Melee Weapon Modifications
Melee weapons have a number of modification slots based on its size;
Light Melee and Medium Melee have 1 Mod Slot, Heavy Melee have 2 Mod
Slots, Very Heavy Melee have 3 Mod Slots. Each melee modification costs
a number of slots based on its size and complexity. Some modifications are
restricted to certain weapon types, such as blades, or specific weapons,
such as knives.
Shields are an additional piece of gear that can be modified. Shields can
only be modified with modifications that state they work with shields. A
standard Bulletproof Shield has 3 Mod Slots.
Slot Cost: 1
Serrated Edge
Cost: 100eb
Bladed weapons only. On a Critical Injury, causes the target to Bleed.
Bleeding enemies take 2 damage a round until they are treated with a First
Aid check (DV13).
Heated Coils
Cost: 100eb
Conductive coils are attached to the weapon, causing it to heat up to
dangerous temperatures. On a Critical Injury, causes the target to catch on
fire. Enemies on fire take 2 damage a round unless they spend a turn
putting the fire out. The coils are powered by a battery in the weapons
handle which lasts for 4 hours and can be recharged or replaced.
Replacement batteries cost 50eb.
Amplified Circuitry
Cost: 100eb
EMP circuits line the weapon. On a Critical Injury the target must beat a
DV15 Cybertech Check. If they fail, the GM chooses 1 piece of their
Cyberware or carried electronics to become inoperable for 1 minute.
Cyberlimbs that are rendered inoperable act as their meat counterparts do
when they have been dismembered, but they still hang loosely. The circuits
are powered by a battery in the weapons handle which lasts for 4 hours
and can be recharged or replaced. Replacement batteries cost 50eb.
Piercing Spike
Cost: 100eb
Blunt weapons only. On a Critical Injury, causes the target to Bleed.
Bleeding enemies take 2 damage a round until they are treated with a First
Aid check (DV13).
Razor Sharp Edge
Cost: 100eb
Bladed weapons only. Weapons with this modification deal +1 damage on a
successful hit.
Ranged Modification
Cost: 100eb
Using various weights and aerodynamics, the user throwing a weapon with
this modification gets a +1 on their attack.
Advanced Materials
Cost: 100eb
The weapon is reinforced with strong materials, doubling its HP and
durability. Works with shields.
Composite Materials
Cost: 100eb
Using various alloys and composites, this modification halves the weapons
weight. Works with shields.
Molecular Blade
Cost: 500eb
Bladed weapons only. Using laser sharpening technology, a weapon with
this modification treats a target's Armor as 1 point less, after halving it using
melee rules.
Blade Catcher
Cost: 100eb
An angled stud used to aid in blocking weapon attacks. Enemies
attempting to attack you with a melee weapon while you are actively
wielding a weapon with this modification take a -1 to their attack.
Toxin Injector
Cost: 500eb
Knives only. A small reservoir within the blade of the weapon, large enough
to hold a single dose of poison or drugs. On a successful hit, the weapon
injects the poison or drugs into the target. See Poison and Drug rules for
damage and Resist Torture/Drugs DV’s.
Compressed Gas Injector
Cost: 500eb
Knives only. A small gas canister in the handle connects to an injection
tube within the blade. On a successful hit, the canister expels the stored
compressed gases into the target, inflicting the Foreign Object Critical
Injury. The canister has enough compressed gas for a single use, and can
be refilled using various compressors or by swapping out the canister itself.
Additional canisters cost 50eb.
Smart Link Programming
Cost: 500eb
Various tiny sensors and gyros are installed on the weapon which send
data directly to the wielder's Neural Link via their Smart Link. Using
trajectory and prediction software, the user can more accurately use their
weapon, giving them a +1 to hit.
Glowing Sheen
Cost: 100eb
A reactive coating is applied to the weapon that allows it to glow as a Glow
Stick permanently.
Polarized Shielding
Cost: 100eb
Shields only. A protective coating that shields the wielder's eyes from bright
lights. While wielding a shield with this modification, you are immune to
Flashbang and other Lighting effects.
Spotlight
Cost: 100eb
Shields only. A high lumen spotlight built into the shield provides excellent
lighting for dark areas. The spotlight runs off a battery that lasts 8 hours
and can be recharged or swapped. Replacement batteries cost 50eb.
Slot Cost: 2
Weighed Core
Cost: 100eb
A heavy Tungsten core is applied to the weapon, giving it more heft. On a
Critical Injury, the weapon deals an additional 1d6 damage.
Hidden Compartment
Cost: 100eb
A small compartment is hidden within the weapon, either in the handle or
wherever possible. The compartment is 2”x2”x6” in size. A 3 Slot cost
Hidden Compartment can also be used. This compartment is larger, being
4”x4”x10” in size. Someone attempting to find the Hidden Compartment
must succeed in a DV 17 Conceal/Reveal check. Works with shields.
Armor Catcher
Cost: 100eb
The weapon has hooks or curved spikes added to the dangerous part of it.
On a Critical Injury, the wielder may initiate a Grab as a free action against
the target. Grabbing rules still apply.
Hidden Cyberdeck
Cost: 500eb
Hidden within the weapon is a micro-sized Cyberdeck. This Cyberdeck has
1 available slot for programs and connects directly to the wielder via their
Neural Link. A 3 Slot cost version also exists, which is slightly larger with 2
available slots for programs. Works with shields.
Blinding Strobe
Cost: 500eb
Shields only. An array of high lumen strobes that, when activated, blind
anyone in front of the wielder who can see the shield. This works similar to
a Flashbang grenade, except only targets in front of the shield are affected.
The strobes run off a battery that lasts for 3 uses before needing
recharging. Replacement batteries cost 50eb.
Slot Cost: 3
Impact Booster
Cost: 500eb
Using various hydraulics and pneumatics, the weapon increases the
“oomph” of impact. Weapons with this modification deal an additional 1d6
damage on a hit, but due to the unwieldy weight of the modification users
take a -3 to their attacks with it.
Hidden Weapon
Cost: 500eb
Hidden within the weapon is either a Light Melee Weapon, such as a knife,
or a Medium Pistol. This weapon can be retrieved as an action. Someone
attempting to discover the hidden weapon must succeed in a DV 17
Conceal/Reveal check. Works with shields.
E.O.D Plating
Cost: 500eb
Shields only. The shield is heavily reinforced to protect the user from
explosives. The extra protection also extends to normal gunfire. A shield
with this modification has 30HP, however, due to its added weight, the user
takes -2 penalty to their REF, DEX and MOVE.