Weapon Condition[edit]
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[edit]
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 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 0 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+(May only be added to Energy): Deals four times as much damage to constructs and creatures wearing power armor, and no damage to creatures who are not.
- Pulse+(May only be added to Energy): Deals twice as much damage to constructs and creatures wearing power armor, and half as much to creatures who are not.
- Burning+(May only be added to Energy): Deals half as much damage to constructs and creatures wearing power armor, and twice as much to creatures who are not.
- Poison+: Deals no damage to constructs andcreatures wearing power armor, and four times as much to creatures who are not.
- Blast (x)+(May only be added to Shotguns Only): Every creature within the blast radius in X feet is affected by the attack roll.
- 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 it’s next turn) it makes an attack against everyone in the blast radius, and the mine is destroyed.
- Bolt-: After attacking, you must manually re-cock the weapon’s bolt as an action or bonus action to use it again.
- Holdout: Weapons with the holdout property have advantage on checks to conceal them.
- 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[edit]
Pistols[edit]
- Note: All pistols have the Light property.
Name
|
Cost (Caps)
|
Damage
|
Range
|
Weight
|
Ammo
|
Mag
|
Properties
|
Appearances
|
Ballistic Pistols |
|
|
|
|
|
|
|
|
.22 Pistol (Silenced) |
25 |
1d6 |
40/80 |
3 lb. |
.22 Caliber |
16 |
Silenced, Holdout |
NV
|
.32 Revolver |
30 |
1d8 |
30/120 |
1.5 lb. |
.32 Magnum |
5 |
Holdout |
|
.357 Revolver |
40 |
1d10 |
50/150 |
2.5 lb. |
.357 Magnum |
6 |
p |
NV
|
.44 Revolver |
65 |
2d6 |
60/120 |
3 lb. |
.44 Magnum |
6 |
p |
2, Tactics, 3, NV, 4, 76
|
Single Action Revolver |
70 |
2d10 |
80/120 |
3 lb. |
.45 |
6 |
Long reload |
76
|
.50 Revolver |
150 |
6d6 |
80/140 |
6 lb. |
.50 MG |
6 |
P |
Van Buren
|
.44 Pistol (Desert Eagle) |
60 |
2d8 |
30/120 |
4 lb. |
.44 Magnum |
8 |
p |
1, 2,
|
.45 Auto Pistol (Colt) |
70 |
2d6 |
90/180 |
2.5 lb. |
.45 |
7 |
p |
Tactics, NV
|
9mm Pistol |
40 |
1d6 |
50/100 |
2 lb. |
9mm |
13 |
p |
Tactics, NV
|
9mm Mauser (Chinese Pistol) |
25 |
1d6 |
30/160 |
2 lb. |
9mm |
9 |
p |
3, NV
|
10mm Pistol |
50 |
2d4 |
50/150 |
3 lb. |
10mm |
12 |
p |
1, 2, 3, NV, 4, 76
|
5.56mm Pistol (.223 Pistol) |
60 |
2d6 |
50/200 |
5 lb. |
5.56mm |
5 |
p |
1, 2, NV
|
12.7mm Pistol (12mm Pistol) |
90 |
2d8 |
90/120 |
3.5 lb. |
12.7mm |
6 |
p |
1, 2, NV
|
Black Powder Pistol |
110 |
2d12 |
90/120 |
3 lb. |
.50 Ball |
1 |
Long Reload |
76
|
Gauss Pistol |
100 |
3d6 |
90/180 |
5 lb. |
2mm EC |
12 |
p |
2
|
Hunting Revolver |
80 |
2d10 |
50/200 |
4 lb. |
.45-70 Gov't |
5 |
Scope |
NV
|
Pipe .38 Pistol |
20 |
1d4 |
20/80 |
2.5 lb. |
.38 Caliber |
13 |
p |
4, 76
|
Pipe .45 Revolver |
30 |
1d6 |
30/90 |
4 lb. |
.45 |
6 |
p |
4, 76
|
Pipe .308 Bolt-Action Pistol |
30 |
1d8 |
40/120 |
3.5 lb. |
.308 Caliber |
6 |
p |
4, 76
|
Police Pistol |
75 |
1d12 |
90/120 |
3 lb. |
.357 Magnum |
6 |
Holdout |
NV
|
Ranger Sequoia |
90 |
3d10 |
50/200 |
4 lb. |
.45-70 Gov't |
5 |
p |
NV
|
Zip Gun |
45 |
1d6 |
60/120 |
1 lb. |
10mm |
1 |
Holdout |
2(Cut), Tactics
|
Needler Pistol |
60 |
2d8+1 |
50/150 |
4 lb. |
Hypo Cartridge |
10 |
p |
2, Tactics
|
Energy Pistols |
|
|
|
|
|
|
|
|
Laser Pistol |
65 |
2d4 |
100/150 |
3 lb. |
Small Energy Cell |
30 |
p |
1, 2, Tactics, 3, NV, 4, 76
|
Microwave Emitter |
85 |
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 |
45 |
1d12 |
30/180 |
3 lb. |
Plasma Cartridge |
16 |
p |
3, NV, 4, 76
|
Recharger Pistol |
70 |
2d4 |
100/150 |
7 lb. |
MicroFusion Breeder |
20 |
p |
NV
|
Stun Gun |
15 |
1d4 |
20/40 |
1.5 lb. |
Small Energy Cell |
5 |
On a hit, target is grappled until the end of your next turn. Holdout |
Tactics
|
Gamma Gun |
60 |
3d8 |
30/120 |
3 lb. |
Small Energy Cell |
8 |
Deals rads instead of damage |
4, 76
|
Acid Soaker |
85 |
3d4 |
10/40 |
3.5 lb |
Acid Canister |
15 |
|
Tactics, 4
|
Explosive Pistols |
|
|
|
|
|
|
|
|
Grenade Pistol |
45 |
2d6 |
20/60 |
3 lb. |
40mm Grenade |
1 |
Blast (5) |
Tactics
|
Flamer Pistol |
35 |
1d12 |
10/20 |
8 lb. |
Fuel Canister |
3 |
Burning |
Tactics
|
Flare Gun |
20 |
1d4 |
30/240 |
2 lb. |
26.5mm Flare |
1 |
Burning |
NV, 4, 76
|
Melee Pistol |
|
|
|
|
|
|
|
|
Dart Gun |
40 |
1d6 |
30/60 |
2 lb. |
Darts |
1 |
Long reload, Poison (w/ poison darts), Silenced, Holdout |
3
|
- Unless stated otherwise, all rifles are 2-handed.
Name
|
Cost
|
Damage
|
Range
|
Weight
|
Ammo
|
Mag
|
Properties
|
Appearances
|
Ballistic Rifles |
|
|
|
|
|
|
|
|
7.62mm Rifle (FN FAL) |
83 |
4d4 |
65/700 |
9 lb. |
7.62mm |
20 |
p |
Tactics
|
Assault Carbine |
45 |
1d12 |
30/300 |
10 lb. |
5mm |
24 |
Burst (4), Automatic |
NV
|
Assault Rifle (R91) |
65 |
2d6 |
60/300 |
7.5 lb. |
5.56mm |
30 |
Burst (3), Automatic |
3
|
Battle Rifle (M1 Garand) |
85 |
3d4 |
90/360 |
9.5 lb. |
.308 Caliber |
8 |
p |
NV
|
BB Gun |
30 |
1 |
50/200 |
2 lb. |
BB |
100 |
p |
1, 2, Tactics, 3, NV
|
Black Powder Rifle |
105 |
5d6 |
30/120 |
6 lb. |
.50 Ball |
1 |
p |
76
|
Brush Gun |
125 |
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) |
75 |
2d8 |
60/300 |
8 lb. |
5.56mm or 7.62mm |
24 |
Automatic, Burst (3) |
3
|
Combat Rifle |
80 |
2d8 |
100/200 |
9 lb. |
.45 |
20 |
p |
4, 76
|
Cowboy Repeater |
78 |
3d4 |
75/150 |
5.5 lb. |
.357 Magnum |
7 |
p |
NV
|
Gauss Rifle (Charge Variant) |
220 |
8d8 |
100/600 |
15 lb. |
2mm EC |
7 |
Scope, Bolt |
3, NV, 4, 76
|
Gauss Rifle (Automatic Variant) |
205 |
6d6 |
100/600 |
15 lb. |
2mm EC |
7 |
Scope, Automatic |
3, NV, 4, 76
|
Hunting Rifle |
85 |
4d6 |
30/700 |
7.5 lb. |
.308 Caliber |
5 |
Bolt |
3, 4, 76
|
Lever-Action Rifle |
85 |
3d4 |
90/600 |
7 lb. |
.45-70 Gov't |
5 |
p |
3, 4, 76
|
Marksman Carbine |
33 |
2d4 |
15/200 |
8 lb. |
5.56mm |
20 |
Burst (5), Automatic, Scope |
NV
|
Pipe 10mm Rifle |
10 |
1d4 |
20/60 |
4 lb. |
10mm |
1 |
Bolt |
2
|
Pipe .38 Rifle |
25 |
1d4 |
30/200 |
4 lb. |
.38 Caliber |
20 |
p |
4, 76
|
Pipe .45 Revolver Rifle |
35 |
1d6 |
40/300 |
6.5 lb. |
.45 |
6 |
p |
4, 76
|
Pipe .308 Bolt-Action Rifle |
45 |
1d8 |
50/400 |
6 lb. |
.308 Caliber |
6 |
p |
4, 76
|
Radium Rifle |
73 |
2d6 |
75/140 |
11 lb. |
.45 |
20 |
Burst (3), Deals 1d4 rads as well as damage |
4, 76
|
Service Rifle |
85 |
2d6 |
100/300 |
8.5 lb. |
5.56mm |
20 |
p |
NV
|
Sniper Rifle |
170 |
4d6 |
15/800 |
12.5 lb. |
.308 Caliber |
5 |
Scope |
1, 2, Tactics, 3, NV, 4, 76
|
Trail Carbine |
103 |
3d8 |
75/750 |
7.5 lb. |
.44 Magnum |
8 |
Bolt |
NV
|
Varmint Rifle |
55 |
2d4 |
60/180 |
5 lb. |
5.56mm |
5 |
p |
NV
|
XL70E3 |
75 |
2d8 |
60/240 |
10 lb. |
5mm |
20 |
Burst (2), Scope |
2
|
Energy Rifles |
|
|
|
|
|
|
|
|
LAER |
145 |
2d8 |
200/250 |
4.5 lb. |
MicroFusion Cell |
20 |
p |
NV
|
Laser Musket |
125 |
3d12 |
150/200 |
12 lb. |
MicroFusion Cell |
5 |
Burst (5) |
4, 76
|
Laser Rifle |
120 |
2d8 |
150/200 |
7.5 lb. |
MicroFusion Cell |
24 |
p |
1, 2, Tactics, 3, NV, 4, 76
|
Plasma Rifle |
78 |
3d6 |
45/200 |
8 lb. |
Plasma Cartridge |
12 |
p |
1, 2, Tactics, 3, NV, 4, 76
|
Pulse Rifle |
145 |
1d12 |
30/300 |
9 lb. |
MicroFusion Cell |
1 |
Pulse |
2, Tactics, NV
|
Recharger Rifle |
113 |
3d4 |
150/200 |
14 lb. |
MicroFusion Breeder |
7 |
p |
NV
|
Tesla Rifle |
108 |
3d12 |
15/60 |
10 lb. |
MicroFusion Cell |
15 |
Pulse |
4, 76
|
Holorifle |
180 |
3d6 |
50/150 |
8 lb. |
MicroFusion Cell |
4 |
Blast (10), long reload, targets take 5 damage on their turn for 3 rounds |
NV
|
Explosive Rifles |
|
|
|
|
|
|
|
|
Grenade Rifle (M79) |
78 |
3d6 |
45/135 |
8 lb. |
40mm Grenade |
1 |
Blast (10) |
Tactics, NV, 76
|
Grenade Launcher |
80 |
3d6 |
50/150 |
8 lb. |
40mm Grenade |
4 |
Blast (10), long reload |
NV
|
Melee Rifles |
|
|
|
|
|
|
|
|
Bow |
35 |
1d10 |
20/60 |
5 lb. |
Arrow |
1 |
Silenced, Bolt |
76
|
Compound Bow |
55 |
2d8 |
20/60 |
5 lb. |
Arrow |
1 |
Silenced, Bolt |
76
|
Crossbow |
60 |
2d6 |
30/90 |
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 |
60 |
2d8 |
30/120 |
14 lb. |
Railway Spikes |
10 |
p |
3, 4, 76
|
Syringer |
65 |
0 |
100/200 |
7 lb. |
Syringe |
1 |
Scope, Poison |
4, 76
|
Tranquilizer Rifle |
75 |
0 |
100/200 |
4 lb. |
Tranquilizer Dart |
1 |
Scope, Poison |
N/A
|
Shotguns[edit]
- 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) |
83 |
3d6 |
15/30 |
9 lb. |
12-Gauge |
10 |
Automatic |
2, Tactics
|
Gauss Shotgun |
320 |
8d6 |
40/80 |
20 lb. |
2mm EC |
8 |
P |
76
|
Black Powder Blunderbuss |
90 |
2d12 |
10/20 |
5 lb. |
.50 Ball |
1 |
p |
76
|
Bullpup Automatic Shotgun (Pancor Jackhammer) |
73 |
2d8 |
15/60 |
14 lb. |
12-Gauge |
10 |
p |
2, Tactics
|
Combat Shotgun |
60 |
2d10 |
10/30 |
8 lb. |
12-Gauge |
8 |
p |
1, 2, 3, 4, 76
|
Double-Barrel (SxS) Shotgun |
98 |
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) |
65 |
4d4 |
10/40 |
6.5 lb. |
20-Gauge |
2 |
p |
NV
|
Hunting Shotgun (Pump-Action) |
80 |
2d8 |
30/40 |
7 lb. |
12-Gauge |
5 |
Bolt |
NV, 76
|
Lever-Action Shotgun |
93 |
5d4 |
15/30 |
8 lb. |
20-Gauge |
5 |
Light |
NV
|
Pipe Shotgun |
55 |
1d12 |
10/20 |
5 lb. |
12-Gauge |
1 |
p |
4(Mod)
|
Pump-Action Combat Shotgun (NeoStead 2000) |
65 |
2d6 |
20/40 |
8.5 lb. |
12-Gauge |
10 |
Bolt |
Tactics
|
Riot Shotgun |
80 |
2d12 |
10/30 |
9.5 lb. |
12-Gauge |
12 |
p |
NV
|
Single Shotgun |
60 |
1d12 |
20/40 |
6 lb. |
20-Gauge |
1 |
p |
NV
|
Energy Shotguns |
|
|
|
|
|
|
|
|
Laser Scattergun |
85 |
3d6 |
20/40 |
8 lb. |
MicroFusion Cell |
20 |
p |
4, 76
|
Plasma Scattergun |
93 |
2d12 |
15/45 |
8.5 lb. |
MicroFusion Cell |
10 |
p |
4, 76
|
Submachine Guns[edit]
- All submachine guns have the automatic property.
Name
|
Cost
|
Damage
|
Range
|
Weight
|
Ammo
|
Mag
|
Properties
|
Appearances
|
Ballistic SMGs |
|
|
|
|
|
|
|
|
.22 SMG (Silenced) |
40 |
3d4 |
30/180 |
8 lb. |
.22 Caliber |
180 |
Silenced, Burst (18), 2-handed |
NV
|
9mm Helix SMG (Calico Liberty) |
40 |
1d10 |
40/120 |
6.5 lb. |
9mm |
50 |
2-handed, Burst (10) |
Tactics
|
9mm Machine Pistol (Scorpio) |
25 |
1d8 |
20/80 |
3.5 lb. |
9mm |
32 |
Light, Burst (6) |
Tactics
|
9mm SMG (MP5, M3 Grease Gun) |
50 |
3d4 |
50/150 |
6 lb. |
9mm |
30 |
2-handed, Burst (5) |
Tactics, NV
|
10mm SMG |
40 |
2d6 |
30/120 |
6.5 lb. |
10mm |
30 |
2-handed, Burst (3) |
1, 2, Tactics, 3, NV, 76
|
12.7mm SMG |
55 |
2d8 |
40/160 |
7 lb. |
12.7mm |
21 |
2-handed, Burst (3) |
NV
|
Chinese 9mm SMG (MP38) |
50 |
1d12 |
40/120 |
9 lb. |
9mm |
30 |
2-handed, Burst (6), Silenced |
Tactics
|
Grease Gun (M3A1) |
25 |
1d8 |
20/140 |
7 lb. |
.45 |
30 |
Versatile (2d6), Burst (5) |
2
|
Police SMG (P90) |
50 |
3d4 |
20/120 |
6.5 lb. |
9mm |
40 |
Burst (5), 2-handed |
Tactics
|
Sten Gun |
65 |
2d6 |
60/100 |
7 lb. |
9mm |
50 |
Burst (3), 2-handed |
Tactics
|
Tommy Gun |
65 |
3d6 |
40/160 |
11 lb. |
.45 |
30 |
Burst (5), 2-handed |
1, 2, Tactics, 3, NV, 4, 76
|
Uzi |
50 |
3d4 |
20/80 |
7.5 lb. |
9mm |
25 |
Light, Burst (5) |
Tactics
|
Energy SMGs |
|
|
|
|
|
|
|
|
Laser RCW |
85 |
2d8 |
80/120 |
10 lb. |
Electron Charge Pack |
60 |
Burst (3), 2-handed |
NV
|
Big Guns[edit]
- Unless otherwise stated, all heavy weapons have the Heavy and 2-Handed properties.
Name
|
Cost
|
Damage
|
Range
|
Weight
|
Ammo
|
Mag
|
Properties
|
Appearances
|
Ballistic Heavy Weapons |
|
|
|
|
|
|
|
|
50 Cal Machine Gun (M2) |
115 |
3d12 |
30/120 |
45 lb. |
.50 MG |
250 |
Burst (10), Automatic |
Tactics, 76
|
Anti-Material Rifle |
515 |
8d6 |
15/1,500 |
25 lb. |
.50 MG |
8 |
Scope, Bolt |
NV
|
Bozar |
340 |
5d6 |
30/1,000 |
15 lb. |
5.56mm |
30 |
Automatic, Scope, Burst (5) |
2, NV
|
Gatling Gun (Civil War) |
70 |
3d6 |
30/120 |
55 lb. |
5mm |
250 |
Burst (10), Automatic |
76
|
Gauss Minigun |
135 |
6d6 |
60/270 |
45 lb. |
2mm EC |
80 |
Burst (4), Automatic, Long Reload |
Tactics, 76
|
Light Machine Gun (M60/SAW/MG 42) |
130 |
3d12 |
60/180 |
23 lb. |
5.56mm |
90 |
Burst (5), Automatic |
2, Tactics, 76
|
Light Support Weapon (L86A1) |
85 |
2d8 |
80/240 |
14.5 lb. |
5.56mm |
30 |
Burst (5), Automatic, Not Heavy |
2
|
Browning Auto Rifle (BAR) |
98 |
2d12 |
75/255 |
16 lb. |
7.62mm |
20 |
Burst (5), Automatic, Not Heavy |
Tactics, NV
|
Minigun |
60 |
2d8 |
30/300 |
50 lb. |
5mm |
500 |
Burst (20), Automatic, Long Reload |
1, 2, Tactics, 3, NV, 4, 76
|
Shoulder-Mounted Machine Gun |
110 |
3d8 |
80/480 |
30 lb. |
10mm |
120 |
Burst (10), Automatic |
NV
|
Rail Cannon |
565 |
6d12 |
100/220 |
45 lb. |
15mm EC |
10 |
Burst (2) |
Van Buren
|
K9000 |
100 |
2d10 |
80/480 |
27 lb. |
.357 magnum rounds |
50 |
Burst (5), Automatic, Scope |
NV
|
Energy Heavy Weapons |
|
|
|
|
|
|
|
|
Arc Welder |
98 |
4d8 |
15/30 |
19 lb. |
Electron Charge Pack |
30 |
Burst (3), Automatic |
NV
|
Cryolator |
158 |
4d4 |
15/60 |
18 lb. |
Cryo Cell |
25 |
DC 15 Constitution saving throw on hit or petrified for 1 minute, target may retry at the end of each turn |
3(Cut), 4, 76
|
Drone Cannon |
20,000 |
5d8 |
80/600 |
20 lb. |
Alien Power Module |
1 |
Blast (10) |
3
|
Gatling Laser |
195 |
3d8 |
250/350 |
40 lb. |
Fusion Core |
50 |
Long Reload |
1, 2, 3, NV, 4, 76
|
Gatling Plasma |
125 |
3d10 |
80/240 |
40 lb. |
Fusion Core |
50 |
Long Reload |
76
|
Plasma Caster |
150 |
3d12 |
100/300 |
22 lb. |
Fusion Core |
10 |
Long Reload |
1, 2, Tactics, NV
|
Tesla Cannon |
280 |
4d12 |
300/350 |
15 lb. |
Electron Charge Pack |
4 |
p |
3, NV
|
Explosive Heavy Weapons |
|
|
|
|
|
|
|
|
Auto Grenade Launcher |
120 |
5d6 |
30/80 |
50 lb. |
40mm Grenade |
18 |
Burst (3), Blast (20), Automatic |
76
|
Fat Man |
490 |
12d10 |
15/400 |
31 lb. |
Mini-Nuke |
1 |
Blast (80), Long Reload |
3, NV, 4, 76
|
Grenade Machine Gun |
100 |
4d6 |
60/100 |
47 lb. |
25mm Grenade |
30 |
Burst (3), Blast (15), Automatic |
NV
|
Prototype Rocket Launcher |
140 |
4d8 |
100/350 |
25 lb. |
Rocket |
13 |
Blast (10), Automatic, Long Reload |
NV
|
Missile Launcher |
185 |
6d8 |
100/600 |
21 lb. |
Missile |
1 |
Blast (20) |
3, NV, 4, 76
|
Flamer |
73 |
3d8 |
10/20 |
40 lb. |
Flamer Fuel |
50 |
Burst (5), Blast (5), Automatic, Burning |
1, 2, Tactics, 3, NV, 4, 76
|
Heavy Incinerator |
100 |
3d8 |
60/120 |
38 lb. |
Flamer Fuel |
25 |
Burst (5), Blast (10), Burning |
3, NV
|
Incinerator |
85 |
3d6 |
60/120 |
32 lb. |
Flamer Fuel |
25 |
Burst (5), Blast (10), Burning |
3, NV
|
Melee Heavy Weapons |
|
|
|
|
|
|
|
|
Broadsider |
110 |
4d8 |
80/240 |
42 lb. |
Cannonball |
1 |
Long Reload |
4, 76
|
Harpoon Gun |
140 |
2d12 |
120/150 |
37 lb. |
Harpoon |
1 |
Bolt, Long Reload |
4, 76
|
Junk Jet |
70 |
2d10 |
30/120 |
48 lb. |
Anything |
3 |
Long Reload |
3, 4, 76
|
Air Cannon |
85 |
0 |
15/30 |
15 lb. |
Electron Charge Pack |
5 |
Knocks target prone and moves 15 ft. away from user on hit |
N/A
|
Name
|
Cost (Caps)
|
Damage
|
Range
|
Weight
|
Properties
|
Appearances
|
Ballistic Thrown |
|
|
|
|
|
|
|
Bottlecap Mine |
69 |
6d8 |
5/15 |
0.5 lb. |
Mine, Blast (5) |
3, NV, 4, 76
|
Energy Thrown |
|
|
|
|
|
|
|
Cryo Grenade |
38 |
3d6 |
30/60 |
0.5 lb. |
DC 15 Constitution saving throw on hit or petrified for 1 minute, target may retry at the end of each turn Blast (5) |
3, 4, 76
|
Cryo Mine |
45 |
5d6 |
5/15 |
0.5 lb. |
DC 15 Constitution saving throw on hit or petrified for 1 minute, target may retry at the end of each turn Mine, Blast (15) |
3, 4, 76
|
Plasma Grenade |
65 |
5d8 |
30/60 |
0.5 lb. |
Blast (5) |
3, NV, 4, 76
|
Plasma Mine |
78 |
7d8 |
5/15 |
0.5 lb. |
Mine, Blast (15) |
3, NV, 4, 76
|
Pulse Grenade |
45 |
1d12 |
30/60 |
0.5 lb. |
Blast (5), Pulse |
3, NV, 4, 76
|
Pulse Mine |
30 |
1d12 |
5/15 |
0.5 lb. |
Mine, Blast (15), Pulse |
3, NV, 4, 76
|
Microfusion Grenade |
20 |
1d10 |
30/60 |
0.5 lb. |
Blast (5) |
NV
|
Microfusion Cluster |
78 |
5d10 |
5/15 |
0.5 lb. |
Mine, Blast (30) |
NV
|
Explosive Thrown |
|
|
|
|
|
|
|
|
Dynamite |
30 |
2d6 |
30/60 |
0.5 lb. |
Blast (5) |
NV, 76
|
Pipe Bomb |
15 |
1d6 |
15/30 |
0.5 lb. |
Blast (5) |
Van Buren
|
Flash Bang |
15 |
0 |
30/60 |
0.5 lb. |
Light, DC 15 Constitution saving throw on hit or stunned until end of your next turn, Blast (5) |
NV
|
Fragmentation Grenade |
53 |
5d6 |
30/60 |
0.5 lb. |
Blast (5) |
1, 2, 3, NV, 4, 76
|
Boombug |
20 |
2d6 |
15/40 |
0.5 lb. |
Blast (5) |
Tactics
|
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 |
165 |
12d10 |
5/15 |
0.5 lb. |
Mine, Blast (80) |
NV
|
Incendiary Grenade |
28 |
3d4 |
30/60 |
0.5 lb. |
Blast (5), Burning |
NV
|
Melee Thrown |
|
|
|
|
|
|
|
|
Net |
10 |
0 |
15/30 |
0.5 lb. |
On a hit, restrains target. Must succeed DC 15 Strength save as an action to escape. |
N/A
|
Throwing Knife |
20 |
2d4 |
30/60 |
0.5 lb. |
Holdout |
NV, 76
|
Throwing Spear |
25 |
2d6 |
30/60 |
0.5 lb. |
p |
NV
|
Throwing Darts |
10 |
1d4 |
20/40 |
0.25 lb. |
Holdout |
Tactics
|
Tomahawk |
20 |
1d10 |
30/60 |
0.5 lb. |
p |
NV, 76
|
Name
|
Cost (Caps)
|
Damage
|
Range
|
Weight
|
Properties
|
Appearance
|
Melee Melee |
|
|
|
|
|
|
Rock |
1 |
2 |
|
1 lb. |
Light, holdout |
1, 2, Tactics
|
Gold Nugget |
5 |
5 |
|
2 lb. |
Light, holdout |
2
|
Assaultron Blade |
70 |
2d6 |
|
4 lb. |
Light |
4, 76
|
Crowbar |
20 |
1d6 |
|
4 lb. |
Light, +2 bonus to Strength checks where the crowbar's leverage can be applied |
1, 2, Tactics
|
Shovel |
40 |
1d8 |
|
4 lb. |
2-handed, +2 bonus to Strength checks where the shovel's leverage can be applied |
NV, 76
|
Auto Axe |
50 |
2d6 |
|
8 lb. |
2-handed, Automatic, Heavy |
3, 76
|
Baseball Bat |
40 |
2d4 |
|
3 lb. |
Versatile (2d6) |
3, NV, 4, 76
|
Brass Knuckles |
20 |
1d4 |
|
1 lb. |
Light, Holdout |
1, 2, Tactics, 3, NV, 4, 76
|
Bumper Sword |
90 |
2d8 |
10 feet |
8 lb. |
2-handed, Heavy |
NV
|
Road Sign Sword |
60 |
2d6 |
10 feet |
6 lb. |
2-handed, Heavy |
N/A
|
Switch Blade |
15 |
1d4 |
|
0.5 lb. |
Light, Holdout |
2, Tactics, 3, NV, 4, 76
|
Pool Cue |
30 |
1d6 |
|
3 lb. |
2-handed |
3, NV, 4, 76
|
Chinese Officer Sword |
70 |
2d6 |
|
3 lb. |
Light |
3, NV, 4, 76
|
Cleaver |
60 |
1d6 |
|
2 lb. |
Light |
3, NV, 76
|
Club |
80 |
1d6 |
|
2 lb. |
Light |
1, 2
|
Rolling Pin |
25 |
1d4 |
|
1 lb. |
Light |
3, NV, 4, 76
|
Combat Knife |
40 |
1d8 |
|
1 lb. |
Light |
1, 2, Tactics, 3, NV, 4, 76
|
Chainsaw |
90 |
2d8 |
|
8 lb. |
2-handed, Automatic, Heavy |
NV, 76
|
Deathclaw Gauntlet |
50 |
1d10 |
|
4 lb. |
Light |
3, NV, 4, 76
|
Dog Tag Fist |
20 |
1d4 |
|
1 lb. |
Light, Holdout |
NV
|
Fire Axe |
90 |
2d8 |
10 feet |
5 lb. |
2-handed |
NV, 76
|
Industrial Hand |
60 |
1d12 |
|
4 lb. |
Automatic |
NV
|
Katana |
60 |
1d8 |
|
3 lb. |
Versatile (1d12,10ft) |
3, NV
|
Knife |
20 |
1d4 |
|
1 lb. |
Light |
1, 2, Tactics, 3, NV, 4, 76
|
Toy Knife |
5 |
1d4-2 |
|
1 lb. |
Light, Holdout |
3
|
Nail Board |
30 |
1d6 |
|
1 lb. |
|
3, NV
|
Machete |
40 |
1d8 |
|
3 lb. |
Light |
Tactics, NV, 4, 76
|
Mantis Gauntlet |
50 |
1d10 |
|
2 lb. |
Light |
NV
|
Mr. Handy Buzz Blade |
50 |
1d10 |
10 feet |
8 lb. |
2-handed, Automatic, Heavy |
76
|
Pipe |
40 |
1d4 |
|
2 lb. |
Versatile (1d8) |
3, NV, 4, 76
|
Police Baton |
50 |
2d4 |
|
1 lb. |
Light, Holdout |
3, NV, 4, 76
|
Power Fist |
110 |
2d10 |
|
5 lb. |
|
1, 2, Tactics, 3, NV, 4, 76
|
Rebar Club |
40 |
1d10 |
10 feet |
10 lb. |
2-handed, Heavy |
NV
|
Ripper |
50 |
1d12 |
|
1 lb. |
Light, Automatic |
1, 2, Tactics, 3, NV, 4, 76
|
Sledge Hammer |
40 |
1d8 |
10 feet |
10 lb. |
2-handed, Heavy |
1, 2, Tactics, 3, NV, 4, 76
|
Spear |
40 |
1d8 |
10 feet |
3 lb. |
2-handed |
1, 2, Tactics, 76
|
Diamond Spear |
100 |
2d8 |
10 feet |
3 lb. |
2-handed |
Tactics
|
Barbed Spear |
60 |
1d6 |
10 feet |
3 lb. |
2-handed, When you hit an opponent, they must make a 12 DC strength save or be grappled |
Tactics
|
Festering Spear |
100 |
1d8 |
10 feet |
3 lb. |
2-handed, Poison |
Tactics
|
Super Sledge |
110 |
2d10 |
10 feet |
10 lb. |
2-handed, Heavy |
1, 2, Tactics, 3, NV, 4, 76
|
Tire Iron |
50 |
2d4 |
|
1 lb. |
Light |
3, NV, 4, 76
|
War Glaive |
110 |
2d10 |
10 feet |
6 lb. |
2-handed |
76
|
Yao Guai Gauntlet |
40 |
1d8 |
|
3 lb. |
Light |
NV
|
Axe |
60 |
1d10+1 |
10 feet |
6 lb. |
2-handed, Heavy |
3, NV, 4, 76
|
Energy Melee |
|
|
|
|
|
Proton Axe |
90 |
2d8 |
10 feet |
6 lb. |
2-handed |
NV
|
Cattle Prod |
20 |
1d4 |
|
1 lb. |
Light |
1, 2, Tactics, NV, 76
|
Displacer Glove |
90 |
2d8 |
|
5 lb. |
Light |
NV
|
Shock Baton |
40 |
1d8 |
|
1 lb. |
Light, Holdout |
3, 4, 76
|
Stun Baton |
50 |
1d6 |
|
1 lb. |
Light, On hit target’s movement speed is halved for 1 minute, Holdout |
4, 76
|
Thermic Lance |
130 |
2d12 |
10 feet |
8 lb. |
2-handed, Heavy |
NV
|
Plasma Cutter |
110 |
2d10 |
|
6 lb. |
Versatile (2d12) |
76
|
Zap Glove |
50 |
1d10 |
|
5 lb. |
Pulse, Light |
NV
|
Saturnite Fist |
150 |
2d10 |
|
5 lb. |
Light |
NV
|
Super Heated Saturnite Fist |
250 |
3d10 |
|
5 lb. |
Light, Burning |
NV
|
Cosmic Knife |
50 |
2d4 |
|
1 lb. |
Light, Holdout |
NV
|
Cosmic Knife Heated |
100 |
3d4 |
|
1 lb. |
Light, Burning, Holdout |
NV
|
Ballistic Melee |
|
|
|
|
|
|
Ballistic Fist |
90 |
2d8 |
|
3 lb. |
Light |
NV
|
Punch Gun |
50 |
2d4 |
|
2 lb. |
Light |
Tactics
|
Piston Spear |
150 |
2d12 |
|
8 lb. |
2-handed, Heavy, Automatic |
Tactics
|
Explosive Melee |
|
|
|
|
|
|
Mini-Nuke |
250 |
12d10 |
|
0.5 lb. |
Blast (80) |
3, NV, 4, 76
|
Dynamite Spear |
125 |
2d10 |
10 feet |
4 lb. |
Blast (5) |
Tactics
|
Missile/Rocket |
15/25 |
5d8 |
|
0.5 lb. |
Blast (15) |
1, 2, Tactics, 3, NV, 4, 76
|
Shishkebab |
110 |
2d10 |
|
8 lb. |
Burning, Light |
3, NV, 4, 76
|
Ammunition[edit]
- Ammunition weight is optional. Those with a price of 0 caps are priceless.
Name
|
Cost (Caps)
|
Weight
|
Additional Effects
|
.22 Caliber |
.25 |
|
|
.308 Caliber |
2 |
|
|
.32 Magnum |
.5 |
|
|
.357 Magnum |
1 |
|
|
.38 Caliber |
.5 |
|
|
.44 Magnum |
3 |
|
|
.45 |
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 |
|
|
15mm EC |
10 |
|
|
4.7mm |
3 |
|
|
40mm Grenade |
12 |
|
|
5mm |
.5 |
|
|
5.56mm |
1 |
|
|
7.62mm |
2 |
|
|
9mm |
.5 |
|
|
Alien Power Module |
20 |
|
|
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 |
5 per percent left |
|
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 your turns in initiative, and 1 each minute outside of initiative.
|
Mini-Nuke |
250 |
|
|
Missile |
15 |
|
|
Plasma Cartridge |
3 |
|
|
Rocket |
25 |
|
|
Small Energy Cell |
.5 |
|
|
Syringe |
3 |
|
Confers the effects of one inserted medical supply.
|
Tranquilizer Dart |
5 |
|
Target must succeed a DC 15 Constitution saving throw or become unconscious for 1 minute.
|
Darts |
.25 |
|
|
Poison Dart |
1 |
|
|
Back to Main Page → 5e Homebrew → Campaign Settings → Fallout → Equipment