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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 out shadow the rather expensive price of energy ammo. As a reference, in the following weapon statistics, Mag Size represents the amount of charge needed to fire one shot from the gun, rather than the size of the clip. How much ammo that is in the gun is dependant on the individual battery 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.

EM Charge Edit

1 Caps per Unit

A classic burst of Electromagnetic pulses, stored on a micro-module.

Gamma Charge Edit

8 Caps per Unit

A lead-shielded container holding a particularly emissive radioactive specimen, whether it be U-235 or a Glowing One's hand.

2mm EC Edit

2.5 Caps per Unit

A 2mm Electromagnetic Cartridge, it is a more refined variant of an EM Charge, able to be stacked into a capacitor.

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.

Battery Pack Edit

  • 30 Capacity
  • 20 Caps Empty, 125 Caps Full

A simple electricity storage micro-module, formatted to interface with several types of machines and weapons.

Capacitor Edit

  • 20 Capacity
  • 30 Caps Empty, 600 Caps Full

A brother system to the Battery Pack, the Capacitor is fitted for the Gauss-series Energy Weapons.

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 than other energy weapons. Laser Weapons use Fusion Energy as Ammunition, via Fusion Cells or a Fission Battery.

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 than the average Firearm or laser, but are rare and take rare and expensive ammunition to operate. Plasma Weapons use Plasma as Ammunition via Plasma Cartridges.

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 Caster 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

EMP Weapons deal extraordinary damage when pitted against Robots, but deal less damage against other, more stable lifeforms such as humans or Super Mutants. EMP Weapons use Electron Charges via Battery Packs as Ammunition.

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

Other Weapons Edit

Gamma Pistol Edit

  • Gamma Charge: 1d6 E, +5d6 Rads, 1 Spread
  • 750 Caps
  • 1 RoF, 4 Range, 1 C/S
  • Tags: 1-H, Pistol, Energy, Semi-Auto, Junkyard, Oddball, Radiation, Complex-Magazine

Gauss Pistol Edit

  • 2mm EC: 1d12 E, 1 Charging
  • 3,500 Caps
  • 1 RoF, 6 Range, 5 C/S
  • Tags: 1-H, Pistol, Energy, Charge, Oddball, Capacitor

2mm Gauss Rifle Edit

  • 2mm EC: 3d12 E, 3 Charging
  • 9,000 Caps
  • 1 RoF, 13 Range, 20 C/S
  • Tags: 2-H, Rifle, Energy, Charge, Oddball, Capacitor
SIMPLE Fallout RPG
Rules Character Creation | Skills | Perks | Lesser Perks | Traits
Armory Armor | Repair | Firearms | Energy Weapons | Melee | Launchers | Hand Thrown | Ammunition
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
The Sound Introduction