d20 Redshirts

Index > Equipment > Weapon Mods

Weapon Mods

While there are a large number of options available, not all upgrades can be attached to all items. Generally speaking, a degree of common sense is suggested. If you're not sure, consult with your DM.

Reflex Sight, 150: Gives a +1 bonus to hit within 30 feet.

Optical Scope, 250: Gives a +2 bonus to attack roles to targets between 30 and 100 feet away.

Low Light Scope, 300: User counts as having low light vision (60 feet) when looking through this scope.

Infrared Scope, 500: User counts as having dark vision (60 feet) when looking through this scope.

High Power Scope, 450: Increases the range increment of a weapon by 50%, imparts a -2 penalty to hit when firing at targets within 30 feet.

Grenade Launcher Attachment, 600: An underslung grenade launcher that can be mounted beneath most weapons. The underslung variant has half the normal range increment due to the shortened barrel.

Shotgun Attachment, 350: An underslung shotgun that can be mounted to most weapons. It has a 4 round internal capacity, and half the normal range increment.

Bipod Attachment, 200: Increases the range increment of a weapon by 50% when the user is able to mount the bipod on a stable surface (lieing prone, railing, etc).

IR Designator, 400: Used to provide IR illumination on a target to mark it for fire support. Has effective range increment of 500m, no other effect.

Noise Suppressor, 900: Halves the penalty to stealth checks made by attacking, but reduced the weapons range increment by 50%. Can be attached to most weapons.

Masterwork Rounds, 2x Cost: One magazine of ammo for a weapon of choice is replaced with equivalent ammo that is unusually well made, and gains the Masterwork quality.

Match Grade Rounds, 4x cost: One magazine of ammo for a weapon of choice is replaced with equivalent ammo that is extremely well made, and gains a +1 enhancement bonus to attack and damage rolls.

High Powered Rounds, 2x cost: One magazine of ammo for a weapon of choice is replaced with High Powered Rounds, which have their damage die increased to the next size.

Armour Piercing Rounds, 2x cost: One magazine of ammo for a weapon of choice is replaced with Armour Piercing Rounds, which have their damage die reduced by one size but ignore 5 points of any DR gained from equipment.

Sabot Rounds, 4x cost: One magazine of ammo for a weapon of choice is replaced with Sabot Rounds, which have their damage die reduced by two sizes but ignore 10 points of any DR gained from equipment.