Ranged Weapon Modifications
Ranged Weapon Modifications
Modification Pipe & Low-Tech Cost Pistol Cost Rifle & Shotgun Cost Heavy Cost Energy & Plasma Cost Miscellaneous Cost Damage Weight
Barrel Modifications
Automatic Barrel 35 caps +1.1 lb.
Crystallising Barrel 100 caps +0.5 lb.
Flamer Barrel 70 caps +1.8 lb.
Long Barrel 15 caps 20 caps 35 caps 20 caps +1 lb.
Short Barrel 10 caps 25 caps 40 caps 30 caps +1.8 lb.
Grip Modifications
Comfort Grip 30 caps 40 caps 40 caps +0.1 lb.
Sawed-off 10 caps Special -1.5 lb.
Stock 40 caps 60 caps +0.7 lb.
Stock, Recoil Compensating 80 caps 180 caps 180 caps +0.8 lb.
Magazine Modifications
3 Crank Capacitor 40 caps +0.5 lb.
4 Crank Capacitor 100 caps +0.5 lb.
5 Crank Capacitor 180 caps +0.5 lb.
6 Crank Capacitor 280 caps +0.5 lb.
Diminished Capacitor 40 caps +0.5 lb.
Boosted Capacitor 280 caps +0.5 lb.
Drum Magazine 55 caps 230 caps +0.6 lb.
Fusion Magazine 140 caps +0 lb.
Full Capacitor 70 caps +0.4 lb.
Huge Propellant Tank 300 caps +5.6 lb.
Large Magazine 15 caps 30 caps 100 caps +0.2 lb.
Large Propellant Tank 100 caps +2.6 lb.
Muzzle Modifications
Bayonet 5 caps 10 caps 20 caps 10 caps 1d4/1d6 +0.2 lb.
Beam Focuser 20 caps +0.6 lb.
Beam Splitter 80 caps +0.5 lb.
Module, Electrification 120 caps +0.5 lb.
Module, Ignition 120 caps +0.5 lb.
Module, Radiation 150 caps +0.5 lb.
Nozzle, Compression 80 caps +1d4 -0.2 lb.
Nozzle, Vaporisation 200 caps +2d4 +0 lb.
Suppressor 15 caps 40 caps 100 caps +0.4 lb.
Receiver Modifications
Automatic Receiver 10 caps 35 caps 40 caps +0.4 lb.
Beta Wave Tuner 120 caps 60 caps +0.3 lb.
Caliber Downgrade 20 caps 40 caps +1.8 lb.
Caliber Upgrade 80 caps 180 caps +1.8 lb.
Hardened Receiver 15 caps 30 caps 40 caps +1.8 lb.
Sights Modifications
Electronic Sights 30 caps 40 caps 70 caps 40 caps +0.2 lb.
Scope 40 caps 100 caps 180 caps 100 caps Special +0.4 lb.
Scope, Night Vision 60 caps 140 caps 230 caps 140 caps Special +0.4 lb.
Scope, Recon 80 caps 180 caps 350 caps 180 caps Special +0.7 lb.

Ranged Weapon Modification Properties

A ranged weapon has the following upgrade slots: barrel, grip, magazine, muzzle, receiver, and sights. One upgrade can be installed in each slot.

The following lists describe modifications that can be applied to weapons.

The various Ranged Weapon tables show which modifications can be equipped to various weapons, while the Melee Weapon Modifications and Ranged Weapon Modifications tables show the costs and weights of each upgrade.

Special rules associated with ranged weapon modifications are listed below.

Barrel Modifications

Automatic Barrel. An energy weapon with this modification has its short and long range categories reduced by 10 feet and gains the burst fire property. If the weapon’s unmodified clip capacity is divisible by 10, the weapon expends 10 fusion cells each time you use burst fire. If the weapon’s unmodified clip capacity is divisible by 12, the weapon expends 12 bullets each time you use burst fire.

Crystallising Barrel. A cryolator with this modification fires cryogenic capsules, a more efficient delivery system which also increases the weapon’s short and long ranges by 20 feet.

Flamer. This modification turns a plasma gun into a flamer with a range of 40 ft. When fired, the flamer consumes 10 plasma cartridges to expel a line of fire out to its maximum range. All creatures within the line must make a DC 12 Dexterity saving throw, taking 2d4 fire damage on a failed saving throw or half that if successful. On a failed saving throw the target is also set alight, taking 1d4 fire damage at the beginning of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity saving throw to extinguish the flames.

Long Barrel. A firearm with this modification has its short and long range categories increased by 20 feet.

Sawed-off. A shotgun with this modification has its long range reduced by 20 feet. However, it deals one additional dice of damage to any target within short range, and you receive a +1 bonus to hit any target within short range. On a critical hit, you instead deal two additional dice of damage.

This modification cannot be removed.

Short Barrel. A firearm with this modification has its short and long range categories decreased by 20 feet, but the wielder receives a +1 bonus to attack rolls against opponents within short range.

Grip Modifications

Comfort Grip. While wielding a firearm with this modification, you receive a +1 bonus to attack rolls.

Stock. This modification can be applied to modular firearms like pipe guns or lasers to reconfigure the base pistol model into a rifle. A firearm with this modification has its short and long range categories increased by 30 feet and gains the two-handed property.

Stock, Recoil Compensating. While wielding a firearm with this modification, you receive a +1 bonus to attack rolls. If the firearm doesn't already possess the two-handed property it also gains the benefits of a stock (see above).

Magazine Modifications

Capacitor, Boosted (Magazine Modification). A laser equipped with a boosted capacitor can store greater potential energy. The damage dice of the weapon are increased to the next highest size (for instance 2d6 becomes 2d8, or 3d6 becomes 3d8).

Capacitor, Diminished (Magazine Modification). A laser equipped with a diminished capacitor draws off less energy with each shot, dealing less damage but conserving fusion cells. The weapon deals one less dice of damage than normal, but the size of the remaining die is increased to the next highest size (for instance 2d6 becomes 1d8, or 2d8 becomes 1d10). However, the ammo capacity of a fusion cell loaded into the weapon is doubled (for instance, if the weapon can normally fire 30 rounds it can instead fire 60).

Capacitor, Full (Magazine Modification). By default a gauss rifle is equipped with a half capacitor. When the magazine is upgraded to a full capacitor, the gauss rifle can be loaded with ten 2mm EC rounds instead of seven.

Capacitor, Three Crank (Magazine Modification). By default a laser musket is equipped with a two crank capacitor. When the magazine is upgraded to a three crank capacitor, the laser musket can be loaded with three fusion cells instead of two.

Capacitor, Four Crank (Magazine Modification). By default a laser musket is equipped with a two crank capacitor. When the magazine is upgraded to a four crank capacitor, the laser musket can be loaded with four fusion cells instead of two.

Capacitor, Five Crank (Magazine Modification). By default a laser musket is equipped with a two crank capacitor. When the magazine is upgraded to a five crank capacitor, the laser musket can be loaded with five fusion cells instead of two.

Capacitor, Six Crank (Magazine Modification). By default a laser musket is equipped with a two crank capacitor. When the magazine is upgraded to a six crank capacitor, the laser musket can be loaded with six fusion cells instead of two.

Drum Magazine. This modification quadruples a firearm’s bullet capacity.

Fusion Magazine. This modification adapts the alien blaster pistol to work with conventional fusion cells rather than alien blaster rounds. The weapon’s damage dice is reduced to 3d4, buts its clip capacity improves to 63.

Huge Propellant Tank. This modification quadruples a flamethrower’s fuel capacity.

Large Magazine. This modification doubles a firearm’s bullet capacity.

Large Propellant Tank. This modification doubles a flamethrower’s fuel capacity.

Muzzle Modifications

Bayonet. A firearm with a bayonet can be used as a piercing melee weapon. A weapon with a bayonet deals 1d4 piercing damage if it is one-handed (pipe guns and energy weapon without stocks) or 1d6 piercing damage if it is wielded in two-hands (such as rifles, including pipe guns and energy weapons that have stocks).

Beam Focuser. An energy weapon with a beam focuser has its short and long range increased by 20 feet.

Beam Splitter. An energy weapon with a beam splitter has its beam broken up, covering a wider area. The weapon’s short and long range categories are halved, but it can target two creatures that are no more than 15 feet from each other. Make a separate attack roll against both creatures, but roll damage once and apply it to both.

Module, Electrification. This modification converts half the weapon’s damage dice to lightning.

Module, Ignition. This modification converts half the weapon’s damage dice to fire.

Module, Radiation. This modification converts half the weapon’s damage dice to radiation.

Nozzle, Compression. A flamer with this modification deals one additional die of damage.

Nozzle, Vaporisation. A flamer with this modification deals two additional dice of damage.

Suppressor. A firearm with this modification has its short range reduced by 10 feet and its long range reduced by 30 feet. A suppressed firearm is still loud but the sound doesn’t carry as far, and its muzzle flash is significantly reduced. While the firearm’s wielder is in total concealment, as long as there are no hostile creatures within 60 feet when the weapon is fired, the wielder may roll a DC 15 Luck (Stealth) check to retain their concealment.

Receiver Modifications

Automatic Receiver. A firearm with this modification has its short and long range categories reduced by 10 feet and gains the burst fire property. If the weapon’s unmodified clip capacity is divisible by 10, the weapon expends 10 fusion cells each time you use burst fire. If the weapon’s unmodified clip capacity is divisible by 12, the weapon expends 12 fusion cells each time you use burst fire.

Beta Wave Tuner. A firearm with a beta wave tuner has half its damage converted to fire damage (rounding down), and the target must succeed at a DC 12 Dexterity saving throw or be set on fire. If the weapon already requires a higher DC Dexterity saving throw, such as that of a burst fire or full auto weapon, the target makes only one saving throw, suffering both effects on a failure. While ablaze, the target takes 1d4 fire damage at the beginning of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity saving throw to extinguish the flames.

A weapon that already deals fire damage still benefits from the ongoing fire feature of this modification.

Caliber Downgrade. This modification adapts a weapon to use a more common, but less powerful caliber of bullet. The damage dice of the weapon are reduced to the next lowest size (for instance 1d8 becomes 1d6, or 2d8 becomes 2d6).

Caliber Upgrade. This modification adapts a weapon to use a more powerful, though less common caliber of bullet. The damage dice of the weapon are increased to the next highest size (for instance 1d8 becomes 1d10, or 2d8 becomes 2d10).

Hardened Receiver. A firearm with this modification deals +1 damage per weapon damage die rolled.

Sights Modifications

Electronic Sights. This modification represents laser, reflex, or holographic sights. While wielding a firearm with this modification, you receive a +1 bonus to attack rolls.

Scope. A firearm with this modification has its short range doubled, up to a maximum of its long range.

Additionally, a firearm with a scope deals an additional die of damage on a critical hit.

Scope, Night Vision. This modification has all the properties of a Scope (see above). In addition, the wielder gains darkvision out to the weapon’s long range while carrying the firearm in their hands. Due to the limited field of vision and the scope’s magnification, the wielder cannot use this darkvision to help them explore; it is of benefit only during combat and for sighting distant objects and creatures while in the dark.

Scope, Recon. This advanced modification has all the properties of a Scope (see above). In addition, if the wielder is wearing a pipboy or power armour with a working fusion core, once they have targeted an enemy with an attack with the firearm they know where that enemy is, even when they are concealed or in cover, for as long as the enemy remains within the long range of the weapon.

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