The Division features some interesting gear features which I am starting to implement for this game. As it stands right now this is how I will handle gear.
Generic Gear is equipment used by generic encounters like rioters and cleaners. For example a generic assault rifle will have no special equipment with it and will have standard damage and other characteristics. Generic gear can be purchased and is what agents start with. I plan on releasing the beta version with this gear so people can start playing and testing the system.
Model Weapons like the LVOA-C in the game can be modified (accessories added) and tend to be better than generics. They are the equivalent of low tier magic items in Frostgrave. They can be purchased, usually for twice the price of a generic weapon and modifications can be purchased. These weapons have Magazine, Muzzle, Under Barrel and Sight modifications all with differing properties. For example a character could add a suppressor on the muzzle to be able to attack and remain unseen by enemies, or the could add a recoil reduction muzzle break for increased damage. Many of the modifications are simplified from the video game, but this is mostly due to the more simplistic manner of the tabletop game mechanics.
Finally we have the high end named gear. This equipment will confer high bonuses for Agents using the equipment. For example the Ninja Bike Messenger Bag will give a character no movement penalty but allow them to carry an extra 3 items. Named weapons give a +1 shooting bonus as well as higher damage and this does not even include added modifiers from add-ons like sights and muzzle devices.
Special equipment will not be purchasable. Characters will eventually get these items by defeating major opponents or being higher level.
This gear system will have random tables and such but will be modified by level ranges of the characters and the type of scenario. Solo scenarios for example will have no good gear with them, just normal gear etc.