Future (4e Sourcebook)/Equipment/Weapons

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Weapon Mods[edit]

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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).

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.