Cost: 1000ebs
Requires two slots to upgrade the weapon
Effect: Whenever a Power Weapon causes a Critical Injury (see Critical Injuries), that Critical Injury’s Bonus Damage is increased by 5. Additionally, when firing this weapon a user can ricochet their shots off pieces of cover to hit targets that they are aware of but which might be beyond a normal Attack because they are behind cover or out of line of sight. When performing such a ricochet shot, the user takes a -4 penalty to their Attack Check. If making an Aimed Shot, the user ignores the -4 ricochet penalty and instead applies only the Aimed Shot penalty. There must be a clear path between the ricochet point and the target for this to work.
Despite the shot’s new ricochet trajectory, the range the shot is made at is still calculated based on the distance between the user and the target. To ricochet a Shotgun Shell, the user chooses a surface within 6 m/yd (3 squares) of them to be the new origin of the spread, which then attacks all targets within a 6 m/yd (3 squares) area in a new direction, as directed by the user (so long as common sense is followed – a shotgun blast can’t ricochet behind a surface it is bouncing off of).
Cost: 1000ebs
Requires two slots to upgrade the weapon
Effect: The weapon is a smart gun and requires a user to be connected to it using a Personal (Interface Plug) or a Subdermal Grip to operate. When making a Ranged Attack with the weapon, the user adds +1 to their Check. Additionally, the weapon can be loaded with Improved Smart Ammunition of all the varieties it is capable of shooting. If loaded with any other type of ammunition the user receives the +1 bonus but not the advantages of the Improved Smart Ammunition.
Improved Smart Round Info: Improved Smart Ammunition only operates in a weapon designated as a Smart Weapon – this does not include weapons with a Smartgun Link attachment. When using Improved Smart Ammunition, the user ignores all penalties due to darkness, smoke, fog, or any type of visual obscurement. Additionally, whenever the user misses a ranged attack DV by 5 or less while using this weapon, they can immediately try to hit that target again. When the user makes this second attempt, they add 14 to your roll (remember, they can still add LUCK) instead of the standard STAT + Skill + any bonuses against the DV from the original attack. All penalties from their first shot carry over to their second attempt.
Cost: 1000ebs
Requires two slots to upgrade the weapon
Effect: Transforms the weapon into a Tech Weapon. Weapon is equipped with a scope that can see simple target outlines through Thin Cover. By sacrificing their Move Action, a user can charge the weapon.
Once charged, the weapon remains so, until it is fired or 60 seconds (20 Rounds) passes.
While charged, the weapon’s next non-explosive attack is ROF1, can fire through Thin Cover (see Cover), and ignores half of the target’s SP (round up) on a hit. Cover fired through does not lose HP. The small holes left behind are not large enough to damage it.