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Fallout PnP

Energy Weapons

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Energy Weapons are guns designed to fire using electricity as ammunition. They a are powered by standardized energy cells. Their high damage output, homogenized ammo type and unique damage types far outshadow the rather expensive price of energy ammo.As reference, in the following weapon statistics Mag Size represents the amount of charge needed to fire one shot from the gun, rather then the size of the clip. How much ammo that is in the gun is dependant on the individual battary type in the gun.

Energy Weapon Ammo Edit

Fusion Energy Edit

3 Caps per unit

Extremely High Voltage Energy which must be stored in special batteries. It is used mostly in energy weapons.

Plasma Edit

2 Caps Per Unit

Reactive electromagnetic goo that super-heats and expands when exposed to high voltage electricity under certain conditions. Can potentially dissolve organic matter into green slime. Someone who has a moderate amount of scientific knowledge can create plasma, given the right ingredients and workshop. Creating the specialized cartridges which act as firing chambers is much more difficult.

Flamer Fuel Edit

1 Caps per Unit

Highly Flammable liquid, such as napalm or gasoline. Must be pressurized to work effectively.

Cryo Fuel Edit

4 Caps per Unit

A chemical blend that results a snap freezing compound when exposed to oxygen for more then a few seconds. Highly dangerous.

Containers Edit

Fusion Cell Edit

  • 20 Capacity
  • 25 Caps Empty, 65 Caps Full

A durable and rechargeable battery, used for storing large amounts of power for energy weapons.

Fission Battery Edit

  • 250 Capacity
  • 100 Caps Empty, 850 Caps Full

A powerful energy source that can provide a trickle of energy indefinitely when fully charged. It can also be used to power heavy machinery for long periods of time, and in a pinch serve as a power-source for weaponry (though the latter two will eventually deplete the Battery). Special machinery is required to restore charge to a Fission Battery.

Plasma Cartridge Edit

  • 25 Plasma Capacity, 25 Fusion Capacity
  • 75 Caps Empty, 200 Caps Full

A portable glass container and battery cartridge, used to store Plasma and Fusion Energy and crucial to the firing of a Plasma based weapon.

LP Canister Edit

  • 60 Capacity
  • 10 Caps Empty, 70 Caps Full

A small pressurized liquid propane canister, useful for holding liquids under pressure. (namely flamer fuel or Cryo ammo)

Laser Edit

Though not as powerful as plasma based weaponry, laser weapons fire at a faster rate, more accurately and conserve the all too precious energy ammo far better then other energy weapons.

Recharger Rifle Edit

  • 1d4 E, 4 Lethal, BCC, BCD, Fragile
  • 120 Caps
  • 4 RoF, 6 Range, 1 C/S, 10 Mag, 1 Recharge
  • Tags: 2-H, Rifle, Energy, Oddball, Semi-Auto, Laser, Battery

Laser Pistol Edit

  • 1d6 E, 4 Lethal, BCC, BCD
  • 200 Caps
  • 3 RoF, 6 Range, 1 C/S
  • Tags: 1-H, Pistol, Energy, Semi-Auto, Laser, Battery

Laser Rifle Edit

  • 1d8 E, 6 Lethal, BCC, BCD
  • 700 Caps
  • 2 RoF, 8 Range, 1 C/S
  • Tags: 2-H, Rifle, Energy, Semi-Auto, Laser, Battery

Laser Repeater Edit

  • 1d6 E, 4 Lethal, BCC, BCD
  • 1,500 Caps
  • 5 RoF, 6 Range, 1 C/S
  • Tags: 2-H, Rifle, Energy, Automatic, Laser, Battery

Laser Musket Edit

  • 3d6 E, EDT x3, 1 Spread, 6 Lethal, BCC, BCD
  • 1,000 Caps
  • 1 RoF, 10 Range, 3 C/S
  • Tags: 2-H, Rifle, Energy, Leaver, Junkyard, Laser, Battery

Tri-Beam Laser Rifle Edit

  • 3d6 E, EDT x3, 1 Spread, 6 Lethal, BCC, BCD
  • 2,500 Caps
  • 2 RoF, 6 Range, 2 C/S
  • Tags: 2-H, Rifle, Energy, Shotgun, Semi-Auto, Laser, Battery

Gatling Laser Edit

  • 1d8 E, 4 Lethal, BCC, BCD
  • 6,000 Caps
  • 8 RoF, 5 Range, 2 C/S
  • Tags: 2-H, Heavy, Energy, Automatic, Laser, Battery

Plasma Edit

Plasma Weapons are considerably more powerful then the average Firearm or laser, but are rare and take rare and expensive ammunition to operate.

Plasma Pistol Edit

  • 1d8 E, 4 Lethal, BCC, BCD
  • 400 Caps
  • 2 RoF, 4 Range, 1 C/S
  • Tags: 1-H, Pistol, Energy, Semi-Auto, Plasma, Complex-Magazine

Plasma Rifle Edit

  • 1d8 E, 1d6 P, 5 Lethal
  • 1,300 Caps
  • 2 RoF, 6 Range, 1 C/S
  • Tags: 1-H, Pistol, Energy, Semi-Auto, Plasma, Complex-Magazine

Plasma Defender Edit

  • 1d8 E, 1d6 P, 5 Lethal
  • 2,000 Caps
  • 2 RoF, 6 Range, 2 C/S
  • Tags: 1-H, Pistol, Energy, Semi-Auto, Plasma, Complex-Magazine

Plasma Scattergun Edit

  • 2d6 E, 2d4 P, PDT x2, EDT x 2, 1 Spread, Shotgun, 5 Lethal
  • 2,600 Caps
  • 1 RoF, 4 Range, 2 C/S
  • Tags: 2-H, Rifle, Energy, Semi-Auto, Shotgun, Plasma, Complex-Magazine

Plasma Scattergun Edit

  • 1d12 E, 1d12 P, 1 Charging, 10 Lethal
  • 7,000 Caps
  • 1 RoF, 6 Range, 4 C/S
  • Tags: 2-H, Heavy, Energy, Semi-Auto, Plasma, Complex-Magazine

EMP Weapons Edit

Stun Gun Edit

  • 1d10 E, EMP, 1 Spread, BCC, Stun, Stunted Range
  • 175 Caps
  • 1 RoF, 4 Range, 2 C/S
  • Tags: 1-H, Pistol, Energy, Semi-Auto, Junkyard, Oddball, EMP, Battery

Arc Gun Edit

  • 1d12 E, EMP, 2 Spread, Stun, Stunted Range
  • 2,500 Caps
  • 1 RoF, 6 Range, 3 C/S
  • Tags: 2-H, Rifle, Energy, Pump-Action, Oddball, EMP, Battery

Tesla Cannon Edit

  • 2d12 E, EMP, 1 Spread, Splash, BCC, Stun, Stunted Range
  • 8,000 Caps
  • 1 RoF, 10 Range, 5 C/S
  • Tags: 2-H, Heavy, Energy, Splash, Automatic, EMP, Battery

To come...... Edit

Radiation Gun - WIPEdit

2mm Gauss Pistol - WIPEdit

2mm Guass Rifle - WIPEdit

Wageman's Fallout PnP
Rules Character Creation | Skills | Perks | Lesser Perks | Traits
Armory Armor | Repair | Firearms | Energy Weapons | Melee | Launchers | Hand Thrown
Gear Items | Chems and Consumables | Food and Water | Skill Books | Crafting
Bestiary Abominations | Animals | Ghouls | Insects | Robots | Super Mutants
Reference Glossary | Play Materials | Combat and Actions | Survival | Reputation and Karma

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