Stormwood Modular Gun (SMG)


 * Costs 30 credits for the frame.
 * allows for the following customizations.
 * Only 1 selection per category allowed
 * Don't have to rebuy a mod after swapping it for something else

Flex attachments
Laser sight:
 * +1 to attack rolls
 * 20 credits

Barrel
Silencer Heavy barrel
 * +1 to damage.
 * 30 credits

Scopes:
1x scope: 4x scope: 8x scope: 12x scope:
 * +1 to attack rolls within melee to 20ft
 * 20 credits
 * +1 to attack rolls within 20ft to 40ft
 * 20 credits
 * +1 to attack rolls within 40ft to 80ft. - 1 within melee to 20ft.
 * 20 credits
 * +1 to attack rolls within 80ft to 160ft. - 1 within melee to 40ft.
 * 20 credits

Underbarrel (N/A to sidearms)
Grenade launcher (rifles only) Shotgun (rifles only) Any offensive gambit that would fit under the barrel (rifles only) Grip: Bipod (rifles and lmgs only)
 * 1 use per reload. Action to reload
 * 50 credits
 * 1 use per reload. Action to reload
 * 30 credits
 * 1 use per reload. Action to reload
 * Trick: 50 credits
 * Level 1: 100 credits
 * Level 2: 200 credits
 * +1 to attack rolls
 * 20 credits
 * +2 to attack rolls (or advantage) when prone and shooting from over 80 ft away or mounted behind half-cover and 30 ft away. Mounting a gun takes full movement. Dismounting - half movement.
 * 40 credits 

Archetype Mod:
Shotgun spray machine gun scatter Rifle range extender LMG suppression Sidearm
 * 15ft cone
 * Becomes heavy weapon
 * 20 credits
 * Range 50ft/100ft
 * Becomes heavy weapon
 * 20 credits
 * 150ft/500ft
 * Becomes heavy weapon
 * 20 credits
 * 100ft/200ft
 * Becomes heavy weapon
 * the target that you are shooting at will have a disadvantage on its first attack roll on its next turn, regardless of whether you hit or miss
 * 20 credits
 * can switch between sawed-off shotgun and pistol firing modes as a bonus action
 * Pistol mode:


 * Range 40ft/120ft


 * Sawed-off shotgun mode:


 * Spray 10ft cone


 * 20 credits

Power mod:
Mods that set weapon damage. Base is 1d6. Based on CR table. Distribute the die power into any type of die. (20 - 2d10 or 5d4)
 * 8 - 30 credits - level 1+
 * 10 - 60 credits - level 3+
 * 12 - 120 credits - level 5+
 * 16 - 240 credits - level 7+
 * 20 - 480 credits - level 9+

Element mod:
Mods that change damage type. Piercing is default.
 * Acid
 * 50 credits
 * Bludgeoning (pellets)
 * 20 credits
 * Cold
 * 100 credits
 * Fire/Heat
 * 100 credits
 * Lightning/electricity
 * 100 credits
 * Necrotic
 * 200 credits
 * Piercing (AP ammo)
 * Poison
 * 30 credits
 * Radiant/Radiation
 * 200 credits
 * Thunder/Concussive
 * 100 credits