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Weapon accessories

554 bytes added, 9 May
There are five categories of weapon accessories: '''Feeding systems, Muzzle devices, Underbarrel devices, Optics, and Lights'''.
 
= Feeding systems =
The term '''feeding system''' is a catch-all for any object whose primary function is to carry ammunition and feed it to a [[Weapons|firearm]]. They are the only type of weapon accessory which could be considered to be essential to the normal function of a firearm; as without these, certain most firearms will not be able to fire at all. Others may require manual (Those that can, usually have internal magazines, cylinders, or other integrated feeding systems of ammunition as a reload action in order to be able to firesome sort.)
Seven types of items can be found in this category:
=== Size tiers ===
All feeding systems belong to a '''size tier''', ranging from ''Tiny'' to ''X. Large''; The size tier determines the base weight. When feeding systems are loaded with ammunition, their '''their weight changes accordingly.'''* in units. The weight of a feeding system ''Example:'does not change' An empty STANAG 30-round magazine has a ''Medium'' size tier, giving it a base weight regardless of 1 unit. When loaded with 30 rounds of [[5.56x45mm NATO]] (weight per round: 0.01 unit), the weight quantity of that magazine becomes 1.3 units (1 from base weight + 30 x 0.01 from ammunition loaded; in other words, it is more efficient to keep your mags loaded ammunition).
{| class="wikitable"
|-
| colspan="78" style="background:lightgray;text-align:center;font-size:10pt" | '''Feeding system size tiers and base weight'''
|-
| style="text-align:center" | '''Size tier''' || ''Tiny'' || ''Small'' || ''Lean'' || ''Medium'' || ''Large'' || ''V. Large'' || ''X. Large''
|-
| style="text-align:center" | '''Base weight''' (in weight units) || style="text-align:center" | 0.25 || style="text-align:center" | 0.5 || style="text-align:center" | 0.75 || style="text-align:center" | 1 || style="text-align:center" | 1.2 5 || style="text-align:center" | 2 || style="text-align:center" | 3
|}
A firearm with an attached muzzle brake benefits from a '''[[Recoil]] -1''' modifier.
* If the firearm is also equipped with a '''scope''', the muzzle brake '''limits this weapon's maximum [[Recoil]] to 6''', meaning that if after applying all Recoil modifiers, the final result were to exceed 6, it is treated as 6.
=== Weapons compatible with muzzle brakes ===
Shotgun chokes are divided by type (how tight the diameter of the choke is at the end, which determines effects), and caliber (determining firearm compatibility).
 
Certain shotgun chokes are fully integrated to their host firearms, and cannot be removed. They are referred to as '''integrated chokes'''.
=== Effects of shotgun chokes ===
Firearms with bayonets attached allow for the use of '''Staff/Pole weapon skills'''.
 
Certain bayonets may be referred to as '''Non-blocking (NB)'''. This means that they are attached to the firearm in a particular way that it does not actually block or obstruct the firearm's muzzle. Non-blocking bayonets '''allow for installing another type of muzzle device''' onto its host weapon, effectively allowing two muzzle devices at once (a bayonet and another type of device).
=== Weapons compatible with bayonets ===
In other words, deploying a bipod will trade some speed in favor of reduced accuracy and recoil.
Un-deploying a deployed bipod is can be done in two circumstances:* Automatically at the end of combat* Manually during combat, as a free action. Once un-deployed, and is considered to be done automatically whenever you cease using the firearmuser must once again spend a non-combat action to re-deploy it.
== Foregrips ==
* '''[[List of underbarrel shotguns]]'''
 
= Optics =
* '''Integrated'''; Integrated lights are, as the name implies, integrated to the host firearm and therefore non-removable.
All light accessories can be switched on or off, and provide effects only when turned on.  Switching a light accessory on or off is a free actionthat can only be done once per turn. In other words, you may only switch ONE accessory between ON and OFF once a turn.* For instance, if you have both a light and a laser on your weapon, you can use a free action to turn the laser ON during Turn 1, but you must wait until Turn 2 to turn the light on or turn the laser off. And so on and so forth.* If you absolutely must manipulate more than one light accessory on the same turn, you can spend a non-combat action (and therefore, the entire turn) to do so on as many of them as needed on all of your equipped and immediately accessible weapons.
'''NOTE:''' Although some firearms can mount more than one light accessory, the effects of two lights, two lasers, a dual module and a light or a laser, etc. '''do not stack'''. In other words, it's pointless to have more than one light or laser on the same firearm. (Though don't let that stop you if you really want to have 2 laser sights on your rifle...)
Laser sights have no effects when switched off.
When switched on, laser sights provide an '''cancel the [[Recoil|point of aim shifting IR -1 effect]] when passing over ADT'''. While this will This effect does not prevent stack even if you have more than one laser sight on the accuracy loss effectssame weapon (in other words, having 2+ laser sights will at least help you stay on targetstill results in a '''IR -1''' effect).
=== Weapons compatible with laser sights ===
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