| A | B | C | D | E | ||
|---|---|---|---|---|---|---|
1 | Tier | Name | Mod Name | Effect | Val | |
2 | Ranged | |||||
3 | 0 | 9mm Pistol | 9mm Extended Mags | +7 Mag Size | 5 | |
4 | .32 Revolver | .32 Long Barrel | +3 Dam | 15 | ||
5 | .32 Rifle | .32 Rifle Extended Mags | +3 Mag Size | 5 | ||
6 | Service Carbine | Service Carbine Extended Mags | +5 Mag Size | 5 | ||
7 | Pump Charge Rifle | Bigger Charge Pack | +2 Mag Size | 5 | ||
8 | Light Grenade Rifle | LGR Under Barrel Mount Kit | Mounts 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 Barrel | Makes weapon Med Ranged | 20 | |||
10 | ||||||
11 | 1 | .357 Revolver | .357 Long Barrel | +3 Dam | 35 | |
12 | .357 HD Cylinder | Gives 50% chance to ignore an increment of Weapon Degradation when suffering a Critical Fail | 20 | |||
13 | 10mm Pistol | 10mm Silencer | Makes the weapon Silent | 50 | ||
14 | 10mm Extended Mags | +4 Mag Size | 20 | |||
15 | Needler Pistol | Sleep Darts | End check or target falls asleep for 1d10 turns | 75 | ||
16 | Silenced .22 SMG | Sil. .22 SMG Exp. Drums | +60 Mag Size | 35 | ||
17 | 9mm SMG | 9mm SMG Drums | +30 Mag Size | 35 | ||
18 | 9mm SMG Light Bolt | Lowers AP cost to 25, +1 Rate of Fire | 75 | |||
19 | Varmint Rifle | Varmint Rifle Extended Mags | +3 Mag Size | 20 | ||
20 | Varmint Rifle Silencer | Makes the weapon Silent | 50 | |||
21 | Service Rifle | Service Rifle Forged Receiver | Gives 50% chance to avoid Jamming (and weapon degradation) when suffering a Critical Fail | 25 | ||
22 | Service Rifle Upgraded Springs | Weapon can now use the Burst Fire rule (Burst 3) for 30 AP | 75 | |||
23 | Crossbow | Crossbow Poison Reserve | Applies poison to the bolts. Requires poison. | 75 | ||
24 | Crossbow Carbon Fiber Parts | Reduces weight by 3 | 50 | |||
25 | Magic Energy Pistol | M. Pistol Focus Optics | +3 Dam per beam | 50 | ||
26 | M. Pistol Recycler | A roll of 01-25 to hit does not use ammo | 25 | |||
27 | M. Pistol Beam Splitter | Weapon fires 2 beams dealing 6+ DAM each | 50 | |||
28 | Recharger Rifle | Recharger Rifle Short-Circuit Capacitor | +5 Dam, +1 Mag Size, now uses 2 ammo per shot | 50 | ||
29 | Recharger Rifle Hyperbreeder | Now recharges 4 shots a turn | 50 | |||
30 | Light Flamer | L. Flamer Under Barrel Mount Kit | Mounts 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 Rifle | Zebra GR Under Barrel Mount Kit | Mounts 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 Rifle | Anti-Pony G.R. Ext. Mags | +2 Mag Size | 50 | ||
33 | Anti-Pony G.R. Rifled Barrel | Adds +10 to hit | 75 | |||
34 | Anti-Pony G.R. Upgraded Int. | Lowers AP cost to 25 | 100 | |||
35 | ||||||
36 | 2 | Police Pistol | Police Pistol Snub Barrel | -10 to hit but weapon is now concealable | 50 | |
37 | .44 Revolver | .44 Revolver Heavy Frame | Gives 50% chance to ignore an increment of Weapon Degradation when suffering a Critical Fail | 50 | ||
38 | 5.56mm Pistol | 5.56mm Pistol Long Barrel | +3 DAM | 100 | ||
39 | Police SMG | Police SMG Military Trigger Group | Weapon becomes 'full-auto' with a RoF of 4 | 150 | ||
40 | Police SMG Silencer | Makes the weapon Silent | 150 | |||
41 | 10mm SMG (auto) | 10mm SMG Extended Mags | +10 Mag Size | 75 | ||
42 | 10mm SMG Recoil Comp. | Removes -10 penalty from Burst/Full Auto | 150 | |||
43 | Cowpony Repeater | CP. Repeater Long Tube | +3 Mag Size | 75 | ||
44 | CP. Repeater Maple Stock | -1.5 Wg | 50 | |||
45 | Hunting Rifle | Hunting Rifle Extended Mags | +5 Mag Size | 100 | ||
46 | 10mm Repeater | Lever-action Rifle Long Tube | +4 Mag Size | 75 | ||
47 | Lever-action Rifle Long Barrel | +8 Dam | 200 | |||
48 | Assault Rifle (auto) | Assault Rifle Extended Mags | +6 Mag Size | 100 | ||
49 | Assault Rifle Silencer | Makes the weapon Silent | 150 | |||
50 | Hunting Shotgun | Hunting Shotgun Long Tube | +3 Mag Size | 75 | ||
51 | Light Machine Gun (auto) | LMG Expanded Drums | +110 Mag Size | 100 | ||
52 | Plasma Pistol | Plas. Pistol Hi-Energy Ionizer | +5 Dam | 150 | ||
53 | Plas. Pistol Mag. Accelerator | Adds +10 to hit | 100 | |||
54 | Plas. Pistol Recycler | A roll of 01-25 to hit does not use ammo | 75 | |||
55 | Recharger Pistol | Recharger Pistol Short-circuit Capacitor | +5 Dam, now uses 2 ammo per shot, +2% C.Fail Chance | 100 | ||
56 | Recharger Pistol Hyperbreeder | Now recharges 4 shots a turn | 100 | |||
57 | Magic Energy Rifle | Mag. Rifle Focus Optics | +3 Dam per beam | 150 | ||
58 | Mag. Rifle Beam Splitter | Weapon fires 2 beams dealing 12+ DAM each | 250 | |||
59 | Incinerator | Incinerator Extra Tanks | +40 Mag Size | 100 | ||
60 | Incinerator Stripped Down | Reduces Wg by 4 | 150 | |||
61 | Grenade Rifle | Grenade Rifle Long Barrel | Weapon becomes Long Ranged | 75 | ||
62 | GR Under Barrel Mount Kit | Mounts 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 | 3 | Colt .45 Auto Pistol | .45 AP HD Slide | Gives 50% chance to avoid Jamming (and weapon degradation) when suffering a Critical Fail | 200 | |
65 | .45 AP Silencer | Makes the weapon Silent | 350 | |||
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 Frame | Gives 50% chance to ignore an increment of Weapon Degradation when suffering a Critical Fail | 300 | ||
68 | .44 Pistol Extended Mags | +5 Mag Size | 200 | |||
69 | PDW (auto) | PDW Extended Mags | +6 Mag Size | 200 | ||
70 | 0.45 Auto SMG (auto) | .45 Auto SMG Drums | +20 Mag Size | 300 | ||
71 | .45 Auto SMG Recoil Comp. | Removes -10 penalty from Burst/Full Auto | 250 | |||
72 | Enchanted Crossbow | E. Crossbow Carbon Fiber Parts | Reduces weight by 3 | 300 | ||
73 | Sniper Rifle | Sniper Rifle Extended Mags | +3 Mag Size | 100 | ||
74 | Sniper Rifle Suppressor | Weapon counts as Silent to anyone at Long Range or beyond | 500 | |||
75 | Sniper Rifle Carbon Fibre Parts | Reduces Wg by 5 | 400 | |||
76 | Automatic Rifle (auto) | AR Upraded Internals | Lowers AP cost to 30, +1 Rate of Fire, Noe fires 3 round Burst | 650 | ||
77 | Riot Shotgun | Riot Shotgun Extended Drums | +5 Mag Size | 200 | ||
78 | Riot Shotgun Improved Parts | Gives 50% chance to ignore an increment of Weapon Degradation when suffering a Critical Fail | 300 | |||
79 | Plasma Rifle | Plasma Rifle Magic Accelerator | Adds +10 to hit | 350 | ||
80 | Plasma Rifle Hi-Energy Ionizer | +5 Dam | 500 | |||
81 | Plasma Rifle Dual-Cell Harness | +24 Mag Size | 500 | |||
82 | Tri Prism Rifle | Tri Prism HD Capacitors | Gives 50% chance to avoid Glitching (and weapon degradation) when suffering a Critical Fail | 300 | ||
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 | Magic Energy Repeater (auto) | Magic Energy Repeater Recycler | A roll of 01-25 to hit does not use ammo | 100 | ||
86 | Magic Energy Repeater Composit Stock | Reduces Wg by 1.5 | 150 | |||
87 | Flamer | Flamer Expanded Tanks | +60 Mag Size | 200 | ||
88 | Flamer High Pressure Fuel System | Fires 5 round Burst instead of 3 | 350 | |||
89 | Grenade Launcher | Grenade Launcher Long Barrel | Weapon becomes Long Ranged | 250 | ||
90 | Grenade Launcher Chrome Lined Barrel | Gives 50% chance to ignore an increment of Weapon Degradation when suffering a Critical Fail | 300 | |||
91 | ||||||
92 | 4 | 12.7mm Pistol | 12.7mm Pistol Silencer | Makes the weapon Silent | 500 | |
93 | 12.7mm SMG (auto) | 12.7mm SMG Extended Mags | +8 Mag Size | 750 | ||
94 | 12.7mm SMG Silencer | Makes the weapon Silent | 500 | |||
95 | Brush Gun | Brush Gun Long Tube | +2 Mag Size | 350 | ||
96 | Markspony Carbine | Markspony Carbine Silencer | Makes the weapon Silent | 500 | ||
97 | Assault Carbine (auto) | Assault Carbine Extended Mags | +6 Mag Size | 750 | ||
98 | Anti-Machine Rifle | Anti-Mac Rifle Carbon Fiber Parts | Reduces Wg by 7 | 1000 | ||
99 | Minigun (auto) | Minigun Damped Subframe | Removes -10 penalty from Full Auto | 2500 | ||
100 | Minigun High-Speed Motor | Increases Rate of Fire to 10 | 3500 | |||
101 | Shoulder Mounted Machine Gun (auto) | SMMG Extened Mags | +40 Mag Size | 750 | ||
102 | SMMG Mechanical Upgrade | Gives 50% chance to ignore an increment of Weapon Degradation when suffering a Critical Fail | 1750 | |||
103 | SMMG Compensator | Removes -10 penalty from Full Auto | 2500 | |||
104 | Gauss Rifle | Gauss Rifle High Capacity Terminal | +5 Mag Size | 2000 | ||
105 | Plasma Defender | Plasma Def. hi-cap Terminal | +32 Mag Size | 600 | ||
106 | Plasma Def. Magic Accelerator | Adds +10 to hit | 750 | |||
107 | Plasma SMG | Plasma SMG Hi-Energy Ionizer | +5 Dam | 1500 | ||
108 | Plasma SMG Magic Accelerator | Adds +10 to hit | 750 | |||
109 | Multiplas Rifle | Multiplas High Capacity Terminal | +30 Mag Size | 750 | ||
110 | Multiplas Rifle Bolt Stabilizer | Weapon becomes Medium Ranged with +15 to hit at P.B. | 1200 | |||
111 | Multiplas Rifle Hi-Energy Tri-Ionizer | +5 Dam per shot | 1500 | |||
112 | Plasma Caster | Plasma Caster Hi-Energy Ionizer | +5 Dam | 1500 | ||
113 | Plasma Caster Bolt Stabilizer | Weapon becomes Medium Ranged with +15 to hit at P.B. | 2500 | |||
114 | 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 | ||
115 | Gatling Caster (auto) | Gatling Caster Focus Gem | Adds +5 to DAM | 3500 | ||
116 | Gatling Caster Carbon Fiber Frame | Reduces Wg by 7 | 1000 | |||
117 | Missile Launcher | Missile Launcher Guidance System | Adds +10 to Hit at and Beyond Med Range | 2000 | ||
118 | Missile Launcher Auxillary Tube | +1 Mag Size, gives the 'Double Barreled' rule | 2000 | |||
119 | Missile Launcher Composite Frame | Reduces Wg by 7 | 1000 | |||
120 | Grenade Machine Gun (burst) | Grenade MG High-speed Kit | Lowers AP cost to 30 | 1500 | ||
121 | Grenade MG Internal Stabilizer | Removes -10 penalty from Burst Fire | 1750 | |||
122 | Melee | |||||
123 | 0 | Rock | Increased Destiny | +1% Crit Chance, Stackable! You may purchas this mod as many times as you wish. | Nx15 | |
124 | Rolling Pin | Rolling Pin Steel Roller | +3 DAM | 5 | ||
125 | Club | Club Spikey Bits | +5 DAM | 10 | ||
126 | Club Hardwood Haft | Gives 50% chance to ignore an increment of Weapon Degradation when suffering a Critical Fail | 5 | |||
127 | Taser | Taser Overcharged Power Cell | Gains 'Anti-Matrix', +4% Crit-Fail Chance | 25 | ||
128 | Zebra Slicer | Zebra Slicer Serated Blade | +1 Crit Chance, +1 Crit Fail Chance | 5 | ||
129 | ||||||
130 | Knife | Magi-steel Edged Blade | Weapon becomes Armor Piercing (light) | 50 | ||
131 | Knife Enchanted Blade | Gives the 'Enchanted' special rule | 100 | |||
132 | 1 | Switch Blade | Switch Blade Honed Edge | +2 DAM | 10 | |
133 | Magi-steel Edged Blade | Weapon becomes Armor Piercing (light) | 50 | |||
134 | Machete | Machete Weighted Spine | Additional 2d10 Limb DAM | 25 | ||
135 | Machete Heavy Blade | +5 DAM | 20 | |||
136 | Sword | Sword Enchanted Blade | Gives the 'Enchanted' special rule | 225 | ||
137 | Nail Board | Nail Board More Nails | Attacks will cause a bleeding effect, 1d10 damage per turn, untill healed | 30 | ||
138 | Nail Board More Board | Gives the 'Reach' special rule | 30 | |||
139 | Dress Cane | Dress Cane Hidden Blade | +5 DAM | 20 | ||
140 | Brass Shoe | Brass Shoe Hardened Shoe | +1d10 DAM | 20 | ||
141 | Bladed Helmet | Bladed Helmet Reienforcement | Becomes a helmet with 3 DT | 25 | ||
142 | Wingblades | Wingblade Fine Blades | +5 to Hit, +1d10 DAM | 50 | ||
143 | ||||||
144 | 2 | Baseball Bat | Baseball Bat Barbed Wire Wrapping | +5 DAM | 50 | |
145 | War Club | War Club Shell Casings | +5 DAM, +1d10 | 75 | ||
146 | War Club Hardwood Haft | Gives 50% chance to ignore an increment of Weapon Degradation when suffering a Critical Fail | 50 | |||
147 | Combat Knife | Combat Knife Serated Blade | +1 Crit Chance, +1 Crit Fail Chance | 75 | ||
148 | Sledgehammer | Sledgehammer Spiked Head | +2d10 DAM | 150 | ||
149 | Cutlass | Cutlass Enchanted Blade | Gives the 'Enchanted' special rule | 600 | ||
150 | Steel Saw | Steel Saw Improved Motor | +5 Dam | 250 | ||
151 | Chain | Chain Spiky Bits | +5 DAM | 50 | ||
152 | Solaris Hoof | Solaris Hoof Superheated Hoof | Gains the 'Burning' special rule, +5 AP to attack | 150 | ||
153 | ||||||
154 | 3 | Bowie Knife | Bowie Knife Bigger Blade | +10 DAM | 200 | |
155 | Bowie Knife Serated Blade | +2 Crit Chance, +1 Crit Fail Chance | 350 | |||
156 | Ripper | Ripper High Speed Motor | -5 total AP to attack | 500 | ||
157 | Ripper High Carbide Teeth | Gives 50% chance to ignore an increment of Weapon Degradation when suffering a Critical Fail | 500 | |||
158 | Ripper Under Barrel Mount | Mounts 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 Sword | Bumper Sword Light Weight Bumper | -3 Wg | 300 | ||
161 | Auto Axe | Auto Axe Light Frame | -3 Wg | 300 | ||
162 | Auto Axe Heavy Cutter | Gives 'Armour Piercing (Heavy)' | 1000 | |||
163 | Power Hoof | Power Hoof Tenderizer Plate | +2d10 DAM | 1000 | ||
164 | Power Hoof Chrome Buffer | Gives 50% chance to ignore an increment of Weapon Degradation when suffering a Critical Fail | 600 | |||
165 | ||||||
166 | 4 | Chainsaw | Chainsaw Enchanted Bits | Gives the 'Enchanted' special rule | 6000 | |
167 | Chainsaw Lightened Frame | -3 Wg | 500 | |||
168 | Zebra Thunder Axe | ZTA Bigger Blade | +10 DAM | 500 | ||
169 | ZTA Crystal Thingy | -5 total AP to attack | 1200 | |||
170 | Super Sledge | Super Sledge Tenderizer | +2d10 DAM | 1500 | ||
171 | Super Sledge Heavy Piston | +20 DAM | 1500 | |||
172 | Industrial Shoe | Industrial Shoe High Speed Cutter | +1d10 DAM, -5 total AP to attack | 2000 | ||
173 | General | |||||
174 | Upgrades | 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 | |
175 | Ammo Loader | May reload single or double shot weapons for 10 AP | 1/2 cost of modded weapon | |||
176 | Jambuster | Allows swift (AP 15) clearing of a jam or fixing of a glitched magical energy weapon mounted within the battle saddle | 25 | |||
177 | 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 | |||
178 | 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 | |||
179 | Speed Loader | Speed Loader (Revolver) | Lowers the AP to re-load the weapon to 10 AP | 1/4 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 Conversion | 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). | Moderate dificulty mechanics roll or 100 caps | ||
183 | Scopes | 1.5x Scope | Adds +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 Scope | Ignores 10% of range penalties past short range, may be mounted on rifles and Automatic Rifle. | 50 | |||
185 | 3x Night Vision Scope | Gives night vision and ignores 10% of range penalties past short range, may be mounted on rifles and Automatic Rifle. | 100 | |||
186 | 5x Scope | Ignores 15% of range penalties past short range, may be mounted on rifles and Automatic Rifle. Not on short range weapoons. | 150 | |||
187 | 10x Scope | Ignores 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 Sight | Adds +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 Mods | Shotgun Choke 20 Gauge | Only looses '5++' damage at Med range. (or Short if Sawed Off) | 75 | ||
190 | Shotgun Choke 12 Gauge | Only 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 Compensator | Removes 5% of the penalty from Burst/Full Auto. Dose not stack with other compensators. Not for shotguns, explosives or 'Silenced' weapons | 50 | |||
197 | Basic Silencer | Silences 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 end | 1/2 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 weapon | 50 | |||
204 | Flashlight (General) | Directional Light, -25 to sneak for player and those in illuminated area | 20 | |||
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/Thrown | Sharpened/Weighted | +1d10 DAM, Effect is lost after the first Crit-Fail | 1/4 cost of modded weapon | ||
210 | Balanced | +5 to hit, +5 to parry | 1/2 cost of modded weapon | |||
211 | Tempered | Gives 50% chance to ignore an increment of Weapon Degradation when suffering a Critical Fail | 1/2 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 Insert | The 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 damage | Cost of modded weapon | |||
215 | Flavored Handle Wraps | Makes the handle taste good. +1 CHA to resist fear effects. | 50 | |||
216 | Armour | Camoflauge | +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 | Bandoleer | Adds a 'Bandoleer' to the armour. | 50 | |||
219 | Tac Vest | Adds a 'Tac Vest' to the armour. | 200 | |||
220 | Custom Fit | Removes 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: RAD | 100 | |||
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 WG | cost 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 Tank | Allows '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 Harness | Adds 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 Release | May remove armour for 50 AP | 1/4 cost of modded armour | |||
229 | Chemical Hardening Process | Uses 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 Kit | Used 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 | Helmet | Helmet Light | Directional Light, -25 to sneak for player and those in illuminated area | 20 | ||
232 | Visor Kit | Adds a visor to helmet, +1 PER. Not for 'Lantern Helmet' | 1/2 cost of modded helmet | |||
233 | Integrated Gas Mask | Perminatly integrates a 'Gas Mask' into the helmet | 75 | |||
234 | Integrated Night Vision | Perminatly integrates 'Night Vision Goggles' into the helmet, Rare | 150 | |||
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) | |||||