Future (4e Sourcebook)/Equipment

From D&D Wiki

Jump to: navigation, search

Contents

[edit] Starting Equipment

Your Future character begins with:

  1. A set of armor
  2. Optionally, a shield
  3. A basic melee weapon
  4. 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
5911509870_2e134317a8_m.jpg
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

5919904846_b83728527f_m.jpg
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 Mods
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 Mods
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 Weapon Mods
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 Mods
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 Mods
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

Back to Main Page4e HomebrewSourcebooksFuture

Personal tools
d20M
miscellaneous
admin area