The weapon holds a maximum number of shots equal to its Extended entry on the Clip Chart chart below. Only one clip can be attached to a weapon at a time. While this is attached to a weapon, it cannot be concealed under clothing.
The weapon holds a maximum number of shots equal to its Drum entry on the Clip Chart below. Only one clip can be attached to a weapon at a time. While this is attached to a weapon, it cannot be concealed under clothing.
Medium Pistol
12 Standard
18 Extended
36 Drum
Heavy Pistol
8 Standard
14 Extended
28 Drum
Very Heavy Pistol
8 Standard
14 Extended
28 Drum
SMG
30 Standard
40 Extended
50 Drum
Heavy SMG
40 Standard
50 Extended
60 Drum
Reduces penalties imposed on your firing at a target obscured to you by darkness, smoke, fog, etc. to 0. Looking through the scope, you can distinguish hot meat from cold metal, but not more specifically than that. You can’t tell the brand of their Cyberarm from a distance, or see any of its internal surprises, for example.
Far more than just a suppressor, a silencer uses a combination of sound baffling and noise-cancelation technology to make a firearm whisper-quiet without sacrificing power. Perfect for when you don’t want your target to know they’re being attacked until it’s too late. Hearing a shot from a weapon equipped with a Silencer requires a Perception Check against a DV determined by the GM. When determining the DV, the GM should consider the weapon’s size, the distance between the listener and the shooter, and any ambient noise. Silencers do not stop anyone from noticing damage from a bullet’s impact, only the shot itself.
Installing or uninstalling a Smartgun Link takes an hour. A weapon is a Smartgun only when it has a Smartgun Link attached to it. Special Cyberware is required to take advantage of a Smartgun. A Smartgun Link must be connected to you with Interface Plugs or a Subdermal Grip in order to operate, both of which require you to have a Neural Link. A Subdermal Grip connects a Smartgun held in it automatically. You can plug in Interface Plugs as part of drawing a Smartgun into a free hand, as long as your Interface Plugs aren't already plugged into something else. Being disarmed of your Smartgun doesn't snap your cables, it just unplugs them from the Smartgun. Plugging them back in isn't an Action should you have the Smartgun in your hand, as their ports are designed for ease-of-use. Why go through all this trouble? Because when making Ranged Attacks with one, you add a +1 to your Check. Requires 2 Attachment Slots.
Looking through the scope, user can see detail up to 800m/yds away. When attacking a target 51m/yards or further away with either a weapon's single shot firing mode or an Aimed Shot, you can add a +1 to your Check. Does not stack with TeleOptics Cyberware.
Sometimes you really don’t want anyone else’s finger on the trigger of your own gun. If the gun detects an unauthorized user, it will lock the trigger mechanism.
Effect:Only a registered user can fire the weapon. Slot: 1
The weapon holds a maximum number of shots equal to its Extended entry on the Clip Chart chart below. Only one clip can be attached to a weapon at a time. While this is attached to a weapon, it cannot be concealed under clothing.
The weapon holds a maximum number of shots equal to its Drum entry on the Clip Chart below. Only one clip can be attached to a weapon at a time. While this is attached to a weapon, it cannot be concealed under clothing.
Shotgun
4 Standard
8 Extended
16 Drum
Assault Rifle
25 Standard
35 Extended
45 Drum
Sniper Rifle
4 Standard
8 Extended
12 Drum
When wielded, this weapon can also be used as a Light Melee Weapon. While this is attached to a weapon, it cannot be concealed under clothing.
Sometimes you really don’t want anyone else’s finger on the trigger of your own gun. If the gun detects an unauthorized user, it will lock the trigger mechanism.
Effect:Only a registered user can fire the weapon. Slot: 1
A drug-based twist on the standard bayonet. You won’t break flesh with this attachment, but you can pump someone full of whatever chemical you load into the reservoir. An easy-to-use drug distribution platform mounted onto the end of a firearm. Instead of doing damage on a hit, the Airhypo Bayonet uses a quick burst of compressed air to force a liquid through the skin, delivering a dose of the loaded substance to the target. If the Melee Weapon Attack Check fails, the dose is not lost. The Airhypo’s reservoir can hold up to one dose of a single substance. Reloading the reservoir requires an Action.
When someone shoves you off a building, you don’t always have time to drop your rifle and grab your grapple gun. Save your life by combining the two! The weapon can be used as a Grapple Gun (see CP:R, page 353). However, it cannot make Attack Checks while being used as a Grapple Gun.
When wielded in two hands, the weapon can also be used as a Grenade Launcher, with only 1 grenade in its magazine. While this is attached to a weapon, it cannot be concealed under clothing. Requires 2 Attachment Slots.
Reduces penalties imposed on your firing at a target obscured to you by darkness, smoke, fog, etc. to 0. Looking through the scope, you can distinguish hot meat from cold metal, but not more specifically than that. You can’t tell the brand of their Cyberarm from a distance, or see any of its internal surprises, for example.
When wielded in two hands, the weapon can also be used as a Shotgun, with only 2 shots in its magazine. While this is attached to a weapon, it cannot be concealed under clothing. Requires 2 Attachment Slots.
Far more than just a suppressor, a silencer uses a combination of sound baffling and noise-cancelation technology to make a firearm whisper-quiet without sacrificing power. Perfect for when you don’t want your target to know they’re being attacked until it’s too late. Hearing a shot from a weapon equipped with a Silencer requires a Perception Check against a DV determined by the GM. When determining the DV, the GM should consider the weapon’s size, the distance between the listener and the shooter, and any ambient noise. Silencers do not stop anyone from noticing damage from a bullet’s impact, only the shot itself.
Installing or uninstalling a Smartgun Link takes an hour. A weapon is a Smartgun only when it has a Smartgun Link attached to it. Special Cyberware is required to take advantage of a Smartgun. A Smartgun Link must be connected to you with Interface Plugs or a Subdermal Grip in order to operate, both of which require you to have a Neural Link. A Subdermal Grip connects a Smartgun held in it automatically. You can plug in Interface Plugs as part of drawing a Smartgun into a free hand, as long as your Interface Plugs aren't already plugged into something else. Being disarmed of your Smartgun doesn't snap your cables, it just unplugs them from the Smartgun. Plugging them back in isn't an Action should you have the Smartgun in your hand, as their ports are designed for ease-of-use. Why go through all this trouble? Because when making Ranged Attacks with one, you add a +1 to your Check. Requires 2 Attachment Slots.
Looking through the scope, user can see detail up to 800m/yds away. When attacking a target 51m/yards or further away with either a weapon's single shot firing mode or an Aimed Shot, you can add a +1 to your Check. Does not stack with TeleOptics Cyberware.