List Pages
Melee Weapon Upgrades
Almost all weapons have the capability to accept modifications that alter the way the weapon functions in some way. These modifications are usually very easy to install and swap out, allowing a user to equip the best modifications for the current combat situation.
Each weapon can only effectively power a single modification at a time. Modifications are modular, and can be swapped out with 10 minutes of work.
| Modification | Mark | Effect | Cost | Notes |
| Counter-Balance | - | - | - | - |
| - | I | +1 to Parry | 600 | - |
| - | II | +2 to Parry | 1400 | - |
| Nano-Blade | - | - | - | - |
| - | I | +1 to AP rating | 700 | - |
| - | II | +2 to AP rating | 1000 | - |
| - | III | +3 to AP rating | 2200 | - |
| Chemical Edge | - | - | - | - |
| - | I | Must make Vigor check or take -1 to rolls for 1 round | 400 | - |
| - | II | Must make Vigor check or take -1 to rolls for 2 rounds | 800 | - |
| - | III | Must make Vigor check or take -1 to rolls for 3 rounds | 1200 | - |
| Combat Scanner | - | - | - | - |
| - | I | +1 to Notice checks to locate living creatures | 300 | Bonus only applies to creatures within 10’ |
| - | II | +2 to Notice checks to locate living creatures | 600 | Bonus only applies to creatures within 10’ |
| - | III | +2 to Notice checks to locate living creatures | 900 | Bonus only applies to creatures within 15’ |
| Radioactive Blade | - | - | - | - |
| - | I | Target takes a -1 to Aftermath and Incapacitation | 600 | Illegal in Citadel Space |
| - | II | Target takes a -2 to Aftermath and Incapacitation | 1200 | Illegal in Citadel Space |
| Kinetic Enhancer | - | - | - | - |
| - | I | +1 to Fighting Rolls when “charging” | 600 | - |
| - | II | +2 to Fighting Rolls when “charging” | 800 | - |

