Weapon Condition
The statistics below represent weapons in their peak condition. In the wasteland, this is rarely the case. There are 4 stages of condition that weapons can be in. If a player has two of the same weapon or otherwise substantial weapon parts, they may attempt a DC 15 Arcana check to repair their weapon, increasing its condition by 1 tier. At the end of combat or when their weapon is damaged, one must make a DC 12 Arcana check with the weapon they are using. On a failure, their weapon degrades by 1 tier.
- Pristine: The weapon functions perfectly normal.
- Degraded: The weapon’s ranges are decreased by 5 feet. Its cost is 1/4 less than normal
- Poor: The weapon deals 1 less damage and its ranges are 5 feet less. Reloading requires an action. It costs 1/3 less than normal.
- Damaged: The weapon deals 2 less damage and its ranges are 10 feet less. Reloading requires an action to attempt a DC 12 Arcana check. It costs 1/2 less than normal.
- Broken: The weapon can not be used.
Additional Properties
Properties with a + after its name can be added to a weapon for half the weapon’s price. Properties with a - After its name can be removed from a weapon for 3/4 of the weapon’s price.
- Long Reload-: Reloading this weapon requires an action. If your weapon is below Degraded condition, it requires an action and bonus action or reaction to reload.
- Automatic+: You can make an additional attack without adding your Dexterity modifier if it is above 0 to the attack roll as a bonus action.
- Scope+: If you have not moved since the end of your last turn, you can use a bonus action to aim down the scope of a firearm that has this trait at a specific target. Once you do so, your speed becomes and the first attack you make has no disadvantage on your attack roll from using its long range until the beginning of your next turn.
- EMP+(Energy Only): Deals four times as much damage to constructs and creatures wearing power armor. Does not deal damage to other creatures.
- Pulse+(Energy Only): Deals half as much damage to non-constructs. Deals twice as much damage to constructs and creatures wearing power armor.
- Burning+(Energy Only): Deals half as much damage to constructs and creatures wearing power armor, and twice as much to creatures who are not.
- Poison: Deals four times as much damage to non-constructs. Does not deal damage to constructs or creatures wearing power armor.
- Blast (x)+(Shotguns Only): Attacks every creature within x feet of the target.
- Silenced+: Attacking with this ranged weapon does not reveal one’s position.
- Burst (x): Each attack with this weapon uses x amount of ammunition.
- Mine: Can be placed as an action. If a creature comes within 5 feet of it after 6 seconds (the creature who placed its next turn) it makes an attack against them.
- Bolt-: After attacking, you must manually re-cock the weapon’s bolt as an action or bonus action to use it again.
- Unlike 5e, there are 4 damage types. Ballistic damage is that sourced from bullets. Energy damage is sourced from beams of super-heated plasma and lasers, as well as fire. Explosive damage is dealt by fragmentation devices. Melee damage comes from Fists, knives, and other weapons that lack range.
- Weapons with the Heavy property use Strength instead of Dexterity and halve the user’s movement speed while in use.
- Shotguns add their proficiency bonus to damage rolls instead of attack rolls.
- Attacks made against creatures unaware of the attacker deal twice as much damage.
- Thrown and Melee Weapons can use Strength or Dexterity for attack rolls, but you can not add any modifiers to thrown damage rolls.
- If an Explosive weapon does not hit, it still deals half damage.
Small Guns
Pistols
- Note: All pistols have the Light property.
Name
|
Cost (Caps)
|
Damage
|
Range
|
Weight
|
Ammo
|
Mag
|
Properties
|
Appearances
|
Ballistic Pistols |
|
|
|
|
|
|
|
|
.22 Pistol (Silenced) |
26 |
1d4-1 |
40/80 |
3 lb. |
.22 Caliber |
16 |
Silenced |
NV
|
.32 Revolver |
48 |
1d6 |
30/120 |
1.5 lb. |
.32 Magnum |
5 |
p |
3
|
.357 Revolver |
56 |
1d6 |
50/150 |
2.5 lb. |
.357 Magnum |
6 |
p |
NV
|
.44 Revolver |
90 |
2d6 |
60/120 |
3 lb. |
.44 Magnum |
6 |
p |
2, Tactics, 3, NV, 4, 76
|
.44 Pistol (Desert Eagle) |
100 |
2d8 |
30/120 |
4 lb. |
.44 Magnum |
8 |
p |
1, 2
|
.45 Auto Pistol (Colt) |
75 |
2d4 |
90/180 |
2.5 lb. |
.45 Auto |
7 |
p |
Tactics, NV
|
9mm Pistol |
25 |
1d6 |
50/100 |
2 lb. |
9mm |
13 |
p |
Tactics, NV
|
9mm Mauser (Chinese Pistol) |
15 |
1d4 |
30/160 |
2 lb. |
9mm |
9 |
p |
3, NV
|
10mm Pistol |
42 |
2d4 |
50/150 |
3 lb. |
10mm |
12 |
p |
1, 2, 3, NV, 4, 76
|
5.56mm Pistol (.223 Pistol) |
63 |
2d6 |
50/200 |
5 lb. |
5.56mm |
5 |
p |
1, 2, NV
|
12.7mm Pistol (14mm Pistol) |
95 |
2d8 |
90/120 |
3.5 lb. |
12.7mm |
6 |
p |
1, 2, NV
|
Black Powder Pistol |
63 |
2d12 |
90/120 |
3 lb. |
.50 Ball |
1 |
Long Reload |
76
|
Gauss Pistol |
130 |
3d6 |
90/180 |
5 lb. |
2mm EC |
12 |
p |
2
|
Hunting Revolver |
73 |
2d10 |
50/200 |
4 lb. |
.45-75 Gov |
5 |
Scope |
NV
|
Pipe .38 Pistol |
20 |
1d4 |
20/80 |
2.5 lb. |
.38 Caliber |
13 |
p |
4, 76
|
Pipe .45 Revolver |
25 |
1d6 |
30/90 |
4 lb. |
.45 Caliber |
6 |
p |
4, 76
|
Pipe .308 Bolt-Action Pistol |
30 |
1d8 |
40/120 |
3.5 lb. |
.308 Caliber |
6 |
p |
4, 76
|
Police Pistol |
333 |
1d12 |
90/120 |
3 lb. |
.357 Magnum |
6 |
p |
NV
|
Zip Gun |
35 |
1d6 |
60/120 |
1 lb. |
10mm |
1 |
p |
2(Cut), Tactics
|
Needler Pistol |
82 |
2d8+1 |
50/150 |
4 lb. |
Hypo Cartridge |
10 |
p |
2, Tactics
|
Energy Pistols |
|
|
|
|
|
|
|
|
Alien Atomizer |
5500 |
4d6 |
45/365 |
2 lb. |
Alien Power Module |
20 |
p |
3
|
Alien Blaster |
4000 |
4d6 |
30/240 |
2 lb. |
Alien Power Module |
10 |
p |
3, 4, 76
|
Laser Pistol |
75 |
1d4+1 |
100/150 |
3 lb. |
Small Energy Cell |
30 |
p |
1, 2, Tactics, 3, NV, 4, 76
|
Microwave Emitter |
100 |
2d12 |
50/80 |
8 lb. |
MicroFusion Cell |
5 |
Poison |
3
|
Plasma Defender |
50 |
2d6 |
30/180 |
2 lb. |
Small Energy Cell |
16 |
p |
1, 2, Tactics, NV
|
Plasma Pistol |
80 |
1d12 |
30/180 |
3 lb. |
Plasma Cartridge |
16 |
p |
3, NV, 4, 76
|
Pulse Gun |
200 |
1d8 |
50/150 |
2.5 lb. |
Small Energy Cell |
5 |
Pulse |
2, Tactics, NV
|
Recharger Pistol |
96 |
2d4-1 |
100/150 |
7 lb. |
MicroFusion Breeder |
20 |
p |
NV
|
Stun Gun |
50 |
1d4-1 |
20/40 |
1.5 lb. |
Small Energy Cell |
5 |
On a hit, target’s movement speed is halved. |
Tactics
|
Gamma Gun |
75 |
2d8 |
30/120 |
3 lb. |
Small Energy Cell |
8 |
Deals rads instead of damage |
4, 76
|
Acid Soaker |
20 |
3d4 |
10/40 |
3.5 lb |
Acid Canister |
15 |
|
Tactics, 4
|
Euclid’s C-Finder |
2,500 |
5d12 |
60 |
3 lb. |
Archimedes Cell |
1 |
Blast (30), Deals damage at end of next turn. |
NV
|
Explosive Pistols |
|
|
|
|
|
|
|
|
Grenade Pistol |
45 |
2d6 |
20/60 |
3 lb. |
40mm Grenade |
1 |
Blast (5) |
Tactics
|
Flamer Pistol |
50 |
1d12 |
10/20 |
8 lb. |
Fuel Canister |
3 |
Burning |
Tactics
|
Flare Gun |
15 |
1d4-1 |
30/240 |
2 lb. |
26.5mm Flare |
1 |
Burning |
NV, 4, 76
|
Rifles
- Unless stated otherwise, all rifles are 2-handed.
Name
|
Cost
|
Damage
|
Range
|
Weight
|
Ammo
|
Mag
|
Properties
|
Appearances
|
Ballistic Rifles |
|
|
|
|
|
|
|
|
7.62mm Rifle (FN FAL) |
100 |
4d4 |
65/700 |
9 lb. |
7.62mm |
20 |
p |
Tactics
|
Assault Carbine (R91) |
65 |
1d12 |
30/300 |
10 lb. |
5mm |
24 |
Burst (4), Automatic |
NV
|
Assault Rifle (M16A1) |
90 |
2d6 |
60/300 |
7.5 lb. |
5.56mm |
30 |
Burst (3), Automatic |
3
|
Battle Rifle (M1 Garand) |
350 |
3d4 |
90/360 |
9.5 lb. |
.308 Caliber |
8 |
p |
NV
|
BB Gun |
15 |
1 |
50/200 |
2 lb. |
BB |
100 |
p |
1, 2, Tactics, 3, NV
|
Black Powder Rifle |
185 |
5d6 |
30/120 |
6 lb. |
.50 Ball |
1 |
p |
76
|
Brush Gun |
115 |
6d4 |
100/300 |
7 lb. |
.45-70 Gov’t |
6 |
Bolt |
NV
|
Caseless Assault Rifle (H&K G11) |
100 |
3d8 |
60/180 |
8.5 lb. |
4.7mm |
50 |
Automatic |
2
|
Chinese Assault Rifle (Type 93) |
200 |
2d8 |
60/300 |
8 lb. |
5.56mm or 7.62mm |
24 |
Automatic, Burst (3) |
3
|
Combat Rifle |
65 |
1d12 |
100/200 |
9 lb. |
.45 Caliber |
20 |
p |
4, 76
|
Cowboy Repeater |
90 |
3d4 |
75/150 |
5.5 lb. |
.357 Magnum |
7 |
p |
NV
|
Gauss Rifle |
7,000 |
6d6 |
20/600 |
15 lb. |
2mm EC |
7 |
Scope |
3, NV, 4, 76
|
Hunting Rifle |
85 |
4d6 |
30/700 |
7.5 lb. |
.308 Caliber |
5 |
Bolt |
3, 4, 76
|
Lever-Action Rifle |
50 |
3d4 |
90/600 |
7 lb. |
.45-70 Gov't |
5 |
p |
3, 4, 76
|
Marksman Carbine |
35 |
2d4 |
15/200 |
8 lb. |
5.56mm |
20 |
Burst (5), Automatic, Scope |
NV
|
Pipe .38 Rifle |
15 |
1d4 |
30/200 |
4 lb. |
.38 Caliber |
20 |
p |
4, 76
|
Pipe .45 Revolver Rifle |
20 |
1d6 |
40/300 |
6.5 lb. |
.45 Caliber |
6 |
p |
4, 76
|
Pipe .308 Bolt-Action Rifle |
25 |
1d8 |
50/400 |
6 lb. |
.308 Caliber |
6 |
p |
4, 76
|
Radium Rifle |
200 |
2d6 |
75/140 |
11 lb. |
.45 Caliber |
20 |
Burst (3), Deals 1d4 radiation |
4, 76
|
Service Rifle |
65 |
2d6 |
100/300 |
8.5 lb. |
5.56mm |
20 |
p |
NV
|
Sniper Rifle |
900 |
4d6 |
15/800 |
12.5 lb. |
.308 Caliber |
5 |
Scope |
1, 2, Tactics, 3, NV, 4, 76
|
Trail Carbine |
135 |
3d8 |
75/750 |
7.5 lb. |
.44 Magnum |
8 |
Bolt |
NV
|
Varmint Rifle |
20 |
2d4 |
60/180 |
5 lb. |
5.56mm |
5 |
p |
NV
|
XL70E3 |
100 |
2d8 |
60/240 |
10 lb. |
5mm |
20 |
Burst (2), Scope |
2
|
Energy Rifles |
|
|
|
|
|
|
|
|
Alien Disintegrator |
10,000 |
5d8 |
100/365 |
7 lb. |
Alien Power Module |
100 |
p |
3
|
LAER |
120 |
2d8 |
200/250 |
4.5 lb. |
MicroFusion Cell |
20 |
p |
NV
|
Laser Musket |
115 |
3d12 |
150/200 |
12 lb. |
MicroFusion Cell |
5 |
Burst (5) |
4, 76
|
Laser Rifle |
80 |
2d8 |
150/200 |
7.5 lb. |
MicroFusion Cell |
24 |
p |
1, 2, Tactics, 3, NV, 4, 76
|
Plasma Rifle |
90 |
3d6 |
45/200 |
8 lb. |
Plasma Cartridge |
12 |
p |
1, 2, Tactics, 3, NV, 4, 76
|
Pulse Rifle |
150 |
1d12 |
30/300 |
9 lb. |
MicroFusion Cell |
1 |
Pulse |
2, Tactics, NV
|
Recharger Rifle |
100 |
3d4 |
150/200 |
14 lb. |
MicroFusion Breeder |
7 |
p |
NV
|
Tesla Rifle |
120 |
3d12 |
15/60 |
10 lb. |
MicroFusion Cell |
15 |
Pulse |
4, 76
|
Explosive Rifles |
|
|
|
|
|
|
|
|
Grenade Rifle (M79) |
40 |
3d6 |
45/135 |
8 lb. |
40mm Grenade |
1 |
Blast (10) |
Tactics, NV, 76
|
Melee Rifles |
|
|
|
|
|
|
|
|
Bow |
25 |
1d10 |
20/60 |
5 lb. |
Arrow |
1 |
Silenced, Bolt |
76
|
Compound Bow |
75 |
2d8 |
20/60 |
5 lb. |
Arrow |
1 |
Silenced, Bolt |
76
|
Crossbow |
50 |
2d6 |
20/60 |
8 lb. |
Arrow |
1 |
Silenced, Bolt |
76
|
Net Gun |
30 |
0 |
20/60 |
10 lb. |
Net |
1 |
On a hit, restrains target. Must succeed DC 15 Strength save as an action to escape. |
N/A
|
Railway Rifle |
80 |
2d8 |
30/120 |
14 lb. |
Railway Spikes |
10 |
p |
3, 4, 76
|
Other Rifles |
|
|
|
|
|
|
|
|
Syringer |
60 |
0 |
100/200 |
7 lb. |
Syringe |
1 |
Scope, Poison |
4, 76
|
Tranquilizer Rifle |
120 |
0 |
100/200 |
4 lb. |
Tranquilizer Dart |
1 |
Scope, Poison |
N/A
|
Shotguns
- Unless otherwise stated, all shotguns have the 2-handed property.
Name
|
Cost
|
Damage
|
Range
|
Weight
|
Ammo
|
Mag
|
Properties
|
Appearances
|
Ballistic Shotguns |
|
|
|
|
|
|
|
|
Automatic Shotgun (H&W CAWS) |
110 |
3d6 |
15/30 |
9 lb. |
12-Gauge |
10 |
Automatic |
2, Tactics
|
Black Powder Blunderbuss |
62 |
2d12 |
10/20 |
5 lb. |
.50 Ball |
1 |
p |
76
|
Bullpup Automatic Shotgun (Pancor Jackhammer) |
90 |
2d8 |
15/60 |
14 lb. |
12-Gauge |
10 |
p |
2, Tactics
|
Combat Shotgun |
85 |
2d6 |
10/30 |
8 lb. |
12-Gauge |
8 |
20/30 |
1, 2, 3, 4, 76
|
Double-Barrel (SxS) Shotgun |
100 |
3d8 |
15/30 |
6.5 lb. |
12-Gauge |
2 |
Burst (2) |
1, 2, Tactics, 3, NV, 4, 76
|
Double-Barrel (O/U) Shotgun (Caravan Shotgun) |
35 |
3d4 |
10/40 |
6.5 lb. |
20-Gauge |
2 |
p |
NV
|
Hunting Shotgun (Pump-Action) |
100 |
2d8 |
30/40 |
7 lb. |
12-Gauge |
5 |
Bolt |
NV, 76
|
Lever-Action Shotgun |
115 |
5d4 |
15/30 |
8 lb. |
20-Gauge |
5 |
Light |
NV
|
Pipe Shotgun |
20 |
1d12 |
10/20 |
5 lb. |
12-Gauge |
1 |
p |
4(Mod)
|
Pump-Action Combat Shotgun (NeoStead 2000) |
85 |
2d6 |
20/40 |
8.5 lb. |
12-Gauge |
10 |
Bolt |
Tactics
|
Riot Shotgun |
120 |
2d10 |
10/30 |
9.5 lb. |
12-Gauge |
12 |
p |
NV
|
Single Shotgun |
25 |
1d12 |
20/40 |
6 lb. |
20-Gauge |
1 |
p |
NV
|
Energy Shotguns |
|
|
|
|
|
|
|
|
Laser Scattergun |
150 |
3d6 |
20/40 |
8 lb. |
MicroFusion Cell |
20 |
p |
4, 76
|
Plasma Scattergun |
175 |
2d12 |
15/45 |
8.5 lb. |
MicroFusion Cell |
10 |
p |
4, 76
|
Submachine Guns
- All submachine guns have the automatic property.
Name
|
Cost
|
Damage
|
Range
|
Weight
|
Ammo
|
Mag
|
Properties
|
Appearances
|
Ballistic SMGs |
|
|
|
|
|
|
|
|
.22 SMG (Silenced) |
35 |
2d4 |
30/180 |
8 lb. |
.22 Caliber |
180 |
Silenced, Burst (18), 2-handed |
NV
|
9mm Helix SMG (Calico Liberty) |
35 |
1d8 |
40/120 |
6.5 lb. |
9mm |
50 |
2-handed, Burst (10) |
Tactics
|
9mm Machine Pistol (Scorpio) |
25 |
1d6 |
20/80 |
3.5 lb. |
9mm |
32 |
Light, Burst (6) |
Tactics
|
9mm SMG (MP5) |
45 |
1d10 |
50/150 |
6 lb. |
9mm |
30 |
2-handed, Burst (5) |
NV
|
10mm SMG (UMP) |
50 |
2d4 |
30/120 |
6.5 lb. |
10mm |
30 |
2-handed, Burst (3) |
1, 2, Tactics, 3, NV, 76
|
12.7mm SMG |
43 |
2d6 |
40/160 |
7 lb. |
12.7mm |
21 |
2-handed, Burst (3) |
NV
|
Chinese 9mm SMG (MP38) |
32 |
1d12 |
40/120 |
9 lb. |
9mm |
30 |
2-handed, Burst (6), Silenced |
Tactics
|
Grease Gun (M3A1) |
52 |
1d6 |
20/140 |
7 lb. |
.45 Auto |
30 |
Versatile (2d6), Burst (5) |
2
|
Police SMG (P90) |
60 |
3d4 |
20/120 |
6.5 lb. |
9mm |
40 |
Burst (5), 2-handed |
Tactics
|
Sten Gun |
75 |
2d6 |
60/100 |
7 lb. |
9mm |
50 |
Burst (3), 2-handed |
Tactics
|
Tommy Gun |
90 |
2d8 |
40/160 |
11 lb. |
.45 Auto |
50 |
Burst (5), 2-handed |
1, 2, Tactics, 3, NV, 4, 76
|
Uzi |
65 |
3d4 |
20/80 |
7.5 lb. |
9mm |
25 |
Light, Burst (5) |
Tactics
|
Energy SMGs |
|
|
|
|
|
|
|
|
Laser RCW |
110 |
2d10 |
80/120 |
10 lb. |
Electron Charge Pack |
60 |
Burst (3), 2-handed |
NV
|
Heavy Weapons (Big Guns)
- Unless otherwise stated, all heavy weapons have the Heavy and Two-Handed properties.
Name
|
Cost
|
Damage
|
Range
|
Weight
|
Ammo
|
Mag
|
Properties
|
Appearances
|
Ballistic Heavy Weapons |
|
|
|
|
|
|
|
|
50 Cal Machine Gun (M2) |
480 |
3d12 |
30/120 |
45 lb. |
.50 MG |
250 |
Burst (10), Automatic |
Tactics, 76
|
Anti-Material Rifle |
10,000 |
8d6 |
15/1,500 |
25 lb. |
.50 MG |
8 |
Scope, Bolt |
NV
|
Bozar |
15,000 |
5d6 |
30/1,000 |
15 lb. |
5.56mm |
30 |
Automatic, Scope, Burst (5) |
2, NV
|
Gatling Gun (Civil War) |
150 |
3d6 |
30/120 |
55 lb. |
5mm |
250 |
Burst (10), Automatic |
76
|
Gauss Minigun |
1,000 |
6d6 |
60/270 |
45 lb. |
2mm EC |
80 |
Burst (4), Automatic, Long Reload |
Tactics
|
Light Machine Gun (M60/SAW/MG 42) |
200 |
3d12 |
60/180 |
23 lb. |
5.56mm |
90 |
Burst (5), Automatic |
2, Tactics, 76
|
Light Support Weapon (L86A1) |
300 |
2d8 |
80/240 |
14.5 lb. |
5.56mm |
30 |
Burst (5), Automatic, Not Heavy |
2
|
Morgan Auto Rifle System (BAR) |
400 |
2d12 |
75/255 |
16 lb. |
7.62mm |
20 |
Burst (5), Automatic, Not Heavy |
Tactics, NV
|
Minigun |
250 |
2d8 |
30/300 |
50 lb. |
5mm |
500 |
Burst (20), Automatic, Long Reload |
1, 2, Tactics, 3, NV, 4, 76
|
Shoulder-Mounted Machine Gun |
500 |
3d8 |
80/480 |
30 lb. |
10mm |
120 |
Burst (10), Automatic |
NV
|
Energy Heavy Weapons |
|
|
|
|
|
|
|
|
Arc Welder |
230 |
4d8 |
15/30 |
19 lb. |
Electron Charge Pack |
30 |
Burst (3), Automatic |
NV
|
Cryolator |
950 |
4d4 |
15/60 |
18 lb. |
Cryo Cell |
25 |
DC 15 Con save on hit or petrified |
3(Cut), 4, 76
|
Drone Cannon |
15,000 |
5d8 |
80/600 |
20 lb. |
Alien Power Module |
1 |
Blast (10) |
3
|
Gatling Laser |
300 |
3d8 |
250/300 |
40 lb. |
Fusion Core |
50 |
Long Reload |
1, 2, 3, NV, 4, 76
|
Gatling Plasma |
400 |
3d10 |
80/240 |
40 lb. |
Fusion Core |
50 |
Long Reload |
76
|
Plasma Caster |
500 |
3d12 |
100/300 |
22 lb. |
Fusion Core |
10 |
Long Reload |
1, 2, Tactics, NV
|
Tesla Cannon |
5,000 |
4d12 |
300/350 |
15 lb. |
Electron Charge Pack |
4 |
p |
3, NV
|
Explosive Heavy Weapons |
|
|
|
|
|
|
|
|
Auto Grenade Launcher |
4,400 |
5d6 |
30/80 |
50 lb. |
40mm Grenade |
18 |
Burst (3), Blast (20), Automatic |
NV, 76
|
Fat Man |
4,500 |
12d12 |
15/400 |
31 lb. |
Mini Nuke |
1 |
Blast (80), Long Reload |
3, NV, 4, 76
|
Grenade Machine Gun |
2,500 |
4d6 |
60/100 |
47 lb. |
25mm Grenade |
30 |
Burst (3), Blast (15), Automatic |
NV
|
Prototype Rocket Launcher |
3,000 |
4d8 |
100/200 |
25 lb. |
Rocket |
13 |
Blast (10), Automatic, Long Reload |
NV
|
Missile Launcher |
3,500 |
6d8 |
100/200 |
21 lb. |
Missile |
1 |
Blast (20) |
3, NV, 4, 76
|
Flamer |
500 |
3d8 |
5/15 |
40 lb. |
Flamer Fuel |
50 |
Burst (5), Blast (5), Automatic |
1, 2, Tactics, 3, NV, 4, 76
|
Heavy Incinerator |
700 |
3d8 |
60/120 |
38 lb. |
Flamer Fuel |
25 |
Burst (5), Blast (10) |
3, NV
|
Incinerator |
600 |
3d6 |
60/120 |
32 lb. |
Flamer Fuel |
25 |
Burst (5), Blast (10) |
3, NV
|
Melee Heavy Weapons |
|
|
|
|
|
|
|
|
Broadsider |
500 |
3d8 |
80/240 |
42 lb. |
Cannon Ball |
1 |
Long Reload |
4, 76
|
Harpoon Gun |
300 |
2d12 |
120/150 |
37 lb. |
Harpoon |
1 |
Bolt, Long Reload |
4, 76
|
Junk Jet |
500 |
2d10 |
30/120 |
48 lb. |
Anything |
3 |
Long Reload |
3, 4, 76
|
Miscellaneous Heavy Weapons |
|
|
|
|
|
|
|
|
Air Cannon |
800 |
0 |
15/30 |
15 lb. |
Electron Charge Pack |
5 |
Knocks Prone on Hit |
N/A
|
Thrown
Name
|
Cost (Caps)
|
Damage
|
Range
|
Weight
|
Properties
|
Appearances
|
Ballistic Thrown |
|
|
|
|
|
|
|
|
Bottlecap Mine |
70 |
6d8 |
5/15 |
0.5 lb. |
|
Mine, Blast (5) |
3, NV, 4, 76
|
Energy Thrown |
|
|
|
|
|
|
|
|
Cryo Grenade |
40 |
3d6 |
30/60 |
0.5 lb. |
DC 15 Con save on hit or petrified |
Blast (5) |
3, 4, 76
|
Cryo Mine |
70 |
5d6 |
5/15 |
0.5 lb. |
DC 15 Con save on hit or petrified |
Mine, Blast (15) |
3, 4, 76
|
Plasma Grenade |
85 |
5d8 |
30/60 |
0.5 lb. |
|
Blast (5) |
3, NV, 4, 76
|
Plasma Mine |
135 |
7d8 |
5/15 |
0.5 lb. |
|
Mine, Blast (15) |
3, NV, 4, 76
|
Pulse Grenade |
40 |
1d12 |
30/60 |
0.5 lb. |
|
Blast (5), Pulse |
3, NV, 4, 76
|
Pulse Mine |
75 |
1d12 |
5/15 |
0.5 lb. |
|
Mine, Blast (15), Pulse |
3, NV, 4, 76
|
Microfusion Grenade |
20 |
1d10 |
30/60 |
0.5 lb. |
|
p |
NV
|
Microfusion Cluster |
135 |
5d10 |
30/60 |
0.5 lb. |
|
Blast (30) |
NV
|
Explosive Thrown |
|
|
|
|
|
|
|
|
Dynamite |
30 |
2d6 |
30/60 |
0.5 lb. |
|
Blast (5) |
NV, 76
|
Flash Bang |
50 |
0 |
30/60 |
0.5 lb. |
Light, On hit target’s movement speed is halved. |
Blast (5) |
NV
|
Fragmentation Grenade |
35 |
5d6 |
30/60 |
0.5 lb. |
|
Blast (5) |
1, 2, 3, NV, 4, 76
|
Fragmentation Mine |
70 |
7d8 |
5/15 |
0.5 lb. |
|
Mine, Blast (15) |
3, NV, 4, 76
|
Molotov Cocktail |
20 |
2d4 |
30/60 |
0.5 lb. |
|
Blast (5), Burning |
NV, 4, 76
|
Fat Mine |
1000 |
12d10 |
5/15 |
0.5 lb. |
|
Mine, Blast (80) |
NV
|
Holy Hand Grenade |
1000 |
12d12 |
30/60 |
0.5 lb. |
|
Blast (60) |
1, 2, NV
|
Incendiary Grenade |
60 |
3d4 |
30/60 |
0.5 lb. |
|
Blast (5), Burning |
NV
|
Melee Thrown |
|
|
|
|
|
|
|
|
Throwing Knife |
10 |
2d4 |
30/60 |
0.5 lb. |
|
p |
NV, 76
|
Throwing Spear |
20 |
2d6 |
30/60 |
0.5 lb. |
|
p |
NV
|
Tomahawk |
15 |
1d10 |
30/60 |
0.5 lb. |
|
p |
NV, 76
|
Net |
15 |
0 |
15/30 |
0.5 lb. |
|
On a hit, restrains target. Must succeed DC 15 Strength save as an action to escape. |
N/A
|
Melee
Name
|
Cost (Caps)
|
Damage
|
Range
|
Weight
|
Properties
|
Melee Melee |
|
|
|
|
|
Unarmed |
0 |
1 |
|
0 lb. |
Light
|
Assaultron Blade |
80 |
2d6 |
|
4 lb. |
Light
|
Auto Axe |
150 |
2d6 |
|
8 lb. |
2-handed, Automatic
|
Baseball Bat |
25 |
1d8 |
|
3 lb. |
Versatile (1d12)
|
Brass Knuckles |
10 |
1d4 |
|
1 lb. |
Light
|
Bumper Sword |
150 |
2d8 |
10 feet |
8 lb. |
2-handed
|
Chinese Officer Sword |
80 |
2d6 |
|
3 lb. |
Light
|
Cleaver |
20 |
1d6 |
|
2 lb. |
Light
|
Club |
40 |
3d4 |
|
2 lb. |
Light
|
Combat Knife |
30 |
1d8 |
|
1 lb. |
Light
|
Chainsaw |
150 |
2d8 |
|
8 lb. |
2-handed, Automatic
|
Deathclaw Gauntlet |
50 |
1d10 |
|
4 lb. |
Light
|
Dog Tag Fist |
10 |
1d4 |
|
1 lb. |
Light
|
Fire Axe |
120 |
2d8 |
10 feet |
5 lb. |
2-handed, Light
|
Industrial Hand |
150 |
1d12 |
|
4 lb. |
Light, Automatic
|
Katana |
100 |
1d12 |
10 feet |
3 lb. |
2-handed
|
Knife |
10 |
1d4 |
|
1 lb. |
Light
|
Machete |
50 |
1d8 |
|
3 lb. |
Light
|
Mantis Gauntlet |
50 |
1d10 |
|
2 lb. |
Light
|
Mr. Handy Buzz Blade |
120 |
1d10 |
10 feet |
8 lb. |
2-handed, Automatic
|
Pipe |
15 |
1d8 |
|
2 lb. |
Versatile (1d12)
|
Police Baton |
20 |
2d4 |
|
1 lb. |
Light
|
Power Fist |
300 |
2d10 |
|
5 lb. |
Light
|
Ripper |
50 |
1d10 |
|
1 lb. |
Light, Automatic
|
Spear |
20 |
1d8 |
10 feet |
3 lb. |
2-handed
|
Super Sledge |
200 |
2d10 |
10 feet |
10 lb. |
2-handed
|
Tire Iron |
20 |
2d4 |
|
1 lb. |
Light
|
War Glaive |
200 |
2d10 |
10 feet |
6 lb. |
2-handed
|
Yao Guai Gauntlet |
40 |
1d8 |
|
3 lb. |
Light
|
Energy Melee |
|
|
|
|
|
Proton Axe |
250 |
2d8 |
10 feet |
6 lb. |
2-handed
|
Cattle Prod |
30 |
1d4 |
|
1 lb. |
Light
|
Displacer Glove |
200 |
2d8 |
|
5 lb. |
Light
|
Shock Baton |
80 |
1d8 |
|
1 lb. |
Light
|
Stun Baton |
50 |
1d6 |
|
1 lb. |
Light, On hit target’s movement speed is halved.
|
Thermal Lance |
500 |
2d12 |
10 feet |
8 lb. |
2-handed
|
Plasma Cutter |
700 |
2d10 |
|
6 lb. |
Versatile (2d12)
|
Zap Glove |
150 |
1d10 |
|
5 lb. |
Pulse, Light
|
Ballistic Melee |
|
|
|
|
|
Ballistic Fist |
200 |
2d8 |
|
3 lb. |
Light
|
Punch Gun |
60 |
2d4 |
|
2 lb. |
Light
|
Explosive Melee |
|
|
|
|
|
|
Mini-Nuke |
250 |
12d10 |
|
0.5 lb. |
Blast (80)
|
Missile/Rocket |
15/25 |
5d8 |
|
0.5 lb. |
Blast (15)
|
Shishkebab |
250 |
2d10 |
|
8 lb. |
Burning, Light
|
Ammunition
- Ammunition weight is optional.
Name
|
Cost (Caps)
|
Weight
|
Additional Effects
|
.22 Caliber |
.25 |
|
|
.308 |
2 |
|
|
.32 Magnum |
.5 |
|
|
.357 Magnum |
1 |
|
|
.44 Magnum |
3 |
|
|
.45 Caliber |
1 |
|
|
.45-70 Gov’t |
2 |
|
|
.50 Caliber Ball |
6 |
|
|
.50 MG |
5 |
|
|
10mm |
1 |
|
|
12.7mm |
3 |
|
|
12-Gauge |
1 |
|
|
20-Gauge |
2 |
|
|
25mm Grenade |
8 |
|
|
26.5mm Flare |
2 |
|
Sheds bright light for 30 feet and dim light for another 30 feet.
|
2mm EC |
5 |
|
|
4.7mm |
3 |
|
|
40mm Grenade |
12 |
|
|
5mm |
.5 |
|
|
5.56mm |
1 |
|
|
7.62mm |
2 |
|
|
9mm |
.5 |
|
|
Alien Power Module |
25 |
|
|
Acid Canister |
5 |
|
|
Archimedes Cell |
0 |
|
Magazine increases by 1 at noon every day.
|
Arrow |
2 |
|
|
|
Cannonball |
15 |
|
|
Cryo Cell |
20 |
|
|
Electron Charge Pack |
.5 |
|
|
Flamer Fuel |
.2 |
|
|
Fusion Core |
500 |
|
Ammunition represents shots per Core.
|
Harpoon |
10 |
|
|
Hypo Cartridge |
1 |
|
|
MicroFusion Cell |
2 |
|
|
MicroFusion Breeder |
0 |
|
Magazine increases by 1 at the end of each turn.
|
Mini-Nuke |
200 |
|
|
Missile |
15 |
|
|
Plasma Cartridge |
5 |
|
|
Rocket |
25 |
|
|
Small Energy Cell |
.5 |
|
|
Syringe |
3 |
|
Confers the effects of one inserted medical supply.
|
Tranquilizer Dart |
8 |
|
Target must succeed a DC 13 Constitution saving throw or become unconscious for 1 minute.
|
Back to Main Page → 5e Homebrew → 5e Campaign Settings → Fallout → Equipment