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Simple: Ammunition and Fuel

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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 VariantsEdit

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

ReloadingEdit

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 TypesEdit

TraditionalEdit

This ammo is the traditional powder and primer powered projectile.

Handgun RoundsEdit

While not exclusive to just pistols, these rounds are short, fat, and the same diameter the whole length up.

.22 LREdit
  • 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)
9mmEdit
  • 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)
10mmEdit
  • 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 MagnumEdit
  • 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 AutoEdit
  • 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 MagnumEdit
  • 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 GovernmentEdit
  • 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 RoundsEdit

While not exclusive to just rifles, these rounds are defined by their long thin shape and taper at the end.

.30 CalEdit
  • 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 RemingtonEdit
  • 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 calEdit
  • 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 RoundsEdit

Shells used by shotguns, typicaly firing 00 Buck

.410gaEdit
  • 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

AlternateEdit

Primer and powder rounds that deliver a non-traditional bullet

RivetEdit
  • Damage: 1d8+5
  • Modifiers: -10 DT
  • 3 Caps
  • 20 Box, 54 Caps
.22 injectorEdit
  • 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 AmmoEdit

The cells required to power energy based weapons

MFCEdit
  • Damage: 1d10+3
  • Modifiers: -4 DT
  • Special: 
  • Fully Charged Cell (24 Charges), 150 Caps
  • 4 Pack, 540 Caps
SECEdit
  • Damage: 1d8+2
  • Modifiers: -3 DT
  • Special:
  • Fully Charged Cell (24 Charges), 100 Caps
  • 4 Pack, 370 Caps
ECPEdit
  • Damage: 1d6+1
  • Modifiers: -2 DT
  • Special:
  • Fully Charged Cell (24 Charges), 75 Caps
  • 4 Pack, 270 Caps
2mm ECEdit
  • Damage: 1d12+4 
  • Modifiers: -10 DT
  • Special:
  • 11 Caps
  • 20 Box, 198 Caps

ExplosiveEdit

These are the rounds used by launcers or rifle mods to launch a devistating explosive across the battlefield

25mm grenadeEdit
  • Damage: 1d4+1 x 5
  • Splash Radius: 1 Hex, 50% 2 Hex
  • 20 Caps EA
  • 5 Pack, 90 Caps
40mm grenadeEdit
  • Damage: 1d6+3 x 5
  • Splash Radius: 2 Hex, 50% 4 Hex
  • 35 Caps EA
  • 5 pack, 158 Caps
RocketEdit
  • 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

OtherEdit

Unique amunitions that do not fall under other catigories

ArrowEdit
  • Damage: 1d10 + 6
  • Modifiers: -5 DT
  • Special: 50% chance of retrieval
  • 3 Caps EA
  • 12 Bundle, 33 Caps
Crossbow BoltEdit
  • Damage: 1d6 + 4
  • Modifiers: -10 DT
  • Special: 50% chance of retrieval
  • 3 Caps
  • 10 Bundle, 27 Caps
NapalmEdit
  • 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
FlareEdit
  • 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
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