System Reference Document

WEAPON ACCESSORIES 

Weapon accessories can be installed on weapons by making a Gunsmith Skill Test – the difficulty can vary from Very Easy (+4) to Hard (-2) at the GM’s discretion. Accessories cannot be installed on weapons that already come with the same accessory “built in,” or on heavy weapons

Accessory

Effects

Compatibility

Price

Foregrip/Folding Stock

Reduce Recoil Penalties by 1.

Pistols and machine pistols tend to have folding stocks whereas SMGs and shotguns tend to have foregrips. GM’s discretion.

$150

Silencer/Suppressor

A normal gunshot can be heard anywhere within 100 yards with a Very Easy Wits Check. Hearing a silenced gunshot from the same range is a Hard Wits Check. The same applies to pinpointing the location of a concealed attacker.

Pistols and rifles have silencers – automatic weapons have suppressors. Shotguns and revolvers can’t be silenced or suppressed. Incompatible with Bayonet.

$200

Laser Aiming Module

Provides a +2 Bonus to Attack Rolls but also provides a +2 Bonus to Speed Checks to Dodge the Attack.

Incompatible with all Scopes. GM’s discretion for which weapons can have laser sights.

$500

Scope

Reduce Range Penalties by 1. Enables use of “Sniper” Technique.

Incompatible with L.A.M. or Military Scope. Usually only for revolvers and magnums.

$500

Military Scope

Reduce Range Penalties by 1. Enables use of “Sniper” Technique. +2 Bonus to Attack Rolls.

Assault rifles and sniper rifles only. Incompatible with LAM and Scope.

$2,500

Bayonet

Can be used as Bayonet (melee weapon).

Rifles/shotguns only.

$100