This system treats guns as **customisable magic weapons** built from interchangeable parts.
Instead of constantly replacing weapons, characters:
- Upgrade a **base gun**
- Install **mods** that change how the weapon behaves
- Make meaningful tactical choices instead of stacking raw damage
Think of it as:
> **A magic item you build, not one you replace.**
#### Core Concept
> **A gun has a limited number of mod slots.
> Each mod occupies one slot and alters how the weapon functions.**
You can never exceed your gun’s slot limit, regardless of gold or crafting skill.
#### Base Gun Models
Before installing mods, you must have a **base gun**.
|Rarity|Mod Slots|Description|Price (gp)|
|---|---|---|---|
|Common|1|Simple weapon with one enhancement|200|
|Uncommon|2|Early customisation|750|
|Rare|3|Strong, specialised builds|1,500|
|Very Rare|4|High-end, multi-role weapons|4,000|
|Legendary|5+|Signature, story-defining weapon|10,000|
Note: **Mods are balanced primarily around slot limits, not gold cost.**
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#### Weapon Mods
Each mod represents a **physical or magical component** of the weapon.
Installing a mod permanently changes how the gun behaves until removed.
> Installing or removing a mod requires **1 hour of work** and appropriate tools (DM discretion).
Mods cannot be swapped during combat.
##### 🔹 Barrel / Muzzle Mods
_Affect range, damage type, and shot behaviour._
|Mod|Effect|Price|
|---|---|---|
|Longbite Barrel|+100 ft range; +1 to attacks at long range; −2 to hit within 20 ft|400|
|Stormcoil Barrel|Lightning damage; on crit, arcs to nearby target (Dex save)|800|
|Hexfire Coil Barrel|Fire damage; on crit, target ignites (1d6 fire/turn, Dex save ends)|750|
|Scattershock Muzzle|15-ft cone attack (Dex save for half)|500|
|Astral Piercer Barrel|Ignores cover; on crit, banish target (Cha save)|1,200|
|Blunderbore Muzzle|15-ft cone; half damage; targets pushed 5 ft|300|
|Frostbite Barrel|Cold damage; hit reduces speed by 10 ft until end of next turn|700|
|Silencer Coil|Attacks do not reveal your position on hit|600|
|Phasewave Muzzle|Push target 10 ft on hit (Str save negates)|500|
##### 🔹 Frame / Receiver Mods
_Define firing behaviour and damage profile._
|Mod|Effect|Price|
|---|---|---|
|Repeater Frame|Fire twice per action; second hit deals flat damage only and cannot trigger Sneak Attack, runes, or magazine effects|700|
|Mortis Core Receiver|2d12 necrotic damage; regain 5 HP on kill|1,200|
|Stormrider Frame|30-ft lightning line (Dex save); 1/short rest|950|
|Heavybolter Assembly|2d10 damage; bracing grants advantage; −10 ft movement|700|
|Sniper Frame|2d12 damage; +1d10 damage at long range|600|
|Overclock Frame|+1 damage die; weapon jams on a natural 1|650|
|Sentinel Frame|You may make opportunity attacks with this weapon in melee|800|
|Arc Capacitor Core|First hit after reloading deals +1d10 damage|750|
##### 🔹 Stock / Grip Mods
_Improve handling, stability, and posture._
|Mod|Effect|Price|
|---|---|---|
|Gyroscopic Stabiliser Stock|Reroll one damage die per attack; advantage while prone|400|
|Witchwood Handgrip|On hit, applies _Hunter’s Mark_ (no concentration); bonus damage applies only to this weapon’s damage dice|800|
|Clockwork Folding Stock|Advantage on Sleight of Hand to conceal weapon; surprise attacks deal +1d6 once per combat|250|
|Tinker’s Counterweight Grip|Ignore disadvantage for ranged attacks in melee; +2 bonus vs disarm attempts|300|
##### 🔹 Magazine / Power Core Mods
_Modify ammunition and sustained effects._
|Mod|Effect|Price|
|---|---|---|
|Alkahest Core|Acid damage; lowers target AC by 1 on hit (max −3)|900|
|Elemental Glyph Chamber|On hit, roll 1d4 for bonus elemental effect|850|
|Void Echo Feeder|Roll two attack dice and use the higher result|1,500|
|Hellsteel Drum|Ignore fire resistance; on nat 1, weapon burns for 1d8 fire damage|650|
|Shattercharge Feed|On crit, Con save or stunned for 1 round; 1/long rest|1,100|
|Bloodstone Magazine|Gain temp HP equal to damage dealt (1/turn)|900|
|Nullfield Core|Suppresses magical effects on hit for 1 round; 1/short rest|1,200|
##### 🔹 Scope Mods
_Enhance awareness, targeting, and positioning._
|Mod|Effect|Price|
|---|---|---|
|Tactical Lens Array|+5 passive Perception; advantage on Initiative; advantage on Perception checks while aiming|400|
|Voidglass Scope|See invisible and ethereal creatures within 60 ft|1,200|
|Snipeglass Prism|Advantage on attacks if you remain stationary this turn|700|
##### 🔹 Rune Mods
_High-impact magical effects._
|Mod|Effect|Price|
|---|---|---|
|Runestone of Echoes|On miss, half damage rebounds to nearby creature|1,000|
|Sigil of Time Dilation|One surprise shot before initiative; 1/long rest|1,800|
|Phantom Round Circuitry|Shoot through up to 1-ft-thick walls; cannot crit|1,400|
|Cursebrand Etching|Target loses opportunity attacks for 1 minute; 1/long rest|1,800|
|Rune of Returning|Teleport weapon to your hand; 1/short rest|800|
##### 🔹 Utility Mods
_Add tactical options and tools._
|Mod|Effect|Price|
|---|---|---|
|Bayonet Spike|Bonus-action melee attack (1d6)|200|
|Grapnel Launcher|Fire rope to climb or pull; 3 uses per long rest|700|
|Quick-Release Sling|Draw or stow weapon as a free action|300|
|Smoke Discharge Valve|10-ft heavily obscured smoke cloud; 1/long rest|600|
|Flashburst Chamber|15-ft blind burst (Con save DC 13); 1/short rest|450|
|Auto-Brace Bipod|Set up to gain +2 AC vs ranged attacks|400|
|Shock Net Launcher|Restrain target (Dex save); 1/short rest|650|
|Flare Beacon|Illuminate area and reveal invisibility; 1/long rest|350|
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#### Balance & Stacking Rules
These rules are **mandatory**.
##### 1. Slot Limits
- Each mod occupies **one slot**
- Duplicate mods cannot be installed
- Conflicting effects are resolved by the DM
##### 2. Attack Economy
> **No more than one mod may grant additional attacks.**
Weapons may never exceed normal action economy.
##### 3. Critical Hit Limits
> **Only one critical-triggered mod effect may activate per turn.**
The wielder chooses which effect applies.
##### 4. Control Lockout
> **A target can suffer only one movement- or reaction-denying effect per round from mods.**
Includes:
- Speed reduction
- Restrain
- Reaction denial
- Forced immobilisation
##### 5. Area-of-Effect Limit
> **Only one cone, line, or AoE mod may be installed per weapon.**
##### 6. Repeater Restriction
If a weapon fires more than once per action:
- The second hit **cannot trigger runes or magazine effects**
- Deals flat damage only unless otherwise stated
#### Design Intent
This system exists to:
- Replace static +X weapons
- Give martials meaningful progression
- Encourage specialisation over optimisation
- Create cinematic, tactical play
Legendary weapons should feel **mythic**, not automatic.