Fallout
The RPG
Crafting ammo:
Tinkers workbench
Ammo is crafted at the tinker’s workbench. You may spend AP to create one batch of additional ammo for
every AP spent with a single crafting skill check each batch adds another crafted amount. Materials must be
spent for each batch crafted.
Ammo type Complexity Amount crafted Perks Skill Rarity
Gunpowder 1 3+6CD - Repair or Science Common
7.62B 2 3+5CD Hand loader 2 Repair Rare
.22LR round 1 4+7CD - Repair Common
.38B 1 3+6CD - Repair Common
.38 Special rounds 1 3+6CD - Repair Common
.308B 2 3+5CD Hand loader 1 Repair Common
.357 Magnum round 2 3+5CD Hand loader 2 Repair Uncommon
9mm 1 4+7CD - Repair Common
10mmB 1 3+6CD - Repair Common
BB round 1 4+7CD - Repair Common
FlareB 3 2+4CD Hand loader 1 Repair Common
Shotgun shellB 2 3+5CD - Repair Common
Shotgun slugB 2 3+5CD Hand loader 1 Repair Common
.45B 1 3+6CD Hand loader 1 Repair Common
.45-70 Gov’t round 2 3+5CD Hand loader 1 Repair Uncommon
12.7mm round 3 2+4CD Hand loader 3 Repair Uncommon
Flamer fuel 3 2+4CD Science! 1 Repair or Science Common
Fusion cell 3 3+5CD Science! 1 Science Common
Gamma round 4 2+3CD Science! 2 Science Uncommon
Railway spike 2 3+5CD Hand loader 2 Repair Uncommon
Syringer** ammo 5 1+2CD Science! 3 Science or Rare
Medicine
.44 MagnumB 2 3+5CD Hand loader 2 Repair Uncommon
.50B 3 2+4CD Hand loader 3 Repair Uncommon
5.56mmB 1 3+6CD Hand loader 1 Repair Common
5mmB 1 3+6CD Hand loader 2 Repair Uncommon
Fusion core* 7 1 Science! 3 Science Rare
Missile*B 5 1 Science! 3 Repair Rare
Nails 1 3+5CD - Repair Common
Plasma cartridge 5 1+2CD Science! 2 Science Rare
2mm EC 5 1+2CD Science! 3 Science Rare
Mini-Nuke*1 7 1 Science! 3 Science Rare
1A complication while crafting will trigger the nuke unless the crafter pays a Luck point.
*AP can’t be spent to increase the amount crafted.
** The syringer ammo crafted with one check must be specified before the roll is made and all ammo made with that check
will be of the same type.
B Requires 1 Gunpowder per complexity in addition to other components.
Special ammunition
Ammo type Complexity Perks Skill Rarity
.45 +P* +1 Hand loader 2 Repair Uncommon
.45 Super* +2 Hand loader 3 Repair Uncommon
9mm +P* +1 Hand loader 2 Repair Uncommon
Armor piercing +1 Hand loader 1 Repair Uncommon
rounds*
Bean bags* 1 Hand loader 1 Repair Uncommon
Dragon’s breath 3 Hand loader 4 Repair Rare
shells*
Explosive rounds* 5 Hand loader 4 Repair Rare
Flechette shell* 3 Hand loader 2 Repair Uncommon
Hollow point +1 Hand loader 1 Repair Uncommon
rounds*
Incendiary rounds* +3 Hand loader 3 Repair Rare
JFP rounds* +2 Hand loader 2 Repair Uncommon
JHP rounds* +3 Hand loader 3 Repair Uncommon
JSP rounds* +2 Hand loader 2 Repair Uncommon
Pulse slug* +3 Science! 3 Science Rare
Surplus** -1 (minimum 1) - Repair ***
*The amount of ammo crafted is half the normal amount for a weapon of that caliber.
** The amount of surplus ammo is twice the normal amount of the base ammo. Every AP spent to increase the amount of
ammo made makes 2 ammo instead of one.
*** Surplus ammo is one step less rare than the base ammunition.
.45 +P rounds
Calibre: .45 rounds
Overpressure .45 Auto ammunition has larger powder loads, allowing it to perform better against a variety of
targets. As the round is fired at a higher velocity, it has better stopping power and negates enemy protection
well.
Effect: Attacks with this ammunition add +1CD damage and Piercing 1 but becomes unreliable.
.45 Super rounds
Calibre: .45 rounds
The Wildcat .45 Super has very large powder loads, close to proof rounds, and skirts the edge of safety when it
comes to the stress it puts on the weapon. However, these rounds are excellent in combat, offering higher
damage and armor penetration than regular rounds.
Effect: Attacks with this ammunition makes the weapon unreliable but gain the Vicious and Piercing 1
qualities.
9mm +P rounds
Calibre: 9mm rounds
These "overpressure" rounds are designed to fire at a higher internal pressure than standard ammunition. This
ensures higher projectile velocity and stopping power and affords a slight armor piercing ability but at the cost
of requiring more maintenance than usual.
Effect: Attacks with this ammunition add +1CD damage and Piercing 1 but becomes unreliable.
Armor Piercing rounds
Calibre: 5mm rounds, 5.56mm rounds, .50 rounds, .308 rounds
Armor piercing, or AP, bullets are specifically designed with a single purpose: to penetrate armor AP bullets
usually have a sharp point and are coated in copper. They are generally tipped with a solid metal, such as
copper or steel, and have cores filled with tungsten carbide, hardened steel or even depleted uranium.
Effect: Attacks with this ammunition gains piercing 1.
Bean bags
Calibre: Shotgun shells
Bean bag rounds are less-than-lethal shotgun ammunition commonly used by law enforcement to quell riot
situations.
Effect: Attacks with this ammunition lose the spread quality and deal only 2CD damage but adds the Stun
effect.
Dragon’s breath shells
Calibre: Shotgun shells
These zirconium-based pyrotechnic shells function as a short-ranged flamethrower, having an incendiary effect
on targets hence the name Dragon’s breath.
Effect: Attacks with this ammunition change the damage type to energy and the attack gains the Persistent
(Fire) quality. The weapon gains the unreliable quality when using this ammunition.
Explosive rounds
Calibre: .50 rounds
These rounds are designed to create a secondary explosion upon impact with their target and are particularly
useful against hard armored targets. The explosion created by the round has splash damage and is useful for
taking out or damaging small groups of enemies if they are close together.
Effect: Attacks with this ammunition gain piercing 1 and the blast quality but the weapon becomes unreliable.
Flechette shell
Calibre: Shotgun shells
These shells have had their traditional shot replaced with tiny metal darts that are great for armor penetration
but are not quite as damaging. Flechette rounds also greatly decrease muzzle flash, allowing for more accurate
aiming.
Effect: with this ammunition loses the inaccurate quality and gain Piercing 1 but damage is reduced by -1CD.
Hollow Point rounds
Calibre: 5mm rounds, .22 rounds, .44 Magnum rounds, .357 Magnum rounds, .45-70 Gov’t rounds, 5.56mm
rounds, 9mm rounds, 10mm rounds, 12.7mm rounds, .308 rounds
Hollowpoint bullets mushroom and break upon impact, causing massive trauma on fleshy, unarmored targets.
However, this also means they break up when they hit armor plates, drastically reducing the weapon's
penetrating power.
Effect: Attacks with this ammunition loses piercing but gains debilitating and deal +1CD damage against targets
wearing no armor (including creatures with natural DR). The weapon gains unreliable when using this
ammunition.
Incendiary rounds
Calibre: .50 rounds
Incendiary rounds are designed for igniting targets and are usually used for equipment disposal at extreme
ranges. They effectively replace hollow points for .50 MG weapons, as they are more effective on unarmored
or lightly armored targets due to the added incendiary effect.
Effect: Attacks with this ammunition change the damage type to energy and the attack gains the Persistent
(Fire) quality. The weapon gains the unreliable quality when using this ammunition.
JFP rounds
Calibre: .357 Magnum rounds
Jacketed flat point ammunition or JFP’s are blunt, copper-wrapped bullets designed to flatten on impact like a
hollow point but retain the penetrating power of a copper-jacket slug.
Effect: Attacks with this ammunition deals +1CD damage.
JHP rounds
Calibre: 5mm, 9mm, 10mm, 12.7mm
A jacketed hollow point bullet, also known as JHP, is designed to cause severe damage by expanding on impact
with its target, while minimizing the distance it penetrates. They were designed in an attempt to reduce
collateral damage, as their penetration is impaired by the function of the hollow cavity. The bullet's nose,
rather than being pointed, is recessed, or hollowed out, hence the term hollow point. The lead cores in
jacketed hollow point ammunition are coated with a harder metal known as the "Jacket" or "Plate". This is to
increase bullet strength, and in an effort to protect the barrel of the gun from lead residue, cast-off, and
striping.
Effect: Attacks with this ammunition loses piercing but gains debilitating and deal +1CD damage against targets
wearing no armor (including creatures with natural DR).
JSP rounds
Calibre: 5mm rounds, .308 rounds
Jacketed soft point ammunition also called JSP is designed with a semi-jacketed harder metal coating with a
soft bullet tip. It offers evenly managed damage and penetrative power.
Effect: When rolling damage with this ammunition you may reroll any 2CD of your choice.
Pulse slug
Calibre: Shotgun shells
These slugs cause more damage to robots and enemies wearing power armor, and the target gets an extra kick
from an electromagnetic pulse triggered by the impact.
Effect: with this ammunition loses spread but the damage against targets wearing power armor, robots and
synths increase by +2CD. Reduce damage to other targets by -1CD.
Shotgun slug
Calibre: Shotgun shells
Slugs use only a single large, solid projectile, unlike shot, meaning weapon spread is traded for greater range
and accuracy.
Effect: Attacks with this ammunition gains Piercing 1 and +1 Range but loses spread.
Surplus
Calibre: 5mm rounds, 5.56mm rounds, 9mm rounds
Surplus ammunition is poor-grade ammunition made in large quantities by using corrosive materials in their
construction. The resulting product is a slightly more damaging round at the cost of more regular maintenance
on a firearm due to the damaging corrosive materials used in the round's construction. This ammunition is
usually much cheaper than regular ammunition and comes in bulk packaging.
Effect: Attacks with this ammunition deal -1CD damage and gain the unreliable quality.
New Perk
Hand Loader
Ranks: 4
Prerequisites: INT 6+, Gun nut 1, Level 3+
You have learned how to craft ammunition. Rank 1 you know all uncommon special ammunition recipes. Rare
recipes must be learned from NPC’s or found throughout the wasteland. Each rank in this perk unlocks an
additional rank of ammunition: rank 1 unlocks rank 1 ammunition, rank 2 unlocks rank 2 ammunition, etc. Add
your ranks in this perk to the amount of ammo crafted when crafting regular ammo or twice the ranks when
crafting gunpowder or surplus ammo. Each time you take this perk, the level requirement increases by 4.