Zor's Experiments Web Site
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.
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
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
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.
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
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.