Future (4e Sourcebook)/Equipment
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Contents |
[edit] Starting Equipment
Your Future character begins with:
- A set of armor
- Optionally, a shield
- A basic melee weapon
- A basic ranged weapon
Whilst there are many different types of armor and weapon, the following statblocks represent the baseline for each category. These represent generic mundane weapons and armor - swords, revolvers, shuriken, kevlar jackets, power armor and riot shields. Once you have gained some credits, more specific types of weapon and armor may be purchased through mods.
| Armor | Benefit |
|---|---|
| Light armor | +3 armor bonus to AC. Whilst wearing light armor, you add your Dexterity or Intelligence modifier to your AC. |
| Heavy armor | +7 armor bonus to AC. Whilst wearing heavy armor, reduce your speed by 1. |
| Shield | +1 shield bonus to AC. Wearing a shield takes one hand, and you can't use that hand for anything else. |
| Unarmed Attacks | Ability | Accuracy | Damage [W] |
|---|---|---|---|
| Quick attack | Dex/Int | +3 | 1d4 |
| Powerful attack | Str/Con | +2 | 1d8 |
|
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| N3 Twin Energy Blades by Darthtoa, on Flickr |
| Weapons | Ability | Accuracy | Damage [W] | Range |
|---|---|---|---|---|
| One-handed light melee | Dex/Int | +3 | 1d8 | |
| Two-handed light melee | Dex/Int | +3 | 1d12 | |
| One-handed heavy melee | Str/Con | +2 | 1d10 | |
| Two-handed heavy melee | Str/Con | +2 | 2d8 | |
| One-handed light throwing | Dex/Int | +3 | 1d8 | 5 squares |
| Two-handed light throwing | Dex/Int | +3 | 1d12 | 10 squares |
| One-handed light gun* | Dex/Int | +4 | 1d8 | 10 squares |
| Two-handed light gun* | Dex/Int | +4 | 1d12 | 20 squares |
| One-handed heavy throwing | Str/Con | +2 | 1d10 | 5 squares |
| Two-handed heavy throwing | Str/Con | +2 | 2d8 | 10 squares |
| One-handed heavy gun* | Str/Con | +2 | 2d6 | 10 squares |
| Two-handed heavy gun* | Str/Con | +2 | 2d10 | 20 squares |
*This weapon requires ammunition
[edit] Ammunition
In 4e Future, ammunition is abstract: You either have ammo, or you don't. If you do, you can use ammunition to fire any weapon you have that requires ammunition. If you don't, you can't.
If you use ammunition only once in an encounter: You are managing your ammo reserves carefully. At the end of the encounter, you still have ammunition.
If you use ammunition more than once in an encounter: At the end of the encounter, you are out of ammo - so if you fire more than once you may as well unleash hell with your gun. You must aquire more before you can use a weapon that requires ammunition again. If you borrow some from an ally, then that ally is out of ammo. Ammunition is given to you by the DM as part of the treasure parcels.
[edit] Other Equipment
Beyond the free, basic equipment listed above, you may purchase more interesting items once you have the credits to do so. See Future Economy for a full explanation of equipment levels, costs and availability.
Level: A piece of equipment's Level is an abstracted measure of the amount of training required to use it, and its rarity or availability. If you want to purchase an item of a higher level than you, a skill roll is required.
Cost: Measured in credits. For mods, this covers the price of the base item and the mod.
[edit] Weapon Mods
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| N3 VEHS by Darthtoa, on Flickr |
When you purchase a weapon mod, you are buying a base weapon of your choice with additional properties. The weapon is designed, manufactured and sold with its mods and they cannot be removed or changed.
A weapon may be a combination weapon. Combination weapons have two mods. Its price is the cost of both mods added together, and its level is equal to the highest level mod. Some mods have a grant a "mod bonus" to hit or damage. Mod bonuses to not stack together.
For example:
- An electron shotgun (two-handed heavy gun with "scatter" and "voltaic" mods) costs 138 credits and is a level 3 item.
- A flight cutter (one-handed light throwing with "high crit" and "returning" mods) costs 425 credits and is a level 8 item.
The following mods are examples. Particular settings may have a limited set of mods, a pre-set list of modded weapons, or no mods at all (only allowing generic weapons, and using Prototypes for fancier items).
[edit] Simple Weapon Mods
Most simple mods change the weapon's damage type from the default physical. When a weapon mod causes a particular damage type, it is changing the damage type from Physical to the new type: If you use this weapon with a power with both the Weapon and Physical keywords, the power changes keywords and damage types appropriately.
| Simple Weapon Mod | Level | Cost | Benefit |
|---|---|---|---|
| Photon | 2 | 31 | The weapon deals photon damage. |
| Thermal | 2 | 31 | The weapon deals thermal damage. |
| Electric | 3 | 38 | The weapon deals electric damage. |
| Toxic | 3 | 38 | The weapon deals toxic damage. |
| Compressive | 4 | 44 | The weapon deals compressive damage. |
| Corrosive | 4 | 44 | The weapon deals corrosive damage. |
| Ion | 5 | 50 | The weapon deals ion damage. |
| Psychic | 5 | 50 | The weapon deals psychic damage. |
[edit] Average Weapon Mods
[edit] General
These mods can be applied to any weapon.
| Average Weapon Mod | Level | Cost | Benefit |
|---|---|---|---|
| High Power | 1 | 100 | You may choose to take a -2 penalty to the attack roll to gain a +2 bonus to the damage roll (or +3 for a two-handed weapon). |
| Lethal | 2 | 125 | If you score a critical hit with this weapon, you deal an additional 4 damage. |
| Paired | 3 | 150 | The weapon comes as a set of two. If you wield the set in both hands then you gain a +2 bonus to damage rolls with weapon attacks. |
| Brutal | 4 | 175 | When you roll the damage dice for this weapon, you re-roll dice that show a particular value or less until they are greater than that value. For weapons with [W] of 1d4, 1d6 or 1d8, you re-roll dice that show a 1. For weapons with a [W] of 1d10 or 1d12, you re-roll dice that show a 1 or 2. |
| Extra High Power | 6 | 250 | You may choose to take a -2 penalty to the attack roll to gain a +4 bonus to the damage roll (or +6 for a two-handed weapon). |
| More Lethal | 7 | 300 | If you score a critical hit with this weapon, you deal an additional 8 damage. |
[edit] Guns
These mods can be applied to any kind of gun.
| Average Melee Mod | Level | Cost | Benefit |
|---|---|---|---|
| Scatter | 1 | 100 | If you miss on an attack with this weapon, you still cause 1 damage (or 2 damage for a two-handed gun) in addition to any other Miss condition the power has. |
| Automatic | 2 | 125 | When you hit with a ranged attack with this weapon, you may deal 2 damage to an enemy adjacent to the target (or 3 damage for a heavy gun). If you choose to do this, it is considered an additional attack for the purpose of ammo consumption. |
| Targeting | 3 | 150 | You gain a +1 mod bonus to damage rolls with attacks with this weapon that target a single creature that is not adjacent to any other creature. |
| Repelling | 4 | 175 | If the power you use with this weapon pushes or slides the target, you gain a +1 mod bonus to the number of squares you move them. If the weapon causes compressive or psychic damage, the mod bonus increases to +2. |
| Demolition | 4 | 175 | You gain a +2 mod bonus to damage rolls against objects. If the weapon deals thermal or corrosive damage, the weapon instead deals double damage against objects. |
| Homing | 5 | 200 | Attacks you make with a homing weapon ignore partial cover and light concealment. |
| Smart | 6 | 250 | When you make ranged or area attacks with this weapon you do not provoke opportunity attacks. |
| Stackfire | 7 | 300 | When you hit with a ranged attack with this weapon, you may deal 2 damage to one or two enemies adjacent to the target, or 3 damage for heavy guns. If you choose to do this, it counts as an additional attack for the purpose of ammo consumption. |
[edit] Throwing
These mods can only be applied to throwing weapons.
| Average Melee Mod | Level | Cost | Benefit |
|---|---|---|---|
| Tethered | 4 | 175 | After you have thrown this weapon, it can be retrieved to your hand. This is a minor action for light weapons and a move action for heavy weapons. |
| Homing | 5 | 200 | Attacks you make with a homing weapon ignore partial cover and light concealment. |
| Returning | 8 | 350 | A weapon returns to your hand as a free action immediately after your attack. |
[edit] Melee
These mods can only be applied to melee weapons.
| Average Melee Mod | Level | Cost | Benefit |
|---|---|---|---|
| Close Quarters | 1 | 100 | The weapon can also be used as either a thrown weapon or gun. |
| Reach | 1 | 100 | You can target creatures that are 2 squares away. |
| Defensive | 2 | 125 | This weapon grants you a +1 mod bonus to AC while you wield this weapon in one hand and wield another melee weapon in your other hand. The mod bonus increases to +2 if the weapon deals photon or ion damage. |
| Deflecting | 3 | 150 | Whilst wielding this weapon, gain a +1 mod bonus to all defenses against opportunity attacks. The mod bonus increases to +2 if your weapon causes electric or psychic damage. |
| Ensnaring | 3 | 150 | Whilst you are wielding this weapon, you do not need a free hand to grab an enemy, and enemies grabbed by you take a -2 penalty to their escape checks. If the weapon deals photon or electric damage, the penalty increases to -4. |
| Repelling | 4 | 175 | If the power you use with this weapon pushes or slides the target, you gain a +1 mod bonus to the number of squares you move them. If the weapon causes compressive or psychic damage, the mod bonus increases to +2. |
[edit] Ammunition
You can buy a crate of ammunition in advance. Using an ammunition pack is a standard action, is used once only, and once used you have ammunition for all your weapons again.
An ammunition pack has a tech level. If you have a weapon with a mod of a higher tech level than the ammunition pack, then you cannot use the ammunition pack.
| Ammunition Pack | Cost | Weight |
|---|---|---|
| Level 2 | 125 | 20 lbs |
| Level 4 | 175 | 18 lbs |
| Level 6 | 250 | 15 lbs |
| Level 8 | 350 | 12 lbs |
| Level 10 | 500 | 10 lbs |
[edit] Armor Mods
- Simple Armor Mods
| Simple Armor Mod | Level | Cost | Benefit | |
|---|---|---|---|---|
| Anechoic, Improved | 9 | 100 | Resist 4 Compressive | |
| Cathodic, Improved | 9 | 100 | Resist 4 Corrosive | |
| Tantalus, Improved | 10 | 125 | Resist 4 Ion | |
| Null, Improved | 10 | 125 | Resist 4 Psychic | |
| Hardened | 1 | 25 | Resist 1 Physical | |
| Ablative | 1 | 25 | When a critical hit is scored against you, you may choose to convert it into a miss. This destroys the armor. | |
| Refracting | 2 | 31 | Resist 1 Photon | |
| Insulated | 2 | 31 | Resist 1 Thermal | |
| Faraday | 3 | 38 | Resist 1 Electric | |
| Antibody | 3 | 38 | Resist 1 Toxic | |
| Anechoic | 4 | 44 | Resist 2 Compressive | |
| Cathodic | 4 | 44 | Resist 2 Corrosive | |
| Tantalus | 5 | 50 | Resist 2 Ion | |
| Null | 5 | 50 | Resist 2 Psychic | |
| Hardened, Improved | 6 | 63 | Resist 3 Physical | |
| Refracting, Improved | 7 | 75 | Resist 3 Photon | |
| Insulated, Improved | 7 | 75 | Resist 3 Thermal | |
| Faraday, Improved | 8 | 88 | Resist 3 Electric | |
| Antibody, Improved | 8 | 88 | Resist 3 Toxic |
| Average Armor Mod | Level | Cost | Benefit |
|---|---|---|---|
| Diagnostic | 5 | 200 | Grants +1 mod bonus to Fortitude |
| Powered | 5 | 200 | Grants +1 mod bonus to Reflex |
| Neural | 5 | 200 | Grants +1 mod bonus to Will |
| Bunker | 10 | 500 | Grants +2 mod bonus to Fortitude |
| Deflective | 10 | 500 | Grants +2 mod bonus to Reflex |
| Cognitive | 10 | 500 | Grants +2 mod bonus to Will |
[edit] Head Slot
Many head slot items are gadgets that improve attack powers that do not use weapons. In this way, characters with such powers can stay competitive with those who use modded weapons.
| Simple Neck Slot | Level | Cost | Weight | Benefit |
|---|---|---|---|---|
| Bio Amp, Simple 1 | 3 | 38 | 2 | Attacks you make with a non-Weapon Bio attack during the first round of an encounter deal 1 extra damage. |
| Fusion Amp, Simple 1 | 3 | 38 | 2 | Attacks you make with non-Weapon Fusion powers during the the first round in an encounter deal 1 extra damage. |
| Psi Amp, Simple 1 | 3 | 38 | 2 | Attacks you make with non-Weapon Psi attacks during the first turn of an encounter deal 1 extra damage. |
| Average Neck Slot | Level | Cost | Weight | Benefit |
|---|---|---|---|---|
| Bio Amp, Vantage | 2 | 125 | 2 | If you hit a target you have combat advantage against with a non-Weapon Bio attack, you deal 2 extra damage. |
| Psi Amp, Delusive | 2 | 125 | 2 | If you hit with a non-Weapon Psi attack, you gain combat advantage against the target until the end of your next turn. |
| Fusion Amp, Destructive | 2 | 125 | 2 | If you make a non-Weapon Fusion attack that hits two or more creatures, you deal +2 extra damage to each target. |
| Bio Amp, Focusing | 4 | 175 | 2 | If you hit two or more creatures with a a non-Weapon Bio attack, you deal +2 extra damage with ranged or melee attacks until the end of your next turn. |
[edit] Neck Slot
Most neck slot items in 4e Future are backpack-style equipment.
| Simple Neck Slot | Level | Cost | Weight | Benefit |
|---|---|---|---|---|
| Frame Pack | 1 | 25 | 4 | Carries up to 40 lb of small items. |
| Recon Pack | 2 | 31 | 5 | Several minor utilities that are useful for civilian or military recon tasks. |
| Jump Pack | 3 | 38 | 6 | Grants a +5 bonus to Athletics checks made to jump. |
| Jump Pack, Improved | 8 | 88 | 6 | Grants a +10 bonus to Athletics checks made to jump. |
| Average Neck Slot | Level | Cost | Weight | Benefit |
|---|---|---|---|---|
| Ammo Pack 2 | 2 | 125 | 20 | When you attack with weapons that use ammunition, you do not run out of ammo until you attack more than twice (rather than more than once) in an encounter, providing the weapons you attack with are Level 2 or less. |
| Jet Pack | 4 | 175 | 12 | As a move action you may move vertically upwards 20 feet. You may jump down from (but not fall from) a height of 20 feet or less, land standing, and take no falling damage. |
| Ammo Pack 4 | 4 | 175 | 18 | When you attack with weapons that use ammunition, you do not run out of ammo until you attack more than twice (rather than more than once) in an encounter, providing the weapons you attack with are Level 4 or less. |
| Ammo Pack 6 | 6 | 250 | 16 | When you attack with weapons that use ammunition, you do not run out of ammo until you attack more than twice (rather than more than once) in an encounter, providing the weapons you attack with are Level 6 or less. |
| Jet Pack, Improved | 9 | 400 | 12 | As a move action you may move vertically upwards 40 feet. You may jump down from (but not fall from) a height of 40 feet or less, land standing, and take no falling damage. |
| Ammo Pack 10 | 10 | 500 | 12 | When you attack with weapons that use ammunition, you do not run out of ammo until you attack more than twice (rather than more than once) in an encounter, providing the weapons you attack with are Level 10 or less. |
[edit] Waist Slot
Waist slot items are either belts, or gadgets that clip onto a belt. Many of these gadgets are energy shields, which provide a regenerating source of temporary hit points - often a requirement for surviving the high-energy battlefields of the future. Here they are presented with a weakness to electric damage, but this may vary from campaign to campaign.
| Simple Waist Slot | Level | Cost | Weight | Benefit |
|---|---|---|---|---|
| Energy Shield, Simple 1 | 1 | 25 | 2 | Provides 1 temporary hit point at the beginning of each encounter. Electric damage counts double against these temporary hit points. |
| Energy Shield, Simple 4 | 4 | 44 | 2 | Provides 4 temporary hit points at the beginning of each encounter. Electric damage counts double against these temporary hit points. |
| Energy Shield, Simple 7 | 7 | 75 | 2 | Provides 7 temporary hit points at the beginning of each encounter. Electric damage counts double against these temporary hit points. |
| Average Waist Slot | Level | Cost | Weight | Benefit |
|---|---|---|---|---|
| Energy Shield, Fast Charge 2 | 2 | 125 | 2 | Provides 2 temporary hit points at the beginning of each encounter and when you take a second wind. Electric damage counts double against these temporary hit points. |
| Energy Shield, Fast Charge 5 | 5 | 200 | 2 | Provides 5 temporary hit points at the beginning of each encounter and when you take a second wind. Electric damage counts double against these temporary hit points. |
| Energy Shield, Fast Charge 8 | 8 | 350 | 2 | Provides 8 temporary hit points at the beginning of each encounter and when you take a second wind. Electric damage counts double against these temporary hit points. |
| Advanced Waist Slot | Level | Cost | Weight | Benefit |
|---|---|---|---|---|
| Energy Shield, Turtle 3 | 3 | 300 | 2 | Provides 9 temporary hit points at the beginning of each encounter. Electric damage counts double against these temporary hit points. |
| Energy Shield, Turtle 6 | 6 | 500 | 2 | Provides 18 temporary hit points at the beginning of each encounter. Electric damage counts double against these temporary hit points. |
| Energy Shield, Turtle 9 | 9 | 800 | 2 | Provides 27 temporary hit points at the beginning of each encounter. Electric damage counts double against these temporary hit points. |
[edit] Vehicles
See the Future DMG for rules for using Vehicles.
| Average Vehicle | Level | Cost |
|---|
| Advanced Vehicle | Level | Cost | ||
|---|---|---|---|---|
| Buggy (4e Future Vehicle) | 3 | 300 |
| Specialist Vehicle | Level | Cost |
|---|
[edit] Equipment Costs
Where not specified, use this table to determine equipment costs in credits, based on their complexity and level.
| Level | Simple | Average | Advanced | Specialist |
|---|---|---|---|---|
| 1 | 25 | 100 | 200 | 500 |
| 2 | 31 | 125 | 250 | 625 |
| 3 | 38 | 150 | 300 | 750 |
| 4 | 44 | 175 | 350 | 875 |
| 5 | 50 | 200 | 400 | 1000 |
| 6 | 63 | 250 | 500 | 1250 |
| 7 | 75 | 300 | 600 | 1500 |
| 8 | 88 | 350 | 700 | 1750 |
| 9 | 100 | 400 | 800 | 2000 |
| 10 | 125 | 500 | 1000 | 2500 |
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