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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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