| A | B | C | D | E | F | |
|---|---|---|---|---|---|---|
1 | ||||||
2 | Tier 0 | |||||
3 | Name | Mod | Effect | Value | ||
4 | Silenced .22 Pistol | - | - | - | ||
5 | 9mm Pistol | 9mm Extended Mags | +7 Mag Size | 5 | ||
6 | 9mm Pistol Scope | Reduces penalties for range by 10 | 10 | |||
7 | .32 Revolver | .32 Speed Loader | Reduces AP cost to reload (see combat rules) | 5 | ||
8 | ||||||
9 | Tier 1 | |||||
10 | Name | Mod | Effect | Value | ||
11 | 10mm Pistol | 10mm Silencer | Makes the weapon Silent | 100 | ||
12 | 10mm Extended Mags | +4 Mag Size | 25 | |||
13 | 10mm Laser Sight | Adds +10 to hit before Long Range | 50 | |||
14 | .357 Revolver | .357 Long Barrel | +3 Dam | 50 | ||
15 | .357 HD Cylinder | Gives 50% chance to ignore an increment of Weapon Degradation when suffering a Critical Fail | 25 | |||
16 | .357 Speed Loader | Reduces AP cost to reload (see combat rules) | 10 | |||
17 | Dart Gun | - | - | - | ||
18 | Magic Pistol | M. Pistol Combat Sights | Adds +10 to hit at PB and Short Range | 50 | ||
19 | M. Pistol Focus Optics | +3 Dam | 75 | |||
20 | M. Pistol Recycler | A roll of 01-25 to hit does not use ammo | 25 | |||
21 | Recharger Rifle | - | - | - | ||
22 | Varmint Rifle | Varmint Rifle Extended Mags | +3 Mag Size | 25 | ||
23 | Varmint Rifle Night Scope | Adds night vision and +10 to hit past Short Range | 50 | |||
24 | Varmint Rifle Silencer | Makes the weapon Silent | 100 | |||
25 | Service Rifle | Service Rifle Forged Receiver | Gives 50% chance to avoid Jamming (and weapon degradation) when suffering a Critical Fail | 25 | ||
26 | Service Rifle Upgraded Springs | Weapon can now use the Burst Fire rule for 30AP | 100 | |||
27 | Silenced .22 SMG | Sil. .22 SMG Exp. Drums | +60 Mag Size | 50 | ||
28 | Single Shotgun | - | - | - | ||
29 | Caravan Shotgun | - | ||||
30 | Sawed-off Shotgun | |||||
31 | Anti-Pony Grenade Rifle | Anti-Pony G.R. Exp. Drums | +2 Mag Size | 50 | ||
32 | Anti-Pony G.R. Long Barrel | Adds +10 to hit | 75 | |||
33 | Anti-Pony G.R. Upgraded Int. | Lowers AP cost to 25 | 100 | |||
34 | Crossbow | Crossbow Night Scope | Adds night vision and +10 to hit past Short Range | 50 | ||
35 | Crossbow Poison Reserve | Applies poison to the bolts. Requires poison. | 100 | |||
36 | Crossbow Carbon Fiber Parts | Reduces weight by 3 | 150 | |||
37 | ||||||
38 | Tier 2 | |||||
39 | Name | Mod | Effect | Value | ||
40 | Police Pistol | .357 Speed Loader | Reduces AP cost to reload (see combat rules) | 10 | ||
41 | .44 Revolver | .44 Revolver Scope | Adds +10 to hit past Short Range | 200 | ||
42 | .44 Revolver Heavy Frame | Gives 50% chance to ignore an increment of Weapon Degradation when suffering a Critical Fail | 50 | |||
43 | .44 Speed Loader | Reduces AP cost to reload (see combat rules) | 20 | |||
44 | 5.56mm Pistol | 5.56mm Speed Loader | Reduces AP cost to reload (see combat rules) | 25 | ||
45 | Plasma Pistol | Plas. Pistol Hi-Energy Ionizer | +7 Dam | 250 | ||
46 | Plas. Pistol Mag. Accelerator | Adds +10 to hit | 150 | |||
47 | Plas. Pistol Recycler | A roll of 01-25 to hit does not use ammo | 100 | |||
48 | Recharger Pistol | - | - | - | ||
49 | Hunting Rifle | Hunting Rifle Extended Mags | +5 Mag Size | 125 | ||
50 | Hunting Rifle Scope | Adds +10 to hit past Short Range | 150 | |||
51 | Hunting Rifle Custom Action | Lowers AP cost to 30 | 300 | |||
52 | Cowboy Repeater | CB. Repeater Long Tube | +4 Mag Size | 125 | ||
53 | CB. Repeater Custom Action | Lowers AP cost to 20 | 250 | |||
54 | CB. Repeater Maple Stock | -1.5 Wg | 50 | |||
55 | Lever-action Rifle | - | - | - | ||
56 | Assault Rifle (auto) | - | - | - | ||
57 | Infiltrator (auto) | - | - | - | ||
58 | Magic Rifle | Mag. Rifle Focus Optics | +3 Dam (per beam, +6 total w/Splitter) | 150 | ||
59 | Mag. Rifle Beam Splitter | Weapon fires 2 beams dealing 12+ DAM each | 300 | |||
60 | Mag. Rifle Scope | Adds +10 to hit past Short Range | 150 | |||
61 | 9mm SMG (auto) | 9mm SMG Drums | +30 Mag Size | 100 | ||
62 | 9mm SMG Light Bolt | Lowers AP cost to 25, +1 Rate of Fire | 200 | |||
63 | 10mm SMG (auto) | 10mm SMG Extended Mags | +10 Mag Size | 100 | ||
64 | 10mm SMG Recoil Comp. | Removes -10 penalty from Burst/Full Auto | 200 | |||
65 | Riot Shotgun | - | - | - | ||
66 | Light Machine Gun (auto) | LMG Expanded Drums | +110 Mag Size | 100 | ||
67 | Grenade Launcher | Grenade Launcher Long Barrel | Weapon becomes Long Ranged | 100 | ||
68 | ||||||
69 | Tier 3 | |||||
70 | Name | Mod | Effect | Value | ||
71 | Colt .45 Auto Pistol | .45 AP HD Slide | Gives 50% chance to avoid Jamming (and weapon degradation) when suffering a Critical Fail | 250 | ||
72 | .45 AP Silencer | Makes the weapon Silent | 500 | |||
73 | ||||||
74 | Battle Rifle | - | - | - | ||
75 | Sniper Rifle | Sniper Rifle Suppressor | Weapon counts as Silent to anyone at Long Range or beyond | 500 | ||
76 | Sniper Rifle Carbon Fibre Parts | Reduces Wg by 5 | 400 | |||
77 | Trail Carbine | Trail Carbine Scope | Adds +10 to hit past Short Range | 500 | ||
78 | Zebra Rifle | - | - | - | ||
79 | BAR (auto) | BAR Upraded Internals | Lowers AP cost to 30, +1 Rate of Fire | 500 | ||
80 | Magic Repeater (auto) | Magic Recycler | A roll of 01-25 to hit does not use ammo | 100 | ||
81 | Plasma Rifle | Plasma Rifle Magic Accelerator | Adds +10 to hit | 500 | ||
82 | Tri Prism Rifle | Tri Prism HD Capacitors | Gives 50% chance to avoid Jamming (and weapon degradation) when suffering a Critical Fail | 200 | ||
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 | Hunting Shotgun | Hunting Shotgun Long Tube | +3 Mag Size | 200 | ||
86 | Hunting Shotgun Choke | Target counts as 5 Yards closer for the purposes of Shotgun damage fall off | 500 | |||
87 | Flamer | Flamer Expanded Tanks | +60 Mag Size | 200 | ||
88 | Enchanted Crossbow | Crossbow Night Scope | Adds night vision and +10 to hit past Short Range | 50 | ||
89 | Crossbow Carbon Fiber Parts | Reduces Wg by 5 | 250 | |||
90 | Repeater Modification | Increases Clip Size to 10 | 350 | |||
91 | ||||||
92 | Special | (For more detailed information on Battle Saddle mods, see the Battle Saddles document.) | ||||
93 | Name | Mod | Effect | Value | ||
94 | 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 | ||
95 | Ammo Loader | automatically reloads single-shot weapons which normally carry only one or two rounds | 1/2 cost of modded weapon | |||
96 | Jambuster | Allows swift (AP 15) clearing of a jam or fixing of a glitched magical energy weapon mounted within the battle saddle | 20 | |||
97 | 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 | |||
98 | 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 | |||
99 | 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 | ||
100 | ||||||