The Twilight's PeakTRAVELLER

Weapon Sights:

Iron Sights  
These are metal sights, usually an open notch on the back of the weapon, and a corresponding bead at the front of the barrel. Ordinary iron sights are always present on a gun unless specifically noted.
Click Sights  
Guns can be fitted with adjustable click sights, set with a micrometer knob to compensate for windage and elevation. Such sights add +1 to a shooter's BCS when using sighted fire.
Peep Sights  
These sights use a small bead centered in the sighting aperture, to be lined up on a target. This will increase aim of the shot (hit location alteration) by 1, even if the firer has no aim normally.
Match Sights  
These precision instruments combine the features of the click and peep sights allowing +1 to BCS and aim when using sighted fire.
LED Sights  
These sights consist of a small LED serving as the sight element on the front of the gun barrel. These sights allow any of the above sights to be used in dim or poor light.
Laser Sights  

This device is a cylinder approximately 1" in diameter by 8" long. It will operate for 10 shots on one charge from a battery. It can be charged with either a E1 or E5 battery and has an encubrerence of .5 The laser sight projects a low power laser beam which appears as a bright red dot when it hits a solid object and has a range of 1500 meters.

When used with a non-automatic weapon it allows, in essence, two BCS rolls for the first shot of the firer's action. The basis of aiming of the laser sight is the deftness AST of the firer, subject to no modifiers of any kind. If this is made, the first shot fired will automatically hit. If firing an automatic weapon with the laser sight, the first burst will hit.

The firer must declare that he is using the sight at the beginning of his action and will resolve the DFT AST when he resolves his first shot. If the sight misses, he can still fire normally at the target.

The laser dot is not visible in bright light unless the user is wearing special goggles. A non-visible IR laser is also available. In this case the dot is visible only if wearing IR goggles.

Starlight Scope  
These are telescopic sights that can also utilize the lowest light levels to allow the user to see without difficulty. Unless the firer is in pitch blackness, he will have no penalty to using sighted fire using this device.
IR Scope  
Similar to the starlight scope, but this sight uses infared radiation to see, boosting them electronically into visible images.
Telescopic Sights  
Telescopic sights serve to reduce the effective range as far as its effects on BCS go. Effects on BDG are not affected. Simply devide the actual range by the magnifying power of the scope. The resulting figure is the effective range used to determine the range step to be used.

Other firearm features:

Recoil Reduction  
There are a variety of features to be found in firearms which have the express purpose of reducing the effects of recoil through weighting in the barrel, special vents that release some of the force of the propellant explosion and so on. Weapons with Recoil Reduction are rated 1,2 or 3 to indicate the amount the weapon mitigates recoil.
Recoil Pad  
A form of recoil reduction found in long guns found in the form of a pad fitted to the butt of the stock. It serves to reduce the amount of recoil by 1.
High-Power Firearm  
These are firearms that have been reinforced to allow use of high-power ammo without suffering the increased risk of a Critical Miss.
Tunable Weapon  

Certain firearms are designed to allow the user to tune the gun's handling characteristics, stock length, balance, trigger pull and so on, to conform to the optimum physical specifications.

It requires a week's study time, expending rounds a required for normal learning, but otherwise free of hindrances or bonuses, to tune the gun. Once the gun is tuned, it adds 1 to that user's BCS, but will penalize other users by -1. If someone else acquires the gun, he may retune it by the same process.

Handed Pistol Grip  
Customized pistol grips can be mounted on pistols which are specially formed to allow a very firm, comfortable and precise hold on the gun. Such grips are shaped for the left, or right hand specially. Such a pistol used in the correct hand adds 1 to the BCS. Using such a gun in the wrong hand gives a -2 BCS penalty.

Ammunition Types:


Hollow Point  

These are specially-made bullets with hollowed, cupped or flattened tips. These are bullets designed to expand upon striking a target. The effective BDG for hollow points is not affected for the purpose of determining damage, but when checking for missile special effects, double the effective BDG to derive the percentage chance.

When hitting a barrier, however, the barrier value is also doubled for the hollow point bullet.

These are the direct opposites of hollow points. Coated with steel to allow maximum penetration, jacketed rounds will suffer half the barrier value as a BDG reduction, but their chance of causing special effects is likewise halved.

The very latest in lethality. These nasty little slugs are designed to fragment on hitting a target, propelling several slivers of metal in an expanding pattern through the wound.

The special effects probabilities of fragmenting rounds are not altered. However, they will increase their damage roll by a factor of 1.5. In effect, these bullets have a WDM of 1.5. Fragmenting rounds suffer the same, doubled barrier effects as hollow points.

High Powered  

Special ammunition exists in which the powder charge has been increased to give the bullet a higher muzzle velocity. Such ammo receives a 50% increase to the base BDG of the rounds.

The stress of firing this souped-up ammunition can be risky for the gun. The odds of a critical miss are increased by a number equal to 5-DUR of the weapon.

These rounds are normal rounds tipped with a small amount of high density explosive compound. The next effect is that the BDG of the round is increased by d10 and all within a 1m radius of the bullet impact receive a blast effect of 1.