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Posts : 519 Join date : 2017-08-17
| Subject: Weapon Mods Wed Nov 15 2017, 01:18 | |
| - Ammo Types:
• Incendiary Ammo: It burns enemies for two turns. • Explosive Ammo: Has a 10% chance of breaking armor. • Hollow Ammo: 25% more damage against unarmored enemies. • Rubber Ammo: It’s not lethal, it knocks down enemies. Doesn’t works against Robots. • EMP Ammo: -25% damage to organic enemies. +25% damage against Robots and Power-Armoured enemies. • Tankbuster Ammo: Allows killing vehicles and power-armor users. • Witchkiller ammo: Silver bullets with small fragments of Trinitite dust on them. -25% damage to non Psyker enemies. • Personalized Bullets: Regular bullets that have the name of an enemy engraved on them. Anybody with a knife and bullets can personalize them with the name or nickname of someone who wronged them. Killing your enemy with its personalized bullet gives X2 Experience.
- Bayonets:
• Regular Bayonet: In close range you can use your ranged weapon as a melee one. It counts as a Combat Knife. • Ripper Bayonet: In close range you can use your ranged weapon as a melee one. It counts as a Ripper. • Needlepoint: A metallic needle filled with acid. In close range you can use your ranged weapon as a melee one. It counts as a Switchblade with Acid Damage. • Taser-fork: A metallic fork connected to a small battery that electrifies its prods. In close range you can use your ranged weapon as a melee one. It counts as a Switchblade with Tesla Damage. • Hot-Red Rebar: A small rebar pole that is has been turned red hot thanks to a Fission Battery. In close range you can use your ranged weapon as a melee one. It counts as a Switchblade with Pyro Damage. • Icicle: A icicle that has been sprayed with a weird solution that makes it impossible to melt, harder than steel and colder than ever. In close range you can use your ranged weapon as a melee one. It counts as a Switchblade with Crio Damage. • Magnet: An active magnet, with two nails protuding from them. In close range you can use your ranged weapon as a melee one. It counts as a Switchblade with EMP Damage. • Bequerel's Bone: A bone knife made from the corpse of a Glowing One, it is still glowing and emitting radiation. In close range you can use your ranged weapon as a melee one. It counts as a Switchblade with Radioactive Damage.
- Scope Types:
• Homemade Scope: It gives +5 to all ranged weapon dice rolls. • Civilian Scope: It gives +8 to all ranged weapon dice rolls. • Military Scope: It gives +10 to all ranged weapon dice rolls. • Thermal Scope: It nullifies the effects of Fog and Radioactive Fog. • Thermal Goggles: It nullifies the effects of Fog and Radioactive Fog. • Night Vision Scope: It nullifies the effects of Pitch Black environments. • Night Vision Goggles: It nullifies the effects of Pitch Black environments. - Weapon Upgrades:
• Resonance Chamber: Doubles the Damage of Plasma Weapons. • Photonic Crystal: Doubles the Damage of Laser Weapons. • Highly pressurized tubes: Doubles the Damage of Flame Weapons. • Absolute Zero Core: Doubles the Damage of Cryo Weapons. • Supercharged Battery: Doubles the Damage of Tesla Weapons. • Sulfuric Mixture: Doubles the Damage of Acid Weapons. • Refined and Oiled Mechanisms: Doubles the Damage of Ballistic Weapons. • Sharpening Stone: Doubles the Damage of Bladed Weapons. • Extra Weight: Doubles the Damage of Blunt Weapons. • Extra Charge: Doubles the Damage of Explosive Weapons. • Quantum Stabilizer: Doubles the Damage of Exotic Weapons. • Silencer: Makes your shoots inaudible, only works on pistols and some machine guns.
- Paintjobs:
• Tribal: A paintjob made from natural dyes like red dirt, black soil, green moss and white chalk. It gives +5 to all weapon dice rolls when used against Enclave, Brotherhood and Ohana. • Colonialist: A paintjob that depicts the industrialism and evolution of the old world. It gives +5 to all weapon dice rolls when used against Tribals, Raiders and Pirates. • Ohana's Markings: A paintjob that depicts the weapon as being manufactured by the country of Ohana. It gives +2 to all weapon dice rolls if used by a member of Ohana. • Enclave's patriotic colors: A paintjob that depicts the weapon as being manufactured by the Enclave. It gives +2 to all weapon dice rolls if used by a member of Enclave. • Brotherhood's of Steel Holopaint: A paintjob that depicts the weapon as being manufactured by the Brotherhood of Steel. It gives +2 to all weapon dice rolls if used by a member of BoS. • Sons of Kanaloa's Sea and Skies: A paintjob that depicts the weapon as being manufactured by the Sons of Kanaloa. It gives +2 to all weapon dice rolls if used by a member of the Sons of Kanaloa • High Evolutionary Brutalism: A crude and religious paintjob that depicts the weapon as being manufactured by the High Evolutionary. It gives +2 to all weapon dice rolls if used by a member of the High Evolutionary. • Magic Runes: Strange runes that seem to change in form and color on their own. It gives +5 to all psyker power dice rolls. • Industrial Camo: Gives +5 to sneak dice rolls if you are in a city, ruin or industrial area. • Desert Camo: Gives +5 to sneak dice rolls if you are in a beach or desert area. • Sea Camo: Gives +5 to sneak dice rolls if you are in the sea, a river or a sewer area. • Jungle Camo: Gives +5 to sneak dice rolls if you are in a forest or a jungle area. • Jungle Camo: Gives +5 to sneak dice rolls if you are in a forest or a jungle area. • Carbon Fiber: Gives +5 to sneak dice rolls at night or if you are in a dark area.
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