Gaming
 

Simple: Weapons

From Fallout PnP

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

[edit] Making Weapons

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.

[edit] Large Firearm

Large firearms typically include weapons like rifles, shotguns, machineguns, and rocket launchers. A large firearm fired one-handed suffers a -10 penalty to hit. They can be used as large improvised melee weapons at normal penalties to hit (used two-handed).

[edit] .22 Rifle

Ammo: .22
Capacity: 5 Magazine
Range: 28
Modes: Single Shot

[edit] .223 Assault Rifle

Ammo: .223
Capacity: 20 Magazine
Range: 30
Modes: Single Shot, Burst (6)

[edit] .223 Minigun

Ammo: .223 and SEC
Capacity: 120 Belt and 1 SEC
Range: 28
Modes: Burst (12)

[edit] .30 Hunting Rifle

Ammo: .30
Capacity: 5 Internal
Range: 35
Modes: Single Shot

[edit] .30 Machinegun

Ammo: .30
Capacity: 120 Belt
Range: 32
Modes: Single Shot, Burst (6)

[edit] .44 Hunting Rifle

Ammo: .44
Capacity: 7 Internal
Range: 23
Modes: Single Shot

[edit] .45 Submachinegun

Ammo: .45
Capacity: 20 Magazine or 50 Drum
Range: 15
Modes: Single Shot, Burst (6)

[edit] .50 Anti-Materiel Rifle

Ammo: .50
Capacity: 8 Magazine
Range: 45
Modes: Single Shot

[edit] 2mm Gauss Rifle

Ammo: 2mm EC and MFC
Capacity: 1 Internal and 1 MFC
Range: 45
Modes: Single Shot

[edit] 7.62mm Assault Rifle

Ammo: 7.62mm
Capacity: 20 Magazine
Range: 30
Modes: Single Shot, Burst (6)

[edit] 7.62mm Machinegun

Ammo: 7.62mm
Capacity: 120 Belt
Range: 30
Modes: Single Shot, Burst (6)

[edit] 7.62mm Sniper Rifle

Ammo: 7.62mm
Capacity: 5 Magazine
Range: 50
Modes: Single Shot

[edit] 9mm Pipe Rifle

Ammo: 9mm
Capacity: 1 Internal
Range: 10
Modes: Single Shot

[edit] 9mm Submachinegun

Ammo: 9mm
Capacity: 20 Magazine
Range: 16
Modes: Single Shot, Burst (6)

[edit] 40mm Grenade Launcher

Ammo: 40mm RG
Capacity: 1 Internal
Range: 25
Modes: Single Shot

[edit] Combat Shotgun

Ammo: 12 ga.
Capacity: 7 Internal
Range: 8
Modes: Single Shot, Burst (3)

[edit] Compound Bow

Ammo: Arrow
Capacity: 1
Range: 15
Modes: Single Shot

[edit] Crossbow

Ammo: Bolt
Capacity: 1
Range: 10
Modes: Single Shot

[edit] Double-Barreled Shotgun

Ammo: 12 ga.
Capacity: 2 Internal
Range: 6
Modes: Single Shot, Double Shot, Single Spray (Narrow Cone), Double Spray (Narrow Cone)

[edit] Flamethrower

Ammo: Naphate
Capacity: 4 Tank
Range: 6
Modes: Single Spray (Narrow or Wide Cone)
Special: Creatures hit by the flamethrower take half damage on the round after.

[edit] Heavy Riveter

Ammo: Heavy Rivets
Capacity: 30 Internal
Range: 5
Modes: Single Shot

[edit] Laser Arraygun

Ammo: SEC
Capacity: 1 SEC
Range: 25
Modes: Single Shot, Single Spray (Narrow or Wide Cone), Overload x3

[edit] Laser Rifle

Ammo: SEC
Capacity: 1 SEC
Range: 75
Modes: Single Shot, Overload x3

[edit] Plasma Rifle

Ammo: MFC
Capacity: 1 MFC
Range: 10
Modes: Single Shot, Overload x3

[edit] Pulse Rifle

Ammo: SEC
Capacity: 1 SEC
Range: 25
Modes: Single Shot, Overload x4

[edit] Radiation Gun

Ammo: MFC
Capacity: 1 MFC
Range: 5
Modes: Single Spray (Narrow or Wide Cone), Overload x2

[edit] Recurve Bow

Ammo: Arrow
Capacity: 1
Range: 10
Modes: Single Shot

[edit] Rocket Launcher

Ammo: Rocket
Capacity: 1 Internal
Range: 22
Modes: Single Shot

[edit] SleepMaker 2000

Ammo: .22 Injector
Capacity: 8 Internal
Range: 13
Modes: Single Shot

[edit] Single-Barreled Shotgun

Ammo: 12 ga.
Capacity: 5 Internal
Range: 6
Modes: Single Shot, Single Spray (Narrow Cone)

[edit] Large Melee

[edit] Baseball Bat

Ammo: --
Capacity: --
Range: 1
Modes: Swing (12 AP) 2 AV
Damage: 1d8+2 (3-10)

[edit] Fire Axe

Ammo: --
Capacity: --
Range: 1
Modes: Swing (14 AP) 4 AV
Damage: 1d8+6 (7-14)

[edit] Sledgehammer

Ammo: --
Capacity: --
Range: 1
Modes: Swing (16 AP) 4 AV
Damage: 1d8+4 (5-12)

[edit] Spear

Ammo: --
Capacity: --
Range: 1
Modes: Thrust (10 AP) 5 AV
Damage: 1d10+2 (3-12)

[edit] Super Sledge

Ammo: MFC
Capacity: 1 MFC
Range: 1
Modes: Swing (18 AP) 4 AV
Damage: 2d8+8 (10-24)

[edit] Small Firearms

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).

[edit] .22 Autoloader

Ammo: .22
Capacity: 11 Magazine
Range: 6
Modes: Single Shot, Burst (3)

[edit] .223 Autoloader

Ammo: .223
Capacity: 13 Magazine
Range: 5
Modes: Single Shot, Burst (3)

[edit] .44 Revolver

Ammo: .44
Capacity: 6 Revolver
Range: 6
Modes: Single Shot

[edit] .45 Autoloader

Ammo: .45
Capacity: 11 Magazine
Range: 5
Modes: Single Shot, Burst (3)

[edit] .45 Revolver

Ammo: .45
Capacity: 6 Revolver
Range: 6
Modes: Single Shot

[edit] .50 Revolver

Ammo: .50
Capacity: 5 Revolver
Range: 5
Modes: Single Shot

[edit] 2mm Gauss Pistol

Ammo: 2mm EC and MFC
Capacity: 1 Internal and 1 MFC
Range: 10
Modes:

[edit] 9mm Autoloader

Ammo: 9mm
Capacity: 13 Magazine
Range: 5
Modes: Single Shot, Burst (3)

[edit] 9mm Machine Pistol

Ammo: 9mm
Capacity: 20 Magazine
Range: 4
Modes: Single Shot, Burst (9)

[edit] 9mm Zip Gun

Ammo: 9mm
Capacity: 1 Internal
Range: 3
Modes: Single Shot

[edit] Hand Crossbow

Ammo: Bolt
Capacity: 1
Range: 5
Modes: Single Shot

[edit] Hand Flamer

Ammo: Naphate
Capacity: 1 Tank
Range: 2
Modes: Single Spray (Narrow or Wide Cone)
Special: Creatures hit by the hand flamer take half damage on the round after.

[edit] Laser Pistol

Ammo: SEC
Capacity: 1 SEC
Range: 20
Modes: Single Shot, Overload x3

[edit] Lil' Riveter

Ammo: Lil' Rivets
Capacity: 20 Internal
Range: 4
Modes: Single Shot

[edit] MiniSleepy 65

Ammo: .22 Injector
Capacity: 3 Internal
Range: 6
Modes: Single Shot

[edit] Plasma Pistol

Ammo: MFC
Capacity: 1 MFC
Range: 3
Modes: Single Shot, Overload x3

[edit] Pulse Pistol

Ammo: SEC
Capacity: 1 SEC
Range: 15
Modes: Single Shot, Overload x4

[edit] Sawed-Off Shotgun

Ammo: 12 ga.
Capacity: 2
Range: 3
Modes: Single Shot, Double Shot, Single Spray (Wide Cone), Double Spray (Wide Cone)

[edit] Small Melee

[edit] Arc Welder

Ammo: SEC
Capacity: 2 SEC
Range: 1
Modes: Swing (9 AP) 3 AV
Damage: 1d6+10 (11-16) Energy

[edit] Cattle Prod

Ammo: SEC
Capacity: 1 SEC
Range: 1
Modes: Thrust (8 AP), Overload x3, 3 AV
Damage: 1d6+4 (5-10) Energy

[edit] Chinese Hook Sword

If you are a jawless Asian-American mutant living in the ruins of San Francisco, this might be the weapon for you!
Ammo: --
Capacity: --
Range: 1
Modes: Swing (9 AP)
Damage: 1d8+4 (5-12)

[edit] Combat Knife

Ammo: --
Capacity: --
Range: 1
Modes: Swing (7 AP), 3 AV
Damage: 1d8+2 (3-10)

[edit] Crowbar

Ammo: --
Capacity: --
Range: 1
Modes: Swing (8 AP), 2 AV
Damage: 1d8 (1-8)

[edit] Hatchet

Ammo: --
Capacity: --
Range: 1
Modes: Swing (9 AP), 2 AV
Damage: 1d8+1 (2-9)

[edit] Heavy Wrench

Ammo: --
Capacity: --
Range: 1
Modes: Swing (8 AP), 1 AV
Damage: 1d6 (1-6)

[edit] Kitchen Knife

Ammo: --
Capacity: --
Range: 1
Modes: Swing (7 AP), 1 AV
Damage: 1d6 (1-6)

[edit] Laser Saw

Ammo: SEC
Capacity: 1 SEC
Range: 1
Modes: Swing (8 AP), 4 AV
Damage: 2d6+4 (6-16) Energy

[edit] Lead Pipe

Ammo: --
Capacity: --
Range: 1
Modes: Swing (8 AP), 2 AV
Damage: 1d6 (1-6)

[edit] Machete

Ammo: --
Capacity: --
Range: 1
Modes: Swing (9 AP), 3 AV
Damage: 1d8+3 (4-11)

[edit] Nightstick

Ammo: --
Capacity: --
Range: 1
Modes: Swing (7 AP), 2 AV
Damage: 1d6+1 (2-7)

[edit] Ripper

Ammo: SEC
Capacity: 1 SEC
Range: 1
Modes: Swing (7 AP), 4 AV
Damage: 2d6+4 (6-16)

[edit] Shiv

Ammo: --
Capacity: --
Range: 1
Modes: Thrust (6 AP), 4 AV
Damage: 1d6 (1-6)

[edit] Sling Blade

Ammo: --
Capacity: --
Range: 1
Modes: Swing (8 AP), 3 AV
Damage: 1d8+3 (4-11)

[edit] Switchblade

Ammo: --
Capacity: --
Range: 1
Modes: Swing (7 AP), 2 AV
Damage: 1d6 (1-6)

[edit] Table Leg

Ammo: --
Capacity: --
Range: 1
Modes: Swing (8 AP), 1 AV
Damage: 1d6 (1-6)

[edit] Thrown

[edit] Bio Grenade


Range: Throw
Modes: Lob, Throw, 5 AV
Damage: 2d10+20 (22-40) Bio Explosion

[edit] Dynamite


Range: Throw
Modes: Lob, Throw, 3 AV
Damage: 2d10+20 (22-40) Explosion

[edit] EMP Grenade


Range: Throw
Modes: Lob, Throw, 7 AV
Damage: 5d10+30 (35-80) Energy (EMP) Explosion

[edit] Flare


Range: Throw
Modes: Lob, Throw, 1 AV
Damage: 1d6 / 2 (1-3) Energy

[edit] Frag Grenade


Range: Throw
Modes: Lob, Throw, 5 AV
Damage: 3d10+20 (23-50) Explosion

[edit] Molotov Cocktail


Range: Throw
Modes: Lob, Throw, 3 AV
Damage: 2d8 (2-16) Energy (Fire) Explosion
Special: Creatures hit by the intial explosion of the Molotov Cocktail take half damage on the round after impact. Hexes hit by the initial explosion cause half damage to any creatures caught in them on the round after impact.

[edit] Plasma Grenade


Range: Throw
Modes: Lob, Throw, 5 AV
Damage: 5d10+30 (35-80) Energy Explosion

[edit] Rock


Range: Throw
Modes: Throw, 1 AV
Damage: 1d6 (1-6)

[edit] Throwing Knife


Range: Throw
Modes: Throw, 2 AV
Damage: 1d6+2 (3-8)

[edit] Traps

[edit] Door Bomb


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.

[edit] Landmine


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.

[edit] Pulse Mine


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.

[edit] Radio Bomb


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.

[edit] Steel Trap


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).

[edit] Time Bomb


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.

[edit] Unarmed Augmentation

[edit] Brass Knuckles

Ammo: --
Capacity: --
Damage: +4 to all punch damage
Special: --

[edit] Pistol Katar

Ammo: .50
Capacity: 3 Internal
Damage: 1d8+2 (3-10) 5 AV + .50 cal damage
Special: The pistol katar is a specialized unarmed weapon. When the attacker makes a successful punch and does damage to the target (not fatigue), he or she can opt to fire one of the three .50 bullets into the target, bypassing armor.

[edit] Power Fists

Ammo: SEC
Capacity: 1 SEC
Damage: 1d8+8 (9-16)
Special: --

[edit] Tesla Glove

Ammo: SEC or MFC
Capacity: 1 SEC and 1 MFC
Damage: By ammo
Special: The Tesla glove can be used in one of two ways. When punching, it hits the target for normal punching damage and then inflicts MFC damage on top of that. It can also use its SEC to generate a narrow or wide cone electrical energy attack with a range of 3.

[edit] Weapon Mods

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.

[edit] Brass Bin

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.

[edit] Silencer

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.

[edit] Suppressor

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.

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 | Vital Status | 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