Weapon Mods
Melee
Power Packs:
Powered weapons require “power packs.” They continually recharge using a combination of kinetic motion, ambient radiation, and even body heat, but can burn out. On a 1 on the Fighting die, the power pack burns out and the weapon has no power until it is replaced, requiring an action. Each power pack costs $50 and weighs 1 pound. The weight of each powered modification below includes one attached power pack. The exact effect of being unpowered for each modification is listed in its description.Chain/Vibro Blade
- Name
- Chain/Vibro Blade
- Weight
- 2
- Cost
- 500
- Notes
- Any bladed weapon, such as a sword or axe, can be fitted with a rotating chain of diamond-edged blades, or made to vibrate at extremely high frequencies. Chain or vibro blades are extremely loud, but add +1d6 damage and AP +2 to the weapon’s basic statistics. Unpowered, the blade is a normal weapon of its type.
Molecular Edge
- Name
- Molecular Edge
- Cost
- 500
- Notes
- Edged weapons such as daggers or swords can be given a monofilament, “molecular,” or extremely thin edge, making them far sharper than usual. This gives the weapon +2 damage and adds half its damage die type in AP (+2 AP for a d4, +4 AP for a d8, and so on). Molecular blades require no power.
Power Weapon
- Name
- Power Weapon
- Weight
- 1
- Cost
- 500
- Notes
- The weapon contains a variable burst of energy that’s released on impact. It adds +1d6 to the character’s damage. With a raise on the attack roll, the character’s damage is a d10 instead of a d6. Power weapons function as their base type when drained of energy.
Stun Charge
- Name
- Stun Charge
- Weight
- 1
- Cost
- 500
- Notes
- Blunt weapons can be rigged to deliver a stunning charge of energy. After a target is hit by the weapon (including a Touch Attack), resolve damage. Then the victim must make a Vigor roll or fall prone and Incapacitated. At the start of each subsequent action, he makes a Vigor roll to revive. Success means he revives but is Shaken for the round and can recover on the next as usual A raise means he revives instantly and is not Shaken. An unpowered stun weapon does normal damage.
Ranged
Scope
- Name
- Scope
- Weight
- 1
- Cost
- 300 (basic) / 900 (night vision)
- Notes
Scopes may be mounted on rifles or other longarms. When using the Aim maneuver, the character adds an additional +2 to Shooting rolls against targets at Medium, Long, or Extreme Range (see page 27 for rules on Extreme Range). For 3× the price, the scope also includes Low Light and Night Vision, which can activated as a free action and eliminates all illumination penalties.
In addition to the benefits above, scopes add +2 to Notice rolls made to view things at a distance.
Supressor
- Name
- Supressor
- Description
- A device added to the end of a gun to reduce the noise and muzzle flash. Only works with certain ballistic weapons.
- Weight
- 1
- Cost
- 500
- Notes
- -2 to Notice rolls to detect weapon.
Grenade Launcher (Under-barrel)
- Name
- Grenade Launcher (Under-barrel)
- Range
- 24/48/96
- Damage
- By grenade type
- Rof
- 1
- Cost
- 500
- Weight
- 5
- Shots
- 1
- Minstrength
- d6
- Notes
- May fire any grenade type, Can only be mounted on longarms.
Shotgun (Under-barrel)
- Name
- Shotgun (Under-barrel)
- Range
- 12/24/48
- Damage
- 1-3d6
- Rof
- 1
- Cost
- 500
- Weight
- 5
- Shots
- 3
- Minstrength
- d8
- Notes
- Can only be mounted on longarms.
Portable Weapon Gimble
- Name
- Portable Weapon Gimble
- Description
- A portable gimble attached to a harness designed to allow a person to carry and fire heavy weapons that are normally mounted (HMG, Minigun).
- Weight
- 15
- Cost
- 500
- Notes
- Lowers minimum Strength requirement on a large weapon by 1 die type.
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