Weapon Mods and Attachments (Halo Supplement)

Weapon mods and attachments are modifications that can alter a weapon to gain benefits and/or loose penalties to said weapon. You can buy up to 10 slots for each weapon which can slot mods/attachments. Mod and attachments cost from 1 to 5 slot.

Range Mod Table
Name of ModDescriptorMod slot cost
ScopeDouble base range1
Laser Sight+1 to crit threat zone for each time taken up to a max of 51 each time
Stabilizing Stocks+1 to attack roll for each time taken up to a max of 51 each time
Extended Barrel+1 to damage roll for each time taken up to a max of 51 each time
Extended MagsDoubles mags size1
Bipod+5 to attack roll4
Suppressor-10 on damage but, is silent and +2 to the crit multiplier3
Explosive roundseach round explodes in a 10ft radius dealing an additional 2d8 fire damage to all creatures in range3
TriggerWhen making a full-attack action, +1 attack at the wielder’s full base attack bonus, plus any modifiers appropriate to the situation3
Flashlight(Activate as a swift action) Illuminates a 15ft cone in the direction it pointed last for 30 minutes then needs to charge for 10 minutes1
Grip+1 to attack roll for each time taken up to a max of 51 each time
Tesla Mod+2d8 electricity damage. On a hit, it will ark to the nearest hostile with in 15ft, dealing 2d8 electricity damage to that creatures2
Light framedrop one size category1
Under Barrel Shotgunadd a shotgun to the weapon, use(M90 CAWS Shotgun) for stats5
Grenade Launcheradd a Grenade Launcher to the weapon, use(M319 Individual Grenade Launcher) for stats5
Promethean Hybrid ModPromethean Hybrid weapon ignores nonliving matter. Armor and shield bonuses to AC (including any enhancement bonuses to that armor) do not count against it because the weapon passes right through it. Promethean Hybrid weapon cannot harm undead, constructs, or objects5
Lucky Charmon a miss, get to reroll the attack once ever 1d4 rounds2
StickerA sticker allow a weapon to have its own pool of action point. This pool holds 1 - 5 action point, which is refreshed at the start of each day. +1 action point each time taken up to a max of 51 each time
Quick Magsreload the weapon as a free action2
Acidic Mod+2d8 acid damage, on each crit hit, target armor and shield degrade, and their AC bonus drop 1 for both armor and shield2
Cryo Mod+2d8 cold damage, on crit hit, target is slowed to quarter speed and becomes vulnerable to cold damage for 2d4 rounds2
Full-Autogives a semi-auto weapon a full auto fire mode4
Tag Detonatoronce a target is hit 4 time with this weapon the target explodes, the explosion kills the target and deals 4d8 damage to all creatures within a radius of 15ft5
Shield GuardA Shield Guarded weapon doesn’t provoke attacks of opportunity when fired3
Tag glowOn a successful hit the target glow with a bright neon color, can be washed off as a full-round-action after 2d4 rounds2

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