# Attachments and Modifications

*The Modern Armory, Firearms, Explosives, and Ammunition for Exodus NDS, 1939 to Today. Source: https://exodusnds.com/sourcebooks/modern-armory/attachments-and-modifications*

Fifteen things that can be fixed to a weapon or done to it. None of them adds damage.

**A handgun takes two attachments. A long gun takes three.** A submachine gun counts as a long gun. Fitting or removing one outside a fight takes a few minutes and no check.

**From** is the first period in which the attachment is available, as in Chapter 18.

| Attachment | Fits | Price | Avail | From |
|:--|:--|--:|:--|:-:|
| **Suppressor** | Most firearms. Not revolvers, and no shotgun larger than .410. | 400 | Restricted | 1939 |
| **Telescopic Sight** | Rifles, the Target Pistol. | 250 | Common | 1939 |
| **Reflex Sight** | Any firearm. | 200 | Common | 1990 |
| **Laser Sight** | Any firearm. | 150 | Common | 1990 |
| **Weapon Light** | Any firearm. | 80 | Common | 1946 |
| **Night Sight** | Rifles, machine guns. | 3000 | Military | 1946 |
| **Bipod** | Long guns, machine guns. | 80 | Common | 1939 |
| **Sling** | Long guns. | 15 | Common | 1939 |
| **Extended Magazine** | Magazine-fed firearms. | 60 | Restricted | 1939 |
| **Speedloader** | Revolvers. | 15 | Common | 1939 |
| **Folding Stock** | Submachine guns, carbines, shotguns. | 120 | Restricted | 1939 |
| **Under-Barrel Launcher** | Rifles and carbines. | 700 | Military | 1946 |
| **Concealment Holster** | Handguns with a Concealable rating. | 60 | Common | 1939 |
| **Sawing Off** | Double-Barrel and Pump Shotguns. | 0 | Restricted | 1939 |
| **Accurising** | Any firearm. | x5 | Rare | 1939 |

##### Suppressor

The weapon gains **Suppressed**. Loaded with subsonic ammunition it counts as **Silent**.

The weapon's Concealable rating drops by 1 and its Encumbrance rises by 1. Fitting or removing it is a maneuver.

##### Telescopic Sight

After an aim maneuver, remove 1 Bane Die from an attack at Long or Extreme range.

Add 1 Bane Die to attacks at Engaged and Short range.

##### Reflex Sight

Ignore the Bane Die for making a ranged attack at Engaged range.

##### Laser Sight

Add 1 Boon Die to attacks at Short range.

The target sees the dot. An attack made with the laser on gains no benefit from surprise.

##### Weapon Light

Ignore Bane Dice from darkness at Engaged and Short range.

While it is on, the carrier's position is known to everyone in sight.

##### Night Sight

Ignore Bane Dice from darkness at any range.

Encumbrance rises by 1. Early models need an infrared lamp that other night sights can see.

##### Bipod

Deploying or folding it is a maneuver. While it is deployed, the weapon's **Cumbersome** rating is 2 lower.

The wielder cannot move and fire in the same turn while it is deployed.

##### Sling

Readying the slung weapon is free once per turn. It cannot be taken from the wielder by a disarm unless the attacker spends a Breakthrough.

##### Extended Magazine

The GM needs 1 more Bane than usual to run the weapon dry: 4, or 3 after Auto-Fire.

The weapon's Concealable rating drops by 1.

##### Speedloader

Reloading the revolver is free once per scene for each loader carried.

##### Folding Stock

With the stock folded the weapon rates **Concealable 1** and gains **Inaccurate 1**. Unfolding it is a maneuver.

##### Under-Barrel Launcher

The weapon mounts a Single-Shot Grenade Launcher (Chapter 11). Switching between the rifle and the launcher is free.

Encumbrance rises by 2 and the rifle gains or increases **Cumbersome** by 1.

##### Concealment Holster

Shoulder, ankle, inside-the-waistband, and similar rigs. The weapon's Concealable rating rises by 1, to a maximum of 3.

Drawing from an ankle rig or other deep concealment is an action, not a maneuver.

##### Sawing Off

A hacksaw and twenty minutes. A Double-Barrel Shotgun becomes the Sawed-Off Shotgun of Chapter 7. A Pump Shotgun gains **Concealable 1** and **Inaccurate 1** and its Encumbrance drops by 1.

It is permanent, and the result is illegal almost everywhere.

##### Accurising

Hand fitting by a gunsmith who does nothing else. The weapon gains **Superior**: 1 automatic Boon on every check made with it.

The price is five times the price of the weapon. It counts as two attachments.

<img class="framed" src="https://exodusnds.com/assets/sourcebook/modern_armory/modern-armory-attachments.jpg" alt="Attachments and Modifications" loading="lazy">
