Weapon Attachments

**Weapon Attachments** are additional modifications you can make to enhance various aspects of a ranged weapon. Each non-exotic ranged weapon has 3 Attachment Slots that can be used for attachments. You can combine multiple attachments that take up the same physical location into one attachment (unless otherwise specified), but you must pay the slot cost and monetary cost of both attachments independently. Equipping the same attachment twice does nothing. Attachments are made for specific weapon types and cannot be easily retrofitted for other weapon types.

## Barrel

### Suppressor

* **Cost:** $100
* **Eligible:** Pistols, SMGs, Assault Rifles, Shotguns, DMRs, Sniper Rifles
* **Effect:**
	+ Gunshots from a suppressed weapon are harder to hear from a distance, making stealth easier.
	+ All Perception checks made to hear the sound of suppressed gunfire have their DV increased by 4.
	+ A suppressor can be attached or removed with a single action. While attached, the weapon becomes unconcealable.
	+ The same suppressor can be used for all weapons in the same class (e.g. all pistols), but a different silencer is required for different classes of weapons.

### Choke

* **Cost:** $200
* **Eligible:** Shotguns
* **Effect:**
	+ Optimizes the spread of pellets and cones of fire.
	+ Increases the range of shotgun shells to an 8m x 6m square but increases the attack DV to 15.
	+ The shotgun is unable to fire slugs as long as the choke is attached.
	+ A choke can be attached or removed with a single action.

### Gas Vent

* **Cost:** $200
* **Eligible:** SMGs, Assault Rifles, LMGs
* **Effect:**
	+ Gas ventilating system that reduces recoil and increases accuracy during automatic fire.
	+ Adds +1 to your check when making an Autofire or Suppressive Fire attack with the weapon.
	+ A gas vent can be attached or removed with a single action.

### Long Barrel

* **Cost:** $500
* **Eligible:** SMGs, Assault Rifles, LMGs
* **Effect:**
	+ Extended rifled barrel for optimising accuracy and recoil during automatic fire.
	+ Adds +1 to your check when making a Suppressive Fire attack with the weapon.
	+ When rolling damage using Autofire, all dice that come up 1 are instead considered to be 2.
	+ Not compatible with Short Barrel.
	+ **Requires 2 Attachment Slots.**

### Short Barrel

* **Cost:** $500
* **Eligible:** SMGs, Assault Rifles, LMGs
* **Effect:**
	+ Shortened rifled barrel for optimising aim speed and lightness of the weapon.
	+ Grants +2 to your initiative if you start with this weapon equipped.
	+ You cannot hit targets over 100m while this attachment is equipped.
	+ Not compatible with Long Barrel.
	+ **Requires 2 Attachment Slots.**

## Magazine

### Extended Magazine

* **Cost:** $100
* **Eligible:** Pistols, SMGs, Assault Rifles, LMGs, DMRs, Sniper Rifles (except bolt-action)
* **Effect:**
	+ The # of shots stat for the weapon is increased by a specific amount:
		- +6 for Pistols
		- +10 for SMGs and Assault Rifles
		- +20 for LMGs
		- +4 for DMRs
		- +2 for Sniper Rifles
	+ Only one type of magazine attachment can be attached to a weapon at a time.
	+ While this is attached to a weapon, it cannot be concealed under clothing.

### Drum Magazine

* **Cost:** $200
* **Eligible:** Pistols, SMGs, Assault Rifles, LMGs, DMRs, Sniper Rifles (except bolt-action)
* **Effect:**
	+ The # of shots stat for the weapon is increased by a specific amount:
		- +12 for Pistols
		- +20 for SMGs and Assault Rifles
		- +40 for LMGs
		- +8 for DMRs
		- +4 for Sniper Rifles
	+ Only one type of magazine attachment can be attached to a weapon at a time.
	+ While this is attached to a weapon, it cannot be concealed under clothing.

## Stock

### Folding Stock

* **Cost:** $100
* **Eligible:** SMGs, Assault Rifles
* **Effect:**
	+ This modification allows the weapon to be folded or unfolded as a single action.
	+ A folded weapon cannot be used to shoot but becomes *Concealable*.

### Tactical Sling

* **Cost:** $50
* **Eligible:** All Ranged Weapons
* **Effect:**
	+ This modification allows you to drop the weapon without it dropping to the ground. Instead, the weapon remains accessible on your person.

## Grip

### Vertical Grip

* **Cost:** $100
* **Eligible:** SMGs, Assault Rifles, LMGs
* **Effect:**
	+ Mounted vertical foregrip for grasping by a frontal support hand to aid maneuverability and steady the barrel.
	+ Adds +1 to your check when making an Autofire or Suppressive Fire attack with the weapon.
	+ Any One-Handed Weapon with this attachment becomes a Two-Handed Weapon.
	+ Not compatible with Angular Grip.

### Angular Grip

* **Cost:** $100
* **Eligible:** SMGs, Assault Rifles, LMGs, DMRs
* **Effect:**
	+ Mounted angular foregrip for quicker reaction times and manoeuvrability while firing the weapon.
	+ Adds +1 to your initiative if you start with this weapon equipped.
	+ Any One-Handed Weapon with this attachment becomes a Two-Handed Weapon.
	+ Not compatible with Vertical Grip.

### Biometric Lock

* **Cost:** $100
* **Eligible:** All Ranged Weapons
* **Effect:**
	+ Once calibrated, prevents anyone except the person to whom it is calibrated from using the weapon.

### Smartgun Link

* **Cost:** $500
* **Eligible:** All Ranged Weapons
* **Effect:**
	+ Requires Interface Plugs or a Subdermal Grip to function, both of which require a Neural Link.
		- Interface Plugs are plugged in a part of drawing the weapon, as long as they are not already plugged in to something else.
		- Subdermal Grip connects to held weapon automatically.
	+ Adds +1 to your check when making an attack with the weapon.
	+ Allows the use of Smart Ammunition.
	+ **Includes a Biometric Lock.**
	+ **Requires 2 Attachment slots.**

## Underbarrel

### Bayonet

* **Cost:** $100
* **Eligible:** SMGs, Assault Rifles, Shotguns, DMRs
* **Effect:**
	+ When attached, the weapon can be used as a Melee Weapon, using the same stats as a *Combat Knife*.
	+ While this is attached to a weapon, it cannot be concealed under clothing.

### Grenade Launcher

* **Cost:** $1000
* **Eligible:** SMGs, Assault Rifles
* **Effect:**
	+ Can be used as a Standard Grenade Launcher weapon with 1 shot. Uses 40mm Frag UN Ammunition.
	+ While this is attached to a weapon, it cannot be concealed under clothing.
	+ **Requires 2 Attachment slots.**

### Shotgun

* **Cost:** $500
* **Eligible:** SMGs, Assault Rifles
* **Effect:**
	+ Can be used as a Standard Shotgun weapon with 2 shots. Uses 12-gauge shell or slug Ammunition.
	+ While this is attached to a weapon, it cannot be concealed under clothing.
	+ **Requires 2 Attachment slots.**

### Flashlight

* **Cost:** $20
* **Eligible:** Pistols, SMGs, Assault Rifles, LMGs, DMRs
* **Effect:**
	+ A powerful LED mini flashlight mounted on your weapon, with a focused beam.
	+ Allows you to ignore penalties due to darkness up to 50m in the direction your gun is pointed at.
	+ Can be turned on/off as an action.

### Laser Sight

* **Cost:** $100
* **Eligible:** Pistols, SMGs, Shotguns, Assault Rifles, LMGs
* **Effect:**
	+ A precision laser dot for rapid aiming and increased accuracy.
	+ Can be turned on/off as a single action. While on, it is visible to anyone.
	+ Adds +1 to your initiative if you start with this weapon equipped.

### Bipod

* **Cost:** $100
* **Eligible:** Assault Rifles, LMGs, DMRs, Sniper Rifles
* **Effect:**
	+ A retractable two-legged stand that can be deployed to eliminate the weight of the weapon on the user’s arms and increasing accuracy.
	+ Can be deployed/retracted as an action, provided you are prone or against sufficient cover (e.g. a low wall or window sill).
	+ You cannot take the Move Action as long as you are in this position.
	+ Adds +1 to your check when making an attack while deployed.

## Scope

### HCOG Scope

* **Cost:** $200
* **Eligible:** SMGs, Assault Rifles, LMGs, Shotguns, DMRs
* **Effect:**
	+ Identifies targets at short range and plots interception trajectories.
	+ Adds +1 to your check when making a Single Shot or Aimed Shot attack between 26m and 100m with the weapon.
	+ Does not stack with TeleOptics cyberware or Sniper Scope.

### Sniper Scope

* **Cost:** $400
* **Eligible:** Assault Rifles, DMRs, Sniper Rifles.
* **Effect:**
	+ Allows the user to see detail up to 800m away.
	+ Adds +1 to your check when making a Single Shot or Aimed Shot attack further than 51m with the weapon.
	+ Does not stack with TeleOptics cyberware or HCOG Scope.

### Digital Threat Scope

* **Cost:** $500
* **Eligible:** All Ranged Weapons
* **Effect:**
	+ Reduces penalties imposed on your firing at a target obscured to you by darkness, smoke, fog, etc. to 0.
	+ Highlights outlines of targets as long as they are not behind total cover.