana® 
  9 
  Kendachi Monoknife® 
  9 
  Kendachi Monosword Cane 
  10 
  Kendachi Monowhip 
  10 
  Mystic Technologies Spring Knife 
  10 
  Mystic Technologies Nunchaku/Blade 
  10 
  Nomad Smartwhip 
  10 
  SPM-1 Battleglove 
  10 
  Slamdance, Inc. Spawnblade 
  10 
  Utility Sword/Machete 
  10 
  ARCHERY BOWS 
  10 
  Arasaka Arms Half-Bow 
  10 
  Eagletech “Bearcat” Self Bow 
  10 
  Eagletech “Tigercat” Compound Bow 
  11 
  Eagletech “Tomcat” Compound Bow 
  11 
  Eagletech “Wildcat” Sport Bow 
  11 
  CROSSBOWS 
  11 
  Eagletech “Arbelest” Crossbow 
  11 
  Eagletech “Handbow” Crossbow 
  11 
  Eagletech “Scorpion” Crossbow 
  11 
  Eagletech “Stryker” Crossbow 
  11 
  Nomad Hand Crossbow 
  11 
  EXOTIC WEAPONS 
  11 
  APEX Mobile Point Defense System 
  11 
  Arasaka “Nauseator” Riot-Control Device 
  12 
  Arasaka Restraint Caster 
  12 
  Arasaka WXA Computer-Aimed Weapon 
  12 
  Avante P-1135 Needlegun 
  12 
  Dynatech Industries Hand Taser 
  12 
  Enertex AKM Power Squirt 
  12 
  Kendachi Dragon 
  12 
  Kendachi Monowire 
  12 
  Malorian Arms Sliver Gun 
  13 
  Militech Electronics LaserCannon 
  13 
  Militech Electronics Taser 
  13 
  Militech Electronics Taser II™ 
  13 
  Mitsubishi Taser 
  13 
  Mystic Technologies Arrow Gun 
  13 
  Nelson “Wombat” Airpistol 
  13 
  Nomad Boomerang 
  13 
  Nomad Pneumatic Bolt Gun 
  13 
  Nomad Sling 
  13 
  Petrochem Drug-A-Thug™ 
  13 
  Pursuit Security, Incorporated Beanbag Gun 
  14 
  Pursuit Security, Incorporated Stundart Pistol 
  14 
  Pursuit Security, Incorporated Webgun 
  14 
  Carbosteel Wire Net 
  14 
  FEN Dz-55 Det-Web 
  14 
  Skunker™ 
  14 
  Streettech “Burst” 
  14 
  Techtronica Black-Zap Glove 
  14 
  Techtronica M40 “Pulse Rifle” 
  14 
  Techtronica Model 009 Volt Pistol 
  15 
  Tsunami Arms “Airhammer” Air Pistol 
  15 
  Solo Model 
  15 
  Security Model 
  15 
  Kendachi Fragmentation Flechette 
  15 
  Flechette 
  15 
  JellSluggs 
  15 
  Gas 
  15 
  Practice 
  16 
  Tsunami Arms Underbarrel Capacitor Lasers 
  16 
  UrbanTech “Lance” Mini-Missile 
  16 
  PISTOLS 
  16 
  LIGHT HANDGUNS 
  16 
  Astra Style-6 
  16 
  BudgetArms C-13 
  16 
  Dai Lung Cybermag 15 
  16 
  Federated Arms X-22 
  16 
  Federated Arms X-38 
  16 
  Towa Manufacturing Type-12 Police Pistol 
  16 
  MEDIUM HANDGUNS 
  17 
  Arasaka WSA Autopistol 
  17 
  BudgetArms C-41 
  17 
  BudgetArms Laser-Niner 
  17 
  Beretta M97P 
  17 
  CCMMC Goaxing Xiuxi CM-3 
  17 
  Colt Alpha-Omega Competition Pistol 
  17 
  Colt Enforcement 10 Sidearm 
  17 
  Dai Lung Streetmaster 
  17 
  FN Browning “3-Spot” Machine Pistol 
  17 
  Federated Arms X-9mm 
  17 
  Fashion Gun 9 
  17 
  Goncz-Taurus Pistol 
  18 
  Standard Version 
  18 
  Selective-Fire Version 
  18 
  Glock Thirty Machine Pistol 
  18 
  Hammer M-11 Bolt Pistol 
  18 
  IMI Gamad 
  18 
  Kang Tao Type 97 
  18 
  LeRoi Maxi-10 
  18 
  Militech Arms Avenger 
  18 
  Militech Black Widow Flechette Pistol 
  18 
  Militech Silver Shadow Flechette Pistol 
  18 
  Nomad .357 Magnum Autoloader 
  18 
  Nomad .357 Magnum Revolver 
  18 
  Sci Fi Starrior 4 
  18 
  Stein & Wasserman “Tri-Star” Revolver 
  19 
  Sternmeyer P-41 Autoloading Pistol 
  19 
  Stolbovoy St-2 Pistol 
  19 
  Surprising Stranger 
  19 
  Teen Dreem 
  19 
  Texas Arms Model-351 Gyrojet Pistol 
  19 
  
   
   
  page iv 
   
  Towa Manufacturing Type-13 Police Pistol 
  19 
  Towa Manufacturing Type-14 Police Pistol 
  19 
  Tsunami Express Racegun 
  19 
  Wondernines 
  19 
  HEAVY HANDGUNS 
  19 
  BudgetArms Auto-3 
  19 
  Dai Lung Magnum 
  19 
  Espinoza One Shot 
  20 
  Malorian Arms Heavy Flechette Pistol 
  20 
  Mustang Arms “Mark II” 
  20 
  Nova Model 338 Citygun 
  20 
  Nova Model 757 Cityhunter 
  20 
  Stein & Wasserman Bi-Power Handcannon 
  20 
  SternMeyer P-35 
  20 
  Tsunami Arms “Raimei” Ramjet Pistol 
  20 
  VERY HEAVY HANDGUNS 
  20 
  454 Magnum Disposable 
  20 
  Ameritech Magnum 
  21 
  Armalite 44 
  21 
  Colt AMT Model 2000 
  21 
  Constitution Arms Multi-Ammunition Pistol 
  21 
  Federated Arms 454 DA “Super Chief” 
  21 
  Malorian Arms 3516 
  21 
  Militech .477 Boomer Buster 
  21 
  Nomad .44 Magnum Revolver 
  21 
  Nova Arms Plasmatic™ Revolvers 
  21 
  Nova Arms “Stallone” .357 Plasmatic™ Magnum 
  21 
  Nova Arms “Bronson” .41 Plasmatic™ Magnum 
  21 
  Nova Arms “Eastwood” .44 Plasmatic™ Magnum 
  21 
  Nova Arms “Arno” .454 Plasmatic™ Magnum 
  22 
  Royal Enfield Ordnance Spitfire 12mm Battle Pistol 
  22 
  SUBMACHINE GUNS 
  22 
  LIGHT SMGS 
  22 
  Federated Arms Tech-Assault 
  22 
  Federated Arms Tech-Assault II 
  22 
  Heckler & Koch MPK-9 
  22 
  Militech Mini-Gat Machine Carbine 
  22 
  Setsuko-Arasaka “PMS” Advanced Sub-Machine Gun 22 
  Suranam Machine Pistol 
  22 
  Uzi Miniauto 9 
  22 
  MEDIUM SMGS 
  23 
  Arasaka WMA “Minami 10” 
  23 
  Silenced Model 
  23 
  Beretta M-24 Advanced Submachine Gun 
  23 
  Heckler & Koch MP-2013 
  23 
  IMI “Gamdaii” 
  23 
  Malorian Arms Sub-Flechette Gun 
  23 
  Militech-10 Submachinegun 
  23 
  Militech Viper Submachinegun 
  23 
  Mustang Arms ARS-5C Submachinegun 
  23 
  “Sten” 
  23 
  Stolbovoy StS Submachinegun 
  24 
  HEAVY SMGS 
  24 
  CCMMC Tuzi-7 
  24 
  Chadran Arms City Reaper 
  24 
  Heckler & Koch MPK-11 
  24 
  Heckler & Koch MPK-2020 SMG 
  24 
  Ingram MAC 14 
  24 
  Sternmeyer SMG-21 
  24 
  SHOTGUNS 
  24 
  Arasaka WCAA “Rapid Assault Shot 12” 
  24 
  CCMMC Qi-15 
  24 
  Constitution Arms Hurricane Assault Weapon 
  24 
  Enfield-Ubichi LastChance 
  24 
  Luigi Franchi 
  25 
  Luigi Franchi “King Buck” Multi-Magnum 
  25 
  MetaCorp Warhammer™ Assault Shotgun 
  25 
  Military M-12 Close Assault Weapon 
  25 
  Militech Bulldog Compact Assault Shotgun 
  25 
  Militech Crusher SSG 
  25 
  Militech Military/Police Shotgun 
  25 
  10 gauge model 
  25 
  12 gauge model 
  25 
  Mustang Arms Close-Control 20 
  25 
  Mustang Arms “Raider” Riot Shotgun 
  25 
  Sternmeyer Stakeout 10 
  25 
  Tsunami Arms “Ragnarok” Close Assault Weapon 
  26 
  ASSAULT RIFLES 
  26 
  AKR-20 Medium Assault 
  26 
  Arasaka WAA Bullpup Assault Weapon 
  26 
  CCMMC Jinhua M-9 
  26 
  Chadran Arms Jungle Reaper 
  26 
  Colt M-18 Assault Weapon 
  26 
  Darra-Polytechnic M-9 Assault Rifle 
  26 
  FN-RAL Heavy Assault Rifle 
  26 
  Federated Arms Light Assault 15 
  26 
  Fábrica de Armes M-2012 
  26 
  Kalashnikov A-80 Heavy Assault Rifle 
  27 
  Militech Dragon Light Assault Weapon 
  27 
  Militech M-31a1 Advanced Infantry Combat Weapon 
  27 
  Militech Mk IV Assault Weapon (Revised) 
  27 
  Militech Ronin Light Assault 
  27 
  Royal Enfield Ordnance Liquid Propellant Assault Rifle27 
  Sternmeyer M95A4 (CG-13B) Assault Weapon 
  27 
  Stolbovoy St-5 Assault Rifle 
  27 
  Towa Manufacturing Type-20 Advanced Infantry Combat 
  Weapon 
  27 
  Towa Manufacturing Type-99 Assault Rifle 
  27 
  SNIPER RIFLES 
  28 
  Arasaka WSSA Sniper System 
  28 
  Barrett M-90 Sniper Rifle 
  28 
  Barrett-Arasaka Light-20 
  28 
  FR-F6 
  28 
  Nomad 15mm “Long Rifle” 
  28 
  Remington Gyro-Sniper Rifle 
  28 
  Towa Manufacturing Type-00-Kai 
  28 
  OTHER RIFLES 
  29 
  Heckler & Koch HK77UK 
  29 
  Hughes Rocket Rifle 
  29 
  M-99 EVAW 
  29 
  Militech Cyborg Rifle 
  29 
  Militech Ninja 
  29 
  Nomad .357 Magnum Automatic Carbine 
  29 
  Nomad .357 Magnum Lever-Action Carbine 
  29 
  Nomad .44 Magnum Lever-Action Carbine 
  29 
  Nomad 7.62mm Bolt-Action Rifle 
  29 
  Nomad “Personal Weapon” Derivatives 
  29 
  Polymer One-Shot Cannon 
  30 
  Stein & Wasserman Model F “Cyborg Assault” Weapon 
  System 
  30 
  Tsunami Arms Ramjet Rifle 
  30 
  MACHINE GUNS 
  30 
  Constitution Arms Cyclone Squad Support Weapon 
  30 
  Constitution Arms Deluge Crowd Control Weapon 
  30 
  Dover GA-1112 Autogun 
  30 
  FN MG-6 “One-on-One” 
  30 
  Fábrica de Armes M-2012HB SAW 
  30 
  Heckler & Koch G-6 Advanced Squad Automatic 
  30 
  M2A5 Browning .50cal HMG 
  31 
  M-60D Medium Machine Gun 
  31 
  Militech High Power 15 
  31 
  Militech M-232 Squad Assault/Automatic Weapon 
  31 
  Militech Renegade Squad Automatic Weapon 
  31 
  Militech 20L Autocannon 
  31 
  
   
   
  page v 
   
  Sternmeyer M-5A Squad Automatic Weapon 
  31 
  Towa Manufacturing Type-8 Medium Machine Gun 
  31 
  HEAVY WEAPONS 
  31 
  60mm Light Mortar 
  31 
  Colt-Mauser M2X Cannon 
  31 
  Commercial Grenade Launchers 
  31 
  Kenshiri-Adachi F-253 Flamethrower 
  32 
  Light Anti-tank Weapons 
  32 
  LAW 
  32 
  HLAW 
  32 
  M-32 Automatic Grenade Launcher 
  32 
  M-205 Grenade Launcher 
  32 
  M-212 Grenade Launcher 
  32 
  Militech AM-3 “Anti-Matter Rifle” 
  32 
  Militech “Cowboy” U-55 Grenade Launcher 
  32 
  Militech Hotshot L-ATGM 
  32 
  Militech Mini-Grenade Launcher 
  33 
  Pump 
  33 
  Drum 
  33 
  Militech RPG-A Grenade Launcher 
  33 
  Militech Scorpion 16 Surface-To-Air Missile 
  33 
  Militech Urban Missile Launcher 
  33 
  Underbarrel Missile Pod 
  33 
  Rhinemetall EMG-85 Kinetic Energy Railgun 
  33 
  Rostovic Wrist Racate 
  33 
  Royal Enfield Ordnance 25mm Cockerill 
  33 
  Towa Manufacturing Type-9 Grenade Launcher 
  33 
  Tsunami Arms Type-17 Anti-Armor Rifle 
  33 
  Tsunami Arms Type-18 Automatic Grenade Launcher 34 
  ’BORG WEAPONS 
  34 
  ’BORG WEAPON RECOIL RULES 
  34 
  Arasaka “Pocket Tsunami” Grenade Launcher 
  35 
  Arasaka “Rage” Submachinegun 
  35 
  Generic Full ’Borg Weapons 
  35 
  Magnum Opus “Big Government” 
  35 
  “Pistol” 
  35 
  Caseless “SMG” 
  35 
  12.7mm “Assault Rifle” 
  35 
  14.5mm “Assault Rifle” 
  35 
  HiVel Caseless Auto-GL 
  35 
  Magnum Opus “Hellbringer” Revolver 
  35 
  Malorian 3600 Super-SMG  
  35 
  SlamDance, Inc. Hyper-Hammer  
  35 
  Tsunami Arms Helix  
  35 
  United Armaments CLAW  
  36 
  HAND GRENADES 
  36 
  Basic Commercial, Corp & Military Grenades 
  36 
  Biotech-Askari Motion Restraints 
  36 
  DutchArms GPz-78 Mini-Grenade 
  36 
  EMP Grenade 
  36 
  FEN Dz 22 “Saucer Grenades” 
  36 
  Ninja Smoke Pellets 
  36 
  Scatter Grenade 
  37 
  Spraypaint Grenade 
  37 
  Stench Bomb 
  37 
  LAUNCHED GRENADES 
  37 
  Classic Rifle Grenades 
  37 
  DCR Rifle Grenades 
  37 
  Militech 25mm Launched Grenades 
  37 
  Militech 25mm Pistol Grenades 
  38 
  Military 40mm Launched Grenades 
  38 
  MINES & EXPLOSIVES 
  39 
  Antipersonnel Mine 
  39 
  Antitank Mine 
  39 
  C-6 “Flatfire” Plastic Explosive 
  39 
  Claymore Mine 
  39 
  FEN Dz25 “Det Card™” 
  39 
  Militech PDU-3 Multi-Purpose Perimeter Defense Unit 39 
  AMMUNITION 
  39 
  API—Armor Piercing Incendiary 
  39 
  Armor-Piercing Rounds 
  40 
  Dual-Purpose Rounds 
  40 
  Electrothermal Ammo Enhancement 
  40 
  Hollowpoints 
  40 
  Kendachi Fragmentation Flechettes 
  40 
  Rubber Bullets 
  40 
  Safety Rounds 
  40 
  Shotgun Ammunition 
  40 
  SPECIAL AMMO 
  41 
  Arrows 
  41 
  Micromissiles 
  41 
  Urban Technologies Slasher 
  41 
  APPENDIX: DMZ STATS 
  42 
  
   
  PRODUCTION 
  Conversions & Writing 
  Gurth 
  <gurth@xs4all.nl> 
  Picture of Rogue 
  The Talsorian Games staff (I don’t think we ever ac-
  knowledged where she came from…) 
  Full-color version (see back cover) by John Stamatis, 
  via Jani Fikouras. 
  Front Cover Art 
  Scanned from Blackhand’s Street Weapons 2020 and 
  modified a bit. 
  AN IMPORTANT MESSAGE 
  (Well, several, actually.) 
  • Blackhand’s Street Weapons 2020 is a trademark 
  of R. Talsorian Games Inc. 
  • Cyberpunk 2020 is a registered trademark of R. 
  Talsorian Games Inc. 
  • Shadowrun is a registered trademark of FASA Cor-
  poration. 
  • DMZ, Fields of Fire, Neo-Anarchists Guide to 
  Real Life, Shadowtech, and Street Samurai Cata-
  log are trademarks of FASA Corporation. 
  All these names are used without permission, though 
  no challenge to, or sponsorship of, the trademark status 
  is implied or intended. 
   
  The contents of this file are copyright © 1996 by 
  Gurth, but are freeware: distribute at will, but don’t 
  make any profit off of it. You may make as many copies 
  of or modifications to this file as your heart desires, but 
  you may not copy those modified files for someone else 
  or distribute them to anyone, in any way. 
  If anyone wants to convert this file to another format 
  (RTF, PostScript, a different paper size, and what have 
  you) for distribution, contact Gurth@xs4all.nl about it 
  first. 
  The original of Blackhand’s Street Weapons 2020 is 
  copyright © 1995 by R. Talsorian Games Inc., they hold 
  all rights to it, and you should bu
   
  page vi 
   
  y it if you intend to use 
  these conversions in your Shadowrun game. Not only 
  will it help Talsorian sell books, but it will also make 
  using these conversions a lot easier for you. Its ISBN is 
  0-937279-75-7, with stock number CP3461, and this 
  here is its bar-code: 
   
   
  
  B L A C K H A N D ’ S  S T R E E T  W E A P O N S  2 0 5 7  
  I N T R O D U C T I O N  
   
  page 7 
   
  The Editor Says... 
   
   
  By now, many of you will be familiar with the Plastic Warriors conver-
  sions of Cyberpunk 2020 equipment to Shadowrun. This book is yet an-
  other installment in the series, and will probably be the last weapon-oriented 
  one for the time being. One reason for this is that there are hardly any 
  weapons left to convert, but equally important is that there are now so many 
  guns for Shadowrun that it’s getting, well, a bit boring. 
  You see, if you do too many weapons, most of them start to look the 
  same. This is in a large part due to the limited number of game statistics 
  that any given system has, and so after a while you simply run out of stats 
  that will set one weapon apart from another. Just look at all the pistols in 
  this book, and try to spot the ones that are nearly or completely identical 
  stats-wise. Okay, so prices might vary a bit, but the actual game data is vir-
  tually the same for many weapons. 
  So why do I insist on bringing out this file anyway, if all it appears to do 
  is add more of the same? Roleplaying reasons. With more choice, you can 
  select things that suit your perception of a character. Not just guns, but any 
  other stuff as well—“It’s a Fuchi L-263 laser mike with a two-channel digi-
  tal/analog noise filter” is far more interesting, roleplaying-wise, than going 
  “It’s a rating 3 laser microphone,” even though that’s exactly what the Fuchi 
  is. For the same reason, it doesn’t matter that the only real difference be-
  tween an Armalite 44 and a Nomad .357 Magnum autoloader is in their 
  weights. Your character may prefer the Armalite because of its clean lines, 
  or because it’s the gun used by the main character in his favorite cop show 
  on the trid, or because it’s the first gun he ever bought, or whatever motif 
  you care to come up with. 
  For this reason, I think it’s good to have a large variety of very similar 
  pieces of equipment. So read through these pages, and pick a gun you feel 
  is in keeping with what your character likes, or wants in a gun. There’s 293 
  to choose from in this book alone. 
   
  — Gurth <gurth@xs4all.nl> 
   
   
  
  B L A C K H A N D ’ S  S T R E E T  W E A P O N S  2 0 5 7  
  I N T R O D U C T I O N  
   
  page 8 
   
  Some Notes 
   
  Type and Ranges: with ranged weapons, these two stats are used to 
  indicate the type of ammunition and the range groups the weapon uses, re-
  spectively. This is because in Cyberpunk, weapons within a class do not all 
  have the same ranges, and so for those with radically different ranges from 
  Shadowrun equivalents make use of a different range group than they ac-
  tually belong to. For example, the Militech M-31a1 (see page 27) is an as-
  sault rifle, but it fires submachine gun rounds. For all purposes such as 
  which Firearms concentration to use, apply common sense: a weapon listed 
  among shotguns, even though it fires heavy pistol ammo and has light pistol 
  ranges, will likely be a shotgun. If this is somehow a hard call to make for 
  the gamemaster, use the Ranges. 
  Rules references: a lot of entries in this book make reference to pub-
  lished Shadowrun rules. The most important ones are: 
  Caseless ammunition 
  page 77, Fields of Fire 
  Monofilament whips 
  page 103, Shadowrun, Second Edi-
  tion 
  Rates of fire 
  page 81, Fields of Fire 
  Shock weapons 
  page 103, Shadowrun, Second Edi-
  tion 
  Shotgun chokes 
  page 95, Shadowrun, Second Edition 
  Smoke 
  page 85, Fields of Fire 
  Supermachine guns 
  page 81, Fields of Fire 
  White phosphorus 
  page 86, Fields of Fire 
   
  Conversion guidelines: see the Chromebook Conversions, page 
  103. 
   
  
  B L A C K H A N D ’ S  S T R E E T  W E A P O N S  2 0 5 7  
  M E L E E  W E A P O N S  
   
  page 9 
   
  Melee Weapons 
   
  Basic Melee Weapons 
  p.2 
   
  Conceal 
  Reach 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index  
  Legality 
  Axe 
  2 
  1 
  (str)S 
  2.5 
  2/4 hrs 
  60¥ 
  1 
  Legal 
  Nunchaku/Tonfa 
  7 
  1 
  (str+2)M Stun 
  .5 
  3/8 hrs 
  40¥ 
  .75 
  5-C 
  Naginata 
  2 
  1 
  (str+1)L 
  1.5 
  4/12 hrs 
  50¥ 
  1 
  4-B 
  Switchblade 
  9 
  — 
  (str–1)L 
  .1 
  2/6 hrs 
  25¥ 
  .75 
  8-A 
  Brass Knuckles 
  10 
  — 
  (str+1)M Stun 
  .2 
  2/24 hrs 
  20¥ 
  .75 
  6-C 
  Sledgehammer 
  1 
  1 
  (str+2)S Stun 
  3 
  2/4 hrs 
  50¥ 
  1 
  Legal 
  Chainsaw 
  — 
  1 
  6S 
  4 
  3/6 hrs 
  500¥ 
  1 
  Legal 
  Bayonet/Survival Knife 
  p.2 
   Conceal 
  Reach 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index  
  Legality 
   
  8 
  — 
  (str)L 
  .25 
  2/8 hrs 
  35¥ 
  .8 
  8-A 
  Entrenching Tool 
  p.2 
   Conceal 
  Reach 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index  
  Legality 
   
  3 
  — 
  (str)M 
  .75 
  3/16 hrs 
  50¥ 
  1 
  Legal 
  Excalibur Nightstick 
  p.2 
  Mace canisters cost 5¥ for 6. 
   
  Conceal 
  Reach 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index  
  Legality 
  Taser-type 
  5 
  1 
  8S Stun 
  1 
  4/48 hrs 
  1,800¥ 
  2 
  3-C 
  Mace-type 
  — 
  — 
  mace 
  — 
  — 
  — 
  — 
  — 
  Basic-type 
  — 
  — 
  (str+1)M Stun 
  — 
  — 
  — 
  — 
  — 
  IMI “Chainknife” 
  p.2 
  Use one-half Impact armor rating against this knife. 
   Conceal 
  Reach 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index  
  Legality 
   
  6 
  0 
  (str+5)L 
  .75 
  6/48 hrs 
  120¥ 
  1.2 
  3P-B 
  Kendachi M-33 Powersword 
  p.3 
  This sword breaks if all ones are rolled on any Armed Combat Success Test when using this weapon. Impact Ar-
  mor is used to defend against this sword, but is only one-half effective (round down). 
   Conceal 
  Reach 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index  
  Legality 
   
  4 
  1 
  (str+1)S 
  3 
  8/14 days 
  1,860¥ 
  3 
  3-B 
  Kendachi Mono-Two 
  p.3 
  This weapon is sold in sets of two: one long and one short sword; they cannot be bought separately. Stats are per 
  set of one long sword and one short sword. A set with colored laser costs 1,700¥. 
   
  Conceal 
  Reach 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index  
  Legality 
  Long 
  3 
  1 
  (str+3)M 
  1 
  5/48hrs 
  1,650¥ 
  2.1 
  5-B 
  Short 
  5 
  0 
  (str+1)M 
  .75 
  — 
  — 
  — 
  — 
  Kendachi MonoKatana® 
  p.3 
   
  Conceal 
  Reach 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index  
  Legality 
  MonoKatana® 
  3 
  1 
  (str+4)M 
  1 
  8/5 days 
  1,200¥ 
  2.5 
  5-B 
  Mononaginata 
  2 
  1 
  (str+2)L 
  .5 
  6/60 hrs 
  300¥ 
  1 
  8-B 
  Kendachi Monoknife® 
  p.3 
   Conceal 
  Reach 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index  
  Legality 
   
  7 
  — 
  (str+1)L 
  .5 
  6/60 hrs 
  200¥ 
  1 
  8-A 
  
  B L A C K H A N D ’ S  S T R E E T  W E A P O N S  2 0 5 7  
  M E L E E  W E A P O N S  
   
  page 10 
   
  Kendachi Monosword Cane 
  p.3 
  Concealability is 10 to spot there is a sword hidden in the cane. 
   Conceal 
  Reach 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index  
  Legality 
   
  2/10 
  — 
  (str+1)M 
  .75 
  8/72 hrs 
  1,020¥ 
  1 
  6-B 
  Kendachi Monowhip 
  p.3 
  This weapon uses the rules for monofilament whips (p.103, SRII). 
   Conceal 
  Reach 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index  
  Legality 
   
  9 
  3 
  10S 
  — 
  26/14 days 
  3,500¥ 
  3 
  1-J 
  Mystic Technologies Spring Knife 
  p.3 
  When used to stab, the knife does (str+2)L damage. It can be launched in a Simple Action, and uses the following 
  ranges: short 0–1, medium 2, Long 3, Extreme 4–5. When launched, it does 5L damage. 
   Conceal 
  Reach 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index  
  Legality 
   
  8 
  0 
  (str+2)L 
  .75 
  4/12 hrs 
  125¥ 
  1.2 
  6P-D 
  Mystic Technologies Nunchaku/Blade 
  p.3 
   
  Conceal 
  Reach 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index  
  Legality 
  Nunchaku 
  4 
  1 
  (str+2)M Stun 
  .5 
  3/8 hrs 
  800¥ 
  .75 
  4-B/C 
  Sword 
  4 
  1 
  (str+3)M 
  — 
  — 
  — 
  — 
  — 
  Nomad Smartwhip 
  p.3 
  A datajack is required to use this weapon. 
   Conceal 
  Reach 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index  
  Legality 
   
  6 
  2 
  (str+3)L 
  1 
  6/72 hrs 
  600¥ 
  1 
  4-C 
  SPM-1 Battleglove 
  p.4 
   Conceal 
  Reach 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index  
  Legality 
   
  — 
  — 
  (str+3)M 
  1.5 
  10/7 days 
  900¥ 
  2 
  2-C 
  Slamdance, Inc. Spawnblade 
  p.4 
  If used to stab normally, it does normal damage for a knife (i.e. (str)L). If a target has been hit successfully (he 
  must have taken damage from the attack), the user may trigger the blade. This does an additional Light wound, which 
  may not be resisted. Once opened, removing the knife requires a Biotech test with a Target Number 5. Any other 
  means of removal, or if the Biotech roll is failed, causes another Light wound. Using the knife to stab while in its ex-
  tended form makes its Damage Code (str–1)L. The knife, once triggered, can not be brought back into its original 
  shape. 
   Conceal 
  Reach 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index  
  Legality 
   
  8 
  0 
  (str)L 
  .5 
  4/72 hrs 
  100¥ 
  1.1 
  5-B 
  Utility Sword/Machete 
  p.4 
   Conceal 
  Reach 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index  
  Legality 
   
  4 
  1 
  (str+2)M 
  .75 
  4/24 hrs 
  60¥ 
  1 
  3-B 
  Archery Bows 
  Each bow is only available at the Strength Minimum indicated. 
  Arasaka Arms Half-Bow 
  p.4 
  Concealability is 3 when assembled, 6 when disassembled, and 10 against weapon scanners. 
  Type 
  Conceal 
  Str. Min. 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Bow 
  3/6/10 
  3 
  6M 
  1.25 
  6/7 days 
  300¥ 
  1.5 
  4-D 
  Eagletech “Bearcat” Self Bow 
  p.4 
  Concealability is 2 when assembled, 4 when disassembled. 
  Type 
  Conceal 
  Str. Min. 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Bow 
  2/4 
  5 
  9M 
  1.25 
  6/72 hrs 
  500¥ 
  1.75 
  4-D 
  
  B L A C K H A N D ’ S  S T R E E T  W E A P O N S  2 0 5 7  
  A R C H E R Y  B O W S  
   
  page 11 
   
  Eagletech “Tigercat” Compound Bow 
  p.4 
  Comes with a smartlink. 
  Type 
  Conceal 
  Str. Min. 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Bow 
  1 
  5 
  8M 
  1.5 
  6/72 hrs 
  500¥ 
  1.75 
  5-D 
  Eagletech “Tomcat” Compound Bow 
  p.4 
  Type 
  Conceal 
  Str. Min. 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Bow 
  2 
  5 
  9M 
  1.5 
  6/48 hrs 
  750¥ 
  1 
  5-D 
  Eagletech “Wildcat” Sport Bow 
  p.4 
  Type 
  Conceal 
  Str. Min. 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Bow 
  4 
  3 
  5M 
  1 
  3/36 hrs 
  350¥ 
  1 
  5P-D 
  Crossbows 
  Each bow is only available at the Strength Minimum indicated. 
  Eagletech “Arbelest” Crossbow 
  p.5 
  Type 
  Conceal 
  Str. Min. 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Medium Crossbow 
  2 
  5 
  7M 
  3 
  8/7 days 
  500¥ 
  1 
  6-D 
  Eagletech “Handbow” Crossbow 
  p.5 
  Can be installed in a cyberarm, with a 12-shot autoloader, for 3,000¥. 
  Type 
  Conceal 
  Str. Min. 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Light Crossbow 
  5 
  1 
  3M 
  .5 
  2/24 hrs 
  75¥ 
  1 
  7-D 
  Eagletech “Scorpion” Crossbow 
  p.5 
  Type 
  Conceal 
  Str. Min. 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Heavy Crossbow 
  — 
  5 
  8S 
  5 
  8/7 days 
  1,500¥ 
  1 
  5-D 
  Eagletech “Stryker” Crossbow 
  p.5 
  Type 
  Conceal 
  Str. Min. 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Medium Crossbow 
  2 
  2 
  4M 
  3.25 
  6/48 hrs 
  440¥ 
  1 
  6-D 
  Nomad Hand Crossbow 
  p.5 
  Type 
  Conceal 
  Str. Min. 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Light Crossbow 
  — 
  1 
  3M 
  .5 
  10/7 days 
  100¥ 
  1 
  7-D 
  Exotic Weapons 
   
  APEX Mobile Point Defense System 
  p.5 
  This device contains a “Smart” gun system (p.89 of the Neo-Anarchists’ Guide to Real Life), has a Firearms skill 
  of 6, covers the full 360°, and has an Initiative of 15+2D6. It also includes an assault rifle (not removable), firing at 
  Minigun rates, and with 400 rounds of belted ammunition. The mounting provides six points of Recoil Compensation. 
  The outside of the unit has a Barrier Rating of 6. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Assault Rifle 
  Assault Rifle 
  — 
  400 (belt) 
  FA 
  8M 
  20 
  11/21 days 
  25,000¥ 
  4 
  2P-J 
  
  B L A C K H A N D ’ S  S T R E E T  W E A P O N S  2 0 5 7  
  E X O T I C  W E A P O N S  
   
  page 12 
   
  Arasaka “Nauseator” Riot-Control Device 
  p.6 
  This device affects an area as if it were a shotgun with a choke of 2. The device rolls 6 dice against a Target Num-
  ber 4, everyone within 25 meters of the device must roll a Body(6) test (use natural Body, without cyberware modifi-
  ers). The number of successes rolled are compared; if the device has more, consult the left-hand table for the effects. 
  Creatures with wide-band hearing get a +2 modifier to the Body Test Target Number. Targets equipped with hearing 
  improvements also get modifiers to the Body test, per the right-hand table. 
   
  Net suc-
  cesses 
  Effects on target 
  Cyberware 
  Modifier 
  1 
  +2 penalty to all Target Numbers for 1D6 turns after 
  leaving affected area 
  High Level Hearing 
  Low Level Hearing 
  +2 
  +1 
  2–3 
  +4 penalty to all Target Numbers, Quickness and 
  Strength reduced by 1, all for 2D6 turns after leaving 
  affected area 
  Hearing Amplification 
  Damper 
  Select Sound Filter 
  +2 
  –4 
  –rating (if switched on) 
  4+ 
  unconscious for 1D6 minutes (no actual damage
  taken) 
   
   
   
   Conceal 
  Rating 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index  
  Legality 
   
  — 
  6 
  — 
  25 
  14/7 days 
  19,000¥ 
  4 
  Legal 
  Arasaka Restraint Caster 
  p.6 
  Treat as a normal net gun (page 72, Street Samurai Catalog) that fires special capsules. Capsules cost 60¥ per 
  packet of 20, while solvent costs 10¥ for 10 applications (both Availability 6/72 hrs, Street Index 2). 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Light Pistol 
  Taser 
  5 
   4 (m) 
  SS 
  see above 
  1 
  6/72 hrs 
  200¥ 
  2 
  8P-E 
  Arasaka WXA Computer-Aimed Weapon 
  p.6 
  Rules-wise, treat the WXA as an Ares Sentry™ weapon (p.46, Fields of Fire) with Intelligence 5, Initiative 10+2D6, 
  and Firearms skill 5. It comes with 6 points recoil compensation. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  LMG 
  LMG 
  — 
  500 (belt) 
  FA 
  7S 
  50 
  12/21 days 
  30,000¥ 
  4 
  2-H+4P-E2 
  Avante P-1135 Needlegun 
  Use the rules for needle ammunition (p.30, Neo-Anarchists’ Guide to Real Life). 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  special 
  Heavy Pistol 
  5 
  15 (c) 
  SA 
  5L 
  1 
  2/12 hrs 
  200¥ 
  .75 
  Legal 
  Dynatech Industries Hand Taser 
  p.6 
  Uses the Shock Weapon Rules. 
  Conceal 
  Reach 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index  
  Legality 
   
  7 
  — 
  9S Stun 
  .5 
  5/36 hrs 
  500¥ 
  2 
  6-C 
  Enertex AKM Power Squirt 
  p.6 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  special 
  Taser 
  5 
  50 (m) 
  SS 
  drug 
  1 
  always 
  15¥ 
  1 
  Legal 
  Kendachi Dragon 
  p.6 
  It costs one Complex Action to ignite this weapon, and in this action it may not be fired. In any following actions, it 
  can be fired without problems. Turning it off costs a Simple Action. If the weapon is a smartgun controlled through a 
  Smartlink, it still costs a Complex Action to turn on, but only a Free Action to turn off. 
  The Dragon uses any flammable liquid as its ammunition. Based on the fuel, the Damage Code may be adjusted 
  (GM’s discretion). Impact Armor is used to defend against fire, but use only half its rating (round down). The ranges for 
  this weapon are: Short NA; Medium 0-1; Long 2-3; Extreme 4. This weapon has a Firesetting Rating of 6 (see page 
  72, Tech Specs, for details). 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Special 
  see above 
  3 
  4 (m) 
  SS 
  10M 
  4.25 
  10/5 days 
  1,660¥ 
  4.5 
  1-J 
  Kendachi Monowire 
  p.7 
  Availability 8/7 days, Cost 60¥, Street Index 2.5 per meter of wire. 
  
  B L A C K H A N D ’ S  S T R E E T  W E A P O N S  2 0 5 7  
  E X O T I C  W E A P O N S  
   
  page 13 
   
  Malorian Arms Sliver Gun 
  p.7 
  This pistol does not use ordinary ammunition. Instead, it requires batteries and a ceramic block. Batteries last for 
  18 minutes, while the ceramic block must be replaced after 7 shots. A ceramic block costs 25¥, while a battery costs 
  7¥. The weapon makes no more noise than a normal pistol with silencer. It uses the Flechette rules, and Heavy Pistol 
  ranges. The cybergun-version costs 1,550¥, costs .6 points of Essence, and has a Legality rating of 3P-CC. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Heavy Pistol 
  Heavy Pistol 
  4 
  7 (c) 
  SA 
  6S(f) 
  2.5 
  6/72 hrs 
  1,375 
  3 
  3P-J 
  Militech Electronics LaserCannon 
  p.7 
  This laser has adjustable power output, meaning the user can set the damage anywhere between 3M and 15M. 
  Every shot uses a number of power units equal to its Power Level; the power pack contains 30 units of power, so you 
  could fire 2 shots at full damage (15M), or 10 shots at lowest damage (3M), or any combination you want: for instance, 
  one shot at 10M, three shots at 4M, and one shot at 8M exactly empty the power pack. Range stays the same at all 
  Power Levels. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Sniper Rifle 
  Sniper Rifle 
  — 
  see above 
  SA 
  see above 
  25 
  26/21 days 130,000¥ 
  3.25 
  1-J 
  Militech Electronics Taser 
  p.7 
  Uses the Shock Weapon Rules. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Taser 
  Taser 
  6 
  10 (m) 
  SS 
  8S Stun 
  1.5 
  5/36 hrs 
  600¥ 
  1.4 
  7P-E 
  Militech Electronics Taser II™ 
  p.7 
  Uses the Shock Weapons rules. 
   Conceal 
  Reach 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index  
  Legality 
   
  7 
  0 
  5S Stun 
  .5 
  4/24 hrs 
  300¥ 
  1 
  6-C 
  Mitsubishi Taser 
  p.7 
  Uses the Shock Weapons rules. Ranges are Short 1, Medium 2–3, Long 4, Extreme 5 meters. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Taser 
  see above 
  6 
  12 (c) 
  SS 
  8S Stun 
  1.5 
  6/4 days 
  1,000¥ 
  1 
  6P-E 
  Mystic Technologies Arrow Gun 
  p.7 
  Fires standard arrows as used in bows. With the stock collapsed, add +2 to Concealability and all target numbers. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Bow 
  Light Pistol 
  2 
  8 (m) 
  SS 
  8M 
  2 
  4/48 hrs 
  1,000¥ 
  1.5 
  3-D 
  Nelson “Wombat” Airpistol 
  p.7 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  special 
  Heavy Pistol 
  4 
  20 (c) 
  SA 
  4L Stun 
  1.5 
  2/24 hrs 
  200¥ 
  .75 
  Legal 
  Nomad Boomerang 
  p.7 
  This is a thrown weapon. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  special 
  Shuriken 
  5 
  — 
  — 
  (str)M 
  .25 
  3/36 hrs 
  30¥ 
  2 
  5-D 
  Nomad Pneumatic Bolt Gun 
  p.7 
  At Extreme range, Damage is 6M. Air cylinders cost 30¥. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Med. Crossbow Light Pistol 
  — 
  4 (m) 
  SS 
  9M 
  3.5 
  10/7 days 
  350¥ 
  1 
  3-D 
  Nomad Sling 
  p.8 
  Type 
  Conceal 
  Str. Min. 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Throwing Knife 
  12 
  1 
  (str÷2)L 
  — 
  6/5 days 
  10¥ 
  1 
  8-D 
  Petrochem Drug-A-Thug™ 
  p.8 
  Hitting an unwilling opponent requires a melee attack. If the attack hits, the drug is delivered, and the target must 
  resist its effects. 
   Conceal 
  Reach 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index  
  Legality 
   
  6 
  0 
  as drug 
  .5 
  3/8 hrs 
  150¥ 
  2 
  as drug 
  
  B L A C K H A N D ’ S  S T R E E T  W E A P O N S  2 0 5 7  
  E X O T I C  W E A P O N S  
   
  page 14 
   
  Pursuit Security, Incorporated Beanbag Gun 
  p.8 
  A character hit by the Beanbag Gun must roll a Body (8) test; each success removes one of the attacker’s suc-
  cesses. If the target rolls more successes, the weapon does no damage; if not, the body location that was hit, is numb 
  for (1D6+attacker’s successes) turns. Ranges are Short 0, Medium 1, Long 2, Extreme 3 meters. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  special 
  see above 
  4 
  1 (m) 
  SS 
  see above 
  .5 
  2/12 hrs 
  100¥ 
  .75 
  Legal 
  Pursuit Security, Incorporated Stundart Pistol 
  p.8 
  This weapon uses the Shock Weapons rules, p.103 of SRII, but does not use the normal taser ammunition. In-
  stead, it fires a round that works on the same principle but is of heavy pistol caliber. These rounds can not be fired 
  from other heavy pistols. It can also use normal heavy pistol ammo, but if this is done, roll 1D6. On a roll of 1 to 5, the 
  round misfires and causes 9M damage to the firer (Ballistic armor is only half effective), which also destroys the pistol. 
  When normal heavy pistol ammo is fired, the weapon has a base Damage Code of 9M, modified by the ammunition 
  type. With its own shock ammo, it uses the listed Damage Code. The ammunition is listed in the Chromebook Con-
  versions. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Heavy Pistol 
  Heavy Pistol 
  3 
  2 (b) 
  SS 
  10S Stun 
  3.5 
  8/4 days 
  1,090¥ 
  2 
  5P-E 
  Pursuit Security, Incorporated Webgun 
  p.8 
  Treat as a Netgun using Large nets (p.72, Street Samurai Catalog). Adapting the weapon for carbosteel wire nets 
  costs 100¥. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Netgun 
  Heavy Pistol 
  3 
  1 (m) 
  SS 
  as net 
  3.5 
  6/72 hrs 
  500¥ 
  2.5 
  Legal 
  Carbosteel Wire Net 
  Anyone hit by this net takes 10S Stun damage, per the Shock Weapons rules, in addition to being entangled. Stats 
  are for one net. 
   Conceal 
  Damage 
  Power Level Weight 
  Availability 
  Cost 
  Street Index 
  Legality 
   
  5 
  10S Stun 
  — 
  1 
  6/48 hrs 
  100¥ 
  2 
  5P-E2 
  FEN Dz-55 Det-Web 
  This web contains 2 kilograms of C6 explosive, delivering an 8D explosion to the target. Stats are for one net. 
   Conceal 
  Damage 
  Power Level Weight 
  Availability 
  Cost 
  Street Index 
  Legality 
   
  5 
  8D 
  –1 per meter 
  2 
  10/72 hrs 
  450¥ 
  3 
  4-I 
  Skunker™ 
  p.8 
  Functions much like a Toxin Exhaler (p.42, Shadowtech), but a melee attack is needed to deliver the gas on the 
  target. For 5-10¥, the gas can be mixed with odiferous chemicals creating additional effect equal to the Stench Bomb 
  (p.49, Chromebook 2). 
   Conceal 
  Reach 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index  
  Legality 
   
  7 
  — 
  as gas 
  .25 
  5/60 hrs 
  70¥ 
  1.3 
  as gas 
  Streettech “Burst” 
  p.8 
  Cannot be reloaded; ranges are Short 0, Medium 1, Long 2, Extreme 3 meters. Key ring models are 40¥. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  special 
  see above 
  8 
  1 
  SS 
  5S 
  .1 
  2/24 hrs 
  33¥ 
  1.5 
  6P-E 
  Techtronica Black-Zap Glove 
  p.9 
  This weapon uses Shock Weapons rules. A character wearing this glove has an Unarmed Damage Code of 
  (str+1)M Stun if the taser circuitry is not used, 9S Stun if used as a taser. Cyberware which is built into the hand wear-
  ing the glove (like hand razors, spurs, smartlinks, etc.) cannot be used. 
   Conceal 
  Reach 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index  
  Legality 
   
  4 
  0 
  9S Stun 
  1 
  6/48 hrs 
  1,200¥ 
  2.2 
  4-B 
  Techtronica M40 “Pulse Rifle” 
  p.9 
  Use the Shotgun ranges for this weapon. When it is fired, the firer rolls a normal Firearms skill test against the 
  range-determined Target Number. If it hits an electronic device, the weapon rolls 5 dice against the base Target Num-
  ber for the range (4 for short, 5 for medium, etc.). The device rolls a number of dice equal to the M40’s Target Number 
  against a Target Number 5. If the M40 has more successes, the electronics are damaged or destroyed (GM’s discre-
  tion). If the target is alive, the M40 delivers an attack, with the damage depending on the range to the target, in addi-
  tion to the other listed effects (in all cases, Alpha and Beta-grade cyberware are allowed a damage resistance test, 
  see p.98/99, Street Samurai Catalog). For cyberware damage, see pages 93 to 96 of the Street Samurai Catalog 
  and pages 39 and 40 of Shadowtech. 
   
  
  B L A C K H A N D ’ S  S T R E E T  W E A P O N S  2 0 5 7  
  E X O T I C  W E A P O N S  
   
  page 15 
   
  Range 
  Damage 
  No. of cyberware systems damaged 
  Short (1–10m) 
  8D Physical 
  all present 
  Medium (11–20m) 
  6D Stun 
  2D6-5 
  Long (21–50m) 
  4D Stun 
  1D6-2 
  Extreme (51–100m) 
  4S Stun 
  1D6-4 
   
  The M40 uses a 6-shot battery for “ammunition.” This costs 50¥, Availability 10/7 days, Street Index 3. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Special 
  Assault Rifle 
  1 
  6 (c) 
  SS 
  special 
  8.5 
  — 
  3,500¥ 
  — 
  3P-E 
  Techtronica Model 009 Volt Pistol 
  p.9 
  This weapon uses the Shock Weapons rules. The energy pack costs 25¥, Availability 5/24hrs, Street Index 1. The 
  Power Level is reduced by –1 at medium range, long –3, and extreme –6, and by –1 per meter of smoke the beam 
  passes through. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Taser 
  Heavy Pistol 
  3 
  6 (c) 
  SS 
  10S Stun 
  3.5 
  8/72 hrs 
  1,950¥ 
  2.5 
  5P-F 
  Tsunami Arms “Airhammer” Air Pistol 
  p.9 
  The weapon has three modes: Target, Combat, and Overload. Switching between them costs a Simple Action (a 
  Free Action for a smartgun). The damage done depends on the modes: 6L in Target mode, 7M in Combat mode, and 
  10M in Overload mode. The air reservoir is treated as a clip for changing purposes, the rounds are contained in a 
  cylinder. The weapon can only use its own ammunition, described below. 
  Two models exist: the normal model has a five-shot cylinder, an under-barrel laser sight, and a 10-shot camera on 
  the top mount (this camera takes a picture every time a shot is fired). The second model (the Mark 2) has a seven-
  shot cylinder, and an internal smartlink. 
  Solo Model 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Special 
  Heavy Pistol 
  5 
  5 (cy) 
  SA 
  see above 
  1.5 
  11/14 days 
  325¥ 
  2.5 
  9P-E 
  Security Model 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Special 
  Heavy Pistol 
  6 
  7 (cy) 
  SA 
  see above 
  1.5 
  12/14 days 
  400¥ 
  3 
  9P-E 
  Kendachi Fragmentation Flechette 
  As Needler ammo (p.30, Neo-Anarchists’ Guide to Real Life), but gives +1 Power because it is also an Explosive 
  round (and can misfire as such). 
   Conceal 
  Damage 
  Power Level Weight 
  Availability 
  Cost 
  Street Index 
  Legality 
   
  9 
  +1 Power 
  — 
  .15 
  6/48 hrs 
  15¥ 
  2 
  as weapon 
  Flechette 
  Shatters if fired at hard cover (i.e. does no damage in such a case), and Ballistic armor is only one-fourth (round 
  up) effective against it. It is not to be confused with the normal Shadowrun flechette ammunition. 
   Conceal 
  Damage 
  Power Level Weight 
  Availability 
  Cost 
  Street Index 
  Legality 
   
  9 
  normal 
  — 
  .15 
  6/48 hrs 
  15¥ 
  2 
  as weapon 
  JellSluggs 
  Treat as Gel rounds, but these rounds will not penetrate hard cover or hardened armors. 
   Conceal 
  Damage 
  Power Level Weight 
  Availability 
  Cost 
  Street Index 
  Legality 
   
  9 
  –2 Power, 
  — 
  .25 
  8/60 hrs 
  20¥ 
  1.5 
  as weapon 
   
   
  Stun damage 
  Gas 
  This round creates a cloud of gas, 2 meters in radius. The gas must be selected before purchase of the round. Roll 
  for the availability of the gas separately. 
   Conceal 
  Damage 
  Power Level Weight 
  Availability 
  Cost 
  Street Index 
  Legality 
   
  9 
  as gas 
  — 
  .25 
  8/4 days 
  40¥ 
  2 
  as weapon or gas 
  
  B L A C K H A N D ’ S  S T R E E T  W E A P O N S  2 0 5 7  
  E X O T I C  W E A P O N S  
   
  page 16 
   
  Practice 
  Treat as regular ammo, except for the reduced damage. 
   Conceal 
  Damage 
  Power Level Weight 
  Availability 
  Cost 
  Street Index 
  Legality 
   
  9 
  3L 
  — 
  .15 
  4/24 hrs 
  15¥ 
  1.5 
  as weapon 
  Tsunami Arms Underbarrel Capacitor Lasers 
  p.9 
  Clips to the under-barrel mount of another weapon. It uses light pistol ranges, but has its Power level decreased by 
  2 for every step beyond short range (medium –2, long –4, extreme –6). Use one-half Impact armor to defend against 
  the laser. Smoke reduces the laser’s Power Level by –1 for every meter the beam passes through. 
  The laser normally uses a battery as power pack. This battery provides 2 charges, costs 250¥, Availability 12/8 
  days, Street Index 4. The power pack provides 20 shots, weighs 4 kg, and costs 2,500¥ (Availability 16/14 days, 
  Street Index 2.5). 
  No Microwaver exists. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Light Pistol 
  Light Pistol 
  –2 
  2/20 
  SA 
  10M 
  5 
  24/21 days 
  95,000¥ 
  3.5 
  2-J 
  UrbanTech “Lance” Mini-Missile 
  p.10 
  Cannot be reloaded. Damage is 6S to a target that is hit directly, with a –6 per meter blast reduction. Use grenade 
  launcher ranges, and the weapon has an Intelligence of 2. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  special 
  LMG ×2 
  5 
  1 
  SS 
  see above 
  .5 
  5/48 hrs 
  1,000¥ 
  3 
  3-J 
  Pistols 
  Unless otherwise noted, all pistols use cased ammunition. 
  LIGHT HANDGUNS 
  Astra Style-6 
  p.10 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Hold-Out 
  Hold-Out 
  9 
  6 
  SA 
  4L 
  .5 
  3/12 hrs 
  75¥ 
  .75 
  10P-E 
  BudgetArms C-13 
  p.10 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Hold-Out 
  Hold-Out 
  8 
  8 (c) 
  SA 
  4L 
  .5 
  2/8 hrs 
  150¥ 
  .75 
  10P-E 
  Dai Lung Cybermag 15 
  p.10 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Hold-Out 
  Hold-Out 
  7 
  10 (c) 
  SA 
  4L 
  .5 
  3/12 hrs 
  100¥ 
  .7 
  10P-E 
  Federated Arms X-22 
  p.10 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Hold-Out 
  Hold-Out 
  7 
  10 (c) 
  SA 
  4L 
  .5 
  2/12 hrs 
  300¥ 
  .8 
  10P-E 
  Federated Arms X-38 
  p.10 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Light Pistol 
  Light Pistol 
  6 
  10 (c) 
  SA 
  6L 
  1.25 
  3/24 hrs 
  420¥ 
  1 
  8P-E 
  Towa Manufacturing Type-12 Police Pistol 
  p.10 
  The smartlinked model costs 810¥. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Light Pistol 
  Light Pistol 
  5 
  6 (cy) 
  SS 
  6L 
  .75 
  4/24 hrs 
  450¥ 
  1 
  8P-E 
  
  B L A C K H A N D ’ S  S T R E E T  W E A P O N S  2 0 5 7  
  P I S T O L S  
   
  page 17 
   
  MEDIUM HANDGUNS 
  Arasaka WSA Autopistol 
  p.10 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Heavy Pistol 
  Light Pistol 
  5 
  15 (c) 
  SA 
  9M 
  2 
  4/24 hrs 
  400¥ 
  .9 
  6P-E 
  BudgetArms C-41 
  p.11 
  Comes with an internal smartlink and a rating 1 gas vent, and can fire one burst per Complex Action. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Heavy Pistol 
  Heavy Pistol 
  5 
  10 (c) 
  SA/BF 
  9M 
  1 
  6/36 hrs 
  500¥ 
  1 
  5-G 
  BudgetArms Laser-Niner 
  p.11 
  This weapon has a built-in laser sight and fires caseless rounds (p.77, Fields of Fire).. The 35-round clip lowers 
  Concealability by 1. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Light Pistol 
  Light Pistol 
  5 
  15/35 (c) SA/BF/FA 
  6L 
  1.5 
  4/36 hrs 
  675¥ 
  1.2 
  5-G 
  Beretta M97P 
  p.11 
  Comes with a laser sight and fires caseless ammo. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Light Pistol 
  Heavy Pistol 
  4 
  18 (c) 
  SA 
  7L 
  1.75 
  3/24 hrs 
  480¥ 
  1.25 
  8P-E 
  CCMMC Goaxing Xiuxi CM-3 
  p.11 
  Availability is 5/48 hrs in China, but the weapon is virtually impossible to find elsewhere. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Light Pistol 
  Light Pistol 
  5 
  8 (c) 
  SA 
  6L 
  1 
  — 
  75¥ 
  — 
  8P-E 
  Colt Alpha-Omega Competition Pistol 
  p.11 
  Comes with a rating 1 gas vent installed on the barrel and an internal smartlink. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Heavy Pistol 
  Heavy Pistol 
  4 
  10 (c) 
  SA 
  9M 
  2.5 
  5/24 hrs 
  500¥ 
  1 
  7P-E 
  Colt Enforcement 10 Sidearm 
  p.11 
  Price is 600¥ for a camouflaged model, 1,050¥ for a standard model with smartlink, or 1,150¥ for a camouflaged 
  model with smartlink. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Heavy Pistol 
  Heavy Pistol 
  5 
  14 (c) 
  SA 
  9M 
  2 
  6/48 hrs 
  550¥ 
  1.5 
  6P-E 
  Dai Lung Streetmaster 
  p.11 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Light Pistol 
  Light Pistol 
  6 
  12 (c) 
  SA 
  6L 
  1 
  3/12 hrs 
  325¥ 
  .8 
  8P-E 
  FN Browning “3-Spot” Machine Pistol 
  p.11 
  Fires caseless ammo. The second burst in a turn has an +2 target number modifier due to the recoil of the previous 
  burst (this modifier is in addition to normal recoil penalties). 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Heavy Pistol 
  Heavy Pistol 
  4 
  24 (c) 
  BF 
  9M 
  2 
  8/60 hrs 
  425¥ 
  2 
  4-G 
  Federated Arms X-9mm 
  p.11 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Light Pistol 
  Light Pistol 
  5 
  12 (c) 
  SA 
  6L 
  1 
  3/12 hrs 
  450¥ 
  .75 
  8P-E 
  Fashion Gun 9 
  p.11 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Light Pistol 
  Light Pistol 
  7 
  7 (c) 
  SA 
  6L 
  1 
  2/18 hrs 
  160¥ 
  1 
  8P-E 
  
  B L A C K H A N D ’ S  S T R E E T  W E A P O N S  2 0 5 7  
  P I S T O L S  
   
  page 18 
   
  Goncz-Taurus Pistol 
  p.12 
  The 30-round clip reduces Concealability by 1. 
  Standard Version 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Heavy Pistol 
  Heavy Pistol 
  6 
  15/30 (c) 
  SA 
  9M 
  2 
  4/48 hrs 
  500¥ 
  1 
  6P-E 
  Selective-Fire Version 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Heavy Pistol 
  Heavy Pistol 
  6 
  15/30 (c) 
  SA/FA 
  9M 
  2 
  8/72 hrs 
  700¥ 
  1 
  4-G 
  Glock Thirty Machine Pistol 
  p.12 
  This Glock has many plastic parts, giving it a +1 on Concealability when being checked by a metal detector. The 
  30-round clip decreases Concealability by 1. It comes with a rating 2 gas vent. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Heavy Pistol 
  Heavy Pistol 
  6 
  20/30 (c) 
  SA/BF 
  9M 
  2.5 
  6/36 hrs 
  705¥ 
  2 
  4-G 
  Hammer M-11 Bolt Pistol 
  p.12 
  Cannot share ammunition with other weapons; the only round it can fire is treated as APDS. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Heavy Pistol 
  Light Pistol 
  5 
  10 (c) 
  SA 
  9L 
  1.5 
  12/14 days 
  320¥ 
  3 
  7P-E 
  IMI Gamad 
  p.12 
  Comes with a laser sight in the standard version. The smartgun variant costs the same as the normal model, the 
  15-round clips cost 35¥ each. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Heavy Pistol 
  Heavy Pistol 
  6 
  7/15 (c) 
  SA 
  8M 
  1.25 
  8/7 days 
  575¥ 
  2 
  6P-E 
  Kang Tao Type 97 
  p.12 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Heavy Pistol 
  Heavy Pistol 
  6 
  10 (c) 
  SA 
  9M 
  2.25 
  3/24 hrs 
  280¥ 
  .9 
  6P-E 
  LeRoi Maxi-10 
  p.12 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Heavy Pistol 
  Heavy Pistol 
  4 
  10 (c) 
  SA 
  9M 
  2 
  4/24 hrs 
  150¥ 
  1 
  6P-E 
  Militech Arms Avenger 
  p.12 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Light Pistol 
  Light Pistol 
  6 
  10 (c) 
  SA 
  6L 
  1 
  3/12 hrs 
  325¥ 
  .8 
  8P-E 
  Militech Black Widow Flechette Pistol 
  p.12 
  Fires only Flechette ammo. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Light Pistol 
  Light Pistol 
  5 
  10 (c) 
  SA 
  6M(f) 
  1 
  6/72 hrs 
  400¥ 
  1.5 
  8P-E 
  Militech Silver Shadow Flechette Pistol 
  p.12 
  Fires only Flechette ammo. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Hold-Out 
  Light Pistol 
  5 
  10 (c) 
  SA 
  4M(f) 
  1 
  5/72 hrs 
  300¥ 
  2 
  10P-E 
  Nomad .357 Magnum Autoloader 
  p.12 
  Hot loads do 10M damage. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Heavy Pistol 
  Heavy Pistol 
  4 
  8 (c) 
  SA 
  9M 
  1.75 
  5/36 hrs 
  300¥ 
  1 
  6P-E 
  Nomad .357 Magnum Revolver 
  p.13 
  Hot loads do 10M damage. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Heavy Pistol 
  Heavy Pistol 
  4 
  6 (cy) 
  SS 
  9M 
  1.75 
  5/36 hrs 
  250¥ 
  1 
  6P-E 
  Sci Fi Starrior 4 
  p.13 
  Has a top-mounted laser sight. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Light Pistol 
  Light Pistol 
  4 
  12 (c) 
  SA 
  6L 
  1.5 
  3/36 hrs 
  640¥ 
  1 
  8P-E 
  
  B L A C K H A N D ’ S  S T R E E T  W E A P O N S  2 0 5 7  
  P I S T O L S  
   
  page 19 
   
  Stein & Wasserman “Tri-Star” Revolver 
  p.13 
  This weapon comes with a top-mounted Laser Sight. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Heavy Pistol 
  Heavy Pistol 
  3 
  6 (cy) 
  SS 
  10M 
  2.5 
  6/24 hrs 
  375¥ 
  1.5 
  5P-E 
  Sternmeyer P-41 Autoloading Pistol 
  p.13 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Heavy Pistol 
  Heavy Pistol 
  5 
  12 (c) 
  SA 
  9M 
  2 
  5/36 hrs 
  275¥ 
  1.25 
  6P-E 
  Stolbovoy St-2 Pistol 
  p.13 
  Costs 850¥ for the smartlinked version. Availability is 4/48 hrs in eastern Europe and Russia. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Heavy Pistol 
  Heavy Pistol 
  5 
  14 (c) 
  SA 
  9M 
  2.25 
  8/7 days 
  450¥ 
  1.5 
  6P-E 
  Surprising Stranger 
  p.13 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Heavy Pistol 
  Heavy Pistol 
  4 
  4 (b) 
  SA 
  9M 
  2.5 
  3/24 hrs 
  180¥ 
  .9 
  6P-E 
  Teen Dreem 
  p.13 
  When firing on full-auto, roll 1D6 and apply the Rule of Six to the roll. If it is less than the number of rounds fired, 
  the weapon melts into a useless lump of plastic. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Heavy Pistol 
  Heavy Pistol 
  6 
  10 (c) 
  SA/FA 
  9M 
  2.5 
  4/48 hrs 
  290¥ 
  1.5 
  4-G 
  Texas Arms Model-351 Gyrojet Pistol 
  p.13 
  Cannot use regular Light Pistol ammo. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Light Pistol 
  Heavy Pistol 
  5 
  8 (c) 
  SA 
  6L 
  1 
  8/5 days 
  420¥ 
  2 
  8P-E 
  Towa Manufacturing Type-13 Police Pistol 
  p.13 
  The smartlinked model costs 800¥. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Heavy Pistol 
  Heavy Pistol 
  5 
  12 (c) 
  SA 
  9M 
  1.5 
  6/48 hrs 
  500¥ 
  1.75 
  6P-E 
  Towa Manufacturing Type-14 Police Pistol 
  p.13 
  The smartlinked model costs 820¥. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Light Pistol 
  Heavy Pistol 
  5 
  16 (c) 
  BF/FA 
  6L 
  1.5 
  6/48 hrs 
  520¥ 
  2.75 
  5-G 
  Tsunami Express Racegun 
  p.14 
  The electro-thermal ammo enhancement (see page 40) is already incorporated into this gun. There is a –1 target 
  number at all ranges. Ammo costs 20¥ per box of 20, and is not interchangeable with that of other weapons. A battery 
  for 50 shots is 10¥. A rating 1 gas vent is fitted to the barrel. By changing the grip (a Firearms B/R (4) test with a parts 
  cost of 125¥), the Concealability can be increased to 4, but the –1 target number bonus is negated by this. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Light Pistol 
  Light Pistol 
  3 
  24 (c) 
  SA 
  9L 
  1.25 
  8/7 days 
  5,300¥ 
  3 
  6P-E 
  Wondernines 
  p.14 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Light Pistol 
  Light Pistol 
  5 
  1D6+14 (c) 
  SA 
  6L 
  1 
  2/24 hrs (1D6×10)+240¥ 
  .8 
  8P-E 
  HEAVY HANDGUNS 
  BudgetArms Auto-3 
  p.14 
  If the Rule of One comes into play when firing this weapon, there is a 1-in-1D6 chance of the firer taking 6M dam-
  age with only one-half Ballistic armor defending. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Heavy Pistol 
  Heavy Pistol 
  5 
  8 (c) 
  SA 
  9M 
  2.25 
  4/12 hrs 
  350¥ 
  .7 
  6P-E 
  Dai Lung Magnum 
  p.14 
  If the Rule of One comes into play, there is a 1–4 on 1D6 chance that the gun explodes, doing its base damage to 
  the firer (no armor resists). 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Heavy Pistol 
  Heavy Pistol 
  6 
  10 (c) 
  SA 
  9M 
  2 
  2/12 hrs 
  240¥ 
  .8 
  6P-E 
  
  B L A C K H A N D ’ S  S T R E E T  W E A P O N S  2 0 5 7  
  P I S T O L S  
   
  page 20 
   
  Espinoza One Shot 
  p.14 
  When fired, roll 1D6: 1 = weapon explodes doing base damage to firer, 2–4 = weapon fails to fire, 5–6 = fires nor-
  mally. If it fails to fire, it can be tried again on the firer’s next action. The gun cannot be reloaded. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Heavy Pistol 
  Heavy Pistol 
  5 
  1 
  SS 
  10M 
  2.5 
  2/24 hrs 
  75¥ 
  1 
  6P-E 
  Malorian Arms Heavy Flechette Pistol 
  p.14 
  This weapon comes with an internal smartlink as standard. The weapon uses two magazines: one 25-round clip 
  holding the bullets, and a 200-shot “fuel tank” holding the liquid propellant. It uses its own ammunition, and can not 
  use any other weapon’s ammunition. Furthermore, the only ammunition this weapon can fire is equal to Needle ammo 
  (p.30 of the Neo-Anarchists’ Guide to Real Life). The liquid propellant costs 30¥ to fill the magazine (i.e. .15¥ per 
  shot), while the Needle ammo costs its normal price. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Heavy Pistol 
  Heavy Pistol 
  5 
  see above 
  SA 
  9M 
  2.5 
  9/48 hrs 
  1,595¥ 
  2 
  4P-E 
  Mustang Arms “Mark II” 
  p.15 
  Comes with a rating 1 gas vent and an empty, 20-round clip (reduces Concealability to 3 when used). 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Heavy Pistol 
  Heavy Pistol 
  4 
  12/20 (c) 
  SA 
  9M 
  1.75 
  6/48 hrs 
  425¥ 
  1.25 
  6P-E 
  Nova Model 338 Citygun 
  p.15 
  Comes with two clips of Regular ammo. It cannot use barrel-mounted accessories, since the gas porting on the 
  barrel prevents this. The gas porting gives it a firing rate of SA, instead of SS. If required, this gun can be reloaded as 
  it its magazine were 7 (cy) instead of 7 (c). 
  Disposable Ammo Cassettes are available for 5¥ each, while pre-loaded cassettes (with Regular ammo) cost 7¥. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Heavy Pistol 
  Heavy Pistol 
  5 
  7 (c) 
  SA 
  10M 
  2.5 
  4/24 hrs 
  460¥ 
  1 
  6P-E 
  Nova Model 757 Cityhunter 
  p.15 
  After every 6 rounds, the user must spend a Simple Action to move the next trounds to the chamber. In a smar-
  tlinked weapon this can be done in a Free Action. The speedloader is 25¥, and allows reloading of 18 rounds in one 
  Complex Action—however, the gun must be completely empty for it to be used. The Cityhunter cannot use standard 
  Heavy Pistol ammo, and must use a special kind that has Availability +3/×2, Cost ×2, Street Index ×1.5 from normal. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Heavy Pistol 
  Heavy Pistol 
  3 
  18 (m) 
  SS 
  9M 
  2.75 
  6/4 days 
  480¥ 
  2 
  6P-E 
  Stein & Wasserman Bi-Power Handcannon 
  p.15 
  The two rows of stats are for the two barrels. Switching from automatic to revolver or vice versa costs a Simple Ac-
  tion (a Free Action for smartlink-controlled weapon). 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Heavy Pistol 
  Heavy Pistol 
  2 
  6 (cy) 
  SS 
  10M 
  3 
  8/5 days 
  850¥ 
  1.5 
  5P-E 
  Heavy Pistol 
  Heavy Pistol 
  — 
  10 (c) 
  SA 
  8M 
  — 
  — 
  — 
  — 
  — 
  SternMeyer P-35 
  p.15 
  Known as the “SternMeyer Type 35” in Running Gear. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Heavy Pistol 
  Heavy Pistol 
  5 
  8 (c) 
  SA 
  9M 
  2.5 
  4/36 hrs 
  400¥ 
  1 
  6P-E 
  Tsunami Arms “Raimei” Ramjet Pistol 
  p.16 
  Ammunition cost is 30¥ per round, and the gun comes with one full clip. Also included is an IBS system (see Cor-
  porate Security Handbook page 71) and either a smartlink (level I) or a magnification 2 telescopic sight. Damage is 
  9S at short range, 12S at medium range, 14S at long range, and 15S at extreme range 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Heavy Pistol 
  Shotgun 
  3 
  6 (c) 
  SA 
  see above 
  2 
  16/14 days 
  2,150¥ 
  4 
  3-J 
  VERY HEAVY HANDGUNS 
  454 Magnum Disposable 
  p.16 
  Before this gun can be fired, the user must first spend a Simple Action to pull the battery tab. Cannot accept any 
  accessories, and cannot be reloaded. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Heavy Pistol 
  Light Pistol 
  7 
  2 
  SS 
  10M 
  .75 
  8/4 days 
  100¥ 
  1.5 
  6P-E 
  
  B L A C K H A N D ’ S  S T R E E T  W E A P O N S  2 0 5 7  
  P I S T O L S  
   
  page 21 
   
  Ameritech Magnum 
  p.16 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Heavy Pistol 
  Heavy Pistol 
  4 
  5 (cy) 
  SS 
  10M 
  2.75 
  — 
  1,000¥ 
  — 
  6P-E 
  Armalite 44 
  p.16 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Heavy Pistol 
  Heavy Pistol 
  4 
  8 (c) 
  SA 
  9M 
  2.25 
  4/24 hrs 
  450¥ 
  1 
  6P-E 
  Colt AMT Model 2000 
  p.16 
  This weapon fires Firepower™ ammo as standard (see Running Gear). 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Heavy Pistol 
  Heavy Pistol 
  5 
  8 (c) 
  SA 
  9M 
  2.5 
  5/24 hrs 
  500¥ 
  1 
  6P-E 
  Constitution Arms Multi-Ammunition Pistol 
  p.16 
  By spending a Simple Action (a Free Action in a smartlink-controlled weapon), the user can select which round 
  from the magazine to fire. TimeSquare Marquee is not necessary for the data to be fed back to the user. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Heavy Pistol 
  Heavy Pistol 
  4 
  5 (cy) 
  SS 
  9M 
  2.25 
  6/60 hrs 
  525¥ 
  2 
  6P-E 
  Federated Arms 454 DA “Super Chief” 
  p.16 
  This weapon is standard equipped to fire Firepower™ ammo (p.26, Running Gear), which is not yet figured into 
  the Damage Code. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Heavy Pistol 
  Shotgun 
  3 
  5 (cy) 
  SS 
  11M 
  3.5 
  5/36 hrs 
  1,375¥ 
  1.25 
  5P-E 
  Malorian Arms 3516 
  p.16 
  This weapon requires that the arm with which the gun is fired is a cyberarm, and that the user has at least Strength 
  4. A character without a cyberarm has a +4 modifier to his target number, while a character with a Strength lower than 
  4 gets a modifier of +([4 – Strength] × 2). All these are cumulative. 
  The weapon comes equipped with an internal smartlink II. Fires Firepower™ ammo (p.26, Running Gear), already 
  figured into the Damage Code. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Heavy Pistol 
  Heavy Pistol 
  4 
  6 (c) 
  SS 
  12M 
  3 
  — 
  4,525¥ 
  — 
  6P-E 
  Militech .477 Boomer Buster 
  p.17 
  The folding arm brace, if folded out, gives a –1 modifier to the Concealability. If the Boomer Buster is fired without 
  using the arm brace, it uses Heavy Pistol ranges; when used with the arm brace, or when fired by a person with a 
  cyberarm, Shotgun ranges are used. Damage is 9S at Short range, 7S at Medium and Long ranges, and 7M at Ex-
  treme range. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Shotgun 
  see above 
  4 
  4 (m) 
  SS 
  see above 
  3 
  6/48 hrs 
  450¥ 
  2 
  4P-E 
  Nomad .44 Magnum Revolver 
  p.17 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Heavy Pistol 
  Heavy Pistol 
  4 
  6 (cy) 
  SS 
  10M 
  2.5 
  6/48 hrs 
  375¥ 
  1 
  6P-E 
  Nova Arms Plasmatic™ Revolvers 
  p.17 
  These come standard with the electro-thermal ammo enhancement. Remember to multiply all ranges by 1½; the 
  Power Level as shown has already been adjusted. Ammo costs are standard (p.256, SRII), while a 24-shot battery 
  costs 50¥, while 100-shot hip packs are 100¥ (Availability 8/4 days, Street Index 1.5). 
  Nova Arms “Stallone” .357 Plasmatic™ Magnum 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Heavy Pistol 
  Light Pistol ×1.5 
  4 
  6 (c) 
  SS 
  14M 
  2.25 
  8/7 days 
  999¥ 
  2 
  5P-E 
  Nova Arms “Bronson” .41 Plasmatic™ Magnum 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Heavy Pistol 
  Heavy Pistol ×1.5 4 
  6 (c) 
  SS 
  15M 
  2.5 
  8/7 days 
  1,199¥ 
  2 
  5P-E 
  Nova Arms “Eastwood” .44 Plasmatic™ Magnum 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Heavy Pistol 
  Heavy Pistol ×1.5 3 
  6 (c) 
  SS 
  15M 
  2.5 
  9/7 days 
  1,499¥ 
  2 
  5P-E 
  
  B L A C K H A N D ’ S  S T R E E T  W E A P O N S  2 0 5 7  
  P I S T O L S  
   
  page 22 
   
  Nova Arms “Arno” .454 Plasmatic™ Magnum 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Heavy Pistol 
  Shotgun ×1.5 
  3 
  6 (c) 
  SS 
  16M 
  3 
  10/7 days 
  1,799¥ 
  2 
  5P-E 
  Royal Enfield Ordnance Spitfire 12mm Battle Pistol 
  p.17 
  SAS and SBS models may fire two shots per Simple Action, not one; these are Availability —, Street Index —. Roll 
  for each shot separately, and apply its recoil to the next shots as normal. The smartlinked version costs 700¥. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Heavy Pistol 
  Heavy Pistol 
  4 
  12 (c) 
  SA 
  10M 
  2.5 
  6/60 hrs 
  550¥ 
  2.5 
  6P-E 
  Submachine Guns 
  Unless otherwise noted, all submachine guns use cased ammunition. 
   
  LIGHT SMGS 
  Federated Arms Tech-Assault 
  p.17 
  Melts if a 1 is rolled on 1D6 when it is fired. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Light Pistol 
  SMG 
  4 
  30 (c) 
  SA/FA 
  6L 
  3.5 
  4/36 hrs 
  640¥ 
  1 
  4-G 
  Federated Arms Tech-Assault II 
  p.17 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Light Pistol 
  SMG 
  5 
  50 (c) 
  SA/FA 
  6L 
  2.5 
  4/36 hrs 
  600¥ 
  1 
  4-G 
  Heckler & Koch MPK-9 
  p.17 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  SMG 
  SMG 
  5 
  35 (c) 
  SA/BF/FA 
  7M 
  3 
  5/36 hrs 
  1,040¥ 
  .8 
  4-G 
   
  Militech Mini-Gat Machine Carbine 
  p.18 
  This weapon uses caseless ammo and has the rate of fire of a minigun. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Light Pistol 
  SMG 
  1 
  120 (c) 
  BF/FA 
  6L 
  5.75 
  20/14 days 
  2,695¥ 
  5 
  1-J 
  Setsuko-Arasaka “PMS” Advanced Sub-Machine Gun 
  p.18 
  This weapon comes with an internal smartlink and sound suppresser. There is a model without the smartlink, cost-
  ing 950¥. Both fire caseless ammo. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  SMG 
  SMG 
  4 
  40 (c) 
  SA/BF 
  6M 
  3.5 
  4/72 hrs 
  1,150¥ 
  1 
  4-G 
  Suranam Machine Pistol 
  p.18 
  Cannot use other weapons’ ammunition. The only round available for this weapon is equivalent to EX Explosive 
  (p.51, Fields of Fire), whose damage is already figured into the damage code in the stats. Concealability drops to 3 if 
  the 50-round clip is used. It fires at supermachine gun rates. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Light Pistol 
  SMG 
  5 
  25/50 (c) 
  SA/FA 
  8L 
  2 
  4/4 days 
  375¥ 
  1.5 
  3-G 
  Uzi Miniauto 9 
  p.18 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  SMG 
  SMG 
  5 
  30 (c) 
  BF/FA 
  6M 
  3 
  4/36 hrs 
  700¥ 
  1 
  4-G 
  
  B L A C K H A N D ’ S  S T R E E T  W E A P O N S  2 0 5 7  
  S U B M A C H I N E  G U N S  
   
  page 23 
   
  MEDIUM SMGS  
  Arasaka WMA “Minami 10” 
  p.18 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  SMG 
  SMG 
  6 
  40 (c) 
  SA/BF/FA 
  7M 
  3.25 
  3/24 hrs 
  1,000¥ 
  .9 
  4-G 
  Silenced Model 
  Comes with an integral sound suppresser. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  SMG 
  SMG 
  4 
  40 (c) 
  SA/BF/FA 
  7M 
  3.75 
  5/48 hrs 
  1,400¥ 
  .9 
  2-G 
  Beretta M-24 Advanced Submachine Gun 
  p.18 
  The non-smartlinked version costs 950¥. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  SMG 
  SMG 
  4 
  50 (c) 
  BF/FA 
  7M 
  3.5 
  6/4 days 
  1,250¥ 
  1.25 
  4-G 
   
  Heckler & Koch MP-2013 
  p.19 
  Has an integral sound suppresser. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  SMG 
  SMG 
  4 
  35 (c) 
  SA/BF/FA 
  6M 
  2.75 
  5/48 hrs 
  900¥ 
  1.1 
  4-G 
  IMI “Gamdaii” 
  p.19 
  The first row of stats is for the SMG, the second for the integral grenade launcher. Clip selection costs a Simple Ac-
  tion for non-smartlinked weapons, or a Free Action for those with a smartlink. The grenades used are not inter-
  changeable with other mini-grenades, have no minimum range, and cost 50% more. Shotgun rounds can also be 
  loaded into the grenade launcher. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  SMG 
  SMG 
  — 
  2× 35 (c) 
  SA/FA 
  6M 
  4.5 
  5/60 hrs 
  950¥ 
  3 
  3-J 
  Grenade 
  Shotgun 
  — 
  1 (m) 
  SS 
  grenade 
  — 
  — 
  — 
  — 
  — 
  Malorian Arms Sub-Flechette Gun 
  p.19 
  The 30-round clip reduces Concealability by 1. This weapon has a rating 3 improved gas vent, and fires only case-
  less ammo. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  SMG 
  SMG 
  3 
  10/30 (c) 
  BF/FA 
  6M 
  4 
  4/24 hrs 
  795¥ 
  1 
  3-G 
  Militech-10 Submachinegun 
  p.19 
  This SMG comes equipped with a Militech Mini-Grenade Launcher with 4-round internal magazine, sound sup-
  presser and rating 1 telescope sight. Since this weapon is made mostly of plastic, its Concealability is increased by 1 if 
  checking for detection by metal detectors. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  SMG 
  SMG 
  2 
  30 (c) 
  BF/FA 
  6M 
  7 
  5/72 hrs 
  3,455¥ 
  3 
  2-H 
  Militech Viper Submachinegun 
  p.19 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  SMG 
  SMG 
  5 
  40 (c) 
  SA/BF/FA 
  6M 
  2.5 
  6/5 days 
  600¥ 
  3 
  4-G 
  Mustang Arms ARS-5C Submachinegun 
  p.19 
  Base price of the weapon is 600¥, +600¥ for smartlink, +150¥ for camouflage, +100¥ for rating 1 telescope sight, 
  +100¥ for laser sight, +50¥ for sound suppresser. The ARS-5C fires at supermachine gun rates. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  SMG 
  SMG 
  3 
  40 (c) 
  SA/BF/FA 
  7M 
  3.75 
  6/72 hrs 
  see above 
  1.75 
  4-G 
  “Sten” 
  p.19 
  May be chambered for Hold-Out (4L damage), Light Pistol (6L damage), Heavy Pistol (9M damage), or SMG (6M 
  or 7M damage) ammo. Ranges are as for the ammo type fired. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  SMG 
  see above 
  3 
  30 (c) 
  SA/FA see above 
  3.5 
  3/24 hrs 
  200¥ 
  1 
  3-G 
  
  B L A C K H A N D ’ S  S T R E E T  W E A P O N S  2 0 5 7  
  S U B M A C H I N E  G U N S  
   
  page 24 
   
  Stolbovoy StS Submachinegun 
  p.20 
  The smartlinked model is 1,200¥. Availability is 4/48 hrs in eastern Europe and Russia. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  SMG 
  SMG 
  4 
  35 (c) 
  SA/FA 
  7M 
  3 
  8/7 days 
  600¥ 
  2 
  4-G 
   
  HEAVY SMGS 
  CCMMC Tuzi-7 
  p.20 
  Availability is 6/60 hrs in China, but the weapon is virtually impossible to find elsewhere. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  SMG 
  SMG 
  4 
  30 (c) 
  SA/FA 
  7M 
  3.25 
  — 
  125¥ 
  — 
  4-G 
  Chadran Arms City Reaper 
  p.20 
  The first row of stats is for the SMG barrel, the second for the shotgun. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  SMG 
  SMG 
  2 
  40 (c) 
  SA/FA 
  7M 
  5.75 
  8/10 days 
  950¥ 
  2 
  3-G 
  Shotgun 
  Light Pistol 
  — 
  10 (c) 
  SA 
  8S 
  — 
  — 
  — 
  — 
  — 
  Heckler & Koch MPK-11 
  p.20 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  SMG 
  SMG 
  4 
  30 (c) 
  SA/FA 
  7M 
  3.5 
  5/48 hrs 
  1,400¥ 
  1.2 
  4-G 
  Heckler & Koch MPK-2020 SMG 
  p.20 
  Comes with either a laser sight or a smartlink, for the listed price. Availability is 8/10 days in Europe. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  SMG 
  SMG 
  2 
  60 (c) 
  SA/BF/FA 
  7M 
  4 
  11/14 days 
  750¥ 
  2 
  4-G 
  Ingram MAC 14 
  p.20 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  SMG 
  SMG 
  6 
  20 (c) 
  SA/FA 
  7M 
  3 
  4/36 hrs 
  650¥ 
  1 
  4–G 
  Sternmeyer SMG-21 
  p.20 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  SMG 
  SMG 
  4 
  30 (c) 
  SA/BF/FA 
  7M 
  3.25 
  4/36 hrs 
  1,000¥ 
  1.1 
  4-G 
  Shotguns 
  Unless otherwise noted, all shotguns use cased ammunition. 
   
  Arasaka WCAA “Rapid Assault Shot 12” 
  p.21 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Shotgun 
  Shotgun 
  1 
  20 (c) 
  SA/FA 
  8S 
  5.5 
  8/10 days 
  1,800¥ 
  2.25 
  1-G 
  CCMMC Qi-15 
  p.21 
  Availability is 10/10 days in China, but the weapon is virtually impossible to find elsewhere. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Shotgun 
  Shotgun 
  — 
  15 (c) 
  SA/FA 
  9S 
  4.5 
  — 
  150¥ 
  — 
  1-G 
  Constitution Arms Hurricane Assault Weapon 
  p.21 
  The hydro-shock recoil compensation is rating 1. Fires at supermachine gun rates 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Shotgun 
  Shotgun 
  — 
  40 (c) 
  SA/FA 
  8S 
  5 
  14/21 days 
  1,000¥ 
  4 
  1-G 
  Enfield-Ubichi LastChance 
  p.21 
  Cannot be reloaded. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Shotgun 
  Light Pistol 
  5 
  1 
  SS 
  10S 
  .5 
  4/48 hrs 
  60¥ 
  1 
  3-F 
  
  B L A C K H A N D ’ S  S T R E E T  W E A P O N S  2 0 5 7  
  S H O T G U N S  
   
  page 25 
   
  Luigi Franchi P.16 
  p.21 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Shotgun 
  Shotgun 
  4 
  20 (c) 
  SA/FA 
  8S 
  3.75 
  8/12 days 
  980¥ 
  2.5 
  1-G 
  Luigi Franchi “King Buck” Multi-Magnum 
  p.21 
  Each barrel can be fired separately (requiring a Simple Action per barrel), or all can be fired at once (requiring a 
  Complex Action). There is no need to switch between modes. When firing multiple barrels, treat it as a burst of the 
  appropriate number of rounds. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Shotgun 
  Shotgun 
  1 
  4 (m) 
  SA 
  9S 
  7 
  12/4 days 
  800¥ 
  2.1 
  6-F 
  MetaCorp Warhammer™ Assault Shotgun 
  p.21 
  Fires standard shotgun ammunition. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Shotgun 
  Shotgun 
  — 
  16 (c) 
  SA/BF 
  10S 
  3.25 
  8/72 hrs 
  700¥ 
  2.75 
  2-G 
  Military M-12 Close Assault Weapon 
  p.22 
  By spending a Simple Action, the firer can choose which round from the clip to fire. Smartlinked weapons must also 
  spend a Simple Action, not a Free Action, for this. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Shotgun 
  Shotgun 
  — 
  20 (c) 
  SA/BF/FA 
  9S 
  4.25 
  6/7 days 
  950¥ 
  3 
  1-G 
  Militech Bulldog Compact Assault Shotgun 
  p.22 
  This combat shotgun has a gas vent 1 system and a laser sight (top-mounted) as standard, and is available with an 
  internal smartlink for 500¥ extra. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index  Legality 
  Shotgun 
  Shotgun 
  2 
  21 (c) 
  SS/BF/FA 
  9S 
  6.5 
  12/9 days 
  1,000¥ 
  3 
  1-G 
  Militech Crusher SSG 
  p.22 
  This weapon fire shotgun rounds but uses Light Pistol ranges. Increase the Target Number at Medium range by 
  +1, at Long range by +2, and at Extreme range by +4 (telescopic sights do not alter these modifiers). Damage at Short 
  and Medium ranges is 6S, at other ranges it is 8M. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Shotgun 
  Light Pistol 
  5 
  6 (c) 
  SA 
  6S/8M 
  3 
  6/48 hrs 
  1,450¥ 
  1.5 
  5P-F 
  Militech Military/Police Shotgun 
  p.22 
  The first set of stats below are for the 10-gauge version, while the second set is for 12-gauge model. Both use the 
  same ammo. Concealability goes up to 3 if the stock is folded. 
  10 gauge model 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Shotgun 
  Shotgun 
  2 
  6 (m) 
  SA 
  10S 
  4.5 
  4/60 hrs 
  800¥ 
  1 
  5P-F 
  12 gauge model 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Shotgun 
  Shotgun 
  2 
  8 (m) 
  SA 
  8S 
  4.5 
  4/60 hrs 
  800¥ 
  1 
  5P-F 
  Mustang Arms Close-Control 20 
  p.22 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Shotgun 
  Shotgun 
  3 
  15 (c) 
  SA 
  8S 
  4 
  9/7 days 
  350¥ 
  1.25 
  6P-F 
  Mustang Arms “Raider” Riot Shotgun 
  p.22 
  In a 5-shot capacity, the clip that is in the weapon can be reloaded as if it were a magazine (m). In the 9-round 
  model, the magazine is not replaceable. Barrels are available to give either 8S or 9S damage (8S barrel adds 1 to 
  Concealability). Barrels cost 50¥ each, 5-round clips 25¥, 9-round magazine 50¥. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Shotgun 
  Shotgun 
  1 
  5(c) or 9(m) 
  SA 
  8S/9S 
  3.75 
  5/60 hrs 
  400¥ 
  1 
  5P-F 
  Sternmeyer Stakeout 10 
  p.22 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Shotgun 
  Shotgun 
  2 
  10 (m) 
  SA 
  9S 
  3.75 
  8/7 days 
  900¥ 
  1.5 
  6P-F 
  
  B L A C K H A N D ’ S  S T R E E T  W E A P O N S  2 0 5 7  
  S H O T G U N S  
   
  page 26 
   
  Tsunami Arms “Ragnarok” Close Assault Weapon 
  p.22 
  The electro-thermal ammo enhancement modifier has already been calculated into the damage. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Shotgun 
  Shotgun ×1.5 
  — 
  40 (c) 
  SA/FA 
  12S 
  4.75 
  16/21 days 
  4,500¥ 
  5 
  1-G 
  Assault Rifles 
  Unless otherwise noted, all assault rifles use cased ammunition. 
   
  AKR-20 Medium Assault 
  p.27 
  This weapon has a top-mounted laser sight and a barrel-mounted gas vent, rating 1. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Assault Rifle 
  Assault Rifle 
  3 
  30 (c) 
  SA/BF/FA 
  8M 
  4 
  5/48 hrs 
  1,000¥ 
  2 
  2-G 
  Arasaka WAA Bullpup Assault Weapon 
  p.27 
  The optical sight is magnification 2, and a smartlink II is standard. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Assault Rifle 
  Assault Rifle 
  2 
  5/15/30 (c) BF/FA 
  8M 
  4.25 
  6/72 hrs 
  1,600¥ 
  2.25 
  2-G 
  CCMMC Jinhua M-9 
  p.27 
  Availability in China is 10/14 days. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Assault Rifle 
  Assault Rifle 
  1 
  35 (c) 
  SA/FA 
  8M 
  4 
  — 
  250¥ 
  — 
  2-G 
  Chadran Arms Jungle Reaper 
  p.27 
  The first line of stats is for the rifle, the second for the integral grenade launcher. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  SMG 
  Assault Rifle 
  — 
  60 (c) 
  SA/FA 
  6M 
  5.75 
  12/14 days 
  3,100¥ 
  3 
  1-G 
  Grenade 
  Grenade 
  — 
  6 (m) 
  SA 
  grenade 
  — 
  — 
  — 
  — 
  — 
  Colt M-18 Assault Weapon 
  p.27 
  The optical sight gives no special modifiers. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Assault Rifle 
  Assault Rifle 
  2 
  35 (c) 
  SA/BF/FA 
  8M 
  3.5 
  4/48 hrs 
  1,500¥ 
  2 
  2-G 
  Darra-Polytechnic M-9 Assault Rifle 
  p.27 
  Equipped with a rating 1 telescope sight, this weapon fires caseless ammo only. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Assault Rifle 
  Assault Rifle 
  3 
  40 (c) 
  SA/FA 
  8M 
  3.75 
  8/72 hrs 
  1,300¥ 
  .9 
  2-G 
  FN-RAL Heavy Assault Rifle 
  p.27 
  Comes with a magnification 1 imaging scope (top mount). 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Assault Rifle 
  Assault Rifle 
  3 
  30 (c) 
  SA/FA 
  8M 
  5 
  5/60 hrs 
  1,200¥ 
  2 
  2-G 
  Federated Arms Light Assault 15 
  p.27 
  This weapon has its Concealability raised by +1 when being checked by metal detectors due to its plastic construc-
  tion. It comes with a rating 1 telescope sight, and an internal smartlink costs 300¥ extra. Both weapons fire only case-
  less ammo. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Assault Rifle 
  Assault Rifle 
  3 
  30 (c) 
  BF/FA 
  8M 
  3.5 
  4/36 hrs 
  400¥ 
  1.25 
  2-G 
  Fábrica de Armes M-2012 
  p.28 
  This weapon has a rating 1 telescope sight and an under-barrel laser sight, and fires caseless ammunition. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Assault Rifle 
  Assault Rifle 
  3 
  30 (c) 
  SA/BF 
  8M 
  5 
  4/60 hrs 
  1,400¥ 
  2 
  2-G 
  
  B L A C K H A N D ’ S  S T R E E T  W E A P O N S  2 0 5 7  
  A S S A U L T  R I F L E S  
   
  page 27 
   
  Kalashnikov A-80 Heavy Assault Rifle 
  p.28 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Assault Rifle 
  Assault Rifle 
  1 
  35 (c) 
  SA/FA 
  8M 
  4.5 
  4/36 hrs 
  1,100¥ 
  2.5 
  2-G 
  Militech Dragon Light Assault Weapon 
  p.28 
  Comes with an improved gas vent 2 system. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index  Legality 
  Assault Rifle 
  Light MG 
  4 
  35 (c) 
  SA/FA 
  7M 
  3 
  12/14 days 
  700¥ 
  3.5 
  2-G 
  Militech M-31a1 Advanced Infantry Combat Weapon 
  p.28 
  This weapon has a built-in (i.e. non-removable) under-barrel Militech Mini-Grenade Launcher (page 33), in the 4-
  shot variety. The M-31a1 is a super machinegun firing SMG ammo, but using AR ranges. It cannot accept accesso-
  ries. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  SMG 
  Assault Rifle 
  1 
  150 (c) SA/BF/FA 
  6M 
  6.5 
  20/28 days 
  1,695¥ 
  4.5 
  2-H 
  Militech Mk IV Assault Weapon (Revised) 
  p.28 
  Has an improved gas vent 2 system on the barrel. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index  Legality 
  Assault Rifle 
  Assault Rifle 
  2 
  35 (c) 
  SA/FA 
  8M 
  4 
  12/14 days 
  800¥ 
  3 
  2-G 
  Militech Ronin Light Assault 
  p.28 
  Fires caseless ammunition, and has a laser sight on the top mount. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Assault Rifle 
  Assault Rifle 
  1 
  35 (c) 
  SA/BF/FA 
  8M 
  3.5 
  4/48 hrs 
  900¥ 
  2 
  2-G 
  Royal Enfield Ordnance Liquid Propellant Assault Rifle 
  p.29 
  The velocity can be set with a Simple Action (Free Action for a smartlinked gun); damage is 6L for low/riot, 6M for 
  medium/urban, and 9M for high/full combat. A smartscope (no magnification, see page 24, Running Gear) an a rating 
  1 recoil compensator are fitted, and recoil is multiplied by 1.5 (after compensation, round down) at high power setting. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Special 
  Assault Rifle 
  — 
  2× 45 (c) SA/BF/FA see above 
  5 
  18/1 mth 
  1,800¥ 
  6 
  1-J 
  Sternmeyer M95A4 (CG-13B) Assault Weapon 
  p.29 
  Fires caseless SMG rounds at supermachine gun rates. It has a rating 1 telescope sight, a laser sight costs 150¥. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  SMG 
  Assault Rifle 
  2 
  90 (c) 
  SA/BF/FA 
  6M 
  3.7 
  14/9 days 
  3,000¥ 
  4 
  2-G 
  Stolbovoy St-5 Assault Rifle 
  p.29 
  The short-barreled version reduces the Damage to 7M, but increases Concealability to 3. Availability is 6/72 hrs in 
  eastern Europe and Russia. The smartlinked model costs 1,800¥. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Assault Rifle 
  Assault Rifle 
  2 
  30 (c) 
  SA/FA 
  8M 
  4.25 
  10/7 days 
  900¥ 
  3 
  2-G 
  Towa Manufacturing Type-20 Advanced Infantry Combat Weapon 
  p.29 
  Comes with a smartlink II, bipod, and integral grenade launcher (second row of stats is for the grenade launcher). 
  The rifle fires SMG rounds. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  SMG 
  Assault Rifle 
  1 
  100 (c) 
  BF/FA 
  7M 
  4.75 
  12/14 days 
  4,200¥ 
  3.5 
  1-J 
  Grenade 
  Grenade 
  — 
  4 (m) 
  SA 
  grenade 
  — 
  — 
  — 
  — 
  — 
  Towa Manufacturing Type-99 Assault Rifle 
  p.29 
  Has a smartlink II and bipod. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Assault Rifle 
  Assault Rifle 
  3 
  35 (c) 
  BF/FA 
  8M 
  3.75 
  10/14 days 
  1,500¥ 
  1.75 
  2-G 
  
  B L A C K H A N D ’ S  S T R E E T  W E A P O N S  2 0 5 7  
  S N I P E R  R I F L E S  
   
  page 28 
   
  Sniper Rifles 
  Unless otherwise noted, all sniper rifles use cased ammunition. 
   
  Arasaka WSSA Sniper System 
  p.29 
  Only fires fragmentation flechette rounds. Standard equipment on the rifle are a smartlink II, a rating 3 magnifica-
  tion scope with low-light, a silencer, and a rangefinder. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Sniper Rifle 
  Sniper Rifle 
  — 
  40 (c) 
  SA 
  14S 
  3.8 
  16/14 days 
  9,600¥ 
  4.5 
  2-J 
  Barrett M-90 Sniper Rifle 
  p.30 
  Smartlinked version costs 5,000¥ 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Sniper Rifle 
  Sniper Rifle 
  — 
  10 (c) 
  SS 
  12D 
  7.5 
  14/10 days 
  3,000¥ 
  5 
  1-J 
  Barrett-Arasaka Light-20 
  p.30 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Assault Cannon Assault Cannon 
  — 
  10 (c) 
  SS 
  18D 
  19 
  15/14 days 
  6,000¥ 
  2 
  1-J 
  FR-F6 
  p.30 
  Has a bipod, laser sight, rating 2 telescope sight, and silencer. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Sniper Rifle 
  Sniper Rifle 
  — 
  10 (c) 
  SA 
  14S 
  5 
  12/7 days 
  4,400¥ 
  4 
  2-J 
  Nomad 15mm “Long Rifle” 
  p.30 
  A Strength of 5 or more is needed to fire this weapon from a standing position. Typically, it comes with a magnifica-
  tion 3 telescope sight with low-light, and a bipod. Most are customized for their user (not included in the price, as this 
  is normally done by the user himself). The ammunition fired is the same as for the Barret 121 (Fields of Fire p.35). 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Sniper Rifle 
  Sniper Rifle 
  — 
  9 (c) 
  SS 
  14D 
  12 
  14/30 days 
  3,000¥ 
  5 
  1-J 
  Remington Gyro-Sniper Rifle 
  p.30 
  A smartlink II and a non-magnifying low-light/thermographic scope are standard. Ammunition costs 80¥ per 10 
  rounds, with the same Availability and Street Index as the rifle; only Regular and API rounds are available. Damage is 
  10S at Short range, but 14S at all other ranges. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Sniper Rifle 
  Sniper Rifle 
  — 
  6 (m) 
  SS 
  10S/14S 
  7 
  12/10 days 
  5,000¥ 
  4.75 
  1-J 
  Towa Manufacturing Type-00-Kai 
  p.30 
  Comes with a smartlink and electro-thermal ammo enhancement (multiply ranges by 1.5). 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Sniper Rifle 
  Sniper Rifle ×1.5 — 
  6 (c) 
  SS 
  21S 
  6.25 
  15/7 days 
  6,000¥ 
  4.5 
  2-J 
  
  B L A C K H A N D ’ S  S T R E E T  W E A P O N S  2 0 5 7  
  O T H E R  R I F L E S  
   
  page 29 
   
  Other Rifles 
  Unless otherwise noted, all rifles use cased ammunition. 
   
  Heckler & Koch HK77UK 
  p.30 
  The folding stock adds 2 to Concealability when folded in, but also increases all target numbers by +2 at the same 
  time. The smartlink costs 600¥ and can be used with either smartlink cyberware or smart goggles, the suppresser 
  costs 200¥, and an empty, 45-round magazine is 60¥. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Assault Rifle 
  LMG 
  3 
  30/45 (c) SA/BF/FA 
  8M 
  4 
  6/72 hrs 
  750¥ 
  1.75 
  3-G 
  Hughes Rocket Rifle 
  p.31 
  Cannot swap ammunition with other weapons. Rounds cost 20¥ each, and are treated as APDS. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Assault Rifle 
  Assault Rifle 
  — 
  3 (m) 
  SS 
  12S 
  5.5 
  16/21 days 
  750¥ 
  5 
  1-J 
  M-99 EVAW 
  p.31 
  The first row of stats is for the rifle, the second for the grenade launcher. Rifle ammunition cannot be interchanged 
  with that of other sporting rifles. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Sporting Rifle 
  Sporting Rifle 
  — 
  30 (c) 
  SA 
  7S 
  7 
  — 
  5,000¥ 
  — 
  1-J 
  Grenade 
  Grenade 
  — 
  10 (c) 
  SS 
  grenade 
  — 
  — 
  — 
  — 
  — 
  Militech Cyborg Rifle 
  p.31 
  This weapon fires LMG ammo, but uses assault rifle ranges. It includes a rating 2 Gas Vent on the barrel. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Light MG 
  Assault Rifle 
  2 
  30 (c) 
  SA 
  6S 
  7.5 
  10/7 days 
  800¥ 
  2.5 
  3-J 
  Militech Ninja 
  p.31 
  Comes with an integral sound suppresser, and fires caseless hold-out pistol rounds at supermachine gun rates. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Hold-Out 
  Assault Rifle 
  1 
  30 (c) 
  SA/BF/FA 
  5L 
  4.5 
  12/7 days 
  2,100¥ 
  3.75 
  1-J 
  Nomad .357 Magnum Automatic Carbine 
  p.31 
  Hot loads do 10M damage. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Heavy Pistol 
  SMG 
  3 
  30 (c) 
  SA/BF 
  9M 
  3 
  5/48 hrs 
  400¥ 
  1 
  3-G 
  Nomad .357 Magnum Lever-Action Carbine 
  p.31 
  Hot loads do 10M damage. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Heavy Pistol 
  SMG 
  3 
  9 (m) 
  SS 
  9M 
  3 
  5/48 hrs 
  300¥ 
  1 
  3-F 
  Nomad .44 Magnum Lever-Action Carbine 
  p.31 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Heavy Pistol 
  SMG 
  3 
  8 (m) 
  SS 
  10M 
  3 
  5/48 hrs 
  650¥ 
  1 
  3-F 
  Nomad 7.62mm Bolt-Action Rifle 
  p.31 
  For rules for the Bolt-Action (BA) firing mode, see page 78, Paranoid Animals of North America. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Sporting Rifle 
  Sporting Rifle 
  1 
  6 (m) 
  BA 
  7S 
  6.5 
  6/48 hrs 
  500¥ 
  1 
  3-F 
  Nomad “Personal Weapon” Derivatives 
  p.31 
  Fires either SMG (7M damage) or Heavy Pistol (9M damage) rounds. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  see above 
  SMG 
  4 
  50 (c) 
  SA/BF 
  7M/9M 
  3.5 
  8/7 days 
  500¥ 
  1 
  3-G 
  
  B L A C K H A N D ’ S  S T R E E T  W E A P O N S  2 0 5 7  
  O T H E R  R I F L E S  
   
  page 30 
   
  Polymer One-Shot Cannon 
  p.32 
  Holds a single HEP round (see Chromebook, p.54; already figured into Damage Code), and can not be reloaded. 
  If the Rule of One is invoked, the weapon explodes, doing 6M damage to the firer (no armor resists). 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Shotgun 
  Shotgun 
  3 
  1 
  SS 
  5S 
  1.5 
  3/12 hrs 
  190¥ 
  .6 
  5P-F 
  Stein & Wasserman Model F “Cyborg Assault” Weapon System 
  p.31 
  It costs a Simple Action to select an ammo type, or a Free Action if the weapon is controlled through a smartlink. It 
  is equipped with a 22mm Muzzle Adaptor. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Sporting Rifle 
  Assault Rifle 
  4 
  8 (c) 
  SS 
  8S 
  4 
  10/5 days 
  1,650¥ 
  2.5 
  1-G 
  Tsunami Arms Ramjet Rifle 
  p.32 
  Can only fire its own special ammo, which does one extra box of damage if any damage remains after the target’s 
  Body Resistance Test. This ammo costs 100¥ per 10 rounds, Availability 8/72 hrs, Street Index 2. 
  The weapon comes equipped with a bipod (under-barrel mount), rating 1 recoil compensation by the free-floating 
  barrel, magnification 3 telescope sight (top mount) and an internal smartlink II. Damage is 10S at short range, 12S at 
  medium range, 14S at long range, and 16S at extreme range. It can fire one burst per Complex Action. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Sniper Rifle 
  Sniper Rifle 
  — 
  9 (c) 
  SA/BF 
  10S–16S 
  5 
  16/14 days 
  7,380¥ 
  4 
  1-J 
  Machine Guns 
  Unless otherwise noted, all machine guns use cased ammunition. 
   
  Constitution Arms Cyclone Squad Support Weapon 
  p.32 
  Uses caseless ammunition, and has a bipod. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  LMG 
  LMG 
  — 
  100 (c) 
  FA 
  7S 
  8 
  8/7 days 
  1,200¥ 
  2 
  2-H 
  Constitution Arms Deluge Crowd Control Weapon 
  p.33 
  Fires at supermachine gun rates, and the only round it can use is treated as needle ammunition, but carries one 
  dose of sleep drug. An full magazine costs 125¥. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Hold-Out 
  Heavy Pistol 
  — 
  400 (c) 
  FA 
  5D Stun 
  12 
  9/14 days 
  8,000¥ 
  2.5 
  2-H 
  Dover GA-1112 Autogun 
  p.33 
  Fires at minigun rates; due to its two barrels, this means it fires 30 rounds per Complex Action. It has a built-in 
  smartlink, but takes one turn to get up to speed. For 6,500¥ it can be vehicle-mounted as described. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  MMG 
  MMG 
  — 
  400 (c) 
  FA ×2 
  9S 
  15 
  25/1 mth 
  11,100¥ 
  4 
  1-J 
  FN MG-6 “One-on-One” 
  p.33 
  Fires at double normal rate, because of the two barrels (max. 20 rounds per Complex Action). 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Assault Rifle 
  LMG 
  — 
  100 (c) 
  FA ×2 
  8M 
  8.5 
  6/7 days 
  1,800¥ 
  2.5 
  2-H 
  Fábrica de Armes M-2012HB SAW 
  p.33 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Assault Rifle 
  Assault Rifle 
  2 
  30/100 (c) SA/BF/FA 
  8M 
  5.2 
  6/3 days 
  1,700¥ 
  2.25 
  2-H 
  Heckler & Koch G-6 Advanced Squad Automatic 
  p.33 
  This LMG comes equipped with an internal smartlink II and rating 2 thermographic telescope sight. It fires caseless 
  SMG ammo at super machinegun rates. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  SMG 
  LMG 
  — 
  100 (c) 
  FA 
  7M 
  7 
  14/21 days 
  2,050¥ 
  3.5 
  2-H 
  
  B L A C K H A N D ’ S  S T R E E T  W E A P O N S  2 0 5 7  
  M A C H I N E  G U N S  
   
  page 31 
   
  M2A5 Browning .50cal HMG 
  p.33 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  HMG 
  HMG 
  — 
  belt 
  FA 
  10S 
  20 
  17/14 days 
  4,000¥ 
  2 
  2-H 
  M-60D Medium Machine Gun 
  p.33 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  MMG 
  MMG 
  — 
  belt 
  FA 
  9S 
  9.5 
  16/14 days 
  2,000¥ 
  2 
  2-H 
  Militech High Power 15 
  p.33 
  This is a supermachine gun firing caseless SMG ammo. The 180-round drum reduces Concealability by 3. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  SMG 
  Assault Rifle 
  1 
  180 (c)/beltSA/BF/FA 
  6M 
  5.5 
  15/8 days 
  3,200¥ 
  4.25 
  1-J 
  Militech M-232 Squad Assault/Automatic Weapon 
  p.34 
  Has a bipod, but cannot accept any accessories. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Assault Rifle 
  Assault Rifle 
  2 
  35 (c)/belt 
  FA 
  8M 
  7.25 
  6/72 hrs 
  2,000¥ 
  2.5 
  1-G 
  Militech Renegade Squad Automatic Weapon 
  p.34 
  This weapon has an improved gas vent 3 on the barrel, and a folding bipod on the under-barrel mount. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street IndexLegality 
  Assault Rifle 
  Sporting Rifle 
  — 
  35 (c)/belt SA/FA 
  9M 
  6.5 
  16/14 days 
  2,200¥ 
  3.5 
  1-G 
  Militech 20L Autocannon 
  p.34 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Assault Cannon Assault Cannon 
  — 
  belt 
  FA 
  18D 
  60 
  — 
  90,000¥ 
  — 
  1-J 
  Sternmeyer M-5A Squad Automatic Weapon 
  p.34 
  Has a bipod. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  LMG 
  LMG 
  — 
  belt 
  FA 
  7S 
  8.75 
  6/6 days 
  2,000¥ 
  2 
  2-H 
  Towa Manufacturing Type-8 Medium Machine Gun 
  p.34 
  Fires caseless ammunition. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  MMG 
  MMG 
  — 
  100 (c) 
  FA 
  9S 
  12.5 
  18/14 days 
  5,000¥ 
  3 
  2-H 
  Heavy Weapons 
  Unless otherwise noted, all heavy weapons use cased ammunition. 
   
  60mm Light Mortar 
  p.34 
  See the M-12 mortar and its ammo on pages 44 and 45 of Fields of Fire for rules on the 60mm mortar. However, 
  divide all ranges by 3. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Mortar 
  Mortar ÷ 3 
  — 
  1 
  SS 
  mortar round 
  15 
  12/14 days 
  1,500¥ 
  2 
  1-J 
  Colt-Mauser M2X Cannon 
  p.34 
  If the target is missed (i.e. no successes are rolled on the Gunnery skill test to fire this weapon), the firer must re-
  sist 6L Stun damage with his Body, using one-half Impact armor. If all ones are rolled on this test, the weapon is 
  dropped. The M2X has a Magnification 2 Telescope Sight (top mount) and Shock Pads (stock mount). 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Assault Cannon Heavy MG 
  — 
  8 (c) 
  SS 
  18D 
  23 
  20/14 days 
  6,100¥ 
  2 
  2-H 
  Commercial Grenade Launchers 
  p.34 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Grenade 
  Grenade 
  (–2) 
  1 (m) 
  SS 
  grenade 
  1 
  6/4 days 
  1,250¥ 
  2.75 
  2-J 
  
  B L A C K H A N D ’ S  S T R E E T  W E A P O N S  2 0 5 7  
  H E A V Y  W E A P O N S  
   
  page 32 
   
  Kenshiri-Adachi F-253 Flamethrower 
  p.34 
  Use the white phosphorus rules for anyone getting hit by the flamethrower. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  special 
  Light Pistol 
  — 
  10 
  SS 
  6S/9L 
  15 
  — 
  4,500¥ 
  — 
  1-J 
  Light Anti-tank Weapons 
  p.35 
  Neither of these weapons can be reloaded. One-half ballistic armor is used against them by any target struck di-
  rectly, but those in the blast radius use Impact armor against the explosive force. They have armor-piercing warheads. 
  LAW 
  Blast reduction is –6 per meter. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Missile 
  Shotgun 
  2 
  1 
  SS 
  12D 
  2 
  6/48 hrs 
  600¥ 
  2 
  1-J 
  HLAW 
  Blast reduction is –4 per meter. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Missile 
  Shotgun 
  — 
  1 
  SS 
  16D 
  5 
  8/48 hrs 
  1,600¥ 
  2 
  1-J 
  M-32 Automatic Grenade Launcher 
  p.35 
  Uses standard grenade launcher rounds. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Grenade 
  HMG 
  — 
  belt 
  FA 
  grenade 
  12 
  18/21 days 
  5,000¥ 
  3.5 
  1-H 
  M-205 Grenade Launcher 
  p.35 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Grenade 
  Grenade 
  3/(–2) 
  1 (b) 
  SS 
  grenade 
  1 
  6/4 days 
  500¥ 
  2 
  1-J 
  M-212 Grenade Launcher 
  p.35 
  By spending a Simple Action (Free Action for a smartlinked gun), the firer can select the round he wants to fire. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Grenade 
  Grenade 
  — 
  8 (cy) 
  SA 
  grenade 
  3 
  10/5 days 
  2,000¥ 
  2.5 
  1-J 
  Militech AM-3 “Anti-Matter Rifle” 
  p.35 
  If the target is missed (i.e., no successes are rolled on the Gunnery skill test to fire this weapon), the firer must re-
  sist 6L Stun damage with his Body, using one-half Impact armor. If all ones are rolled on this test, the weapon is 
  dropped. 
  If the firer is standing up during firing, he must roll a Body test, Target Number 6, to avoid being knocked over. If 
  knocked over, the target is automatically missed, and the firer must resist 6M Stun, in addition to the 6L Stun for miss-
  ing the target. 
  The AM-3 has a magnification 3 telescope sight (top mount), shock pads (stock mount), internal smartlink, and a 
  gas vent rating 2 (barrel mount). It uses Missile Launcher ranges, though the weapon is an assault cannon. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Assault Cannon Missile Launcher — 
  5 (c) 
  SS 
  20D 
  26 
  20/14 days 
  8,000¥ 
  3 
  1-J 
  Militech “Cowboy” U-55 Grenade Launcher 
  p.35 
  Equipped with a magnification 1 telescope sight. The U-55 can fire one burst per Complex Action. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index  Legality 
  Grenade 
  Grenade 
  — 
  12 (m) 
  SA/BF 
  grenade 
  3.25 
  8/48 hrs 
  1,600¥ 
  3 
  1-J 
  Militech Hotshot L-ATGM 
  p.35 
  Blast reduction is –5 per meter, and rounds are subject to 2D6 meters scatter. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  L-ATGM 
  L-ATGM 
  — 
  1 
  SS 
  20D 
  3 
  8/48 hrs 
  2,500¥ 
  2 
  1-J 
  
  B L A C K H A N D ’ S  S T R E E T  W E A P O N S  2 0 5 7  
  H E A V Y  W E A P O N S  
   
  page 33 
   
  Militech Mini-Grenade Launcher 
  p.35 
  Pump 
  If fitted to another weapon, it lowers the Concealability of that weapon by 2. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Grenade 
  Grenade 
  3 
  4 (m) 
  SA 
  grenade 
  3.5 
  10/6 days 
  2,550¥ 
  3 
  2-J 
  Drum 
  The user can fire any grenade in the drum, although it costs a Simple Action to select the grenade type. A smar-
  tlinked weapon can select ammo types as a Free Action. If fitted to another weapon, it lowers the Concealability of that 
  weapon by 4. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Grenade 
  Grenade 
  1 
  16 (c) 
  SA 
  grenade 
  5 
  24/12 days 
  4,750¥ 
  5 
  1-J 
  Militech RPG-A Grenade Launcher 
  p.36 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Missile 
  Missile 
  — 
  1 (m) 
  SS 
  missile 
  4.5 
  9/14 days 
  4,500¥ 
  2.5 
  1-J 
  Militech Scorpion 16 Surface-To-Air Missile 
  p.36 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Missile 
  Missile 
  — 
  1 (b) 
  SS 
  missile 
  5 
  10/14 days 
  6,000¥ 
  2 
  1-J 
  Militech Urban Missile Launcher 
  p.36 
  Fires only Micromissiles (p.41, this book) 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Missile 
  Assault Rifle 
  3 
  12 (c) 
  SA 
  micromissile 
  3.5 
  10/7 days 
  4,500¥ 
  2 
  3-H 
  Underbarrel Missile Pod 
  Fires only Micromissiles (p.41, this book), and must be clipped to the under-barrel mount of another weapon. A 
  modification to the weapon is needed, costing 50¥, after which the under-barrel mount can only be used for the Micro-
  Missile Pod. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Missile 
  Assault Rifle 
  (–2) 
  1 (m) 
  SS 
  micromissile 
  .75 
  8/5 days 
  2,000¥ 
  1.9 
  3-H 
  Rhinemetall EMG-85 Kinetic Energy Railgun 
  p.36 
  Use the following ranges: short 0–150m, medium 151–500m, long 501–1000m, extreme 1001–2000m. The 
  weapon has a built-in gyro mount (rating 5, plus providing 3/1 armor) and internal smartlink II. A minimum Body of 5 is 
  needed to fire the weapon, otherwise increase all target numbers by +((5 – Body) x 2). When not using the gyro 
  mount, add +4 to all target numbers, in addition to any modifier for the user’s Body Attribute. 
  The ammo unit costs 1,200¥, Availability —, Street Index —. After each shot, the rifle may not be fired until after 
  the end of the next turn, in order for it to recharge. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Special 
  see above 
  — 
  5 (m) 
  SS 
  25D 
  35 
  — 
  113,700¥ 
  — 
  1-J 
  Rostovic Wrist Racate 
  p.36 
  This weapon uses its own, special ammunition. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Special 
  Shotgun 
  6 
  6 (m) 
  SA/BF 
  9S 
  2.5 
  18/20 days 
  3,800¥ 
  3.5 
  1-J 
  Royal Enfield Ordnance 25mm Cockerill Assault Cannon 
  p.36 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Assault Cannon Assault Cannon 
  — 
  12 (c) 
  SS 
  18D 
  20 
  18/14 days 
  7,400¥ 
  2 
  2-H 
  Towa Manufacturing Type-9 Grenade Launcher 
  p.37 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Grenade 
  Grenade 
  — 
  8 (cy) 
  SA 
  grenade 
  3.5 
  9/7 days 
  1,750¥ 
  2 
  1-J 
  Tsunami Arms Type-17 Anti-Armor Rifle 
  p.37 
  Comes with a bipod and a smartlink II, and requires a Body of 7 or higher to use. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Assault Cannon Assault Cannon 
  — 
  12 (c) 
  SS 
  18D 
  20 
  18/14 days 
  7,500¥ 
  2 
  2-H 
  
  B L A C K H A N D ’ S  S T R E E T  W E A P O N S  2 0 5 7  
  H E A V Y  W E A P O N S  
  Tsunami Arms Type-18 Automatic Grenade Launcher 
  p.37 
  Changing a magazine costs 4 Complex Actions. Characters using this weapon receive –2 Reaction and –1 Quick-
  ness penalties due to its bulk. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index Legality 
  Grenade 
  Grenade 
  — 
  30 (m) 
  FA 
  grenade 
  25 
  12/7 days 
  4,000¥ 
  3.5 
  1-J 
  ’Borg Weapons 
  Unless otherwise noted, all ’borg weapons use cased ammunition. 
   
  These very large weapons can only be effectively used by characters 
  equipped with at least one cyberlimb (preferably two), a gyromount, or a full 
  body conversion (see the Chromebook Conversions and the Plastic War-
  riors Errata available from HTTP://WWW.XS4ALL.NL/~GURTH/PLASTIC.HTML). 
  For characters not equipped with any of this, apply the ’borg weapon re-
  coil rules following directly below. 
  ’BORG WEAPON RECOIL RULES 
  To use weapons designed for full ’borgs, a character must have a certain minimum Body Attribute Rating; how high 
  this is can be calculated by using these rules. 
   
  The base Body Minimum is found by multiplying the weapon’s Power Level by a factor that depends on the Dam-
  age Level: ×.25 for Light, ×.5 for Medium, ×.1 for Serious, and ×1.25 for Deadly. Then multiply this by any applicable 
  factors from the Modifiers table, below. All multiply together, so don’t add them up first. 
   
  For the rate of fire (ROF), only one applies. For example, a supermachine gun (like the Ingram SuperMach from 
  Fields of Fire) is capable of semi-auto, burst fire, and full-auto fire. This weapon uses the “Minigun or SuperMG FA” 
  modifier, since it is a supermachine gun capable of full-automatic fire, even though it might only be fired in BF mode. A 
  supermachine gun only capable of burst fire uses the “FA or SuperMG BF” line, etc. 
   
  If the Body Minimum is greater than the firer’s Body, add the difference between the two to the target number for 
  firing the weapon. If the firer’s Body is less than one-half the Body Minimum, he must resist (number of rounds fired × 
  2)L Stun damage every time he shoots the weapon. 
   
  Each cyberarm used to grip the 
  weapon increases the firer’s effective 
  Body by +2 for the purposes of this 
  calculation, as does a cybertorso. A 
  gyromount adds one-third (round 
  down) its rating to the firer’s effective 
  Body. 
  ’Borg Weapon Recoil Modifiers Table 
  Modifier 
  Multiply by 
  One-handed (pistols) 
  ×2.0 
  Two-handed (some SMGs and shotguns) 
  ×1.0 
  Two-handed and braced (most others) 
  ×0.5 
  Railgun 
  ×1.8 
  ROF (see explanation below) 
   
   
  Chuck has a Body of 4 and one 
  cyberarm. He wants to fire a Helix, 
  which has a Damage Code of 10S. 
  This gives it a Body Minimum of 10 
  (Power Level of 10, x 1 because of the Serious Damage Level). It’s a two-handed weapon, not braced against the 
  shoulder, for another x1.0, still keeping the target number at 10. The Minigun rate of fire multiplies it by 2.0, though, 
  making it 20… 
  SS or SA 
  ×.75 
  BF 
  ×1.0 
  FA or SuperMG BF 
  ×1.5 
  Minigun or SuperMG FA 
  ×2.0 
  Chuck’s cyberarm adds 2 to his effective Body, making it 6, so his target number modifier is +(20 – 6) = +14. Better 
  have a high skill, Chuck… 
   
  page 34 
   
  
  B L A C K H A N D ’ S  S T R E E T  W E A P O N S  2 0 5 7  
  ’ B O R G  W E A P O N S  
   
  page 35 
   
  Arasaka “Pocket Tsunami” Grenade Launcher 
  p.37 
  Either model uses the same stats, though the Revolver model receives a +1 target number modifier at all ranges. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index  Legality 
  Grenade 
  Grenade 
  — 
  6 (cy) 
  SS 
  grenade 
  8 
  14/14 days 
  1,250¥ 
  4 
  1-H 
  Arasaka “Rage” Submachinegun 
  p.37 
  Though treated as an SMG, this weapon fires a specialized type of ammunition that is not interchangeable with that 
  of other SMGs. 10-round clips cost 20¥, 20-round clips cost 40¥, and 50-round clips cost 100¥. 50-round clips also 
  reduce Concealability by 1. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index  Legality 
  SMG 
  SMG 
  2 
  10/20/50 (c) SA/FA 
  6S 
  8 
  14/14 days 
  4,500¥ 
  4 
  1-G 
  Generic Full ’Borg Weapons 
  p.38 
  Magnum Opus “Big Government” 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index  Legality 
  Heavy Pistol 
  Heavy Pistol 
  4 
  13 (c) 
  SA 
  13M 
  3 
  10/14 days 
  2,000¥ 
  3 
  3P-E 
  “Pistol” 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index  Legality 
  Shotgun 
  Light Pistol 
  3 
  9 (c) 
  SA 
  8S 
  3.25 
  11/14 days 
  1,000¥ 
  3.5 
  3P-F 
  Caseless “SMG” 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index  Legality 
  Assault Rifle 
  SMG 
  2 
  50 (c) 
  SA/FA 
  8M 
  4 
  14/14 days 
  1,200¥ 
  4 
  2-G 
  12.7mm “Assault Rifle” 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index  Legality 
  Medium MG 
  Assault Rifle 
  — 
  50 (c) 
  SA/BF/FA 
  9S 
  10 
  16/21 days 
  2,000¥ 
  5 
  1-H 
  14.5mm “Assault Rifle” 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index  Legality 
  Heavy MG 
  Assault Rifle 
  — 
  50 (c) 
  SA/BF/FA 
  10S 
  15 
  18/21 days 
  2,500¥ 
  5 
  1-H 
  HiVel Caseless Auto-GL 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index  Legality 
  Grenade 
  Grenade 
  — 
  25 (c) 
  SA/FA 
  grenade 
  12.5 
  17/21 days 
  2,000¥ 
  5 
  1-H 
  Magnum Opus “Hellbringer” Revolver 
  Fires its own type of ammunition, that is not interchangeable with that of other heavy pistols. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index  Legality 
  Heavy Pistol 
  Shotgun 
  2 
  3 (m) 
  SS 
  7S 
  4.25 
  15/14 days 
  4,000¥ 
  3.5 
  1P-E 
  Malorian 3600 Super-SMG  
  p.38 
  Add 1 to the recoil of a burst (+4 instead of +3), and only one burst may be fired per Complex Action. It fires its own 
  type of ammunition, which has +2/×2 Availability, ×12.5 cost, ×1.5 Street Index. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index  Legality 
  SMG 
  SMG 
  3 
  20 (c) 
  SS/BF 
  7S 
  5.75 
  16/14 days 
  3,000¥ 
  4 
  1-G 
  SlamDance, Inc. Hyper-Hammer  
  p.38 
  The shoulder rig costs 40¥ and adds +1 to the weapon’s Concealability. One-half Impact armor is used to resist the 
  blow. 
   Conceal 
  Reach 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index  
  Legality 
   
  1 
  1 
  (str+2)D 
  8 
  20/21 days 
  2,000¥ 
  2.5 
  1-K 
  Tsunami Arms Helix  
  p.38 
  A shotgun firing at minigun-rates… It uses binary-propellant rounds, which means it cannot use normal shotgun 
  ammo but must use its own type (Availability +4/×2, double cost, Street Index +1). The weapon has a total recoil com-
  pensation of 6 points, and a laser sight on its top mount. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index  Legality 
  Shotgun 
  Shotgun 
  — 
  60 (c) 
  FA 
  10S 
  15 
  30/30 days 
  9,000¥ 
  4 
  1-H 
  
  B L A C K H A N D ’ S  S T R E E T  W E A P O N S  2 0 5 7  
  ’ B O R G  W E A P O N S  
   
  page 36 
   
  United Armaments CLAW  
  p.39 
  Any weapon with a Concealability of 4 or higher can be mounted underneath the CLAW. The CLAW cannot fire 
  standard shotgun ammo. 
  Type 
  Ranges 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index  Legality 
  Shotgun 
  Heavy Pistol 
  — 
  28 (c) 
  FA 
  9D 
  16 
  28/1 mth 
  1,600¥ 
  8 
  1-K 
  Hand Grenades 
   
  Basic Commercial, Corp & Military Grenades 
  p.39 
  For high-explosive, chemical (smoke/gas), white phosphorus, and flash grenades refer to page 48 of Fields of 
  Fire. All the grenades listed here are available in aerodynamic and non-aerodynamic models. 
  Anti-tank grenades cut all range categories in half, and its damage is resisted with one-half Ballistic armor by a 
  target hit directly. Anyone in the blast radius uses Impact armor to resist as against other explosions. 
  Flash-bang grenades give a +5 modifier to all target numbers due to the flash; subtract 1 per 5 meters distance 
  from the explosion, and halve the modifier if the character has flare compensation. 
  Sonics grenades force all within 6 meters to roll a Willpower (6) test; add a +2 to all target numbers for (4 – tar-
  get’s successes) turns. 
   
  Conceal 
  Damage 
  Power Level Weight 
  Availability 
  Cost 
  Street Index 
  Legality 
  Anti-Tank 
  4 
  15S 
  –3 per meter 
  1 
  6/7 days 
  120¥ 
  3.5 
  1-I 
  Flash-Bang 
  6 
  12M Stun 
  –2 per meter 
  .25 
  8/6 days 
  80¥ 
  2.25 
  1-I 
  Sonics 
  6 
  special 
  — 
  .5 
  8/72 hrs 
  80¥ 
  2 
  2-E3 
  Biotech-Askari Motion Restraints 
  p.40 
  This grenade traps any character who is in the area of effect (one meter radius), as if entangled in a small net fired 
  from a Net Gun (p.72, Street Samurai Catalog). It is a non-aerodynamic grenade. 
   Conceal 
  Damage 
  Power Level Weight 
  Availability 
  Cost 
  Street Index 
  Legality 
   
  6 
  special 
  — 
  .5 
  6/48 hrs 
  60¥ 
  2 
  Legal 
  DutchArms GPz-78 Mini-Grenade 
  p.40 
  This small grenade is aerodynamic, and can not be fired from a grenade launcher. 
   Conceal 
  Damage 
  Power Level Weight 
  Availability 
  Cost 
  Street Index 
  Legality 
   
  8 
  8M 
  –1 per .5 meter 
  .1 
  4/60 hrs 
  40¥ 
  1.5 
  1-I 
  EMP Grenade 
  p.40 
  Anyone within 4 meters of the explosion point must roll for cyber-system damage as if he or she has taken a 
  Deadly wound (see page 39, Shadowtech). Everyone within 10 meters must do the same, but only for a Serious 
  wound. Only electronic cyberware systems can be damaged by this grenade: items such as dermal plating, bone lac-
  ing, and so on cannot be damaged. Cybermemory that is damaged loses all information stored in it. 
  Everyone within ten meters from the explosion have a +4 modifier due to orientation loss, on all target numbers for 
  the next 3 turns, reduced by 1 turn for every two successes on a Body (6) test. 
   Conceal 
  Damage 
  Power Level Weight 
  Availability 
  Cost 
  Street Index 
  Legality 
   
  6 
  special 
  — 
  .3 
  10/10 days 
  400¥ 
  4 
  1-I 
  FEN Dz 22 “Saucer Grenades” 
  p.40 
  These use the aerodynamic grenades ranges. 
   Conceal 
  Damage 
  Power Level Weight 
  Availability 
  Cost 
  Street Index 
  Legality 
   
  7 
  8S 
  –1 per meter 
  .25 
  6/10 days 
  65¥ 
  3 
  2-I 
  Ninja Smoke Pellets 
  p.40 
  The target is temporarily distracted and loses his next action if he does not roll any successes on a Reaction (4) 
  test. A Stealth (4) test may be rolled by the pellet user to escape the area. 
   Conceal 
  Damage 
  Power Level Weight 
  Availability 
  Cost 
  Street Index 
  Legality 
   
  10 
  — 
  — 
  .1 
  4/48 hrs 
  25¥ per 5 pellets 
  1 
  Legal 
  
  B L A C K H A N D ’ S  S T R E E T  W E A P O N S  2 0 5 7  
  H A N D  G R E N A D E S  
   
  page 37 
   
  Scatter Grenade 
  p.40 
  This grenade has a 6-second (2-turn) delay, which cannot be changed. After ignition, it fills an area 5 meters radius 
  with Dense Thermographic Smoke (p.89, SRII). The cloud lasts for 5 turns (15 seconds) in calm winds. 
   Conceal 
  Damage 
  Power Level Weight 
  Availability 
  Cost 
  Street Index 
  Legality 
   
  6 
  — 
  — 
  .25 
  3/48 hrs 
  70¥ 
  1.5 
  Legal 
  Spraypaint Grenade 
  p.40 
   Conceal 
  Damage 
  Power Level Weight 
  Availability 
  Cost 
  Street Index 
  Legality 
   
  6 
  — 
  — 
  .25 
  2/3 days 
  20¥ 
  .9 
  Legal 
  Stench Bomb 
  p.40 
  Anyone in the affected area must roll a Willpower (8) test every turn. If no successes are rolled, the character must 
  leave the area on his next action. Character with a switched-on olfactory booster (p.62, Shadowtech) add the boster’s 
  rating to the target number. 
   Conceal 
  Damage 
  Power Level Weight 
  Availability 
  Cost 
  Street Index 
  Legality 
   
  6 
  — 
  — 
  .25 
  3/48 hrs 
  20¥ 
  .8 
  Legal 
  Launched Grenades 
   
  Classic Rifle Grenades 
  p.41 
  These all use Shotgun ranges. The HEAT grenade does not suffer from Damage Level reduction against vehicles, 
  and has an armor-piercing warhead. 
   
  Conceal 
  Damage 
  Power Level Weight 
  Availability 
  Cost 
  Street Index 
  Legality 
  Chemical 
  3 
  — 
  — 
  .5 
  6/8 days 
  50¥ 
  2 
  2-I 
  HE 
  3 
  10S 
  –1 per .5 meter 
  .5 
  6/8 days 
  50¥ 
  2 
  2-I 
  HEAT 
  3 
  14D 
  –14 per meter 
  .5 
  6/8 days 
  50¥ 
  2 
  2-I 
  DCR Rifle Grenades 
  p.41 
  The grenades use SMG ranges. The anti-tank grenade does not suffer from Damage Level reduction against vehi-
  cles, and has an armor-piercing warhead. 
   
  Conceal 
  Damage 
  Power Level Weight 
  Availability 
  Cost 
  Street Index 
  Legality 
  Anti-Tank 
  4 
  16D 
  –8 per meter 
  .5 
  8/8 days 
  100¥ 
  2 
  2-I 
  Concussion 
  4 
  12M Stun 
  –1 per meter 
  .5 
  8/8 days 
  50¥ 
  2 
  2-I 
  Defensive 
  4 
  10S 
  –1 per .5 meter 
  .5 
  8/8 days 
  50¥ 
  2 
  2-I 
  Offensive 
  4 
  10S 
  –1 per meter 
  .5 
  8/8 days 
  50¥ 
  2 
  2-I 
  Militech 25mm Launched Grenades 
  p.41 
  Use SMG ranges for these grenades. 
  Flechette grenades are not explosive weapons, but do damage only to a target that takes a direct hit. 
  HEP grenades: one-half (rounded up) of the damage that remains after the target’s Body test is Physical, the other 
  half is Stun. One-half (round down) Ballistic armor is used against these grenades. They have no blast radius, and so 
  only damage target that are hit directly. 
   
  Conceal 
  Damage 
  Power Level Weight 
  Availability 
  Cost 
  Street Index 
  Legality 
  Chemical 
  6 
  — 
  — 
  .25 
  8/8 days 
  30¥ 
  2.5 
  2-I 
  Flechette 
  6 
  (2D6)S(f) 
  — 
  .25 
  8/8 days 
  30¥ 
  2.5 
  2-I 
  Fragmentation 
  6 
  8S(f) 
  –1 per 1.5 meters .25 
  8/8 days 
  30¥ 
  2.5 
  2-I 
  HEP 
  6 
  8S 
  — 
  .25 
  8/8 days 
  30¥ 
  2.5 
  2-I 
  
  B L A C K H A N D ’ S  S T R E E T  W E A P O N S  2 0 5 7  
  L A U N C H E D  G R E N A D E S  
   
  page 38 
   
  Militech 25mm Pistol Grenades 
  p.41 
  These grenades use Light Pistol ranges if fired from a weapon with a Power of 6 or less, or Shotgun ranges if the 
  pistol’s Power Level is 7 or higher. 
  Flash Bomb: The base target number modification for all those looking in the direction of the flash is +4, reduced 
  by 1 for every 5 meters distance from the point of ignition. Flare compensation reduces the modifier by 50% (round 
  down). 
  HEP: one-half (rounded up) of the damage that remains after the target’s Body test is Physical, the other half is 
  Stun. One-half (round down) Ballistic armor is used against these grenades. They have no blast radius, and so only 
  damage target that are hit directly. 
  Smoke/Tear Gas: Fills a 3 meters radius around the point of impact with Dense Smoke (p.89, SRII) or tear gas. 
  Tear gas counts as Light Smoke for visibility purposes, and adds +4 to all target numbers of anyone inside it. If the 
  eyes are shielded, reduce this modifier to +2. If the whole face is shielded, there is no modifier. 
   
  Conceal 
  Damage 
  Power Level Weight 
  Availability 
  Cost 
  Street Index 
  Legality 
  Concussion 
  8 
  8M Stun 
  –2 per meter 
  .1 
  5/6 days 
  15¥ 
  2 
  4-I 
  Defensive Frag 
  8 
  6M 
  –3 per meter 
  .1 
  5/7 days 
  20¥ 
  2 
  4-I 
  Flash Bomb 
  8 
  4L 
  –1 per meter 
  .1 
  4/72 hrs 
  15¥ 
  1.2 
  4-I 
  HEP (Cratering) 
  8 
  4S 
  — 
  .1 
  4/6 days 
  30¥ 
  1.5 
  4-I 
  Incendiary 
  8 
  6M 
  –6 per meter 
  .1 
  8/7 days 
  30¥ 
  2 
  3-I 
  Offensive Frag 
  8 
  6S 
  –3 per meter 
  .1 
  5/7 days 
  25¥ 
  2 
  3-I 
  Smoke/Tear Gas 8 
  gas 
  — 
  .1 
  6/7 days 
  20¥ 
  2.5 
  Legal 
  Military 40mm Launched Grenades 
  p.42 
  These are all standard Shadowrun grenade launcher rounds. High-velocity rounds are not available. 
  Bean Bag: uses Light Pistol ranges, and Impact armor defends against its damage. It can only hit a single target, 
  does not scatter or have a minimum range, and the target number and threshold for determining knock-down (p.91, 
  SRII) are doubled.  
  Chemical: see smoke grenade, p.48, Fields of Fire. 
  Flash-Bang: give a +5 modifier to all target numbers due to the flash; subtract 1 per 5 meters distance from the 
  explosion, and halve the modifier if the character has flare compensation. 
  Flechette: this is not really a grenade, but more a flechette round fired from a grenade launcher. It uses the 
  flechette ammo rules (p.93, SRII), but does not suffer from minimum range or scatter. It uses the shotgun spread 
  rules, as if it had a non-adjustable choke of 10. 
  Grapnel: the propellant charge costs 10¥ and the grappling hook 50¥. For the line see page 42 of the Street 
  Samurai Catalog (both normal and stealth lines can be used). The grappling hook must be muzzle-loaded, taking a 
  Complex Action in combat. Ranges are halved, and the hook will do 5M Stun damage to anyone hit by it. 
  HE and HEDP: treat as standard offensive and defensive grenades, respectively (p.48, Fields of Fire). 
  HEP: one-half (rounded up) of the damage that remains after the target’s Body test is Physical, the other half is 
  Stun. One-half (round down) Ballistic armor is used against these grenades. They have no blast radius, and so only 
  damage target that are hit directly. There is no scatter. 
  Illumination: see the micro-flare, p.46, Street Samurai Catalog, but this one can be fired from a grenade 
  launcher. 
  Net: treat as a small net gun (p.72, Street Samurai Catalog). 
  Splatshell: contains 20 balls, each of which can contain any sort of liquid. These are fired in a shotgun pattern with 
  a choke of 5. 
  White Phosphorus: see p.48, Fields of Fire. 
   
  Conceal 
  Damage 
  Power Level Weight 
  Availability 
  Cost 
  Street Index 
  Legality 
  Bean Bag 
  8 
  12S Stun 
  — 
  .1 
  6/4 days 
  100 
  2 
  1-I 
  Flash-Bang 
  8 
  12M Stun 
  –2 per meter 
  .1 
  10/6 days 
  160¥ 
  3.25 
  1-I 
  Flechette 
  8 
  10D(f) 
  — 
  .1 
  9/14 days 
  100¥ 
  3.5 
  2-I 
  Grapnel 
  8/3* 
  —/5M Stun* 
  — 
  .05/.5* 
  8/7 days 
  10¥/50¥ 
  3 
  5-I 
  HEP 
  8 
  8S 
  — 
  .1 
  6/6 days 
  60¥ 
  2.5 
  1-I 
  Illumination 
  7 
  6M 
  — 
  .1 
  7/36 hrs 
  150¥ 
  2 
  3-I 
  Net 
  6 
  — 
  — 
  .25 
  8/48 hrs 
  300¥ 
  3 
  3-I 
  Splatshell 
  8 
  splatballs 
  — 
  .1 
  6/48 hrs 
  10¥** 
  1 
  as weapon 
   
  * Propellant charge only/grappling hook 
  ** Plus cost of splatballs 
  
  B L A C K H A N D ’ S  S T R E E T  W E A P O N S  2 0 5 7  
  M I N E S  &  E X P L O S I V E S  
   
  page 39 
   
  Mines & Explosives 
   
  Antipersonnel Mine 
  p.42 
  Concealability is 16 or higher when buried. For a character stepping directly on the mine, armor does not resist the 
  damage, but it does for anyone else in the blast radius. 
   Conceal 
  Damage 
  Power Level Weight 
  Availability 
  Cost 
  Street Index 
  Legality 
   
  4/16 
  7D(f) 
  –1 per meter 
  .1 
  10/7 days 
  350¥ 
  3 
  2-I 
  Antitank Mine 
  p.43 
  This mine is armor-piercing. Concealability is 16 when buried. 
   Conceal 
  Damage 
  Power Level Weight 
  Availability 
  Cost 
  Street Index 
  Legality 
   
  4/16 
  14D 
  –7 per meter 
  15 
  10/7 days 
  400¥ 
  3 
  2-I 
  C-6 “Flatfire” Plastic Explosive 
  p.43 
  A block of rating 8 explosive, using the rules on page 242 of SRII. Stats are per kilogram. 
   Conceal 
  Rating 
   
  Weight 
  Availability 
  Cost 
  Street Index 
  Legality 
   
  6 
  8 
   
  1 
  8/48 hrs 
  100¥ 
  1.25 
  4-I 
  Claymore Mine 
  p.43 
  Has three areas of effect: a sphere around the detonation point, a large cone in the direction the mine was placed 
  in, and a cone to the opposite side. Characters in both a sphere and a cone must resist both damages. 
   
  Conceal 
  Damage 
  Power Level Weight 
  Availability 
  Cost 
  Street Index 
  Legality 
  Complete mine 
  3 
   
   
  1.5 
  8/72 hrs 
  500¥ 
  2 
  2-I 
  Sphere 
   
  12S 
  –1 per .5 meters 
  Large cone 
   
  15D(f) 
  –1 per 5 meters 
  Small cone 
   
  12S 
  –1 per meter 
  FEN Dz25 “Det Card™” 
  p.43 
   Conceal 
  Damage 
  Power Level Weight 
  Availability 
  Cost 
  Street Index 
  Legality 
   
  10 
  1D 
  –4 per meter 
  .02 
  8/5 days 
  120¥ 
  4 
  1-I 
  Militech PDU-3 Multi-Purpose Perimeter Defense Unit 
  p.43 
  This device is equipped with passive thermal sensor, a magnetic door contact, a tripwire, and a normal time delay 
  (2 seconds to 2 minutes). The thermal sensor is rating 4, while the tripwire is rating 1 (see Remote Sensors, page 79 
  of Tech Specs, for details). 
  Power Level Reduction is -2 per half-meter. 
   Conceal 
  Damage 
  Power Level Weight 
  Availability 
  Cost 
  Street Index 
  Legality 
   
  8 
  10S 
  –2 per .5 meter 
  .25 
  10/7 days 
  150¥ 
  2.5 
  4-I 
   
  Ammunition 
  Weights and costs are for packets of 10 rounds. 
   
  API—Armor Piercing Incendiary 
  p.44 
  This ammunition uses the normal rules for APDS ammo, but also have a Firesetting rating of 2. If a burst is fired, 
  add +1 to this rating per round fired (three rounds have a Firesetting rating of 5, etc.). See page 72, Tech Specs. 
   Conceal 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index 
  Legality 
   
  8 
  see above 
  .25 
  16/14 days 
  80¥ 
  4.5 
  2-L 
  
  B L A C K H A N D ’ S  S T R E E T  W E A P O N S  2 0 5 7  
  A M M U N I T I O N  
   
  page 40 
   
  Armor-Piercing Rounds 
  p.44 
  Reduce Ballistic armor by 2 to resist these rounds. 
   Conceal 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index 
  Legality 
   
  8 
  –2 Ballistic 
  .75 
  4/4 days 
  50¥ 
  2 
  4-L 
  Dual-Purpose Rounds 
  p.44 
  Ballistic armor is only one-half (round up) effective, but the rounds do normal damage. If an unarmored target is hit 
  and damage is done (i.e., the target does not remove all damage), an additional box of damage is taken by the target. 
   Conceal 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index 
  Legality 
   
  8 
  see above 
  .5 
  16/14 days 
  80¥ 
  4 
  3-L 
  Electrothermal Ammo Enhancement 
  p.44 
  This modification adds a 100-shot battery inside the weapon (battery cost 150¥, availability 6/48 hrs, street index 
  1). Only weapons using cased ammo can use this modification, and only if the weapon fires at Single Shot or Semi 
  Automatic mode. If a Burst Fire or Full Automatic weapon is rebuilt to ET, roll 1D6 every Combat Phase the weapon is 
  fired (apply the Rule of Six if necessary). If the roll is less than, or equal to, the number of rounds fired in that Combat 
  Phase, the gun explodes, exposing the firer to an attack by all remaining ammo (treat as a burst of the number of 
  rounds left in the weapon). 
  Weapons with this modification have their Power level and all ranges increased by 50% (round up). Apply Power 
  level modifiers (like the +1 from explosive rounds) to the new Power level. As an added bonus, the weapon is insu-
  lated from electrical shocks: any electrical attack on the weapon will not harm it. Against magical effects, the gun 
  counts as a Highly Processed Object (target number 10 or higher). 
   Conceal 
  Weight 
  Availability 
  Cost 
  Street Index 
  Legality 
   
  8 
  — 
  10/7 days 
  weapon cost × 1.5 
  2 
  1-J 
  Hollowpoints 
  p.44 
  These rounds increase the Damage Level by 1 (6M becomes 6S, and so on), but Ballistic armor gets +2 on its rat-
  ing to defend against these. 
   Conceal 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index 
  Legality 
   
  8 
  +1 Damage 
  .5 
  4/24 hrs 
  25¥ 
  .8 
  as weapon 
  Kendachi Fragmentation Flechettes 
  p.44 
  Treat these as Needle ammo (p.30, Neo-Anarchists’ Guide to Real Life), not as flechette, and also give a +1 to 
  the Power Level of the weapon. They can misfire in the same way as Explosive rounds (p.93, SRII). 
   Conceal 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index 
  Legality 
   
  8 
  +1 Power 
  .5 
  12/10 days 
  100¥ 
  4.5 
  as weapon 
  Rubber Bullets 
  p.45 
  At ranges over 3 meters, the round does normal damage, but all damage is Stun (a 6M round becomes 6M Stun, 
  etc.), and is resisted using Impact armor. At ranges up to 3 meters, one-half (round up) the damage is Physical, the 
  other half is Stun. 
   Conceal 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index 
  Legality 
   
  8 
  Stun (see above) 
  .5 
  3/12 hrs 
  10¥ 
  .75 
  as weapon 
  Safety Rounds 
  p.45 
  Will not penetrate armor or barrier ratings higher than 3. 
   Conceal 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index 
  Legality 
   
  8 
  +1 Damage Level 
  .5 
  10/10 days 
  120¥ 
  3 
  4-L 
  Shotgun Ammunition 
  p.45 
  APFSDS: treat as APDS rounds (p.63, Street Samurai Catalog). 
  Flare: work like a Micro Flare (p.46, Street Samurai Catalog). Damage is 6M if fired against a living target. The 
  flare also has a Firesetting Rating 5 (see p.72, Tech Specs). 
  Flash and Flash-Bang: Does no damage, but produces a flash on impact, similar to that of a Flash Pak (p.45, 
  Street Samurai Catalog). 
  Flechette: see SRII p.93. 
  Gas: this round does no damage, but delivers a cloud of gas (2 meters radius from impact point). The type of gas 
  must be chosen before purchase. 
  HE: causes 8S damage with a blast reduction of –16 per meter. If firing a burst, increase the damage as if this 
  were a normal round, and divide the –16 blast reduction by the number of rounds in the burst (a 4-round burst does 
  12D and has a blast reduction of –4 per meter). 
  HEAT: does damage like HE rounds above, but a target that takes a direct hit has its armor rating reduced by half. 
  Non-Lethal: treat as stun rounds (p.95, SRII). 
  
  B L A C K H A N D ’ S  S T R E E T  W E A P O N S  2 0 5 7  
  A M M U N I T I O N  
   
  page 41 
   
  Slugs: treat as regular ammo. 
  Smoke: does no damage, but fills an area of 3 meters radius around the point of impact with Heavy Smoke (p.89, 
  SRII). 
  Stingers: beyond 3 meters ranges, damage is Stun, as with Rubber Bullets (above). Up to 3 meters, use the nor-
  mal Damage Code for the shotgun. 
  Stundart: causes 10S Stun damage using the shock weapon rules. 
  Thermite: fills the shotgun’s choke pattern with burning particles using the white phosphorus rules. 
   
  Conceal 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index 
  Legality 
  Flare 
  8 
  6M 
  .5 
  4/24 hrs 
  50¥ 
  1 
  as weapon 
  Flash/Flash-Bang 8 
  none 
  .5 
  4/24 hrs 
  60¥ 
  1 
  Legal 
  Gas 
  8 
  as gas 
  .5 
  6/48 hrs 
  50¥ 
  1.1 
  as weapon 
  HE 
  8 
  8S/–16 per meter .75 
  12/14 days 
  100¥ 
  2 
  3-L 
  HEAT 
  8 
  8S/–16 per meter .75 
  14/14 days 
  200¥ 
  4 
  1-L 
  Smoke 
  8 
  none 
  .5 
  3/12 hrs 
  40¥ 
  .8 
  Legal 
  Stingers 
  8 
  Stun (see above) 
  .5 
  4/18 hrs 
  30¥ 
  1 
  as weapon 
  Stundart 
  8 
  10S Stun + shock .75 
  6/72 hrs 
  80¥ 
  2 
  as weapon 
  Thermite 
  8 
  see above 
  .5 
  8/7 days 
  300¥ 
  3 
  2-L 
  SPECIAL AMMO 
  Arrows 
  p.46 
  Target: standard arrow as per SRII and Street Samurai Catalog. 
  Broadhead: use one-half Impact armor to resist. The Damage Level is increased by 1. 
  Stun: damage is Stun. 
  Spinner: use one-half Impact armor to resist. The Power Level is increased by 2 and Damage Level by 1. 
  Warhead: can be fired from any bow or crossbow with a Strength Minimum of 4 or higher. Ranges are halved, ex-
  cept for heavy crossbows. 
  Arrows 
  Conceal 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index 
  Legality 
  Broadhead 
  3 
  +1 Damage 
  .1 
  4/36 hrs 
  15¥ 
  1 
  8-D 
  Stun 
  3 
  Stun 
  .1 
  3/36 hrs 
  10¥ 
  1 
  10-D 
  Spinner 
  3 
  +2 Power, +1 
  .1 
  4/48 hrs 
  15¥ 
  1 
  7-D 
   
   
  Damage 
  Warhead 
  1 
  as pistol grenade 
  .2 
  6/7 days 
  35¥ 
  2 
  10-D+as grenade 
  Quarrels 
  Conceal 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index 
  Legality 
  Broadhead 
  3 
  +1 Damage 
  .05 
  6/36 hrs 
  8¥ 
  1 
  8-D 
  Stun 
  3 
  Stun 
  .05 
  5/36 hrs 
  5¥ 
  1 
  10-D 
  Spinner 
  3 
  +2 Power, +1 
  .05 
  6/48 hrs 
  8¥ 
  1 
  7-D 
   
   
  Damage 
  Warhead 
  1 
  as pistol grenade 
  .15 
  8/7 days 
  30¥ 
  2 
  10-D+as grenade 
  Micromissiles 
  p.47 
  Use the rules for missiles (p.99, SRII); they can target persons as well as vehicles. For HEP missiles, one-half the 
  damage (round up) is Physical, the other half is Stun, resisted using one-half Ballistic armor. Intelligence is 2 for all 
  missiles, minimum range is 10 meters.  
   
  Conceal 
  Damage 
  Power Level Weight 
  Availability 
  Cost 
  Street Index 
  Legality 
  Normal 
  10 
  12M 
  –6 per meter 
  .25 
  14/14 days 
  500¥ 
  2 
  1-J 
  Anti-Armor 
  10 
  12M 
  –12 per meter 
  .25 
  16/14 days 
  750¥ 
  2 
  1-J 
  HEP 
  10 
  14M 
  — 
  .25 
  12/14 days 
  200¥ 
  2 
  1-J 
  Urban Technologies Slasher 
  p.47 
  Only available for shotguns, MMGs, HMGs, and grenade launchers. The slugs are considered to have spread out 
  right at the muzzle of the barrel, the length of the wire depending on the weapon type: shotgun 1 meter, MMG 2 me-
  ters, HMG and grenade launcher 2.5 meters. The round travels only 50 meters for grenade launchers and 10 meters 
  for other weapons. 
  Determine a target number as normal for anyone in the path of the wire, adding a +2 modifier for everyone stand-
  ing in front of each new target. The firer rolls only one Success Test, and the roll is compared to the target number for 
  each target separately. Anyone in the path of the wires takes 11S damage (not staged for the firer’s successes), using 
  one-half (round down) Impact armor to resist. 
   Conceal 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index 
  Legality 
   
  8 
  11S 
  .1 
  14/10 days 
  75¥ 
  2.5 
  3-L 
   
  
  B L A C K H A N D ’ S  S T R E E T  W E A P O N S  2 0 5 7  
  D M Z  S T A T S  
  page 42 
   
  Appendix: DMZ Stats 
   
  The weapon stats for Downtown Militarized Zone, the Shadowrun 
  boardgame, have been compiled as follows: 
  Type: same as for Shadowrun. (MP) denotes Machine Pistol. 
  Ammo: for SS or SA-capable weapons, this is the number of rounds in the 
  clip or magazine. For BF or FA-capable weapons, it is the clip size divided 
  by 3, rounded to the nearest whole number. If the weapon is a minigun or 
  supermachine gun, it is the clip size divided by 6. 
  Base Success Value: based on the average in DMZ (page 60), to which 
  CP2020’s Weapon Accuracy (WA, the first numerical stat in the weapon 
  data in Cyberpunk) was added. The base values are: 
  Hold-Out 
  4 
  Shotgun 
  10 
  Light Pistol 
  6 
  SMG 
  7 
  Heavy Pistol 
  8 
  LMG 
  12 
  Assault Rifle 
  8 
  MMG 
  12 
  Sporting Rifle 
  12 
  HMG 
  14 
  Sniper Rifle 
  14 
  Assault Cannon 
  18 
  With modifiers as follows: 
  Burst-fire or full-automatic 
  +2 
  Minigun or Supermachine gun 
  +2* 
  Laser Sight 
  +1 
  Smartlink (I or II) 
  +2 
  *In addition to the +2 for a burst-fire or full-automatic weapon 
  Damage: from the table below. If a weapon can only fire one ammunition 
  type, the modifiers for that have been added in already. 
  Hold-Out 
  1 
  Shotgun 
  4 
  Light Pistol 
  2 
  SMG 
  3 
  Heavy Pistol 
  3 
  LMG 
  4 
  Assault Rifle 
  3 
  MMG 
  5 
  Sporting Rifle 
  4 
  HMG 
  5 
  Sniper Rifle 
  4 
  Assault Cannon 
  6 
  With modifiers as follows: 
  Burst-fire or full-automatic 
  +1 
  Minigun or Supermachine gun 
  +1* 
  Electrothermal ammo enh. 
  +1 
  *In addition to the +1 for a burst-fire or full-automatic weapon 
   
  PISTOLS 
   
  Type 
  Ammo 
  Base Success Value Damage 
  Notes 
  Astra Style-6 
  Hold-Out 
  6 shots 
  3 
  1 
  BudgetArms C-13 
  Hold-Out 
  8 shots 
  3 
  1 
  Dai Lung Cybermag 15 
  Hold-Out 
  10 shots 
  3 
  1 
  Federated Arms X-22 
  Hold-Out 
  10 shots 
  5 
  1 
  Militech Silver Shadow 
  Light Pistol 
  10 shots 
  3 
  2 
  Fires only Flechette ammo 
  Beretta M97P 
  Light Pistol 
  18 shots 
  8 
  2 
  Laser Sight 
  BudgetArms Laser-Niner 
  Light Pistol (MP) 
  5/12 bursts 
  9 
  3 
  Laser Sight 
  CCMMC Goaxing Ciuxi CM-3 Light Pistol 
  8 shots 
  6 
  2 
  Pistols (continued) 
  Type 
  Ammo 
  Base Success Value Damage 
  Notes 
  
  B L A C K H A N D ’ S  S T R E E T  W E A P O N S  2 0 5 7  
  D M Z  S T A T S  
  page 43 
   
  Dai Lung Streetmaster 
  Light Pistol 
  12 shots 
  6 
  2 
  Fashion Gun 9 
  Light Pistol 
  7 shots 
  6 
  2 
  Federated Arms X-9mm 
  Light Pistol 
  12 shots 
  6 
  2 
  Federated Arms X-38 
  Light Pistol 
  10 shots 
  7 
  2 
  Militech Arms Avenger 
  Light Pistol 
  10 shots 
  6 
  2 
  Militech Black Widow 
  Light Pistol 
  10 shots 
  6 
  3 
  Fires only Flechette ammo 
  Sci Fi Starrior 4 
  Light Pistol 
  12 shots 
  7 
  2 
  Laser Sight 
  Texas Arms Model-351 
  Light Pistol 
  8 shots 
  6 
  2 
  Uses Heavy Pistol ranges 
  Towa Type-12 Police Pistol 
  Light Pistol 
  6 shots 
  9 
  2 
  Towa Type-14 Police Pistol 
  Light Pistol (MP) 
  5 bursts 
  10 
  3 
  Towa Type-14 Police Pistol 
  Light Pistol (MP) 
  5 bursts 
  12 
  3 
  Smartgun link 
  Tsunami Express Racegun 
  Light Pistol* 
  24 shots 
  10 
  3 
  Wondernines 
  Light Pistol 
  1D6+14 shots 
  7 
  2 
  454 Magnum Disposable 
  Heavy Pistol 
  2 shots 
  6 
  3 
  Cannot be reloaded 
  Ameritech Magnum 
  Heavy Pistol 
  5 shots 
  9 
  3 
  Arasaka WSA Autopistol 
  Heavy Pistol 
  15 shots 
  8 
  3 
  Uses Light Pistol ranges 
  Armalite 44 
  Heavy Pistol 
  8 shots 
  8 
  3 
  BudgetArms Auto-3 
  Heavy Pistol 
  8 shots 
  7 
  3 
  BudgetArms C-41 
  Heavy Pistol (MP) 3 bursts 
  11 
  4 
  Smartgun Link 
  CA Multi-Ammunition Pistol 
  Heavy Pistol 
  5 shots 
  6 
  3 
  Colt Alpha-Omega 
  Heavy Pistol 
  10 shots 
  10 
  3 
  Smartgun Link 
  Colt AMT Model 2000 
  Heavy Pistol 
  8 shots 
  8 
  3 
  Colt Enforcement 10 
  Heavy Pistol 
  14 shots 
  9 
  3 
  Colt Enforcement 10 
  Heavy Pistol 
  14 shots 
  11 
  3 
  Smartgun Link 
  Dai Lung Magnum 
  Heavy Pistol 
  10 shots 
  9 
  3 
  Espinoza One Shot 
  Heavy Pistol 
  1 shot 
  7 
  3 
  When fired, roll 1D6: 1 = 
  weapon explodes (3 damage to 
  firer)), 2–4 = weapon fails (try 
  again later) 
  Federated Arms 454 DA 
  Heavy Pistol 
  5 shots 
  10 
  3 
  Uses Shotgun ranges; fires 
  Firepower™ ammo 
  FN Browning “3-Spot” MP 
  Heavy Pistol (MP) 8 bursts 
  11 
  4 
  Goncz-Taurus Pistol 
  Heavy Pistol 
  15/30 shots 
  8 
  3 
  Goncz-Taurus Pistol 
  Heavy Pistol (MP) 5/10 bursts 
  9 
  4 
  Glock Thirty Machine Pistol 
  Heavy Pistol (MP) 7/10 bursts 
  12 
  4 
  Hammer M-11 Bolt Pistol 
  Heavy Pistol 
  10 shots 
  11 
  3 
  Uses Light Pistol ranges; fires 
  only APDS ammo 
  IMI Gamad 
  Heavy Pistol 
  7/15 shots 
  9 
  3 
  Laser Sight 
  IMI Gamad 
  Heavy Pistol 
  7/15 shots 
  10 
  3 
  Smartgun Link 
  Kang Tao Type 97 
  Heavy Pistol 
  10 shots 
  9 
  3 
  LeRoi Maxi-10 
  Heavy Pistol 
  10 shots 
  7 
  3 
  Malorian Arms 3516 
  Heavy Pistol 
  6 shots 
  9 
  4 
  Smartgun Link; fires Fire-
  power™ ammo 
  Malorian Heavy Flechette 
  Heavy Pistol 
  25 shots 
  11 
  3 
  Smartgun link; fires only Needle 
  ammo 
  Militech .477 Boomer Buster Heavy Pistol 
  4 shots 
  7 
  4 
  Uses Shotgun ammo 
  Mustang Arms “Mark II” 
  Heavy Pistol 
  12/20 shots 
  9 
  3 
  Nomad .357 Magnum Auto. 
  Heavy Pistol 
  8 shots 
  8 
  3 
  Nomad .357 Magnum Revol. Heavy Pistol 
  6 shots 
  8 
  3 
  Nomad .44 Magnum Revol. 
  Heavy Pistol 
  6 shots 
  8 
  3 
  Nova Arms “Arno” 
  Heavy Pistol* 
  6 shots 
  9 
  4 
  Uses Shotgun ranges, multi-
  plied by 1.5 
  Nova Arms “Bronson” 
  Heavy Pistol* 
  6 shots 
  9 
  4 
  Nova Arms “Eastwood” 
  Heavy Pistol* 
  6 shots 
  9 
  4 
  Nova Arms “Stallone” 
  Heavy Pistol* 
  6 shots 
  9 
  4 
  Uses Light Pistol ranges, multi-
  plied by 1.5 
  Nova Model 338 Citygun 
  Heavy Pistol 
  7 shots 
  9 
  3 
  Nova model 757 Cityhunter 
  Heavy Pistol 
  18 shots 
  10 
  3 
  Royal Enfield Spitfire 
  Heavy Pistol 
  12 shots 
  9 
  3 
  Royal Enfield Spitfire 
  Heavy Pistol 
  12 shots 
  9 
  3 
  Smartgun Link 
  Stein & Wasserman “Tri-Star” Heavy Pistol 
  6 shots 
  9 
  3 
  Laser Sight 
  Stein & Wasserman Bi-Power Heavy Pistol 
  16 shots 
  8 
  3 
  Sternmeyer P-35 
  Heavy Pistol 
  8 shots 
  8 
  3 
  Sternmeyer P-41 
  Heavy Pistol 
  12 shots 
  8 
  3 
  Stolbovoy St-2 
  Heavy Pistol 
  14 shots 
  8 
  3 
  Stolbovoy St-2 
  Heavy Pistol 
  14 shots 
  10 
  3 
  Smartgun link 
  Pistols (continued) 
  Type 
  Ammo 
  Base Success Value Damage 
  Notes 
  Surprising Stranger 
  Heavy Pistol 
  4 shots 
  8 
  3 
  
  B L A C K H A N D ’ S  S T R E E T  W E A P O N S  2 0 5 7  
  D M Z  S T A T S  
  page 44 
   
  Teen Dreem 
  Heavy Pistol 
  3 bursts 
  9 
  3 
  Roll 1D6 when fired: 1 = 
  weapon melts (destroyed) 
  Towa Type-13 Police Pistol 
  Heavy Pistol 
  12 shots 
  10 
  3 
  Towa Type-13 Police Pistol 
  Heavy Pistol 
  12 shots 
  12 
  3 
  Smartgun link 
  Tsunami Arms “Raimei” 
  Heavy Pistol 
  6 shots 
  12 
  4 
  Smartgun link 
   
  * Multiply all ranges by 1.5, rounding up to the nearest dot. 
  SUBMACHINE GUNS 
   
  Type 
  Ammo 
  Base Success Value Damage 
  Notes 
  Arasaka WMA “Minami-10” 
  SMG 
  13 bursts 
  9 
  4 
  Arasaka WMA “Minami-10” 
  SMG 
  13 bursts 
  8 
  4 
  Silenced model 
  Beretta M-24 Advanced 
  SMG 
  13 bursts 
  9 
  4 
  Beretta M-24 Advanced 
  SMG 
  13 bursts 
  11 
  4 
  Smartgun Link 
  CCMMC Tuzi-7 
  SMG 
  10 bursts 
  8 
  4 
  Chadran Arms City Reaper 
  SMG 
  13 bursts 
  10 
  4 
  Under-barrel shotgun 
  Shotgun 
  10 shots 
  9 
  4 
  Federated Arms Tech-Assault SMG 
  10 bursts 
  9 
  3 
  Uses Light Pistol ammo; melts 
  if a 1 is rolled on 1D6 when 
  fired 
  Federated Arms Tech-Assault II 
  SMG 
  17 bursts 
  9 
  3 
  Uses Light Pistol ammo 
  Heckler & Koch MP-2013 
  SMG 
  11 bursts 
  9 
  4 
  Heckler & Koch MPK-9 
  SMG 
  11 bursts 
  10 
  4 
  Heckler & Koch MPK-11 
  SMG 
  10 bursts 
  10 
  4 
  Heckler & Koch MPK-2020 
  SMG 
  20 bursts 
  12 
  4 
  Laser Sight 
  Heckler & Koch MPK-2020 
  SMG 
  20 bursts 
  13 
  4 
  Smartgun link 
  IMI Gamdaii 
  SMG 
  23 bursts 
  10 
  4 
  Ingram MAC 14 
  SMG 
  7 bursts 
  8 
  4 
  Malorian Sub-Flechette Gun SMG 
  3/10 bursts 
  8 
  4 
  Militech-10 
  SMG 
  10 bursts 
  9 
  4 
  Militech Mini-Gat Carbine 
  SMG 
  20 bursts 
  10 
  3 
  Uses Light Pistol ammo 
  Militech Viper 
  SMG 
  13 bursts 
  8 
  4 
  Mustang Arms ARS-5C 
  SMG 
  7 bursts 
  12 
  4 
  Mustang Arms ARS-5C 
  SMG 
  7 bursts 
  13 
  4 
  Laser Sight 
  Mustang Arms ARS-5C 
  SMG 
  7 bursts 
  14 
  4 
  Smartgun Link 
  Setsuko-Arasaka “PMS” 
  SMG 
  13 bursts 
  10 
  4 
  “Sten” 
  SMG 
  10 bursts 
  5 
  2 
  Fires Hold-Out ammo 
  “Sten” 
  SMG 
  10 bursts 
  7 
  3 
  Fires Light Pistol ammo 
  “Sten” 
  SMG 
  10 bursts 
  8 
  4 
  Fires Heavy Pistol ammo 
  “Sten” 
  SMG 
  10 bursts 
  8 
  4 
  Fires SMG ammo 
  Sternmeyer SMG-21 
  SMG 
  10 bursts 
  9 
  4 
  Stolbovoy StS 
  SMG 
  11 bursts 
  9 
  4 
  Stolbovoy StS 
  SMG 
  11 bursts 
  11 
  4 
  Smartgun Link 
  Suranam Machine Pistol 
  SMG 
  8/17 bursts 
  11 
  3 
  Fires only EX Explosive ammo 
  Uzi Miniauto 9 
  SMG 
  10 bursts 
  9 
  4 
  SHOTGUNS 
   
  Type 
  Ammo 
  Base Success Value Damage 
  Notes 
  Arasaka Rapid Assault Shot 12 
  Shotgun 
  7 bursts 
  11 
  5 
  CCMMC Qi-15 
  Shotgun 
  5 bursts 
  10 
  5 
  Constitution Arms Hurricane Shotgun 
  7 bursts 
  14 
  6 
  Enfield-Ubichi LastChance 
  Shotgun 
  1 shot 
  10 
  4 
  Cannot be reloaded 
  Luigi Franchi P.16 
  Shotgun 
  7 bursts 
  13 
  5 
  Luigi Franchi King Buck 
  Shotgun 
  4 shots 
  9 
  4 
  MetaCorp Warhammer™ 
  Shotgun 
  5 bursts 
  11 
  5 
  Military M-12 CAW 
  Shotgun 
  7 bursts 
  12 
  5 
  Militech Bulldog 
  Shotgun 
  7 bursts 
  12 
  5 
  Laser Sight 
  Militech Bulldog 
  Shotgun 
  7 bursts 
  14 
  5 
  Smartgun Link 
  Militech Crusher 
  Shotgun 
  6 shots 
  7/6/5/3* 
  4/4/3/3* 
  Militech Military/Police 10 ga. Shotgun 
  6 shots 
  10 
  4 
  Militech Military/Police 12 ga. Shotgun 
  8 shots 
  9 
  4 
  Mustang Close-Control 20 
  Shotgun 
  15 shots 
  9 
  4 
  Mustang “Raider” 
  Shotgun 
  5/9 shots 
  10 
  4 
  Sternmeyer Stakeout 10 
  Shotgun 
  10 shots 
  8 
  4 
  Tsunami Arms “Ragnarok” 
  Shotgun** 
  13 bursts 
  12 
  6 
   
  * At Short, Medium, Long and Extreme ranges, respectively. 
  ** Multiply all ranges by 1.5, rounding up to the nearest dot. 
  
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  D M Z  S T A T S  
  page 45 
   
  ASSAULT RIFLES 
   
  Type 
  Ammo 
  Base Success Value Damage 
  Notes 
  AKR-20 
  Assault Rifle 
  10 bursts 
  11 
  4 
  Laser Sight 
  Arasaka WAA Bullpup 
  Assault Rifle 
  2/5/10 bursts 
  13 
  4 
  Smartgun Link 
  CCMMC Jinhua M-9 
  Assault Rifle 
  12 bursts 
  10 
  4 
  Chadran Arms Jungle Reaper Assault Rifle 
  20 bursts 
  11 
  4 
  Fires SMG ammo 
  Colt M-18 Assault Weapon 
  Assault Rifle 
  12 bursts 
  11 
  4 
  Darra-Polytechnic M-9 
  Assault Rifle 
  13 bursts 
  11 
  4 
  FN-RAL 
  Assault Rifle 
  10 bursts 
  9 
  4 
  FA Light Assault 15 
  Assault Rifle 
  10 bursts 
  11 
  4 
  FA Light Assault 15 
  Assault Rifle 
  10 bursts 
  13 
  4 
  Smartgun Link 
  Fábrica de Armes M-2012 
  Assault Rifle 
  10 bursts 
  12 
  4 
  Laser Sight 
  Kalashnikov A-80 
  Assault Rifle 
  12 bursts 
  11 
  4 
  Militech Dragon 
  Assault Rifle 
  12 bursts 
  10 
  4 
  Uses LMG ranges 
  Militech M-31a1 
  Assault Rifle 
  25 bursts 
  14 
  5 
  Fires SMG ammo 
  Militech Mk IV (Revised) 
  Assault Rifle 
  12 bursts 
  11 
  4 
  Militech Ronin 
  Assault Rifle 
  12 bursts 
  11 
  4 
  Laser Sight 
  RE Liquid Propellant Rifle 
  Assault Rifle 
  30 bursts 
  13 
  4 
  Smartgun Link 
  Sternmeyer M95A4 
  Assault Rifle 
  15 bursts 
  12 
  5 
  Fires SMG ammo 
  Sternmeyer M95A4 
  Assault Rifle 
  15 bursts 
  13 
  5 
  Laser Sight; fires SMG ammo 
  Stolbovoy St-5 
  Assault Rifle 
  10 bursts 
  9 
  4 
  Stolbovoy St-5 
  Assault Rifle 
  10 bursts 
  11 
  4 
  Smartgun Link 
  Towa Type-20 
  Assault Rifle 
  33 bursts 
  14 
  4 
  Smartgun Link; fires SMG 
  ammo 
  Towa Type-99 
  Assault Rifle 
  12 bursts 
  13 
  4 
  Smartgun Link 
  SNIPER RIFLES 
   
  Type 
  Ammo 
  Base Success Value Damage 
  Notes 
  Arasaka WSSA 
  Sniper Rifle 
  40 shots 
  19 
  4 
  Smartgun Link, Low-Light; fires 
  only fragmentation flechette 
  ammo 
  Barrett M-90 
  Sniper Rifle 
  10 shots 
  17 
  6 
  Barrett M-90 
  Sniper Rifle 
  10 shots 
  19 
  6 
  Smartgun Link 
  Barrett-Arasaka Light-20 
  Assault Cannon 
  10 shots 
  18 
  6 
  FR-F6 
  Sniper Rifle 
  10 shots 
  18 
  4 
  Laser Sight 
  Nomad 15mm “Long Rifle” 
  Sniper Rifle 
  9 shots 
  16 
  6 
  Laser Sight, Low-Light 
  Remington Gyro-Sniper 
  Sniper Rifle 
  6 shots 
  16 
  4 
  Smartgun Link, Low-Light, 
  Thermographic 
  Towa Type-00-Kai 
  Sniper Rifle* 
  6 shots 
  21 
  5 
  Smartgun Link 
   
  * Multiply all ranges by 1.5, rounding up to the nearest dot. 
  OTHER RIFLES 
   
  Type 
  Ammo 
  Base Success Value Damage 
  Notes 
  Heckler & Koch HK77UK 
  Assault Rifle 
  10/15 bursts 
  11 
  4 
  Uses LMG ranges 
  Heckler & Koch HK77UK 
  Assault Rifle 
  10/15 bursts 
  13 
  4 
  Smartgun Link; uses LMG 
  ranges 
  Hughes Rocket Rifle 
  Assault Rifle 
  3 shots 
  8 
  4 
  Fires only APDS ammo 
  M-99 EVAW 
  Sporting Rifle 
  30 shots 
  17 
  4 
  Cannot swap ammo with other 
  weapons 
  Militech Cyborg Rifle 
  LMG 
  30 shots 
  13 
  4 
  Uses Assault Rifle ranges 
  Militech Ninja 
  Assault Rifle 
  5 bursts 
  13 
  3 
  Fires Hold-Out ammo 
  Nomad .357 Auto Carbine 
  SMG 
  10 bursts 
  10 
  4 
  Fires Heavy Pistol ammo 
  Nomad .357 Lever Carbine 
  SMG 
  9 shots 
  10 
  3 
  Fires Heavy Pistol ammo 
  Nomad .44 Lever Carbine 
  SMG 
  8 shots 
  10 
  3 
  Fires Heavy Pistol ammo 
  Nomad 7.62mm Rifle 
  Sporting Rifle 
  6 shots 
  14 
  4 
  Nomad “Personal Weapon” 
  SMG 
  17 bursts 
  11 
  4 
  Polymer One-Shot 
  Shotgun 
  1 shot 
  8 
  4 
  Cannot be reloaded 
  S&W Model F 
  Sporting Rifle 
  8 shots 
  12 
  4 
  Uses Assault Rifle ranges 
  Tsunami Ramjet Rifle 
  Sniper Rifle 
  9 shots 
  18 
  4 
  MACHINEGUNS 
   
  Type 
  Ammo 
  Base Success Value Damage 
  Notes 
  Constitution Arms Cyclone 
  LMG 
  33 bursts 
  15 
  5 
  Constitution Arms Deluge 
  Hold-Out 
  67 bursts 
  8 
  4 Stun 
  Uses Heavy Pistol ranges; fires 
  only Needle ammo 
  Dover GA-1112 Autogun 
  MMG 
  33 bursts 
  19 
  10 
  Smartgun Link 
  
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  D M Z  S T A T S  
  page 46 
   
  FN MG-6 “One-on-One” 
  Assault Rifle 
  17 bursts 
  17 
  7 
  Uses LMG ranges 
  Fábrica de Armes M-2012HB Assault Rifle 
  10/33 bursts 
  12 
  4 
  Heckler & Koch G-6 
  LMG 
  17 bursts 
  17 
  5 
  Smartgun link; fires SMG ammo 
  M2A5 Browning 
  HMG 
  belt 
  16 
  6 
  M-600 
  MMG 
  belt 
  15 
  6 
  Militech High Power 15 
  Assault Rifle 
  30 bursts or belt* 
  13 
  5 
  Fires SMG ammo 
  Militch M-232 
  Assault Rifle 
  12 bursts or belt 
  10 
  4 
  Militech Renegade 
  Sporting Rifle 
  12 bursts or belt 
  12 
  4 
  Fires Assault Rifle ammo 
  Militech 20L 
  Assault Cannon 
  belt 
  20 
  7 
  Cannot be hand-held 
  Sternmeyer M-5A 
  LMG 
  belt 
  13 
  5 
  Towa Type-8 
  MMG 
  33 bursts 
  15 
  5 
   
  * Number of bursts per belt is halved 
  HEAVY WEAPONS 
   
  Type 
  Ammo 
  Base Success Value Damage 
  Notes 
  Colt-Mauser M2X 
  Assault Cannon 
  8 shots 
  17 
  6 
  Uses HMG ranges 
  Commercial Grenade Launcher Grenade Launcher 1 shot 
  grenade 
  grenade 
  Must be clipped to a rifle 
  K-A F-253 Flamethrower 
  Light Pistol 
  10 shots 
  4 
  4 
  LAW 
  Shotgun 
  1 shot 
  8 
  62 
  Cannot be reloaded 
  HLAW 
  Shotgun 
  1 shot 
  8 
  63 
  Cannot be reloaded 
  M-32 Auto Grenade Launcher Grenade Launcher belt 
  grenade 
  grenade 
  Uses HMG ranges 
  M-205 Grenade Launcher 
  Grenade Launcher 1 shot 
  grenade +1 
  grenade 
  M-212 Grenade Launcher 
  Grenade Launcher 8 shots 
  grenade +1 
  grenade 
  Militech AM-3 
  Assault Cannon 
  5 shots 
  18 
  6 
  Uses Missile Launcher ranges 
  Militech “Cowboy” U-55 
  Grenade Launcher 4 bursts 
  grenade 
  grenade 
  Militech Hotshot L-ATGM 
  L-ATGM4 
  1 shot 
  missile +2 
  missile 
  Militech Mini-Grenade Launcher Grenade Launcher 4/16 shots 
  grenade 
  grenade 
  Militech RPG-A 
  Missile Launcher 
  1 shot 
  missile –2 
  missile 
  Militech Scorpion 16 SAM 
  Missile Launcher 
  1 shot 
  missile –1 
  missile 
  Militech Urban Missile Launch. Assault Rifle 
  12 shots 
  missile +2 
  micromissile 
  Fires only micromissiles 
  Militech Underbarrel Pod 
  Assault Rifle 
  1 shot 
  missile +1 
  micromissile 
  Fires only micromissiles; must 
  be clipped to a rifle 
  Rhinemetall EMG-85 Railgun Assault Cannon5 
  5 shots 
  23 
  7 
  Smartgun Link; fires only APDS 
  ammo; cannot swap ammo with 
  other assault cannons; may be 
  fired only once per turn 
  Rostovic Wrist Racate 
  Shotgun 
  6 shots 
  10 
  Racate rounds 
  Royal Enfield 25mm Cockerill Assault Cannon 
  12 shots 
  19 
  6 
  Tow Type-9 
  Grenade Launcher 8 shots 
  grenade 
  grenade 
  Tsunami Type-17 
  Assault Cannon 
  12 shots 
  21 
  6 
  Smartgun Link 
  Tsunami Type-18 
  Grenade Launcher 10 bursts 
  grenade –1 
  grenade 
   
  1 Ranges are Short 25–50 dots, Medium 51–166 dots, Long 167–666 dots, Extreme 667–1,000 dots. The minimum range can-
  not be reduced, unlike that of grenade launchers. Mortar rounds scatter as for grenade launchers, and do not need a LOS to 
  their target; however, add a +6 to the Target Value if no LOS can be established. 
  2 Treat as Defensive Grenade. 
  3 Treat as Offensive Grenade. 
  4 Ranges are Short 10–175 dots, Medium 176–375 dots, Long 376–750 dots, Extreme 751–2,500 dots. 
  5 Ranges are Short 0–75 dots, Medium 76–250 dots, Long 251–500 dots, Extreme 501–1,000 dots. 
  ’BORG WEAPONS 
  Only characters with a full body replacement can use these weapons. 
   
  Type 
  Ammo 
  Base Success Value Damage 
  Notes 
  Arasaka “Pocket Tsunami” 
  Grenade Launcher 6 shots 
  grenade 
  grenade 
  Arasaka “Rage” 
  SMG 
  3/7/17 bursts 
  9 
  5 
  Cannot swap ammo with other 
  weapons 
  Magnum Opus “Big G’ment” Heavy Pistol 
  13 shots 
  9 
  4 
  “Pistol” 
  Shotgun 
  9 shots 
  8 
  4 
  Uses Light Pistol ranges 
  ’Borg Weapons (continued) Type 
  Ammo 
  Base Success Value Damage 
  Notes 
  Caseless “SMG” 
  Assault Rifle 
  17 bursts 
  13 
  4 
  Uses SMG ranges 
  12.7mm “Assault Rifle” 
  MMG 
  17 bursts 
  15 
  6 
  Uses Assault Rifle ranges 
  14.5mm “Assault Rifle” 
  HMG 
  17 bursts 
  17 
  6 
  Uses Assault Rifle ranges 
  HiVel Caseless Auto-GL 
  Grenade Launcher 8 bursts 
  grenade 
  grenade 
  Magnum Opus “Hellbringer” 
  Heavy Pistol 
  3 shots 
  9 
  4 
  Uses Shotgun ranges; cannot 
  swap ammo with other weap-
  ons 
  
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  D M Z  S T A T S  
  page 47 
   
  Malorian 3600 
  SMG 
  7 bursts 
  9 
  5 
  cannot swap ammo with other 
  weapons 
  Tsunami Arms Helix 
  Shotgun 
  10 bursts 
  14 
  6 
  cannot swap ammo with other 
  weapons 
  United Armaments CLAW 
  Shotgun 
  9 bursts 
  12 
  6 
  cannot swap ammo with other 
  weapons 
  EXOTIC WEAPONS 
  None of these weapons can exchange ammo with other weapons. 
   
   
  Type 
  Ammo 
  Base Success Value Damage 
  Notes 
  Avante P-1135 Needlegun 
  Heavy Pistol 
  15 shots 
  8 
  1 
   
  Enertex AKM Power Squirt 
  Taser 
  50 shots 
  6 
  drug 
  Kendachi Dragon 
  special 
  4 shots 
  8 
  3 
  Ranges are Short —, Medium 
  1, Long —, Extreme 2 dots 
  Malorian Arms Sliver Gun 
  Heavy Pistol 
  7 shots 
  7 
  3(4) 
  Fires only Flechette ammo 
  Militech LaserCannon 
  Sniper Rifle 
  5 shots 
  14 
  3 
  Militech Taser 
  Taser 
  10 shots 
  5 
  4 Stun 
  Mitsubishi Taser 
  Taser 
  12 shots 
  6 
  4 Stun 
  Ranges are Short 1, Medium 2, 
  Long —, Extreme 3 dots 
  Mystic Tech. Arrow Gun 
  Bow 
  8 shots 
  3 
  4 
  Uses Light Pistol ranges 
  Nelson “Wombat” Airpistol 
  Heavy Pistol 
  20 shots 
  7 
  1 Stun 
  Nomad Pneumatic Bolt Gun Medium Crossbow 4 shots 
  8 
  2 
  Uses Light Pistol ranges 
  Pursuit Sec. Stundart Pistol 
  Heavy Pistol 
  2 shots 
  7 
  4 Stun 
  Fires only Stundart rounds 
  Techtronica Model 009 
  Heavy Pistol 
  6 shots 
  8 
  4 Stun 
  Tsunami Airhammer (Solo) 
  Heavy Pistol 
  5 shots 
  8 
  2 
  Tsunami Airhammer (Security) 
  Heavy Pistol 
  7 shots 
  8 
  2 
  Tsunami Underbarrel Laser 
  Light Pistol 
  2/20 shots 
  8 
  3 
  Urbantech Lance Mini-Missile Grenade Launcher 1 shot 
  missile 
  4 
  Cannot be reloaded 
  GRENADES & OTHER EXPLOSIVES 
  Damage Success Value = Power + 10 
  Target to Blast = 4 x Power Reduction per meter 
  THROWN 
  Accuracy Success Damage Success Target to Blast 
  Blast Damage 
  Anti-Armor 
  Ranges 
  GRENADES 
  Value 
  Value 
  Range Modifier 
   
  Value 
  Anti-Tank Grenade 
  — 
  24 
  +12 per dot 
  5 boxes 
  –2 boxes 
  one-half normal 
  Flash-Bang 
  — 
  20 
  +8 per dot 
  3 boxes Stun 
  — 
  any 
  DutchArms GPz-78 
  — 
  16 
  +8 per dot 
  3 boxes 
  — 
  aerodynamic 
  FEN Dz 22 
  — 
  18 
  +4 per dot 
  4 boxes 
  — 
  aerodynamic 
  Scatter Grenade 
  — 
  16 
  — 
  — 
  — 
  any 
   
  LAUNCHED 
  Accuracy Success Damage Success Target to Blast 
  Blast Damage 
  Anti-Armor 
  Ranges 
  GRENADES 
  Value 
  Value 
  Range Modifier 
   
  Value 
  25 mm: Chemical 
  7 
  16 
  — 
  — 
  — 
  SMG 
  25 mm: Flechette 
  7 
  3D61 
  —2 
  4 boxes3 
  — 
  SMG 
  25 mm: Fragmentation 
  7 
  18 
  +6 per dot 
  4 boxes3 
  — 
  SMG 
  25 mm: HEP 
  7 
  18 
  —2 
  4 boxes4 
  — 
  SMG 
  25 mm Pistol: Concussion 6/105 
  12 
  +8 per dot 
  3 boxes 
  — 
  5 
  25 mm Pistol: Defensive 6/105 
  12 
  +12 per dot 
  3 boxes 
  — 
  5
  25 mm Pistol: Flash 
  6/105 
  10 
  +4 per dot 
  1 box 
  — 
  5
  25 mm Pistol: HEP 
  6/105 
  10 
  —2 
  4 boxes4 
  — 
  5
  25 mm Pistol: Incendiary 6/105 
  12 
  +24 per dot 
  3 boxes 
  — 
  5
  25 mm Pistol: Offensive 6/105 
  12 
  +12 per dot 
  4 boxes 
  — 
  5
  25 mm Pistol: Smoke 
  6/105 
  12 
  — 
  — 
  — 
  5
  40 mm Bean Bag 
  launcher 
  24 
  —2 
  4 boxes Stun 
  — 
  Grenade 
  40 mm Flash-Bang 
  launcher 
  24 
  +8 per dot 
  3 boxes Stun 
  — 
  Grenade 
  40 mm Flechette 
  launcher 
  20 
  —2 
  6 boxes3 
  — 
  Shotgun 
  Launched 
  Accuracy Success Damage Success Target to Blast 
  Blast Damage 
  Anti-Armor 
  Ranges 
  Grenades (cont.) 
  Value 
  Value 
  Range Modifier 
   
  Value 
  40 mm HEP 
  launcher 
  18 
  —2 
  4 boxes4 
  — 
  Grenade 
  40 mm Illumination 
  launcher 
  12 
  —2 
  3 boxes 
  — 
  Grenade 
  OCR Rif. Gren.: Anti-Tank 7 
  26 
  +32 per dot 
  6 boxes 
  –3 boxes 
  SMG 
  OCR Rif. Gren.: Concussion7 
  24 
  +4 per dot 
  3 boxes 
  — 
  SMG 
  OCR Rif. Gren.: Defensive 7 
  20 
  +8 per dot 
  4 boxes 
  — 
  SMG 
  OCR Rif. Gren.: Offensive 7 
  20 
  +4 per dot 
  4 boxes 
  — 
  SMG 
  Rifle Grenade: Chemical 
  10 
  16 
  — 
  — 
  — 
  Shotgun 
  Rifle Grenade: HE 
  10 
  20 
  +8 per dot 
  4 boxes 
  — 
  Shotgun 
  Rifle Grenade: HEAT 
  10 
  24 
  +56 per dot 
  6 boxes 
  –3 boxes 
  Shotgun 
  
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  D M Z  S T A T S  
  page 48 
   
   
  1 Roll 3D6 to find the grenade’s Damage Success Value. 
  2 These grenades can only do damage to a single target. 
  3 Use the rules for flechette rounds (DMZ page 54). 
  4 One-half (round up) the damage is Physical, the other half is Stun. To apply this, roll for the starting box only once, and first 
  cross off the physical damage, then put a slash in the remaining boxes. 
  5 When fired from a Light Pistol, the Accuracy Success Value is 6 and ranges as for a Light Pistol; when fired from a Heavy Pis-
  tol, the Accuracy Success Value is 10 and Shotgun ranges are used. 
  AMMUNITION 
  Type 
  Success Value 
  Damage 
  Notes 
  Armor-Piercing 
  +1 
  base 
  Armor Piercing Incendiary 
  +1 
  +1 box 
  Dual-Purpose 
  +1 
  +1 box 
  The damage increase is only against unarmored targets 
  Hollowpoints 
  –1 
  +2 boxes 
  Kendachi Frag. Flechette 
  +1 
  base 
  Use the Impact Defense Value against these rounds 
  Rubber Bullets 
  base 
  base 
  At range of 1 or 2 dots, damage is Physical, at 3 dots or 
  more, it is Stun; use the Impact Defense Value 
  Safety Rounds 
  base 
  +1 box 
  Will not penetrate armor rating 2 or higher 
  Shotgun Rounds 
  Success Value 
  Damage 
  Notes 
  APFSDS 
  +1 
  base 
  Flare 
  base 
  2 boxes 
  Gas 
  base 
  none 
  Creates a cloud of smoke on impact dot 
  HE 
  +1 
  4 boxes 
  HEAT 
  +2 
  4 boxes 
  Non-lethal 
  base 
  base 
  Damage is Stun 
  Smoke 
  base 
  none 
  Creates a cloud of smoke on impact dot and all adjacent 
  dots 
  Stingers 
  base 
  base 
  At range of 1 or 2 dots, damage is Physical, at 3 dots or 
  more, it is Stun 
  Stundart 
  7 
  4 boxes Stun 
  Arrows 
  Success Value 
  Damage 
  Notes 
  Broadhead 
  base 
  +1 box 
  Stun 
  base 
  base 
  Damage is Stun 
  Spinner 
  +2 
  +1 box 
  Warhead 
  –1 
  as 25 mm pistol grenade 
  Ranges are halved, except for heavy crossbows 
   
  MELEE WEAPONS 
  Standard weapons 
  Base Success Value 
  Damage 
  Axe 
  6 
  4 
  Bayonet/Survival Knife 
  1 
  1 
  Brass Knuckles 
  2 
  2 Stun 
  Chainsaw 
  6 
  4 
  Entrenching Tool 
  5 
  2 
  Excalibur Nightstick 
  5 
  4 Stun 
  IMI Chain Knife 
  3 
  2 
  Kendachi M-33 Powersword 
  6 
  4 
  Kendachi Mono-Two 
  Long sword 
  7 
  2 
  Short sword 
  7 
  2 
  Kendachi Monokatana® 
  7 
  2 
  Kendachi Mononaginata 
  4 
  1 
  Kendachi Monoknife® 
  1 
  1 
  Kendachi Monosword Cane 
  6 
  2 
   
  Standard weapons 
  Base Success Value 
  Damage 
  Kendachi Monowhip 
  20* 
  4 
  Mystic Tech. Spring Knife 
  1 
  1 
  Mystic Tech. Nunchaku/Blade 
  5 
  2 or 2 Stun** 
  Naginata 
  3 
  1 
  Nomad Smartwhip 
  15 
  1 
  Nunchaku/Tonfa 
  5 
  2 Stun 
  Slamdance, Inc. Spawnblade 
  1 
  1 
  Sledgehammer 
  5 
  4 Stun 
  SPM-1 Battleglove 
  5 
  2 
  Switchblade 
  1 
  1 
  Utility Sword/Machete 
  5 
  2 
   
  * If an attack misses, conduct an attack against the user, 
  adding 4 to his Impact Value. 
  ** At the wielder’s choice. 
  
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  D M Z  S T A T S  
  page 49 
   
   
  Exotic weapons 
  Base Success Value 
  Damage 
  Dynatech Hand Taser 
  4 
  4 Stun 
  Militech Taser II™ 
  4 
  4 Stun 
  Nomad Boomerang* 
  0 
  2 
  Nomad Sling 
  1 
  1 
  Petrochem Drug-A-Thug™ 
  2 
  drug 
   
  * This is a thrown weapon, using shuriken ranges 
  BOWS AND CROSSBOWS 
  Bows 
  Base Success Value 
  Damage 
  Arasaka Arms Half-Bow 
  3 
  2 
  Eagletech Bearcat 
  5 
  2 
  Eagletech Tigercat 
  5 
  2 
  Eagletech Tomcat 
  4 
  2 
  Eagletech Wildcat 
  4 
  2 
  Light Crossbows 
  Base Success Value 
  Damage 
  Eagletech Handbow 
  6 
  1 
  Nomad Hand Crossbow 
  7 
  1 
  Medium Crossbows 
  Base Success Value 
  Damage 
  Eagletech Arbelest 
  9 
  2 
  Eagletech Stryker 
  8 
  2 
  Heavy Crossbow 
  Base Success Value 
  Damage 
  Eagletech Scorpion 
  12 
  4 
   
   
   
   
  
   
   
   
   
   
   
   
   
   
   
   
  Knives. Pistols. Swords. 
  Tasers. Clubs. Shotguns.  
  Whips. Missile launchers. 
  Crossbows. Rifles. Ammo. 
  Who needs any of ’em 
  anymore, anyway? A good 
  shadowrun is one in which 
  you don’t have to fire a shot, 
  they tell you these days. The 
  old-timers still tell stories of 
  how they used to go in “guns 
  a-blazin’” and get away with 
  it, but the new generation 
  of runners knows better. 
  Or so they think. There are 
  times when absolutely nothing  
  is going to save you, except 
  for a good weapon. 
  And this is where 
  Blackhand’s book comes into the 
  picture. It contains 293 melee  
  weapons, firearms, and a few hard 
  to classify gadgets, any one  
  of which can mean the difference 
  between living and dying to 
  a shadowrunner. 
  No matter what end of the 
  weapon they’re on. 
   
  This Plastic Warriors book  
  contains all the weapons from the Cyber- 
  punk 2020 sourcebook, but with  
  their statistics and peculiarities converted  
  to Shadowrun. If you need a  
  weapon for some reason, look no further 
  than this book—there’s something 
  in it for everyone. 
   
   
  � A Plastic Warriors Production � 
   
   
   
  Blackhand’s Street Weapons 2020™ is a trademark of R. Talsorian Games Inc. Cyberpunk 2020® is a registered 
  trademark of R. Talsorian Games Inc. Shadowrun® is a registered trademark of FASA Corporation. All used without 
  permission. The contents of this file are copyright © 1996 by Gurth. 
   
  Price: absolutely fragging free 
   
  
SOURCE: textdata/thevault/Shadowrun [multi]/2nd Edition/Shadowrun 2e - Blackhands Street Weapons 2057.pdf