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Weapon Modification Rules

By Steven and Joseph Larsen

    Some people want to modify their weapons to do greater damage, have a greater payload, or have a better range. These rules are made especially for that purpose. The character must make a successful Weapons Engineer skill roll two out of three times per weapon. Sometimes the character wishes to modify another of the exact same type of a weapon, performing the exact same modification. To do this he must roll again two out of three times with a bonus of 10% added every time they have successfully modify that same model in the same way.
    A weapon's damage, range, and payload can only be increased once.

    The weapons have been broken down into Light, Medium, and Heavy depending on the MAXIMUM damage per shot. The breakdown is as follows:

(L) Light Weapons = 1-12 Mega Damage
(M) Medium Weapons = 13-39 Mega Damage
(H) Heavy Weapons = 40+ Mega Damage

Possible Damage/Range/Payload Increase

Light

Medium

Heavy

Difficulty

Skill Modifier

Cost for Parts

+10%

+5%

+4%

Easy

-10%

15% of original

+20%

+10%

+9%

Moderate

-15%

25% of original

+30%

+15%

+12%

Difficult

-20%

30% of original

+40%

+20%

+15%

Very Difficult

-25%

35% of original

+50%

+25%

+18%

Heroic

-30%

50% of original

Note: If a weapon is to have it's damage increased, the percentages are multiplied by the maximum possible damage that the weapon can do. Add the extra percentage to that total and round to the nearest whole number to find the new damage ability.
    Otherwise, the payload and range are increased by the percentage amount.

  • Example #1: A weapon that inflicted 1D6x10 damage that had a "difficult" upgrade by adding 12% would now do 1D6x10+7. (Formula: 60 x 12%=7). The character would roll to see how long it took.
  • Example #2: A weapon that inflicted 3D6 had a payload of 20 shots per E-clip. A "moderate" upgrade would provide an extra 2 shots per E-clip (Formula: 20 x 10%=2). The new payload is 22 A roll on the time chart would determine how long the upgrade took.

For each attempted (3 rolls) upgrade, the player must roll once on the time chart below. This determines, according to the difficulty level, how long the character spent on this single attempt. If the player fails the two out of three rolls, then they wasted that amount of time trying the upgrade.

Time Chart

Roll

Easy

Moderate

Difficult

Very Diff.

Heroic

01-10

1 day

2 days

5 days

1 week

2 weeks

11-20

2 days

3 days

9 days

3 weeks

4 weeks

21-30

3 days

5 days

2 weeks

4 weeks

8 weeks

31-40

4 days

1 week

3 weeks

6 weeks

12 weeks

41-50

5 days

2 weeks

4 weeks

8 weeks

14 weeks

51-60

6 days

3 weeks

6 weeks

10 weeks

16 weeks

61-70

7 days

4 weeks

8 weeks

12 weeks

18 weeks

71-79

8 days

5 weeks

10 weeks

14 weeks

20 weeks

80-88

9 days

6 weeks

12 weeks

16 weeks

24 weeks

89-93

10 days

7 weeks

14 weeks

20 weeks

24 weeks

94-97

11 days

8 weeks

16 weeks

24 weeks

24 weeks

98-99

2 weeks

10 weeks

20 weeks

24 weeks

28 weeks

100

3 weeks

12 weeks

24 weeks

24 weeks

32 weeks

There are, of course, different environments that a player will be when attempting a modification. The following modifiers have been created to compensate for basic situations. All modifiers are accumulative.

Situation Modifier Chart

Environment

Skill Penalty

Time difference

Rush job

-15%

-25% to time

Improper tools

-20%

+25% to time

Field job

-10%

+15% to time

Distracting conditions

-8%

+10% to time

If all three rolls are failed, then the weapon becomes completely ruined and unusable. If only one of the three rolls was successful, the GM should determine whether there were any consequences (i.e. meltdowns or side effects) that occur while the weapon is being tested.