Warhammer RPG: Old Night
Would you like to react to this message? Create an account in a few clicks or log in to continue.


A Warhammer 40K/D20 hybrid game played on IRC. Set on Terra during the Age of Strife in the 29th Millennium.
 
HomeLatest imagesSearchRegisterLog in

 

 Weapon Accessory

Go down 
AuthorMessage
Avy
Admin



Posts : 41
Join date : 2015-12-01

Weapon Accessory Empty
PostSubject: Weapon Accessory   Weapon Accessory I_icon_minitimeSun Dec 06, 2015 9:23 am

*Costs on gold varies from merchant to merchant.

Laser Sight, Red-Dot
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 character can spot the red dot of a laser sight with a DC 15 Spot check if the weapon user is trying to spend a turn taking aim at the character.

Restrictions: Ranged weapons only.

Purchase DC Modifier: +1.


Light Suspensor
Some heavier weapons are impossible to properly carry and fire without ludicrously high Strength or, more commonly, some sort of mount. This modification utilizes the latest in miniaturized anti-grav technology to effectively reduce the weight of the weapon. A light suspensor allows the user to treat his Strength as 4 higher for the purposes of any Strength requirement the weapon has.
Restrictions: Ranged heavy weapon with Strength prerequisite only.
Purchase DC Modifier: +4


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.

Restrictions: Ranged weapons only.

Purchase DC Modifier: +2.


Scope, Rangefinding Laser
One of the most valuable additions to any weapon is a scope, allowing the bearer to target opponents farther away than normal. What makes the rangefinding laser scope gadget so valuable is that it serves two purposes. First, a weapon with this gadget increases its range increment by one-half (multiply by 1.5). Note that unlike the standard scope the Rangefinding Laser Scope does not need to spen an attack action acquiring a target. Additionally, the scope also sends out an invisible laser that can determine the exact range to a target, and then relay that information via a computer link. If that information is relayed to another weapon with the rangefinding laser scope gadget targeting the same character or object, the second attacker gains a +1 equipment bonus on his first attack roll against the target. This allows multiple characters with rangefinding laser scope gadgets to triangulate the exact position of a target and ensures greater accuracy.

Restrictions: Ranged weapons only.

Purchase DC Modifier: +2.


Scope, Standard
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. 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.

Restrictions: Ranged weapons only.
Purchase DC Modifier: +2.


Scope, Video
The video scope is a special modification to ranged weapons that provides an easier way to survey remote portions of the battlefield from the comfort of a safe haven. The video scope is a three-inch- by-three-inch viewscreen attached to the rear of a standard scope. It allows the weapon’s user to sit back and examine the details in the image rather than having to press his eye against the scope. Additionally, the viewscreen can be used to freeze-frame and take still images and boasts zoom and image enhancement software, allowing on-the-fly computer analysis and dissection of battlefield images. Some video scopes are capable of receiving broadcast images from remote locations, allowing the screen to be used for video communication (by jacking in an optional earpiece and microphone) or to transmit maps and movement orders with visual aides. In addition to its comfort and communication benefits a video scope confers the same benefits as a rangefinding scope and an electro-optical scope.

Restrictions: Ranged weapons only.
Purchase DC Modifier: +3.

Sound Suppressor
Similar to the technology that produced the silent suit, the sound suppressor gadget is the 41st Millenium replacement for the silencers of the modern era. Since energy weapons cannot make use of the traditional silencers found on most ballistic weapons, the sound suppressor takes over this function with all energy and atomic weapons. The sound suppressor generates a field of sonic energy that cancels sound produced within field, reducing weapon firing noise to a mere whine of sonic energy discharge. The sound suppressor adds +10 to the DC of Listen checks made to hear the weapon firing. Sound suppression is not available to weapons of the explosive type.

Restrictions: Ranged weapons only.

Purchase DC Modifier: +3.

Stun Module
One advantage of energy weapons over their ballistic and physical counterparts is that they are capable of altering their own output on the fly. With the stun module gadget, this means that an energy weapon can be used to apply nonlethal force. The stun module is an alternate firing mode that functions similarly to the sniper rifle and needle pistol but is designed to render targets unconscious rather than damage and pin them. Switching to or from stun mode is a free action (just like changing a weapon’s rate of fire). Whenever a character fires a weapon set to stun and successfully hits the target, the target must make a Fortitude save (DC determined by cost of the gadget) or be stunned for 1d4 rounds.

Restrictions: Energy weapons only.

Purchase DC Modifier: +2 (Fort DC 12); +4 (Fort DC 15); +6 (Fort DC 18).

Tripod Mount
Some heavier weapons are impossible to properly carry and fire without ludicrously high Strength or, more commonly, a tripod. A tripod takes a full-round action that provokes an attack of opportunity to set up or break down, and it prevents the user from moving while deployed: however, when deployed it allows the user to ignore any Strength requirement the weapon has.
Restrictions: Ranged heavy weapon with Strength prerequisite only.
Purchase DC Modifier: +2

Bipod Mount
Some heavier weapons are impossible to properly carry and fire without ludicrously high Strength or, more commonly, a bipod. A bipod takes an attack action that does not provoke an attack of opportunity to set up or break down, and it prevents the user from moving while deployed, except for five-foot steps: however, when deployed it allows the user to treat his Strength as 4 higher for the purposes of any Strength requirement the weapon has.
Restrictions: Ranged heavy weapon with Strength prerequisite only.
Purchase DC Modifier: +1

Back to top Go down
https://oldnight40k.board-directory.net
 
Weapon Accessory
Back to top 
Page 1 of 1
 Similar topics
-
» Weapon Qualities & Damage Types
» Masterwork Weapons, Weapon Qualities & Making Weapons

Permissions in this forum:You cannot reply to topics in this forum
Warhammer RPG: Old Night :: Character Creation :: Gear-
Jump to: