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WEAPON ATTACHMENTS

The following items can be added as options to weapons. The installation fee is included in the price of the item.

Attachable Stock: Attachable stocks are made for all known pistols. They are one of two types: screw- on or folding. They advantage of a stock on a pistol is that it reduces the Movement Combat Modifier by a +1 Column Shift. This a character using a pistol with a stock would suffer no column shift penalty for

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a slow-moving target and only a -1 Column Shift for a fast-moving target. A pistol with a stock attached cannot be kept in its holster. It takes two turns to attach a stock.

Bandolier Sling: All rifles are fitted with rings so a sling can be attached for easy carrying. The bandolier sling has patch pockets that hold up to ten ammo clips or powerclips.

Flash Muzzle: For use with auto-weapons and gyrojet weapon only. A flash muzzle eliminates the flare from auto-weapons or gyrojet weapons fire, thus making it harder to see the weapon firing. (Normal auto-weapons and gyrojet weapons fire is highly visible.)

Grenade Launcher Attachment: This device can be attached to any type of normal rifle. It is attached under the rifle's barrel. Special grenade bullets are used to fire the grenade from the launcher, just like a grenade rifle. Any type of grenade can be used, except sonic grenades (because of their unusual sizes and shapes). It can fire one grenade, and then must be reloaded, which takes one turn. A rifle cannot be used for anything else during the turn its grenade launcher is used. Once installed, the grenade launcher cannot be easily removed. The installation of a power light or a knife mount prevents the installation of a grenade launcher.

Holster, Spring: This holster is powered by a minipowerclip and accommodates all pistol sizes. Its function is two-fold: to secure the pistol in place and assure it cannot be taken out of the holster by anyone but the wearer, and to eject the pistol upward with the user wishes. These functions are assisted by nerve sensors attached to key points on the wearer's body. Unless he reaches for the pistol himself the locking mechanisms do not release. The effect of the eject function is to add +1 to the user’s IM, but only if he is drawing and firing during his combat phase. The minipowerclip powers the holster for 100 draws.

Knife Mount: The knife mount fits on a rifle barrel behind the muzzle. To this mount a character can attach a large knife, sonic knife, or vibroknife. If the knife is powered, the SEU clip is inserted as normal but the mount has a remote control switch that is activated near the trigger. Once attached, the knife serves as a bayonet and no grenade launcher can be attached to the rifle. The damage of the attached weapon remains the same but a +1 Column Shift combat modifier is added for melee combat using the attached weapon. The installation of a power light or grenade launcher prevents the installation of a knife mount.

Maxiclips: Any pistol using a maxiclip cannot be fitted into a normal holster or spring holster because of the maxiclip's size.

Maxibulletclip: This drum clip is for use with auto- pistols only. It holds 30 bullets.

Maxiclip: This drum clip is for use with gyrojet sidearms only. It holds 15 gyrojets.

Maxineedleclip: This drum clip is for use with the Needler I only. It holds 15 clusters of needles. Muzzle Extender: Muzzle extenders are available for all known rifles. A muzzle extender eliminates the Medium Range combat modifier and reduces the Long Range combat modifier from a -2 Column Shift to a -1 Column Shift.

Power Light: This is identical to the power light found in the Optical Devices section of this manual except it is mounted on the bottom of the rifle's barrel instead of being hand held. Another variation on the power light is the infralight, which can also be mounted on a rifle. These are favorites of guards using IR goggles. The installation of a knife mount or a grenade launcher prevents the installation of a power light.

Recognition Grip: This custom-made pistol grip is for use with beam pistols. It cleverly reroutes the circuitry in the pistol through the grip, which is inlaid with thousands of recognition circuits. These circuits are encoded to recognize only the owner's hand print. If anyone else tries to fire the gun it will not operate. Dralasites have top pay double the price because their entire bodyprint has to be encoded in order for the pistol grips to recognize them.

Scopes: A scope mounted on any weapon improves the weapon to the next range group. For example, a scope attached to a type B (pistol) ranged weapon raises it to a type C (long pistol, short rifle). This adjustment of range includes the new Column Shift modifiers that come with the better range group.

65 Many of the special optical enhancements found in

the Optical Devices section of this booklet (IR, Starlight, UV, EM, etc.) also come in scope form. The cost for a scope is 100 Cr times Range Type, plus any enhancement feature added on. For example, a scope for a pistol (range type B or 2) would be 200 credits. If it had UV capability, add another 250 Cr (see the Equipment Tables at the end of this booklet).

Silencer: For use with auto-weapons only. The silencer reduces the normally loud auto-weapon gunfire to the sound of a needler weapon's "cough." The silencer is good for only 10 single shots or three bursts. Pistol and rifle silencers cannot be interchanged. Silencers are illegal on all known planets.

Slide Mount: The slide mount is a thin plasteel rig that is mounted on the inside of a character's lower arm and holds a small pistol (Ke-1000 Laser pistol, Rafflur M1, Sonic Stunner, or a Needler I) out of sight. When the character jerks his arm straight forward, as if aiming at something, the mechanism releases and slides the weapon forward, into the character's hand, in a split second. The mechanism is spring loaded and requires no energy consumption. It can also be used to hold other small items: a knife, a grenade, a detonator, etc.

Swing Arm: This small robotic arm holds a rifle until it is needed and then quickly swings it into position. The swing arm is mounted on the character's back, off to one side (the side that corresponds to the character's handedness).

The rifle must be attached to the end of the arm in advance and it is them carried upright on the back like a normal rifle. A microswitch cable is attached to the unit and ends at the user's wrist. When activated, the robot arm swings the rifle under the character's arm and thrusts it forward. The user must keep his arm at a sixty-five degree angle while this happens or it might be taken off by the mechanism's action. The rifle butt ends up against

the user's shoulder and if the user grasps the rifle and tugs firmly the arm immediately releases the rifle and returns to its place. The end result is a character's ability to draw, aim, and fire his rifle in the same turn with no penalty. The unit is powered by a powerclip that lasts for 100 uses.