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GUN MODIFICATIONS FOR CYBERFUNK
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|
Quirk/Modification
|
Price (Cr)
|
1
|
Extended Barrel. Weapon has a
significantly lengthened barrel. Increase ranges by 25%, -2 to use in close
quarters. Awkward to move around.
|
300
|
2
|
Shortened Barrel. Weapon has a
significantly shortened barrel. Decrease
ranges by 25%, +1 to use in close quarters.
|
300
|
3
|
Increased Calibre. The weapon
was designed to use a larger-than-normal calibre. Decrease magazine capacity by 25%, increase damage to next calibre
listed.
|
400
|
4
|
Decreased Calibre. The weapon
was designed for a smaller calibre than most in its class. Increase magazine capacity by 25%, decrease
damage to next calibre listed.
|
400
|
5
|
Grenade Launcher. Weapon has an
underslung grenade launcher with a magazine capacity of 3. Damage as standard
grenade, range 200/400.
|
150
|
6
|
Micro-flamer. Weapon has
embedded micro-flamer. Fuel capacity enough for 3 uses. Range 10/30. Deals 3d6
damage, burns for 2 rounds.
|
600
|
7
|
Bayonet. Weapon has a standard
bayonet attachment. Allows melee attack with damage as knife.
|
25
|
8
|
Mono-bayonet. Weapon has a
Monoblade bayonet. Allows melee attack with damage as Monoblade.
|
250
|
9
|
IR Pointer. Weapon has an
infra-red laser pointer. +1 to hit for yourself and allies equipped with
night vision.
|
100
|
10
|
Shotgun. Weapon has an
underslung shotgun designed for breaching doors. Damage/range as normal. 3
magazine capacity.
|
500
|
11
|
Alternate grip. Weapon has a
differing grip, most commonly a pistol-grip attachment. +1 to hit.
|
300
|
12
|
Folding Stock. Weapon’s stock
is replaced with a folding variant, allowing for use in smaller conditions.
|
150
|
13
|
Amphibious. This weapon was
designed with amphibious operation in mind, and operates equally well
under-water and on land.
|
800
|
14
|
Laser Sight. Weapon is equipped
with a visible laser-pointer. +1 to hit your target for yourself and allies,
enemies get +1 to hit you.
|
75
|
15
|
Advanced Optics. Weapon has
superior optics for operating within its normal ranges. +1 to hit.
|
150
|
16
|
Night-Vision Optics. Weapon has
optics with light-amplification technology. +1 to hit from optics.
|
600
|
17
|
Thermal-Imaging Optics. Weapon
has optics thermal imaging technology. +1 to hit from optics.
|
800
|
18
|
Suppressor. Weapon has an
internal suppressor, significantly muffling the noise and light produced by
firing at the price of damage. -1 damage. (minimum of 1)
|
200 (100 for external)
|
19
|
Fire Selector. Gives weapons
three-round burst and full-auto fire modes.
|
650
|
Explosive Tipped Rounds –Quadruple Price & Illegal.
After penetrating, these rounds detonate to cause considerably increased
damage. +1d4 damage from explosives. Loud. Messy.
Incendiary Rounds – Triple Price & Illegal. These rounds
contain compounds which ignite either upon penetration or in the air. 25%
chance of igniting target.
Experimental
Ammunition
Armour Piercing Rounds (Depleted Uranium) –Twenty times
price, highly illegal.. Utilizing a depleted uranium penetrator, these rounds
are very effective at pushing through armour. The over-penetration is compensated
for by the pyrophoric (air-combusting) properties of depleted uranium, meaning
these rounds inflict horrific damage on a target. Halve armour values but do not halve damage - in fact, increase it by +2.
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