Weapons

Below under all the weapons are definitions for the terms used below.

Normal Damage Firearms

Weapon Cost Weight Ammo Type Ammo Held Fire Type Range Accuracy DV Recoil AP Notes
Pipe Pistol 22 2.8 38 13 SA 4/8/12/20 4 7
Pipe Revolver 27 2.7 44 6 SS 5/10/15/25 5 8 -1 4 MP base to reload
Pipe Bolt Action 30 3.9 .308 6 SS 5/10/15/25 5 9 -1 4 MP base to reload
10 MM 57 4.2 10 MM 12 SA 7/14/21/35 6 9 +1
45 Auto Pistol 87 2.2 .45 7 SA 8/16/24/40 7 11
44 Revolver 99 5.2 .44 6 SS 7/14/21/35 7 13 -3 4 MP base to reload
SMG 109 12.7 .45 50 FA 6/12/18/30 6 10 +1 4 MP base to reload
Hunting Rifle 56 9.6 .308 5 SS 12/24/36/60 7 13 -3
Combat Rifle 117 11.1 .45 20 Auto 10/20/30/50 4 11 +1 -1
Assault Rifle 144 13.1 5.56 30 Auto 9/18/27/45 5 12 -2
Syringer 132 6.2 Syringer SS 10/20/30/50 6
Double Barrel Shotgun 39 9 Shotgun Shell 2 SS 4/8/12/20 4 12 -1 3 MP to load 1 barrel, 4 to load both
Combat Shotgun 87 11.1 Shotgun Shell 8 SA 6/12/18/30 6 15 -1
Railway Rifle 290 14.4 Railway Spike 10 SS 9/18/27/45 8 17 -5

Energy Weapon Firearms

Weapon Cost Weight Ammo Type Ammo Held Fire Type Range Accuracy DV Recoil AP Notes
Laser Musket 73 15.4 Fusion Cell 2 SS 9/18/27/45 7 4+4 -1 +3 DV, +2 MP and +1 Fusion Cell per crank. Base of 2 crank maximum.
Laser Pistol 69 3.5 Fusion Cell 30 SA 7/14/21/35 6 10 +1 -1
Plasma Pistol 123 3.9 Plasma Cartridge 30 SA 10/20/30/50 7 9+9 Does physical and energy damage
Gamma Gun 156 3 Gamma Round 8 SA 8/16/24/40 5 11 Does radiation damage
Gauss Rifle 228 15.8 2MM EC 7 SA 12/24/36/60 7 16 -4

Heavy Weapons

Weapon Cost Weight Ammo Type Ammo Held Fire Type Range Accuracy DV Recoil AP Notes
Flamer 131 16.1 Flamer Fuel 100 Special 3/6/9/15 4 .75/fuel Always fire in a wide spread. Can fire up to 20 rounds at the cost of 1 Fuel per round. 12% chance to catch fire. No recoil.
Cryolater 302 13.2 Cryo Cell 25 Special 3/6/9/15 5 1.25/Cell Always fire in a wide spread. Can fire up to 20 rounds at the cost of 1 cell per round. 12% chance to freeze. No recoil
Minigun 382 27.4 5mm 500 Special 6/12/18/30 4 .35/round +1 Fires in a burst(can choose any burst mode) Can fire up to 50 rounds per turn. Recoil is -1 for every ten rounds fired (including the first 10). If medium spread range is reduced by 2 and wide spread range is reduced by 4.
Gatlin Laser 500 19.3 Fusion Cell 500 Special 8/16/24/40 5 .35/round +1 +1 Fires in a burst(can choose any burst mode) Can fire up to 50 rounds per turn. Recoil is -1 for every ten rounds fired (including the first 10). If medium spread range is reduced by 2 and wide spread range is reduced by 4.
Missile Launcher 314 21 Missile 1 SS 11/22/33/55 4 5(direct hit)+24(explosion) -2 2 meter impact. 30% chance for a crippled limb if caught in the explosion.
Junk Jet 285 29.9 Junk 50 SA 8/16/24/40 7 13 -2 1lb of junk per shot. Junk gives weight as standard unlike other ammo. Takes 2 MP per lb to load.
Fatman 512 30.7 Mini Nuke 1 SS 15/30/45/75 2 50 7 meter impact. 50% chance for a crippled limb if caught in the explosion.
Broadsider 245 27.4 Cannonball 1 SS 10/20/30/50 4 25 -5

Unarmed Weapons All unarmed weapons have a speed of Medium and an accuracy of Strength.

Weapons Weight Cost DV AP Notes
Unarmed Strength
Boxing Gloves 1 10 (Strength+2)
Knuckles 5 10 (Strength+2) -1
Power Fist 4 100 (Strength+3) -3
Deathclaw Gauntlet 10 75 (Strength+4) -5

Melee Weapons: Melee weapons have a chance to stagger equal to 1/2 (their weight)(rounded up).

Weapon Weight Cost Speed Reach Accuracy DV AP Notes
Switchblade 1 20 Fast 5 (Strength+2) -1
Combat Knife 1 25 Fast 6 (Strength+4) -3
Machete 2 25 Medium 1 6 (Strength+3) -1
Revolutionary Sword 3 50 Medium 1 6 (Strength+4) -2
Chinese Officers Sword 3 50 Medium 1 7 (Strength+4) -3
Shishkebab 3 200 Medium 1 5 (Strength+2)+5 -1 Does fire damage as well as physical. 8% chance to catch opponent on fire
Ripper 6 50 Special 6 7+7 -2/attack Can hold the ripper for a total of 3 attacks. Each attack adds to the damage and AP. Can also attack up to 3 opponents but then it only does base damage and AP.
Rolling Pin 1 10 Medium 4 (Strength+2)
Board 3 20 Slow 1 4 (Strength+4)
Lead Pipe 3 15 Medium 4 (Strength+3)
Pipe Wrench 2 30 Medium 5 (Strength+3)
Tire Iron 2 25 Medium 4 (Strength+4)
Pool Cue 1 10 Slow 2 4 (Strength+2)
Security Baton 2 15 Medium 4 (Strength+2) -1
Baseball Bat 3 25 Slow 1 5 (Strength+5) -2
Sledgehammer 12 40 Slow 2 4 (Strength+6) -4
Super Sledge 20 180 Slow 2 5 (Strength+7) -5
Walking Cane 2 10 Medium 1 5 (Strength+3)

Grenades All grenades have a range Increment of 2+(1/2)strength. They have no accuracy, only using perception. Any perception used to throw a grenade subtracts from perception left over for any attacks with weapons that round. They each weigh .5 lbs. The tier is the rank of Demolition expert needed to craft them. Throwing a Grenade costs 4 MP, but you may only throw one a round. They detonate exactly one round later. They follow the scatter and blast rules under combat. They deal 1DV+strength on a direct hit in addition to their blast a round later.

Note: When crafting grenades they are crafted in units of 5 rather than 1 as listed.

Weapon Tier Cost Damage AP Blast Notes
Baseball Grenade 1 40 17 -2 1 Meter explodes on impact rather than one round later.
Cryogenic Grenade 2 50 23 2 meters. Also requires Science 1. 15% chance to freeze.
Fragmentation Grenade 2 50 22 -2 3 meter 20% chance to cripple a limb
Molotov Cocktail 1 20 12 -1 1 meter Explodes on impact rather than 1 round later, 20% chance to catch fire.
Nuka Grenade 4 100 27+27 2 meters Does normal and radiation damage.
Plasma Grenade 4 135 27+27 3 meters Also requires Science 3. Does energy and physical damage.
Pulse Grenade 3 100 32 -5 2 meters Also requires Science 2. Organic enemies take 1/4(hits) and no reduction to armor. Power armor is affected normally though.

Mines Mines prime to detonate when anyone gets within 1 meter of them. When hiding a mine make a detection roll. This sets the threshold for others to find them. They go off one round after being activated. They all weigh .5 lbs.

Weapon Tier Cost DV AP Blast Radius Notes
Bottle cap Mine 1 75 19 -2 2 meter
Cryo Mine 2 50 23 2 meters. Also requires Science 1. 15% chance to freeze.
Fragment Mine 2 50 22 -2 3 meter 20% chance to cripple a limb.
Nuke Mine 4 100 27+27 2 meters Does normal and radiation damage.
Plasma Mine 4 100 27+27 3 meters Also requires Science 3. Does energy and physical damage.
Pulse Mine 3 100 32 -5 2 meters Also requires Science 2. Organic enemies take 1/4(hits) and no reduction to armor. Power armor is affected normally though.
Ammo Cost
308 3
38 1
44 3
45 3
50 Caliber 4
5mm 1
5.56 2
10mm 2
Shotgun Shells 3
Mini Nuke 100
Missile 25
Plasma Cartridge 5
Fusion Core 200
Fusion Cell 3
2MM EC 3
Gamma Round 10
Cryo Cell 10
Flamer Fuel 1
Cannonball 8
Railway Spike 1

Definitions

Cost: This is the base cost of the weapon, unmodded.

Weight: This is the base, unmodded weapon weight.

Ammo Type The base ammo this weapon uses.

Ammo Held This is the base unmodded amount of ammo this weapon holds.

Fire Type This is how the weapon fires. See fire types in Combat.

Range Range for Short/medium/long/extreme ranges.

Accuracy The base accuracy for the weapon.

DV The damage value of the weapon. The number of dice you roll for damage on a successful hit.

Recoil This is the modifier the weapon applies to recoil. Recoil is the number of rounds you are firing this round-1. This total is subtracted from your dice pool. So a positive recoil brings this penalty down, while a negative recoil increases this number. If you bring the penalty to above 0 you do not add it as a bonus. If only a single shot is fired, there is no recoil.

AP This is the amount of armor piercing of the weapon. This value decreases a targets resistance roll by this amount.

Speed This is how man attacks you can make with a melee or unarmed weapon. If a weapon is fast it can attack a maximum of 3 times, a medium can attack twice and slow weapons can attack once. If making more than one attack you follow the usual rules for splitting a dice pool.

Reach A weapon with no reach can strike adjacent. A weapon with a reach of 1 can attack up to 1 hex away or adjacent. A weapon with a reach of 2 can strike adjacent, 1 hex away or 2 hexes away. Reach is also added to block.

Blast: Blast is the radius of the grenade when it explodes.

Weapons

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