Guides
A.R.M.S.
The KSSA is proud to present the Adaptive Retrofit & Modification System (A.R.M.S.). Using materials recovered from various industrial ruins, our engineers have found a way to modify any item that could be potentially used as weapon. This guide will provide a detailed outline of just how to accomplish this.
Proficiency By Weapon Category Overview
Each of you have been given a Field Operator Proficiency System (F.O.P.S.). This system will bind weapons to the user and track proficiency with each weapon type. As you kill zeds with your weapons, you'll slowly gain proficiency in that weapon's category. F.O.P.S. interfaces with the KSSA Zed Zone ID (ZZ-ID), rewarding a higher proficiency for zeds killed in more dangerous areas. Another advantage of F.O.P.S. is proficiency is stored on unique keyed identification system tracking proficiency even through death. Meaning you will not lose any proficiency on death.
Only the bound user can upgrade a weapon. Anyone can use it.
Note: Types of weapons are defined as such: Long Blunt, Short Blunt, Axe, Long Blade, Short Blade, Spear, Rifle, Pistol, and Shotgun.
Proficiency
A measure of how proficient you are with any type of weapon.
Note: Proficiency gained is directly measured by the amount of hits it takes to kill a zed.
Proficiency Level
Levels gained after reaching various proficiency cut offs. These vary per weapon type. Each level unlocks the ability to fill the next available slot in a weapon.
Max Proficiency drops the proficiency requirement on modifications.
Example: You have a Fire Axe with 3 total slots and no current modifications. At Level 1 Proficiency for Axes you can add one modification. At Level 2 Proficiency you can add the second modification, and so forth.
Modification Overview
Bound Weapons
F.O.P.S. binds weapons once used. Once bound, you will be able to interact with A.R.M.S. by equipping the weapon and interfacing with the armory table. Only those the weapon is bound to can modify it, however, anyone can use it.
Materials
Materials can be found in industrial locations. Our engineers are hard at work refining a processes of converting everyday materials into these base elements in the hopes of making this available to everyone. For now, we'll just have to scavenge them.
Note: Materials include: Cobalt, Carbon Steel, Tungsten, Titanium, Zinc, Diamond.
Modifications
Each material has one more more modifications associated with it.
- Cobalt
- Impact Booster
- Increases min damage
- Force Multiplier
- Increases max damage
- Impact Booster
- Carbon Steel
- Reinforced Structure
- Increases total condition
- Resilience Coating
- Decreases condition lower chance
- Reinforced Structure
- Tungsten
- Vital Targeting Module
- Increases critical strike chance
- Overstrike Amplifier
- Increases critical strike damage
- Vital Targeting Module
- Titanium
- Stamina Regulator
- Reduced endurance usage
- Extended Barrel
- Increases firearm range
- Stamina Regulator
- Zinc
- Advanced Targeting Matrix
- Increases firearm hit chance
- Hardened Projectiles
- Increases firearm projectile pierce
- Advanced Targeting Matrix
- Diamond
- Adaptive Mod Framework.
- Increases total slot count
- Mastering
- Adaptive Mod Framework.
Note: Some modifications may only be available to ranged or melee weapons only.
The amount of bonus to a stat is determined randomly.
Slots
F.O.P.S. and A.R.M.S. work together with the ZZ-ID System to assign a modification slot count to each weapon. The system isn't perfect, so counts may fluctuate. You can assure that items scavenged in more dangerous areas can get a higher starting slot count.
Note: Total slot count can only be increased by 1 for each mastery of a weapon.
Adding Mods
At the armory table, we can modify our weapons assuming we have the required proficiency level for the next available slot. Interfacing with the table, you can select the add mod option, available mod lists will be generated based on any materials you have in your rucksack. Simply choose one and it'll be added to the weapon.
Stat modifiers are chosen at random.
There is no confirmation. Once a modifier is chosen it is applied.
The armory table is fragile, attempting to move it once constructed will disable it, and it can no longer be used with the A.R.M.S. system.
Removing Mods
Removing mods does exactly that, it removes a mod. Our engineers were unable to develop a way to recover the material when removing the mod.
There is no confirmation. Once a modifier is chosen it is removed.
Diamond Ingots
Our engineers were able to do something extra special with diamond and it's unique properties.
Adaptive Mod Framework
Increases the total slot count on any weapon by one.
Mastering a Weapon
Once all slots are filled and an adaptive mod framework has been used on a weapon you can master it. This will re-set all base stats to the current stats and clear all mods and the mod framework counter. Choose wisely when to do this, as it'll also clear the repair counter.
KSSA FOF Radio
The KSSA has successfully bartered with St Memphis to offer a chopper service to travel around the LVQZ quickly and effectively. This service doesn't come cheap sadly. You can pick up a FOF Military Radio and Smoke Grenades now from the KSSA Store for merits. These will allow you to call in for pickup by a St Memphis Helicopter.
KSSA FOF Radio
Simply access the radio in your pocket or on your belt, and choose from one of the available options under "Radio for Chopper". Options become available when you have Transit Smoke Grenade in your pocket. The chopper will take 15-30 seconds to arrive and pick you up.
Do not "place smoke bomb" it does nothing except the vanilla smoke function. The KSSA is not responsible for misuse of equipment.
Leaving the immediate area near the LZ for the chopper once calling it could cause you to miss it completely.
Chopper Destinations
Safehouse
This type will have a chopper pick you up from your location and drop you in the safehouse you have marked for respawn.
Sanctuary
This type will have a chopper pick you up from your location and drop you in the Sanctuary bus station.
Round Trip
This type will have a chopper pick you up and take you back to your safehouse. Once there you have around 5 minutes where the chopper will stay near by, once you're ready run outside and use the new option to "Head Back" and it'll pick you up again and drop you roughly where it picked you up originally. If you run out of time to use the "Head Back" option the chopper will RTB and you won't be able to travel back.