Difference between revisions of "SR5:Firearm Accessories"
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|Availability=4|Cost=600 | |Availability=4|Cost=600 | ||
|Special= | |Special= | ||
− | |Description= | + | |Description=It’s always good to make sure your weapon only goes off when you want it to. The advance safety system works along with your smartlink (meaning that you need a smartlink to have one of these) to make sure only an authorized user fires the gun. There are a few ways to pull this off—one is to have biometric scanners in the grip or butt of the weapon, or the system can scan for an authorized RFID tag or PAN within 1 meter of the weapon. (This works similarly to a maglock card reader, system, p. 363, SR5.) If the authorized user(s) is present or holding the gun, it’ll be ready to fire. If not, no dice. These systems have a default Device Rating of 3. |
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+ | The basic system keeps unauthorized users from firing the gun, but you can put on a few extras to make things a little more interesting for people trying to mess with your stuff. | ||
|Jackpoint= | |Jackpoint= | ||
|Source=SR5:R&G}} | |Source=SR5:R&G}} | ||
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|Availability=6|Cost=100 | |Availability=6|Cost=100 | ||
|Special= | |Special= | ||
− | |Description= | + | |Description=The immobilizer locks everything up so that it will take more than a biometric scan to get it going again; instead, you need an Armorer took kit and an Armorer + Logic (12, 5 minutes) Extended Test to get it working again. |
|Jackpoint= | |Jackpoint= | ||
|Source=SR5:R&G}} | |Source=SR5:R&G}} | ||
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|Availability=6|Cost=200 | |Availability=6|Cost=200 | ||
|Special= | |Special= | ||
− | |Description= | + | |Description=Self destruct bricks the thing but good, damaging the internals beyond repair. |
|Jackpoint= | |Jackpoint= | ||
|Source=SR5:R&G}} | |Source=SR5:R&G}} | ||
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|Availability=11F|Cost=400 | |Availability=11F|Cost=400 | ||
|Special= | |Special= | ||
− | |Description= | + | |Description=Explosive self destruct is the next step up, blowing the weapon up with 14P(f) damage (AP –5 for the person holding the weapon, +4 for anyone else) and a –2/m blast radius. |
|Jackpoint= | |Jackpoint= | ||
|Source=SR5:R&G}} | |Source=SR5:R&G}} | ||
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|Availability=6R|Cost=350 | |Availability=6R|Cost=350 | ||
|Special= | |Special= | ||
− | |Description= | + | |Description=Electro shocker delivers 5S(e) damage to the miscreant using your weapon; it can go off three times before it needs to be recharged. You can only have one extra deterrent as part of your safety system. The system, whether it’s the basic one or a fancier version, can only go in the internal slot. |
|Jackpoint= | |Jackpoint= | ||
|Source=SR5:R&G}} | |Source=SR5:R&G}} |
Revision as of 00:07, 21 March 2016
5th Edition Lists |
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Gear // Magic // Hacking // Skills // Qualities // Packs // Creatures |
Armor/Clothing // Cyberware // Magical // Vehicles/Drones // Vehicle Mods // Weapons // Electronics // Security // Medical // Others |
Each accessory in this section is classified as an “accessory” or a “modification.” An accessory can be installed with little difficulty by pretty much anyone onto the top, bottom, or side slots. Just buy it, snap it on one of your available mounts, and you’re off and running. Note, though, that these accessories cannot be snapped on and off in a short amount of time (unless you have a slide mount, p. 52). Assume swapping them on and off takes at least five minutes while sitting still, making it impractical to do while in the middle of a firefight. In case it needs to be said, you can’t install the same modification or accessory twice and expect to double the benefits. If you really want to, you can install the same modification in two different spots, but you’ll only get the benefit once, so you’ll be wasting a slot. You also can only have one modification per slot. Some types of weapons have further limitations—for example, light pistols can only take top and barrel-mounted accessories, while hold-outs can’t take accessories at all. If you add an accessory to the stock, barrel, or internal slots, or add a modification, a little more work is needed. Here’s what to do. |
1) Make sure you know what to do. Make a [Type of Weapon Knowledge skill] + Logic (4) [Mental] Test to see if you know how to make the necessary modification. If you want a little help on the test, you can search for plans that might provide guidance. This can be a Matrix Search (Computer + Intuition [Data Processing]) with a threshold based on the availability of the modification (see Matrix Search, p. 241, SR5). Restricted mods should have a threshold of at least 3, and forbidden items should have a threshold of at least 6. Players can also ask their contacts for plans; use the basic legwork rules (p. 387, SR5) to discover if the contact knows what to do and is willing to share it with the player’s character. If you are able to find plans, add 6 dice to your test to see if you know how to make the modification. |
2) Prepare the proper tools. Unless otherwise noted, a kit is sufficient to attach accessories to the top, underneath, or side slots, while a shop is needed for internal, barrel, or stock modifications. |
3) Roll the test. For weapons modifications, this is generally going to be an Armorer + Logic [Mental] Extended Test, with thresholds and intervals determined using the guidelines on p. 48, SR5. |
Most firearm accessories must be attached to a particular mount—top, barrel, underbarrel. Each mount can only hold one accessory at a time.
Got a gun? Great. Is it just like it was when you bought it, the same model any schmuck can buy in their neighborhood Lock ‘n’ Load? Then you’re doing it wrong. You’re not some ordinary, off-the-shelf person, right? You’ve got your own skills and characteristics, the things that make you different from anyone else, the things that give you your edge. Your character’s weapon should reflect that—it should have qualities that accentuate your strong points and mitigate your weaknesses.
Let’s start with the basics of how you’re going to add stuff to your weapon. When you want to add something to your weapon, it’s going to go into one of six places. 1) One top of the weapon; 2) Underneath the barrel of a weapon; 3) On the side of a weapon; 4) Internal to the weapon, meaning it is built into the weapon and integral to its systems; 5) Replacing or adding to the barrel; 6) Replacing or adding to the stock.
Some accessories are easy to add—a snap-on part here, a screw there, and boom, it’s done. Other parts are a little more complicated and should only be put on by someone who knows what they are doing.
Given that you want to do something to modify your weapon—because we just told you that you do—we should talk about what you might do to your weapon. So here are the mods, and what you need to know to get them in place.
Contents
- 1 Airburst Link
- 2 Bipod
- 3 Concealable Holster
- 4 Gas-Vent System (Rating 1-3)
- 5 Gyro Mount
- 6 Hidden Arm Slide
- 7 Imaging Scope
- 8 Laser Sight
- 9 Periscope
- 10 Quick-Draw Holster
- 11 Shock Pad
- 12 Silencer/Suppressor
- 13 Smart Firing Platform
- 14 Smartgun System
- 15 Spare Clip
- 16 Speed Loader
- 17 Tripod
- 18 Advanced Safety System
- 19 Bayonet
- 20 Concealed Quick-Draw Holster
- 21 Extreme Environment Modification
- 22 Flashlight
- 23 Flashlight, Low Light
- 24 Flashlight, Infrared
- 25 Folding Stock
- 26 Foregrip
- 27 Gecko Grip
- 28 Guncam
- 29 Hip Pad Bracing System
- 30 Improved Range Finder
- 31 Peak-Discharge Battery Packs, Power Clip
- 32 Peak-Discharge Battery Packs, Satchel Power Pack
- 33 Peak-Discharge Battery Packs, Power Backpack
- 34 Safe Target System Base
- 35 Safe Target System Base, Additional RFID or GPS Data
- 36 Safe Target System Base, Image Recognition Capabilities
- 37 Safe Target System Base, Extra Image Profiles
- 38 Slide Mount
- 39 Sling
- 40 Tracker
- 41 Bola Launcher
- 42 Chainsaw
- 43 Flamethrower
- 44 Grapple Gun
- 45 Grenade Launcher
- 46 Weight
- 47 Weapon Commlink
- 48 Weapon Personality
Airburst Link
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This grenade/rocket launcher smartgun accessory uses a “smart” rangefinder to air-burst the explosive projectile at a point deemed to be both a safe distance from the launcher and within the closest possible proximity to the target. An airburst link reduces the scatter distance for a launched grenade by two meters per net hit instead of by one meter per hit (Determine Scatter, p. 182) when you use the wireless link trigger. An airburst link requires wireless functionality to function at all. Both the grenades and the launcher must have wireless mode turned on. |
Bipod
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This two-legged brace extends downward from the weapon, allowing it to be fired low to the ground with the user in a prone or sitting position. A bipod can be attached to the underbarrel mount of a weapon and provides 2 points of Recoil Compensation when properly deployed. Attaching a bipod takes one minute. Folding up or deploying a bipod is a Simple Action. Removing it is a Complex Action. |
Concealable Holster
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This small holster can be worn on the ankle, clipped to the forearm, in the small of the back, or anywhere else it’s unlikely to be seen. The concealable holster adds –1 to the item’s Concealability (p. 419). Only pistols and tasers fit in a Concealable Holster. |
Gas-Vent System (Rating 1-3)
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Gas-vent recoil compensation systems are barrel-mounted accessories that vent a weapon’s barrel gases at a specific vector to counter muzzle climb. Once installed, a gas-vent cannot be removed. Gas-vent systems provide a number of points of Recoil Compensation equal to their rating. |
Gyro Mount
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This heavy upper-body harness features an attached, articulated, motorized gyro-stabilized arm that mounts an assault rifle or a heavy weapon. The system neutralizes up to 6 points of recoil and movement modifiers. Attaching or removing a weapon from the mount takes a Simple Action. Putting on a gyro-mount harness takes about five minutes, while the quick-release allows you to get out of it with a Complex Action. |
Hidden Arm Slide
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Attached to the forearm and worn under clothing, this slide can accommodate a pistol-sized weapon. It can fit a hold-out, light pistol, or taser. With a hand gesture, the slide releases the weapon/object right into your hand. If you quick draw the weapon in this slide, the threshold for the quick draw is 2. It also gives the weapon a –1 Concealability modifier. |
Imaging Scope
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These classic scopes are attached to the top mount; attaching or removing them takes only a Simple Action. Imaging scopes include a micro camera and vision magnification, and they have a Capacity of 3 to hold vision enhancements (p. 444). |
Laser Sight
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This device uses a laser beam to project a visible dot (in your choice of colors) on the target. This increases the weapon’s Accuracy by 1, which is not cumulative with smartlink modifiers. The laser sight can be attached to either the underbarrel mount or top mount. Activating or deactivating a laser sight is a Simple Action. |
Periscope
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This adjustable “off-axis” viewer attaches to a top mount and allows an operator to target a weapon around corners, reducing the usual –3 dice pool penalty to –2. A periscope can be upgraded with any of the vision enhancements noted on p. 444. |
Quick-Draw Holster
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This easy access holster can hold any weapon of Machine Pistol or smaller size. It reduces the threshold for quick-drawing the holstered weapon by 1 (see Quick Draw, p. 165). |
Shock Pad
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A shock-absorbing pad is situated on the rigid stock of a rifle, shotgun, or heavy weapon, and provides 1 point of recoil compensation. |
Silencer/Suppressor
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This barrel-mounted accessory reduces the sound and flash of a weapon’s discharge. It cannot be used with revolvers or shotguns. It applies a –4 dice pool modifier on all Perception Tests to notice the weapon’s use or locate the weapon’s firer. Attaching or removing a silencer takes a Complex Action. |
Smart Firing Platform
PILOT | TARGETING AUTOSOFT | RC | INIT! |
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3 | 3 | 5 |
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This is a non-mobile robotic tripod equipped with a remote control pivot that allows for a 180-degree firing arc and a 60-degree inclination. You can mount one smartgun-equipped weapon to the platform, and it will be fired by the device’s onboard Pilot (Device Rating 3). The platform is equipped with a Targeting Autosoft (Rating 3) and can be upgraded with additional autosofts, usually a Clearsight program. You need to set the parameters of who exactly the platform should and shouldn’t shoot at, which are followed by the platform’s pilot (Pilot Programs, p. 269). The platform provides 5 points of Recoil Compensation. It has an Initiative attribute of Pilot x 2 and 4D6 Initiative Dice when acting autonomously (see Drone Initiative, p. 270). |
Smartgun System
Smartgun System, Internal
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Smartgun System, External
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This connects a firearm or a projectile weapon directly to the user’s smartlink. Incorporating a small camera and laser range finder, the smartlink keeps track of ammunition, heat buildup, and material stress. If you have a smartlink, you can mentally switch between gun modes, eject a clip, and fire the gun without pulling the trigger. The camera lets you shoot around corners without exposing yourself to return fire (at a –3 dice pool penalty). The system makes use of advanced calculation software, allowing for precisely calculated trajectories and high precision over any distance. If you’re using a smartlink, the smartgun system increases the gun’s Accuracy by 2. The smartgun features are accessed either by universal access port cable to an imaging device (like glasses, goggles, or a datajack for someone with cybereyes) or by a wireless connection working in concert with direct neural interface. Retrofitting a firearm with an internal smartgun system doubles the weapon’s price and adds 2 to its Availability. An external smartgun system can be attached to the top mount or underbarrel mount with an Armorer + Logic (4, 1 hour) Extended Test. The small camera has a capacity of 1 and can be equipped with vision enhancements (p. 444). |
Spare Clip
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A spare clip comes unloaded but can hold the maximum rounds for the weapon. Each clip is specific to the weapon you buy it for, but they all cost the same. And yes, it’s technically a detachable box magazine, but the Cityspeak word for it is so popular these days that even the catalogs call them clips. |
Speed Loader
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The speed loader is a simple device that holds a ring of bullets for fast insertion into a revolver’s cylinder. Each speed loader is specific to the weapon it was designed for. It lets you fully reload a revolver as a Complex Action instead of having to load rounds one at a time (Reloading Weapons table, p. 163). |
Tripod
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The tripod provides a stable base to fire a weapon low to the ground with the user kneeling or sitting. A tripod can be attached to the underbarrel mount and provides 6 points of Recoil Compensation when properly deployed. Attaching a tripod takes one minute. Folding up or deploying the bipod is a Free Action. |
Advanced Safety System
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It’s always good to make sure your weapon only goes off when you want it to. The advance safety system works along with your smartlink (meaning that you need a smartlink to have one of these) to make sure only an authorized user fires the gun. There are a few ways to pull this off—one is to have biometric scanners in the grip or butt of the weapon, or the system can scan for an authorized RFID tag or PAN within 1 meter of the weapon. (This works similarly to a maglock card reader, system, p. 363, SR5.) If the authorized user(s) is present or holding the gun, it’ll be ready to fire. If not, no dice. These systems have a default Device Rating of 3. The basic system keeps unauthorized users from firing the gun, but you can put on a few extras to make things a little more interesting for people trying to mess with your stuff. |
Advanced Safety System, Immobilization
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The immobilizer locks everything up so that it will take more than a biometric scan to get it going again; instead, you need an Armorer took kit and an Armorer + Logic (12, 5 minutes) Extended Test to get it working again. |
Advanced Safety System, Self Destruct
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Self destruct bricks the thing but good, damaging the internals beyond repair. |
Advanced Safety System, Explosive Self Destruct
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Explosive self destruct is the next step up, blowing the weapon up with 14P(f) damage (AP –5 for the person holding the weapon, +4 for anyone else) and a –2/m blast radius. |
Advanced Safety System, Electro Shocker
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Electro shocker delivers 5S(e) damage to the miscreant using your weapon; it can go off three times before it needs to be recharged. You can only have one extra deterrent as part of your safety system. The system, whether it’s the basic one or a fancier version, can only go in the internal slot. |
Bayonet
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Concealed Quick-Draw Holster
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Extreme Environment Modification
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Flashlight
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Flashlight, Low Light
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Flashlight, Infrared
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Folding Stock
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Foregrip
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Gecko Grip
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Guncam
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Hip Pad Bracing System
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Improved Range Finder
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Peak-Discharge Battery Packs, Power Clip
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Peak-Discharge Battery Packs, Satchel Power Pack
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Peak-Discharge Battery Packs, Power Backpack
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Safe Target System Base
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Safe Target System Base, Additional RFID or GPS Data
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Safe Target System Base, Image Recognition Capabilities
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Safe Target System Base, Extra Image Profiles
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Slide Mount
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Sling
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Tracker
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Bola Launcher
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Chainsaw
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Flamethrower
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Grapple Gun
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Grenade Launcher
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Weight
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Weapon Commlink
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Weapon Personality
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