Simple: Ammunition and Fuel
Talk6this wiki
Ammunition is used in a variety of firearms, melee weapons, and even a few unarmed weapons (like the Power Fist). They run the gamut from the humble rivet to the mighty Micro-Fusion Cell (MFC).
Contents |
Ammo Variants
Edit
Some types of ammunition can support variants. Variants modify the base properties of the ammo. Ammo variants often cost more money than standard ammo.
- Hollow Point: +50% Damage, x3 Damage Threshhold on targets
- Armor Piercing: -25% Damage, +50% (of total damage) DT Pircing
- High Pressure: +25% Damage, +5% Critical Failure Chance
- Rat-shot: Non-leathal Damage, +50% Damage Threshold on target, -5 range
- Rocksalt: Non-leathal Damage, +50% Damage Threshold on target
- Slug: -25% Damage, +10 Range
- Flachette: -25% Damage, -5 DT on Target, -2 Range
- Dragon's Breath: Fire Damage, Maximum 3 Range
Reloading
Edit
Characters in Fallout can't fire bullets forever. When they run out, it's time to reload. The cost for reloading varies by the type of the reloading being done. Clearing means to release/remove the item. The magazines/shells/etc. drop to the ground after being cleared unless the character wants to catch it in his or her other hand (assuming it is not holding something else) as a free action. Loading means that the character places an item full of ammo into the receiver. It takes the same amount of time to pack two individual rounds into a gun that uses no clip (such as a pump shotgun or revolver) as it does to load a clip. Clearing or Loading can be done before or after a movement in a turn, but if they want to both Clear and Load in the same turn, the player must stay in place. The same goes for loading twice, or should they need to, clearing twice. (how ever they are still allowd their 1 Hex movement in all cases)
- Clear OR Load, then move once
- Move, then Clear OR Load
- Clear & Load, no movement
- Load twice or Clear twice, no movement
Ammo Types
Edit
Traditional
Edit
This ammo is the traditional powder and primer powered projectile.
Handgun Rounds
Edit
While not exclusive to just pistols, these rounds are short, fat, and the same diameter the whole length up.
.22 LR
Edit
- Damage: 1d6, -1 DT, x4 Crit Damage, x2 Crit Chance
- ½ Cap Ea
- 50 Box, 23 Caps
- Hollow Point, 1 Cap (1d6+2 Damage, x3 DT, x4 Crit Damage, x2 Crit Chance)
- Ratshot, 1 Cap (Non Leathal, -5 Range, x4 Crit Damage, x2 Crit Chance)
9mm
Edit
- Damage: 1d6+2, -2 DT
- 1 Cap
- 25 Box Standard, 23 Caps
- Hollow Point, 2 Caps (1d6+3 Damage, x3 DT)
- Armor Pircing, 3 Caps (1d6+1, -7 DT)
- High Pressure, 3 Caps (1d6+3, +5% Crit-Failure)
.38 Special
Edit
- Damage: 1d6+4
- 1 Cap
- 25 Box, 23 Caps
- Hollow Point, 2 Caps (1d6+6 Damage, x3 DT)
10mm
Edit
- Damage: 1d6+4
- 2 Caps EA
- 20 Box, 36 Caps
- Hollow Point, 4 Caps (1d6+6 Damage, x3 DT)
- High Pressure, 6 Caps (1d6+5, +5% Crit-Failure)
.357 Magnum
Edit
- Damage: 1d6+6
- 2.5 Caps EA
- 25 Box, 57 Caps
- Hollow Point, 5 Caps (1d6+9 Damage, x3 DT)
- High Pressure, 7 Caps (1d6+8, +5% Crit-Failure)
.45 Auto
Edit
- Damage: 1d6+6
- 3.5 Caps EA
- 25 Box, 66 Caps
- Varriants: HP (1d6+9 Damage, x3 DT)
- Armor Pircing, 10 Caps (1d6+5, -5 DT)
- High Pressure, 10 Caps (1d6+8, +5% Crit Failure)
.44 Magnum
Edit
- Damage: 1d6 +10
- 5 Caps Ea
- 25 Box, 113 Caps
- Hollow Point, 10 Caps (1d6+15 Damage, x3 DT)
- High Pressure, 15 Caps (1d6+13, +5% Crit-Failure)
12.7 (.50cal Beowulf)
Edit
- Damage: 1d6 +10
- 6 Caps Ea
- 12 Box, 54 Caps
- Hollow Point, 12 Caps (1d6+15 Damage, x3 DT)
- High Pressure, 18 Caps (1d6+13 Damage, +5% Crit-Failure)
.45-70 Government
Edit
- Damage: 1d6 +14
- 7 Cap Ea
- 12 Box, 87 caps
- Hollow Point, 16 Caps (1d6+21 Damage, x3 DT)
- High Pressure, 24 Caps (1d6+17 Damage, +5% Crit-Failure)
Rifle Rounds
Edit
While not exclusive to just rifles, these rounds are defined by their long thin shape and taper at the end.
.30 Cal
Edit
- Damage: 1d8+2
- 1 Cap Ea
- 12 Box, 11 Caps
- Hollow Point, 2 Caps (1d8+3 Damage, x3 DT)
- Armor Piercing, 3 Caps (1d8+2, -4 DT)
5mm
Edit
- Damage: 1d8+2, -5 DT
- 1.5 Caps EA
- 50 Box, 68 Caps
- Hollow Point, 5 Caps (1d8+3 Damage, x2 DT)
- Armor Piercing, 7 Caps (1d8+2, -10 DT)
.223 Remington
Edit
- Damage: 1d8+4, -2 DT
- 2 Caps EA
- 12 Box, 22 Caps
- Hollow Point, 6 Caps (1d8+3 Damage, x3 DT)
- Armor Piercing (1d8+3, -3 DT)
5.56mm
Edit
- Damage: 1d8+6, -2 DT
- 2.5 Caps EA
- 20 Box, 45 Caps
- Hollow Point, 5 Caps (1d8+9 Damage, x3 DT)
- Armor Piercing, 7 Caps (1d8+5, -4 DT)
.308 cal
Edit
- Damage: 1d8+8
- 5 Caps Ea
- 10 Box, 45 Caps
- Hollow Point 10 Caps (1d8+14 Damage, x3 DT)
- Armor Piercing (1d8+6, -6 DT)
.50 cal
Edit
- Damage: 1d8+14
- 15 Caps Ea
- 5 Box, 68 Caps
- Armor Piercing (1d8+15, -15 DT)
Shot Gun Rounds
Edit
Shells used by shotguns, typicaly firing 00 Buck
.410ga
Edit
- Damage: 1d10 + 4
- Modifiers: +50% DT
- Special: Can fit in .45 Revolvers and .45 Break-neck rifles
- 2.5 Caps Ea
- 25 Box, 57 Caps
20ga
Edit
- Damage: 1d10 +8
- Modifiers: +50% DT
- 3 Caps EA
- 25 Box, 68 Caps
- Ammo: HP Slug, BS, Flare, Defense
12ga
Edit
- Damage: 1d10+12
- Modifiers: +50% DT
- 5 Caps Ea
- 25 Box, 113 Caps
- Ammo: Slug, DB, BS, Bean Bag, Defense
10ga
Edit
- Damage: 1d10+16
- Modifiers: +50% DT
- 8 Caps Ea
- 5 Box, 36 Caps
- Ammo: Slug, Explosive, Spike, Defense
Alternate
Edit
Primer and powder rounds that deliver a non-traditional bullet
Rivet
Edit
- Damage: 1d8+5
- Modifiers: -10 DT
- 3 Caps
- 20 Box, 54 Caps
.22 injector
Edit
- Damage: 1d4 +1
- Modifiers: Must deal at least 1 damage to inject contents, x2 DT, x4 Crit Damage, +1 Crit Range
- Special: Can fill with Poison (or Chems or Stims)
- 5 Caps
- 5 Pack, 23 Caps
Energy Ammo
Edit
The cells required to power energy based weapons
MFC
Edit
- Damage: 1d10+3
- Modifiers: -4 DT
- Special:
- Fully Charged Cell (24 Charges), 150 Caps
- 4 Pack, 540 Caps
SEC
Edit
- Damage: 1d8+2
- Modifiers: -3 DT
- Special:
- Fully Charged Cell (24 Charges), 100 Caps
- 4 Pack, 370 Caps
ECP
Edit
- Damage: 1d6+1
- Modifiers: -2 DT
- Special:
- Fully Charged Cell (24 Charges), 75 Caps
- 4 Pack, 270 Caps
2mm EC
Edit
- Damage: 1d12+4
- Modifiers: -10 DT
- Special:
- 11 Caps
- 20 Box, 198 Caps
Explosive
Edit
These are the rounds used by launcers or rifle mods to launch a devistating explosive across the battlefield
25mm grenade
Edit
- Damage: 1d4+1 x 5
- Splash Radius: 1 Hex, 50% 2 Hex
- 20 Caps EA
- 5 Pack, 90 Caps
40mm grenade
Edit
- Damage: 1d6+3 x 5
- Splash Radius: 2 Hex, 50% 4 Hex
- 35 Caps EA
- 5 pack, 158 Caps
Rocket
Edit
- Damage: 1d4+2 x 5
- Splash Radius: 2 Hex, 50% 4 Hex
- 45 Caps EA
- 4 Box, 162 Caps
Missile
Edit
- Damage: 1d10+5 x 5
- Splash Radius: 3 Hex, 50% 6 Hex
- 75 Caps
- Trio, 203 Caps
Other
Edit
Unique amunitions that do not fall under other catigories
Arrow
Edit
- Damage: 1d10 + 6
- Modifiers: -5 DT
- Special: 50% chance of retrieval
- 3 Caps EA
- 12 Bundle, 33 Caps
Crossbow Bolt
Edit
- Damage: 1d6 + 4
- Modifiers: -10 DT
- Special: 50% chance of retrieval
- 3 Caps
- 10 Bundle, 27 Caps
Napalm
Edit
- Damage: 1d10 +2, Heat (Fire)
- Modifiers: Heat Damage
- Special: Take full damage the first round, and half damage the second round
- 30 Caps a quart (4 uses per quart)
- 1 gal (4 quarts), 108 Caps
Flare
Edit
- Damage: 1d10 +2, Heat (Fire)
- Special: Take full damage the first round, and half damage the second round
- 5 Caps
- 4 Pack, 18 Caps
| J.E. Sawyer's Simple system | |||||||||
|---|---|---|---|---|---|---|---|---|---|
| Introduction | What is Fallout? | What is Fallout Earth? | What is the Core Region? | ||||||||
| Simple | Simple Overview | Character Creation | Primary Attributes | Secondary Attributes | Derived Attributes Traits | Skills | Perks | Karma and Reputations | Survival | Actions | Advancement | ||||||||
| Equipment | Survival Gear | Weapons | Ammunition and Fuel | Armor | Chems | Implants | Books | Tools | Vehicles | Workshops | ||||||||
| The Fallout World | North America | South America | Europe | Asia | Africa | Australia | Antarctica | ||||||||
| The Core Region | Geography | Sites | Organizations | Personalities | Critters | ||||||||