The BlackHammer CyberPunk Project

Flipper Is Dead, The UK CyberPunk ThinkTank
Rifle Creation System
Revised Edition - November 1998
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Javascript calculator by Night Flyer

CyberBar 2021


Types of rifle

Carbines are rifle calibre weapons with short barrels, putting them about the same size as large SMG's. They are low powered compared to rifles, as the round doesn't spend long in the barrel, but much handier in confined spaces like vehicles and urban assaults

Sporting Rifle
A bolt action or semi automatic civilian rifle with high accuracy and a light calibre round , used for target shooting and ‘pest control’.

Assault rifle
Assault rifles are designed to put out a lot of firepower, either to keep an enemies head down or to score multiple injuries, usually with a small, high velocity round

Hunting Rifle
Using a heavier calibre than a Sporting rifle, a Hunting rifle is designed to give a single accurate shot.

Battle Rifle
Battle rifles are heavier rifles with slow rates of fire and heavy bullets, designed to kill at long ranges.

Sniper Rifle
Sniper rifle are designed to give highly accurate shots over long ranges

(It is possible to mix and match roles, i.e. put a scope on a good assault rifle and snipe with it)

STEP ONE - Weapon Frame

When designing your Rifle, choose the Size of the Frame. This gives you the Basic Range, concealability and Accuracy.
SizeRangeBase WAIdeal AmmoConceal
Medium300m0MediumN (L if bullpupped)
HUGE600m+2Very HeavyN

Small weapons are the Carbines, short barrelled and compact for use in confined spaces. This size also covers the small calibre ‘varmit’ rifles used in pest control

Medium weapons are Assault rifle sized, light-weight with fair accuracy

Large weapons are Battle rifles or heavy rifles, with long barrels and the weight to take the recoil of high power rounds. Most sniper rifles are this size

HUGE weapons are the size of machine guns, with a barrel length of over a metre and a half. The .50 Sniper rifles and anti material rifle are usually this heavy, to allow a very heavy round to be used accurately with controllable recoil


NOTE : Bull-puping weapons
Bull-pup weapons have the magazine behind the trigger group. This reduces the weapons length without making the barrel shorter. This can lower the concealability of the weapon one class from N to L. (normally for assault rifles only).

Once you have a frame, consider the round you’ll be using (see the calibre list later on). All frames have an Ideal size, and taking heavier or lighter rounds will effect its stats

When choosing the Calibre, you can have up to a Two step ammo shift, so you can alter the ammo up to TWO sizes heavier than Ideal. This will effect the accuracy of the weapon quite a lot.

Modify the Frames accuracy by the basic accuracy of the round you chose, and

Basic AmmoAccuracyRange modifier
Light ammo+2-100m
Medium ammo+10
Heavy ammo0+100m
Very Heavy ammo-2+250m

If you shifted the ammo up or down, add in one of these modifiers

Shift modifierWAROF (on full auto)
Two sizes Lighter+1+10
One size lighter+1+5
One size heavier0-5
Two sizes heavier-1-10

A Note on Weapon Accuracy

Although it is possible to make a weapon with phenomenal accuracy using this system (for example a .22 heavy rifle, giving +4 accuracy.) a weapon cannot have an Accuracy of higher than +3 without using MATCH grade ammo. Match Grade ammo is hand made (or precision machined) to be accurate, and all ammo is precisely the same, so if you zero your scope with one round, the next will be dead on zero.

So high accuracy weapons should have two WA’s, without and with match , e.g. +3/+4.

Cost is x4

Then choose the action of the weapon.


Bolt action

A bolt is manually opened, a round inserted and the bolt closed to seal the breach. When fired, the bolt has to be worked again to eject the spent casing. Some bolt actions have to be hand loaded, others have internal magazines which will load a new round when the casing is ejected.

ROF 1 Ammo 1 (hand load) or clip (usually of about 8-10 rounds)

GM NOTE. By firing with the second rather than first finger on the trigger, the action can be worked without taking your hand off the gun. When the bullet has fired, turn the hand so the first finger lifts and slides back the bolt, then thumb the bolt forward. This allows someone with Rifle skill 5+ to get ROF 2 from a bolt action rifle, but with a -3 penalty to hit.

Lever Action

The breach is opened by cranking a lever, which ejects the spent brass and loads a new round.

ROF is usually 1

GM NOTE . The ROF of a lever action rifle is 1 if the users REF or Rifle skill is 5 or less. If either is 6 +, they can fire at ROF 2, but with -2 to hit. If either is 10+, they can fire at ROF 3, but with -4 to hit This represents them hammering out shots as fast as they can work the lever, so accuracy is lost. Also, the user can load bullets into the magazine while firing , using an average Ref + Rifle check. Fumble and they jam the gun. Pass and they load one round. Beat difficulty 25 and they can load 2

Gas Automatic

The force of the bullet being fired is used to eject the casing and to chamber the next round. The first round has to be chambered manually by cocking the weapon, and the gun fires at one rate of fire only. A Dud round will stop the weapon firing and will have to be cleared manually by working the breach open and closed

ROF 1/3/30
Standard ammo clip of 30


The motor action uses an electrical motor to work the gun’s action, loading, firing and ejecting the rounds at a set rate that can be varied simply by altering the motor speed. Dud rounds are ejected by the action without an interruption in firing

ROF 1/3/ Set from 5 to 30
(ROF can be altered by one normal action, or as a free action if the weapon is smart-linked)

Ammunition comes in various types. Each has its advantages and disadvantages.

STEP THREE Ammunition Types


The normal round, a self contained brass tube holding primer, propellant and bullet together in a waterproof unit. Readily available world wide due to military oversupply and mass production


Caseless ammunition has the bullet embedded in a block of solid propellant, forming a square block. the round is fed point first down into a rotating breach which rotates it through 90 degrees to put it inline with the barrel, fires the round and then turns 90 degrees back to take a new round. As the round has No case, nothing is left after firing, so half of the load-eject-reload cycle can be ignored. This makes it a lot faster on full auto. (ROF +10). As the ammo is smaller and packs together better the clip size is approximately 50% larger (50 rds instead of 30)


The TROUND is a Triangular cross section round, which is loaded vertically into a rotating cylinder. This cylinder strips the first round from the magazine and brings it up in line with the barrel, where it is fired electrically or by a normal firing pin. Gas can be tapped off from the round to spin the cylinder, or the cylinder can be powered by an electric motor. Gas versions need to be cocked by hand and only have one rate of fire Electric versions automatically take-up a round on loading and can be set to fire at any rate of fire by altering the cylinders speed.
1/3/30 (gas) or 1/3/ 5 to 30 (electric)
Ammo is more compact, giving 30% more in a clip (i.e. 40 rds rather than 30 rds)

Binary Liquid

The binary liquid propellant weapon uses two liquids that are explosive when combined as the propellant. on there own, each liquid is flammable but safe. Only when mixed are they dangerously explosive (binary agent) The weapons magazine contains only the bullet, with no casings. These are loaded into the breach, and then fine sprays of the two liquids are injected into the chamber behind the bullet and ignited by a spark unit, similar to an internal combustion engine. The resulting explosion propels the bullet. Nothing needs to be ejected, but reloading uses canisters for the two liquids and a clip of rounds plus a new battery, and the spark unit must be cleaned regularly to stop it fouling
Ammunition is very compact. 200% increase in magazine size (100 rds)
The reload cycle is the weapons real problem. The two liquids need to be reloaded regularly (varies by weapon, usually every 10 clips) And the battery has to be recharged regularly, and the spark unit cleaned

GM NOTE The Binary action also produces a BIG muzzle flash as the liquids ignite, and on autofire this is very noticeable, especially at night


Electro Chemical Thermal Propellants use a high voltage pulse to plasmarise the propellant when the gun fires. This produces an explosion of higher power than a conventional propellant, but also produces a lot of recoil and a BIG plume of superheated plasma from the barrel. This plume can be several metres long for large calibre weapons, and can ignite anything flammable (and do D6 burn damage )
Damage +2D6, Rate of Fire One, Cost x5

Gas powered

High powered airguns are coming back into fashion after the introduction of magnetic resonance imagers that can detect explosive propellants. They use a composite plastic barrel and a high pressure air supply to accelerate the round. While they are quieter in operation, they normally cannot carry enough compressed gas for battlefeild operations (an average bottle holds 30 to 50 shots for rifle size)
Damage is as normal

Gauss Rifles

‘Railguns’ or ’Coilguns’

Both are Magnetic accelerators that use a high power magnet to shoot ferromagnetic projectiles at high speeds. By altering the power to the magnets, the gun can fire subsonically, or by increasing it the gun can fire well over the speed of sound.

Choose the calibre of the weapon as normal, and change the Dice used depending on the chosen power.

D6 becomes D4, D10 becomes D6
With special subsonic ammunition, damage is the same as normal propellants

Conventional Firing
becomes D10, D10 becomes 2D6

A dangerous operation, as the bullet is travelling fast enough to plasmarise the air inside the barrel, and the stresses of firing can buckle the magnets, causing it to misfire
D6 becomes 2D6 , D10 becomes 2D10
reliability lowered one class

Railguns use a ‘sliding short’ system, which makes them only capable of having one bullet in the barrel at once. They are usually used for battle rifle frames and sniper systems, as they have a lower autofire rate than a coilgun

ROF 1 / 3 / 20

Coilguns use a series of electromagnetic coils that pulse in series, each one accelerating the projectile more than the last. As the coils work in series, the weapon can have several rounds travelling down the barrel at once, making them ideal assault weapons

ROF 2 / 3 / 40

Both systems need long barrels and even when bull-pupped are longer than a conventional rifle, making them difficult to use in confined spaces, and hard to conceal.

Most military Gauss Weapons are set to fire conventionally at all times. Special forces Gauss weapons are available with a selector switch allowing Subsonic firing, but they are very hard to get hold of.

Weapons that can overload are usually Special forces, custom made or modified by the user.


Magazine Size

Depending on the action of your weapon, the Amount of rounds it holds varies.

Most modern weapons use clips that hold 20 or more rounds, allowing the weapon to be fully reloaded in one action. Weapons with internal magazines use a tube mag which feeds rounds into the action, and have to be reloaded one round at a time. (one action to load 2-3 rounds into the magazine)

Weapon TypeAverageRange
Bolt Action single shot11
Bolt Action clip fed106 to 12
Binary liquid10050 to 200
ECT105, 8, 10, 12, 15
Gas Gun2010, 12, 20, 25
Gauss Gun5025,30,45,50,75,100,150,200

Unless noted, rounds are in clips. Drums (d) increase concealability by one class


See the calibre appendix at the end of the file

Creating your rifle is a simple matter of choosing the frame, action, ammo type and calibre.
Adding all of the variables together results in the finished weapon profile


FramecostsAmmo costsActioncosts
Heavy+300Heavy+50Gas auto+0
Huge+500Very heavy+150Motorised+50

Ammo typecostsReliabilitycostsOptionsCosts
Cased+0Very reliable+100Bull-pupped+50
Caseless+50Standard+0WA+1+200 (+100 if bolt action)
Binary+500Can fire 3rd bursts+50
Gas+150Can fire Full auto+200

Minimum Cost of a weapon is $50

Light - WA +2
.220 swift2D10
.22 magnum2D6+2
.30 carbine3D67.62x33
5.7mmFN3D6+35.7x28mm FN
9mm Long2D6+49mm x25 Pistol ammo
.357mag3D6+19mm x33 Pistol ammo
Medium - WA +1
.44 / 404D6+2Old
4.5mm4D6Militech pulse rifle, Binary liquid
4.7mm4D6+1G11 4.73x33 caseless
5.45mm4D6+15.45x39 soviet AK74
5.5mm4D6+2Pacific Rim
5.56 NATO5D65.56x45
7.62 Grendel5D67.62 x36 Grendel Subsonic
7mm5D6Fed arms LA15 Caseless
7.62 S5D6+17.62x39 Short soviet AK47
9x39mm5D6+19x39mm (SP-5) Subsonic
9x39mm5D6+19x39mm (SP-6) Subsonic Armour piercing
6mm UnivS5D6+26mm Universal Soviet
Heavy - WA +0
.243 magnum6D6-1
30-306D6+27.62 x 51R Winchester
7.5mm MAS6D6+17.5 x 54mm
6.5mm6D6Mannlicher Cancaro 6.5 x 54mm JFK stopper
6.5 Swedish6D66.5 x 55mm Swedish Mauser
6.5mm6D6-16.5 x 50mm Militech caseless
7.62 NATO6D6+27.62 x 51mm sold as .308 Winchester
7.62 Soviet long6D6+37.62 x 54 R Mosin Nagant
30-066D6+47.62 x 63mm
.3036D6+47.7x 56R
7.92 Mauser7D6+17.92x57mm Mauser (8mm)
7mm Remington7D6+17mm Remington Magnum
7mm SM7D67mm Spanish Mauser 7 x 57mm
.300 WM7D6+3Winchester Magnum
.338 LM8D6+1338/.416 Lapua Magnum 8.6 x 70mm
.375 H&H8D6+1
.378 Weatherby8D6+2
.416 Rigby8D6+2Elephant Gun
.458 Winchester8D6+2
.444 Marlin8D6+1
.45 MH8D6+2.45 Martini Henry
.460 Winchester8D6+3
.465 Express9D6-1Buffalo rifle
.500 Nitro9D6Elephant gun
.600 Nitro10D6Elephant gun
Very Heavy - WA -2
.50 HMG8D10Heavy Sniper WA -1
.50 Spotting7D1012.7 x 77mm Spotting Rifle
12.7mm BMG8D1012.7 x 99mm Heavy Sniper WA-1
12.7mm Bloc8D10+112.7 x 107mm Bloc
14.5mm PTRS9D10+414.5 x 114mm Bloc HMG Antitank rifle
15mm BRG10D10+315 x 115mm Antitank Rifle
15.2mm steyr10D10+3Anti Material Rifle APDS

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Document provided by Chopper Chopper of the Flipper Is Dead UK CyberPunk ThinkTank.
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