Weapon Upgrades
Jan 14, 2017 2:47:45 GMT
Post by Admin on Jan 14, 2017 2:47:45 GMT
Upgrades designed to enhance or otherwise customize your weapon.
Melee Weapon Modification
Ranged Weapon Modification
Shield Modifications
Miscellaneous Modifications
- Only two upgrades per weapon allowed.
- Only one damage-type upgrade allowed per weapon. Cannot install a damage-type upgrade onto a weapon with a secondary damage type without replacing the second type.
- Beam Resistance upgrades are mutually exclusive with damage-type upgrades.
Melee Weapon Modification
- Heat Generator: Modifies a melee weapon so that it can channel thermal energy from a mobile suit's reactor through the hands.
Effect: +Heat Damage (+25% damage vs shields)
Note: Heat weapons can block beam sabers.
Cost: 125 Credits x tier - Sonic Enhancement: An upgrade that converts a melee weapon into a sonic or vibro-weapon.
Effect: +Vibration Damage (+25% damage when attempting a Called Attack)
Cost: 125 Credits x tier - Electroshock Generator: Modifies a melee physical weapon so that it has an electrically charged surface.
Effect: +Shock Damage
Cost: 135 credits x tier - Serrated/Sharpened Edge: An upgrade that renders a blade weapon more jagged, making it much deadlier. Alternatively, the blade is sharpened to enhance cutting ability.
Effect: +1 Critical Range
Incompatible with: Non-blades, beam sabers, and shields.
Cost: 175 Credits x tier - Beam Resistant Coating (Weapon)
A special treatment that applies a beam resistant coating to a weapon, enabling it to resist beam weapons.
Effect: Enables parrying of beam sabers
Incompatible with: Non-melee, damage type upgrades.
Cost: 100 Credits x tier.
Ranged Weapon Modification
- Thermite Rounds: Upgrades a ranged weapon so it fires super heated ammunition.
Effect: +Heat Damage (+25% damage vs shields)
Cost: 150 credits x tier - Armor Piercing Rounds: Swaps out a weapons base ammunition for armor piercing ammo instead.
Effect: +Piercing Damage (25% damage bypass shields, damage to limb)
Cost: 150 credits x tier - Laser Sight: Installs a laser pointer above the barrel or scope for greater pinpoint aiming.
Effect: +1 critical range when using Take Aim, nullifies Stealth.
Weight: +1
Cost: 175 Credits x tier - Structural LIDAR Sensor: Upgrade your weapon with a small sensor that better identifies vulnerable target areas on the enemy.
Effect: +1 Critical Range (Sets critical range to 20 for weapons without one)
Weight: +1
Incompatible with: Melee weapons.
Cost: 175 Credits x tier - Expanded Clip: Expands the clip size of your weapon, allowing it to be used for one extra time before requiring reloading.
Effect: Increases ammunition available for an additional firing.
Weight: +1
Restriction: Physical ammo only
Cost: 75 Credits x tier - Aquatic Repurpose: Allows a ranged weapon to operate underwater by replacing the ammo and firing chamber with water compatible alternatives.
Incompatible with: Beam and rapid fire weapons
Cost: 50 Credits x tier - Grenade Launcher: Installs a revolving grenade launcher onto a medium or heavy gun, allowing it to store and use a grenade pack. Can be fired during a reload turn for an equipped weapon.
Launcher Accuracy: -1
Effect: Can store/use grenades without expending Artillery slot.
Weight: +Grenades to weapon
Incompatible with: Light Guns
Cost: 100 Credits x tier - Bayonet Install:
Allows the installation of a sword or dagger onto a ranged weapon, allowing it to be used for melee. The installed weapon may not be removed for separate use and has only one upgrade slot.
Weight: +Weapon (max weight of 5)
Bayonet Accuracy: -1
Negates melee weapon bonus
Cost: 100 Credits x tier - Coaxial Gun Install:
Allows the installation of a secondary machine gun to a single shot weapon, giving it a means of providing additional weapons fire.
Weight: +2
Damage: (Equal to vulcans)
Accuracy: -1
Damage Type: Physical
Critical Chance: 20
Uses per magazine/clip: 4
Note: Fires with weapon as a free action.
Incompatible with: Melee, Shields, shoulder mounted weapons, and multi shot weaponry
Cost: 150 Credits x tier
Shield Modifications
- Structural Reinforcement:
Reinforces the internal structure of a shield so it can take more damage before crumbling.
Effect: +10% Shield Durability, +1 Weight
Coat: 100 Credits x tier. - Spike Plate:
Adds spikes to a shield, giving it increased damage potential when used in battle.
Effect: +10 damage when attacking with shield. +1 weight.
Note: Base shield damage is based off unarmed.
Restriction: Cannot be applied to shields that already have spikes or other weapons.
Cost: 100 Credits x tier - Laminated Coating: Applies a heat resistant gel to a shield, giving it resistance versus heat weapons.
Effect: Nullify Heat damage vs Shield
Secondary Effect: Can resist Beam Weapons for two blows before eroded.
Cost: 100 Credits x tier - Beam Resistant Coating: A special treatment that applies a beam resistant coating to a shield, enabling it to resist beam weapons.
Effect: Nullify beam damage bonuses
Incompatible with: Non-shields
Cost: 115 Credits x tier.
Miscellaneous Modifications
- Polish/Re-calibration:
Refines a weapon so that it can maintain its proper functionality without appearing outdated.
Effect: Increases a weapon's tier to whatever tier is current. +10 damage for each tier increased, +5 if a half tier instead. Only applies to weapons of a lower tier than is currently available.
Cost: 150 Credits x tier increase (150 credits if only one full or half tier increase.) - Enlarge Weapon:
Replaces a weapon with a larger, heavier version of itself for increased power.
Effects: +20 Damage, +2 weight
Cost: 150 Credits x tier - Reduce Weapon:
Replaces a weapon with a smaller, lighter version of itself for easier use.
Effects: -20 Damage, -2 weight
Cost: 150 Credits x tier