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Fallout Weapon List

The document provides game statistics and details for various firearms, heavy weapons, explosives, and melee weapons. Scopes, silencers, and other attachments provide bonuses or penalties to certain weapon attributes like accuracy, detection chance, and rate of fire. Weapon types include pistols, submachine guns, rifles, shotguns, heavy weapons, explosives, special weapons, and melee weapons. Each entry lists the weapon's range, damage, rate of fire, ammunition type and capacity, minimum strength to use, and cost.

Uploaded by

Don Perry
Copyright
© Attribution Non-Commercial (BY-NC)
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
462 views

Fallout Weapon List

The document provides game statistics and details for various firearms, heavy weapons, explosives, and melee weapons. Scopes, silencers, and other attachments provide bonuses or penalties to certain weapon attributes like accuracy, detection chance, and rate of fire. Weapon types include pistols, submachine guns, rifles, shotguns, heavy weapons, explosives, special weapons, and melee weapons. Each entry lists the weapon's range, damage, rate of fire, ammunition type and capacity, minimum strength to use, and cost.

Uploaded by

Don Perry
Copyright
© Attribution Non-Commercial (BY-NC)
Available Formats
Download as PDF, TXT or read online on Scribd
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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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