Weapon Attachments



About Weapon Attachments

Even with taking a weapon's customization Hard Points into account, there is limited space on even the largest weapon, and only a few spots where attachments can be mounted. For example, under-barrel attachments such as bipeds and auxiliary weapons can only be mounted to long arms like blaster rifles or slugthrower rifles. In addition, using under-barrel attachments as an example, rifle-sized weapons can only mount one under-barrel attachment due to space limitations.

Players and GMs should use common sense when choosing attachments, and are advised to pay close attention to the attachment descriptions that note where attachments can be mounted and what weapons they can be mounted to.

Some weapons can more easily take advantage of Attachments and Mods. ( DDC-MR6 Modular Rifle, Model 53 “Quicktrigger" Blaster Pistol )


Custom Weapon Attachments

A few weapons (mostly Technican tool-guns) have Custom Attachments specific to that weapon, listed with the weapon. Some of these weapons can still use other attachments, but their Custom Attachments are quite strong or weapon-defining, especially with mods. ( Bowcaster, Ion Thruster Gun, Rivet Gun, Multi-Goo Gun )

Micro-Rockets can only be modified with the Custom Attachments specifically designed for them. ( Micro-Rockets )


Universal Weapon Attachments

AttachmentPriceEncum.H.P. RequiredRarity
p. 189
Superior Weapon Customization5000-16
HG-DC p.52
Gene-Lock500-17
S-FC p.51
Paired Weapons300 (for the pair)-1 (per weapon)3
T-SM p.55
Custom Grip500-16
Optimized Energy Cell100-15

Superior Weapon Customization

p. 191

This attachment may be applied to any weapon.

  • Base Modifiers: Grants the weapon the Superior Quality.
  • Modification Options: None.
  • Hard Points Required: 1.
  • Price: 5000 credits.

Gene-Lock

HG-DC p. 51

This upgrade is most relevant for ranged weapons, but it is possible to gene-lock a vibroblade or similar weapon. In this case, an unauthorized user can still wield the weapon as a basic sword, etc., but any technological components such as a vibro-motor cease to function.

This attachment can be applied to any handheld weapon.

  • Base Modifiers: The weapon functions only in the hands of its authorized owner.
  • Modification Options: Self-destruct. The weapon detonates if an unauthorized user tries to fire it, inflicting one Critical Injury on the wearer (roll normally to determine the Critical Injury). The weapon is destroyed if it self-destructs.
  • Hard Points Required: 1.
  • Price: 500 credits.

Paired Weapons

S-FC p. 51

This weapon modification balances a pair of weapons, allowing the wielder to use them in perfect tandem.

This attachment can only be applied to one-handed weapons.

  • Base Modifiers: Must be applied to two weapons at the same time. Reduces the required to hit with the secondary weapon when two-weapon fighting with this pair of weapons by 1.
  • Modification Options: None.
  • Hard Points Required: 1 (per weapon).
  • Price: 300 (for the pair).

Custom Grip

T-SM p. 54

This attachment can be applied to any weapon with a handle.

  • Base Modifiers: Remove from all combat checks the weapon's owner makes using this weapon. Anyone other than the owner instead adds to all combat checks made using it.
  • Modification Options: 1 Quality (Accurate +1) Mod.
  • Hard Points Required: 1.
  • Price: 500 credits.

Optimized Energy Cell

T-SM p. 54

This attachment can be applied to any energy weapon.

  • Base Modifiers: When the GM would spend or a number of to cause the weapon to run out of ammunition, it requires additional to have that effect apply to this weapon.
  • Modification Options: None.
  • Hard Points Required: 1.
  • Price: 100 credits.

Brawl and Melee Weapon Attachments

AttachmentPriceEncum.H.P. RequiredRarity
p. 189
Balanced Hilt1500-25
Mono-molecular Edge1000-15
Serrated Edge50-11
Weighted Head250-23
BH-ND p. 51
Shock Pulse Emitter1500-25

Balanced Hilt

p. 188

This attachment can be used with any melee weapon.

  • Base Modifiers: Grants the weapon the Accurate (+1) Quality.
  • Modification Options: 1 Quality (Accurate +1) Mod, 1 Decrease Encumbrance of weapon by one to a minimum of one Mod.
  • Hard Points Required: 2.
  • Price: 1500 credits.

Mono-molecular Edge

p. 190

This modification may be applied to melee weapons that use a cutting edge.

  • Base Modifiers: Decrease the weapon's Crit Rating by 1 to a minimum of 1.
  • Modification Options: 2 Quality (Pierce +1) Mods.
  • Hard Points Required: 1.
  • Price: 1000 credits.

Serrated Edge

p. 191

This modification may be applied to melee weapons that use a cutting edge.

  • Base Modifiers: Grants the weapon the Vicious (+1) Quality.
  • Modification Options: None.
  • Hard Points Required: 1.
  • Price: 50 credits.

Weighted Head

p. 193

This attachment can only be added to bludgeoning Melee or Brawl weapons.

  • Base Modifiers: Damage +1.
  • Modification Options: 1 Damage +1 Mod, 1 Quality (Concussive +1) Mod.
  • Hard Points Required: 2.
  • Price: 250 credits.

Shock Pulse Emitter

BH-ND p. 51

This attachment can be installed on any Melee or Brawl weapon.

  • Base Modifiers: Grants the weapon the Stun (+2) Quality.
  • Modification Options: 2 Quality (Stun +1) Mods, 1 Quality (Disorient +1) Mod.
  • Hard Points Required: 2.
  • Price: 1500 credits.

Ranged Weapon Attachments

AttachmentPriceEncum.H.P. RequiredRarity
p. 189
Augmented Spin Barrel1750-24
Bipod Mount100-11
Blaster Actuating Module500-14
Filed Front Sight25-10
Forearm Grip250-11
Marksman Barrel1200-24
Multi-Optic Sight2000-13
Shortened Barrel250-14
Spread Barrel1725-24
Telescopic Optical Sight250-11
Tripod Mount250-23
Under-Barrel Grenade Launcher(R) 2000-25
Under-Barrel Flame Projector(R) 3000-25
Weapon Sling100-10
Weapon Harness500-22
BH-ND p. 51
Marked-Target Firing Lock900-14
Under-Barrel Micro-Rocket Rack(R) 1200+336
HG-DC p.52
Laser Sight500-15
Pistol Grip400-13
Secondary Missile System3000+336
Wrist Mount275-25
S-FC p.51
Overcharge Valve(R) 1500-26
Set Trigger450-14
Underslung Scattergun(R) 750-35
T-SM p.55
Enhanced XCiter(R) 1500-26
Integrated Scanner675-25
Overcharged Actuating Module650-17
Rapid-Recharge XCiter750-17
Removed Safety Features(R) 250-02
Repulsorlift Harness1000-26
Secondary Ion Blaster400+226
Sonic Scope1500-18
Stripped Down250-134
Under-Barrel Grapnel Launcher500+223
Vibro-Bayonet300+113

Augmented Spin Barrel

p. 188

This attachment can only be used with blaster rifles and heavy blaster rifles.

  • Base Modifiers: Increase weapon damage by one point. Adds to all Mechanics checks when performing maintenance on this weapon.
  • Modification Options: 2 Damage +1 Mods, 1 Quality (Accurate +1) Mod, 1 Quality (Pierce +1) Mod.
  • Hard Points Required: 2.
  • Price: 1750 credits.

Bipod Mount

p. 188

This attachment can only be applied to rifles, carbines, and light repeating blasters, and takes one preparation maneuver to set up.

  • Base Modifiers: Decrease weapon's Cumbersome rating by 2 when firing from a prone or crouched position (or can otherwise brace the biped on something).
  • Modification Options: None.
  • Hard Points Required: 1.
  • Price: 100 credits.

Blaster Actuating Module

p. 188

This attachment is only for use on Ranged (Light) blaster pistols.

  • Base Modifiers: Increase weapon damage by one point. Adds to all Ranged (Light) checks when using this weapon.
  • Modification Options: 2 Damage +1 Mods, 2 Quality (Pierce +1) Mods.
  • Hard Points Required: 1.
  • Price: 500 credits.

Filed Front Sight

p. 190

This modification may only be applied to pistol-sized weapons. Applying it oneself requires an Average () Mechanics check; the cost is paying others to perform the modification.

  • Base Modifiers: Include: None. Base Modifiers: Innate Talent (Quick Draw, Increases difficulty of combat checks to hit targets at ranges beyond short range by one.
  • Modification Options: 1 Decreases the difficulty of checks to conceal the weapon by one Mod.
  • Hard Points Required: 1.
  • Price: 25 credits.

Forearm Grip

p. 190

This Attachment can only be used on rifles (but not heavy rifles) and carbines.

  • Base Modifiers: Decreases the additional difficulty of making Ranged (Heavy) checks with this weapon while engaged to an additional (rather than ).
  • Modification Options: 1 Innate Talent (Point Blank Rank +1) Mod, 1 Quality (Accurate +1) Mod.
  • Hard Points Required: 1.
  • Price: 250 credits.

Marksman Barrel

p. 190

This modification may only be applied to blaster rifles.

  • Base Modifiers: Increases weapon's Range by one Range Band, the weapon gains the Cumbersome 2 Quality.
  • Modification Options: 2 Quality (Accurate +1) Mods, 1 Innate Talent (Sniper Shot) Mod.
  • Hard Points Required: 2.
  • Price: 1200 credits.

Multi-Optic Sight

p. 191

A bulky on-weapon optic equipped with numerous sensors including low-light, thermal, ultrasound, millimeter wave emitters, video capture, and common optical enhancements. The optic is connected to a pair of goggles worn by the user by a reinforced fiber optic cable that transmits the vision enhancements directly to the user in real time. This allows the user to see around corners and over obstacles.

This attachment can be fit to any ranged weapon (with the exception of weapons like flame projectors that would not realistically benefit from a sight).

  • Base Modifiers: Removes up to on any checks to use this weapon due to smoke, darkness, or other environmental conditions that obstruct vision.
  • Modification Options: 2 Skill (Perception) Mods.
  • Hard Points Required: 1.
  • Price: 2000 credits.

Shortened Barrel

p. 191

This attachment can only be applied to Ranged (Light) pistol weapons.

  • Base Modifiers: Reduces the difficulty of checks made to conceal this weapon by one. Reduces range by one range band to a minimum of short. If already short, add to attack checks.
  • Modification Options: 1 Innate Talent (Quick Draw) Mod.
  • Hard Points Required: 1.
  • Price: 250 credits.

Spread Barrel

p. 191

This barrel splits the blaster's beam into a number of smaller beams that exit the barrel in a spray pattern.

This attachment can only be applied to blaster rifles and blaster carbines.

  • Base Modifiers: Grants Quality Blast (4), Reduces weapon's range by one range band to a minimum of engaged.
  • Modification Options: 2 Quality (Blast +1) Mods.
  • Hard Points Required: 2.
  • Price: 1725 credits.

Telescopic Optical Sight

p. 192

This attachment can be used on any ranged weapon (with the exception of weapons like flame projectors that would not realistically benefit from a sight).

  • Base Modifiers: Reduce the difficulty of ranged combat checks at long and extreme range by one.
  • Modification Options: None.
  • Hard Points Required: 1.
  • Price: 250 credits.

Tripod Mount

p. 193

This attachment is only for use on light repeating blasters and heavy repeating blasters, as well as any portable Gunnery weapons. Setting up a tripod takes two preparation maneuvers.

  • Base Modifiers: Decrease weapon's Cumbersome rating by 3 when set up. May not move the weapon (except to pivot) once tripod is set up.
  • Modification Options: 2 Quality (Cumbersome -1) Mods.
  • Hard Points Required: 2.
  • Price: 250 credits.

Under-Barrel Grenade Launcher

p. 191

This attachment can only be applied to rifle-sized weapons (Ranged (Heavy) weapons).

  • Base Modifiers: Enables weapon to fire Cartridge Grenades. This uses the grenade's profile, but uses the Ranged (Heavy) skill to fire and has Medium range. Adds Cumbersome (+1) to weapon, and increases Encumbrance by 2. As cartridge grenades are Limited Ammo 1 weapons, the launcher has the Limited Ammo 1 Quality, and thus must be reloaded with a new cartridge grenade to be fired again.
  • Modification Options: 3 Quality (Limited Ammo +1) Mods, 1 Quality (Accurate +1) Mod.
  • Hard Points Required: 2.
  • Price: (R) 2000 credits.

Under-Barrel Flame Projector

p. 192

This attachment can only be applied to rifle-sized weapons (Ranged (Heavy) weapons).

  • Base Modifiers: Enables weapon to fire using the following profile at the user's choice: (Ranged (Heavy); Dmg 10; Crit 2; Range [Short]; Burn 5, Blast 2). Adds Cumbersome (+1) to weapon.
  • Modification Options: None.
  • Hard Points Required: 2.
  • Price: (R) 3000 credits.

Weapon Sling

p. 193

These attachments can only be used with Ranged (Heavy) weapons.

  • Base Modifiers: Decrease Cumbersome rating by 1.
  • Modification Options: 1 Innate Talent (Quick Draw) Mod.
  • Hard Points Required: 1.
  • Price: 100 credits.

Weapon Harness

p. 193

Weapon harnesses consist of a series of load-bearing straps and harnesses connected to a gyro-stabilized, power-assisted boom arm attached to a heavy weapon.

This attachment can only be used with Ranged (Heavy) and Gunnery weapons.

  • Base Modifiers: Decrease Cumbersome rating by 2.
  • Modification Options: 1 Innate Talent (Brace) Mod.
  • Hard Points Required: 2.
  • Price: 500 credits.

Marked-Target Firing Lock

BH-ND p. 51

This attachment can be installed on any ranged weapon that does not possess the Blast or Auto-fire Quality.

  • Base Modifiers: The wielder of a weapon with this attachment may designate a target as an incidental while performing the Aim maneuver. Once a target has been designated, the weapon cannot be fired at another target. All combat checks made with the weapon to attack the designated target cancel one additional result after has been used to cancel any results. Only one target can be designated at a time, and the wielder may disengage the lock as a maneuver.
  • Modification Options: 1 Cancel an additional Mod.
  • Hard Points Required: 1.
  • Price: 900 credits.

Under-Barrel Micro-Rocket Rack

BH-ND p. 51

This attachment can be installed on any ranged weapon. Micro-Rockets loaded in the Attachment do not count toward the character's Encumbrance value.

  • Base Modifiers: Enables weapon to fire 1 loaded micro-rocket. Adds the Cumbersome (+1) Quality to weapon, and increases Encumbrance by 3. As micro-rockets are Limited Ammo 1 weapons, the launcher has the Limited Ammo 1 Quality, and thus must be reloaded with a new micro-rocket to be fired again.
  • Modification Options: 2 Quality (Limited Ammo +1) Mods, 2 Remove from checks to fire micro-rockets from this attachment Mods.
  • Hard Points Required: 3.
  • Price: (R) 1200 credits.

Laser Sight

HG-DC p. 52

One drawback to this upgrade is that the laser can alert an otherwise unaware target to the shooter.

This attachment can be used with any Ranged (Light) or Ranged (Heavy) weapon that does not possess the Blast Quality.

  • Base Modifiers: Gain automatic on successful combat checks with this weapon.
  • Modification Options: None.
  • Hard Points Required: 1.
  • Price: 500 credits.

Pistol Grip

HG-DC p. 52

This attachment can be used with any Ranged (Heavy) blaster rifle, blaster carbine, or slugthrower that does not possess the Cumbersome Quality.

  • Base Modifiers: The weapon's skill changes to Ranged (Light), but add to any combat check made while firing the weapon one-handed. The weapon's range is reduced to medium if longer.
  • Modification Options: None.
  • Hard Points Required: 1.
  • Price: 400 credits.

Secondary Missile System

HG-DC p. 52

The attachment holds a single missile. Missiles loaded in the Attachment do not count toward the character's Encumbrance value.

This attachment can be used with any rifle that uses the Ranged (Heavy) skill.

  • Base Modifiers: Enables the weapon to fire Portable Missiles. This uses the Portable Missile's profile (including range) and requires the Gunnery skill to use. Adds Cumbersome (+2) Quality to the weapon, and increases Encumbrance by 3. As missiles are Limited Ammo 1 weapons, the launcher has the Limited Ammo 1 Quality, and thus must be reloaded with a new missile to be fired again.
  • Modification Options: None.
  • Hard Points Required: 3.
  • Price: 3000 credits.

Wrist Mount

HG-DC p. 52

Wrist-mounted weapons can be fired with a pressure-sensitive palm trigger, a particular wrist motion, or even by neural link.

This attachment can be applied to any Ranged (Light) weapon.

  • Base Modifiers: The weapon can be worn on the user's wrist, allowing them to use their hands without interference.
  • Modification Options: None.
  • Hard Points Required: 2.
  • Price: 275 credits.

Overcharge Valve

S-FC p. 51

This attachment can be applied to any blaster or energy weapon that could logically benefit from it.

  • Base Modifiers: As an incidental, the wielder may have the weapon gain the Prepare 1 Quality and increase its damage by 4 for the next attack they make with it. After firing, the weapon runs out of ammunition.
  • Modification Options: None.
  • Hard Points Required: 2.
  • Price: (R) 1500 credits.

Set Trigger

S-FC p. 51

This attachment can be applied to any Ranged (Light) or Ranged (Heavy) weapon.

  • Base Modifiers: Adds automatic to the first combat check made with this weapon each encounter.
  • Modification Options: 1 adds additional automatic to the first combat check made with this weapon each encounter Mod.
  • Hard Points Required: 1.
  • Price: 450.

Underslung Scattergun

S-FC p. 51

This attachment can only applied to pistol and rifle-sized weapons.

  • Base Modifiers: Enables weapon to fire using the following profile at the user’s choice: Ranged (Heavy); Damage 6; Crit 5; Range [Short]; Blast 5, Knockdown, Limited Ammo 1. Adds Cumbersome (+1) to weapon.
  • Modification Options: None.
  • Hard Points Required: 3.
  • Price: (R) 750 credits.

Enhanced XCiter

T-SM p. 54

This attachment can be applied to any blaster.

  • Base Modifiers: Decrease critical rating by 1 (to a minimum of 1). The GM may spend from any combat check using the weapon to cause the blaster to explode, destroying it and inflicting an automatic Critical Injury on the wielder.
  • Modification Options: 3 Quality (Pierce +1) Mods.
  • Hard Points Required: 2.
  • Price: (R) 1500 credits.

Integrated Scanner

T-SM p. 54

Units might detect life signs, movement, or the energy cells of weapons.

This attachment can be applied to any Ranged (Heavy) Weapon.

  • Base Modifiers: The weapon incorporates a General Purpose Scanner that the wielder can use while the weapon is drawn. The wielder adds automatic to Initiative checks while the weapon is drawn.
  • Modification Options: 2 Remove from Initiative checks Mods.
  • Hard Points Required: 2.
  • Price: 675 credits.

Overcharged Actuating Module

T-SM p. 55

This attachment can be applied to any blaster pistol or carbine.

  • Base Modifiers: Increase weapon damage by +1. The GM may spend from any combat check made with this weapon to have it become damaged one step; from undamaged to Minor. Minor to Moderate, or Moderate to Major.
  • Modification Options: 1 Damage +1 Mod.
  • Hard Points Required: 1.
  • Price: 650 credits.

Rapid-Recharge XCiter

T-SM p. 55

This attachment can be applied to any blaster.

  • Base Modifiers: The weapon gains the Auto-Fire Quality and the Inaccurate 3 Quality.
  • Modification Options: 2 Decrease Inaccurate Quality by 1 Mods.
  • Hard Points Required: 1.
  • Price: 750 credits.

Removed Safety Features

T-SM p. 55

This attachment can be applied to any Ranged (Light) or Ranged (Heavy) weapon that could logically have such elements to remove.

  • Base Modifiers: Adds to the first combat check made with the weapon during an encounter. The GM may spend or from any combat check to have the weapon misfire; it runs out of ammunition and inflicts 4 strain on the wielder.
  • Modification Options: None.
  • Hard Points Required: None.
  • Price: (R) 250 credits.

Repulsorlift Harness

T-SM p. 54

A repulsorlift harness artificially reduces the weight of a weapon, allowing a user to heft and aim a heavy weapon with greatly decreased difficulty. With such a modification, a single combatant can operate a weapon that normally requires a team of two.

This attachment can be applied to any Ranged (Heavy) or Gunnery Weapon.

  • Base Modifiers: Decrease Cumbersome Quality by 1.
  • Modification Options: 3 Decrease Cumbersome Quality by 1 Mods, 1 Innate Talent (Barrage) Mod.
  • Hard Points Required: 2.
  • Price: 1000 credits.

Secondary Ion Blaster

T-SM p. 56

This attachment can be used with any Ranged (Heavy) weapon.

  • Base Modifiers: Enables the weapon to fire using the following profile at the user's choice: Ranged (Heavy); Dmg 10; Crit 5; Range [Short]; Disorient 5, Ion. Adds Cumbersome (+1) to weapon and increases Encumbrance by 1.
  • Modification Options: 2 Increase ion blaster's damage by +1 Mods.
  • Hard Points Required: 2.
  • Price: 400 credits.

Sonic Scope

T-SM p. 56

A Sonic Scope uses ultrasonic sound waves to detect a target and generate a visual representation. With proper calibration, the sonar waves can be set to pass through even duracrete and other solid surfaces.

This attachment can be used with any Ranged (Heavy) weapon.

  • Base Modifiers: The character may observe and target enemies who are completely hidden by solid objects that the weapon can penetrate. At the GM's discretion, the target might receive additional defense or even soak to reflect shooting through a solid object.
  • Modification Options: 1 Skill (Cool) Mod, 1 Skill (Vigilance) Mod, 2 Innate Talent (Precise Aim) Mods.
  • Hard Points Required: 1.
  • Price: 1500 credits.

Stripped Down

T-SM p. 56

By removing redundant components and stripping down the body, it is possible to significantly reduce the weight and profile of a blaster or other weapon.

This attachment can be used with any Ranged (Light) or Ranged (Heavy) weapon.

  • Base Modifiers: Decrease the weapon's Encumbrance by 1 (to a minimum of 1). Add to a character's Perception checks to find the weapon when it is hidden.
  • Modification Options: 2 Decrease Encumbrance by 1 (to a minimum of 1) Mods.
  • Hard Points Required: 3.
  • Price: 250 credits.

Under-Barrel Grapnel Launcher

T-SM p. 56

A durasteel hook, possibly with a mono-molecular point, can find purchase on nearly any surface, while a spool of synthrope or liquid cable provides up to 100 meters of length. A powerful motor automatically retracts the cable, pulling the user up — though holding onto any passengers who are along for the ride is a more difficult matter, and requires some effort on the part of the user.

This attachment can be used with any Ranged (Light) or Ranged (Heavy) weapon that could logically have a grapnel launcher mounted on it.

  • Base Modifiers: As an action, a character may make an Average () Ranged (Light) check to secure the grappling hook to an object within medium range. On success, as an action, they may reel in the cord, pulling themself to the object (or, if the object is unsecured and lighter than they are, pulling it to them).
  • A character may use the grappling hook to pull another character aloft with them; if they do, they must make an Average () Athletics check to avoid losing their grip on either their partner or the gun.
  • Increases weapon's Encumbrance by 2.
  • Modification Options: None.
  • Hard Points Required: 2.
  • Price: 500 credits.

Vibro-Bayonet

T-SM p. 56

This attachment can be applied to any Ranged (Heavy) weapon that could logically mount a bayonet.

  • Base Modifiers: Enables the weapon to be used in melee combat with the following profile at the user's choice: Melee; Damage +1; Crit 2; Range [Engaged]; Pierce 2, Inaccurate 1, Vicious 1.
  • Modification Options: 2 Increase the Melee weapon's damage by 1 Mods.
  • Hard Points Required: 1.
  • Price: 300 credits.