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====Firearm Accessories & Ammo==== '''BIPOD/TRIDOP (LARGE)''': CL 2, RP 2 points. T As SWADE pg. 68. Wt. 4lbs.</br> '''LASER/RED DOT SIGHTS (SMALL)''': CL 2, RP 3 points each. As SWADE pg. 68. Wt. 1lb.</br> '''RIFLE SCOPE (SMALL)''': CL 2, RP 3 points each. As SWADE pg. 68. Wt. 4lbs.</br> '''EXTENDED MAGAZINE (SMALL or MEDIUM)''': CL 2, RP 2 points per magazine. Longer magazines or a drum keep you in the fight. For any non-revolver or interanal mag (like pump shotguns) firearm can be requested. Pistols gain 7 addition ammunition shots, for SMG and Assault riles gain and additional 15 shots. The Tompson SMG can fit a 50 round drum for 3RP, a size of MEDIUM and 4lbs. Wt. 1lb. per full pistol clip and 2+lbs for rifles.</br> '''SPEED LOADER (TINY or SMALL for S&W Hand Cannon)''': CL 2, RP 2 points per speed loader. For any revolver firearm. Allows full reload of weapon as a Clip Magazine. Speed loaders must be reloaded between uses. Wt. 1lb. per full speed-loader (2lbs for each of the S&W Hand Cannon) </br> '''SILENCER (SMALL)''': CL 3, RP 2 points per weapon. Reduces the noise of a firearm so that only creatures in the immediate area can hear it fire. Requires a ''Hearing'' Notice check at -4. Not available for revolvers, shotguns or machine guns (or flamethrowers). Wt. 1lb. Ammo Requests</br> '''ARMOUR PIERCING ROUNDS''': CL 2, RP 2 points per magazine. A Tungsten core that penetrates armour. Firearms using Armor piercing rounds increase the AP of the firearm by 2 but also deal -2 to damage.</br> '''FULL METAL JACKET ROUNDS''': Standard Equipment Ammo, RP 1 point for every 2 additional magazines.</br> '''INCENDIARY ROUNDS''': CL 3, RP 5 points per magazine. Deal an additional +1d4 fire damage to the target. </br> '''RUBBER ROUNDS''': CL 1, RP 1 point per magazine. Deal half damage against targets but they must also make a Vigor check (-2 if you got a raise to hit them) or be Distracted and Vulnerable for one round. Also will not Bleed Out (see SWADE pg.)</br> '''SILVER ROUNDS''': CL 3, RP 3 points per magazine. Though a poor metal for a projectile, the Bureau have found them effective against many creatures. The firearms AP drops to 0. Additional Ammo types for the S&W HAND CANNON</br> '''ACID ROUNDS''': CL 3, RP 5 per five rounds.</br> '''EXPLODING ROUNDS''': CL 3, RP 5 per five rounds.</br> '''HOLY ROUNDS''': CL 1, RP 2 per five rounds.</br>
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