| A | B |  | C | D | E
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1 | Tier | Name |  | Mod Name | Effect | Val
2 |  |  |  | Ranged
3 | 0 | 9mm Pistol |  | 9mm Extended Mags | +7 Mag Size | 5
4 | .32 Revolver |  | .32 Long Barrel | +3 Dam | 15
5 | .32 Rifle |  | .32 Rifle Extended Mags | +3 Mag Size | 5
6 | Service Carbine |  | Service Carbine Extended Mags | +5 Mag Size | 5
7 | Pump Charge Rifle |  | Bigger Charge Pack | +2 Mag Size | 5
8 | Light Grenade Rifle |  | LGR Under Barrel Mount Kit | Mounts the weapon onto any 'Automotic Rifle', Combat Shotgun, Service Rifle or Service Carbine. Allowing the player to fire the Light Grenade Rifle without needing to switch weapons. Wg of the LGR is added to that of the weapon it is being mounted to. Mounted LGR uses the Firearms skill. | 25
9 |  | LGR Long Barrel | Makes weapon Med Ranged | 20
10 |  |  |  |  |  |
11 | 1 | .357 Revolver |  | .357 Long Barrel | +3 Dam | 35
12 |  | .357 HD Cylinder | Gives 50% chance to ignore an increment of Weapon Degradation when suffering a Critical Fail | 20
13 | 10mm Pistol |  | 10mm Silencer | Makes the weapon Silent | 50
14 |  | 10mm Extended Mags | +4 Mag Size | 20
15 | Needler Pistol |  | Sleep Darts | End check or target falls asleep for 1d10 turns | 75
16 | Silenced .22 SMG |  | Sil. .22 SMG Exp. Drums | +60 Mag Size | 35
17 | 9mm SMG |  | 9mm SMG Drums | +30 Mag Size | 35
18 |  | 9mm SMG Light Bolt | Lowers AP cost to 25, +1 Rate of Fire | 75
19 | Varmint Rifle |  | Varmint Rifle Extended Mags | +3 Mag Size | 20
20 |  | Varmint Rifle Silencer | Makes the weapon Silent | 50
21 | Service Rifle |  | Service Rifle Forged Receiver | Gives 50% chance to avoid Jamming (and weapon degradation) when suffering a Critical Fail | 25
22 |  | Service Rifle Upgraded Springs | Weapon can now use the Burst Fire rule (Burst 3) for 30 AP | 75
23 | Crossbow |  | Crossbow Poison Reserve | Applies poison to the bolts. Requires poison. | 75
24 |  | Crossbow Carbon Fiber Parts | Reduces weight by 3 | 50
25 | Magic Energy Pistol |  | M. Pistol Focus Optics | +3 Dam per beam | 50
26 |  | M. Pistol Recycler | A roll of 01-25 to hit does not use ammo | 25
27 |  | M. Pistol Beam Splitter | Weapon fires 2 beams dealing 6+ DAM each | 50
28 | Recharger Rifle |  | Recharger Rifle Short-Circuit Capacitor | +5 Dam, +1 Mag Size, now uses 2 ammo per shot | 50
29 |  | Recharger Rifle Hyperbreeder | Now recharges 4 shots a turn | 50
30 | Light Flamer |  | L. Flamer Under Barrel Mount Kit | Mounts the weapon onto any 'Automotic Rifle', Combat Shotgun, Service Rifle or Service Carbine. Allowing the character to fire the Light Flamer without needing to switch weapons. Wg of the L. Flamer is added to that of the weapon it is being mounted to. Mounted L. Flamer uses the Firearms skill. | 50
31 | Zebra Grenade Rifle |  | Zebra GR Under Barrel Mount Kit | Mounts the weapon onto any 'Automotic Rifle', Combat Shotgun, Service Rifle or Service Carbine. Allowing the character to fire the Zebra Grenade Rifle without needing to switch weapons. Wg of the ZGR is added to that of the weapon it is being mounted to. Mounted ZGR uses the Firearms skill. | 50
32 | Anti-Pony Grenade Rifle |  | Anti-Pony G.R. Ext. Mags | +2 Mag Size | 50
33 |  | Anti-Pony G.R. Rifled Barrel | Adds +10 to hit | 75
34 |  | Anti-Pony G.R. Upgraded Int. | Lowers AP cost to 25 | 100
35 |  |  |  |  |  |
36 | 2 | Police Pistol |  | Police Pistol Snub Barrel | -10 to hit but weapon is now concealable | 50
37 | .44 Revolver |  | .44 Revolver Heavy Frame | Gives 50% chance to ignore an increment of Weapon Degradation when suffering a Critical Fail | 50
38 | 5.56mm Pistol |  | 5.56mm Pistol Long Barrel | +3 DAM | 100
39 | Police SMG |  | Police SMG Military Trigger Group | Weapon becomes 'full-auto' with a RoF of 4 | 150
40 |  | Police SMG Silencer | Makes the weapon Silent | 150
41 | 10mm SMG (auto) |  | 10mm SMG Extended Mags | +10 Mag Size | 75
42 |  | 10mm SMG Recoil Comp. | Removes -10 penalty from Burst/Full Auto | 150
43 | Cowpony Repeater |  | CP. Repeater Long Tube | +3 Mag Size | 75
44 |  | CP. Repeater Maple Stock | -1.5 Wg | 50
45 | Hunting Rifle |  | Hunting Rifle Extended Mags | +5 Mag Size | 100
46 | 10mm Repeater |  | Lever-action Rifle Long Tube | +4 Mag Size | 75
47 |  | Lever-action Rifle Long Barrel | +8 Dam | 200
48 | Assault Rifle (auto) |  | Assault Rifle Extended Mags | +6 Mag Size | 100
49 |  | Assault Rifle Silencer | Makes the weapon Silent | 150
50 | Hunting Shotgun |  | Hunting Shotgun Long Tube | +3 Mag Size | 75
51 | Light Machine Gun (auto) |  | LMG Expanded Drums | +110 Mag Size | 100
52 | Plasma Pistol |  | Plas. Pistol Hi-Energy Ionizer | +5 Dam | 150
53 |  | Plas. Pistol Mag. Accelerator | Adds +10 to hit | 100
54 |  | Plas. Pistol Recycler | A roll of 01-25 to hit does not use ammo | 75
55 | Recharger Pistol |  | Recharger Pistol Short-circuit Capacitor | +5 Dam, now uses 2 ammo per shot, +2% C.Fail Chance | 100
56 |  | Recharger Pistol Hyperbreeder | Now recharges 4 shots a turn | 100
57 | Magic Energy Rifle |  | Mag. Rifle Focus Optics | +3 Dam per beam | 150
58 |  | Mag. Rifle Beam Splitter | Weapon fires 2 beams dealing 12+ DAM each | 250
59 |  | Incinerator |  | Incinerator Extra Tanks | +40 Mag Size | 100
60 |  |  | Incinerator Stripped Down | Reduces Wg by 4 | 150
61 |  | Grenade Rifle |  | Grenade Rifle Long Barrel | Weapon becomes Long Ranged | 75
62 |  |  | GR Under Barrel Mount Kit | Mounts the weapon onto any 'Automotic Rifle', Combat Shotgun, Service Rifle or Service Carbine. Allowing the player to fire the Grenade Rifle without needing to switch weapons. Wg of the GR is added to that of the weapon it is being mounted to. | 150
63 |  |  |  |  |  |
64 | 3 | Colt .45 Auto Pistol |  | .45 AP HD Slide | Gives 50% chance to avoid Jamming (and weapon degradation) when suffering a Critical Fail | 200
65 |  | .45 AP Silencer | Makes the weapon Silent | 350
66 |  | .45 AP Commander | -10 to hit but weapon is now concealable. May not have a silencer OR HD Slide. | 150
67 | .44 Pistol |  | .44 Pistol Heavy Frame | Gives 50% chance to ignore an increment of Weapon Degradation when suffering a Critical Fail | 300
68 |  | .44 Pistol Extended Mags | +5 Mag Size | 200
69 | PDW (auto) |  | PDW Extended Mags | +6 Mag Size | 200
70 | 0.45 Auto SMG (auto) |  | .45 Auto SMG Drums | +20 Mag Size | 300
71 |  | .45 Auto SMG Recoil Comp. | Removes -10 penalty from Burst/Full Auto | 250
72 | Enchanted Crossbow |  | E. Crossbow Carbon Fiber Parts | Reduces weight by 3 | 300
73 | Sniper Rifle |  | Sniper Rifle Extended Mags | +3 Mag Size | 100
74 |  | Sniper Rifle Suppressor | Weapon counts as Silent to anyone at Long Range or beyond | 500
75 |  | Sniper Rifle Carbon Fibre Parts | Reduces Wg by 5 | 400
76 | Automatic Rifle (auto) |  | AR Upraded Internals | Lowers AP cost to 30, +1 Rate of Fire, Noe fires 3 round Burst | 650
77 | Riot Shotgun |  | Riot Shotgun Extended Drums | +5 Mag Size | 200
78 |  | Riot Shotgun Improved Parts | Gives 50% chance to ignore an increment of Weapon Degradation when suffering a Critical Fail | 300
79 | Plasma Rifle |  | Plasma Rifle Magic Accelerator | Adds +10 to hit | 350
80 |  | Plasma Rifle Hi-Energy Ionizer | +5 Dam | 500
81 |  | Plasma Rifle Dual-Cell Harness | +24 Mag Size | 500
82 | Tri Prism Rifle |  | Tri Prism HD Capacitors | Gives 50% chance to avoid Glitching (and weapon degradation) when suffering a Critical Fail | 300
83 |  | Tri Prism LR Hi-Cap Terminal | +24 Mag Size | 200
84 |  |  | Tri Prism LR Focus Optics | +3 DAM to each beam (+9 in total) | 500
85 |  | Magic Energy Repeater (auto) |  | Magic Energy Repeater Recycler | A roll of 01-25 to hit does not use ammo | 100
86 |  |  | Magic Energy Repeater Composit Stock | Reduces Wg by 1.5 | 150
87 |  | Flamer |  | Flamer Expanded Tanks | +60 Mag Size | 200
88 |  |  | Flamer High Pressure Fuel System | Fires 5 round Burst instead of 3 | 350
89 |  | Grenade Launcher |  | Grenade Launcher Long Barrel | Weapon becomes Long Ranged | 250
90 |  |  | Grenade Launcher Chrome Lined Barrel | Gives 50% chance to ignore an increment of Weapon Degradation when suffering a Critical Fail | 300
91 |  |  |  |  |  |
92 | 4 | 12.7mm Pistol |  | 12.7mm Pistol Silencer | Makes the weapon Silent | 500
93 | 12.7mm SMG (auto) |  | 12.7mm SMG Extended Mags | +8 Mag Size | 750
94 |  | 12.7mm SMG Silencer | Makes the weapon Silent | 500
95 | Brush Gun |  | Brush Gun Long Tube | +2 Mag Size | 350
96 | Markspony Carbine |  | Markspony Carbine Silencer | Makes the weapon Silent | 500
97 | Assault Carbine (auto) |  | Assault Carbine Extended Mags | +6 Mag Size | 750
98 | Anti-Machine Rifle |  | Anti-Mac Rifle Carbon Fiber Parts | Reduces Wg by 7 | 1000
99 | Minigun (auto) |  | Minigun Damped Subframe | Removes -10 penalty from Full Auto | 2500
100 |  | Minigun High-Speed Motor | Increases Rate of Fire to 10 | 3500
101 | Shoulder Mounted Machine Gun (auto) |  | SMMG Extened Mags | +40 Mag Size | 750
102 |  | SMMG Mechanical Upgrade | Gives 50% chance to ignore an increment of Weapon Degradation when suffering a Critical Fail | 1750
103 |  | SMMG Compensator | Removes -10 penalty from Full Auto | 2500
104 | Gauss Rifle |  | Gauss Rifle High Capacity Terminal | +5 Mag Size | 2000
105 | Plasma Defender |  | Plasma Def. hi-cap Terminal | +32 Mag Size | 600
106 |  | Plasma Def. Magic Accelerator | Adds +10 to hit | 750
107 | Plasma SMG |  | Plasma SMG Hi-Energy Ionizer | +5 Dam | 1500
108 |  | Plasma SMG Magic Accelerator | Adds +10 to hit | 750
109 | Multiplas Rifle |  | Multiplas High Capacity Terminal | +30 Mag Size | 750
110 |  | Multiplas Rifle Bolt Stabilizer | Weapon becomes Medium Ranged with +15 to hit at P.B. | 1200
111 |  | Multiplas Rifle Hi-Energy Tri-Ionizer | +5 Dam per shot | 1500
112 | Plasma Caster |  | Plasma Caster Hi-Energy Ionizer | +5 Dam | 1500
113 |  | Plasma Caster Bolt Stabilizer | Weapon becomes Medium Ranged with +15 to hit at P.B. | 2500
114 | Thunder Cannon |  | Super Shocker Coil | The DoT effect now does 4d10 lightning damage per turn (instead of 2d10) and drains the same amount of AP if target fails its END check | 1500
115 | Gatling Caster (auto) |  | Gatling Caster Focus Gem | Adds +5 to DAM | 3500
116 |  | Gatling Caster Carbon Fiber Frame | Reduces Wg by 7 | 1000
117 | Missile Launcher |  | Missile Launcher Guidance System | Adds +10 to Hit at and Beyond Med Range | 2000
118 |  | Missile Launcher Auxillary Tube | +1 Mag Size, gives the 'Double Barreled' rule | 2000
119 |  | Missile Launcher Composite Frame | Reduces Wg by 7 | 1000
120 |  | Grenade Machine Gun (burst) |  | Grenade MG High-speed Kit | Lowers AP cost to 30 | 1500
121 |  |  | Grenade MG Internal Stabilizer | Removes -10 penalty from Burst Fire | 1750
122 |  |  |  | Melee
123 | 0 | Rock |  | Increased Destiny | +1% Crit Chance, Stackable! You may purchas this mod as many times as you wish. | Nx15
124 | Rolling Pin |  | Rolling Pin Steel Roller | +3 DAM | 5
125 | Club |  | Club Spikey Bits | +5 DAM | 10
126 |  | Club Hardwood Haft | Gives 50% chance to ignore an increment of Weapon Degradation when suffering a Critical Fail | 5
127 | Taser |  | Taser Overcharged Power Cell | Gains 'Anti-Matrix', +4% Crit-Fail Chance | 25
128 | Zebra Slicer |  | Zebra Slicer Serated Blade | +1 Crit Chance, +1 Crit Fail Chance | 5
129 |  |  |  |  |  |
130 |  | Knife |  | Magi-steel Edged Blade | Weapon becomes Armor Piercing (light) | 50
131 |  |  | Knife Enchanted Blade | Gives the 'Enchanted' special rule | 100
132 | 1 | Switch Blade |  | Switch Blade Honed Edge | +2 DAM | 10
133 |  | Magi-steel Edged Blade | Weapon becomes Armor Piercing (light) | 50
134 | Machete |  | Machete Weighted Spine | Additional 2d10 Limb DAM | 25
135 |  | Machete Heavy Blade | +5 DAM | 20
136 | Sword |  | Sword Enchanted Blade | Gives the 'Enchanted' special rule | 225
137 | Nail Board |  | Nail Board More Nails | Attacks will cause a bleeding effect, 1d10 damage per turn, untill healed | 30
138 |  | Nail Board More Board | Gives the 'Reach' special rule | 30
139 | Dress Cane |  | Dress Cane Hidden Blade | +5 DAM | 20
140 | Brass Shoe |  | Brass Shoe Hardened Shoe | +1d10 DAM | 20
141 | Bladed Helmet |  | Bladed Helmet Reienforcement | Becomes a helmet with 3 DT | 25
142 | Wingblades |  | Wingblade Fine Blades | +5 to Hit, +1d10 DAM | 50
143 |  |  |  |  |  |
144 | 2 | Baseball Bat |  | Baseball Bat Barbed Wire Wrapping | +5 DAM | 50
145 | War Club |  | War Club Shell Casings | +5 DAM, +1d10 | 75
146 |  | War Club Hardwood Haft | Gives 50% chance to ignore an increment of Weapon Degradation when suffering a Critical Fail | 50
147 | Combat Knife |  | Combat Knife Serated Blade | +1 Crit Chance, +1 Crit Fail Chance | 75
148 | Sledgehammer |  | Sledgehammer Spiked Head | +2d10 DAM | 150
149 | Cutlass |  | Cutlass Enchanted Blade | Gives the 'Enchanted' special rule | 600
150 | Steel Saw |  | Steel Saw Improved Motor | +5 Dam | 250
151 | Chain |  | Chain Spiky Bits | +5 DAM | 50
152 | Solaris Hoof |  | Solaris Hoof Superheated Hoof | Gains the 'Burning' special rule, +5 AP to attack | 150
153 |  |  |  |  |  |
154 | 3 | Bowie Knife |  | Bowie Knife Bigger Blade | +10 DAM | 200
155 |  | Bowie Knife Serated Blade | +2 Crit Chance, +1 Crit Fail Chance | 350
156 | Ripper |  | Ripper High Speed Motor | -5 total AP to attack | 500
157 |  | Ripper High Carbide Teeth | Gives 50% chance to ignore an increment of Weapon Degradation when suffering a Critical Fail | 500
158 |  | Ripper Under Barrel Mount | Mounts the weapon onto any 'Rifle', 'Automotic Rifle', Combat Shotgun, Service Rifle or Service Carbine. Allowing the player to use the Ripper without needing to switch weapons. Wg of theRipper is added to that of the weapon it is being mounted to. | 500
159 | Plasma Lance |  | "Baleful Blade | A roll of 01-50 to hit causes +4d10 fire damage and +4d10 RADS. User gains +1d10 RADS. | 1000
160 | Bumper Sword |  | Bumper Sword Light Weight Bumper | -3 Wg | 300
161 | Auto Axe |  | Auto Axe Light Frame | -3 Wg | 300
162 |  | Auto Axe Heavy Cutter | Gives 'Armour Piercing (Heavy)' | 1000
163 | Power Hoof |  | Power Hoof Tenderizer Plate | +2d10 DAM | 1000
164 |  | Power Hoof Chrome Buffer | Gives 50% chance to ignore an increment of Weapon Degradation when suffering a Critical Fail | 600
165 |  |  |  |  |  |
166 | 4 | Chainsaw |  | Chainsaw Enchanted Bits | Gives the 'Enchanted' special rule | 6000
167 |  | Chainsaw Lightened Frame | -3 Wg | 500
168 | Zebra Thunder Axe |  | ZTA Bigger Blade | +10 DAM | 500
169 |  | ZTA Crystal Thingy | -5 total AP to attack | 1200
170 | Super Sledge |  | Super Sledge Tenderizer | +2d10 DAM | 1500
171 |  | Super Sledge Heavy Piston | +20 DAM | 1500
172 | Industrial Shoe |  | Industrial Shoe High Speed Cutter | +1d10 DAM, -5 total AP to attack | 2000
173 |  |  |  | General
174 | Upgrades | Battle Saddles |  | Ammo Changer | Allows 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
175 |  | Ammo Loader | May reload single or double shot weapons for 10 AP | 1/2 cost of modded weapon
176 |  | Jambuster | Allows swift (AP 15) clearing of a jam or fixing of a glitched magical energy weapon mounted within the battle saddle | 25
177 |  | Minedropper | Replaces 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
178 |  | Weapons Link | Links 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
179 | Speed Loader |  | Speed Loader (Revolver) | Lowers the AP to re-load the weapon to 10 AP | 1/4 cost of modded weapon
180 |
181 |  | Speed Loader (Tube Loaded) | Lowers the AP to re-load the weapon to 10 AP. May no longer spend half AP to load weapon half way. | 1/4 cost of modded weapon
182 | Trigger Conversion (any) |  | Trigger Conversion | 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). | Moderate dificulty mechanics roll or 100 caps
183 | Scopes |  | 1.5x Scope | Adds +5 to hit at short range, may be mounted on Pistols, SMG, Rifles, Automatic Rifle and Shotguns. Not for long range weapons. | 25
184 |  | 3x Scope | Ignores 10% of range penalties past short range, may be mounted on rifles and Automatic Rifle. | 50
185 |  | 3x Night Vision Scope | Gives night vision and ignores 10% of range penalties past short range, may be mounted on rifles and Automatic Rifle. | 100
186 |  | 5x Scope | Ignores 15% of range penalties past short range, may be mounted on rifles and Automatic Rifle. Not on short range weapoons. | 150
187 |  | 10x Scope | Ignores 15% of range penalties past short range, +10 to hit past short range, may be mounted on rifles. Long range and sniper only. | 300
188 |  | Red Dot Sight | Adds +10 to hit at point blank and short range, may be mounted on SMG, Rifles, Automatic Rifle and Shotguns. Not on long range weapon. | 100
189 | General Ranged Mods |  | Shotgun Choke 20 Gauge | Only looses '5++' damage at Med range. (or Short if Sawed Off) | 75
190 |  | Shotgun Choke 12 Gauge | Only looses '10+++' damage at Med range. (or Short if Sawed Off) | 125
191 |  | Custom Action (Lever/Pump-Action) | -5 total AP to fire (to a min of 20 AP) | 1/3 cost of modded weapon
192 |  | Custom Action (Bolt-Action) | -10 total AP to fire (to a min of 20 AP) | 1/2 cost of modded weapon
193 |  | Lightened Bolt (auto) | +1 RoF, +2% Crit-Fail Chance. Full-Auto weapons only. Not for 'Minigun', MEWs or 'Burst' fire weapons. | 1/2 cost of modded weapon
194 |  | Match Barrel | +5 to hit. Not for shotguns or explosives. | 1/3 cost of modded weapon
195 |  | Sawed Off | The weapons barrel has been cut down to be as short as possible, making it more concealable. The weapon has it's wg reduced by 1/4 (rounded to nearest .5) and recieves a +10 to sneak attempts to conceal it, but the range is reduced by 1 bracket (ie. a long range weapon is now med range.) A weapon that has had it's range reduced to point blank has the following range modifiers. -10 at Short, -20 at Med and no Long or Extreme range shots may be made. 'Shotgun' type weapons will have there DAM halved after Point Blank range. 'Tube Loaded' weapons will have there ammo capacity halved to a minimum of 5 and may no longer have mods that increase there ammo capacity. Not for explosive weapons, heavy weapons or silenced weapons. If weapon is both sawed off and compact it will gain an additional +5 to the sneak attempt to conceal it, for a total of +15. | 1/3 cost of modded weapon
196 |  | Basic Compensator | Removes 5% of the penalty from Burst/Full Auto. Dose not stack with other compensators. Not for shotguns, explosives or 'Silenced' weapons | 50
197 |  | Basic Silencer | Silences Weapon. +3% Crit-Fail chance. Not for revolvers, shotguns explosives or heavy weapons. | 75
198 |  | Bigger Gem (MEW) | Additional -3 DT to targets (total of -5 DT), +1% Crit-Fail chance. | 1/3 cost of modded weapon
199 |  | Ionic Trasducer (MEW) | -10 DAM but weapon gains "Anti-Matrix (Light)" (A 'Gatling Caster' may not have this mod) | 1/3 cost of modded weapon
200 |  | Spell Dampener (MEW) | On a crit-success against targets with magic (unicorns, alicorn, etc.) or enchanted weapons, magic will be unavailable or the weapons enchantment disabled for d6 rounds, any effects being maintained or shields up will immediately end | 1/2 cost of modded weapon
201 |  | Targeter (MEW) | +5 to hit, Multi-Las, Multi-Plas and MEWs with a 'Beam Splitter' may fire on up to 3 separate targets (2 if splitter) with a -5 penalty per target (when splitting fire the +5 bonus dose not apply) | 1/2 cost of modded weapon
202 |  | Bi-Pod (General) | A character using a weapon equipped with a bi-pod reduces Strength requirements by 4 as well as reducing accuracy penalties by 5% at medium range and 10% at long and extreme range. Being generally low to the ground and not designed to rapidly shift aim, bipods negate the bonus for firing at point blank range and instead impose a -20% penalty to accuracy. Must spend 30 AP to set up the bi-pod. May be mounted on rifles, automatic rifles and heavy weapons. Not for short ranged or explosive weapons. Miniguns, shoulder mounted machineguns and gatling casters may not have a bi-pod. | 100
203 |  | Laser Sight (General) | Adds +5 bonus to hit at short range and point blank, -10 to Stealth checks when using the weapon | 50
204 |  | Flashlight (General) | Directional Light, -25 to sneak for player and those in illuminated area | 20
205 |  | Bayonet Lug (General) | Allows a player to mount a 'Combar Knife' on the barrel of a rifle. May be mounted/removed in combat for 15AP. While mounted there is a -10 penalty for ranged attacks at Med range and beyond, due to the added weight throwing off aim. In melee the weapon has the same stats and special attack as a 'Knife Spear' but cost 25AP per attack instead of 30AP. May not be mounted on silenced weapons or weapons that have a 'Light Grenade Rifle' or a 'Grenade Rifle' mounted to them as these get in the way. May be mounted on any Rifle or Automatic rifle with above restrictions. | 20
206 |  | Folding Stock (General) | The weapon is fitted with a stock that can be folded to the side if desired. The weapon may freely switch between being 'Compact' [closed](see below, wg is uneffected) and being a standard rifle [open]. Cost 15 AP if done durring combat. An SMG may be fitted with a folding stock, reducing it's STR requirement by 1 and turning it into an 'Automatic Rifle'. For any SMG, Rifle or Automatic Rifle. | 1/3 cost of modded weapon
207 |  | Compact (General) | The stock of the weapon have been cut off. The weapons STR requirement is increased by +1, but it's WG is reduced by 1/4 (rounded to nearest .5) and the weapon is now considered a 'pistol' or 'SMG' in the case of automatic weapons. 'Bolt-Action', 'Lever-Action' and 'Pump-Action' weapons still need "2 Hands" to use. Long range weapons will gain the 'Carbine' special rule. Only Rifles and Automatic Rifles may have this mod. | 1/4 cost of modded weapon
208 |  | Custom Grip (General) | The weapon had had it's grip customised to perfectly fit your claw/talon/mouth/hand/tentacle/.ect. As such the character this mod was made for recieves a +5 modifier to hit. Anyone else will have a -5 penalty to use this weapon due to how uncomfortable the weapon is for them. Not for any non flame thrower or heavy explosive weapon. | 1/3 cost of modded weapon
209 | Melee/Thrown |  | Sharpened/Weighted | +1d10 DAM, Effect is lost after the first Crit-Fail | 1/4 cost of modded weapon
210 |  | Balanced | +5 to hit, +5 to parry | 1/2 cost of modded weapon
211 |  | Tempered | Gives 50% chance to ignore an increment of Weapon Degradation when suffering a Critical Fail | 1/2 cost of modded weapon
212 |  | Custom Grip | The weapon had had it's grip customised to perfectly fit your claw/talon/mouth/hand/tentacle/.ect. As such the player this mod was made for recieves a +5 modifier to hit. Anyone else will have a -5 penalty due to how uncomfortable the weapon is for them. Not for unarmed weapons. | 1/2 cost of modded weapon
213 |  | Silicone Grip/Geko Skin Grip/Padded Sock Insert | The weapons grip has been replaced or wrapped with a more comfortable material, or given a padded insert, making it easier to reset for another blow. -5 AP to attacks to a min of 10 AP. (Padded Sock Insert is for unarmed weapons) | 1/2 cost of modded weapon
214 |  | Barbed/Nail/Serrated. | Adds 1d10 Bleed damage | Cost of modded weapon
215 |  | Flavored Handle Wraps | Makes the handle taste good. +1 CHA to resist fear effects. | 50
216 | Armour |  | Camoflauge | +10 Sneak in chosen enviornment, (IE. Desert, Wooded, Urban, .exe), -10 to Sneak in any other environment. Not for 'MoM Assassin Suit' or 'Recon Armour' | 1/4 cost of modded armour
217 |  | Specilized Gear | +5 to any non-combat skill. May be taken up to 3 times but can not be the same skill. | 75
218 |  | Bandoleer | Adds a 'Bandoleer' to the armour. | 50
219 |  | Tac Vest | Adds a 'Tac Vest' to the armour. | 200
220 |  | Custom Fit | Removes AGI penalties for the character it is modded for, doubles the penalties for every other character. | 1/2 cost of modded armour
221 |  | Ablative Plating | +10% DR, extra DR is lost after the first critical hit suffered. +3 wg. For 'Medium' and 'Heavy' armour | 1/4 cost of modded armour
222 |  | Gecko Skin Padding | +10 resistance depending on gecko skin type. +2 wg. Green: Poison, Fire: Fire, Golden: RAD | 100
223 |  | Plating Kit | +5 DT but armour type is increased by 1 (light becomes medium, medium becomes heavy) +8 wg. May be combined with 'Reinforcement Mod Kit' applying the reinforcement as the new armour type. Not for 'Heavy' armour. | 1/2 cost of modded armour
224 |  | Layered Plating | +5% DR, +5 WG | cost of modded armour
225 |  | Fully Enclosed | +50% Poison resistance against airborn threats such as poison gasses, noxious fumes, spores, Morning Glory's cooking, .etc. Must be modded with a helmet. | 3/4 cost of modded armour
226 |  | Air Tank | Allows 'Fully Enclosed' armours count as 'Environmentally Sealed' for 2 hours, tank may be refilled at a workbench, taking 2-4 hours to refill tank. | 150
227 |  | Servo Harness | Adds small servoes to the armour that assist in movement. The armour will now accounts 50% for its WG, effect is lost till repaired if hit by Anti-Matrix. Not for 'Salvaged Power Armour' | 1/3 cost of modded armour
228 |  | Quick Release | May remove armour for 50 AP | 1/4 cost of modded armour
229 |  | Chemical Hardening Process | Uses chemistry journals The nature of this process is unknown, but the result is greater resistance to all forms of damage. +10 Resist to all and +10 DT and 10 WG. For Power Armor Only | cost of modded armour
230 |  | Reinforcement Mod Kit | Used to turn Stable jumpsuits, clothing and armors into reinforced versions of those bardings. For 'Light Armor' and clothing adds +4 DT and 5 wg. 'Med Armor' adds +3 DT and 5 wg. 'Heavy Armor' adds +2 DT and 5 wg. 'Power Armor' can not be reinforced. Increases value of armour by 25% of base cost, to a minimum of 100caps. | 100
231 | Helmet |  | Helmet Light | Directional Light, -25 to sneak for player and those in illuminated area | 20
232 |  | Visor Kit | Adds a visor to helmet, +1 PER. Not for 'Lantern Helmet' | 1/2 cost of modded helmet
233 |  | Integrated Gas Mask | Perminatly integrates a 'Gas Mask' into the helmet | 75
234 |  | Integrated Night Vision | Perminatly integrates 'Night Vision Goggles' into the helmet, Rare | 150
235 |  |  | Note: All upgrades that have a % listed for cost only use the base cost of the weapon being upgraded rounded up (modified by availability and barter as seen fit)