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Fallout weapons

Scopes add +2 to Shooting rolls, attacker cannot be moving, cumulative with Aim maneuver Silencer makes Notice rolls to find shooter at -2, -6 if based on hearing only Full Auto is -2 to Shooting; Bipods/Tripods reduce Autofire penalty to -1 and negate Min. Strength SA weapons can Double Tap, +1 to attack and damage, single roll, uses 2 rounds BF weapons can fire a 3 round burst, +2 to attack and damage, single roll, uses 3 rounds FA weapons can roll up to ROF attack dice, each die represents ROF rounds, -2 Autofire Penalty to attack unless firing a single shot. Can also use Suppression Fire over an MBT area within range. Heavy weapons ignore normal armor, normal weapons will not penetrate Heavy Armor -1 to attack roll for each die type below Minimum Strength, penalty is ignored if weapon is braced or supported by a bipod or tripod. Melee weapons also do reduced damage and lose any special abilities. Weapons with Snapfire penalty take an additional -2 to attack rolls if attacker moves during action. Range of Thrown Weapons is Str based, d4 is 3/6/12; d6 is 5/10/20; d8+ is 10/15/30 Weapons that do Fatigue damage force a Vigor roll after damage is done, if any. Failure leaves target Shaken, critical failure means target is unconscious. Revolvers can reload one round as an action, 2 with a successful Agility roll. Quick Draw applies.

Pistols
Type Range Damage RoF Ammo Min Str Cost
.22 Pistol - Silenced 10/20/40 2d6-1 AP0 SA 9 LP $400 Silencer .32 Snub Revolver -Speed Loader 9mm Pistol -Silencer -Ext. Clip -Scope 10mm Pistol -Silencer -Ext. Clip -Scope

10/20/40

2d6 AP0

SS

6 LP

$100

12/24/48

2d6 AP1

SA

15 LP

$250

12/24/48

2d6 AP1

SA

12 LP

$300

Type
12.7mm Pistol

Range
12/24/48

Damage
2d6+1 AP2

RoF
SA

Ammo
8 HP

Min Str
-

Cost
$400

.357 Magnum Revolver -Scope -HD Cylinder -Speed Loader .44 Magnum Revolver -Scope -HD Cylinder -Speed Loader

12/24/48

2d6+1 AP1

SS

6 HP

$450

12/24/48

2d6+1

AP2

SS

6 HP

$550

Chinese Pistol

15/30/60

2d6 AP2

SA

8 LP

$650

Laser Pistol -Focusing Lens -Recharger

15/30/60

2d6-1 AP4

SA

20 EC

$950 Snapfire

Plasma Pistol

10/20/40

3d6 AP0

SS

10 MF

$1000 Snapfire

Sub Machine Guns


Type Range Damage RoF Ammo Min Str Cost
.22 SMG - Silenced 12/22/45 2d6-1 AP1 BF 20 LP $400 Silencer 9mm SMG -Silencer -Ext. Clip or drum

12/24/48

2d6 AP1

BF/FA3

30 LP

$400

Type
10mm SMG -Silencer -Ext. Clip or drum 12.7mm SMG

Range
12/24/48

Damage
2d6 AP1

RoF
BF/FA3

Ammo
32 LP

Min Str
-

Cost
$500

12/24/48

2d6+1 AP1

FA3

25 HP

d6

$650

Rifles
Type
Varmint Rifle -Scope -Silencer -Ext. Clip Hunting Rifle -Scope -Ext. Clip

Range
20/40/80

Damage
2d6 AP0

RoF
SA

Ammo
12 SR

Min Str
d4

Cost
$150

30/60/120

2d8 AP1

SS

8 SR

d6

$300

Cowboy Repeater -Long Tube -Rpl. Stock Assault Rifle -Ext. Clip -Folding Stock -Bayonet Chinese Assault Rifle -Ext. Clip -Bayonet Assault Carbine -Ext. Clip -Scope -Silencer

24/48/96

2d8 AP1

SS

5 SR

d6

$500

24/48/96

2d8 AP2

FA3

24 AR

d6

$750

24/48/96

2d8+1 AP2

FA3

32 AR

d6

$800

24/48/96

2d8 AP2

SA/BF

24 AR

d6

$900

Marksman Carbine

30/60/120

2d8+1 AP2

SA/BF

30 AR

d6

$1050 Scope

Type
Sniper Rifle -Night Vision Scope -Silencer -Carbon Fiber Body

Range

Damage

RoF

Ammo

Min Str

Cost

50/100/200

2d10 AP6

SS

8 SN

d6

$1250 Bipod, Scope, Snapfire

Anti-Material Rifle

60/120/240

2d10H AP4

SS

5 SN

d8

$2500 Scope, May not move and fire

Laser Rifle -Focusing Optics -Scope -Beam Splitter

30/60/120

2d6 AP4

SA

20 EC

d4

$2400 Snapfire

Plasma Rifle -Mag. Accelerator

24/48/96

3d6 AP1

SS

10 MF

d4

$3500 Snapfire

Gauss Rifle

30/60/120

2d8H AP2

SS

10 MF

d8

$3000 Snapfire

SHOtguns
Type
Sawed Off Shotgun

Normal damage 3d6 at Short, 2d6 at Med, 1d6 at Long, +2 to hit, slugs are 2d10, no attack bonus. Range
05/10/20

Damage
1-3d6 AP0 +2 Hit

RoF
1-2

Ammo
2 SG

Min Str
d4

Cost
$300

Caravan Shotgun

12/24/48

1-3d6 AP0 +2 Hit

1-2

6 SG

d4

$400

Lever Action Shotgun

10/20/40

1-3d6 AP0 +2 Hit

8 SG

d6

$350

Type
Double-Barreled SG

Range
12/24/48

Damage
1-3d6 AP0 +2 Hit

RoF
1-2

Ammo
2 SG

Min Str
d4

Cost
$400

Hunting Shotgun

15/30/60

1-3d6 AP0 +2 Hit

8 SG

d6

$450

Combat Shotgun

12/24/48

2d10 AP1 Solid Slugs

SA

12 SG

d6

$1200

Heavy weapons
Type
Light Machine Gun -Bipod

Flamer uses cone template at +2 to Energy Weapons, FL weapons ignore armor unless fire-proofed. Range Damage RoF Ammo
50 AR 250 belt

Min Str
d6 (+1d if not fired from stationary position) d8 (+1d if not fired from stationary position) d10 (+1d if not fired from stationary position)

Cost

30/60/120

2d8+1 AP2

FA3

$750 Snapfire

5mm Minigun -Tripod -High Speed Motor -Harness

25/50/100

2d8 AP2

FA4

100 LP

$1000 -1 Pace, May not move and fire

GAU Gatling Gun -Tripod

30/60/120

3d8H AP4

FA3

SN

$1500 -1 Pace, May not move and fire

Flamer -Expanded Tank

Cone

2d10H

SS

20 FL

d6

$2000

Incinerator

24/48/96

2d8H SBT

SS

15 FL(2)

d8

$2250 Snapfire

Type

Range

Damage

RoF

Ammo

Min Str

Cost

Incinerator, Heavy

20/40/80

2d8H MBT

SS

20 FL(3)

d10

$2700 -1 Pace, May not move and fire

Tesla Cannon

35/70/140

3d6+1H

SS

12 MF(2)

d10

$3500 Snapfire

Gatling Laser -Carbon Fiber Frame -Focusing Optics

30/60/120

2d6 AP2

FA4

120 EC(6)

d10

$3200 Snapfire

Plasma Caster -High Speed Electrode

24/48/96

3d6H AP0 SBT

SS

12 MF(3)

d8

$3500 Snapfire

Explosives KNO:Demolitions
Type
Powder Charge

to set explosives/mines, no bonus damage with raise. Grenade/Missile

Launchers use Shooting, raise reduces Deviation,(1d6 for thrown, 1d10 for launched) multiplied by range increment Range
Str based

Damage
2d6 SBT

RoF
--

Ammo
--

Min Str
--

Cost
$30

Time Bomb

Placed Charge

4d8 MBT

--

--

--

$150

Bottlecap Mine

Placed Charge

2d6+2 AP1 SBT

--

--

--

$75

Dynamite

Str based

2d6+1 SBT

--

--

--

$25

Type
Grenade, Frag

Range
Str based

Damage
3d6 MBT

RoF
--

Ammo
--

Min Str
--

Cost
$200

Grenade, Stun

Str based

2d8 MBT Fatigue Ignores Armor 2d8 MBT Sets Fires

--

--

--

$150

Grenade, Incendiary

Str based

--

--

--

$200

Grenade, Plasma

Str based

2d8 MBT

--

--

--

$250

Grenade, Pulse

Str based

2d6 MBT 3d6 to electronics

--

--

--

$200

Mine, Frag

Placed Charge

2d6 AP1 SBT

--

--

--

$200

Mine, Plasma

Placed Charge

3d8 SBT

--

--

--

$400

Mine, Pulse

Placed Charge

2d8 SBT 3d8 to electronics

--

--

--

$500

Mine, Spider

Placed Charge

2d6 SBT

--

--

--

$750 Pace 8; Notice d8 within SBT

C-4 Explosive and remote detonator

Str based Remote has 48 range

4d6 LBT

--

--

--

$500

Type
Grenade Launcher -Rangefinder

Range
Min. 2 5/10/20

Damage

RoF

Ammo

Min Str

Cost

By Grenade

SS

5 40mm

d4

$800 Snapfire

Grenade Launcher,Auto -Ext. Barrel

Min. 2 10/20/40

By Grenade

SA

20 40mm

d6

$1800 Snapfire

Missile Launcher -Targeting Sys.

Min. 5 75/150/300

5d8H LBT

SS

1 Msl

d6

$1500 Snapfire

Special weapons
Type
Bow

Bows, crossbows and the Dart Gun are considered to be silenced weapons, Notice rolls are at -6 to locate the shooter based on hearing. Damage
2d6+1

Range
12/24/48

RoF
1

Ammo
-

Min Str
d6

Cost
$150

Crossbow

15/30/60

2d6 AP2

--

d6

$400

Dart Gun

10/20/-

No damage, causes paralysis on failed Vigor roll 2d6+1 AP2 Will pin target w/Raise

--

d4

$300

Railway Rifle

15/30/60

10 spikes

d6

$500 Can be used as a grapple launcher.

Type

Range

Damage
2d8H AP2 +d8 vs electronics

RoF

Ammo

Min Str

Cost

Drone Cannon

20/40/80

SS

MF

d10

$2400 May not move when firing

melee weapons Most


Type
9 Iron

melee weapons are considered to be silent, and are at -6 to Notice rolls to Powered melee weapons are not silent. Cost
$10

locate the attacker based on sound. Notes


--

Damage
Str+d4

RoF
--

Ammo
--

Min Str
d4

Axe

--

Str+d6

--

--

d6

$50

Axe, Fire

--

Str+d6

--

--

d6

$75

Axe, Auto

Parry -2 2 Handed

2d8

--

25 EC

d8

$800

Baseball Bat

--

Str+d4+1

--

--

d4

$8

Cane

--

Str+d4+1

--

--

d4

$125

Cattle Prod

--

3d6 Fatigue Ignores Armor

--

10 EC

d4

$15

Club Lead Pipe

--

Str+d4

--

--

d4

$5

Type
Club Nail Board

Notes
Reach 1 2 Handed

Damage
Str+d6+2

RoF
--

Ammo
--

Min Str
d6

Cost
$2

Club Police Baton

--

Str+d4

--

--

d4

$35

Club Rebar Club

Reach 1 Parry -1, 2 Handed Automatic Wound to Mole Rats w/Touch Attack (+2)

Str+d10

--

--

d10

$55

Club Repellant Stick

Str+d4

--

--

d4

$60

Club Rolling Pin

--

Str+d4

--

--

d4

$12

Club Tire Iron

--

Str+d4

--

--

d4

$15

Club Wrecking Bar

--

Str+d4

--

--

d4

$45

Hatchet

--

Str+d4+1

--

--

d4

$25

Knife

--

Str+d4

--

--

d4

$15

Knife - Cleaver

--

Str+d4+1

--

--

d4

$18

Type
Knife Bayonet/Combat

Notes
Rifle adds +1 Reach -2 to Notice rolls to detect Can be used as knife or spiked knuckles

Damage
Str+d4 or Str+d6

RoF
--

Ammo
--

Min Str
d4

Cost
$45

Knife - Switchblade

Str+d4

--

--

d4

$25

Knife Trench Knife

Str+d4 or Str+d4+1

--

--

d4

$65

Machete

--

Str+d6

--

--

d6

$55

Machete - Lawnmower

--

Str+d6

--

--

d6

$45

Machete - Gladius

--

Str+d6+1

--

--

d6

$100

Ripper

--

Str+d6

--

20 EC

d4

$350

Shish Ke Bab

--

Str+d8 Flame damage

--

10 FL

d6

$450

Shock Baton

--

3d6 Fatigue Ignores armor Str +d8 AP2 vs rigid armor

--

10 EC

d4

$65

Sledgehammer

Parry -1 2 Handed

--

--

d8

$30

Type
Super Sledge

Notes
Parry -1; 2 Handed

Damage
Str+d8+2 AP2 vs rigid armor

RoF
--

Ammo
--

Min Str
d8

Cost
$95

Spear

Parry +1 Reach 1 2 Handed -2 to Notice rolls to detect Reach 1 2 Handed

Str+d4+1

--

--

d6

$75

Straight Razor

Str+d4

--

--

d4

$20

Sword Bumper Sword

Str+d8

--

--

d8

$75

Sword Chinese Officer's Sword

Parry +1

Str+d6+1

--

--

d6

$195

Sword - Katana

Parry +1

Str+d8

--

--

d6

$250

Sword - Vertibird

Reach 1 2 Handed

Str+d10

--

--

d10

$175

Thermic Lance

2 Handed

Str+d8 AP4

--

10 MF

d8

$500

Throwing Hatchet

--

Str+d4+1

--

d4

$25

Throwing Knife

-2 to Notice rolls to detect

Str+d4

--

d4

$15

Type

Notes

Damage

RoF

Ammo

Min Str

Cost

Unarmed Weapons
Bladed Gauntlet Can Parry Armed attacks Str+d4+2 --d4 $55

Boxing Tape

Str+d4

--

--

d4

$50

Boxing Gloves

Can Parry Armed attacks -2 to Notice rolls to detect

Str+d4

--

--

d4

$75

Brass Knuckles

Str+d4

--

--

d4

$100

Dog Tag Fist

--

Str+d4+1

--

--

d4

$75

Gauntlet, Deathclaw

--

Str+d6 AP2

--

--

d4

$250

Gauntlet, Mantis

+1 Parry

Str+d6

--

--

d4

$175

Power Fist

--

Str+d8

--

EC

d6

$950

Power Fist, Ballistic

--

Str+d6 AP1

--

10 LP

d6

$800

Power Fist, Pushy

Successful attack does d4 Knockback

Str+d8

--

EC

d6

$1100

Type
Power Fist, Shock

Notes
--

Damage
Str+d8 Fatigue Ignores armor

RoF
--

Ammo
EC

Min Str
d6

Cost
$1200

Spiked Knuckles

-2 to Notice rolls to detect

Str+d4+1

--

--

d4

$125

Weapon mods
Type
Any Pistol-Laser Sight

Damage

Cost

Benefits
+2 Shooting, +2 to be Noticed at night or in smoke, fog, etc.

Any Rifle or LMGBipod

Autofire penalty reduced to -1 Ignore minimum St when used

Assault Rifle Carbine-Silencer

-2 to be Noticed, -6 if by sound only

Assault Rifle-Bayonet

St+d4

Dmg St+d6, Reach 1 when affixed to rifle

Assault Rifle-Ext. Clip

+50% Ammo capacity

Assault Rifle-Folding Stock

-1 to Notice weapon if folded -1 to Shooting if firing when folded

Flamer-Exp. Fuel Tank

+50% Ammo capacity

Type
Gatling Laser-Carbon Fiber Frame

Damage

Cost

Benefits
-1d to minimum St Snapfire penalty reduced to -1

Gatling LaserFocusing Optics

+1 to Shooting

Grenade LanucherExtended Barrel

Adjust range to 15/30/60

Grenade LauncherRangefinder

Deviation reduced to 1d6 at all ranges

Laser Pistol-Focusing Lens

+1 to Shooting

Laser PistolRecharger

+50% Ammo capacity

Laser Rifle-Beam Splitter

2d8

Splits beam, increasing damage

Laser Rifle-Focusing Optice

+1 to Shooting

Laser Rifle-Scope

+2 to

Shooting at Med. Range or greater

Light Pistol-Ext. Magazine

+50% Ammo capacity

Type
Light Pistol-Scope

Damage

Cost
+2 to

Benefits
Shooting at Med. Range or greater

Light Pistol-Silencer

-2 to be Noticed, -6 if by sound only

Minigun-Harness

-1d to minimum St Autofire penalty reduced to -1

Minigun-High Speed Motor

Raises ROF to FA5

Missile LauncherGuidance System

Deviation reduced to 1d6 at all ranges

Plasma Caster-High Speed Electrode

Raises ROF to SA

Plasme Rife-Magnetic Accelerator

Raises ROF to SA

Revolver-Heavy Duty Cylinder

+1 to Shooting

Revolver-Scope

+2 to

Shooting at Med. Range or greater

Revolver-Speed Loader

Can reload fully as an action, Quick Draw bonus applies

Type
SMG-Drum Clip

Damage

Cost

Benefits
+50% Ammo capacity

SMG-Ext. Magazine

+50% Ammo capacity

SMG-Silencer

-2 to be Noticed, -6 if by sound only

Sniper Rifle-Night Vision Scope

-2 to be Noticed, -6 if by sound only Ignore penalties from Dim or Dark as long as some light is available Can be blinded by bright flashes of light

Sniper Rifle-Silencer

-2 to be Noticed, -6 if by sound only

Sport Rifle-Extended Clip

+50% Ammo capacity

Sport Rifle-Long Tube Magazine

+50% Ammo capacity

Sport RifleReplacement Stock

-25% weight, +1 to Shooting

Sport Rifle-Scope

+2 to

Shooting at Med. Range or greater

Sport Rifle-Silencer

-2 to be Noticed, -6 if by sound only

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