I'm working on a 1930s noir-detective setting, so I've been doing some research on the kinds of weapons available at that time. I've come across several weapon customizations that I think would make fun weapon attachments, but I'd love feedback on their game effects, required hard points, etc. I still haven't put price tags on these things yet, but that will come.
Brass Catcher
Gun enthusiasts sometimes attach a simple bag or receptacle to the ejection port of a firearm to collect spent casings. At the shooting range, this practice speeds cleanup and allows casings to be refilled. However, at a crime scene, using a brass catcher makes the work of forensic ballistics analysis harder by keeping the crime scene clear of what would otherwise be evidence that could identify the weapon that committed a crime.
Use With: This attachment can be used with any ranged weapon that expels spent casings (most pistols, rifles, shotguns, submachine guns, and machine guns).
Modifiers: When your character uses a weapon fitted with a brass catcher in a scene, other characters add Setback Setback to Perception and Knowledge (Science) checks made to both locate and analyze ballistic evidence related to the use of the weapon during that scene.
Hard Points Required: 1.
[Essentially, same game effects as a silencer, but applies after the fact.]
Elegant Customization
In some circles, a handgun inlaid with pearl, ivory, or other precious materials can turn heads, and a rifle with a stock made from polished wood can leave an impression.
Use With: This attachment is available for any weapon.
Modifiers: Your character adds Boost to all Charm, Deception, Leadership, and Negotiation checks they make when the weapon is visible to the target. This bonus only applies in situations where having the weapon visible would be socially acceptable (e.g., on a hunt, at a card game with mobsters, at a shooting range). Otherwise, flaunting the weapon has the same negative effect on social interactions as it would without the elegant customization.
Hard Points Required: 1.
[Inspiration here from the various diplomat's robes and so on in Star Wars. Would it be better if it added an auto-success or auto-advantage to the social check?]
Extended Magazine
In a firefight, the last thing a gunman wants is to run out of ammo. Extended magazines provide more bullets but also add to overall bulk. These magazines come in different shapes and sizes depending on the weapon they attach to, from a longer magazine for a pistol or machine gun, to a large drum for a Tommy gun.
Use With: This attachment is available for pistols, submachine guns, machine guns, and rifles.
Modifiers: While your character is using this weapon, the GM must spend at least Despair Despair to cause it to run out of ammunition. The attachment also increases the weapon's Encumbrance by 1. Anyone searching your character adds 1 boost to Perception checks they make to find a weapon with this attachment.
Hard Points Required: 1.
[Essentially an extra clip that is always engaged with your weapon, hence the double Despair requirement.]
Forearm Grip
By adding a handgrip under the barrel of a rifle, the user can better handle the weapon in tight quarters.
Use With: Any rifle weapon can have a forearm grip.
Modifiers: Decreases the additional difficulty added to Ranged (Heavy) checks at engaged range with the weapon from (PP) to (P).
Hard Points Required: 1.
[This is a direct port from Star Wars. Can other guns have forearm grips added in this way?]
Lanyard
Dropping a weapon can spell disaster in a combat situation. Fortunately, by attaching a cord to the weapon and to the user's belt or neck, the wearer can quickly retrieve a dropped weapon and continue the fight.
Use With: You can use this attachment with any weapon.
Modifiers: During your character's turn, you may retrieve a dropped weapon as an incidental as long as you are engaged with it.
Hard Points Required: 1.
[Adaptation of the magnetic weapon tether in Star Wars.]
Pintle Mount
When gunplay and high-speed chases come together, mounting a large weapon directly onto a vehicle offers more stability. Police departments often use such mounts to attach guns to motorcycle sidecars, for instance.
Use With: A pintle mount may be used with any weapon that is fired with the Ranged (Heavy) or Gunnery skill.
Modifiers: A weapon on a pintle mount reduces its Cumbersome or Unwieldy rating by 3, to a minimum of 0. It reduces its encumbrance by 4, to a minimum of 0. The weapon may not be moved except to pivot on its pintle after it has been attached. When firing a pintle-mounted weapon from a moving vehicle, your character suffers no penalties due to the vehicle's speed, but the GM may still impose Setbacks for environmental factors, such as poor road conditions. Removing a weapon from a pintle mount requires two Preparation maneuvers.
Hard Points Required: 2.
[Mechanically, this is a tripod mount that attaches the weapon to a vehicle instead of a separate tripod.]
Pistol Grip
This modification changes the way a gun is held to better match smaller arms, such as pistols and revolvers. When applied to shotguns and other large weapons, this modification allows the gun to be fired one handed.
Use With: Any Ranged (Heavy) weapon that does not have the Cumbersome quality.
Modifiers: Your character must now use the Ranged (Light) skill to fire the weapon instead of Ranged (Heavy). However, they must add Setback to combat checks with this weapon, and the weapon's range is reduced to medium if it was longer before.
Hard Points Required: 1.
[Direct port from Star Wars.]
Shoulder Stock
Attaching a stock to the rear of a handgun allows the firer to brace the weapon against a shoulder and stabilizes the weapon. This modification makes the weapon more accurate, but also bulkier and harder to carry.
Modifiers: Grants the weapon the Accurate 1 quality, or increases the Accurate quality by 1. The weapon's Encumbrance goes up by 1, as well. A shoulder stock removes any bonuses to hide the weapon and adds Boost to Perception checks to spot it instead.
Use With: This attachment can be used with pistols, revolvers, and submachine guns.
Hard Points Required: 1.
Sleeve Holster
This mechanism lets the user hide a small weapon up their sleeve at the end of a spring-loaded bar. By activating a lever at the elbow, the user sends the weapon forward and into their hand.
Use With: This attachment can be used with any weapon of Encumbrance 1 or less except for weapons that must be thrown.
Modifiers: Your character may ready the weapon as an incidental rather than a maneuver. However, anyone searching you adds Boost to their Perception check to find the weapon while this attachment is in use.
Hard Points Required: 1.
[Think Taxi Driver, although they had these in the Old West, as well.]
Sound Suppressor
Sound suppressors, also known as silencers, make firearms more difficult to detect when fired. However, they slow the speed of the bullets and reduce the damage dealt.
Use With: Any weapon that fires bullets can use a sound suppressor.
Modifiers: When you fire your weapon, other character add Setback Setback to Perception and Vigilance checks to locate you based on the sound of your weapon.
Hard Points Required: 1.
[Direct port from Star Wars.]
Edited by SavageBob