Alien Atomizer (Fallout Supplement)

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PL 9+ Alien Power Module 1/shot Handgun (Alien Weapons Proficiency)

Damage 2d8 Magazine 20 Int
Critical 20 Size Small
Damage Type Energy Weight 2 pounds
Range Increment 60 feet Purchase DC 21 TU/210 Caps
Rate of Fire S Restriction Very Rare, East Coast


The Atomizer is the standard-issue weapon among Alien guards. The technology behind its design is largely unknown due to its extraterrestrial origins, but appears to own similarly to Earth laser pistols with the exception of generating a blue beam rather than red. Due to its rarity, it is priced rather highly relative to its damage potential which is about on par with higher end laser weapons.

d20 Modern Rules[edit]

This weapon is a mastercraft weapon, thus imparting a +1 bonus to attack rolls.

Successful critical hits that reduce an enemy to 0 HP or below will reduce the enemy to a pile of blue ash, but all armor, weapons, and equipment on the body remain undamaged.

The beam also instantly ignites any flammable gas it touches, in addition to materials like paper and gun powder.

Weapon Mods/Variants[edit]

Auto-Fire Mechanism
Beam Splitter
Combat Sights
Damage Bonus, Energy Pistol
Extended Magazine, Alien
Scope, Handgun

  • Pulverizer (Variant): The Pulverizer is a newly developed prototype Atomizer that deals more damage with a quicker reaction time, imparting a +1 equipment bonus to Initiative and damage rolls and increasing the critical threat range to 19-20. On the other hand, this increases the price to 23 TU/230 caps.
  • Repair: (Parts DC: 50; Parts Used: 15; Repair DC 30; Time: 1 day) An Alien Atomizer can be repaired with mechanical parts with a Repair check. Alternatively, another Alien Atomizer or Pulverizer can be used in place of parts (a Repair check is still required). This gun is affected by the Jury Rigging feat, and as such can use other alien weapons for parts if the feat is possessed.

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