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system:armory:gear [2016/11/27 16:05] schrodinger [Armor Mods] |
system:armory:gear [2016/12/31 01:00] (current) schrodinger [Gear] |
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====== Gear ====== | ====== Gear ====== | ||
- | Gear represents equipment that a Character can weild or wear, such as weapons and armor. The strengths of Gear are the offensive and defensive potential it can offer, along with its simplicity. Gear can be bought, used, upgraded or discarded at will, so long as the Character meets the basic requirements to use it. | + | Gear represents equipment that a Character can wield or wear, such as weapons and armor. The strengths of Gear are the offensive and defensive potential it can offer, along with its simplicity. Gear can be bought, used, upgraded or discarded at will, so long as the Character can afford it, though lacking the requirements for gear levies significant penalties. For each missing rank in a required Trait or Passive, the Character suffers a -5AP penalty when using that gear. |
+ | |||
+ | \\ | ||
+ | |||
+ | **__Gear Index:__** | ||
+ | |||
+ | **[[system:armory:gear#weapons|Weapons]]** | ||
+ | |||
+ | * [[system:armory:gear#weapons list|Weapons List]] | ||
+ | |||
+ | * [[system:armory:gear#weapon mods|Weapon Mods]] | ||
+ | |||
+ | * [[system:armory:gear#ammunition types|Ammunition Types]] | ||
+ | |||
+ | \\ | ||
+ | |||
+ | **[[system:armory:gear#armor|Armor]]** | ||
+ | |||
+ | * [[system:armory:gear#armor list|Armor List]] | ||
+ | |||
+ | * [[system:armory:gear#armor mods|Armor Mods]] | ||
+ | |||
===== Weapons ===== | ===== Weapons ===== | ||
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* **Stamina damage** which __drains enemy Stamina until they recover it__, and can render a target unconscious if their Stamina is depleted. | * **Stamina damage** which __drains enemy Stamina until they recover it__, and can render a target unconscious if their Stamina is depleted. | ||
- | These special effects simulate attacks which can unbalance, knock down, or tranquilize a target, restricting their actions and in some cases disabling them completely. There are also several weapon [[system:armory#weapon_mods|modifications]] and alternative [[system:armory#ammunition_types|ammunition]] loads which grant various benefits. Please see their respective sections below for details. | + | These special effects simulate attacks which can unbalance, knock down, or tranquilize a target, restricting their actions and in some cases disabling them completely. There are also several weapon [[system:armory:gear#weapon_mods|modifications]] and alternative [[system:armory:gear#ammunition_types|ammunition]] loads which grant various benefits. Please see their respective sections below for details. |
Each piece of **Gear** or **Aug** requires a given level of the **Carry** or **Acuity** passives to equip. Characters who do not meet the requirement may still attempt to use the item, but will suffer a __penalty of -5AP for each missing point in a required Passive__. This penalty is applied once per round, any time the equipment is used. Augs cannot be installed if the requirements are not met. ( see the **[[system:traits#trait_map|Trait Map]]** for details on Passives) | Each piece of **Gear** or **Aug** requires a given level of the **Carry** or **Acuity** passives to equip. Characters who do not meet the requirement may still attempt to use the item, but will suffer a __penalty of -5AP for each missing point in a required Passive__. This penalty is applied once per round, any time the equipment is used. Augs cannot be installed if the requirements are not met. ( see the **[[system:traits#trait_map|Trait Map]]** for details on Passives) | ||
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Most weapons support a variety of modifications which can change or improve aspects of their performance. These mods vary greatly in purpose and in price. | Most weapons support a variety of modifications which can change or improve aspects of their performance. These mods vary greatly in purpose and in price. | ||
- | + | \\ | |
- | **__Pistol Mods__** | + | <hidden **__Pistol Mods__** //- Includes all Pistols and Hand Cannons//> |
+ | \\ | ||
* **Camo-Reactive mesh** // - Cost: 3k// | * **Camo-Reactive mesh** // - Cost: 3k// | ||
* Camo-Reactive mesh allows the weapon to be included in the Character's personal Active Camoflage field. The Stamina cost of activating the Aug increases by 1 Stamina per 5Kg camoflaged, rounding all fractions up. Should the entirety of the weapon ever be more than 3cm away from the user's skin, the effect is lost. Stamina is not refunded. | * Camo-Reactive mesh allows the weapon to be included in the Character's personal Active Camoflage field. The Stamina cost of activating the Aug increases by 1 Stamina per 5Kg camoflaged, rounding all fractions up. Should the entirety of the weapon ever be more than 3cm away from the user's skin, the effect is lost. Stamina is not refunded. | ||
+ | \\ | ||
* **Long Barrel** //- Cost: 500// | * **Long Barrel** //- Cost: 500// | ||
* A long barrel grants the weapon +5AP when making attacks outside its effective range, but levies a -5AP penalty when making attacks in confined spaces, such as inside buildings or in dense woods. Normally, making attacks outside a weapon's effective range levies a -5AP penalty for each multiple of the range exceeded. Normally making attacks in confined spaces levies a -5AP penalty for each degree of movement used that round: -5AP for walk, -10AP for run and -15 for Sprint, in addition to normal movement penalties of -5AP for run and -10AP for Sprint. This mod does not influence the natural 5AP resistance to confined space penalties that Pistols possess. | * A long barrel grants the weapon +5AP when making attacks outside its effective range, but levies a -5AP penalty when making attacks in confined spaces, such as inside buildings or in dense woods. Normally, making attacks outside a weapon's effective range levies a -5AP penalty for each multiple of the range exceeded. Normally making attacks in confined spaces levies a -5AP penalty for each degree of movement used that round: -5AP for walk, -10AP for run and -15 for Sprint, in addition to normal movement penalties of -5AP for run and -10AP for Sprint. This mod does not influence the natural 5AP resistance to confined space penalties that Pistols possess. | ||
+ | \\ | ||
* **Short Barrel** //- Cost: 500// | * **Short Barrel** //- Cost: 500// | ||
* A short barrel grants the weapon +5AP when making attacks in confined spaces, such as inside buildings or in dense woods, but levies a -5AP penalty when making attacks outside its effective range. This penalty is only applied once; it does not stack for each multiple of range exceeded, as long range penalties do. Normally, making attacks in confined spaces levies a -5AP penalty for each degree of movement used that round; -5AP for walk, -10AP for run and -15AP for Sprint, in addition to normal movement penalties of -5AP for run and -10AP for Sprint. This mod does not influence the natural 5AP resistance to confined space penalties that Pistols possess. | * A short barrel grants the weapon +5AP when making attacks in confined spaces, such as inside buildings or in dense woods, but levies a -5AP penalty when making attacks outside its effective range. This penalty is only applied once; it does not stack for each multiple of range exceeded, as long range penalties do. Normally, making attacks in confined spaces levies a -5AP penalty for each degree of movement used that round; -5AP for walk, -10AP for run and -15AP for Sprint, in addition to normal movement penalties of -5AP for run and -10AP for Sprint. This mod does not influence the natural 5AP resistance to confined space penalties that Pistols possess. | ||
+ | \\ | ||
* **Extended Magazine** //- Cost: 1k// | * **Extended Magazine** //- Cost: 1k// | ||
* An Extended Magazine increases the weapon's ammunition capacity by 30%, rounding fractions to the nearest whole number. Increases the weapon's mass by 15%, rounding up to the nearest whole number. | * An Extended Magazine increases the weapon's ammunition capacity by 30%, rounding fractions to the nearest whole number. Increases the weapon's mass by 15%, rounding up to the nearest whole number. | ||
+ | \\ | ||
* **Light Frame** //- Cost: 1k// | * **Light Frame** //- Cost: 1k// | ||
* A Light Frame reduces the mass of the weapon by 30%, rounding fractions to the nearest whole Kg. | * A Light Frame reduces the mass of the weapon by 30%, rounding fractions to the nearest whole Kg. | ||
+ | \\ | ||
* **Retracting Stock** //- Cost: 1k// | * **Retracting Stock** //- Cost: 1k// | ||
* A retracting stock grants the weapon two modes with different advantages. | * A retracting stock grants the weapon two modes with different advantages. | ||
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* Switching modes requires 10AP. | * Switching modes requires 10AP. | ||
* This mod does not influence the natural 5AP resistance to confined space penalties that Pistols possess. | * This mod does not influence the natural 5AP resistance to confined space penalties that Pistols possess. | ||
+ | \\ | ||
* **Suppressor** //- Cost: 2k// | * **Suppressor** //- Cost: 2k// | ||
* When a source of detection uses Perception to detect the sound of gunshots, a Suppressor forces a -10AP penalty on the attempt. This does not enhance Stealth tests, nor does it force penalties to detect other emmisions, such as light or heat. | * When a source of detection uses Perception to detect the sound of gunshots, a Suppressor forces a -10AP penalty on the attempt. This does not enhance Stealth tests, nor does it force penalties to detect other emmisions, such as light or heat. | ||
+ | \\ | ||
* **Sling** //- Cost: 500// | * **Sling** //- Cost: 500// | ||
* When dropping a weapon as a Quick Action to instantly free the Characters hands, the weapon no longer requires 5AP to recover and will not be left behind when the Character moves. Any number of weapons in a Character's possession may have a sling, but only 1 weapon may be actively slung at a time, meaning the benefits are not applied to any other weapon. | * When dropping a weapon as a Quick Action to instantly free the Characters hands, the weapon no longer requires 5AP to recover and will not be left behind when the Character moves. Any number of weapons in a Character's possession may have a sling, but only 1 weapon may be actively slung at a time, meaning the benefits are not applied to any other weapon. | ||
+ | \\ | ||
+ | </hidden> | ||
\\ | \\ | ||
- | **__SMG Mods__** | + | <hidden **__SMG Mods__** //- Includes all SMGs//> |
+ | \\ | ||
* **Camo-Reactive mesh** // - Cost: 3k// | * **Camo-Reactive mesh** // - Cost: 3k// | ||
* Camo-Reactive mesh allows the weapon to be included in the Character's personal Active Camoflage field. The Stamina cost of activating the Aug increases by 1 Stamina per 5Kg camoflaged, rounding all fractions up. Should the entirety of the weapon ever be more than 3cm away from the user's skin, the effect is lost. Stamina is not refunded. | * Camo-Reactive mesh allows the weapon to be included in the Character's personal Active Camoflage field. The Stamina cost of activating the Aug increases by 1 Stamina per 5Kg camoflaged, rounding all fractions up. Should the entirety of the weapon ever be more than 3cm away from the user's skin, the effect is lost. Stamina is not refunded. | ||
+ | \\ | ||
* **Long Barrel** //- Cost: 500// | * **Long Barrel** //- Cost: 500// | ||
* A long barrel grants the weapon +5AP when making attacks outside its effective range, but levies a -5AP penalty when making attacks in confined spaces, such as inside buildings or in dense woods. Normally, making attacks outside a weapon's effective range levies a -5AP penalty for each multiple of the range exceeded. Normally making attacks in confined spaces levies a -5AP penalty for each degree of movement used that round: -5AP for walk, -10AP for run and -15 for Sprint, in addition to normal movement penalties of -5AP for run and -10AP for Sprint. This mod does not influence the natural 5AP resistance to movement penalties that SMGs possess. | * A long barrel grants the weapon +5AP when making attacks outside its effective range, but levies a -5AP penalty when making attacks in confined spaces, such as inside buildings or in dense woods. Normally, making attacks outside a weapon's effective range levies a -5AP penalty for each multiple of the range exceeded. Normally making attacks in confined spaces levies a -5AP penalty for each degree of movement used that round: -5AP for walk, -10AP for run and -15 for Sprint, in addition to normal movement penalties of -5AP for run and -10AP for Sprint. This mod does not influence the natural 5AP resistance to movement penalties that SMGs possess. | ||
+ | \\ | ||
* **Short Barrel** //- Cost: 500// | * **Short Barrel** //- Cost: 500// | ||
* A short barrel grants the weapon +5AP when making attacks in confined spaces, such as inside buildings or in dense woods, but levies a -5AP penalty when making attacks outside its effective range. This penalty is only applied once; it does not stack for each multiple of range exceeded, as long range penalties do. Normally, making attacks in confined spaces levies a -5AP penalty for each degree of movement used that round; -5AP for walk, -10AP for run and -15AP for Sprint, in addition to normal movement penalties of -5AP for run and -10AP for Sprint. This mod does not influence the natural 5AP resistance to movement penalties that SMGs possess. | * A short barrel grants the weapon +5AP when making attacks in confined spaces, such as inside buildings or in dense woods, but levies a -5AP penalty when making attacks outside its effective range. This penalty is only applied once; it does not stack for each multiple of range exceeded, as long range penalties do. Normally, making attacks in confined spaces levies a -5AP penalty for each degree of movement used that round; -5AP for walk, -10AP for run and -15AP for Sprint, in addition to normal movement penalties of -5AP for run and -10AP for Sprint. This mod does not influence the natural 5AP resistance to movement penalties that SMGs possess. | ||
+ | \\ | ||
* **Extended Magazine** //- Cost: 1k// | * **Extended Magazine** //- Cost: 1k// | ||
* An Extended Magazine increases the weapon's ammunition capacity by 30%, rounding fractions to the nearest whole number. Increases the weapon's mass by 15%, rounding up to the nearest whole number. | * An Extended Magazine increases the weapon's ammunition capacity by 30%, rounding fractions to the nearest whole number. Increases the weapon's mass by 15%, rounding up to the nearest whole number. | ||
+ | \\ | ||
* **Light Frame** //- Cost: 1k// | * **Light Frame** //- Cost: 1k// | ||
* A Light Frame reduces the mass of the weapon by 30%, rounding fractions to the nearest whole Kg. | * A Light Frame reduces the mass of the weapon by 30%, rounding fractions to the nearest whole Kg. | ||
+ | \\ | ||
* **Smart Sight** //- Cost: 2k// | * **Smart Sight** //- Cost: 2k// | ||
* A smart sight increases the benefits provided by friendly HUD Augs, granting +10AP instead of the normal +5AP when attacking tagged targets. | * A smart sight increases the benefits provided by friendly HUD Augs, granting +10AP instead of the normal +5AP when attacking tagged targets. | ||
+ | \\ | ||
* **Suppressor** //- Cost: 2k// | * **Suppressor** //- Cost: 2k// | ||
* When a source of detection uses Perception to detect the sound of gunshots, a Suppressor forces a -10AP penalty on the attempt. This does not enhance Stealth tests, nor does it force penalties to detect other emmisions, such as light or heat. | * When a source of detection uses Perception to detect the sound of gunshots, a Suppressor forces a -10AP penalty on the attempt. This does not enhance Stealth tests, nor does it force penalties to detect other emmisions, such as light or heat. | ||
+ | \\ | ||
* **Retracting Stock** //- Cost: 1k// | * **Retracting Stock** //- Cost: 1k// | ||
* A retracting stock grants the weapon two modes with different advantages. | * A retracting stock grants the weapon two modes with different advantages. | ||
* In long mode, gain +5AP when making attacks outside the weapon's effective range, but suffer a -5AP penalty when making attacks in confined spaces, such as inside buildings or in dense woods. Normally, making attacks outside a weapon's effective range levies a -5AP penalty for each multiple of the range exceeded. | * In long mode, gain +5AP when making attacks outside the weapon's effective range, but suffer a -5AP penalty when making attacks in confined spaces, such as inside buildings or in dense woods. Normally, making attacks outside a weapon's effective range levies a -5AP penalty for each multiple of the range exceeded. | ||
* In short mode, gain +5AP when making attacks in confined spaces, such as inside buildings or in dense woods, but levies a -5AP penalty when making attacks outside its effective range. This penalty is only applied once; it does not stack for each multiple of range exceeded, as long range penalties do. Normally, making attacks in confined spaces levies a -5AP penalty for each degree of movement used that round; -5AP for walk, -10AP for run and -15AP for Sprint, in addition to normal movement penalties of -5AP for run and -10AP for Sprint. This mod does not influence the natural 5AP resistance to confined space penalties that Pistols possess. | * In short mode, gain +5AP when making attacks in confined spaces, such as inside buildings or in dense woods, but levies a -5AP penalty when making attacks outside its effective range. This penalty is only applied once; it does not stack for each multiple of range exceeded, as long range penalties do. Normally, making attacks in confined spaces levies a -5AP penalty for each degree of movement used that round; -5AP for walk, -10AP for run and -15AP for Sprint, in addition to normal movement penalties of -5AP for run and -10AP for Sprint. This mod does not influence the natural 5AP resistance to confined space penalties that Pistols possess. | ||
+ | \\ | ||
* **Sling** //- Cost: 500// | * **Sling** //- Cost: 500// | ||
* When dropping a weapon as a Quick Action to instantly free the Characters hands, the weapon no longer requires 5AP to recover and will not be left behind when the Character moves. Any number of weapons in a Character's possession may have a sling, but only 1 weapon may be actively slung at a time, meaning the benefits are not applied to any other weapon. | * When dropping a weapon as a Quick Action to instantly free the Characters hands, the weapon no longer requires 5AP to recover and will not be left behind when the Character moves. Any number of weapons in a Character's possession may have a sling, but only 1 weapon may be actively slung at a time, meaning the benefits are not applied to any other weapon. | ||
+ | \\ | ||
+ | </hidden> | ||
\\ | \\ | ||
- | **__Shotgun Mods__** //- __Includes Shotguns and Flak Cannons__// | + | <hidden **__Shotgun Mods__** //- Includes all Shotguns and Flak Cannons//> |
+ | \\ | ||
* **Camo-Reactive mesh** // - Cost: 3k// | * **Camo-Reactive mesh** // - Cost: 3k// | ||
* Camo-Reactive mesh allows the weapon to be included in the Character's personal Active Camoflage field. The Stamina cost of activating the Aug increases by 1 Stamina per 5Kg camoflaged, rounding all fractions up. Should the entirety of the weapon ever be more than 3cm away from the user's skin, the effect is lost. Stamina is not refunded. | * Camo-Reactive mesh allows the weapon to be included in the Character's personal Active Camoflage field. The Stamina cost of activating the Aug increases by 1 Stamina per 5Kg camoflaged, rounding all fractions up. Should the entirety of the weapon ever be more than 3cm away from the user's skin, the effect is lost. Stamina is not refunded. | ||
+ | \\ | ||
* **Long Barrel** //- Cost: 500// | * **Long Barrel** //- Cost: 500// | ||
* A long barrel grants the weapon +5AP when making attacks outside its effective range, but levies a -5AP penalty when making attacks in confined spaces, such as inside buildings or in dense woods. Normally, making attacks outside a weapon's effective range levies a -5AP penalty for each multiple of the range exceeded. Normally making attacks in confined spaces levies a -5AP penalty for each degree of movement used that round: -5AP for walk, -10AP for run and -15 for Sprint, in addition to normal movement penalties of -5AP for run and -10AP for Sprint. | * A long barrel grants the weapon +5AP when making attacks outside its effective range, but levies a -5AP penalty when making attacks in confined spaces, such as inside buildings or in dense woods. Normally, making attacks outside a weapon's effective range levies a -5AP penalty for each multiple of the range exceeded. Normally making attacks in confined spaces levies a -5AP penalty for each degree of movement used that round: -5AP for walk, -10AP for run and -15 for Sprint, in addition to normal movement penalties of -5AP for run and -10AP for Sprint. | ||
+ | \\ | ||
* **Short Barrel** //- Cost: 500// | * **Short Barrel** //- Cost: 500// | ||
* A short barrel grants the weapon +5AP when making attacks in confined spaces, such as inside buildings or in dense woods, but levies a -5AP penalty when making attacks outside its effective range. This penalty is only applied once; it does not stack for each multiple of range exceeded, as long range penalties do. Normally, making attacks in confined spaces levies a -5AP penalty for each degree of movement used that round; -5AP for walk, -10AP for run and -15AP for Sprint, in addition to normal movement penalties of -5AP for run and -10AP for Sprint. | * A short barrel grants the weapon +5AP when making attacks in confined spaces, such as inside buildings or in dense woods, but levies a -5AP penalty when making attacks outside its effective range. This penalty is only applied once; it does not stack for each multiple of range exceeded, as long range penalties do. Normally, making attacks in confined spaces levies a -5AP penalty for each degree of movement used that round; -5AP for walk, -10AP for run and -15AP for Sprint, in addition to normal movement penalties of -5AP for run and -10AP for Sprint. | ||
+ | \\ | ||
* **Very Short Barrel** // - Cost 500// | * **Very Short Barrel** // - Cost 500// | ||
* A very short barrel grants the weapon +10AP when making attacks in confined spaces, such as inside buildings or in dense woods, but levies a -10AP penalty when making attacks outside its effective range. This penalty is only applied once; it does not stack for each multiple of range exceeded, as long range penalties do. Normally, making attacks in confined spaces levies a -5AP penalty for each degree of movement used that round; -5AP for walk, -10AP for run and -15AP for Sprint, in addition to normal movement penalties of -5AP for run and -10AP for Sprint. A pump-action Shotgun suffers -2 ammunition capacity when installing this mod, unless it has also been fitted with an extended magazine. In that case, no penalty is applied. | * A very short barrel grants the weapon +10AP when making attacks in confined spaces, such as inside buildings or in dense woods, but levies a -10AP penalty when making attacks outside its effective range. This penalty is only applied once; it does not stack for each multiple of range exceeded, as long range penalties do. Normally, making attacks in confined spaces levies a -5AP penalty for each degree of movement used that round; -5AP for walk, -10AP for run and -15AP for Sprint, in addition to normal movement penalties of -5AP for run and -10AP for Sprint. A pump-action Shotgun suffers -2 ammunition capacity when installing this mod, unless it has also been fitted with an extended magazine. In that case, no penalty is applied. | ||
+ | \\ | ||
* **Extended Magazine** //- Cost: 1k// | * **Extended Magazine** //- Cost: 1k// | ||
* An Extended Magazine increases the weapon's ammunition capacity by 30%, rounding fractions to the nearest whole number. Increases the weapon's mass by 15%, rounding up to the nearest whole number. Installing an extended magazine on a weapon that does not normally have one doubles the cost, but has the same effect. | * An Extended Magazine increases the weapon's ammunition capacity by 30%, rounding fractions to the nearest whole number. Increases the weapon's mass by 15%, rounding up to the nearest whole number. Installing an extended magazine on a weapon that does not normally have one doubles the cost, but has the same effect. | ||
+ | \\ | ||
* **Light Frame** //- Cost: 1k// | * **Light Frame** //- Cost: 1k// | ||
* A Light Frame reduces the mass of the weapon by 30%, rounding fractions to the nearest whole Kg. | * A Light Frame reduces the mass of the weapon by 30%, rounding fractions to the nearest whole Kg. | ||
+ | \\ | ||
* **Smart Sight** //- Cost: 2k// | * **Smart Sight** //- Cost: 2k// | ||
* A smart sight increases the benefits provided by friendly HUD Augs, granting +10AP instead of the normal +5AP when attacking tagged targets. | * A smart sight increases the benefits provided by friendly HUD Augs, granting +10AP instead of the normal +5AP when attacking tagged targets. | ||
+ | \\ | ||
* **Retracting Stock** //- Cost: 1k// | * **Retracting Stock** //- Cost: 1k// | ||
* A retracting stock grants the weapon two modes with different advantages. | * A retracting stock grants the weapon two modes with different advantages. | ||
* In long mode, gain +5AP when making attacks outside the weapon's effective range, but suffer a -5AP penalty when making attacks in confined spaces, such as inside buildings or in dense woods. Normally, making attacks outside a weapon's effective range levies a -5AP penalty for each multiple of the range exceeded. | * In long mode, gain +5AP when making attacks outside the weapon's effective range, but suffer a -5AP penalty when making attacks in confined spaces, such as inside buildings or in dense woods. Normally, making attacks outside a weapon's effective range levies a -5AP penalty for each multiple of the range exceeded. | ||
* In short mode, gain +5AP when making attacks in confined spaces, such as inside buildings or in dense woods, but levies a -5AP penalty when making attacks outside its effective range. This penalty is only applied once; it does not stack for each multiple of range exceeded, as long range penalties do. Normally, making attacks in confined spaces levies a -5AP penalty for each degree of movement used that round; -5AP for walk, -10AP for run and -15AP for Sprint, in addition to normal movement penalties of -5AP for run and -10AP for Sprint. This mod does not influence the natural 5AP resistance to confined space penalties that Pistols possess. | * In short mode, gain +5AP when making attacks in confined spaces, such as inside buildings or in dense woods, but levies a -5AP penalty when making attacks outside its effective range. This penalty is only applied once; it does not stack for each multiple of range exceeded, as long range penalties do. Normally, making attacks in confined spaces levies a -5AP penalty for each degree of movement used that round; -5AP for walk, -10AP for run and -15AP for Sprint, in addition to normal movement penalties of -5AP for run and -10AP for Sprint. This mod does not influence the natural 5AP resistance to confined space penalties that Pistols possess. | ||
+ | \\ | ||
* **Sling** //- Cost: 500// | * **Sling** //- Cost: 500// | ||
* When dropping a weapon as a Quick Action to instantly free the Characters hands, the weapon no longer requires 5AP to recover and will not be left behind when the Character moves. Any number of weapons in a Character's possession may have a sling, but only 1 weapon may be actively slung at a time, meaning the benefits are not applied to any other weapon. | * When dropping a weapon as a Quick Action to instantly free the Characters hands, the weapon no longer requires 5AP to recover and will not be left behind when the Character moves. Any number of weapons in a Character's possession may have a sling, but only 1 weapon may be actively slung at a time, meaning the benefits are not applied to any other weapon. | ||
+ | \\ | ||
+ | </hidden> | ||
\\ | \\ | ||
- | **__Assault Rifle Mods__** | + | <hidden **__Assault Rifle Mods__** //- Includes all Assault Rifles//> |
+ | \\ | ||
* **Camo-Reactive mesh** //- Cost: 3k// | * **Camo-Reactive mesh** //- Cost: 3k// | ||
* Camo-Reactive mesh allows the weapon to be included in the Character's personal Active Camoflage field. The Stamina cost of activating the Aug increases by 1 Stamina per 5Kg camoflaged, rounding all fractions up. Should the entirety of the weapon ever be more than 3cm away from the user's skin, the effect is lost. Stamina is not refunded. | * Camo-Reactive mesh allows the weapon to be included in the Character's personal Active Camoflage field. The Stamina cost of activating the Aug increases by 1 Stamina per 5Kg camoflaged, rounding all fractions up. Should the entirety of the weapon ever be more than 3cm away from the user's skin, the effect is lost. Stamina is not refunded. | ||
+ | \\ | ||
* **Long Barrel** //- Cost: 500// | * **Long Barrel** //- Cost: 500// | ||
* A long barrel grants the weapon +5AP when making attacks outside its effective range, but levies a -5AP penalty when making attacks in confined spaces, such as inside buildings or in dense woods. Normally, making attacks outside a weapon's effective range levies a -5AP penalty for each multiple of the range exceeded. Normally making attacks in confined spaces levies a -5AP penalty for each degree of movement used that round: -5AP for walk, -10AP for run and -15 for Sprint, in addition to normal movement penalties of -5AP for run and -10AP for Sprint. | * A long barrel grants the weapon +5AP when making attacks outside its effective range, but levies a -5AP penalty when making attacks in confined spaces, such as inside buildings or in dense woods. Normally, making attacks outside a weapon's effective range levies a -5AP penalty for each multiple of the range exceeded. Normally making attacks in confined spaces levies a -5AP penalty for each degree of movement used that round: -5AP for walk, -10AP for run and -15 for Sprint, in addition to normal movement penalties of -5AP for run and -10AP for Sprint. | ||
+ | \\ | ||
* **Short Barrel** //- Cost: 500// | * **Short Barrel** //- Cost: 500// | ||
* A short barrel grants the weapon +5AP when making attacks in confined spaces, such as inside buildings or in dense woods, but levies a -5AP penalty when making attacks outside its effective range. This penalty is only applied once; it does not stack for each multiple of range exceeded, as long range penalties do. Normally, making attacks in confined spaces levies a -5AP penalty for each degree of movement used that round; -5AP for walk, -10AP for run and -15AP for Sprint, in addition to normal movement penalties of -5AP for run and -10AP for Sprint. | * A short barrel grants the weapon +5AP when making attacks in confined spaces, such as inside buildings or in dense woods, but levies a -5AP penalty when making attacks outside its effective range. This penalty is only applied once; it does not stack for each multiple of range exceeded, as long range penalties do. Normally, making attacks in confined spaces levies a -5AP penalty for each degree of movement used that round; -5AP for walk, -10AP for run and -15AP for Sprint, in addition to normal movement penalties of -5AP for run and -10AP for Sprint. | ||
+ | \\ | ||
* **Extended Magazine** //- Cost: 1k// | * **Extended Magazine** //- Cost: 1k// | ||
* An Extended Magazine increases the weapon's ammunition capacity by 30%, rounding fractions to the nearest whole number. Increases the weapon's mass by 15%, rounding up to the nearest whole number. | * An Extended Magazine increases the weapon's ammunition capacity by 30%, rounding fractions to the nearest whole number. Increases the weapon's mass by 15%, rounding up to the nearest whole number. | ||
+ | \\ | ||
* **Light Frame** //- Cost: 1k// | * **Light Frame** //- Cost: 1k// | ||
* A Light Frame reduces the mass of the weapon by 30%, rounding fractions to the nearest whole Kg. | * A Light Frame reduces the mass of the weapon by 30%, rounding fractions to the nearest whole Kg. | ||
+ | \\ | ||
* **Smart Sight** //- Cost: 2k// | * **Smart Sight** //- Cost: 2k// | ||
* A smart sight increases the benefits provided by friendly HUD Augs, granting +10AP instead of the normal +5AP when attacking tagged targets. | * A smart sight increases the benefits provided by friendly HUD Augs, granting +10AP instead of the normal +5AP when attacking tagged targets. | ||
+ | \\ | ||
* **Suppressor** //- Cost: 2k// | * **Suppressor** //- Cost: 2k// | ||
* When a source of detection uses Perception to detect the sound of gunshots, a Suppressor forces a -10AP penalty on the attempt. This does not enhance Stealth tests, nor does it force penalties to detect other emmisions, such as light or heat. | * When a source of detection uses Perception to detect the sound of gunshots, a Suppressor forces a -10AP penalty on the attempt. This does not enhance Stealth tests, nor does it force penalties to detect other emmisions, such as light or heat. | ||
+ | \\ | ||
* **Retracting Stock** //- Cost: 1k// | * **Retracting Stock** //- Cost: 1k// | ||
* A retracting stock grants the weapon two modes with different advantages. | * A retracting stock grants the weapon two modes with different advantages. | ||
* In long mode, gain +5AP when making attacks outside the weapon's effective range, but suffer a -5AP penalty when making attacks in confined spaces, such as inside buildings or in dense woods. Normally, making attacks outside a weapon's effective range levies a -5AP penalty for each multiple of the range exceeded. | * In long mode, gain +5AP when making attacks outside the weapon's effective range, but suffer a -5AP penalty when making attacks in confined spaces, such as inside buildings or in dense woods. Normally, making attacks outside a weapon's effective range levies a -5AP penalty for each multiple of the range exceeded. | ||
* In short mode, gain +5AP when making attacks in confined spaces, such as inside buildings or in dense woods, but levies a -5AP penalty when making attacks outside its effective range. This penalty is only applied once; it does not stack for each multiple of range exceeded, as long range penalties do. Normally, making attacks in confined spaces levies a -5AP penalty for each degree of movement used that round; -5AP for walk, -10AP for run and -15AP for Sprint, in addition to normal movement penalties of -5AP for run and -10AP for Sprint. This mod does not influence the natural 5AP resistance to confined space penalties that Pistols possess. | * In short mode, gain +5AP when making attacks in confined spaces, such as inside buildings or in dense woods, but levies a -5AP penalty when making attacks outside its effective range. This penalty is only applied once; it does not stack for each multiple of range exceeded, as long range penalties do. Normally, making attacks in confined spaces levies a -5AP penalty for each degree of movement used that round; -5AP for walk, -10AP for run and -15AP for Sprint, in addition to normal movement penalties of -5AP for run and -10AP for Sprint. This mod does not influence the natural 5AP resistance to confined space penalties that Pistols possess. | ||
+ | \\ | ||
* **Sling** //- Cost: 500// | * **Sling** //- Cost: 500// | ||
* When dropping a weapon as a Quick Action to instantly free the Characters hands, the weapon no longer requires 5AP to recover and will not be left behind when the Character moves. Any number of weapons in a Character's possession may have a sling, but only 1 weapon may be actively slung at a time, meaning the benefits are not applied to any other weapon. | * When dropping a weapon as a Quick Action to instantly free the Characters hands, the weapon no longer requires 5AP to recover and will not be left behind when the Character moves. Any number of weapons in a Character's possession may have a sling, but only 1 weapon may be actively slung at a time, meaning the benefits are not applied to any other weapon. | ||
+ | \\ | ||
+ | </hidden> | ||
\\ | \\ | ||
- | **__Sniper Rifle Mods__** //- __Includes Sniper Rifles and Long Cannons__// | + | <hidden **__Sniper Rifle Mods__** //- Includes all Sniper Rifles and Long Cannons//> |
+ | \\ | ||
* **Camo-Reactive mesh** //- Cost: 4k// | * **Camo-Reactive mesh** //- Cost: 4k// | ||
* Camo-Reactive mesh allows the weapon to be included in the Character's personal Active Camoflage field. The Stamina cost of activating the Aug increases by 1 Stamina per 5Kg camoflaged, rounding all fractions up. Should the entirety of the weapon ever be more than 3cm away from the user's skin, the effect is lost. Stamina is not refunded. | * Camo-Reactive mesh allows the weapon to be included in the Character's personal Active Camoflage field. The Stamina cost of activating the Aug increases by 1 Stamina per 5Kg camoflaged, rounding all fractions up. Should the entirety of the weapon ever be more than 3cm away from the user's skin, the effect is lost. Stamina is not refunded. | ||
+ | \\ | ||
* **Long Barrel** //- Cost: 500// | * **Long Barrel** //- Cost: 500// | ||
* A long barrel grants the weapon +5AP when making attacks outside its effective range, but levies a -5AP penalty when making attacks in confined spaces, such as inside buildings or in dense woods. Normally, making attacks outside a weapon's effective range levies a -5AP penalty for each multiple of the range exceeded. Normally making attacks in confined spaces levies a -5AP penalty for each degree of movement used that round: -5AP for walk, -10AP for run and -15 for Sprint, in addition to normal movement penalties of -5AP for run and -10AP for Sprint. This penalty stacks additively with the doubled movement penalties for sniper rifles, meaning this penalty itself is not doubled. | * A long barrel grants the weapon +5AP when making attacks outside its effective range, but levies a -5AP penalty when making attacks in confined spaces, such as inside buildings or in dense woods. Normally, making attacks outside a weapon's effective range levies a -5AP penalty for each multiple of the range exceeded. Normally making attacks in confined spaces levies a -5AP penalty for each degree of movement used that round: -5AP for walk, -10AP for run and -15 for Sprint, in addition to normal movement penalties of -5AP for run and -10AP for Sprint. This penalty stacks additively with the doubled movement penalties for sniper rifles, meaning this penalty itself is not doubled. | ||
+ | \\ | ||
* **Very Long Barrel** //-Cost: 1k// | * **Very Long Barrel** //-Cost: 1k// | ||
* A long barrel grants the weapon +10AP when making attacks outside its effective range, but levies a -10AP penalty when making attacks in confined spaces, such as inside buildings or in dense woods. Normally, making attacks outside a weapon's effective range levies a -5AP penalty for each multiple of the range exceeded. Normally making attacks in confined spaces levies a -5AP penalty for each degree of movement used that round: -5AP for walk, -10AP for run and -15 for Sprint, in addition to normal movement penalties of -5AP for run and -10AP for Sprint. This penalty stacks additively with the doubled movement penalties for sniper rifles, meaning this penalty itself is not doubled. | * A long barrel grants the weapon +10AP when making attacks outside its effective range, but levies a -10AP penalty when making attacks in confined spaces, such as inside buildings or in dense woods. Normally, making attacks outside a weapon's effective range levies a -5AP penalty for each multiple of the range exceeded. Normally making attacks in confined spaces levies a -5AP penalty for each degree of movement used that round: -5AP for walk, -10AP for run and -15 for Sprint, in addition to normal movement penalties of -5AP for run and -10AP for Sprint. This penalty stacks additively with the doubled movement penalties for sniper rifles, meaning this penalty itself is not doubled. | ||
+ | \\ | ||
* **Short Barrel** //- Cost: 500// | * **Short Barrel** //- Cost: 500// | ||
* A short barrel grants the weapon +5AP when making attacks in confined spaces, such as inside buildings or in dense woods, but levies a -5AP penalty when making attacks outside its effective range. This penalty is only applied once; it does not stack for each multiple of range exceeded, as long range penalties do. Normally, making attacks in confined spaces levies a -5AP penalty for each degree of movement used that round; -5AP for walk, -10AP for run and -15AP for Sprint, in addition to normal movement penalties of -5AP for run and -10AP for Sprint. | * A short barrel grants the weapon +5AP when making attacks in confined spaces, such as inside buildings or in dense woods, but levies a -5AP penalty when making attacks outside its effective range. This penalty is only applied once; it does not stack for each multiple of range exceeded, as long range penalties do. Normally, making attacks in confined spaces levies a -5AP penalty for each degree of movement used that round; -5AP for walk, -10AP for run and -15AP for Sprint, in addition to normal movement penalties of -5AP for run and -10AP for Sprint. | ||
+ | \\ | ||
* **Smart Sight** //- Cost: 2k// | * **Smart Sight** //- Cost: 2k// | ||
* A smart sight increases the benefits provided by friendly HUD Augs, granting +10AP instead of the normal +5AP when attacking tagged targets. | * A smart sight increases the benefits provided by friendly HUD Augs, granting +10AP instead of the normal +5AP when attacking tagged targets. | ||
+ | \\ | ||
* **Advanced Suppressor** //- Cost: 3k// | * **Advanced Suppressor** //- Cost: 3k// | ||
* When Perception is used to detect any gunshots emissions, such as sound, heat or light, a Suppressor forces a -10AP penalty on the attempt. This does not enhance Stealth tests. | * When Perception is used to detect any gunshots emissions, such as sound, heat or light, a Suppressor forces a -10AP penalty on the attempt. This does not enhance Stealth tests. | ||
+ | \\ | ||
* **Sling** //- Cost: 500// | * **Sling** //- Cost: 500// | ||
* When dropping a weapon as a Quick Action to instantly free the Characters hands, the weapon no longer requires 5AP to recover and will not be left behind when the Character moves. Any number of weapons in a Character's possession may have a sling, but only 1 weapon may be actively slung at a time, meaning the benefits are not applied to any other weapon. | * When dropping a weapon as a Quick Action to instantly free the Characters hands, the weapon no longer requires 5AP to recover and will not be left behind when the Character moves. Any number of weapons in a Character's possession may have a sling, but only 1 weapon may be actively slung at a time, meaning the benefits are not applied to any other weapon. | ||
+ | \\ | ||
+ | </hidden> | ||
\\ | \\ | ||
- | **__Machine Gun Mods__** //- __Includes LMGs, HMGs and Auto Cannons__// | + | <hidden **__Machine Gun Mods__** //- Includes all LMGs, HMGs and Auto Cannons//> |
+ | \\ | ||
* **Camo-Reactive mesh** //- Cost: 4k// | * **Camo-Reactive mesh** //- Cost: 4k// | ||
* Camo-Reactive mesh allows the weapon to be included in the Character's personal Active Camoflage field. The Stamina cost of activating the Aug increases by 1 Stamina per 5Kg camoflaged, rounding all fractions up. Should the entirety of the weapon ever be more than 3cm away from the user's skin, the effect is lost. Stamina is not refunded. | * Camo-Reactive mesh allows the weapon to be included in the Character's personal Active Camoflage field. The Stamina cost of activating the Aug increases by 1 Stamina per 5Kg camoflaged, rounding all fractions up. Should the entirety of the weapon ever be more than 3cm away from the user's skin, the effect is lost. Stamina is not refunded. | ||
+ | \\ | ||
* **Long Barrel** //- Cost: 1k// | * **Long Barrel** //- Cost: 1k// | ||
* A long barrel grants the weapon +5AP when making attacks outside its effective range, but levies a -5AP penalty when making attacks in confined spaces, such as inside buildings or in dense woods. Normally, making attacks outside a weapon's effective range levies a -5AP penalty for each multiple of the range exceeded. Normally making attacks in confined spaces levies a -5AP penalty for each degree of movement used that round: -5AP for walk, -10AP for run and -15 for Sprint, in addition to normal movement penalties of -5AP for run and -10AP for Sprint. | * A long barrel grants the weapon +5AP when making attacks outside its effective range, but levies a -5AP penalty when making attacks in confined spaces, such as inside buildings or in dense woods. Normally, making attacks outside a weapon's effective range levies a -5AP penalty for each multiple of the range exceeded. Normally making attacks in confined spaces levies a -5AP penalty for each degree of movement used that round: -5AP for walk, -10AP for run and -15 for Sprint, in addition to normal movement penalties of -5AP for run and -10AP for Sprint. | ||
+ | \\ | ||
* **Short Barrel** //- Cost: 1k// | * **Short Barrel** //- Cost: 1k// | ||
* A short barrel grants the weapon +5AP when making attacks in confined spaces, such as inside buildings or in dense woods, but levies a -5AP penalty when making attacks outside its effective range. This penalty is only applied once; it does not stack for each multiple of range exceeded, as long range penalties do. Normally, making attacks in confined spaces levies a -5AP penalty for each degree of movement used that round; -5AP for walk, -10AP for run and -15AP for Sprint, in addition to normal movement penalties of -5AP for run and -10AP for Sprint. | * A short barrel grants the weapon +5AP when making attacks in confined spaces, such as inside buildings or in dense woods, but levies a -5AP penalty when making attacks outside its effective range. This penalty is only applied once; it does not stack for each multiple of range exceeded, as long range penalties do. Normally, making attacks in confined spaces levies a -5AP penalty for each degree of movement used that round; -5AP for walk, -10AP for run and -15AP for Sprint, in addition to normal movement penalties of -5AP for run and -10AP for Sprint. | ||
+ | \\ | ||
* **Optimized Magazine** //- Cost: 3k// | * **Optimized Magazine** //- Cost: 3k// | ||
* An Extended Magazine increases the weapon's ammunition capacity by 50%, rounding fractions to the nearest whole number. Increases the weapon's mass by 30%, rounding up to the nearest whole number. | * An Extended Magazine increases the weapon's ammunition capacity by 50%, rounding fractions to the nearest whole number. Increases the weapon's mass by 30%, rounding up to the nearest whole number. | ||
+ | \\ | ||
* **Light Frame** //- Cost: 2k// | * **Light Frame** //- Cost: 2k// | ||
* A Light Frame reduces the mass of the weapon by 30%, rounding fractions to the nearest whole Kg. | * A Light Frame reduces the mass of the weapon by 30%, rounding fractions to the nearest whole Kg. | ||
+ | \\ | ||
* **Smart Sight** //- Cost: 3k// | * **Smart Sight** //- Cost: 3k// | ||
* A smart sight increases the benefits provided by friendly HUD Augs, granting +10AP instead of the normal +5AP when attacking tagged targets. | * A smart sight increases the benefits provided by friendly HUD Augs, granting +10AP instead of the normal +5AP when attacking tagged targets. | ||
+ | \\ | ||
* **Stabilizer** //- Cost: 5k// | * **Stabilizer** //- Cost: 5k// | ||
* A Stabilizer grants the weapon two modes with different advantages. | * A Stabilizer grants the weapon two modes with different advantages. | ||
* In long mode, gain +10AP when making attacks outside the weapon's effective range, but suffer a -10AP penalty when making attacks in confined spaces, such as inside buildings or in dense woods. Normally, making attacks outside a weapon's effective range levies a -5AP penalty for each multiple of the range exceeded. | * In long mode, gain +10AP when making attacks outside the weapon's effective range, but suffer a -10AP penalty when making attacks in confined spaces, such as inside buildings or in dense woods. Normally, making attacks outside a weapon's effective range levies a -5AP penalty for each multiple of the range exceeded. | ||
* In short mode, gain +10AP when making attacks in confined spaces, such as inside buildings or in dense woods, but levies a -10AP penalty when making attacks outside its effective range. This penalty is only applied once; it does not stack for each multiple of range exceeded, as long range penalties do. Normally, making attacks in confined spaces levies a -5AP penalty for each degree of movement used that round; -5AP for walk, -10AP for run and -15AP for Sprint, in addition to normal movement penalties of -5AP for run and -10AP for Sprint. This mod does not influence the natural 5AP resistance to confined space penalties that Pistols possess. | * In short mode, gain +10AP when making attacks in confined spaces, such as inside buildings or in dense woods, but levies a -10AP penalty when making attacks outside its effective range. This penalty is only applied once; it does not stack for each multiple of range exceeded, as long range penalties do. Normally, making attacks in confined spaces levies a -5AP penalty for each degree of movement used that round; -5AP for walk, -10AP for run and -15AP for Sprint, in addition to normal movement penalties of -5AP for run and -10AP for Sprint. This mod does not influence the natural 5AP resistance to confined space penalties that Pistols possess. | ||
+ | \\ | ||
+ | </hidden> | ||
\\ | \\ | ||
- | **__Minigun Mods__** //- __Includes Miniguns and Vulcans__// | + | <hidden **__Minigun Mods__** //- Includes all Miniguns and Vulcans//> |
+ | \\ | ||
* **Optimized Magazine** //- Cost: 3k// | * **Optimized Magazine** //- Cost: 3k// | ||
* An Extended Magazine increases the weapon's ammunition capacity by 50%, rounding fractions to the nearest whole number. Increases the weapon's mass by 30%, rounding up to the nearest whole number. | * An Extended Magazine increases the weapon's ammunition capacity by 50%, rounding fractions to the nearest whole number. Increases the weapon's mass by 30%, rounding up to the nearest whole number. | ||
+ | \\ | ||
* **Light Frame** //- Cost: 2k// | * **Light Frame** //- Cost: 2k// | ||
* A Light Frame reduces the mass of the weapon by 30%, rounding fractions to the nearest whole Kg. | * A Light Frame reduces the mass of the weapon by 30%, rounding fractions to the nearest whole Kg. | ||
+ | \\ | ||
* **Stabilizer** //- Cost: 5k// | * **Stabilizer** //- Cost: 5k// | ||
* A Stabilizer grants the weapon two modes with different advantages. | * A Stabilizer grants the weapon two modes with different advantages. | ||
* In long mode, gain +10AP when making attacks outside the weapon's effective range, but suffer a -10AP penalty when making attacks in confined spaces, such as inside buildings or in dense woods. Normally, making attacks outside a weapon's effective range levies a -5AP penalty for each multiple of the range exceeded. | * In long mode, gain +10AP when making attacks outside the weapon's effective range, but suffer a -10AP penalty when making attacks in confined spaces, such as inside buildings or in dense woods. Normally, making attacks outside a weapon's effective range levies a -5AP penalty for each multiple of the range exceeded. | ||
* In short mode, gain +10AP when making attacks in confined spaces, such as inside buildings or in dense woods, but levies a -10AP penalty when making attacks outside its effective range. This penalty is only applied once; it does not stack for each multiple of range exceeded, as long range penalties do. Normally, making attacks in confined spaces levies a -5AP penalty for each degree of movement used that round; -5AP for walk, -10AP for run and -15AP for Sprint, in addition to normal movement penalties of -5AP for run and -10AP for Sprint. This mod does not influence the natural 5AP resistance to confined space penalties that Pistols possess. | * In short mode, gain +10AP when making attacks in confined spaces, such as inside buildings or in dense woods, but levies a -10AP penalty when making attacks outside its effective range. This penalty is only applied once; it does not stack for each multiple of range exceeded, as long range penalties do. Normally, making attacks in confined spaces levies a -5AP penalty for each degree of movement used that round; -5AP for walk, -10AP for run and -15AP for Sprint, in addition to normal movement penalties of -5AP for run and -10AP for Sprint. This mod does not influence the natural 5AP resistance to confined space penalties that Pistols possess. | ||
+ | \\ | ||
+ | </hidden> | ||
\\ | \\ | ||
- | **__Railgun Mods__** | + | <hidden **__Railgun Mods__** //- Includes all Railguns//> |
+ | \\ | ||
* **Camo-Reactive mesh** //- Cost: 4k// | * **Camo-Reactive mesh** //- Cost: 4k// | ||
* Camo-Reactive mesh allows the weapon to be included in the Character's personal Active Camoflage field. The Stamina cost of activating the Aug increases by 1 Stamina per 5Kg camoflaged, rounding all fractions up. Should the entirety of the weapon ever be more than 3cm away from the user's skin, the effect is lost. Stamina is not refunded. | * Camo-Reactive mesh allows the weapon to be included in the Character's personal Active Camoflage field. The Stamina cost of activating the Aug increases by 1 Stamina per 5Kg camoflaged, rounding all fractions up. Should the entirety of the weapon ever be more than 3cm away from the user's skin, the effect is lost. Stamina is not refunded. | ||
+ | \\ | ||
* **Long Barrel** //- Cost: 2k// | * **Long Barrel** //- Cost: 2k// | ||
* A long barrel grants the weapon +5AP when making attacks outside its effective range, but levies a -5AP penalty when making attacks in confined spaces, such as inside buildings or in dense woods. Normally, making attacks outside a weapon's effective range levies a -5AP penalty for each multiple of the range exceeded. Normally making attacks in confined spaces levies a -5AP penalty for each degree of movement used that round: -5AP for walk, -10AP for run and -15 for Sprint, in addition to normal movement penalties of -5AP for run and -10AP for Sprint. This penalty stacks additively with the doubled movement penalties for sniper rifles, meaning this penalty itself is not doubled. | * A long barrel grants the weapon +5AP when making attacks outside its effective range, but levies a -5AP penalty when making attacks in confined spaces, such as inside buildings or in dense woods. Normally, making attacks outside a weapon's effective range levies a -5AP penalty for each multiple of the range exceeded. Normally making attacks in confined spaces levies a -5AP penalty for each degree of movement used that round: -5AP for walk, -10AP for run and -15 for Sprint, in addition to normal movement penalties of -5AP for run and -10AP for Sprint. This penalty stacks additively with the doubled movement penalties for sniper rifles, meaning this penalty itself is not doubled. | ||
+ | \\ | ||
* **Very Long Barrel** //-Cost: 3k// | * **Very Long Barrel** //-Cost: 3k// | ||
* A long barrel grants the weapon +10AP when making attacks outside its effective range, but levies a -10AP penalty when making attacks in confined spaces, such as inside buildings or in dense woods. Normally, making attacks outside a weapon's effective range levies a -5AP penalty for each multiple of the range exceeded. Normally making attacks in confined spaces levies a -5AP penalty for each degree of movement used that round: -5AP for walk, -10AP for run and -15 for Sprint, in addition to normal movement penalties of -5AP for run and -10AP for Sprint. This penalty stacks additively with the doubled movement penalties for railguns, meaning this penalty itself is not doubled. | * A long barrel grants the weapon +10AP when making attacks outside its effective range, but levies a -10AP penalty when making attacks in confined spaces, such as inside buildings or in dense woods. Normally, making attacks outside a weapon's effective range levies a -5AP penalty for each multiple of the range exceeded. Normally making attacks in confined spaces levies a -5AP penalty for each degree of movement used that round: -5AP for walk, -10AP for run and -15 for Sprint, in addition to normal movement penalties of -5AP for run and -10AP for Sprint. This penalty stacks additively with the doubled movement penalties for railguns, meaning this penalty itself is not doubled. | ||
+ | \\ | ||
* **Smart Sight** //- Cost: 2k// | * **Smart Sight** //- Cost: 2k// | ||
* A smart sight increases the benefits provided by friendly HUD Augs, granting +10AP instead of the normal +5AP when attacking tagged targets. | * A smart sight increases the benefits provided by friendly HUD Augs, granting +10AP instead of the normal +5AP when attacking tagged targets. | ||
+ | \\ | ||
* **Kintetic Anchor** //- Cost 5k// | * **Kintetic Anchor** //- Cost 5k// | ||
* A kinetic anchor grants the weapon +10AP when making attacks outside its effective range, but requires 5AP to activate or deactivate and triples AP costs for moving while active. Turning in place does not trigger this penalty. The Character's own movement is unhindered, only the weapon cannot be moved easily, meaning the Character can move normally if they leave the weapon behind. | * A kinetic anchor grants the weapon +10AP when making attacks outside its effective range, but requires 5AP to activate or deactivate and triples AP costs for moving while active. Turning in place does not trigger this penalty. The Character's own movement is unhindered, only the weapon cannot be moved easily, meaning the Character can move normally if they leave the weapon behind. | ||
- | + | \\ | |
+ | </hidden> | ||
+ | \\ | ||
==== Ammunition Types ==== | ==== Ammunition Types ==== | ||
Line 311: | Line 398: | ||
* **Camo-Reactive Mesh** // - Cost: 1.2k per requirement level// | * **Camo-Reactive Mesh** // - Cost: 1.2k per requirement level// | ||
* Camo-Reactive mesh allows armor to be included in the Character's personal Active Camoflage field. The Stamina cost of activating the Aug increases by 1 Stamina per 5Kg camoflaged, rounding all fractions up. Should the entirety of the armor ever be more than 3cm away from the user's skin, the effect is lost. Stamina is not refunded. | * Camo-Reactive mesh allows armor to be included in the Character's personal Active Camoflage field. The Stamina cost of activating the Aug increases by 1 Stamina per 5Kg camoflaged, rounding all fractions up. Should the entirety of the armor ever be more than 3cm away from the user's skin, the effect is lost. Stamina is not refunded. | ||
+ | |||
* **Active Tension Layer** // - Cost: 800 per requirement level// | * **Active Tension Layer** // - Cost: 800 per requirement level// | ||
* Implementing a Tension Layer increases the mass the Character can carry while wearing the armor. Useful for Characters using very heavy armor and weapons, or who seek to salvage loot in dangerous environments. | * Implementing a Tension Layer increases the mass the Character can carry while wearing the armor. Useful for Characters using very heavy armor and weapons, or who seek to salvage loot in dangerous environments. | ||
* Mass limit increased by 10% of the suit's Armor amount. | * Mass limit increased by 10% of the suit's Armor amount. | ||
* This does not interact with the Carry Passive. | * This does not interact with the Carry Passive. | ||
+ | |||
* **Stim Injectors** // - Cost: 1k per requirement level// | * **Stim Injectors** // - Cost: 1k per requirement level// | ||
* Adding Stim Injectors to an armor suit allows the user to instantly gain temporary Stamina for 1 hour. | * Adding Stim Injectors to an armor suit allows the user to instantly gain temporary Stamina for 1 hour. | ||
Line 320: | Line 409: | ||
* The effect is considered to consume a normal Stim Shot, which must be purchased beforehand and loaded into the suit manually at a cost of 10AP per Stim Shot loaded. | * The effect is considered to consume a normal Stim Shot, which must be purchased beforehand and loaded into the suit manually at a cost of 10AP per Stim Shot loaded. | ||
* The number of Shots a Stim Injection system can hold ready at one time is equal to half of the armor suit's requirement level. | * The number of Shots a Stim Injection system can hold ready at one time is equal to half of the armor suit's requirement level. | ||
+ | |||
* **Kinetic Deflectors** // - Cost: 700 per requirement level// | * **Kinetic Deflectors** // - Cost: 700 per requirement level// | ||
* Kinetic Deflectors reduce incoming AP damage by a fixed amount every round. | * Kinetic Deflectors reduce incoming AP damage by a fixed amount every round. | ||
* AP damage mitigated is 10% of the armor value. | * AP damage mitigated is 10% of the armor value. | ||
* Costs 5 Stamina each round the benefit is used. | * Costs 5 Stamina each round the benefit is used. | ||
+ | |||
* **Trauma Suppression System** // - Cost: 500 per requirement level// | * **Trauma Suppression System** // - Cost: 500 per requirement level// | ||
* This system mitigates the effects of Crippled body parts by using semi-rigid armor elements as a temporary brace. | * This system mitigates the effects of Crippled body parts by using semi-rigid armor elements as a temporary brace. | ||
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* Which body parts have Cripple effects suppressed is entirely at the Player's discretion; they may choose to use the Suppression System only for specific Cripple effects, all current Cripple effects or none of them. | * Which body parts have Cripple effects suppressed is entirely at the Player's discretion; they may choose to use the Suppression System only for specific Cripple effects, all current Cripple effects or none of them. | ||
* Cripple imposes a -30AP penalty on any action requiring the use of a Crippled body part. Causing Cripple requires 25% of the Character or NPC's max Health to be dealth to a targeted part of the body (very small target penalty of -10AP). | * Cripple imposes a -30AP penalty on any action requiring the use of a Crippled body part. Causing Cripple requires 25% of the Character or NPC's max Health to be dealth to a targeted part of the body (very small target penalty of -10AP). | ||
+ | |||
* **Multi-Sling Harness** // - Cost: 300 per requirement level// | * **Multi-Sling Harness** // - Cost: 300 per requirement level// | ||
* The Multi-Sling Harness allows the Character to use the Slings of multiple weapons simultaneously. | * The Multi-Sling Harness allows the Character to use the Slings of multiple weapons simultaneously. |