List Pages
Ranged 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 equip a single weapon modification and a single ammunition modification at a time. A weapon mod can be swapped out with 10 minutes of work, but an ammo mod can be changed with a single action.
| Modification | Mark | Effect | Cost | Notes |
| 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’ |
| Heat Sink | - | - | - | - |
| - | I | +2 to Weapon’s Clip rating | 300 | Cannot be applied to Sniper Rifles |
| - | II | +4 to Weapon’s Clip rating | 600 | Cannot be applied to Sniper Rifles |
| - | III | +6 to Weapon’s Clip rating | 900 | Cannot be applied to Sniper Rifles or Shotguns |
| High Caliber Barrel | - | - | - | - |
| - | I | +1 to Damage, -2 to Clip rating | 500 | If Clip rating is reduced to 0 or lower, weapon takes 2 rounds to cool down |
| - | II | +2 to Damage, -4 to Clip rating | 800 | If Clip rating is reduced to 0 or lower, weapon takes 3 rounds to cool down |
| - | III | +3 to Damage, -6 to Clip rating | 1250 | If Clip rating is reduced to 0 or lower, weapon takes 4 rounds to cool down |
| Improved Sighting | - | - | - | - |
| - | I | +1 to Shooting rolls | 700 | - |
| - | II | +2 to Shooting rolls | 1800 | - |
| Kinetic Stabilizer | - | - | - | - |
| - | I | Reduces multi-action penalty to Shooting for running and firing by 1 | 1000 | - |
| Rail Extension | - | - | - | - |
| - | I | Increases Weapon’s base Range by 5’ | 600 | - |
| - | II | Increases Weapon’s base Range by 10’ | 900 | - |
| Recoil Damper | - | - | - | - |
| - | I | Reduces multi-fire penalty by 1 for 1 round | 300 | Must be replaced after activated |
| - | II | Reduces multi-fire penalty by 1 for 2 rounds | 500 | Must be replaced after activated |
| Ammunition Type | Mark | Effect | Cost | Notes |
| Anti-Personnel Rounds | - | - | - | - |
| - | I | +1 to Damage | 600 | - |
| - | II | +2 to Damage, but -1 to AP rating | 1200 | - |
| Armor Piercing Rounds | - | - | - | - |
| - | I | +1 to AP rating | 400 | - |
| - | II | +2 to AP rating, but deals -1 damage | 600 | - |
| - | III | +3 to AP rating, but deals -1 damage | 1000 | - |
| Chemical Rounds | - | - | - | - |
| - | 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 | - |
| Cryo Rounds | - | - | - | - |
| - | I | Target’s Pace is reduced by 2 for 1 round | 500 | - |
| - | II | Target’s Pace is reduced by 2 for 2 rounds | 800 | - |
| Phasic Rounds | - | - | - | - |
| - | I | Shots bypass 2 Shields, but deal -1 Damage | 500 | - |
| - | II | Shots bypass 4 Shields, but deal -2 Damage | 800 | - |
| - | III | Shots bypass 8 shields, but deal -4 Damage | 1000 | - |
| Radioactive Rounds | - | - | - | - |
| - | 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 |

