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Comrade Cosmonaut

Weapon mods

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The page at http://swrpg.viluppo.net/equipment/attachments/category/24/?order_by=hard_points will at least show you what weapon attachments have been created so far and the ones at the top of the list will require the least number of hard points to install.

However, that is only a start. From there, you need to follow the references to the respective books to see what each attachment does and whether or not it is applicable to pistols.

Edited by bradknowles

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Set Trigger from Fly Casual is fun. +1 Success, but with +1 Threat, on first shot. Mods include an extra +1 Success. Only 450 credits, Rarity 4.

 

Custom Grip from Special Modifications is good. Removes a setback die from your combat checks. (someone else grabbing your gun adds two setback dice). Mods include one Accurate +1. 500 credits, Rarity 6.

 

Filed Front Sight from the EoE and AoR CRBs can be real handy. Gives you the Quick Draw talent, but ranges beyond Short are +1 difficulty. Mods include -1 difficulty when concealing your gun. 25 credits, Rarity 0.

 

 

Any one of these is good for home defense. So which one will it be?

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One of my players likes the blaster actuating module + custom grip combo; the grip cancels the setback die from the BAM, and with a skilled mechanic, the BAM can give you a pistol that does 9 or 10 damage and has pierce 2. 

 

Custom grip is good on its own, too; remove a setback die, with a mod to get +1 Accuracy. If you loan your pistol out to your buddies, it's not so good, of course. 

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