====== Firearm Accessories ====== * Firearm Accessories * [[:rpg:gurps:core:equipment:weapons:firearm_accessories#holsters_scabbards_and_slings|Holsters, Scabbards, and Slings]] * [[:rpg:gurps:core:equipment:weapons:firearm_accessories#magazine_modifications_and_reloading_aids|Magazine Modifications and Reloading Aids]] * [[:rpg:gurps:core:equipment:weapons:firearm_accessories#sights_and_aiming_aids|Sights and Aiming Aids]] * [[:rpg:gurps:core:equipment:weapons:firearm_accessories#sound_suppressors|Sound Suppressors]] * [[:rpg:gurps:core:equipment:weapons:firearm_accessories#stocks_tripods_and_bipods|Stocks, Tripods, and Bipods]] * Targeting Systems * Smartgun Electronics * [[:rpg:gurps:core:equipment:weapons:firearm_accessories#miscellaneous_accessories_and_modifications|Miscellaneous Accessories and Modifications]] ===== Firearm Accessories ===== Shooters love gizmos! Below are dozens of accompaniments and add-ons for guns. Should statistics for such a device appear in a firearm description, they take precedence over these generic rules. The GM may make similar gadgets available for crossbows, liquid projectors, etc., where logical. ==== HOLSTERS, SCABBARDS, AND SLINGS ==== Before the 1850s (mid-TL5), holsters were an item of horse furniture, not of human dress – cavalrymen slung a pair across the saddle pommel. Handguns were typically carried in a pocket or thrust through the belt. Large pistols, notably those issued by England’s Royal Navy and carried by Highland infantry, had flat spring hooks on one side to hold them in the belt. For a romp on Saturday night, cowboys tucked their Colt revolvers under their shirt, with the loading gate open; this prevented the gun from slipping any lower and facilitated a fast draw, if needed. Small pistols fit neatly in the side or tail pocket of a gentleman’s coat, or in a lady’s muff. They could even be tucked into the crown of a hat – a courtly doffing of the hat might be an assassin drawing his weapon! Holsters and scabbards protect firearms from the elements, help get them into action more quickly, and prevent them from being dropped or lost. Each model of gun requires its own specific holster or scabbard. Similar weapons may fit, at the GM’s discretion. Getting a pistol into or out of a holster takes one Ready maneuver. A successful Fast-Draw (Pistol) roll lets you draw a handgun as a free action; see Fast-Draw (p. 81). The Quick-Sheathe perk (p. 252) allows you to holster a weapon the same way. Unslinging or slinging a long arm takes two Ready maneuvers – or three, if the slung position is on the back. For unslinging, a successful Fast-Draw (Long Arm) roll reduces these times by a second. The Quick-Sheathe perk extends the benefits of Fast-Draw to slinging a weapon. For those trying to maintain a low profile while packing heat, holster design and placement can greatly affect the Holdout skill. The best hiding places are the hardest to reach. A gunman must choose between getting to his gun quickly and keeping it out of sight. === Belt Holster (TL5) === This is the standard hip holster worn by cowpokes, soldiers, and cops from the mid-1800s to present. On early versions, a leather loop around the hammer keeps the weapon from falling out. It takes a Ready maneuver to remove this and enable use of Fast-Draw (Pistol). From the 1920s, a thumb-break strap – so-called because the gunman thumbs open the closed strap as he draws – serves the same purpose but is always ready for a speedy draw. $25, 0.5 lb. LC4. ===Lanyard (TL5)=== A lanyard is a cord running from a weapon to the belt or neck. It lets a gunman retrieve a dropped gun on a DX roll. Each attempt requires a Ready maneuver. Most firearms used with Guns (Pistol), but few others, have a ring for attaching a lanyard; see the weapon tables for exceptions. A lanyard can be cut: -6 to hit, DR 2, HP 2. $1, neg. LC4. ===Military Holster (TL5)=== Military holsters often have a flap designed to keep dust, mud, and crud off a handgun; the pistol isn’t “exposed” for the purpose of Slime, Sand, and Equipment Failure (p. B485) and may avoid the Malf. penalty for harsh environments noted in Cleaning and Maintenance (p. 80). Such holsters are slow, however. The flap can be opened and tucked behind the belt to avoid the Fast-Draw penalty, but then it provides no protection. Holsters like this often have built-in magazine or cartridge pouches. -2 Fast-Draw (Pistol). $50, 2 lbs. LC4. ===Rifle Sling (TL5)=== A sling allows a gunman to use both hands while keeping his shoulder arm close. It also lets him brace even when he has nothing to prop his gun on, giving an extra +1 when aiming; see Aim (p. B364). Bracing with a sling is a twohanded task that takes one Ready maneuver per -1 Bulk; e.g., five seconds at Bulk -5. Leaving this position, thereby freeing the hands, requires a Ready maneuver. Most firearms used with Guns (LMG, Rifle, Shotgun, or SMG), but few others, have swivels for fastening a sling; see the weapon tables for exceptions. $10, 1 lb. LC4. ===Scabbard (TL5)=== This is a sheath or a covering for a carbine, shotgun, or other shoulder arm. A scabbard is a common accessory among those who ride animals, motorcycles, and opentopped vehicles (for examples, see WWII Jeep, pp. 236-237). It protects a long arm in the same way that a military holster (see above) protects a handgun. $25, 1 lb. LC4. ===Shoulder Holster (TL5)=== A shoulder holster is worn on the off-hand side, usually under the armpit. Some models carry the gun horizontally; others hold it vertically, barrel-down or (rarely) barrel-up. Most have provision for speedloaders, magazines, or handcuffs under the opposite armpit. This is more comfortable, as it helps balance the rig. Shoulder holsters are a common choice for private eyes, police detectives, aviators, and AFV crew. -1 Fast-Draw (Pistol). $50, 1 lb. LC4. === Sleeve Holster (TL6) === This is a spring-loaded holster strapped to the forearm in the tradition of James West in The Wild, Wild West or Travis Bickle in Taxi Driver. The wearer activates it via a lever near the elbow, typically by pressing the elbow against the body. This requires a Fast-Draw (Pistol) roll. Success causes a slim metal bar to thrust forward, allowing the gunman to grasp the handgun (no larger than Bulk -1) mounted at the end. Failure means the device fails to work properly; getting the weapon requires use of the free hand and a further Ready maneuver. Critical failure indicates the device breaks – extracting the gun requires 2d seconds of prying and pulling with the free hand! -2 Holdout. $500, 0.5 lb. LC4. === Fast-Draw Rig (TL7) === A holster and belt can be custom-built for speed. The drop-hip belt with its low-slung, smooth-drawing, steellined holster is a 1950s Hollywood novelty; authentic Old West gunfighters never used it. Nevertheless, it is fast! +2 Fast-Draw (Pistol). $500, 3 lbs. LC4. === Patrol Sling (TL7) === This padded sling lets the wearer safely drop his long arm without pausing to stow it, immediately freeing both hands for another task. It’s adjustable: at rest, the weapon hangs either horizontally, at waist level, or vertically, typically with its stock near the armpit and its barrel pointing down and behind the hip so that it doesn’t hinder its owner as he runs. The gun can be fired without unslinging it. Raising it to a shooting position requires only one Ready maneuver; a successful Fast-Draw (Long Arm) roll makes this a free action. Most firearms used with Guns (LMG, Rifle, Shotgun, or SMG), but few others, have swivels for fastening a sling; see the weapon tables for exceptions. +1 Fast-Draw (Long Arm). $50, 2 lbs. LC4. === Undercover Holster (TL7) === Concealable holsters are padded, designed to soften the hard edges of a hidden handgun. Most are worn inside the pants, with a shirt over the top of the gun (Bulk -2 or worse), or on the ankle (Bulk -1 or 0 only). -1 Fast-Draw (Pistol), +1 Holdout. $125, 1 lb. LC4. === Retention Holster (TL8) === Modern hip holsters, especially those used by police, are sometimes designed to prevent an assailant from snatching the holstered sidearm. Without a specific twist or tilt, the pistol won’t come out of such a holster, even if it’s turned upside down. This makes it difficult for anyone but the wearer to draw the gun. The owner gets +2 to his Retain Weapon technique (p. B232) while his weapon is holstered. $100, 0.5 lb. LC4. ==== MAGAZINE MODIFICATIONS AND RELOADING AIDS ==== Several innovations exist to increase ammo capacity and/or cut reloading time for cartridge-firing repeaters. For the costs and weights of standard magazines, spare cylinders, and so on, see the weapon tables and descriptions. === Extended Magazines (TL6) === Extending the length of a detachable magazine gives more ammunition capacity – typically 1.5¥ to 2¥ normal. Extended magazines are heavier, possibly unreliable (-1 Malf., at the GM’s discretion), and often unwieldy (add -1 to weapon’s Bulk if capacity is over 1.5¥ normal). Some even protrude downward far enough to make shooting while prone difficult or impossible. Example: Replacing the 20-round magazine of an M16A1 rifle with a 30-round magazine doesn’t change Bulk. Swapping the 17-round magazine of a Glock 17 pistol for a 31-rounder adds -1 Bulk. Drum magazines (TL6) stow extra ammo more compactly than normal extended magazines; they’re essentially extended magazines coiled to reduce length. Drums don’t protrude any more than standard magazines, but they do worsen Bulk (add -1 to Bulk if capacity is above 3¥ normal). They’re also heavy, expensive, and almost always less reliable (-1 Malf. or worse). High-density magazines (TL7) are available for some weapons. These increase capacity without increasing magazine length, typically by stacking cartridges in several staggered rows. They’re heavy, but don’t affect Bulk. Some are unreliable (-1 Malf., at the GM’s discretion). High-density magazines aren’t an option for weapons that insert the magazine in the grip – like most pistols and some SMGs – unless part of the original design. To find the weight of a loaded magazine, multiply weight per shot (WPS) from the Ammunition Tables (pp. 175-177) by the number of rounds it holds, and then by a fixed multiplier: 1.1 for a high-density alloy or plastic box; 1.2 for an extended alloy or plastic box; 1.3 for a high-density steel box, or an alloy or plastic helical drum; 1.5 for an extended steel box; 1.6 for a helical steel drum, or an alloy or plastic drum; or 2 for a steel drum. Example: The M16 fires the .223 Remington round (WPS 0.026). An extended 50-round magazine made of aluminum alloy would weigh 0.026 ¥ 50 ¥ 1.2 = 1.56 lbs., rounded to 1.6 lbs. To find the cost of an empty magazine, multiply WPS by five times the number of rounds it holds, and then add a fixed cost factor: $25 for an extended steel box; $27 for a high-density steel box; $30 for an extended alloy or plastic box; $33 for a high-density alloy or plastic box; $250 for a steel drum/helical drum; or $300 for an alloy or plastic drum/helical drum. Example: The extended 50-round alloy magazine above would cost (0.026 ¥ 5 ¥ 50) + 30 = $36.50, empty. These costs and weights are generic. Historical magazines often differ. See the weapon descriptions for many examples. Normally, the gun’s manufacturer produces extended magazines as accessories. Gunsmiths can make them, however. This requires two Armoury (Small Arms) rolls: one to design the magazine, one to build it. Note that in some real-world jurisdictions, high-capacity magazines render LC3-4 guns LC1-2. === Speedloaders (TL6) === A speedloader lets a gunman with a revolver insert all – or at least several – rounds into his weapon’s cylinder simultaneously instead of reloading a cartridge at a time. This dramatically reduces reloading time; see Reloading Your Gun (p. 86). Speedloaders only work for revolvers that break or tip open, or those with swing-out cylinders; gate-loaders can’t use them. One of the first models was the Prideaux speedloader for Webley revolvers, introduced in the 1880s. Speedloaders for swing-out revolvers weren’t widely used until the 1960s. $10, 0.1 lb. LC4. === Clamped Magazines (TL8) === Magazines can be clamped side-by-side using a removable bracket ($20, 0.3 lb., LC4). Some plastic magazines have integral studs and brackets that let shooters clip as many magazines as desired alongside one another. Both developments are TL8, but taping magazines together with duct tape (p. 26) has been a popular field modification in every war since WWII. Any of these measures saves one Ready maneuver when reloading; see Reloading Your Gun (p. 86). Magazines not in use are prone to get dirt inside, and taped magazines, where one points down, often get damaged feeding lips; the GM may assess -1 Malf. in suitably harsh conditions. ==== SIGHTS AND AIMING AIDS ==== Guns are often given targeting systems – sights, scopes, even computers. The combined bonus from all such gadgetry can’t exceed the weapon’s base Accuracy (but see Precision Aiming, p. 84). For instance, a telescopic sight that gives up to +4 Acc gives only +2 Acc on an Acc 2 pistol. === Telescopic Sights (TL5) === Telescopic sights, or “scopes,” for firearms are a late-TL5 development that becomes common at TL6-8. A scope gives a bonus to hit if you take one or more Aim maneuvers: +1 Acc per full doubling of magnification. With a fixed-power scope, you must Aim for at least as many seconds as the bonus. With a variable-power scope, you may Aim for fewer seconds but this reduces the bonus by a like amount. Variables cost more and are somewhat more fragile. All scopes listed in this book are fixed-power unless noted otherwise. Since they also collect light, all but the cheapest TL7-8 scopes remove -1 from darkness penalties. Some have an illuminated reticle (lit by battery, tritium, etc.) to aid aiming in low-light conditions; this cancels up to -2 in darkness penalties. For other notes, see Optics (p. 47) and Scopes (p. B412). None of these benefits apply to unaimed shots. In fact, a high-powered scope (anything over 4¥) makes unaimed shots slower: add -1 to Bulk. Fixed-Power Scope (TL5). An early device, 3-4’ long. Pick any magnification between 2¥ and 32¥. $100 per +1 Acc, 3- 4 lbs. LC4. Fixed-Power Scope (TL6). Pick any magnification between 2¥ and 32¥. $125 per +1 Acc, 1.5 lbs. LC4. Fixed-Power Scope (TL7). Pick any magnification between 2¥ and 32¥. $150 per +1 Acc, 1 lb. LC4. Variable-Power Scope (TL7). Pick three magnifications between 1.5¥ and 32¥, typically whole-numbered multiples. $200 per +1 Acc, 1.5 lbs. LC4. Variable-Power Scope (TL8). Pick three magnifications between 1.5¥ and 32¥, typically whole-numbered multiples. $250 per +1 Acc, 1 lb. LC4. Example: A TL7 fixed-power 4¥ scope gives +2 Acc and costs $150 ¥ 2 = $300. A TL8 variable-power scope with 3¥, 6¥, and 9¥ (written 3-9¥) gives up to +3 Acc and costs $250 ¥ 3 = $750. Improved-Visibility Sights (TL6) Making a gun’s sights more visible reduces the difficulty of seeing them – and hence shooting – in the dark. Improved-visibility sights typically have three dots or lines of light-colored paint, or inserts of luminescent material (often tritium). This negates -1 in darkness penalties, but has no effect in normal light. (The GM may extend this benefit to such simple makeshift measures as a white handkerchief tied around the muzzle, common at lower TLs.) Improved-visibility sights appear as optional accessories for a few guns starting in mid-TL6, become integral fixtures on some late-TL7 firearms, and are either standard or available for nearly all TL8 weapons. $75, neg. LC4. Collimating and Reflex Sights (TL7) Invented in WWI – originally for aircraft use – these sights involve a lens onto which a bright red or yellow dot is projected, coinciding with the weapon’s point of aim out to a certain range. In a collimating sight (often called a “red dot sight”), the lens is incorporated into a scope-like tube. In a reflex sight, the lens is mounted in a small frame (known as a “head-up display,” or HUD, on aircraft). Either type of sight improves situational awareness by allowing the shooter to keep both eyes open. Target acquisition is faster: instead of aligning fore and rear sights, the gunman simply superimposes the dot on his target. This gives +1 Guns skill at ranges up to 300 yards and makes it easier to aim in low-light conditions, negating up to -3 in darkness penalties on all shots. Both designs can be used with night-vision devices but not with magnifying scopes. Note that the dot is visible only through the lens – the product of electronics or a tritium or battery illuminator. These sights don’t project a visible dot on a distant target like a targeting laser (pp. 156-157) does. If you have a sight and a laser, you must choose to use one or the other – not both at once. Collimating Sight, Battery (TL7). $250, 0.5 lb., XS/250 hrs. LC4. Collimating Sight, Tritium (TL7). An unpowered tritiumilluminated version. $400, 0.5 lb. LC4. Reflex Sight, Battery (TL8). $350, 0.25 lb., XS/500 hrs. LC4. Reflex Sight, Tritium (TL8). $550, 0.25 lb. LC4. Night Sights (TL7) Image-intensifying night sights (also known as “light amplifiers” or “starlight scopes”) electronically amplify ambient light. The higher the TL, the lighter and smaller they get. Some include magnification, and work like telescopic sights (pp. 155-156); others are add-ons, installed in front of scopes or collimating sights (above). In all cases, the shooter has Colorblindness (p. B127) and Tunnel Vision (p. B151) while using the sight. For other important details, see Night-Vision Optics (pp. 47-48). Early Night Sight (TL7). Introduced in the 1940s, this huge device gives Night Vision 2. It’s usually used with IR illumination (p. 47). It adds -2 Bulk. $1,000, 4 lbs., external power. LC3. Night Sight (TL7). By the 1960s, a bulky but manportable sight gives Night Vision 4 and +2 Acc. It adds -2 Bulk. $500, 5 lbs., 4¥S/30 hrs. LC3. Improved Night Sight (TL7). A 1970s-era system gives Night Vision 5 and +2 Acc. It adds only -1 Bulk. $1,500, 3.5 lbs., 2¥XS/60 hrs. LC3. Improved Night Sight, Add-On (TL7). This gadget adds Night Vision 5 to the benefits of another scope or sight. $1,000, 2.5 lbs., 2¥XS/60 hrs. LC3. Advanced Night Sight (TL8). From the 1980s, a typical night sight gives Night Vision 7 and +2 Acc. $2,500, 2 lbs., 2¥XS/90 hrs. LC3. Advanced Night Sight, Add-On (TL8). This accessory adds Night Vision 7 to the benefits of another scope or sight. $1,500, 1 lb., 2¥XS/90 hrs. LC3. === Tactical Lights (TL7) === A powerful flashlight mounted on a firearm can illuminate the area immediately in front of the muzzle. Poachers at mid-TL6 jury-rig such things, but purpose-built tactical lights are a mid-TL7 development that only enters wide use at early TL8, with the appearance of halogen burners compact enough to mount under pistol and SMG barrels. See Tactical Lights (p. 52) for rules and statistics – small lights are usual for pistols, large ones for shoulder arms. When shooting at ranges within the listed beam length, either version lets the gunman use the more favorable of -3 or the actual darkness penalty (see Visibility, p. B394) and may momentarily blind the target. Such lights can also accept IR filters (see Flashlights, pp. 51-52). === Targeting Lasers (TL7) === Also called “laser sights” (p. B412), these devices are lowpowered lasers that project an aiming dot onto the target. Early versions were bulky gadgets cobbled together by amateurs in the 1970s. Commercial versions were miniaturized for sale in the 1980s. Models small enough to fit inside some pistols appeared in the 1990s. If you can see your targeting laser’s aiming dot, you get +1 to hit whether or not you took an Aim maneuver. If your target can see it, he gets +1 to Dodge – but the GM may require a Fright Check! Activating the laser is a free action; declare whether it’s on before you Aim or Attack. Targeting lasers have a maximum effective range beyond which the dot is too dispersed to give a bonus, however. If no range is given, assume that it’s matched to the 1/2D range of the weapon on which it’s mounted. Beam color, which depends on wavelength, modifies effective range in some situations. Red lasers are most common, and work well in low-light conditions but suffer as lighting improves (1/3 effective range in daylight). Orange lasers perform better in daylight (1/2 effective range). Green lasers have twice normal range in low light and normal range in daylight. Infrared (IR) lasers always get full range, but you need Night Vision, Infravision, or Hyperspectral Vision to see them. At TL7, red is the only option; at TL8, lasers can instead be orange (¥1.25 cost), green (¥4 cost), or IR (¥1.5 cost). IR lasers are LC2. Note that the laser beam – as opposed to the aiming dot – is generally invisible. In smoke, fog, and similar conditions, though, it’s easily seen, betraying the shooter’s position! Green beams are always visible, while IR ones are always invisible to those without special vision advantages. A shooter can use a targeting laser simultaneously with a telescopic sight (pp. 155-156) but not with a collimating or reflex sight (p. 156). At TL8, a targeting laser and a tactical light (above) can be combined into one accessory; add costs but use only the heavier weight. Primitive Targeting Laser (TL7). A large, first-generation device with a 200-yard range. Adds -1 to Bulk. $1,500, 5 lbs., M/2 hrs. LC3. Targeting Laser (Sidearm) (TL8). A compact targeting laser with a 150-yard range. $150, 0.25 lb., 2¥XS/50 hrs. LC3. Targeting Laser (Shoulder Arm) (TL8). A compact targeting laser with a 750-yard range. $750, 0.5 lb., 2¥XS/50 hrs. LC3. Integral Targeting Laser (Sidearm) (TL8). A miniature targeting laser with a 150-yard range, installed inside the grip sideplates or in place of the recoil spring rod. $450, neg., 4¥T/2 hrs. LC3. Integral Targeting Laser (Shoulder Arm) (TL8). A built-in targeting laser with a 750-yard range. $900, neg., 2¥XS/100 hrs. LC3. Computer Sights (TL8) At TL8, full-solution fire-control systems with integral ballistic computers are introduced for infantry weapons. Initial platforms are rocket launchers and grenade launchers, which profit greatly from improved rangefinding and programming. As TL8 progresses, these sights grow small enough to mount on small arms. Typical devices run a targeting program that gives +1 Gunner or Guns, include a laser rangefinder, and incorporate magnification (optical and/or electronic) and low-light capability (image intensification or thermal imaging). The gunner lases the target, and the computer calculates the aiming point and shows it on an integral display. This provides an extra +3 to hit that target with an aimed attack. Computer Sight (TL8). Includes a targeting program (+1 Gunner/Guns), a laser rangefinder (+3 Acc out to 4,000 yards), 3-9¥ magnification (+1 to +3 Acc), and either Night Vision 7 or Infravision. Adds -2 Bulk. $22,500 (with Night Vision) or $30,000 (with Infravision), 10 lbs., M/30 hrs. LC2. Mini-Computer Sight (TL8). Includes a targeting program (+1 Gunner/Guns), a laser rangefinder (+3 Acc out to 2,000 yards), 2-4¥ magnification (+1 to +2 Acc), and either Night Vision 7 or Infravision. Adds -1 Bulk. $12,500 (with Night Vision) or $20,000 (with Infravision), 2.5 lbs., 2¥S/2 hrs. LC2. Thermal-Imaging Sights (TL8) Electronic passive IR-imaging sights for nighttime target acquisition have been available since the 1980s. Shooters using such devices have Colorblindness (p. B127) and Tunnel Vision (p. B151). See Thermographs (p. 48) for other important details. Thermal-Imaging Sight (TL8). Gives Infravision and +2 Acc, and adds -2 Bulk. $8,000, 5 lbs., M/5 hrs. LC3. Improved Thermal-Imaging Sight (TL8). A lighter 1990sera sight still gives Infravision and +2 Acc, but adds only -1 Bulk. $8,000, 4 lbs., M/10 hrs. LC3. Advanced Thermal-Imaging Sight (TL8). By the 2000s, these sights give Infravision and +2 Acc without affecting Bulk. $10,000, 1 lb., 2¥S/2 hrs. LC3. ==== Sound Suppressors ==== The sound of a gun firing is the sonic boom of the supersonic propellant gases and possibly the projectile. The speed of sound at sea level is about 1,086 feet per second, but the muzzle velocity of a 9¥19mm pistol round is approximately 1,200 fps and that of a military rifle is 2,500- 3,500 fps – and powder gases travel at over 4,500 fps! A sound suppressor, often called a “silencer,” confines and slows gases and/or projectile before they leave the barrel, reducing noise. The Maxim Silent Firearms Co. introduced the first commercially available suppressor in 1908; it was widely used for indoor target shooting. Silencers generally remained legal in the U.S. until the gangster and subversive hysteria of the 1930s. After 1934, they were regulated: some states banned private sale, while others required registration and a $200 Federal tax. Today, most countries outlaw suppressors. In some noise-conscious European nations like Finland, though, rifle (and even MG) suppressors are legal and sometimes required for sport shooters. Military and espionage services have easy access to silencers, of course, and an armorer or a machinist can make one (see Home-Built Suppressors, p. 159). A suppressor doesn’t completely negate a firearm’s report (but see Cinematic Silencers, p. 159) – it merely reduces the range at which it’s heard and identifiably a gunshot. The Hearing Distance Table gives the range at which an unsuppressed shot is audible on an unmodified Hearing roll. Hearing Distance Table Sound: Weapon sound in question (other sounds included for comparison). dB(A): Decibel range at muzzle, weighted for human hearing. Range: Distance (in yards or miles) at which sound is audible on an unmodified Hearing roll. Range Range Sound dB(A) (yards) (miles) Leaves rustling, stalking person 40 0.25 - Quiet conversation, walking person 50 0.5 - Conversation, cocking or reloading firearm, attaching bayonet 60 1 - Light traffic 70 2 - Bow, loud conversation, noisy office 80 4 - Crossbow, shouting, gasoline engine 90 8 - Air gun, firearm firing “silent” ammo, revving gas engine 100 16 - Loud clapping, diesel engine, auto horn, motorcycle 110 32 - Chainsaw, oxygen torch 120 64 - Very light pistol or rifle (.22 LR), musket 130 128 - Light pistol (.32 ACP, .380 ACP), grenade launcher 140 256 0.15 Heavy pistol (9¥19mm, .45 ACP), SMG, rifle, shotgun 150 512 0.3 Magnum rifle (.300 WM, .600 H&H), HMG, stun grenade 160 1,024 0.6 Artillery, small explosion 170 2,048 1.2 Tank gun, large explosion 180 4,096 2.3 Apply +1 to Hearing per range step by which the listener is closer to the sound source, -1 per step by which he’s more distant. For distances between two lines on the table, use the higher of the two. A suppressor adds a further penalty. Example: A Walther PPK (a light pistol) is audible on an unmodified Hearing roll at 256 yards. At 300 yards, the roll is at -1. With a suppressor that gives -2 to Hearing, the roll is at -3. The listener’s location also matters. It’s harder to hear a gunshot outside a cone in front of the gun’s muzzle. Individuals located behind or far off to the side of the muzzle have -1 to Hearing. The GM may apply other modifiers: Background noise: -5 for busy street; -6 for blaring TV set; -10 for fireworks Intervening terrain: +1 for bare concrete (reflects sound); -1 to -3 for heavy vegetation (muffles sound) Listener distracted: -2 or -3 (see p. B548) Listener unfamiliar with firearms (no points in Guns): -4 Listener wearing winter clothing over ears: -1 to -3 Shot fired through pillow: -1 Suppressors work better on some guns than on others. They’re most effective with sealed breeches such as boltactions or dropping blocks: -1 to Hearing. They work fairly well on semiautomatics, but such weapons often leak high-velocity gas from the breech and always have the noise of the action working (but see Slide-Lock, p. 161). Suppressors don’t work at all on ordinary revolvers; it’s possible to construct a revolver so tightly fitted that it can be silenced (see Nagant R-1895, p. 95), but this is more an exercise in perverted ingenuity than in practical design. A detachable suppressor requires a means to attach it, usually an extended barrel with a thread or attachment lugs. Attaching or removing a suppressor takes five seconds if threaded, three seconds if a TL8 quick-detach model. Most suppressors add length to the gun, worsening Bulk. Baffle Suppressors (TL6) Most suppressors are of this type. They work by diffusing the muzzle blast and firing gases inside a baffled expansion tube (which has many tiny compartments). Lifetime is typically hundreds of shots – even tens of thousands of shots, by late TL7. Detachable Baffle Suppressor, .22-caliber (TL6). -1 to -4 Hearing. -1 Bulk. $100 per -1 Hearing, 0.25 lb. LC3. Detachable Baffle Suppressor, Pistol or SMG (TL6). -1 to -4 Hearing. -1 Bulk. $250 per -1 Hearing, 1 lb. LC3. Detachable Baffle Suppressor, Rifle (TL6). For rifles firing 5.56¥45mm NATO, 7.62¥51mm NATO, or similar. -2 to -4 Hearing. -1 Bulk. $250 per -1 Hearing, 1.5 lbs. LC3. Detachable Baffle Suppressor, Oversized (TL8). Primarily for large-caliber rifles, such as .50 Browning weapons, but also available for some MGs. -2 to -4 Hearing. -2 Bulk. $400 per -1 Hearing, 5 lbs. LC3. === Wiper Suppressors (TL6) === A wiper suppressor is a tube divided into compartments by “wipes” placed perpendicular to the barrel. The bullet passes through a sub-caliber hole in each wipe, while blast and gases are trapped in the compartments. Wipes are made of elastic materials such as oiled leather, rubber, or polyurethane, designed to close behind the bullet. This design means that wiper suppressors slow the projectile (causing it to lose power) and lose effectiveness after a few dozen shots, but also makes them more effective suppressors than baffle designs. Detachable Wiper Suppressor, Pistol or SMG (TL6). Multiply Dmg and Range by 0.8. Good for 40 shots. -2 to -4 Hearing. -1 Bulk. $150 per -1 Hearing, 0.5 lb. LC3. Detachable Wiper Suppressor, Rifle (TL6). For rifles firing 5.56¥45mm NATO, 7.62¥51mm NATO, or similar. Multiply Dmg and Range by 0.5. Good for 40 shots. -2 to -6 Hearing. -1 Bulk. $150 per -1 Hearing, 1.5 lbs. LC3. === Dirty Tech: Home-Built Suppressors === To design a suppressor, make an Engineer (Small Arms) roll. At TL7-8, a Research roll will suffice – instructions are easy to find in survival guides and military manuals, and on the Internet. To build a suppressor, roll against Armoury (Small Arms), which defaults to Machinist-5. Common modifiers include up to +2 for actual blueprints or a working sample, the quality of your tools (p. 24), and +1 to +5 for extra time (p. B346). Failure means the first shot fired through the suppressor triggers a roll on the Firearm Malfunction Table (p. B407); critical failure damages the gun. Suppressor quality modifies these assumptions and determines the time required: Poor-quality suppressors can be built in 30 minutes from everyday items: tape, plastic bottles, Styrofoam chips, chicken wire, etc. Those with the Guns or Armoury skill don’t even need to roll; complete neophytes must make an IQ roll. Poor suppressors last for only 1d shots and give just -1 to Hearing rolls. They bestow -1 Acc, -1 Malf., and -1 Bulk, and weigh 0.5 lb. Average-quality suppressors take two hours to assemble from rubber washers, plastic pipe, and pipe fittings. They’re slightly more complicated than poor-quality ones: an Armoury roll is required, but at +4. (This is well-illustrated in the film Ghost Dog.) Average suppressors last for 3d shots and give -2 to Hearing rolls, becoming -1 to Hearing after firing half the shots. They give -1 Bulk – but no Acc or Malf. penalties – and weigh 1 lb. Good-quality suppressors are home-made copies of low to mid-range commercial models (up to -3 Hearing). They take eight hours to build and require a workshop (p. 24). Use the stats for production suppressors, but price is 1/3 usual (for materials) and weight is often slightly higher. Fine-quality suppressors have all the requirements of good suppressors, but take 16 hours to build and the skill roll is at -2. Use the stats for the best available commercial suppressors, but cost is 1/2 usual (for materials). == Cinematic Silencers == The suppressor rules aim to represent realistic sound levels – not the Hollywood fiction of near-silent gunshots. In a cinematic campaign, the GM may wish to improve silencer effectiveness dramatically, doubling or even tripling Hearing penalties! ==== Stocks, Tripods and Bipods ==== Several add-ons are available to make guns more manageable. Many firearms include these features in their cost and weight, or don’t use the generic versions below – check your weapon’s description first. Pistol Stocks (TL5) A removable shoulder stock can convert a handgun into a carbine of sorts, improving accuracy and reducing felt recoil at the cost of increasing weight and making the weapon less handy. The pistol must be prepared to accept the stock by having a slot or groove in the grip. Attaching or removing the stock takes three seconds. While the stock is attached, use Guns (Rifle) to shoot, add +1 Acc and -1 Bulk, and multiply ST by 0.8 (round up). Many stocks are hollow, allowing storage of small items (ammo, a guncleaning kit, etc.); some can hold the gun itself when it isn’t in use. Pistol Stock (TL5). $100, 1 lb. LC3. Pistol Stock (TL7). $100, 0.5 lb. LC3. Shooting Sticks (TL5) Buffalo hunters sometimes propped long arms on “bipods” made from crossed sticks fastened with rawhide strips. A sitting marksman may treat a gun resting on shooting sticks as braced (see Aim, p. B364). $5, 1 lb. LC4. Tripods and Other Mounts (TL5) Tripods are three-legged mounts for such heavy weapons as machine guns and recoilless rifles. A tripod provides at least a 180° arc of fire – those for antiaircraft fire provide a 360° arc – and allows the weapon to be elevated or depressed. The shooter usually sits or kneels behind the tripod. While his weapon is mounted, he may treat it as if it were braced and ignore its ST requirement; see Aim (p. B364) and Bipods and Tripods (p. B412). Setting up or collapsing a tripod typically requires six seconds. Attaching or detaching the weapon takes a further three seconds. Some mounts have four or more legs, or wheels, or are shaped like sleds. These use exactly the same rules as tripods. Tripods and other mounts vary widely in cost and weight, depending on materials and the weapons they’re designed to support; see the individual weapon descriptions. All such mounts are LC4. Bipods (TL6) Bipods are integral to some weapons – especially MGs – and can be fitted to others. This is most common for rifles, but SMGs and even long-barreled revolvers have been so equipped! Bipods on MGs and heavy rifles function mainly to relieve the shooter of some of the weight. Others are installed for better accuracy. If a weapon has an attached bipod, a prone shooter may treat it as if it were braced (see Aim, p. B364) and multiply its ST requirement by 2/3 (round up). Opening or closing a folded bipod requires a Ready maneuver. If the shooter isn’t prone, the GM may allow the bonus for bracing if the bipod can reasonably be set on something stable – chest-high wall, pile of sandbags, window ledge, etc. Bipod (TL6). Available in fixed, semi-permanent, and quick-detach models (five seconds to install/remove). $100, 2 lbs. LC4. Bipod (TL7). As above, but $100, 1 lb. LC4. Bipod (TL8). As above, but $100, 0.5 lb. LC4. Folding Stock (TL7) The fixed shoulder stock of some long arms – but not that of weapons where the stock houses part of the action, or the magazine – can be replaced with a stock that folds or retracts to make the gun more compact. Folding such a stock removes -1 from Bulk; firearms that already include this feature indicate it with an asterisk (*) next to Bulk. While folded, also apply -1 to Acc and +1 to Recoil (unless Rcl is 1), and multiply ST by 1.2 (round up). Folding or unfolding the stock requires a Ready maneuver. All but the flimsiest folding stocks increase overall weight. $100, 0.5 lb. LC3. ==== MISCELLANEOUS ACCESSORIES AND MODIFICATIONS ==== The following items can make a shooter’s life easier in a variety of ways. === Gun-Cleaning Kit (TL4) === A clean gun has been the mark of the professional shootist – from murdering thug to military sniper – since the dawn of firearms. Black-powder marksmen usually carry a multi-tool (p. 26) incorporating nipple key, vent pricker, oil bottle, screwdriver, double-pronged worm for cleaning, and tools for extracting jammed bullets. More modern kits fit in a small pouch and contain collapsible cleaning rod, cleaning patches, brush, cleaning solvent, and lubricant. Machine gunners are often issued a belt pouch that includes cleaning equipment and a few small spare parts. For game effects, see Cleaning and Maintenance (p. 80). $20, 0.5 lb. LC4. === Gun Case (TL5) === From the 1700s, high-quality dueling and target pistols were traditionally kept in a wooden case with their accessories – including a mold for the exact-sized ball. African safari hunters kept their elephant guns in velvet-lined strongboxes to protect against both the weather and lightfingered porters. Padded aluminum and hard plastic cases serve the same purpose today. A typical TL8 model is 4’ long and holds a sniper rifle or two SMGs, plus spare magazines and other accessories. It is waterproof and lockable, and has DR 2. $250, 25 lbs. LC4. === Brass Catchers (TL6) === A “brass catcher” is a bag or other container attached to a gun’s ejection port to catch spent cartridge cases (the “brass”). Sport shooters use them to collect cases for reloading (see Handloading and Reloading, p. 174). Aircrews firing from within aircraft employ them to avoid the dangers of hot brass flying around the cabin – or into intakes or propellers. Covert operators, assassins, and others who can’t afford to leave evidence behind also find them useful. As a field expedient, soldiers sometimes tape a sturdy plastic pouch (often taken from military rations, p. 35) to the gun. MG Brass Catcher (TL6). Holds 500 cases. Adds -2 Bulk. $75, 2 lbs. LC4. Pistol Brass Catcher (TL6). Holds 20-30 cases. Adds -1 Bulk. $50, 0.5 lb. LC4. Rifle/SMG Brass Catcher (TL6). Holds 60-100 cases. Adds -1 Bulk. $50, 1 lb. LC4. In all cases, halve weight at TL8. === Slide-Lock (TL6) === A slide-lock prevents the action of a semiautomatic firearm from cycling. This reduces mechanical noise when used with a sound suppressor (pp. 158-159), giving -1 to Hearing, but effectively converts the gun to a RoF 1 manual repeater – the operator must rack the slide after every shot to chamber a new cartridge. A slide-lock only comes standard on such specialized weapons as the Izhmekh PB (see Izhmekh PM, p. 100), but a gunsmith can add one to any semiautomatic with an Armoury (Small Arms) roll and two hours’ work. $50, neg. LC4. === Accessory Rails (TL7) === Many firearms feature integral rails for mounting accessories. Typically located on the receiver of a rifle or under the barrel of a modern pistol, these allow the user to attach and detach accessories quickly (a Ready maneuver). Weapons without rails require gunsmithing to provide a stable mount for optics and sighting aids. Duct tape (p. 26) will do in a pinch, but it won’t suffice for a device that gives an Acc or skill bonus! Strips of rail can be added to any suitable weapon surface – notably the top of the receiver (for sights and scopes) and around the forearm (for tactical lights, targeting lasers, and underbarrel grenade launchers). Each rail typically mounts one item, although long rails can hold more; e.g., an add-on night sight and a scope, front-to-back. A one-position rail costs $100; a three- or four-position rail (sides, plus bottom and/or top), $200. Integral rails have no weight, but add-on versions increase weight by 0.2 lb. per facing. LC4. === Drag Bag (TL7) === A sniper may use a padded “drag bag” to protect his rifle while creeping along the ground. A typical bag is camouflaged, has internal compartments and external pouches for small items, and can be worn as a backpack. It may unfold for use as a sniper mat once the sharpshooter reaches his objective. Its thick skin has DR 1. $250, 4 lbs. LC4. ===== Ultra-Tech Firearm Accessories ===== In combat, any edge can mean the difference between life and death – and technology is a great way to get that edge. This section presents devices and modifications to enhance almost any weapon. === Smartgun Electronics === Every TL9+ firearm has a laser sight (p. 149), a HUD link (below), a recognition grip or transponder ring (p. 150), and a diagnostic computer (p. 151) for free. These electronics are powered by an integral B cell, which is included in the basic weight of the gun. A tiny computer (p. 22) may also be included. However, these components can be ignored if they are not standard in a particular setting. ====Targeting Systems==== These help the shooter find his target and hit it. ===HUD Link (TL9)=== Connected to a heads-up display (p. 24), this shows augmented-reality targeting imagery in the user’s field of view. The link shows him exactly where his firearm is pointing (+1 Acc within 300 yards, not cumulative with the Acc bonus for other targeting systems), the number of shots remaining, and – if using a laser sight or other active targeting device – the distance to the target. The user can exploit this to see around corners, exposing only his weapon. ===Multispectral Laser Sight (TL9)=== This device projects a low-powered eye-safe laser beam, placing a laser spot at the point where the weapon will hit. A standard feature of all TL9+ firearms, it helps the user aim or intimidate opponents. A laser sight gives a +1 to skill when used out to the weapon’s 1/2D range, provided the dot is visible to the shooter. It can be set to use any one of these frequencies: Visible Light: This projects a visible red, blue, or orange spot. The laser beam itself is visible only in dusty or smoky environments – which might describe many firefights! Infrared: An infrared laser beam projects a dot that is invisible without an infrared or hyperspectral vision system. Ultraviolet: The dot of this ultraviolet laser beam is invisible without an ultraviolet or hyperspectral vision system. ===Compact Targeting Scope (CTS) (TL9-12)=== This video sighting system provides infravision at TL9 or hyperspectral vision at TL10-12. It has telescopic optics for normal viewing in daylight, and interfaces with the weapon’s HUD sight. It provides a +2 bonus to aimed shots at TL9-10, +3 at TL11, or +4 at TL12. The scope can also be used as a passive sensor, providing Infravision or Hyperspectral Vision with Restricted Vision (Tunnel Vision). It has 4¥ magnification at TL9-10, 8¥ at TL11, or 16¥ at 12. The user must aim the weapon at the target he is observing. $1,000, 0.5 lbs., A/100 hr. LC4. ===Enhanced Targeting Scope (ETS) (TL9-12)=== A powerful video sighting system used by snipers or heavy weapons gunners. It provides hyperspectral imaging (p. 61), plus telescopic optics for normal viewing in daylight. It interfaces with the weapon’s HUD sight. The weapon’s sight automatically measures wind conditions, air temperature, and even local gravity conditions, adjusting the weapon’s velocity to compensate. The scope adds a +3 bonus to aimed shots at TL9-10, +4 at TL11, or +5 at TL12. Used as a passive sensor, it provides Hyperspectral Vision with Restricted Vision (Tunnel Vision) with 8x magnification at TL9-10, 16x at 11, or 32x at TL12. The user must aim his weapon at the target he’s observing. $8,000, 2 lbs., B/400 hr. LC4. ===Tactical Programs=== These programs augment the tactical or strategic acumen of police and military personnel by automating errorprone tasks. They assist the user without replacing him. ==Silhouette (TL9)== This optical recognition program specializes in identifying targets of military interest and providing background or technical data. The quantity and accuracy of supporting information depends on the databases used. High-quality commercial databases offer expensive subscriptions and constantly updated content, but lack detail. Military databases are usually encrypted and contain very detailed information, including hyperspectral emission profiles, countermeasure tactics, and usage instructions. Military databases require Military Rank or Security Clearance. Complexity 5; double normal cost. ==TacNet (TL9)== A software tool (p. 25) useful for combat troops, TacNet helps a leader monitor a combat force by tracking and displaying their positions, firing arcs, blind spots, command relationships, and more. This gives a bonus to Tactics if all parties are in communication. Complexity 5 (+1 Tactics), LC3 or Complexity 6 (+2 Tactics), LC2. 10 times normal cost. ==Targeting (TL9)== This software tool augments the capabilities of a HUD link (above) by improving target acquisition speed, ballistic modeling, environmental compensation (adjusting for air pressure, wind, humidity, temperature, etc.), and prioritizing targets for threat assessment. The program gives a bonus to a single Gunner or Guns specialization if used with a HUD link. Complexity 3 (+1 skill) or Complexity 4 (+2 skill). Five times normal cost. LC2. ==Target Tracking== Used in conjunction with a sensor system (see Chapter 3) such as a radar, radio direction finder, or hyperspectral optics, this tracks up to 10 distinct targets or emission sources at a time. It displays size, signal strength, bearing, vectors, and other appropriate information on a movingmap display. Complexity 2; five times normal cost. Add +1 to Complexity and double cost per tenfold increase in tracking ability. LC4. ===Targeting with Active Sensors=== The most accurate way to aim a weapon is to slave a targeting program (p. 149) to a “tactical” active sensor that has locked onto a target. This feeds real-time ranging data to the gunner and shows the gunner exactly how to move the weapon (or vehicle, if a fixed weapon) to hit the target. This can only be used for a mounted weapon (i.e., one using Gunner skill). The combination of targeting program and active sensor gives the maximum possible targeting bonus. Replace all bonuses for scopes, computers, sensors, etc. with a bonus equal to the weapon’s base Acc, up to a maximum of +9. (Acc does still increase normally with Aim maneuvers – +1 after one second, +2 after two seconds, etc.) In order to gain this bonus, the target must be in range of the active sensor, and the program must be able to provide data directly to either the vehicle operator or whoever is operating the weapon mount. ====Other Accessories==== These accessories can be added to most of the weapons in this chapter. ===Accessory Rails (TL9)=== Firearms often have accessory rails for attaching optional systems such as sights and grenade launchers. Up to four accessory rails per weapon are allowed (under barrel, over barrel, side of stock, top of stock) but this will vary with weapon size and configuration. $100 and 0.2 lbs. each. ===Gyrostabilized Weapon Harness (TL9)=== This articulated weapon harness (below) cancels the penalty for a Move and Attack (see p. B365). It is $1,000, plus $200 and 1 lb. per pound of loaded weight. LC4. ===Access Control (TL9)=== This electronic access system limits usage to authorized persons. The weapon will not fire for unauthorized users. Access control can be assigned to individual owners, but in military and paramilitary organizations it is common to set it so everyone in a unit can share the same weapons. Deactivating or reprogramming the safety system requires an Armoury (Small Arms) or Electronics Operation (Security) roll at a -2 penalty. The first attempt takes 10 seconds; subsequent attempts require 10 minutes per try. Transponder Ring: A ring worn by the user that contains a radio transmitter with a one-inch range. The transmitter sends a coded authorization message to the weapon, which will not fire unless the correct ring is worn. The ring may be permanently built into an armored suit glove, if desired. $100. LC4. Recognition Grip: A multi-function biometric scanner built into the grip. It can respond to palm prints or voice prints. It may also require both identifiers for maximum security. $100. LC4. ==Self-Destruct Anti-Theft (TL10^)== A miniature biosensor in the weapon’s handgrip automatically scans the genetic pattern of the holder. If that pattern matches one of the authorized users in its memory, the weapon will fire. If not, the weapon will lock its firing circuits and begin a destruct sequence. It may or may not warn its holder! To abort the destruct sequence, the unrecognized holder must give the weapon’s computer a verbal authorization code. If the correct code is not given in 10 seconds, the gun self-destructs, doing 6dx4 explosion damage. With the correct code (a single word and number combination, e.g., “Wolf 323”) the weapon can be reprogrammed to accept the biopattern of the holder. Each code is unique to each weapon. Special codes are also possible, such as one to delete biopatterns, or one which causes the weapon to destroy itself immediately when fired. Any attempt to circumvent the anti-theft system requires proper tools and a roll against Electronics Operation (Security)-3. Each attempt takes half an hour; failure activates the destruct sequence, while critical failure causes an immediate explosion. $100. LC3. ===Articulated Weapon Harness (TL9)=== This is used to steady very heavy weapons. It straps on and has a chest plate in front, with a supporting arm and three hydraulic joints positioned to allow universal motion and easy suspension. It has the same effect as a bipod (ST requirement of the weapon is reduced by 2/3 and the weapon counts as braced), but can be used while standing up or moving. The user must still operate the weapon normally, using his own hands to aim and fire it. The harness must be built for a specific weapon, and is generally limited to weapons with Bulk -4 or more. It is $50 and 0.5 lbs. per pound of loaded weight for the weapon it is built for – e.g., a harness for a 20-lb. machine gun is $1,000, 10 lbs. LC4. ===Diagnostic Computer (TL9)=== These smart integrated electronics give +1 to skill rolls to fix damage or malfunctions. Diagnostic computers are standard in all TL9+ firearms at no extra cost. ===D-Tag (TL9)=== This is a tiny receiver built into a weapon or other item. Upon receiving a coded signal on a specific radio frequency, it sends out a return signal. D-tags are often built into police equipment, and some regimes may put them in weapons sold to civilians. A successful Electronics Operation (Security) roll is required to find it; a second roll (at -2) must be made to deactivate it without disabling the weapon or notifying the authorities. $20. LC4. ===IFF Interrogator (TL9)=== Friendly fire casualties are a constant problem on chaotic battlefields. An IFF interrogator identifies friends and foes before a soldier pulls the trigger on the wrong target. A TL9 interrogator is an eye-safe IR or UV laser (usually built into a weapon’s standard laser sight) that emits a pulse-coded message at the target. TL10+ versions may differ in the type of signal beamed to the target, but the process is the same. This message contains an identification number, communication response frequency, and an encrypted code. If the target is wearing an IFF system (p. 188), then it can decipher the code and transmit a brief message in reply. The interrogator then identifies the target as friendly, unidentified, or known hostile. Feedback is displayed on the soldier’s HUD sight or augmented reality display, but blinking LEDs on the interrogator also provide positive response. IFF systems have some disadvantages: over-reliance on technical identification, difficulty using the IFF interrogator in cluttered environments, and the potential for compromising the user’s presence. The range of the IFF system is also limited: assume a range of 500 yards at TL9, doubling for each additional TL. Beyond this range, the GM may require Electronics Operations (Sensors) rolls to get a clear identification, with potentially disastrous results in the case of failure. $100. ===Power Holster (TL9)=== This is available for any pistol-type weapon or knife. It consists of three parts: a wrist sensor unit, a homing sensor on the handgrip of the weapon, and a break-away holster. When the wrist sensor detects nerve impulses that mean the wearer wants to draw, the holster ejects the weapon toward the hand. This lets the weapon be readied instantly. Each make of item requires a separate holster. A power holster adds +TL/2 to the Knife, Pistol, or Ammo specialization of Fast-Draw. $1,000, 2 lbs., B/100 uses. LC4. ===Sniper Mirror (TL9)=== A laser gunner using a visible-light laser may set up a high-quality optical mirror for ambushes. The sniper can fire at the target’s image in the mirror; the beam will reflect off and strike the target. The mirror can be remotely controlled with a communicator. The range is equal to the range of the target to the mirror, plus the range from the mirror to the sniper. The sniper is at -4 to skill when performing this maneuver. When strategically placed (the GM may require a Tactics or Traps roll), these mirrors allow a laser sniper to fire around corners, and may confuse the enemy about the direction from which fire is coming. The standard mirror is about two feet across when in use, but folds to the size of a paperback book. $500, 1 lb. LC4. ===Tripod (TL9)=== A tripod may be added to any mounted weapon (M notation next to ST), allowing it to be set up on the ground rather than on a vehicle. Ignore a weapon’s ST requirement when it is tripod-mounted. Removing the weapon from its tripod or reattaching it takes at least three Ready maneuvers. A tripod provides a 180º arc of fire and allows the weapon to be elevated or depressed. The weapon requires two hands to use, and the user must usually sit or kneel behind the tripod. A typical tripod can mount a weapon that requires ST 25 or less, or any non-weapon sensor that weighs up to 125 pounds. $1,250, 25 lbs. LC4. ===Powered Tripod Mount (TL9)=== A tripod can have an electric motor built into it. If the weapon has a sensor such as a radar or motion detector plugged into it (see Plug-in Gadgets, pp. 15-16), it can be remotely controlled via computer. If the computer has appropriate AI software, it can fire autonomously. A typical powered tripod can fire any weapon that requires ST 25 or less, or direct any non-weapon sensor up to 125 lbs. weight. $5,000, 50 lbs. D/100 hr. LC4. ===Shoulder Servomount (TL9)=== This is a strap-on half-backpack with a gyrostabilized servo arm. It holds a single weapon over the user’s shoulder. The weapon is aimed with a heads-up display, and can swivel to fire at any target in front of the user. The device has the same effect as a gyrostabilized weapon harness, with the addition that the user does not use his hands to control the weapon. This is equivalent to the Extra Arm (Weapon Mount) advantage. A servomount weapon should be used with a HUD. If not, the user fires the weapon at a -2 penalty, and may not take Aim maneuvers. An AI can also control a servomount, freeing up the user for other activities, such as firing a handheld gun. It’s possible to wear up to two shoulder servomounts, one over each shoulder. The gear is heavy, so shoulder servomounts are most often used by battlesuit troopers, or by nonhuman or disabled warriors who lack usable limbs. A shoulder servomount is $5,000 plus an extra $1,000 and 3 lbs. per pound of weapon loaded weight. Thus, a servomount for a seven-pound weapon is $12,000 and 21 lbs. LC3. ===Smartgrip (TL10)=== A smart-matter pistol grip and trigger can be added to any firearm. It automatically adjusts to the user’s strength and hand shape. This makes the weapon easier to fire, reducing the ST requirement by 1. $500, LC4. ===Gravitic Compensator (TL11^)=== This inertia-damping gravitic field generator reduces the weapon’s recoil and negates most of its weight. It can be added to any gun or beam weapon. When activated, it reduces Recoil to 1 and ST to 0. $100, 1 lb. and B/10 hr. per 10 pounds or fraction of loaded weight (excluding the weight of the gravitic compensator). LC4.