As if modern
weapons weren't dangerous enough, a number of accessories can increase their utility or efficiency.
For
weapons 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.
A
detonator 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.
Blasting Cap: 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 goes off.
Radio Control: 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.
Timed: This is an electronic timer connected to the
detonator. Like an alarm clock, it can be set to go off at a particular time.
Wired:
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.
Hip: This
holster holds the
weapon in an easily accessed-and easily seen-location.
Concealed Carry:
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.
A
scope 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.
Standard: 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.
Electro-Optical:
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.
A
suppressor 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.
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