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Basic Principles
Design
Stopping Power
Range
Ammo Capacity
Once you have gained 10 succs in all three items, you have your blueprints! Like coding, if at any time you botch, you lose half your built up succs for that category.
Customization -
Semi-Automatic/Automatic Options - Making your weapons spit out more bullets at a time is fun! Roll the average of Crafts/(Type of gun) and Crafts/Customization with a domain of intelligence vs 12. Every success under 6 is an additional customization point spent above the 1 minimum. If successeful, the gun can be fired in auto or semi-auto (You have to pick BEFORE you customize which you're adding). In semi-auto, it uses twice the ammo for +5 to the to-hit and damage rolls. In full auto it uses three times the ammo for +10 to-hit and damage rolls. Belt Fed - Just can't get enough ammo in there at once eh? Why not attach a belt? You can quintuple the ammo capacity of any bullet or shell fed gun by attaching a belt. Make a check of the average of Crafts/(type of gun) and Crafts/Ammo with a domain of Intelligence vs 10. Every success under 5 is an additional customization point spent above the minimal two. Smartgun Link - An essential for the serious warrior. Combined with a smartgun jack in the user, the smartgun link allows the user to shoot faster and get the edge over the opposition. It also opens the doorway to other gun modifications. Requires a roll of Intelligence:Science/Electronics vs 10 and Intelligence:Crafts/(type of gun) vs 10. In either roll, every succ under 6 is 1 extra customization point spent over the minimal one. Targeting Computer - Requires Smartgun Link Why settle for just speed? Not compatible with firearms skillsofts, this small chip is designed to slot right into the smartgun hardware and interace with the smartgun jack, improving hand-eye co-ordination. This device gives the user a +5 to-hit. If the user has both nu-eyes and a brain-com, the bonus increases to +10 AND -1 difficulty to fire. To install requires a simple Intelligence:Computer/Repair check. Every succ under 5 is an extra customization point spent over 1. Ammo Readout - Requires Smartgun Link Another little chip to install in the smartgun system. It requires the user has nu-ears, nu-eyes, a bio-monitor rating 2, or a brain-com. Attached to one of these systems or something similar, it displays how many bullets are chambered and are left to be shot before reloading is required. Handy. To install requires a simple Intelligence:Computer/Repair check. Every succ under 5 is an extra customization point spent over 1. Laser Sight - Not compatible with Smartgun A laser sight. It's really simple. So long as it's turned on and the little red dot is visible, +5 to-hit and damage. Installing is a snap at Intelligence:Crafts/(type gun). Every succ under 5 is an extra customization point spent over 1. Ammo Efficiency - It's not always about how many bullets you fire, but how efficiently they go to use. This modification helps to ease the pain of ammo-hogging guns. Unlike other jobs, this customization could be done more than once. Each time it reduces the amount of bullets spent per 'shot' by one, to a minimum of one. Installing requires a roll of the average of Crafts/(type of gun) and Crafts/Ammo with a domain of intelligence vs 12. Every success under 6 is a customization point spent over the minimum of 2. Increased Caliber - Nothing says you're serious like a bigger bullet. If successful, it increases the Mk. of all attacks with the gun by 1. If the mark is raised to 5 or higher, the ammo consumption rate per 'shot' is raised by 1 to simulate the larger bullets required. Installation requires an Intelligence:Crafts/(type of gun) vs 7. Every success under 10 is another customization point spent above the minimum 2. Increased caliber does cause some draw backs. -20% stopping power and -20% range. Increased Stopping Power - Put more gunpowder in, and the bullet goes harder. It's a simple principle. Of course, you stand a good chance of having the gun blow up in your face, but it's a small price to pay! for +10% stopping power, make an intelligence:Crafts/(type of gun) vs 7, with every succ under 10 being another customization point spent over the minimum 1. Any gun with increased stopping power will explode on a botched firing attempt. Quick-Reload - Your gun has been modified to be extremely easy to reload. If it normally took the whole round, it will only require your defensive actions. If it normally takes your defensive action, it'll just be -5 to hit to reload. Installation requires a roll of the average of Crafts/Ammo and Crafts/(type of gun) with a domain of intelligence vs 10 . Every success under 6 is an extra customization slot spent over the minimal 1. Mine! - A simply named security device trained to the handprint of the user. If someone other than the user grips the gun and attempts to fire it, it explodes, dealing Mk. 3 shrapnel damage at +20 to them with stopping power 25. The gun is quite destroyed. Installing requires an Intelligence:Crafts/(type of gun) with every succ under 8 being one extra customization slot spent over the minimal 1. Lock - Basic security. Like 'Mine!', it looks for the hand and fingerprints of the user. However, instead of exploding, it just doesn't fire. Installation is easier at Intelligence:Crafts/(type of gun) with every succ under 5 being one extra customization slot spent over the minimal 1. Power Transformer - Lasers Only For laser guns and rifles, this accessory allows you to plug in your toy into any power source that has a plug. A wall, your car, whatever. Watch out for dead batteries and horrifying electric bills though. Requires Intelligence:Science/Electronics vs 10 with every succ under 5 being an additional customization point lost past the minimal 2. |