Iron Sights |
|
These are metal sights, usually an open notch
on the back of the weapon, and a corresponding bead at the front
of the barrel. Ordinary iron sights are always present on a
gun unless specifically noted. |
Click Sights |
|
Guns can be fitted with adjustable click sights,
set with a micrometer knob to compensate for windage and elevation.
Such sights add +1 to a shooter's BCS when using sighted fire. |
Peep Sights |
|
These sights use a small bead centered in the
sighting aperture, to be lined up on a target. This will increase
aim of the shot (hit location alteration) by 1, even if the
firer has no aim normally. |
Match Sights |
|
These precision instruments combine the features
of the click and peep sights allowing +1 to BCS and aim when
using sighted fire. |
LED Sights |
|
These sights consist of a small LED serving as
the sight element on the front of the gun barrel. These sights
allow any of the above sights to be used in dim or poor light. |
Laser Sights |
|
This device is a cylinder approximately 1" in diameter
by 8" long. It will operate for 10 shots on one charge
from a battery. It can be charged with either a E1 or E5 battery
and has an encubrerence of .5 The laser sight projects a low
power laser beam which appears as a bright red dot when it
hits a solid object and has a range of 1500 meters.
When used with a non-automatic weapon it allows, in essence,
two BCS rolls for the first shot of the firer's action. The
basis of aiming of the laser sight is the deftness AST of
the firer, subject to no modifiers of any kind. If this is
made, the first shot fired will automatically hit. If firing
an automatic weapon with the laser sight, the first burst
will hit.
The firer must declare that he is using the sight at the
beginning of his action and will resolve the DFT AST when
he resolves his first shot. If the sight misses, he can still
fire normally at the target.
The laser dot is not visible in bright light unless the user
is wearing special goggles. A non-visible IR laser is also
available. In this case the dot is visible only if wearing
IR goggles.
|
Starlight Scope |
|
These are telescopic sights that can also utilize
the lowest light levels to allow the user to see without difficulty.
Unless the firer is in pitch blackness, he will have no penalty
to using sighted fire using this device. |
IR Scope |
|
Similar to the starlight scope, but this sight
uses infared radiation to see, boosting them electronically
into visible images. |
Telescopic Sights |
|
Telescopic sights serve to reduce the effective
range as far as its effects on BCS go. Effects on BDG are not
affected. Simply devide the actual range by the magnifying power
of the scope. The resulting figure is the effective range used
to determine the range step to be used. |
Recoil Reduction |
|
There are a variety of features to be found in
firearms which have the express purpose of reducing the effects
of recoil through weighting in the barrel, special vents that
release some of the force of the propellant explosion and so
on. Weapons with Recoil Reduction are rated 1,2 or 3 to indicate
the amount the weapon mitigates recoil. |
Recoil Pad |
|
A form of recoil reduction found in long guns
found in the form of a pad fitted to the butt of the stock.
It serves to reduce the amount of recoil by 1. |
High-Power Firearm |
|
These are firearms that have been reinforced to
allow use of high-power ammo without suffering the increased
risk of a Critical Miss. |
Tunable Weapon |
|
Certain firearms are designed to allow the user to tune the
gun's handling characteristics, stock length, balance, trigger
pull and so on, to conform to the optimum physical specifications.
It requires a week's study time, expending rounds a required
for normal learning, but otherwise free of hindrances or bonuses,
to tune the gun. Once the gun is tuned, it adds 1 to that
user's BCS, but will penalize other users by -1. If someone
else acquires the gun, he may retune it by the same process.
|
Handed Pistol Grip |
|
Customized pistol grips can be mounted on pistols
which are specially formed to allow a very firm, comfortable
and precise hold on the gun. Such grips are shaped for the left,
or right hand specially. Such a pistol used in the correct hand
adds 1 to the BCS. Using such a gun in the wrong hand gives
a -2 BCS penalty. |
Hollow Point |
|
These are specially-made bullets with hollowed, cupped or
flattened tips. These are bullets designed to expand upon
striking a target. The effective BDG for hollow points is
not affected for the purpose of determining damage, but when
checking for missile special effects, double the effective
BDG to derive the percentage chance.
When hitting a barrier, however, the barrier value is also
doubled for the hollow point bullet.
|
Jacketed |
|
These are the direct opposites of hollow points.
Coated with steel to allow maximum penetration, jacketed rounds
will suffer half the barrier value as a BDG reduction, but their
chance of causing special effects is likewise halved. |
Fragmenting |
|
The very latest in lethality. These nasty little slugs are
designed to fragment on hitting a target, propelling several
slivers of metal in an expanding pattern through the wound.
The special effects probabilities of fragmenting rounds are
not altered. However, they will increase their damage roll
by a factor of 1.5. In effect, these bullets have a WDM of
1.5. Fragmenting rounds suffer the same, doubled barrier effects
as hollow points.
|
High Powered |
|
Special ammunition exists in which the powder charge has
been increased to give the bullet a higher muzzle velocity.
Such ammo receives a 50% increase to the base BDG of the rounds.
The stress of firing this souped-up ammunition can be risky
for the gun. The odds of a critical miss are increased by
a number equal to 5-DUR of the weapon.
|
Explosive |
|
These rounds are normal rounds tipped with a small
amount of high density explosive compound. The next effect is
that the BDG of the round is increased by d10 and all within
a 1m radius of the bullet impact receive a blast effect of 1. |