|
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Fallout franchise, and/or include content directly affiliated with and/or owned by Bethesda Softworks LLC. D&D Wiki neither claims nor implies any rights to Fallout copyrights, trademarks, or logos, nor any owned by Bethesda Softworks LLC. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page. |
|
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 |
3d6 |
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