Future (4e Sourcebook)/Equipment
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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
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.
Ammunition Crates
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 |
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.
- Weapon Mods
- Armor Mods
- Head Slot - Includes mods that improve attacks made with non-weapon powers.
- Neck Slot - In addition to equipment literally worn around the neck, this covers backpack-type equipment and cloaks.
- Waist Slot - Waist slot items are either belts, or gadgets that clip onto a belt. Includes energy shields.
- Adventuring Gear
- Consumables - One-shot items including grenades and drugs.
- Vehicles
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