Assault Rifles

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Assault Rifles

Quote

Post by Tony »

Assault Rifles

The assault rifle is the modern longsword, a heavy-duty, multi-purpose weapon that nearly every modern society's government soldiers are trained in. The assault rifle is considered the middle ground for submachine guns and light machine guns, and sports versatility and reliability. Most assault rifles can be submerged in water or sand and still fire after being removed.

The assault rifle is a modular weapon and comes with a variety of attachments that can make it deadly at a short, medium, or long range, and shortly after its introduction across the galaxy, the assault rifle was one of the most popular weapons on both open and black markets. Defense contractors made it available to governments, and arms dealers made them available to their enemies.

The assault rifle is considered a 5-slot weapon and has the ability to incur 1 round of Light "Suppressing Fire" on a single Area before it needs to be reloaded (roll at a -40 penalty when using Suppressing Fire). With a low threshold for precision shots, the assault rifle has a -10 penalty for each additional shot beyond its controlled shot amount.

Assault rifles can be used by the following skill: Weapon Proficiency: Assault Rifles.

Family: Suppressing Fire
Description: The target takes attack damage depending on the action taken
Affects: Biological, Robots
Mild: [Light] Anyone who melee attacks during the round of suppression must pass Reaction vs the initial attack roll or be hit. (it is ASSUMED that if you are not melee attacking, you had the good sense to find cover. Do not abuse this assumption.)

__________________________________________________________________________

Carbon Fiber & Ceramic

Name: Devlon Industries Raptor Assault Rifle(Denzium)
Price: 10,000 gil
DC to Make: 40/70/100
Augmentation Slots: 3
Controlled Shots: 1 (+1)
Roll Bonus: +14
Damage Modifier: 600
Skill Level Required: 1

Name: Steiner-Bisley FR-27 SFR Assault Rifle(Durallium)
Price: 20,000 gil
DC to Make: 42/72/102
Augmentation Slots: 3
Controlled Shots: 1 (+1)
Roll Bonus: +15
Damage Modifier: 625
Skill Level Required: 1

Name: British L85A1 Assault Rifle(Andrium)
Price: 30,000 gil
DC to Make: 44/74/104
Augmentation Slots: 3
Controlled Shots: 1 (+1)
Roll Bonus: +15
Damage Modifier: 650
Skill Level Required: 1

Name: Colt M16A4 Assault Rifle(Diamondium Alloy)
Price: 40,000 gil
DC to Make: 46/76/106
Augmentation Slots: 3
Controlled Shots: 1 (+1)
Roll Bonus: +16
Damage Modifier: 675
Skill Level Required: 1

Name: Devlon Industries M-96 Mattock Assault Rifle(Phazite)
Price: 50,000 gil
DC to Make: 48/78/108
Augmentation Slots: 4
Controlled Shots: 1 (+1)
Roll Bonus: +16
Damage Modifier: 700
Skill Level Required: 1

Name: H&K G3 Assault Rifle(Neosteel)
Price: 65,000 gil
DC to Make: 50/80/110
Augmentation Slots: 4
Controlled Shots: 1 (+1)
Roll Bonus: +17
Damage Modifier: 975
Skill Level Required: 2

Name: Ural Combinat AK90 Assault Rifle(Solinium)
Price: 80,000 gil
DC to Make: 62/102/142
Augmentation Slots: 4
Controlled Shots: 1 (+1)
Roll Bonus: +17
Damage Modifier: 1000
Skill Level Required: 2

Name: Heckler and Koch HK-416 Assault Rifle(Starmetal)
Price: 95,000 gil
DC to Make: 64/104/144
Augmentation Slots: 4
Controlled Shots: 2 (+1)
Roll Bonus: +18
Damage Modifier: 1025
Skill Level Required: 2

Name: Hamilton Eagle Assault Rifle(Orichalcum)
Price: 110,000 gil
DC to Make: 66/106/146
Augmentation Slots: 4
Controlled Shots: 2 (+1)
Roll Bonus: +18
Damage Modifier: 1050
Skill Level Required: 2

Name: Hahne-Kedar Lancer Assault Rifle(Aetherium)
Price: 130,000 gil
DC to Make: 68/108/148
Augmentation Slots: 4
Controlled Shots: 2 (+1)
Roll Bonus: +19
Damage Modifier: 1100
Skill Level Required: 2

Name: Heckler and Koch OICW Assault Rifle(Duralloy)
Price: 150,000 gil
DC to Make: 70/110/150
Augmentation Slots: 4
Controlled Shots: 2 (+1)
Roll Bonus: +19
Damage Modifier: 1400
Skill Level Required: 3

Generation 2 Polymer

Name: Ariake Technologies Tsunami Assault Rifle(Amber)
Price: 175,000 gil
DC to Make: 92/162/232
Augmentation Slots: 4
Controlled Shots: 2 (+1)
Roll Bonus: +20
Damage Modifier: 1450
Skill Level Required: 3

Name: Rittergruppen CE20 Assault Rifle(Garnet)
Price: 200,000 gil
DC to Make: 94/164/234
Augmentation Slots: 4
Controlled Shots: 2 (+1)
Roll Bonus: +20
Damage Modifier: 1500
Skill Level Required: 3

Name: Haliat Armory Thunder Assault Rifle(Jasper)
Price: 225,000 gil
DC to Make: 96/166/236
Augmentation Slots: 4
Controlled Shots: 2 (+1)
Roll Bonus: +21
Damage Modifier: 1550
Skill Level Required: 3

Name: Hamilton Hawk Assault Rifle(Pyrite)
Price: 250,000 gil
DC to Make: 98/168/238
Augmentation Slots: 4
Controlled Shots: 2 (+2)
Roll Bonus: +21
Damage Modifier: 1600
Skill Level Required: 3

Name: Safir Arms T-17 Assault Rifle(Kunzite)
Price: 275,000 gil
DC to Make: 100/170/240
Augmentation Slots: 4
Controlled Shots: 2 (+2)
Roll Bonus: +22
Damage Modifier: 1900
Skill Level Required: 4

Name: Misriah Armory MA37 ICWS Assault Rifle(Ruby)
Price: 300,000 gil
DC to Make: 102/172/242
Augmentation Slots: 4
Controlled Shots: 2 (+2)
Roll Bonus: +22
Damage Modifier: 1950
Skill Level Required: 4

Name: CZ-UB CZ-805 BREN Assault Rifle(Jadeite)
Price: 330,000 gil
DC to Make: 104/174/244
Augmentation Slots: 4
Controlled Shots: 2 (+2)
Roll Bonus: +23
Damage Modifier: 2050
Skill Level Required: 4

Name: DataDyne Dragon Assault Rifle(Cardinal)
Price: 360,000 gil
DC to Make: 106/176/246
Augmentation Slots: 4
Controlled Shots: 2 (+2)
Roll Bonus: +23
Damage Modifier: 2150
Skill Level Required: 4

Name: IMI Galil Assault Rifle(Celestial Phazon)
Price: 390,000 gil
DC to Make: 108/178/248
Augmentation Slots: 4
Controlled Shots: 2 (+2)
Roll Bonus: +24
Damage Modifier: 2200
Skill Level Required: 4

Name: Jormangund Technology Torrent Assault Rifle(Alabaster)
Price: 420,000 gil
DC to Make: 110/180/250
Augmentation Slots: 4
Controlled Shots: 2 (+2)
Roll Bonus: +24
Damage Modifier: 2500
Skill Level Required: 5

Name: Rittergruppen Grizzly Assault Rifle(Opal)
Price: 450,000 gil
DC to Make: 112/182/252
Augmentation Slots: 4
Controlled Shots: 3 (+2)
Roll Bonus: +25
Damage Modifier: 2600
Skill Level Required: 5

Name: Samael FR-99 Assault Rifle(Bloodstone)
Price: 490,000 gil
DC to Make: 114/184/254
Augmentation Slots: 4
Controlled Shots: 3 (+2)
Roll Bonus: +25
Damage Modifier: 2700
Skill Level Required: 5

Name: IMI TAR-21 Assault Rifle(Lapis Lazuli)
Price: 530,000 gil
DC to Make: 116/186/256
Augmentation Slots: 4
Controlled Shots: 3 (+2)
Roll Bonus: +26
Damage Modifier: 2800
Skill Level Required: 5

Name: Beretta ARX-160 Assault Rifle(Zoisite)
Price: 570,000 gil
DC to Make: 118/188/258
Augmentation Slots: 4
Controlled Shots: 3 (+2)
Roll Bonus: +26
Damage Modifier: 2900
Skill Level Required: 5

Name: Hahne Kedar ShadowWorks Diamondback Assault Rifle(Malachite)
Price: 620,000 gil
DC to Make: 120/190/260
Augmentation Slots: 4
Controlled Shots: 3 (+2)
Roll Bonus: +27
Damage Modifier: 3250
Skill Level Required: 6

Hyperalloy

Name: Carrington Institute AR-53 Assault Rifle(Beryl)
Price: 670,000 gil
DC to Make: 160/250/340
Augmentation Slots: 4
Controlled Shots: 3 (+2)
Roll Bonus: +27
Damage Modifier: 3350
Skill Level Required: 6

Name: Misriah Armory MA3 Assault Rifle(Red Beryl)
Price: 720,000 gil
DC to Make: 165/255/345
Augmentation Slots: 4
Controlled Shots: 3 (+2)
Roll Bonus: +28
Damage Modifier: 3450
Skill Level Required: 6

Name: DataDyne Super Dragon Assault Rifle(Netherite)
Price: 770,000 gil
DC to Make: 170/260/350
Augmentation Slots: 4
Controlled Shots: 3 (+3)
Roll Bonus: +28
Damage Modifier: 3550
Skill Level Required: 6

Name: Carrington Institute RC-P120 Assault Rifle(Obsidian)
Price: 820,000 gil
DC to Make: 175/265/355
Augmentation Slots: 4
Controlled Shots: 3 (+3)
Roll Bonus: +29
Damage Modifier: 3650
Skill Level Required: 6

Name: Elanus Risk Control M-15 Vindicator Assault Rifle(Moonstone)
Price: 870,000 gil
DC to Make: 180/270/360
Augmentation Slots: 4
Controlled Shots: 3 (+3)
Roll Bonus: +29
Damage Modifier: 4100
Skill Level Required: 7

Name: Bushmaster ACR Assault Rifle(Celestine)
Price: 930,000 gil
DC to Make: 190/280/370
Augmentation Slots: 4
Controlled Shots: 3 (+3)
Roll Bonus: +30
Damage Modifier: 4300
Skill Level Required: 7

Name: Carrington Institute RC-P200 Assault Rifle(Celestial Diamond)
Price: 1,000,000 gil
DC to Make: 200/300/400
Augmentation Slots: 4
Controlled Shots: 3 (+3)
Roll Bonus: +30
Damage Modifier: 4500
Skill Level Required: 7

Exotic Particle Hyperalloy

Name: Misriah Armory AR40 ICWS(Dragonsteel)
Price: 1,100,000 gil
DC to Make: 195/295/395
Augmentation Slots: 4
Controlled Shots: 3 (+3)
Roll Bonus: +31
Damage Modifier: 4750
Skill Level Required: 8

Name: Beretta ARX-180(Meteorillium)
Price: 1,250,000 gil
DC to Make: 200/300/400
Augmentation Slots: 4
Controlled Shots: 3 (+3)
Roll Bonus: +31
Damage Modifier: 5000
Skill Level Required: 8

Name: Rittergruppen CE50(Duranium)
Price: 1,400,000 gil
DC to Make: 205/305/405
Augmentation Slots: 4
Controlled Shots: 4 (+3)
Roll Bonus: +32
Damage Modifier: 5500
Skill Level Required: 8

Name: Samael FR-150(Sunstone)
Price: 1,700,000 gil
DC to Make: 210/310/410
Augmentation Slots: 4
Controlled Shots: 4 (+3)
Roll Bonus: +32
Damage Modifier: 5750
Skill Level Required: 8

Name: Bushmaster ACR2(Vibranium)
Price: 2,000,000 gil
DC to Make: 215/315/415
Augmentation Slots: 4
Controlled Shots: 4 (+3)
Roll Bonus: +33
Damage Modifier: 6000
Skill Level Required: 8

Name: IMI TAR-25(Dreamstone)
Price: 2,300,000 gil
DC to Make: 220/320/420
Augmentation Slots: 4
Controlled Shots: 4 (+3)
Roll Bonus: +33
Damage Modifier: 6250
Skill Level Required: 8

Name: Haliat Armory Thunderstorm AR(Carbonadium)
Price: 2,600,000 gil
DC to Make: 225/325/425
Augmentation Slots: 4
Controlled Shots: 4 (+3)
Roll Bonus: +34
Damage Modifier: 6550
Skill Level Required: 8

Name: DataDyne Myrimdon AR(Mythril)
Price: 3,000,000 gil
DC to Make: 230/330/430
Augmentation Slots: 4
Controlled Shots: 4 (+3)
Roll Bonus: +34
Damage Modifier: 7100
Skill Level Required: 8

Name: Carrington Institute RC-P250 AR(Adamantium)
Price: 3,500,000 gil
DC to Make: 235/335/435
Augmentation Slots: 4
Controlled Shots: 4 (+3)
Roll Bonus: +35
Damage Modifier: 7400
Skill Level Required: 8

Fourth Matter State Alloy

Name: Misriah Armory AR50 ICWS(Fantasteel)
Price: 4,000,000 gil
DC to Make: 240/340/440
Augmentation Slots: 4
Controlled Shots: 4 (+4)
Roll Bonus: +35
Damage Modifier: 7700
Skill Level Required: 9

Name: Beretta ARX-200(Corrodium)
Price: 4,500,000 gil
DC to Make: 245/345/445
Augmentation Slots: 4
Controlled Shots: 4 (+4)
Roll Bonus: +36
Damage Modifier: 8100
Skill Level Required: 9

Name: Rittergruppen CE75(Technobsidian)
Price: 5,000,000 gil
DC to Make: 250/350/450
Augmentation Slots: 4
Controlled Shots: 4 (+4)
Roll Bonus: +36
Damage Modifier: 8500
Skill Level Required: 9

Name: Samael FR-200(Kryptonite)
Price: 6,000,000 gil
DC to Make: 255/355/455
Augmentation Slots: 4
Controlled Shots: 4 (+4)
Roll Bonus: +37
Damage Modifier: 9150
Skill Level Required: 9

Name: Bushmaster ACR3(Plasmarble)
Price: 7,000,000 gil
DC to Make: 260/360/460
Augmentation Slots: 4
Controlled Shots: 4 (+4)
Roll Bonus: +37
Damage Modifier: 9550
Skill Level Required: 9

Name: IMI TAR-30(Hephaestium)
Price: 8,000,000 gil
DC to Make: 265/365/465
Augmentation Slots: 4
Controlled Shots: 4 (+4)
Roll Bonus: +38
Damage Modifier: 9950
Skill Level Required: 9

Name: Hamilton Raptor AR(Prismatic/Rainbow Shell)
Price: 9,000,000 gil
DC to Make: 270/370/470
Augmentation Slots: 4
Controlled Shots: 4 (+4)
Roll Bonus: +38
Damage Modifier: 10350
Skill Level Required: 9

Name: DataDyne Tiamat AR(Antimatter)
Price: 10,000,000 gil
DC to Make: 275/375/475
Augmentation Slots: 4
Controlled Shots: 5 (+4)
Roll Bonus: +39
Damage Modifier: 10750
Skill Level Required: 9

God Particle Polymer

Name: Misriah Armory AR60 ICWS(Spectral Black)
Price: 11,500,000 gil
DC to Make: 280/380/480
Augmentation Slots: 5
Controlled Shots: 5 (+4)
Roll Bonus: +39
Damage Modifier: 11400
Skill Level Required: 10

Name: Beretta ARX-250(Spectral Red)
Price: 13,000,000 gil
DC to Make: 285/385/485
Augmentation Slots: 5
Controlled Shots: 5 (+4)
Roll Bonus: +40
Damage Modifier: 11800
Skill Level Required: 10

Name: Rittergruppen CE100(Spectral Orange)
Price: 14,500,000 gil
DC to Make: 290/390/490
Augmentation Slots: 5
Controlled Shots: 5 (+4)
Roll Bonus: +40
Damage Modifier: 12200
Skill Level Required: 10

Name: Samael FR-250(Spectral Yellow)
Price: 16,000,000 gil
DC to Make: 300/400/500
Augmentation Slots: 5
Controlled Shots: 5 (+4)
Roll Bonus: +41
Damage Modifier: 12600
Skill Level Required: 10

Name: Bushmaster ACRX(Spectral Green)
Price: 17,500,000 gil
DC to Make: 310/410/510
Augmentation Slots: 5
Controlled Shots: 5 (+4)
Roll Bonus: +41
Damage Modifier: 13000
Skill Level Required: 10

Name: IMI TAR-40(Spectral Blue)
Price: 19,000,000 gil
DC to Make: 320/420/520
Augmentation Slots: 5
Controlled Shots: 5 (+4)
Roll Bonus: +42
Damage Modifier: 13750
Skill Level Required: 10

Name: Ural Combinat AK100 AR(Spectral Indigo)
Price: 21,000,000 gil
DC to Make: 330/430/530
Augmentation Slots: 5
Controlled Shots: 5 (+5)
Roll Bonus: +43
Damage Modifier: 14250
Skill Level Required: 10

Name: DataDyne Bahamut AR(Spectral Violet)
Price: 23,000,000 gil
DC to Make: 340/440/540
Augmentation Slots: 5
Controlled Shots: 5 (+5)
Roll Bonus: +44
Damage Modifier: 14750
Skill Level Required: 10

Name: Carrington Institute RC-P500 AR(Spectral White)
Price: 25,000,000 gil
DC to Make: 350/450/550
Augmentation Slots: 5
Controlled Shots: 5 (+5)
Roll Bonus: +45
Damage Modifier: 15250
Skill Level Required: 10
Last edited by Strato on April 25th, 2024, 3:33 am, edited 6 times in total.
Tony
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Posts: 831
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Tuning & Augmentations

Quote

Post by Tony »

Assault Rifle Tuning

While pretty much anyone can pick up a gun or crossbow, point it, and squeeze the trigger, these weapons are only that easy to use because they're so complicated of machines. They do all the work for you. Whereas a melee weapon's user will train the body and mind to use a weapon more effectively, it takes a skilled machinist and gunsmith to make an already good weapon, better.

To that end, a gunsmith can alter, tune, and refine the inner workings and body of a weapon to be easier to use, more powerful, and more adaptable. A Gunsmith may use his/her skill to adjust the pieces of a specific weapon and tailor it to the needs or wants of the user.

Notably, these tuning options do not cost Augmentation Slots. However, Tuning a weapon raises the Skill Level required to use it. For every 5 Tunings applied, the Skill Level requirement goes up by 1, but cannot exceed 10.

For instance, Tuning a weapon's Damage 8 times and its Roll Bonus 2 times will raise the Skill Level required to use the weapon by 2.

Each tuning takes 1 day of crafting regardless of skill level and weapon DC.
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Augmentation Slots - Can add up to 2 more slots to a weapon.
  • One Slot - Cost: 50,000 gil
  • Two Slots - Cost: 100,000 gil
Roll Bonus - Can add up to 5 more to a Roll Bonus.
  • +1 - Cost: 10,000 gil
  • +2 - Cost: 20,000 gil
  • +3 - Cost: 30,000 gil
  • +4 - Cost: 40,000 gil
  • +5 - Cost: 50,000 gil
Damage - Can add up to 500 more damage to a weapon.
  • +100 - Cost: 10,000 gil
  • +200 - Cost: 20,000 gil
  • +300 - Cost: 30,000 gil
  • +400 - Cost: 40,000 gil
  • +500 - Cost: 50,000 gil
Controlled Shots - Can add 1 more controlled shot to an assault rifle's penalized shots. (3 (+3) becomes 3(+4).)
+1 Shot - Cost: 50,000 gil
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Assault Rifle Augmentations

One of the main advantages of a ranged weapon and its augmentations is that most of them can be interchanged. Exchanging a weapon augmentation requires that:
1) the augmentation is carried in an Inventory Slot;
2) the user spends 1 round's action exchanging the augmentations.

Unless otherwise specified, all weapon augmentations are considered 1-slot items.

Name: Laser Sight
Cost: 480 gil
Restrictions: Weak to EMP
Description: A pinpoint, projected laser sight that projects a small red or green dot on an enemy that assists in aiming, however, can be seen by an alert enemy. +1 to roll bonus.

Name: Red-Dot Sights
Cost: 1440 gil
Restrictions: Weak to EMP
Description: A clear glass screen on which an adjustable red or green laser shines, providing an aimpoint sight that cannot be seen by the enemy, while assisting accuracy. +3 to roll bonus.

Name: Advanced Combat Optical Gear (ACOG)
Cost: 2400 gil
Restrictions: Weak to EMP
Description: A traditional metal and glass scope with modern accessories. Illuminated Crosshairs provide excellent aiming in low light conditions with a medium range 4x power scope. +5 to roll bonus.

Name: Infrared Sight System
Cost: 3360 gil
Restrictions: Weak to EMP
Description: A high tech sight that shows heat sources as glowing in it's screen. Useless in extreme heat areas, but can see through smoke grenades' cover. +5 to roll bonus, negates vision obstructions.

Name: Thermal Sight System
Cost: 5,670 gil
Restrictions: Weak to EMP
Description: A bleeding edge high-tech sight that can be used even with extreme heat sources, as it's system can pick out mobile enemies from superheated terrain. +5 to roll bonus, negates vision obstructions, see through thin walls.

Name: Targetting VI
Price: 3,670 gil
Restrictions:
Description: A smart targeting module calculates and compensates for minute barrel movements, weather, and the environment. Firing on a target in a howling gale feels the same as it does on a calm day on a practice range. Smart targeting does not mean the bullet will automatically find the mark every time the trigger is pulled; it only makes it easier for the marksman to aim. Improves a weapon's accuracy by +5. Can be stacked with other accuracy augmentations, but is a permanent modification.

Name: Suppressor
Cost: 480 gil
Restrictions:
Description: A muzzle brake which hides the flash, as well as silencing the weapon, however, muzzle velocity is decreased. Reduces weapon damage by 50, but the weapon is rendered inaudible.

Name: 40mm Underslung Grenade Launcher
Cost: 3360 gil
Restrictions:
Description: The underslung grenade launchers were originally developed as standalone weapons but were later shrunk and remodeled to act as a support weapon. The weapon is mounted beneath the barrel of an assault rifle, with a trigger and guard by the magazine of the weapon. A grenade is breechloaded into the launcher and fired in an arcing fashion. The addition of this weapon requires 2 Augmentation Slots. Using the grenade launcher does not require a roll on the user's part, like standard grenades.
Grenade launchers may load any type of Grenade-type weapon (including custom-created one-use items). Using the Underslung launcher will add the weapon’s Roll Bonus (including tuning, excluding attachments) to the Grenade’s Reaction roll. This stacks with Heavy Weapons skills and Class Feats affecting Grenades. See ammo listed below for special grenades.

Name: 12-gauge Underslung Shotgun
Cost: 3360 gil + (25% of actual Shotgun model to be added)
Restrictions:
Description: A tactical addition to the underside of a weapon, the underslung shotgun is not necessarily powerful, but serves the functions of breeching, close-quarters combat, and less-lethal combat well when a full-sized shotgun is inappropriate. Requires 2 Augmentation Slots, incurs a -10 penalty to using the weapon itself, and is used with the Roll Bonus/Damage from the shotgun model loaded.

Name: Barrel-Mounted Bayonet
Cost: 5,670 gil + 1/2 weapon cost
Restrictions:
Description: The barrel of the rifle is reinforced and strengthened, allowing for the mounting of a close-combat blade to the bottom of the barrel to extend beyond the muzzle of the weapon. Any melee weapon 5-slots or less can be mounted to the barrel of the weapon, but larger weapons suffer a penalty to their statistics for being unwieldy at the end of an already bulky weapon. This augmentation allows the Assault Rifle to block melee attacks. Requires 2 Augmentation Slots.
A 1-slot weapon will have full Roll Bonus and Damage Modifier; a 3-slot weapon will have its Roll Bonus and Damage Modifiers reduced by 10; and a 5-slot weapon will have its Roll Bonus and Damage Modifiers reduced by 20. The weapons mounted retain their natural properties, and are rolled using the user's Assault Rifle skill as opposed to the mounted weapon. A user can perform up to a 1d3 combo with this attack, but can only attack one target at a time.
Name: Kinetic Pulsar
Price: 5,670 gil
Restrictions: Requires "Mass Effect Generators" augmentation.
Description: A high-powered microgenerator is added to the weapon's interior workings, even changing traditional firiearms into hyper-modern kinetic slugthrowers. Increases a weapon's damage by 50. Can be stacked with other damage upgrades, but is a permanent modification.

Name: Sabot Jacket
Price: 3,360 gil
Restrictions: Requires "Mass Effect Generators" augmentation.
Description: Increasing the tungsten content of slugs and recalibrating the weapon's interior operations improves penetration of heavily armored targets. This weapon ignores 50% of a target's physical soak, including natural armor soak. This modification is permanent, and only standard ammunition can be equipped.

Name: Smart Rounds
Price: 3,360 gil
Restrictions: Requires "Mass Effect Generators" augmentation.
Description: Scientists have prototyped a modification to the traditional smart-targeting module commonly incorporated into high-end weaponry. While this technology is commonly used to compensate for wind and recoil, it was adapted to slightly deflect rounds to strike a more vital part of an enemy. Increases a weapon's critical hit bonus by 1, after the modifier roll. This modification is permanent.

Name: Microphasic Pulse
Price: 3,360 gil
Restrictions: Requires "Mass Effect Generators" augmentation.
Description: A phasic discharge is created by a microgenerator built into this weapon, wrapping rounds in a small envelope that decimates energy barriers and mana fields. This weapon ignores shields and magical barriers (Protect, Wall, Shield, etc.). This modification is permanent. This weapon cannot use special ammunition.

Name: High-Velocity Reinforced Barrel
Price: 5,670 gil
Restrictions: Requires "Mass Effect Generators" augmentation.
Descriptions: A powerful microgenerator is added to a weapon, and using heavier slugs with a higher muzzle velocity, this weapon is able to penetrate objects up to a meter thick. This modification negates "Concealment" bonuses, but Mild to Terminal "Concealment" reduces this weapon's damage by 100 per level, up to 50% at Terminal.

Name: Ultralight Materials
Price: 80% of weapon's total value
Restrictions:
Descriptions: By researching similar materials and finding ways to incorporate lighter but equal fabrication methods, the burden of some weapons can be reduced by simply rebuilding them with these new synthetic materials. Reduces the Inventory Slots of a weapon by 2. This modification is permanent.
_________________________________________________________________________________________________________

Assault Rifle Ammunition

A ranged weapon's biggest variable attribute is ammunition. Ammo loads come in a variety of shapes, sizes, and uses, and can be swapped out using a Standard Action in battle.

Ammunition items take up 1 Augmentation Slot on a weapon when loaded, and only one Ammo can be used at any given time in a single weapon. Ammo packs are purchased in bulk and must be carried in an Inventory Slot to be used on the fly.

Name: Ammunition - Armor-Piercing Rounds
Cost: 640 gil
Restrictions:
Description: AP rounds are bullets with dense steel casings and tiny molten cores that ravage armor plating and reinforcement. Each attack with AP Rounds (regardless of controlled shots) inflicts Moderate "Melt" status.

Name: Ammunition - Sledgehammer Rounds
Cost: 1920 gil
Restrictions:
Description: Sledgehammer Rounds hit with incredible force, often knocking opponents completely off their feet. They are also coated with polonium to daze a target temporarily. Each attack with sledgehammer rounds (regardless of controlled shots) inflicts Moderate "Off Guard" status.

Name: Ammunition - Whiplash Rounds
Cost: 3200 gil
Restrictions:
Description: A unique ammunition that, rather than a bullet or slug, is loaded with a tiny charged element that, when it comes in contact with an opposing charge, completes a circuit for the briefest time. When used on a target by itself, no effect, but when used on a target suffering from "Shock" status, this round forces the target to roll the appropriate die instantly and suffer the consequences until the character's next turn, when it still must roll the proper die as normal.

Name: Ammunition - Ignition Rounds
Cost: 3200 gil
Restrictions:
Description: A specialized round filled with a highly volatile catalytic fluid, the Ignition Round is much like an airburst round in that it travels a specific distance before detonating, spreading its payload across a wide area. When used on targets by itself, no effect, but when used on a target subjected to the "Burning" status, that status at its current severity is spread to 1d5 targets.

Name: Ammunition - Narco Rounds
Cost: 3200 gil
Restrictions:
Description: A specialized flechette round loaded with a powerful anesthetic catalyst, the Narco Round is mostly used in big game hunting or non-lethal operations for quick, pinpoint takedowns; however, its chemical makeup is only viable when mixed with an existing sedative. When used on a target by itself, no effect; when used on a target suffering from the "Sleep" status, the target requires an extra external stimuli to shirk the status effect.

Name: 40mm HEDP (High Explosive, Dual Purpose) Grenade
Manufacturer: Misriah Armory
Price: 4,480 gil
DC to Make:
Restrictions:
Description: These cone-headed rounds are focused explosives that deal damage to hardened targets. Deals 1 AP damage to a single target, and can remove up to Moderate “Concealment” status. DC 180 to avoid.

Name: 40mm Panzerfaust Grenade
Manufacturer: Armax Arsenal
Price: 7,560 gil
DC to Make:
Restrictions:
Description: A recoilless weapon shrunk down into a small-barrel, man-portable launcher. Deals 2 AP damage to a single target, cannot be blocked by Light Shields, and can remove up to Acute “Concealment” status.

Name: 40mm Torpedo Grenade
Manufacturer: Hahne-Kedar
Price: 12,200 gil
DC to Make:
Restrictions:
Description: Deals 3 AP damage to a single target, cannot be blocked by Light Shields, and can remove up to Chronic “Concealment” status.

Name: 40mm Gauss Grenade
Manufacturer: Carrington Institute
Price: 16,920 gil
DC to Make:
Restrictions:
Description: Single-shot, self-contained gauss devices are loaded into a standard weapon. Deals 4 AP damage to a single target, cannot be blocked by Light or Heavy Shields, and can remove up to Terminal “Concealment” status.
Last edited by BlazingStarX on January 5th, 2024, 12:37 am, edited 3 times in total.
Tony
Aide-de-Camp
Posts: 831
Joined: October 10th, 2008, 9:41 pm
Location: Lubbock, Texas

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