Modifying Weapons
In case it needs to be said, you can’t install the same modification or accessory twice and expect to double the benefits. If you really want to, you can install the same modification in two different spots, but you’ll only get the benefit once, so you’ll be wasting a slot. You also can only have one modification per slot. Some types of weapons have further limitations—for example, light pistols can only take top and barrel-mounted accessories, while hold-outs can’t take accessories at all.
If you add an accessory to the stock, barrel, or internal slots, or add a modification, a little more work is needed. Here’s what to do.
1) Make sure you know what to do.
Make a [Type of Weapon
Knowledge skill] + Logic (4) [Mental] Test to see if you know
how to make the necessary modification. If you want a little
help on the test, you can search for plans that might provide
guidance. This can be a Matrix Search (Computer + Intuition
[Data Processing]) with a threshold based on the availability
of the modification (see Matrix Search, p. 241, CRB). Restricted
mods should have a threshold of at least 3, and forbidden
items should have a threshold of at least 6. Players can also
ask their contacts for plans; use the basic legwork rules (p.
387, CRB) to discover if the contact knows what to do and is
willing to share it with the player’s character. If you are able
to find plans, add 6 dice to your test to see if you know how to
make the modification.
2) Prepare the proper tools.
Unless otherwise noted, a kit is
sufficient to attach accessories to the top, underneath, or
side slots, while a shop is needed for internal, barrel, or stock
modifications.
3) Roll the test.
For weapons modifications, this is generally
going to be an Armorer + Logic [Mental] Extended Test, with
thresholds and intervals determined using the guidelines on p.
48, SR5.