| A | B | C | D | E | F | G | H | I | J | K | ||
|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | Ranged Weapons | |||||||||||
2 | (The following are optional rules) | Merchants will not buy a player-made Mod | ||||||||||
3 | Tier 0 | Weapon 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 / Science | Creating a Mod requires a Workbench | |||||||
4 | Name | Mod | Effect | Value (Merchant) | Skill Requirement to Install Mod | Skill Requirement to Create Mod | Construction Components (item cost) | |||||
5 | Silenced .22 Pistol | .22 HiCap Mag | +2 Mag Size | Must be made | None | Mechanics: 15 / Firearms: 30 | Extra .22 Mags (1) | |||||
6 | 9mm Pistol | 9mm Extended Mags | +7 Mag Size | 5 | None | Mechanics: 25 / Firearms: 50 | Extra 9mm Mags (2) | |||||
7 | 9mm Pistol Scope | Adds +10 to hit past Point Blank | 10 | Mechanics: 25 / Firearms: 50 | Mechanics: 30 | Box of Materials [Camera, Tape, Wonder Glue] (12), Scrap Metal (1) | ||||||
8 | .32 Revolver | .32 Speed Loader | Reduces AP cost to reload (see combat rules) | 5 | None | Mechanics: 25 | 2x Scrap Metal (2x1) plus access to .32 rounds | |||||
9 | .32 Long Barrel | +3 Dam | 30 | Mechanics: 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) | ||||||
10 | Flare Pistol | - | - | - | - | - | - | |||||
11 | Red Racer BB Gun | - | - | - | - | - | - | |||||
12 | .32 Rifle | .32 Extended Mags | +3 Mag Size | 5 | None | Mechanics: 25 / Firearms: 50 | Extra .32 Mags (2) | |||||
13 | Single Shotgun | Single Shotgun Choke | Now does 30++ at Medium | 15 | None | Mechanics: 50 | Box of Materials (12), Scrap Metal (1) | |||||
14 | ||||||||||||
15 | Tier 1 | |||||||||||
16 | Name | Mod | Effect | Value (Merchant) | Skill Requirement to Install Mod | Skill Requirement to Create Mod | Construction Materials | |||||
17 | 10mm Pistol | 10mm Silencer | Makes the weapon Silent | 100 | None | Mechanics: 75 | Box of Materials (12), Good-quality Scrap Metal [Rare] (20), Sound-dampening Materials [Rare] (50) | |||||
18 | 10mm Extended Mags | +4 Mag Size | 25 | None | Mechanics: 25 / Firearms: 50 | Extra 10mm Mags (12) | ||||||
19 | 10mm Laser Sight | Adds +10 to hit at P.B. and Short | 50 | Mechanics: 25 / Firearms: 50 | Mechanics: 50 / Science: 50 | Civilian Laser Pointer [Rare] (20), Bundle of Components (20), 3xSpark Cell (3x1) | ||||||
20 | .357 Revolver | .357 Long Barrel | +3 Dam | 50 | Mechanics: 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) | |||||
21 | .357 HD Cylinder | Gives 50% chance to ignore an increment of Weapon Degradation when suffering a Critical Fail | 25 | Mechanics: 25 / Firearms: 50 | - | Cannot be created by player characters | ||||||
22 | .357 Speed Loader | Reduces AP cost to reload (see combat rules) | 10 | None | Mechanics: 25 | 3x Scrap Metal [plus access to .357 rounds] (3x1) | ||||||
23 | Dart Gun | Create Dart Gun | Creates 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) | |||||
24 | Dart Gun Potent Poison | The Poison's END check is now made at -4 (instead of -2) | - | Mechanics: 25 | Science: 50 / Survival: 50 | Poison Glands from 2 different species (2xVaries) | ||||||
25 | Magic Pistol | M. Pistol Combat Sights | Adds +10 to hit at PB and Short Range | 50 | Mechanics: 20 / Magic Weps: 40 | Mechanics: 50 / Science: 50 | Bundle of Components (20), Scrap Metal (1) | |||||
26 | M. Pistol Focus Optics | +3 Dam | 75 | Mechanics: 25 / Magic Weps: 50 (requires Workbench) | Mechanics: 50 & Science: 50 | Salvaging another Magic Pistol [Used or better] (50) | ||||||
27 | M. Pistol Recycler | A roll of 01-25 to hit does not use ammo | 25 | Mechanics: 40 / Science: 40 (requires Workbench) | Mechanics: 25 & Science: 75 | Bundle of Components (20) | ||||||
28 | Recharger Rifle | Recharger Rifle Short-circuit Capacitor | +5 Dam, +1 Mag Size, uses 2 ammo per shot | 100 | Mechanics: 40 / Science: 40 (requires Workbench) | Mechanics: 25 & Science: 75 | Bundle of Components (20) | |||||
29 | Recharger Rifle Hyperbreeder | Now recharges 6 shots at the start of each turn | 50 | Mechanics: 25 / Science:25 (requires Workbench) | Mechanics: 25 & Science: 50 | Bundle of Components (20) | ||||||
30 | Varmint Rifle | Varmint Rifle Extended Mags | +3 Mag Size | 25 | None | Mechanics: 25 / Firearms: 50 | Extra Small 5.56mm Mags (12) | |||||
31 | Small Rifle Scope | Adds +10 to hit past Short Range | 50 | Mechanics: 30 / Firearms: 60 | Mechanics: 50 | Salvaging a Telescope/Binoculars (25), Box of Materials (12) | ||||||
32 | Small Rifle Night Scope | Adds night vision and +10 to hit past Short Range | 125 | Mechanics: 30 / Firearms: 60 | Mechanics: 50 & Science: 50 | Small Rifle Scope (50), Imagine Intensifier Tube [Rare] (30), Bundle of Components (20), 3xSpark Cell (3x1) | ||||||
33 | Varmint Rifle Silencer | Makes the weapon Silent | 100 | None | Mechanics: 75 | Box of Materials (12), Good-quality Scrap Metal [Rare] (20), Sound-dampening Materials [Rare] (50) | ||||||
34 | Service Rifle | Service Rifle Forged Receiver | Gives 50% chance to avoid Jamming (and weapon degradation) when suffering a Critical Fail | 25 | Mechanics: 25 / Firearms: 50 (requires Workbench) | - | Cannot be created by player characters | |||||
35 | Service Rifle Upgraded Springs | Weapon can now use the Burst Fire rule for 30AP | 125 | Mechanics: 30 / Firearms: 60 (requires Workbench) | Mechanics: 100 | Salvaging another Service Rifle [Good or better] (75), Weapon Repair Kit (20) | ||||||
36 | Silenced .22 SMG | .22 SMG Exp. Drums | +60 Mag Size | 50 | None | Mechanics: 25 / Firearms: 50 | Extra .22 Drums (25) | |||||
37 | .22 SMG Laser Sight | Adds +10 to hit with Single Shot or Burst Fire at P.B. and Short | 75 | Mechanics: 25 / Firearms: 50 | Mechanics: 50 / Science: 50 | Civilian Laser Pointer [Rare] (20), Bundle of Components (20), 3xSpark Cell (3x1) | ||||||
38 | .22 SMG Upgraded Internals | +1 Rate of Fire | 100 | Mechanics: 30 / Firearms: 60 (requires Workbench) | Mechanics: 100 | Salvaging another .22 SMG [Good or better] (75), Weapon Repair Kit (20) | ||||||
39 | Caravan Shotgun | Caravan Shotgun Choke | Now does 25++ at Medium | 50 | Mechanics: 15 / Firearms: 30 | Mechanics: 30 | Box of Materials (12), 2xScrap Metal (2x1) | |||||
40 | Lever-action Shotgun | Lever-action Shotgun Long Tube | +3 Mag Size | 50 | Mechanics: 25 / Firearms: 50 | Mechanics: 30 | Box of Materials (12), 2xScrap Metal (2x1) | |||||
41 | Anti-Pony Grenade Rifle | Anti-Pony G.R. Exp. Drums | +2 Mag Size | 50 | None | Mechanics: 25 / Explosives: 50 | Extra 25mm Grenade Drums (30) | |||||
42 | Anti-Pony G.R. Long Barrel | Adds +10 to hit | 75 | Mechanics: 25 / Explosives: 50 | Mechanics: 50 & Explosives: 25 | Box of Materials (12), Precisely measured and cut piping [Rare, must be bought] (50) | ||||||
43 | Anti-Pony G.R. Upgraded Int. | Lowers AP cost to 25 | 100 | Mechanics: 30 / Explosives: 60 (requires Workbench) | Mechanics: 100 | Salvaging another 25mm Anti-Pony G.R. [Good or better] (75), Weapon Repair Kit (20) | ||||||
44 | Crossbow | Small Rifle Scope | Adds +10 to hit past Short Range | 50 | Mechanics: 30 / Firearms: 60 | Mechanics: 50 | Salvaging a Telescope/Binoculars (25), Box of Materials (12) | |||||
45 | Small Rifle Night Scope | Adds night vision and +10 to hit past Short Range | 125 | Mechanics: 30 / Firearms: 60 | Mechanics: 50 & Science: 50 | Small Rifle Scope (50), Imagine Intensifier Tube [Rare] (30), Bundle of Components (20), 3xSpark Cell (3x1) | ||||||
46 | Crossbow Poison Reserve | Applies poison to the bolts. Requires poison. | 100 | Mechanics: 25 / Survival: 50 (requires Workbench) | Mechanics: 50 & Survival: 50 | Box of Materials [Paint Gun, Tape, Glue] (12), Bundle of Medical Supplies (25), Poison Glands (25) | ||||||
47 | Crossbow Carbon Fiber Parts | Reduces weight by 3 | 150 | Mechanics: 25 / Firearms: 50 | Mechanics: 80 | Salvaged Panels of Carbon Fibre [Rare, try old Sports Wagons] (200) | ||||||
48 | ||||||||||||
49 | Tier 2 | |||||||||||
50 | Name | Mod | Effect | Value (Merchant) | Skill Requirement to Install Mod | Skill Requirement to Create Mod | Construction Materials | |||||
51 | Police Pistol | .357 Long Barrel | +3 Dam (+1% C.Fail chance on a Police Pistol) | 50 | Mechanics: 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) | |||||
52 | Police Pistol Snub Barrel | -10 to hit, +20 to Stealth checks made to conceal weapon | 50 | Mechanics: 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) | ||||||
53 | .357 Speed Loader | Reduces AP cost to reload (see combat rules) | 10 | None | Mechanics: 25 | 3x Scrap Metal [plus access to .357 rounds] (3x1) | ||||||
54 | .44 Revolver | .44 Revolver Scope | Adds +10 to hit at Short and Medium Range | 150 | Mechanics: 30 / Firearms: 60 | Mechanics: 75 | Salvaging a Telescope/Binoculars (25), Box of Materials (12), Additional Materials [Rare, must be bought] (75) | |||||
55 | .44 Revolver Heavy Frame | Gives 50% chance to ignore an increment of Weapon Degradation when suffering a Critical Fail | 50 | Mechanics: 25 / Firearms: 50 | - | Cannot be created by player characters | ||||||
56 | .44 Speed Loader | Reduces AP cost to reload (see combat rules) | 20 | None | Mechanics: 30 | Box of Materials [plus access to .44 rounds] (12) | ||||||
57 | Plasma Pistol | Plas. Pistol Hi-Energy Ionizer | +5 Dam (does not stack with Overcharged Ionizer Mod) | 150 | Mechanics: 30 / Magic Weps: 60 (requires Workbench) | Mechanics: 50 & Science: 50 | Salvaging another Plasma Pistol [Used or better] (200) | |||||
58 | Plas. Pistol Overcharged Ionizer | +10 Dam, uses 2 ammo per shot | 250 | Mechanics: 40 / Magic Weps: 80 (requires Workbench) | Mechanics: 25 & Science: 75 | Plas. Pistol Hi-Energy Ionizer (150), Bundle of Components (20) | ||||||
59 | Plas. Pistol Mag. Accelerator | Adds +10 to hit | 150 | Mechanics: 30 / Magic Weps: 60 (requires Workbench) | Mechanics: 50 & Science: 50 | Salvaging another Plasma Pistol [Used or better] (200) | ||||||
60 | Plas. Pistol Recycler | A roll of 01-25 to hit does not use ammo | 100 | Mechanics: 40 / Science: 40 (requires Workbench) | Mechanics: 25 & Science: 75 | 2x Bundle of Components (2x20) | ||||||
61 | Recharger Pistol | Recharger Pistol Short-circuit Capacitor | +4 Dam, uses 2 ammo per shot, +2% C.Fail Chance | 100 | Mechanics: 60 / Science: 60 (requires Workbench) | Mechanics: 50 & Science: 75 | Bundle of Components (20) | |||||
62 | Recharger Pistol Hyperbreeder | Now recharges 6 shots at the start of each turn | 50 | Mechanics: 40 / Science: 40 (requires Workbench) | Mechanics: 25 & Science: 50 | Bundle of Components (20) | ||||||
63 | Hunting Rifle | Hunting Rifle Extended Mags | +5 Mag Size | 100 | None | Mechanics: 25 / Firearms: 50 | Extra .308 Magazines (60) | |||||
64 | Long Rifle Scope | Adds +10 to hit past Short Range | 200 | Mechanics: 30 / Firearms: 60 | Mechanics: 75 | Salvaging a Telescope/Binoculars (25), Box of Materials (12), Additional Materials [Rare, must be bought] (100) | ||||||
65 | Hunting Rifle Custom Action | Lowers AP cost to 30 | 250 | Mechanics: 40 / Firearms: 80 (requires Workbench) | - | Cannot be created by player characters | ||||||
66 | Cowboy Repeater | CB. Repeater Long Tube | +4 Mag Size | 100 | Mechanics: 30 / Firearms: 60 | Mechanics: 40 | Box of Materials (12), Precisely measured and cut piping [Rare, must be bought] (50) | |||||
67 | Long Rifle Scope | Adds +10 to hit past Short Range | 200 | Mechanics: 30 / Firearms: 60 | Mechanics: 75 | Salvaging a Telescope/Binoculars (25), Box of Materials (12), Additional Materials [Rare, must be bought] (100) | ||||||
68 | CB. Repeater Custom Action | Lowers AP cost to 20 | 250 | Mechanics: 40 / Firearms: 80 (requires Workbench) | - | Cannot be created by player characters | ||||||
69 | CB. Repeater Lightweight Stock | -2 Wg | 50 | Mechanics: 30 / Firearms: 60 | Mechanics: 50 | 2xBox of Materials (2x12) | ||||||
70 | Lever-action Rifle | Lever-action Rifle Long Tube | +4 Mag Size | 50 | Mechanics: 25 / Firearms: 50 | Mechanics: 30 | 2xBox of Materials (2x12) | |||||
71 | Long Rifle Scope | Adds +10 to hit past Short Range | 200 | Mechanics: 30 / Firearms: 60 | Mechanics: 75 | Salvaging a Telescope/Binoculars (25), Box of Materials (12), Additional Materials [Rare, must be bought] (100) | ||||||
72 | Lever-action Rifle Long Barrel | +8 Dam | 250 | Mechanics: 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) | ||||||
73 | Assault Rifle (auto) | 5.56mm STAG Extended Mags | +12 Mag Size | 50 | None | Mechanics: 25 / Firearms: 50 | Extra 5.56mm STAG Magazines (30) | |||||
74 | Assault Rifle Laser Sight | Adds +10 to hit with Single Shot or Burst Fire at P.B. and Short | 100 | Mechanics: 25 / Firearms: 50 | Mechanics: 50 / Science: 50 | Box of Materials (12), 2xBundle of Components (2x20), 3xSpark Cell (3x1) | ||||||
75 | Assault Rifle Upgraded Internals | +1 Rate of Fire | 200 | Mechanics: 50 / Firearms: 100 (requires Workbench) | Mechanics: 75 | Salvaging another Assault Rifle [Good or better] (250), Weapon Repair Kit (20) | ||||||
76 | "Apple Bucker" 25mm Underslung Grenade Launcher | Adds 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 | 250 | Mechanics: 25 / Firearms: 50 | Mechanics: 75 & Explosives: 25 | Salvaging an Anti-Pony Grenade Rifle (75), Box of Materials (12), Good-quality Scrap Metal [Rare] (50) | ||||||
77 | Infiltrator (auto) | 5.56mm STAG Extended Mags | +12 Mag Size | 50 | None | Mechanics: 25 / Firearms: 50 | Extra 5.56mm STAG Magazines (30) | |||||
78 | Assault Rifle Laser Sight | Adds +10 to hit with Single Shot or Burst Fire at P.B. and Short | 100 | Mechanics: 25 / Firearms: 50 | Mechanics: 50 / Science: 50 | Box of Materials (12), 2xBundle of Components (2x20), 3xSpark Cell (3x1) | ||||||
79 | Infiltrator Quiet Bolt | Checks to locate user due to weapon sound are at -2 PER | 100 | Mechanics: 30 / Firearms: 60 (requires Workbench) | Mechanics check. Failure lowers weapon Cnd by 1 rank | Weapon Repair Kit (20), Access to an Infiltrator | ||||||
80 | Infiltrator Night Vision Upgrade | Adds night vision to Scope | 100 | Mechanics: 25 / Firearms: 50 | Mechanics: 50 & Science: 50 | Imagine Intensifier Tube [Rare] (30), Bundle of Components (20), 3xSpark Cell (3x1) | ||||||
81 | Magic Rifle | Mag. Rifle Focus Optics | +3 Dam (gives bonus to both beams w/Splitter) | 150 | Mechanics: 30 / Magic Weps: 60 (requires Workbench) | Mechanics: 50 & Science: 50 | Salvaging 2xMagic Pistols [Used or better] (2x50), Bundle of Components (20) | |||||
82 | Mag. Rifle Beam Splitter | Weapon fires 2 beams dealing 12+ DAM each | 300 | Mechanics: 50 / Science: 50 (requires Workbench) | Mechanics: 75 & Science: 50 | Salvaging a Magic Rifle [Used or better] (250), Bundle of Components (20) | ||||||
83 | Mag. Rifle Scope | Adds +10 to hit past Short Range | 150 | Mechanics: 30 / Magic Weps: 60 (requires Workbench) | Mechanics: 50 & Science: 50 | Salvaging a Telescope/Binoculars (25), Box of Materials (12), Bundle of Components (20), Additional Materials [Rare, must be bought] (50) | ||||||
84 | 9mm SMG (auto) | 9mm SMG Drums | +30 Mag Size | 100 | None | - | Cannot be created by player characters | |||||
85 | SMG Laser Sight | Adds +10 to hit with Single Shot or Burst Fire at P.B. and Short | 100 | Mechanics: 25 / Firearms: 50 | Mechanics: 50 / Science: 50 | Box of Materials (12), 2xBundle of Components (2x20), 3xSpark Cell (3x1) | ||||||
86 | 9mm SMG Light Bolt | +1 Rate of Fire | 150 | Mechanics: 40 / Firearms: 80 (requires Workbench) | - | Cannot be created by player characters | ||||||
87 | 10mm SMG (auto) | 10mm SMG Extended Mags | +10 Mag Size | 30 | None | Mechanics: 25 / Firearms: 50 | Extra 10mm Magazines (20) | |||||
88 | SMG Laser Sight | Adds +10 to hit with Single Shot or Burst Fire at P.B. and Short | 100 | Mechanics: 25 / Firearms: 50 | Mechanics: 50 / Science: 50 | Box of Materials (12), 2xBundle of Components (2x20), 3xSpark Cell (3x1) | ||||||
89 | 10mm SMG Recoil Comp. | Removes -10 penalty from Full Auto | 150 | Mechanics: 30 / Firearms: 60 | Mechanics: 50 / Firearms: 100 | Salvaging another 10mm SMG [Poor or better] (300), Weapon Repair Kit (20) | ||||||
90 | 10mm SMG Upgraded Internals | +1 Rate of Fire | 200 | Mechanics: 50 / Firearms: 100 (requires Workbench) | Mechanics: 75 | Salvaging another 10mm SMG [Good or better] (300), Weapon Repair Kit (20) | ||||||
91 | Sawed-off Shotgun | - | - | - | - | - | - | |||||
92 | Double-barrel Shotgun | Double-barrel Choke | Now does 40++ at Medium | 100 | Mechanics: 20 / Firearms: 40 | Mechanics: 50 | Box of Materials (12), High-quality Scrap Metal [Rare] (50) | |||||
93 | Light Machine Gun (auto) | LMG Expanded Drums | +110 Mag Size | 100 | None | Mechanics: 30 / Firearms: 60 | Extra 5.56mm LMG Drums (60) | |||||
94 | LMG Upgraded Internals | +1 Rate of Fire | 200 | Mechanics: 50 / Firearms: 100 (requires Workbench) | Mechanics: 75 | Salvaging another LMG [Good or better] (300), Weapon Repair Kit (20) | ||||||
95 | Grenade Launcher | Grenade Launcher Long Barrel | Weapon becomes Long Ranged | 100 | Mechanics: 25 / Firearms: 50 | Mechanics: 40 / Explosives: 80 | Salvaging another Grenade Launcher [Used or better] (250), Weapon Repair Kit (20) | |||||
96 | Zebra Special | .22 HiCap Mag | +2 Mag Size | Must be made | None | Mechanics: 15 / Firearms: 30 | Extra .22 Mags (1) | |||||
97 | ||||||||||||
98 | Tier 3 | |||||||||||
99 | Name | Mod | Effect | Value (Merchant) | Skill Requirement to Install Mod | Skill Requirement to Create Mod | Construction Materials | |||||
100 | Colt .45 Auto Pistol | .45 Auto Extended Mags | +3 Mag Size | 100 | None | Mechanics: 30 / Firearms: 60 | Extra .45 Auto Mags (60) | |||||
101 | Military Laser Sight | Adds +10 to hit at P.B. and Short | 300 | Mechanics: 25 / Firearms: 50 | Mechanics: 75 & Science: 25 | Military Grade Laser Device [Rare] (200), Bundle of Components (20), 3xSpark Cell (3x1) | ||||||
102 | .45 Auto Pistol HD Slide | Gives 50% chance to avoid Jamming (and weapon degradation) when suffering a Critical Fail | 200 | Mechanics: 40 / Firearms: 80 | - | Cannot be created by player characters | ||||||
103 | .45 Military Silencer | Makes the weapon Silent | 500 | None | Mechanics: 100 | Box of Materials (12), High-quality Scrap Metal [Rare] (100), Military-grade Sound-dampening Materials [V.Rare] (300) | ||||||
104 | 5.56mm Pistol | 5.56mm Speed Loader | Reduces AP cost to reload (see combat rules) | 50 | None | Mechanics: 30 | 2xBox of Materials [plus access to 5.56mm rounds] (24) | |||||
105 | Military Laser Sight | Adds +10 to hit at P.B. and Short | 300 | Mechanics: 25 / Firearms: 50 | Mechanics: 50 / Science: 50 | Military Grade Laser Device [Rare] (200), Bundle of Components (20), 3xSpark Cell (3x1) | ||||||
106 | Battle Rifle | Bayonet Mount | Can attack or Parry like a Knife Spear (including all special rules) | 300 | Mechanics: 30 / Firearms: 60 | Mechanics: 50 | Combat Knife (200), Box of Materials (12) | |||||
107 | Military Laser Sight | Adds +10 to hit at P.B. and Short | 300 | Mechanics: 25 / Firearms: 50 | Mechanics: 75 & Science: 25 | Military Grade Laser Device [Rare] (200), Bundle of Components (20), 3xSpark Cell (3x1) | ||||||
108 | Sniper Rifle | .308 Extended Mags | +3 Mag Size | 100 | None | Mechanics: 40 / Firearms: 80 | Extra .308 Mags (80) | |||||
109 | Sniper Rifle Suppressor | Weapon counts as Silent to anyone at Long Range or beyond | 500 | None | Mechanics: 100 | Box of Materials (12), High-quality Scrap Metal [Rare] (100), Military-grade Sound-dampening Materials [V.Rare] (300) | ||||||
110 | Sniper Rifle Carbon Fibre Parts | Reduces Wg by 5 | 400 | Mechanics: 25 / Firearms: 50 | Mechanics: 80 | Salvaged Panels of High-quality Carbon Fibre [V.Rare, try old Sports Wagons kept in show room condition] (300) | ||||||
111 | Trail Carbine | Trail Carbine Steel-forged Receiver | Gives 50% chance to avoid Jamming (and weapon degradation) when suffering a Critical Fail | 200 | Mechanics: 30 / Firearms: 60 (requires Workbench) | - | Cannot be created by player characters | |||||
112 | Trail Carbine Scope | Adds +10 to hit past Short Range | 500 | Mechanics: 40 / Firearms: 80 | Mechanics: 75 | Salvaging Military Binoculars [Rare] (250), Box of Materials (12), Bundle of Components (20), Additional Materials [Rare, must be bought] (100) | ||||||
113 | Assault Carbine | 5mm Extended Mags | +6 Mag Size | 100 | None | Mechanics: 40 / Firearms: 80 | Extra 5mm Mags (80) | |||||
114 | Assault Carbine Light Bolt | +1 Rate of Fire | 500 | Mechanics: 40 / Firearms: 80 (requires Workbench) | - | Cannot be created by player characters | ||||||
115 | Military Laser Sight | Adds +10 to hit with Single Shot or Burst Fire at P.B. and Short | 300 | Mechanics: 25 / Firearms: 50 | Mechanics: 50 / Science: 50 | Military Grade Laser Device [Rare] (200), Bundle of Components (20), 3xSpark Cell (3x1) | ||||||
116 | "My Little Friend" 40mm Underslung Grenade Launcher | Adds 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 | 400 | Mechanics: 25 / Firearms: 50 | Mechanics: 100 & Explosives: 25 | Salvaging a Grenade Launcher (250), Box of Materials (12), Good-quality Scrap Metal [Rare] (50) | ||||||
117 | Zebra Rifle | 5.56mm STAG Extended Mags | +12 Mag Size | 50 | None | Mechanics: 25 / Firearms: 50 | Extra 5.56mm STAG Magazines (30) | |||||
118 | Military Laser Sight | Adds +10 to hit with Single Shot or Burst Fire at P.B. and Short | 300 | Mechanics: 25 / Firearms: 50 | Mechanics: 50 / Science: 50 | Military Grade Laser Device [Rare] (200), Bundle of Components (20), 3xSpark Cell (3x1) | ||||||
119 | Bronco Automatic | BAR Upraded Internals | +1 Rate of Fire | 800 | Mechanics: 60 (requires Workbench) | - | Cannot be created by player characters | |||||
120 | BAR Lightweight Steel Frame | Reduces Wg by 4 | 200 | Mechanics: 40 / Firearms: 80 (requires Workbench) | - | Cannot be created by player characters | ||||||
121 | Magic Energy Repeater (auto) | Magic Energy Repeater Focus Optics | +3 Dam | 400 | Mechanics: 30 / Magic Weps: 60 (requires Workbench) | Mechanics: 75 & Science: 50 | Salvaging a Magic Rifle [Used or better] (250), Bundle of Components (20) | |||||
122 | Magic Recycler | A roll of 01-25 to hit does not use ammo | 100 | Mechanics: 50 / Science: 50 (requires Workbench) | Mechanics: 50 & Science: 75 | 3xBundle of Components (3x20) | ||||||
123 | MASR | MASR Hyperbolic Spark Chamber | +5 Dam | 500 | Mechanics: 50 / Science: 50 (requires Workbench) | Mechanics: 75 & Science: 75 | Salvaging a Plasma Pistol [Used or better] (200), and a Magic Energy Pistol [Used or Better] (50) | |||||
124 | MASR Scope | Adds +10 to hit past Short Range | 500 | Mechanics: 40 / Magic Weps: 80 (requires Workbench) | Mechanics: 75 & Science: 50 | Salvaging Military Binoculars [Rare] (250), Box of Materials (12), Bundle of Components (20), Additional Materials [Rare, must be bought] (100) | ||||||
125 | Spark Recycler | A roll of 01-25 to hit does not use ammo | 100 | Mechanics: 50 / Science: 50 (requires Workbench) | Mechanics: 50 & Science: 75 | 3xBundle of Components (3x20) | ||||||
126 | Plasma Rifle | Plasma Rifle Hi-Energy Ionizer | +5 Dam | 500 | Mechanics: 40 / Magic Weps: 80 (requires Workbench) | Mechanics: 75 & Science: 50 | Salvaging 2xPlasma Pistols [Used or better] (2x200) | |||||
127 | Plasma Rifle Magic Accelerator | Adds +10 to hit | 500 | Mechanics: 40 / Magic Weps: 80 (requires Workbench) | Mechanics: 50 & Science: 75 | Salvaging 2xPlasma Pistols [Used or better] (2x200) | ||||||
128 | Plasma Rifle Recycler | A roll of 01-25 to hit does not use ammo | 100 | Mechanics: 50 / Science: 50 (requires Workbench) | Mechanics: 25 & Science: 75 | 2x Bundle of Components (2x20) | ||||||
129 | Tri Prism Rifle | Tri Prism HD Capacitors | Gives 50% chance to avoid Jamming (and weapon degradation) when suffering a Critical Fail | 200 | Mechanics: 40 / Magic Weps: 80 (requires Workbench) | Mechanics: 75 / Science: 75 | Salvaging a Magic Rifle [Used or Better] (250) | |||||
130 | Tri Prism LR Hi-Cap Terminal | +24 Mag Size | 200 | Mechanics: 40 / Magic Weps: 80 (requires Workbench) | Mechanics: 75 / Science: 75 | Salvaging a Magic Rifle [Used or Better] (250) | ||||||
131 | Tri Prism LR Focus Optics | +3 DAM to each beam (+9 in total) | 500 | Mechanics: 40 / Magic Weps: 80 (requires Workbench) | Mechanics: 75 & Science: 50 | Salvaging 2xMagic Rifles [Used or better] (2x250) | ||||||
132 | .45 Auto SMG | .45 Auto SMG Drums | +20 Mag Size | 200 | None | - | Cannot be created by player characters | |||||
133 | Military Laser Sight | Adds +10 to hit with Single Shot or Burst Fire at P.B. and Short | 300 | Mechanics: 25 / Firearms: 50 | Mechanics: 50 / Science: 50 | Military Grade Laser Device [Rare] (200), Bundle of Components (20), 3xSpark Cell (3x1) | ||||||
134 | .45 Auto SMG Recoil Comp. | Removes -10 penalty from Full Auto | 500 | Mechanics: 40 / Firearms: 80 | Mechanics: 50 / Firearms: 100 | Salvaging another .45 Auto SMG [Poor or better] (1200), Weapon Repair Kit (20) | ||||||
135 | .45 SMG Upgraded Internals | +1 Rate of Fire | 500 | Mechanics: 60 (requires Workbench) | - | Cannot be created by player characters | ||||||
136 | Riot Shotgun | Military Laser Sight | Adds +10 to hit at P.B. and Short | 300 | Mechanics: 25 / Firearms: 50 | Mechanics: 50 / Science: 50 | Military Grade Laser Device [Rare] (200), Bundle of Components (20), 3xSpark Cell (3x1) | |||||
137 | Riot Shotgun Improved Choke | Now does 25++ at Medium | 500 | Mechanics: 25 / Firearms: 50 | Mechanics: 75 | Box of Materials (12), Military Grade Metal [V.Rare] (300) | ||||||
138 | Hunting Shotgun | Hunting Shotgun Long Tube | +3 Mag Size | 200 | Mechanics: 30 / Firearms: 60 | Mechanics: 50 | Box of Materials (12), High-quality Scrap Metal [Rare] (100) | |||||
139 | Hunting Shotgun Choke | Now does 35++ at Medium | 500 | Mechanics: 25 / Firearms: 50 | Mechanics: 75 | Box of Materials (12), Military Grade Metal [V.Rare] (300) | ||||||
140 | Flamer | Flamer Expanded Tanks | +60 Mag Size | 200 | None | Mechanics: 40 / Firearms: 80 | Extra 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 chance | Must be made | Mechanics: 50 & Science: 75 (requires Workbench) | Mechanics: 50 & Science: 100 | The Flamer to be Modded, a Balefire Egg (125), Salvaging 2xPlasma Pistols (2x200) | ||||||
142 | Missile Launcher | Missile Launcher Guidance System | Adds +10 to hit past Short Range | 500 | Mechanics: 50 & Science: 25 (requires Workbench) | - | Cannot be created by player characters | |||||
143 | Enchanted Crossbow | Small Rifle Scope | Adds +10 to hit past Short Range | 50 | Mechanics: 30 / Firearms: 60 | Mechanics: 50 | Salvaging a Telescope/Binoculars (25), Box of Materials (12) | |||||
144 | Small Rifle Night Scope | Adds night vision and +10 to hit past Short Range | 125 | Mechanics: 30 / Firearms: 60 | Mechanics: 50 & Science: 50 | Small Rifle Scope (50), Imagine Intensifier Tube [Rare] (30), Bundle of Components (20), 3xSpark Cell (3x1) | ||||||
145 | Crossbow Poison Reserve | Applies poison to the bolts. Requires poison. | 100 | Mechanics: 25 / Survival: 50 (requires Workbench) | Mechanics: 50 & Survival: 50 | Box of Materials [Paint Gun, Tape, Glue] (12), Bundle of Medical Supplies (25), Poison Glands (25) | ||||||
146 | Crossbow Carbon Fiber Parts | Reduces weight by 3 | 150 | Mechanics: 25 / Firearms: 50 | Mechanics: 80 | Salvaged Panels of Carbon Fibre [Rare, try old Sports Wagons] (200) | ||||||
147 | ||||||||||||
148 | Tier 4 | |||||||||||
149 | Name | Mod | Effect | Value (Merchant) | Skill Requirement to Install Mod | Skill Requirement to Create Mod | Construction Materials | |||||
150 | 12.7mm Pistol | 12.7mm Extended Mags | +3 Mag Size | 200 | None | Mechanics: 40 / Firearms: 80 | Extra 12.7mm Mags (150) | |||||
151 | Heavy Duty Military Laser Sight | Adds +10 to hit at P.B. and Short | 1000 | Mechanics: 25 / Firearms: 50 | Mechanics: 100 & Science: 25 | Heavy Duty Military Grade Laser Device [V.Rare] (800), Bundle of Components (20), 3xSpark Cell (3x1) | ||||||
152 | 12.7mm Pistol HD Slide | Gives 50% chance to avoid Jamming (and weapon degradation) when suffering a Critical Fail | 500 | Mechanics: 40 / Firearms: 80 | - | Cannot be created by player characters | ||||||
153 | High Quality Military Silencer | Makes the weapon Silent | 2000 | None | - | Cannot be created by player characters | ||||||
154 | Hunting Revolver | .45-70 Govt Speed Loader | Reduces AP cost to reload (see combat rules) | 100 | None | Mechanics: 50 | 3xBox of Materials [plus access to .45-70 Govt rounds] (36) | |||||
155 | .45-70 Govt 6-shot cylinder | +1 Mag Size | 500 | Mechanics: 40 / Firearms: 80 | - | Cannot be created by player characters | ||||||
156 | .45-70 Govt Revolver Long Barrel | +5 Dam | 2000 | Mechanics: 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 Loader | Reduces AP cost to reload (see combat rules) | 100 | None | Mechanics: 50 | 3xBox of Materials [plus access to .45-70 Govt rounds] (36) | |||||
158 | .45-70 Govt 6-shot cylinder | +1 Mag Size | 500 | Mechanics: 40 / Firearms: 80 | - | Cannot be created by player characters | ||||||
159 | .45-70 Govt Revolver Long Barrel | +5 Dam | 2000 | Mechanics: 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 Defender | Plasma Defender High Capacity Terminal | +32 Mag Size | 1000 | Mechanics: 40 / Magic Weps: 80 (requires Workbench) | Mechanics: 75 & Science: 50 | Salvaging a Plasma Rifle [Used or better] (1000) | |||||
161 | Plasma Defender Scope | Adds +10 to hit past Short Range | 1000 | Mechanics: 40 / Magic Weps: 80 (requires Workbench) | Mechanics: 75 & Science: 50 | Salvaging a MASR Scope (500), High-quality Components [Rare] (250) | ||||||
162 | Plasma Defender Bolt Stabilizer | Weapon becomes Medium Ranged with +15 to hit at P.B. | 1500 | Mechanics: 30 / Magic Weps: 60 (requires Workbench) | Mechanics: 75 & Science: 75 | Salvaging a Plasma Rifle and a Plasma Pistol [Used or better] (1000, 200) | ||||||
163 | Plasma Defender Hyper Catalyst Chamber | +10 Dam, uses 4 ammo per shot | Must be made | Mechanics: 75 (requires Workbench) | Mechanics: 50 & Science: 100 | Salvaging another Plasma Defender (2000), High-quality Components [Rare] (250) | ||||||
164 | Brush Gun | Brush Gun Long Tube | +2 Mag Size | 500 | Mechanics: 30 / Firearms: 60 | Mechanics: 50 | Box of Materials (12), Military Grade Metal [V.Rare] (300) | |||||
165 | Military Grade Scope | Adds +10 to hit past Short Range | 1500 | Mechanics: 40 / Firearms: 80 | - | Cannot be created by player characters | ||||||
166 | Brush Gun Long Barrel | +10 Dam | 3000 | Mechanics: 50 / Firearms: 100 (requires Workbench) | Mechanics: 100 | Salvaging another Brush Gun [Used or better] (3000) | ||||||
167 | Anti-Material Rifle | .50 MG Extended Mags | +2 Mag Size | 250 | None | Mechanics: 50 / Firearms: 100 | Extra .50 MG Mags (200) | |||||
168 | Heavy Duty Military Laser Sight | Allows 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 | 1000 | Mechanics: 30 / Firearms: 60 | Mechanics: 100 & Science: 25 | Heavy Duty Military Grade Laser Device [V.Rare] (800), Bundle of Components (20), 3xSpark Cell (3x1) | ||||||
169 | AM Rifle Suppressor | Makes it hard to locate from Sound alone at Extreme Range | 1000 | Mechanics: 30 / Firearms: 60 | - | Cannot be created by player characters | ||||||
170 | Markspony Carbine | 5.56mm Carbine STAG Extended Mags | +10 Mag Size | 200 | None | Mechanics: 25 / Firearms: 50 | Extra 5.56mm Carbine STAG Magazines (150) | |||||
171 | Heavy Duty Military Laser Sight | Adds +10 to hit at P.B. and Short | 1000 | Mechanics: 25 / Firearms: 50 | Mechanics: 100 & Science: 25 | Heavy Duty Military Grade Laser Device [V.Rare] (800), Bundle of Components (20), 3xSpark Cell (3x1) | ||||||
172 | "My Little Friend" 40mm Underslung Grenade Launcher | Adds 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 | 400 | Mechanics: 25 / Firearms: 50 | Mechanics: 100 & Explosives: 25 | Salvaging a Grenade Launcher (250), Box of Materials (12), Good-quality Scrap Metal [Rare] (50) | ||||||
173 | Multiplas Rifle | Multiplas High Capacity Terminal | +30 Mag Size | 1000 | Mechanics: 40 / Magic Weps: 80 (requires Workbench) | Mechanics: 75 & Science: 50 | Salvaging a Plasma Rifle [Used or better] (1000) | |||||
174 | Multiplas Rifle Bolt Stabilizer | Weapon becomes Medium Ranged with +15 to hit at P.B. | 2000 | Mechanics: 30 / Magic Weps: 60 (requires Workbench) | Mechanics: 75 & Science: 75 | Salvaging a Plasma Rifle and 3xPlasma Pistol [Used or better] (1000, 3x200) | ||||||
175 | Multiplas Rifle Hi-Energy Tri-Ionizer | +5 Dam per shot | 2000 | Mechanics: 40 / Magic Weps: 80 (requires Workbench) | Mechanics: 100 & Science: 50 | Salvaging a Plasma Rifle and 3xPlasma Pistol [Used or better] (1000, 3x200) | ||||||
176 | Gauss Rifle | Gauss Rifle High Capacity Terminal | +5 Mag Size (one extra shot) | 2000 | Mechanics: 40 / Magic Weps: 80 (requires Workbench) | Mechanics: 100 & Science: 50 | Salvaging a MASR [Used or better] (1500) | |||||
177 | P9T 12.7mm SMG | 12.7mm SMG Stacked Mags | +6 Mag Size | 500 | None | Mechanics: 50 / Firearms: 100 | Extra 12.7mm SMG Mags (400) | |||||
178 | Heavy Duty Military Laser Sight | Adds +10 to hit with Single Shot or Burst Fire at P.B. and Short | 1000 | Mechanics: 25 / Firearms: 50 | Mechanics: 100 & Science: 25 | Heavy Duty Military Grade Laser Device [V.Rare] (800), Bundle of Components (20), 3xSpark Cell (3x1) | ||||||
179 | High Quality Military Silencer | Makes the weapon Silent | 2000 | None | - | Cannot be created by player characters | ||||||
180 | 12.7mm SMG Upgraded Internals | +1 Rate of Fire | 1000 | Mechanics: 75 (requires Workbench) | - | Cannot be created by player characters | ||||||
181 | Combat Shotgun | Heavy Duty Military Laser Sight | Adds +10 to hit before Long Range | 1000 | Mechanics: 25 / Firearms: 50 | Mechanics: 100 & Science: 25 | Heavy Duty Military Grade Laser Device [V.Rare] (800), Bundle of Components (20), 3xSpark Cell (3x1) | |||||
182 | Combat Shotgun Military Choke | Now does 40++ at Medium | 2000 | Mechanics: 25 / Firearms: 50 | - | Cannot be created by player characters | ||||||
183 | Minigun (auto) | Minigun Hi-speed Motor | +1 / 2 Rate of Fire | 2000 | Mechanics: 75 (requires Workbench) | - | Cannot be created by player characters | |||||
184 | Minigun Damped Subframe | Reduces Full Auto to-hit penalty by 10 | 1000 | Mechanics: 75 (requires Workbench) | - | Cannot be created by player characters | ||||||
185 | Shoulder Mounted MG (auto) | 10mm Extended Box Magazine | +15 Mag Size | 500 | None | Mechanics: 30 / Firearms: 60 | Extra 10mm Box Magazines (400) | |||||
186 | SMMG Advanced Targetting Computer | Adds +10 to hit and halves any to-hit penalty caused by the target dodging/flying | 2000 | Mechanics: 75 & Science: 25 (requires Workbench) | Mechanics: 100 & Science: 100 | Salvaging a fully working PipBuck (N/A) | ||||||
187 | SMMG Recoil Compensators | Reduces Full Auto to-hit penalty by 10 | 1000 | Mechanics: 75 (requires Workbench) | - | Cannot be created by player characters | ||||||
188 | Gatling Caster (auto) | Gatling Caster Focus Optics | +3 Dam | 3000 | Mechanics: 75 (requires Workbench) | Mechanics: 100 & Science: 75 | Salvaging 3xMASR [Good or better] (3x1000) | |||||
189 | Gatling Caster Carbon Fibre Frame | Reduces Wg by 8 | 1000 | Mechanics: 75 (requires Workbench) | - | Cannot be created by player characters | ||||||
190 | Plasma Caster | Plasma Caster Hi-Energy Ionizer | +5 Dam | 1500 | Mechanics: 40 / Magic Weps: 80 (requires Workbench) | Mechanics: 75 & Science: 50 | Salvaging a Plasma Rifle and a Plasma Pistol [Used or better] (1000, 200) | |||||
191 | Plasma Caster Bolt Stabilizer | Weapon becomes Medium Ranged with +15 to hit at P.B. | 2500 | Mechanics: 50 / Magic Weps: 100 (requires Workbench) | Mechanics: 75 & Science: 100 | Salvaging 2xPlasma Rifle [Used or better] (2x1000) | ||||||
192 | Plasma Caster Recycler | A roll of 01-25 to hit does not use ammo | 500 | Mechanics: 75 / Science: 75 (requires Workbench) | Mechanics: 50 & Science: 75 | Salvaging 2xPlasma Pistol [Used or better] (2x200) | ||||||
193 | 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 | Mechanics: 75 & Science: 25 (requires Workbench) | - | Cannot be created by player characters | |||||
194 | Grenade Machine Gun (burst) | Grenade MG High-speed Kit | Lowers AP cost to 30 | 1500 | Mechanics: 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 | Name | Mod | Effect | Value | ||||||||
200 | 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 | ||||||||
201 | Ammo Loader | automatically reloads single-shot weapons which normally carry only one or two rounds | 1/2 cost of modded weapon | |||||||||
202 | Jambuster | Allows swift (AP 15) clearing of a jam or fixing of a glitched magical energy weapon mounted within the battle saddle | 20 | |||||||||
203 | 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 | |||||||||
204 | 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 | |||||||||
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 | ||||||||||||