Upgrade Weapon
Upgrade Weapon
A good Tinkerer can repair, create, and upgrade current equipment.
Pick one weapon that either you or another player are in possession of and modify it with one of the following upgrades:
Red Dot Sight: Gain +1 to To-Hit.
Serrated Scrap: By adding razor sharp scrap metal to your melee weapon you can deal + 1d4 damage per attack.
Scope: Gain +2 to To-Hit rolls & increase weapon range by 100%. The weapon with this upgrade can no longer operate within its original range. If fired within its original range, you lose the +2 to To-Hit but also get a -2 To-Hit penalty as well.
Density Core: Increases the mass of your weapon significantly, adding + 1d6 damage to your melee weapon. This does, however, make you lose -1 to movement-based saves from the weight.
Compound Bowstring: Increases range by 100% and damage by +2 for Bows & Crossbows.
Semi-Automatic Action: Increases # of attacks made with a Firearm per Action by +1. Each attack still consumes 1 ammo each.
Burst-Fire Trigger: Roll damage 3 times per successful hit. This consumes 3 times the ammo. Can be toggled off.
Carbon Fiber Frame: Gain +5 to To-Hit.
Note: You can only modify one weapon per use of this ability.
Upgrade | Eligible Weapons | Effect | Cost (materials) |
---|---|---|---|
Red Dot Sight | Ranged Weapons | +1 to To-Hit rolls | 5 |
Serrated Scrap | Melee Weapons | +1d4 damage, 1d4 chance to bleed target on a successful hit | 5 |
Scope | Firearms | +2 to To-Hit & increases range by 100%, shot within original range gets a -2 to To-Hit | 10 |
Density Core | Melee Weapons | +1d6 damage, -1 to movement-based saves | 10 |
Compound Bowstring | Bows & Crossbows | Increases range by 100% & gives +2 damage | 15 |
Semi-Automatic Action | Firearms | Increases # of attacks made per Action by +1 | 15 |
Burst-Fire Trigger | Firearms | Roll damage 3 times per successful hit. This consumes 3 times the ammo. Can be toggled off. | 30 |
Carbon Fiber Frame | Melee Weapons | +5 to To-Hit | 30 |
Cost: 5+ Materials
Speed: Action
Damage: See Table
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