Fallout PnP


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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).

Using WeaponsEdit

When a character makes an attack against another target, they must use an attack mode from their weapon against the specified target. 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 and Double 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 is identical to single shot, but two barrels are firing simultaneously. It is used rarely, mostly for weapons like double-barreled shotguns and both shots share one combat roll to hit.

Burst and Auto Edit

Burst and Auto 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 0/4/8 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 sub-machine gun with a 6 shot auto burst and a 0/4/8 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 4 penalty, pushing him to 15, which still hits. The third, fourth, fifth, and sixth rounds are at 13, so they all miss. The critical hit and critical fail chance for a weapon that uses a burst is increased by 1 for each aditional round fired out of the gun above 1. A submachine gun that fires 6 shots per burst has its critical chances affected by +5%, however, critical hits and fails are only applied to the last shot fired. If there are not enough rounds in the gun to meet the burst (aka 4 rounds in a 6 burst gun) it will still fire as many as it can and the critical hit will be applied to the last round in the shortoned burst.

Spray and Cones Edit

Spray attacks are typically used with "scatter" ammunition like buckshot, multi-projectile energy weapons or chemical throwers. Spray attacks act the same as single shot attacks, but in addition to targeting a single foe they have a chance of hitting all other foes caught within an area at a -5 peanlty (all based on one attack roll). Spray attacks fire within a Cone to determine the area it attacks. A cone is either 30º or 60º and reach out to an extent of the weapons range. Any attack made beyond the weapon's max range will be considered a normal attack and not hit additional foes beyond the weapon's range.

Pistol-Whip AttacksEdit

Most guns can be used as a sort of bashing weapon in dire emergancies. You may opt to use your projectile weapon as a melee weapon if there is a foe within range. "Pistol-Whipping", as it is called, causes 1d4+ST damage for a 1-handed weapons, and 1d4+(STx2) damage for 2-handed weapons. Beyonette weapon mods may be attached to weapons and have seprate statistics, and using a weapon beyonette is still catagorized a Pistol-Whip.

Weapon Durability and RepairEdit

When you loot a weapon, or buy one at a shop, determine the HP by rolling 1d10. For each point of Health missing from a weapon, it loses 5% of its value and suffers a -1 to hit on combat rolls. At 0 HP a wepon is considered broken and is considered unusable.

Weapon HP 10 9 8 7 6 5 4 3 2 1 0
Condition Value 100% 95% 90% 85% 80% 75% 70% 65% 60% 55% 50%
Condition Penalty 0 -1 -2 -3 -4 -5 -6 -7 -8 -9 can't use

If two weapon are similar in type their parts may be combined to restore HP. You choose one weapon to break down for parts and one weapon to repair. The broken down weapon contributes 50% of it HP to the weapon being repaired. Should the weapon being broken down have 0 HP, it still repairs 1 HP. If a weapon restores another's HP above 10, then the remaining HP becomes spare parts that may be used to repair that specific gun at a later time. A Weapon can be repaired by a qualifying repairman for 20% of the gun's max value per point of HP

Weapon Matinence Kit Edit

A weapon Matinence kit may be used to improve the condition by 1 HP. It cannot be used on a weapon that has 0 HP. The kit is used up in the process. They cost 300 Caps

Gun 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. The kit is used up in the process. They cost 500 Caps

Duct Tape and WonderglueEdit

If a Weapon's max value is 250 caps or less, it can be repaired 1 HP by using a roll of duct tape or wonder glue industrial epoxy. They cost 50 Caps

Traps Edit

Tripwire Bomb Edit
  • An explosive hooked to a tripwire or other activator.
  • Damage: 1d2+3 x 5 Concusive
  • Area: 1 Sq, 1/2 Damage 2 Sq
  • Special: Can be hooked up to an electronic item to explode on activation
  • Arm: 10
  • Disarm: 15
  • Delay: None
Landmine Edit
  • Damage 1d6+4 x 5 Concussive
  • Area: 2 Sq, 1/2 Damage 4 Sq
  • Special: They are triggered by pressure on their hex, set by the character for between 5 and 4000 lbs.
  • Arm: 5
  • Disarm: 10
  • Delay: up to 10 rounds
  • Price: 
Pulse Mine  Edit
  • Damage: 2d6+4 x 5 Energy Damage
  • Area: 2 Sq, 1/2 Damage 4 Sq
  • Special: 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.
  • Arm: 5
  • Disarm: 10
  • Delay: up to 10 rounds
  • Price: 
Bear TrapEdit
  • Damage: 2d8+6 (8-22)
  • Special: Bear 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 crippled leg.
Time Bomb Edit
  • A timed explosive attached to a tripwire
  • Damage: 1d2+3 x 5 Concusive
  • Area: 1 Sq, 1/2 Damage 2 Sq
  • Special: Can be hooked up to an electronic item to start count down on activation
  • Special: Can be wrapped together using Trap skill to do +10 Damage for each additional dynamite
  • Arm: 10
  • Disarm: 15
  • Delay: 1 round to 24 hours

Shotshell Trap

  • A 12ga shotgun shell bored through a mousetrap, creating a deadly tripwire activator

Foot Trap

  • A simple 3x3x2 ft pit filled with sharp spikes. when the victem walks on it, the concealed surface gives way to have their foot impaled.

Spring trap

  • A large spike or searies of spikes attached to a bent branch or other flexable arm. when activated the trap will violently swing at the victem stabbing or impaling them.

Wageman's Fallout Tabletop
Rules Play Materials | Character Creation | Traits | Skills | Perks | Lesser Perks | Survival | Combat and Actions | Reputation and Karma
Gear Items | Chems and Consumables | Skill Books | Food and Water
Armory Armor | Ammo | Weapons | Handguns | Shotguns | Rifles | Automatic Guns | Lasers and Plasma | EMP and Gauss |One Handed Melee | Two Handed Melee | Fist Weapons | Hand Thrown | Launchers
Bestiary Abominations | Animals | Ghouls | Insects | Robots | Super Mutants


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