Weapon modification

Weapon modifications, more often known simply as weapon mods for short, are hot-swappable attachments and modules for the Doom marine's weapons in Doom (2016) and Doom Eternal. Any weapon modification for a weapon which the marine currently possesses can be obtained by locating combat support drones  - also referred to as field drones or modbots - which are small hovering robots which hold a touch screen allowing selection of the modification to unlock. In Doom VFR, weapon upgrade stations fill the role of these helper drones, allowing to upgrade a weapon by adding one mod to it. Most weapons in the game have two modifications available, usually adding attributes such as an area damage effect, greater accuracy, higher rate of fire, or penetrating projectiles that can harm multiple targets. The effectiveness of many weapon modifications can be increased through use of weapon upgrades.

Only one modification can be active on a weapon at a time, but after acquiring both of them the modifications can be swapped out at will.

Individual weapon modifications are detailed on their respective weapons' articles. This is a list of all the existing modifications.

Combat shotgun

 * Explosive Shot: A grenade-like explosive projectile with low-arc trajectory.
 * Charged Burst: Fast triple-shot burst.

Heavy assault rifle

 * Micro Missiles: Launches a cluster of small rockets from side-mounted missile rack.
 * Tactical Scope: An optical scope suited for long-range fighting.

Plasma rifle

 * Heat Blast: A module that weaponizes the rifle's waste heat, allowing it to be released in a concentrated, wide burst. Heat is produced by firing the rifle, and the heat blast's damage is proportional to the amount of heat it has generated.
 * Stun Bomb: Releases a big plasma ball in an arc which stuns enemies on impact.

Rocket launcher

 * Lock-On Burst: Installs a guidance system for the rockets.
 * Remote Detonation: A premature detonation trigger that can be used to make rockets explode in mid-flight. Effective against enemies in cover or when they cannot be targeted directly otherwise.

Chaingun

 * Gatling Rotator: Allows the barrels to spin up preemptively without firing; spinning barrels can begin firing immediately at any time.
 * Mobile Turret: Grants access to the chaingun's expanded mode, with thrice as many (nine instead of three) barrels firing simultaneously. Significantly increases rate of fire while active, but consumes more ammo, reduced mobility, and can overheat the chaingun with prolonged use.

Gauss cannon

 * Precision Shot: A highly accurate firing mode with optical scope available.
 * Siege Mode: A very powerful shot with area of effect and overpenetrating capabilites. The user cannot move while in Siege Mode, however.

Doom VFR
Doom VFR only features one mod per weapon.


 * Pistol:Charged Energy Strike: Powers up a Charged Energy Round.
 * Combat shotgun:Charged Burst: Fires a three-round burst with tighter spread.
 * Super shotgun: Improvements: Increases the effectiveness of the weapon. This is a passive upgrade rather than a mod function.
 * Heavy assault rifle: Micro Missiles: Brings up a rack of micro missiles.
 * Plasma rifle: Stun Bomb: Launches an electrified projectile that stuns demons within its detonation radius. It must recharge after firing.
 * Gauss cannon: Siege Mode: A powerful beam that penetrates targets. Movement is disabled while using Siege Mode.
 * Rocket launcher: Lock-On Burst: Locks onto a target. Once locked, firing will quickly shoot three rockets at the target.
 * Chaingun: Mobile Turret: Transform the weapon barrels into a mobile turret. It will stall if it overheats.

Combat Shotgun

 * Sticky Bomb: Fires a bomb that sticks to enemies before exploding. Highly effective against weak points. Can fire three sticky bombs before reloading.
 * Full Auto: Greatly increases fire rate, but expends ammo quickly.

Heavy cannon

 * Micro Missiles: Launches a cluster of small rockets from dual side-mounted missile racks, which possess minor homing abilities.
 * Precision Bolt: Reduces fire rate and increases ammo consumption, but adds a scope that greatly increases accuracy, range, and damage, allowing the Heavy Cannon to act as a sniper rifle. Highly effective against weak points.

Plasma Rifle

 * Heat Blast: A module that weaponizes the rifle's waste heat, allowing it to be released in a concentrated, radius burst. Heat is produced by firing the rifle, and the heat blast's damage can reach up to three levels of charge based on the amount of heat it has generated.
 * Microwave Beam: After a short preparation time, fires a plasma beam that deals constant damage, immobilizing the target as long as the beam is maintained. Enemies killed by the beam will explode, damaging other enemies nearby. It is essential in taking down Spirits after they have been separated from the hosts' demise.

Rocket launcher

 * Lock-On Burst: Installs a guidance system for the rockets, discharging three rockets in a single shot.
 * Remote Detonation: A premature detonation trigger that can be used to make rockets explode in mid-flight. Effective against enemies in cover or when they cannot be targeted directly otherwise.

Chaingun

 * Mobile Turret: Grants access to the chaingun's expanded mode, with additional barrels firing simultaneously. Significantly increases rate of fire while active, but consumes more ammo, reduces mobility, and can overheat the chaingun with prolonged use.
 * Energy Shield: Deploys an energy shield while firing, which absorbs damage from frontal attacks for a short time. The shield blocks melee attacks as well as projectiles, making it useful when fighting defensively.

Ballista

 * Arbalest: Following a short delay, fires a charged shot that explodes shortly after hitting an enemy. If the shot kills an enemy before it can explode, it will pierce through to hit another enemy. However, the ballista will need to reload in between shots.
 * Destroyer Blade: After charging up, fires a wide projectile that can pass through multiple enemies.