Equipment:
Weapon Accessories and Extras
| Item | Cost | Damage | Critical | Range Increment |
Weight | Type |
|---|---|---|---|---|---|---|
| Antimissile system | 20,000 cr | | | | 100 lb. | |
| Antitorpedo system | 200,000 cr | | | | 1,000 lb. | |
| Bayonet | 20 cr | 1d6 | x3 | | 1 lb. | Piercing |
| Body lock | 100 cr | | | | 1/2 lb. | |
| Collapsible stock | 125 cr | | | | 2 lb. | |
| Electronic scope | 300 cr | | | | 1 lb. | |
| Extended magazine | * | | | | * | |
| Inertial harness | 400 cr | | | | 10 lb. | |
| Laser sight | 100 cr | | | | 1 lb. | |
| Maser sight | 150 cr | | | | 1 lb. | |
| Propellant cartridge | 10 cr | | | | 1 lb. | |
| Radar sight | 500 cr | | | | 2 lb. | |
| Silencer | 50 cr | | | | 1 lb. | |
| Spring holster | 50 cr | | | | 1/2 lb. | |
| Switchable magazine | ||||||
| Magazine | * | | | | x2 | |
| Weapon | | | | x1.2 | | |
| UV laser sight | 100 cr | | | | 1 lb. | |
| Weapon harness | 500 cr | | | | 15 lb. | |
| Widevision scope | 600 cr | | | | 1 lb. | |
Antimissile System: This computer and sensor system allows the operator to more easily target and destroy incoming missiles. The system is man-portable can be rigged to personal and heavy weapons with a Repair check (DC 10). The system halves the speed penalties on attack rolls against missiles and surface-based torpedoes.
For example, a ground-based laser suffers a -12 penalty to hit a missile traveling at speed 50. If the laser is rigged to an antimissile system, this penalty is reduced to -6. For each additional weapon linked to an antimissile system, its cost and size increase by 20%.
This system is specifically designed to identify and target missiles and torpedoes. It cannot be used to target vehicles or other objects.
Antitorpedo System: This system functions just like an antimissile system, but it is designed for use in space combat. It is engineered to identify torpedo threats at the extreme ranges of space engagements and to offset the incredible speeds of space-based torpedoes.
Bayonet: This is a two-edged blade between six and eight inches long that attaches to the barrel of a rifle or carbine. A character wielding a firearm equipped with a bayonet can be used as a melee weapon, dealing the listed damage. Bayonets are keenblades, so their threat range is 19-20.
Body Lock: This is an integrated security device designed to prevent unauthorized use of a firearm. A tiny microchip is surgically implanted under the skin of the user's palm. The chip transmits a wireless, coded signal to a receiver built into the weapon's grip. If the weapon does not receive the appropriate signal, it cannot be loaded, unloaded, or fired. A body lock can be bypassed or deactivated completely with an electronics toolkit and a Disable Device check (DC 25). The lock can be hacked to recognize new authorization codes with a Use Device check (DC 30).
Collapsible Stock: This weapon accessory can be attached to any handgun, allowing the weapon to be shoulder-fired for improved accuracy. When a handgun with a collapsible stock is used with two hands, attack rolls with the weapon gain a +1 circumstance bonus.
Electronic Scope: This high-tech scope supports a variety of options. It provides 10x magnification for the purposes of distance-hampered Spot checks. It eliminates penalties for poor lighting, working just like low-light vision. The scope also doubles the effective range increment of a ranged weapon when it is used. However, aiming through a scope greatly reduces your field of vision and makes defending yourself almost impossible. When you use an electronic scope to make an attack, you lose your Dexterity bonus to AC until the start of your next action.
Extended Magazines: Magazines with increased ammunition or energy capacity are available throughout all modern worlds. Cost and size are tied directly to capacity, so a magazine that holds twice the normal number of rounds costs and weighs twice as much. The weight of a magazine cannot exceed half of the weapon's weight. Each 100% increase in ammunition capacity imposes a -1 circumstance penalty on attack rolls using the weapon unless it can be braced or supported. The DC to detect a concealed weapon is reduced by 1 for every 50% increase in ammunition capacity.
For example, an assault carbine's maximum extended magazine would be a 250-round drum, or five times its normal capacity. It weighs five pounds, half of what the weapon normally weighs. A character firing the carbine without bracing it suffers a -4 penalty on attack rolls. The Spot and Search DCs to detect the weapon if concealed are reduced by 8.
Inertial Harness: This harness consists of a gyroscopic assembly and a rigid mount for a weapon. Padded straps are secured to the wearer. A character wearing the harness can mount a single weapon one size category greater than he is. For example, a Medium-size character could use the harness to mount a light machinegun.
The harness stabilizes weapons, with several beneficial effects. A character firing a burst from an automatic weapon mounted on a harness hits with an extra shot for every 4 by which his attack roll exceeds the opponent's AC. Characters with the Autofire feat gain no benefit from a weapon harness, as they are already trained to effectively stabilize automatic weapons. A character using an inertial harness can also use suppressive fire at a -2 circumstance penalty, rather than the normal -4 penalty. Finally, the harness also provides a +4 circumstance bonus on Freefall checks that result from firing a weapon in microgravity or zero gravity.
The harness may be worn over armor. In some cases, it is integrated into medium, heavy, and powered armor. The harness reduces a character's maximum Dexterity bonus by 1 and imposes an armor check penalty of -1 that stacks with any armor the character is wearing. The harness is also restricting and imposes a 5% chance of arcane spell failure.
Laser Sight: A laser sight can be mounted on any type of firearm as well as bows and crossbows. A contact switch in the weapon's grip activates the sight, which paints the target with a beam of visible coherent light and greatly aids aiming the weapon. You gain a +1 circumstance bonus on attack rolls when firing a weapon equipped with a laser sight.
Maser Sight: This is a variant of the standard laser sight based on maser technology. It is invisible to the naked eye and penetrates water vapor easily. A projected maser line shows up in infrared and ultraviolet.
Propellant Cartridge: This device is a cylinder about the size of a mincell that provides binary propellant for a slug-thrower. The cartridge usually slaps into a receiver in the weapon's stock or under its barrel. Replacing a propellant cartridge is a move action that provokes attacks of opportunity. If you have the Speed Load feat, its benefits apply to propellant cartridges as well as ammunition magazines and power cells.
Radar Sight: This sophisticated device is a miniature targeting radar suitable for personal weapons. It emits radio pulses and tracks the returned signals. The radar sight grants a +1 circumstance bonus on ranged attack rolls. The device's primary advantage over the more common laser sight is that it is not defeated by smoke, heavy fog, or other such environmental conditions.
Silencer: This accessory attaches to the barrel of a firearm and suppresses the report of a chemical-propellant slug-thrower. Silencers can only be used with slugthrowers, and they increase the DC of Listen checks to hear a weapon being fired nearby by 10.
Spring Holster: This concealed holster is typically attached to the user's forearm. A twitch of the wrist activates the mechanism, freeing the weapon to spring into the user's hand. A spring holster can only be used with a weapon two size categories smaller than the user. Holdout pistols are by far the most common. The spring holster allows the user to draw the weapon as a free action, and the holster is small enough that it has no effect on concealability.
Selectable Magazine: This class of ammunition magazine is designed for slug throwers, gyrojets, railguns, and other semiautomatic or automatic projectile weapons. A selectable magazine is designed to accept several different types of ammunition. An empty selectable magazine costs the same amount as a fully loaded standard magazine, and therefore varies depending on weapon type. Because it supports separate ammunition feeds, the magazine is bulky and weighs twice as much as a conventional clip. The base of the magazine features a simple toggle switch to alternate ammunition types. Capacity is tracked on a small electronic bar display, and this data can be uplinked to a datapad or heads-up display. Switching ammunition types requires a move-equivalent action. A character with the Speed Load feat can switch ammo type as a free action.
Firearms specifically designed to take advantage of selectable magazines cost 20% more than standard versions. Switching between ammo types with these weapons is a free action. A character could switch ammo types between each shot in a round, though bursts must fire a single type of ammunition. The display is placed on the weapon's stock or receiver, making it easy to check.
UV Laser Sight: This device is similar to a laser sight, but the light emitted is invisible to unaided vision. UV sights work well underwater. Like normal laser sights, the device provides a +1 circumstance bonus on attack rolls. A character using this sight must be wearing UV goggles to gain this benefit.
Weapon Harness: This device consists of an articulated, servo-assisted arm designed to support a mounted weapon. When disengaged, the harness holds the weapon at one of several optional ready positions. A mounted weapon cannot be fired without a weapon harness or similar support, such as a tripod or vehicle mount.
Widevision Scope: The widevision scope looks like a standard, cylindrical sight mounted atop a weapon's barrel, with a semi-circular sensor attached horizontally midway along the scope's length. This provides magnified vision of the target area while allowing the user to maintain some awareness of his immediate surroundings. The slightly larger viewscreen ocular displays a split readout: On top it shows a wide, electronically enhanced image of the surrounding area, adjusted for low-light conditions; below it, one sees the magnified target area and reticule.
The scope provides 10x magnification for the purpose of distance-hampered Spot checks, negates penalties for poor lighting, and doubles the effective range increment for the weapon. The widevision system also gives the user a better sense of activity in the immediate vicinity: The electronically enhanced alert sensors allow him to keep half his Dexterity bonus to AC (rounded down) while using the scope to mark a distant target.
