Hand Taser is based on the Melee Taser from Hypercorps 2099 5e, 2d6 Lightning Damage with the Finesse, Light, and Shock properties. It has a weight of 2lbs and a cost of 100gp.
1
Gallon of Fuel has a trade value of 3sp (Basic for value 1 Natural Resource = 1 day of food and water per PC, average party size 5 means 6sp*5=3gp & 1 Natural Resource = 10 Gallons fuel Therefore 3gp = 10 Gallons of fuel or 3sp = 1 Gallon of Fuel.
No need to aim to get proficiency bonus when attacking with guns. (I don’t like that rule in Hypercorps 2099 anyways since no other weapon needs to aim like that.) Also, EVERYONE is proficient with Relic and Science weapons despite them being listed as Martial weapons. Guns were invented to be easy to use after all
PCs can use the
Grease Spell to coat an object like in 3.5th edition or Pathfinder, doing so makes it require a dex save to keep a grip on or pick up said object. If you coat clothing or armor being worn then the person gains advantage on checks on escaping a grapple with a +5 bonus to the check. If the grease is set on fire it burns for 5 fire damage each round until the spell ends.
All Player Handbook classes may take a
Scavenger kit instead of the normal kit selection for starting gear. Also letting Barbarians once per day regain rages up to one-half their constitution bonus on a short rest (which will increase their constitution bonus at level 12, as per the wasteland suggestion for modifying Barbarians. (Despite keeping short rests at 1 hour and long rests at 8 hours.)
The Medicine skill DC to salvage, or remove, bodytech gear from a corpse (or willing individual) is 8 + 2 per mark (minimum 10) and requires technological resources equal to 3 times the mark of the bodytech gear (minimum 3) or the medicine check is made with disadvantage. It takes 2 hours per mark to remove the bodytech gear from a living person without harming that individual or 30 minutes per mark to remove the bodytech gear from a corpse as you don’t have to avoid injuring the body.
Upgrading bodytech is similar to upgrading magical items (pay for differences in cost and time) but still uses the higher mark’s DCs.
Using Unearthed Arcana: Revised Ranger which means Apocalypse Scout receives changes to Nuclear Ranger and Atomic March. Additionally, it gains Extra Attack at 5th level.
Nuclear Ranger: At 3rd level, you have advantage on saving throws against radiation and poison. You also gain resistance to poison damage. You also learn to ignore a number of levels of radiation equal to half your ranger level when casting spells.
Extra Attack: At 5th level, you can attack twice instead of once, whenever you take the attack action on your turn.
Atomic March: At 7th level, your group’s overland speed is doubled (this does not affect movement speeds in combat). While traveling, your group (including yourself) ignores a number of radiation levels equal to 1/3rd your ranger level, rounded down.
Revisions for Commando (Fighter Archetype):
Weapon Builder: In addition to listed benefits you also can maintain two weapons in a short rest (providing ammo for both of them as normal.) Also after a fight, you scavenge up enough bullets, needles, or razor disks to completely reload two weapons which use those types of ammunition. This is in addition to the amount of ammunition you can craft while resting. Also during a long rest, you scavenge together twice your proficiency bonus ammunition clips for your highest capacity weapon firing bullets, needles, or razor disks. This personally scavenged ammunition cannot be sold or traded to others.
Student of War: You gain proficiency with one type of artisan’s tools of your choice.
Rad-Training: Starting at 3rd level gain advantage on saving throws against Radiation. Also by spending a bonus action, the Commando can ignore a number of levels of radiation equal to his levels in Fighter for up to 1 minute per point of proficiency bonus. After using this ability, the Commando cannot do so again until after finishing either a short or long rest.
Close-Quarters Shooting: Starting at 3rd level, when you attack a creature within 5 feet of yourself with a ranged attack on your turn, that creature can’t take reactions until the end of your turn. If you hit the creature with the ranged attack, then the creature can’t take reactions until the start of its next turn. When you can make a reaction attack against a creature, you may make a ranged attack against that creature so long as it is the only target of the attack. You also treat ranged weapons as melee weapons for the purpose of threatening adjacent squares. You can also now stow a two-handed weapon, or a pair of one-handed weapons, and draw a new two-handed weapon, or pair of one-handed weapons, as part of an action.
Long-Distance Shooting: Starting at 7th level, you no longer suffer disadvantage for ranged attacks beyond effective range out to the ranged or thrown weapon’s maximum range. (Replaces the no disadvantage for ‘point-blank shooting’ as Fighter is being given that ability at level 2.)
Aimed Strikes: Starting at 7th level you may now make ‘Aimed Shots’ with melee weapons as if you had the Aimed Shots feat.
Marksman’s Eye: Now recharges on a short rest instead of a long rest.
A Fighter gains ‘no longer has disadvantage for making a ranged attack when within 5ft of an enemy starting at level 2.’
Aimed Shots: The DCs for the three shot types are all changed to 10+your proficiency bonus.
Tactical Warrior Feat is not allowed in the campaign.
A battery can be recharged when connected to a mechaframe or other power source in 10 minutes.
Chainswords do 1d10 damage base instead of 1d8. (Electric versions exist that use a Meta Pack power supply and uses 1 shot worth of power (1gp worth) each round it is activated.)
A
Cyber Ninja Rogue can use Ghost Dive to enter or leave Irradioworld but can only make one transition per usage of Ghost Drive and can only take what they can carry with them. With Ghost Strike, you can use Ghost Dive to take a number of people with you equal to the number of uses you expend at once to a maximum of your proficiency bonus.
Cyber Ninja Rogues and
Netjacker Rogues (Archetypes from Hypercorps 2099 5e) have the following changes to Drone Artistry at level 3. Instead of the 1 mile per character level range limit, they gain a Stealth Cyber Comm-link which functions like the Innate Radio feat even if they are not an android, and if they are an android with that feat then the ranges combine for 400ft per level. Stealth Cyber Comm-links continually resonate with the energies in Irradioworld and do not require any checks in order to affect the Material Plane while there and your bonus to ability scores from the Irradiated ability score double (minimum +2). A Stealth Cyber Comm-link is always attuned to Irradioworld in a subtle manner and does not draw attention thereby not increasing the likelihood of a combat encounter or settlement attack. (This increases the range for a class feature Cyber Comm-link to 2000ft per level or 4000ft for androids with the Innate Radio feat.)
Other characters can gain a Cyber Comm-link as a cybernetic implant for a cost of 500gp. These Cyber Comm-links do not inherently resonate with Irradioworld and lack a constant connection to it but can be attuned with a DC 17 Intelligence (Science or Technology) check for 1 day per level before requiring half as many days to recharge. While attuned a non-class feature Cyber Comm-link draws attention like any other attuned radio antenna.
The Primitive Drone feature for
Scrappers and
Mechanics will be changed to the following:
- At 2nd level for Scrappers and 3rd level for Mechanics, they gain Primitive Drones feature except they get the higher of either their proficiency bonus or their Intelligence Modifier for the number of drones but otherwise as per ability from 10th or 11th level ability. Unlike normal familiars, these drones can make attacks as per the drone artistry feature. (Bonus action to have them all attack, they do not have to attack the same target.) The mending cantrip will heal a drone for 2d6 hit points per casting. Destroyed Drones can be replaced over the course of a Long Rest.
- At 6th level for Scrappers and 7th Level for Mechanics, they can swap out two drones for a single larger drone that is an animal no bigger than large size and ½ CR. (This lets them use drones for pack animals like Drone Riding or War Horses or Mules, etc...) At 10th level for Scrappers and 11th level for Mechanics, they can swap also swap out 2 drones for an animal that is large or up to CR 1 or a Drone (From the Hypercorps_2099 document) like the Cyber Ninja and Netjacker Rogue Archetypes, Drone artistry archetype feature. Scrapper drones may mount a single Scrapper spell device with a range of touch on them. (If that device is a cantrip, then multiple copies of that device can be made for multiple drones and is powered by the drone.)
Doctors will use Wisdom for their abilities instead of Intelligence to better match their primary skill Wisdom (Medicine) with their primary stat.
Scrappers will use the Bard’s spellcasting table for the number of spells known, the number of cantrips known, and spell slots per day. They also gain the feat Ritual Caster (Scrapper) for free and ritual spells known do not count against the number of spells known. The Spell level slots are still physically represented by photonic cores used in physical devices that trigger the spells or cantrips. Trapper’s gun traps always ignore up to 10x your intelligence modifier number of people.
Will allow
lead-lined clothing and other objects items at 3x the normal weight costing an extra 2gp per pound of increased weight. This would allow someone inside a lead-lined tent to treat the surrounding radiation as if it was 5 levels lower. Lead-lined cloth items weigh three times as much as they would if not lined with lead fibers. While lead-lined cloth can be made into clothing, most people do not like dealing with its weight and wearing cloth over their entire bodies if they don’t have to so typically only clothes, common are available with lead-lined cloth costing 12.5gp and weighing 9 lbs. A lead-lined tent is more common for a portable shelter with some protection against radiation and a lead-lined two-person tent costs 82gp and weighs 60 pounds. Tents can also have a copper mesh incorporated into them for +15cp per pound (round up) and increasing the total weight of the object by 1lb per 5sp increase in price (+3gp and +6 pounds for two-person tents), this insulates the contents of the tent from EM effects but also prevents radio waves from passing into or out of the tent. A lead-lined with copper mesh two-person tent, aka a Wasteland Emergency Shelter, costs 85gp and weighs 66 pounds.
Lead-Lined Common Clothes cost 12.5gp and are 9lbs in weight
Lead-Lined Backpacks cost 22gp and are 15lbs in weight
Lead-Lined Sack cost 2gp 1cp and are 1.5lbs in weight (holds same as backpack, 30lbs)
Lead-Lined & Copper-mesh Sack cost 2gp 2sp 4cp and are 2lbs in weight
Lead-Lined 2 person Tents are 82gp and 60lbs
Wasteland Emergency Shelter (2 person tent) is 85gp and 66 pounds (lead-lined and insulated with copper mesh to protect occupants from EM storms and Radstorms, but blocks radio communication)
Lead-lined chests are 105gp and weigh 75 pounds.
Lead-lined Copper-mesh chests are 108gp 7sp 5cp and weigh 82 pounds.
Copper-mesh Pouches 1lb in weight, 6sp 5cp cost, holds 6lbs.
Lead-lined Pouches 3lbs in weight, 2gp 5sp cost, holds 6lbs.
Lead-lined Copper-mesh pouches are 3lbs in weight, cost 2gp 6sp 5cp, holds 6lbs
The Enhanced Mechaframe feat cannot be taken in the Campaign.
With Mechaframe point changes to Mechanic, they carry over for the Nuclear Knight (Paladin) so that starting at level 3 the Nuclear Knight gets a number of mechaframe points equal to 1/2 your proficiency bonus plus 1/3 your paladin level. (Starts at 2 points at level 3 and maxes out at 9 points at level 20, up from 1+1/3rd paladin level, Variant Power Source is still required leaving up to 8 points for customization, which is half of what a level 20 mechanic gets, so this is reasonable.)
New level 1 Fighter feature: (For wasteland only)
Confident aiming: You ignore disadvantage for making a ranged attack when an enemy is adjacent to you so long as either half of your class levels are Fighter levels or you have at least 5 levels of Fighter.
New Fighting Style
Marksman
- When you spend a bonus action to ‘aim’ in addition to any other effects that might have (such as from the Aiming Shot feat) you can either ignore one-half cover, three-fourths cover, or one source of disadvantage (such as from an enemy being within 5ft of you, or a shot at long range, or an ability from an enemy that is affecting you) that would affect the shot.
- You get a +1 to ranged attack rolls.
Note:
Hyper bonuses to AC from Cybernetics will not stack with a shield and will not stack beyond the value of the highest mark of bodytech you possess. (This allows for up to a bonus of 4 AC, instead of a theoretical bonus of +16! to AC. +4 AC is equivalent to a +2 shield so it won’t break the bounded accuracy, unlike the +16 that can stack with a shield using 4 Mark 4 bodytech limbs, which would give someone in Plate Armor and a shield an AC of 36 before magical boosts! This would require at least a +17 to hit just to be able to hit on a roll of 19… which is obscene. Then again it would be a GM fiat to even let someone have that much Hyper Armor.)
If the individual has a racial natural attack that does more than 1d6 damage, they may use it in place of the mechaframe’s default 1d6 damage, this replaces the mechaframe’s default 1d4 damage unarmed attack. (Mechaframes are not compatible with a Monk’s unarmed striking as a Mechaframe is armor.)
WEAPONS CRAFTING
Detailed system for making and modifying weaponry (predominantly firearms)
Weapons and modifications are crafted with the same rules
When crafting/modifying any weapon, custom or normal/relic/science, increasing a weapon value (like range or damage) by one step or adding a quality (like shock or bleeding) adds +50% of the items original weight. Alternatively, a weapon modification that grants a quality that is one step higher than its model only increases the weight once, not twice. The only exception is that adding the Light property lowers the weight.
Only custom-built weapons can gain modifications unless you possess a class feature or feat that allows you to modify relic or science weapons.
You can craft and maintain a number of custom-built weapons equal to your proficiency bonus + Intelligence modifier. If you can modify relic and/or science weapons then you can also maintain the same amount of modified weapons, with the Wasteland Crafter feat doubling that number.
Model-A and Model-B ranged weapons require the ammunition quality.
◦ A weapon capable of holding ammunition has a capacity equal to five times the creator’s class level.
All ranged weapons of Model C or higher require the reloading quality.
Your custom-built weapons and modifications require your constant attention in order to function. A custom-built weapon functions for one day where you engage in combat or otherwise use it. You work to craft and maintain weapons during a long rest (8 hours preparing all your weapons) or in spurts during short rests (1 hour each, choosing which weapon you’ll prepare for use). Until fired them, a prepared custom-built weapon is ready to be used.
◦ By spending a number of weeks equal to the minimum proficiency bonus required to craft a custom-built weapon or modification working on that weapon (without using it for combat), it no longer requires constant maintenance and you may sell the weapon at 125% of its cost. Custom-built weapons are never available for purchase.
For each weapon value (damage, qualities, range, or weight) less than the initial model, the cost to craft it is reduced by 5 gold
Costs 10 gold per day of crafting. This daily cost is increased by 5 for every model step above A. (Default total costs: A → 10gp, B → 30gp, C → 60gp, D → 100gp, E → 150gp, F → 210gp)
In order to craft a model of custom-built weapon, you require the listed minimum proficiency bonus.
The Possible Qualities column in the Custom Weapons Table is cumulative—you might craft a Model-C Rifle with the launcher quality, making it able to lob grenades or a Model-D Pistol that has settings to fire normally, in a cone, or in a line.
You may only have a number of qualities in a custom-built weapon equal to your proficiency bonus. The Finesse, Ammunition, and Loading qualities do not count against the maximum number of qualities that may be on a custom weapon.
For custom weapons that can fire in multiple different ways, switching from one mode to another is a bonus action. When you reach 10th level, switching firing modes is a free action.
Class features that allow you to modify values on the custom weapons tables can only increase them to one step above the listed value (to a maximum of Elite).
Weapon Modifiers:
- Bleeder. A bleeder weapon deals an additional point of bleed damage on a critical hit. Creatures that have taken bleed damage continue to take that damage at the start of their turn until it is healed by magic or a DC 15 Wisdom (Medicine) check. Creatures that do not have a natural armor bonus or protective gloves take 1 point of slashing damage when handling this weapon’s ammunition.
- Collapsible. Gain advantage on checks made to hide the weapon while it is collapsed. Collapsing or deploying it is a free action.
- Sheer. When you roll an attack roll with advantage and hit your target with a natural 19 on the d20, you deal critical hit damage.
- Shock. Shock weapons can be switched between lethal (lightning damage) and non-lethal modes as a bonus action. In non-lethal mode, a shock weapon that reduces a target to zero hit points is automatically stabilized but unconscious until healed and paralyzed for an hour even if healed. On a critical hit, a target must make a DC 15 Constitution save or be stunned until the end of its next round.
- Telescoping. As a bonus action, you can increase the reach of a simple melee weapon by 5 feet. Attacks against the weapon are at advantage and its hit points are halved. A bonus action retracts it.
- Autofire. A character wielding an autofire weapon may spend a bonus action to gain an additional attack at disadvantage. If the wielder is able to make an additional attack as a bonus action for some other reason, they may make both attacks but with disadvantage.
- Bullet Spray. Bullet spraying weapons can expend five times as much ammunition as normal to spray a 5-foot-cube area within its first range increment as an action. Creatures in the area of effect that fail a Dexterity saving throw (DC equal to 8 + the wielder’s attack roll modifier) take the weapon’s normal damage. By expending 10 times as much ammunition as normal, the wielder can increase the area to a 10-foot-cube.
- Cone. A cone weapon can fire at single targets as normal, or expend twice as much ammunition to spend an action firing in a 15-ft.-cone instead. Creatures in the area of effect receive a Dexterity saving throw to negate this damage; the DC is equal to a single ranged attack roll made by the wielder of the weapon.
- Increased Ammunition. You increase the weapon’s ammunition capacity by an amount equal to its original value.
- Insulated. An insulated weapon runs on electronics but is protected from electromagnetic effects (like EM storms and magnetic pulse grenades) and has resistance against lightning damage.
- Launcher. A launcher weapon can be used to lob grenades and similarly sized objects (like grappling hooks) using its superior range.
- Line. A line weapon can fire at single targets as normal, or expend three times as much ammunition to spend an action firing in a 30-ft.-line instead. Creatures in the area of effect receive a Dexterity saving throw to negate this damage; the DC is equal to a single ranged attack roll made by the wielder of the weapon.
- Metaweapon. The wielder of a metaweapon may switch the weapon’s damage type as a bonus action: cold, fire, electricity/lightning, or thunder.
- Silenced. The barrel of the weapon has a muzzle or suppressor on it that muffles the noises it makes when fired. Near misses with a silenced weapon (attacks that are within 2 points of the target’s AC) glance off of armor or rip through clothing to notify a creature, but otherwise the target becomes suspicious if the wielder’s attack roll is equal to or less than the target’s passive Perception score. Whether or not a missed shot pangs off of metal, buries itself in the dirt, slams into concrete, or otherwise draws attention is at the GM’s discretion. Weapons that deal energy damage cannot be fit with a silencer.
- Slow-Firing. Slow-firing weapons may only fire once a round, regardless of what abilities its wielder possesses. When worked into a custom built weapon, this property increases the damage dice as one model higher (maximum 3d8) and its cost is treated as one model lower. A slow-firing weapon cannot have the autofire or bullet spray modifications.
- Splash Effect. Weapons with the splash effect quality affect the target of their attack as well as all squares within reach (listed with the quality). When the wielder of a splash effect weapon misses their target by 5 or less, their shot lands in an adjacent square (roll 1d8 to determine which). Creatures in the area of the splash effect receive a Dexterity saving throw to negate this damage; the DC is equal to a single ranged attack roll made by the wielder of the weapon; on a successful hit, the target of a splash effect weapon receives no save. A custom-built weapon cannot fire a bullet spray and use this modification at the same time.
Creators of custom-built weapons have advantage to avoid being disarmed of customized weapons they made.
Regardless of the number of ‘shifts’ a custom weapon builder can make, you cannot shift beyond one model above what you can make without shifts, instead, multiple shifts mean multiple properties, not double, triple, or more adjustments to the same property.
Also, the qualities that can be added to a custom weapon without needing a ‘shift/step’ are those from its Model and all lower models as the lists are accumulative.
The maximum number of qualities a custom weapon can have is equal to the builder’s proficiency bonus, with the one exception that finesse is excluded from this limit. Finesse can be added freely to any custom melee weapon of Model B or higher.
For each weapon value (like damage, qualities, range) less than the initial model, the cost to craft it is reduced by 5 gold
Costs 10 gold per day of crafting. This daily cost is increased by 5 for every model step above A.
(Default total costs: A → 10gp, B → 30gp, C → 60gp, D → 100gp, E → 150gp, F → 210gp)
Removed Intelligence bonus from Custom crafting and made it dependent only on Proficiency Bonus.
Melee Custom Weapons Table
Model Minimum Time Minimum Base Base Possible Modifications
Proficiency Required Technology Damage Weight and Qualities
Resources
A +1 1 day 2 1d8 1 lb. Collapsible, thrown (20/60)
B +2 2 days 4 1d10 2 lbs. Bleeder, finesse*, light*
C +3 3 days 8 1d12 3 lbs. Reach, versatile^, thrown(30/120), Shock
D +4 4 days 12 2d6 4 lbs. Sheer, telescopic
E +5 5 days 16 3d4 5 lbs. Insulated, thrown (40/160)
F +6 6 days 20 2d8 6 lbs. boomerang@
Elite Special 7 days 21 2d10 7 lbs. Metaweapon>, thrown (50/200)
Custom-built weapons with the two-handed qualities deal one additional damage dice step to a maximum of 2d12 as a Two-handed Elite. The exception to this maximum is for custom-built melee weapons that are two-handed and designed with a custom-built weapons class feature to increase the damage value to 4d6.
Note that Two-handed increased the damage by one step, so having both qualities increases the damage by two steps. Heavy weapons weigh 50% more than default.
* Finesse and light weapons cannot also have the heavy, versatile, or two-handed quality or deal more than 2d8 damage (2d10 with class features) The Light weapon quality does not increase the base weight and instead reduces total weapon weight by 50% (rounded down), and Finesse allows Dexterity to be used instead of Strength. Finesse also does not count against the maximum number of qualities that may be on a custom weapon of Model B or higher when creating the weapon.
^ Versatile weapons deal their normal damage with one hand and the next step of damage dice when wielded with two hands.
> Custom weapons with the Metaweapon quality requires a Meta Cartridge which will expend one charge for each round in which the weapon is utilized, regardless of the number of attacks during that round, before being drained and needing to be swapped out as part of the attack so long as another Cartridge is available. If integrated into a mechaframe it recharges at the same rate as an energy ranged weapon. (1 charge per minute.)
@Boomerang weapons also require the thrown property and return to the wielder in time for the wielder to keep attacking with the weapon.
Ranged Custom Weapons Table
Model Minimum Time Minimum Base Range Base Possible Modifications
Proficiency Required Technology Damage Weight and Qualities
Resources
A +1 1 day 2 2d6 (1d10) 60/240 1 lb. Light* [3], Collapsible [3]
B +2 2 days 4 3d4 (1d12) 80/320 2 lbs. Launcher [6], Slow Firing [6]
C +3 3 days 8 2d8 (2d6) 100/400 3 lbs. Bleeder [8], Line [10], Cone [11]
D +4 4 days 12 4d4 (3d4) 150/600 4 lbs. Shock [12], Metaweapon [13], Increased Ammunition [14], Bullet Spray [15]
E +5 5 days 16 2d10 (2d8) 200/800 5 lbs. Insulated [16], Splash effect (10ft square) [18], Autofire [19]
F +6 6 days 20 2d12 (4d4) 250/1,000 6 lbs. Silenced [20], splash effect (15ft square) [21]
Elite Special 7 days 21 3d8 (2d10) 400/1,600 7 lbs. Splash effect (20ft square) [24]
Custom-built weapons with the slow-firing or two-handed quality deal one additional damage dice step each to a maximum of 4d6 (2d12 if energy) if slow-firing or two-handed and 7d4 (3d8 if energy) if both. The singular exception to this maximum is for custom-built ranged weapon made by using a custom-built weapons class feature that are slow-firing, two-handed, and designed to increase the damage value to 3d10 (4d6 if energy). (‘Elite Plus’ base range is 500/2,000 when the class feature increases range.)
# Default damage type for any Model is either any of the Physical damage types or a split between any two physical damage types. Custom weapons that by default deal non-physical damage uses the damage dice listed in () and require an additional +2 to the Minimum Technology Resource and may only do Fire or Acid damage if the TR level applied in making them is less than 12. All modifications or qualities require a fixed Minimum Technology Level listed within []. Since modifications/qualities have a fixed Minimum Technology Resource, each ‘reduction’ of Required Technology Resource decreased this number by 4. The minimum Technology Resource to craft a custom weapon is the greater of the Technology Resource for the damage based on model and type and the highest requirement for a quality/modification.
Custom ranged Weapons with the two-handed property have their damage upped by one step and +50% longer effective/long ranges while increasing the weight by 50% (rounded up).
Custom-built weapons that deal bludgeoning and/or piercing damage use regular bullets but depending on a weapon’s modifications, it may require different cartridges, slugs, or even missiles. You may craft 2 gold pieces worth of ammunition for each level you possess over the course of a short rest as you maintain your weapons.
Fire weapons typically use flasks of alchemist fire that holds 25 shots per flask costing 50gp. However, with a TR level of at least 10, it is possible to create a thermal laser that uses a 'custom' Laser Cartridge like a Laser Beam Pistol/Rifle.
Acid weapons use vials of acid that hold 25 shots per vial costing 25gp.
Meta weapons use Meta Cartridges (of Meta Packs if two-handed).
Piercing weapons that deal only piercing damage may also fire Needle Rounds (this does not change the amount of damage they deal).
Shock weapons use taser cartridges (as above).
Splash weapons use ammunition that costs 3 gold per point of damage (calculated using the weapons average damage output before modifiers). For example, a splash weapon that deals 1d12 damage has ammunition that costs 18 gold per shot and if it dealt 4d4 damage its ammunition costs 30 gold per shot.
Slashing weapons use razor discs.
New Feat:
Mechaframe Expert
Requirement: This feat may not be taken by a Mechanic or a Nuclear Knight.
You learn how to incorporate a few modifications into a Basic Mechaframe and can now customize and maintain a Basic Mechaframe with a number of mechaframe modification points equal to one half your proficiency bonus rounded down, furthermore you have +1 AC while wearing a mechaframe and can now mount a single two-handed weapon onto a special subarm attached to the backpack of your mechaframe that will help you aim and reload the weapon. Using this weapon still requires a single free hand. This modification cost 1 mechaframe point.
This message was last edited by the player at 20:11, Mon 11 May 2020.