Tuesday, February 13, 2018

Augmented Tech and Combo Weapons = Magic? (part 2)


Combo weapons involve transferring a feature from one weapon to another, destroying the base weapon the feature was taken from. As an example, a combo weapon might involve a pistol having 6 more bullets available because of an ammo capacity upgrade. Or, a pistol could also be improved with the longer range of an assault rifle. The GM ultimately decides if the player's request is reasonable (ie, no pistols firing nuclear warheads). Sometimes the request is really unusual but could still work, like a shotgun that fires Omul glob orbs or a sniper rifle that fired poison thorn needles. However, not just anyway can make combo weapons—an Engineering check of at least 15 is needed to make a combo weapon, and about 4 hours to do it, though some of this can be altered using different “combo keys.” The Haste Key, for instance, can reduce the time it takes to craft a combo weapon from 4 hours down to 1. If you're in a hurry and want to pay for it, though, of course! And for a really high price, the Integration Key can enable the engineer to transfer TWO features from other weapons. There are lots of options!

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