Weapon Accessories

Capacity and Usage
Some accessories require power to function, similar to some technological items; see page 218 of the Core Rulebook for more information. These accessories are identified with capacity and usage entries in Table 1–11: Weapon Accessories. A weapon accessory’s capacity is the highest-capacity battery that the accessory can use. Usage lists the rate at which charges are consumed when the accessory is used. Attached accessories (see Adding Accessories below) must use their own batteries, but an accessory integrated into a powered weapon can be configured to use either the weapon’s battery or its own battery.

Weapon Type
Some accessories can be added only to specific types or categories of weapons, as noted in the Weapon Type entry in Table 1–11: Weapon Accessories. For the most part, these correspond to the weapon types and categories described on pages 169–170 of the Core Rulebook.


 * Railed Weapons: Railed weapons are longarms, heavy weapons, and sniper weapons, all of which have rails along or near the weapon’s barrel that allow you to easily add accessories to the weapon. A railed weapon has four rails to which accessories can be added: one on top, one on the bottom, and one on either side. Only one weapon accessory can be added to each rail. Some accessories must be attached to a specific rail, such as the top or bottom, as detailed in the accessory’s description.

Adding Accessories
Weapon accessories must normally be added to a weapon to function. Most accessories can be added either by being attached to a weapon or by being integrated into the weapon, though some accessories must be added in a certain way, as indicated in the accessory’s description. In either case, add the bulk of the weapon accessory to the weapon’s bulk to determine the final accessorized weapon’s bulk. When adding multiple items of light bulk together, treat 2–10 light bulk items as 1 bulk when combined.


 * Attachment: An attached weapon accessory is affixed to a weapon but is not really part of it. Anyone can attach or detach an accessory as a full action, and most weapons dealers will attach an accessory bought from them at no extra charge.
 * Integration: An integrated weapon accessory is built into the weapon, becoming part of it. Integrated accessories are usually purchased already integrated into the weapon at the combined price of the weapon and the accessory. If the weapon and accessory are purchased separately, a weapons dealer can integrate the accessory into the weapon for a fee of 10% of the accessory’s purchase price. You can integrate an accessory into a weapon (or remove an integrated accessory) if you have a number of ranks in Engineering equal to the item level of the weapon or accessory, whichever is higher. It takes 1 hour to integrate an accessory or remove an integrated accessory from a weapon.

Acrid Amplifier
Acrid Amplifier may be applied to explosives, and melee or ranged weapons which do not already deal energy damage. A weapon with this mod has had additional devices attached to it that dramatically alter the PH of the ammunition or the weapon itself as you attack. Half the weapon’s damage is now acid damage. If the weapon is TAP connected, you may activate and deactivate this mod. If the weapon already deals two types of damage, you may choose one of the two to be replaced by acid damage.

Ammo Printer
Followers of the Prophecies of Kalistrade use ammo printers to ensure they are never without ammunition (or gouged by isolated traders for ammunition), even on long trade missions. This mod adds a micro 3d printer within its magazine, battery compartment, or similar component of the weapon. As a swift action, you can add up to 400 UBPs to the weapon and the mod instantly manufactures ammunition inside the weapon worth an equal amount (which might mean recharging a battery) up to the maximum the weapon can carry. This ammunition can be removed normally.

Bayonet Bracket
A bayonet bracket allows you to attach a one-handed melee weapon to the bottom rail of a railed weapon or a small arm. The melee weapon cannot have the reach weapon special property. Attaching a melee weapon to a bayonet bracket or removing it is a full action. If the attached melee weapon deals bludgeoning or slashing damage, you take a –2 penalty to attack rolls with it while it’s attached. The type of bayonet bracket determines which weapons you can use together.


 * Light Bayonet Bracket (Level 1): A light bracket allows you to fasten a melee weapon of light bulk to a longarm or sniper weapon, or fasten an operative weapon to a small arm.
 * Heavy Bayonet Bracket (Level 1): A heavy bracket allows you to fasten a melee weapon of 1 bulk or less to a longarm, heavy weapon, or sniper weapon.

Bipod
A bipod is a set of sturdy legs attached to a railed weapon’s bottom rail. You can extend or collapse a bipod as a move action. Also as a move action, you can stabilize your weapon by resting an extended bipod on a solid surface or using the bipod as a forward grip. When you fire the stabilized weapon, reduce the total penalty you take for making a full attack and due to range according to the bipod’s type. You can’t benefit from a bipod if your weapon is mounted to a gunner harness (see page 60) or powered armor.


 * Light Bipod (Level 1): A light bipod can be added only to a longarm or sniper weapon. Reduce your total penalty by 1.
 * Heavy Bipod (Level 2): Reduce your total penalty by 2, or by 1 with a heavy weapon. In addition, a stabilized heavy bipod reduces the minimum Strength score required to fire a heavy weapon without penalty by 2.

Bore
An explosive with this mod gains a 30-foot burrow speed. When arming the explosive, the user decides if it should bore all the way through a surface or to a certain depth. The user also chooses if the explosive detonates once it does this or waits until remotely detonated.

A bore-modified weapon can burrow into and through any surface it strikes or is placed on, so long as that surface has a hardness less than twice the item level of the explosive. If the surface struck is a creature, the explosive attempts to bore into or through the creature, dealing 1d6 slashing damage per 2 item levels to the creature. A struck creature may make a Fortitude save to half the damage, and if they exceed the DC by 5 or more, they may attempt to throw the explosive before it detonates. If they fail to do so, the explosive automatically deals full damage to them (no Reflex save allowed).

Capacity+
Capacity+ may only be applied to ranged projectile weapons with a usage lower than 50% of the item’s total ammunition capacity. When installed, it increases the ammunition capacity of the weapon by 25%. For example, an advanced semi-auto pistol has a Usage of 1 and a Capacity of 12 rounds; applying this mod is legal as 1 is less than 9, so the Capacity increases to 15 rounds. A bravado handcannon, however, has a Usage of 1 and a Capacity of 1; applying this mod is not legal, as 1 is not less than 50% of 1.

Carbon Edge
This mod can only be applied to melee weapons that deal piercing or slashing damage. The weapon has an edge sharpened and hardened with advanced nanotechnology techniques. The weapon gains the bleed critical hit effect. The amount of damage taken each round from this effect is equal to 1d6 per 5 levels of the weapon, rounded down. If the weapon already has a critical hit effect, when you score a critical hit, you may choose which effect to apply.

Collapsing Weapon
Some melee weapons can be made to collapse for easy and inconspicuous storage. A weapon must be purchased or crafted with this accessory integrated. As a move action, you can fold or close a collapsing weapon into a much smaller size, allowing you to use the Sleight of Hand skill to hide a collapsed weapon of 1 or 2 bulk as if it were a light weapon, or granting a collapsed weapon of light bulk the conceal special property (see page 27). As a move action, you can re-extend a collapsed weapon.

Concussion Impactor
Concussion Impactor may be applied to explosives, and melee or ranged weapons which do not already deal energy damage. A weapon with this mod has had additional devices attached to it that dramatically increase the impact of ammunition or the weapon itself as you attack. Half the weapon’s damage is now sonic damage. If the weapon is TAP connected, you may activate and deactivate this mod. If the weapon already deals two damage types, you may choose one of the two to be replaced by sonic damage.

Demoralizer
This mod may be only applied to a weapon that deals bludgeoning or sonic damage, or a ranged weapon that deals piercing damage. A weapon with this mod is much louder than normal. Demoralize attempts made the same round you fire the weapon receive a circumstance bonus equal to half the weapon's level. The weapon also gains the deafen critical hit effect. If the weapon already has a critical hit effect, when you score a critical hit, you may choose which effect to apply.

Durable
A weapon with this mod has had additional sealants, lubricants, and hardening resins applied to it. When determining the weapon’s hardness, Hit Points, and saving throws, treat the weapon as if it were 5 levels higher.

Electro Conductor
Electro Conductor may be applied to explosives, and melee or ranged weapons which do not already deal energy damage. A weapon with this mod has had additional devices attached to it that electro-charge the ammunition or weapon as you attack. Half the weapon’s damage is now electricity damage. If the weapon is TAP connected, you may activate and deactivate this mod. If the weapon already deals two damage types, you may choose one of the two to be replaced by electricity damage.

Energy Countermeasure
A weapon with this mod deals damage equal to its weapon damage to any creature that attempts to touch, lift, move, or disarm the weapon other than the weapon’s owner. The type of damage is chosen (acid, electric, fire) when the mod is applied, and the damage type cannot be changed without removing and reapplying the mod. This mod may not be applied multiple times.

Flash Suppressor
Modern projectile weapons have built-in flash and muzzle-blast suppression to protect a weapon’s user from flash blinding during firefights in low-light conditions, as well as to protect other high-tech devices from fouling due to residue from projectile accelerants. A flash suppressor can be added to any small arm, longarm, heavy weapon, or sniper weapon in the projectile category. It eliminates virtually all light and heat that your projectile weapon produces while firing, making you harder to spot in low-light conditions. This benefit reduces the penalty you take to Stealth checks for sniping in low-light conditions by 5.

You can combine a flash suppressor and silencer (see page 61) together by paying the combined price of both accessories. Their benefits stack.

Grenadier Bracket
A grenadier bracket allows you to attach a modified grenade launcher or missile launcher of 3 bulk or less to the bottom rail of a railed weapon. The modifications reduce the capacity of the grenade launcher or missile launcher by 50%, to a minimum of 1 grenade or missile. These modifications can be made in 1 hour with a DC 15 Engineering check, though it is also possible to buy bracket-ready grenade or missile launchers that have been pre-modified for the same price as standard grenade and missile launchers. Such a modified grenade or missile launcher can still be fired as a separate weapon, and still uses proficiency in heavy weapons, even if fired from a rail on a longarm or other weapon. Attaching a grenade launcher to a grenadier bracket or removing it is a full action.

Grip
Weapons can be fitted with special grips that provide various advantages. You can combine grips by paying the combined price of the grips, but only if all grips are integrated into a weapon. Their benefits stack. The benefits of a grip depend on its type.


 * Folding Grip (Level 2): Only small arms can have a folding grip, and it must be integrated with the weapon. As a move action, you can fold or unfold a folding grip, granting you a +2 circumstance bonus to Sleight of Hand checks to hide the small arm on your person.
 * Nanofiber Grip (Level 2): A nanofiber grip strengthens your hold on a weapon. While you wield the weapon, microscopic fibers act as setae, clinging to your hands. These fibers grant you a +4 circumstance bonus to AC against disarm combat maneuvers that would disarm you of the weapon.

Gunner Harness
A gunner harness is a wearable support mesh for an articulated arm that can serve as a mount for a heavy weapon. A gunner harness reduces the minimum Strength score required to fire a heavy weapon without penalty, as determined by the harness’s type. In addition, when you fire the mounted weapon, reduce the total penalty you take for making a full attack and due to range by a value determined by the harness’s type. Donning or removing a gunner harness is a full action, and attaching a weapon to a gunner harness or removing it is a full action.


 * Light Gunner Harness (Level 3): Strength 12; reduce your total penalty by 1.
 * Heavy Gunner Harness (Level 7): Strength 14; reduce your total penalty by 2.

Incendiary Accelerator
Incendiary Accelerator may be applied to explosives, and melee or ranged weapons which do not already deal energy damage. A weapon with this mod has additional devices attached to it that alight the ammunition or weapon as you attack. Half the weapon’s damage is now fire damage. If the weapon is TAP connected, you may activate and deactivate this mod. If the weapon already deals two damage types, you may choose one of the two to be replaced by fire damage.

Kamikaze
An explosive with this mod gains a 30-foot movement speed and a 60-foot fly speed. It counts as a drone for the purpose of linking it to a VCI, having autonomous mode, and being directly controlled like a drone. The explosive also gains command strings as if it were a drone with a level equal to its item level. An item with this mod links to its user’s VCI automatically, and it counts as half its item level for linking to VCI.

Lightweight
This mod can only be integrated into a weapon of 2 bulk or higher. The weapon is stripped of excess parts, and some of its components are replaced with lighter materials, reducing its bulk by 1.

Rangefinder
A rangefinder pulses a laser at distant targets to determine their distance from you. As a move action, you can activate or deactivate a rangefinder and aim it at a specific target. The rangefinder determines the target’s range from you and its speed, and tells you whether the target is moving away from or toward you. You can use a rangefinder when it is not attached to or integrated with a weapon, as well.

You can combine a rangefinder with a scope or sight (see Scope below or Sight on page 61) by paying the combined price of the accessories. Their benefits stack.

Scope
A scope is a telescopic sighting device with an incorporated reticle that attaches to a small arm or railed weapon’s top rail. A scope can’t be added to a weapon with a sight (see page 61). As a move action, you can aim through a scope. This can be done as part of the same move action required to aim a weapon with the sniper weapon special quality, or as part of a sneak attack where you do not take any movement even if you also aim a sniper weapon as part of that action. Aiming through a scope reduces penalties to attack rolls due to range as well as bonuses to AC from cover.

In addition, a scope increases a weapon’s range increment for determining penalties to attack rolls due to range. For small arms, a scope increases the weapon’s normal range increment to 1-1/2 times its listed range for this purpose. For longarms and heavy weapons, the increase is 4 times the normal range increment. For sniper weapons, the increase is twice the range increment of the sniper special property. The reduction in penalties due to aiming with a scope applies only to the next attack roll you make with the weapon before the end of your next turn. Scopes also confer other benefits depending on their type.

You can also view distant objects through a scope as a move action, which grants you a +1 circumstance bonus to vision-based Perception checks against objects 30 feet or farther from you. You can use a scope for this purpose when it is not attached to or integrated with a weapon. A detached scope does not provide improved accuracy.


 * Sniper Scope (Level 3): A sniper scope reduces penalties due to range and AC bonuses from cover by 2.
 * Nightvision Scope (Level 4): A nightvision scope functions as a sniper scope, but also amplifies light with wide spectrum-sensors. Activating or deactivating a nightvision scope is a move action. When aiming or looking through an active nightvision scope, you can see as if the light were one step brighter (from dim light to normal light, for example). In darkness, this becomes dim light, though the image in the scope is black-and-white.
 * Laser Scope (Level 6): A laser scope functions as a sniper scope with additional laser targeting capabilities. Activating or deactivating a laser scope is a move action. An active laser scope reduces penalties due to range and AC bonuses from cover by 4. You can add the nightvision capabilities of a nightvision scope to a laser scope for an extra 1,000 credits.
 * Revealing Scope (Level 9): A revealing scope functions as a combined laser scope and nightvision scope with the addition of enhanced sensors. Three times per day as a move action, you can activate a revealing scope’s sensors for 10 minutes. When aiming or looking through a revealing scope with active sensors, you can see invisible and ethereal creatures, and you reduce your miss chance due to concealment other than total concealment by 10%. Deactivating a revealing scope’s sensors is a move action.
 * Clarity Scope (Level 12): A clarity scope functions as a revealing scope, with additional capabilities while the scope’s sensors are active. Activating or deactivating a clarity scope is a move action. When aiming or looking through a clarity scope with active sensors, you can see through illusions, and you eliminate your miss chance due to concealment other than total concealment. In addition, you gain sense through (vision) that allows you to sense through only the first creature or object between you and your target, provided that the creature or object is within the weapon’s first scope-enhanced range increment (including the enhanced range increment from the sniper special property).

Sight
A sight is an improved version of the common targeting sights used by most ranged weapons. It may be a loop with an incorporated reticle, or a series of guidelines with high-visibility pigment on them, or some other simple design aid to aiming your weapon. A sight attaches to a small arm or railed weapon’s top rail. A sight can’t be added to a weapon with a scope (see page 60). As a move action, you can aim through a sight. This can be done as part of the same move action as is required to aim a weapon with the sniper weapon special quality, or as part of a sneak attack where you do not take any movement even if you also aim a sniper weapon as part of that action. Aiming through a sight reduces penalties to attack rolls due to range or bonuses to AC from cover, depending on the sight’s type. The reduction in penalties due to aiming with a sight applies only to the next attack roll you make with the weapon before the end of your next turn.


 * Manual Sight (Level 2): A manual sight reduces penalties due to range and AC bonuses from cover by 2.
 * Laser Sight (Level 5): A laser sight functions as a manual sight with additional laser targeting capabilities. Activating or deactivating a laser sight is a move action. An active laser sight reduces penalties due to range and AC bonuses from cover by 4.

Silencer
Similar to flash suppression, modern weapons have sound-suppression hardware built in to protect users and bystanders from high-decibel reports, but this doesn’t make a weapon silent. A silencer uses internal sound baffles to truly silence a weapon. When you fire a weapon equipped with a silencer, the weapon creates no sound, and its ammunition flies silently for the first range increment (this includes the range increment of a weapon with the sniper special property). This benefit reduces the penalty you take to Stealth checks for sniping by 5.

You can combine a silencer and flash suppressor (see page 59) together by paying the combined price of both accessories. Their benefits stack.

Stock
A stock is a part of a two-handed ranged weapon that rests against the shoulder during firing. A stock cannot be attached; it must be integrated with a weapon. The benefits of a stock depend on its type.


 * Collapsing Stock (Level 2): Only a weapon of 1 bulk or less can have a collapsing stock. As a move action, you can extend or collapse a collapsing stock. A collapsed stock allows you to use Sleight of Hand to hide the weapon on your person as if it were a small arm.

Ulrikka Duster
Favored by the asteroid miners of Ulrikka, this integrated mod makes it so any attack with the weapon ignores half of a target item’s hardness. Use of such weapons has helped more than one short-supplied mining crew remove the last bits of useful material from an asteroid while still remaining armed enough to fight off space pirates.

Uniclamp
This all-purpose accessory can hold a single handheld item of up to 1 bulk, such as a fire extinguisher or flashlight, so you can use the item while wielding the weapon. A uniclamp requires as many rails to attach to a piece of equipment as the equipment requires hands to operate. Attaching an item to a uniclamp or removing it is a full action.

Unlike a gear clamp, which merely places an object in some convenient location (such as on your armor or clamped to a strut), but has no ability to activate or deactivate items clamped to it, a uniclamp runs any necessary controls for the item to the trigger or control mechanism for the weapon it is attached to. This allows you to use the item as if manipulating it with the same number of hands you have on your weapon, while still wielding the weapon. For example if you use a uniclamp to attach a beacon portable light onto a thunderstrike streetsweeper, you can turn the beacon on and off while still keeping two hands on your streetsweeper.

The GM can rule that some items are unsuited for use with a uniclamp, that a uniclamp can be attached to only some weapons, or that a uniclamp designed for particular items doesn't work with anything else.