Double-Barrel: $2500 | Ammunition, Heavy, Loading, Range (30/120), Reload-Shotgun (2), Two-Handed, Attatchments (2)
Shotgun (Pump): $5000 | Ammunition, Heavy, Loading, Range (30/120), Reload-Shotgun (6), Two-Handed, Attatchments (4)
Shotgun (Semi): $10,000 | Ammunition, Heavy, Range (30/120), Reload-Shotgun (6), Two-Handed, Attatchments (4)
Shotgun (Slug): $1 / Shell | 3d6 Piercing
Shotgun (Doorkicker): $2 / Shell | 3d6 Piercing, Adamantine, Range* (15/30)
Shotgun (Buckshot): $2 / Shell 1d8 Piercing (Area 10ft cone, DC = 8 + your Dex mod + your PB)
Shotgun (Birdshot): $1 / Shell | 1 Piercing (Area 20ft cone, DC = 8 + your Dex mod + your PB)
Shotgun (Dragon's Breath): $3 / Shell | 2d4 Fire (Area 15 ft cone, DC = 8 + your Dex mod + your PB)
SMG: $5000 | 1d8 Piercing, Ammunition, Automatic (2), Range (50/150), Reload (30), Attatchments (2)
AR: $7500 | 2d4 Piercing, Ammunition, Automatic (3), Range (90/200), Reload (30), Two-Handed, Attatchments (4)
DMR: $10,000 | 1d12 Piercing, Ammunition, Heavy, Range (150/600), Reload (20), Two-Handed, Attatchments (4)
Snipe Rifle (bolt): $12,500 | 2d6 Piercing, Ammunition, Heavy, Loading, Range (300/1200), Reload (5), Two-Handed, Hard to Aim (30), Attatchments (4)
Snipe Rifle (semi): $15,000 | 2d6 Piercing, Ammunition, Heavy, Range (300/1200), Reload (5), Two-Handed, Hard to Aim (30), Attatchments (4)
Anti-Materiel Rifle (bolt): $22,000 | 2d12 Piercing, Adamantine, Ammunition, Heavy, Loading, Range (600/1800), Reload (5), Two-Handed, Hard to Aim (60), Attatchments (4)
Anti-Materiel Rifle (semi): $30,000 | 2d12 Piercing, Adamantine, Ammunition, Heavy, Range (600/1800), Reload(5), Two-Handed, Hard to Aim (60), Attatchments (4)
Grenade Launcher: $20,000 | 1d8 Bludgeoning, GL, Loading, Range (60/240), Reload (1), Attatchments (1)
Multiple Grenade Launcher: $35,000 | 1d8 Bludgeoning, GL, Heavy, Loading, Range (60/240), Reload (6), Two-Handed, Attatchments (2)
Speedloader (Tube): $1000 | When you reload as an Action, it now loads 4 shells, or 2 shells as a Bonus Action.
Red Dot: $7500 | You gain a +1 to attack rolls.
Scope: $5000 | This increases the range of a weapon by 30/60 (this can't be attached to a Shotgun). Ex. Hand gun goes from 50/150 to 80/210.
Suppressor (Slim): $1000 | When you shoot this gun, a creatures must be within 60ft of you to hear it.
Suppressor (Fat): $2000 | When you shoot this gun, a creatures must be within 20ft of you to hear it
Magazine Conversion Kit: $5000 | The shotgun now uses the normal Reload property, but its capacity is reduced by 1. This attatchment takes up 2 slots.
Bayonet: $500 | A weapon equipt with this attachment also functions as a spear. This attachment can only be added to Two-Handed firearms.
Extended Magazine: $2000 | A weapon's Reload number increases by 50%.
Drum Magazine: $1000 | A weapon's Reload number is doubled.
Underbarrel Shotgun (Pump): $7500 | You have a noraml shotgun under the barrel of another weapon, but with no attachment slots & its reload becomes Reload-Shotgun (4). You can use this shotgun without needing to switch weapons. This attachment can only be added to Two-Handed firearms.
Underbarrel Shotgun (Semi): $15,00 | You have a noraml shotgun under the barrel of another weapon, but with no attachment slots & its reload becomes Reload-Shotgun (4). You can use this shotgun without needing to switch weapons. This attachment can only be added to Two-Handed firearms.
Underbarrel Grenade Launcher: $30,000 | You have a noraml grenade launcher under the barrel of another weapon, but with no attachment slots. You can use this shotgun without needing to switch weapons. This attachment can only be added to Two-Handed firearms.
Grenade (Standard): $1500 | Each creature within 5 feet of that point must succeed on a Dexterity Saving Throw vs your Grenade Save DC or take 2d6 Fire damage.
Grenade (HE): $3000 | Each creature within 5 feet of that point must succeed on a Dexterity Saving Throw vs your Grenade Save DC or take 4d6 Force damage.
Grenade (Smoke): $1000 | Everything within 15 feet of the target becomes heavly obscured by smoke.
Grenade (Teargass): $2000 | Each creature within 10 feet must make a Constutution Saving Throw vs your Grenade Save DC or be afflicted by the Blinded condtion for 10 minutes. At the end of each of their turns they can attempt the Saving Throw again.
Grenade (Flashbang): $2000 | Each creature within 10 feet must make a Constutution Saving Throw vs your Grenade Save DC or be afflicted by the Stunned condtion until the end of their next turn.