Weapon Mods

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General Info
In general, players can purchase attachments to customize their gear. Attachments are physical items that attach to or are installed in items, vehicles, and weapons to add capabilities or improve performance. Attachments have a set of base modifiers that they automatically grant when installed. Installing an attachment is a fairly simple process (as they are designed for easy installation) and simply requires a few minutes of uninterrupted work.

Attachments slot into the hard points listed in a piece of equipment's stat block. Each attachment gives the ship, vehicle, or weapon some sort of bonus or edge (an extra point or two of speed for a hot-rod ship engine, or more soak for a suit of armor, for instance). In most cases, that's as far as it goes. The player spends his money for his new attachment and he is left with an improved and unique piece of equipment specifically tailored to his needs. However, if the player wishes to further customize and personalize a piece of equipment, he uses the mod system.

Modification Info
Most attachments have a listed series of mods. These are additional modifications that a skilled user can make to the attachment to further improve the weapon or item's performance. These are listed under each attachment's modification options All of these modification options are potential mods for gear. Some of the modification options have a number listed before them, indicating that the option can be installed multiple times. Otherwise, each option can only be installed once. Modifications represent dedicated owner's ability to tweak and customize their gear. They are potential customizations available to those skilled with devices and gear. Of course, even the most talented user can only do so much with a particular piece of tech, which is why each attachment has a discrete list of modification options.

Installing Mods
The check required to modify equipment depends on the weapon. The more familiar with the weapon the user is, the more likely they are to succeed. When making a weapon modification check, use the skill you would use in combat. E.g. to modify a pistol, you would make a Agility (Pistols) check.

To install a mod, the user selects one uninstalled modification option. They then spends 100 credits on components and supplies, makes sure they has a toolkit, spends a couple hours at a work bench, and makes a hard check If he succeeds, he successfully installs the mod on his gear, and the item now benefits from the bonus provided by the mod. If he fails, however, the mod is not installed, and he may not attempt to install that mod again. If he failed and his check generated at least one despair, the attachment is also rendered useless by their tinkering. Each additional mod installed in an attachment beyond the first increases the difficulty of the check by one, and costs an additional 100 credits beyond the base cost.

Reflex Sights
Allows shooter to aim as an incidental once per round at short range. Add an automatic success to the first combat check made with this weapon each encounter.

Modification options:


 * Add an automatic advantage to the first combat check made with this weapon each encounter.
 * Adds an automatic success to the first combat check made with this weapon each encounter

Precision Sight
Decrease the difficulty of combat checks at long and extreme range by 1.

Modification options:


 * Precise Aim 1
 * Precise Aim 1

Enhanced Scope
May observe and target enemies who are completely hidden by solid objects in otherwise unobscured conditions. Encumbrance 1

Modification options:


 * Skill (Cool) 1
 * Skill (Vigilance) 1
 * Precise Aim 1
 * Precise Aim 1

Thermal Scope
Removes up to two setback dice on any checks to use this weapon due to smoke, darkness, or other environmental conditions that obstruct vision. Encumbrance 1.

Modification options:


 * Skill (Perception) 1
 * Skill (Perception) 1

Night Vision Scope
Removes up to two setback dice on any checks to use this weapon due to darkness.

Modification options:


 * Skill (Perception) 1
 * Skill (Vigilance) 1

Integrated Motion Tracker
Wielder adds automatic advantages to initiative checks while weapon is drawn.

Modification options:


 * Remove 1 setback die from    initiative checks
 * Remove 1 setback die from    initiative checks

Laser Sight
Add an automatic success to combat checks

Silencer
Increase the difficulty to detect the weapon's fire by 1. Reduce the weapon's base damage by 1.

Modification options:


 * Add a setback die to detect the weapon's fire.

Forearm Grip
Decreases the additional difficulty of making Ranged checks with this weapon while engaged to an additional difficulty (rather than two additional difficulties).

Modification options:


 * Point Blank 1
 * Accurate 1

Under-barrel Light
Removes up to two setback dice due to darkness on targets within short range. Adds 1 Encumbrance.

Modification options:


 * Increase range to medium
 * Disorient 1
 * Disorient 1

Under-barrel Flamethrower
May use the stats of the M-451 Firestorm once per encounter. Increases the encumbrance by 2, limited ammo (1).

Modification options:


 * May use an additional time per encounter
 * May use an additional time per encounter

Under-barrel Grenade Launcher
If available, may launch grenades at long range with the weapon's skill once per encounter. Increases the encumbrance by 2. Adds cumbersome 3, limited ammo (1).

Modification options:


 * May use an additional time per encounter (if available grenades)
 * May use an additional time per encounter (if available grenades)

Under-barrel Missile launcher
May use the stats of a ML-77 Missile Launcher once per encounter with 5 less base damage and no guided mods. Increases the encumbrance by 2.

Modification options:


 * Guided 1
 * Guided 1

Blade Attachment
Adds a melee weapon with the following stats: Damage + 1, Crit 3, Range engaged, Pierce 2, Inaccurate I. Vicious 1. Adds 1 Encumbrance

Modification options:


 * Damage +1
 * Damage +1

Omni Blade Attachment
Adds a melee weapon with the following stats: Damage + 2, Crit 2, Range engaged, Pierce 2, Inaccurate I. Vicious 1. Adds 2 Encumbrance.

Modification options:


 * Damage +1
 * Damage +1

Melee Stunner
Adds a melee weapon with the following stats: Damage + 0, Crit 2, Range engaged, Stun 3. Increase the encumbrance by 1.

Modification options:


 * Replace stun 3 with stun 2

Weapon Tripod
Remove cumbersome 3  from the weapon, needs an action to set up and take down.

Weapon Harness
Remove cumbersome 1 from the weapon

Modification options:


 * Remove cumbersome 1 from the weapon
 * Brace 1

Enhanced Barrel
+1 damage, however add a setback die when performing maintenance on the weapon. Adds 1 Encumbrance.

Modification options:


 * +1 Damage
 * +1 Damage
 * Accurate 1
 * Pierce 1

High Velocity Barrel
Decreases Critical by 1. Adds 1 Encumbrance.

Modification options:


 * Pierce 1
 * Pierce 1
 * Pierce 1

Marksman's Barrel
Increases weapon's range by 1 range band, adds Cumbersome 2. Adds 1 encumbrance.

Modification options:


 * Accurate 1
 * Accurate 1
 * Lethal Blows 1

Stability Dampener
Remove 1 setback die from not taking the aim maneuver. Adds 1 Encumbrance.

Modification options:


 * Activating auto fire only adds 1 difficulty
 * Spend 1 less advantage to trigger an additional hit.

Smart Choke
Remove spread 1. Adds 1 Encumbrance.

Modification options:


 * Remove spread 1
 * Adds an automatic success to weapon attacks

Cranial Trauma System
Reduce the critical rating of the weapon by 1 (to a minimum of 1). Adds 1 Encumbrance.

Modification options:


 * Lethal blows 1
 * Lethal blows 1

Custom Grip
The owner removes 1 setback die from all attack checks using this weapon. Anyone other than owner adds two setback dice to combat checks using this weapon.

Modification options:


 * Accurate 1

Gene Lock
Weapon functions only in the hands of its authorized user.

Modification options:


 * Self-Destruct. Inflicts one critical hit if unauthorized user tries to use locked weapon. Weapon is destroyed.

Spare Clip
When GM spends threat or despair to cause the weapon to run out of ammo, it requires an additional threat.

Remove Safety Features
Adds a boost die to first combat check during an encounter. GM may spend two threats to cause misfire. Weapon runs out of ammo and inflicts 4 strain on wielder.

Modification options:


 * As incidental, weapon gains Prepare 1 and +4 damage for next attack. After firing, weapon runs out of ammo.

Ultralight Materials
1 Decrease Encumbrance by 1 Mod.

Modification options:


 * Decrease encumbrance by 1

Superior Improvement
Adds the superior quality. Adds 1 Encumbrance.

Magnetic Weapon Tether
Wielder may recover engaged weapon as incidental.

Modification options:


 * Quick draw 1

Environmental Protection Kit
Prevents a weapon from breaking down as a result of a specific type of environment. Adds 1 Encumbrance.