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Weapon accessories

48 bytes removed, 02:56, 30 April 2023
/* Effects of bayonets */
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
|}
When in possession of compatible belt links and ammunition, you can spend 1 turn to combine 3 links and 3 rounds together. This results in the creation of a '''loose ammo belt'''. This act can be scaled to however many rounds you wish to link together.
* Example: If you wish to create a 50-round ammo belt, you will spend 17 turns to combine 50 belt links and 50 rounds.
* Example event [[object line]]: ''[Weapon accessory] M13 ammo belt, loose, disintegrating links, 7.62x51mm NATO, 50 rounds - [0 /50] - Weight: (variable, 0.02 per round)''
You also have the possibility to '''spend 1 turn to divide an existing loose belt into two shorter loose belts'''.
== Silencers ==
[[File:Pistol_silencer_st45.jpg|thumb|right|Example of a standard .45 pistol silencer.]]
 
'''Silencers''' (or '''suppressors''', colloquially '''cans''') are sound reduction devices attached to the muzzle of a firearm. As the name implies, their primary function is to decrease the amount of noise generated by gunfire, and their main purpose for doing so is to conceal the shooter, or at least make it more difficult to locate.
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 ===
There are no special restrictions to using a mounted UGL, it can simply be selected for use and fired, as if it was a standalone weapon. Critical failures and weapon malfunctions when using the grenade launcher only affect the grenade launcher's Condition, without affecting the mounted firearm.
Attaching a UGL to a compatible host firearm may increase '''increases the host firearm's weight by one tier'''. Each UGL model has its own compatibility list, see the list below for details.
* '''[[List of underbarrel grenade launchers]]'''
There are no special restrictions to using a mounted USG, it can simply be selected for use and fired, as if it was a standalone weapon. Critical failures and weapon malfunctions when using the shotgun only affect the shotgun's Condition, without affecting the mounted firearm.
Attaching a USG to a compatible host firearm may increase '''increases the host firearm's weight by one tier'''. Each USG model has its own compatibility list, see the list below for details.
* '''[[List of underbarrel shotguns]]'''
When switched on, weapon lights emit light that '''cancels the [[Effects|environmental blindness effect]]''' caused by dark rooms and other places with no light. As it is a source of bright light, the weapon light will allow every creature in the room to see in a dark room, not just the owner of the weapon light. It is also a source of bright light; regardless of whether the room is dark or not, '''a weapon light turned on will break stealth'''. It is advisable to remember to turn it off if you're about to face hostile creatures.
 
=== Weapons compatible with weapon lights ===
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 ===