Modifications, Attachments, and Variants
The following are some bonus mods for SWN.
- Carrier (Fix-3): This suit of powered armour contains a docking port for a drone of encumberance 2 or lower, and the helmet is fitted with a drone control link (which can only link with the most recently docked drone). Remaining docked for a minute recharges the drone's type A battery, after which the drone can be activated as a Move Action, rising to hover above the armour. The drone control link works as normal, with the drone's sensors being projected onto the inside of the wearer's visor. Costs 30,000 credits and two units of pretech salvage.
- Concussive Shells (Fix-2): This firearm has been rigged with kinetic infusers that pack additional force into fired bullets. Enemies hit by this weapon are knocked back 5 metres, 10 if fired in burst mode. Costs 5000 credits.
- Drone Synced (Fix-2): This weapon has been synced with a drone, acting both as a stabilising anchor point and a limited targeting assistant. When you shoot at a target while the drone is nearby, the drone will shoot at the same target immediately afterwards, hovering in place as it does so. Costs 8,000 credits.
- Exoskeleton (Fix-1): This armour is integrated with an advanced exoskeleton system, granting its wearer +1 to Exert checks, +2 Strength for the purposes of encumbrance, and +1 to melee/unarmed damage. Sneak rolls take a -2 penalty while wearing this armour. Costs 4000 credits.
- Fire Retardant (Fix-1): This armour is lined with fire-retardant materials that render its wearer immune to fire. Costs 3,000 credits.
- Grav Boosters (Fix-2): This armour has been fitted with integral gravity boosters that allow the wearer to leap up to 20 metres as a Move action, either horizontally or vertically, and ignore falling damage from falls of that height. Costs 4,000 credits.
- Grav Chutes (Fix-2): This armour is fitted with a crude gravity damper that allows the wearer to fall an unlimited distance without harm. Each fall over 3 metres drains a type A power cell. Costs 5,000 credits.
- Independent (Fix-2): This suit of powered armour is permeated with a web of sensor clustors and actuators controlled by a micro-AI. The armour can act independent of its wearer even when not being worn, though this consumes the suit's type B battery at twice the normal rate. The armour can recognise obstacles and navigate most terrain, but has no combat capabilities. While acting independently, the armour obeys simple commands from the technician who maintains it, such as 'stand here,' 'follow me/them,' or 'go there'. If its wearer falls unconscious, the armour will rush the wearer to cover, or to a previously-designated location/person. Costs 10,000 credits and one unit of pretech salvage.
- Integrated Weapon (Fix-3): This suit of powered armour has been integrated with a ranged weapon and an auto-targeting system. Choose one non-heavy ranged weapon. This weapon is now fixed to the armour and cannot be removed. This weapon can be activated or deactivated as an On-Turn action, and a target can be designated as a Move Action. At the end of each of the wearer's turns, this armour will make an attack against the target with the wearer's base attack bonus, provided that there is sufficient ammo and the target has not yet been eliminated. An energy weapon can be connected to the suit as per the rules for powered armour, granting it infinite ammo. Other weapons must be reloaded as normal. Costs ten times the weapon's base cost and two units of pretech salvage.
- Miniature Hydra Array (Fix-3): This suit of powered armour has a portable hydra array mounted on its back. This weapon must be primed as a Move Action before firing, and the wearer cannot make a Move Action on their following turn. Its hit bonus is equal to the wearer's attack bonus + Int modifier + Shoot skill level, and it must be reloaded by someone outside the armour after each volley. Costs 30,000 credits and two units of pretech salvage.
- Mounted Weapon (Fix-1): This suit of powered armour has a weapon mounted on one of its vambraces, allowing its wearer to fire the weapon while keeping their hands free. An energy weapon can be connected to the suit as per the rules for powered armour, granting it infinite ammo. Other weapons must be reloaded as normal. Costs twice the weapon's base cost.
- ODST (Fix-3): This suit of powered armour is equipped with automatic pressure seals, emergency oxygen, and shock absorbent plating. It can be triggered manually to function as a vacc suit for up to one hour. During this time, the wearer is immune to falling damage, even for targeted orbital insertions. After use, must be reset at a cost of 5,000 credits. Costs 10,000 credits and one unit of pretech salvage.
- Self Destructing (Fix-1): This armour houses a powerful bomb that can be detonated whenever the wearer chooses (or can be rigged to blow if the wearer dies). This bomb has the stats of a demo charge but deals additional damage equal to five times the technician's Fix skill. TL 4 sensors can detect this bomb. Costs 1,000 credits.
- Smokescreen (Fix-1): As a Move Action, the wearer of this armour can emit a blast of smoke that heavily obscures a 5-metre-radius hemisphere centred on the wearer. After use, must be reloaded at a cost of 100 credits. Costs 4,000 credits.
- Stim Booster (Fix-2): This armour is fitted with a stim delivery system. Loading a stim requires a Main Action. A loaded stim can be used as an On-Turn Action or can be set to trigger when the wearer goes unconscious. Costs 4,000 credits.
- Vapour Thrusters (Fix-1): This suit of armour is lined with microscale grav plates which allow its wearer to fly at 10 metres per round in zero gee or microgravity environments. Costs 5,000 credits.
- Defensive Sealing (Fix-2): This armour has been fitted with emergency protective seals that can provide a substantial damage buffer. These seals are triggered when the wearer goes to 1 or fewer hit points, or can be activated manually as an On Turn action. While activated, the seals serve to protect the wearer from external damage short of Heavy weaponry, but the wearer is unable to move or manipulate objects. The seals have 30 hit points and last for 1 hour or until these hit points are reduced to 0. Cost: 7,000 credits.
- Jetpack (Fix-1): This suit of combat armour has been mounted with integral grav boosters and rocket propulsors that grant its wearer the power of flight--though a minimum of Pilot-0 is required to operate this modification, and Pilot-1 to operate it hands-free. The wearer can use their Move Action to travel 20 metres in any direction, but may be required to make an Int/Pilot or Dex/Pilot check for more difficult maneuvers, or if operating under dangerous circumstances. This modification consumes a type B battery per 1 hour of operation. Costs: 7,500 credits.
- Psitech Augmentation (Fix-4): This armour has been fitted with advanced pretech foci, allowing a psychic wearer to treat one psychic skill as being one level higher (even with regards to Core Techniques). If the wearer is already level-4, the armour also increases their maximum Effort by 1. The specific discipline that is augmented must be chosen during installation and cannot be changed. Costs: 50,000 credits and four units of pretech salvage.
- Neural Activity Sensors (Fix-3): The helmet of this suit of armour has been fitted with psitech sensor nodes tuned to a specific telepathic energies. A telepath wearing this helmet can automatically detect the presence of sentient minds within two kilometres, with a margin of error of roughly 50 metres for any given mind. The species of sentient can be recognised, but not individuals. Costs: 25,000 credits and two units of pretech salvage.
- Omen Tap (Fix-3): The inside of this suit of armour is lined with sharp psitech nodes which press against the wearer's spine. Once per day, a precog wearing such armour can force a visible target to reroll a successful hit roll or skill check. Costs: 15,000 credits and one unit of pretech salvage.
- Vivification Field (Fix-3): The surface of this suit of armour is fitted with psitech dispersal units designed to key onto recognised allies on the battlefield. If this armour is worn by a psychic with at least Biopsionics-1, it automatically stabilises one mortally wounded ally within 100 metres per turn, with no action required by the pilot. Costs: 30,000 credits and 3 units of pretech salvage.
- Shield Generator (Fix-2): This suit of powered armour has been fitted with a miniaturised shield generator. When the wearer is hit with an attack from a non-heavy weapon, the damage is reduced by an amount equal to the Fix score of the installing engineer. Damage can be blocked/reduced five times before the generator needs to recharge, which requires ten minutes and a Type A power cell. Costs: 8,000 credits.
Attachments
Attachments are different to modifications in that they require no maintenance and are not tailored to a specific piece of equipment. Attachments are designed to be compatible with the standard versions of most weapons, and can be easily adjusted if the need arises. Most attachments have some drawback accompanying their benefits.
- Grenade Launcher: When fitted to a ranged weapon, this attachment increases the weapon's encumbrance from 2 to 3 (it cannot be fitted to weapons of encumbrance 1). A grenade launcher, typically fitted under a firearm's barrel, allows the user to fire grenades out to a range of 150/300. 3 grenades can be loaded at a time, and loading any number of grenades requires a Main Action. Firing a grenade launcher requires a hit roll against AC 9; on a miss, the grenade misses by 1d10 meters in a random direction. Grenades function as normal upon impact. Costs 1,000 credits.
- Infrared Scope: This scope has the magnification capabilities typical to the fitted weapon, but can also be switched into or out of infrared mode as an On Turn Action. While in infrared mode, a user can easily distinguish shapes and distances via heat signatures, but only while looking through the scope. Details are difficult to make out, however, imposing a -1 modifier to all hit rolls.
- Suppressor: This attachment serves as a muzzle dampener and sound suppressor, requiring a DC 9 Notice check to detect within 100 metres but reducing range by half. Costs 100 credits.