Warning: Pre-Alpha
This game is currently in pre-alpha, and at this time, I do not recommend running a game in it yet. Every single game mechanic and piece of lore is subject to potentially breaking changes.
Thank you for your interest in this game! You can follow its development at https://www.youtube.com/@trekiros
-Trek
Weapon Mods
Weapons can be modified in various ways, such as adding nails to a baseball bat or a different scope to a rifle.
A weapon can only have 1 mod: you must remove a mod to install a new one in its place.
Installing a weapon mod or swapping an installed mod with a new one can be done over the course of a short rest.
These mods are compatible with any Bludgeoning melee and Fisticuff weapons
These mods are compatible with any rifle
This weapon gains a new attack:
Bayonet (4 AP). Melee, Covert, 1d4!+V ⛏. After using this attack, you have advantage on all ranged attacks you make this turn with this weapon against the same target.
This weapon loses the two-handed property, but its range is halved. (incompatible with the Long Barrel mod).
These mods are compatible with any handgun or rifle which deals ⛏ piercing damage. (The Silencer is also incompatible with weapons which already have the Covert property)
Attacking with this weapon costs an extra 1 AP, but its damage die increases by one size category (1d4 > 1d6 > 1d8 > 1d10 > 1d12 > 2d6).
This weapon gains the covert property.
These mods are compatible with any weapon with the Reload property
These mods are compatible with one specific weapon each.
This weapon gains the Rare Ammo (napalm) property, but leaves fire on the ground like a molotov cocktail.