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Simple: Weapons

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What would a Fallout game be without weapons? Well, it would still be a role-playing game, but sometimes the role you want to play is the guy who shoots people in the face. Players and Overseers should be able to find just about everything they need to lay waste to the myriad hostile creatures of the wasteland. Weapons are divided up into seven categories: unarmed augmentation (increases punch damage), small melee, large melee, thrown, small firearm, large firearm, and traps. However, despite these distinctions, weapons sometimes can be used in multiple ways. For example, a combat shotgun can be used as a firearm (shooting) or a melee weapon (butt smash).

Contents

Using WeaponsEdit

When a character makes an attack against another target, they must use an attack mode from their weapon against the specified target (character or hex). Though some critters may have special attack modes that fall outside of what is listed here, this list should encompass most weapons and attacks. 

Single Shot Edit

A single shot attack mode comes from a firearm. Though the weapon may have an explosion damage subtype, ultimately it is only fired at one target. Full damage listed for the weapon or ammo is applied to that target only.

Double Shot Edit

This is identical to single shot, but two barrels are firing simultaneously. It is used rarely, mostly for weapons like double-barreled shotguns.

Burst Edit

Burst attacks allow the attacker to fire off a number of rounds from a firearm in a very short period of time, always at one target. Weapons that are burst-capable will list the number of rounds the burst fires. All bursts suffer a 0/5/10 penalty to hit for rounds after the first. The first penalty is applied to the second round in the burst. The second is applied to all subsequent rounds. Only one attack roll is made for all rounds in the burst. E.g.: Frank has a 9mm submachinegun with a 6 round burst and a 0/5/10 burst penalty. He needs a 15 to hit his target. His total, after rolling, is 21, which is enough to hit. The second round has a 5 penalty, pushing him to 16, which still hits. The third, fourth, fifth, and sixth rounds are at 11, so they all miss.

Spray Edit

Spray attacks are typically used with "scatter" ammunition like buckshot or a wave gun. Spray attacks work somewhat like sweep attacks, but there are a few fundamental differences. First, each action only costs "one round" of ammo. E.g. one round of shot from a sawed-off shotgun can hit multiple targets. Like a sweep, a spray can hit a number of targets falling within a narrow cone or wide cone (usually non-adjustable, based on weapon). Unlike a sweep, attack rolls can be made at all targets in that cone unless the attacker has no line of sight to them. All attacks are rolled with a normal chance to hit. However, if attacks do hit, the damage rolled is reduced based on the distance the target is from the attacker. In a wide cone, for every hex away the target is, the damage is divided by that distance and rounded down. In narrow cone, for every two hexes away the target is, the damage is divided by that number and rounded down. E.g.: Bob fires his sawed-off shotgun in a wide cone and catches Tom and Frank. Tom is 3 hexes away and Frank is 6 hexes away. Bob hits both and rolls 25 and 32 damage against them, respectively. Tom takes 8 (25/3) damage and Frank takes 5 (32/6) damage.

Throws and Lobs Edit

Lobs and throws use the Throw skill, but may be performed with a variety of items (even non-weapons). Throws travel in a straight line and are intended to cause damage with the force of the attack. Lobs can be thrown at hex targets even if the attacker does not have a line of sight, though he or she must be able to reasonably reach said target with a vertical arc. A lob is not intended to cause direct harm, but to get the item into a specified hex. Lobs are often used to toss grenades into the center of a crowd or to toss equipment to allies. Lobs have half the range that the item normally uses (use improvised weapon rules for non-weapons) and suffer a 4 penalty to hit

Overload Edit

Characters using weapons that take SECs or MFCs as their primary ammo can perform an action called "overloading". The overload action itself is a standard action, but the process takes one or more full rounds. For each round of overloading, the weapon will effectively fire another charge of ammunition during a single shot. Performing one round of overloading costs twice as much ammunition as a single shot would normally require. Once the overload maximum has been reached, it costs one shot worth of ammunition per round to hold the overload (regardless of the number of overloads that have been performed). A character can release the overload harmlessly as an action.

ConesEdit

There are two important terms that may come up in a few of the attack modes: narrow cone and wide cone. A narrow cone is defined as a 30º cone, the angle between a hex vertex and the middle of an adjacent hex face from the center of a hex that contains both. A wide cone is defined as a 60º cone, the angle between a hex vertex and an adjacent hex vertex from the center of a hex that contains both. Players need not use cones strictly on the hex vertices and faces, but a cone originating from their hex will always have its source at the center of their hex. A hex and its occupant(s) are considered to be "inside" a cone if more than half of the hex is within the cone. Cones angles that fill the exact same fraction of hexes on the left and right should be specified as left-biased or right-biased hexes. A left-biased cone will affect hexes on the left and a right-biased cone will affect hexes on the right.

Weapon Durability and RepairEdit

When you loot a gun, or sell one at a shop, determine the HP by rolling 1d6. 

Weapon HP 6-5 4 3 2 1 0
Damage Penalty 0 -1 -2 -3 -4 Broken
Crit Fal Penalty 0 2% 3% 4% 5% Broken
Gun Value 100% 90% 80% 70% 60% 50%

If two guns are similar in type their parts may be combined to restore HP.

Similarities Repair
Same Gun HP +1
Same Caliber HP-2
Same Style (eg revolver, leaver, automatic) HP - 3
Purchasing Weapon RepairEdit
  • A Weapon can be repaired by a mearchant for 25% of the weapons base cost
  • 25% of the gun's max value
Weapon Cleaning KitsEdit
  • If a gun's HP is at 5, A weapon Cleaning kit may be used improve the condition by 1 HP.
  • 250 Caps
Weapon Repair KitEdit
  • Should a weapon's HP reach 0, a weapon repair kit may be used to bring a gun's HP back up to 1.
  • 250 Caps

FirearmsEdit

Large Firearm Edit

Large firearms typically include weapons like rifles, shotguns, machineguns, and rocket launchers. A large firearm fired one-handed requires 3 more strength then its base requirement and suffers a -4 penalty to hit. They can be used as large improvised melee weapons at normal penalties to hit (used two-handed).

Break ActionEdit

Gun ST Rng. Barrel Damage DT Mag. Caps
.308 BansheeEdit
0 35 Single 1d8+10 - 1 750
.410ga Farmer RifleEdit
-1

20

Single

1d10+4

x1.5 1 150
20ga Caravan ShotgunEdit
0 8 Double 1d10+8 x1.5 2 500
12ga WidowmakerEdit
1 10 Double 1d10+12 x1.5 2 750
10ga Buffalo GunEdit
2 10 Double 1d10+16 x1.5 2 1,000

Single-Shot RiflesEdit

Gun ST Rng. Action Damage DT Mag Caps
.22 Varment RifleEdit
-2 21 Bolt 1d6 - 10 250
9mm Hawk EyeEdit
25 Bolt 1d6+2 -2 10 250
10mm John WayneEdit
23 Leaver 1d6+4 - 8 750
.357 Cowboy RifleEdit
21 Leaver 1d6+6 - 7 750
.410 ga / .45 Tornado RifleEdit

15/

19

DA Revolver

1d10+4/

1d6+6

- 6 1,500
.44 Law BringerEdit
24 Leaver 1d6+8 - 8 1,500
.45-70 Brush GunEdit
26 Leaver 1d6+12 - 6 2,500
.30 Wolf GunEdit
30 Bolt 1d8+2 - 8 500
5.56 / .223 Bulls EyeEdit
32 Bolt

1d8+4/

1d8+6

- 10 500
.50 Anti-MatterEdit
43 Bolt 1d8+20 - 4 4,000
20ga TerminatorEdit
8 Leaver 1d10+8 x1.5 4 1,500
12ga Pardner PumpEdit
10 Pump 1d10+12 x1.5 5 2,000
10ga Boom-StickEdit
12 Leaver 1d10+16 x1.5 6 2,500
Cobra Injector RifleEdit
15 Bolt 1d4+1 x1.5 3 750

Semi-Automatic Rifles Edit

Gun ST Rng. Burst Damage DT Mag Mag Style $
.22 LR BumblebeeEdit
-2 22 3 1d6 -2 30 Clip 500
9mm Trailblazer RifleEdit
-1 23 4 1d6+2 -5 20 Clip 750
.30 Gamesman RifleEdit
-1 22 3 1d8+2 - 15 Internal 750
5.56 / .223 Service RifleEdit
-1 31 3

1d8+6/

1d8+4

-2 12 Clip 1,500
.308 Battle RifleEdit
1 33 2 1d8+10 - 8 Clip 3,000
12.7 SurvivalistEdit
2 22 2 1d6+12 - 7 Clip 3,000
20ga HomesteaderEdit
2 11 3 1d10+8 x1.5 10 Tube 2,000
12ga AllegienceEdit
3 16 3 1d10+12 x1.5 6 Tube 2,500
Industrial RiviterEdit
4 5 3 1d8+5 -10 30 Tube 1,500

Automatic Assault Rifles Edit

Gun ST Rng. Burst Damage DT Mag $
5mm Assault CarbineEdit
1 16 6 1d8+2 -5 25 2,000
.223 cal Light MachinegunEdit
3 15 9 1d8+4 -2 40 2,000
5.56 cal PerforatorEdit
1 25 6 1d8+6 -2 30 2,500
.45 ACP ThompsonEdit
2 20 6 1d6+6 - 30 2,500
.308cal Thunder CarbineEdit
3 27 9 1d8+10 - 25 4,000
12ga Meat GrinderEdit
4 8 6 1d10+12 x1.5 18 (Internal)

3,000

Heavy Automatic Weapons Edit

Gun ST Rng. Burst Damage DT Mag $
.22LR SwarmEdit
2 18 12 1d6 -1 120 2,000
5mm MinigunEdit
5 9 12 1d8+2 -5 Belt 6,750
10mm SMMGEdit
4 14 9 1d6+4 - 60 6,000
.223Light MachinegunEdit
3 15 6 1d8+4 -2 Belt 2,500
.38 MachinegunEdit
2 8 6 1d6+4 - 80 5,000
2mm Gauss Rifle Edit
  • Ammo: 2mm EC and MFC
  • Capacity: 1 Internal and 1 MFC
  • Range: 45
  • Modes: Single Shot
40mm Grenade Launcher Edit
  • Ammo: 40mm RG
  • Capacity: 1 Internal
  • Range: 25
  • Modes: Single Shot
Flamethrower Edit
  • Ammo: Naphate
  • Capacity: 4 Quarts
  • Range: 6
  • Modes: Single Spray (Narrow or Wide Cone)
  • Special: Creatures hit by the flamethrower take half damage on the round after.
Laser Arraygun Edit
  • Ammo: SEC
  • Capacity: 1 SEC
  • Range: 25
  • Modes: Single Shot, Single Spray (Narrow or Wide Cone), Overload x3
Laser Rifle Edit
  • Ammo: SEC
  • Capacity: 1 SEC
  • Range: 75
  • Modes: Single Shot, Overload x3
Plasma Rifle Edit
  • Ammo: MFC
  • Capacity: 1 MFC
  • Range: 10
  • Modes: Single Shot, Overload x3
Pulse Rifle Edit
  • Ammo: SEC
  • Capacity: 1 SEC
  • Range: 25
  • Modes: Single Shot, Overload x4
Radiation Gun Edit
  • Ammo: MFC
  • Capacity: 1 MFC
  • Range: 5
  • Modes: Single Spray (Narrow or Wide Cone), Overload x2
Rocket Launcher Edit
  • Ammo: Rocket
  • Capacity: 1 Internal
  • Range: 22
  • Modes: Single Shot

Small Firearms Edit

Small firearms are small enough to be fired with one hand. They can be used as improvised melee weapons for a Smash at normal penalties (not used two-handed).

Semi-Automatic PistolsEdit

Semi-Auto Pistol ST Range Damage - DT Mag Caps
.22 HornetEdit
-3 8 1d6 -1 17 150
9mm StandardEdit
-2 8 1d6+2 -2 12 250
.38 OldieEdit
0 8 1d6+4 - 9 250
10mm ChineseEdit
-1 6 1d6+4 - 8 500
10mm ClassicEdit
-1 8 1d6+4 - 12 750
Sleepy Boy InjectorEdit
-1 6 1d4+1 x2 5 1,000
Lil' Rivet GunEdit
2 3 1d8+5 -10 20 1,500
.45 AutoloaderEdit
-1 10 1d6+6 - 9 1,000
.44 D'EagleEdit
2 8 1d6+8 - 8 2,000
12.7 Bad-BoyEdit
3 10 1d6+10 - 7 3,000

RevolversEdit

Revolver ST Action Rng. Damage DT Mag Caps
.22 WaspEdit
-3 Double* 12 1d6 -1 13 100
9mm WizzardEdit
-1 Double 12 1d6+2 -2 5 150
.38 SnubEdit
0 Double 8 1d6+4 - 6 125
.357 JusticeEdit
1 Single 12

1d6+6

- 6 500
.410 BastardEdit
3 Double

7

1d10+4

x1.5

4 1,000
5.56 That GunEdit
1 Double 13 1d8+4 - 5 1,000
.44 SherifEdit
1 Single 11 1d6+8 - 6 1,000
.44 Dirty HarryEdit
2 Double 9 1d6+8 - 6 1,500
.45-70 Hand CannonEdit
4 Single 15 1d6+12 - 6

2,250

  • The .22 Wasp requires such little force to pull the double action, that it is as accurate as if it were a single action gun

Break Action Pistols Edit

Gun ST Rng. Damage DT Mag. $
9mm Zip GunEdit
-3 3 1d6+2 -2 1 25
20 Ga Shortie'Edit
1 3 1d10+8 x1.5 1 150
12 Sawn' OffEdit
2 1 1d10+12 x1.5 2 (Double Shot) 250
12.7 HunterEdit
2 8 1d6+10 - 1 750

Machine Pistols Edit

Sub. Machine Gun ST Range Burst Damage DT Mag. $
9mm Grease GunEdit
-2 6 6 1d6+2 -2 30 500
10mm Storm SMGEdit
0 6 6 1d6+4 - 30 1,000
12.7 Red-WindEdit
2 8 6 1d6+10 - 21 3,000
2mm Gauss Pistol Edit
  • Ammo: 2mm EC and MFC
  • Capacity: 1 Internal and 1 MFC
  • Range: 10
  • Modes: Single Shot
Hand Flamer Edit
  • Ammo: Naphate
  • Capacity: 1 Quart 
  • Range: 2
  • Modes: Single Spray (Narrow or Wide Cone)
  • Special: Creatures hit by the hand flamer take half damage on the round after.
Laser Pistol Edit
  • Ammo: SEC
  • Capacity: 1 SEC
  • Range: 20
  • Modes: Single Shot, Overload x3
Plasma Pistol Edit
  • Ammo: MFC
  • Capacity: 1 MFC
  • Range: 3
  • Modes: Single Shot, Overload x3
Pulse Pistol Edit
  • Ammo: SEC
  • Capacity: 1 SEC
  • Range: 15
  • Modes: Single Shot, Overload x4
Edit

Custom FirearmsEdit

Ammo Modifiers:Edit

Round Ammo Range Modifier Base Weapon Tier
.22 LR +6 Tier 3
9mm +6 Tier 4
.38 Special +6 Tier 4
.30 Cal (7.62mm) +10 Tier 5
5mm +10 Tier 6
.223 Rem. +10 Tier 6
10mm +6 Tier 6
.357 Magnum +4 Tier 6
Injector +4 Tier 6
.410 guage +2 Tier 7
5.56mm +10 Tier 7
Rivit Spike x0.5 Tier 7
.45 ACP +6 Tier 7
20 guage x0.5 Tier 8
.44 Magnum +4 Tier 8
.308 Cal +15 Tier 9
12 guage x0.5 Tier 9
12.7 (.50 Cal Beowulf) +6 Tier 9
10 guage x0.5 Tier 10
.45-70 +8 Tier 10
.50 Cal +15 Tier 12

Fire Rate Range Bonus:Edit

Hammer Style +Range Cost Tier
Bolt/Pump Action +3 +0
Single Action +2 +0
SA Revolver +2 +0
DA Revolver +0 +1
Leaver Action +1 0
Semi-Automatic +0 +2
Automatic -2 +3
Heavy Automatic -4 +6
  • Bolt Action guns use a manualy opperated leaver to pull back the reciever, eject a casing and chamber the next round all with one use of the leaver
  • Single Action guns require the hammer to be manyaly cocked back before the trigger is able to be pulled.
  • Single Action revolvers act identicly to other single action guns, however the cocking of the hammer also rotates the cylinder.
  • Double Action Revolvers use the power of the trigger being pulled back to cock the hammer and then release it. These guns take considerable pressure to pull the trigger and are often used in revolvers to rotate the cylinder as well as fire a round, though they are found in some breech loading guns
  • Leaver Action guns, similar to bolt action, use a back-and-fourth crank mechanism to eject, chamber and cock the gun.
  • Semi-Automatic guns use the power of the bullet to force back the hammer and chamber the next round, leading to an easy trigger pull and quick cycling of rounds.
  • Automatic Bang! Bang! Bang! Bang!

Gun Style Modifier:Edit

Barrel length +Range Cost Tier
Snub (3" or Less) +0 -3
Pistol (3" to 6") +2 -2
Long Pistol (7" to 11") +4 -1
Rifle (12" to 32") +12 +1
Long Rifle (32"+) +16 +1
Hip Fired (Heavy) +6 +2
Shoulder Mounted (Heavy) +14 +2

Clip Style Modifier:Edit

Magazine Style +Range Cost Tier
Breech Loading +2 -3
Mag-tube or Revolver +1 +1
Clip +0 +1
Belt Fed -1 +1
  • Breech Loading guns are guns that carry only one round per barrel at any one time, the typicaly load from the back in conjunction with a break neck mechanism, or single bolt.
  • Mag Tubes are internal magazines attached to the gun that allow for individual rounds to be chambered into the gun. these are most often employed in pump shotguns or leaver action rifles, but can often times be found in other types
  • Revolvers are metal cylenders that contain rounds that rotate into place infront of the barrel. After the round is spent, the next round in the cycle is rotated in its place
  • Clips are metal containers that contain horizontaly stacked rounds resting on a spring. The clip is inserted into firearm and one by one the rounds are removed and chambered.
  • Belt Fed guns use individual rounds held together by metal bands. It can theoreticly keep firing an infinite number of rounds assuming the user has enough bands and rounds and the gun does not break or jam while in use.

Gun Costs based on TierEdit

  • Tier 1 - 75 Caps
  • Tier 2 - 100 Caps
  • Tier 3 - 125 Caps
  • Teir 4 - 150 Caps
  • Teir 5 - 250 Caps
  • Tier 6 - 500 Caps
  • Tier 7 - 750 Caps
  • Tier 8 - 1,000 Caps
  • Tier 9 -1,500 Caps
  • Tier 10 -2,000 Caps
  • Tier 11 - 2,500 Caps
  • Tier 12 - 3,000 Caps
  • Tier 13 - 4,000 Caps
  • Tier 14 - 5,000 Caps
  • Tier 15 - 6,000 Caps
  • Tier 16 - 8,000 Caps

Melee Weapons Edit

Improvised Melee attacksEdit

Smashes are performed with items that are not intended for hand-to-hand combat (e.g.: the butt of a rifle) and use the following statistics: 

Small Item Smash (Pistol-whip):Edit
  • Damage: 1d4
  • Accuracy: -2
Large Item Smash (Rifle-bash):Edit
  • Damage: 1d6
  • Accuracy: -4

Large Melee WeaponsEdit

StickEdit
  • Damage: 1d8+2
  • Requirements: -2 STR
  • A simple piece of wood, a branch or pool cue
Spear Edit
  • Damage: 1d10+4
  • Requirements: -2 Str, 2 Melee
  • A simple pointy object afixed to a pole arm.
Medium Club Edit
  • Damage: 1d10+8
  • Requirements: 1 STR, 7 Melee
  • A lightweight two-handed bludgeon. Along the lines of a baseball bat, 9-Iron golf club, broken board or other such whacking tool.
Large Club Edit
  • Damage: 2d8+8
  • Requirements: 3 STR, 14 Melee
  • A massive, crude makeshift crudgle meant for slow brutal swings. A chunk of cement attached at the end of rebar, a sledge or a heafty piece of pipe conduet. 
Two Handed Axe Edit
  • Damage: 1d10+10
  • Requirements: 1 STR, 15 Melee
  • A splitting maul, fireman's axe or other such heavy headed bladed weapon. Honestly, anything that is top-heavy, sharp, and able to split a skull in twain. 
Two-Handed Blade Edit
  • Damage: 2d8+10
  • Requirements: 3 STR, 18 Melee
  • Hand forged two handed swords, makeshift bumper blades or helicopter arms sharpended to a brutal edge.
Chainsaw Edit
  • Damage: 1d6+4
  • Burst Damage: 1d8+2
  • Ammo: 1 MFC per 12 hits
  • Special: Attacks in bursts (3)
  • 4 STR
  • Capacity: 1 MFC
  • You know what this is. Powed by micro fission cells now'adays do to lack of gasoline.
EMP Axe Edit
  • Damage: 1d6+4, 2d6+10 Energy
  • Requirements: -1 STR
  • Special: Deals EMP Damage
  • Ammo: MFC (10 uses)
  • Less of an axe, and more of a high wattage contact afixed to a metal arm. perfect for stunning foes or disabling machines. 
Industrial Welder Edit
  • Damage: 2d6+8 Heat, -8 DR
  • Requirements: 4 ST
  • Ammo: MFC (10 uses)
  • An industrial Plasma cutter repurposed for defense. 
Super Sledge Edit
  • Damage: 2d10+16
  • Requirements: 5 ST
  • Ammo: MFC (4 charge per uses, 5 uses for a full cell)
  • A kinitec storage device affixed to a sledge to deliver incredably devistating force upon contact. Battaries not included.

Small Melee WeaponsEdit

Light Club Edit
  • Damage: 1d8+4
  • -1 ST
  • A light weight whacking implement, such as a chair leg, nights sticks, a wooden war club, or rolling pin.
Solid Club Edit
  • Damage: 1d8 + 6
  • Requirements: 0 STR
  • A heafty metal or solid bashing device, such as a lead pipe, hammer, wrench, or crowbar. Nighty-night!
Small Knife Edit
  • Damage: 1d6+4, -2 DT
  • Special: x4 Crit Damage, x2 Crit Chance
  • -3 ST
  • A stilleto, shiv, switchblade, razor or broken bottle. An easy to hide, quick to use, accurate, and suprisingly deady (when in the right hands) device.
Knife Edit
  • Damage: 1d6 +6
  • Requirements: -2 ST
  • Special: x2 Crit Chance
  • Your garden variety cutting tool. A kitchen knife, or like wise tool used for chopping and slashing, but not particularly for warfare. 
Combat KnifeEdit
  • Damage: 1d6 +8, -2 DT
  • Requirements: -1 ST
  • Special: x4 Crit Damage
  • A trenchknife, bayonete or bowie knife. Perfect for skinning deathclaws or threatining traders. Now THATS a knife.
Machete Edit
  • Damage: 1d8 +10
  • Requirements: 1 ST
  • A top heavy hacking tool used to brutaly chop foes and foliage apart. Machetes, hatchets, meat cleavers; all of these are considered machetes. 
Sword Edit
  • Damage: 1d10 +12
  • Requirements: 3 ST
  • Balanced slashing tools of combat. Chinese oficer's swords, Katanas and sharpened lawnmower blades. 
Laser Saw Edit
  • Damage: 1d4+2, 2d6+8 Heat (Laser)
  • Requirements: 3 STR
  • Ammo: SEC (10 Uses)
  • A short range horizontal laser planeing tool used normaly to slowly cut metal, but no repurposed to cut Raiders. 
Ripper Edit
  • Damage: 1d6+4
  • Burst Damage: 1d6 + 2, -5 DT
  • Requirements: 2 STR
  • Ammo: SEC (20)
  • Special: Burst (3)
  • A fully functional one handed chain blade fuled by small energy cells
Stun Batton Edit
  • Damage: 1, 2d10 +2 Energy
  • Requirements: 0 STR
  • Ammo: MFC
  • Capacity: MFC (20)
  • Want to keep the peace? Non-leathely zap foes into submition with this handy cattle prod or taser stick! Also highly effective versus machines. 

Thrown Edit

Thrown weapons typicaly do not deal normal critical damage, but have secondary effects instead.

Molotov CocktailEdit
  • Damage: 2d10 +4 Heat (Fire)
  • Special: Critical hits light the foes on fire for 1d4 rounds
  • Special: Critical fails end with you sloshing scorching gas on your self dealing 1d6 damage
  • Area: 1 Sq, 1/2 Damage 2 Sq
  • Delay: Must be thrown within 5 turns of lighting, explodes on contact
  • Special: Take full damage the first round, and half damage the second round, targets on fire take +5 Damage from other sources of fire when hit
  • 15 Caps Ea
DynamiteEdit
  • Damage: 1d2+3 x 5 Concussive
  • Special: Critical Hits send foes flying 1d4 Hexes, foes caught in the 1/2 damage zone only fly half as far.
  • Special: Critical fails end with the fuse extinguishing
  • Area: 1 Sq, 1/2 Damage 2 Sq
  • Delay: 5 Turns
  • Special: Can be wrapped together using Trap skill to do +10 Damage for each additional dynamite
  • 15 Caps
  • 3 Bundle, 41 Caps
Frag Grenade Edit
  • Damage 1d6+4 x 5 Concussive
  • Special: Critical Hits send foes flying 1d4 Hexes, foes caught in the 1/2 damage zone only fly half as far.
  • Special: Critical fails end with the grenade being misjudged and going of 1d4 rounds later (look out for throw backs!)
  • Area: : 2 Sq, 1/2 Damage 4 Sq
  • Delay: 3 Turns
  • 30 Caps
  • 3 Bouquet, 81 Caps
Plasma GrenadeEdit
  • Damage: 2d6+6 x 5 Heat (Plasma)
  • Special: Critical Hits send foes flying 1d4 Hexes, foes caught in the 1/2 damage zone only fly half as far.
  • Special: Critical fails end with the grenade being misjudged and going of 1d4 rounds later (look out for throw backs!)
  • Area: 3 Sq, 1/2 Damage 6 Sq
  • Delay: 2 to 10 Turns (A knob to choose the time)
  • 60 Caps
  • 3 Bouquet, 162 Caps
EMP GrenadeEdit
  • Damage: 2d6+4 x 5 Energy Damage
  • Special: Critical Hits stun the opponent for 1d2 rounds
  • Special: Critical fails end with the grenade being misjudged and going of 1d4 rounds later (look out for throw backs!)
  • Area: 3 Sq, 1/2 Damage 6 Sq
  • Delay: 3 Turns
  • 30 Caps
  • 3 Bouquet, 162 Caps
RockEdit
  • Damage: 1d2
  • Special: Critical hits knock opponents back 1 hex
  • Free
Throwing KnifeEdit
  • Damage: 1d6 + 8
  • Special: Critical Damage x4
  • 10 Caps
  • 5 Pack, 45 Caps
Bio GrenadeEdit
  • Damage: 2d6+4 x10 Radiation
  • Special: Critical Hits cause the opponents to be sickened for 1d6 rounds (-4 to all checks)
  • Special: Critical fails end with the grenade being misjudged and going of 1d4 rounds later (look out for throw backs!)
  • Area: 2 Sq, 1/2 Damage 4 Sq
  • Delay: 4 Turns
  • 45 Caps
  • 3 Bouquet, 122 Caps

Traps Edit

Door Bomb Edit


Damage: 6d6+14 (20-50) Explosion, 3 AV
Special: Door bombs have a 10 Difficulty to set and a 15 Difficulty to disarm. They are triggered by the opening of a door and can have a delay of up to 5 miuntes.

Landmine Edit


Damage: 4d6+14 (18-38) Explosion, 4 AV
Special: Landmines have a 5 Difficulty to set and a 10 Difficulty to disarm. They are triggered by pressure on their hex, set by the character for between 5 and 4000 lbs. They can have a delay of up to 60 seconds.

Pulse Mine Edit


Damage: 6d10+40 (46-100) Energy (EMP) Explosion, 6 AV
Special: Pulse mines have a 5 Difficulty to set and a 10 Difficulty to disarm. They are triggered by the presence within 10' of active electronics with a threshold of tiny, small, large, or great (creature size) set by the character. Multiple creatures can effectively count as a larger creature for purposes of setting a pulse mine off. They can have a delay of up to 60 seconds.

Radio Bomb Edit


Damage: 6d6+14 (20-50) Explosion, 3 AV
Special: Radio bombs have a 5 Difficulty to set and a 10 Difficulty to disarm. They are triggered by remote control on a radio frequency specified by the user (the remote control has to be capable of broadcasting on that frequency to set it off). Once a radio bomb is activated to receive a transmission, its tiny battery will remain active for 1 hour. After that time, it will not detonate.

Steel TrapEdit


Damage: 2d8+6 (8-22), 4 AV
Special: Steel traps have a 5 Difficulty to set and disarm. They are triggered by pressure on their hex, set by the character for between 5 and 4000 lbs. When a steel trap is sprung, it automatically hits and causes a leg maim (check damage to see if the result is a maim or a break). A steel trap on a character's leg causes all movement rates to cost an additional AP until it is removed (8 ST, 50 Difficulty Mechanics, or 25 Difficulty Security).

Time Bomb Edit


Damage: 6d6+14 (20-50) Explosion, 3 AV
Special: Radio bombs have a 5 Difficulty to set and a 15 Difficulty to disarm. They are triggered when a timer expires. The timer can be set to any value between 5 seconds and 24 hours.

Unarmed Augmentation Edit

Punches and Kicks Edit

Without weapons, most creatures can still make punches and kicks. These are strikes with hands/forepaws/pseudopods/feet and similar appendages. Without augmentation, punches and kicks have the following stats:

Human Punch:

  • Damage: 1d6 (non-leathel)
  • Accuracy: 0

Human Kick:

  • Damage: 1d6 (lethal)
  • Accuracy: -2

Super Mutant Punch:

  • Damage: 2d6 (non-leathal)
  • Accuracy: -2

Super Mutant Kick:

  • Damage: 2d6 (Lethal)
  • Accuracy: -4

Augmented Unarmed AttacksEdit

Fist Wrap

  • Makes unarmed attacks deal lethal damage
  • Unobtrusive
  • Special: +10% Critical FAIL chance, on critical fails, the same amount of damage is delt to the player, regardless of their DT. This weapon has no health.
  • This is essentialy a makeshift fist weapon, such as a wad of car keys, dog tags, or roll of quarters being held, or sharp objects such as nails or broken glass taped about the fist.
  • Cost: Free, make it your self.
Brass Knuckles Edit
  • Damage: +2
  • Unobtrusive
  • Cost: 100 Caps

Spiked Knuckles

  • Damage:+4
  • Unobtrusive
  • Cost: 250 Caps

Bladed Gauntlet

  • Damage: +6, -4 DT
  • One handed
  • This cumbersome writst wrap effectively makes the covered hand useless for ranged combat. It consists of sharp cerated blades bound to the hand and fist of the user. Its heavy, but brutaly effective.
  • Cost: 450 Caps
Balistic Fist Edit
  • Ammo: .410 ga
  • Unobtrusive
  • Capacity: 4 Internal load
  • Damage: Unarmed +4 damage to unarmed and fires a .410 round (1d10+4)
  • Special: The balistic fist is a specialized unarmed weapon, It has a pressure activated spike extending above the fist attached to a small .410 shotgun mount. When the attacker makes a successful punch and does damage to the target they fire a 100% acurate round. When ever a round is spent, the emptied shell is automaticly ejected out of the weapon and a new round chambered. Since the shotgun round is fired directly at point blank, it does not recieve its typical x1.5 DT penalty.
  • Cost: 2,250 Caps
Industrial FistEdit
  • Ammo: SEC (20 uses)
  • One handed
  • Damage: Unarmed +2 Damage
  • Special: Can use a burst attack on hit (0/-2/-4) to do an aditional 1d10 Damage, -5 DT. Each use of the burst costs 1 (3 per full burst) charges of a small energy cell.
  • This prewar-hardware is a pnumaticly extending circular saw attached to the back of a glove.
  • Cost 1,500 Caps
Power Fists Edit
  • Ammo: SEC (20 Uses)
  • Unobtrusive
  • Damage: Unarmed +3 Damage
  • Special: This powerful, hi-tech gauntlet has a pnumatic plate attached to the end that deals an adational 2d6+6 Damage on melee hits. Each hit drains the cell by 1 charge.
Mantis FistEdit
  • Damage: +8 Damage, -4 DT
  • One Handed
  • Special: +10% Critical fail
  • This Gauntlet has the large, razor sharp forearm of a giant mantis strapped to it. While powerful, because it is made of an organic material it will wear out faster then other weapons.

Death Claw Fist

  • Damage: +8 Damage, -10 DT
  • One Handed
  • Special: +5% Critical fail
  • This wrist brace has the legendary sharp claws of a death claw mounted to them. While powerful, because it is made of an organic material it will wear out faster then other weapons.
Zap Glove Edit
  • Ammo: MFC (20 Uses)
  • Damage: +2d8+2 (Energy)
  • Special: Critical hits stun the foe for 1d2 Rounds
  • This glove has an electric EMP plate attached to the front. Any time a foe is punched, it will send out a massive jolt of electricity. Robots take double damage.


Weapon Mods Edit

Weapon mods are pieces of equipment that can be effectively "socketed" onto a weapon to modify the weapon's properties. Unlike weapon attributes (below), weapon mods are physical pieces of equipment that can be removed and used as stand-alone items. Most weapon mods have a caliber associated with them upon creation or discovery. Such mods can only be used on equipment of a like caliber. E.g.: A 9mm extended magazine could be used on a 9mm autoloader or a 9mm submachinegun, but not on a .45 autoloader. Every weapon mod occupies a slot on the weapon. Only one item can occupy a slot at any given time.

Expanded MagazinesEdit

Expanded magazines can be used on all magazine type weapons, as they are simply larger versions of the origanal magazines, and can store 20% (round up) more muntions per clip than their standard bretherin.

Brass Bin Edit

Brass bins can be used on all conventional belt-fed submachineguns, assault rifles, machineguns, and miniguns. The Brass Tech from all fired rounds is automatically deposited in the brass bin.

Silencer Edit

Caliber-specific Slot: Muzzle Silencers can be used on all conventional ballistic autoloaders, rifles, machinepistols, machineguns, submachineguns and assault rifles. Weapons equipped with a silencer have their Noise Level reduced by 10.

Suppressor Edit

Caliber-specific Slot: Muzzle A suppressor can be used on all conventional ballistic autoloaders, rifles, machinepistols, machineguns, submachineguns and assault rifles. The amount of Muzzle Flash generated by the weapon is reduced by 10.

Making Weapons Edit

To make weapons, characters need access to a Mechanics Shop, one of the workshops. They also need to have a working knowledge of Mechanics and Firearms. To make a workable Firearm, a character needs a skill total equal to or great than 20x the Tech Level of the item. E.g.: Bob wants to make a .22 Rifle. The .22 Rifle has a TL of 5, so he would need a skill total of 100 to make it. For Tech ingredients, use the following list:

  • Autoloaders: 2 Metal Tech, 2 Spring Tech + 1 Plastic Tech or 1 Wood Tech (grip)
  • Machineguns: 5 Metal Tech, 4 Spring Tech + 2 Plastic Tech or 2 Wood Tech (stock/grip)
  • Miniguns: 6 Metal Tech, 6 Spring Tech, 1 Motor Tech + 3 Vacuum Tech or 1 Circuitry Tech
  • Revolvers: 2 Metal Tech, 1 Spring Tech + 1 Plastic Tech or 1 Wood Tech (grip)
  • Rifles/Shotguns: 4 Metal Tech, 1 Spring Tech + 2 Plastic Tech or 2 Wood Tech (stock)
  • Submachineguns: 3 Metal Tech, 3 Spring Tech + 2 Plastic Tech or 2 Wood Tech (stock/grip)
  • Plasma Weapons: + 2 Fusion Tech
  • Laser Weapons: + 1 Fusion Tech, 1 Optics Tech
  • Melee and Unarmed Weapons, TL < 4: A total of 2 Tech, Metal or Wood, as appropriate (4 Tech for Large)

Special Weapons:

  • Flamethrower: 5 Metal Tech, 1 Spring Tech
  • Hand Flamer: 3 Metal Tech, 1 Spring Tech
  • Laser Saw: 2 Metal Tech, 1 Optics Tech, 1 Fusion Tech
  • Pistol Katar: 3 Metal Tech, 2 Spring Tech
  • Power Fist: 3 Metal Tech, 1 Motor Tech
  • Ripper: 4 Metal Tech, 1 Motor Tech, 1 Gear Tech + 3 Vacuum Tech or 1 Circuitry Tech
  • Tesla Glove: 3 Metal Tech, 2 Fusion Tech + 9 Vacuum Tech or 3 Circuitry Tech

An item takes a number of hours to make equal to Tech Level * # of techs used. E.g.: A 9mm Autoloader (TL 6, Mechanics) requires: 2 Metal Tech, 2 Spring Tech + 1 Plastic Tech or 1 Wood Tech (grip). The character must have a Mechanics skill of 120, access to a Mechanics Shop, and must work on it for 30 hours (6 TL * 5 Tech count).

If another character wants to assist, he or she may do so if he or she has half of the total skill requirements necessary. This cuts the total time required by 25%. Only one character may assist (two in the shop at a time). Breakdown: In addition to salvaging Tech from creatures and ruins, characters may also breakdown items for Tech. Breaking down items takes half the time it requires to build it, requires half the skill, and yields half the tech (all rounded down). E.g.: Breaking down the afore-mentioned 9mm Autoloader would require a 60 Mechanics, access to a Mechanics Shop (or a Lil' Shop, since the requirement is under 75), take 15 hours, and give back 1 Metal Tech, 1 Spring Tech, and 0 Plastic/Wood Tech.

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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