Weapon and Armor Mods (5e Fallout Supplement)
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Certain weapons and items have modifications that greatly increase their abilities or completely change their mechanics all around. Below is a list of mods, how much they cost, and what weapons they apply to. Someone with the proper tools and know how (minimum Intelligence score of 12) can craft mods for half the cap cost and 10 minutes time. It's perfectly fair for the dungeon master to require the party to obtain a special material before crafting some modifications (ex, diamonds for the diamond tip chain or finding barbed wire for the barbed barrel) - after all, it's a post-apocalyptic setting and some materials may be much scarcer than they would normally be.
Most modifications, though, can be made with some random scrap, elbow grease, and good ol' gumption.
Melee Weapon Mods[edit]
Name | Type | Cost | Effect | |
---|---|---|---|---|
Melee Weapon Mods | ||||
Serrated Blade | Bladed Weapons | 1500 | If the attack roll succeeds by at least 3 against a creature that is not a construct or wearing power armor, the target takes half the attack's damage at the end of each of their turns until they regain at least 1 hit point. | |
Poisoned Edge | Bladed Weapons | 2500 | On hit enemies are poisoned for 1 minute | |
Heavy Weight | Blunt Weapons | 1500 | On hit enemies are knocked back by 10ft and take an extra d4 damage | |
Sandman's Frame | Blunt Weapons | 2500 | On critical hit knocks enemies unconscious for 1 minute | |
Light Weight Materials | Heavy Weapons | 500 | Removes the heavy property | |
Lighter Weight Materials | Non-Heavy Weapons | 200 | Gains the light property | |
Aerodynamic Coating | All | 400 | Counts as a thrown weapon (range 20/60) | |
Reinforced | All | 1050 | Increases Damage die by 1 | |
Realignment | All | 1000 | Gain +1 to damage rolls | |
Novice's Realignment | All | 2000 | Gain +2 to damage rolls (Requires & replaces normal realignment) | |
Adept's Realignment | All | 3000 | Gain +3 to damage rolls (Requires & replaces Novice's realignment) | |
Master's Realignment | All | 4000 | Gain +4 to damage rolls (Requires & replaces Adept's realignment) | |
Weighted Grip | All | 100 | Gives a +1 bonus to attack rolls with the weapon | |
Novice's Grip | All | 100 | Gives a +2 bonus to attack rolls with the weapon (Requires & replaces Weighted Grip) | |
Adept's Grip | All | 200 | Gives a +3 bonus to attack rolls with the weapon (Requires & replaces Novice grip) | |
Master's Grip | All | 300 | Gives a +4 bonus to attack rolls with the weapon (Requires & replaces Adept's grip) | |
Electric Charge | All | 200 | Changes the damage type from melee to energy | |
Mahogany Wood | Baseball Bat | 145 | The weapon's weight is halved | |
Steel Core | Baseball Bat | 230 | The weapon deals additional damage equal to the attack's ability modifier. | |
Box O' Nails | Baseball Bat | 100 | Gain the serrated blade mod | |
Light Frame | Chainsaw | 180 | Removes the heavy property | |
Diamond Tip Chain | Chainsaw | 250 | Ignores increases attack bonus by 5 (not compatible with the Electric Charge mod) | |
Hardened Coating | Batons/Clubs | 200 | Gives a +1 bonus to all AC while wielding this weapon | |
Spike Knuckles | Brass Knuckles | 150 | Gives +1 bonus to damage rolls with the weapon | |
Extended Barrel | Ballistic Fist | 250 | gains a range of 10ft | |
Thousand Fold Steel | Katana/Shishkebab/Chinese Officer Sword | 500 | Increases the damage die by 1 | |
Rapid Hammer | Power Fist | 330 | You can make a second attack as a free action | |
Bladed Sheath | Shishkebab/Chinese Officer Sword | 450 | The weapon's reach increases by +5 ft. | |
Stealth Gauntlet Frame | Gauntlet/Glove | 260 | Gains the holdout property | |
Ballistic Grip | Combat Knife | 420 | The weapon also counts as a Pipe 10mm Rifle | |
Pulse Tip | Shock/Stun Baton | 200 | Gains the pulse property | |
Plasma Flame | Shishkebab | 1000 | The weapon's damage is no longer halved against constructs and creatures wearing power armor | |
Heated Mallet | Super Sledge | 2000 | Gains the burning property |
Ranged Weapon Mods[edit]
Name | Type | Cost | Effect | |
---|---|---|---|---|
General Modifications | ||||
Long Barrel | All | 300 | Gain +30 ft. range | |
Telescopic Sight | All | 410 | The weapon's ranges are doubled while benefiting from the scoped property | |
Biometric sight | All | 350 | As a bonus action while benefiting from the scoped property, you learn the AC and current hit points of one creature within range | |
Holographic sight | All | 200 | The weapon gains a +2 bonus to attack rolls while benefiting from the scoped property | |
Scope Rail System | All | 600 | You can have multiple sights on the same weapon | |
Light Weight Structure | Heavy guns | 750 | Removes the heavy property | |
Steady Stock | All | 300 | Gain +1 to attack rolls | |
Bayonet Lug | Rifles | 200 | Weapon also counts as a knife (upgraded separately) | |
Paint Job | All | 50 | Gain +1 to charisma checks | |
Single Action | Guns with the Burst property | 240 | Burst property reduced by 3 | |
Melee Mount | Rifles | 2000 | Weapon also counts as a melee weapon with the light property (upgraded separately)
| |
Ballistic Ranged | ||||
Powerful Calibrated Receiver | All | 1080 | Gains a +2 bonus to damage rolls | |
Calibrated Receiver | All | 540 | Gains +1 bonus to damage rolls | |
Light Weight Frame | All | 340 | Halves the weapon's weight | |
Light Weight Stock | Rifles/Shotguns | 260 | Halves the weapon's weight (can stack with the Light Weight Frame mod) | |
Shredder Casing | Rifles/Shotguns | 4000 | On a hit, decreases the target's AC by -1. This can not decrease a target's AC below their unarmored AC. | |
Dragons Breath Load | Shotguns | 560 | Gains the burning property | |
Magnum Slugs | Shotguns | 550 | The weapon's ranges are doubled | |
Breach Load Chamber | Shotguns | 650 | Attacks with the weapon target creatures within a 10 ft. cone in the direction of the target, dealing half as much damage to creatures that are not the target | |
Venelator Cartridges | Submachine Guns | 550 | Burst property reduced by 3 | |
Engravings | All | 840 | +3 to charisma checks | |
Hi-Point Rounds | All | 600 | Attacks with the weapon ignore half cover and three-quarters cover becomes Half Cover | |
Hollow Point Rounds | All | 650 | Deal double damage against non-constructs while you deal half damage against constructs and power armored creatures | |
Dum-Dum Rounds | All | 650 | Deals -1 damage but weapon does not degrade on a 1 nor can it jam | |
Pulse Rounds | All | 650 | Deals double damage against constructs and power armored creatures but deals half damage against anything else | |
Fire Selector | All | 800 | As a bonus action you can switch what ammo type you are using, any mod with Rounds in the name counts as an ammo type mod. | |
Silencer | All | 550 | The weapon gains the silenced property | |
Explosive Chambering | All | 450 | The weapon's damage type becomes explosive and gains the blast (10 ft.) property | |
Expanded Chamber | Revolvers | 220 | The weapon's magazine increases by 4 | |
Double-Action | Revolvers | 620 | Gains the automatic property | |
Extended Mag | Rifles/Shotguns/SMGs/Pistols/Heavy Weapons | 220 | Doubles the weapon's magazine | |
Quick Draw Mags | All | 140 | Reloading becomes a free action | |
Barbed Barrel | Minigun | 650 | Also counts as a chainsaw (upgraded separately) | |
Drum Mag | Tommy Gun | 150 | Doubles the weapon's magazine | |
Oak Foregrip | Tommy Gun | 300 | +2 to attack rolls | |
Mahoghany Grip and Stock | Tommy Gun | 450 | +2 to attack rolls | |
Drilling Variant | Double Shotgun (SxS) | 540 | The weapon doubles as a hunting rifle with a magazine of 1 | |
Underslung Grenade Launcher | Chinese Assault Rifle (Type 93)/Caseless Assault Rifle (H&K G11) | 1000 | Weapon also counts as a Grenade Rifle (M79) (upgraded separately) | |
Grenade Barrel | Battle Rifle (M1 Garand) | 950 | You may load one grenade in the weapon as a bonus action. You may throw this grenade as a bonus action up to its long range without disadvantage | |
Combat Bayonet | Assault Rifle (M16A1)/Service Rifle | 250 | Weapon counts as a combat knife with the reach property (upgraded separately) | |
Triangular Bayonet | Battle Rifle (M1 Garand)/Black Powder Rifle | 300 | weapon counts as a knife with the serrated blade mod (upgraded separately) | |
Heat Treated Body | Cowboy Repeater/Lever-Action Rifle | 700 | +2 to attack rolls and the weapon's base damage die becomes 3d6 | |
Big Iron Conversion | Hunting Revolver/Ranger Sequoia | 1200 | Gains a +5 bonus to attack and damage rolls with a +2 to initiative
| |
Energy Ranged | ||||
Beam Focuser | All | 700 | Removes the bolt property and gains the automatic property | |
Heatsink Dispenser | All | 420 | Gains burning | |
High Fission Capacitor | All | 620 | Gains a +1 bonus to damage rolls | |
Gyroscopic Calibration | All | 1200 | Gains a +2 bonus to attack rolls | |
Ghost Wave Emitter | All | 440 | Gains the silenced property | |
High Energy Capacitor | All | 1000 | Gains an extra damage die | |
Optimized Tuning | All | 500 | Doubles the weapon's magazine | |
MicroFusion Breeder Conversion | Rifles/Pistols/SMGs/Shotguns | 2400 | The weapon's magazine is halved and uses a MicroFusion Breeder | |
Calcite Refractor | Laser Rifle | 1200 | your shots are invisible to the naked eye, gains the silenced property and when you hit an enemy you don't alert them. | |
Quantum State Rounds | Plasma Rifle | 420 | on a miss the round returns to the chamber as if it were never spent | |
Accelerated Coils | Plasma Rifle | 260 | When you make an attack action you can make a second attack as a free action | |
Jacobs Ladder | Telsa Rifle | 500 | Attacks chains to additional targets within 15ft of original target or affected targets | |
System Shock | Tesla Rifle | 1000 | On hit targets must make a DC 16 Con save or become stunned until their next turn | |
Disintegration Ray | Alien Blaster/Atomizer | 2000 | Ignores cover and as a bonus action can destroy up to 10ft of material
| |
Explosive Ranged | ||||
Thumper Rounds | Grenade Launcher | 3000 | On a hit, the target is knocked prone | |
Extra Chamber | All | 1000 | Increase magazine by 1 |
Armor Mods[edit]
Armor similarly can also be modded. this table will tell in the same way what parts, cost, and effect the mod has. Someone with the proper tools and know how (minimum Intelligence score of 14) can craft mods for half the cap cost and 10 minutes time.
Name | Part | Cost | Effect | |
---|---|---|---|---|
Armor Mods | ||||
Lead Lining | All | 500 | -1d12 to radiation you gain | |
Light Weight Stuffing | All | 100 | Halves the weight of armor | |
Faction Emblem | All | 50 | +2 bonus to Charisma checks with a specific faction | |
Nanotube Weave | All | 1000 | +1 bonus to AC | |
Terrifying Paint Job | All | 225 | +3 bonus to Intimidation | |
Elder Sign | All | 5000 | +1 bonus to AC, aberrations and monstrosities gain -1 to all rolls against you while you get +1 to all rolls dealing with aberrations and mostrsities | |
Custom Fitted | All | 75 | +1 to initiative . | |
Internal Compass | Helmet | 75 | +2 bonus to Survival checks involving navigation, and you know which direction is north | |
Internal Radio | Helmet | 130 | Able to receive and communicate with radios within 10 miles of you | |
Rebreather | Helmet | 325 | gain water breathing | |
Flashlight | Helmet | 50 | Provides bright light for first 20ft than low light for the next 20ft. | |
Motion Sensor | Helmet | 300 | +2 on Perception checks involving creature detection within 30ft. | |
Tin Plating | Helmet | 200 | Gives advantage on checks against certain non-physical psychic or mind-altering influences (i.e. mind control and Mirelurk King's Shout). | |
Spiked Shoulders | Arms | 400 | When a creature makes a melee attack against you, they take 1d4 melee damage when attacking you | |
Silk Gloves | Arms | 60 | +2 bonus to Sleight of Hand and Performance checks | |
Holdout Holster | Arms | 75 | +3 bonus to hiding one pistol or SMG within the holster | |
Quickdraw Holster | Arms | 75 | One pistol or SMG within the holster can be pulled out as a free action | |
Rubber Padding | Arms | 125 | Reduce all energy damage taken by 1 | |
Stabilizers | Arms | 100 | +1 to hit | |
Asbestos Lining | Chest | 2000 | You count as a construct for the sake of the burning property | |
Auto Injector | Chest | 5000 | You automatically use 1 stimpack when you fall below half your maximum hit points without using any form of action | |
Emergency Injector | Chest | 5000 | You automatically use 1 stimpack when you fall to 0 hit points without using any form of action | |
Extra Pockets | Chest | 135 | The armor can store 1 cubic foot/30 pounds of gear | |
High Traction Soles | Legs | 150 | +10 ft. bonus to movement speed | |
Noise Canceling Aglets | Legs | 1650 | You make no noise while moving and +4 to stealth | |
Denim Lining | Legs | 175 | Ignore difficult terrain | |
Knife Sheath | Legs | 50 | +3 to hiding one throwing knife or similar small blade in your boot. |
Name | Series | Cost | Effect | |
---|---|---|---|---|
Power Armor Mods | ||||
Jetpack | All | 3000 | You gain a 60 ft. fly speed as a bonus action until the end of your turn | |
Paint Job | All | 1000 | +3 to Intimidation | |
Speed Demon Treads | All | 2000 | +20 ft. bonus to your movement speed | |
Stomp Forces 1's | All | 5500 | When you fall at least 10 ft., you count as dropping a fragmentation grenade in the place you landed. This does not require you to have a fragmentation grenade, and you are not targeted, you don't take fall damage. | |
Oxygen Tank | All | 2400 | Suit is fully sealed and holds 12 hours of oxygen | |
Mynomar Muscle Fibers | All | 8000 | Removes the heavy property from the armor | |
Extra Plating | All | 5000 | Gain +1 AC | |
Shoulder Mounted Weapons | All | 5000 | You can mount a big gun onto the shoulder of a suit of power armor | |
Runic Connections | All | 2000 | Alien weapons deal half damage against you | |
Psychic Dampeners | All | 1500 | While inside the armor you are immune to psychic or mind-altering influences (i.e. antiviolence field, mind control, hallucinations) | |
TES Overhaul | T-51 | 1000 | When wielding melee weapons gain a +3 to attack and damage rolls | |
Overboss's Touches | T-51 | 6000 | gain +3 to AC and as a reaction you can negate any attack targeting you | |
Lion's Roar | T-60 | 4000 | As an action you can blast a loud roar that all within 160ft can hear, enemies who hear it must pass a Wis save DC 8+str+prof bonus or become frightened | |
Thomas The Blood Tank | T-60 | 1800 | As an action choose a direction, you triple your move speed and move in a straight line up to that distance ignoring difficult terrain and moving through enemies. Large or smaller enemies caught in the line take Melee damage equal to prof mod + level d8 + str mod. | |
B.O.S. Cog of Steel | T-60 | 10000 | +4 bonus to your Strength score while being worn (this can push you above the maximum cap) | |
Space Retrofit | X Series | 20000 | +1 bonus to AC and immunity to the effects of a vacuum, you ignore difficult terrain and gain a swimming speed equal to your move speed in zero-g environments or underwater | |
Quantum Coating | X Series | 12000 | you can use half your ac + prof mod + save instead of rolling for saving throws | |
Tesla Upgrade | X Series | 10000 | Reduce all damage taken by half your AC |
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