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Fallout PnP

Equipment Part One: Weapons

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Unarmed skill weaponsEdit

Brass Knuckles Value: 40 A device that fits around the knuckles of a fighter, making punches hurt a lot more. It distributes the force of the blow evenly over the puncher’s hand, allowing them to avoid breaking their fingers. Min. ST: 1 W: 1 lb Dmg: 1d10 + MD Rng: 1 AP S: 3 T: 4 B: N/A

Tiger Claw Value: 75 A glove that fits over a portion of the knuckles and fingers, concealing sharp “claws” in the palm. A simple weapon, often used for ritualistic tribal combat rather than serious fighting. Assassins like to dip tiger claws in poison to make an easily concealable – and deadly – weapon. Min. ST: 1 W: 1 lb Dmg: 1d2 + MD Rng: 1 AP S: 3 T: 4 B: N/A

Sapper Value: 80 Essentially a normal glove with weights attached, the sapper is designed to help you hit harder. Like a melee sap (see below), the primary use of this weapon is to knock an opponent unconscious from a sneaky blow to the head. Head shots with this glove have a 75% chance of knocking the target unconscious for 1d10 rounds. Min. ST: 3 W: 4 lbs. Dmg: 1d6 + MD Rng: 1 AP S: 3 T: 4 B: N/A

Shredders Value: 90 Shredders are gloves that have small, sharp claws attached to the fingers, allowing the user to scratch an opponent. Not very useful as a melee weapon, but coated with the right kind of poison, shredders can be extremely dangerous. Min. ST: 1 W: 2 lbs. Dmg: 1d4 + MD Rng: 1 AP S: 3 T: 4 B: N/A

Lacerators Value: 100 This nasty little glove represents some of the finest innovations raiders and tribals have made since the war. Gloves covered with razor blades, lacerators will rip flesh into fine pieces with a simple swipe of the hand. Min. ST: 1 W: 2 lbs. Dmg: (1d8+2) + MD Rng: 1 AP S: 3 T: 4 B: N/A

Mace Glove Value: 150 The mace glove is a large, weighted, spiked metal ball attached to a glove, so the user can beat unsuspecting critters or raiders with more effectiveness. Certainly not an elegant weapon, but an efficient one. Min. ST: 3 W: 5 lbs. Dmg: 1d12 + MD Rng: 1 AP S: 3 T: 4 B: N/A

Spiked Knuckles Value: 250 An improved version of the classic brass knuckles, the spiked knuckles do more damage, tearing into the flesh of your opponent in unarmed combat. Like the brass knuckles, they distribute damage evenly across the puncher’s fingers. Min ST: 1 W: 1 lb Dmg: (1d10+4) + MD Rng: 1 AP S: 3 T: 4 B: N/A

Boxing Gloves Value: 250 One can still find practitioners of "the sweet science" in the wastes. If your character is thinking of becoming the next Balboa, these are essential. Boxing gloves are gloves with some kind of pad over and around the fist, so that the wearer does not damage his or her hand, and the person getting punched doesn’t get cut. Min ST: 1 W: 5 lbs Dmg: 1d4 + MD Rng: 1 AP S: 3 T: 4 B: N/A

Plated Boxing Gloves Value: 300 Where one finds practitioners of "the sweet science," one finds cheaters as well. Someone "accidentally" put metal plates into these boxing gloves. Min ST: 1 W: 10 lbs Dmg: (1d4+5) + MD Rng: 1 AP S: 3 T: 4 B: N/A

Punch Dagger Value: 300 The punch dagger certainly isn’t a subtle weapon; it is a large, serrated combat knife attached to a glove, combining the force of a punch with the tearing action of a toothed blade. Expect to get kicked out of the boxing ring for using this unorthodox piece of equipment. Min. ST: 1 W: 4 lbs. Dmg: (1d10+2) + MD Rng: 1 AP S: 3 T:4 B: N/A

Punch Gun Value: 600 This unusual weapon is a glove with a trigger in the thumb, allowing the user to fire a single shotgun shell at the same time a punch is thrown. The damage from the shotgun ammo is added to the effects of the punch and melee damage. Although they are somewhat awkward, as the must be reloaded after every use, an enterprising individual could do quite well with one of these tools during a surprise attack. The punch gun holds 1 shotgun shell. Note that the incredibly short barrel on the gun renders this weapon ineffective at all but the closest ranges. Min. ST: 2 W: 7 lbs. Dmg: (1d4 + Ammo) + MD) Rng: 1 AP S: 4 T: 5 B: N/A

Impact Glove Value: 900 A Brotherhood of Steel invention, the impact glove uses a unique piston device similar to ones used by the much more powerful Big Frigger line of power fists. The difference is that the impact glove uses a smaller energy cell that does not need to be recharged, and is significantly less powerful. It is still a decent weapon, and can enhance anyone’s hand-to-hand fighting experience. Min. ST: 1 w: 9 lbs. Dmg: (1d10+8) + MD Rng: 1 AP S: 4 T: 5 B: N/A

Power Fist Value: 1800 The "Big Frigger" Power Fist from BeatCo. Considered by many to be the ultimate weapon to use in unarmed combat. A Power Fist is a metal glove that fits over the hand and uses small motors to enhance the power of a punch. It holds 25 charges, and uses Small Energy Cells to recharge. The glove will “sense” when the user throws a punch and automatically adjusts for greater damage, using energy even if the punch doesn’t connect. Min. ST: 1 W: 10 lbs. Dmg: (2d8+10) + MD Rng: 1 AP S: 4 T: 5 B: N/A

Mega Power Fist Value: 2200 A more powerful version of the "Big Frigger." This one has upgraded power servos for increased strength. The Mega Power Fist holds 25 charges of Small Energy Cells. Like the smaller version, it uses a charge every time a punch is thrown, even if it doesn’t connect. Min. ST: 1 W: 10 lbs. Dmg: (3d10+20) + MD Rng: 1 AP S: 4 T: 5 B: N/A

Melee Skill WeaponsEdit

Melee Skill Weapons

T hese weapons are held in the hand and make contact with whatever their user is trying to damage.

Rock Value: N/A Your basic, run of the mill rock. There are only several trillion of them lying around the wastes. See also Throwing Weapons. Min. ST: 1 W: 1 lb. Dmg: 1d4 + MD Rng: 1 AP S: 3 T: 4 B: N/A

Sap Value: 1 A sap is a simple weapon designed to knock someone unconscious. It is usually just a rock or some packed sand inside of an old tube of cloth, like a sock. Saps do not actually damage a target, and are only effective when targeting someone’s head (treat this as a targeted shot to the eyes). A successful hit causes the target to lose consciousness for 1d10 rounds. Min ST: 5 W: 1 lb. Dmg: None Rng: 1 AP S: N/A T: 5 B: N/A

Shiv Value: 2 A homemade knife that resembles an ice pick. A shiv is undetectable if your character is holding it; however, it does not get a bonus for melee damage. Shivs can be constructed from the simplest of materials, are often used as basic assassination weapons, as they can be jabbed into an ear of an unsuspecting target to cause nearly instant death. Min. ST: 1 W: 1 lb Dmg: 1d4 Rng: 1 AP S: 3 T: 4 B: N/A

Broken Bottle Value: 2 The weapon of choice for barfights, broken bottles will do in a pinch when the bouncer took your guns and you just took some large raider’s girlfriend. Contrary to popular belief, smashing a bottle on the bar to break it won’t give you a handy weapon. Instead, it’ll tear holes in your hand. You’ll just have to pick one of these up off the floor. Min. ST: 1 W: 1 lb. Dmg: 1d6 + MD AP S: 3 T: 4 B: N/A Sharpened Pole Value: 5 A basic piece of wood with a sharpened end, about 2 meters long. See also Throwing Weapons. Min. ST: 3 W: 3 lbs. Dmg: (1d4+1) + MD Rng: 2 AP S: 3 T: 4 B: N/A

Metal Pipe Value: 10 Either iron or lead, this old section of plumbing makes a fine tool for breaking bones and beating heads. Although heavy and somewhat awkward, a piece of pipe hurts just as badly as a club. Colonel Mustard agrees. Min. ST: 5 W: 10 lbs. Dmg: 1d10 + MD Rng: 1 AP S: 5 T: 5 B: N/A

Wooden Club Value: 10 Humans have used these tools to kill prey and bash each other since we came down from the trees. It is nothing more than a stick with some sharp points on it, or maybe a rusty nail or two driven through it to cause more pain and suffering to anyone unlucky enough to get hit with it. Chair legs, wooden sticks, pool cues, and other wooden implements that might be lying around can easily be substituted as a club in a pinch. Min. ST: 3 W: 5 lbs. Dmg: 1d8 + MD Rng: 1 AP S: 3 T: 4 B: N/A

Club Value: 30 A police-issue club used for subduing criminals, or making sure they never commit a crime again. This weapon is about 70 cm long and made out of a rod of metal, with a handle perpendicular to the shaft, allowing the vibrations from contact to diffuse before they travel up the user’s arm. A relatively easy weapon to make from pieces of scrap metal. Min. ST: 3 W: 3 lbs. Dmg: 1d10 + MD Rng: 1 AP S: 3 T: 4 B: N/A

Shovel Value: 30 Can you dig this, daddy-o? Min. ST: 5 W: 15 lbs. Dmg: 1d12 + MD Rng: 2 AP S: 4 T: 5 B: N/A


Knife Value: 40 A basic knife for cutting things. Or critters. Or people. See also Throwing Weapons. Knives are about 15-25 cm long. The best are made from metal alloys; the most primitive are carved from pieces of rock such as flint. Min. ST: 2 W: 1 lb. Dmg 1d10 + MD Rng: 1 AP S: 3 T: 4 B: N/A

Claw Hammer Value: 40 Either way you use this tool, it’s bound to cause some pain and damage. Also useful for non-combative purposes. Min. ST: 2 W: 4 lbs. Dmg: 1d10 + MD Rng: 1 AP S: 3 T: 4 B: N/A

Ax Value: 45 This is a basic hatchet. Good for breaking down wooden doors, or sinking into that nuke pooch. Another common weapon that can be constructed from a piece of wood and any hunk of sharp metal or rock, axes are anywhere from 30 cm to 90 cm in length. Min. ST: 3 W: 2 lbs. Dmg: 1d8+MD Rng: 1 AP S: 3 T: 4 B: N/A

Switchblade Value: 50 The blade of this small knife is held by a spring. When a button on the handle is pressed, the blade shoots out with a satisfying "Sssshk" sound. Constructing one of these takes some skill with both metalworking and machinery, and they are usually found in the possession of gangs in larger cities. Min. ST: 1 W: 1 lb. Dmg: 1d6 + MD Rng: 1 AP S: 3 T: 4 B: N/A

Wrench Value: 65 This is probably far more useful for repairing things, unless you are Col. Mustard and happen to be standing in the Dining Room. Wrenches are pieces of solid metal that can double as clubs. The wrenches that are effective in combat are anywhere from 40 to 80 cm in length. See also Equipment. Min. ST: 3 W: 4 lbs. Dmg: (1d6+2) + MD Rng: 1 AP S: 4 T: 5 B: N/A

Crowbar Value: 65 A very solid and heavy piece of metal specially designed to exert leverage - or pound heads. Crowbars are fashioned from a piece of solid metal, twisted so that the user can exert force on an object and pry it upwards. They are usually about 35 cm in length. Min. ST: 5 W: 5 lbs. Dmg: (1d12+3) + MD Rng: 1 AP S: 4 T: 5 B: N/A

Spear Value: 80 Your basic polearm. A wooden pole with a sharpened piece of metal on the end. See also Throwing Weapons. Spears are simple weapons to construct, being a long (2 meter) wooden pole with some kind of metal or stone head tied to one end. Min. ST: 4 W: 4 lbs. Dmg: (1d12+3) + MD Rng: 2 AP S: 4 T: 5 B: N/A

Machete Value: 100 Hack your way through all manner of flora and fauna with this handy gardening implement. The weapon of choice for the intrepid jungle explorer, or the novice backyard weed-whacker. Min. ST: 4 W: 1 lb. Dmg: (1d10+7) + MD Rng: 1 AP S: 4 T: 5 B: N/A

Butcher’s Cleaver Value: 110 This kitchen implement was specifically designed and balanced to ease the task of cutting meat off of living or dead creatures. Made of a rust-resistant graphite compound, this weapon stays sharp longer and hacks harder than the common knife. Min. ST: 4 W: 1 lbs. Dmg: (1d8+10) + MD Rng: 1 AP S: 3 T: 4 B: N/A






Sledgehammer Value: 120 A pole with a heavy metal chunk on the end, designed to crumble bones and damage vital organs. Sledgehammers are about 70 cm long, and require two hands to use properly.. Min. ST: 6 W: 12 lbs. Dmg: 3d4 + MD Rng: 2 AP S: 4 T: 5 B: N/A

Scalpel Value: 140 The standard instrument for performing surgeries, this surgical-stainless steel knife is small but incredibly sharp. Not the best tool for a melee fight, but it will do in a pinch. See also Equipment. Min. ST: 1 W: 1 lb. Dmg: (1d8+3) + MD Rng: 1 AP S: 3 T: 4 B: N/A

Combat Knife Value: 165 A military-issued knife designed for melee combat. The serrated edges tend to tear instead of cut, and wounds from this blade are a lot more painful than normal knife wounds. See also Throwing Weapons. Combat knives were constructed from a carbon-based compound instead of a metal, making them more durable, less prone to dulling, and lighter than a normal knife. They are usually 15 to 25 cm long. Min. ST: 2 W: 2 lbs. Dmg: (1d12+3) + MD Rng: 1 AP S: 3 T: 4 B: N/A

Wakizashi Blade Value: 200 A futuristic RPG would not be complete without the Yakuza (Japanese mafia) and the Fallout universe is no exception. In fact, the only way a non-Yakuza member will get one of these swords is to take it off the body of a Yakuza. The Wakizashi looks like a smaller Katana. Because these blades are so difficult to make, it is highly doubtful that anyone makes these weapons in the wastes, and they are most likely tourist-store ripoffs from pre-War times. Of course, there are always exceptions. The Wakizashi is about 60 cm long, and slightly curved. Min ST: 2 W: 2 lbs. Dmg: (1d12+4) + MD Rng: 1 AP S: 3 T: 4 B: N/A

Louisville Slugger Value: 300 This all-American, hardwood baseball bat will knock anything right out of the park. A true classic. Don’t settle for aluminum ripoffs. Min. ST: 4 W: 4 lbs. Dmg: 2d10+ MD Rng: 1 AP S: 3 T: 4 B: N/A

Micro Sledgehammer Value: 500 A Brotherhood of Steel specialty, the Micro Sledgehammer is the dream of any child who ever wanted to misuse a croquet mallet. Originally designed to make construction more efficient, the Brotherhood’s piston technology means this small sledge hits with maximum effect. Min. ST: 4 W: 8 lbs. Dmg: (1d12+8) + MD Rng: 1 AP: S: 3 T: 4 B: N/A

Cattle Prod Value: 600 Since this weapon is designed to knock a cow unconscious, imagine what it can do to a human. The cattle prod looks a little like an overgrown tuning fork, except that an arc of electricity passes between the prongs on the end whenever the user presses the button. Any biological critter hit with a cattle prod has a 50% chance of being knocked unconscious. Each time an attack is made, successful or not, the Prod uses one charge. The Cattle Prod holds 25 charges of Small Energy Cell. Min. ST: 4 W: 5 lbs. Dmg: (2d6+10) + MD Rng: 1 AP S: 4 T: 5 B: N/A

Ripper Value: 1000 Basically a knife-sized chainsaw, without the noisy motor. Rippers were common among gangs and thugs before the war, and are common among criminals and lowlifes after the war. It's called a ripper for a reason; it tears flesh and organs to pieces. Every time an attack is made, successful or not, the Ripper uses one charge. The Ripper holds 25 charges of Small Energy Cell. Min. ST: 4 W: 5 lbs. Dmg: (1d10+15) + MD Rng: 1 S: 4 T: 5 B: N/A

Super Cattle Prod Value: 1800 An upgraded cattle prod. Any biological critter hit with this tool has a 75% chance of being knocked unconscious. The Super Cattle Prod requires two hands to use. Every time an attack is made, regardless of the attack’s success, the Super Prod uses one charge. This weapon holds 25 charges of Small Energy Cell. Min. ST: 4 W: 5 lbs Dmg: (2d8+20) + MD Rng: 1 AP S: 4 T: 5 B: N/A

Deco-Filament Value: 2000 The deco-filament is an unusual weapon favored by assassins and Yakuza. It is a razor-sharp, super thin, extra-strong wire strung between two handles. The user can then whip the wire at a target, lopping off flesh and limbs. It can be used as a garrote to cleanly lop a head from a neck. Min. ST: 1 W: 1 lb. Dmg: (4d10) + MD Rng: 2 AP S: 3 T: 4 B: N/A

Chainsaw Value: 3000 A leftover from the pre-War days, a chainsaw is probably the ultimate melee weapon. Although it runs on gasoline, surely there must be a tank or two of ethanol left in the wastes somewhere. A character could graft one of these to an arm for some added fun. Min. ST: 4 W: 10 lbs. Dmg (3d10+20) + MD Rng: 1 AP S: 5 T: N/A B: N/A

Super Sledgehammer Value: 3750 The Super Sledgehammer is manufactured exclusively by the Brotherhood of Steel using the finest weapons technology available. At first glance, this nifty little tool is indistinguishable from a regular sledgehammer, except for the small bundle of machinery at the base of the head. It includes a kinetic energy storage device to increase knock back. The Super Sledge is a two-handed weapon. Min. ST: 5 W: 12 lbs Dmg: (3d10+15) + MD Rng: 2 AP S: 4 T: 5 B: N/A

Small Guns Skill Weapons Edit

Primitive Missile WeaponsEdit

One of the oldest “firearms” is the bow. Traces of these weapons have been found among excavations of the most primitive settlements, and Neanderthals used them over 30,000 years ago. The bow family of weapons is suddenly very popular in a world where they are easy to make and are better than a knife or sharpened stick. Bows all require two hands to use.

Other kinds of primitive missile weapons are popular among tribals again as well, as they are far easier to construct and maintain than 100-year-old firearms.

Sling Value: 20 Not a bow, but a similar ancient weapon, slings have been around almost as long. A leather pouch attached to some long leather cords, slings are designed to hurl rocks farther and more accurately than one can do by hand. The user spins the sling around in the air, gathering momentum, and then flicks his or her wrist to release the rock at the target. Note that slings do not require two hands to use. Single shot only. Slings hold one rock. Min. ST: 5 W: 2 lbs. Dmg: 1d10 Rng: 10 S: 5 T: 6 B: N/A


Blowgun Value: 30 A blowgun is a hollow tube that the user blows a strong burst of air through, launching a small, feathered dart at an enemy. They can be made from anything hollow, including old metal pipes, reeds, and drinking straws. The darts that a blowgun fires don’t do an extraordinary amount of damage, but many are coated with poisons. A favorite weapon of assassins, since it makes very little noise. A blowgun holds 1 blowgun dart. Min. ST: 1 W: 1 lb. Dmg: +0 Rng: 20 AP A: 3 T: 4 B: N/A

Wooden Bow Value: 50 Made from a cut piece of wood, bent into a “C” shape, with a length of string or animal sinew stretched between the ends to provide tension, bows are some of the simplest ranged weapons to construct. They can be unwieldy, however, and can hurt the inexperienced user. Single shot only. Bows hold one arrow. Min. ST: 5 W: 2 lbs. DMG: +3 Rng: 40 AP S: 5 T: 6 B: N/A

Wooden Crossbow Value: 300 Crossbows were part of every army on earth from their invention in the late middle ages until the First World War. After that, they became popular hunting weapons. Crossbows are wooden bows laid across a plank or flat surface, or even the stock of a rifle. They have a wheel that winds the string tight, and a trigger mechanism that releases tension on the string, shooting the bolt at high velocity. Because the tension on the string is no longer limited by human strength, crossbows can shoot projectiles much farther, and with a far greater degree of accuracy, than a bow. Single shot only. Crossbows hold one bolt. Min. ST: 4 W: 10 lbs. DMG: +4 Rng: 50 AP S: 4 T: 5 B: N/A

Composite Hunting Bow Value: 600 This pre-War relic can still be found in some parts of the wastes. A system of wheels and a longer string was added, and the bow constructed from a carbon compound, adding accuracy and distance. Single shot only. Composite hunting bows hold one arrow. Min. ST: 5 W: 8 lbs. DMG: +5 Rng: 60 AP S: 5 T: 6 B: N/A

Composite Hunting Crossbow Value: 900 These were rare before the war, and are even harder to find now. Composite hunting crossbows work on the same principles composite bows do. Composite crossbows hold one bolt. Min. ST: 4 W: 12 lbs. DMG: +6 Rng: 70 AP S: 4 T: 5 B: N/A

Pistols Edit

The smallest of the Small Arms weapons, pistols are generally hand-held, low damage weapons.

Colt 6520 10mm Pistol Value: 250 An outloading pistol, each pull of the trigger will automatically reload the firearm until the magazine is empty. One of the simplest and most inexpensive semiautomatics available. Single shot only. The clip holds 12 shots of 10mm ammunition. Min. ST: 3 W: 4 lbs. Dmg: +6 Rng: 19 AP S: 5 T: 6 B: N/A

Zip Gun Value: 275 The zip gun is a single-shot, handmade pistol. Crafted from spare parts, zip guns are rather unreliable and shoot almost any kind of handgun ammunition. They have a very small range, and are prone to jamming and breaking easily. The chamber holds 1 shot of either .22, 9mm, or .45 caliber ammunition, depending on the gun. Min. ST: 3 W: 5 lbs. Dmg: +4 Rng: 15 AP S: 5 T: 6 B: N/A

.22 Pistol Value: 300 Produced in the 20th Century as an inexpensive solution to gun ownership, the tiny .22 pistol fires the relatively small .22 caliber slug. These guns simply don’t have the stopping power of larger pistols, and a shot from one is more likely to upset the target than cause massive amounts of damage. Single shot only. The clip holds 10 rounds of .22 caliber ammunition. Min. ST: 3 W: 4 lbs. Dmg: +4 Rng: 12 AP S: 5 T: 6 B: N/A

.38 Special Snubnose Revolver Value: 375 The .38 Special was the longtime favorite of police forces until the advent of newer automatic weapons. It has existed in one form or another since the early 20th century, and although different companies manufactured it, the .38 Special is one of the most universal guns available. The short barrel length makes it ineffective except for very close range combat. Single shot only. The revolver chamber holds six shots of .38 caliber ammunition. Min. ST: 3 W: 4 lbs. Dmg: +7 Rng: 10 AP S: 4 T: 5 B: N/A

VP91Z (M9-FS) 9mm Beretta Pistol Value: 400 A good semiautomatic pistol for hunting wabbits and other things. The VP91Z was a standard-issue military sidearm, and is one of the two guns issued to Desert Rangers. Single shot only. The clip holds 18 shots of 9mm ammunition. Min. ST: 3 W: 4 lbs. Dmg: +6 Rng: 17 AP S: 5 T: 6 B: N/A

Colt .45 M1911A1 Pistol Value: 425 The M1911A1 was a popular military sidearm before the War. Not a unique pistol, but a powerful one. The M1911A1 is the other standard-issue Desert Ranger weapon. Single shot only. The clip holds 7 shots of .45 caliber ammunition. Min. ST: 3 W: 4 lbs. Dmg: +7 Rng: 17 AP S: 5 T: 6 B: N/A

.357 Magnum Revolver Value: 450 Although not as powerful as its big brother, the .357 sports a longer barrel and is therefore more accurate at longer ranges. One of the oldest revolvers, Smith and Wesson made the first .357 Magnums in the late 1800s, although the name “Magnum” (Latin for “Big”) was around for at least 10 years before. Single shot only. The revolver chamber holds 6 shots of .357 caliber Magnum ammunition. Min. ST: 5 W: 6 lbs Dmg: +8 Rng: 19 AP S: 4 T: 5 B: N/A

Casull Revolver Value: 500 This variation on the .44 magnum packs a little less punch, but is also a little more affordable. These guns were fairly rare before the War. Single shot only. The revolver chamber holds 6 shots of .44 magnum ammunition. Min. ST: 5 W: 6 lbs. Dmg: +7 Rng: 6 AP S: 4 T: 5 B: N/A

.44 Magnum Revolver Value: 600 Being that this is the most powerful handgun in the world, you've got to ask yourself one question: Do I feel lucky? Well, do 'ya, punk? Single shot only. The revolver chamber holds 6 shots of .44 Magnum ammunition. Min. ST: 5 W: 6 lbs. Dmg: +11 Rng: 6 AP S: 4 T: 5 B: N/A

Browning HP Pistol Value: 700 The Belgian-made Browning high-powered pistol became a popular handgun in North America in the early part of the 21st century. Single shot only. The Browning HP uses .45 ammunition, and the clip holds 12 rounds. Min. ST: 4 W: 6 lbs. Dmg: +9 Rng: 20 AP S: 4 T: 5 B: N/A

Desert Eagle 44 Value: 800 The Israeli-made Desert Eagle pistol became popular near the end of the 20th Century, due largely to its portrayal in movies of the time. Plus, it looks really cool when your character plugs someone with it gangsta' style. Single shot only. The clip holds 8 shots of .44 Magnum ammunition. Min. ST: 4 W: 5 lbs. Dmg: +10 Rng: 19 AP S: 5 T: 6 B: N/A

Calico M-950 Value: 900 Although not a powerful weapon, the Calico’s unique helical feed system allows it to carry an amazing amount of ammunition. Single shot only. The Calico M-950 uses 9mm ammunition, and the massive clip holds 40 rounds. Min. ST: 4 W: 10 lbs. Dmg: +6 Rng: 15 AP S: 5 T: 6 B: N/A

Sig-Sauer P220 9mm Value: 1000 The 9mm Sig-Sauer P220 was developed by the Swiss in the late 20th Century. It fires the smaller 9mm bullet and does less damage than a normal semi-automatic, but it is smaller and lighter, making it a little easier to conceal. The magazine holds 9 shots of 9mm ammunition. Min. ST: 3 W: 4 lbs. Dmg: +6 Rng: 24 S: 5 T: 6 B: N/A

Sig-Sauer 14mm Pistol Value: 1100 The Sig-Sauer 14mm automatic pistol fires the large 14mm slug. These pistols are known for their excellent craftsmanship, although ammo is fairly scarce. Single shot only. The magazine holds 6 shots of 14mm ammunition. Min. ST: 4 W: 5 lbs. Dmg: +12 Rng: 18 AP S: 5 T: 6 B: N/A

9mm Mauser Value: 1500 The Mauser is an oldie but goodie, the favorite handgun of outlaws and gangster bosses. This weapon does not use the traditional 9mm ammunition, but instead fires nasty 9mm balls. Single shot only. The magazine holds 8 shots of 9mm Ball ammunition. Min. ST: 3 W: 5 lbs Dmg: +4 Rng: 17 AP S: 5 T: 6 B: N/A

Needler Pistol Value: 2200 One of the most interesting pieces of prewar tech, the Needler pistol actually fires small hypodermic needles into the target, which inject a serum that causes a severe reaction in the surrounding skin. Of course, there may very well be slugs that inject all sorts of other nasty things out there. Single shot only. The chamber holds 8 shots of HN Needler ammunition. Min. ST: 3 W: 5 lbs. Dmg: +0 Rng: 24 AP S: 4 T: 5 B: N/A

Walther PPK Value: 3000 The weapon of a true spy. The Walther PPK (Polizei Pistolen Kriminal) was originally made for plainclothes and undercover police officers. It since became the favorite weapon of spies. The PPK is most effective with a silencer. Single shot only. The magazine holds 8 shots of 7.65mm ammunition. Min. ST: 2 W: 4 lbs. Dmg: +8 Rng: 20 AP S: 3 T: 4 B: N/A

Flamer Pistol Value: 3000 The Flambe 450 was an interesting but slightly misconceived weapon. Attempting to make a portable flamethrower, the designer of this unique piece of equipment failed to take into account that flamers need the propelling power that larger models provide. Single shot only. The Flambe 450 has a small chamber that holds 3 “shots” of flamethrower fuel. The Flamer Pistol cannot be targeted. Min. ST: 4 W: 10 lbs. Dmg: Varies Rng: 3 AP S: 4 T: N/A B: N/A

Scorpio VZ61 Machine Pistol Value: 3300 Although relatively ineffectual as a sub machinegun, the Scorpio VZ61 nonetheless enjoys a place among assassins and gangsters who find that its small size and concealability makes up for its lack of power, range, and magazine. Fires single shot or a 3-round burst. The magazine holds 20 shots of 9mm ammunition. Min. ST: 4 W: 6 lbs. Dmg: +5 Rng: 15 AP S: 5 T: 5 B: 6

.223 Pistol Value: 3500 This pistol began its days as a .223 rifle and has since been modified. These are rather unique, and are made with love and skill. Single shot only. The magazine holds 5 shots of .223 caliber ammunition. Min. ST: 5 W: 7 lbs. Dmg: +20 Rng: 30 AP S: 5 T: 6 B: N/A

M-78 Grenade Launcher Value: 5000 A heavily modified flare gun, the M-78 grenade pistol is the only small arms skill weapon that can lob an explosive. Its range isn’t all that great, but in the hands of a cyborg, it could certainly blow open a few doors. The chamber holds 1 40mm grenade. Min. ST: 6 W: 8 lbs. Dmg: Varies Rng: 12 AP S: 5 T: N/A B: N/A PPK-12 Gauss Pistol Value: 5250 Praised for its range and stopping power, the PPK-12 Gauss Pistol is of German design. This "Lil' Railgun" uses an electromagnetic field to propel slugs at tremendous speed and power through a target, any armor, and just about everything else. The PPK-12 looks like a normal automatic pistol, except for the unusual electromagnetic fins along the barrel. When fired, the Gauss Pistol leaves an unmistakable spiral trail of ionized particles through the air. Single shot only. The magazine holds 12 shots of 2mm EC. Min. ST: 4 W: 5 Dmg: +22 Rng: 30 AP S: 4 T: 5 B: N/A

ShotgunsEdit

Shotguns use 12-guage ammunition and usually fire buckshot as opposed to a single bullet. They hurt a lot. They look a bit like rifles, and often take two hands to fire correctly. Shotguns fire either buckshot or slugs; buckshot is a shell full of little metal balls that isn’t as accurate as a bullet, because the balls will begin to come apart in flight, and shells are large slugs, designed for hitting things as longer ranges and hurting them more than a pistol does. Although shotguns can be fired with one hand, they are usually two-handed weapons. Note that using slug ammunition in a shotgun increases the range by 5 hexes, and firing a double shot (both barrels) decreases range by 3 hexes.

Winchester 12-Guage Shotgun Value: 800 The Winchester "Widowmaker" double-barreled shotgun. Has a short barrel with a mahogany grip. Considering these were mass-produced and sold at discount stores all over the United States before the war, they are quite common. Single or double shot. The chamber holds 2 rounds of 12-gauge ammunition. Min ST: 4 W: 5 Dmg: +12 Rng: 14 AP S: 5 T: 6 B: N/A

Winchester Sawed-Off Shotgun Value: 800 A sawed off version of the "Widowmaker." Not exactly designed for sniping, but will turn someone to ground round at short range. Single or double shot. The chamber holds 2 rounds of 12-guage ammunition. Min. ST: 4 W: 5 Dmg: +14 Rng: 7 AP S: 5 T: 6 B: N/A

Pump-Action Shotgun Value: 800 One of dozens of shotguns that were common the world over before the war, a pump-action shotgun is a single-shot, semiautomatic weapon where the next shell is loaded into the chamber by pumping a mechanism along the bottom of the barrel. Many makes and models exist, but they are all almost the same. Single shot only. The pump-action holds 4 rounds of 12-guage ammunition. Min. ST:4 W: 4 Dmg: +12 Rng: 15 AP S: 5 T: N/A B: N/A

Beretta 470 Silverhawk Value: 1000 An inexpensive Italian-made shotgun, the Silverhawk was second only to the Benelli among law enforcement officials before the War. It was fairly common in the United States, and many of them can still be found, thanks to its reliability. Single or double shot. The chamber holds 2 rounds of 12-guage ammunition. Min. S: 4 W: 5 lbs. Dmg: +12 Rng: 14 AP S: 5 T: 6 B: N/A

Winchester Combat Shotgun Value: 2750 The Winchester 12-guage Combat Shotgun with a bullpup variant. Combat shotguns are all-metal weapons designed to deliver the stopping power of a shotgun without the inconvenience of having to reload every two shots. These include the Desert Warfare environmental sealant modification for extra durability. Combat shotguns were common in almost every army and police force before the war. Thanks to their pump-action mechanism, Combat Shotguns fire single shots and a 3-shot burst. The magazine holds 12 rounds of 12-guage shotgun shells. Min. ST: 5 W: 11 lbs. Dmg: +15 Rng: 22 AP S: 5 T: 6 B: 6

H&K CAWS Value: 4750 The CAWS, short for Close Assault Weapons System, is a useful tool for short-range combat. An improvement over the Winchester Combat Shotgun, the CAWS’ bullpup layout gives the weapon a short, easily handleable length while still retaining enough barrel length for its high velocity shells. Fires single shots and a 5-shot burst. The magazine holds 10 12-guage shotgun shells. Min. ST: 6 W: 6 lbs. Dmg: +15 Rng: 30 AP S: 6 T: 6 B: 6

Pancor "Jackhammer" Value: 5500 The Jackhammer, despite its name, is an easy to control shotgun, even when fired on full automatic. The popular bullpup design, which places the magazine behind the trigger, makes the weapon well balanced and easy to control. Fires single shots or up to a 5-shot burst. The magazine holds 10 12-guage shotgun shells. Min. ST: 5 W: 12 lbs. Dmg: +19 Rng: 35 AP S: 5 T: 6 B: 6 Submachine Guns

SMGs can fire single shots as well as bursts of bullets. Submachine guns were designed to put the stopping and suppressive power of early machine guns like the Gatling gun into the hands of infantry soldiers. Used as early as late World War I, submachine guns soon changed the face or warfare in the 20th century. Happily, most submachine guns are small enough to use as one-handed weapons.

H&K MP-9 10mm SMG Value: 1000 A medium-sized submachine gun. An inexpensive variant on the classic MP-5, the MP-9 uses the slightly larger 10mm ammunition and has a slightly smaller range. This weapon can fire a single shot as well as up to a 10 shot burst. The clip holds 30 rounds of 10mm ammunition. Min ST: 4 W: 7 lbs. Dmg: +6 Rng: 25 AP S: 5 T: 6 B: 6

Thompson M1928 SMG Value: 1200 The "Tommy Gun" submachine gun is a sinister looking weapon. When your character holds this gun, he or she experiences a strange sensation to wear a fedora hat and crack his or her knuckles. Originally designed by General John Thompson after the first World War, the Tommy Gun became the staple of law enforcement officers as well as organized crime and the IRA. Instead of a clip, the Thompson loads its unusual .45 caliber ammunition from a drum under the barrel. Note that the Thompson must be used as a two-handed weapon. The Tommy Gun fires single shots or up to a 10-shot burst. The ammunition drum holds 50 shots of .45 caliber ammunition. You dirty rat. Min. ST: 6 W: 12 lbs Dmg: +2 Rng: 32 AP S: 5 T: 6 B: 6

Ruger AC556F Value: 1400 The Ruger AC556F is a different version of the popular Mini 14 assault rifle. Used mostly by police forces, the AC556F was also popular in the open market among survivalists and homeowners. It can fire single shots or up to a 10-shot burst. The magazine holds 32 shots of 5.56mm ammunition. Min. ST: 6 W: 15 lbs. Dmg: +7 Rng: 20 AP S: 5 T: 6 B: 6

Walther MPL Value: 1800 The Walther MPL is a medium submachine gun, popular among police and guard forces before the war. Private investigators, bodyguards, and police all used this reliable weapon. The MPL fires a single shot or a 10-shot burst. The clip holds 30 shots of 9mm ammuntition. Min. ST: 4 W: 8 lbs. Dmg: +8 Rng: 40 AP S: 5 T: 6 B: N/A

Super Soaker Value: 1900 This brightly-colored squirt gun hides the fact that some enterprising individual coated the tank with ceramic, allowing it to fire squirts of acid. And you thought peeing into a squirt gun was devious. Single shot only. The tank holds 15 squirts of acid. The Super Soaker cannot be targeted. Min. ST: 2 W: 15 lbs. Dmg: Varies Rng: 10 AP S: 5 T: N/A B: N/A

Calico Liberty 100 Value: 2000 A truly remarkable piece of equipment, the Calico Liberty 100 has a reasonable rate of fire and holds a ludicrous amount of ammunition. A version of the popular Calico line. Fires either a single shot or up to a 5-round burst. The enormous magazine holds 100 rounds of 9mm ammunition. Min. ST: 6 W: 22 lbs. Dmg: +8 Rng: 20 AP S: 5 T: 6 B: 6

H&K P90c Value: 2500 The Heckler and Koch P90c was just coming into use at the time of the War. The weapon's bullpup layout and compact design make it easy to control. The durable P90c is prized for its reliability and high firepower in a ruggedly compact package. Fires single shots or up to a 12-shot burst. The clip holds 24 shots of 10mm ammunition. Min. ST: 4 W: 9 lbs Dmg: +12 Rng: 30 AP S: 4 T: 5 B: 5

RiflesEdit

Rifles are two-handed weapons designed to hit targets at long distances. A long barrel is connected to a metal or wooden stock, allowing for a greater degree of accuracy over longer distances. Rifles are usually fired from the shoulder, with the shooter looking down the barrel to aim.

BB Gun Value: 150 A basic air-powered gun that shoots little round balls called BBs. Not exactly known for dealing astronomical amounts of damage, but good for scaring off the neighbor’s cat. Single shot only. The chamber holds 100 BBs. Min ST: 1 W: 15 lbs Dmg: +0 Rng: 25 AP S: 5 T: 6 B: N/A

Pipe Rife Value: 200 A handmade rifle, crafted from a heavily modified 10mm pistol and a long piece of pipe. These simply weapons are commong among tribals with some technical skills. Single shot only. The chamber only holds one 10mm bullet, unfortunately. Min. ST: 5 W: 11 lbs Dmg: +6 Rng: 20 AP S: 5 T: 6 B: N/A

.22 Caliber Hunting Rifle Value: 300 Used for squirrel and bunny hunting before the war, .22 rifles are common guns because they were so inexpensive and prevalent. Every Boy Scout used one of these bolt-action weapons at summer camp. Single shot only. The chamber holds 1 .22 caliber bullet. Min. ST: 3 W: 8 lbs. Dmg: +4 Rng: 30 AP S: 5 T: 6 B: N/A

M1 Garand Rifle Value: 400 There are certainly better guns out there, but the M1 Garand is one of the most common carbines in existence. The bolt-action M1 can trace its roots back to Winchesters used in the American Civil War, and was the standard-issue weapon for doughboys after World War I. Later, it became very popular among civilians due to its low price and decent range. Single shot only. The clip holds 8 7.62 mm bullets. Min. ST: 4 W: 6 lbs. Dmg: +7 Rng: 30 AP S: 5 T: 6 B: N/A

M17-A Carbine Value: 500 The M-17A is not related to the popular M-16 assault rifle, but rather the M1 carbine. The shorter barrel means less range and damage capabilities, but much greater portability – and concealability. Used for home defense before the war. Single shot only. The magazine holds 10 shots of 7.62mm ammunition. Min. ST: 4 W: 7 lbs. Dmg: +9 Rng: 20 AP S: 5 T: 6 B: N/A

Colt Hunting Rifle Value: 1000 A Colt “Rangemaster” semi-automatic rifle in various calibers. Designed for hunting cows and cute, furry bunnies. Single shot only. The magazine holds 10 shots of .223 caliber or 7.62mm ammunition. Min. ST: 5 W: 11 lbs Dmg: +9 Rng: 40 AP S: 5 T: 6 B: N/A

M19 Rifle Value: 1100 The M19 is an improved version of the M17-A, sacrificing concealability and portability for range and accuracy. Single shot only. The magazine holds 8 shots of 7.62mm ammunition. Min. ST: 5 W: 11 lbs. Dmg: +8 Rng: 35 AP S: 5 T: 6 B: N/A

Spear Gun Value: 1400 Before the war, these strange guns were used to hunt for fish and other game. Because the mechanism relies only on tension to operate, and the special spears fired from these weapons are relatively easy to make, they are very popular in lower-technology areas. Single shot only. The spear gun holds 1 spear bolt. Min. ST: 4 W: 10 lbs. Dmg: None Rng: 30 AP S: 5 T: 6 B: N/A

DKS-501 Sniper Rifle Value: 2200 An excellent long-range projectile weapon, and one of the first all-metal sniper rifles. Originally a .308, these guns were rechambered to accommodate the more common .223. The DKS-501 comes equipped with a Scope (see Weapon Enhancements, below). Single shot only. The magazine holds 6 shots of .223 caliber ammunition. Min. ST: 5 W: 10 lbs Dmg: +14 Rng: 50 AP S: 6 T: 7 B: N/A

SVD-4000 Value: 2400 The SVD-4000 was the precursor to the PSG1, and is a fine weapon in its own right. Unfortunately, a design flaw rendered a great deal of these guns inoperable, so a working version can usually only be found in the hands of a serious collector. Because of the flaw, these guns were never widely issued to armed forces in the developed world. Single shot only. The magazine holds 10 shots of 7.62mm ammunition. Min. ST: 5 W: 15 lbs. Dmg: +14 Rng: 75 AP S: 5 T: 6 B: N/A

PSG1 Sniper Rifle Value: 2500 The PSG1 is perhaps the ultimate single shot sniper’s weapon. The semiautomatic mechanism means more shots off per minute, and the range is nearly unequaled. The PSG1 comes with a built-in Scope (see Weapon Enhancements, below). Single shot only. The magazine holds 20 shots of 7.62mm ammunition. Min. ST: 5 W: 15 lbs. Dmg: +14 Rng: 120 AP S: 4 T: 5 B: N/A

G3 Battle Rifle Value: 2600 American soldiers trained on these in basic for nearly half a century. The G3 is a perfect mixture between rifle and assault rifle, capable of firing a short burst without sacrificing accuracy. Fires single shots or up to a 5 shot burst. The clip holds 20 shots of 7.62mm ammunition. Min. ST: 6 W: 13 lbs. Dmg: 2d10+5 Rng: 45 AP S: 5 T: 6 B: 6

Red Ryder LE BB Gun Value: 3500 The ultimate name in BB guns, there are only a few Red Ryders left in existence. Rumor has it that Red Ryder himself protects children armed with this gun. Of course, that could just be a myth. Single shot only. The chamber holds 100 little stinging BBs. Min. ST: 5 W: 15 lbs Dmg: +25 Rng: 32 AP S: 5 T: 6 B: N/A

M72 Gauss Rifle Value: 8250 The final product of endless research in railgun technology, the M72 Gauss Rifle comes from the laboratories of old Germany. It uses an electromagnetic field to propel rounds at tremendous speed. A shot can go through just about any material, including flesh. Stone, concrete, rock and thick metal are just about the only things that can stop a shot from this gun. There is a telltale spiral trail of ionized particles visible for a couple seconds after this gun is fired. Single shot only. The magazine holds 20 shots of 2mm EC ammunition. Min ST: 6 W: 10 lbs Dmg: +33 Rng: 50 AP S: 5 T: 6 B: N/A

Assault RiflesEdit

Assault rifles are smaller machine guns designed to put the portability of a submachine gun and the range of a rifle into one neat package. Assault rifles are all two-handed weapons.

Browning Automatic Rifle Value: 1000 Bulky and sporting a rather small clip, the Browning Auto Rifle was originally designed as a squad-level support weapon. The .308 caliber ammo is uses can be hard to come by in the wastes. Fires a single shot or a 10 shot burst. The clip holds 20 rounds of .308 ammo. Min. ST: 6 W: 25 lbs. Dmg: +6 Rng: 40 AP S: 6 T: 7 B: N/A

AK-112 Assault Rifle Value: 1300 An old military model, out of use around the time of the war. Fires single shots or up to a 12 shot burst. The magazine holds 24 shots of 5mm ammunition. Min. ST: 5 W: 8 lbs. Dmg: +8 Rng: 45 AP S: 5 T: 6 B: 6

Chinese Assault Rifle Value: 1000 The Chinese Assault Rifle is a second-tier, general purpose automatic firearm based on older Soviet models. The AK-47 fires single shots or a 5 shot burst. The magazine holds 24 rounds of 5.56mm ammunition. Min. ST: 5 W: 10 lbs. Dmg: +7 Rng: 40 AP S: 5 T: 6 B: N/A

FN FAL Value: 1500 The FN FAL has been more widely used by armed forces than any other rifle in history. It’s a reliable weapon for any terrain or situation, and its fine construction of only the best materials ensures a working weapon every time. Fires a single shot or up to a 10 shot burst. The magazine holds 20 shots of 7.62mm ammunition. Min. ST: 5 W: 11 lbs. Dmg: +8 Rng: 35 AP S: 5 T: 6 B: 6

SSS R91 Value: 1600 The R Series of combat assault rifles was used reliably following the discontinuation of the M series in the early 21st century. The R series, produced by civilian manufacturer Stent Security Solutions, was made in many models and variations. The variation most common after the War is the R91. Fires a single shot or up to a 5 shot burst. The clip holds 24 shots of 5.56mm ammunition. Min. ST: 5 W: 14 lbs. Dmg: +10 Rng: 45 AP S: 5 T: 6 B: 6

M199 "Backtalker" Value: 1700Perhaps the most well-recognized weapon in the Pre-War U.S. Military arsenal, the M199 earned its nickname "The Backtalker" from the unusual report the firing mechanism makes as it ejects a spent shell. Firing standard 5.56mm rounds, the M199 was the official infantry weapon of the U.S. Army. Fires a single shot or a 3 shot burst. The magazine holds 18 shots of 5.56mm ammunition. Min. ST: 6 W: 15 lbs. Dmg: +6 Rng: 40 AP S: 6 T: 7 B: 7

XL70E3 Value: 3000 This was an experimental weapon before the war, and is pretty rare. Rumors are that it was issued to the Royal Canadian Mounted Police. Fires single shots or up to an 8 shot burst. The chamber holds 24 shots of 5mm ammunition. Min. ST: 5 W: 9 lbs. Dmg: +12 Rng: 35 AP S: 5 T: 6 B: 6

H&K G11 (E) Value: 8000 The H&K G11 and the H&K G11E revolutionized assault weapon design. This gun fires a caseless cartridge consisting of a block of propellant with a bullet buried inside. The resultant weight and space savings allow this weapon to have a very high magazine capacity. Fires single shots or up to a 10 shot burst. The magazine holds a block of 50 shots of 4.7mm Caseless ammunition. Min. ST: 4 W: 9 lbs Dmg: +12 Rng: 35 AP S: 5 T: 6 B: 6

Big Guns Skill WeaponsEdit

Big guns are just that – big guns. They always require two hands and do massive amounts of damage.

Machine GunsEdit

These are weapons designed to hurl enormous volumes of bullets at a target or targets. They all require two hands to use, and many of them need a tripod for any degree of accuracy.

Browning M2 Minigun Value: 3000 Originally designed as a tripod-mounted weapon in the last stages of World War I, the Browning was later adapted for infantry use as the first true minigun. The fact that it uses a belt makes it somewhat awkward, and the weight makes it unwieldy if not fired from a stand. These guns were so well made that many were serviceable 100 years after manufacture. The M2 was horded by survivalists before the War. Fires a 10-shot burst only. The ammo belt holds 50 rounds of .50 ammunition. Min. ST: 7 W: 40 lbs. Dmg: +8 Rng: 20 (70) AP S: N/A T: N/A B: 7

Lewis MK II Value: 3400 The Cal Lewis MK II was a tweak on an American design adopted by the British at the tail end of World War I. Used up until the 1940s, it offers considerable stopping power and a large ammo drum. Fires a 10 shot burst only. The Lewis’ drum holds 50 shots of .308 caliber ammunition. Min. ST: 6 W: 30 lbs. Dmg: +10 Rng: 30 (90) AP S: N/A T: N/A B: 6

M60 Value: 3500 A belt-fed machine gun that is usually mounted on a tripod, although one can carry it around, too. The M60 was prized by militaries for its high rate of fire. It can also be attached to vehicles. Fires 10 shot bursts only. The ammo belt holds 50 shots of 7.62mm ammunition. Min. ST: 7 W: 26 lbs. Dmg: +18 Rng: 35 (120) AP S: N/A T: N/A B: 6

Bren Gun Value: 3500 This British adaptation of a Czech design served the Queen’s forces through much of World War II and beyond. It uses an unusual top-fed firing mechanism, and is terribly inaccurate if not fired from a tripod. The Bren Gun fires 15 shot bursts only. The clip holds 45 rounds of .308 ammo. Min. ST: 6 W: 28 lbs. Dmg: +12 Rng: 12 (50) AP S: N/A T: N/A B: 6

MG3 Value: 3600 Originally developed for use in machinegun nests in World War II, where it was employed by both Axis and Allied forces, the MG3 is the world’s most popular infantry machinegun. Later models were made more portable, but the MG3 is nearly uncontrollable if not used on a tripod. The MG3 fires 10 shot bursts only. The ammo belt holds 50 shots of 7.62mm ammunition. Min. ST: 7 W: 30 lbs. Dmg: +15 Rng: 10 (110) AP S: N/A T: N/A B: 6

CZ-53 Minigun Value: 3800 The Rockwell CZ-53 Personal Minigun is a multi-barreled chaingun firing 5mm ammunition at over 60,000 rounds per minute. Ouch. Fires a 20 shot burst only. The magazine holds 120 shots of 5mm ammunition. Min. ST: 7 W: 31 lbs. Dmg: +5 Rng: 35 AP S: N/A T: N/A B: 6

M249 SAW Value: 4000 The Belgian-made M249 Squad Automatic Weapon saw wide use before and during the War. The M249 is best used on a tripod in a situation where the gunner can strafe bullets over a wide range. Fires a 20 shot burst only. The ammo belt holds 50 shots of 5.56mm ammunition. Min. ST: 7 W: 35 lbs. Dmg: +15 Rng: 5 (80) AP S: N/A T: N/A B: 7

Light Support Weapon Value: 4750 This squad-level support weapon has a bullpup design, making it difficult to use while lying down. Because of this it was remanded to National Guard units. However, it earned a reputation as a reliable weapon that packs a lot of punch for its size. The LSW gains some accuracy when attached to a tripod. The light support weapon fires 10 shot bursts only, and its ammo belt holds 30 shots of .223 ammunition. Min. ST: 6 W: 22 lbs. Dmg: +20 Rng: 40 (130) AP S: N/A T: N/A B: 6

PK Infantry Support Gun Value: 5000 The PK Infantry Support Gun is a high powered machine gun designed to fire over the heads of entrenched infantry during assaults. The PK ISG comes with a tripod attached, making it unsuitable for up close attacks. The PK ISG fires 10 shots only per burst. The ammo belt holds 50 shots of 7.62mm ammunition. Min. ST: 7 W: 35 lbs. Dmg: +18 Rng: N/A (100) AP S: N/A T: N/A B: 7

Bozar Value: 5250 The Bozar is the ultimate refinement of the sniper’s art. Although somewhat finicky and prone to jamming if not kept scrupulously clean, the big weapon’s accuracy more than makes up for its extra maintenance requirements. This gun looks like a large sniper rifle, and was originally designed for SEALs and Special Forces to take out small vehicles like tanks. Bozars fire 15 shot bursts only. The magazines holds 30 .223 bullets. Min. ST: 6 W: 22 lbs. Dmg: +25 Rng: 75 AP S: N/A T: N/A B: 6

Avenger Minigun Value: 5500 Rockwell designed the Avenger as the replacement for their aging CZ-53 Personal Minigun. The Avenger’s design improvements include improved gel-fin cooling and chromium-plated barrel-bores. This gives it a greater range and lethality. The Avenger fires a 40 shot burst only. The magazine holds 120 shots of 5mm ammunition. Min. ST: 7 W: 31 lbs. Dmg: +10 Rng: 40 AP S: N/A T: N/A B: 6

M2HB Value: 7500 The M2HB is perhaps the most powerful infantry weapon available. It uses the unique .50 BMG ammunition; bullets designed to pierce the armor of tanks and to down helicopters. It can only be fired from a tripod because of its extreme kickback. The M2HB is not designed to be a mobile weapon; instead, it is often found in a semi-permanent machinegun nest or attached to a vehicle. The M2HB fires a 25 shot burst only. The ammo belt holds 100 shots of .50 BMG ammunition. Min. ST: 6 W: 60 lbs. Dmg: +20 Rng: N/A (140) AP S: N/A T: N/A B: 7

Vindicator Minigun Value: 15250 The German Rheinmetal AG Company created the Vindicator, the ultimate minigun. The Vindicator throws 90,000 caseless shells per minute down its 6 carbon-polymer barrels. As the pinnacle of Teutonic engineering, it is the ultimate hand-held weapon. 25 shot burst only. The Vindicator’s magazine holds 100 4.7mm caseless bullets. Min. ST: 7 W: 30 lbs. Dmg: +14 Rng: 30 AP S: N/A T: N/A B: 6

MEC Gauss Minigun Value: 20000 Developed in secret by the Chinese Army in the last days of the War, the MEC Gauss Minigun is an experimental weapon of great destruction. Only the strongest soldiers could wield and control this mighty weapon, and it usually did so much damage that the Chinese questioned the ethics involved in issuing such a device to battlefield troops. The MEC’s shots have the telltale spiral of ionized gas that is the trademark of other railguns. The MEC fires a 20 round burst only. The magazine holds 120 shots of 2mm EC ammunition. Min. ST: 10 W: 50 lbs. Dmg: + 35 Rng: 7 AP S: N/A T: N/A B: 9

Grenade Launchers and MortarsEdit

Grenade launchers sling small explosive rounds at a target. Often, they look a good deal like rifles, or even machineguns. Mortars fire explosive ordinance over much longer ranges. They are usually just tubes with a firing mechanism attached. Mortars aren’t suitable for close-range combat, as they explode over a wide area, and are primarily used for long-range (.5 KM or more) combat between squads and light vehicles. There are several types of grenades and mortar ordinance available to shoot; for more details, see the Ammunition section. Note that grenades and mortars cannot be targeted. Ranges for mortars are given in KM, and damage is discussed under the different kinds of Ammunition for these devices in that section. Grenade launchers and personal mortars take two hands to use.

M203 Value: 2000 The M203 is a basic grenade launcher, essentially a modified M16A1 rifle fitted with a device to sling grenades a short distance. Single shot only. The M203 holds 1 40mm grenade. Min. ST: 5 W: 16 lbs. Dmg: Varies Rng: 20 AP S: 5 T: N/A B: N/A

BG-1 Grenade Launcher Value: 2100 Although slightly smaller than the M203, the BG-1 looks more like a large shotgun than a grenade launcher. Single shot only. The MK-19 holds 2 40mm grenades. Min. ST: 5 W: 10 lbs. Dmg: Varies Rng: 15 (25) AP S: 5 T: N/A B: N/A M79 Grenade Rifle Value: 3000 The M79 is an improved version of the MK-1, with better range and lighter weight. It can be fired with one hand, if necessary. Single shot only. The M79 holds 1 40mm grenade. Min. ST: 5 W: 8 lbs. Dmg: Varies Rng: 20 AP S: 5 T: N/A B: N/A

MK-19 Personal Artillery Device Value: 7000 The MK-19 is a tripod-mounted grenade launcher designed to throw explosives accurately over long distances. A small computer helps compensate for wind, terrain, and other factors. Single shot only. The MK-19 holds 1 40mm grenade. Min. ST: 5 W: 25 lbs. Dmg: Varies Rng: (140) AP S: 6 T: N/A B: N/A AGS-17 Grenade Launcher Value: 10500 The AGS-17 is an improved version of the MK-19, with a better computer for increased accuracy. The AGS-17 model was in wide distribution before and during the war. Again, a tripod-mounted device. Single shot only. The AGS-17 holds 5 40mm grenades. Min. ST: 5 W: 30 lbs. Dmg: Varies Rng: (170) AP S: 6 T: N/A B: N/A

M2 60mm Portable Mortar Value: 14000 The M2 was widely used by UN forces in the Gulf War, and is one of the most common portable artillery devices. Although it has nowhere near the range of a tank or howitzer, its primary use was to bombard infantry with artillery, demoralizing them. It can also fire different kinds of chemical warefare, but we know the US would never do that. The M2 holds one 60mm mortar, and must be set up on a tripod, on the ground (not on the back of a vehicle). Min. ST: 5 W: 40 lbs. Dmg: Varies Rng: .7 KM AP S: 5 T: N/A B: N/A PS-22 51mm Mortar Value: 15000 An older model mortar, the PS-22 was used heavily in operations in Vietnam and Colombia (the “drug wars”). The PS-22 uses the unusual 51mm shells, and ammunition can be difficult to find. Its range and accuracy is slightly less than the M2. Min. ST: 5 W: 45 lbs. Dmg: Varies Rng: .5 KM AP S: 5 T: N/A B: N/A

Anti-Tank WeaponsEdit

These are rocket launchers designed to destroy tanks, jeeps, cars, trucks, and other land-based vehicles. Using these on critters and other people can be fun, for the truly sadistic. Rocket launchers all require two hands.

LAW-80 Rocket Launcher Value: 1900 LAW stands for Light Antivehicle Weapon. Although the LAW rocket is relatively weak and can only be fired once, it packs quite a bit of a punch. Single shot only. The LAW-80 cannot be reloaded and comes with one LAW-80 rocket. Min. ST: 6 W: 14 lbs. Dmg: 6d8+30 Rng: 60 AP S: 6 T: N/A B: N/A

Rockwell L-72 Rocket Launcher Value: 2300 A basic rocket launcher, and one of the few shoulder-fired models that can be reloaded. The L-72 holds one Rocket. Min. ST: 6 W: 15 lbs. Dmg: Varies Rng: 50 AP S: 6 T: N/A B: N/A

TOW-II Missile Defense System Value: 15000 The TOW-II MDS is simply the most powerful anti-tank device available. It can only be fired from a tripod and will generally destroy any small vehicle it hits. The rockets the TOW-II fires are covered with a small amount of uranium, designed to melt through armor to reach the vulnerable parts underneath. Because of its pre-programmed firing computer, the TOW-II cannot target anything other than vehicles. Not that you would want to. Of course, someone out there could probably re-program it. Single shot only. The TOW-II holds 1 TOW-II rocket. Min. ST: 6 W: 65 lbs. Dmg: 10d10+200 Rng: 150 AP S: 8 T: N/A B: N/A Flamethrowers

Flamethrowers are fairly self-explanatory; they fire a high-temperature substance called fire at targets to damage said target. Flamethrowers can also be re-fitted with different kinds of ammunition tanks, so they can shoot things other than fire. Very, very nasty things. It goes without saying that flamethrowers are two-handed weapons.

M9E1-7 Flamethrower Value: 2000 Your basic flamethrower. A nozzle with a gun-like trigger is attached to a hose which is in turn attached to a special backpack containing fuel. Useful for taking out large groups of people. Flamethrower fuel is not always the only thing a flamethrower can spew. For rules about damage from flamethrowers and fire, see the Non-Conventional Weapons section under Combat Step Two: Damage. Single shot only. The flamer’s backpack holds a tank of ammunition, and the number of “shots” varies from tank to tank. Min. ST: 6 W: 28 lbs. Dmg: Varies Rng: 20 AP S: 6 T: N/A B: N/A

Flambe 450 Flamethrower Designed as a squad support weapon, the Flambe 450 was employed during the war to take out nests of machineguns and to torch civilian villages as a form of terrorism. Its light weight and increased range make it a formidable weapon. Min. ST: 6 W: 20 lbs. Dmg: Varies Rng: 23 AP S: 6 T: N/A B: N/A

Energy Weapons Skill WeaponsEdit

Energy weapons were developed in the early 21st century, and almost every major government employed them in their armed forces at the time of the war. Pistols do not require two hands to use, all other energy weapons do. There are two main kinds of energy weapons: laser and plasma. Lasers are highly concentrated beams of light that melt through pretty much anything. Plasma is superheated, ionized gas that melts through pretty much anything. There are other kinds of energy weapons as well. Note that damage from energy weapons is weapon-dependant, not ammo-dependant. Energy pistols are one-handed weapons, but energy rifles and big energy weapons require two hands.

PistolsEdit

The simplest energy weapons, and usually the weakest, are pistols. They are however, good for concealing and scaring people who have not dealt with energy weapons before.

Wattz 1000 Laser Pistol Value: 1200 The civilian model of the W-1600 pistol, The W-1000 is slightly weaker and has a shorter range. There are still a few of these lying around the wastes, although they tend to be in pretty bad shape. The W-1000 holds 10 charges, and uses Small Energy Cells to recharge. Min. ST: 3 W: 6 lbs. Dmg: 1d8+10 Rng: 25 AP S: 5 T: 6 B: N/A

AEP7 Laser Pistol Value: 1400 The Laser Pistol is perhaps the simplest of the energy weapons. It fires concentrated light at a target, exciting the molecules at the point of impact and causing considerable damage. Favored by assassins and gangsters because of its relatively inexpensive price and small size. Single shot only. The Laser Pistol holds 12 charges, and uses the Small Energy Cell to recharge. Min. ST: 3 W: 7 lbs. Dmg: 1d12+10 Rng: 35 AP S: 5 T: 6 B: N/A

Solar Scorcher Value: 2000 The Solar Scorcher is not named because it can actually damage the sun, but instead of ammo it uses the sun’s rays to recharge. Unfortunately, this makes its use in caves, buildings, and at night somewhat limited. It recharges in about 30 seconds, but must be in direct sunlight to do so. Single shot only. The Solar Scorcher holds 6 charges, and uses direct sunlight to recharge. Min. ST: 4 W: 10 lbs. Dmg: 4d10+20 Rng: 20 AP S: 4 T: 5 B: N/A

Spasm Gun Value: 2200 An adaptation of a stun gun, a small personal defense tool, the spasm gun is an energy weapon that fires an electric burst at a target, overwhelming the target’s nervous system and rendering them immobile as well as causing massive internal damage. And target hit with the spasm gun will be unconscious for 1d10 rounds he, she, or it twitches helplessly on the ground. The chamber holds 20 charges of small energy cell. Note that the spasm gun cannot be targeted. Min. ST: 3 W: 5 lbs. Dmg: 2d20+12 Rng: 15 AP S: 4 T: N/A B: N/A

Glock 86 Plasma Pistol Value: 2750 Designed by the Gaston Glock Laboratories, this small gun shoots a small bolt of superheated plasma. Single shot only. The Plasma Pistol holds 16 charges, and uses the Small Energy Cell to recharge. Min. ST: 4 W: 8 lbs. Dmg: 1d20+10 Rng: 20 AP S: 5 T: 6 B: N/A

Alien Blaster Value: 10000 No one is sure where this weapon comes from, and there have been several unconfirmed reports from nomads that they fell from the skies inside of large metal disks; disks that also contained the bodies of something not human. Single shot only. The Alien Blaster holds 10 charges, and uses the Small Energy Cell to recharge. Min. ST: 3 W: 29 lbs. Dmg: 5d10+30 Rng: 10 AP S: 4 T: 5 B: N/A

YK32 Pulse Pistol Value: 12500 A weapon that fires high energy pulses of light and sound at an opponent, causing them to begin to disintegrate at the molecular level. Fun and educational for the kiddies. It looks a little like a Buck Rogers gun. Single shot only. The Pulse Pistol holds 10 charges, and uses the Small Energy Cell to recharge. Min. ST: 3 W: 5 lbs. Dmg: 1d12+32 Rng: 15 AP S: 4 T: 5 B: N/A

RiflesEdit

The weapons of the elite military at the time of the war, these rifles are the backbone of the energy arsenal.

H&K 31415 Laser Carbine Value: 3500 A laser rifle with a shorter barrel and limited range, this weapon is about halfway between a laser pistol and laser rifle. Not widely distributed, these weapons are fairly rare. Single shot only. The Laser Carbine holds 20 charges and uses Micro Fusion Cells to recharge. Min. ST: 6 W: 13 lbs. Dmg: 2d12+18 Rng: 20 AP S: 5 T: 6 B: N/A

Winchester Model P94 Plasma Rifle Value: 4000 An industrial-grade energy weapon that fires superheated bolts of plasma down a superconducting barrel. Single shot only. The Plasma Rifle holds 10 charges and uses Micro Fusion Cells to recharge. Min. ST: 6 W: 17 lbs. Dmg: 2d20+25 Rng: 25 AP S: 5 T: 6 B: N/A

Wattz 2000 Laser Rifle Value: 4500 An early model Laser Rifle, the L-2500 was never put into mass production because it was soon replaced by better weapons. The W-2500 holds 15 charges and uses Micro Fusion Cells to recharge. Min. ST: 4 W: 9 lbs. Dmg: 2d8+15 Rng: 25 AP S: 5 T: 6 B: N/A

AER9 Laser Rifle Value: 5000 The Laser Rifle is a refinement of the pistol, with a longer barrel for increased accuracy as well as the space for a larger, hotter energy beam. Single shot only. The Laser Rifle holds 20 charges, and uses the Micro Fusion Cell to recharge. Min. ST: 4 W: 7 lbs. Dmg: 2d12+23 Rng: 35 AP S: 5 T: 6 B: N/A

Turbo Plasma Rifle Value: 10000 An upgraded version of the Model P94 Plasma Rifle, this model features an advanced cooling system for increased range and accuracy. The Turbo Plasma Rifle holds 10 charges and uses Micro Fusion Cells to recharge. Min. ST: 6 W: 17 lns. Dmg: 2d20+30 Rng: 35 AP S: 5 T: 6 B: N/A

YK42b Pulse Rifle Value: 17500 This is a version of the Pulse Pistol, in rifle form, meaning longer range and more damage. What more could you ask for from a weapon? Single shot only. The Pulse Rifle holds 15 charges, and uses the Micro Fusion Cell to recharge. Min. ST: 3 W: 14 lbs. Dmg: 2d12+54 Rng: 30 AP S: 5 T: 6 B: N/A

Big Energy WeaponsEdit

These weapons were mostly in the developmental stage at the beginning of the war, and are very rare. These are, without a doubt, the most valuable weapons in the wastes.

Gatling Laser Value: 7500 The H&K L30 Gatling Laser is the only energy weapon capable of firing in burst mode. Designed specifically for military use, these were in the prototype stage at the beginning of the war. Multiple barrels allow longer firing before overheating. The Gatling Laser only fires a 10-shot burst. The Gatling Laser holds 30 charges, and uses Micro Fusion Cells to recharge. Min. ST: 6 W: 29 lbs. Dmg: 1d20+20 Rng: 40 AP S: N/A T: N/A B: 6

Throwing Skill WeaponsEdit

These are weapons that the user chucks with good old-fashioned muscle power. AP numbers reflect necessary action points when throwing the weapon. Note that grenades and other thrown explosives cannot be targeted.

Rock Value: N/A Your basic, run of the mill rock. There are only several trillion of them lying around the wastes. See also Melee Weapons. Min. ST: 1 W: 1 lb. Dmg: 1d4 + MD Rng: 10 AP S: 4 T: 5 B: N/A

Powder Bag Value: 3 A tribal invention, a powder bag is a small sack willed with a fungal powder that causes a severe allergic reaction in a human target. Any human target successfully hit with a powder bag must roll against Endurance or else be overcome by blindness for 1d10 rounds. Min. ST: 1 W: 1 lb. Dmg: None Rng: 10 S: 4 T: N/A B: N/A

Sharpened Pole Value: 5 A basic piece of wood with a sharpened end. See also Melee Weapons. Min. ST: 3 W: 3 lbs. Dmg: (1d4+1) + MD Rng: 10 AP S: 4 T: 5 B: N/A

Dart Value: 10 A simple weapon constructed from anything from wood to plastic to metal, a dart is a tiny object thrown into the flesh of a target. They aren’t known for causing excessive amounts of damage, but when coated with the right substance, darts make a great poisoner’s weapon. Min. ST: 1 W: 1 lbs. Dmg: 1d2 Rng: 8 AP S: 3 T: 4 B: N/A

Bola Value: 10 Originally designed by native peoples in Europe and the Americas, and adopted as recently as 100 years ago by ranchers in Argentina, a bola is a rope with two or three rocks tied to the ends. One uses a bola by swinging it over their head and tossing it at the target; if successful, the bola will wrap around the target, knocking it off its feet and rendering it immobile. Bolas do not actually do damage, but are a favorite weapon of slavers who do not wish their goods harmed. Anything hit with a bola is automatically knocked down and immobile until freed; a successful roll against Strength allows the target to break out. Min ST: 4 W: 5 lbs. Dmg: N/A Rng: 30 S: 4 T: N/A B: N/A

Boomerang Value: 15 Although boomerangs are commonly associated with Australian aborigines, similar devices have been found among indigenous peoples the world over. Contrary to popular belief, hunting boomerangs (the kind that hurt) do not return to the user. They are a cleverly designed wooden airfoil with a handle on one end, and can cause a surprising amount of damage for their relative size. Min ST: 5 W: 1 lb. Dmg: 2d10 + MD Rng: 20 AP S: 4 T: 5 B: N/A

Throwing Stars Value: 30 These small, sharp pieces of metal are used primarily by Yakuza as assassination tools. Some tribals use similar devices to hunt small game – and for self defense. An enterprising individual could coat them with poison to make them more painful. Min. ST: 1 W: 1 lb. Dmg: 1d6 Rng: 15 AP S: 3 T: 4 B: N/A

Knife Value: 40 A basic knife for cutting things, critters, or people. See also Melee Weapons. Min. ST: 2 W: 1 lb. Dmg 1d10 + MD Rng: 5 AP S: 4 T: 5 B: N/A



Chakram Value: 45 The chakram is a ring of metal filed to a razor-sharp edge. An inexpensive, light, and nasty weapon based on innovations from practical experience and Hong Kong action movies. Min. ST: 1 W: 1 lb. Dmg: 1d20 Rng: 10 AP S: 4 T: 5 B: N/A

Molotov Cocktail Value: 50 The simplest grenade, a molotov cocktail is a bottle full of gasoline, oil, or some other flammable substance, with an oil-soaked rag as a fuse. Any target hit with a molotov cocktail is subject to fire damage. You have to light one with a fire source before you toss it. Min. ST: 3 W: 1 lb. Dmg: 1d12+8 Rng: 12 AP S: 5 T: N/A B: N/A

Spear Value: 80 Your basic polearm. A wooden pole with a sharpened piece of metal on the end. See also Melee Weapons. Min. ST: 4 W: 4 lbs. Dmg: (1d12+3) + MD Rng: 5 AP S: 5 T: 6 B: N/A

Throwing Knife Value: 100 A knife specifically designed for throwing. It has a hole cut out of the middle of it to make it hurt more when removed from flesh. Min. ST: 2 W: 1 lb. Dmg: 1d6+MD Rng: ST*2 AP S: 4 T: 5 B: N/A

Smoke Grenade Value: 140 The smoke grenade doesn’t actually explode, but a chemical reaction causes a cloud of smoke to be released in a radius of 5 hexes from the grenade’s “detonation” point. The smoke causes blindness for 1d10 rounds to any biological critter within it. Min. ST: 4 W: 1 lb. Dmg: None Rng: STR*2 AP S: 4 T: N/A B: N/A

Fragmentation Grenade Value: 150 A small explosive device that one throws and then explodes at the base of a target. Frag grenades are designed to shatter upon impact, peppering anything nearby with small fragments of metal. Anything in a hex adjacent to the grenade’s point of explosion is subject to 1d6 points of frag damage. Anything within two hexes of the explosion suffers 1d6 points of concussion damage. Min. ST: 3 W: 1 lb. Dmg: 1d12+22 Rng: 15 AP S: 5 T: N/A B: N/A

Combat Knife Value: 165 A military-issued knife designed for melee combat. The serrated edges tend to tear instead of cut, and are a lot more painful than a normal knife. See also Melee Weapons. Min. ST: 2 W: 2 lbs. Dmg: (1d12+3) + MD Rng: 7 AP S: 4 T: 5 B: N/A

Phantasm (Fantasy) Ball Value: 200 At first glance, this appears to be a solid metal sphere about the size of a baseball. When enough centrifugal force is applied – say, from throwing it or rolling it on the ground – metal spikes pop out of the ball, turning it into a sharp, deadly object. Its damage is relatively low, so phantasm balls are best used in conjunction with poison, as an assassin’s tool, or as a caltrop to cause damage to a car tire. Min. ST: 3 W: 3 lbs. Dmg: (1d12+5) + MD Rng: STR*2 AP S: 4 T: 5 B: N/A

Plasma Grenade Value: 300 The plasma grenade explodes and propels a large amount of superheated plasma into the surrounding area. Anything in a hex adjacent to the grenade’s point of explosion is subject to 1/3 of the damage from the plasma. Anything within two hexes of the explosion is subject to 1d6 of concussion damage. Min. ST: 4 W: 1 lb. Dmg: 5d10+40 Rng: 15 AP S: 5 T: N/A B: N/A

Gas Grenade Value: 300 This grenade doesn’t actually explode, but releases a cloud of gas in a radius of 6 hexes from the point of “detonation.” Min. ST: 4 W: 1 lb. Dmg: Varies Rng: 15 AP S: 5 T: N/T B: N/A


Acid Grenade Value: 300 A nasty weapon, acid grenades were designed to demoralize soldiers by permanently disfiguring them. When they explode, acid grenades release a spray of acid that coats everything in a 2 hex radius. In addition, everything within two hexes of the explosion is subject to 1d6 points of concussion damage. Min. ST: 4 W: 1 lb. Dmg: Varies Rng: 15 AP S: 5 T: N/A B: N/A

Flash Grenade Value: 300 The flash grenade, known as the “flashbang” among counter-terrorist units, doesn’t explode like a normal grenade but instead emits a bright flash of light. Anyone facing a flash grenade who doesn’t know to look away will suffer blindness for 1d10 rounds after it explodes. Anything within two hexes is also subject to 1d6 of concussion damage. Min. ST: 4 W: 1 Dmg: Special Rng: 15 AP S: 5 T: N/A B: N/A

Tangle Grenade Value: 300 Another diabolical toy, the tangle grenade doesn’t explode, but instead sprays a quick-drying liquid polymer than entangles any critter, character, or NPC in a three-hex radius of the explosion. A successful roll against Strength is required to break free of this chemical compound. Anything within two hexes also suffers 1d6 of concussion damage. Min. ST: 4 W: 1 lbs. Dmg: None Rng: 15 AP S: 5 T: N/A B: N/A

Incendiary Grenade Value: 300 Essentially an improved Molotov cocktail, the incendiary grenade combines the explosive effects of a frag grenade with burning phosphorus. Ouch. Anything in a hex adjacent to the point of explosion is subject to 1d6 points of frag damage, and anything within 2 hexes suffers 1d6 points of concussion damage. Anything within 3 hexes of the explosion is covered with burning phosphorus and begins taking fire damage. Note that fire grenades do not need to be lit, unlike a Molotov Cocktail. Min. ST: 4 W: 1 lbs. Dmg: 1d12+22 (+ fire) Rng: 15 AP S: 5 T: N/A B: N/A

Pulse Grenade Value: 300 This grenade does not explode, but rather emits a neutron burst that heavily damages electronic equipment. Useful against tanks, cyborgs, robots, and rooms full of computers. Does not affect biological critters. Min. ST: 4 W: 1 lb. Dmg: 5d10+100 Rng: 15 AP S: 5 T: N/A B: N/A

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