Savage X-COM: Weapon Mods

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When mounting attachments, a weapon can only have one mod per listed position.

Rail Mountable Flashlight: A powerful LED flashlight that can affix to any basic weapon. It can trigger a powerful strobe effect to disorient enemies in close quarters in dark environments.
Weight: 0.5
Location: Underbarrel
Notes: Provides 10' of illumination in a cone shape. When strobe is triggered, anyone who starts their turn in it or enters it during their turn suffers a -1 penalty to shooting rolls in dark conditions. Bulky, Fragile.

Telescopic Scope: A 30x magnification scope, allowing designated marksman (DM) to pick off targets at long range while supporting the squad.
Weight: 1.5
Location: Optics
Notes: Cancels 2 additional points of penalties when Aiming or using the Marksman Edge. Bulky, Fragile.

ACOG Sight: The advanced combat optics gun sight is designed to assist a shooter in acquiring an aiming at targets at mid to long range without interfering with close quarters, more reflex based use. Normally provides 4x magnification, it can be adjusted for less depending on the shooter's needs.
Weight: 1
Location: Optics
Notes: +1 to shooting rolls at medium range. Bulky, Fragile.

Reflex Sight: Reflector sights employ some sort of "reflector" to allow the viewer to see the infinity image and the field of view at the same time, either by bouncing the image created by lens off a slanted glass plate, or by using a mostly clear curved glass reflector that images the reticle while the viewer looks through the reflector. Since the reticle is at infinity it stays in alignment with the device the sight is attached to regardless of the viewer's eye position, removing most of the parallax and other sighting errors found in simple sighting devices.
Weight: 1
Location: Optics
Notes: +1 to shooting rolls at short range. Fragile.

Laser Sight: An underbarrel attachment that projects a red or infra-red laser, that allows for more accurate shooting at close range, though the laser does not compensate for drop or windage. When used in conjunction with night vision goggles, it allows a team to keep track of which hostiles their teammates are shooting at.
Weight: 1
Location: Underbarrel
Notes: When firing at a target engaged in melee combat with an ally at close range, you don’t hit the friendly when you roll a 1 on the shooting roll

MILSPEC Suppressor: There are MILSPEC standard sound suppressors for most weapons capable of accepting one in the NATO arsenal. These suppressors are based on caliber, and are threaded right onto the end of the barrel.
Weight: 2
Location: Barrel
Notes: Allows pistols, assault rifles or submachine guns to be fired without a penalty to stealth rolls. Bulky 2, Fragile.

Foregrip: A standard vertical grip attached to a weapon to aid controllability when firing on full auto; though it can get caught on terrain in dense environments.
Weight: 1
Location: Underbarrel
Notes: When shooting a weapon on full automatic, you may reroll any single die on the attack that comes up natural 1; you must accept the second result. Bulky.

Underbarrel Shotguin: A two shot shotgun that fits under the barrel of most longarms, mostly used for breaching doors
Weight: 4
Location: Underbarrel
Notes: Underbarrel shotgun, has the same stats as the pump action shotgun, but only loads two shots and has half the range. Bulky 2

Bayonet: A knife attached to the barrel of a long arm, turning it into a spear for use in close combat. While the US army has stopped training soldiers with them, viewing it as obsolete, the US Marines and British militaries have not. The bayonet can be removed from the barrel and used as a standard combat knife.
Weight: 4
Location: Barrel
Notes: Allows the weapon to deal Strength + d8 damage in melee, with reach 1 and parry +1. Also makes the weapon count as a melee weapon for the purpose of defending against melee attacks. Can be detached, and is treated as a combat knife. Bulky

Thermal Scope: Optic sights that use heat vision to turn the world into a mélange of blue and orange. Often used in conjunction with smoke grenades, as they see through the smoke like it wasn't there.
Weight: 4
Location: Optics
Notes: Acts as scope, and allows user to ignore lighting and vision penalties when aiming at enemies with a body heat that significantly differs from its environment. -4 to hit mechanical targets or targets in areas of high ambient heat. When shooting into melee, hit friendly character on a 1 or 2 (1-3 for shotguns and automatic weapons). Bulky. Fragile.

Bipod: A standard issue weapons brace used for reducing the recoil and increasing the accuracy of longarms fired from a braced position.
Weight: 2
Location: Underbarel
Notes: Allows the user to brace the weapon, either while prone or on a suitable wall. Eliminates the strength penalty and recoil penalty while firing. Cannot be used while moving. Tripods perform the same function for HMGs and Miniguns. Takes an action to deploy. Bulky 2.

Extended Magazine: A high capacity magazine suitable for most ballistic weapons. Not commonly used, due to the increased weight and misfire chance, though some operators prefer them for prolonged engagements.
Weight: 4
Location: Magazine
Notes: Increases a weapon’s ammo capacity by 50% (round up). Bulky 2

Folding Stock: Replaces the stock of the weapon with a wire frame folding stock, allowing for easier concealment, and reducing the weight of the weapon.
Weight: 0
Location: Stock
Notes: Provides +2 to checks to conceal weapon. Counteracts two points of bulky and reduces weight by 50%. If this stock breaks, though, all Shooting rolls are at -2. Fragile.

Reinforced Stock: Replacing the stock or butt of a weapon with a heavier material makes it tougher and more resistant to wear and tear; as well as increasing it’s utility as a melee weapon.
Weight: 4
Location: Stock
Notes: Increases damage of weapon in melee by one die type. Bulky 2.

Muzzle Brake: An attachment that adds weight to the barrel while also loudly venting the gunpowder gases to the side. Makes a weapon easier to control, but much more obvious and noisy.
Weight: 1
Location: Barrel
Notes: Reduces Min Str by one die type; if Min Str is already d4, instead reduce the Recoil penalty to -1. Others get a +2 to notice checks to hear or see the weapon in use. Bulky.