Back
to Devices
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.
Back
to Devices