Mods

Upgrade Cost

SuitArmorWeaponSlots
G1 to G23.000.000cr2.000.000cr1.000.000cr1
G2 to G310.000.000cr7.500.000cr5.000.000cr2
G3 to G420.000.000cr15.000.000cr10.000.000cr3
G4 to G540.000.000cr30.000.000cr20.000.000cr4

Suit Mods

ModificationDescription
Added Melee Damage+4 Melee / Fighting Damage
Combat Movement Speed+4m Movement Speed
Improved Shield Capacitor+10 Shield
Faster Shield Regen+5 Shield Regen
Enhanced Tracking30m Motion Sensor
Improved Battery+20m Power
Improved Jump Assist+10m Jetpack Range
Jetpack EfficiencyReduces Power use by 50% to 1MW per 0.5G
Emergency OxygenAdds a reserve Oxygen Tank that activates when the Main-Reserve is drained. Contains Oxygen for 30 Minutes.
Night VisionAdds Night Vision
Multispectrum VisionAdds Thermal and EM Vision with 0.5m Penetration
Quieter FootstepsNegates a Stealth disadvantage while moving

Armor Modifications

ModificationDescription
Kinetic Plating+5 Kinetic Armour
-10 Athletic
Reflective Plating+3 Energy Armour
-10 Athletic
Reactive Plating+8 Explosive Armour
-10 Athletic
CQB Plating+3 Melee Armour
-10 Athletic
Spikes+3 Fighting Armour
If Damage is fully absorbed: Attacker receives the Damage instead.
-2 Social Factor
Lightweight+10 Athletic
HardenedReduces the Hardened Difficulty by 1
LayeredIncoming Critical Hits have the Difficulty increased by 1.
Can not be higher than 10.
Shadowed+10 Stealth in dark Environment
Camouflage+1 Camouflage Cloak in selected Environment
Hidden PocketAdds a small Pocket which can hold a small Item or Weapon. Provides a +2 to Sleight of Hand Checks when hiding something in it.

Ranged Attachments

ModificationDescriptionCost
ScopeThis Scope provides a +1 to Hit when not moving before an Attack.
Uses the Scope Slot.
5.000cr
Night Vision ScopeRemoves Concealment Bonus at Night.
This is a Scope Addon
20.000cr
Thermal ScopeAdds Thermal Vision with 0.5m Penetration.
This is a Scope Addon
150.000cr
EM Scope (Rare)Adds EM Vision with 0.5m Penetration.
This is a Scope Addon
500.000cr
Smart Scope (Rare)Adds Smart Vision with 0.5m Penetration.
This is a Scope Addon
1.000.000cr
Advanced Scope (Rare)This Scope provides a +2 to Hit when not moving before an Attack.
Uses the Scope Slot. Long Weapons only.
750.000cr
HUD LinkYou can now aim with the Weapon by using your Cybernetic HUD and all the Modifiers you have for it.
Uses the Scope Slot.
200.000cr
UB ShotgunAdds an Underbarrel Shotgun (see Shotgun for Stats)
Max Ammo: 2
Uses the Underbarrel Slot
10.000cr
UB Grenade LauncherAdds an Underbarrel Grenade Launcher (See Core Book for Stats)
Uses the Underbarrel Slot
65.000cr
BayonetAdds a small Blade to the front of the Rifle (see Spear for Stats)
Uses the Underbarrel Slot
5.000cr
Noise SuppressorMakes a Weapon silent by attaching a Silencer to the Barrel.
Digital Scanners used for example in Ships, Vehicles, Drones and Suits can still detect a Projectile when it is fired in their Field of View, since they convert visual Data into Audio for Environments without Atmosphere.

Can not be used on XL and Heavy Weapons.
Uses the Front Slot.
5.000cr

Ranged Modifications

Price: 500.000cr

ModificationDescription
Audio MaskingMakes a Weapon invisible to digital Scanners by masking the Signature.
Faster HandlingReduces the time it takes to draw or stow a Weapon.Small Weapons can be drawn, fired and stowed in the same Turn.
Medium and Large Weapons can be drawn and fired in the same Turn.
XL and Heavy Weapons can be drawn after Moving.
Greater RangeIncreases the Range by 50% for each Category (Low Medium and Long Range). Rounded up to the next full 2m.
Headshot Damage+1 to Critical Hit Range
Higher AccuracyDecreases the to Hit modifier by 1
Can not be less than 1 for Short, 2 for Medium and 3 for Long Range.
Magazine Size+50% Ammo per Clip (rounded up)
Reload SpeedSmall, Medium and Large Weapons reload with a Free Action.XL and Heavy Weapons can be reloaded after moving.
Scope UpgradeIncrease Scope Bonus by +1
StabilityIncreases the Damage of the Weapon by either +1d10 or +5 based on how the Weapon deals Damage.

Melee Modifications

ModificationDescription
Sharpened+1d10 Damage
Energised+1d10 Energy Damage. Fatal Wounds no longer cause Bleed Out.
Masterworked+1 to Critical Hit Range
Lightweight-1 Finesse
Blade Catcher+1 to Parry
A successful Counter Attack with 8+ To Hit disarms the Opponent.
Hidden DesignWeapon can be retracted or hidden inside another Object.
+2 Sleight of Hand to conceal
Polymer MaterialWeapon is no longer detected by Scanners
Balanced Design+1 To Hit while Dual Wielding
Hand StrapsYou can no longer be disarmed
Serrated EdgeBleed on 9+ to Hit. If the Weapon already has Bleed: Decreases the To Hit required by 1.
ElectrifiedStun on 8+ to Hit. If the Weapon already has Stun: Decreases the To Hit required by 1.
Toxin StorageToxin on 9+ to Hit. If the Weapon already has Toxin: Decreases the To Hit required by 1.