Weapons

Gun Sights
Iron: These are the default weapon sights. Attacks cannot be made at sniper range with iron sights. While using iron sights, attacks at Long range take a -2 penalty, unless the aim action is used first.

Reflex: These sights superimpose a digital crosshair or red dot over the target and are most useful for rapid target acquisition and reacquisition after recoil. They are also useful, although not ideal, for attacks at Maneuver range. Unless the target has cover or concealment, attacks made at Point Blank and Assault range deal +1d8 damage and targets at Assault range without cover or concealment grant combat advantage. The weapon’s threat range increases by 2 squares. Attacks at sniper range cannot be made with Reflex sights.

Optical: These sights utilize the same technology as scopes but are generally on the low end of the magnification scale (1.5x – 4x). They are most effective for firing at Maneuver range. Perception checks to acquire a target at Maneuver range need not be made unless the target is hidden. Unless the target has cover or concealment, attacks made at Maneuver range deal +1d8 damage. Unless the target has cover or concealment, it grants combat advantage to attacks made at Maneuver range. Attacks at Sniper range are made at a -2 penalty.

Low Power Scope: Telescopic sights with medium magnification (5x-7x). These are useful for Maneuver range attacks and almost necessary for success at Sniper range. Perception checks to acquire target lock can be made as part of the aim action (one or two minor actions). The DC for such a check remains unchanged. If the character spends a standard action to acquire target lock than the DC is Moderate +5. Perception checks to acquire a target at Maneuver range need not be made unless the target is hidden. Attacks made at Sniper range are at no penalty. Unless the target has cover or concealment, attacks made at Maneuver or Sniper range deal +1d8 damage. However, these sights are a hindrance in close quarters combat. Attacks made at Point Blank and Assault range suffer a -2 penalty. Attacks at Assault range don’t deal additional damage and target’s defenses are not compromised, even it the target has neither cover, nor concealment.

High Power Scope: Telescopic sights with high magnification (8x-10x). These are useful for Maneuver range attacks and almost necessary for success at Sniper range. Perception checks to acquire target lock can be made as part of the aim action (one or two minor actions). The DC for such a check is Moderate +5. If the character spends a standard action to acquire target lock than the DC is Easy +5. Perception checks to acquire a target at Maneuver range need not be made unless the target is hidden. Attacks made at Sniper range are at no penalty. Unless the target has cover or concealment, attacks made at Maneuver or Sniper range deal +2d8 damage. However, these sights are a hindrance in close quarters combat. Attacks made at Point Blank and Assault range suffer a -2 penalty. Attacks at Assault range don’t deal additional damage and target’s defenses are not compromised, even it the target has neither cover, nor concealment.

Weapon Groups:
Pistols- Able to use Reflex sights.
Assault Rifles- Able to use Reflex, Optical and Low Power Scopes
Rifles- Able to use Reflex, Optical, Low Power Scopes and High Power Scopes
Shotguns- Able to use Reflex sights. Shotguns do an additional +1d8 damage at Point Blank range.
SMG- Able to use Reflex and Optical sights.
Heavy- Able to use Optical sights.

Weapons

Star Wars on Terra Prime Darl_Loh