Customizing Gear

Weapons and armor can be customized and upgraded with additional features. These range from simple features like a telescopic scopes or auto-loaders to advanced technological enhancements like phasing or seeking ammunition, booby-trapped weapons which identify the wielder, or methods to conceal weapons from scanners.

Not all customizations are appropriate to all settings.

The number of customizations a weapon or set of armor can support is based on its size and quality.  A customization must match quality with the item being upgraded, along with standard attached quality price increases - if an exceptional quality rifle is being customized, the cost of each upgrade is multiplied by 5 with an additional 250 Cr. on top.

Future Weapon Customizations

Accelerated (2,000 Cr). An accelerated weapon is one which is designed with special materials and even warping technology to allow the user to strike faster with it. These weapons are always melee weapons, and the user gains an additional free attack with the weapon if he has already attacked twice with it this turn.

Ammunition booster (500 Cr). An ammunition boost refers to actual ammo, power cells, or charges. The ammunition boost doubles the capacity of the weapon.

Bio-active (1,500 Cr). Bio-active weaponry is the far future equivalent of poisoned darts. Biological warfare, while disdained, is not uncommon. A bio-active weapon (either melee or ranged) is designed to emit small amounts of bioactive material onto the ammunition or striking edge of the weapon. Only weapons which fire bullets, or melee weapons which do slashing or piercing damage qualify for a bio-active upgrade. The bio-active agent adds an additional 1d6 points of poison damage to any successful hit as long as at least 1 point of damage has gotten past the target's SOAK.

Booby trapped (1,000 Cr). A booby trapped weapon will explode, shock, or otherwise harm the wielder if an unauthorized user attempts to use it. There are two levels of booby trap – manual activation (which requires the authorized user to enter a code to activate the weapon safely) or ID Matched activation (which automatically recognizes an authorized user).

Manual activation: manually activating a booby trapped weapon requires an action. Attempting to use the weapon without
activating it will trigger the booby trap.
ID Matched activation: the weapon must also have the ID Matched upgrade applied to it. No action is required to use activate the weapon. Unauthorized users will automatically trigger the booby trap.

The trigger for a booby trapped weapon is an attempt to use. In the case of a firearm, it is use of the trigger; with a laser sword or other similar technological melee device, it is the power control. There are two common types of booby trap available:

Explosive: the weapon explodes. It causes 2d6 heat damage to the user (large weapons cause 3d6 heat damage). The weapon is destroyed.
Shock: the weapon gives the user an electric shock. The user takes 2d6 electricity damage and drops the weapon.

Combined weapon [price varies). A combined weapon is one which incorporates the features of one or more weapons. This could be as simple as a rifle with a bayonet (spear) on the end or a weapon with an inbuilt grenade launcher. Highly advanced weapons might include the features of multiple weapons, able to access each on command.

A combined weapon costs the price of each of its component weapons multiplied by the number of component weapons. Each component must be of the same quality; you cannot combine an exceptional quality with an artisanal quality weapon – they are incompatible.

You are able to switch between the different modes of a weapon as a free action in your turn, though you may only do so once per turn.

ID-matched (500 Cr).  An ID-Matched weapon can only be used by a single designated individual – usually its owner. The system uses a variety of biometric data to determine the user's identity and will not function for any wielder other than that individual. This upgrade cannot be applied to simple weapons like clubs or swords; the weapon must have electronic components which require activation. An ID-Matched weapon can also be Booby Trapped; this is a separate upgrade.

High damage (1,000cr). The weapon has been modified to make it more deadly. Perhaps a baseball bat has spikes on it, or a firearm uses an advanced propellant. It does +1d6 damage.

Miniaturized (2,000 Cr). A miniaturized weapon is a very compact, easily concealable version of a weapon. Only ranged weapons can be miniaturized in this fashion (melee weapons lose their damage dealing capacity by miniaturizing them). A miniaturized weapon is reduced by two size categories (minimum is tiny), and inflicts a 2- die penalty on anyone searching the owner for it. Its capabilities are not affected in any other way.

Phasing (4,000 Cr). A phasing weapon uses high advanced transporter technology to negate cover. A microchip calculates the exact moment to phase the ammunition to the other side of a barrier. This can only be applied to ranged weapons which fire projectiles. Once per round, the weapon ignores any cover penalties to hit the target.

Scope (100 Cr). A scope is one of the most basic, common additions to a ranged weapon. It enables the wielder to more easily hit targets at greater range increments. A scope adds 50% to the range increment of a ranged weapon.

Advanced scope: an advanced scope (500 Cr) adds 100% to the weapon's range increment instead of 50%.
Night scope: a night scope (300 Cr) allows the user to operate a ranged weapon in complete darkness.

Seeker (5,000 Cr). A seeking weapon is a highly advanced piece of technology. Integrated computer chips with enhanced target-finding AI instantaneously calculate the exact distance and direction of the target. Seeking weapons grant a +3d6 bonus to attack rolls with a ranged weapon above and beyond that granted by the weapon's innate quality. However, they can only be fired once per round.

Stealthy (500 Cr). A stealthy weapon is one composed of materials which do not register on security scanners. The weapon will not, however,
bypass a visual inspection.

Suppressor (250 Cr). A suppressor is used to silence or muffle a weapon by emitting a frequency-calculated sonic pulse designed to nullify the weapon's own noise. Any weapon with a suppressor attached emits no sound when used. A sonic weapon with a suppressor is rendered nonfunctional.

Transporting (5,000 Cr). A transporting weapon is able to be called to the user's hand. The basic type of transporting weapon must be stored in a special permanent unit on a starship or in a building, and is recalled using a special glove. The range is 1 mile. Recalling the weapon is
an action.

A more advanced transporting weapon contains its own transporting unit and can be concealed anywhere. This upgrade is more expensive, however, costing 20,000 Cr.

Future Armor Customizations

Augmented Reaction (1,000 Cr). This functionality can only be built into medium or heavy armor, and includes a heads-up-display, proximity alert systems, and other electronic devices designed to improve the reaction time of the wearer. Augmented reaction armor grants a +1d6 bonus to initiative checks.

Ablative (500 Cr). Highly effective, ablative armor absorbs damage by vaporizing when hit. Ablative armor starts with a additional 2 points of SOAK. Its SOAK value reduces by 1 point with each hit, and the actual weight of the armor lessens by 5lb.

Cloak (10,000 Cr). Cloaking technology is expensive and uncommon. It renders the wearer almost invisible (+3d6 bonus to checks made to hide), although a perceptive viewer can make out a slight shimmering.

Gravitic (4,000 Cr). Gravitic armor is used in high, low or zero gravity situations using artificial gravity field generators. The wearer of gravitic armor is unaffected by zero, high, or low gravity.

Kinetic (1,000 Cr). Kinetic armor is able to sense when the wearer is in free-fall and reduce his falling speed to ensure a gentle landing. The wearer does not take falling damage, but must still make an AGILITY check to land on his feet.

Reflective (400 Cr). Reflective armor is a cheap, efficient way to deflect beam weapons. However, it is highly visible, and not suitable for stealth-based operations. Reflective armor grants 5 SOAK vs. heat damage, but inflicts a -2d6 penalty to checks made to hide. Reflective armor cannot be combined with camouflage or chameleon properties.

Silent (2,000 Cr). Silent suits add sonic dampening technology in the form of miniature field generators. These field generators cannot be used on heavy armor. Silent suits grant a +1d6 bonus to AGILITY checks to be stealthy, and – as a side-effect – provide 5 SOAK vs. sonic damage.

Spikes (80 Cr). This medieval looking adjustment looks intimidating and exotic; however, their primary purpose is to cause damage to opponents who attempt to grab the wearer. Any attempt to grab the wearer of spiked armor causes the attacker 1d6 piercing damage.

Thermal (250 Cr). Thermal armor both protects against cold environments, and also grants 5 SOAK vs. cold (cryo) damage.

Camouflage (300 Cr). Camouflage armor is an easy and cheap way to blend into the surroundings. Camouflage can be applied to any armor, and must be selected for a specific terrain (desert, snow, jungle, night). Wearing the correct camouflage armor for the terrain grants a +1d6 bonus to checks to hide. This does not stack with the chameleon property.

Chameleon (5,000 Cr). The ultimate in camouflage, chameleon armor uses nanotechnology to rapidly change color to react to its environment. Chameleon armor grants a +2d6 bonus to checks to hide. This does not stack with the camouflage property.

Nanorepair (5,000 Cr).  Nanorepair armor is able to repair itself, and is especially useful when combined with ablative armor. It repairs itself by 1 point every 2 turns.

Thrusters (5,000 Cr). Thrusters built into heavy armors can enable spectacular jumps. With an action, the wearer can safely jump 30' up or across with no attribute check required.