Advanced Weapons & Gear

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Introduction

One of the things that the 4C System rules are sorely lacking is a section on sample equipment. Sure, there are the occasional weapons and vehicles, but for the most part the rules provide gamemasters and players with zero guidance and assistance on weapons and gear.
Enter the 4C System Weapons & Gear series. In this infrequent series, published as I have the time to devote to the system, I plan on detailing a variety of different types of gear, gadgets, and devices, ranging from equipment suitable for near-future campaigns to magic items straight out of a fantasy setting.
As with the actual 4C System rules, all of the material in this PDF is released to the public domain. Use this material as you wish and, please, use this material as a guide to creating your own 4C System Weapons & Gear.

Grenades

In the superheroic universe of most 4C System games, everyone from villains to heroes to military forces to criminals to alien invaders makes use of grenades. The following is a small
selection of sample grenades, each designed for a specialized purpose. Gamemasters and players should use the described grenades as guidelines and inspiration for grenades of their own design.

Grenade Availability 4C System Information
Anti-Arcane Rare This grenade is specially designed to disrupt magical powers and abilities. Any character with the Magic power that is in the same sector – or an adjacent sector – as the detonated grenade must roll d% on the Master Table using Rank Value 40 (the grenade’s effective Nullification (Magic) Rank Value). If the result is black the grenade fails to disrupt the affected character’s Magic power. If the result is red the affected character’s Magic power works at half its effectiveness (round up). On any other result the Magic power is disrupted and will not work this turn.
Frag Uncommon 20 damage to all targets in the affected sector; 10 damage to all targets in adjacent sectors. Reduce the Rank Value of affected targets’ Body Armor by 10.
Incendiary Uncommon This grenade explodes in a burst of fire (this grenade mimics the Elemental Generation (Fire) power at Rank Value 30, for purposes of control and absorption power use). All targets in the affected sector suffer 30 damage; targets in adjacent sectors suffer 15 damage. The Body Armor power and devices granting the power, unless designed to resist fire, do not work against this attack.
Lightning Rare This grenade explodes in a burst of electricity (this grenade mimics the Energy Generation (Electricity) power at Rank Value for purposes of control and absorption power use). All targets in the affected sector suffer damage; targets in adjacent sectors suffer damage. The Body Armor power and devices granting the power, unless designed to resist electrical attacks, do not work against this attack.
Paralytic Rare All characters in the sector in which this grenade detonates must roll d% on the Master Table using their Fortitude Rank Value to resist. If the result is black the target is paralyzed – knocked down and unconscious – for 5 turns.
Scream Rare All targets within 6 sectors of a detonated Scream grenade must Roll d% on the Master Table using their Awareness Rank Value and compare the result to the following table:
Color Result
Black Incapacitated. The target is paralyzed – knocked down and unconscious – for 1d10/2(round down, minimum of 1) rounds.
Red Dazed. The target is dazed and must spend the next turns recovering (the character may take no actions those turns).
Blue Stunned. The target is stunned for the next round and suffers a -20 penalty on d% rolls.
Yellow Success! The target manages to avoid the effects of the grenade.
Stench Gas Rare All targets in the targeted sector, and adjacent sectors, must Roll d% on the Master Table using their Fortitude Rank Value and compare the result to the following table:
Color Result
Black Incapacitated. The target is paralyzed – knocked down and unconscious – for 1d10/(round down, minimum of 1) rounds.
Red Nauseous. The target is nauseous and must spend the next turns recovering (the character may take no actions those turns).
Blue Queasy. The target is queasy for the next round and suffers a -20 penalty on d% rolls.
Yellow Success! The target manages to avoid the effects of the grenade.

Thrown Weapon Range

The 4C System rules state that the range of a thrown object is “1 sector per row on the Master Table starting with Rank Value 6-9; lower Rank Values can only throw an object in the same sector.”
Let’s make that easier for everyone who is using the basic rules; let’s just look at a table. If you’re using the Advanced rules, which make you an Advanced player, the ranges change slightly (since the Advanced table has more rows).

Rank Value Thrown Weapon Range
1-2 Same Sector Only
3-5 Same Sector Only
6-9 1 Sector
10-19 2 Sectors
10-29 3 Sectors
10-39 4 Sectors
40-49 5 Sectors
50-74 6 Sectors
75-99 7 Sectors
100-149 8 Sectors
150-999 9 Sectors
1000+ 10 Sectors

Grenades, and other weapons specifically designed for throwing, grant a +1 Sector range modifier.

Omphalos IX Precision-Fire Rifle

Advanced Weapon, Futuristic Device
Availability: ** Unique
Attack Type:** Ranged
Manufacturer: Wire, real name unknown
Designer: Wire, real name unknown
First Appearance: Wire’s Crusade #1
Current Whereabouts: Destroyed (Wire’s Crusade #3)

A personal weapon of the vigilante Wire, the Omphalos IX was created in the dark future world of tomorrow. Before its destruction (at the hands of Wire himself, so that the weapon’s technology would not fall into enemy hands), the Omphalos IX proved itself a capable, dangerous weapon able to knock down even the toughest of armored opponents.

4C System Information

  • Accurate. The Omphalos IX is equipped with an advanced scope and laser targeting designator that grants the user a +20 bonus to Coordination when attacking.
  • Deadly Accuracy. The Omphalos IX is so accurate that all Red attack results are stepped up to Blue; any result of Hit is immediately advanced to a Nail result (see the 4C System rules).
  • Armor Piercing. The Omphalos IX’s armor piercing rounds reduce the effectiveness of Body Armor; reduce the Rank Value of any target’s Body Armor by one-half (round down).
  • Limited Ammo. The Omphalos IX is a conventional weapon and requires ammunition. The weapon’s magazine holds 30 rounds; replacing a magazine requires 4 turns. Extra magazines and ammunition are difficult to locate though new ammunition can be created (in the proper weapons’ shop or laboratory) by someone with the proper skill (Weaponsmithing, Science, Engineering, etc.). One hour of work yields 90 rounds.
  • Range Drawback. As a precision ranged weapon, the Omphalos IX is poorly suited to close-in fighting. When used to attack a target within 12 sectors, the user’s Coordination Rank Value is reduced by one-half (round down). Additionally, any Blue or Yellow attack results are automatically reduced to a Red result.
  • Range. 20 Sectors.
  • Damage. 20

Shrouded Relay

Communicator, Foreign Military Prototype
Availability: Uncommon
Attack Type: N/A
Manufacturer: Widow’s Weave Ltd.
Designer: Rebecca Cognoscenti
First Appearance: Spider’s Nest Quarterly #19
Current Whereabouts: Unknown

The Shrouded Relay is an external communicator worn on the head. A superscience device that grants its wearer limited telepathic and psychic powers, the Shrouded Relay is especially valuable to those who find themselves going up against opponents known to possess Mind Control abilities. The device fits snuggly, held in place with a micro-fiber that wraps around the wearers head and secures to a brace worn beneath the user’s armor or clothing.

A fairly uncommon device, hundreds of Shrouded Relays have been manufactured and sold to the world’s heroes, villains, and foreign militaries. Each Shrouded Relay must be properly tuned to work with other Relays; failure to do so prevents the user from communicating telepathically with others of his team.

4C System Information

  • Telepathy. An advanced science device, the Shrouded Relay enables its wearer to communicate telepathically with anyone else wearing a Shrouded Relay; the wearer gains Telepathy at Rank Value 50 but does not gain the ability to read minds. A character who possesses Telepathy who uses this device gains a +10 Rank Value bonus to his innate Telepathy.
  • Trait Increase. The wearer gains Trait Increase (Willpower) for as long as this device is worn. A character who possesses Trait Increase (Willpower) who uses this device gains a +5 Rank Value bonus to his Willpower.
  • Tuned. The device must be tuned. This requires a toolkit, the proper skill (Science, Engineering, Communications, etc.), and ten minutes for each Shrouded Relay in the set.
  • Mind Shield. The Shrouded Relay grants the wearer Mind Shield at Rank Value 30 for as long as the device is worn. See box.
  • Psychic Scars. Each time the wearer uses the Shrouded Relay’s Telepathy power the character must make a Willpower test on the Master Table; on a result of Black the character suffers permanent Willpower damage and loses 1point from his Willpower’s Rank Value.

New Power: Mind Shield

A character with the Mind Shield power possesses a special resistance to Mind Control attempts. For purposes of resisting Mind Control (see the 4C System rules) the character’s Willpower Rank Value is increased by the Rank Value of his Mind Shield power.
Additionally, the character gains a mental Force Field (see the 4C System rules) at a Rank Value equal to one-half the Rank Value of this power. A character who possesses Force Field (Mental) who also has this power gains a bonus equal to one-half the Rank Value of this power.

Voltaic-Concussion Fist

Experimental Weapon, Military Prototype
Availability: Rare
Attack Type: Bashing
Manufacturer: Breyfogle and Grant Research
Designer: ** Classified
First Appearance:** Smashing Slicer Comics #213
Current Whereabouts: Unknown (last seen in Major Patriot #76)

Built in the last days of the twentieth century, the Voltaic-Concussion Fist was originally conceived as an anti-powers weapon with enough strength to provide a talented normal with the ability to engage one-on-one with a powered villain. Built for the United States government’s anti-powers agency, StopGAP, the Fist was used in a few test missions but was deemed too expensive for regular service and, eventually, the project was shelved.
Less than a dozen Voltaic-Concussion Fist prototypes were manufactured before the project was closed down. While most of the devices remain locked away in a secure government facility, at least three are known to have found their way onto the blackmarket. Where these three Fists are today is unknown.

4C System Information

  • Energy Generation. The Voltaic-Concussion Fist grants the wearer Energy Generation (Electrical) at Rank Value 40. If worn by a character that possesses Elemental/Energy Control of the matching elemental or energy type, the Voltaic-Concussion Fist grants a +10 Rank Value bonus to the character’s innate power for as long as the device is worn.
  • Amplified. The Voltaic-Concussion Fist grants the wearer Amplified Energy Control (Electrical) at Rank Value 30 for as long as the device is worn. See box.
  • Draining. The Voltaic-Concussion Fist is a powered device that must be attached to a specialized backpack. The backpack carries enough power for 20 uses before it must be recharged. Recharging the device requires an advanced energy supply (found in most special labs but not in your garage) and 3d10+5 turns. A power belt may be used in place of the backpack; the belt provides enough power for 10 uses and requires 2d10+5 turns to recharge. A user may wear both the belt and backpack though the Fist can only be connected to one of the two power sources at a time; switching between power sources requires 1turn.

New Power: Amplified Elemental/Energy Control

The Rank Value of the character’s Elemental/Energy Control power (select one element or energy type, as detailed in the 4C System rules) is increased by one-half the Rank Value of this power. In addition to the power boost, when using his Elemental/Energy Control power the character rolls three dice, designating two of the dice as the tens die and then discarding one of the two after the roll.
A character that possesses Elemental/Energy Generation – but not Elemental/Energy Control – can also control the chosen element or energy as per the Elemental/Energy Control power (see the 4C System rules), but that control is at an effective Rank Value equal to one-half the Rank Value of this power +10.

Potions

Single-use arcane items, potions are brewed by witches, sorcerers, and others who practice the magical arts. In a standard 4C campaign, potions are rare or unique items (gamemaster’s decision) and are not commonly seen during an adventure. In low-magic superhero campaigns it is very likely that an entire adventure can be structured around a single potion (the teammates of a wounded hero, for example, must locate a magical healing potion in order to save their friend).
Drinking a potion requires 1turn and the potion’s effect automatically takes place (or starts, for potions with a duration) the next turn. Characters with the Fast Attack power (see the 4C System rules) can sacrifice one attack each turn to drink one potion. Drinking a second potion before the first one has expired negates the granted effects of both potions.

Potion 4C System Information
Dodging For the 3turns after drinking this potion, whenever dodging (see the 4C System rules), the character replaces the dodging results table with the following:
Color Result
Black 1Row Step. Anyone attacking you this turn suffers a -Row Step penalty to the appropriate Trait.
Red 4 Row Step. Anyone attacking you this turn suffers a -4 Row Step penalty to the appropriate Trait.
Blue 8 Row Steps. Anyone attacking you this turn suffers a -8 Row Step penalty to the appropriate Trait.
Yellow Automatic. Anyone attacking you this turn automatically fails.
Healing A healing potion restores 25 Damage points turn after it is administered to a wounded individual. A healing potion cannot increase a character’s Damage points beyond his starting value.
Invisibility Drinking an invisibility potion grants a character the Invisibility power (see the 4C System rules) for turns.
Strength Strength potions, once swallowed, increase a character’s Brawn Rank Value by 2d10+10 (roll as soon as the potion is used) for turns.

More Potions

So you need a “Potion of Intellect” but there isn’t one listed. No problem, you’re a smart player. Just grab the “Potion of Strength,” change the name and affected Primary Trait, and you’re done. One “Potion of Intellect” ready for action.
You can even use this trick for potions based on powers!

Lesser and Greater Potions

Any potion with a set turn duration is also available in lesser and greater versions. A “lesser” potion remains in effect for 2turns while a “greater” potion remains in effect for 4 turns. For example, a Lesser Potion of Fortitude increases the affected character’s Fortitude Trait Rank Value by 2d10+10 for 2 turns.