Firearm Retrofitting

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Firearm Retrofitting

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Post by Tony »

Firearm Retrofitting

To retrofit a weapon is to take it apart and rebuild it with new and different components to enhance or improve it in some way. There are many types of weapon retrofits available -- though some may require extensive research to pull off -- that can modify the very nature of a weapon in strange and useful ways.

Retrofitted weaponry still use the original statted weapons from the weapons appendix as their base. These modifications, once applied, are permanent. A weapon can only possess one retrofit at a time. These weapons are not considered unsoakable unless explicitly stated.

To add the retrofit,a Crafter must purchase the parts ("Price") and meet the DC to Make, based on percentages of the weapon's listed (i.e.: to place a "Galvanic Acceerator Cannon" retrofit on a weapon with a Price of 300000 and a DC of 3000, the user must pay 300,000c and meet DC 3000 to add the retrofit; a "High Power Retrofit" would cost 75,000 and the DC would be 750.)
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Name: P.E.P.S. Retrofit
Price: 10% of base weapon
DC to Make: 10% of base weapon
Restrictions: Pistols, SMGs, Shotguns, Battle Rifles only
Description: An experimental projected energy pulse system created by Sarif Industries for use by law enforcement. A P.E.P.S. module doesn't use standard ammunition, but instead draws energy from a power pack which it disperses in a focused burst of electrostatic energy, which can subdue an enemy without killing them.
Effect: All damage done by the weapon is considered non-lethal.

Name: High-Power Retrofit
Price: 25% of base weapon
DC to Make: 25% of base weapon
Restrictions: Pistols, SMGs only.
Description: Enhances a traditional weapon's inner workings,, giving it a heavier barrel, ,heavier mechanisms, and denser ammunition. This retrofit turns a Pistol into a Revolver and a Submachine Gun into a Carbine.
Effect: Raises a weapon's damage by +50, lowers a weapon's accuracy by -5.

Name: Full-Auto Retrofit
Price: 25% of base weapon
DC to Make: 25% of base weapon
Restrictions: Pistols, SMGs only
Description: Alters a weapon's inner workings, giving it a fully-automatic setting and making lighter, quicker, and more responsive pieces and portions of it. This retrofit changes a Pistol into a Machine Pistol and a Submachine Gun into a Personal Defense Weapon (PDW).
Effect: Raises a weapon's accuracy by +5, lowers a weapon's damage by -50. This does not allow Suppressing Fire.

Name: Close-Quarters Retrofit
Price: 25% of base weapon
DC to Make: 25% of base weapon
Restrictions: Shotguns, Assault Rifles, Battle Rifles only
Description: By drastically shortening the barrel and fine-tuning the interior workings of a weapon, it can be tailored to be quickly used in tight quarters that would usually only be appropriate for smaller or melee weapons. The Close Quarters Retrofit makes a weapon compact, small, and quick to use, but sacrifices power for it.
Effect: Reduces Slot Size of the weapon by 2. At the start of a battle, the user can declare "First Strike" and attack at the start of initiative (out of initiative is GM-determined), but that First Strike is used with a weapon Roll Bonus of 0.

Name: Tactical Precision Retrofit
Price: 25% of base weapon
DC to Make: 25% of base weapon
Restrictions: Shotguns, Assault Rifles, Battle Rifles only
Description: By exchanging the barrel of a weapon with a heavier, longer, and precision-fabricated barrel, this weapon is turned into a small sniper weapon, capable of long range marksmanship. The frame is also outfitted to withstand the higher caliber and velocity of the new rounds.
Effect: Increases the Slot Size of the weapon by 2. This weapon's Critical Hit chance is increased by 5% naturally. This weapon cannot be Quick-Drawn to OR from, requiring a full Standard Action to change weapons.

Name: Duplex-Action Firing Retrofit
Price: 50% of base weapon
DC to Make: 50% of base weapon
Restrictions: Shotguns, Battle Rifles only
Description: By refitting a weapon with a hair trigger mechanism, an increased magazine size, a recoil compensator, and installing a new loading and ejection system, a weapon that's generally designed with slow firing in mind can be turned into a quickfiring weapon capable of putting more rounds down-range in a short period of time. However, this sacrifices weapon stability.
Effect: This weapon benefits from +1 Controlled Shot. When using more than the base number of shots in an attack, the weapon's Roll Bonus is halved.

Name: Bioetheric Retrofit
Price: 50% of base weapon
DC to Make: 50% of base weapon
Restrictions: Pistols, SMGs, Assault Rifles, Shotguns, Battle Riles, Sniper Rifles, Anti-Materiel rifles only
Description: A revolutionary, cutting-edge addition to modern weaponry and electronics in general, "Ovo-packs" are unique creations of bioetherium scientists and researchers. An "Ovo-Port" is installed on a weapon, and when an Ovo-pack is inserted, the weapon uses a special type of microbio-organism to conduct and concentrate spiritual energy from the weapon rather than ammunition.
Effect: Bioetherium-based weaponry deals double-damage to spirit-/mana-based entities (such as pure Elementals, "ghosts", and Heartless) and normal damage to other types of targets. Can no longer use special ammunition.

Name: Energy Oscillation Ray Retrofit
Price: 50% of base weapon
DC to Make: 50% of base weapon
Restrictions: Requires Research. Pistols, SMGs, Shotguns, Assault Rifles, Battle Rifles only
Description: The waveform cannon retrofit expands the bandwidth of energy weapons in addition to ignoring force field-style barriers.
Effect: Weapons without multi-targeting are given a natural 1d3 "strafe" function, and weapons with multi-targeting have their strafe function doubled (3 targets becomes 6).

Name: Discarded Sabot Retrofit
Price: 50% of base weapon
DC to Make: 50% of base weapon
Restrictions: Shotguns, Sniper Rifles only
Description: This weapon is retrofitted to ONLY use specially designed sabot rounds, which are loaded with special ammunition from the other weapon varieties. However, the weapon's modification reduces its magazine capacity, and must be carefully loaded to be used properly. These sabot rounds give a marksman flexibility and utility when preparing for an encounter.
Effect: This weapon can only carry 2 shots in a magazine. The first round MUST be "Tranq Dart," "Black Talon," "Hammerhead," "Cryo," "Incendiary," or "Disruptor" type. The second round MUST be "Snare," "Salt," "Shatter," "Ignition," "Whiplash," or "Narco." Using these rounds in succession counts as a hit for the second type of ammunition.

Name: Venomian Plasma Bolt Retrofit
Price: 50% of base weapon
DC to Make: 50% of base weapon
Restrictions: Requires research (Complete, 3/15/17)
Description: This weapon has a majority of its bulk removed and replaced with a plasma emitter and several force-field projectors. Supercharged and superheated plasma is locked into a shape formed by the force fields, but the kinetic and thermal energy of the plasma is still transferred through the magnetic seal.
Effect: Weapon damage is raised by 20% and each hit inflicts one incremented level of 'Burning' status (If target suffers Mild Burning, next shot causes moderate, etc). Each hit reduces target's soak by 25%. Accuracy is -5. Can no longer use special ammunition.

Name: Cornerian Plasma Lance Retrofit
Price: 50% of base weapon
DC to Make: 50% of base weapon
Restrictions: [Unlocked]Requires research(Complete)
Description: This weapon has a majority of its bulk removed and replaced with a plasma emitter and several force-field projectors. Supercharged and superheated plasma is locked into a shape formed by the force fields, but the kinetic and thermal energy of the plasma is still transferred through the magnetic seal.
Effect: Weapon damage is raised by 10% and each hit inflicts one incremented level of 'Burning' status (If target suffers Mild Burning, next shot causes moderate, etc). Each hit reduces target's soak by 20%. Can no longer use special ammunition.

Name: Galvanic Accelerator Cannon Retrofit
Price: 100% of base weapon
DC to Make: 100% of base weapon
Restrictions: Requires Research. SMGs, Assault Rifles, Shotguns, Battle Rifles only.
Description: Galvanic Accelerator Cannon retrofitting upgrades a weapon to fire accelerated rounds,
Effect: Although it weakens a weapons damage by -200, it adds 3 controlled shots to the weapon. As it is no longer a 'full/semi auto' weapon, it is not capable of suppressing fire. This weapon can no longer use ammunition.

Name: Chozo Capacitor Retrofit
Price: 100% of base weapon
DC to Make: 100% of base weapon
Restrictions: Requires Research. Pistols, SMGs, Shotguns, Assault Rifles, Battle Rifles only
Description: The Chozo Capacitor is fitted to an energy weapon that allows multiple shots to charge for one round before unleashing it's payload in one devastating blast.
Effect: Firing a 'capacitor' weapon only once in a round allows the user to roll their hits as normal, while not firing for one round will automatically deal maximum hits. This weapon can no longer use ammunition.

Name: Focused Plasma Discharge Retrofit
Price: 100% of base weapon
DC to Make: 100% of base weapon
Restrictions: Requires Research. Pistols, SMGs, Shotguns, Assault Rifles, Battle Rifles, Sniper Rifles only
Description: The High Intensity Plasma retrofit turns a weapon into a small scale Solar Flare, firing a beam of concentrated heat towards a target.
Effect: This energy weapon reduces physical and magical armor soak by 50 with each attack (not shot), but is not compatible with the Waveform cannon upgrade. It is also permanently locked to fire element.

Name: Psi-Gun Retrofit
Price: 100% of base weapon
DC to Make: 100% of base weapon
Restrictions: Requires Research
Description: A unique firearm template that enables the user to discharge psionic energies into bullets.
Effect: This reduces psionic damage based on weapon type, but gives it the properties of that weapon (multiple shots, high accuracy, suppressing fire, etc). This weapon can no longer use special ammunition.
  • Pistols - Damage reduced by -100.
  • SMGs - Damage reduced by -200.
  • Shotguns - Damage reduced by -200.
  • Battle Rifles - Damage reduced by -200.
  • Assault Rifles - Damage reduced by -200
  • Sniper Rifles - Damage is reduced by -500.
Name: Mass Effect Generator Retrofit
Price: 100% of base weapon
DC to Make: 100% of base weapon
Restrictions: Requires Research. Pistols, SMGs, Shotguns, Asssault Rifles, Battle Rifles, Sniper Rifles, LMGs, HMGs only
Description: By using tiny Element Zero generators and microfabricators, a weapon is retrofitted to use shaved portions of metal as projectiles rather than bullets, shot, or slugs.
Effect: Applying a Mass Effect Generator upgrade to a weapon increases its accuracy by +10, and allows a myriad of new upgrades and augmentations to be applied to it. However, some other augmentations will no longer function.

Name: Concussive Shockwave Retrofit
Price: 100% of base weapon
DC to Make: 100% of base weapon
Restrictions: Requires Research. Pistols, SMGs, Shotguns, Assault Rifles, Battle Rifles only
Description: This retrofit turns a gun into a powerful shockwave-based weapon that has the potential to shatter ground and knock targets off their feet.
Effect: Weapon deals Moderate "Off Guard" status and reduces physical and magical armor soak by 50 with each attack (not shot).

Name: Light Beam Retrofit
Price: 125% of base weapon
DC to Make: 125% of base weapon
Restrictions: Requires Research. Pistols, SMGs, Shotguns, Assault Rifles, Battle Rifles, Sniepr Rifles only.
Description: The space pirates have managed to harness holy energy by using Luminoth technology.
Effect: Any attack made with this weapon is considered holy elemental and deals +500 damage.

Name: Phasic Energy Retrofit
Price: 150% of base weapon
DC to Make: 150% of base weapon
Restrictions: Requires Research. Pistols, SMGs, Shotguns, Assault Rifles, Battle Rifles, Sniper Rifles, Anti-Material Rifles, LMGs, HMGs only
Description: By utilizing photon and light research, this energy retrofit turns a weapon into a "phaser," allowing its energy wavelength and frequency to be adjusted along a wide gamut.
Effect: The weapon is a directed energy weapon with a +20 roll bonus and both a non lethal/lethal setting. A user firing a phaser can opt to deal less than maximum damage. Any controlled shots on the weapon are lost.

Name: Kinetic Siphon Cannon Retrofit
Price: 150% of base weapon
DC to Make: 150% of base weapon
Restrictions: Requires Research. Pistols, SMGs, Shotguns, Assault Rifles, Battle Rifles, Sniper Rifles only.
Description: The Anti-Energy Cryo Beam retrofit turns a weapon into an energy leech, causing it to sap immense amounts of energy out of the environment.
Effect: Inflicts Acute "Freeze" status on a target and deals +250 more damage. It is innately water elemental.

Name: Annihilator Beam Retrofit
Price: 150% of base weapon
DC to Make: 150% of base weapon
Restrictions: Requires Research. Pistols, SMGs, Shotguns, Assault Rifles, Battle Rifles, Sniper Rifles only.
Description: Second generation Space pirate attempts to match the output of Samus' power beam cannon infused with both light and dark energy from the world of Aether.
Effect: Reduces weapon damage by -250, but renders it completely unsoakable, applying sonic weapon technology to the beam. Damage done by this weapon is considered non-lethal. Gem-based (Tier 2 & 4) equipment struck by the Annihilator Beam are damaged for one battle, reparable by routine maintenance. This weapon can no longer use ammunition.

Name: Blaster Retrofit
Price: 150% of base weapon
DC to Make: 150% of base weapon
Restrictions: Requires Research
Description: Uses a gas to produce a highly charged blast of energy in the form of a concentrated energy shot called a blaster bolt.
Effect: Reduces weapon accuracy by -20,but provides a similar increase of +200 damage. Damage is treated as unsoakable. This weapon can no longer use ammunition.

Name: Magitek Retrofit
Price: 150% of base weapon
DC to Make: 150% of base weapon
Restrictions: Requires Research. Pistols, SMGs, Shotguns, Assault Rifles, Battle Rifles, Sniper Rifles only.
Description: This revolutionary bridging of ancient, powerful magic and modern technology. Magitek weaponry is dependant on a blood red liquid known as Magitek Gel. When primed with electrical energy, the gel produces a 'soul' like emination from within that can channel spells through the gel and discharge them via emitters. Magitek ammo is unique in that it has a resovoir of MP that can be expended and it must be trained to cast a spell. More advanced Magitek Gel capsules can learn higher levels of spells to discharge.
Effect: Although the spell is cast by a weaker entity (reducing spell damage by a percentage), it maintains the benefits of the firearm and gives the user a selection of spells to cast, making this a versatile and deadly weapon. This weapon cannot use special ammunition.

Name: Hyper Beam Retrofit
Price: 200% of base weapon
DC to Make: 200% of base weapon
Restrictions: Requires Research. Only applicable to Tier 5 weapons.
Description: The ultimate pirate tech, the Hyper Beam is automatically adaptable to any element. Prying these out of the cold, dead claws of the pirates is a quest in and of itself, as they are supposedly used by only the most elite forces in defense of Pirate Command facilities.
Effect: Automatically attacks for the maximum controlled shots as one single beam of energy. This weapon can be switched to an Elemental Affinity as a free action, but can only be changed once per round (not per action).

Name: Solid State Retrofit
Price: 100% of base weapon
DC to Make: 100% of base weapon
Restrictions: Requires research(UNLOCKED)
Description: Using tech from a Deus Ex Machina, this retrofit adds a Solid State control system to the weapon, increasing its base accuracy and rate of fire on some models.
Effect: Doubles the BASE accuracy of a weapon and adds +2 controlled shots to weapons that already have controlled shots(Pistols/SMGs).
Last edited by Strato on July 22nd, 2023, 4:59 am, edited 3 times in total.
Tony
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