Weapon Mod

Weapon Modifier

Trip: Reduce the penalty for the trip maneuver by 2.

Disarm: Reduce the penalty for the disarm maneuver by 2.

Reposition: Reduce the penalty for reposition by 2.

Heavy weapon. Deal damage normally to heavy armor.

Range When a range modifier is adjusted it modifies the base range, which then modifies all ranges accordingly.

Barrel

Modification LI RE Tier Range Recoil ACC Notes
Short Barrel 0 -1 +1
Light Barrel 1 +1
Long Barrel 2 +1
Light Short Barrel 2 -1 +2
Ported Barrel 2 +1
Long Light Barrel 3 +1 +1
Nimble Barrel 3 Attacking does not provoke attacks of opportunity.
Light Short Ported Barrel 4 -1 +2 +1
Long Light Ported Barrel 4 +1 +1 +1
Nimble Long Light Barrel 4 +1 +1 Attacking does not provoke attacks of opportunity.
Nimble Ported Barrel 5 +1 Attacking does not provoke attacks of opportunity.
Vented Barrel 5 +1 +2 +1

Body

Modification LI RE Tier WU Reach ROF Accuracy DV AP Notes
Reach 0 +1 +1 -1
Barbed 1 1 -1
Balanced Reach 2 +1 +1
Throwing 2 Gain range Increment of 3/6/9/18.
Sharp 2 +1
Advancing R 3 +2 ACC and DV when charging.
Extended Reach 3 +2 +2 -2
Serrated 4 +1 -1
Balanced Extended Reach I 5 +2 +2
Balance 5 +1 +1

Bows

Modification LI RE Tier WU Range Accuracy DV Notes
Reflex Bow 1 -1
Long Bow 1 +1
Flat Bow 2 -1 +1
Composite Bow I 2 -2
Takedown Bow 3 -1 +1 to range, acc or DV (creators cost)
Recurve Bow 4 -4 +melee DV to damage
Nimble Bow R 4 Attacking does not provoke attacks of opportunity.
Compound Bow I 5 +1 +1 +1 +2
Recurve Compound Bow I 5 +1 +1 -4 +melee DV to damage

Cross Bows

Modification LI RE Tier WU Range Accuracy DV ROF Notes
Pistol CrossBow 1 -1
Repeating Crossbow I 2 +2
Stable Crossbow 2 +1 +1
Rifle Crossbow 3 +1 +1 +1
Recurve CrossBow 3 +2
Nimble Crossbow 3 Attacking does not provoke attacks of opportunity.
Advanced Crossbow I 4 -2 +1 to range, acc or DV (creators cost)
Rifled Repeating Crossbow I 4 +1 +1 +1 +2
Compound CrossBow R 5 +1 +1 +1 +2
Repeating Recurve CrossBow I 5 +2 +2
Advanced Rifle Crossbow I 5 +2 +2 +2 +1
Advanced Repeating CrossBow I 5 -2 +2 +1 to range, acc or DV (creators cost)

Enhancement: When a weapon gain an Enhancement it is considered magical and overcomes resistance to normal weapons. If a ranged weapon is enhanced, the weapon Enhancement overwrites any enhanced ammo properties.

Modification LI RE Tier WU Reach Range ROF Accuracy DV AP Notes
Limn 1 Glows as bright as a lantern when wielded, no light when sheathed.
Deadly I 1 Weapon does lethal damage
Merciful 1 Weapon does non-lethal damage
Returning 1 At the beginning of your turn the weapon returns to your hand. You must be within 100 hexes to use this ability. A new user who spends 24 hours with the weapon attunes with it.
Ghost Touch 2 Deals full damage to Incorporeal targets
Flaming R 2 Changes Damage to fire
Freezing R 2 Changes damage to cold
Keen I 2 +4 Critical damage
Corrsive R 2 Changes damage to acidic
Lightning R 2 Changes damage to electric
Holy R* I* 3 Changes damage to Radiant
Necrotic R* I* 3 Changes damage to profane
Sonic R I 3 Changes damage to sonic
Enhanced 3 +1 +1
Ominous I 3 +1 to intimidate while the weapon is wielded. An additional +1 to intimidate if the weapon caused an intimidate check, such as from the intimidate perk.
Caustic I 3 -1 Changes damage to acid
Blazing I 4 +1 changes damage to fire
Cryo I 4 +1 Changes damage to cold
Speed I 4 +1
Bouncing R 4 Gain range Increment of 3/6/9/18. If it already has a range increment it increases that range by + 1. This weapons thrown rof is the weapons base rof + 1, to a maximum of 3. It can be bounced off foes, and even back to earlier foes in the chain or inanimate. Each bounce is the starting point for the next attack, and affects the range increment as appropriate. After the thrower makes his attacks the weapon Flys back into the users possession. If this is aplied to a ranged weapon treat it as an improvised weapon unless it’s applied to a bayonet.
Electric I 5 +1 Changes damage to electric
Divine R* I* 5 +2 Changes damage to Radiant
Sacrilegious R* I* 5 +1 Changes damage to profane
Boom I 5 -3 Changes damage to sonic
Intensified I 5 +2 +2
Staggering?? R I 5 When hit target must make a stagger (2/3) check.
Explosive R I 5 -1 -1 +2 On a hit explodes in a small radius blast damaging all in radius. If the attack already explodes increase its radius by 1.
Heavy I 5 +5 Heavy Weapon
  • Depending on setting. Most often one or the other may be available, and the other is restricted or illegal.

Grip:

Modification LI RE Tier Accuracy Recoil Notes
Steady Grip 1 +1
Enhanced Grip 2 +1
Stable Grip 3 +1 +1
Lock Grip 3 Immune to disarm
Custom Grip 4 +1 +2
Clasp Grip 5 +1 Immune to disarn
Advanced Grip +5 +2

Head

Modification LI RE Tier WU Reach ROF Accuracy DV AP Notes
Maneuver 1 Adds disarm, trip or reposition property.
Sharpened R 1 -1
Hooked R 2 Add 2 of the following: disarm, reposition and trip property.
Defending 1 2 Block -1
Reflexive R 2 AOO – 1 AP
Kinetic I 3 +1 +5 weapon loses DV from strength
Controlling 3 has the disarm, reposition and trip properties.
Spiked R 3 +1
Puncturing I 3 -2
Pneumatic I 4 +1 +7 weapon loses DV from strength
Penetrating I 4 -3
Defending 2 4 Block -2
Reflexive 2 4 AOO – 2 AP
Vibrating I 5 +1 +9 -1 weapon loses DV from strength
Reflexive 3 I 5 AOO – 3 AP

Launcher

Modification LI RE Tier DV Range Recoil ROF ACC WU Notes
Sturdy 1 +1 +1
Folding 1 -1
Forked Bands 2 +1
Rubbered 3 +1 +1
Straightened 4 +1 +1 +1
Automatic 5 +1
Dual Band 5 +2 +1 +1

Magazine

Modification LI RE Tier Ammo Reload Time Notes
Double 1 +1
Large Magazine 1 +50% (minimum 1) +1
Triple 2 +2
Quick Eject Magazine 2 -1
Extra Large Magazine 3 +100% (minimum 2) +1
Quad 3 +3
Quick Eject Large Magazine 3 +50% (minimum 1)
Quick Eject Extra Large Magazine 3 +100 % (Minimum 2)
Drum Magazine 4 +200% (minimum 4) +2
Quick Eject Drum Magazine 4 +200% (minimum 4) +1
Extended Drum Magazine 5 +300% (minimum 6) +2

Material

Modification LI RE Tier Weight DV AP Notes
Alchemical Silver 1 -1 Overcomes silver resistance
Bronze Plated 2 +2 DV if dealing electricity damage.
Silver 3 Overcomes silver resistance
Chromium R 3 +1 resistant to breaking. Immune to rust and corrosion.
Mithral/Titanium I 3 -1 +1 Overcomes silver resistance
Tungsten I 4 +1 +2 if dealing fire damage. Resistant to heat.
Glass I 5 -2 +1 Indestructible
Adamantine/Vanadium Steel I 5 +1 +1 -1 Indestructible. Ignore 1 point of soak of gear/structures. Overcomes all material resistances

Nozzle

Modification LI RE Tier Range Recoil ACC Notes
Short Nozzle 1 -1 Sets spread to wide
Extended Nozzle 1 +1 Sets spread to Narrow
Choke Nozzle 2 varies Can change Barrel type as a free action. Sets Narrow, medium and wide.
Light Nozzle 2 +1 spread to medium
Light Short Nozzle 3 -1 +1 Sets spread to wide
Light Extended Nozzle 3 +1 +1 Sets spread to Narrow. Does not provoke attacks of opportunity.
Nimble Standard Barrel 4 Sets spread to medium. Does not provoke attacks of opportunity.
Nimble Short Nozzle 4 -1 Sets spread to wide. Does not provoke attacks of opportunity.
Extended Nozzle 4 +1 Sets spread to Narrow
Light Choke Nozzle 4 varies +1 Can change Barrel type as a free action. Sets Narrow, medium and wide.
Nimble Choke Nozzle 5 varies +1 Can change Barrel type as a free action. Sets Narrow, medium and wide. Does not provoke attacks of opportunity.

Receiver Mods

Modification LI RE Tier WU Range ROF DV AP Accuracy Ammo Notes
Light Receiver 0 -1 -1
Heavy Receiver 1 +1 +1
Calibrated Receiver 1 +3 to critical damage.
Armor-Piercing Receiver 2 -1
Automatic Receiver 2 -2 -2 +9 Sets to Full Auto.
Powerful Receiver 2 +1
Hair Trigger Receiver 3 +1 +4
Semi-Auto Receiver 3 3 Sets to Semi-automatic
Automatic Armor-Piercing Receiver 3 -2 -2 -1 +9 Sets to Full Auto.
Calibrated Powerful Receiver 3 +1 +4 to critical damage.
Advanced Receiver 3 +4 Add a new fire type – SA, FA, 2RB or 3RB
Hardened Automatic Receiver 4 -1 -1 +9 Sets to Full Auto.
Rapid Automatic Receiver 4 -2 +1 -2 +9 Sets to Full Auto.
Calibrated Powerful Armor Piercing Receiver 4 +1 -1 +4 to critical damage.
Powerful Hair Trigger Receiver 5 +1 +1 +4
Hardened Piercing Automatic Receiver 5 -1 -1 -1 +9 Sets to Full Auto.
Advanced Powerful Receiver 5 +1 +4 Add a new fire type – SA, FA, 2RB or 3RB

Tanks

Modification LI RE Tier Ammo Attacks Notes
Additional 1 x2 +1 to reload time
Pressurized 2 x2
Extended 3 x3 +1 to reload time
Maximum Capacity 4 x4 +1 to reload time
Neverending 5 x4

Add-Ons Weapon Add Ons are added seperately from Weapon Modifications. They cost the same as Weapon Add Ons, but not take up a weapons essence the way modifications do.

Scopes Scopes benefit only apply when using the aim maneuver.

Modification LI RE Tier Range Accuracy Notes
Glow Sight R 1 reduce the penalties for darkness by 1.
Short Scope I 1 +1
Reflex Sight R 2 May aim as a free or move action.
Medium Scope I 2 +2
Short Nightvision Scope I 3 +1 Darkvision
Glow Reflex Sight R 3 May aim as a free or move action and reduce penalties for darkness by 1.
Long Scope I 3 +3
Medium Nightvision Scope I 4 +2 Darkvision
Long Nightvision Scope I 4 +3 Darkvision
Laser Sight I 4 +2
Thermal Imaging Scope I 5 +3 +1 Darkvision

Muzzle

Modification LI RE Tier WU Range Recoil Bash ROF Bash DV Bash AP Bash Accuracy Notes
Small Bayonet R 1 +1 -1 2 +1 -1 +1
Compensator I 1 -1 +1
Large Bayonet R 1 +2 -2 2 +2 -2 +1 Increase reach by 1
Advanced Compensator I 2 +1
Advanced Small Bayonet R 3 +1 2 +2 -1 +2
Shocker bayonet I 3 2 +3 -2 +2
Muzzle Break I 3 -1 +2 Decreases penalty to stealth by 5
Advanced Muzzle Break I 4 +2 Decreases penalty to stealth by 5
Silencer R I 4 -2 +3 Decreases penalty to stealth by 8
Advanced Large Bayonet R 4 +2 2 +3 -2 +2 Increase reach by 1
Advanced Silencer R I 5 +3 Decreases penalty to stealth by 8
Grenade Attachment R I 5 Acts in all ways as a grenade launcher

Other

Modification LI RE Tier WU Reach Range ROF Accuracy DV AP Notes
Tripod I 4 +4 +2 Recoil +10. Takes a full round action to set up and another full round to mount a weapon. You can keep the weapon mounted, but if used without setting up the tripod you take a -5 to accuracy and gain no benefit to recoil.

Weapon Mod

BASICS 2.0 underableedingsun