Forgery

Help
The Mark I forge has 2 slots with each 3 variants, all available from the start. The player has to fill both slots, as they can't be turned off. The Mark II forge only allows 1 forge. Forges cost 1 rig. The Mark III forge only allows 1 forge. Forges cost 2 rigs. The Mark IV forge only allows 1 forge. Forges cost 3 rigs. Takes up the spot of a mark, but ignores the rig cost of that mark. Amped Weaponry always costs 1 rig. You don't have to have them in order, so you can only select Amped Weaponry III, which will serve as the third attachment slot. Some weapons have multiple options in certain slots. When a weapon is unlocked, it receives random forges for each slot with multiple possibilities. This does not apply to Mark I. To swap forges in a certain slot, you need supply kit materials to reforge. Basic Shards for random reforge and Exotic Shards for a reforge of your choice. A shard can only be used once, after which it disappears from the inventory.
 * Mark I
 * Mark II
 * Mark III
 * Mark IV
 * Amped Weaponry
 * Slots
 * Reforge

GIYENA
{{Collapsible Header|Title=GIYENA Forgery|Content=

Slot 1

 * Aggressive Ballistics: Decreased Recoil. Less Predictable Recoil.
 * Focused Ballistics: More Predictable Recoil. Increased Recoil.
 * Balanced Ballistics: Standard Recoil Pattern.

Slot 2

 * Long Barrel Style: Increased Range. Increased Recoil.
 * CQB Barrel Style: Decreased Recoil. Decreased Range.
 * Standard Barrel Style: Standard Range and Recoil.

Slot 1

 * Top Rail Mod: Allow Optics.

Slot 2

 * Raw Conversion: Increased Handling. No Attachments allowed.

Slot 3

 * Flared Magwell: Allow a weapon to speed reload.
 * Outlaw: 150% base reload speed after a kill.

Slot 4

 * Amped Weaponry I: Allow a third Attachment.

Mark III
The same as with the Mark II, only do Mark III cost 2 Rigs instead of 1.

Slot 1

 * Abakan System: The first 3 rounds of the burst fire at 1200 RPM.

Slot 2

 * High Calibre Rounds: Secondary Damage Increased by 1,1x.
 * Specialist Handguard: The weapon becomes 2% more accurate every 4 rounds fired.
 * Full Awareness: Minimap stays active while Aiming Down Sights.

Slot 3

 * Amped Weaponry II: Allow a fourth Attachment.

Slot 1

 * Overrider: Headshot kills cause the enemy's body to explode and deal splash damage.

Slot 2

 * Amped Weaponry III: Allow a fifth Attachment.}}

HVC-21
{{Collapsible Header|Title=HVC-21 Forgery|Content=

Slot 1

 * Aggressive Ballistics: Decreased Recoil. Less Predictable Recoil.
 * Accurized Ballistics:  Decreased Recoil. Decreased Fire Rate.
 * Balanced Ballistics: Standard Recoil Pattern.

Slot 2

 * Long Barrel Style: Increased Range. Increased Recoil.
 * CQB Barrel Style: Decreased Recoil. Decreased Range.
 * Standard Barrel Style: Standard Range and Recoil.

Slot 1

 * Gold Frame: Minimal Recoil while hip firing the weapon.
 * Knee Caps: Increased Hipfire accuracy while sliding.

Slot 2

 * Flared Magwell: Allow a weapon to speed reload.
 * Outlaw: 150% base reload speed after a kill.
 * Spray and Pray: 150% base reload speed after emptying the mag.

Slot 3

 * Amped Weaponry I: Allow a third Attachment.

Slot 1

 * Velocity System: The Fire Rate accelerates after the first 5 rounds.
 * Speed Runner: Increased Mobility after a kill.

Slot 2

 * High Calibre Rounds: Secondary Damage Increased by 1,1x.
 * Pointman Handguard: The weapon's initial Recoil is 10% lower.
 * Full Awareness: Minimap stays active while Aiming Down Sights.

Slot 3

 * Amped Weaponry II: Allow a fourth Attachment.

Slot 1

 * Kill Rush: Headshot kills boost weapon Handling permanently for the rest of the life. Can stack 3 times.

Slot 2

 * Amped Weaponry III: Allow a fifth Attachment.}}

ICX-R1
{{Collapsible Header|Title=ICX-R1 Forgery|Content=

Slot 1

 * Smooth Ballistics: Significantly Decreased Recoil. Decreased Centrespeed.
 * Focused Ballistics: More Predictable Recoil. Increased Recoil.
 * Balanced Ballistics: Standard Recoil Pattern.

Slot 2

 * Long Barrel Style: Increased Range. Increased Recoil.
 * Smallbore Barrel Style: Decreased Recoil. Decreased Flinch dealt.
 * Standard Barrel Style: Standard Range and Recoil.

Slot 1

 * Heavy Barrel: Deal more Minimum damage. Increased Recoil.

Slot 2

 * Flared Magwell: Allow a weapon to speed reload.
 * Outlaw: 150% base reload speed after a kill.
 * Discipline Clip: Decreased Recoil. Magazine size reduced.

Slot 3

 * Amped Weaponry I: Allow a third Attachment.

Slot 1

 * Silver Bullets: Bullets deal more flinch.

Slot 2

 * Determination: Bottom half of the magazine has less recoil.
 * Specialist Handguard: The weapon becomes 2% more accurate every 4 rounds fired.

Slot 3

 * High Calibre Rounds: Secondary Damage Increased by 1,1x.
 * Pointman Handguard: The weapon's initial Recoil is 10% lower.
 * Full Awareness: Minimap stays active while Aiming Down Sights.

Slot 4

 * Amped Weaponry II: Allow a fourth Attachment.

Slot 1

 * Gunslinger: First 4 bullets deal more damage.

Slot 2

 * Amped Weaponry III: Allow a fifth Attachment.}}

JCAW
{{Collapsible Header|Title=JCAW Forgery|Content=

Slot 1

 * Linear Drift Control: Decreased Recoil. Decreased Centrespeed.
 * Sharp Drift Control: Increased Centrespeed. Increased Recoil.
 * Smart Drift Control: Standard Recoil Pattern

Slot 2

 * Long Barrel Style: Increased Range. Increased Recoil.
 * CQB Barrel Style: Decreased Recoil. Decreased Range.
 * Standard Barrel Style: Standard Range and Recoil.

Slot 1

 * Happy Trigger: Decreased Burst-Delay

Slot 2

 * Flared Magwell: Allow a weapon to speed reload.
 * Outlaw: 150% base reload speed after a kill.

Slot 3

 * Amped Weaponry I: Allow a third Attachment.

Slot 1

 * Mozambique: First Bullet's recoil is subtracted and added to the second bullet's recoil.

Slot 2

 * Marksman Handguard: The weapon has no sway.
 * Full Awareness: Minimap stays active while Aiming Down Sights.

Slot 3

 * Amped Weaponry II: Allow a fourth Attachment.

Slot 1

 * Perfectionist: Headshot kills decreases accuracy and flinch. Can stack 3 times.

Slot 2

 * Amped Weaponry III: Allow a fifth Attachment.}}

MR-C
{{Collapsible Header|Title=MR-C Forgery|Content=

Slot 1

 * Linear Drift Control: Decreased Recoil. Decreased Centrespeed.
 * Sharp Drift Control: Increased Centrespeed. Increased Recoil.
 * Smart Drift Control: Standard Recoil Pattern

Slot 2

 * Smallbore Barrel Style: Decreased Recoil. Decreased Flinch dealt.
 * CQB Ballistics: Decreased Recoil. Decreased Range.
 * Balanced Ballistics: Standard Recoil Pattern.

Slot 1

 * Full Auto: Weapon fires Fully Automatic.

Slot 2

 * Happy Trigger: Decreased Burst-Delay.

Slot 3

 * Flared Magwell: Allow a weapon to speed reload.
 * Outlaw: 150% base reload speed after a kill.
 * Braced Frame: Increased Magazine size. Decreased Reload speed.

Slot 4

 * Amped Weaponry I: Allow a third Attachment.

Slot 1

 * Active Reload: The weapon automatically reloads when swapped out.

Slot 2

 * Hit Detection: Bullets that miss have a 25% chance to be refunded automatically.

Slot 3

 * High Calibre Rounds: Secondary Damage Increased by 1,1x.
 * Marksman Handguard: The weapon has no sway.
 * Full Awareness: Minimap stays active while Aiming Down Sights.

Slot 4

 * Amped Weaponry II: Allow a fourth Attachment.

Slot 1

 * Cascade: Getting a kill automatically refills the entire magazine.

Slot 2

 * Amped Weaponry III: Allow a fifth Attachment.}}

Sabre G2
{{Collapsible Header|Title=Sabre G2 Forgery|Content=

Slot 1

 * Aggressive Ballistics: Decreased Recoil. Less Predictable Recoil.
 * Focused Ballistics: More Predictable Recoil. Increased Recoil.
 * Balanced Ballistics: Standard Recoil Pattern.

Slot 2

 * Long Barrel Style: Increased Range. Increased Recoil.
 * CQB Barrel Style: Decreased Recoil. Decreased Range.
 * Standard Barrel Style: Standard Range and Recoil.

Slot 1

 * Bullet Shards: Health of wounded enemies regenerates slower.

Slot 2

 * Front Lines: Increased Handling when enemies are firing at you.
 * Sleight of Hand: Increased Reload speed when enemies are firing at you.

Slot 3

 * Flared Magwell: Allow a weapon to speed reload.
 * Outlaw: 150% base reload speed after a kill.

Slot 4

 * Amped Weaponry I: Allow a third Attachment.

Slot 1

 * Bloodloss: Wounded enemies have slower handling. Stops after gaining full health.

Slot 2

 * Tungsten Carbide Rounds: Damage values are pushed to the borderline.
 * Full Awareness: Minimap stays active while Aiming Down Sights.

Slot 3

 * Amped Weaponry II: Allow a fourth Attachment.

Slot 1

 * Collateral Damage: Last bullet to finish an enemy will spread fragments like ballets through the enemy.

Slot 2

 * Amped Weaponry III: Allow a fifth Attachment.}}

ESR337
{{Collapsible Header|Title=ESR337 Forgery|Content=

Slot 1

 * TacSys Scope: 
 * Prism Scope: 
 * Hawkeye Scope: 

Slot 2

 * Chrome Lined Barrel: Decreased Recoil. Increased Sway.
 * Aerogel Barrel: Decreased Sway. Increased Recoil.
 * Standard Barrel: Standard Sway and Recoil.

Slot 1

 * Tracking Scope: Scope displays red if the target will be hit.

Slot 2

 * Low Profile: While prone, red name tag are not displayed.
 * Flared Magwell: Allow a weapon to speed reload.

Slot 3

 * Amped Weaponry I: Allow a third Attachment.

Slot 1

 * Mark of the Hunter: Enemies that are hit are slowed down.
 * Full Awareness: Minimap stays active while Aiming Down Sights.
 * Patience and Time: While prone, Sway decreases overtime.
 * Last Resort: Last bullet in the magazine deals more Damage.

Slot 2

 * Amped Weaponry II: Allow a fourth Attachment.

Slot 1

 * Tracking Point: Bullets lock on to targets as long as they're tracked by the sniper's reticle.

Slot 2

 * Amped Weaponry III: Allow a fifth Attachment.}}

50SA
{{Collapsible Header|Title=50SA Forgery|Content=

Slot 1

 * Reinforced Barrel: Increased Range. Increased Recoil.
 * Lightweight Barrel: Decreased Sway and Decreased Recoil. Decreased Range.
 * Standard Barrel: Standard Sway, Range and Recoil.

Slot 1

 * Hip Fire Sling: Increased Hip fire accuracy. Slower ADS time.

Slot 2

 * Single Handed: Use equipment while weapon remains ready to fire.
 * Flared Magwell: Allow a weapon to speed reload.
 * Quickdraw Holster: This weapon can be drawn extremely quickly.
 * Gold Frame: Minimal Recoil while hip firing the weapon.

Slot 3

 * Amped Weaponry I: Allow a third Attachment.

Slot 1

 * Feeling Lucky: Every bullet has a chance of dealing headshot damage.
 * Last Resort: Last bullet in the magazine deals more Damage.

Slot 2

 * Amped Weaponry II: Allow a fourth Attachment.

Slot 1

 * Ace of Spades: Turn the weapon into a Primary Weapon.

Slot 2

 * Amped Weaponry III: Allow a fifth Attachment.}}