fallout weapon list

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  • 7/31/2019 Fallout Weapon List

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    Falloutweaponsadd +2 to rolls, attacker cannot be moving, cumulative with maneuvermakes rolls to find shooter at -2, -6 if based on hearing onlyis -2 to Shooting; reduce Autofire penalty to -1 and negate Min. Strength

    weapons can , +1 to attack and damage, single roll, uses 2 roundsweapons can fire a 3 round burst, +2 to attack and damage, single roll, uses 3 rounds

    weapons can roll up to ROF attack dice, each die represents ROF rounds, -2 toattack unless firing a single shot. Can also use over an MBT area within range.

    ignore normal armor, normal weapons will not penetrate-1 to attack roll for each die type below , penalty is ignored if weapon is braced orsupported by a bipod or tripod. Melee weapons also do reduced damage and lose any special abilities.Weapons with penalty take an additional -2 to attack rolls if attacker moves during action.Range of is Str based, is 3/6/12; is 5/10/20; + is 10/15/30Weapons that do force a roll after damage is done, if any. Failure leavestarget , critical failure means target is unconscious.

    can reload one round as an action, 2 with a successful roll. applies.

    .22 Pistol - Silenced 10/20/40 2d6-1 AP0 SA 9 LP - $400

    Silencer

    .32 Snub Revolver

    -Speed Loader 10/20/40 2d6 AP0 SS 6 LP - $100

    9mm Pistol-Silencer-Ext. Clip-Scope

    12/24/48 2d6 AP1 SA 15 LP - $250

    10mm Pistol-Silencer-Ext. Clip-Scope

    12/24/48 2d6 AP1 SA 12 LP - $300

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    12.7mm Pistol 12/24/48 2d6+1 AP2 SA 8 HP - $400

    .357 Magnum Revolver-Scope-HD Cylinder

    -Speed Loader

    12/24/48 2d6+1 AP1 SS 6 HP - $450

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

    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

    Plasma Pistol 10/20/40 3d6 AP0 SS 10 MF - $1000

    .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

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    10mm SMG-Silencer-Ext. Clip or drum

    12/24/48 2d6 AP1 BF/FA3 32 LP - $500

    12.7mm SMG12/24/48 2d6+1 AP1 FA3 25 HP d6 $650

    Varmint Rifle-Scope-Silencer-Ext. Clip

    20/40/80 2d6 AP0 SA 12 SR d4 $150

    Hunting Rifle-Scope-Ext. Clip 30/60/120 2d8 AP1 SS 8 SR d6 $300

    Cowboy Repeater-Long Tube-Rpl. Stock

    24/48/96 2d8 AP1 SS 5 SR d6 $500

    Assault Rifle-Ext. Clip-Folding Stock-Bayonet

    24/48/96 2d8 AP2 FA3 24 AR d6 $750

    Chinese Assault Rifle-Ext. Clip-Bayonet

    24/48/96 2d8+1 AP2 FA3 32 AR d6 $800

    Assault Carbine-Ext. Clip-Scope-Silencer

    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

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

    50/100/200 2d10 AP6 SS 8 SN d6 $1250

    Bipod, Scope,

    Anti-Material Rifle 60/120/240 2d10H AP4 SS 5 SN d8 $2500

    Scope,

    Laser Rifle-Focusing Optics-Scope-Beam Splitter

    30/60/120 2d6 AP4 SA 20 EC d4 $2400

    Plasma Rifle-Mag. Accelerator

    24/48/96 3d6 AP1 SS 10 MF d4 $3500

    Gauss Rifle 30/60/120 2d8H AP2 SS 10 MF d8 $3000

    Normal damage 3d6 at Short, 2d6 at Med, 1d6 at Long, +2 to hit, slugs are 2d10, noattack bonus.

    Sawed Off Shotgun 05/10/201-3d6 AP0+2 Hit

    1-2 2 SG d4 $300

    Caravan Shotgun 12/24/481-3d6 AP0+2 Hit

    1-2 6 SG d4 $400

    Lever Action Shotgun 10/20/401-3d6 AP0+2 Hit

    1 8 SG d6 $350

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    Double-Barreled SG 12/24/481-3d6 AP0+2 Hit

    1-2 2 SG d4 $400

    Hunting Shotgun 15/30/601-3d6 AP0+2 Hit

    1 8 SG d6 $450

    Combat Shotgun 12/24/482d10 AP1

    Solid SlugsSA 12 SG d6 $1200

    Flamer uses cone template at +2 to Energy Weapons, FL weapons ignore armor unlessfire-proofed.

    Light Machine Gun-Bipod

    30/60/120 2d8+1 AP2 FA350 AR

    250 belt

    d6(+1d if notfired fromstationaryposition)

    $750 5mm Minigun-Tripod-High Speed Motor-Harness

    25/50/100 2d8 AP2 FA4 100 LP

    d8(+1d if notfired fromstationaryposition)

    $1000

    GAU Gatling Gun

    -Tripod 30/60/120 3d8H AP4 FA3 SN

    d10(+1d if not

    fired fromstationaryposition)

    $1500

    Flamer-Expanded Tank

    Cone 2d10H SS 20 FL d6 $2000

    Incinerator 24/48/96 2d8H SBT SS 15 FL(2) d8 $2250

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    Incinerator, Heavy 20/40/80 2d8H MBT SS 20 FL(3) d10 $2700

    Tesla Cannon 35/70/140 3d6+1H SS 12 MF(2) d10 $3500

    Gatling Laser-Carbon Fiber Frame-Focusing Optics

    30/60/120 2d6 AP2 FA4 120 EC(6) d10 $3200

    Plasma Caster-High Speed Electrode

    24/48/963d6H AP0

    SBTSS 12 MF(3) d8 $3500

    to set explosives/mines, no bonus damage with raise. Grenade/MissileLaunchers use , raise reduces ,(1d6 for thrown, 1d10 for launched)multiplied by range increment

    Powder Charge Str based 2d6 SBT -- -- -- $30

    Time BombPlacedCharge

    4d8 MBT -- -- -- $150

    Bottlecap MinePlacedCharge

    2d6+2 AP1SBT

    -- -- -- $75

    Dynamite Str based 2d6+1 SBT -- -- -- $25

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    Grenade, Frag Str based 3d6 MBT -- -- -- $200

    Grenade, Stun Str based

    2d8 MBTFatigueIgnores

    Armor

    -- -- -- $150

    Grenade, Incendiary Str based2d8 MBT

    Sets Fires-- -- -- $200

    Grenade, Plasma Str based 2d8 MBT -- -- -- $250

    Grenade, Pulse Str based2d6 MBT3d6 to

    electronics

    -- -- -- $200

    Mine, FragPlacedCharge

    2d6 AP1SBT

    -- -- -- $200

    Mine, PlasmaPlacedCharge

    3d8 SBT -- -- -- $400

    Mine, PulsePlaced

    Charge

    2d8 SBT3d8 to

    electronics-- -- -- $500

    Mine, SpiderPlacedCharge

    2d6 SBT -- -- -- $750

    Pace 8; Notice d8 within SBT

    C-4 Explosive andremote detonator

    Str basedRemote has48 range

    4d6 LBT -- -- -- $500

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    Grenade Launcher-Rangefinder

    Min. 25/10/20

    By Grenade SS 5 40mm d4 $800

    Grenade Launcher,Auto-Ext. Barrel

    Min. 210/20/40

    By Grenade SA 20 40mm d6 $1800

    Missile Launcher-Targeting Sys.

    Min. 575/150/300

    5d8H LBT SS 1 Msl d6 $1500

    Bows, crossbows and the Dart Gun are considered to be silenced weapons, Notice

    rolls are at -6 to locate the shooter based on hearing.

    Bow 12/24/48 2d6+1 1 - d6 $150

    Crossbow 15/30/60 2d6 AP2 1 -- d6 $400

    Dart Gun 10/20/-No damage,causesparalysison failedVigor roll

    1 -- d4 $300

    Railway Rifle 15/30/60

    2d6+1 AP2Will pintargetw/Raise

    1 10 spikes d6 $500

    Can be used as a grapple launcher.

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    Drone Cannon 20/40/802d8H AP2+d8 vs

    electronicsSS MF d10 $2400

    Most melee weapons are considered to be silent, and are at -6 to Notice rolls tolocate the attacker based on sound. Powered melee weapons are not silent.

    9 Iron -- Str+d4 -- -- d4 $10

    Axe -- Str+d6 -- -- d6 $50

    Axe, Fire -- Str+d6 -- -- d6 $75

    Axe, Auto 2d8 -- 25 EC d8 $800

    Baseball Bat -- Str+d4+1 -- -- d4 $8

    Cane -- Str+d4+1 -- -- d4 $125

    Cattle Prod --3d6 FatigueIgnoresArmor

    -- 10 EC d4 $15

    Club Lead Pipe -- Str+d4 -- -- d4 $5

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    Club Nail Board Str+d6+2 -- -- d6 $2

    Club Police Baton -- Str+d4 -- -- d4 $35

    Club Rebar Club Str+d10 -- -- d10 $55

    Club RepellantStick

    AutomaticWound toMole Ratsw/TouchAttack(+2)

    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

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    Knife -Bayonet/Combat

    Rifle adds+1 Reach

    Str+d4or

    Str+d6-- -- d4 $45

    Knife - Switchblade

    -2 toNotice

    rolls to

    detect

    Str+d4 -- -- d4 $25

    Knife Trench Knife

    Can beused asknife orspiked

    knuckles

    Str+d4 orStr+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+d8Flamedamage

    -- 10 FL d6 $450

    Shock Baton --3d6 FatigueIgnoresarmor

    -- 10 EC d4 $65

    SledgehammerStr +d8AP2 vs

    rigid armor-- -- d8 $30

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    Super SledgeStr+d8+2AP2 vs

    rigid armor-- -- d8 $95

    SpearParry +1Reach 1 Str+d4+1 -- -- d6 $75

    Straight Razor

    -2 toNotice

    rolls todetect

    Str+d4 -- -- d4 $20

    Sword Bumper SwordReach 1

    Str+d8 -- -- d8 $75

    Sword ChineseOfficer's Sword

    Parry +1 Str+d6+1 -- -- d6 $195

    Sword - Katana Parry +1 Str+d8 -- -- d6 $250

    Sword - VertibirdReach 1

    Str+d10 -- -- d10 $175

    Thermic Lance Str+d8 AP4 -- 10 MF d8 $500

    Throwing Hatchet -- Str+d4+1 1 -- d4 $25

    Throwing Knife

    -2 toNotice

    rolls todetect

    Str+d4 1 -- d4 $15

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    Bladed GauntletCan Parry

    Armedattacks

    Str+d4+2 -- -- d4 $55

    Boxing Tape Str+d4 -- -- d4 $50

    Boxing GlovesCan Parry

    Armedattacks

    Str+d4 -- -- d4 $75

    Brass Knuckles

    -2 toNotice

    rolls todetect

    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

    Successfulattack

    does d4Str+d8 -- EC d6 $1100

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    Power Fist, Shock --

    Str+d8FatigueIgnoresarmor

    -- EC d6 $1200

    Spiked Knuckles

    -2 toNotice

    rolls to

    detect

    Str+d4+1 -- -- d4 $125

    Any Pistol-LaserSight

    +2 , +2 to be at night or insmoke, fog, etc.

    Any Rifle or LMG-

    Bipod

    reduced to -1

    Ignore minimum St when used

    Assault RifleCarbine-Silencer

    -2 to be , -6 if by sound only

    Assault Rifle-Bayonet St+d4 Dmg St+d6, when affixed to rifle

    Assault Rifle-Ext.

    Clip +50% Ammo capacity

    Assault Rifle-FoldingStock

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

    Flamer-Exp. Fuel Tank +50% Ammo capacity

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    Gatling Laser-CarbonFiber Frame

    -1d to minimum Stpenalty reduced to -1

    Gatling Laser-Focusing Optics

    +1 to

    Grenade Lanucher-Extended Barrel

    Adjust range to 15/30/60

    Grenade Launcher-Rangefinder

    reduced to 1d6 at all ranges

    Laser Pistol-FocusingLens

    +1 to

    Laser Pistol-Recharger

    +50% Ammo capacity

    Laser Rifle-BeamSplitter

    2d8 Splits beam, increasing damage

    Laser Rifle-Focusing

    Optice

    +1 to

    Laser Rifle-Scope +2 to at Med. Range or greater

    Light Pistol-Ext.Magazine

    +50% Ammo capacity

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    Light Pistol-Scope +2 to at Med. Range or greater

    Light Pistol-Silencer -2 to be , -6 if by sound only

    Minigun-Harness-1d to minimum St

    penalty reduced to -1

    Minigun-High SpeedMotor

    Raises to FA5

    Missile Launcher-Guidance System

    reduced to 1d6 at all ranges

    Plasma Caster-HighSpeed Electrode

    Raises to SA

    Plasme Rife-MagneticAccelerator

    Raises to SA

    Revolver-Heavy Duty

    Cylinder

    +1 to

    Revolver-Scope +2 to at Med. Range or greater

    Revolver-Speed LoaderCan reload fully as an action,

    bonus applies

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    SMG-Drum Clip +50% Ammo capacity

    SMG-Ext. Magazine +50% Ammo capacity

    SMG-Silencer -2 to be , -6 if by sound only

    Sniper Rifle-NightVision Scope

    -2 to be , -6 if by sound onlyIgnore penalties from or as long as

    some light is availableCan be blinded by bright flashes of light

    Sniper Rifle-Silencer -2 to be , -6 if by sound only

    Sport Rifle-ExtendedClip

    +50% Ammo capacity

    Sport Rifle-Long TubeMagazine

    +50% Ammo capacity

    Sport Rifle-

    Replacement Stock

    -25% weight, +1 to

    Sport Rifle-Scope +2 to at Med. Range or greater

    Sport Rifle-Silencer -2 to be , -6 if by sound only