Future (4e Sourcebook)/Equipment/Weapons
From D&D Wiki
Back to Equipment.
Weapon Mods[edit]
![]() |
---|
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).
Simple Weapon Mods[edit]
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 |
---|---|---|---|
Compressive | 4 | 44 | The weapon deals compressive damage. |
Corrosive | 4 | 44 | The weapon deals corrosive damage. |
Electric | 3 | 38 | The weapon deals electric damage. |
Ion | 5 | 50 | The weapon deals ion damage. |
Photon | 2 | 31 | The weapon deals photon damage. |
Psychic | 5 | 50 | The weapon deals psychic damage. |
Thermal | 2 | 31 | The weapon deals thermal damage. |
Toxic | 3 | 38 | The weapon deals toxic damage. |
Average Weapon Mods[edit]
General[edit]
These mods can be applied to any weapon.
- Average Weapon Mods
Average Weapon Mod | Level | Cost | Benefit |
---|---|---|---|
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). |
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. |
More Lethal | 7 | 300 | If you score a critical hit with this weapon, you deal an additional 8 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. |
Guns[edit]
These mods can be applied to any kind of gun.
- Average Weapon Mods
Average Melee Mod | Level | Cost | Benefit |
---|---|---|---|
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. |
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. |
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. |
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. |
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. |
Targeting | 3 | 150 | You gain a +1 mod bonus to damage rolls with attacks with this weapon when you target a single creature that is not adjacent to any other creature. |
Throwing[edit]
These mods can only be applied to throwing weapons.
- Average Melee Mods
Average Melee Mod | Level | Cost | Benefit |
---|---|---|---|
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. |
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. |
Melee[edit]
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. |
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. |
Reach | 1 | 100 | You can target creatures that are 2 squares away. |
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. |