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Marksmanship Devices

Melee Fittings Ranged Weapon Modification
Requires Marksmanship: 1
Price: 25
Weight: 1
Carry Slots: N/A
    This device describes alterations to a firearm or energy weapon which change how it can be used as an improvised melee weapon (see Melee Weapons). It has the following effects:
    -The improvised melee weapon type can be set to Dagger (for ranged weapons with 1 carry slot), or Awkward Spear or Quarterstaff (for larger weapons).
    -By modifying the price of this device according to the rules for melee weapon materials, the improvised melee weapon can function as a better material (coral, quartz, or adamant), and/or can be made High or Prestige quality.
    -The weapon uses the +50% armor rating of the relevant material for the purpose of resisting Damaging Objects rules.
    Weapons with this modification cannot receive any attachment with a weight greater than 1 pound.
Size increases cannot be applied.
Effects of Advanced Device: For every 4 degrees of excess Marksmanship competency, the SR of the improvised melee weapon can be treated as 1 higher or lower than what its weight would normally indicate.
Folding Stock Ranged Weapon Modification
Requires Marksmanship: 1
Price: 50
Weight: 0
Carry Slots: N/A
    This device describes modified weapon furniture which can fold down when not in use, for ease of carry. It can be applied to firearms, railguns, crossbows, or energy weapons, as well as any device with "Ranged Weapon" in the title; the weapon must have at least 3 carry slots originally. When unfolded, the weapon's rules are unchanged. When folded, the weapon's carry slots are reduced to 2/3; it can still be used in this state, but adds Hindrance as though being wielded one-handed (even if actually being wielded two-handed). Folding or unfolding the weapon is a minor action.
    Alternatively, this modification can be found in a more extreme variety, reducing the weapon's carry slots to 1/2 when folded. If this is the design, then the weapon cannot be used when folded, and folding/unfolding is a major action.
Size increases cannot be applied.
Cannot receive advanced status.
Precision Stock Ranged Weapon Modification
Requires Marksmanship: 1
Price: 200
Weight: 3
Carry Slots: N/A
    This device describes modified weapon furniture that is highly ergonomic and adjustable to the wearer. It can be applied to firearms, railguns, crossbows, or energy weapons, as well as any device with "Ranged Weapon" in the title; the weapon must have at least 3 carry slots originally. The weapon's Nimble STR requirement (if any) is increased by 1, but it provides a +TN of 1 in the INT roll for Distance Aiming (Marksmanship).
Size increases cannot be applied.
Effects of Advanced Device: Increases the +TN by 1/4 your excess degrees of Marksmanship competency.
Standux Design Ranged Weapon Modification
Requires Marksmanship: 1
Price: See notes
Weight: 0
Carry Slots: N/A
    This device describes a modified weapon design that can fold down into a super-compact form for carry, akin to Standux melee weapons. It can only be applied to Adamantology devices with "Ranged Weapon" in the title that also have advanced status. The folding/unfolding function is powered by a miniature insendite crystal; you do not need to track charge used. Folding/unfolding is a free action. In its folded state, the weapon cannot be used, but has its carry slots reduced to 1/3 (or at least 1). Weapons with this modification cannot receive any attachment with a weight greater than 1 pound, and cannot be made the subject of Device Rescaling (Technology).
    The cost of this device is equal to the cost of the weapon it modifies (including the cost of the weapon's advanced status and any size increases).
Size increases cannot be applied.
Cannot receive advanced status.
High-Power Scope Ranged Weapon Attachment
Requires Marksmanship: 1
Price: 50

Weight: 1
Carry Slots: 0
Power Source: None
    This device can be attached to a firearm, crossbow, launcher, or energy weapon capable of long-range attacks. It provides a +TN of 3 in the INT roll for Distance Aiming (Marksmanship).
    You cannot attach more than one High-Power Scope.
Effects per Size Increase: Increases the +TN by 1. Increases weight by 1, as well as all STR requirements to wield the attached weapon.
Effects of Advanced Device: Increases the +TN by a percentage equal to 25 times your excess degrees of Marksmanship competency.
Firearm Suppressor Ranged Weapon Attachment
Requires Marksmanship: 1
Price: 50

Weight: 1
Carry Slots: N/A
Power Source: None
    This device can be attached to a human or orcish firearm to decrease its noise. It reduces its audible range (see Combat), but does not significantly alter its general sound, potentially causing enemies to misjudge the shots as coming from farther away than they actually are. Before size increases, the device is effective only on firearms with a normal damage of 15 or less.
Effects per Size Increase: Increases the maximum firearm damage by 5. Increases weight by 1, as well as all STR requirements to wield the attached weapon.
Cannot receive advanced status.
Launcher-Style Expansion Ranged Weapon Modification
Requires Marksmanship: 2
Price: See notes

Weight: 5
Carry Slots: 2
Power Source: None
    This device can only modify conventional hand-wielded ranged weapons which follow device rules, and which have received at least 1 size increase. The device type must have "Ranged Weapon" in its title. Copy the normal price of the weapon device (not including any size increases or advanced status) to obtain this device's price.
    After modification, the weapon device is wielded from on top of the shoulder like a rocket launcher, rather than the normal rifle-like stance such weapons use by default. The effect is that the weapon device acts as though it had one more size increase than it actually does for the purpose of any listed beneficial effects, without actually increasing its STR requirements or increasing its weight or carry slots (except for the weight and carry slots from this device, which are added to those of the weapon). This effectual size increase also does not count towards the maximum of 6 size increases on a ranged weapon. The downside is the increased ungainliness of the weapon, especially in close quarters. Shift the short-range offense roll of the weapon three steps larger on the following scale: d4, d6, d8, d10, d12, 2d8, d20, 2d12, 2d20. The weapon's RFD (if any) is increased by 2, and it cannot benefit from a Reflex Sight attachment. It cannot be wielded one-handed.
Effects per Size Increase: Applies one more effectual size increase to the weapon device's beneficial effects. This device cannot have an amount of size increases greater than 1/3 the size increases on the weapon device. Increases carry slots by 1. Use Total Device Weight chart.
Cannot receive advanced status.
Reflex Sight Ranged Weapon Attachment
Requires Marksmanship: 2
Price: 50

Weight: 1
Carry Slots: N/A
Power Source: None
    This device can be attached to any weapon with an RFD greater than 2. It reduces the RFDs by 1, to a minimum of 2.
    You cannot attach more than one Reflex Sight.
Size increases cannot be applied.
Effects of Advanced Device: For every 4 degrees of excess Marksmanship competency, the RFD is further reduced by 1, to a minimum of 2.
Speed Quiver Requires Marksmanship: 2
Price: 50

Weight: 3
Carry Slots: 0
Power Source: None
    This device can hold 15 arrows. When firing only arrows drawn from this device, your bow's RFDs are reduced by 1, to a minimum of 2.
    You cannot use more than one Speed Quiver at once.
Effects per Size Increase: Increases arrow capacity by 10. Use Total Device Weight chart.
Cannot receive advanced status.
Underbarrel Grenade Launcher Ranged Weapon Attachment
Requires Marksmanship: 2
Price: 500

Weight: 3
Carry Slots: 0
Power Source: None
    This device follows the same rules as a Front-Loader grenade launcher (see Ranged Weapons), except that it is attached to another ranged weapon, allowing the user to have the use of both without the need to swap weapons with inventory actions. The other ranged weapon must be conventional (wielded with hands), list both one-handed and two-handed stat requirements to wield, and be at least 6 pounds and 3 carry slots in size itself (excluding any other attachments). The weight of this device is added to the ranged weapon, and increases all STR requirements to wield the attached weapon by 1. It does not otherwise interfere with the other weapon, and all other situations are resolved with each weapon's normal rules. They must be reloaded and fired separately.
Size increases cannot be applied.
Cannot receive advanced status.
Beltfeed Pack Requires Marksmanship: 2 and Mechanical: 1
Price: 50

Weight: 3
Carry Slots: 3
Power Source: None
    This device can hold up to 50 pounds of firearm ammunition (it does not remove the weight of any stored ammunition). All ammunition must be of the same type, which must be either Medium Volatite, Heavy Volatite, Volatite Shotshell, or Magnetic Dart. By connecting the feed belt of the device to an unloaded, magazine-fed firearm matching the stored ammo type, the weapon can be fed with the stored ammunition rather than its normal (smaller) ammo capacity. Connecting the feed to a weapon is whatever action reloading that weapon normally would be, and is a valid action for Quick Reload (Marksmanship). Detaching the feed is a free action. Weapons grabbed away from you are disconnected from the feed.
    Weapons cannot connect to more than one Beltfeed Pack at once. The device takes 5 minutes to reload. If different types of modified ammunition are loaded in the device, you must track in what order they are arranged; the device can only feed ammo in that order, which cannot be changed without going through the 5 minute reload.
Effects per Size Increase: Increases ammo capacity by 50 pounds. Increases carry slots by 1. Use Total Device Weight chart.
Cannot receive advanced status.
Crossbow Motor Accelerator Ranged Weapon Attachment
Requires Marksmanship: 3
Price: 500

Weight: 3
Carry Slots: 0
Power Source: None
    This device can be attached to any motor-spanned crossbow (insendite crossbow); its weight is added to the crossbow, and increases all STR requirements to wield the crossbow by 1. It removes the delay in spanning, allowing the crossbow to be fired every turn.
Size increases cannot be applied.
Cannot receive advanced status.
Railgun Supercooler Ranged Weapon Attachment
Requires Chemistry: 2 and Marksmanship: 3
Price: 1600

Weight: 5
Carry Slots: 0
Power Source: None
    This device can be attached to any railgun; its weight is added to the railgun, and increases all STR requirements to wield the railgun by 2. When the railgun fires more than five rounds in one attack, this device automatically activates to prevent the lengthy cooldown delay, allowing the weapon to be used as normal on the following turn. After activating, the supercooler must itself recover, preventing it from activating again for 2 minutes.
Size increases cannot be applied.
Effects of Advanced Device: For every 2 excess degrees of Chemistry or Marksmanship competency (whichever excess is lesser), the supercooler may activate an additional time before recovering. It recovers all uses after not being used for 2 minutes.
Expanding Projectile Ammunition Modification
Requires Marksmanship: 1
Price: +1 per projectile

Weight: N/A
Carry Slots: N/A
Power Source: None
    This is a modification to a single round of railgun or firearm ammunition. It changes the projectile to a design meant to expand significantly on impact, increasing damage at the expense of anti-armor performance. Weapons using this ammunition have their drive reduced by 5, but their damage increased by 20%. Shotshell and scattergun ammunition cannot be modified.
    If a weapon mixes this ammunition with other types in a full-auto attack, increase damage only proportionally (for example, a burst containing only half expanding rounds would increase damage by 10% instead of 20%). The damage increase from expanding projectiles is not considered when determining if a full-auto weapon can perform projectile AoEs.
Size increases cannot be applied.
Cannot receive advanced status.
Quartz Projectile Ammunition Modification
Requires Marksmanship: 1
Price: +4 per projectile

Weight: N/A
Carry Slots: N/A
Power Source: None
    This is a modification to a single round of railgun or firearm ammunition. It consists of a quartz or quartz-plated projectile; the lighter weight causes weapons using this ammunition to reduce their damage to 90% and add 2 Hindrance to all long-range offense rolls, but drive is increased by 6. More importantly, the projectile functions as quartz for the purpose of resolving creatures' damage weaknesses. It is particularly favored by those who fight vampires or chasmtouched. Railgun ammunition can still receive this modification; in the case of railguns, the projectile retains a metallic and magnetic core.
    If a weapon mixes this ammunition with other types in a full-auto attack, modify damage, drive, and damage weakness effect only proportionally.
Size increases cannot be applied.
Cannot receive advanced status.
Armor-Piercing Projectile Ammunition Modification
Requires Marksmanship: 1
Price: +12 per projectile

Weight: N/A
Carry Slots: N/A
Power Source: None
    This is a modification to a single round of railgun or firearm ammunition. It adds an adamant core to the projectile, assisting it in penetrating armor, though increasing cost. Weapons using this ammunition have their drive increased by 10. Shotshell and scattergun ammunition cannot be modified.
    If a weapon mixes this ammunition with other types in a full-auto attack, increase drive only proportionally (for example, a burst containing only half armor-piercing rounds would increase drive by 5 instead of 10).
Size increases cannot be applied.
Cannot receive advanced status.
Adhesive Projectile Ammunition Modification
Requires Chemistry: 3 and Marksmanship: 3
Price: +20 per projectile

Weight: N/A
Carry Slots: N/A
Power Source: None
    This is a modification to a single round of ammunition (arrow, bolt, slingstone, railgun, or firearm round; launcher ammunition cannot be modified). It is typically used in large amounts (via full-auto or a Rapid-Fire Attack) to defeat targets otherwise protected by kinetic shields or good armor. When using this projectile, a weapon's drive is reduced to 10%, and it must add 2 Hindrance in any long-range offense roll. However, regardless of drive, add up the damage of all projectiles included in the attack (before drive or kinetic shielding), then divide by 3; the result becomes adhesive points for the target.
    If a weapon with ammo capacity mixes this ammunition with other types in a single attack, consider only an amount of damage proportional to the amount of adhesive projectiles fired. If the weapon scores a critical hit, you may choose to double the damage considered for this projectile's effects, in lieu of the normal effects of a critical hit.
Size increases cannot be applied.
Effects of Advanced Device: Increases the total adhesive points inflicted by a percentage equal to 25 times your excess degrees of Chemistry or Marksmanship competency (whichever excess is lesser). Reduce this effect proportionately if not all projectiles used in the attack were advanced.
Incendiary Projectile Ammunition Modification
Requires Chemistry: 3 and Marksmanship: 3
Price: +20 per projectile

Weight: N/A
Carry Slots: N/A
Power Source: None
    This is a modification to a single round of ammunition (arrow, bolt, slingstone, railgun, or firearm round; launcher ammunition cannot be modified). It is typically used in large amounts (via full-auto or a Rapid-Fire Attack) to defeat targets otherwise protected by kinetic shields or good armor. When using this projectile, a weapon's drive is reduced to 10%, and it must add 2 Hindrance in any long-range offense roll. However, regardless of drive, add up the damage of all projectiles included in the attack (before drive or kinetic shielding), then divide by 10; if the result is at least equal to the target's WGT, the target is ignited. Affected characters may roll d20 on DEX to count double their WGT when resolving this rule. Except for the effect of high-precision energy shielding to immunize a character to ignition, energy shielding has no effect against this attack.
    If a weapon with ammo capacity mixes this ammunition with other types in a single attack, consider only an amount of damage proportional to the amount of incendiary projectiles fired. If the weapon scores a critical hit, you may choose to double the damage considered for this projectile's effects, in lieu of the normal effects of a critical hit.
    If a weapon causes a projectile AoE with at least 30 area damage affected by this ammunition, it creates an engagement-sized 2nd-degree fire hazard (if allowed by the environment's maximum degree). A weapon may also make a non-AoE full-auto attack to create a deliberate fire hazard as if 1/2 of this ammunition's damage was heat damage. It does not count as heat damage for any other purpose.
Size increases cannot be applied.
Effects of Advanced Device: For each excess degree of Chemistry or Marksmanship competency (whichever is lesser), add 2 to the potential WGT of character which can be ignited by the attack (after obtaining the WGT from damage). Reduce this effect proportionately if not all projectiles used in the attack were advanced.
Decelerating Projectile Ammunition Modification
Requires Mechanical: 3 and Marksmanship: 5
Price: +30 per projectile
Weight: N/A
Carry Slots: N/A
Power Source: None
    This is a modification to a single arrow or bolt, intended for use against targets with blue kinetic shields but vulnerable armor (or in conjunction with drive-enhancing Abilities or devices). This projectile's mechanics slow it upon impact, but also give it the means of retaining its damage. When using this projectile, a weapon's drive is reduced to 50% (after considering whatever material the original arrow/bolt is made of, but before the effects of any Abilities or critical hits), but it ignores kinetic shield adapters. It must add 2 Hindrance to any medium-range offense roll, and long-range offense rolls become impossible.
Size increases cannot be applied.
Effects of Advanced Device: For each excess degree of Mechanical or Marksmanship competency (whichever excess is lesser), increase the weapon's drive by 1 before reducing it to 50%, to a maximum final value of 75% normal drive. Reduce this effect proportionately if not all projectiles used in the attack were advanced.
Gas Projectile Ammunition Modification
Requires Chemistry: 3 and Marksmanship: 3
Price: +25 per projectile
Weight: N/A
Carry Slots: N/A
Power Source: None
    This is a modification to a single round of ammunition (arrow, bolt, slingstone, railgun, or firearm round; launcher ammunition cannot be modified). It is typically used in large amounts (via full-auto or a Rapid Fire Attack) against targets with kinetic shields or good armor. When using this projectile, a weapon's drive is reduced to 10%, and it must add 2 Hindrance to any long-range offense roll. However, regardless of drive, add up the damage of all projectiles that struck a character (before drive or kinetic shielding); the character takes Type A poison points equal to 25% of this value. Characters with Respirator devices are immune to gas projectiles.
    If a weapon with ammo capacity mixes this ammunition with other types in a single attack, consider only an amount of damage proportional to the amount of gas projectiles fired. Critical hits have no extra effect.
Size increases cannot be applied.
Effects of Advanced Device: For each excess degree of Chemistry or Marksmanship competency (whichever excess is lesser), increase the percentage (normally 25) by 5. Reduce this effect proportionally if not all projectiles used in the attack were advanced.
Spore Projectile Ammunition Modification
Requires Corallurgy: 4 and Marksmanship: 4
Price: +30 per projectile
Weight: N/A
Carry Slots: N/A
Power Source: None
    This is a modification to a single round of ammunition (arrow, bolt, slingstone, railgun, or firearm round; launcher ammunition cannot be modified). It is typically used in large amounts (via full-auto or a Rapid Fire Attack) against targets with kinetic shields or good armor. When using this projectile, a weapon's drive is reduced to 10%, and it must add 2 Hindrance to any long-range offense roll. However, regardless of drive, add up the damage of all projectiles that struck a character (before drive or kinetic shielding); the character takes Type B poison points equal to 20% of this value, and Type C points 10% the value. Respirator devices have no effect.
    If a weapon with ammo capacity mixes this ammunition with other types in a single attack, consider only an amount of damage proportional to the amount of spore projectiles fired. If the weapon scores a critical hit, you may choose to double the damage considered for this projectile's effects, in lieu of the normal effects of a critical hit.
Size increases cannot be applied.
Effects of Advanced Device:For each excess degree of Corallurgy or Marksmanship competency (whichever excess is lesser), increase the percentages (normally 20 and 10) by 4 and 2 respectively. lower the first damage value (normally 50) by 4, and the second value (normally 100) by 8. Reduce this effect proportionately if not all projectiles used in the attack were advanced.
Launcher Autoloader Requires Mechanical: 5 and Marksmanship: 3
Price: 2000

Weight: 20
Carry Slots: 3
Power Source: External (negligible charge)
    This device contains up to 4 Spina projectiles, 2 Vapos projectiles, or 1 Elæa projectile. It does not remove the weight or carry slots of any stored projectiles, and all stored projectiles must be made for the same launcher type. Provided a compatible projectile is contained in the device, you may reload any rocket launcher you are wielding with a single slowing major action.
    The device takes 5 minutes to reload. If you load it with different kinds of ammunition, you may choose any of them when reloading your launcher. The device cannot be used with launchers' multi-character reloading rules.
Effects per Size Increase: Increase the device's capacity by 4 Spina projectiles, 2 Vapos projectiles, or 1 Elæa projectile. Increases carry slots by 1. Use Total Device Weight chart.
Cannot receive advanced status.

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