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Description: Fitted over the ejection port of a cased weapon, a brass
catching bag collects the spent cases as they are ejected. This not only makes the weapon
slightly quieter, it also collects the evidence of your firing rather than letting it be
scattered across the area. |
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Game Effects: Prevents Intelligence from locating the shooter
location, Avoids minor problems with spent cases (like getting underfoot). |
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Weapons Allowed: All except Heavy. |
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Description: When at extreme distances, even the slightest movement
of the gun can be the difference between hitting and missing. A double set trigger is in
two parts. The first part acts as a normal trigger, and the second acts as a hair trigger
with a very light draw. At long range the first trigger is drawn back until the weapon is
ready to fire, then it is fired using the second, lighter trigger so that the final
trigger pull doesn't knock the weapon off target. |
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Game Effects: Add +1 Dice to Accuracy on long distance aimed shooting. |
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Weapons Allowed: Revolvers, Assault Rifles, Sniper Rifles. |
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Description: Magazine with +50% or more rounds. These magazines are
longer and wider than normal mags and make the weapon slower on a quick draw. |
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Game Effects: Raise Magazine Capacity by 50% (obviously). Lowers
Initiative by 2 if the Weapon isn't already ready to fire in hand. |
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Weapons Allowed: Automatics, SMGs, Assault Rifles, Sniper Rifles. |
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Description: Helix magazines are long tubular magazines with the
rounds held in spirals. They can hold 50 rounds of pistol ammunition in a tube the size of
a can of beer. |
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Game Effects: Raise Magazine Capacity to 50 Rounds. Worsens
Concealability Class by 1 class. |
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Weapons Allowed: Automatics, SMGs, Assault Rifles, Sniper Rifles. |
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Description: Drum feed weapons use a large capacity sprung drum
instead of a simple vertical clip. |
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Game Effects: Raise Magazine Capacity by 200%. Makes the Weapon
Impossible to Conceal. |
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Weapons Allowed: Non Automatic Shotguns. |
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Description: Weapons made from ceramics and plastics are invisible to
metal detectors in airports and other secure buildings. |
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Game Effects: Can bypass many surveillance systems. |
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Description: A weapon equipped with a dual ammo feed has two
magazines and can switch between them as easily as flipping a switch. The two magazines
can hold different types of ammunition and be switched as needed, or they can be set to
fire one round from each magazine in turn. |
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Game Effects: Can Use two different types of ammo without needing to
remove clips. |
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Weapons Allowed: All except revolvers, automatics and single shot
shotguns. |
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Description: Foregrips
allow the user to use both hands to steady a weapon,
making it easier to control the recoil of automatic
fire. |
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Game Effects: Shooting
in Auto-Fire only raises difficulty by 1, instead
of 2. Can make impossible the use of some underbarrel
Options. |
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Weapons Allowed: SMGs,
Machine Guns, Assault Rifles. |
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Description: An Holster Studied for your own extraction style, your
Gun is always were you want it to be. |
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Game Effects: +1 on Initiative, but only in a Fast Draw Situation. |
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Weapons Allowed: Revolvers, Handguns and One-Handed SMGs. |
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