Firearm Accessories

ACCESSORY MOUNT AVAIL COST
Additional Clip/Magazine Side 10R Weapon Cost
Advanced Safety System Internal 4 600Y
/Immobilization - 6 100Y
/Self Destruct - 6 200Y
/Explosive Self Destruct - 11F 400Y
/Electro Shocker - 6R 350Y
Airburst Link - 6R 600Y
Bayonet Top or Under 4R 50Y
Bipod Under 2 200Y
Concealable Holster - 2 150Y
Extreme Environment Modification - 8 Level x1.500Y
Flashlight Under
Standard - 2 50Y
Low-Light - 4 200Y
Infrared - 6 400Y
Folding Stock Stock 2 30Y
Foregrip Barrel 2 100Y
Gas-Vent System (Rating 1-3) Barrel (Rating x3)R Rating x200Y
Gecko Grip Grip or Stock 6 100Y
Guncam Top, Under, Barrel, Side or Internal 4 350Y
Gyro Mount Under 7 1.400Y
Hidden Arm Slide - 4R 350Y
Hip Pad Bracing System Stock 4 250Y
Imaging Scope Top 2 300Y
Improved Range Finder Any besides Smartlink 6 2.000Y
Krime Pack - 14R 500Y
Krime Stun-O-Net Underbarrel 10R 800Y
Laser Sight Top or Under 2 125Y
Narcoject Dazzler Top 15R 1.000Y
Peak-Discharge Battery Packs
/Power Clip Clip 14F 400Y
/Satchel Power Pack - 16F 900Y
/Power Backpack - 20F 2.500Y
Periscope Top 3 70Y
Quick-Draw Holster - 4 175Y
Concealed Quick-Draw Holster - 6 275Y
Red Dot Sight Top 4 75Y
Safe Target System Base Any besides Stock 6 750Y
/Additional set of RFID or GPS data (10 data sets) - 6 25Y
/Image Recognition Capabilities - 8 300Y
/Extra Image Profiles (10 profiles) - 8 25Y
Shock Pad - 2 50Y
Silencer/Suppressor Barrel 9F 500Y
Slide Mount Top, Under, Side 4 500Y
Sling - - 15Y
Smart Firing Platform Under 12F 2.500Y
Smartgun System, Internal - (+2)R (Weapon Cost)x2Y
Smartgun System, External Top or Under 4R 200Y
Spare Clip - 4 5Y
Speed Loader - 2 25Y
Tracker - 4 150Y
Tripod Under 4 500Y
Underbarrel Bola Launcher Under 8R 350Y
Underbarrel Chainsaw Under 10R as Chainsaw +500Y
Underbarrel Flamethrower Under as Flamethrower x2 as Flamethrower +200Y
Underbarrel Grapple Gun Under 8R 600Y
Underbarrel Grenade Launcher Under 10F 3.500Y
Underbarrel Weight Under - -
Weapon Commlink - as Commlink as Commlink +200Y
Weapon Personality - 8 250Y
  Most firearm accessories must be attached to a particular mount—top, barrel, underbarrel. Each mount can only hold one accessory at a time.  

Additional Clip/Magazine: Requiring a nearly complete rebuilding of the weapon, this modification allows the weapon to add an additional clip or magazine, depending on the weapon’s original. If installed on a pistol, each clip or magazine holds seventy-five percent of the weapon’s original capacity; they otherwise retain their original capacity. This modification adds a +2 modifier to the weapon’s Concealability Modifier and gives the weapon Custom Look (Level 1), but with no bonus to Intimidation rolls. Switching between clips/magazines is a Simple Action.
Wireless bonus: Switching between clips/magazines is a Free Action.

 

Advanced Safety System: 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, CRB.) 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. 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. Self destruct bricks the thing but good, damaging the internals beyond repair. 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. 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.

 

Airburst link: 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 CRB) when you use the wireless link trigger.
Wireless: An airburst link requires wireless functionality to function at all. Both the grenades and the launcher must have wireless mode turned on.

 

Bayonet: Some people think the bayonet charge became obsolete around the time of the American Civil War. Some people are not creative enough. A blade on the end of your firearm means more options, and in the shadows, this can be a very good thing to have. Bayonets can be fixed to the top or underneath slots of rifle-sized or larger weapons (though honestly, fixing one on top of your HMG is not going to be terribly useful). When attached on a weapon, it has Reach 2, DV (STR +1)P, and AP –1; it has the same stats when detached, only its Reach is 0. In either case, use the Blades skill when attacking with it.

 

Bipod: 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.
Wireless: Folding up or deploying the bipod is a Free Action.

 

Concealable holster: 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 CRB). Only pistols and tasers fit in a Concealable Holster.
Wireless: Wireless sensors and a smart-fabric coated weave allow the holster to alter color and texture in real time adding an additional –1 to the item’s Concealability.

 

Extreme Environment Modification: When you need to keep the cold from freezing the lubricants in your machinery, or when you want to keep sand from getting in every nook and cranny and gumming up the works, this is what you need. This won’t make a weapon work in a place where the basic laws of physics say it won’t function—your flamethrower’s not going to work underwater, no matter how much you tinker with it. There are different levels for this upgrade: Level 1 allows for normal use in polar or desert climates; Level 2 allows for use in all extreme environments. When used in normal atmospheric conditions or underwater, weapons with the Level 2 modification have all range levels cut in half. They also need to be serviced after every 100 rounds fired. This takes 500 nuyen worth of materials and requires an Armorer + Logic (12, 1 hour) [Mental] Extended Test.

This modification does not take up any slots in the weapon and requires a tool shop to install.

 

Flashlight: Because, well, light helps you see. This light is designed to point where your gun is without being obvious; a recessed light source makes it tough for outside observers to see exactly where the light is coming from. Unless you’re directly in its path, in which case you see it to well. If the light’s shining right at you and it’s the type of light that would normally help you, then you get a Weak Glare modifier (p. 175, CRB).

There are three kinds of flashlights. Standard flashlights provide Partial Light; low-light flashlights uses a soft red light to help people with low-light vision, moving them up one row on the Environmental Modifiers chart (p. 175, CRB it is useless to characters without low-light vision. Infrared flashlights work similar to lowlight flashlights, only for characters with infrared vision instead of those with low-light vision. They move the modifier one row up the chart, and they do nothing for people without infravision.

 

Folding Stock: This is a stock. That folds into the weapon. Got it? It provides 1 point of recoil compensation—but only, of course when it is out and braced against the user’s shoulder. It must be installed in the stock slot and requires a Simple Action to move in or out; there is a motorized version that makes folding and unfolding it a Free Action.

 

Foregrip: This is a handle you put on in the front of the weapon to give you a sturdier grip. It can only be mounted on the barrel, and it cannot be used on Pistols and Hold-outs. It provides 1 point of Recoil Compensation and adds 1 to the Concealability of the weapon to which it’s attached.

 

Gas-vent system: 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.

 

Gecko Grip: Have trouble holding on to your gun? Then maybe you shouldn’t have one. But if that’s not an option, then try gecko grip, which makes your piece stick in your hand like, well, a gecko hanging on a wall. This gives your grip a bunch of tiny fibers that are awfully clingy to just about anything. The fibers can be turned on and off via wireless command if you have a smartgun—if not, pressing two buttons at the same time does the trick. The mod gives a +6 bonus on any tests to see if a character keeps grip on the gun. This can go on any weapon with a grip, whether they have a stock slot or not; if they have a stock slot, this takes it up.

 

Guncam: The device that launched a thousand stupid-ass MeFeed videos. Whatever the gun is pointing at, it records. Yeah, you don’t always want a record of what you’re about to shoot, but sometimes that footage is invaluable—whether you need to show Mr. Johnson what you managed to pull off, review footage to help you plan your next move, or doctor what you filmed to make you look good, the video you film has plenty of possible uses. Its Device Rating fills in for any necessary stats. Guncams can be installed in the Top, Underneath, Barrel, Side, or Internal slots.

 

Gyro mount: 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.
Wireless: Activating the harness’s quick-release with a wireless signal to exit the harness is a Free Action.

 

Hidden arm slide: 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.
Wireless: You can ready the weapon in the slide as a Free Action.

 

Hip Pad Bracing System: Some weapons are, quite simply, a huge load. This system allows you to move some of the weight of the weapon to your hip, distributing the weight more and letting you brace it better. The end result is that the user gets 1 point of recoil compensation. It uses the stock slot.

 

Imaging scope: 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 CRB).
Wireless: The scope’s “line of sight” can be shared, allowing you to share what your scope sees with your team (and yourself if you’re using it to look around a corner).

 

Improved Range Finder: Laser range finders are standard equipment on smartlinks, but if you have the scratch you can make its range calculation functions even better. It combines three technologies— microwave, laser, and radar—to give you an extremely accurate calculation of range. The effect of this is to reduce range modifiers by 1. This only can be used in weapons that have a smartlink; it can be positioned in any slot besides the one that has the smartlink. This bonus cannot be combined with any bonuses from image magnification on the weapon.

 

Krime Pack: The innovative minds at Krime know exactly how right-sized people feel when looking at most weapons that suit them. “A mere 100-rounds per belt before reloading? What scrawny person did they design these for?” Deciding that the entire world does not consist of tiny people, Krime make an ammunition holder for bigger folks—or, as they like to say, “the right-sized person lurking inside all of us.” The Krime Pack is a backpack ammunition feeding system that uses an articulated feed belt, which means no struggling with fiddly little bullets in smaller belts and undersized charging handles every time users feel like letting loose. Capable of holding 2,500 rounds for weapons like the Krime Happiness, or Gatling guns like the newly-released Krime Triple series. Sick of reloading? Get a Krime Pack!
Wireless Bonus: Pushes out Krime-based spam to other AR overlays, screaming “KRIME!” at the maximum volume allowed by the audio system. Operates as an Area Jammer (Device Rating 2; p. 441, CRB), but instead of inhibiting wireless functionality, reduce a DR to zero, indicating that the system’s audio (if any) has been overridden.

 

Krime Stun-O-Net: After one of Krime’s Thursday design discussions/ bar fights, some of their people ran across one of the local heroes of the area, John Zubiri the Bouncer. He had a beat-up shotgun with a bayonet lug on it, and he had placed a jury-rigged stun baton on the damn thing. They knew a winner when they saw one—Zubiri now works for the development team full time (though he still acts as a bouncer in his uncle’s bar, since it’s a passion of his). The Stun-O-Net reflects Zubiri’s mentality of being ready to deal with the full range of metahumanity and paracritters in the world, putting more than a sharp chunk of metal on the end of a rifle for the firearms owners of the world to use.
Note: This weapon has 10 charges and recharges at a rate of 1 charge per minute when plugged in.

ACC REACH DAM AP
4 1 9S(e) -5

 

Laser sight: 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.
Wireless: The wireless laser sight provides a +1 dice pool bonus on attack tests, not cumulative with smartlink modifiers. Activating and deactivating the laser sight is a Free Action.

 

Narcoject Dazzler: The Dazzler name is rather on-the-nose for this non-lethal piece of equipment. When triggered, the dazzler emits intense, focused radiation to temporarily disable its target with flash blindness. The Dazzler can be tuned to various parts of the light spectrum to target either the normal range of visible light or infrared, allowing the weapon to be used against metahumans and sensors with thermographic capabilities. The Dazzler cannot affect both spectrums at the same time.
Looking directly at someone using a Dazzler for any appreciable length of time is extremely dangerous. On their first Initiative Pass, the viewer suffers from Moderate Glare penalties (p. 175, SR5). If the viewer has some form of low-light vision enhancement, these penalties are increased to Blinding Glare. Flare compensation reduces the penalties by one category. For each subsequent Initiative Pass that the viewer continues to look at the Dazzler’s user, the penalty increases by one category. If the viewer suffered Blinding Glare penalties on their previous Initiative Pass and continues to look at the Dazzler, they must make an immediate unaugmented Body [Physical] (4) Test. Failure temporarily blinds the viewer for a number of hours equal to 4 minus the number of hits rolled on the test.
The Narcoject Dazzler is commonly purchased as a Heavy Pistol-sized device on its own (at the same cost), but is also available as a top-mounted weapon accessory that can fit on weapons that have a Concealability Modifier of +4 or greater. Its price and Availability remain the same. Narcoject prides itself on its patented array of optic lasers, offering a full guarantee if any targets are permanently blinded.
Note: This item can be used for 10 Combat Turns before it needs to be recharged. It recharges at a rate of 1 Combat Turn of use per 15 minutes.

 

Peak-Discharge Battery Packs: For weapons that need a power source, this is it. It does not take up a slot; weapons that need it already have a spot for it. It charges at a rate of 1 power unit per 30 minutes. The number of power units used per shot is listed with each weapon.

 

These packs come in three forms: power clips, which hold 10 power units and fit into a weapon like a clip would; satchel power packs that hold 20 power units, are about the size of a canteen, and are usually attached to belts, and power backpacks, which hold 30 power units and are worn on the back, of all places. Satchels and backpacks are attached to weapons with a self-recoiling cord that requires a Simple Action to attach.

 

Many hundreds of hours have gone into testing and refining the makeup of these batteries to make it so they are not susceptible to explosions. So no, you can’t use one as an improvised explosive device.

 

Periscope: 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 CRB. Wireless: The dice pool penalty for shooting around corners is reduced to –2.

 

Quick-draw holster: 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 CRB).

 

Concealed Quick-Draw Holster: What more do you want a holster to do? You get to reduce the Concealability modifier of your weapon by 1 while the threshold to quick-draw a holstered weapon drops by 1. It won’t fire the thing for you, though, so buckle down and do it yourself. The holster does not take any slots in your weapon. Please excuse our compulsion to point out fairly obvious stuff like that.

 

Red Dot Sight: This archaic sight projects light onto a curved lens, overlaying a red dot onto the user’s target. It increases the weapon’s Accuracy by 1 and provides a +1 dice pool modifier when used at Short range. At Medium range, it only increases Accuracy by 1, with no dice pool bonus. Red dot sights have no effect at Long and Extreme ranges. Red dot sights are not compatible with smartlink systems, laser sights, holographic sights, or any form of vision magnification.

 

Safe Target System: The goal of this system is to avoid those situations where your mates are chewing you out for accidentally shooting them in the hoop. Using information about your teammates’ appearance and the electronics in their PAN, this system attempts to recognize when you are aiming at any spot within 1 meter of a friendly target. In these situations, the system locks the trigger, preventing you from firing. Once the friendly target isn’t at risk anymore, you can start firing again. Note that the system interprets risk broadly—if there is something between you and a friendly target, the system will lock you out, unless that “something” is an entire office building or Mt. Rushmore or something.

 

The basic system can mark up to 10 RFID profiles (or GPS coordinates if you want to designate fixed locations as “safe” for a few extra nuyen you can add more profiles. If you want a little more accuracy, allowing you to easily shoot the drekhead who stole your buddy’s commlink without difficulty, then upgrade to the image recognition system. You’ll need a guncam or smartlink to use this function. The base image recognition allows you to enter up to 10 different visual profiles, which can be as broad as “anyone wearing the Ancients’ logo” or as narrow as precise scans of members of your team. As with the GPS/RFID system, you can spring for extra profiles if you need them.

 

The safe target system can be mounted on any location besides the stock.

 

Shock pad: 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: 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.
Wireless: The silencer/suppressor features a Rating 2 microphone with Rating 2 Select Sound Filter and simple software that alerts you via AR if your silencer detects the sound of someone nearby reacting to the sound of the silenced weapon.

 

Slide Mount: By installing this on the top, underneath, or side slots, you can make it much easier to install and remove items in these locations. Items may be taken on or off using a Simple Action.

 

Sling: For Special Forces troops, this is a sturdy piece of mesh or canvas custom-fitted to the user and positioned on the weapon in a way to ensure it can be readied as quickly as possible. For guerilla warriors, this might be a piece of rope, and old belt, or anything else that can be rigged up to help them keep from dropping their weapon. No matter how complex or simple, the function is basic—it makes sure your weapon doesn’t fall to the ground when you’re running or diving from an explosion or in the middle of being shot or whatever. It may be shot out of your hands, but getting it ready again is a Simple Action. The sling does not take up any slots on a weapon.

 

Smart firing platform: 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 CRB). 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 CRB).
Wireless: You can fire the mounted weapon remotely (Control Device, p. 238 CRB), like a drone with no rigger interface. You can use an implanted smartlink with the smartgun if you’re in VR.

 

Smartgun system: 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 CRB).
Wireless: A wireless smartlink provides a dice pool bonus to all attacks with the weapon: +1 if you’re using gear with a smartlink or +2 if you’re using an augmentation for which you paid Essence. Ejecting a clip and changing fire modes are Free Actions.

 

Spare clip: 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: 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 CRB).

 

Tracker: This is a customized RFID tag that combines the functions of security and stealth RFIDs, giving you the chance to track down your weapon if for some reason you don’t know where it is. Use the rules for RFID tags, p. 440, CRB; assume the tracker has the function of a security tag and a stealth tag. The tracker does not take up any slots in a weapon.

 

Tripod: 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 a tripod is a Complex Action, as is removing it.
Wireless: Folding up, deploying, or removing the tripod is a Free Action.

 

Underbarrel Bola Launcher: Would your weapon be enhanced by the ability to throw out two balls connected by a thin rope that can entangle and trip up your opponent? If your answer is “no,” please go back and read the questions again. As the name indicates, this goes on the underneath slot, and it can only go on weapons rifle-sized or larger The launched bola works in the same way as a regular bola (p. 27, R&G) as thrown by someone with Strength 5. It uses Heavy Pistol ranges, and wielders fire it with the Exotic Ranged Weapon (Bola) skill.

 

Underbarrel Chainsaw: Very useful in case you need to chop wood for a campfire while out on a run, or cut some lumber to repair floorboards.

Ha! Who are we kidding? This is there for those times when you might want to use a bayonet but would prefer something louder and messier. If you don’t know what times might require that, you haven’t been in the shadows long enough. Use the Exotic Melee Weapons (Chainsaw) skill for this; when used against a barrier, double its Damage Value. It can only be mounted on the underneath slot and must be used on rifle-sized weapons or larger. Sorry for killing your dreams of a chainsaw pistol.

 

Underbarrel Flamethrower: We’ve known runners so fond of fire that they might mount one of these on an actual flamethrower. This can go on the underbarrel slot of a rifle-sized weapon. For rules covering flamethrower use, see p. 49, R&G.

 

Underbarrel Grapple Gun: It’s a grapple gun mounted on the underneath slot of a rifle-sized weapon or larger. No muss, no fuss. For grapple gun rules, see p. 449, CRB.

 

Underbarrel Grenade Launcher: Give yourself the ability to lob grenades out there with your weapon. It can be mounted (say it with us now!) on the underneath slot of a rifle-sized weapon or larger. See p. 434, CRB, for more information on using grenade launchers.

 

Underbarrel Weight: It may be a crude way to reduce recoil, but it still works. By placing some weight in the underneath slot of a weapon, you prevent the kick from being as severe as it would be otherwise. This provides 1 point of recoil compensation when using the weapon in Full Auto mode.

 

Weapon Commlink: Once you get over the idea that using your commlink means touching it all the time, placing one in your weapon becomes a sensible move. Your weapon becomes the heart of your PAN. Many users like to use this with the weapon personality mod.

 

Weapon Personality: Does your gun need its own software complete with an artificial personality to provide information in a more chatty fashion instead of just providing numbers, crosshairs, and other similar data? Depends on how you function. If meta-to-meta interaction is how you prefer to get your information, you might want a weapon personality, which provides a metahuman-like interface so you can chat away. The guttural Neil the Ork Barbarian with its “scalped ‘em” grunt to tell you when you got a hit is especially popular.

Item type
Weapon, Other