Firearm Accessories

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Shooters love gizmos! Below are dozens of accompaniments and add-ons for guns. Should statistics for such a device appear in a firearm description, they take precedence over these generic rules. The GM may make similar gadgets available for crossbows, liquid projectors, etc., where logical.

Holsters, Scabbards, and Slings

Before the 1850s (mid-TL5), holsters were an item of horse furniture, not of human dress – cavalrymen slung a pair across the saddle pommel. Handguns were typically carried in a pocket or thrust through the belt. Large pistols, notably those issued by England's Royal Navy and carried by Highland infantry, had flat spring hooks on one side to hold them in the belt. For a romp on Saturday night, cowboys tucked their Colt revolvers under their shirt, with the loading gate open; this prevented the gun from slipping any lower and facilitated a fast draw, if needed. Small pistols fit neatly in the side or tail pocket of a gentleman's coat, or in a lady's muff. They could even be tucked into the crown of a hat – a courtly doffing of the hat might be an assassin drawing his weapon!

Holsters and scabbards protect firearms from the elements, help get them into action more quickly, and prevent them from being dropped or lost. Each model of gun requires its own specific holster or scabbard. Similar weapons may fit, at the GM's discretion.

Getting a pistol into or out of a holster takes one Ready maneuver. A successful Fast-Draw (Pistol) roll lets you draw a handgun as a free action; see Fast-Draw. The Quick-Sheathe perk allows you to holster a weapon the same way.

Unslinging or slinging a long arm takes two Ready maneuvers – or three, if the slung position is on the back. For unslinging, a successful Fast-Draw (Long Arm) roll reduces these times by a second. The Quick-Sheathe perk extends the benefits of Fast-Draw to slinging a weapon. For those trying to maintain a low profile while packing heat, holster design and placement can greatly affect the Holdout skill. The best hiding places are the hardest to reach. A gunman must choose between getting to his gun quickly and keeping it out of sight.

Belt Holster (TL5)

This is the standard hip holster worn by cowpokes, soldiers, and cops from the mid-1800s to present. On early versions, a leather loop around the hammer keeps the weapon from falling out. It takes a Ready maneuver to remove this and enable use of Fast-Draw (Pistol). From the 1920s, a thumb-break strap – so-called because the gunman thumbs open the closed strap as he draws – serves the same purpose but is always ready for a speedy draw. $25, 0.5 lb. LC4.

Lanyard (TL5)

A lanyard is a cord running from a weapon to the belt or neck. It lets a gunman retrieve a dropped gun on a DX roll. Each attempt requires a Ready maneuver. Most firearms used with Guns (Pistol), but few others, have a ring for attaching a lanyard; see the weapon tables for exceptions. A lanyard can be cut: -6 to hit, DR 2, HP 2. $1, neg. LC4.

Military Holster (TL5)

Military holsters often have a flap designed to keep dust, mud, and crud off a handgun; the pistol isn't "exposed" for the purpose of Slime, Sand, and Equipment Failure and may avoid the Malf. penalty for harsh environments noted in Cleaning and Maintenance. Such holsters are slow, however. The flap can be opened and tucked behind the belt to avoid the Fast-Draw penalty, but then it provides no protection. Holsters like this often have built-in magazine or cartridge pouches. -2 Fast-Draw (Pistol). $50, 2 lbs. LC4.

Rifle Sling (TL5)

A sling allows a gunman to use both hands while keeping his shoulder arm close. It also lets him brace even when he has nothing to prop his gun on, giving an extra +1 when aiming; see Aim. Bracing with a sling is a two-handed task that takes one Ready maneuver per -1 Bulk; e.g., five seconds at Bulk -5. Leaving this position, thereby freeing the hands, requires a Ready maneuver. Most firearms used with Guns (LMG, Rifle, Shotgun, or SMG), but few others, have swivels for fastening a sling; see the weapon tables for exceptions. $10, 1 lb. LC4.

Scabbard (TL5)

This is a sheath or a covering for a carbine, shotgun, or other shoulder arm. A scabbard is a common accessory among those who ride animals, motorcycles, and opentopped vehicles (for examples, see WWII Jeep). It protects a long arm in the same way that a military holster (see above) protects a handgun. $25, 1 lb. LC4.

Shoulder Holster (TL5)

A shoulder holster is worn on the off-hand side, usually under the armpit. Some models carry the gun horizontally; others hold it vertically, barrel-down or (rarely) barrel-up. Most have provision for speedloaders, magazines, or handcuffs under the opposite armpit. This is more comfortable, as it helps balance the rig. Shoulder holsters are a common choice for private eyes, police detectives, aviators, and AFV crew. -1 Fast-Draw (Pistol). $50, 1 lb. LC4.

Sleeve Holster (TL6)

This is a spring-loaded holster strapped to the forearm in the tradition of James West in The Wild, Wild West or Travis Bickle in Taxi Driver. The wearer activates it via a lever near the elbow, typically by pressing the elbow against the body. This requires a Fast-Draw (Pistol) roll. Success causes a slim metal bar thrust forward, allowing the gunman to grasp the handgun (no larger than Bulk -1) mounted at the end. Failure means the device fails to work properly; getting the weapon requires use of the free hand and a further Ready maneuver. Critical failure indicates the device breaks – extracting the gun requires 2d seconds of prying and pulling with the free hand! -2 Holdout. $500, 0.5 lb. LC4.

Fast-Draw Rig (TL7)

A holster and belt can be custom-built for speed. The drop-hip belt with its low-slung, smooth-drawing, steel-lined holster is a 1950s Hollywood novelty; authentic Old West gunfighters never used it. Nevertheless, it is fast! +2 Fast-Draw (Pistol). $500, 3 lbs. LC4.

Patrol Sling (TL7)

This padded sling lets the wearer safely drop his long arm without pausing to stow it, immediately freeing both hands for another task. It's adjustable: at rest, the weapon hangs either horizontally, at waist level, or vertically, typically with its stock near the armpit and its barrel pointing down and behind the hip so that it doesn't hinder its owner as he runs. The gun can be fired without unslinging it. Raising it to a shooting position requires only one Ready maneuver; a successful Fast-Draw (Long Arm) roll makes this a free action. Most firearms used with Guns (LMG, Rifle, Shotgun, or SMG), but few others, have swivels for fastening a sling; see the weapon tables for exceptions. +1 Fast-Draw (Long Arm). $50, 2 lbs. LC4.

Undercover Holster (TL7)

Concealable holsters are padded, designed to soften the hard edges of a hidden handgun. Most are worn inside the pants, with a shirt over the top of the gun (Bulk -2 or worse), or on the ankle (Bulk -1 or 0 only). -1 Fast-Draw (Pistol), +1 Holdout. $125, 1 lb. LC4.

Retention Holster (TL8)

Modern hip holsters, especially those used by police, are sometimes designed to prevent an assailant from snatching the holstered sidearm. Without a specific twist or tilt, the pistol won't come out of such a holster, even if it's turned upside down. This makes it difficult for anyone but the wearer to draw the gun. The owner gets +2 to his Retain Weapon technique while his weapon is holstered. $100, 0.5 lb. LC4.

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MAGAZINE MODIFICATIONS AND RELOADING AIDS

Several innovations exist to increase ammo capacity and/or cut reloading time for cartridge-firing repeaters. For the costs and weights of standard magazines, spare cylin- ders, and so on, see the weapon tables and descriptions.

Extended Magazines (TL6)

Extending the length of a detachable magazine gives more ammunition capacity – typically 1.5¥ to 2¥ normal. Extended magazines are heavier, possibly unreliable (-1 Malf., at the GM’s discretion), and often unwieldy (add -1 to weapon’s Bulk if capacity is over 1.5¥ normal). Some even protrude downward far enough to make shooting while prone difficult or impossible.

Example: Replacing the 20-round magazine of an M16A1 rifle with a 30-round magazine doesn’t change Bulk. Swapping the 17-round magazine of a Glock 17 pis- tol for a 31-rounder adds -1 Bulk.

Drum magazines (TL6) stow extra ammo more compact- ly than normal extended magazines; they’re essentially extended magazines coiled to reduce length. Drums don’t protrude any more than standard magazines, but they do worsen Bulk (add -1 to Bulk if capacity is above 3¥ normal). They’re also heavy, expensive, and almost always less reli- able (-1 Malf. or worse).

High-density magazines (TL7) are available for some weapons. These increase capacity without increasing mag- azine length, typically by stacking cartridges in several stag- gered rows. They’re heavy, but don’t affect Bulk. Some are unreliable (-1 Malf., at the GM’s discretion). High-density magazines aren’t an option for weapons that insert the magazine in the grip – like most pistols and some SMGs – unless part of the original design.

To find the weight of a loaded magazine, multiply weight per shot (WPS) from the Ammunition Tables (pp. 175-177) by the number of rounds it holds, and then by a fixed mul- tiplier: 1.1 for a high-density alloy or plastic box; 1.2 for an extended alloy or plastic box; 1.3 for a high-density steel box, or an alloy or plastic helical drum; 1.5 for an extended steel box; 1.6 for a helical steel drum, or an alloy or plastic drum; or 2 for a steel drum.

Example: The M16 fires the .223 Remington round (WPS 0.026). An extended 50-round magazine made of alu- minum alloy would weigh 0.026 ¥ 50 ¥ 1.2 = 1.56 lbs., rounded to 1.6 lbs.

To find the cost of an empty magazine, multiply WPS by five times the number of rounds it holds, and then add a fixed cost factor: $25 for an extended steel box; $27 for a high-density steel box; $30 for an extended alloy or plastic box; $33 for a high-density alloy or plastic box; $250 for a steel drum/helical drum; or $300 for an alloy or plastic drum/helical drum.

Example: The extended 50-round alloy magazine above would cost (0.026 ¥ 5 ¥ 50) + 30 = $36.50, empty. These costs and weights are generic. Historical magazines often differ. See the weapon descriptions for many examples. Normally, the gun’s manufacturer produces extended magazines as accessories. Gunsmiths canmake them, howev- er. This requires two Armoury (Small Arms) rolls: one to design the magazine, one to build it. Note that in some real- world jurisdictions, high-capacity magazines render LC3-4 guns LC1-2.

Speedloaders (TL6)

A speedloader lets a gunman with a revolver insert all – or at least several – rounds into his weapon’s cylinder simultane- ously instead of reloading a cartridge at a time. This dramat- ically reduces reloading time; see Reloading Your Gun (p. 86). Speedloaders only work for revolvers that break or tip open, or those with swing-out cylinders; gate-loaders can’t use them. One of the first models was the Prideaux speedloader for Webley revolvers, introduced in the 1880s. Speedloaders for swing-out revolvers weren’t widely used until the 1960s. $10, 0.1 lb. LC4.

Clamped Magazines (TL8)

Magazines can be clamped side-by-side using a removable bracket ($20, 0.3 lb., LC4). Some plastic magazines have inte- gral studs and brackets that let shooters clip as many maga- zines as desired alongside one another. Both developments are TL8, but taping magazines together with duct tape (p. 26) has been a popular field modification in every war since WWII. Any of these measures saves one Ready maneuver when reloading; see Reloading Your Gun (p. 86). Magazines not in use are prone to get dirt inside, and taped magazines, where one points down, often get damaged feeding lips; the GM may assess -1 Malf. in suitably harsh conditions.

SIGHTS AND AIMING AIDS

Guns are often given targeting systems – sights, scopes, even computers. The combined bonus from all such gadgetry can’t exceed the weapon’s base Accuracy (but see Precision Aiming, p. 84). For instance, a telescopic sight that gives up to +4 Acc gives only +2 Acc on an Acc 2 pistol.

Telescopic Sights (TL5)

Telescopic sights, or “scopes,” for firearms are a late-TL5 development that becomes common at TL6-8. A scope gives a bonus to hit if you take one or more Aim maneuvers: +1 Acc per full doubling of magnification. With a fixed-power scope, you must Aim for at least as many seconds as the bonus. With a variable-power scope, you may Aim for fewer seconds but this reduces the bonus by a like amount. Variables cost more and are somewhat more fragile. All scopes listed in this book are fixed-power unless noted otherwise.

Since they also collect light, all but the cheapest TL7-8 scopes remove -1 from darkness penalties. Some have an illuminated reticle (lit by battery, tritium, etc.) to aid aiming in low-light conditions; this cancels up to -2 in darkness penalties. For other notes, see Optics (p. 47) and Scopes (p. B412).

None of these benefits apply to unaimed shots. In fact, a high-powered scope (anything over 4¥) makes unaimed shots slower: add -1 to Bulk.

Fixed-Power Scope (TL5). An early device, 3-4’ long. Pick any magnification between 2¥ and 32¥. $100 per +1 Acc, 3- 4 lbs. LC4.

Fixed-Power Scope (TL6). Pick any magnification between 2¥ and 32¥. $125 per +1 Acc, 1.5 lbs. LC4.

Fixed-Power Scope (TL7). Pick any magnification between 2¥ and 32¥. $150 per +1 Acc, 1 lb. LC4.

Variable-Power Scope (TL7). Pick three magnifications between 1.5¥ and 32¥, typically whole-numbered multiples. $200 per +1 Acc, 1.5 lbs. LC4.

Variable-Power Scope (TL8). Pick three magnifications between 1.5¥ and 32¥, typically whole-numbered multiples. $250 per +1 Acc, 1 lb. LC4.

Example: A TL7 fixed-power 4¥ scope gives +2 Acc and costs $150 ¥ 2 = $300. A TL8 variable-power scope with 3¥, 6¥, and 9¥ (written 3-9¥) gives up to +3 Acc and costs $250 ¥ 3 = $750.

Improved-Visibility Sights (TL6)

Making a gun’s sights more visible reduces the difficulty of seeing them – and hence shooting – in the dark. Improved-visibility sights typically have three dots or lines of light-colored paint, or inserts of luminescent material (often tritium). This negates -1 in darkness penalties, but has no effect in normal light. (The GM may extend this ben- efit to such simple makeshift measures as a white handker- chief tied around the muzzle, common at lower TLs.)

Improved-visibility sights appear as optional accessories for a few guns starting in mid-TL6, become integral fixtures on some late-TL7 firearms, and are either standard or avail- able for nearly all TL8 weapons. $75, neg. LC4.

Collimating and Reflex Sights (TL7)

Invented in WWI – originally for aircraft use – these sights involve a lens onto which a bright red or yellow dot is projected, coinciding with the weapon’s point of aim out to a certain range. In a collimating sight (often called a “red dot sight”), the lens is incorporated into a scope-like tube. In a reflex sight, the lens is mounted in a small frame (known as a “head-up display,” or HUD, on aircraft).

Either type of sight improves situational awareness by allowing the shooter to keep both eyes open. Target acqui- sition is faster: instead of aligning fore and rear sights, the gunman simply superimposes the dot on his target. This gives +1 Guns skill at ranges up to 300 yards and makes it easier to aim in low-light conditions, negating up to -3 in darkness penalties on all shots. Both designs can be used with night-vision devices but not with magnifying scopes. Note that the dot is visible only through the lens – the product of electronics or a tritium or battery illuminator. These sights don’t project a visible dot on a distant target like a targeting laser (pp. 156-157) does. If you have a sight and a laser, you must choose to use one or the other – not both at once.

Collimating Sight, Battery (TL7). $250, 0.5 lb., XS/250 hrs. LC4.

Collimating Sight, Tritium (TL7). An unpowered tritium- illuminated version. $400, 0.5 lb. LC4.

Reflex Sight, Battery (TL8). $350, 0.25 lb., XS/500 hrs. LC4.

Reflex Sight, Tritium (TL8). $550, 0.25 lb. LC4.

Night Sights (TL7)

Image-intensifying night sights (also known as “light amplifiers” or “starlight scopes”) electronically amplify ambient light. The higher the TL, the lighter and smaller they get. Some include magnification, and work like tele- scopic sights (pp. 155-156); others are add-ons, installed in front of scopes or collimating sights (above). In all cases, the shooter has Colorblindness (p. B127) and Tunnel Vision (p. B151) while using the sight. For other important details, see Night-Vision Optics (pp. 47-48).

Early Night Sight (TL7). Introduced in the 1940s, this huge device gives Night Vision 2. It’s usually used with IR illumination (p. 47). It adds -2 Bulk. $1,000, 4 lbs., external power. LC3.

Night Sight (TL7). By the 1960s, a bulky but man- portable sight gives Night Vision 4 and +2 Acc. It adds -2 Bulk. $500, 5 lbs., 4¥S/30 hrs. LC3.

Improved Night Sight (TL7). A 1970s-era system gives Night Vision 5 and +2 Acc. It adds only -1 Bulk. $1,500, 3.5 lbs., 2¥XS/60 hrs. LC3.

Improved Night Sight, Add-On (TL7). This gadget adds Night Vision 5 to the benefits of another scope or sight. $1,000, 2.5 lbs., 2¥XS/60 hrs. LC3.

Advanced Night Sight (TL8). From the 1980s, a typical night sight gives Night Vision 7 and +2 Acc. $2,500, 2 lbs., 2¥XS/90 hrs. LC3.

Advanced Night Sight, Add-On (TL8). This accessory adds Night Vision 7 to the benefits of another scope or sight. $1,500, 1 lb., 2¥XS/90 hrs. LC3.

Tactical Lights (TL7)

A powerful flashlight mounted on a firearm can illumi- nate the area immediately in front of the muzzle. Poachers at mid-TL6 jury-rig such things, but purpose-built tactical lights are a mid-TL7 development that only enters wide use at early TL8, with the appearance of halogen burners com- pact enough to mount under pistol and SMG barrels. See Tactical Lights (p. 52) for rules and statistics – small lights are usual for pistols, large ones for shoulder arms. When shooting at ranges within the listed beam length, either ver- sion lets the gunman use the more favorable of -3 or the actual darkness penalty (see Visibility, p. B394) and may momentarily blind the target. Such lights can also accept IR filters (see Flashlights, pp. 51-52).

Targeting Lasers (TL7)

Also called “laser sights” (p. B412), these devices are low- powered lasers that project an aiming dot onto the target. Early versions were bulky gadgets cobbled together by ama- teurs in the 1970s. Commercial versions were miniaturized for sale in the 1980s. Models small enough to fit inside some pistols appeared in the 1990s.

If you can see your targeting laser’s aiming dot, you get +1 to hit whether or not you took an Aim maneuver. If your target can see it, he gets +1 to Dodge – but the GM may require a Fright Check! Activating the laser is a free action; declare whether it’s on before you Aim or Attack. Targeting lasers have a maximum effective range beyond which the dot is too dispersed to give a bonus, however. If no range is given, assume that it’s matched to the 1/2D range of the weapon on which it’s mounted.

Beam color, which depends on wavelength, modifies effective range in some situations. Red lasers are most com- mon, and work well in low-light conditions but suffer as lighting improves (1/3 effective range in daylight). Orange lasers perform better in daylight (1/2 effective range). Green lasers have twice normal range in low light and nor- mal range in daylight. Infrared (IR) lasers always get full range, but you need Night Vision, Infravision, or Hyperspectral Vision to see them. At TL7, red is the only option; at TL8, lasers can instead be orange (¥1.25 cost), green (¥4 cost), or IR (¥1.5 cost). IR lasers are LC2. Note that the laser beam – as opposed to the aiming dot – is generally invisible. In smoke, fog, and similar condi- tions, though, it’s easily seen, betraying the shooter’s posi- tion! Green beams are always visible, while IR ones are always invisible to those without special vision advantages.

A shooter can use a targeting laser simultaneously with a telescopic sight (pp. 155-156) but not with a collimating or reflex sight (p. 156). At TL8, a targeting laser and a tac- tical light (above) can be combined into one accessory; add costs but use only the heavier weight.

Primitive Targeting Laser (TL7). A large, first-generation device with a 200-yard range. Adds -1 to Bulk. $1,500, 5 lbs., M/2 hrs. LC3.

Targeting Laser (Sidearm) (TL8). A compact targeting laser with a 150-yard range. $150, 0.25 lb., 2¥XS/50 hrs. LC3.

Targeting Laser (Shoulder Arm) (TL8). A compact target- ing laser with a 750-yard range. $750, 0.5 lb., 2¥XS/50 hrs. LC3.

Integral Targeting Laser (Sidearm) (TL8). A miniature targeting laser with a 150-yard range, installed inside the grip sideplates or in place of the recoil spring rod. $450, neg., 4¥T/2 hrs. LC3.

Integral Targeting Laser (Shoulder Arm) (TL8). A built-in targeting laser with a 750-yard range. $900, neg., 2¥XS/100 hrs. LC3.

Computer Sights (TL8)

At TL8, full-solution fire-control systems with integral ballistic computers are introduced for infantry weapons. Initial platforms are rocket launchers and grenade launch- ers, which profit greatly from improved rangefinding and programming. As TL8 progresses, these sights grow small enough to mount on small arms.

Typical devices run a targeting program that gives +1 Gunner or Guns, include a laser rangefinder, and incorpo- rate magnification (optical and/or electronic) and low-light capability (image intensification or thermal imaging). The gunner lases the target, and the computer calculates the aiming point and shows it on an integral display. This pro- vides an extra +3 to hit that target with an aimed attack.

Computer Sight (TL8). Includes a targeting program (+1 Gunner/Guns), a laser rangefinder (+3 Acc out to 4,000 yards), 3-9¥ magnification (+1 to +3 Acc), and either Night Vision 7 or Infravision. Adds -2 Bulk. $22,500 (with Night Vision) or $30,000 (with Infravision), 10 lbs., M/30 hrs. LC2.

Mini-Computer Sight (TL8). Includes a targeting pro- gram (+1 Gunner/Guns), a laser rangefinder (+3 Acc out to 2,000 yards), 2-4¥ magnification (+1 to +2 Acc), and either Night Vision 7 or Infravision. Adds -1 Bulk. $12,500 (with Night Vision) or $20,000 (with Infravision), 2.5 lbs., 2¥S/2 hrs. LC2.

Thermal-Imaging Sights (TL8)

Electronic passive IR-imaging sights for nighttime tar- get acquisition have been available since the 1980s. Shooters using such devices have Colorblindness (p. B127) and Tunnel Vision (p. B151). See Thermographs (p. 48) for other important details.

Thermal-Imaging Sight (TL8). Gives Infravision and +2 Acc, and adds -2 Bulk. $8,000, 5 lbs., M/5 hrs. LC3.

Improved Thermal-Imaging Sight (TL8). A lighter 1990s- era sight still gives Infravision and +2 Acc, but adds only -1 Bulk. $8,000, 4 lbs., M/10 hrs. LC3.

Advanced Thermal-Imaging Sight (TL8). By the 2000s, these sights give Infravision and +2 Acc without affecting Bulk. $10,000, 1 lb., 2¥S/2 hrs. LC3.

SOUND SUPPRESSORS

Dirty Tech: Home-Built Suppressors

To design a suppressor, make an Engineer (Small Arms) roll. At TL7-8, a Research roll will suffice – instructions are easy to find in survival guides and military manuals, and on the Internet.

To build a suppressor, roll against Armoury (Small Arms), which defaults to Machinist-5. Common modifiers include up to +2 for actual blueprints or a working sample, the quality of your tools (p. 24), and +1 to +5 for extra time (p. B346). Failure means the first shot fired through the suppressor triggers a roll on the Firearm Malfunction Table (p. B407); critical failure damages the gun.

Suppressor quality modifies these assumptions and determines the time required:

Poor-quality suppressors can be built in 30 minutes from everyday items: tape, plastic bottles, Styrofoam chips, chicken wire, etc. Those with the Guns or Armoury skill don’t even need to roll; complete neophytes must make an IQ roll. Poor suppressors last for only 1d shots and give just -1 to Hearing rolls. They bestow -1 Acc, -1 Malf., and -1 Bulk, and weigh 0.5 lb.

Average-quality suppressors take two hours to assemble from rubber washers, plastic pipe, and pipe fittings. They're slightly more complicated than poor-quality ones: an Armoury roll is required, but at +4. (This is well-illustrated in the film Ghost Dog.) Average suppressors last for 3d shots and give -2 to Hearing rolls, becoming -1 to Hearing after fir- ing half the shots. They give -1 Bulk – but no Acc or Malf. penalties – and weigh 1 lb.

Good-quality suppressors are home-made copies of low- to mid-range commercial models (up to -3 Hearing). They take eight hours to build and require a workshop (p. 24). Use the stats for production suppressors, but price is 1/3 usual (for materials) and weight is often slightly higher.

Fine-quality suppressors have all the requirements of good suppressors, but take 16 hours to build and the skill roll is at -2. Use the stats for the best available commercial sup- pressors, but cost is 1/2 usual (for materials).

Cinematic Silencers

The suppressor rules aim to represent realistic sound lev- els – not the Hollywood fiction of near-silent gunshots. In a cinematic campaign, the GM may wish to improve silencer effectiveness dramatically, doubling or even tripling Hearing penalties!

The sound of a gun firing is the sonic boom of the super- sonic propellant gases and possibly the projectile. The speed of sound at sea level is about 1,086 feet per second, but the muzzle velocity of a 9¥19mm pistol round is approximately 1,200 fps and that of a military rifle is 2,500- 3,500 fps – and powder gases travel at over 4,500 fps! A sound suppressor, often called a “silencer,” confines and slows gases and/or projectile before they leave the barrel, reducing noise.

The Maxim Silent Firearms Co. introduced the first commercially available suppressor in 1908; it was widely used for indoor target shooting. Silencers generally remained legal in the U.S. until the gangster and subversive hysteria of the 1930s. After 1934, they were regulated: some states banned private sale, while others required registra- tion and a $200 Federal tax.

Today, most countries outlaw suppressors. In some noise-conscious European nations like Finland, though, rifle (and even MG) suppressors are legal and sometimes required for sport shooters. Military and espionage services have easy access to silencers, of course, and an armorer or a machinist can make one (see Home-Built Suppressors, p. 159).

A suppressor doesn’t completely negate a firearm’s report (but see Cinematic Silencers, p. 159) – it merely reduces the range at which it’s heard and identifiably a gunshot. The Hearing Distance Table gives the range at which an unsup- pressed shot is audible on an unmodified Hearing roll.

Hearing Distance Table

Sound: Weapon sound in question (other sounds included for comparison).

dB(A): Decibel range at muzzle, weighted for human hearing.

Range: Distance (in yards or miles) at which sound is audible on an unmodified Hearing roll.

Range Range

Sound dB(A) (yards) (miles)

Leaves rustling, stalking person 40 0.25 -

Quiet conversation, walking person 50 0.5 -

Conversation, cocking or reloading firearm, attaching bayonet 60 1 -

Light traffic 70 2 -

Bow, loud conversation, noisy office 80 4 -

Crossbow, shouting, gasoline engine 90 8 -

Air gun, firearm firing “silent” ammo, revving gas engine 100 16 -

Loud clapping, diesel engine, auto horn, motorcycle 110 32 -

Chainsaw, oxygen torch 120 64 -

Very light pistol or rifle (.22 LR), musket 130 128 -

Light pistol (.32 ACP, .380 ACP), grenade launcher 140 256 0.15

Heavy pistol (9¥19mm, .45 ACP), SMG, rifle, shotgun 150 512 0.3

Magnum rifle (.300 WM, .600 H&H), HMG, stun grenade 160 1,024 0.6

Artillery, small explosion 170 2,048 1.2

Tank gun, large explosion 180 4,096 2.3

Apply +1 to Hearing per range step by which the listener is closer to the sound source, -1 per step by which he’s more distant. For distances between two lines on the table, use the higher of the two. A suppressor adds a further penalty.

Example: A Walther PPK (a light pistol) is audible on an unmodified Hearing roll at 256 yards. At 300 yards, the roll is at -1. With a suppressor that gives -2 to Hearing, the roll is at -3.

The listener’s location also matters. It’s harder to hear a gunshot outside a cone in front of the gun’s muzzle.

Individuals located behind or far off to the side of the muz- zle have -1 to Hearing. The GM may apply other modifiers:

Background noise: -5 for busy street; -6 for blaring TV set; -10 for fireworks

Intervening terrain: +1 for bare concrete (reflects sound); -1 to -3 for heavy vegetation (muffles sound)

Listener distracted: -2 or -3 (see p. B548)

Listener unfamiliar with firearms (no points in Guns): -4

Listener wearing winter clothing over ears: -1 to -3

Shot fired through pillow: -1

Suppressors work better on some guns than on others.

They're most effective with sealed breeches such as bolt-actions or dropping blocks: -1 to Hearing. They work fairly well on semiautomatics, but such weapons often leak high-velocity gas from the breech and always have the noise of the action working (but see Slide-Lock, p. 161). Suppressors don’t work at all on ordinary revolvers; it’s possible to construct a revolver so tight- ly fitted that it can be silenced (see Nagant R-1895, p. 95), but this is more an exercise in perverted inge- nuity than in practical design.

A detachable suppressor requires a means to attach it, usually an extended barrel with a thread or attachment lugs. Attaching or removing a suppressor takes five seconds if threaded, three seconds if a TL8 quick-detach model. Most suppressors add length to the gun, worsening Bulk.

Baffle Suppressors (TL6)

Most suppressors are of this type. They work by diffusing the muzzle blast and firing gases inside a baffled expansion tube (which has many tiny com- partments). Lifetime is typically hundreds of shots – even tens of thousands of shots, by late TL7.

Detachable Baffle Suppressor, .22-caliber (TL6). -1 to -4 Hearing. -1 Bulk. $100 per -1 Hearing, 0.25 lb. LC3.

Detachable Baffle Suppressor, Pistol or SMG (TL6). -1 to -4 Hearing. -1 Bulk. $250 per -1 Hearing, 1 lb. LC3.

Detachable Baffle Suppressor, Rifle (TL6). For rifles firing 5.56¥45mm NATO, 7.62¥51mm NATO, or sim- ilar. -2 to -4 Hearing. -1 Bulk. $250 per -1 Hearing, 1.5 lbs. LC3.

Detachable Baffle Suppressor, Oversized (TL8). Primarily for large-caliber rifles, such as .50 Browning weapons, but also available for some MGs. -2 to -4 Hearing. -2 Bulk. $400 per -1 Hearing, 5 lbs. LC3.

Wiper Suppressors (TL6)

A wiper suppressor is a tube divided into compart- ments by “wipes” placed perpendicular to the barrel. The bullet passes through a sub-caliber hole in each wipe, while blast and gases are trapped in the com- partments. Wipes are made of elastic materials such as oiled leather, rubber, or polyurethane, designed to close behind the bullet. This design means that wiper suppressors slow the projectile (causing it to lose power) and lose effectiveness after a few dozen shots, but also makes them more effective suppressors than baffle designs.

Detachable Wiper Suppressor, Pistol or SMG (TL6). Multiply Dmg and Range by 0.8. Good for 40 shots. -2 to -4 Hearing. -1 Bulk. $150 per -1 Hearing, 0.5 lb. LC3.

Detachable Wiper Suppressor, Rifle (TL6). For rifles firing 5.56¥45mm NATO, 7.62¥51mm NATO, or sim- ilar. Multiply Dmg and Range by 0.5. Good for 40 shots. -2 to -6 Hearing. -1 Bulk. $150 per -1 Hearing, 1.5 lbs. LC3.

STOCKS, TRIPODS, AND BIPODS

Several add-ons are available to make guns more man- ageable. Many firearms include these features in their cost and weight, or don’t use the generic versions below – check your weapon’s description first.

Pistol Stocks (TL5)

A removable shoulder stock can convert a handgun into a carbine of sorts, improving accuracy and reducing felt recoil at the cost of increasing weight and making the weapon less handy. The pistol must be prepared to accept the stock by having a slot or groove in the grip. Attaching or removing the stock takes three seconds. While the stock is attached, use Guns (Rifle) to shoot, add +1 Acc and -1 Bulk, and multiply ST by 0.8 (round up). Many stocks are hollow, allowing storage of small items (ammo, a gun- cleaning kit, etc.); some can hold the gun itself when it isn’t in use.

Pistol Stock (TL5). $100, 1 lb. LC3.

Pistol Stock (TL7). $100, 0.5 lb. LC3.

Shooting Sticks (TL5)

Buffalo hunters sometimes propped long arms on “bipods” made from crossed sticks fastened with rawhide strips. A sitting marksman may treat a gun resting on shoot- ing sticks as braced (see Aim, p. B364). $5, 1 lb. LC4.

Tripods and Other Mounts (TL5)

Tripods are three-legged mounts for such heavy weapons as machine guns and recoilless rifles. A tripod provides at least a 180° arc of fire – those for antiaircraft fire provide a 360° arc – and allows the weapon to be ele- vated or depressed. The shooter usually sits or kneels behind the tripod. While his weapon is mounted, he may treat it as if it were braced and ignore its ST requirement; see Aim (p. B364) and Bipods and Tripods (p. B412). Setting up or collapsing a tripod typically requires six seconds. Attaching or detaching the weapon takes a further three seconds.

Some mounts have four or more legs, or wheels, or are shaped like sleds. These use exactly the same rules as tripods. Tripods and other mounts vary widely in cost and weight, depending on materials and the weapons they’re designed to support; see the individual weapon descrip- tions. All such mounts are LC4.

Bipods (TL6)

Bipods are integral to some weapons – especially MGs – and can be fitted to others. This is most common for rifles, but SMGs and even long-barreled revolvers have been so equipped! Bipods on MGs and heavy rifles function mainly to relieve the shooter of some of the weight. Others are installed for better accuracy.

If a weapon has an attached bipod, a prone shooter may treat it as if it were braced (see Aim, p. B364) and multiply its ST requirement by 2/3 (round up). Opening or closing a folded bipod requires a Ready maneuver. If the shooter isn’t prone, the GM may allow the bonus for bracing if the bipod can reasonably be set on something stable – chest-high wall, pile of sandbags, window ledge, etc.

Bipod (TL6). Available in fixed, semi-permanent, and quick-detach models (five seconds to install/remove). $100, 2 lbs. LC4.

Bipod (TL7). As above, but $100, 1 lb. LC4.

Bipod (TL8). As above, but $100, 0.5 lb. LC4.

Folding Stock (TL7)

The fixed shoulder stock of some long arms – but not that of weapons where the stock houses part of the action, or the magazine – can be replaced with a stock that folds or retracts to make the gun more compact. Folding such a stock removes -1 from Bulk; firearms that already include this feature indicate it with an asterisk (*) next to Bulk. While folded, also apply -1 to Acc and +1 to Recoil (unless Rcl is 1), and multiply ST by 1.2 (round up). Folding or unfolding the stock requires a Ready maneuver. All but the flimsiest folding stocks increase overall weight. $100, 0.5 lb. LC3.

MISCELLANEOUS ACCESSORIES AND MODIFICATIONS

The following items can make a shooter’s life easier in a variety of ways.

Gun-Cleaning Kit (TL4)

A clean gun has been the mark of the professional shoo- tist – from murdering thug to military sniper – since the dawn of firearms. Black-powder marksmen usually carry a multi-tool (p. 26) incorporating nipple key, vent pricker, oil bottle, screwdriver, double-pronged worm for cleaning, and tools for extracting jammed bullets. More modern kits fit in a small pouch and contain collapsible cleaning rod, clean- ing patches, brush, cleaning solvent, and lubricant.

Machine gunners are often issued a belt pouch that includes cleaning equipment and a few small spare parts. For game effects, see Cleaning and Maintenance (p. 80). $20, 0.5 lb. LC4.

Gun Case (TL5)

From the 1700s, high-quality dueling and target pistols were traditionally kept in a wooden case with their acces- sories – including a mold for the exact-sized ball. African safari hunters kept their elephant guns in velvet-lined strongboxes to protect against both the weather and light- fingered porters. Padded aluminum and hard plastic cases serve the same purpose today. A typical TL8 model is 4’ long and holds a sniper rifle or two SMGs, plus spare magazines and other accessories. It is waterproof and lockable, and has DR 2. $250, 25 lbs. LC4.

Brass Catchers (TL6)

A “brass catcher” is a bag or other container attached to a gun’s ejection port to catch spent cartridge cases (the “brass”). Sport shooters use them to collect cases for reloading (see Handloading and Reloading, p. 174).

Aircrews firing from within aircraft employ them to avoid the dangers of hot brass flying around the cabin – or into intakes or propellers. Covert operators, assassins, and oth- ers who can’t afford to leave evidence behind also find them useful. As a field expedient, soldiers sometimes tape a stur- dy plastic pouch (often taken from military rations, p. 35) to the gun.

MG Brass Catcher (TL6). Holds 500 cases. Adds -2 Bulk. $75, 2 lbs. LC4.

Pistol Brass Catcher (TL6). Holds 20-30 cases. Adds -1 Bulk. $50, 0.5 lb. LC4.

Rifle/SMG Brass Catcher (TL6). Holds 60-100 cases. Adds -1 Bulk. $50, 1 lb. LC4.

In all cases, halve weight at TL8.

Slide-Lock (TL6)

A slide-lock prevents the action of a semiautomatic firearm from cycling. This reduces mechanical noise when used with a sound suppressor (pp. 158-159), giving -1 to Hearing, but effectively converts the gun to a RoF 1 manu- al repeater – the operator must rack the slide after every shot to chamber a new cartridge. A slide-lock only comes standard on such specialized weapons as the Izhmekh PB (see Izhmekh PM, p. 100), but a gunsmith can add one to any semiautomatic with an Armoury (Small Arms) roll and two hours’ work. $50, neg. LC4.

Accessory Rails (TL7)

Many firearms feature integral rails for mounting acces- sories. Typically located on the receiver of a rifle or under the barrel of a modern pistol, these allow the user to attach and detach accessories quickly (a Ready maneuver). Weapons without rails require gunsmithing to provide a stable mount for optics and sighting aids. Duct tape (p. 26) will do in a pinch, but it won’t suffice for a device that gives an Acc or skill bonus!

Strips of rail can be added to any suitable weapon sur- face – notably the top of the receiver (for sights and scopes) and around the forearm (for tactical lights, targeting lasers, and underbarrel grenade launchers). Each rail typically mounts one item, although long rails can hold more; e.g., an add-on night sight and a scope, front-to-back. A one- position rail costs $100; a three- or four-position rail (sides, plus bottom and/or top), $200. Integral rails have no weight, but add-on versions increase weight by 0.2 lb. per facing. LC4.

Drag Bag (TL7)

A sniper may use a padded “drag bag” to protect his rifle while creeping along the ground. A typical bag is camou- flaged, has internal compartments and external pouches for small items, and can be worn as a backpack. It may unfold for use as a sniper mat once the sharpshooter reaches his objective. Its thick skin has DR 1. $250, 4 lbs. LC4.