A basic cover for your weapon. It holds it so you don't have to worry about stabbing, slicing, dicing, or otherwise perforating your awesome duds, chummer.
Location: -
Availability: 2
Cost: ¥50
Notes:
Each scabbard is designed for its specific weapon.
All melee weapons, regardless of size, have a design for this.
Can be installed into armor and clothing at a cost of 3 Capacity.
Sheaths do not consume modification capacity.
Whether it’s the magnetic plate, the quick release clips, or quick-flick wrist sheath, these scabbards are great to get a drop on a foe who sees an unarmed opponent. Several companies offer a myriad of designs for every potential melee weapon on the market, no matter the size. One moment it’s stowed, the next it’s ready for action.
Location: -
Availability: 2
Cost: ¥115
Notes:
Use of the Quick-Draw Sheath provides a bonus Minor Action when the Quick Draw Minor Action is taken.
Each scabbard is designed for its specific weapon. All melee weapons, regardless of size, have a design for this.
Can be installed into armor and clothing at a cost of 3 Capacity.
Sheaths do not consume modification capacity.
This is a small sheath worn just about anywhere on the body where it can be hidden. It is attached with a smart adhesive that can be programmed to move to a new location.
Location: -
Availability: 2
Cost: ¥50
Notes:
+1 Concealability to the item within the sheath.
Can be added into a piece of armor or clothing at the cost of 3 Capacity.
Sheaths do not consume modification capacity.
Wireless:
Sensors, smart-fabric, and active adhesive allow the holster to alter color and move small amounts in real time, increasing the Concealability threshold by an additional 1.
This shaped surface with a quick-release button on the side and a thin layer of padding is meant to be used by those who are likely to need to drop their weapon. It's paralel component attaches to the base or grip of a weapon and when the sheath is active, the weapon is drawn to the point of contact. Remember to use with caution with sharpened weapons.
Location: -
Availability: 3 (Legal)
Cost: ¥1,000
Notes:
Can be installed into armor and clothing at a cost of 3 Capacity.
Reacquire a dropped or discarded melee weapon with a successful Electronics + Logic (4) test.
On a glitch, the weapon's position isn't lined up and it falls to the ground. On a critical glitch, the weapon is unaligned and does its full damage value to the user.
Activating or deactivating the sheath requires a Minor Action.
Sheaths do not consume modification capacity.
Wireless:
Activating or deactivating the sheath provides a bonus Minor Action on the turn it is used.
Technically sandwiching a chainsaw between the two blades of a melee weapon rather than what most people think a 'chainsaw sword' is, this gives the user more sustained cutting power against structures unparalleled by other weaponry.
Location:
Blade
Availability:
4 (Legal)
Cost:
Weapon Cost x 2
Note:
When used against barriers, halve their Structure Rating when dealing damage to them.
-1 Concealability
Dikote is a process that deposits a diamond film on any solid surface. While useless on a club, when it is layered over the blade of a melee weapon it imparts more structural strength, resilience, and damage potential.
Location:
Blade
Availability:
5
Cost:
¥3,000
Note:
+2 to a weapon's Damage Value.
Dikote can only be applied to items that rely on a sharp edge.
A series of wires criss-cross the side of the blade's body all the way to the tip. Rugged and sleek, they can be pressed into indentations to ensure fewer snags during a cutting motion.
Location:
Blade
Availability:
3
Cost:
¥275
Note:
When activated, the weapon now causes (Standard Damage + 1) electrical damage and the Zapped status.
The coating holds 3 charges and recharges at a rate of 1 charge per minute when plugged in.
On a Glitch, the user is also electrocuted.
Wireless:
The device can recharge by induction, regaining one charge per 15 minutes of wireless-enabled time.
The blade has a miniaturized version of a Flash-Pak built into one side, allowing the wielder to temporarily blind an opponent.
Location:
Blade
Availability:
4 (Legal)
Cost:
¥150
Note:
Activating the Flashing Blade requires 2 Minor Actions. A designated opponent receives the Blinded II status on all tests that include vision due to the strobe effect. If the target has Low-Light vision, the status is increased to Blinded III.
Flare compensation drops the status of Blinded down 1 level.
The Flashing Blade has 5 charges and uses 1 charge per Combat Round. Plugged in, it regains 1 charge every 10 seconds.
Wireless:
The strobe sequence can avoid directing stron flashes at a subscribed character and requires only a single Minor Action to use. The device can now also recharge by induction, regaining 1 charge per hour.
Attach a length of low-grade monofilament to the weapon's edge, increasing its armor piercing capability.
Location:
Blade
Availability:
4 (Legal)
Cost:
¥6,000
Note:
+4 to a weapon's Damage Value.
One dice in the weapon's dice pool becomes a Wild Die on any attacks.
One of the earliest ways of making a blade more lethal was to add serrations which rend flesh and armor with a vicious tear on each stroke.
Location:
Blade
Availability:
4
Cost:
¥1,000
Note:
+1 to a weapon's Damage Value.
If the weapon does damage to the Physical track, the weapon causes Bleeding.
A resevoir is placed within the handle of the blade which can contain several doses of a drug or toxin. When the system is activated, the damaging portion of the weapon becomes coated with the chosen chemical.
Location:
Blade
Availability:
3 (Illegal)
Cost:
¥450
Note:
When activated, the weapon deals its damage as well as can apply a Contract or Injection vector toxin.
The toxin delivery reservoir can hold up to 10 doses of a single toxin or drug.
Activating or deactivating the coating takes one Minor Action.
Wireless:
You gain a bonus Minor Action on a turn when activate the toxin delivery system.
A small, flamethrower-like reservoir tank sits just above the handle, angled towards the wielder. A striker on the handguard allows for the user to send a momentary pillar of flame at an impact point.
Location:
Club, Blade
Availability:
5 (Illegal)
Cost:
¥300
Note:
When activated, the weapon now causes (Standard Damage + 1) fire damage and the Burning status.
Activating and deactivating the flame jet requires a Minor Action.
Wireless:
You gain a bonus Minor Action on a turn when you activate or deactivate the flame jet.
Electricians have a saying: it is not the voltage that will kill you but the amperage. Electrical weapons stun but do not kill because they are designed to generate extremely high voltage but low amperage. This illegal modification changes the balance of voltage and amperage output, making these weapons potentially lethal.
Requirement: Melee weapon that deals electrical damage.
Location:
-
Availability:
3 (Illegal)
Cost:
¥200
Note:
Change a weapon's damage from Stun to Physical, reducing the Damage Value by 2.
On a critical glitch, the insulation of the weapon fails and the wielder takes the full base damage from the weapon.
By dulling the edges, rounding the corners, and plucking off any pesky protruding spikes, practically any weapon that does blunt force trauma can theoretically become less likely to kill a person when hit. Just so long as you stop hitting them when they're unconscious.
Location:
Club
Availability:
3
Cost:
¥350
Note:
Change a weapon's damage from Physical to Stun, reducing the Damage Value by 2.
Whether as simple as nails hammered into a baseball bat or something individually machined and welded, spikes add a lethal sting to clubs of all kinds.
Location:
Club
Availability:
1
Cost:
¥40
Note:
Clubs with this modification do Physical instead of Stun damage.
Same concept as regular spikes, but retractable so the weapon can look less deadly if you choose, and you can switch between the types of damage you inflict.
Location:
Club
Availability:
2
Cost:
¥115
Note:
Clubs with this modification do Physical instead of Stun damage.
Incompatible with a collapsing/folding feature.
Extending or retracting the spikes requires a Minor Action.
Wireless:
You gain a bonus Minor Action on a turn when you retract or extend the spikes.
The club has a special, highly conductive coating, and a charging unit is installed inside a sealed and nonconductive handle. Impact with the weapon lets out quite the zap on top of the normal wallop.
Location:
Club
Availability:
3
Cost:
¥275
Note:
When activated, the weapon deals (Damage Value + 1) Electrical damage, causing the Zapped status.
The coating holds 3 charges and recharges at a rate of 1 charge per minute when plugged in.
Wireless:
The device can recharge by induction, regaining one charge per 15 minutes of wireless-enabled time.
The weapon is covered in a shroud designed to break up its silhouette. The shroud has a color scheme designed to match an environment (urban, forest, desert, etc.).
Location:
-
Availability:
3
Cost:
¥100
Note:
+4 Concealability when used in the appropriate environment.
-4 Concealability when used in an inappropriate environment.
This modification does not consume a modification slot.
This modification replaces the metal components of a weapon with ceramic/plasteel components to increase the difficulty of detecting the weapon via MAD systems. For the cost modifier you do not use the weapon’s basic cost, but its actual cost (basic cost + all previous modifications), because all those parts must be replaced in order for the modification to function properly. Likewise, when further modifying a weapon with the ceramic/plasteel components modification, apply the cost modifier to the material costs of the new modification and raise its Availability to that of the ceramic/plasteel modification, unless it is already higher.
Location:
-
Availability:
I: 4 (Illegal)
II: 6 (Illegal)
III: 8 (Illegal)
Cost:
I: Weapon Cost x 2
II: Weapon Cost x 3
III: Weapon Cost x 6
Note:
-
I: -2 Dice Pool Modifier to MAD scanners.
II: -4 Dice Pool Modifier to MAD scanners.
III: Immune to MAD scanners.
Any modifications must also adhere to the weapon cost table. E.G. a modification that normally costs ¥100 will cost (¥100 x 6) nuyen to go onto a weapon constructed of level 3 Ceramic/Plasteel Components.
A coating of ruthenium polymers is added to weapon. A character wearing a chameleon suit of some sort and carrying a weapon larger than pistol size needs this modification to receive the full bonus of the chameleon. The coating, while durable, does not exist in a vacuum and if dirty - or bloodied - the capability of the ruthenium polymer is reduced until the weapon is cleaned.
Location:
-
Availability:
4 (Illegal)
Cost:
¥1,000
Note:
Required in order to gain the full bonus of a 'chameleon suit.'
Gain +1 Dice Reroll on any test to detect the weapon while activated - this does not apply if a subject is wielding the weapon.
This modification takes up 2 modification slots.
We all know most weapons carry an inherent level of social threat, but with the right touches, colors, and accents an instrument of death can easily become a work of art—while remaining deadly. The direction and purpose of that artistic flair can easily translate into a bit of social nudging. Which direction the nudge goes is all based on the user’s desires. Plate it in gold to show your flashy side, matte black and some red highlights for some intimidation, or covered in expensive filigree to show your peers how elegant lethality can be, or a nice patriotic jade green and white to show your status within MCT.
Location:
-
Availability:
4
Cost:
¥250
Note:
There are four individual styles to choose from, each associated with an Influence skill specialization: Etiquette, Intimidation, Leadership, and Negotiations (sorry, no way to use your weapon to make you a better Instructor).
When presenting the weapon, whether for display or attack, the character gains a bonus reroll for the associated Social test (but not for any other tests).
This modification does not consume a modification slot.
This option is a simple layer of electroluminescent paint and a small power source that turns your weapon into a flashlight. Why not just carry a flashlight? If you’re swinging a combat axe in both hands, you don’t have a free hand to hold a flashlight. Duh!
Location:
-
Availability:
2
Cost:
¥40
Note:
Glowcoat reduces any Blinded penalties originating from darkness for you and anyone standing within the glow of light (6 meters) by 1 level.
Activating or deactivating the illumination requires a Minor Action.
Wireless:
You gain a bonus Minor Action when activating or deactivating the illumination. You can also double the range of the lighted area to a 12 meter radius with a Minor Action.
A modification for bladed melee weapons such as knives, swords, axes, and other similar tools, this alloy rebuilds the primary steel of the weapons to be a combination of ferrous metals, silver, shaved wood, and other various materials finished with a coat of oil that makes it easily flammable and conductive to electricity. This material was designed to hunt spirits and critters but is useful for very little else. It’s flimsy and shatters easily against non-supernatural foes.
Location:
-
Availability:
5 (Legal)
Cost:
¥325
Note:
This mod triggers the weakness of any creature with Vulnerability to any kind metal or alloy material, as well as wood.
The weapon will easily catch fire or conduct electricity without being damaged. When exposed to an open flame or electricity, it will gain the Burning or Zapped status respectively and triggers fire or electrical weaknesses for 1 Combat Round.
When striking anything other than a spirit or critter, such as another metahuman or another weapon, reduce the weapon's Damage Value by 2.
If striking non-spirit or non-critter, the weapon shatters on a Glitch or a Critical Glitch. Shattered weapons can not be repaired and must be replaced.
A more expensive version of the material uses a small shaving of orichalcum to make the weapon easier to bond to for Awakened users. This counts as rare or precious materials to reduce the Item Attunment cost.
Location:
-
Availability:
7 (Legal)
Cost:
¥7,500
Note:
This mod triggers the weakness of any creature with Vulnerability to any kind metal or alloy material, as well as wood.
The weapon will easily catch fire or conduct electricity without being damaged. When exposed to an open flame or electricity, it will gain the Burning or Zapped status respectively and triggers fire or electrical weaknesses for 1 Combat Round.
When striking anything other than a spirit or critter, such as another metahuman or another weapon, reduce the weapon's Damage Value by 2.
If striking non-spirit or non-critter, the weapon shatters on a Glitch or a Critical Glitch. Shattered weapons can not be repaired and must be replaced.
Constructing a close combat weapon with the GMT alloy makes it more effective against Disian shells, chimera, and targets with immunity to normal weapons at the expense of its structural integrity.
Location:
-
Availability:
7 (Legal)
Cost:
¥7,500
Note:
GMT Alloy Construction grants a +4 Dice Pool Modifier and a +2 Damage Value when used to attack a Disian shell. When used against a Disian Chimera, it does not apply the bonus damage.
When used against critters with the Immunity (Normal Weapons) Critter Power, the hardened armor granted by the immunity is considered normal armor.
Close combat weapons constructed using GMT alloy are more fragile but can be used any number of times without wearing out.
On any attack tests made with a GMT alloy weapon, replace one of the dice with a Wild Die.
If the Wild Die rolls a 1, the weapon becomes damaged after the attack and must be repaired before it can be used again.
This requires an armorer shop and an Engineering (Armorer) + Logic (6, 1 hour) Extended test.
Kludging together weapons out of scrap metal is an old barrens tradition. Up-and-coming gang members are often short on nuyen, so they learn to make do with scraps of sharpened car parts or plumbing. Melee weapons that can be made this way are limited to simple designs and materials, which means there are no scrap monofilament whips.
Location:
-
Availability:
1
Cost:
Reduces weapon cost by 50%.
Note:
Scrap weapons are half of the cost of manufactured weapons and have an availability of 1.
Scrapbuilt weapons break irreparably on a glitch and inflict their full damage value on the user on a critical glitch.
Even the smallest tweak of length or thickening a chisel point can make all the difference in a confrontation. Alterations to the carbon structure with a small electrical push and some preset basics provide the advantage you need. Connectivity adds plenty of other options.
Location:
Blade
Availability:
3
Cost:
¥900
Note:
When the wielder uses a Minor Action, the weapon gains a +2 Dice Pool Modifier to their current attack.
The bonus lasts until the situation changes according to the gamemaster - typically between opponents.
Wireless:
The user gains a +1 Dice Reroll when attacking with this weapon when the wireless settings are activated.
An auto-injector is a small medical injection unit built into the armor and usually linked to the user’s biomonitor.
Location:
Grip
Availability:
4
Cost:
¥1,500
Notes:
It takes a Minor Action to activate an auto-injector, and the drug or toxin effect takes place according to its Speed.
The Auto-Injector has 5 doses that can hold one or more substances in any combination.
Refilling the Auto-Injector takes 1 minute per dose.
Wireless:
Pre-program release conditions with an Electronics + Logic (1) test.
An auto-injector can sync with a wireless biomonitor to keep the user updated with information about the drug’s effects, including an estimated time they will wear off.
While many may first think that adding to the blade or club of a weapon is the best way to increase its length, more places to put your hands and the ability to keep it close make it far more variable on the streets of the Sixth World.
Location:
Grip
Availability:
3
Cost:
(Weapon Cost / 2)
Note:
Extend a weapon's length to reach up to 4 meters.
The chosen weapon must be full-sized to accept this modification.
-4 Concealability
The material has been great for climbing for decades and making stuff stick to other stuff really well. Deciding to take a layer and apply it to the grip of a weapon to make sure it stays in your hand is a genius move. The gecko grip isn’t just about holding on - it can also be programmed to stick the weapon to a surface or a person for storage or sneaking.
Location:
Grip
Availability:
2
Cost:
¥90
Note:
Gecko Grip provides a bonus point of Edge that can only be used on tests to maintain a grip on a Gecko Grip'd item.
Activating or deactivating the Gecko Grip takes a Minor Action.
Wireless:
Activating or deactivating the Gecko Grip provides a bonus Minor Action.
An insulated grip helps a shadowrunner who may slap their metal blade against a stun baton or try to brick a console with a mace. It'll keep you from being electrocuted.
Location:
Grip
Availability:
2
Cost:
¥350
Note:
When applicable, an Insulated Grip adds damage protection against Electric damage.
For the melee enthusiast who may be concerned that a weapon is not dangerous enough as is, some clever engineering will allow a Taser, Hold-Out, or Light Pistol to be built into the grip of the melee weapon.
Location:
Grip
Availability:
3 (Illegal)
Cost:
Pistol + ¥500
Note:
Allows the installation of a Hold-Out, Light Pistol or Taser into the grip of the weapon.
On a glitch, the pistol jams. On a critical glitch, the pistol misfires and the user takes the full damage value of the weapon.
A simple addition to one's arsenal is often just a loop that ensures your weapon won't be flung far and away from you during melee combat.
Location:
Grip
Availability:
2
Cost:
¥500
Note:
Prevents the successful use of a Called Shot - Disarm action on the user.
When wrapped around the wrist, the Ready Weapon Major Action is instead a Minor Action.
Modifying a weapon to one’s personal specs is one thing, but personalized grip takes that idea one step farther. A personalized grip fits the weapon specifically for a particular user’s hands, making it more effective for them to use. The downside to this is that any weapon with a personalized grip modification is more difficult for anyone else to use.
Location:
Grip
Availability:
3
Cost:
¥200
Note:
+1 Dice Pool Modifier
-1 Dice Pool Modifier to users other than the one the grip was designed for.
This modification does not consume a modification slot.
Add several reinforced composite hinges and unscrewable portions to make a melee weapon of any size more concealable.
Location:
-
Availability:
3 (Legal)
Cost:
Weapon Cost x 2
Note:
+1 Concealability when collapsed.
Collapse or expand a weapon with 2 Minor Actions.
Wireless:
Collapsing or expanding a weapon takes only 1 Minor Action.
Being able to get that pistol, SMG, sniper rifle, or whatever down to its component bits is great when making a quick getaway or attempting to sneak it through scanners. Most sec forces are trained to recognize weapon parts, but it’s better than nothing. Bigger arms often come with a case for a little extra and for the smaller ones you can usually find something to disguise it as.
Location:
-
Availability:
3 (Illegal)
Cost:
¥400
Note:
It takes 2 Major Actions to break down a weapon the size of an SMG or larger into their components for storage or stealth purposes and 1 Major Action to break down pistol-sized weapons or smaller. The assembly process takes the same amount of time.
When the weapon is broken into component form, increase its Concealability by 2.
Wireless:
AR guides help break down larger arms in a single Major Action and smaller arms in a single Minor Action.
These are simple but necessary modifications for trolls, dwarfs, and other metatypes that live in a world built for human proportions. Balance, grip length and thickness, and sometimes even total weapon length are adapted your personal stature.
Location:
-
Availability:
3
Cost:
¥200
Note:
Negates the -2 Dice Pool Penalty on actions involving gear not designed for your metatype.
Instead, humans using such weapons suffer a -2 Dice Pool Penalty when using the modified item.
This modification does not consume a modification slot.
The RFID tracker is just that: a hidden beacon that can be set to broadcast if an unauthorized user attempts to use the weapon or if the weapon travels a specific distance from the primary user.
Location:
-
Availability:
2
Cost:
¥75
Note:
Acts as a combined security and stealth RFID tag.
This tag always runs silently, rolling 10 dice in an opposed Matrix Perception test to spot.
Only transmits their location at preset times in quick bursts.
This tag cannot be erased with a Tag Eraser.
This modification does not consume a modification slot.
With commlinks being a vital part of life in the Sixth World, it was inevitable that someone would put a commlink into a weapon. And then try to figure out why they wanted to do that. The first weapon commlinks debuted in 2074 and were designed to act as a sort of personal aid for the shooter as well as perform many of the commlink’s standard functions. They did not, however, really catch on with professionals, who saw them as superfluous and often unnecessary. But with the ever-advancing threat of modern electronic and cyber-warfare, weapon commlinks found a new lease on life. In 2078, Renraku started producing (with other corps and companies quickly following suit) their version of tweapon commlink, which acts as a dedicated internal communication suite, as well as an additional line of defense against electronic attack. A weapon commlink is basically a micro-command and control router for a user’s PAN. It collects and routes all data from broadcasting weapons/gear and encrypts the data making it more difficult to hack. It also provides a firewall that is accumulative when linked with other devices, PANs, or tactical networks. And because the data is routed through the commlink, the weapon commlink will take damage before the weapon itself does, acting as a sort of cyber-circuit breaker.
Location:
Internal
Availability:
4 (Legal)
Cost:
¥2,000
Note:
Weapon Commlinks have a Device Rating 1, Data Processing 1, and Firewall 2.
The weapon commlink's Firewall attribute is cumulative with other devices such as commlinks, cyberjacks, or tactical networks.
If the weapon is bricked, it loses all wireless connections and bonuses but can still manually fire.
Repair for weapon commlinks are the same as for cyberdecks.
This modification takes up 2 modification slots.
Does your weapon need its own software complete with an artificial personality to provide information in a more chatty fashion instead of just providing numbers, crosshairs, and other similar data? Depends on how you function. If meta-to-meta interaction is how you prefer to get your information, you might want a weapon personality, which provides a metahuman-like interface so you can chat away. The guttural Neil the Ork Barbarian with its “scalped ‘em” grunt to tell you when you got a hit is especially popular.
Location:
-
Availability:
2
Cost:
¥250
Note:
This modification does not consume a modification slot.
There are many times on or off the battlefield when someone will try to take your weapon from you. Maybe they’ve pulled off some wiz martial arts move or a lucky shot and disarmed you. Or maybe they’ve broken into your storage locker for a snatch and grab. Or maybe, they’re taking it from your cold dead hands. To prevent the weapon from being used against you (or as a final “frag you” if you’re geeked), some shooters install a weapon security system (WSS). A WSS has three components: a basic recognition system, a linked biometric lock, and the anti-theft countermeasure. Linked to a smartgun system and/or a weapon commlink, the WSS triggers the anti-theft countermeasure if anyone other than an authorized user attempts to use the weapon. These countermeasures come in three varieties with different levels of severity: spring-loaded AP spikes, taser shock, or explosives. RFID trackers are also available for weapon location and recovery.
Note: This modification takes up 2 modification slots. It comes with one anti-theft counter-measure 'for free.' Additional countermeasures can be added at their capacity cost.
2
3 (Legal)
Any
¥500
Capacity:
1
Damage Value:
3P
Range:
OK / - / - / - / -
Availability:
3 (Illegal)
Cost:
¥100
Note:
AP spikes are loaded into the weapon's handle and deploy into the target's hand to cause pain and injury.
Capacity:
1
Damage Value:
4S(e)
Range:
OK / - / - / - / -
Availability:
3 (Legal)
Cost:
¥150
Note:
The taser-shock option is also located in the handle and hits the target with a full-powered taser attack.
Capacity:
1
Damage Value:
10P
Range:
2 Meter Radius
Availability:
4 (Illegal)
Cost:
¥200
Note:
The explosive countermeasure is located internally and comes in 2 settings: 1 bricks the weapon if activated, while the other turns the weapon into a High Explosive grenade.
Range is Ground Zero only.
Capacity:
1
Damage Value:
-
Range:
-
Availability:
2
Cost:
¥75
Note:
The RFID tracker is just that: a hidden beacon that can be set to broadcast if an unauthorized user attempts to use the weapon or if the weapon travels from a specific distance from its primary user.
Also known as Cold Iron, Abyssitine is a rare meteoric mineral which absorbs ambient mana and weakens spirits and astral beings who come into contact with it. This substance - which can only adhere to a weapon via alchemical preparation by a trained specialist and is coveted by talismongers across the world - acts almost like a dual-natured entity, but in fact is not dual-natured at all.
Location:
-
Availability:
7
Cost:
¥10,000
Note:
+2 Damage Value to spirits and dual-natured creatures.
When used against critters with the Immunity (Normal Weapons) Critter Power, the hardened armor granted by the immunity is considered normal armor.
Each time a weapon with the coating strikes a target, regardless of what type of target is struck, the rating is reduced by 1. Once the rating is reduced to zero, the coating has been used up.
The rating can only be restored with a reapplication of the coating, which requires an Armorer shop, coating materials, and an Engineering (Armorer) + Logic Extended test with a threshold of (2 x rating) and an interval of 1 hour.
Abyssitine Coating reapplication also requires an Enchanting + Magic Extended test with a threshold of (2 x rating) and an interval of 2 hours.
Coating may also be applied to cyber implant weapons.
This alchemical substance is known for melting nearly every substance known to man - except for metahuman flesh. It acts as a highly destructive acid to inorganic compounds.
Location:
-
Availability:
6 (Illegal)
Cost:
Rating x ¥1,500
Note:
Reduces the victim's Armor by the Damage Value of the weapon if a successful attack is made.
Damage to organic enemies and spirits is reduced by half after the Damage Resistance test.
Each time a weapon with the coating strikes a target, regardless of what type of target is struck, the rating is reduced by 1. Once the rating is reduced to zero, the coating has been used up.
The rating can only be restored with a reapplication of the coating, which requires an Armorer shop, coating materials, and an Engineering (Armorer) + Logic Extended test with a threshold of (2 x rating) and an interval of 1 hour.
Coating may also be applied to cyber implant weapons.
Overkill incarnate. This temporary coating puts a jagged, razor-sharp crust that shatters upon impact and, if not removed from a person, will very likely give them long-lasting health issues.
Location:
-
Availability:
9 (Illegal)
Cost:
Rating x ¥1,500
Note:
Add +3 Radiation Damage to a weapon's Damage Value.
If the shards are not removed from the flesh of a victim, they will develop a random form of cancer in 6D6 weeks.
Glows in the dark. This coating reduces any Blindness caused by darkness by 1 level in a 2M radius.
Each time a weapon with the coating strikes a target, regardless of what type of target is struck, the rating is reduced by 1. Once the rating is reduced to zero, the coating has been used up.
The rating can only be restored with a reapplication of the coating, which requires an Armorer shop, coating materials, and an Engineering (Armorer) + Logic Extended test with a threshold of (2 x rating) and an interval of 1 hour.
Coating may also be applied to cyber implant weapons.
A close combat weapon is coated with a thin layer of the grey mana alloy, a potent anti-magic substance. This is less expensive than constructing a weapon using the alloy, but its effectiveness degrades quickly with use.
Location:
-
Availability:
5 (Illegal)
Cost:
Rating x ¥1,500
Note:
GMT Alloy Coating grants a +4 Dice Pool Modifier and a +2 Damage Value when used to attack a Disian shell. When used against a Disian Chimera, it does not apply the bonus damage.
When used against critters with the Immunity (Normal Weapons) Critter Power, the hardened armor granted by the immunity is considered normal armor.
GMT coating can be applied to any close combat weapon. The rating of the GMT coating determines its durability.
Each time a weapon with the coating strikes a target, regardless of what type of target is struck, the rating is reduced by 1. Once the rating is reduced to zero, the GMT coating has been used up.
The rating can only be restored with a reapplication of the coating, which requires an Armorer shop, GMT coating materials, and an Engineering (Armorer) + Logic Extended test with a threshold of (2 x rating) and an interval of 1 hour.
GMT alloy coating may also be applied to cyber implant weapons.
This alchemical substance spreads a self-cooling frost upon contact that crystalizes surface moisture that spreads into the body of whatever it touches.
Location:
-
Availability:
3 (Illegal)
Cost:
Rating ¥1,500
Note:
Add +3 Cold Damage to a weapon's Damage Value.
Causes Chilled
Each time a weapon with the coating strikes a target, regardless of what type of target is struck, the rating is reduced by 1. Once the rating is reduced to zero, the coating has been used up.
The rating can only be restored with a reapplication of the coating, which requires an Armorer shop, coating materials, and an Engineering (Armorer) + Logic Extended test with a threshold of (2 x rating) and an interval of 1 hour.
Coating may also be applied to cyber implant weapons.
This alchemical substance harnesses the innate mana of any organic creature, drawing the energy out of them not unlike the effects of hypothermia or heat stroke.
Location:
-
Availability:
4 (Illegal)
Cost:
Rating x ¥1,500
Note:
Add +3 Stun Damage to a weapon's Damage Value.
Causes Fatigue
Each time a weapon with the coating strikes a target, regardless of what type of target is struck, the rating is reduced by 1. Once the rating is reduced to zero, the coating has been used up.
The rating can only be restored with a reapplication of the coating, which requires an Armorer shop, coating materials, and an Engineering (Armorer) + Logic Extended test with a threshold of (2 x rating) and an interval of 1 hour.
Coating may also be applied to cyber implant weapons.
Derived from the volcanic ash of Mt. Rainier pine trees, this thick amber resin superheats when introduced to anything with a swift, hard strike.
Location:
-
Availability:
4 (Illegal)
Cost:
Rating x ¥1,500
Note:
Add +3 Fire Damage to a weapon's Damage Value.
Causes Burning
Each time a weapon with the coating strikes a target, regardless of what type of target is struck, the rating is reduced by 1. Once the rating is reduced to zero, the coating has been used up.
The rating can only be restored with a reapplication of the coating, which requires an Armorer shop, coating materials, and an Engineering (Armorer) + Logic Extended test with a threshold of (2 x rating) and an interval of 1 hour.
Coating may also be applied to cyber implant weapons.
This resin-like ooze clings to a weapon without dripping but when introduced to another object with forceful contact expands outward with peaking tendrils that have the force of a pneumatic ram.
Location:
-
Availability:
4 (Illegal)
Cost:
Rating x ¥1,500
Note:
Add +3 Stun Damage to a weapon's Damage Value.
Upon being hit, a victim must make a Body (3) test or be given the Prone status.
Each time a weapon with the coating strikes a target, regardless of what type of target is struck, the rating is reduced by 1. Once the rating is reduced to zero, the coating has been used up.
The rating can only be restored with a reapplication of the coating, which requires an Armorer shop, coating materials, and an Engineering (Armorer) + Logic Extended test with a threshold of (2 x rating) and an interval of 1 hour.
Coating may also be applied to cyber implant weapons.
This Awakened moss grows only from within magical alchera or mana storms and is visibly immune to the effects of aging, drawing nutrients from trace concentrations of mana in the air. The concentrations of which appear to affect spellcasters much in the same way that leylines do, boosting a magician's capability.
Location:
-
Availability:
8 (Legal)
Cost:
Rating x ¥15,000
Note:
+1 Magic
+1 Sorcery, Conjuring Dice Rerolls
-2 Damage Value due to the moss' spongy exterior.
Each time a weapon with the coating strikes a target, regardless of what type of target is struck, the rating is reduced by 1. Once the rating is reduced to zero, the coating has been used up.
The rating can only be restored with a reapplication of the coating, which requires an Armorer shop, coating materials, and an Engineering (Armorer) + Logic Extended test with a threshold of (2 x rating) and an interval of 1 hour.
Coating may also be applied to cyber implant weapons.