As if modern weapons
weren't dangerous enough, a number of accessories can increase their utility or efficiency.
that use box magazines
, a character can purchase extras. Loading these extra magazines ahead of time and keeping them in a handy place makes it easy to reload a weapon in combat
activates an explosive, causing it to explode. The device consists of an electrically activated blasting cap and some sort of device that delivers the electrical charge to set off the blasting cap. Connecting a detonator
to an explosive requires a Demolitions check (DC 15). Failure means that the explosive fails to go off as planned. Failure by 10 or more means the explosive goes off as the detonator
is being installed.
This is a detonator
without a built-in controller. It can be wired into any electrical device, such as a light switch or a car's ignition switch, with a Demolitions check (DC 10). When the electrical device is activated, the detonator
This device consists of two parts: the detonator
itself and the activation device. The activation device is an electronic item about the size of a deck of cards, with an antenna, a safety, and an activation switch. When the switch is toggled, the activation device sends a signal to the detonator
by radio, setting it off. It has a range of 500 feet.
This is an electronic timer connected to the detonator
. Like an alarm clock, it can be set to go off at a particular time.
This is the simplest form of detonator
. The blasting cap connects by a wire to an activation device, usually a small pistol-grip device that the user squeezes. The detonator
comes with 100 feet of wire, but longer lengths can be spliced in with a Demolitions check (DC 10).
Holsters are generally available for all Medium-size or smaller firearms
holds the weapon
in an easily accessed-and easily seen-location.
A concealed carry holster
is designed to help keep a weapon out of sight (see Concealed Weapons and Objects
). In most cases, this is a shoulder holster
(the weapon fits under the wearer's armpit, presumably beneath a jacket). Small or Tiny weapons can be carried in waistband holsters (often placed inside the wearer's waistband against his or her back). Tiny weapons can also be carried in ankle or boot holsters.
This small laser mounts on a firearm
, and projects a tiny red dot on the weapon
's target. A laser sight
grants a +1 equipment bonus on all attack rolls
made against targets no farther than 30 feet away. However, a laser sight
can't be used outdoors during the daytime.
is a sighting device that makes it easier to hit targets at long range. However, although a scope
magnifies the image of the target, it has a very limited field of view, making it difficult to use.
A standard scope
increases the range increment for a ranged weapon
by one-half (multiply by 1.5). However, to use a scope
a character must spend an attack action
acquiring his or her target. If the character changes targets or otherwise lose sight of the target, he or she must reacquire the target to gain the benefit of the scope
An electro-optical scope
functions the same as a standard scope
in normal light. In darkness, however, the user sees through it as if he or she had the darkvision ability granted by night vision goggles
A speed loader
holds a number of bullets in a ring, in a position that mirrors the chambers in a revolver cylinder. Using a speed loader
saves time in reloading a revolver, since a character can insert all the bullets at once.
fits on the end of a firearm
, capturing the gases traveling at supersonic speed
that propel a bullet as it is fired. This eliminates the noise from the bullet's firing, dramatically reducing the sound the weapon
makes when it is used. For handguns
, the only sound is the mechanical action of the weapon
(Listen check, DC 15, to notice). For longarms
, the supersonic speed
of the bullet itself still makes noise. However, it's difficult to tell where the sound is coming from, requiring a Listen check (DC 15) to locate the source of the gunfire.
Suppressors cannot be used on revolvers or shotguns. A suppressor
purchased for one weapon
can be used for any other weapon
that fires the same caliber of ammunition
|Find topic in: Equipment|
| Accessories msrd Weapon msrd Weapon d20 msrd Accessories roleplaying srd wizards mrd MRD Equipment roleplaying srd 3.5 Weapon msrd mrd msrd wizards MRD Equipment MRD roleplaying rpg Equipment Accessories msrd MRD msrd MRD General mrd General Accessories msrd|