Firearms Accessories

=Firearms Accessories= A gun doesn’t need much to operate beyond a bullet and a finger willing to pull the trigger. That essential combination can be deadly at over 1,100-feet-per-second. However, characters may want to give themselves an extra edge with some of the equipment listed below.

Note that many, if not all, of these accessories also have versions suitable to Airsoft, Crossbow, Patinpall Markers, and TAZERs as well.

Bipods

 * Durability 02
 * Size 2
 * Structure 4

Shooting from a long distance isn't easy, even with a mounted scope. If the barrel wavers by mere millimeters, the shot can go wide by many yards. Long-range shooters such as big-game hunters or snipers tend to fit their weapons with bipods. Most bipods actually bolt to the bottoms of rifles, and fold up beneath the front of the stocks. When the shooter is about to take his shot, he opens up the bipod and rests the weapon on a flat surface. This gives him a greater stability when lining up his shot.

When used, a bipod reduces the penalty for firing at both medium and long range by one. A telescopic scope may further reduce these penalties accordingly.

A bipod also grants the shooter stability when using autofire. Assume that the bipod can reduce a penalty by one when firing a burst from an automatic weapon.

A shooter might also use a tripod on his weapon, though a tripod offers no appreciable difference from a bipod. Some rifles will not operate properly unless the bipods are deployed. The bipods still grant these weapons the appropriate bonuses to shoot.

Cheek Riser

 * Durability TBD
 * Size TBD
 * Structure TBD

Cheek risers are attachments to weapon stocks that allow the user to better aim the weapon by making it more steady and giving a better sight picture.

The user gains the ability to aim the weapon for one more turn that they already would be able to.

Ear Protection

 * Durability 01
 * Size 01
 * Structure 02

Earmuffs or earplugs help to keep a character from going temporarily deaf from discharging a firearm. Characters using ear protection (which may come as earmuffs or earplugs) do not suffer from the penalties that a Storyteller may incur as a result of firing loud weapons. While a character is actually wearing the ear protection, however, she suffers a –2 penalty to all listening-related Wits + Composure rolls.

Flash Suppressor

 * Durability TBD
 * Size TBD
 * Structure TBD

A flash suppressor, also known as a flash guard, flash eliminator, flash hider, or flash cone, is a device attached to the muzzle of a rifle that reduces its visible signature while firing by cooling or dispersing the burning gases that exit the muzzle, a phenomenon typical of carbine length weapons. Its primary intent is to reduce the chances that the shooter will be blinded in low light shooting conditions. Contrary to popular belief, it is only a minor secondary benefit if a flash suppressor reduces the intensity of the flash visible to the enemy.

Flash suppressors provide reduce any sight related penalties from the flash of the weapon against the user in half, incur a -1 penalty against others trying to identify the location of the weapon by sound, and -2 to locate it by, or see the muzzle flash. muzzle flash.

Foregrip, Angled

 * Durability 01
 * Size 01
 * Structure 02

Angled Fore-Grips take into account natural body mechanics and provides a comfortable and stable user interface that reduces fatigue and allows for more precise weapon control. By positioning the shooter's hand high on the centerline of the bore, unlike conventional vertical fore-grips, the AFG helps mitigate recoil and control the weapon to facilitate faster, more accurate follow-up shots.

This for grip gives you +1 to shot accuracy rolls when aiming. It also allows you to aim for an extra turn than you already wood according to your stamina rating. +1 to aiming in burst or full auto fire.

Foregrip, Vertical

 * Durability 01
 * Size 01
 * Structure 02

Earmuffs or earplugs help to keep a character from going temporarily deaf from discharging a firearm. Characters using ear protection (which may come as earmuffs or earplugs) do not suffer from the penalties that a Storyteller may incur as a result of firing loud weapons. While a character is actually wearing the ear protection, however, she suffers a –2 penalty to all listening-related Wits + Composure rolls.

This for grip gives you +2 to shot accuracy rolls when aiming. +1 to aiming in burst or +2 to aiming in full auto fire.

Gunsmithing Kit

 * Durability 02
 * Size 02
 * Structure 04

Guns get dirty. Pistols jam. Rifles need new stocks, sights and scopes. A character can use normal tools to handle these needs, but not easily. A gunsmithing kit (bore cleaners, Allen wrenches, calipers and so on) will allow a character to handle most weapon maintenance and modification with little issue. Cleaning, fixing or modifying any firearm requires an extended Dexterity + Crafts roll, with each roll equaling 15 minutes. The number of successes should be determined by the complexity of the task. Cleaning a barrel or replacing a revolver’s grip is easy and likely requires five successes. Replacing a whole barrel, or any other critical part of the weapon, might require 15 successes.

Having a gunsmithing kit adds 2 bonus dice to the appropriate Crafts rolls. Without the kit, working on a gun may be more difficult, and the Storyteller may incur a –01 penalty.

Holster, Concealment

 * Durability TBD
 * Size TBD
 * Structure TBD

Concealment holsters are holsters designed to not only keep your weapon protected and at the ready, but also to be hidden from plain view.

Users of a concealment gain +2 to any attempt to keep others from noticing the weapon.

Holster, Duty, Level One

 * Durability TBD
 * Size TBD
 * Structure TBD

Duty holsters are designed to keep your weapon safe, and ready for action if need be. They are bigger and a little bulkier than concealment holsters, but are also sturdier.

Level One (01) duty holsters use passive resistant to keep the weapon in place. What this means is that, through the use of tension placed on the weapon by tightening screws on the holster, the holster becomes a snug fit around the weapon.

Users of level one duty holsters gain +1 to all rolls concerning retention.

Holster, Duty, Level Two

 * Durability TBD
 * Size TBD
 * Structure TBD

Duty holsters are designed to keep your weapon safe, and ready for action if need be. They are bigger and a little bulkier than concealment holsters, but are also sturdier.

Level Two (02) duty holsters uses both active and passive resistant to keep the weapon in place. What this means is that, through the use of tension placed on the weapon by tightening screws on the holster, the holster becomes a snug fit around the weapon. The active tension part is provided by an actual strap of some kind going across the weapon keeping it in place.

Users of level two duty holsters gain +2 to all rolls concerning retention.

Holster, Duty, Level Three

 * Durability TBD
 * Size TBD
 * Structure TBD

Duty holsters are designed to keep your weapon safe, and ready for action if need be. They are bigger and a little bulkier than concealment holsters, but are also sturdier.

Level Three (03) duty holsters uses both active and passive resistant to keep the weapon in place. What this means is that, through the use of tension placed on the weapon by tightening screws on the holster, the holster becomes a snug fit around the weapon. The active tension part is provided by a locking mechanism that must be released by a button or switch for the weapon to be drawn.

Users of level two duty holsters gain +3 to all rolls concerning retention.

Holster, Duty, Level Four

 * Durability TBD
 * Size TBD
 * Structure TBD

Duty holsters are designed to keep your weapon safe, and ready for action if need be. They are bigger and a little bulkier than concealment holsters, but are also sturdier.

Level Four (04) duty holsters uses both active and passive resistant to keep the weapon in place. What this means is that, through the use of tension placed on the weapon by tightening screws on the holster, the holster becomes a snug fit around the weapon. The active tension part is provided by both a locking mechanism that must be released by a button or switch for the weapon to be drawn; and by an actual strap of some kind going across the weapon keeping it in place.

Users of level two duty holsters gain +4 to all rolls concerning retention, and a -1 to quick draw speed.

Lancer Magazine Clinch

 * Durability TBD
 * Size TBD
 * Structure TBD

Lancer Magazine Clips are little "H" shaped devices that clamp more than one magazine together so that they are side by side while one magazine is loaded into the weapon.

If the user has multiple magazines attached to each other by Lancer Clinches, then they may switch magazines between turns. If they have both a Lancer Clip and magpuls on their magazines, they may switch magazines up to two (02) times in the one (01) turn. as per normal Magpul rule.

Light Mount

 * Durability 01
 * Size 01
 * Structure 02

Also called a “tactical illuminator,” this device is essentially a flashlight made to be strapped or bolted onto a firearm. Light mounts are manufactured for just about every type of gun in existence. Most illuminators hang from beneath the weapon’s barrel, somewhat similar to a bayonet.

Using a flashlight attached to a firearm doesn’t offer bonuses to the attack roll, but instead allows a character to ignore the “Fighting Blind” rules. Instead of literally firing into the dark unknown, a character can see a target with the mounted flashlight and take a shot. Attack rolls performed in this manner suffer a –03 penalty.

Higher intensity lights (halogen or LED) are incredibly bright and reduce the penalty to –02. This advantage is not without a higher price, however (Double Cost).

Using a mounted light in this manner announces the shooter’s location. Any witnesses nearby are likely to see the beam of light. Therefore, attacks made against the shooter can now ignore the “Fighting Blind” complication, and are made at a –04 penalty.

Magazine Extension, Shotgun

 * Durability TBD
 * Size TBD
 * Structure TBD

This item takes one turn to install or remove and allows the user to load two extra rounds into their Lever-action, pump-action or semi-automatic shotgun.

Magazine Holster

 * Durability TBD
 * Size TBD
 * Structure TBD

Magazine holsters allow the user to quickly find their magazine to reload their weapon.

Users of magazine holsters gain +1 in their favor when reloading speed ties occur.

MagPul

 * Durability TBD
 * Size TBD
 * Structure TBD

Magpuls are title attachment one puts onto the bottom of their weapon magazines that allow quicker magazine removal.

The user may remove any magazine with a magpul attachment in the same turn as another action, so long as the other action did not make it physically impossible to accomplish this task.

Muzzle Break

 * Durability TBD
 * Size TBD
 * Structure TBD

Muzzle brakes and recoil compensators are devices that are either fitted to, or designed as a permanent part of, the muzzle of a firearm or cannon to redirect propellant gases with the effect of countering both recoil of the gun and unwanted rising of the barrel during rapid fire. Muzzle brakes are useful for combat and timed competition shooting, and are commonly found on rifles firing large cartridges (such as big-game rifles), as well as some artillery and tank guns. They are also used on pistols for practical pistol competitions, and are usually called compensators in this context.

Users get +1 to attack roll for shots after the first one when firing multiple shots in a turn.

Reloading Bench

 * Durability 02
 * Size 05
 * Structure 06

A character can learn to reload his own bullets, shells, even his own black powder loads if he’s shooting some antiquated muzzle-loader. On the surface, there would appear to be little reason for doing so. Bullets are cheaper when purchased at local gun stores (or the ubiquitous Wal-Mart), and it takes less time to walk up to a counter than to load each bullet by hand.

However, some characters might have good reason to load their own bullets. For one, it might be a hobby. People don’t need to hunt or fish for meat, but they do it anyway. Also, some people feel that they can get better accuracy and speed out of home-pressed bullets; this being the World of Darkness, however, characters might have other reasons. Conspiracy-minded characters (or those who have very real criminal records) don’t want to be caught buying bullets from Wal-Mart or anywhere, just in case the police ''(or the “monsters”)' find out. Also, characters might be interested in making the kinds of bullets not for sale at gun stores.''

Loading bullets at home requires a number of items, all generally found upon a single workbench: gunpowder, primers, precision scales, empty shell casings, brass polisher, a bullet press. Shotgun shells also require measured shot, crimping tools, empty plastic shells and wads.

Reloading Bullets

 * Dice Pool: Dexterity + Crafts + equipment
 * Action: Extended (6–12 successes; one roll equals 30 minutes of work). Reloading bullet casings is an extended action, demanding a number of successes based upon the complexity of the bullets desired. Normal bullets or shotgun shells, such as those purchased at a gun store or a retailer like Wal-Mart, require only six successes. More complicated, “special” require 12 successes.

As a general rule, assume that completing the task results in a box of finished ammunition, approximately 30 shells. With normal ammo, one success typically makes about five bullets. With custom shells, one success makes two. Reloading is a complicated enough procedure to require the equipment that comes with a reloading bench. Without this, a character may still make the attempt, but acts at a –5 dice pool to do so.

Roll Results

 * Dramatic Failure: Dramatic failure results in a handful (five–10) of seemingly workable bullets. Using these bullets in a gun, however, causes them to discharge improperly and damage the gun and, potentially, the shooter.
 * Failure: At the Storyteller’s discretion, successes that fall short of the six or 12 required may still grant the character a handful of bullets. No successes at all means no bullets are made.
 * Success: The character reloads a box of ammunition: 30 rounds of normal ammunition or 24 rounds of unique ammunition.
 * Exceptional Success: The character performs the reloading with startling speed, cutting his time dramatically.

Suggested Equipment:

 * Reloading bench (+2)
 * High-quality shells and bullets (+1)
 * Quiet work space (+1)

Possible Penalties:

 * No reloading bench (–5)
 * No Firearms score (–1)
 * Distractions (–1)

Shotgun Shell Holder, Side Sadle

 * Durability TBD
 * Size TBD
 * Structure TBD

This shotgun shell holder sits on the non-dominant-hand-side of the weapon housing, and hold up to six (06) shotgun rounds of the same caliber as the weapon is designed to chamber.

This allows the user to (re)-load up to two (02) rounds into the magazine in the same turn it was fired.

Sighting Tools

 * Durability 01
 * Size 02
 * Structure 03

A character has no guarantee that her gun is accurate. Any number of variants can screw up a firearm’s accuracy. The sights might be poorly adjusted, the scope might not be mounted to precision or the gun’s barrel might be off by a scant millimeter. A gun suffers bumps and nudges over time, and a series of small collisions can result in general inaccuracy. In fact, assume that most guns aren’t sighted improperly and that their base stats reflect this. “Sighting in” a gun is a time-consuming procedure and requires any number of different items. Barrel accuracy can be measured with bore-sighter equipment. Sights and scopes can be adjusted with normal tools. The shooter must also fire her weapon at a target time and time again to see how tight the bullet groupings are.

Anybody can attempt to sight in her weapon with an extended Wits + Firearms roll. Ten total successes are required, and each roll takes 10 minutes of time and consumes 10 rounds of ammunition. Using the appropriate sighting tools adds +2 to this roll.

Successfully sighting in a firearm with the proper tools provides a +1 bonus to all medium- and long-range attacks. This effect lasts for a number of uses equal to twice the weapon’s Damage rating. (One “use” is considered to be a single bullet fired from the weapon.)

Sights, Iron, Standard

 * Durability TBD
 * Size TBD
 * Structure TBD

Iron sights are a system of shaped alignment markers (usually metal) used as a sighting device to assist in the aiming of a device such as a firearm, crossbow, or telescope, and exclude the use of optics as in telescopic sights or reflector (reflex) sights. Iron sights are typically composed of two component sights, formed by metal blades: a rear sight mounted perpendicular to the line of sight and consisting of some form of notch (open sight) or aperture (closed sight); and a front sight that is a post, bead, or ring. Civilian defensive, hunting, and police firearms usually feature open sights, while many military battle rifles employ aperture sights. On many firearms the rear sight is adjustable for elevation or windage.

The earliest and simplest iron sights are fixed and cannot be easily adjusted. Many iron sights are designed to be adjustable, so that the sights can be adjusted for windage and elevation. For precision applications such as hunting or sniping the iron sights are usually replaced by a telescopic sight. Iron sights may still be fitted alongside a telescopic sight and are referred to as Back Up Iron Sights.

A weapon with iron sights on it gives the user +1 to their attack roll and gives a +1 to aiming the shot. This item has no effect in low light or high levels of darkness.

Sights, Iron, Iluminated

 * Durability TBD
 * Size TBD
 * Structure TBD

Iron sights are a system of shaped alignment markers (usually metal) used as a sighting device to assist in the aiming of a device such as a firearm, crossbow, or telescope, and exclude the use of optics as in telescopic sights or reflector (reflex) sights. Iron sights are typically composed of two component sights, formed by metal blades: a rear sight mounted perpendicular to the line of sight and consisting of some form of notch (open sight) or aperture (closed sight); and a front sight that is a post, bead, or ring. Civilian defensive, hunting, and police firearms usually feature open sights, while many military battle rifles employ aperture sights. On many firearms the rear sight is adjustable for elevation or windage.

The earliest and simplest iron sights are fixed and cannot be easily adjusted. Many iron sights are designed to be adjustable, so that the sights can be adjusted for windage and elevation. For precision applications such as hunting or sniping the iron sights are usually replaced by a telescopic sight. Iron sights may still be fitted alongside a telescopic sight and are referred to as Back Up Iron Sights.

A weapon with iron sights on it gives the user +1 to their attack roll and gives a +1 to aiming the shot. This item works as per normal iron sights during day light or low-light. This item has no effect in high levels of darkness.

Sights, Laser, Crimson

 * Durability 01
 * Size 01
 * Structure 02

Laser sights improve accuracy at short and medium range, but are ineffective at long range, as the laser dissipates and becomes useless. At short range, a shooter can add +1 to her attack roll. At medium range, she may halve the standard –2 modifier, making it –1 instead. At long range, the normal –4 penalty still applies. Laser sights do not work with medium burst or long burst autofire. However, laser sights do still provide benefit when using a short burst, as the sights still allow for easier initial target acquisition.

The crimson dot from a laser sight is visible, however. The target of a surprise attack using a laser-sighted weapon gains a +2 bonus to his Wits + Composure roll to avoid surprise. If conditions are foggy or dusty, the laser becomes even easier to see, because the airborne debris illuminates the entire beam of light (which is normally hidden). In such circumstances, the bonus to avoid surprise increases to +4.

A variation uses an infrared laser beam. The infrared dot can normally be seen only by using night vision sights or goggles. Characters using infrared laser sights and a night vision scope benefit from both.

Sights, Laser, Emerald

 * Durability 01
 * Size 01
 * Structure 02

Laser sights improve accuracy at short, but are ineffective at medium and long range, as the laser dissipates and becomes useless. At short range, a shooter can add +2 to her attack roll. At long range, the normal –4 penalty still applies. Laser sights do not work with medium burst or long burst autofire. However, laser sights do still provide benefit when using a short burst, as the sights still allow for easier initial target acquisition.

The emerald dot from a laser sight is visible, however. The target of a surprise attack using a laser-sighted weapon gains a +1 bonus to his Wits + Composure roll to avoid surprise. If conditions are foggy or dusty, the laser becomes even easier to see, because the airborne debris illuminates the entire beam of light (which is normally hidden). In such circumstances, the bonus to avoid surprise increases to +2.

A variation uses an infrared laser beam. The infrared dot can normally be seen only by using night vision sights or goggles. Characters using infrared laser sights and a night vision scope benefit from both.

Sights, Telescopic
 * Durability 01
 * Size 02
 * Structure 03

A telescopic sight, commonly called a scope, is a sighting device that is based on an optical refracting telescope. They are equipped with some form of graphic image pattern (a reticle) mounted in an optically appropriate position in their optical system to give an accurate aiming point. Telescopic sights are used with all types of systems that require accurate aiming but are most commonly found on firearms, particularly rifles. Other types of sights are iron sights, reflector (reflex) sights, and laser sights.

Range penalties at medium range with a rifle or shotgun areignored when using a scope. Range penalties for long range are halved. A scope offers no bonus when shooting at short range, but does not hamper the shot, either.

Telescopic sights can be used on a handgun (revolver or pistol), but firing the weapon at short or medium range with a scope offers no aid. When attacking from long range, however, the penalty is once again halved (–4 becomes –2) as above.

Sights, Telescopic (Night Vision)

 * Durability 10
 * Size 02
 * Structure 03

A night vision scope is the same as a normal scope, except that a night vision scope allows a character to shoot more accurately at night. Night vision is generally infrared — staring through the scope shows everything as varying shades of green. A night vision scope makes it far easier to shoot at night, but finding and maintaining a target is still difficult. Looking through that circle provides only a tiny green fraction of the world. Trying to assess a subject, moving or still, in such a limited frame requires patience.

Using a night vision scope allows a user to ignore the Fighting Blind penalties, but it’s still more complicated than using a normal scope, and the normal scope benefits do not apply. At long range, night vision reduces the modifier to a –3 penalty. At medium range, night vision offers no bonus other than allowing the shooter to ignore the normal Fighting Blind penalties.

However, with a night vision scope on his weapon, a character can also ignore the Fighting Blind complications at short range. Short-range shots with a night vision scope are performed at –1 penalty. (These rules apply to shots fired during times of darkness.)

Note that if the scope’s lenses are exposed to harsh light, such as sunlight or halogen, the device shuts down to prevent damage to its sensitive optics, remaining useless until one turn after the end of exposure to the bright light. Characters can purchase day/night versions of these scopes that work normally in both sunlight and darkness, but such equipment comes at a greater price tag.

Characters with the Unseen Sense Merit who succeed on a Wits + Composure roll may be able to catch a one- or two-second glimpse of ghosts or spirits through a night vision scope. Such entities do not show clearly, but may show as human-sized blobs that seemingly have no corporeal form when the character looks away from the scope.

Sights, Telescopic (Thermal)

 * Durability 02
 * Size 02
 * Structure 04

Used extensively by Special Forces and SWAT, a thermal scope picks up a target’s body heat and illustrates the target more clearly. Everything else is blue, but the target shows in bright white. These heat vision scopes work equally well in both daylight and darkness. Night vision requires some ambient light (from the moon or a distant streetlight) to be present, but a thermal scope asks only that the subject has a heat signature above the ambient temperature.

At long range, a thermal scope minimizes the penalty from –4 to a –1 modifier. At medium and short ranges, a character using a heat vision scope on a weapon suffers no range penalties. In darkness, the same penalties apply but the “Fighting Blind” rules do not.

An important consideration, however, is that a thermal scope provides benefit only when shooting warm (meaning living) targets. Animals, humans and other warm-blooded creatures show up perfectly in thermal vision. Vampires show up only minimally. Targeting a vampire with heat vision offers the shooter no more benefit than a normal scope (see above under “Sights, Telescopic”), as the vampire is hardly warm enough to stand out more than a little. Thermal scopes usually offer no bonuses to seeing ghosts or spirits. However, if a spirit can in any way affect temperature (writing a Ghost Sign on a steamy shower door, using Magnetic Disruption, raising or lowering the temperature in the room), the spirit may show through the scope for the second in which the spirit invokes its Numen.

Sling, 01 - Point

 * Durability TBD
 * Size TBD
 * Structure TBD

Slings are used to guarantee the item in question cannot easily remove from the user. In game what this means is that a one poitn sling gives you a +1 to retention of the item.

A one point sling consist of a loop large enough to fit around the torso of the user comfortably, but small enough to not be easily removed against their will, with a long strap at the bottom of the loop that attaches to the rear of the item by a fastener of some sort in order to secure it to the rear of the item in question.

One point slings provide a +3 to quick draw speed of the item in question.

Sling, 02 - Point

 * Durability TBD
 * Size TBD
 * Structure TBD

Slings are used to guarantee the item in question cannot easily remove from the user. In game what this means is that a sling gives you a +2 to retention of the item.

A two point sling consist of a strap long enough to go around the rear torso of the user, and still be long enough to attach by fasteners to both the rear and front of the item in question, and the item still be combat usable.

Two point slings provide a +2 to quick draw speed of the item in question.

Sling, 03 - Point
Slings are used to guarantee the item in question cannot easily remove from the user. In game what this means is that a three point sling gives you a +3 to retention of the item.
 * Durability TBD
 * Size TBD
 * Structure TBD

A three point sling consist of a strap that goes across the bottom of the weapon from the front to the rear, and a strap that is long enough to loop around the torso of the user when pulled taught. Retention bonus only occurs when one hand is being used to hold the item in place.

Three point slings provide a +1 to quick draw speed of the item in question.

Speedloader

 * Durability 01
 * Size 01
 * Structure 02

Most pistols and some rifles can be easily reloaded in the field by keeping extra magazines, but revolvers and internal magazine or action-fed weapons (like autoloader shotguns and some rifles) require that the bullets be placed into the weapon one by one.

A speedloader, however, changes all that. Speedloaders exist for a number of weapons, and allow for a character to quickly slam ammunition back into the weapon without foregoing her Defense. Revolver speedloaders are six to eight bullets (depending on the gun’s capacity) loaded into a carousel. A character opens the cylinder and slams the bullets in all at once. Characters can speed-load other internal magazine-fed weapons such as some shotguns and rifles, dropping in ammunition four at a time.

Stock, Collapsible

 * Durability 02
 * Size n/a
 * Structure 03

A folding or telescoping stock is a modification to the butt end of a firearm, and allows the wielder to make the firearm more compact. This allows some weapons to become concealable. A collapsible stock reduces the weapon’s Size by one, though a weapon’s Size cannot be reduced below 2. (Or, in regard to the “Alternate Size” rules, Size 3 and 2/N weapons become 2/L.) Refitting a gun with a collapsible stock requires six successes on an extended Dexterity + Crafts roll. Each roll takes 15 minutes. Without a Gunsmithing Kit (see above), the character suffers a –1 penalty to the Crafts roll.

Suppressor

 * Durability 03
 * Size 01
 * Structure 04

Discreet killers wishing for total silence when using a suppressor might be surprised at how much noise is still present when firing. A suppressor works by dissipating some of the built up pressure that comes from discharging a bullet down a slim barrel. The suppressor allows some of the gas to escape before the bullet exits the barrel, thus dampening the noise.

Unfortunately, most bullets still travel 1,100 feet per second or more, and they still break the sound barrier with a sonic pop. While a suppressor muffles the sound of the bullet leaving the barrel, a suppressor can’t silence sonic booms. The trick is to use subsonic ammunition. Smaller caliber rounds or specially made bullets can be subsonic: they travel just under the speed of sound, and while they have less power, they also make next to zero noise. (Though the bullet still makes a faint sound on impact.)

All guns make noise, no matter what kind of suppressor or ammunition is being used. However, bystanders nearby (within 50 yards) have a –4 penalty to their Wits + Composure roll when attempting to notice the sound from a suppressed subsonic bullet. Bystanders have an easier time hearing a suppressed supersonic bullet, however. Witnesses within 100 yards may hear the shot, suffering only a –2 penalty to their Perception roll. Note that suppressors also diminish muzzle flash. Characters attempting to pinpoint where a bullet came from do so at a –3 penalty if the shooter uses a suppressor.

Contrary to popular belief, suppressors can be made for all firearms, including shotguns and revolvers. However, revolvers are difficult to silence effectively, and bystanders have only a –2 penalty to their roll.

'Tactical Railing

 * Durability 01
 * Size 01
 * Structure 02

Tactical Railing is added to an item to allow the attachment of tactical accessories such as weapon lights, bi-pods, lasers, ect.

The user may attach tactical railing to their weapon either non top of the weapon, under the barrel of the weapon, left of the barrel, or right of the barrel. Not that hand guns can only have rails on the top of the weapon or under barrel.

A user may attach as many accessories to their rail that they want, so long as the collective length of the items do not exceed the length of the railing by more than 3 inches. The current configuration must be known to the player and ST/DM/GM before the beginning of a scripted scene, or both players in a free form scene. Use common sense here. For example, if you have an optic, then placing an item in front of the lens will render that optic useless.

Optics can only be places on the left, right or top rails. IF using a hand gun, flashlights may only be mounted under the barrel, and lasers must be either attached to the bottom of said flashlight or under the barrel.

Not adding more items will make your weapon heavier and harder to conceal.

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