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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 OR ScienceCreating a Mod requires a Workbenchhttps://docs.google.com/spreadsheet/ccc?key=0Ar_2-YbjBwHUdGdRTTg4WkloY1pPYU1UemF6aThINmc#gid=3
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NameModEffectValue (Merchant)Skill Requirement to Install ModSkill Requirement to Create ModConstruction Components (item cost in caps)
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Silenced .22 Pistol.22 HiCap Mag+2 Mag SizeMust be madeNoneMechanics: 15 OR Firearms: 30Extra .22 Mags (1)
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9mm Pistol9mm Extended Mags +7 Mag Size5NoneMechanics: 25 OR Firearms: 50Extra 9mm Mags (2)
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9mm Pistol Short ScopeAdds +10 to hit past Point Blank10Mechanics: 25 OR 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 OR 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 OR 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 1Example: Box of Materials (12) = You need 1 Box of Materials with a value of 12 caps
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NameModEffectValue (Merchant)Skill Requirement to Install ModSkill Requirement to Create ModConstruction Components (item cost in caps)
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10mm Pistol10mm SilencerMakes the weapon Silent100NoneMechanics: 75Box of Materials (12 caps), Good-quality Scrap Metal [Rare] (20 caps), Sound-dampening Materials [Rare] (50 caps)
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10mm Extended Mags +4 Mag Size25NoneMechanics: 25 OR Firearms: 50Extra 10mm Mags (12)
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10mm Laser SightAdds +10 to hit at P.B. and Short50Mechanics: 25 OR Firearms: 50Mechanics: 50 OR 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 OR 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 OR 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 OR 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 OR Magic Weps: 40Mechanics: 50 OR Science: 50Bundle of Components (20), Scrap Metal (1)
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M. Pistol Focus Optics +3 Dam75Mechanics: 25 OR Magic Weps: 50 (requires Workbench)Mechanics: 50 AND 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 OR Science: 40 (requires Workbench)Mechanics: 25 AND 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 OR Science: 40 (requires Workbench)Mechanics: 25 AND Science: 75Bundle of Components (20)
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Recharger Rifle HyperbreederNow recharges 6 shots at the start of each turn50Mechanics: 25 OR Science:25 (requires Workbench)Mechanics: 25 AND Science: 50Bundle of Components (20)
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Varmint RifleVarmint Rifle Extended Mags +3 Mag Size25NoneMechanics: 25 OR Firearms: 50Extra Small 5.56mm Mags (12)
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Small Rifle ScopeAdds +10 to hit past Short Range50Mechanics: 30 OR 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 OR Firearms: 60Mechanics: 50 AND 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 OR 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 OR 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 OR 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 OR Firearms: 50Mechanics: 50 OR 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 OR 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 OR Firearms: 30Mechanics: 30Box of Materials (12), 2xScrap Metal (2x1)
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Lever-action ShotgunLever-action Shotgun Long Tube+3 Mag Size50Mechanics: 25 OR 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 OR Explosives: 50Extra 25mm Grenade Drums (30)
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Anti-Pony G.R. Long BarrelAdds +10 to hit75Mechanics: 25 OR Explosives: 50Mechanics: 50 AND 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 OR 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 OR 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 OR Firearms: 60Mechanics: 50 AND Science: 50Small Rifle Scope (50), Imagine Intensifier Tube [Rare] (30), Bundle of Components (20), 3xSpark Cell (3x1)
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Crossbow Poison ReserveAutomatically applies poison to the bolts. Requires poison.100Mechanics: 25 OR Survival: 50 (requires Workbench)Mechanics: 50 AND Survival: 50Box of Materials [Paint Gun, Tape, Glue] (12), Bundle of Medical Supplies (25), Poison Gland (25)
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Crossbow Carbon Fiber PartsReduces weight by 3150Mechanics: 25 OR Firearms: 50Mechanics: 80Salvaged Panels of Carbon Fibre [Rare, try old Sports Wagons] (200)
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Crossbow Bolt MagazineIncreases ammo capacity to 5. Reloading empty magazine costs 20AP. Increases weight by 2.500Mechanics: 40 OR Firearms: 80--
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Tier 2Example: Box of Materials (12) = You need 1 Box of Materials with a value of 12 caps
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NameModEffectValue (Merchant)Skill Requirement to Install ModSkill Requirement to Create ModConstruction Components (item cost in caps)
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Police Pistol.357 Long Barrel+3 Dam (+1% C.Fail chance on a Police Pistol)50Mechanics: 50 OR Firearms: 100 (requires Workbench)Mechanics: 75 (or 50 with the Gun having +2% C.Fail chance)Salvaging another .357 Revolver [Used or better] (50 caps)
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Police Pistol Snub Barrel-10 to hit at Medium Range, +20 to Stealth checks made to conceal weapon50Mechanics: 25 OR 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 OR 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 OR 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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Gauss PistolGauss Pistol Hyper Gauss ChamberAny DT reduction caused by Ammo is multiplied by 3
(instead of 2)
100Mechanics: 50 AND Science: 50 (requires Workbench)Mechanics: 50 AND Science: 75Salvaging 2x Magic Pistol [Used or better] (2x50)
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Gauss Pistol High Capacity Terminal+5 Mag Size50Mechanics: 25 OR Magic Weps: 50 (requires Workbench)Mechanics: 50 AND Science: 25Salvaging a Magic Pistol [Used or better] (50)
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Gauss Pistol RecyclerA roll of 01-25 to hit does not use ammo100Mechanics: 40 OR Science: 40 (requires Workbench)Mechanics: 25 AND Science: 752x Bundle of Components (2x20)
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Plasma PistolPlas. Pistol Hi-Energy Ionizer+5 Dam (does not stack with Overcharged Ionizer Mod)150Mechanics: 30 OR Magic Weps: 60 (requires Workbench)Mechanics: 50 AND 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 OR Magic Weps: 80 (requires Workbench)Mechanics: 25 AND Science: 75Plas. Pistol Hi-Energy Ionizer (150), Bundle of Components (20)
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Plas. Pistol Mag. AcceleratorAdds +10 to hit150Mechanics: 30 OR Magic Weps: 60 (requires Workbench)Mechanics: 50 AND 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 OR Science: 40 (requires Workbench)Mechanics: 25 AND 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 OR Science: 60 (requires Workbench)Mechanics: 50 AND Science: 75Bundle of Components (20)
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Recharger Pistol HyperbreederNow recharges 6 shots at the start of each turn50Mechanics: 40 OR Science: 40 (requires Workbench)Mechanics: 25 AND Science: 50Bundle of Components (20)
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Hunting RifleHunting Rifle Extended Mags +5 Mag Size100NoneMechanics: 25 OR Firearms: 50Extra .308 Magazines (60)
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Long Rifle ScopeAdds +10 to hit past Short Range200Mechanics: 30 OR 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 OR Firearms: 80 (requires Workbench)-Cannot be created by player characters
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Cowboy RepeaterCB. Repeater Long Tube +4 Mag Size100Mechanics: 30 OR 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 OR 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 OR Firearms: 80 (requires Workbench)-Cannot be created by player characters
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CB. Repeater Lightweight Stock -2 Wg50Mechanics: 30 OR Firearms: 60Mechanics: 502xBox of Materials (2x12)
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Lever-action RifleLever-action Rifle Long Tube+4 Mag Size50Mechanics: 25 OR Firearms: 50Mechanics: 302xBox of Materials (2x12)
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Long Rifle ScopeAdds +10 to hit past Short Range200Mechanics: 30 OR 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 OR 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 OR 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 OR Firearms: 50Mechanics: 50 OR 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 OR 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 -30)250Mechanics: 25 OR Firearms: 50Mechanics: 75 AND 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 OR 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 OR Firearms: 50Mechanics: 50 OR 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 OR 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 OR Firearms: 50Mechanics: 50 AND 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 OR Magic Weps: 60 (requires Workbench)Mechanics: 50 AND 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 OR Science: 50 (requires Workbench)Mechanics: 75 AND 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 OR Magic Weps: 60 (requires Workbench)Mechanics: 50 AND 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 OR Firearms: 50Mechanics: 50 OR 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 OR 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 OR 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 OR Firearms: 50Mechanics: 50 OR 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 OR Firearms: 60Mechanics: 50 OR 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 OR 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 OR 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 OR Firearms: 60Extra 5.56mm LMG Drums (60)
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LMG Upgraded Internals+1 Rate of Fire200Mechanics: 50 OR 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 OR Firearms: 50Mechanics: 40 OR 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 OR Firearms: 30Extra .22 Mags (1)
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Composite CrossbowSmall Rifle ScopeAdds +10 to hit past Short Range50Mechanics: 30 OR 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 OR Firearms: 60Mechanics: 50 AND Science: 50Small Rifle Scope (50), Imagine Intensifier Tube [Rare] (30), Bundle of Components (20), 3xSpark Cell (3x1)
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Crossbow Poison ReserveAutomatically applies poison to the bolts. Requires poison.100Mechanics: 25 OR Survival: 50 (requires Workbench)Mechanics: 50 AND Survival: 50Box of Materials [Paint Gun, Tape, Glue] (12), Bundle of Medical Supplies (25), Poison Gland (25)
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Crossbow Carbon Fiber PartsReduces weight by 3150Mechanics: 25 OR Firearms: 50Mechanics: 80Salvaged Panels of Carbon Fibre [Rare, try old Sports Wagons] (200)
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Crossbow Bolt MagazineIncreases ammo capacity to 5. Reloading empty magazine costs 20AP. Increases weight by 2.500Mechanics: 40 OR Firearms: 80--
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Tier 3Example: Box of Materials (12) = You need 1 Box of Materials with a value of 12 caps
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NameModEffectValue (Merchant)Skill Requirement to Install ModSkill Requirement to Create ModConstruction Components (item cost in caps)
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Colt .45 Auto Pistol.45 Auto Extended Mags+3 Mag Size100NoneMechanics: 30 OR Firearms: 60Extra .45 Auto Mags (60 caps)
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Military Laser SightAdds +10 to hit at P.B. and Short300Mechanics: 25 OR Firearms: 50Mechanics: 75 AND 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 OR 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 OR Firearms: 50Mechanics: 50 OR 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 OR 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 OR Firearms: 50Mechanics: 75 AND Science: 25Military Grade Laser Device [Rare] (200), Bundle of Components (20), 3xSpark Cell (3x1)
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Trail Carbine ScopeAdds +10 to hit past Short Range500Mechanics: 40 OR 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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Sniper Rifle.308 Extended Mags+3 Mag Size100NoneMechanics: 40 OR 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 OR 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 OR Firearms: 60 (requires Workbench)-Cannot be created by player characters
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Trail Carbine ScopeAdds +10 to hit past Short Range500Mechanics: 40 OR 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 OR Firearms: 80Extra 5mm Mags (80)
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Assault Carbine Light Bolt+1 Rate of Fire500Mechanics: 40 OR 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 OR Firearms: 50Mechanics: 50 OR Science: 50Military Grade Laser Device [Rare] (200), Bundle of Components (20), 3xSpark Cell (3x1)
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"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 -30)400Mechanics: 25 OR Firearms: 50Mechanics: 100 AND 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 OR Firearms: 50Extra 5.56mm STAG Magazines (30)
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Military Laser SightAdds +10 to hit with Single Shot or Burst Fire at P.B. and Short300Mechanics: 25 OR Firearms: 50Mechanics: 50 OR 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
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BAR Lightweight Steel FrameReduces Wg by 4200Mechanics: 40 OR Firearms: 80 (requires Workbench)-Cannot be created by player characters
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Magic Energy Repeater (auto)Magic Energy Repeater Focus Optics+3 Dam400Mechanics: 30 OR Magic Weps: 60 (requires Workbench)Mechanics: 75 AND Science: 50Salvaging a Magic Rifle [Used or better] (250), Bundle of Components (20)
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Magic RecyclerA roll of 01-25 to hit does not use ammo100Mechanics: 50 OR Science: 50 (requires Workbench)Mechanics: 50 AND Science: 753xBundle of Components (3x20)
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Gauss CarbineGauss Carbine Hyper Gauss ChamberAny DT reduction caused by Ammo is multiplied by 3
(instead of 2)
500Mechanics: 50 AND Science: 50 (requires Workbench)Mechanics: 50 AND Science: 75Salvaging 2x Gauss Pistol [Used or better] (2x250)
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Gauss Carbine ScopeAdds +10 to hit past Short Range500Mechanics: 40 OR Magic Weps: 80 (requires Workbench)Mechanics: 75 AND 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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Gauss Carbine High Capacity Terminal+5 Mag Size100Mechanics: 25 OR Magic Weps: 50 (requires Workbench)Mechanics: 50 AND Science: 25Salvaging 2x Magic Pistol [Used or better] (2x50)
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Gauss Carbine RecyclerA roll of 01-25 to hit does not use ammo100Mechanics: 50 OR Science: 50 (requires Workbench)Mechanics: 25 AND Science: 753xBundle of Components (3x20)
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MASRMASR Hyperbolic Spark Chamber+5 Dam500Mechanics: 50 OR Science: 50 (requires Workbench)Mechanics: 75 AND 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 OR Magic Weps: 80 (requires Workbench)Mechanics: 75 AND 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 OR Science: 50 (requires Workbench)Mechanics: 50 AND Science: 753xBundle of Components (3x20)
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Plasma RiflePlasma Rifle Hi-Energy Ionizer+5 Dam500Mechanics: 40 OR Magic Weps: 80 (requires Workbench)Mechanics: 75 AND Science: 50Salvaging 2xPlasma Pistols [Used or better] (2x200)
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Plasma Rifle Magic AcceleratorAdds +10 to hit500Mechanics: 40 OR Magic Weps: 80 (requires Workbench)Mechanics: 50 AND 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 OR Science: 50 (requires Workbench)Mechanics: 25 AND Science: 752x Bundle of Components (2x20)
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Tri Prism RifleTri Prism HD CapacitorsGives 50% chance to avoid Jamming (and weapon degradation) when suffering a Critical Fail200Mechanics: 40 OR Magic Weps: 80 (requires Workbench)Mechanics: 75 OR Science: 75Salvaging a Magic Rifle [Used or Better] (250)
144
Tri Prism LR Hi-Cap Terminal +24 Mag Size200Mechanics: 40 OR Magic Weps: 80 (requires Workbench)Mechanics: 75 OR Science: 75Salvaging a Magic Rifle [Used or Better] (250)
145
Tri Prism LR Focus Optics +3 DAM to each beam (+9 in total)500Mechanics: 40 OR Magic Weps: 80 (requires Workbench)Mechanics: 75 AND Science: 50Salvaging 2xMagic Rifles [Used or better] (2x250)
146
.45 Auto SMG.45 Auto SMG Drums+20 Mag Size200None-Cannot be created by player characters
147
Military Laser SightAdds +10 to hit with Single Shot or Burst Fire at P.B. and Short300Mechanics: 25 OR Firearms: 50Mechanics: 50 OR Science: 50Military Grade Laser Device [Rare] (200), Bundle of Components (20), 3xSpark Cell (3x1)
148
.45 Auto SMG Recoil Comp.Removes -10 penalty from Full Auto500Mechanics: 40 OR Firearms: 80Mechanics: 50 OR Firearms: 100Salvaging another .45 Auto SMG [Poor or better] (1200), Weapon Repair Kit (20)
149
.45 SMG Upgraded Internals+1 Rate of Fire500Mechanics: 60
(requires Workbench)
-Cannot be created by player characters
150
Riot ShotgunMilitary Laser SightAdds +10 to hit at P.B. and Short300Mechanics: 25 OR Firearms: 50Mechanics: 50 OR Science: 50Military Grade Laser Device [Rare] (200), Bundle of Components (20), 3xSpark Cell (3x1)
151
Riot Shotgun Improved ChokeNow does 25++ at Medium500Mechanics: 25 OR Firearms: 50Mechanics: 75Box of Materials (12), Military Grade Metal [V.Rare] (300)
152
Hunting ShotgunHunting Shotgun Long Tube +3 Mag Size200Mechanics: 30 OR Firearms: 60Mechanics: 50Box of Materials (12), High-quality Scrap Metal [Rare] (100)
153
Hunting Shotgun ChokeNow does 35++ at Medium500Mechanics: 25 OR Firearms: 50Mechanics: 75Box of Materials (12), Military Grade Metal [V.Rare] (300)
154
FlamerFlamer Expanded Tanks +60 Mag Size200NoneMechanics: 40 OR Firearms: 80Extra Fuel Tanks (120)
155
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 AND Science: 75 (requires Workbench)Mechanics: 50 AND Science: 100The Flamer to be Modded, a Balefire Egg (125), Salvaging 2xPlasma Pistols (2x200)
156
Missile LauncherMissile Launcher Guidance SystemAdds +10 to hit past Short Range500Mechanics: 50 AND Science: 25 (requires Workbench)-Cannot be created by player characters
157
Enchanted CrossbowSmall Rifle ScopeAdds +10 to hit past Short Range50Mechanics: 30 OR Firearms: 60Mechanics: 50Salvaging a Telescope/Binoculars (25), Box of Materials (12)
158
Small Rifle Night ScopeAdds night vision and +10 to hit past Short Range125Mechanics: 30 OR Firearms: 60Mechanics: 50 AND Science: 50Small Rifle Scope (50), Imagine Intensifier Tube [Rare] (30), Bundle of Components (20), 3xSpark Cell (3x1)
159
Crossbow Poison ReserveApplies poison to the bolts. Requires poison.100Mechanics: 25 OR Survival: 50 (requires Workbench)Mechanics: 50 AND Survival: 50Box of Materials [Paint Gun, Tape, Glue] (12), Bundle of Medical Supplies (25), Poison Glands (25)
160
Crossbow Carbon Fiber PartsReduces weight by 3150Mechanics: 25 OR Firearms: 50Mechanics: 80Salvaged Panels of Carbon Fibre [Rare, try old Sports Wagons] (200)
161
Crossbow Bolt MagazineIncreases ammo capacity to 5. Reloading empty magazine costs 20AP. Increases weight by 2.500Mechanics: 40 OR Firearms: 80--
162
Enchanted Composite CrossbowSmall Rifle ScopeAdds +10 to hit past Short Range50Mechanics: 30 OR Firearms: 60Mechanics: 50Salvaging a Telescope/Binoculars (25), Box of Materials (12)
163
Small Rifle Night ScopeAdds night vision and +10 to hit past Short Range125Mechanics: 30 OR Firearms: 60Mechanics: 50 AND Science: 50Small Rifle Scope (50), Imagine Intensifier Tube [Rare] (30), Bundle of Components (20), 3xSpark Cell (3x1)
164
Crossbow Poison ReserveApplies poison to the bolts. Requires poison.100Mechanics: 25 OR Survival: 50 (requires Workbench)Mechanics: 50 AND Survival: 50Box of Materials [Paint Gun, Tape, Glue] (12), Bundle of Medical Supplies (25), Poison Glands (25)
165
Crossbow Carbon Fiber PartsReduces weight by 3150Mechanics: 25 OR Firearms: 50Mechanics: 80Salvaged Panels of Carbon Fibre [Rare, try old Sports Wagons] (200)
166
Crossbow Bolt MagazineIncreases ammo capacity to 5. Reloading empty magazine costs 20AP. Increases weight by 2.500Mechanics: 40 OR Firearms: 80--
167
168
Tier 4Example: Box of Materials (12) = You need 1 Box of Materials with a value of 12 caps
169
NameModEffectValue (Merchant)Skill Requirement to Install ModSkill Requirement to Create ModConstruction Components (item cost in caps)
170
12.7mm Pistol12.7mm Extended Mags+3 Mag Size200NoneMechanics: 40 OR Firearms: 80Extra 12.7mm Mags (150 caps)
171
Heavy Duty Military Laser SightAdds +10 to hit at P.B. and Short1000Mechanics: 25 OR Firearms: 50Mechanics: 100 AND Science: 25Heavy Duty Military Grade Laser Device [V.Rare] (800), Bundle of Components (20), 3xSpark Cell (3x1)
172
12.7mm Pistol HD SlideGives 50% chance to avoid Jamming (and weapon degradation) when suffering a Critical Fail500Mechanics: 40 OR Firearms: 80-Cannot be created by player characters
173
High Quality Military SilencerMakes the weapon Silent. Stealth checks when firing a 12.7mm weapon are taken at -202000None-Cannot be created by player characters
174
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)
175
.45-70 Govt 6-shot cylinder+1 Mag Size500Mechanics: 40 OR Firearms: 80-Cannot be created by player characters
176
.45-70 Govt Revolver Long Barrel+5 Dam2000Mechanics: 40 OR 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)
177
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)
178
.45-70 Govt 6-shot cylinder+1 Mag Size500Mechanics: 40 OR Firearms: 80-Cannot be created by player characters
179
.45-70 Govt Revolver Long Barrel+5 Dam2000Mechanics: 40 OR 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)
180
Plasma DefenderPlasma Defender High Capacity Terminal+32 Mag Size1000Mechanics: 40 OR Magic Weps: 80 (requires Workbench)Mechanics: 75 AND Science: 50Salvaging a Plasma Rifle [Used or better] (1000)
181
Plasma Defender Scope
Adds +10 to hit past Short Range1000Mechanics: 40 OR Magic Weps: 80 (requires Workbench)Mechanics: 75 AND Science: 50Salvaging a MASR Scope (500), High-quality Components [Rare] (250)
182
Plasma Defender Bolt StabilizerWeapon becomes Medium Ranged with +15 to hit at P.B.1500Mechanics: 30 OR Magic Weps: 60 (requires Workbench)Mechanics: 75 AND Science: 75Salvaging a Plasma Rifle and a Plasma Pistol [Used or better] (1000, 200)
183
Plasma Defender Hyper Catalyst Chamber+10 Dam, uses 4 ammo per shotMust be madeMechanics: 75
(requires Workbench)
Mechanics: 50 AND Science: 100Salvaging another Plasma Defender (2000), High-quality Components [Rare] (250)
184
Brush GunBrush Gun Long Tube+2 Mag Size500Mechanics: 30 OR Firearms: 60Mechanics: 50Box of Materials (12), Military Grade Metal [V.Rare] (300)
185
Military Grade ScopeAdds +10 to hit past Short Range1500Mechanics: 40 OR Firearms: 80-Cannot be created by player characters
186
Brush Gun Long Barrel+10 Dam3000Mechanics: 50 OR Firearms: 100 (requires Workbench)Mechanics: 100Salvaging another Brush Gun [Used or better] (3000)
187
Anti-Material Rifle.50 MG Extended Mags+2 Mag Size250NoneMechanics: 50 OR Firearms: 100Extra .50 MG Mags (200)
188
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 OR Firearms: 60Mechanics: 100 AND Science: 25Heavy Duty Military Grade Laser Device [V.Rare] (800), Bundle of Components (20), 3xSpark Cell (3x1)
189
AM Rifle SuppressorMakes it hard to locate from Sound alone at Extreme Range1000Mechanics: 30 OR Firearms: 60-Cannot be created by player characters
190
Markspony Carbine5.56mm Carbine STAG Extended Mags+10 Mag Size200NoneMechanics: 25 OR Firearms: 50Extra 5.56mm Carbine STAG Magazines (150)
191
Heavy Duty Military Laser SightAdds +10 to hit at P.B. and Short1000Mechanics: 25 OR Firearms: 50Mechanics: 100 AND Science: 25Heavy Duty Military Grade Laser Device [V.Rare] (800), Bundle of Components (20), 3xSpark Cell (3x1)
192
"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 -30)400Mechanics: 25 OR Firearms: 50Mechanics: 100 AND Explosives: 25Salvaging a Grenade Launcher (250), Box of Materials (12), Good-quality Scrap Metal [Rare] (50)
193
Multiplas RifleMultiplas High Capacity Terminal+30 Mag Size1000Mechanics: 40 OR Magic Weps: 80 (requires Workbench)Mechanics: 75 AND Science: 50Salvaging a Plasma Rifle [Used or better] (1000)
194
Multiplas Rifle Bolt StabilizerWeapon becomes Medium Ranged with +15 to hit at P.B.2000Mechanics: 30 OR Magic Weps: 60 (requires Workbench)Mechanics: 75 AND Science: 75Salvaging a Plasma Rifle and 3xPlasma Pistol [Used or better] (1000, 3x200)
195
Multiplas Rifle Hi-Energy Tri-Ionizer+5 Dam per shot2000Mechanics: 40 OR Magic Weps: 80 (requires Workbench)Mechanics: 100 AND Science: 50Salvaging a Plasma Rifle and 3xPlasma Pistol [Used or better] (1000, 3x200)
196
Gauss RifleGauss Rifle Hyper Gauss ChamberAny DT reduction caused by Ammo is multiplied by 3
(instead of 2)
1500Mechanics: 50 AND Science: 50 (requires Workbench)Mechanics: 50 AND Science: 100Salvaging a Gauss Carbine and 2xGauss Pistol [Used or better] (1000, 2x250)
197
Gauss Rifle High Capacity Terminal+5 Mag Size (one extra shot)2000Mechanics: 40 OR Magic Weps: 80 (requires Workbench)Mechanics: 100 AND Science: 50Salvaging a MASR [Used or better] (1500)
198
P9T 12.7mm SMG12.7mm SMG Stacked Mags+6 Mag Size500NoneMechanics: 50 OR Firearms: 100Extra 12.7mm SMG Mags (400)
199
Heavy Duty Military Laser SightAdds +10 to hit with Single Shot or Burst Fire at P.B. and Short1000Mechanics: 25 OR Firearms: 50Mechanics: 100 AND Science: 25Heavy Duty Military Grade Laser Device [V.Rare] (800), Bundle of Components (20), 3xSpark Cell (3x1)
200
High Quality Military SilencerMakes the weapon Silent. Stealth checks when firing a 12.7mm weapon are taken at -202000None-Cannot be created by player characters
201
12.7mm SMG Upgraded Internals+1 Rate of Fire1000Mechanics: 75
(requires Workbench)
-Cannot be created by player characters
202
Combat ShotgunHeavy Duty Military Laser SightAdds +10 to hit before Long Range1000Mechanics: 25 OR Firearms: 50Mechanics: 100 AND Science: 25Heavy Duty Military Grade Laser Device [V.Rare] (800), Bundle of Components (20), 3xSpark Cell (3x1)
203
Combat Shotgun Military ChokeNow does 40++ at Medium2000Mechanics: 25 OR Firearms: 50-Cannot be created by player characters
204
Minigun (auto)Minigun Hi-speed Motor+1/2 Rate of Fire2000Mechanics: 75
(requires Workbench)
-Cannot be created by player characters
205
Minigun Damped SubframeReduces Full Auto to-hit penalty by 101000Mechanics: 75
(requires Workbench)
-Cannot be created by player characters
206
Shoulder Mounted MG (auto)10mm Extended Box Magazine+15 Mag Size500NoneMechanics: 30 OR Firearms: 60Extra 10mm Box Magazines (400)
207
SMMG Advanced Targetting ComputerAdds +10 to hit and halves any to-hit penalty caused by the target dodging/flying2000Mechanics: 75 AND Science: 25
(requires Workbench)
Mechanics: 100 AND Science: 100Salvaging a fully working PipBuck (N/A)
208
SMMG Recoil CompensatorsReduces Full Auto to-hit penalty by 101000Mechanics: 75
(requires Workbench)
-Cannot be created by player characters
209
Gatling Caster (auto)Gatling Caster Focus Optics+3 Dam3000Mechanics: 75
(requires Workbench)
Mechanics: 100 AND Science: 75Salvaging 3xMASR [Good or better] (3x1000)
210
Gatling Caster Carbon Fibre FrameReduces Wg by 81000Mechanics: 75
(requires Workbench)
-Cannot be created by player characters
211
Plasma CasterPlasma Caster Hi-Energy Ionizer+5 Dam1500Mechanics: 40 OR Magic Weps: 80 (requires Workbench)Mechanics: 75 AND Science: 50Salvaging a Plasma Rifle and a Plasma Pistol [Used or better] (1000, 200)
212
Plasma Caster Bolt StabilizerWeapon becomes Medium Ranged with +15 to hit at P.B.2500Mechanics: 50 OR Magic Weps: 100 (requires Workbench)Mechanics: 75 AND Science: 100Salvaging 2xPlasma Rifle [Used or better] (2x1000)
213
Plasma Caster RecyclerA roll of 01-25 to hit does not use ammo500Mechanics: 75 OR Science: 75 (requires Workbench)Mechanics: 50 AND Science: 75Salvaging 2xPlasma Pistol [Used or better] (2x200)
214
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 AND Science: 25
(requires Workbench)
-Cannot be created by player characters
215
Grenade Machine Gun (burst)Grenade MG High-speed KitLowers AP cost to 301500Mechanics: 75
(requires Workbench)
-Cannot be created by player characters
216
Balefire Egg Launcher------
217
218
219
Special(For more detailed information on Battle Saddle mods, see the Battle Saddles document.)
220
NameModEffectValue
221
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
222
Ammo Loaderautomatically reloads single-shot weapons which normally carry only one or two rounds 1/2 cost of modded weapon
223
JambusterAllows swift (AP 15) clearing of a jam or fixing of a glitched magical energy weapon mounted within the battle saddle20
224
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
225
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
226
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
227