ABCDE
1
TierNameMod NameEffectVal
2
Ranged
3
09mm Pistol9mm Extended Mags +7 Mag Size5
4
.32 Revolver.32 Long Barrel+3 Dam15
5
.32 Rifle.32 Rifle Extended Mags +3 Mag Size5
6
Service CarbineService Carbine Extended Mags +5 Mag Size5
7
Pump Charge RifleBigger Charge Pack+2 Mag Size5
8
Light Grenade RifleLGR Under Barrel Mount KitMounts the weapon onto any 'Automotic Rifle', Combat Shotgun, Service Rifle or Service Carbine. Allowing the player to fire the Light Grenade Rifle without needing to switch weapons. Wg of the LGR is added to that of the weapon it is being mounted to. Mounted LGR uses the Firearms skill.25
9
LGR Long BarrelMakes weapon Med Ranged20
10
11
1.357 Revolver.357 Long Barrel +3 Dam35
12
.357 HD CylinderGives 50% chance to ignore an increment of Weapon Degradation when suffering a Critical Fail20
13
10mm Pistol10mm SilencerMakes the weapon Silent50
14
10mm Extended Mags +4 Mag Size20
15
Needler PistolSleep DartsEnd check or target falls asleep for 1d10 turns75
16
Silenced .22 SMGSil. .22 SMG Exp. Drums +60 Mag Size35
17
9mm SMG9mm SMG Drums +30 Mag Size
35
18
9mm SMG Light BoltLowers AP cost to 25, +1 Rate of Fire75
19
Varmint RifleVarmint Rifle Extended Mags +3 Mag Size20
20
Varmint Rifle SilencerMakes the weapon Silent50
21
Service RifleService Rifle Forged ReceiverGives 50% chance to avoid Jamming (and weapon degradation) when suffering a Critical Fail25
22
Service Rifle Upgraded SpringsWeapon can now use the Burst Fire rule (Burst 3) for 30 AP75
23
CrossbowCrossbow Poison ReserveApplies poison to the bolts. Requires poison.75
24
Crossbow Carbon Fiber PartsReduces weight by 350
25
Magic Energy PistolM. Pistol Focus Optics+3 Dam per beam50
26
M. Pistol RecyclerA roll of 01-25 to hit does not use ammo25
27
M. Pistol Beam SplitterWeapon fires 2 beams dealing 6+ DAM each50
28
Recharger RifleRecharger Rifle Short-Circuit Capacitor+5 Dam, +1 Mag Size, now uses 2 ammo per shot50
29
Recharger Rifle HyperbreederNow recharges 4 shots a turn50
30
Light FlamerL. Flamer Under Barrel Mount KitMounts the weapon onto any 'Automotic Rifle', Combat Shotgun, Service Rifle or Service Carbine. Allowing the character to fire the Light Flamer without needing to switch weapons. Wg of the L. Flamer is added to that of the weapon it is being mounted to. Mounted L. Flamer uses the Firearms skill.50
31
Zebra Grenade RifleZebra GR Under Barrel Mount KitMounts the weapon onto any 'Automotic Rifle', Combat Shotgun, Service Rifle or Service Carbine. Allowing the character to fire the Zebra Grenade Rifle without needing to switch weapons. Wg of the ZGR is added to that of the weapon it is being mounted to. Mounted ZGR uses the Firearms skill.50
32
Anti-Pony Grenade RifleAnti-Pony G.R. Ext. Mags +2 Mag Size50
33
Anti-Pony G.R. Rifled BarrelAdds +10 to hit75
34
Anti-Pony G.R. Upgraded Int.Lowers AP cost to 25100
35
36
2Police PistolPolice Pistol Snub Barrel -10 to hit but weapon is now concealable50
37
.44 Revolver.44 Revolver Heavy FrameGives 50% chance to ignore an increment of Weapon Degradation when suffering a Critical Fail50
38
5.56mm Pistol5.56mm Pistol Long Barrel+3 DAM100
39
Police SMGPolice SMG Military Trigger GroupWeapon becomes 'full-auto' with a RoF of 4150
40
Police SMG SilencerMakes the weapon Silent150
41
10mm SMG (auto)10mm SMG Extended Mags +10 Mag Size75
42
10mm SMG Recoil Comp.Removes -10 penalty from Burst/Full Auto150
43
Cowpony RepeaterCP. Repeater Long Tube +3 Mag Size75
44
CP. Repeater Maple Stock -1.5 Wg50
45
Hunting RifleHunting Rifle Extended Mags +5 Mag Size100
46
10mm RepeaterLever-action Rifle Long Tube+4 Mag Size75
47
Lever-action Rifle Long Barrel+8 Dam200
48
Assault Rifle (auto)Assault Rifle Extended Mags +6 Mag Size100
49
Assault Rifle SilencerMakes the weapon Silent150
50
Hunting ShotgunHunting Shotgun Long Tube +3 Mag Size75
51
Light Machine Gun (auto)LMG Expanded Drums +110 Mag Size100
52
Plasma PistolPlas. Pistol Hi-Energy Ionizer+5 Dam150
53
Plas. Pistol Mag. AcceleratorAdds +10 to hit100
54
Plas. Pistol RecyclerA roll of 01-25 to hit does not use ammo75
55
Recharger PistolRecharger Pistol Short-circuit Capacitor+5 Dam, now uses 2 ammo per shot, +2% C.Fail Chance100
56
Recharger Pistol HyperbreederNow recharges 4 shots a turn100
57
Magic Energy RifleMag. Rifle Focus Optics+3 Dam per beam150
58
Mag. Rifle Beam SplitterWeapon fires 2 beams dealing 12+ DAM each250
59
IncineratorIncinerator Extra Tanks+40 Mag Size100
60
Incinerator Stripped DownReduces Wg by 4150
61
Grenade RifleGrenade Rifle Long BarrelWeapon becomes Long Ranged75
62
GR Under Barrel Mount KitMounts the weapon onto any 'Automotic Rifle', Combat Shotgun, Service Rifle or Service Carbine. Allowing the player to fire the Grenade Rifle without needing to switch weapons. Wg of the GR is added to that of the weapon it is being mounted to. 150
63
64
3Colt .45 Auto Pistol.45 AP HD SlideGives 50% chance to avoid Jamming (and weapon degradation) when suffering a Critical Fail200
65
.45 AP SilencerMakes the weapon Silent350
66
.45 AP Commander-10 to hit but weapon is now concealable. May not have a silencer OR HD Slide.150
67
.44 Pistol.44 Pistol Heavy FrameGives 50% chance to ignore an increment of Weapon Degradation when suffering a Critical Fail300
68
.44 Pistol Extended Mags+5 Mag Size200
69
PDW (auto)PDW Extended Mags +6 Mag Size200
70
0.45 Auto SMG (auto).45 Auto SMG Drums +20 Mag Size300
71
.45 Auto SMG Recoil Comp.Removes -10 penalty from Burst/Full Auto250
72
Enchanted CrossbowE. Crossbow Carbon Fiber PartsReduces weight by 3300
73
Sniper RifleSniper Rifle Extended Mags+3 Mag Size100
74
Sniper Rifle SuppressorWeapon counts as Silent to anyone at Long Range or beyond500
75
Sniper Rifle Carbon Fibre PartsReduces Wg by 5400
76
Automatic Rifle (auto)AR Upraded InternalsLowers AP cost to 30, +1 Rate of Fire, Noe fires 3 round Burst650
77
Riot ShotgunRiot Shotgun Extended Drums+5 Mag Size200
78
Riot Shotgun Improved PartsGives 50% chance to ignore an increment of Weapon Degradation when suffering a Critical Fail300
79
Plasma RiflePlasma Rifle Magic AcceleratorAdds +10 to hit350
80
Plasma Rifle Hi-Energy Ionizer+5 Dam500
81
Plasma Rifle Dual-Cell Harness+24 Mag Size500
82
Tri Prism RifleTri Prism HD CapacitorsGives 50% chance to avoid Glitching (and weapon degradation) when suffering a Critical Fail300
83
Tri Prism LR Hi-Cap Terminal +24 Mag Size200
84
Tri Prism LR Focus Optics+3 DAM to each beam (+9 in total)500
85
Magic Energy Repeater (auto)Magic Energy Repeater RecyclerA roll of 01-25 to hit does not use ammo100
86
Magic Energy Repeater Composit StockReduces Wg by 1.5150
87
FlamerFlamer Expanded Tanks +60 Mag Size200
88
Flamer High Pressure Fuel SystemFires 5 round Burst instead of 3350
89
Grenade LauncherGrenade Launcher Long BarrelWeapon becomes Long Ranged250
90
Grenade Launcher Chrome Lined BarrelGives 50% chance to ignore an increment of Weapon Degradation when suffering a Critical Fail300
91
92
412.7mm Pistol12.7mm Pistol SilencerMakes the weapon Silent500
93
12.7mm SMG (auto)12.7mm SMG Extended Mags +8 Mag Size750
94
12.7mm SMG SilencerMakes the weapon Silent500
95
Brush GunBrush Gun Long Tube+2 Mag Size350
96
Markspony CarbineMarkspony Carbine SilencerMakes the weapon Silent500
97
Assault Carbine (auto)Assault Carbine Extended Mags +6 Mag Size750
98
Anti-Machine RifleAnti-Mac Rifle Carbon Fiber PartsReduces Wg by 71000
99
Minigun (auto)Minigun Damped SubframeRemoves -10 penalty from Full Auto2500
100
Minigun High-Speed MotorIncreases Rate of Fire to 10 3500
101
Shoulder Mounted Machine Gun (auto)SMMG Extened Mags+40 Mag Size750
102
SMMG Mechanical UpgradeGives 50% chance to ignore an increment of Weapon Degradation when suffering a Critical Fail1750
103
SMMG CompensatorRemoves -10 penalty from Full Auto2500
104
Gauss RifleGauss Rifle High Capacity Terminal+5 Mag Size 2000
105
Plasma DefenderPlasma Def. hi-cap Terminal +32 Mag Size600
106
Plasma Def. Magic AcceleratorAdds +10 to hit750
107
Plasma SMGPlasma SMG Hi-Energy Ionizer+5 Dam1500
108
Plasma SMG Magic AcceleratorAdds +10 to hit750
109
Multiplas RifleMultiplas High Capacity Terminal+30 Mag Size750
110
Multiplas Rifle Bolt StabilizerWeapon becomes Medium Ranged with +15 to hit at P.B.1200
111
Multiplas Rifle Hi-Energy Tri-Ionizer+5 Dam per shot1500
112
Plasma CasterPlasma Caster Hi-Energy Ionizer+5 Dam1500
113
Plasma Caster Bolt StabilizerWeapon becomes Medium Ranged with +15 to hit at P.B.2500
114
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 check1500
115
Gatling Caster (auto)Gatling Caster Focus GemAdds +5 to DAM3500
116
Gatling Caster Carbon Fiber FrameReduces Wg by 71000
117
Missile LauncherMissile Launcher Guidance SystemAdds +10 to Hit at and Beyond Med Range2000
118
Missile Launcher Auxillary Tube+1 Mag Size, gives the 'Double Barreled' rule2000
119
Missile Launcher Composite FrameReduces Wg by 71000
120
Grenade Machine Gun (burst)Grenade MG High-speed KitLowers AP cost to 301500
121
Grenade MG Internal StabilizerRemoves -10 penalty from Burst Fire1750
122
Melee
123
0RockIncreased Destiny+1% Crit Chance, Stackable! You may purchas this mod as many times as you wish.Nx15
124
Rolling PinRolling Pin Steel Roller+3 DAM5
125
ClubClub Spikey Bits+5 DAM10
126
Club Hardwood HaftGives 50% chance to ignore an increment of Weapon Degradation when suffering a Critical Fail5
127
TaserTaser Overcharged Power CellGains 'Anti-Matrix', +4% Crit-Fail Chance25
128
Zebra SlicerZebra Slicer Serated Blade+1 Crit Chance, +1 Crit Fail Chance5
129
130
KnifeMagi-steel Edged BladeWeapon becomes Armor Piercing (light)50
131
Knife Enchanted BladeGives the 'Enchanted' special rule100
132
1Switch BladeSwitch Blade Honed Edge+2 DAM10
133
Magi-steel Edged BladeWeapon becomes Armor Piercing (light)50
134
MacheteMachete Weighted SpineAdditional 2d10 Limb DAM25
135
Machete Heavy Blade+5 DAM20
136
SwordSword Enchanted BladeGives the 'Enchanted' special rule225
137
Nail BoardNail Board More NailsAttacks will cause a bleeding effect, 1d10 damage per turn, untill healed 30
138
Nail Board More BoardGives the 'Reach' special rule30
139
Dress CaneDress Cane Hidden Blade+5 DAM20
140
Brass ShoeBrass Shoe Hardened Shoe+1d10 DAM20
141
Bladed HelmetBladed Helmet ReienforcementBecomes a helmet with 3 DT25
142
WingbladesWingblade Fine Blades+5 to Hit, +1d10 DAM50
143
144
2Baseball BatBaseball Bat Barbed Wire Wrapping+5 DAM50
145
War ClubWar Club Shell Casings+5 DAM, +1d1075
146
War Club Hardwood HaftGives 50% chance to ignore an increment of Weapon Degradation when suffering a Critical Fail50
147
Combat KnifeCombat Knife Serated Blade+1 Crit Chance, +1 Crit Fail Chance75
148
SledgehammerSledgehammer Spiked Head+2d10 DAM150
149
CutlassCutlass Enchanted BladeGives the 'Enchanted' special rule600
150
Steel SawSteel Saw Improved Motor+5 Dam250
151
ChainChain Spiky Bits+5 DAM50
152
Solaris HoofSolaris Hoof Superheated HoofGains the 'Burning' special rule, +5 AP to attack150
153
154
3Bowie KnifeBowie Knife Bigger Blade+10 DAM200
155
Bowie Knife Serated Blade+2 Crit Chance, +1 Crit Fail Chance350
156
RipperRipper High Speed Motor-5 total AP to attack500
157
Ripper High Carbide TeethGives 50% chance to ignore an increment of Weapon Degradation when suffering a Critical Fail500
158
Ripper Under Barrel MountMounts the weapon onto any 'Rifle', 'Automotic Rifle', Combat Shotgun, Service Rifle or Service Carbine. Allowing the player to use the Ripper without needing to switch weapons. Wg of theRipper is added to that of the weapon it is being mounted to. 500
159
Plasma Lance"Baleful Blade A roll of 01-50 to hit causes +4d10 fire damage and +4d10 RADS. User gains +1d10 RADS.1000
160
Bumper SwordBumper Sword Light Weight Bumper-3 Wg300
161
Auto AxeAuto Axe Light Frame-3 Wg300
162
Auto Axe Heavy CutterGives 'Armour Piercing (Heavy)'1000
163
Power HoofPower Hoof Tenderizer Plate+2d10 DAM1000
164
Power Hoof Chrome BufferGives 50% chance to ignore an increment of Weapon Degradation when suffering a Critical Fail600
165
166
4ChainsawChainsaw Enchanted BitsGives the 'Enchanted' special rule6000
167
Chainsaw Lightened Frame-3 Wg500
168
Zebra Thunder AxeZTA Bigger Blade+10 DAM500
169
ZTA Crystal Thingy-5 total AP to attack1200
170
Super SledgeSuper Sledge Tenderizer+2d10 DAM1500
171
Super Sledge Heavy Piston+20 DAM1500
172
Industrial ShoeIndustrial Shoe High Speed Cutter+1d10 DAM, -5 total AP to attack2000
173
General
174
Upgrades
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
175
Ammo LoaderMay reload single or double shot weapons for 10 AP1/2 cost of modded weapon
176
JambusterAllows swift (AP 15) clearing of a jam or fixing of a glitched magical energy weapon mounted within the battle saddle25
177
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
178
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
179
Speed LoaderSpeed Loader (Revolver)Lowers the AP to re-load the weapon to 10 AP1/4 cost of modded weapon
180
181
Speed Loader (Tube Loaded)Lowers the AP to re-load the weapon to 10 AP. May no longer spend half AP to load weapon half way.1/4 cost of modded weapon
182
Trigger Conversion (any)Trigger ConversionConverts a weapon designed to be used by one species to a design useable by another (such as converting a hellhound's plasma rifle so a pony could use it).Moderate dificulty mechanics roll or 100 caps
183
Scopes1.5x ScopeAdds +5 to hit at short range, may be mounted on Pistols, SMG, Rifles, Automatic Rifle and Shotguns. Not for long range weapons.25
184
3x ScopeIgnores 10% of range penalties past short range, may be mounted on rifles and Automatic Rifle.50
185
3x Night Vision ScopeGives night vision and ignores 10% of range penalties past short range, may be mounted on rifles and Automatic Rifle.100
186
5x ScopeIgnores 15% of range penalties past short range, may be mounted on rifles and Automatic Rifle. Not on short range weapoons.150
187
10x ScopeIgnores 15% of range penalties past short range, +10 to hit past short range, may be mounted on rifles. Long range and sniper only.300
188
Red Dot SightAdds +10 to hit at point blank and short range, may be mounted on SMG, Rifles, Automatic Rifle and Shotguns. Not on long range weapon.100
189
General Ranged ModsShotgun Choke 20 GaugeOnly looses '5++' damage at Med range. (or Short if Sawed Off)75
190
Shotgun Choke 12 GaugeOnly looses '10+++' damage at Med range. (or Short if Sawed Off)125
191
Custom Action (Lever/Pump-Action)-5 total AP to fire (to a min of 20 AP)1/3 cost of modded weapon
192
Custom Action (Bolt-Action)-10 total AP to fire (to a min of 20 AP)1/2 cost of modded weapon
193
Lightened Bolt (auto)+1 RoF, +2% Crit-Fail Chance. Full-Auto weapons only. Not for 'Minigun', MEWs or 'Burst' fire weapons.1/2 cost of modded weapon
194
Match Barrel+5 to hit. Not for shotguns or explosives.1/3 cost of modded weapon
195
Sawed Off The weapons barrel has been cut down to be as short as possible, making it more concealable. The weapon has it's wg reduced by 1/4 (rounded to nearest .5) and recieves a +10 to sneak attempts to conceal it, but the range is reduced by 1 bracket (ie. a long range weapon is now med range.) A weapon that has had it's range reduced to point blank has the following range modifiers. -10 at Short, -20 at Med and no Long or Extreme range shots may be made. 'Shotgun' type weapons will have there DAM halved after Point Blank range. 'Tube Loaded' weapons will have there ammo capacity halved to a minimum of 5 and may no longer have mods that increase there ammo capacity. Not for explosive weapons, heavy weapons or silenced weapons. If weapon is both sawed off and compact it will gain an additional +5 to the sneak attempt to conceal it, for a total of +15.1/3 cost of modded weapon
196
Basic CompensatorRemoves 5% of the penalty from Burst/Full Auto. Dose not stack with other compensators. Not for shotguns, explosives or 'Silenced' weapons50
197
Basic SilencerSilences Weapon. +3% Crit-Fail chance. Not for revolvers, shotguns explosives or heavy weapons.75
198
Bigger Gem (MEW)Additional -3 DT to targets (total of -5 DT), +1% Crit-Fail chance.1/3 cost of modded weapon
199
Ionic Trasducer (MEW)-10 DAM but weapon gains "Anti-Matrix (Light)" (A 'Gatling Caster' may not have this mod)1/3 cost of modded weapon
200
Spell Dampener (MEW)On a crit-success against targets with magic (unicorns, alicorn, etc.) or enchanted weapons, magic will be unavailable or the weapons enchantment disabled for d6 rounds, any effects being maintained or shields up will immediately end1/2 cost of modded weapon
201
Targeter (MEW)+5 to hit, Multi-Las, Multi-Plas and MEWs with a 'Beam Splitter' may fire on up to 3 separate targets (2 if splitter) with a -5 penalty per target (when splitting fire the +5 bonus dose not apply)1/2 cost of modded weapon
202
Bi-Pod (General)A character using a weapon equipped with a bi-pod reduces Strength requirements by 4 as well as reducing accuracy penalties by 5% at medium range and 10% at long and extreme range. Being generally low to the ground and not designed to rapidly shift aim, bipods negate the bonus for firing at point blank range and instead impose a -20% penalty to accuracy. Must spend 30 AP to set up the bi-pod. May be mounted on rifles, automatic rifles and heavy weapons. Not for short ranged or explosive weapons. Miniguns, shoulder mounted machineguns and gatling casters may not have a bi-pod.100
203
Laser Sight (General)Adds +5 bonus to hit at short range and point blank, -10 to Stealth checks when using the weapon50
204
Flashlight (General)Directional Light, -25 to sneak for player and those in illuminated area20
205
Bayonet Lug (General)Allows a player to mount a 'Combar Knife' on the barrel of a rifle. May be mounted/removed in combat for 15AP. While mounted there is a -10 penalty for ranged attacks at Med range and beyond, due to the added weight throwing off aim. In melee the weapon has the same stats and special attack as a 'Knife Spear' but cost 25AP per attack instead of 30AP. May not be mounted on silenced weapons or weapons that have a 'Light Grenade Rifle' or a 'Grenade Rifle' mounted to them as these get in the way. May be mounted on any Rifle or Automatic rifle with above restrictions.20
206
Folding Stock (General)The weapon is fitted with a stock that can be folded to the side if desired. The weapon may freely switch between being 'Compact' [closed](see below, wg is uneffected) and being a standard rifle [open]. Cost 15 AP if done durring combat. An SMG may be fitted with a folding stock, reducing it's STR requirement by 1 and turning it into an 'Automatic Rifle'. For any SMG, Rifle or Automatic Rifle. 1/3 cost of modded weapon
207
Compact (General)The stock of the weapon have been cut off. The weapons STR requirement is increased by +1, but it's WG is reduced by 1/4 (rounded to nearest .5) and the weapon is now considered a 'pistol' or 'SMG' in the case of automatic weapons. 'Bolt-Action', 'Lever-Action' and 'Pump-Action' weapons still need "2 Hands" to use. Long range weapons will gain the 'Carbine' special rule. Only Rifles and Automatic Rifles may have this mod. 1/4 cost of modded weapon
208
Custom Grip (General)The weapon had had it's grip customised to perfectly fit your claw/talon/mouth/hand/tentacle/.ect. As such the character this mod was made for recieves a +5 modifier to hit. Anyone else will have a -5 penalty to use this weapon due to how uncomfortable the weapon is for them. Not for any non flame thrower or heavy explosive weapon.1/3 cost of modded weapon
209
Melee/ThrownSharpened/Weighted+1d10 DAM, Effect is lost after the first Crit-Fail1/4 cost of modded weapon
210
Balanced+5 to hit, +5 to parry1/2 cost of modded weapon
211
TemperedGives 50% chance to ignore an increment of Weapon Degradation when suffering a Critical Fail1/2 cost of modded weapon
212
Custom Grip The weapon had had it's grip customised to perfectly fit your claw/talon/mouth/hand/tentacle/.ect. As such the player this mod was made for recieves a +5 modifier to hit. Anyone else will have a -5 penalty due to how uncomfortable the weapon is for them. Not for unarmed weapons.1/2 cost of modded weapon
213
Silicone Grip/Geko Skin Grip/Padded Sock InsertThe weapons grip has been replaced or wrapped with a more comfortable material, or given a padded insert, making it easier to reset for another blow. -5 AP to attacks to a min of 10 AP. (Padded Sock Insert is for unarmed weapons)1/2 cost of modded weapon
214
Barbed/Nail/Serrated.Adds 1d10 Bleed damageCost of modded weapon
215
Flavored Handle WrapsMakes the handle taste good. +1 CHA to resist fear effects.50
216
ArmourCamoflauge+10 Sneak in chosen enviornment, (IE. Desert, Wooded, Urban, .exe), -10 to Sneak in any other environment. Not for 'MoM Assassin Suit' or 'Recon Armour'1/4 cost of modded armour
217
Specilized Gear+5 to any non-combat skill. May be taken up to 3 times but can not be the same skill.75
218
BandoleerAdds a 'Bandoleer' to the armour.50
219
Tac VestAdds a 'Tac Vest' to the armour.200
220
Custom FitRemoves AGI penalties for the character it is modded for, doubles the penalties for every other character.1/2 cost of modded armour
221
Ablative Plating+10% DR, extra DR is lost after the first critical hit suffered. +3 wg. For 'Medium' and 'Heavy' armour 1/4 cost of modded armour
222
Gecko Skin Padding+10 resistance depending on gecko skin type. +2 wg. Green: Poison, Fire: Fire, Golden: RAD100
223
Plating Kit+5 DT but armour type is increased by 1 (light becomes medium, medium becomes heavy) +8 wg. May be combined with 'Reinforcement Mod Kit' applying the reinforcement as the new armour type. Not for 'Heavy' armour.1/2 cost of modded armour
224
Layered Plating+5% DR, +5 WGcost of modded armour
225
Fully Enclosed+50% Poison resistance against airborn threats such as poison gasses, noxious fumes, spores, Morning Glory's cooking, .etc. Must be modded with a helmet.3/4 cost of modded armour
226
Air TankAllows 'Fully Enclosed' armours count as 'Environmentally Sealed' for 2 hours, tank may be refilled at a workbench, taking 2-4 hours to refill tank.150
227
Servo HarnessAdds small servoes to the armour that assist in movement. The armour will now accounts 50% for its WG, effect is lost till repaired if hit by Anti-Matrix. Not for 'Salvaged Power Armour'1/3 cost of modded armour
228
Quick ReleaseMay remove armour for 50 AP1/4 cost of modded armour
229
Chemical Hardening ProcessUses chemistry journals The nature of this process is unknown, but the result is greater resistance to all forms of damage. +10 Resist to all and +10 DT and 10 WG. For Power Armor Only cost of modded armour
230
Reinforcement Mod KitUsed to turn Stable jumpsuits, clothing and armors into reinforced versions of those bardings. For 'Light Armor' and clothing adds +4 DT and 5 wg. 'Med Armor' adds +3 DT and 5 wg. 'Heavy Armor' adds +2 DT and 5 wg. 'Power Armor' can not be reinforced. Increases value of armour by 25% of base cost, to a minimum of 100caps. 100
231
HelmetHelmet LightDirectional Light, -25 to sneak for player and those in illuminated area20
232
Visor KitAdds a visor to helmet, +1 PER. Not for 'Lantern Helmet'1/2 cost of modded helmet
233
Integrated Gas MaskPerminatly integrates a 'Gas Mask' into the helmet75
234
Integrated Night VisionPerminatly integrates 'Night Vision Goggles' into the helmet, Rare150
235
Note: All upgrades that have a % listed for cost only use the base cost of the weapon being upgraded rounded up (modified by availability and barter as seen fit)