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Ranged Weapons
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(The following are optional rules)Merchants will not buy a player-made Mod
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Tier 0Weapon Mods are Rare and usually only sold by weapon merchants.The availability of weapon Mods is up to the GM(Unless required) a Workbench grants +10 Mech / ScienceCreating a Mod requires a Workbench
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NameModEffectValue (Merchant)Skill Requirement to Install ModSkill Requirement to Create ModConstruction Components (item cost)
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Silenced .22 Pistol.22 HiCap Mag+2 Mag SizeMust be madeNoneMechanics: 15 / Firearms: 30Extra .22 Mags (1)
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9mm Pistol9mm Extended Mags +7 Mag Size5NoneMechanics: 25 / Firearms: 50Extra 9mm Mags (2)
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9mm Pistol ScopeAdds +10 to hit past Point Blank10Mechanics: 25 / Firearms: 50Mechanics: 30Box of Materials [Camera, Tape, Wonder Glue] (12), Scrap Metal (1)
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.32 Revolver.32 Speed LoaderReduces AP cost to reload (see combat rules)5NoneMechanics: 252x Scrap Metal (2x1) plus access to .32 rounds
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.32 Long Barrel+3 Dam30Mechanics: 25 / Firearms: 50 (requires Workbench)Mechanics: 75 (or 50 with the Gun having +2% C.Fail chance)Salvaging another .32 Revolver [Used or better] (15)
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Flare Pistol------
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Red Racer BB Gun------
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.32 Rifle.32 Extended Mags+3 Mag Size5NoneMechanics: 25 / Firearms: 50Extra .32 Mags (2)
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Single ShotgunSingle Shotgun ChokeNow does 30++ at Medium15NoneMechanics: 50Box of Materials (12), Scrap Metal (1)
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Tier 1
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NameModEffectValue (Merchant)Skill Requirement to Install ModSkill Requirement to Create ModConstruction Materials
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10mm Pistol10mm SilencerMakes the weapon Silent100NoneMechanics: 75Box of Materials (12), Good-quality Scrap Metal [Rare] (20), Sound-dampening Materials [Rare] (50)
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10mm Extended Mags +4 Mag Size25NoneMechanics: 25 / Firearms: 50Extra 10mm Mags (12)
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10mm Laser SightAdds +10 to hit at P.B. and Short50Mechanics: 25 / Firearms: 50Mechanics: 50 / Science: 50Civilian Laser Pointer [Rare] (20), Bundle of Components (20), 3xSpark Cell (3x1)
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.357 Revolver.357 Long Barrel +3 Dam50Mechanics: 25 / Firearms: 50 (requires Workbench)Mechanics: 75 (or 50 with the Gun having +2% C.Fail chance)Salvaging another .357 Revolver [Used or better] (50)
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.357 HD CylinderGives 50% chance to ignore an increment of Weapon Degradation when suffering a Critical Fail25Mechanics: 25 / Firearms: 50-Cannot be created by player characters
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.357 Speed LoaderReduces AP cost to reload (see combat rules)10NoneMechanics: 253x Scrap Metal [plus access to .357 rounds] (3x1)
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Dart GunCreate Dart GunCreates a Dart Gun--Mechanics: 75 (Good), 50 (Used), 25 (Poor)Access to Dart Gun Schematic, Poison Gland (25), Box of Materials [Paint Gun, Toy Car, Glue] (12), Bundle of Medical Supplies [Surgical Tubing] (25)
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Dart Gun Potent PoisonThe Poison's END check is now made at -4 (instead of -2)-Mechanics: 25Science: 50 / Survival: 50Poison Glands from 2 different species (2xVaries)
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Magic PistolM. Pistol Combat SightsAdds +10 to hit at PB and Short Range50Mechanics: 20 / Magic Weps: 40Mechanics: 50 / Science: 50Bundle of Components (20), Scrap Metal (1)
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M. Pistol Focus Optics +3 Dam75Mechanics: 25 / Magic Weps: 50 (requires Workbench)Mechanics: 50 & Science: 50Salvaging another Magic Pistol [Used or better] (50)
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M. Pistol RecyclerA roll of 01-25 to hit does not use ammo25Mechanics: 40 / Science: 40 (requires Workbench)Mechanics: 25 & Science: 75Bundle of Components (20)
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Recharger RifleRecharger Rifle Short-circuit Capacitor+5 Dam, +1 Mag Size, uses 2 ammo per shot100Mechanics: 40 / Science: 40 (requires Workbench)Mechanics: 25 & Science: 75Bundle of Components (20)
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Recharger Rifle HyperbreederNow recharges 6 shots at the start of each turn50Mechanics: 25 / Science:25 (requires Workbench)Mechanics: 25 & Science: 50Bundle of Components (20)
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Varmint RifleVarmint Rifle Extended Mags +3 Mag Size25NoneMechanics: 25 / Firearms: 50Extra Small 5.56mm Mags (12)
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Small Rifle ScopeAdds +10 to hit past Short Range50Mechanics: 30 / Firearms: 60Mechanics: 50Salvaging a Telescope/Binoculars (25), Box of Materials (12)
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Small Rifle Night ScopeAdds night vision and +10 to hit past Short Range125Mechanics: 30 / Firearms: 60Mechanics: 50 & Science: 50Small Rifle Scope (50), Imagine Intensifier Tube [Rare] (30), Bundle of Components (20), 3xSpark Cell (3x1)
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Varmint Rifle SilencerMakes the weapon Silent100NoneMechanics: 75Box of Materials (12), Good-quality Scrap Metal [Rare] (20), Sound-dampening Materials [Rare] (50)
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Service RifleService Rifle Forged ReceiverGives 50% chance to avoid Jamming (and weapon degradation) when suffering a Critical Fail25Mechanics: 25 / Firearms: 50 (requires Workbench)-Cannot be created by player characters
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Service Rifle Upgraded SpringsWeapon can now use the Burst Fire rule for 30AP125Mechanics: 30 / Firearms: 60 (requires Workbench)Mechanics: 100Salvaging another Service Rifle [Good or better] (75), Weapon Repair Kit (20)
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Silenced .22 SMG.22 SMG Exp. Drums +60 Mag Size50NoneMechanics: 25 / Firearms: 50Extra .22 Drums (25)
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.22 SMG Laser SightAdds +10 to hit with Single Shot or Burst Fire at P.B. and Short75Mechanics: 25 / Firearms: 50Mechanics: 50 / Science: 50Civilian Laser Pointer [Rare] (20), Bundle of Components (20), 3xSpark Cell (3x1)
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.22 SMG Upgraded Internals+1 Rate of Fire100Mechanics: 30 / Firearms: 60 (requires Workbench)Mechanics: 100Salvaging another .22 SMG [Good or better] (75), Weapon Repair Kit (20)
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Caravan ShotgunCaravan Shotgun ChokeNow does 25++ at Medium50Mechanics: 15 / Firearms: 30Mechanics: 30Box of Materials (12), 2xScrap Metal (2x1)
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Lever-action ShotgunLever-action Shotgun Long Tube+3 Mag Size50Mechanics: 25 / Firearms: 50Mechanics: 30Box of Materials (12), 2xScrap Metal (2x1)
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Anti-Pony Grenade RifleAnti-Pony G.R. Exp. Drums +2 Mag Size50NoneMechanics: 25 / Explosives: 50Extra 25mm Grenade Drums (30)
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Anti-Pony G.R. Long BarrelAdds +10 to hit75Mechanics: 25 / Explosives: 50Mechanics: 50 & Explosives: 25Box of Materials (12), Precisely measured and cut piping [Rare, must be bought] (50)
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Anti-Pony G.R. Upgraded Int.Lowers AP cost to 25100Mechanics: 30 / Explosives: 60 (requires Workbench)Mechanics: 100Salvaging another 25mm Anti-Pony G.R. [Good or better] (75), Weapon Repair Kit (20)
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CrossbowSmall Rifle ScopeAdds +10 to hit past Short Range50Mechanics: 30 / Firearms: 60Mechanics: 50Salvaging a Telescope/Binoculars (25), Box of Materials (12)
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Small Rifle Night ScopeAdds night vision and +10 to hit past Short Range125Mechanics: 30 / Firearms: 60Mechanics: 50 & Science: 50Small Rifle Scope (50), Imagine Intensifier Tube [Rare] (30), Bundle of Components (20), 3xSpark Cell (3x1)
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Crossbow Poison ReserveApplies poison to the bolts. Requires poison.100Mechanics: 25 / Survival: 50 (requires Workbench)Mechanics: 50 & Survival: 50Box of Materials [Paint Gun, Tape, Glue] (12), Bundle of Medical Supplies (25), Poison Glands (25)
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Crossbow Carbon Fiber PartsReduces weight by 3150Mechanics: 25 / Firearms: 50Mechanics: 80Salvaged Panels of Carbon Fibre [Rare, try old Sports Wagons] (200)
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Tier 2
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NameModEffectValue (Merchant)Skill Requirement to Install ModSkill Requirement to Create ModConstruction Materials
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Police Pistol.357 Long Barrel+3 Dam (+1% C.Fail chance on a Police Pistol)50Mechanics: 50 / Firearms: 100 (requires Workbench)Mechanics: 75 (or 50 with the Gun having +2% C.Fail chance)Salvaging another .357 Revolver [Used or better] (50)
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Police Pistol Snub Barrel-10 to hit, +20 to Stealth checks made to conceal weapon50Mechanics: 25 / Firearms: 50 (requires Workbench)Mechanics: 50 (or 25 with the Gun having +2% C.Fail chance)Any regular Police Pistol Barrel (such as the one currently attached to the weapon)
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.357 Speed LoaderReduces AP cost to reload (see combat rules)10NoneMechanics: 253x Scrap Metal [plus access to .357 rounds] (3x1)
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.44 Revolver .44 Revolver ScopeAdds +10 to hit at Short and Medium Range150Mechanics: 30 / Firearms: 60Mechanics: 75Salvaging a Telescope/Binoculars (25), Box of Materials (12), Additional Materials [Rare, must be bought] (75)
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.44 Revolver Heavy FrameGives 50% chance to ignore an increment of Weapon Degradation when suffering a Critical Fail50Mechanics: 25 / Firearms: 50-Cannot be created by player characters
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.44 Speed LoaderReduces AP cost to reload (see combat rules)20NoneMechanics: 30Box of Materials [plus access to .44 rounds] (12)
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Plasma PistolPlas. Pistol Hi-Energy Ionizer+5 Dam (does not stack with Overcharged Ionizer Mod)150Mechanics: 30 / Magic Weps: 60 (requires Workbench)Mechanics: 50 & Science: 50Salvaging another Plasma Pistol [Used or better] (200)
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Plas. Pistol Overcharged Ionizer+10 Dam, uses 2 ammo per shot250Mechanics: 40 / Magic Weps: 80 (requires Workbench)Mechanics: 25 & Science: 75Plas. Pistol Hi-Energy Ionizer (150), Bundle of Components (20)
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Plas. Pistol Mag. AcceleratorAdds +10 to hit150Mechanics: 30 / Magic Weps: 60 (requires Workbench)Mechanics: 50 & Science: 50Salvaging another Plasma Pistol [Used or better] (200)
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Plas. Pistol RecyclerA roll of 01-25 to hit does not use ammo100Mechanics: 40 / Science: 40 (requires Workbench)Mechanics: 25 & Science: 752x Bundle of Components (2x20)
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Recharger PistolRecharger Pistol Short-circuit Capacitor+4 Dam, uses 2 ammo per shot, +2% C.Fail Chance100Mechanics: 60 / Science: 60 (requires Workbench)Mechanics: 50 & Science: 75Bundle of Components (20)
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Recharger Pistol HyperbreederNow recharges 6 shots at the start of each turn50Mechanics: 40 / Science: 40 (requires Workbench)Mechanics: 25 & Science: 50Bundle of Components (20)
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Hunting RifleHunting Rifle Extended Mags +5 Mag Size100NoneMechanics: 25 / Firearms: 50Extra .308 Magazines (60)
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Long Rifle ScopeAdds +10 to hit past Short Range200Mechanics: 30 / Firearms: 60Mechanics: 75Salvaging a Telescope/Binoculars (25), Box of Materials (12), Additional Materials [Rare, must be bought] (100)
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Hunting Rifle Custom ActionLowers AP cost to 30250Mechanics: 40 / Firearms: 80 (requires Workbench)-Cannot be created by player characters
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Cowboy RepeaterCB. Repeater Long Tube +4 Mag Size100Mechanics: 30 / Firearms: 60Mechanics: 40Box of Materials (12), Precisely measured and cut piping [Rare, must be bought] (50)
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Long Rifle ScopeAdds +10 to hit past Short Range200Mechanics: 30 / Firearms: 60Mechanics: 75Salvaging a Telescope/Binoculars (25), Box of Materials (12), Additional Materials [Rare, must be bought] (100)
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CB. Repeater Custom ActionLowers AP cost to 20250Mechanics: 40 / Firearms: 80 (requires Workbench)-Cannot be created by player characters
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CB. Repeater Lightweight Stock -2 Wg50Mechanics: 30 / Firearms: 60Mechanics: 502xBox of Materials (2x12)
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Lever-action RifleLever-action Rifle Long Tube+4 Mag Size50Mechanics: 25 / Firearms: 50Mechanics: 302xBox of Materials (2x12)
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Long Rifle ScopeAdds +10 to hit past Short Range200Mechanics: 30 / Firearms: 60Mechanics: 75Salvaging a Telescope/Binoculars (25), Box of Materials (12), Additional Materials [Rare, must be bought] (100)
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Lever-action Rifle Long Barrel+8 Dam250Mechanics: 50 / Firearms: 100 (requires Workbench)Mechanics: 75 (or 50 with the Gun having +2% C.Fail chance)Salvaging another Lever-action Rifle [Used or better] (300)
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Assault Rifle (auto)5.56mm STAG Extended Mags+12 Mag Size50NoneMechanics: 25 / Firearms: 50Extra 5.56mm STAG Magazines (30)
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Assault Rifle Laser SightAdds +10 to hit with Single Shot or Burst Fire at P.B. and Short100Mechanics: 25 / Firearms: 50Mechanics: 50 / Science: 50Box of Materials (12), 2xBundle of Components (2x20), 3xSpark Cell (3x1)
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Assault Rifle Upgraded Internals+1 Rate of Fire200Mechanics: 50 / Firearms: 100 (requires Workbench)Mechanics: 75Salvaging another Assault Rifle [Good or better] (250), Weapon Repair Kit (20)
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"Apple Bucker" 25mm Underslung Grenade LauncherAdds an underslung 25mm Grenade Launcher (see T1) with an Ammo Capacity of 1 and a Wg of 3. Roll to hit using the Explosives skill or Firearms -30250Mechanics: 25 / Firearms: 50Mechanics: 75 & Explosives: 25Salvaging an Anti-Pony Grenade Rifle (75), Box of Materials (12), Good-quality Scrap Metal [Rare] (50)
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Infiltrator (auto)5.56mm STAG Extended Mags+12 Mag Size50NoneMechanics: 25 / Firearms: 50Extra 5.56mm STAG Magazines (30)
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Assault Rifle Laser SightAdds +10 to hit with Single Shot or Burst Fire at P.B. and Short100Mechanics: 25 / Firearms: 50Mechanics: 50 / Science: 50Box of Materials (12), 2xBundle of Components (2x20), 3xSpark Cell (3x1)
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Infiltrator Quiet BoltChecks to locate user due to weapon sound are at -2 PER100Mechanics: 30 / Firearms: 60 (requires Workbench)Mechanics check. Failure lowers weapon Cnd by 1 rankWeapon Repair Kit (20), Access to an Infiltrator
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Infiltrator Night Vision UpgradeAdds night vision to Scope100Mechanics: 25 / Firearms: 50Mechanics: 50 & Science: 50Imagine Intensifier Tube [Rare] (30), Bundle of Components (20), 3xSpark Cell (3x1)
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Magic RifleMag. Rifle Focus Optics+3 Dam (gives bonus to both beams w/Splitter)150Mechanics: 30 / Magic Weps: 60 (requires Workbench)Mechanics: 50 & Science: 50Salvaging 2xMagic Pistols [Used or better] (2x50), Bundle of Components (20)
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Mag. Rifle Beam SplitterWeapon fires 2 beams dealing 12+ DAM each300Mechanics: 50 / Science: 50 (requires Workbench)Mechanics: 75 & Science: 50Salvaging a Magic Rifle [Used or better] (250), Bundle of Components (20)
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Mag. Rifle ScopeAdds +10 to hit past Short Range150Mechanics: 30 / Magic Weps: 60 (requires Workbench)Mechanics: 50 & Science: 50Salvaging a Telescope/Binoculars (25), Box of Materials (12), Bundle of Components (20), Additional Materials [Rare, must be bought] (50)
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9mm SMG (auto)9mm SMG Drums +30 Mag Size100None-Cannot be created by player characters
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SMG Laser SightAdds +10 to hit with Single Shot or Burst Fire at P.B. and Short100Mechanics: 25 / Firearms: 50Mechanics: 50 / Science: 50Box of Materials (12), 2xBundle of Components (2x20), 3xSpark Cell (3x1)
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9mm SMG Light Bolt+1 Rate of Fire150Mechanics: 40 / Firearms: 80 (requires Workbench)-Cannot be created by player characters
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10mm SMG (auto)10mm SMG Extended Mags +10 Mag Size30NoneMechanics: 25 / Firearms: 50Extra 10mm Magazines (20)
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SMG Laser SightAdds +10 to hit with Single Shot or Burst Fire at P.B. and Short100Mechanics: 25 / Firearms: 50Mechanics: 50 / Science: 50Box of Materials (12), 2xBundle of Components (2x20), 3xSpark Cell (3x1)
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10mm SMG Recoil Comp.Removes -10 penalty from Full Auto150Mechanics: 30 / Firearms: 60Mechanics: 50 / Firearms: 100Salvaging another 10mm SMG [Poor or better] (300), Weapon Repair Kit (20)
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10mm SMG Upgraded Internals+1 Rate of Fire200Mechanics: 50 / Firearms: 100 (requires Workbench)Mechanics: 75Salvaging another 10mm SMG [Good or better] (300), Weapon Repair Kit (20)
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Sawed-off Shotgun------
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Double-barrel ShotgunDouble-barrel ChokeNow does 40++ at Medium100Mechanics: 20 / Firearms: 40Mechanics: 50Box of Materials (12), High-quality Scrap Metal [Rare] (50)
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Light Machine Gun (auto)LMG Expanded Drums +110 Mag Size100NoneMechanics: 30 / Firearms: 60Extra 5.56mm LMG Drums (60)
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LMG Upgraded Internals+1 Rate of Fire200Mechanics: 50 / Firearms: 100 (requires Workbench)Mechanics: 75Salvaging another LMG [Good or better] (300), Weapon Repair Kit (20)
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Grenade LauncherGrenade Launcher Long BarrelWeapon becomes Long Ranged100Mechanics: 25 / Firearms: 50Mechanics: 40 / Explosives: 80Salvaging another Grenade Launcher [Used or better] (250), Weapon Repair Kit (20)
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Zebra Special.22 HiCap Mag+2 Mag SizeMust be madeNoneMechanics: 15 / Firearms: 30Extra .22 Mags (1)
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Tier 3
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NameModEffectValue (Merchant)Skill Requirement to Install ModSkill Requirement to Create ModConstruction Materials
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Colt .45 Auto Pistol.45 Auto Extended Mags+3 Mag Size100NoneMechanics: 30 / Firearms: 60Extra .45 Auto Mags (60)
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Military Laser SightAdds +10 to hit at P.B. and Short300Mechanics: 25 / Firearms: 50Mechanics: 75 & Science: 25Military Grade Laser Device [Rare] (200), Bundle of Components (20), 3xSpark Cell (3x1)
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.45 Auto Pistol HD SlideGives 50% chance to avoid Jamming (and weapon degradation) when suffering a Critical Fail200Mechanics: 40 / Firearms: 80-Cannot be created by player characters
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.45 Military SilencerMakes the weapon Silent500NoneMechanics: 100Box of Materials (12), High-quality Scrap Metal [Rare] (100), Military-grade Sound-dampening Materials [V.Rare] (300)
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5.56mm Pistol5.56mm Speed LoaderReduces AP cost to reload (see combat rules)50NoneMechanics: 302xBox of Materials [plus access to 5.56mm rounds] (24)
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Military Laser SightAdds +10 to hit at P.B. and Short300Mechanics: 25 / Firearms: 50Mechanics: 50 / Science: 50Military Grade Laser Device [Rare] (200), Bundle of Components (20), 3xSpark Cell (3x1)
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Battle RifleBayonet MountCan attack or Parry like a Knife Spear (including all special rules)300Mechanics: 30 / Firearms: 60Mechanics: 50Combat Knife (200), Box of Materials (12)
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Military Laser SightAdds +10 to hit at P.B. and Short300Mechanics: 25 / Firearms: 50Mechanics: 75 & Science: 25Military Grade Laser Device [Rare] (200), Bundle of Components (20), 3xSpark Cell (3x1)
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Sniper Rifle.308 Extended Mags+3 Mag Size100NoneMechanics: 40 / Firearms: 80Extra .308 Mags (80)
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Sniper Rifle SuppressorWeapon counts as Silent to anyone at Long Range or beyond500NoneMechanics: 100Box of Materials (12), High-quality Scrap Metal [Rare] (100), Military-grade Sound-dampening Materials [V.Rare] (300)
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Sniper Rifle Carbon Fibre PartsReduces Wg by 5400Mechanics: 25 / Firearms: 50Mechanics: 80Salvaged Panels of High-quality Carbon Fibre [V.Rare, try old Sports Wagons kept in show room condition] (300)
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Trail CarbineTrail Carbine Steel-forged ReceiverGives 50% chance to avoid Jamming (and weapon degradation) when suffering a Critical Fail200Mechanics: 30 / Firearms: 60 (requires Workbench)-Cannot be created by player characters
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Trail Carbine ScopeAdds +10 to hit past Short Range500Mechanics: 40 / Firearms: 80Mechanics: 75Salvaging Military Binoculars [Rare] (250), Box of Materials (12), Bundle of Components (20), Additional Materials [Rare, must be bought] (100)
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Assault Carbine5mm Extended Mags+6 Mag Size100NoneMechanics: 40 / Firearms: 80Extra 5mm Mags (80)
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Assault Carbine Light Bolt+1 Rate of Fire500Mechanics: 40 / Firearms: 80 (requires Workbench)-Cannot be created by player characters
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Military Laser SightAdds +10 to hit with Single Shot or Burst Fire at P.B. and Short300Mechanics: 25 / Firearms: 50Mechanics: 50 / Science: 50Military Grade Laser Device [Rare] (200), Bundle of Components (20), 3xSpark Cell (3x1)
116
"My Little Friend" 40mm Underslung Grenade LauncherAdds an underslung 40mm Grenade Launcher (see T2) with an Ammo Capacity of 1 and a Wg of 3. Roll to hit using the Explosives skill or Firearms -30400Mechanics: 25 / Firearms: 50Mechanics: 100 & Explosives: 25Salvaging a Grenade Launcher (250), Box of Materials (12), Good-quality Scrap Metal [Rare] (50)
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Zebra Rifle5.56mm STAG Extended Mags+12 Mag Size50NoneMechanics: 25 / Firearms: 50Extra 5.56mm STAG Magazines (30)
118
Military Laser SightAdds +10 to hit with Single Shot or Burst Fire at P.B. and Short300Mechanics: 25 / Firearms: 50Mechanics: 50 / Science: 50Military Grade Laser Device [Rare] (200), Bundle of Components (20), 3xSpark Cell (3x1)
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Bronco AutomaticBAR Upraded Internals+1 Rate of Fire800Mechanics: 60
(requires Workbench)
-Cannot be created by player characters
120
BAR Lightweight Steel FrameReduces Wg by 4200Mechanics: 40 / Firearms: 80 (requires Workbench)-Cannot be created by player characters
121
Magic Energy Repeater (auto)Magic Energy Repeater Focus Optics+3 Dam400Mechanics: 30 / Magic Weps: 60 (requires Workbench)Mechanics: 75 & Science: 50Salvaging a Magic Rifle [Used or better] (250), Bundle of Components (20)
122
Magic RecyclerA roll of 01-25 to hit does not use ammo100Mechanics: 50 / Science: 50 (requires Workbench)Mechanics: 50 & Science: 753xBundle of Components (3x20)
123
MASRMASR Hyperbolic Spark Chamber+5 Dam500Mechanics: 50 / Science: 50 (requires Workbench)Mechanics: 75 & Science: 75Salvaging a Plasma Pistol [Used or better] (200), and a Magic Energy Pistol [Used or Better] (50)
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MASR ScopeAdds +10 to hit past Short Range500Mechanics: 40 / Magic Weps: 80 (requires Workbench)Mechanics: 75 & Science: 50Salvaging Military Binoculars [Rare] (250), Box of Materials (12), Bundle of Components (20), Additional Materials [Rare, must be bought] (100)
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Spark RecyclerA roll of 01-25 to hit does not use ammo100Mechanics: 50 / Science: 50 (requires Workbench)Mechanics: 50 & Science: 753xBundle of Components (3x20)
126
Plasma RiflePlasma Rifle Hi-Energy Ionizer+5 Dam500Mechanics: 40 / Magic Weps: 80 (requires Workbench)Mechanics: 75 & Science: 50Salvaging 2xPlasma Pistols [Used or better] (2x200)
127
Plasma Rifle Magic AcceleratorAdds +10 to hit500Mechanics: 40 / Magic Weps: 80 (requires Workbench)Mechanics: 50 & Science: 75Salvaging 2xPlasma Pistols [Used or better] (2x200)
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Plasma Rifle RecyclerA roll of 01-25 to hit does not use ammo100Mechanics: 50 / Science: 50 (requires Workbench)Mechanics: 25 & Science: 752x Bundle of Components (2x20)
129
Tri Prism RifleTri Prism HD CapacitorsGives 50% chance to avoid Jamming (and weapon degradation) when suffering a Critical Fail200Mechanics: 40 / Magic Weps: 80 (requires Workbench)Mechanics: 75 / Science: 75Salvaging a Magic Rifle [Used or Better] (250)
130
Tri Prism LR Hi-Cap Terminal +24 Mag Size200Mechanics: 40 / Magic Weps: 80 (requires Workbench)Mechanics: 75 / Science: 75Salvaging a Magic Rifle [Used or Better] (250)
131
Tri Prism LR Focus Optics +3 DAM to each beam (+9 in total)500Mechanics: 40 / Magic Weps: 80 (requires Workbench)Mechanics: 75 & Science: 50Salvaging 2xMagic Rifles [Used or better] (2x250)
132
.45 Auto SMG.45 Auto SMG Drums+20 Mag Size200None-Cannot be created by player characters
133
Military Laser SightAdds +10 to hit with Single Shot or Burst Fire at P.B. and Short300Mechanics: 25 / Firearms: 50Mechanics: 50 / Science: 50Military Grade Laser Device [Rare] (200), Bundle of Components (20), 3xSpark Cell (3x1)
134
.45 Auto SMG Recoil Comp.Removes -10 penalty from Full Auto500Mechanics: 40 / Firearms: 80Mechanics: 50 / Firearms: 100Salvaging another .45 Auto SMG [Poor or better] (1200), Weapon Repair Kit (20)
135
.45 SMG Upgraded Internals+1 Rate of Fire500Mechanics: 60
(requires Workbench)
-Cannot be created by player characters
136
Riot ShotgunMilitary Laser SightAdds +10 to hit at P.B. and Short300Mechanics: 25 / Firearms: 50Mechanics: 50 / Science: 50Military Grade Laser Device [Rare] (200), Bundle of Components (20), 3xSpark Cell (3x1)
137
Riot Shotgun Improved ChokeNow does 25++ at Medium500Mechanics: 25 / Firearms: 50Mechanics: 75Box of Materials (12), Military Grade Metal [V.Rare] (300)
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Hunting ShotgunHunting Shotgun Long Tube +3 Mag Size200Mechanics: 30 / Firearms: 60Mechanics: 50Box of Materials (12), High-quality Scrap Metal [Rare] (100)
139
Hunting Shotgun ChokeNow does 35++ at Medium500Mechanics: 25 / Firearms: 50Mechanics: 75Box of Materials (12), Military Grade Metal [V.Rare] (300)
140
FlamerFlamer Expanded Tanks +60 Mag Size200NoneMechanics: 40 / Firearms: 80Extra Fuel Tanks (120)
141
Balefire Heart+2 DAM, now causes 4d10 fire damage and Rads per hit/turn (instead of 3d10), Gains the Magic special rule, uses 2 ammo per shot, +5% C.Fail chanceMust be madeMechanics: 50 & Science: 75 (requires Workbench)Mechanics: 50 & Science: 100The Flamer to be Modded, a Balefire Egg (125), Salvaging 2xPlasma Pistols (2x200)
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Missile LauncherMissile Launcher Guidance SystemAdds +10 to hit past Short Range500Mechanics: 50 & Science: 25 (requires Workbench)-Cannot be created by player characters
143
Enchanted CrossbowSmall Rifle ScopeAdds +10 to hit past Short Range50Mechanics: 30 / Firearms: 60Mechanics: 50Salvaging a Telescope/Binoculars (25), Box of Materials (12)
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Small Rifle Night ScopeAdds night vision and +10 to hit past Short Range125Mechanics: 30 / Firearms: 60Mechanics: 50 & Science: 50Small Rifle Scope (50), Imagine Intensifier Tube [Rare] (30), Bundle of Components (20), 3xSpark Cell (3x1)
145
Crossbow Poison ReserveApplies poison to the bolts. Requires poison.100Mechanics: 25 / Survival: 50 (requires Workbench)Mechanics: 50 & Survival: 50Box of Materials [Paint Gun, Tape, Glue] (12), Bundle of Medical Supplies (25), Poison Glands (25)
146
Crossbow Carbon Fiber PartsReduces weight by 3150Mechanics: 25 / Firearms: 50Mechanics: 80Salvaged Panels of Carbon Fibre [Rare, try old Sports Wagons] (200)
147
148
Tier 4
149
NameModEffectValue (Merchant)Skill Requirement to Install ModSkill Requirement to Create ModConstruction Materials
150
12.7mm Pistol12.7mm Extended Mags+3 Mag Size200NoneMechanics: 40 / Firearms: 80Extra 12.7mm Mags (150)
151
Heavy Duty Military Laser SightAdds +10 to hit at P.B. and Short1000Mechanics: 25 / Firearms: 50Mechanics: 100 & Science: 25Heavy Duty Military Grade Laser Device [V.Rare] (800), Bundle of Components (20), 3xSpark Cell (3x1)
152
12.7mm Pistol HD SlideGives 50% chance to avoid Jamming (and weapon degradation) when suffering a Critical Fail500Mechanics: 40 / Firearms: 80-Cannot be created by player characters
153
High Quality Military SilencerMakes the weapon Silent2000None-Cannot be created by player characters
154
Hunting Revolver.45-70 Govt Speed LoaderReduces AP cost to reload (see combat rules)100NoneMechanics: 503xBox of Materials [plus access to .45-70 Govt rounds] (36)
155
.45-70 Govt 6-shot cylinder+1 Mag Size500Mechanics: 40 / Firearms: 80-Cannot be created by player characters
156
.45-70 Govt Revolver Long Barrel+5 Dam2000Mechanics: 40 / Firearms: 80 (requires Workbench)Mechanics: 100 (or 75 with the Gun having +2% C.Fail chance)Salvaging another Hunting Revolver OR Ranger Sequoia [Used or better] (2200/2000)
157
Ranger Sequoia.45-70 Govt Speed LoaderReduces AP cost to reload (see combat rules)100NoneMechanics: 503xBox of Materials [plus access to .45-70 Govt rounds] (36)
158
.45-70 Govt 6-shot cylinder+1 Mag Size500Mechanics: 40 / Firearms: 80-Cannot be created by player characters
159
.45-70 Govt Revolver Long Barrel+5 Dam2000Mechanics: 40 / Firearms: 80 (requires Workbench)Mechanics: 100 (or 75 with the Gun having +2% C.Fail chance)Salvaging another Hunting Revolver OR Ranger Sequoia [Used or better] (2200/2000)
160
Plasma DefenderPlasma Defender High Capacity Terminal+32 Mag Size1000Mechanics: 40 / Magic Weps: 80 (requires Workbench)Mechanics: 75 & Science: 50Salvaging a Plasma Rifle [Used or better] (1000)
161
Plasma Defender Scope
Adds +10 to hit past Short Range1000Mechanics: 40 / Magic Weps: 80 (requires Workbench)Mechanics: 75 & Science: 50Salvaging a MASR Scope (500), High-quality Components [Rare] (250)
162
Plasma Defender Bolt StabilizerWeapon becomes Medium Ranged with +15 to hit at P.B.1500Mechanics: 30 / Magic Weps: 60 (requires Workbench)Mechanics: 75 & Science: 75Salvaging a Plasma Rifle and a Plasma Pistol [Used or better] (1000, 200)
163
Plasma Defender Hyper Catalyst Chamber+10 Dam, uses 4 ammo per shotMust be madeMechanics: 75
(requires Workbench)
Mechanics: 50 & Science: 100Salvaging another Plasma Defender (2000), High-quality Components [Rare] (250)
164
Brush GunBrush Gun Long Tube+2 Mag Size500Mechanics: 30 / Firearms: 60Mechanics: 50Box of Materials (12), Military Grade Metal [V.Rare] (300)
165
Military Grade ScopeAdds +10 to hit past Short Range1500Mechanics: 40 / Firearms: 80-Cannot be created by player characters
166
Brush Gun Long Barrel+10 Dam3000Mechanics: 50 / Firearms: 100 (requires Workbench)Mechanics: 100Salvaging another Brush Gun [Used or better] (3000)
167
Anti-Material Rifle.50 MG Extended Mags+2 Mag Size250NoneMechanics: 50 / Firearms: 100Extra .50 MG Mags (200)
168
Heavy Duty Military Laser SightAllows AM Rifle to fire at P.B. or Short range without using the scope for 35AP. This attack has a STR Requirement of 10 and is made at -20 to hit. In addition it does NOT benefit from the Sniper rule or the weapon's Scope
1000Mechanics: 30 / Firearms: 60Mechanics: 100 & Science: 25Heavy Duty Military Grade Laser Device [V.Rare] (800), Bundle of Components (20), 3xSpark Cell (3x1)
169
AM Rifle SuppressorMakes it hard to locate from Sound alone at Extreme Range1000Mechanics: 30 / Firearms: 60-Cannot be created by player characters
170
Markspony Carbine5.56mm Carbine STAG Extended Mags+10 Mag Size200NoneMechanics: 25 / Firearms: 50Extra 5.56mm Carbine STAG Magazines (150)
171
Heavy Duty Military Laser SightAdds +10 to hit at P.B. and Short1000Mechanics: 25 / Firearms: 50Mechanics: 100 & Science: 25Heavy Duty Military Grade Laser Device [V.Rare] (800), Bundle of Components (20), 3xSpark Cell (3x1)
172
"My Little Friend" 40mm Underslung Grenade LauncherAdds an underslung 40mm Grenade Launcher (see T2) with an Ammo Capacity of 1 and a Wg of 3. Roll to hit using the Explosives skill or Firearms -30400Mechanics: 25 / Firearms: 50Mechanics: 100 & Explosives: 25Salvaging a Grenade Launcher (250), Box of Materials (12), Good-quality Scrap Metal [Rare] (50)
173
Multiplas RifleMultiplas High Capacity Terminal+30 Mag Size1000Mechanics: 40 / Magic Weps: 80 (requires Workbench)Mechanics: 75 & Science: 50Salvaging a Plasma Rifle [Used or better] (1000)
174
Multiplas Rifle Bolt StabilizerWeapon becomes Medium Ranged with +15 to hit at P.B.2000Mechanics: 30 / Magic Weps: 60 (requires Workbench)Mechanics: 75 & Science: 75Salvaging a Plasma Rifle and 3xPlasma Pistol [Used or better] (1000, 3x200)
175
Multiplas Rifle Hi-Energy Tri-Ionizer+5 Dam per shot2000Mechanics: 40 / Magic Weps: 80 (requires Workbench)Mechanics: 100 & Science: 50Salvaging a Plasma Rifle and 3xPlasma Pistol [Used or better] (1000, 3x200)
176
Gauss RifleGauss Rifle High Capacity Terminal+5 Mag Size (one extra shot)2000Mechanics: 40 / Magic Weps: 80 (requires Workbench)Mechanics: 100 & Science: 50Salvaging a MASR [Used or better] (1500)
177
P9T 12.7mm SMG12.7mm SMG Stacked Mags+6 Mag Size500NoneMechanics: 50 / Firearms: 100Extra 12.7mm SMG Mags (400)
178
Heavy Duty Military Laser SightAdds +10 to hit with Single Shot or Burst Fire at P.B. and Short1000Mechanics: 25 / Firearms: 50Mechanics: 100 & Science: 25Heavy Duty Military Grade Laser Device [V.Rare] (800), Bundle of Components (20), 3xSpark Cell (3x1)
179
High Quality Military SilencerMakes the weapon Silent2000None-Cannot be created by player characters
180
12.7mm SMG Upgraded Internals+1 Rate of Fire1000Mechanics: 75
(requires Workbench)
-Cannot be created by player characters
181
Combat ShotgunHeavy Duty Military Laser SightAdds +10 to hit before Long Range1000Mechanics: 25 / Firearms: 50Mechanics: 100 & Science: 25Heavy Duty Military Grade Laser Device [V.Rare] (800), Bundle of Components (20), 3xSpark Cell (3x1)
182
Combat Shotgun Military ChokeNow does 40++ at Medium2000Mechanics: 25 / Firearms: 50-Cannot be created by player characters
183
Minigun (auto)Minigun Hi-speed Motor+1 / 2 Rate of Fire2000Mechanics: 75
(requires Workbench)
-Cannot be created by player characters
184
Minigun Damped SubframeReduces Full Auto to-hit penalty by 101000Mechanics: 75
(requires Workbench)
-Cannot be created by player characters
185
Shoulder Mounted MG (auto)10mm Extended Box Magazine+15 Mag Size500NoneMechanics: 30 / Firearms: 60Extra 10mm Box Magazines (400)
186
SMMG Advanced Targetting ComputerAdds +10 to hit and halves any to-hit penalty caused by the target dodging/flying2000Mechanics: 75 & Science: 25
(requires Workbench)
Mechanics: 100 & Science: 100Salvaging a fully working PipBuck (N/A)
187
SMMG Recoil CompensatorsReduces Full Auto to-hit penalty by 101000Mechanics: 75
(requires Workbench)
-Cannot be created by player characters
188
Gatling Caster (auto)Gatling Caster Focus Optics+3 Dam3000Mechanics: 75
(requires Workbench)
Mechanics: 100 & Science: 75Salvaging 3xMASR [Good or better] (3x1000)
189
Gatling Caster Carbon Fibre FrameReduces Wg by 81000Mechanics: 75
(requires Workbench)
-Cannot be created by player characters
190
Plasma CasterPlasma Caster Hi-Energy Ionizer+5 Dam1500Mechanics: 40 / Magic Weps: 80 (requires Workbench)Mechanics: 75 & Science: 50Salvaging a Plasma Rifle and a Plasma Pistol [Used or better] (1000, 200)
191
Plasma Caster Bolt StabilizerWeapon becomes Medium Ranged with +15 to hit at P.B.2500Mechanics: 50 / Magic Weps: 100 (requires Workbench)Mechanics: 75 & Science: 100Salvaging 2xPlasma Rifle [Used or better] (2x1000)
192
Plasma Caster RecyclerA roll of 01-25 to hit does not use ammo500Mechanics: 75 / Science: 75 (requires Workbench)Mechanics: 50 & Science: 75Salvaging 2xPlasma Pistol [Used or better] (2x200)
193
Thunder CannonSuper Shocker CoilThe DoT effect now does 4d10 lightning damage per turn (instead of 2d10) and drains the same amount of AP if target fails its END check1500Mechanics: 75 & Science: 25
(requires Workbench)
-Cannot be created by player characters
194
Grenade Machine Gun (burst)Grenade MG High-speed KitLowers AP cost to 301500Mechanics: 75
(requires Workbench)
-Cannot be created by player characters
195
Balefire Egg Launcher------
196
197
198
Special(For more detailed information on Battle Saddle mods, see the Battle Saddles document.)
199
NameModEffectValue
200
Battle SaddlesAmmo ChangerAllows swift (AP 5) swapping of ammo feeds (clips, drums, belts, etc) for one of the battle saddle’s weapons.  Can be installed to handle anywhere from two to five feeds.5 per feed
201
Ammo Loaderautomatically reloads single-shot weapons which normally carry only one or two rounds 1/2 cost of modded weapon
202
JambusterAllows swift (AP 15) clearing of a jam or fixing of a glitched magical energy weapon mounted within the battle saddle20
203
MinedropperReplaces the weapon mount on one side of the saddle with a device for the swift arming and release of dropped munitions (limited to one general type, but not limited to mines).  Carries up to ten explosives. This costs 15 AP and may be done during the course of a movement action.  150
204
Weapons LinkLinks two identical weapons together in a battle saddle.  Both weapons will fire simultaneously, requiring only one Battle Saddles skill roll for attack and costing the AP of only one weapon.1/2 cost of modded weapon
205
Any
Trigger Conversion (Requires Mechanics 50)Converts a weapon designed to be used by one species to a design useable by another (such as converting a hellhound's plasma rifle so a pony could use it).1/4 cost of modded weapon
206