Auto-Fire Mechanism (Fallout Supplement)
PL 5 Personal Firearm/Energy Weapon Receiver
Craft (mechanical) DC | 25 | Time | 24 hours |
Parts DC | 35 | Parts Used | 10 |
Repair DC | 20 | Time | 1 hour |
Size | Tiny | Weight | .5 lbs |
Purchase DC | 13 TU/130 Caps | Restriction | Rare |
Description
This weapon mod dramatically changes the internal firing mechanism of the firearm or energy weapon it's added to.
d20 Modern Rules
This mod give the ability to switch between semiautomatic and automatic rates of fire, but decreasing the base range (before changes by other modifications) by 50%.
Price: 13 TU/130 Caps; Scarcity: Rare; Repair DC: 20; Time: 1 hour
Parts DC: 35; Parts Used: 10; Craft (mechanical) DC: 25; Time: 24 hours
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→ Equipment
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→ Campaign Settings → Fallout → Equipment → Weapons → Weapon Mods
gollark: I had another idea, which was to not have virtual channels and just have virtual point-to-point links then use magic™ to find connected subgraphs of things, but this would also be complex.
gollark: Is it to just maintain a list of "bridging" links and do inter-virtual-channel routing on those? This would be a bit flaky and complex I think.
gollark: Is the system to just merge the virtual channels? This would be problematic to unmerge later.
gollark: But then I realized that this had a significant problem; what happens if virtual channels A and B both connect to Discord channel 124091724?
gollark: So I was thinking of an AutoBotRobot "virtual channel" publish/subscribe bridge where Discord channels could link up to a virtual channel, and IRC could also link to that via some glue code, and all would be cool and good™, and ApioTelephone could just create virtual channels temporarily.
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