Add-Ons d6

Add-Ons d6

When the add-on was born, the idea was that arms and armor manufacturers would produce basic systems that would have the capacity for additional subsystems to be tacked on later. That meant the buyer could customize his purchase however he saw fit. And If it so happened that he had to buy all the add-ons he wanted from you, so much the better. So when you go into a weaponsmith’s shop, don’t be surprised if he starts pushing the extras even before you buy the gun.

Of course, all weapons and suits of armor have limits on how many add-ons they can support. With armor, the limits are included with each entry, but weapons have fixed numbers. For example, a holdout or pistol can have one extra component above the barrel and one below. Urban environment, carbine, military issue and civilian/sniper weapons have room for four components (two above and two below the barrel/firing mechanism).

Thermal Imager500+1D to Perception in darkness or near darkness
Light Amplification Image375+1D to Perception in near dark conditions
Magnification875+1D to Perception for observing images at long distance
Laser Display1750Displays data on faceplate or eyepiece
Smartgun Link1500+1D+2 to relevant weapons skill
Weapon Expert1375+1D to the relevant weapons skill
Peripheral Sensor1000+1D to Perception checks to the sides and rear
Flexi-Cam375Allows user to peer around corners, over obstacles, etc.
Ultrasound Communications System750Signals can penetrate most materials
Helmet Scanner500+1D to Perception when seeking something
Helmet Cam250Allows others to monitor suit’s user
Identify Friend andFoe System1000Sends out coded signalto identify suit’s user
Drug Injection System1500Holds six doses of anycombination
Bio-Medical Scanner750Monitors user’scondition
Booster Pack750Allows flight throughpositional jets. Requires vehicle piloting: jetpack
Hydraulic Glove1500+1D to Strength whenin use
Reflective Paint1250+1D to Sneak vs.sensors checks to locate user
Thermal Masking1000+1D to Sneak vs.sensors checks to detect the user with heat-senstive means
Electronic CounterMeasures1500+1D to Sneak vs.sensors checks to detect the user by electronic means
Enhanced Strength750+1D up to +3D increaseto Strength bonus of armor. Each +1D unit requires one add-on space in the suit.
Integrated WeaponWeapon cost plus 10%Attach holdout or sidearm to armor
Magnetic Boots375Allow user to adhere to metallic surface
Suit Integrity Micro-Preservation System1500Amputates limbs toprevent fatal breaches in armor
Laser Sight100+1D to hit at any range greater than short; requires aiming
UV Sight & Scope250+1D to hit at any range greater than short; requires aiming
Telescopic Sight75+1D to hit at any range greater than short; requires aiming
Gyro Stabilization10% of base+1D to hit at any ranged weapon with recoil
Quick-Draw Holster65+1D to quick draw or Dexterity when drawing a weapon quickly; no “changing weapons” penalties
Gas Venting300+2 to Firearms Skill
Gyro stabilization Harness2500Allows the firing of heavy weapons without being in a braced position
Monofilament Edge100+1D to damage of unpowered edged weapon
Recognition Pad250Keys weapon to single firer

Armor Add-Ons

The common substitute for cyberware, add-ons are cheaper and easier to resell. An augmented suit can be sold again and again without having to go through a chop shop, as long as you re-calibrate it for the new owner. The cost listed for each item includes the price of installation. Energy is provided by the suit’s own power systems. [Engaging an add-on is a simple action.]

Thermal Imager
A sighting system that allows the user to see in complete darkness by detecting the infrared patterns given off by the surrounding environment.Unlike its cyberware counterpart, flare compensators are built into the unit so that sudden flashes of heat will not blind the user or burn out the unit. Cost:500. [Adds +1D to Perception totals to see in darkness or near darkness.]

Light Amplification
This system amplifies the ambient light within the environment to allow near to normal vision for the user. While it is not effective in total darkness, it is a great help in many other conditions that would otherwise limit sight. Like the Thermal Imager, the Light Amplification system has built in flare compensators. Cost-. 375. [Adds+1D to Perception totals when attempting to see in near dark conditions.]

Image Magnification
This allows the user to increase the magnification of the vision unit by up to 50 times. Unfortunately it also reduces the arc of vision proportional to the magnification level used. Cost: 875. [Add +2 to Perception totals for observing images far away. Add +1D to the difficulty numbers of Perception totals when attempting to use peripheral vision.]

Laser Display
Uses a laser projection unit to display information (maps, orders medical reports etc.) on either the armor’s face plate or an eyepiece. The display system also includes four ports for standard information slugs. Cost: 1750.

Smartgun Link
Allows for the integration of smart weapon technology into the power armor. Requires that the weapon used be equipped with a smartgun system. Once linked, a target selector is projected on to the face plate showing where the weapon is pointed,what the weapon is pointing at, the range from the user, and the probability of a hit given “ideal” conditions. Cost: 1500. [Add +1D+2 to relevant weapons skill.]

Weapon Expert
A sort of poor man’s smartgun. A sensor is placed upon the wrist of the user’s firing hand. This sensor acts as a sighting system, eliminating the need for a smartgun system. Once the type of weapon being used is input, the computer uses its data on that weapon’s characteristics to determine targeting accuracy. This bonus can not be combined with a laser sight, but can be combined with the bonuses gained through gas venting or gyro stabilization. Cost: 1375. [Add +1D to the relevant weapons skill.]

Peripheral Sensor
This system is great to have if you’re stuck in power armor. Small Wide-angle video cameras are placed upon the side of the helmet. The image is then projected onto one corner of the face plate, allowing the user to keep an eye on his flanks. An expert system can also be installed with this which will recognize any potential threats and warn the user of them. Cost: 1000 for basic system, 2000 with expert system included. [Add +1D to Perception bonus checks to spot anyone approaching from the sides or rear. With the expert system, the bonus is increased to +1D]

This system’s popular with the few scouts I still call friends. It’s a small camera attached to a two meter long, semi-flexible cable. The camera allows the user to peer around corners, over obstacles, etc. without having to expose himself to any danger. The camera has a built-in thermal imager to allow it to see in total darkness.Cost 375.

Ultra Sound Communications System
This is a powerful, high frequency comm system first used by Imperials While engaged in urban fighting on Evets 11. Although its range is limited to 100 meters,its signal can penetrate most materials and it operates above the frequency of most available monitoring and jamming equipment. Cost: 750.

Helmet Scanner
Works just like a hand scanner, but is built into the helmet of armor.Cost: 500. [Adds +1D to Perception checks when seeking something. Can be blocked by cover over three meters thick.]

Helmet Cam
An external camera that allow others to monitor what the person in thearmor is doing. It is usually tied into the suit’s communication system to allow two way communication. Cost: 250.

Identify Friend and Foe System
This add-on broadcasts a coded signal at a specific frequency. Any automated electronic system that receives the signal knows that the user is friend and therefore will not fire. If the single is not received, then the user is seen as a foe andis fired upon. They system also includes a receiver to allow for the identification and location of comrades. Cost:1000

The add-ons below are attached to the suit itself, and areusually larger and slightly more expensive than helmet add-ons:

Drug Injection System
Combat drugs are a big part of a soldier or merc’s life. The most popular drugs include Adreno Charger, Endopho Charger, QuickKill, MindEnhance andPainShield. The Drug Injection System can hold a total of six doses of any combination.Computer coding allows the user to verbally command that a particular drug be injected.Also, if the armor has a biomedical system, the drugs can be automatically injected if thescanner indicates it is required. Cost: 1500.

Bio-Medical Scanner
This scanner allows soldiers to monitor their vital signs. There is also an external screen that will allow others to to check upon the user’s condition. Thissystem can be tied into the suit’s communication system so that those with the proper receiver can monitor the user from a distance. This system also requires space within thehelmet of the armor. Cost 750 for scanner, 500 for receiver system.

Booster Pack
This system, built into a harness attached to the back of the armor,allows for travel in zero gravity through the use of positional jets. Maximum movement is10 meters a round. Due to its size, this system takes up two add-on spaces in a suit.[Requires jetpack operation to operate.] Cost: 750.

Hydraulic Glove
A popular item among power armor users, the Hydraulic Glove allows the user to manipulate an object with increased strength. Many combat engineers love the item because it takes the place of many heavy tools that would otherwise have to be carried.Cost: 1500. [Add +1D to Strength when using glove to perform an action.]

Reflective Paint
This paint reflects many wavelengths of light, including radio waves,making it harder for sensors to pick up the object it covers. This particular add-on doesn’t take up space within the suit. Cost: 1250. [Add +1D to Sneak vs. sensors checks to locate the user.]

Thermal Masking
This system dissipates much of the heat produced by armor, making it harder to see with thermal imagers. Cost: 1000. [Add +1D to Sneak vs. sensors checks to detect the user with heat-sensitive devices.]

Electronic Counter Measures
This system masks much of the electronic signature of the armor,and automatically attempts to jam active radars that hit it. The system also has ESM capabilities, so it can detect an active radar at a 110% of the range of the radar. Cost:1500. [Add +1D to Sneak vs. sensors checks to detect the user by electronic means.]

Enhanced Strength
Usually, a power armor exoskeleton only offsets the weight of the suit and provides no strength bonus. This system provides the user with amplified muscle power for a variety of tasks. Cost: 750 per unit. [Strength is increased in +1D increments, upto a maximum of +3D. Each +1D unit requires one add-on space in the suit.]

Integrated Weapon
Any holdout or sidearm class of weapon can be integrated onto the wrist of a suit of power armor. An energy weapon will draw off the power in the suit. Once Integrated, the weapon can only be fired through the suit’s circuitry. Cost: Weapon cost +10%.

Magnetic Boots
These allow the user to adhere to a metallic surface (such as a spaceship hull) in zero gravity. The boots are computer assisted to allow for maximum freedom of movement by the user. This system can only be used with fully ENVI-capable armor. Cost: 375.

Suit Integrity Micro-Preservation System
This system is designed to be used on suits with ENVI capabilities.When the armor suffers a major breach in one of the limbs (the armor suffers five wounds),a sphincter closes, amputating the limb. While this may seem drastic, it must be remembered that in a hostile atmosphere or in zero gravity this is the only way that auser may survive. [Losing a limb causes the victim to suffer four wounds – if he has already taken four or more wounds to the limb in question, he suffers no further damage as a result of the amputation.]

Included within the system are four doses of PainShield, to prevent the user from going unconscious. (Some people refer to both the system – and the people who use it – by the acronym SIMPS.) This system takes up two add-on spaces. Cost: 1500.

Weapon Add-Ons

The following little gizmos are slapped on to your weapon to make iteven nastier than it was before:

Laser Sight
These can be mounted on any heavy or personal weapon, slugthrower or projectile (hand grenades are out). The laser sight projects a small, coherent spot of light that can be seen by the weapon’s user though after 100 meters, the character using the weapon must be equipped with binoculars or other visual aids (like the telescopic sight). The advantage is the character firing the weapon can see where the shot is going to go. The laser sight can also be used with indirect fire weapons (such as grenade launchers), though an indirect fire observer must be “spotting” the sight while the weapon holder watches. Some characters may have access to-electronic targeters that perform this function for them.

There are only two disadvantages to the laser sight: one, certain gases can refract the beam and, two, if the character uses the sight to aim, the targetmay see the little laser-light as well and be alerted. When using this sight to fire at anything other than point-blank or short range, the character must take an actionto aim or forfeit the bonus of the laser sight. It is simply too hard to see the”dot” at medium or long range (or extended range) with a “quick shot.”Cost: 100 [+1D to weapon skill if attacker takes a turn to aim]

UV Sight & Scope
Much more expensive, this “SNS” combination is also much more deadly than the laser sight. The character using the weapon has a UV scope mounted on the weapon(or ,less likely, is wearing ultraviolet goggles) and can see the UV laser dot. Noone else can (unless they, also, are so equipped). The bonuses are the same, but the UV scope can also be used to track the dot at long distances.

This sighting combination only affects shots taken at medium or long range (or extended range), and only if the character takes the time to aim theweapon. The character gets the aiming bonus as well. Cost:250 [+1D to weapon skill if attacker takes a turn to aim]

This can be built into any personal or heavy weapon (except handgrenades) and provides synchronized stabilization for the wielder. The unit supplies thatsmall amount of “extra” stabilization that often makes the difference between ahit and a miss. This gyro-stabilization bonus is not used if the character aims first- aiming provides better stabilization than the gyro can. Cost: 10% of base [+1D to weapon skill for weapons with recoil]

‘Quick-Draw” Holster
A favorite among would-be “gunslingers,” the spring-loaded Qdis only available for pistol weapons or melee weapons. It allows the character to get thegun out of the holster without experiencing the “drawing or changing weapons”penalties. In addition, if the character is engaged in a “quick-draw” contest,the character can add +1D to his or her quick draw specialization or Dexterity when doing so. It does not provide any special “initiative bonus” during normal combat.
Some accomplished weaponsmiths have made special QD holsters and sheaths for those characters interested in producing small weapons (throwing sticks, throwing knives, and”hold-out” pistols) seemingly from “nowhere.” These holsters cost roughly 500% more than the standard QD, but add +2D to all Prestidigitation attempts to conceal the weapon in the holster. They have the same bonuses as the normal QD as well.Cost: 65

Gas Venting
Usable only on chemical slugthrowers, gas venting reduces the recoil of the weapon when it is fired. Cost-. 300. [Add +2 to Firearms skill.]

Gyrostabilization Harness
This harness allows the user to fire weapons that could normally only be fired from a braced position or require a tripod, including plasma lasers, medium repeating blasters, and some forms of machine gun. Anything larger is too heavy for the harness. Cost: 2500.

Monofilament Edge
This add-on is intended for use with edged weapons. A line of monofilament wire is grafted onto the edge of any type of unpowered cutting weapon. [The wire provides a +1D to the damage bonus of the weapon.] Putting a monofilament edge upon a weapon costs an additional 100 credits.

Recognition Pad
Found on many official weapons, the recognition pad is linked by either a palmprint DNA code, or electrical output to a single firer. If anyone else grabs the weapon and tries to use the weapon, the weapon will not work. These pads can be linked to explosive or electrical discharges to do even more harm to the person who attempts to use the weapon, at 25% extra cost. Cost: 250. (DNA Recog. Cost: 500)