This system treats guns like **customisable magic weapons** built from interchangeable parts.
Instead of finding a new gun every time, players:
- Upgrade a **base gun**
- Add **mods** that change how it behaves
- Make meaningful choices instead of stacking raw damage
Think of it like:
> **A magic item you build, not one you replace.**
#### The Core Idea
> **A gun has a limited number of mod slots.
> Each mod fills one slot and changes how the weapon works.**
You cannot exceed your gun’s slot limit.
#### Base Gun Models
Before adding mods, you need a **base gun**.
| Rarity | Mod Slots | What This Means | Price (gp) |
| --------- | --------- | ----------------------------------- | ---------- |
| Common | 1 | Simple weapon with a single upgrade | 200 |
| Uncommon | 2 | Flexible, early customisation | 750 |
| Rare | 3 | Strong, specialised builds | 1,500 |
| Very Rare | 4 | High-end, multi-role weapon | 4,000 |
| Legendary | 5+ | Signature, story-defining weapon | 10,000 |
Note: **Mods are balanced around slot limits**, not just gold cost.
| Mod Type | Mod Name | Effect | Price (gp) |
| -------- | --------------------------- | ----------------------------------------------------------------------------------------------- | ---------- |
| Barrel | Longbite Barrel | +100 ft range, +1 to long range attacks, -2 to hit within 20 ft | 400 |
| | Stormcoil Barrel | Lightning damage, crit arcs to nearby target (Dex save) | 800 |
| | Hexfire Coil Barrel | Fire damage, crit ignites (1d6 fire/turn, Dex save ends) | 750 |
| | Scattershock Muzzle | 15 ft cone attack (Dex save for half) | 500 |
| | Astral Piercer Barrel | Ignores cover, crit banishes target (Cha save) | 1,200 |
| | Blunderbore Muzzle | 15 ft cone burst, half damage to all targets, 5ft pushback | 300 |
| | Frostbite Barrel | Cold damage, hit reduces speed by 10 ft (1 turn) | 700 |
| | Silencer Coil | Attacks don’t reveal position on hit | 600 |
| | Phasewave Muzzle | Push target 10 ft on hit (Str save) | 500 |
| Frame | Repeater Frame | Fire twice per action, second hit can’t Sneak Attack Flat damage(no mod) | 700 |
| | Mortis Core Receiver | 2d12 necrotic, regain 5 HP on kill | 1,200 |
| | Stormrider Frame | Line lightning shot (30 ft, Dex save), 1/short rest | 950 |
| | Heavybolter Assembly | 2d10 damage, bracing gives advantage, -10 ft movement | 700 |
| | Sniper Frame | 2d12 damage, +1d10 at long range | 600 |
| | Overclock Frame | +1 damage die, weapon jams on nat 1 | 650 |
| | Sentinel Frame | Opportunity attacks with gun in melee | 800 |
| | Arc Capacitor Core | Next hit after reload deals +1d10 | 750 |
| Stock | Gyroscopic Stabiliser Stock | Reroll one damage die, advantage while prone | 400 |
| | Witchwood Handgrip | On hit, cast Hunter's Mark (no concentration) only applies to this weapons damage dice | 800 |
| | Clockwork Folding Stock | Advantage on Sleight of Hand to hide weapon<br>surprise attacks deal +1d6 once per combat | 250 |
| | Tinker’s Counterweight Grip | Ignore melee range disadvantage, +2 to resist disarm | 300 |
| Magazine | Alkahest Core | Acid damage, lowers AC by 1 (max -3) on hit | 900 |
| | Elemental Glyph Chamber | 1d4: Fire, Ice, Lightning, or Thunder bonus effect | 850 |
| | Void Echo Feeder | Roll 2 attacks, use highest | 1,500 |
| | Hellsteel Drum | ignore fire resist, 1d8 burn on nat 1 | 650 |
| | Shattercharge Feed | Crit forces Con save or stunned (1 turn, 1/long rest) | 1,100 |
| | Bloodstone Magazine | Gain temp HP equal to damage dealt (1/turn) | 900 |
| | Nullfield Core | Suppresses magical effects on hit (1 round, 1/short rest) | 1,200 |
| Scope | Tactical Lens Array | +5 passive Perception, advantage on Initiative, Add advantage on Perception checks while aiming | 400 |
| | Voidglass Scope | See invis/ethereal 60 ft | 1,200 |
| | Snipeglass Prism | Advantage if stationary on turn | 700 |
| Rune | Runestone of Echoes | Miss rebounds half damage to nearby creature | 1,000 |
| | Sigil of Time Dilation | Surprise shot before initiative, 1/long rest | 1,800 |
| | Phantom Round Circuitry | Shoot through walls (up to 1 ft thick), can’t crit | 1,400 |
| | Cursebrand Etching | Target loses Opportunity Attacks for 1 min, 1/long rest | 1,800 |
| | Rune of Returning | Teleport gun to hand, 1/short rest | 800 |
| Utility | Bayonet Spike | Bonus action melee stab (1d6) | 200 |
| | Grapnel Launcher | Launch rope to climb/pull, 3 uses per long rest | 700 |
| | Quick-Release Sling | Draw/stow weapon as free action | 300 |
| | Smoke Discharge Valve | 10 ft smoke cloud, heavily obscured, 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 | 400 |
| | Shock Net Launcher | Restrain target (Dex save), 1/short rest | 650 |
| | Flare Beacon | Illuminate area, reveal invisible enemies, 1/long rest | 350 |
#### Balance & Stacking Rules
##### 1️. Slot Limits
- Each mod uses **one slot**
- You cannot install duplicate mods
- Conflicting mods are resolved by the DM
##### 2️. Attack Economy
> **No more than one mod may grant additional attacks.**
- Mods that grant extra attacks do not stack
- A weapon can never exceed normal action economy
##### 3️. Critical Hit Limits
> **Critical-triggered effects only trigger once per turn.**
- If multiple mods trigger on a crit, the wielder chooses **one**
- Prevents crit-fishing abuse
##### 4️. Control Lockout
> **A target can only suffer one movement- or reaction-denying effect per round from mods.**
This includes:
- Speed reduction
- Restrain
- Reaction denial
- Forced immobilisation
##### 5️. AoE Restrictions
> **A weapon may only have one cone, line, or area-of-effect mod installed.**
Prevents crowd-clearing builds from eclipsing spellcasters.
##### 6️. Repeater Limitation
If a weapon fires more than once per action:
- The **second hit cannot trigger runes or magazine effects**
- Flat damage only unless stated otherwise