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Weapon accessories are devices intended to be installed on weapons, typically firearms, in order to improve or modify their functionality or performance. Most weapon accessories are optional, with perhaps the exception of feeding systems.
There are five categories of weapon accessories: Feeding systems, Muzzle devices, Underbarrel devices, Optics, and Lights.
- 1 Feeding systems
- 2 Muzzle devices
- 2.1 Silencers
- 2.2 Muzzle brakes
- 2.3 Shotgun chokes
- 2.4 Bayonets
- 3 Underbarrel devices
- 4 Optics
- 4.1 Scopes
- 4.2 Red dot sights
- 4.3 Reflex sights
- 4.4 Optical addons
- 5 Lights
The term feeding system is a catch-all for any object whose primary function is to carry ammunition and feed it to a 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 firearms will not be able to fire at all. Others may require manual feeding of ammunition as a reload action in order to be able to fire.
Seven types of items can be found in this category:
- Magazines (including en-bloc clips, which are considered mechanically identical to magazines)
- Moon clips
- Stripper clips
- Speed strips
- Ammo belts (includes ammo belt boxes, which are designed to contain belts of a specific type and size)
- Reload packs
All feeding systems can further be differentiated by the way they feed ammunition into weapons during a reload action, using two informal terms: Droppers and Holders.
- Droppers are feeding systems which transfer their ammunition into compatible weapons before being replaced in the inventory or discarded. This suggests that the compatible weapons have internal magazines; the typical example is the speedloader, which is designed to drop the ammunition it carries into a revolver cylinder.
- Feeding systems considered to be droppers: Stripper clips, Speedloaders, Speed strips
- Holders are feeding systems which are meant to be "held" by the compatible weapons in order to feed it. The capacity of such weapons therefore becomes that of the currently held feeding device (excluding the +1 round in the chamber). The reload action is therefore characterized by either the insertion, or the swapping of an old device for a fresh one full of ammunition. The typical example is the box magazine, which is designed to be held by the host firearm (such as a pistol or a rifle).
- Feeding systems considered to be holders: Magazines, Moon clips, Ammo belts, Reload packs
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 weight changes accordingly.
- Example: An empty STANAG 30-round magazine has a Medium size tier, giving it a base weight of 1 unit. When loaded with 30 rounds of 5.56x45mm NATO (weight per round: 0.01 unit), the weight of that magazine becomes 1.3 units (1 from base weight + 30 x 0.01 from loaded ammunition).
|Feeding system size tiers and base weight|
|Size tier||Tiny||Small||Medium||Large||V. Large||X. Large|
|Base weight (in weight units)||0.25||0.5||1||1.2||2||3|
Lists of feeding systems
Magazines (or mags) are devices designed to hold and feed ammunition into a firearm.
Though they can be internal or integrated to a firearm, the magazines covered as weapon accessories are specifically detachable magazines, intended to be carried as individual items in the inventory; in order to differentiate them with internal magazines, which are an integral part of a weapon and are therefore not treated as items.
Magazines exist in various types, sizes, and capacities, and may have any one of the seven size tiers.
All magazines belong to a magazine type, which can be thought of as a family of magazines, even if that family is made up of just one member.
The general rule of thumb is that all firearms that are compatible with a given magazine type, are compatible with all types of magazines of that type. There are very few exceptions to this rule and those exceptions will be explicitly listed.
- Example: The Colt M16A4 is compatible with STANAG magazines, and can therefore accept any type of STANAG magazine, such as the STANAG 30-round magazine, the STANAG 40-round extended magazine, or even the STANAG 100-round C-MAG drum.
Many magazines may also receive extra descriptors, such as extended magazine, drum magazine, casket magazine, and more. These descriptors do not change their function and only exist to give the player an idea of their shape and purpose. For example, a magazine may be referred to as extended because it has a greater capacity than normal, whereas a drum or casket magazine are called that way to draw attention to their shape.
Stripper clips are long, thin strips of claw-shaped metal, designed to hold rounds of ammunition in place vertically. They are designed to be inserted in compatible firearms (which must have a clip guide of some sort), so that the ammunition can be pushed down and into the weapon all at once. Stripper clips are designed to drop the ammunition they carry into a compatible firearm, and typically, a type of stripper clip will only be compatible with one, or a few given weapons. Upon completing a reload, the stripper clip has effectively transferred its ammunition to the weapon; though the user can perform a partial reload and end up with a partially loaded clip. This can be done deliberately (by explicitly announcing the amount of rounds one wishes to load in), or out of necessity (if the clip holds more ammunition than the firearm needs to be fully loaded again).
Speedloaders are round devices, into which the user inserts compatible rounds of ammunition, which is held in place until the knob is turned and all of the ammunition loaded is released all at once. Speedloaders are designed to drop the ammunition they carry into a compatible revolver. Upon completing a reload, the speedloader has effectively transferred its ammunition to the weapon and will become empty. Speedloaders have a capacity and a caliber (sometimes, more than one); they must be used with a revolver of the same capacity, and the ammunition loaded must be compatible with the revolver.
Moon clips are thin strips of metal designed to hold rounds of ammunition and be held in place between a revolver's cylinder and frame; they are designed to hold and feed ammunition into a revolver. Reloading with a moonclip is very similar to reloading with a box magazine; remove old one, insert fresh one. But similarly to speedloaders, moon clips have a capacity and one or more calibers; they must be used with a revolver of the same capacity, and the ammunition loaded must be compatible with the revolver.
Speed strips are primarily (but not always, see below) used for reloading single-action revolvers. Though they do not make the unloading process any faster, they can reduce loading fresh ammunition down to a single turn. Fully unloading then fully reloading a single-action revolver with a speed strip therefore always takes 2 turns.
Speed strips are, as the name implies, long strips made out of rubber, designed to hold rounds of ammunition into a straight line. The rubber strip can be bent and stretched to allow faster insertion than with loose rounds, the idea being to partially insert one round, "rip" it out of the rubber strip, turn the cylinder, and repeat until fully loaded, until the strip is empty, or until the user wishes to stop. They are therefore droppers. Speed strips have a capacity and one or more calibers, but unlike speedloaders and moon clips, capacity doesn't need to match; only the ammunition loaded must be compatible with the revolver. Therefore, it is possible to use a 5-round, 6-round, or even 8-round speed strip with a 6-shot revolver, as long as the caliber is compatible.
|Yes, you can use a speed strip for reloading DA/SA and double-action only revolvers as well; just like the revolver enthusiasts in the real world! If you wish to do so, you must explicitly state as much. Doing so will allow you to load up to 6 rounds per turn (double the amount allowed from reloading with loose rounds).|
Ammunition belts are, as the name implies, used to feed a belt-fed firearm; typically a machine gun. There are two major kinds of ammo belts: Disintegrating and Non-disintegrating belts. All ammunition belts are designed to hold and feed ammunition into a firearm.
Rounds of ammunition that are loaded in ammo belts may be referred to as belted ammunition or more rarely, linked ammunition.
Non-disintegrating belts are the simplest type of ammunition belt available, and can be thought of as essentially large magazines. They function the same way; they have a fixed capacity, and typically are only compatible with one or a few weapons.
They are called "non-disintegrating' because the links holding each round of ammunition are not stripped from the belt and removed as the ammunition is fired. Instead, a machine gun that fires all of the ammunition in a non-disintegrating belt will simply eject the empty belt on the other side, ready to be picked up and reloaded.
Disintegrating belts are a little more involved; they are made up of metallic clamps called belt links. The type of belt link determines which weapons (and in turn, calibers) they are compatible with.
Firearms that can be fed with disintegrating link belts will eject belt links on the floor alongside casings. Unlike casings, there is no Handloading skill requirement to find links; firing 200 rounds will always result in 200 belt links on the floor.
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 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.
- Example: You can separate a 100-round ammo belt into two 50-round ammo belts, or into one 25-round and one 75-round, etc.
Although links have an individual weight of 0.01, loose ammo belts are not heavier than unlinked ammunition; a 50-round loose belt weighs as much as 50 rounds, for instance. As such, it is always more space efficient to combine ammo and links.
There is no upper limit to how much ammunition can be linked together into loose ammo belts; as long as you can carry it.
Loose belts and belt boxes
It is important to distinguish between loose ammo belts and ammo belt boxes:
Loose ammo belts:
- Have a variable capacity, which depends on however many rounds are linked together.
- Cannot be held by a firearm like a magazine or a belt box - can only be carried in the inventory.
- You may load a loose ammo belt into a compatible firearm, but only if the belt is in a directly accessible part of the inventory. Firearms loaded with such belts are therefore "loaded from the inventory".
Ammo belt boxes:
- Are designed to contain ammo belts of a specific type (e.g. M13 belt boxes can only contain M13 belts, and so on).
- Can be loaded into a compatible firearm, which will hold it, like a magazine. It takes 1 turn to load a loose belt into a belt box.
- Have a listed maximum capacity (e.g. "ammo belt box, 100 rounds").
- You may load a loose belt of any length inside a belt box, as long as it's equal or inferior to the listed capacity. For example, a 74-round loose belt loaded in a 100-round belt box is fine, but a 124-round loose belt is not.
The term reload pack is a generic term for feeding devices that do not fit in the above categories. They are generally groups of objects abstracted as one item in the inventory.
Presently, there are two informal types of reload packs - both work the same way, but have different looks and appearances:
- The nailgun reload pack, a kit containing a roll of nails of a certain length and type, and a CO2 canister with just enough gas to fire all of the nails contained.
- The flamethrower reload pack, which is a kit containing enough fuel to completely refill the compatible weapon's gas tank alongside any other necessities (starter fuel, etc.).
Flamethrowers and nailguns cannot be reloaded until they are empty, reload packs cannot be refilled (as their purpose is to completely refill their relevant weapons to full capacity), and once used as part of a reload action, the reload kits are discarded completely, making them one-use items.
The term muzzle devices refers to weapon accessories which are intended to be screwed or attached onto the muzzle of a firearm, usually to alter its performance.
Four types of items can be found in this category:
- Silencers, also called suppressors
- Muzzle brakes
- Shotgun chokes
Each type of muzzle device has their own functions and purposes.
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.
Although there is considerable debate on whether 'silencer' or 'suppressor' should be used, the author considers the use of both terms acceptable and interchangeable, and the term 'silencer' will be used as the word to describe the devices throughout the rest of this wiki.
Effects of silencers
A firearm with an attached silencer or an integrated silencer is considered to be silent, allowing their user to maintain stealth when in cover. This is critical to make ranged attacks without being attacked in turn.
Certain other types of ranged weapons are considered to be naturally silent by nature, effectively working like a silenced firearm. These weapons include:
- All archery weapons
Weapons compatible with silencers
In the Mazes, silencers are divided by category (whether they are pistol, rifle, or shotgun silencers), standard (the type of threading or mounting point used to attach the silencer), and bore size. The combination of these descriptors determine which firearms (and which calibers) silencers can be attached to.
Certain silencers are fully integrated to their host firearm, and cannot be removed. They are referred to as integrated silencers.
As a rule of thumb, revolvers can never be silenced (the gap between a revolver's frame and cylinder renders the use of a silencer useless), with very rare exceptions.
Muzzle brakes (sometimes also known as compensators, or simply brakes; sometimes, colloquially called loudeners) are recoil mitigation devices attached to the muzzle of a firearm. They work by redirecting some of the gases expelled when firing in another direction than forward, using ports, usually pointed up or to the sides. Because this has the side-effect of also redirecting the muzzle blast and the noise produced by the firearm, muzzle brakes are sometimes given the affectionate moniker of 'loudener', as they appear louder to bystanders than non-braked firearms.
Effects of muzzle brakes
A firearm with an attached muzzle brake benefits from a Recoil -1 modifier.
Weapons compatible with muzzle brakes
Muzzle brakes are divided into categories, standards and bore sizes, just like silencers. The combination of these descriptors determine which firearms (and which calibers) muzzle brakes can be attached to.
Certain muzzle brakes are fully integrated to their host firearms, and cannot be removed. They are referred to as integrated brakes. In addition, certain firearms may have ported barrels which, while not explicitly muzzle brakes or compensators, are considered to work the same way; they are considered to also be integrated brakes.
Shotgun chokes (or just chokes) are muzzle devices intended to alter the performance of shotguns. In the Mazes, all shotguns are made from the factory with a cylinder bore, and all shotgun chokes are external and intended to be attached to a threaded barrel, for the sake of standardization with other muzzle devices such as silencers and muzzle brakes.
The purpose of a choke is to tighten the pattern of projectiles fired, by forcing them to pass through a tube of a smaller diameter than that of the barrel. The resulting effective constriction forces the projectiles to stay together for a little longer, making the patterns at a given distance tighter than without a choke installed. While this can result in more hits on target (pellets have less dispersion), this also means that choked shotguns must be aimed more accurately.
It must be noted that chokes are only useful with multiple projectile shotgun shells (buckshot, flechette...). When used in conjunction with slugs, at best they have no effect, but may, at worst, have a negative impact on accuracy.
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).
Effects of shotgun chokes
Although the exact effects of a shotgun choke depend on its type and caliber, chokes generally modify the dice rolled for projectiles when used with multiprojectile shells, generally to offer a higher average amount of pellets hitting the target. Certain chokes may also have accuracy modifiers. For a detailed list of effects, see the list of shotgun chokes, linked below.
Weapons compatible with shotgun chokes
Shotgun chokes can only be attached to firearms chambered for shotgun calibers. Although not technically impossible to implement, there are no weapons with integrated shotgun chokes in the game's weapon roster.
Bayonets are melee weapons - typically a knife, sometimes a simple metal rod - that are specifically designed to be attached to the muzzle of a firearm. Most bayonets can be used as stand-alone weapons (those that do may count as weapons), though all of them are primarily intended to be used as weapon accessories. When attached to a firearm, a bayonet allows the host firearm to be used as a more effective melee weapon than simply bashing an enemy with it.
There are many different types of bayonets. The part of a firearm that is designed to accept a bayonet is called a bayonet lug.
Effects of bayonets
The purpose of a bayonet is to effectively add an extra mode of usage to the weapon it is attached to; namely, a relatively effective melee option, as well as the ability to perform a bayonet charge.
Bayonets capable of being used as stand-alone weapons are referred to as knife-bayonets, count as Class 5 Short weapons and require the use of Knife skills.
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
Each bayonet model has its own compatibility list, which is generally a set list of specific firearms.
The term underbarrel devices refers to weapon accessories which are intended to be screwed or attached under a firearm's barrel. The firearms compatible with underbarrel devices are always implied to be some sort of long gun with a handguard of some sort. Certain kinds can alter the weapon's performance, other kinds are entire separate weapon systems, meant to be attached to an existing weapon (such as a grenade launcher).
Four types of items can be found in this category:
- Underbarrel grenade launchers (UGL)
- Underbarrel shotguns (USG)
Each type of underbarrel device has their own functions and purposes.
All underbarrel devices fit on one of four types of mounts:
- Short; Short underbarrel devices can fit on both Short interfaces and Long interfaces.
- Long; Long devicess can only fit on Long interfaces.
- Proprietary; Proprietary devices can only fit on interfaces designed specifically for them. They usually bear the accessory's name. (e.g. M203 mount)
- Integrated; Integrated devices are, as the name implies, integrated to the host firearm and therefore non-removable.
Bipods are devices with two legs, usually attached to the barrel of a firearm, or on some sort of interface. Their purpose is to allow the firearm to rest on some sort of surface, or even the floor, in order to stabilize it and make shooting easier and more comfortable.
There are two kinds of bipods:
- The universal bipod, which is a separate weapon accessory that can be purchased for 250 in a gun shop or a weapon shop. All universal bipods count as Short underbarrel devices.
- Various integrated bipods, which can be found on a number of firearms.
Both types of bipod have the same effects, the only difference between the two is that integrated bipods are impossible to remove from their host firearm.
Effects of bipods
By itself, a bipod is in the undeployed state, and an undeployed bipod has no effects. The bipod must be deployed in order for it to provide any effects.
Deploying a bipod is a non-combat action. Once deployed, your firearm benefits from the following effects:
- FT -1
- Recoil -1
- IS tier +1
In other words, deploying a bipod will trade some speed in favor of reduced accuracy and recoil.
Un-deploying a deployed bipod is a free action, and is considered to be done automatically whenever you cease using the firearm.
Foregrips are simple devices meant to be gripped by the non-dominant hand. The most common type of foregrip is the tubular shaped device that is known as a vertical foregrip, taking on a roughly cylindrical shape. They are largely intended for long guns, however some special types of handgun foregrips do exist. The purpose of a foregrip is to allow for a more comfortable gripping point, making the firearm easier to control.
There are two kinds of foregrips:
- The universal foregrip, which is a separate weapon accessory that can be purchased for 250 in a gun shop or a weapon shop. All universal foregrips count as Short underbarrel devices.
- Various integrated foregrips, which can be found on a number of firearms.
Both types of foregrip have the same effects, the only difference between the two is that integrated foregrips are impossible to remove from their host firearm.
Effects of foregrips
Any firearm with a foregrip automatically provides the following benefits:
- IR -1
As the use of a foregrip requires both hands, if you use a firearm with a foregrip attached with only one hand, then the foregrip provides no effects at all.
Underbarrel grenade launchers
Underbarrel grenade launchers (also known as underslung grenade launchers, shortened to UGLs), are both weapons and weapon accessories. They function like standalone grenade launcher weapons, but cannot be used on their own; they must be attached to a compatible host firearm in order to be used. Some UGLs are integrated to their host firearm and cannot be removed.
As the name indicates, they are grenade launchers first and foremost. All UGLs have their own, separate ammunition and weapon maintenance counters.
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 increases the host firearm's weight by one tier. Each UGL model has its own compatibility list, see the list below for details.
Underbarrel shotguns (also known as underslung shotguns, shortened to USG - SG stands for ShotGun), are both weapons and weapon accessories. Much like UGLs, they function like standalone shotgun weapons, but cannot be used on their own; they must be attached to a compatible host firearm in order to be used.
As the name indicates, they are shotguns first and foremost. All USGs have their own, separate ammunition and weapon maintenance counters, and some may even accept their own feeding devices.
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 increases the host firearm's weight by one tier. Each USG model has its own compatibility list, see the list below for details.
The term optics refers to all of the weapon accessories that can be described as optical sights. Adding or modifying optics to a firearm will usually have many effects on the way it can be used. A firearm that does not have any optics installed is always implied to have iron sights instead, which provide no effect.
Four types of items can be found in this category:
- Red dot sights (RDS)
- Reflex sights (RFX)
- Optical add-ons
Each type of optic has their own functions and purposes.
All optics belong to a mount type, which may be one of the following:
- NATO - NATO mount, also known as Picatinny rails.
- NATO-S - NATO Short mount, a shorter version of the above which cannot accept High-power scopes or Extreme-power scopes.
- WP - WP side mount, so called because the attachment point is located on a side of the receiver instead of the top.
- WP-S - WP Short mount, a shorter version of the above which cannot accept High-power scopes or Extreme-power scopes.
- HK - HK claw mount, so called because it requires a specific type of receiver on which claws can be attached for mounting optics on.
- HK-S - HK claw Short mount, a shorter version of the above which cannot accept High-power scopes or Extreme-power scopes.
- QBZ - QBZ mount, so called because it requires a specific mounting point usually found on the QBZ family of firearms.
- G43 - G43 mount, so called because it requires a specific mounting point normally found on the Gewehr 43.
- Integrated - These optics are integrated to their host firearm, and are usually proprietary. Generally, no model name is provided for such optics, only their type, and if it's a scope, their magnification.
The term scope is used to refer to any magnifying optical sight, generally starting at 2x and above.
Effects of scopes
All scopes fit under one of five categories, each of which has different effects.
The categories and their effects are as follows:
- Low-power (Magnification: 3x or less)
- FT -1
- IR -1
- Recoil +1
- Medium-power (Magnification: 4x to 5x)
- FT -2
- IR -1
- Recoil +2
- High-power (Magnification: 6x to 8x)
- FT -2
- IR -2
- Recoil +3
- The Concentration ability can be performed.
- Cannot fit on 'Short' mounts (NATO Short, WP Short, HK claw Short)
- Extreme-power (Magnification: 9x and higher)
- FT -3
- IR -2
- Recoil +4
- The Concentration ability can be performed.
- Cannot fit on 'Short' mounts (NATO Short, WP Short, HK claw Short)
- Rocket launcher optics (No magnification rating; these optics are specifically tuned for rocket launcher ballistics)
- IR -1
NOTE: Obviously, optics don't actually make a firearm recoil any harder, however the recoil increasing effects were chosen to simulate the increased difficulty of keeping a scoped firearm on target when shooting large amounts of ammunition, especially compared to using a non-magnifying optic, or iron sights.
Weapons compatible with scopes
Red dot sights
Red dot sights (shortened to RDS) are optics which project a simple red dot on a usually unmagnified or very low magnification lens. The red dot's simplicity is meant to make aiming with it easier and more instinctive than with iron sights.
Effects of red dot sights
Any firearm with a RDS attached benefits from the following effects:
- The Multiple Targeting ability can be performed.
Weapons compatible with red dot sights
Reflex sights (shortened to RFX, from ReFleX) are optics which project a targeting reticle on a reflecting lens. The way they work is that even if the shooter's eyes are not perfectly aligned with the sight, if the sight is on target, the reticle will remain on target. While it doesn't necessarily allow a shooter to be any more accurate, they generally allow for better reaction times, as less time is spent making sure the sights are aligned.
Effects of reflex sights
Any firearm with a RFX attached benefits from the following effects:
- IS tier -1
Weapons compatible with reflex sights
These special weapon accessories are meant to be installed alongside another type of optic. They generally provide additional or enhanced features.
Only one type of optical addon exists, the sight magnifier.
The sight magnifier is, essentially, an add-on magnifying glass with is intended to be used in conjunction with a red dot sight or a reflex sight. They are simple to use; simply look through the magnifier and the existing RDS or RFX at the same time. The magnifier provides a 2x magnification, and the capability to be folded (allowing it to rest at an angle, so that the original sight can be used without magnification, if desired).
Sight magnifiers can be purchased for 1000 at a weapon shop or a gun shop. They are only compatible with NATO or NATO-S mounts, meaning that they can only be used to magnify red dot and reflex sights compatible with this mount type.
Sight magnifiers provide the following effects (when deployed only):
- FT -1
- IR -1
- Recoil +1
In short, a sight magnifier acts as a foldable low power scope, the effects of which are added to that of a red dot or reflex sight.
Lights is the collective term to refer to weapon accessories that emit light beams of some sort; they refer to both regular lights and lasers.
Three types of items can be found in this category:
- Weapon lights
- Laser sights
- Dual modules, which can function as both a light and a laser
All lights fit on one of four types of mounts:
- Short; Short lights can fit on both Short interfaces and Long interfaces.
- Long; Long lights can only fit on Long interfaces.
- Proprietary; Proprietary lights can only fit on interfaces designed specifically for them. They usually bear the accessory's name.
- 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 action.
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...)
Weapon lights (alternatively spelled weaponlights) are called as such to specifically refer to devices emitting visible light that are intended to be mounted on firearms.
Effects of weapon lights
Weapon lights have no effects when switched off.
When switched on, weapon lights emit light that cancels the 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 (also called laser pointers, laser aiming modules or LAM) are devices which emit laser beams, usually red or green, in order to project a visible colored dot on the target. The purpose of a laser sight is to provide a guide on the point of aim, allowing the user to have a better idea of where their weapon is pointing, therefore promoting better weapon control.
Despite the word 'sights' in the name, they are not a type of optic or sight at all. They may have been called that way because certain shooters have used them as a replacement for actual sights.
Effects of laser sights
Laser sights have no effects when switched off.
When switched on, laser sights cancel the point of aim shifting effect when passing over ADT. While this will not prevent the accuracy loss effects, laser sights will at least help you stay on target.
Weapons compatible with laser sights
Dual modules are simply lights that have both a weapon light and a laser sight, allowing the use of either, or both, at the same time. They provide the same effects, and if both are switched on at once, the effects provided are combined.