Post by Admin on Jul 17, 2018 10:40:47 GMT -6
Weapon Mods
(Note: This section can be updated as new Mods are invented)
Suppressing Fire Mod
When the suppressing fire mode is attached to a gatling blaster, you can use your action to completely unload your charge pack into your enemies. Choose up to 6 enemies (or less depending on how many shots are left in your blaster) that are in front of you, not in cover, and within range, and make an attack roll against each of them. Each enemy hit has disadvantage on all their attack rolls on their next turn. Starting the turn after you use this feature roll a d6, on a 5 or 6 you regain this ability.
Jellied Fuel Mod
When attached to a flamethrower, enemies hit by your flame thrower must make a Dex saving throw(DC 8+ your Strength Modifier + your Proficiency Bonus) or they are covered in jellied fuel and set fire, which deals 2d4 damage at the start of each of their turns until they spend 2 actions (only one of which can be from an ally) to put themselves out. The fire is immediately extinguished if the target jumps into water or into the dark, cold, vacuum of space.
Ammo Conservation Mod
The number of shots you can make with a blaster before reloading is multiplied by 1.5 (gatling blaster has 18 shots, flamethrower has 12 shots, sniper rifle has 9 shots, etc...). The bowcaster, however, increases to 4 shots. This counts towards your weapon mod limit and cannot be given to allies.
Target Finder Scope
When this mod is attached to a weapon, attacks made with that weapon score a critical hit on a roll of 19 or 20 (stackable with sniper bonus and the headshot feat). This counts towards your total number of mods per weapon and can only be used on your weapons.
Stun Rounds
When attached to a weapon a player can choose to fire a stun round from their blaster. In combat these rounds have a DC 13 con save, out of combat these rounds have a dc 17 con save. Targets that fail the save fall asleep (see sleep spell for sleep condition). These rounds deal no damage.
Targeting Laser
When attached to a weapon, a player can use a bonus action to mark a target, giving all allies advantage on attack rolls against that target until the beginning of your next turn.
High Impact Pistol Round
When this mod is attached to a pistol, attacks made with th pistol deal one damage die higher. Heavy blaster pistols become 1d8, and blaster pistols become 1d6.
Guided Rockets
When attached to a rocket launcher, you now have the ability to guide rockets fired from the launcher manually. This effect gives you a +5 to your attack rolls when shooting at ground targets. It also gives you the ability to guide your rockets around cover and lock onto vehicles.
(Note: This section can be updated as new Mods are invented)
Suppressing Fire Mod
When the suppressing fire mode is attached to a gatling blaster, you can use your action to completely unload your charge pack into your enemies. Choose up to 6 enemies (or less depending on how many shots are left in your blaster) that are in front of you, not in cover, and within range, and make an attack roll against each of them. Each enemy hit has disadvantage on all their attack rolls on their next turn. Starting the turn after you use this feature roll a d6, on a 5 or 6 you regain this ability.
Jellied Fuel Mod
When attached to a flamethrower, enemies hit by your flame thrower must make a Dex saving throw(DC 8+ your Strength Modifier + your Proficiency Bonus) or they are covered in jellied fuel and set fire, which deals 2d4 damage at the start of each of their turns until they spend 2 actions (only one of which can be from an ally) to put themselves out. The fire is immediately extinguished if the target jumps into water or into the dark, cold, vacuum of space.
Ammo Conservation Mod
The number of shots you can make with a blaster before reloading is multiplied by 1.5 (gatling blaster has 18 shots, flamethrower has 12 shots, sniper rifle has 9 shots, etc...). The bowcaster, however, increases to 4 shots. This counts towards your weapon mod limit and cannot be given to allies.
Target Finder Scope
When this mod is attached to a weapon, attacks made with that weapon score a critical hit on a roll of 19 or 20 (stackable with sniper bonus and the headshot feat). This counts towards your total number of mods per weapon and can only be used on your weapons.
Stun Rounds
When attached to a weapon a player can choose to fire a stun round from their blaster. In combat these rounds have a DC 13 con save, out of combat these rounds have a dc 17 con save. Targets that fail the save fall asleep (see sleep spell for sleep condition). These rounds deal no damage.
Targeting Laser
When attached to a weapon, a player can use a bonus action to mark a target, giving all allies advantage on attack rolls against that target until the beginning of your next turn.
High Impact Pistol Round
When this mod is attached to a pistol, attacks made with th pistol deal one damage die higher. Heavy blaster pistols become 1d8, and blaster pistols become 1d6.
Guided Rockets
When attached to a rocket launcher, you now have the ability to guide rockets fired from the launcher manually. This effect gives you a +5 to your attack rolls when shooting at ground targets. It also gives you the ability to guide your rockets around cover and lock onto vehicles.