ABCDEF
1
2
Tier 0
3
NameModEffectValue
4
Silenced .22 Pistol---
5
9mm Pistol9mm Extended Mags +7 Mag Size5
6
9mm Pistol ScopeReduces penalties for range by 1010
7
.32 Revolver.32 Speed LoaderReduces AP cost to reload (see combat rules)5
8
9
Tier 1
10
NameModEffectValue
11
10mm Pistol10mm SilencerMakes the weapon Silent100
12
10mm Extended Mags +4 Mag Size25
13
10mm Laser SightAdds +10 to hit before Long Range50
14
.357 Revolver.357 Long Barrel +3 Dam50
15
.357 HD CylinderGives 50% chance to ignore an increment of Weapon Degradation when suffering a Critical Fail25
16
.357 Speed LoaderReduces AP cost to reload (see combat rules)10
17
Dart Gun---
18
Magic PistolM. Pistol Combat SightsAdds +10 to hit at PB and Short Range50
19
M. Pistol Focus Optics +3 Dam75
20
M. Pistol RecyclerA roll of 01-25 to hit does not use ammo25
21
Recharger Rifle---
22
Varmint RifleVarmint Rifle Extended Mags +3 Mag Size25
23
Varmint Rifle Night ScopeAdds night vision and +10 to hit past Short Range50
24
Varmint Rifle SilencerMakes the weapon Silent100
25
Service RifleService Rifle Forged ReceiverGives 50% chance to avoid Jamming (and weapon degradation) when suffering a Critical Fail25
26
Service Rifle Upgraded SpringsWeapon can now use the Burst Fire rule for 30AP100
27
Silenced .22 SMGSil. .22 SMG Exp. Drums +60 Mag Size50
28
Single Shotgun---
29
Caravan Shotgun-
30
Sawed-off Shotgun
31
Anti-Pony Grenade RifleAnti-Pony G.R. Exp. Drums +2 Mag Size50
32
Anti-Pony G.R. Long BarrelAdds +10 to hit75
33
Anti-Pony G.R. Upgraded Int.Lowers AP cost to 25100
34
CrossbowCrossbow Night ScopeAdds night vision and +10 to hit past Short Range50
35
Crossbow Poison ReserveApplies poison to the bolts. Requires poison.100
36
Crossbow Carbon Fiber PartsReduces weight by 3150
37
38
Tier 2
39
NameModEffectValue
40
Police Pistol.357 Speed LoaderReduces AP cost to reload (see combat rules)10
41
.44 Revolver .44 Revolver ScopeAdds +10 to hit past Short Range200
42
.44 Revolver Heavy FrameGives 50% chance to ignore an increment of Weapon Degradation when suffering a Critical Fail50
43
.44 Speed LoaderReduces AP cost to reload (see combat rules)20
44
5.56mm Pistol5.56mm Speed LoaderReduces AP cost to reload (see combat rules)25
45
Plasma PistolPlas. Pistol Hi-Energy Ionizer +7 Dam250
46
Plas. Pistol Mag. AcceleratorAdds +10 to hit150
47
Plas. Pistol RecyclerA roll of 01-25 to hit does not use ammo100
48
Recharger Pistol---
49
Hunting RifleHunting Rifle Extended Mags +5 Mag Size125
50
Hunting Rifle ScopeAdds +10 to hit past Short Range150
51
Hunting Rifle Custom ActionLowers AP cost to 30300
52
Cowboy RepeaterCB. Repeater Long Tube +4 Mag Size125
53
CB. Repeater Custom ActionLowers AP cost to 20250
54
CB. Repeater Maple Stock -1.5 Wg50
55
Lever-action Rifle---
56
Assault Rifle (auto)---
57
Infiltrator (auto)---
58
Magic RifleMag. Rifle Focus Optics+3 Dam (per beam, +6 total w/Splitter)150
59
Mag. Rifle Beam SplitterWeapon fires 2 beams dealing 12+ DAM each300
60
Mag. Rifle ScopeAdds +10 to hit past Short Range150
61
9mm SMG (auto)9mm SMG Drums +30 Mag Size100
62
9mm SMG Light BoltLowers AP cost to 25, +1 Rate of Fire200
63
10mm SMG (auto)10mm SMG Extended Mags +10 Mag Size100
64
10mm SMG Recoil Comp.Removes -10 penalty from Burst/Full Auto200
65
Riot Shotgun---
66
Light Machine Gun (auto)LMG Expanded Drums +110 Mag Size100
67
Grenade LauncherGrenade Launcher Long BarrelWeapon becomes Long Ranged100
68
69
Tier 3
70
NameModEffectValue
71
Colt .45 Auto Pistol.45 AP HD SlideGives 50% chance to avoid Jamming (and weapon degradation) when suffering a Critical Fail250
72
.45 AP SilencerMakes the weapon Silent500
73
74
Battle Rifle---
75
Sniper RifleSniper Rifle SuppressorWeapon counts as Silent to anyone at Long Range or beyond500
76
Sniper Rifle Carbon Fibre PartsReduces Wg by 5400
77
Trail CarbineTrail Carbine ScopeAdds +10 to hit past Short Range500
78
Zebra Rifle---
79
BAR (auto)BAR Upraded InternalsLowers AP cost to 30, +1 Rate of Fire500
80
Magic Repeater (auto)Magic RecyclerA roll of 01-25 to hit does not use ammo100
81
Plasma RiflePlasma Rifle Magic AcceleratorAdds +10 to hit500
82
Tri Prism RifleTri Prism HD CapacitorsGives 50% chance to avoid Jamming (and weapon degradation) when suffering a Critical Fail200
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
Hunting ShotgunHunting Shotgun Long Tube +3 Mag Size200
86
Hunting Shotgun ChokeTarget counts as 5 Yards closer for the purposes of Shotgun damage fall off500
87
FlamerFlamer Expanded Tanks +60 Mag Size200
88
Enchanted CrossbowCrossbow Night ScopeAdds night vision and +10 to hit past Short Range50
89
Crossbow Carbon Fiber PartsReduces Wg by 5250
90
Repeater ModificationIncreases Clip Size to 10350
91
92
Special(For more detailed information on Battle Saddle mods, see the Battle Saddles document.)
93
NameModEffectValue
94
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
95
Ammo Loaderautomatically reloads single-shot weapons which normally carry only one or two rounds 1/2 cost of modded weapon
96
JambusterAllows swift (AP 15) clearing of a jam or fixing of a glitched magical energy weapon mounted within the battle saddle20
97
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
98
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
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