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Ranged Weapon Accessories

Weapopn accessories facilitate weapon usage in some way.

We’ll take this opportunity to explain a bit more about Op handling properties. A few of the accessories in the following listings, enable you to change the way you handle the weapon. The usual Op handling for small arms is held Op handling (will have seen the phrase “Op: inactive, held” near the top of many of the listings so far.

The following listings present three more Op handling cases:

  • Semi-set-down. This gives you a semblance of stability, while using the weapon, being able to use this Op handling means that you can reduce the weapon’s x(min,Str) property by 2, it also lowers the effective recoil of the weapon by one step. These benefits are captured in the effect properties -2(Str,min), down-step(recoil).
  • Set-down. This gives you more stability than the previous Op handling, but it is usually also more restrictive. It eliminates the Strength restriction and all recoil properties except ko(recoil). These benefits are captured in the effect properties remove(Str,min), remove(recoil,!ko), down-step(recoil,ko)
  • Mount0. This Op handling gives the weapon the properties of a base0 weapon mount. Such a mount is set into the ground or attached to something heavy, such as a vehicle. It eliminates the Strength restriction and all recoil properties.

Bipod

A bipod is attached to the far-end of the barrel of a long arm, to enable you to use the set-down Op handling (instead of its usual held Op handling). If you are prone, pointing the weapon toward your enemy, and your weapon has its bipod deployed, then you can switch to the set-down handling and gain its benefits.

The fact that you are in a prone position, and the bipod deployed, is restrictive, so switching targets by more than 30 degrees (one hour increment on a clock-face) requires a bonus-act to re-aim. It requires a main-act to switch targets by more than 60 degrees.

Bipod

10:1(cost), 0.1/0.5(wt), 11(CC)
Op: inactive, long-arm-attached s2a: 1hp 1ep for bonus-act
Usage:
set-up(rnd & move-act) -> eff= prone
ranged-attack(w/act)
    -> gain(op-handling,set-down)
    -> remove(Str,min), remove(recoil,!ko), down-step(recoil,ko)
aim-30°+(bonus-act)
aim-60°+(main-act)
Description: A bipod is attached to the far-end of the barrel of a long arm for stabilisation.

Tripod

This is a battlefield mounting for a support weapon, enabling mount0 Op handling. The tripod, although bulkier than a bipod, gives you the full benefits of having your weapon mount0, but you can also operate it while standing, keeping you more mobile. You can switch targets within 60 degrees with a free-act, and up to a full 360 degrees with a bonus-act.

Tripod

600:1(cost), 0.1/0.5(wt), 12(CC)
Op: inactive, deployed s2a: 1hp 1ep for bonus-act
Usage:
set-up(scene)
ranged-attack(w/act)
    -> gain(op-handling,mount0)
    -> remove(Str,min), remove(recoil)
aim-60°+(bonus-act)
Description: The weapon is mounted onto the deployed tripod for stabilisation.

Support harness

Support harness

2K:2(cost), 0.1/4(wt), 13(CC)
Op: inactive, worn s2a: 4hp 2ep for main-act
Usage: ranged-mount
ranged-attack(w/act)
    -> gain(op-handling,semi-set-down)
    -> -2(Str,min), down-step(recoil)
Description: A gun-mounting harness worn as a backpack to increase the size of a firearm that can be carried.

Support harness, powered

Support harness, powered

30K:2(cost), 0.1/4(wt), 14(CC)
Op: episodic, worn s2a: 4hp 30ep for main-act
Usage: ranged-mount
ranged-attack(w/act)
    -> gain(op-handling,semi-set-down)
    -> -2(Str,min), down-step(recoil), +1(chk,TC)
Description: A gun-mounting harness worn as a powered arm to increase the size of a firearm that can be carried.

Scope 1

Scope 1

500:1(cost), 0.1/0.25(wt), 12(CC)
Op: inactive, attached s2a: 1hp 1ep for bonus-act
Usage: longarm-accessory
ranged-attack(w/act)
    -> 2•(range), 2•(lightsense|magnetosense), remove(chk,TC,range,long,dadv)
Description: This is either an optical (lightsense) enhancement, or a magnetosense enhancement (either choice is the same cost), usually mounted on the top of the weapon, which magnifies the target, and provides crosshairs, positioned to take into account the arc of the round being fired. To gain the benefits of a scope, the attacker must use a main-act to take the sight, then another to fire, and they are considered non moving for both turns, until the start of their next turn (all other attackers have advantage on attacks).

Scope 2

Scope 2

1K:1(cost), 0.1/0.25(wt), 13(CC)
Op: inactive, attached s2a: 1hp 1ep for bonus-act
Usage: longarm-accessory
ranged-attack(w/act)
    -> 4•(range), 4•(lightsense|magnetosense), remove(chk,TC,range,long,dadv)
Description: Upgraded version of previous listing.

Scope 3

Scope 3

2K:2(cost), 0.1/0.25(wt), 13(CC)
Op: inactive, attached s2a: 1hp 2ep for bonus-act
Usage: longarm-accessory
ranged-attack(w/act)
    -> 10•(range), 10•(lightsense|magnetosense), remove(chk,TC,range,long,dadv)
Description: Upgraded version of previous listing.

Sights

Sights

200:1(cost), 0.1/0.25(wt), 12(CC)
Op: inactive, attached s2a: 1hp 1ep for bonus-act
Usage: ranged-weapopn-accessory
aim(bonus-act)
ranged-attack(w/act)
    -> 5•(range), 5•(lightsense|magnetosense), remove(chk,TC,range,long,dadv)
Description: This is usually an optical laser, that provides a (usually) red dot on the target, positioned to take into account the arc of the round being fired.

Sights, advanced 1

Sights, advanced 1

5K:2(cost), 0.1/0.25(wt), 13(CC)
Op: inactive, attached s2a: 1hp 5ep for bonus-act
Usage: ranged-weapopn-mod
aim(bonus-act)
ranged-attack(w/act)
    -> 5•(range), 5•(lightsense|magnetosense), remove(chk,TC,range,long,dadv), +1(chk,TC)
Description: In addition to the benefits of traditional sights, advanced sights, provide target identification, painting, haptic repointing feedback, giro-stabilisation, and actual cybernetic targeting.

Sights, advanced 2

Sights, advanced 2

10K:2(cost), 0.1/0.25(wt), 14(CC)
Op: inactive, attached s2a: 1hp 10ep for bonus-act
Usage: ranged-weapopn-mod
aim(bonus-act)
ranged-attack(w/act)
    -> 10•(range), 10•(lightsense|magnetosense), remove(chk,TC,range,long,dadv), +1(chk,TC)
Description: Upgraded version of previous listing.

Sights, advanced 3

Sights, advanced 3

20K:2(cost), 0.1/0.25(wt), 14(CC)
Op: inactive, attached s2a: 1hp 20ep for bonus-act
Usage: ranged-weapopn-mod
aim(bonus-act)
ranged-attack(w/act)
    -> 10•(range), 10•(lightsense|magnetosense), remove(chk,TC,range,long,dadv), +2(chk,TC)
Description: Upgraded version of previous listing.

Sights, advanced 4

Sights, advanced 4

40K:3(cost), 0.1/0.25(wt), 13(CC)
Op: inactive, attached s2a: 1hp 40ep for bonus-act
Usage: ranged-weapopn-mod
aim(bonus-act)
ranged-attack(w/act)
    -> 10•(range), 10•(lightsense|magnetosense), remove(chk,TC,range,long,dadv), +3(chk,TC)
Description: Upgraded version of previous listing.

Sights, advanced 5

Sights, advanced 5

80K:3(cost), 0.1/0.25(wt), 13(CC)
Op: inactive, attached s2a: 1hp 80ep for bonus-act
Usage: ranged-weapopn-mod
aim(bonus-act)
ranged-attack(w/act)
    -> 20•(range), 20•(lightsense|magnetosense), remove(chk,TC,range,long,dadv), +4(chk,TC)
Description: Upgraded version of previous listing.

Silencer

Silencer

200:1(cost), 0.1/0.25(wt), 13(CC)
Op: inactive, attached s2a: 4hp 2ep for main-act
Usage: centre-fire-accessory
    -> ¼(audio), +1(chk,TC,pistols)
Description: Fits over the muzzle of centre-fire pistols and rifles, reducing the sound, and improving the chk,TC for pistols.