Fallout PnP
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Launchers cover a broad spectrum of weapons, from bows to flame throwers to mini-nukes.

Launcher Ammo[]

LP Canister[]

  • 20 Capacity
  • 10 Caps Empty, 30 Caps Full (Flamer Fuel), 150 (Cryo Fuel)

A small pressurized liquid propane canister, useful for transporting dangerous compounds. (namely flamer fuel or Cryo ammo)

Flamer Fuel[]

  • 1 Caps per Unit

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

Cryo Fuel[]

  • 7 Caps per Unit

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

Arrow[]

  • 5 Caps

Railroad Spike[]

  • 4 Caps

Harpoon[]

  • 10 Caps

Razor Foil[]

  • 1/2 Caps per razor foil
  • 1 cap for a tin can (1 can = 3 Razor Foil)
  • 25 Caps for the cutting tool

Saw-blade[]

  • 30 Caps

Missile[]

  • 100 Caps

Mini-Nuke[]

  • 400 Caps

25mm Grenades[]

25mm Frag[]

  • Damage: (2d4 x 5) + 5 P, Splash
  • 20 Caps

25mm Flare[]

  • Damage: 1d4 E, Burning, -2 DT
  • 4 Caps

25mm Hi-Ex[]

  • Damage: (2d4 x 5) + 15 P, Splash
  • 30 Caps

40mm Grenades[]

40mm Frag[]

  • Damage: (3d4 x 5) + 10 P, Splash
  • 40 Caps

40mm Incindiary[]

  • Damage: (3d4 x 5) P, 3d4 E, Burning, Splash
  • 45 Caps

40mm Hornet's Nest Insert[]

  • Damage: 5d4 P, PDT x 3, 2 Spread
  • Traits: Shotgun, Junkyard, Oddball
  • 10 Caps for the insert
  • 5 Caps for Ten .22 LR rounds

40mm Bouncing Betty[]

  • Damage: (2d4 x 5) + 5 P, Splash, Delay
  • Traits: Oddball
  • 10 Caps

40mm Hi-Ex[]

  • Damage: (3d4 x 5) + 20 P, Splash
  • 55 Caps

40mm Plasma[]

  • Damage: (2d4 x 5) + 5 P, (2d4 x 5) + 5 E, Splash
  • 60 Caps

Archery Weapons[]

Wooden Bow[]

  • Arrow: 2d8 P + Strength, BCD, Lethal 4
  • 75 Caps
  • 1 RoF, 8 Range
  • Tags: 2-H, Launcher, Archery, Retro, Primative, Oddball

Crossbow[]

  • Arrow: 2d6 P, -3 PDT, Lethal 4
  • 400 Caps
  • 1 RoF, 4 Range
  • Tags: 2-H, Rifle, Launcher, Archery, Retro, Oddball

Compound Bow[]

  • Arrow: 2d8 P + Strength, BCD, Lethal 8
  • 600 Caps
  • 1 RoF, 14 Range
  • Tags: 2-H, Launcher, Archery, Retro, Primative, Oddball

Heavy Crossbow[]

  • Arrow: 2d6 P, -3 PDT, Lethal 8
  • 1,200 Caps
  • 2 RoF, 6 Range, 4 Mag
  • Tags: 2-H, Rifle, Launcher, Leaver Action, Archery, Retro, Oddball

Harpoon Gun[]

  • Harpoon: 2d10, - 10 DT, Lethal 10
  • 2,750 Caps
  • 1 RoF, 6 Range, 1 Mag
  • Tags: 2-H, Heavy, Launcher, Junkyard, Retro, Archery, Oddball

Junkyard Launchers[]

Railway Rifle[]

  • Harpoon: 2d10, - 10 DT, Lethal 10
  • 1,500 Caps
  • 2 RoF, 5 Range, 8 Mag
  • Tags: 2-H, Rifle, Launcher, Junkyard, Oddball

Razor Foil Gun[]

  • Razor Foil: 2d4 P, PDT x 2, BCD x2, BCC x2
  • 250 Caps
  • 2 RoF, 10 Range, 3 Mag
  • Tags: 1-H, Pistol, Launcher, Semi-Auto, Revolver, Junkyard, Oddball

Man Opener[]

  • Sawblade: 2d10 P, PDT x 0.5
  • 3,000 Caps
  • 1 RoF, 5 Range, 4 Mag
  • Tags: 2-H, Heavy, Launcher, Break, Junkyard, Oddball

Thermal Launchers[]

Junk Flamer[]

  • Flamer Fuel: 1d4 E, Burning, -4 DT, 3 Spread, Warm-Up, Stunted Range
  • 600 Caps
  • 3 RoF, 4 Range, 2 C/P
  • Tags: 2-H, Heavy, Launcher, Energy, Automatic, Junkyard, Thermal, Complex-Magazine

Flamer[]

  • Flamer Fuel: 1d4 E, Burning, -4 DT, 3 Spread, Warm-Up, Stunted Range
  • 2,500 Caps
  • 4 RoF, 6 Range, 1 C/P
  • Tags: 2-H, Heavy, Launcher, Energy, Automatic, Thermal, Complex-Magazine

Cryolator[]

  • Cryo Fuel: 3d4 E, 3d4 Burning, -6 DT, Splash, Lobbed
  • 3,000 Caps
  • 3 RoF, 8 Range, 1 C/P
  • Tags: 2-H, Heavy, Launcher, Energy, Leaver, Thermal, Complex-Magazine

Incinerator[]

  • Flamer Fuel: 3d4 E, 3d4 Burning, -6 DT, Splash, Lobbed
  • 4,000 Caps
  • 1 RoF, 10 Range, 4 C/P
  • Tags: 2-H, Heavy, Launcher, Energy, Leaver, Thermal, Complex-Magazine

Explosive Launchers[]

Pocket Launcher[]

  • 25mm Grenade: (Damage Dependant on ammo), BCC, Lobbed
  • 250 Caps
  • 1 RoF, 4 Range, 1 Mag
  • Tags: 1-H, Pistol, Launcher, Break, Oddball, Int-Mag

China Rifle[]

  • 40mm Grenade: (Damage Dependant on ammo), Lobbed
  • 900 Caps
  • 1 RoF, 6 Range, 1 Mag
  • Tags: 2-H, Rifle, Launcher, Break, Int-Mag

Multi-Launcher[]

  • 25mm Grenade: (Damage Dependant on ammo), Lobbed
  • 1,700 Caps
  • 2 RoF, 8 Range, 6 Mag
  • Tags: 2-H, Rifle, Launcher, Revolver, Int-Mag

Pump Grenade Launcher[]

  • 40mm Grenade: (Damage Dependant on ammo), Lobbed
  • 3,500 Caps
  • 2 RoF, 10 Range, 4 Mag
  • Tags: 2-H, Rifle, Launcher, Pump, Int-Mag

Missile Launcher[]

  • Missile: (3d4 x 5) + 10 P, Splash
  • 3,750 Caps
  • 1 RoF, 10 Range, 1 Mag
  • Tags: 2-H, Heavy, Launcher, Explosive, Complex Reload

Grenade Machine Gun[]

  • 25mm Grenade: (Damage Dependant on ammo), Lobbed
  • 5,700 Caps
  • 4 RoF, 6 Range, 16 Mag
  • Tags: 2-H, Heavy, Launcher, Automatic, Belt-Fed

Fat Man[]

  • Mini-Nuke: (5d4 x 5) + 50 P, Splash, 5d4 Dirty, 1d4 E, Burning, Lobbed
  • 6,500 Caps
  • 1 RoF, 14 Range, 1 Mag
  • Tags: 2-H, Heavy, Launcher, Explosive, Oddball, Complex Reload
[]
Sean Wagemans Fallout PnP
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 Seattle Introduction
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