Below you will find a list of various weapon accessories that may be added to your weapons, some will affect the performance of your weapon, others will have other effects as noted. Each type of accessory falls into a type of catogry as you will see below.
Targetting Accessories
These are accessories designed to help improve your aim and accuracy with ranged weaponary. They can be attached to virtually any type of ranged weapon.
Scopes
Scopes are devices that enable the firer to pick off targets at extended ranges. They are one of the most basic targetting devices one can fit your weapon. Coming in a variety of strengths, the table below gives a price comparrison for different range scopes. Ranges are given in metres, representing upto what range the scope will make an object appear to be at a size that was if the person was standing next to you.
| Scope Range | Cost | Availability |
| 100m | 15 credits | Common |
| 200m | 20 credits | Common |
| 300m | 25 credits | Common |
| 500m | 35 credits | Common |
| 750m | 50 credits | Common |
| 1000m | 75 credits | Common |
| 1500m | 100 credits | Common |
| 2000m | 125 credits | Common |
| 2500m | 150 credits | Rare |
| 3000m | 200 credits | Rare |
| 4000m | 300 credits | Rare |
| 5000m | 400 credits | Rare |
| 7500m | 750 credits | Super Rare |
| 10000m | 1000 credits | Super Rare |
Filters
Filters are devices that can be attached to Scopes in order to enhance ones ability to target in a variety of conditions. A list of some of the filters that may be purchased for scopes can be found in this table:
| Filter | Cost | Availability | Description |
| Infra Red | 15 | Common | Shows thermal imagery using heat. |
| Ultra Violet | 15 | Common | Shows things up in the ultra violet spectrum. |
| Night Vision | 10 | Common | Enhances the available light. |
| Blind Protector | 20 | Common | Filters out bright light sources that could otherwise temporary or permanantly blind the user. |
| Motion | 40 | Common | Shows motion up. The higher the motion, the brighter the object becomes. |
| Radar | 40 | Common | Uses radio waves to detect objects. |
| Range Finder | 20 | Common | Gives an accurate range to target currently in scope. |
| Sonar | 40 | Common | Uses sound waves bounced of targets to detect them. |
| Radio | 50 | Rare | Shows radio waves up as a visual image. |
| Sound | 60 | Rare | Shows sound up as a visual image, the louder the noise, the brighter it becomes. |
| Odour | 70 | Rare | Shows smell up as a visual image. The stronger the smell, the brighter it becomes while different odours have different colours. |
| Dimensional | 200 | Rare | Detects and displays dimensional activity in the scopes sights. |
| EM | 40 | Common | Shows up electro-magnetic radiation from things like electrical and cybernetic parts. |
| Analysis | 150 | Rare | Performs a rough chemical analysis on the target point. |
| Organic | 500 | Rare | Shows up organic material. |
| Neural | 750 | Super Rare | Shows up brain wave activity. The stronger the image, the mre active the neural activity is. |
| X-Ray | 300 | Super Rare | Uses X-Rays to see through otherwise impenetrable objects. |
Virtual Targetting
Virtual Targetting combines scopes with computers, to create a new form of targetting. There are four different types of basic virtual targetting types as listed below. To create a virtual targetter, you need to purchase at the very least the computer and the scope + any filters or modifications that you want.
| Virtual Targetter | Cost | Availability | Description |
| Scoped | 125 | Common | The computer display appears inside the telescopic site itself with a keypad on the outside. |
| Screened | 150 | Common | A small image screen is attached to the gun (style varies) on which the targetting information is displayed. |
| Feed | 125 | Common | There is a small port on the gun into which either a headset with eye piece or an external monitor can be plugged in. The virtual targetting cybernetic can plug into this as well. The feed acts both ways so it not only sends out information but will recieve information as well regarding which filters to display etc... |
| Screen and Feed | 160 | Common | Has both the monitor screen attached to the gun and a Feed port to give flexibility in choice. |
Virtual Targetting Modifications
The following are upgrades and modifications that can be purchased to add to a virtual targetting system to enhance your targetting capabilities.
| Modification | Cost | Availability | Description |
| Targetting Recording | 40 | Common | Has an inbuilt micro-disk recorder/player to record and play back visual images from the computer. |
| Movement Predicter | 75 | Common | Predicts where to hit when firing at moving targets. |
| Enhanced Imaging | 90 | Common | Enhanced images the computer recieves to give crystal clear pictures. |
| Target Identifyer | 200 | Rare | Inbuilt database from which the computer can analyse all available data on a target and identify what it is. |
| Weak Spot Identifyer | 200 | Rare | Uses avaliable data to predict weak spots on targets. |
| Tracer Detector | 75 | Common | Can pick up tracer signals (see tracers in miscellaneous equipment). |
| Bullet Camera Reciever | 50 | Rare | Can recieve images from bullet camera's. |
Laser Painters
Laser painters emit a small continuous low powered laser that will cast a single small dot on a target spot, making it easier to see where a shot will hit. Laser painters have enough charge to last for four weeks and then need to only have their battery replaced (costs 1 credit for a common item). Laser painters come with a variety of ranges that can be purchased as according this table:
| Painter Range | Cost | Availability |
| 25m | 5 credits | Common |
| 50m | 10 credits | Common |
| 75m | 15 credits | Common |
| 100m | 20 credits | Common |
| 150m | 25 credits | Common |
| 200m | 30 credits | Common |
| 250m | 35 credits | Common |
| 500m | 50 credits | Common |
| 1000m | 100 credits | Rare |
| 2500m | 250 credits | Rare |
| 5000m | 500 credits | Rare |
| 7500m | 750 credits | Super Rare |
| 10000m | 1000 credits | Super Rare |
Stocks and braces
Stocks are simple support devices that help steady ones aim when using a weapon. They are built into the back of a weapon and just give one something into which they can position the gun into their shoulder which is particularly important when needing to take aim. Braces are special devices that hold or strap a gun to a persons arm, providing even more support and steadiness when holding a weapon. The following table lists several different types of Stocks and Braces (a weapon can only have one brace and one stock at any time):
| Type of Stock / Brace | Cost | Availability | Description |
| Solid Stock | 5 | Common | A solid stock is just that, a solid bit of material attached and shaped to the back of the weapon. |
| Detachable Stock | 7 | Common | A detachable stock is available for those weapons that can be used in several manners, be able to be removed for ease of use and storage. |
| Folding Stock | 12 | Common | A step up from the Detachable stock, the folding stock means you don't have to remove the stock and risk loosing it. |
| Strap on Brace | 6 | Common | The simplest brace, quite simply a material strap that wraps around the wrist and is attached to the weapon. |
| Cuff Brace | 15 | Common | A single metal or other hard wearing material brace that straps around the wrist and is attached to the weapon. |
| Double Cuff Brace | 25 | Common | Features two cuff's for even stronger support. |
| Detachable Cuff Brace | 20 | Common | A detachable cuff brace that saves fiddling with your brace everytime you want to put it down. Snaps quickly back into place when required. |
| Detachable Double Cuff Brace | 30 | Common | The detachable version of the Double Cuff Brace. |
| Guantlet Brace | 50 | Rare | A brace that covers the whole lower arm and is detachable from the weapon, offering the ultimate in braced support. |
| Auxillary Brace | 50 | Rare | A guantlet brace that is not intended to be attached to a weapon. Instead, it allows for a single Auxillary weapon to be attached to the top of the arm. |
| Deluxe Brace | 60 | Rare | Like the Auxillary Brace but also acts as a Guantlet Brace as well for weapons. |
Recoil Baffling
Recoil baffling helps reduce the recoil on weapons that produce a kick back when fired, making it easier to use these weapons (such weapons include all projectile and energy weapons, disquette and datex weapons). There are three types of recoil baffling:
| Baffling | Cost | Availability | Description |
| Handle Baffling | 15 | Common | Reduces recoil around the handle of the gun. |
| Stock Baffling | 15 | Common | Requires a stock. When a stock is used, the recoil generated is lessened. |
| Brace Baffling | 25 | Common | Requires a brace. The best type of recoil baffling, it reduces the recoil of the whole weapon. |
Stands
A stand is anything that can be used when supportting the gun on a surface to give it an even more steady aim when firing. These stands come both of being completly foldable and detachable as required:
| Stand | Cost | Availability | Description |
| Pistol Bipod | 10 | Rare | Small Bipod suitable for pistol sized weapons. |
| Rifle Bipod | 20 | Common | Bipod suitable for rifle size weapons for use on supported surfaces or lying down. |
| Rifle Tripod | 30 | Common | Tripod suitable for rifles. Enables one to kneel behind the weapon to fire. |
| Heavy Tripod | 50 | Common | Tripod suitable for heavy weapons. Large enough to kneel behind. |
| Full Heavy Tripod | 100 | Rare | Very large Heavy weapons Tripod which one can comfortably stand behind and fire the weapon. |
Artillary Carriages
There are two types of artillary carriages currently available, both capable of supporting a single artillary weapon:
Tracked: (Costs=12'000 credits / Availability=Super Rare) This carriage rolls along the ground at speeds upto 100 km/h.
Aerial: (Costs=25'000 credits / Availability=Super Rare) This carriage is capable of airbourne travel at speeds of upto 300 km/h. However, bear in mind that certain artillary is not suitable to be fired from the air and the carriage should land before attempting to fire such weapons.
Security Accessories
So you have a state of the art weapon, fully ladden with the best accesories going. Yet, you have gone to all their effort to pay for a fantastic weapon but would you do if it got stolen? Best purchase some form of security in order to protect your most valued protector. The following devices are compactable with most ranged weapons.
| Security Device | Cost | Availability | Description |
| Keypad Lock | 25 | Common | A simple keypad built onto the side of your weapon will prevent it from being used until the correct combination is entered by yourself. |
| DNA Lock | 50 | Common | Configured to your DNA, the gun will fail to work unless your DNA is present against the handle of the weapon. |
| Alarm | 10 | Common | Can be connected to either two of the above systems and will signal a loud 100 decibel alarm should someone try using it other than yourself. |
| Explosive | 40 | Common | Can be connected to either type of lock. If someone other than yourself tries using the weapon, the weapon explodes in their hands. Unfortunately, this would destroy your weapon but it would teach the bugger right. |
| Electric Shock Alarm | 150 | Rare | Can be used with either type of lock. Should someone other than yourself try using the weapon, the weapon will discharge a powerful electric shock into the person. Needs to be recharged once activated. |
| Neuro Trigger | 100 | Rare | Works in conjunction with the cybernetic implant of the same name. There is no trigger on the gun, just a plug in port which connects to a matching cybernetic system. The gun will then only fire at a command issued by your specific brain waves. |
| Tracer | 20 | Common | Should anyone bar yourself try using the weapon when using the locks above, this device will activate, enabling you to track where your weapon is using normal tracer equipment (see miscellaneous gear). |
Projectile Accesories
This following section deals with a few additional items you may wish to add to your projectile weapons should you so wish in order to enhance their performance.
Barrel Extensions and modifications
These are items that can be added to the end of a projectile weapons barrel or built into a projectile weapon. They have to be fitted to specific calibres, so each one is dealt with seperately with a cost shown for the different size calibres (for artillary calibre sizes of the items shown below, please email the Games Master to see if they are available and their details).
Silencers
| Calibre | 2.5 | 5 | 7.5 | 10 | 12.5 | 15 | 17.5 | 20 |
| Cost | 5 | 7 | 10 | 12 | 15 | 20 | 25 | 30 |
Availability: Common (2.5mm-12.5mm calibre) Rare (15mm+ Calibre)
Description: Silencers are designed to muffle the sound of projectile weapons which are otherwise very noisy weapons. Though this does decrease slightly the performance of the weapon, this is negliable when there is a need to remain quiet in ones duties. Silencers screw into the end of the barrel and can be removed as required.
Flash Suppressor
| Calibre | 2.5 | 5 | 7.5 | 10 | 12.5 | 15 | 17.5 | 20 |
| Cost | 5 | 7 | 10 | 12 | 15 | 20 | 25 | 30 |
Availability: Common (2.5mm-12.5mm calibre) Rare (15mm+ Calibre)
Description: Projectile weapons give a brief flash of light at the end of their barrels. Though by day this does not poss much of a problem, in low lighting conditions this flash is a dead give away to the location of the firer. Flash suppressors can be attached to the end of the gun and though there is a slight drop in performance, it completely masks the barrel flash of such weapons.
Guass Accelerator
| Calibre | 2.5 | 5 | 7.5 | 10 | 12.5 | 15 | 17.5 | 20 |
| Cost | 75 | 100 | 125 | 150 | 175 | 200 | 225 | 250 |
Availability: Common in Delta Feareo and Resque, Rare elsewhere
Description: Guass Accelerators are built into the weapon itself and require energy drawn from a single powercell attached to the weapon (a second powercell can be added for an additional 10 credits on rifle sized weapons and above). If choosen to be activated when firing, the guass accelerator works to speed up a bullet as it is fired, significantly increasing it's range, accuracy and hitting power to nearly twice as normal. Guass Accelerators use up a charge equal in percentage to the calibre per bullet fired (e.g. a guass accelerator on a 7.5mm calibre weapon would use a charge of 7.5% everytime it was used to accelerate a bullet).
Underwater Adaption
| Calibre | 2.5 | 5 | 7.5 | 10 | 12.5 | 15 | 17.5 | 20 |
| Cost | 2 | 4 | 6 | 8 | 10 | 12 | 14 | 16 |
Availability: Common
Description: Projectile weapons that are fired underwater have a tendancy to explode as they are not meant for underwater operation. However, with a simple modification to the barrel, a projectile weapon can be used underwater just as well as on land or in space.
Gas Accelerator
| Calibre | 2.5 | 5 | 7.5 | 10 | 12.5 | 15 | 17.5 | 20 |
| Cost | 50 | 75 | 100 | 125 | 150 | 175 | 200 | 250 |
Availability: Common in Cyran Dor and the League of Independance, Rare elsewhere.
Description: This modification to the weapon sees the weapon holding a canister of specially compressed gas on the side of the weapon and can be used to accelerate any bullets fired by the weapon, increasing range and hitting power. These canisters carry a total of 200 units of compressed gas (costs 5 credits to replace, same availabiity as the Gas Accelerator) and the each bullet fired uses up the same amount of units of gas as the calibre of the weapon (e.g. a 12.5mm weapon would use up 12.5 units of gas for each accelerated shot). Rifle's can carry an additional gas cyclinder for an additional 15 credits and Heavy weapons can carry upto four gas cyclinders, each additional one also costing only 15 credits.
Bin and Chain Feeds
Some projectiles are descibed as being capable of being Chain Fed. What this means, that as well as accepting ammunition from a Magazine (if they do at all), they can be fed bullets that are linked together on a chain. This is particularly important in very fast firing weapons which can consume large amounts of ammunition in a very short space of time. Chain Fed's are very simple to set up, the chain to which to attach bullets to costs only 1 credit per bullet to be placed on it, counts as a common item and can be as long as one likes.
However, having large amounts of chained bullets left lying around the place can be both messy and difficult to carry around, proving to be a bit impractical in some situations. Therefore, Bin Feeds were developed. A Bin Feed will attach to a Chain Fed gun but is essentially a very large magazine for the weapon. Some Bin's are nothing more than huge drums that sit on the side of a weapon (think of the old tommy guns used by gangsters way back), but the more sophisticated versions are set up as backpacks with a feed connecting the backpack to the gun.
The following tables gives the details on how to create a bin feed to attach to a chain fed weapon. Max Drum Size means the maximum number of bullet that calibre gun can have with a drum bin fed that attaches to the side of the weapon. Max Back Size represents the maximum number of bullets a bin fed can have which is carried on the back and attached to the gun via a bullet fed. Cost then represents the cost per bullet that the bin feed can hold. Bin Feed are possible for Shell's are well but are considered Super Rare and are not covered here at the moment.
| Calibre | Max Drum Size | Max Back Size | Cost per bullet |
| 2.5mm | 500 | 5750 | 3 credits |
| 5mm | 200 | 4500 | 4 credits |
| 7.5mm | 100 | 3000 | 5 credit3 |
| 10mm | 60 | 2350 | 6 credits |
| 12.5mm | 30 | 1900 | 7 credits |
| 15mm | 15 | 1500 | 8 credits |
| 17.5mm | 10 | 1200 | 9 credits |
| 20mm | 7 | 960 | 10 credits |
Bin and Drum Feeds of 2.5-12.5mm are considered common items. Bin and Drum feeds for 15mm calibres and above are considered Rare items.
Laser Accessories
The following items may be used with a Laser weapon in order to enhance it's performance. Costs are given per weapon size, artillary size versions of this stuff is considered rare and the Games Master should be consulted first before wanting to purchase this size:
Efficient Energy Recycler
| Size of Laser | Auxillary | Pistol | Rifle | Heavy |
| Cost | 20 | 40 | 120 | 480 |
Availability: Common
Description: This system bleeds off excess energy from the laser without affecting it's performance, returning that lost energy back to the powercell and thus cutting down on energy usage. In effect, this halves the energy used by the laser every time it fires. Can not be used with Lasers that have the energy recycled cooling system built into them as they both work the same way.
Crystal Laser Adaption
| Size of Laser | Auxillary | Pistol | Rifle | Heavy |
| Cost | 100 | 200 | 600 | 2400 |
Availability: Common in Planica/Plantia, Rare elsewhere
Description: A while ago, Planica/Plantia discovered how to use specialised crystals to enhance the power of their lasers. Though expensive, these crystals effectively double the range and the strength of Lasers without effecting the power the weapon consumes. The only drawback is that these crystals are fragile and can be easier cracked if dropped, making them useless.
Isasiras Gas Chamber
| Size of Laser | Auxillary | Pistol | Rifle | Heavy |
| Cost | 10 | 20 | 60 | 240 |
Availability: Common in Resbinarge, Rare elsewhere
Description: Developed by Resbinarge millenia ago, the Isasiras Gas Chamber is an added part to Resbinarges laser weapons. When the Laser passes through the chamber inside the gun which is filled with Isasiras Gas (needs to replaced every four weeks, costing 5% of the cost of this modification, common in Resbinarge, Rare elsewhere), the gas causes an odd reaction with the Laser light. Though this does not hamper the performance of the laser in anyway, it does cause the beam to become invisible, making such lasers deadly weapons for use in assasinations and making sure the firer can not be immediately identified in low light by his laser beam.
Double Barrel
Cost: Double the cost of the Laser (including laser accessories, excluding all other accessories)
Availability: Rare
Description: Effectively, this just makes the laser into two lasers of the same strength that are fired together on the same chamber. They hold twice as many powercells and naturally each twin shot uses twice as much energy up as a single.
Flame Thrower Accessories
This small item can prove useful for some Flame Throwers where by they only have one canister point but the user wants to fuel it from several canisters:
Merger Valve
Cost: 20 credits
Availability: Common
Description: The merger valve connects two pipe lines from Flame Fuel canisters into one pipe line, allowing two canisters to serve one canister point on a flame thrower. The valve can be set so that it draws fuel from only one at a time, or it can draw fuel from both at the same time.
Holsters, Sheaths and Straps
Below you will find the cost of a variety of different items that you can use carry your weapon around with. You may, if you wish, use the style and material modifications from the Clothing and Armour section to very enhance and personalise these.
| Item | Cost | Availability | Description |
| Belt Holster | 5 | Common | Attaches to a belt and can hold a pistol |
| Shoulder Holster | 10 | Common | Holds a pistol size weapon just by the armpit |
| Leg Holster | 8 | Common | Holds a pistol on the upper or lower leg |
| Pistol Strap | 4 | Common | Strap to hold a pistol over the shoulder. Commonly used with automatic pistols |
| Rifle Strap | 6 | Common | Strap suitable for holding a rifle over the shoulder |
| Heavy Weapon Strap | 15 | Common | Heavy Duty Strap for holding and supporting the weight of a Heavy Weapon |
| Open Belt Sheath | 5 | Common | Attaches to a belt and can hold any size sword, mace or axe. |
| Leg Sheath | 10 | Common | Can hold a knife strapped against the upper or lower leg |
| Small Scabbard | 15 | Common | Attaches to the belt, can hold a small sword |
| Medium Scabbard | 25 | Common | Attaches to the belt or back, can hold a medium sword |
| Large Scabbard | 40 | Common | Attaches to the back, can hold a large sword |
| Boot Sheath | 10 | Common | Can be slid inside a pair of boots and can hold a knife |
| Knife Belt Sheath | 8 | Common | A full sheath to hold a knife, attaches to a belt |
| Sheath and Strap | 10 | Common | Open sheaf for carrying swords, axes or maces on the back |