Weapons

Gunstoppable Attachments & Augments

Hex grid placement that turns guns into new weapons

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Gunstoppable Attachments & Augments — Hex Grid

Gunstoppable’s buildcraft sits on a hex-grid inventory for each dual-wielded weapon. Attachments reshape what a gun fundamentally does—turning shotguns into flamethrowers or grenade frames into banana launchers—while augments add stat layers like pierce, burn, momentum-on-kill, and Reaper extension. CAGE Studios ships roughly fourteen attachment types and twenty-four augments across the roguelite campaign; placement next to neighbors matters as much as which piece you pick up.

Read weapons overview for base guns, then use this page when loot drops mid-run or when rearranging at Kane the Rat.

Hex grid basics

Each weapon hand owns a hex grid. Slots accept one attachment core plus surrounding augments. Rules that repeat across runs:

  • Adjacency bonuses — Augments touching matching elements or the same attachment family amplify effects. Fire augments beside flamethrower attachments multiply DOT.
  • Rearrange anytime in safe zones — Pause between waves or at the merchant to rotate pieces without cost.
  • Mid-run pivots — Picking up a new attachment can obsolete old augments; drag them to new neighbors before the next billionaire ambush.
  • Two grids — Left and right hands are independent, but elemental matching across hands still boosts proc rates noted in the synergy guide.

Attachment categories (~14 types)

Attachments are the big shape-changers. Representative families in Gunstoppable include:

  1. Flamethrower conversion — Shotgun or SMG cores become sustained burn streams.
  2. Banana warhead — Grenade and rocket frames launch explosive fruit with nuke-radius blasts.
  3. Boomerang rounds — Pellets or bolts return for second hits—strong with slide combat.
  4. Black hole core — Gravity well muzzle for grouping before off-hand finishers.
  5. Pierce barrel — Bolts and bullets line through elite rows—crossbow staple.
  6. Spread choke — Wider shotgun patterns or tighter pistol groups depending on orientation.
  7. Ice chamber — Slow procs that setup katana or rocket finishers.
  8. Shock capacitor — Chain lightning on SMG and pistol grids.
  9. Bleed serration — Knife and melee augments stack with katana hands.
  10. Homing rocket kit — Tracks Johnny Jetpack and flying spider bots.
  11. Overcharge cell — Faster charge crossbow at heat cost.
  12. Momentum gyro — Damage scales harder with speedometer readings.
  13. Reaper capacitor — Extends slow-time or adds damage during Reaper—pair with Reaper Mode timing on Q or B.
  14. Utility bayonet — Melee hybrid for pistol hands without full katana swap.

Exact names on pickup UI may vary by locale, but families behave consistently across biomes.

Augment categories (~24 modifiers)

Augments fill hex cells around attachments. Typical pools include:

Offense (8) — Bonus damage on first shot, crit after parry, kill explosion radius, elite mark damage, Reaper entry shockwave, low-health burst, momentum damage ramp, dual-wield sync fire.

Elemental (6) — Burn intensity, shock chain count, ice slow duration, bleed tick speed, void detonation on black holes, radiation linger from banana blasts.

Reload & heat (4) — Faster reload on empty, heat sink for flamethrowers, ammo return on parry, magazine size for space pistols.

Mobility (4) — Speed on kill, grapple pull speed, slide damage bonus, wall-run ammo refund.

Utility (2) — Scrap value at Kane, rare drop luck during capitalist boss routes.

Twenty-four augments appear across runs with weighted drops—biome and boss kills skew elemental tables.

Placement strategies

Corner anchoring

Place the attachment core in a central hex with augments radiating outward. Element augments on opposite sides balance proc rates for dual-element dual-wield combos.

Line setups

Three fire augments in a row maximize flamethrower output but leave no room for reload perks—swap to L-shapes when bosses demand sustained DPS over burst.

Cross-hand mirroring

If left hand runs burn attachments, put shock augments on the right to proc mixed elemental explosions when both hands hit the same black hole cluster.

Reaper prep

Before pressing Q or B, rotate Reaper-capable augments adjacent to your attachment core so slow-time damage spikes immediately—do not rearrange mid-Reaper.

Attachment + augment examples

Base weaponAttachmentKey augmentsResult
ShotgunFlamethrower coreBurn ×3 + heat sinkRoom melt
Grenade frameBanana warheadRadius + radiationNuke clear
CrossbowPierce barrelCrit + charge speedBoss sniper
SMGShock capacitorChain + momentumRail-grind god
Black hole gunGravity coreVoid detonate + Reaper capReaper nuke
PistolsUtility bayonetParry ammo + speed on killChain builder

When to rearrange

Rearrange at Kane or quiet intermissions when you pick up a new attachment that conflicts with old augments. Signs you must rotate:

  • Element color mismatch (no adjacency bonus icon).
  • Reload augments far from ammo-hungry attachments.
  • Reaper augments isolated without capacitor attachment.

Do not open the grid during active combat—controls do not pause enemy pressure.

Interaction with movement

Momentum gyro and speed-on-kill augments demand movement momentum discipline. A perfect hex layout still underperforms if you stand still. Slide and wall-run augments explicitly reward traversal—read speedometer HUD feedback after recent UX patches.

Tier and balance notes

Attachments shift weapons up or down the tier list depending on patch buffs—banana and katana received demo tuning. Augments rarely hard-nerf; attachment cores do. After major updates, revalidate flamethrower and black hole grids.

Fourteen attachments and twenty-four augments sound modest until placement turns a pistol into a Reaper-fueled flamethrower—treat the hex grid like a second weapon in each hand.

FAQ

Frequently Asked Questions

Quick answers to the most common Gunstoppable questions.

How many attachments and augments are in Gunstoppable?

Roughly fourteen attachment types reshape weapons on the hex grid, plus about twenty-four augments that add stats, elements, and Reaper synergy.

Does hex grid placement matter?

Yes. Adjacent augments and matching elements amplify effects. Rearrange pieces mid-run to maximize neighbor bonuses.

Can I turn a shotgun into a flamethrower?

Yes. Flamethrower attachment cores convert compatible weapons. Add burn augments around the core for maximum DOT.

When can I rearrange my hex grid?

During safe intermissions between combat waves and while shopping at Kane the Rat. You cannot rearrange under fire.

Do both dual-wield hands share augments?

No. Each weapon has its own hex grid. You can mirror elements across hands for cross-weapon proc bonuses.

Which augments help Reaper Mode?

Reaper capacitors, slow-time damage boosts, and wide-hitbox augments shine when you activate Reaper on Q or B.