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Gear-Weapons: Weapons - Weapon Condition & Critical Hits

The document provides information on various melee weapons, firearms, and energy weapons including their damage, accuracy, required skills, and other attributes. Critical hits with weapons generally do double damage, while some weapons do triple damage on a critical hit. The skills required can be a single number meaning the character's skill and related attribute must meet or exceed that total, or two numbers requiring certain attribute and skill levels. Higher damage weapons often have greater skill requirements and health costs to use proficiently.

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Kerry Moore
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0% found this document useful (0 votes)
160 views25 pages

Gear-Weapons: Weapons - Weapon Condition & Critical Hits

The document provides information on various melee weapons, firearms, and energy weapons including their damage, accuracy, required skills, and other attributes. Critical hits with weapons generally do double damage, while some weapons do triple damage on a critical hit. The skills required can be a single number meaning the character's skill and related attribute must meet or exceed that total, or two numbers requiring certain attribute and skill levels. Higher damage weapons often have greater skill requirements and health costs to use proficiently.

Uploaded by

Kerry Moore
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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GEAR- WEAPONS

WEAPONS- WEAPON CONDITION & CRITICAL HITS


See Supplementary Rules document for information. Unless otherwise noted, a Critical Hit does double damage
(after soaking etc; if 5P of a 12P attack gets through, it becomes 10P). Weapons with a coloured background
inflict triple damage on a Critical (this is a relatively common special attribute, and not worth wasting page
space on).
SKILL REQUIREMENTS
Many weapons are as dangerous to the wielder as they are to the intended victim, and some may simply be
unusable to some characters- a scrawny Vault Dweller is never going to be able to wield a Bumper Sword, no
matter how much he wishes he could, and he'll probably end up shooting a hole in the ceiling if he tries to fire an
AK-112 on full auto.
If a weapon is listed as having a simple number for its SKILL REQ, it can be wielded without having to worry
about the balance of ability and skill, so long as between them they meet or exceed the value; a character with
an Agility of 6 and a Skill of 2 will be able to wield a weapon with a SKILL REQ of 8 just as easily as one with an
Agility of 1 and a Skill of 7 (although why someone so klutzy is so good with this particular class of weapon is
beyond me). For every point by which a character's Attribute + Skill pool is below the required number, they
suffer a -1 dice pool penalty when using it.
If a weapon is listed as having #ATTR + #SKILL, it has a particular pre-requisite aptitude associated for its
proper use. Note that the required Attribute may not be the one commonly associated with it (so a large rifle
might need a Strength of 5 to fire competently, even though the Attribute used to fire is generally Agility).
For every point by which a character is deficient in the required Attribute, subtract 2 dice from the Attribute + Skill
pool. For every point by which a character's Skill is below the second number, they suffer a -1 dice pool penalty
when using it, cumulative with any other penalties.

UNARMED WEAPONS (UNARMED)


NAME

ACC REACH

DAM

AP SKILL REQ HEALTH COST

Ballistic Fist

Phys

(STR + 2)P*

-1

120

Bear Trap Fist

Phys

(STR + 5)P

-4

150

Brass Knuckles Phys

(STR + 1)P

300

Displacer Glove Phys

(STR + 4)P**

120

Mantis Gauntlet Phys

(STR + 2)P

-4

200

Power Fist

Phys

(STR + 5)P

-2

150

Saturnite Fist

Phys

(STR + 6)P

-2

400

Saturnite Fist
(super-heated)

Phys

(STR + 6)P

-8

400

Spiked Knuckles Phys

(STR + 2)P

-1

300

(STR + 3)P***

120

Zap Glove

Phys

*Resolve an automatic hit from a Caravan Shotgun on target as well.


**Target must pass a BOD(3) test or be knocked back. If this is failed, they must pass a BOD(4) test or be
knocked down.
***Shock damage.

SMALL BLADES (MELEE)


NAME

ACC REACH

DAM

AP SKILL REQ HEALTH COST

Bowie Knife

(STR + 1)P -1

150

Cosmic Knife

(STR + 1)P -6

200

Cosmic Knife
(super-heated)

(STR + 1)P -6

200

Combat Knife

(STR + 2)P -3

180

Scrap Weapon

(STR + 1)P -1

250

Straight Razor

120

(STR)P

-2

500

MEDIUM BLADES (MELEE)


NAME

ACC REACH

DAM

AP SKILL REQ HEALTH COST

Cleaver

(STR + 2)P -4

250

Fire Axe

(STR + 5)P -4

300

Gladius

(STR + 3)P -3

200

Hatchet

(STR + 3)P -3

400

Katana

(STR + 3)P -4

300

Knife Spear

(STR + 2)P -3

150

Machete

(STR + 1)P -2

200

Ripper

(STR + 4)P -5

150

Scrap Weapon

(STR + 2)P -2

250

LARGE BLADES (MELEE)


NAME

ACC REACH

DAM

AP SKILL REQ HEALTH COST

Bumper Sword

(STR + 7)P*

-6

STR 5 + 4

100

Chainsaw

10P

-5

STR 4 + 5

80

Proton Axe

(STR + 5)P

-6

200

Scrap Weapon

(STR + 5)P

-1

250

Shishkebab

(STR + 4)P** -2

150

Thermic Lance

400

11P

-8

*Target must make a BOD(3) test or be knocked down.


**Any attack that inflicts damage on a target has set it on fire; target takes 4P damage per round until
extinguished (resisted with BOD + armour)

SMALL CLUBS (MELEE)


NAME

ACC REACH

DAM

AP SKILL REQ HEALTH COST

Cattle Prod

(STR + 1)P*

150

Police Baton

(STR + 2)P**

200

Scrap Weapon

(STR + 2)P

300

*Shock damage.
**Target must pass a BOD(2) test or suffer a broken limb (attacking player's choice).

MEDIUM CLUBS (MELEE)


NAME

ACC REACH

DAM

AP SKILL REQ HEALTH COST

Baseball Bat

(STR + 3)P

350

Golf Club

(STR + 3)P

300

Scrap Weapon

(STR + 4)P -1

300

Sledgehammer

(STR + 5)P

400

LARGE CLUBS (MELEE)


NAME

ACC REACH

DAM

AP SKILL REQ HEALTH COST

Rebar Club

(STR + 6)P*

-2

STR 6 + 3

300

Scrap Weapon

(STR + 6)P

-1

STR 5 + 3

300

Super Sledge

(STR + 7)P** -3

STR 7 + 4

300

*Target must pass a BOD(3) test or be knocked down.


**Target must pass a BOD(4) test or be knocked down.

THROWING WEAPONS (THROWING WEAPONS)


NAME

ACC

DAM

AP SKILL REQ COST

Axe/ Hatchet/ Tomahawk Phys (STR + 2)P -3

Knife

Phys (STR + 1)P -1

Proton Throwing Axe

Phys (STR + 3)P -4

Spear

Phys (STR + 2)P -2

PISTOLS (PISTOLS)
NAME

ACC DAM AP MODE RC AMMO SKILL REQ HEALTH COST

.22 Ruger

5P

SS+

16

300

.357 Colt Beat

7P

-2

SS+

400

.357 Colt SAA

7P

-2

SA

450

.44 Remington

8P

-2

SS+

STR 3 + 4

500

.45 Auto Colt M1911

7P

-3

SA

300

.45-70 Bison

9P

-4

SA

STR 5 + 5

400

10mm Colt 6520

7P

-1

SA

12

300

10mm N80*

7P

SA

20

150

10mm N99

7P

-1

SA

12

200

10mm Shanxi 17

7P

-1

SA

10

250

12.7mm Sauer

9P

-3

SA

STR 4 + 5

250

5.56mm Megaton

8P

-3

SA

350

9mm M&A

6P

-1

SA

13

250

9mm Mauser M/96

6P

SA/BF

250

.45-70 Bull SA

9P

-4

SS

STR 5 + 5

400

*notoriously unreliable; on a Critical Hit, the weapon loses 6D6 Condition instantly

SUBMACHINEGUNS (PISTOLS/ AUTOMATICS)


NAME

ACC DAM AP

MODE

RC AMMO SKILL REQ HEALTH COST

9mm General Motors M3


Grease Gun

6P

SA/BF/FA

30

400

9mm IMI Uzi

6P

BF

30

350

10mm H&K M9AM

7P

-1 SA/BF/FA

30

300

SUBMACHINEGUNS (LONGARMS/ AUTOMATICS)


NAME

ACC DAM AP

MODE

RC AMMO SKILL REQ HEALTH COST

.22 Thompson Custom

5P

+1 SA/BF/FA

180

400

.45 Auto Thompson

7P

-3 SA/BF/FA

30

350

12.7mm KRISS Vector

8P

-3 SA/BF/FA

21

300

5.7x27mm FN P90C

6P

-3 SA/BF/FA

50

450

RIFLES (LONGARMS)
NAME

ACC DAM AP MODE RC AMMO SKILL REQ HEALTH COST

.22LR Smith & Wesson


Varmint Rifle

6P

SA*

200

.308 Colt Rangemaster


Hunting Rifle

10P

-4

SS+

10

250

.308 M1 Garand
Battle Rifle

10P

-3

SA

300

.357 Winchester 1892


Cowboy Repeater

9P

-2

SS+

200

.44 Springfield
Trail Carbine

10P

-4

SS+

200

.45-70 Marlin Guide


Brush Gun

12P

-4

SS+

300

5.56mm Bushmaster AR-10


NCR Service Rifle

8P

-3

SA

20

300

*despite being bolt action, the Varmint Rifle is so light and quick to cycle it deserves a bit of a boost.

SNIPER RIFLES (LONGARMS/ AUTOMATICS)


NAME

ACC DAM AP MODE RC AMMO SKILL REQ HEALTH COST

.308 DKS-501 Benelli Sniper

11P

-5

SA

150

.50 Barrett Anti-Materiel

14P

-9

SS

200

5.56mm Alamo Rifles Bozar

9P

-4 SA/BF

30

300

AUTOMATICS (AUTOMATICS)
NAME

ACC DAM AP

MODE

RC AMMO SKILL REQ HEALTH COST

.308 Browning Support Gun

10P

-4

BF/FA

20

400

4.7mm caseless H&K G11

7P

-5

SA/BF

50

400

5.56mm Colt AR-15

8P

-3 SA/BF/FA

30

300

5.56mm Saco Defence LMG

8P

-3

90

500

5.56mm Shanxi Type 93

9P

-2 SA/BF/FA

24

250

5.56mm Stent R91

8P

-3 SA/BF/FA

30

350

5mm Communist design,


designated AK-112

6P

-3

24

300

BF/FA

SA/BF

SHOTGUNS (LONGARMS)
NAME

ACC DAM AP

Caravan

9P

-1

H&K C.A.W.S.

12P

Hunting

Lever-Action

MODE
SA

RC AMMO SKILL REQ HEALTH COST


1

300

-3 SA/BF/FA

10

500

11P

-1

SA

300

9P

-1

SS+

300

Pancor Jackhammer

11P

-1 SA/BF/FA

10

300

Pipe Rifle*

9P

-1

100

Riot

11P

-1 SA/BF/FA

12

400

Sawn-off*

11P

-1

SS

150

Winchester Citykiller

11P

-1

SA/BF

12

400

SS

*can add a second barrel for x2 price. Can unload both at once, which counts as firing a Short Burst.

ENERGY PISTOLS (PISTOLS)


NAME

ACC DAM AP MODE RC AMMO SKILL REQ HEALTH COST

ARPA Pulse Gun

12P* -

SS+

25/5

150

ARPA Recharger Pistol

6P

-6

SA

32/2

400

Colt AER5 Laser Pistol

5P

-8

SA

20

200

Colt AER7 Laser Pistol

5P

-6

SA

30

300

Glock 86
Plasma Defender

8P

-3

SA

32/2

250

Home-made Plasma Pistol

7P

-3

SS+

32/2

200

Mesmotron

n/a***

SS

50

100

Wattz 1000 Laser Pistol

5P

-6

SA

12

250

*only affects Robots


**DAM x 1.5; on a Critical the weapon has overheated and damaged its capacitors. It can be fixed, but until a
successful LOG + Repair (3) roll is made, the weapon is reduced to SS.
***On a successful hit, just look at your Luck Dice again. On a 51+, the victim becomes immobilise, docile, and
extremely suggestible, and will oppose any commands given to it using their base WIL. On a 30-50, they
become Frenzied, and will attack anyone in range to the fullest of their abilities. On a 29 or less they immediately
suffer a Crippled head. On a Critical Hit their head spontaneously explodes, killing them instantly!

ENERGY RIFLES (LONGARMS)


NAME

ACC DAM AP

MODE

RC AMMO SKILL REQ HEALTH COST

ARPA Recharger Rifle

6P

-4

SA

32/2

300

Colt XM17 Gauss Rifle**

15P -12

SS

25/5

STR 5 + 5

100

General Atomics/ Colt


AER9 Laser Rifle

7P

-6

SA

24

300

H&K M72 Gauss Rifle**

15P -15

SS

20/5

STR 5 + 5

100

REPCONN Aerospace
Plasma Rifle

9P

-9

SS+

24

250

Van Graff Laser RCW*

6P

-6 SA/BF/FA

60

500

Van Graff-modified
AER9 Tri-beam Laser Rifle

7P

-6

Below

24

350

Van Graff-modified
REPCONN Multiplas Rifle

9P

-9

Below

30/3

300

*uses ECP as ammo; fired using Automatics OR Longarms skill


**uses MF Cells as standard, but also requires 2mm Ferrous Micro-slugs as actual ammunition
Tri-Beam Laser Rifle & Multiplas Rifle: Semi-Automatic, but forces an automatic -5 defence modifier

HEAVY WEAPONS (LONGARMS/HEAVY WEAPONS)


NAME

ACC DAM

AP

MODE RC AMMO SKILL REQ HEALTH COST

25mm Colt G. APW

Varies Varies

SA

150

25mm Glastinghouse
G. Launcher

Varies Varies

SA/
BF/FA

30

300

40mm Colt G. Rifle

Varies Varies

SS

300

40mm Colt G. Launcher

Varies Varies

SS+

200

HEAVY WEAPONS (HEAVY WEAPONS)


NAME

ACC DAM

AP

MODE RC AMMO SKILL REQ HEALTH COST

Missile Launcher

Varies Varies

SS

STR 4 + 4

20

25mm Grenade
Machinegun

Varies Varies

SA/BF/
FA

30

STR 5 + 4

500

10mm Shoulder Cannon

7P

-1

FA

60

STR 4 + 4

500

5mm Rockwell
CZ53 Minigun

6P

-2

FA

240

STR 5 + 5

700

5mm Rockwell CZ57


Avenger Minigun

6P

-4

FA

120

STR 4 + 5

800

ENERGY HEAVY WEAPONS (HEAVY WEAPONS)


NAME

ACC DAM

AP

MODE RC AMMO SKILL REQ HEALTH COST

H&H Arc Welder

8P*

Special

30

STR 4 + 4

400

Flamer

8P**

Special

60

STR 4 + 3

300

Incinerator

8P*

SA

30

STR 4 + 3

250

H&K L30
Gatling Laser

8P

-6

BF/FA

240

STR 5 + 5

800

Glastinghouse X-25
Gatling Laser

7P

-6

BF/FA

240

STR 5 + 5

700

Winchester P94
Plasma Caster

12P

-12

SS+

10

STR 4 + 4

150

Fat Man

SS

STR 5 + 5

20

Tesla Cannon

SS

25/5

STR 6 + 5

100

Varies Varies
17P

-12

*Stun damage
**any attack that inflicts damage on a target has set it on fire; target takes 4P damage per round until
extinguished (resisted with BOD + armour)
Arc Welder, Flamer mode: identical to FA except that it instead uses D6 + 5 ammo (and corresponding Condition
damage) and generates no recoil.
All stats are for standard grenades, and are used for 40mm launched variants (if they exist). For 25mm models
multiply DAM and AP by 0.7, rounding unfavourably. For missiles, multiply DAM by 1.3, rounding favourably.
EXPLOSIVES
NAME

ACC

DAM

AP

Bottlecap Grenade/Mine

Skill

20P

+2

-1/m

Dynamite/ Time Bomb

Skill

14P

+5

-1/m

Frag Grenade/Mine

Skill

16P

+5

-1/m

Gas Bomb/ Mine

Skill

12P

+5

-1/m

STR 4 + 2

Improvised Grenade/Mine

Skill

10P

+5

-1/m

Incendiary Grenade/Mine

Skill

14P*

+5

-2/m

Microfusion Grenade/Mine

Skill

18P

-2

-2/m

Mini-Nuke/ Fat Mine

Skill

40P

-20

-1/m

(Fat Man)

Mini-Nuke (big kid)

Skill

x1.5

x1.5

-1/m

(Fat Man)

Mini-Nuke (low yield)

Skill

x0.7

x0.7

-1/m

(Fat Man)

Mini-Nuke (tiny tots)

Skill

x0.4

X0.4

-1/m

(Fat Man)

Molotov

Skill

8P**

-2/m

Nuka Grenade/Mine

Skill

25P

-4

-2/m

Plasma Grenade/Mine

Skill

22P

-3

-2/m

Powder Charge Grenade/Mine Skill

16P

-1

-1/m

Skill 15S***

-1/m

Satchel Charge

Skill

18P

-2

-2/m

STR 4 + 2

Stun Grenade/Mine

Skill

20S

-4

10m

Pulse Grenade/Mine

RADIUS SKILL REQ

LAUNCHABLE

COST

*any attack that inflicts damage on a target has set it on fire; target takes 4P damage per round until
extinguished (resisted with BOD + armour)
** Any attack that inflicts damage on a target has set it on fire; target takes 4P damage per round until
extinguished (resisted with BOD + armour)
***only affects Robots

All craftable explosives require a Detonating Mechanism, normally an Egg Timer for a grenade and a Sensor
Module for a mine. Unless otherwise specified, mines have a proximity detonator and grenades have a 5 second
fuse (can be modified with a separate LOG + Explosives or relevant crafting skill [2] test). Any explosive that
counts as a mine can be exploded by a character with a Radio Detonator by adding another Sensor Module to it
and passing a LOG + relevant crafting skill (2) test.
All explosives are crafted using LOG + Explosives or relevant crafting skill, with varying degrees of difficulty.
CRAFTABLE EXPLOSIVE RECIPES
NAME

INGREDIENTS

DIFFICULTY

Bottlecap Grenade/Mine

Coins or Caps x 10, 5 Cherry Bombs, Det. Mechanism, Lunchbox

Fat Grenade/ Mine

Det. Mechanism, Mini-nuke, Scrap Electronics, Scrap Metal, Mad


Bomber Perk

Gas Bomb/ Mine

Det. Mechanism, Fire Extinguisher, Pilot Light, Scrap Electronics

Grenade --> Mine Conversion

#TYPE Grenade, Scrap Metal, Scrap Electronics, Sensor Module

Improvised Grenade/ Mine

Duct Tape, Pistol Powder x 50, Tin Can, Mad Bomber Perk

Mine --> Grenade Conversion

#TYPE Mine, Egg Timer, Scrap Metal, Scrap Electronics

Microfusion Grenade/Mine

MF Cell x 3, Scrap Electronics, Mad Bomber Perk

Molotov*

Empty Bottle, Gasoline/ Moonshine x 10, fuse (paper or clothing)

Nuka Grenade/Mine

Abraxo Cleaner, Nuka-Cola Quartz, Tin Can, Turpentine, Mad


Bomber Perk

Powder Charge Grenade/Mine


Satchel Charge

Duct Tape, Dynamite x 2, Sensor Module, Tin can (1)


Lead x 25, Pistol Powder x 25, Scrap Electronics, Sensor Module

1
1

*cannot be made into a mine, counts as a grenade

AMMO VARIANTS- PISTOL/ RIFLE ROUNDS


NAME

DAMAGE AP
MOD
MOD

OTHER EFFECTS

HP

+1

+2

AP

-1

-4

Match

+1

-2

Condition decrease per salvo is x 1.5 (round up)

Light

-1

+2

Condition decrease per salvo is x 0.5 (round up)

Tracer

Improve the Accuracy of your gun by 1 when you fire more than one
round in an Action Phase. Can be combined with other ammo types

Junk

-1

+2

Explosive

Explosion centred on point of impact. DAM as gun, AP +5, falloff -1/m

Incendiary

+2

Target takes 4P damage per round until extinguished (resisted with


BOD + armour)

COST

AMMO VARIANTS- EXTANT ROUND VARIETIES


NAME

HP AP MATCH LIGHT TRACER JUNK EXPLOSIVE INCENDIARY

.22LR

.308

.357

.44

.45

45-70

.50 MG

5mm

5.56mm

9mm

10mm

12.7mm

AMMO VARIANTS- SHOTGUN SHELLS


NAME

DAMAGE
MOD

AP
MOD

OTHER EFFECTS

/0 Buck

+1

-1

Target gets +2 to defence pool (taken against normal Choke/


range modifiers)

/0 Buck Magnum

+1

-3

Condition decrease per salvo is x 2

Bean Bag

Damage split between Physical and Stun

Dragon's Breath

To 7P

Cannot be used by a weapon capable of BF or FA fire; target


takes 4P damage per round until extinguished (resisted with
BOD + armour)

Flechette

+2

+5

n/a

Magnum

-2

Condition decrease per salvo is x 1.5 (round up)

Pulse Slug

+1 / -3

- / To 0

First value is against Robots, second is against all others;


Choke modifiers ignored

Slug

-1

To -2

Choke modifiers ignored

COST

AMMO VARIANTS- ENERGY CELLS


NAME

DAMAGE AP
MOD
MOD

OTHER EFFECTS

Overcharge

+1

Condition decrease per salvo is x 2

Max Charge

+2

-4

Condition decrease per salvo is x 3

Bulk

-1

+3

Optimised*

+1

-2

*requires appropriate perk to manufacture

Condition decrease per salvo is x 2

COST

GEAR- CLOTHING
As a general rule, wearing Clothing, as opposed to Armour, allows you to pass unnoticed in most polities.
Conversely, wandering around in hot shit combat armour will make it obvious you're expecting trouble, and
people will respond more cautiously to you. Or just straight up run away.
ATTIRE- CLOTHING
NAME

AV HEALTH

EFFECT

Brahmin Skin Outfit

70

None

Brotherhood Scribe
Robe

80

Factional Armour (BoS), +3 Disguise


(BoS), +1 to a [Technical] skill

Dapper Gent's Suit

60

+1 to Social Group Skills

Doctor's Coat

70

+1 Medicine
OR
+1 to a [Technical] skill

Duster

60

+1 Intimidate (situational), +1
Longarms

Engineer's Jumpsuit

60

+1 Repair

Jailhouse Rocker

60

+1 Blades

APPEARANCE

COST

Pre-war Clothing

50

None

Prisoner Outfit

60

Factional Armour (Prison), +3


Disguise (Prison), +1 Intimidate
(situational),

Prostitute Outfit

40

+2 Seduction

Ranger Outfit

70

Factional Armour (NCR Rangers), +3


Disguise (NCR Rangers)

Trader Outfit

60

+1 Negotiation, +20 Carry

Trenchcoat

80

+1 Intimidate (situational), +1 Pistols

Vault X Jumpsuit

60

Factional Armour (Vault X), +3


Disguise (Vault X), +1 Unarmed

Wasteland Farmer/
Prospector/ Settler
Outfit

50

None

ATTIRE- LIGHT ARMOUR


NAME

AV HEALTH

EFFECT

Armoured Vault X
Jumpsuit

70

Factional Armour (Vault X), +1


Disguise (Vault X), +1 Unarmed

Chinese Stealth
Armour

10

150

+2 Sneaking

Fiend/ Raider Armour

50

Factional Armour (Fiends/ Raiders),


+3 Disguise (Fiends/ Raiders), +1 to
a [Combat] skill

Great Khan/ Tribal


Armour

80

Factional Armour (Great Khans/


Tribals), +3 Disguise (Great Khans/
Tribals)

Leather Armour

75

None

Leather Armour (Gecko


Hide)

100

Rating 4 Fireproofing

Legion Explorer
Armour

70

Factional Armour (Legion), +3


Disguise (Legion)

Legion Veteran Armour

80

Factional Armour (Legion), +3


Disguise (Legion)

APPEARANCE

COST

Mercenary Armour

80

None

NCR Trooper Armour

90

Factional Armour (NCR), +3 Disguise


(NCR), +1 to any Grunt weapon
(see Perks)

Radiation Suit

100

Chemical Seal, Rating 3 Fireproofing,


Level 3 Radproofing

Spacesuit

120

Chemical Seal, Rating 6 Fireproofing,


Level 2 Radproofing

Vault X Security
Armour

100

Factional Armour (Vault X), +2


Disguise (Vault X), +1 Unarmed

All medium armour carries a -2 sneaking penalty.


ATTIRE- MEDIUM ARMOUR
NAME

Combat Armour, mk. I

AV HEALTH

14

EFFECT

90

None
OR
Factional Armour (NCR), Disguise +3
(NCR)

Combat Armour, mk. II

16

130

None
OR
Factional Armour (NCR), Disguise +3
(NCR)

Hazmat Suit

13

150

AGI -1, Perception -1, Chemical Seal,


Rating 6 Fireproofing, Level 1
Radproofing

Legion Centurion
Armour

12

110

Factional Armour (Legion), Disguise


+3 (Legion)

Lightweight Metal
Armour

13

120

-1 Sneaking (cumulative)

NCR Mantle Armour

11

90

Factional Armour (NCR), Disguise +3


(NCR)

Recon Armour

12

100

None
OR
Factional Armour (BoS), Disguise +1
(BoS)

Riot Gear, mk. I

11

100

AV +3 against all melee attacks

APPEARANCE

COST

Riot Gear, mk. II

13

120

AV +4 against all melee attacks

Sierra Madre Security


Armour

11

140

AV +3 against all melee attacks

U.S. Stealth Suit

14

+3 Sneaking

Al heavy armour carries a -4 sneaking penalty and reduces the wearer's maximum movement speed by 1/3
(rounding up to the nearest metre).
ATTIRE- HEAVY ARMOUR
NAME

AV HEALTH

EFFECT

20

300

Factional Armour (Enclave); +3


Disguise (Enclave); +2 STR; Rating 4
Fireproofing, Shockproofing; Level 1
Radproofing

Enclave Hellfire Power


18
Armour

250

Factional Armour (Enclave), +3


Disguise (Enclave), +1 STR, Rating 6
Fireproofing, Level 1 Radproofing

Enclave Advanced
Power Armour

Enclave Tesla Power


Armour

17

200

Factional Armour (Enclave), +3


Disguise (Enclave), +1 STR, Rating 4
Energyproofing, Level 1 Radproofing

Metal Armour

13

120

-1 AGL

Metal Armour (Gecko


hide)

14

150

-1 AGL; Rating 4 Fireproofing,


Shockproofing, Poison-proofing
(what, that's totally a thing...)

NCR Salvaged Power


Armour

15

180

Factional Armour (NCR), +3 Disguise


(NCR), -2 AGL, Level 1 Radproofing

+1 STR, -1 AGL, Level 1 Radproofing


T45d Power Armour

17

200

OPTIONAL: Factional Armour (BoS),


+3 Disguise (BoS)

+1 STR; Level 2 Radproofing


T51b Power Armour

19

250

OPTIONAL: Factional Armour (BoS),


+3 Disguise (BoS)

APPEARANCE

COST

ATTIRE- HATS
NAME

AV HEALTH

EFFECT

APPEARANCE
I'm not putting in about 30 different images of hats that
will collectively take up about 5 pages; you know what a
fucking hat looks like.

Any fedora, cowboy hat, sports


cap, stormchaser combo thing

40

+1 Perception

Bonnet, soft military hat,


anything else without a brim

40

None

COST

ATTIRE- HELMETS
NAME

AV HEALTH

EFFECT

Combat Helmet, mk. II

150

None/ -1 Perception but +3 AV


against targeted headshots with visor
down/ HUD camera with power

Combat Helmet,
Motorcycle Helmet,
NCR Trooper Helmet

100

None

Enclave Power Armour


Helmet

150

-1 CHA, Level 1 Radproofing

Fiend/ Raider Helmet

50

Factional Armour (Fiends/ Raiders),


+1 Disguise (Fiends/ Raiders), +1
Intimidation (situational)

Fire Helmet, Legion


Decanus/ Prime/ Recruit/
Vexillarius Helmet, Vault X
Security Helmet

80

None

Metal Helmet

90

-1 Perception

Riot Helmet

180

+1 Perception, Low Light Vision,


Rating 3 Chemical Sealing

Space Helmet

30

Level 1 Radproofing

T45d Power Armour


Helmet

120

Level 1 Radproofing

T51b Power Armour


Helmet

150

+1 CHA, Level 1 Radproofing

APPEARANCE

LOL No

COST

GEAR- ROBOTS
For determining Condition Monitor length all robots count as humans, not drones, i.e. 8 + (BOD / 2), rounded up.
Models with a * next to their name have Mk. II+ versions available, gaining +1 BOD for every 2 Mks. they are
and +1 Armour for every Mk. they are above 1 (so a Mk. V Sentry Bot would have BOD 10 and Armour 18, and a
Mk. IV Mister Gutsy would have BOD 9 and Armour 11).
ROBOTS
NAME

HANDLING SPEED ACCEL BOD ARMOUR PILOT SENSOR COST

Automated Turret*

n/a

n/a

n/a

Autocannon Turret*

n/a

n/a

n/a

Cyberdog

Eyebot

Eyebot (Duraframe)

Mister Gutsy*

Mister Handy

Protectron*

Robobrain*

Sentry Bot*

14

Securitron mk. I

10

Automated Turret: Fairly standard across America in


the 2270s, this lightweight stationary weapon is
favoured by advanced organisations who need to
provide overwatch on an area without necessarily
dedicating too much of their resources to each guard.
Each is armed with either a .45 Auto Thompson (200
rounds) or a Glastinghouse X-25 Gatling Laser (infinite
ammo with power, good for 180 shots before
recharging, recharges at 3 shots/ min), and Rating 3
Clearsight and Targeting (both weapons) Autosofts.
Autocannon Turret: The sentry gun's big brother!
Rarely seen anymore thanks to the adventures of the
Vault Dweller, but still extant in small numbers. Armed
with either a P94 Plasma Caster (120 rounds,
recharges at 1 per minute) or a 5mm Avenger Minigun
(300 rounds) and Rating 4 Clearsight and Targeting
(calibrated for both weapons) Autosofts.

Mister Gutsy: A front-line combat robot rolled out by


General Atomics International in 2076, just before the
bombs fell, based on the popular Mister Handy civilian
model. Prone to screaming anti-Communist propaganda
for obvious reasons. Equipped with a Plasma Defender
(200 shots) and Flamer (200 shots), and comes with
Rating 5 Targeting Autosofts for both.
Mister Handy: The civilian predecessor of the Gutsy
line, capable of functioning as anything from a butler to
a foreman. Due to a software error, Handys who run for
extended periods without being reset, normally in the
80+ year region, begin to develop what could be
considered a personality- for this reason, many formerly
nurturing and protective models are completely insane,
and even the less affected have delved deep into the
world of servile snarkiness. Comes with Targeting
(Rating 3) Autosofts for its Flamer (200 shots) and
buzzsaws (DV 10P, AP 6), and a Rating 2 in one
menial or Technical skill.

Cyberdog: Man's best friend just got an upgrade! Now


with steel teeth (DV 8P, AP 4) and Rating 3
Clearsight, Manoeuvring, Stealth and Targeting (Bite) Protectron: The Protectron is the bottom of the barrel
Autosofts.
when it comes to defence, but has the upside of having
been modularly programmed, making it suitable for
Eyebot: A small, light, hover-capable scout robot, many roles. By 2077 they were being used as
designed for simple repairs or plain observation. everything from tour guides to construction workers,
Comes with either Clearsight or a unique Repair although their slow rate of movement and clunky voice
(Electronics) Autosoft, both at Rating 4.
module made them less popular than the Mister Handy
with consumers. Comes with a Targeting (Rating 3)
Eyebot (Duraframe): The combat model of the Autosoft for its AER7 Laser Pistol (infinite ammo) and
stalwart Eyebot. Comes with an AER7 Laser Pistol and up to 3 Rating 2 menial skill Autosofts.
Clearsight (Rating 3) and Targeting (Rating 4)
Autosofts.

Robobrain: The ultimate in body horror: a human


brain kept alive and fed with the bare minimum of
sensory information for over 200 years. Insane, but
normally in a within the bounds of their supplementary
programming kind of way. On the upside, functional
models benefit from their human origins, and are
remarkably agile minded for robots. Comes with an
AER7 Laser Pistol (infinite ammo), a Mesmotron
(ditto), a claw attack (DV 7P, AP -2), and Targeting
(Rating 4) Autosoft. Advanced models also carry a
modified (but still human usable) AK-112 with 2 spare
clips.
Sentry Bot: Run. Run and hide. Just one of these
monsters is capable of turning you and everyone you
know into goo, all while calmly advising noncombatants to leave the area. Comes with a Missile
Launcher (frag rounds, 30 shots) and either an
Avenger minigun (400 shots) or an L30 Gatling Laser
(400 shots), plus Clearsight (Rating 4). Manoeuvring
(Rating 3), and Targeting (Rating 6) Autosofts for all 3.

Securitron: The backbone of Mr. House's Mojave army,


and not too bad a peacekeeper either. Comes with a
9mm Grease Gun and the X-25 Gatling Laser, plus
Manoeuvring (Rating 3) and Targeting (Rating 3)
Autosofts for both weapons.
NOTE: The Mk. II+ Securitrons also have access to
built-in surface-to-air missile launchers (12 shots, 40mm
frag grenades) and a Grenade Machinegun (120 shots,
25mm frag grenades). Their Targeting Autosofts are
expanded to cover all weapons, and upgraded to Rating
5. They heal 1 box of Physical damage per full Combat
Turn.

GEAR- CHEMS
CHEMS
NAME

EFFECT

DURATION

SIDE EFFECTS

Ant queen
pheromones

+3 Cha, -4 Int, -4 Log

3 hours

None

Antivenom

Cures MOST animal venoms

n/a

None

Ant nectar

+3 Str, -4 to all Mental Attributes

3 hours

Addiction (1), -1 to all Attr until rested

Buffout

+2 Bod, +1 Str

1 hour

Addiction (2), D6 Stun

Cateye

Low Light Vision

3 hours

None

Coyote tobacco
chew

+1 Perception

2 hours

Addiction (2)

Doctor's bag

Heals a limb

n/a

None

Fixer

Remove all addictions temporarily; addiction picks


up where it left off on resumption

12 hours

None

Ghost Sight

Low Light Vision, 1 box


unresisted Physical damage

2 hours

Addiction (1)

Healing powder

+1 box Physical

n/a

Addiction (1)

Hydra

Halve penalties when


using a crippled limb

3 hours

Addiction (1), -2 BOD until rested

Jet

+8 Initiative

15 minutes

Addiction (2), -1 Agi, Cha

Med-X

+6 Bod for soak

15 minutes

Addiction (2), -1 Agi, Log

Mentats

+1 Log

4 hours

Addiction (2), -1 Int, Log until rested

Party Time Mentats

+2 Log

2 hours

Addiction (3), -2 Int, Log until rested

Psycho

All weapons +2 DAM

15 minutes

Addiction (2), -1 Bod, Int, Log until


rested

Rad-X

Reduce all Rad gains by 75%


(round favourably)

6 hours

None

RadAway

-(80 + 6D6) Rads

n/a

None

Rebound

Initiative decreases by 2 less than normal between


Combat Rounds (to 8 as standard).

15 minutes

Addiction (2), -1 Agi, Cha until rested

Rocket

+13 Initiative

15 minutes

Addiction (3), -2 Agi, Cha until rested

Rushing water

1 additional Simple Action


per Action Turn

15 minutes

None

Slasher

+6 Bod for soak, all weapons +2 DAM

15 minutes

Addiction (4), -2 to all Attr until rested

Steady

+3 to Agi when used for


ranged attacks (affects Limit)

15 minutes

-2 Agi until rested

Stimpak

+1 box Physical per Action Turn


for 3* Action Turns

n/a

None

Super stimpak

+2 boxes Physical per Action Turn


for 3* Action Turns

n/a

3D6 BOD test Physical


damage after 1 hour

Turbo
Ultrajet

Each Action Turn for the character runs


1 full Combat Round
twice (starting immediately)
+18 Initiative

15 minutes

Addiction (2); permanent -1


Int, Log if addicted!!
Addiction (4), -2 to all Attributes until
rested, D6 Physical

*plus 1 for every 2 levels in Medicine the administrator has

GEAR- FOOD & DRINK


The hardest part of walking the wastes isn't finding food, which is plentiful provided you're willing to risk life and
limb, it's rationing it. Everyone loves going to sleep with a bellyful of meat, vegetables, and a couple of pulls of
decent vintage wine, but all this does is make your blood sugar go through the roof in your sleep and give you a
headache. Character may roll LOG + Survival (Cooking) to make a period of wandering easier; for every success
they score their food and drink recover x1.25 as much for that period (so with 3 successes their Gecko Kebab
would restore (80 x 1.25 x 1.25 x 1.25 = ) 157 Hunger and (30 x 1.25 x 1.25 x 1.25 = ) 59 Thirst. The amount by
which Hunger or Thirst are increased by certain rare items (such as BlamCo Mac & Cheese, which is really
salty) is never affected.
For all meats and eggs, the Hunger effect listed is for raw- double it if consumed with access to a camp fire,
electric hotplate, or similar.
This list is by no means comprehensive, and characters are encouraged to come up with their own recipes
based on what they have on hand- a spaghetti carbonara is damned hard to make, but it'll fill you up far more
than it base ingredients!
FOOD
NAME

RAD
HUNGER THIRST
EFFECT EFFECT EFFECT

PRICE
PER
UNIT

OTHER
NOTES

(Fire) Ant Egg

+D6

-5

n/a

n/a

(Fire) Ant Meat

+2D6

-10

n/a

n/a

Agave Fruit

+D6

-20

-20

Banana Yucca
Fruit

n/a

-10

-20

n/a

Barrel Cactus Fruit

n/a

-10

-30

n/a

Bighorner Meat

+2D6

-30

n/a

Eating raw requires a WIL (1) test and can cause food poisoning

BlamCo Mac &


Cheese

+3D6

-20

+10

n/a

Bloatfly Meat

+2D6

-10

n/a

WIL (1) test to eat; eating raw requires a WIL (2) test and can
cause food poisoning

Brahmin Meat

+2D6

-25

n/a

Eating raw requires a WIL (1) test and can cause food poisoning

Brahmin
Wellington

+4D6

-100

n/a

Recipe: Ant Egg x 2, BlamCo Mac & Cheese, Brahmin Meat,


Heat, LOG + Survival/ Cooking (4) test

Broc Flower

+D6

-5

n/a

Mostly useful as an ingredient

Buffalo Gourd
Seed

+D6

-5

n/a

Mostly useful as an ingredient

Cave Fungus

-3D6

-10

n/a

Anti-radiation food!

Cazador Egg

+D6

-5

n/a

WIL (1) test to eat

Coyote Meat

+2D6

-20

n/a

Eating raw requires a WIL (1) test and can cause food poisoning

Cram

+3D6

-50

n/a

n/a

Crispy Squirrel Bits

+2D6

-30

n/a

Recipe: Squirrel Meat, Heat. Produces 2

Crunchy Mutfruit

+D6

-20

-20

n/a

Dandy Boy Apples

+3D6

-30

n/a

n/a

Dog Meat

+2D6

-20

n/a

Eating raw requires a WIL (1) test and can cause food poisoning

Fancy Lads'
Snack Cakes

+3D6

-20

n/a

n/a

Fresh Fruit

+D6

-20

-10 to -40

n/a

Fresh Vegetables

+D6

-10 to -50

0 to -40

n/a

Gecko Kebab

+3D6

-80

-30

Recipe: Banana/ Banana Yucca + anything spicy + Gecko Meat,

Heat, LOG + Survival/ Cooking (3) test

Gecko Meat

+2D6

-20

n/a

Eating raw requires a WIL (1) test and can cause food poisoning

Grilled Mantis

+2D6

-70

n/a

Recipe: Mantis Meat, Honey Mesquite Pod, Wine, Heat, LOG +


Survival/ Cooking (2) test

Gum Drops

+D6

-10

n/a

Mostly useful as an ingredient

Honey Mesquite
Pod

+D6

-10

-20

Mostly useful as an ingredient; can be applied to some


otherwise unpleasant foodstuffs to make them more palatable,
making any WIL (x) tests 1 step easier (note that you can still
get food poisoning though!).

Human Flesh

+2D6

-20

n/a

Eating raw requires a WIL (3) test and can cause food poisoning

Iguana Bits

+2D6

-15

n/a

n/a

Iguana On A Stick

+3D6

-70

n/a

Recipe: Iguana Bits x 2, Heat

InstaMash

+3D6

-30

n/a

n/a

Lakelurk Egg

+2D6

-10

n/a

Eating raw requires a WIL (1) test and can cause food poisoning

Lakelurk Meat

+3D6

-25

n/a

Eating raw requires a WIL (1) test and can cause food poisoning

Mole Rat Meat

+2D6

-20

n/a

Eating raw requires a WIL (1) test and can cause food poisoning

Mole Rat Stew

+3D6

-90

-30

Recipe: Fresh Vegetables, Beer, Maize, Mole Rat Meat, Heat,


LOG + Survival (Cooking) (3) test

MRE

+D6

-150

n/a

n/a

Noodles (cooked)

n/a

-40

-10

Recipe: Any kind of water, Noodles (dry), LOG + Survival


(Cooking) (1) test.

Noodles (dry)

n/a

-10

+30

n/a

Nuts

+D6

-50

+10

n/a

Pasta (cooked)

n/a

-70

n/a

Recipe: Any kind of water, Pasta (dry), LOG + Survival


(Cooking) (1) test.

Pasta (dry)

n/a

n/a

n/a

n/a

Pork-n-beans

+3D6

-40

+20

n/a

Potato Crisps

+3D6

-20

+20

n/a

Pre-war Meat

+3D6

-50

n/a

n/a

Preserved Fruit

+2D6

-40

n/a

n/a

Preserved Meat

+2D6

-60

n/a

n/a

Radroach Meat

+3D6

-15

n/a

WIL (1) test to eat; eating raw requires a WIL (2) test and can
cause food poisoning

Rat Meat

+D6

-15

n/a

Eating raw requires a WIL (1) test and can cause food poisoning

Salisbury Steak

+D6

-40

n/a

n/a

Squirrel Meat

+D6

-20

n/a

Eating raw requires a WIL (1) test and can cause food poisoning

Squirrel Stew

+2D6

-70

-30

Recipe: Fresh Vegetables, Beer, Maize, Mole Rat Meat, Heat,


LOG + Survival (Cooking) (3) test

Sugar Bombs

+D6

-10

+10

Mostly useful as an ingredient

Trail Mix

+2D6

-150

+30

Recipe: Nuts x 2, Fresh/ Preserved Fruit, Sugar Bombs, LOG +


Survival (Cooking) (2) test

Xander Root

+D6

n/a

n/a

Mostly useful as an ingredient

Vegetables
Artichoke
Asparagus
Aubergine
Beans
Bean sprouts
Black beans
Black-eyed peas
Broad beans
Green beans
Kidney beans
Lentils
Lima beans
Pinto beans
Runner beans
Peas
Broccoli
Brussels sprouts
Cabbage
Carrots
Cauliflower
Celery
Herbs and spices
Anise
Basil
Coriander
Dill
Oregano
Parsley
Rosemary
Sage
Thyme
Maize
Mushrooms
Onions
Garlic
Parsley
Peppers
Root vegetables
Beet
Carrot
Parsnip
Radish
Rutabaga
Spinach
Squash
Turnip
Zucchini
Pumpkin
Tomato
Potato
Yam

Fruits
Apple
Apricot
Banana
Blackberry
Blackcurrant
Blueberry
Currant
Cherry
Coconut
Cranberry
Date
Fig
Grape
Grapefruit
Lemon
Lime
Mango
Melon
Mutfruit
Orange
Peach
Pear
Plum
Pineapple
Raspberry
Strawberry
Nuts
Brazil nut
Cashew
Chestnuts
Coconut
Hazelnuts
Pecan
Kola nut
Macadamia
Pistachio
Walnuts
Water chestnut

OK, I can't help myself; I have to make drinking needlessly complicated too.
A "dose" of each category of beverage is how much would go into a typical drink, so for beer this would be a can,
for liqueurs and spirits it would be a shot, for wine a small glass, for misc. about half a shot, and for fruit juice it
would normally be "the rest of the glass", so about 200ml. Generally you'll find multiple doses of each at once.
Drunkenness progresses as follows:
BOD x 2 doses: standard alcohol effect of +1 CHA, and -1 LOG
BOD x 3 doses: as previous, +1 INT, -1 WIL (the I fancy a kebab! tipping point)
BOD x 4 doses: as previous, 1 level of Pain Tolerance, 3 Stun damage
BOD x 5 doses: as previous, 2nd level of Pain Tolerance, 3 Stun damage
BOD x 6+ doses: as previous, 3 Stun damage per multiplicand
All effects listed below are per dose. As with food, fancy mixed drinks are more satisfying, and the rejuvenating
effects are greater when under the geas of a successful LOG + Survival test.
DRINK
NAME

RAD
THIRST
EFFECT EFFECT

PRICE
PER
UNIT

OTHER
NOTES

Absinthe

+1

+20

Each dose counts as 2

Atomic cocktail

+5D6

+30

Damage from heat and energy weapons reduced by 1 (after soak) for 6 hours,
suspends need for sleep for same. Recipe: Mentats, Nuka-Cola Victory, Vodka,
LOG + Survival (Drinks) (1) test

Beer

+D6

+5

Alcohol

Blood pack

n/a

-10

WIL (2) to drink

Champagne

+2

Alcohol

Coffee

+3

Suspends need to sleep for 6 hours, +5 Initiative

Fruit Juices

+D6

n/a

Liqueurs

+D6

Alcohol

Miscellaneous

n/a

-10 to +10

Small mixers, e.g. cordials, bitters, etc.

Moonshine

+D6

+20

Each dose counts as 2, can be used to make Molotovs

Nuka-Cola

+2D6

-30

Suspends need to sleep for 4 hours, +3 Initiative

Nuka-Cola
Quantum

+6D6

-30

Suspends need to sleep for 12 hours, Addiction (2) test, +11 Initiative

Nuka-Cola Quartz

+2D6

-30

Low Light Vision (1 hour), makes a decent impromptu flashlight! Recipe: NukaCola x 2, LOG + Survival (Cooking/ Drinks) (3) test, Nuka Chemist Perk

-80

Suspends need to sleep for 6 hours, +5 Initiative

Nuka-Cola
Victory
Soda

+D6

-30

n/a

Spirits

+10

Alcohol

Water (dirty)

+4D6

-50

n/a

Water (clean)

+D6

-60

n/a

Water (purified)

n/a

-60

n/a

Wine

+D6

+20

Alcohol

Liquor
Amaretto
Brandy(applejack, apricot, cherry, cognac, orange)
Gin
Moonshine
Rum (dark/ white)
Tequila (gold, silver)
Vodka
Whiskey (bourbon, rye, scotch)
Liqueurs
Crme de Menthe
Curacao
Irish Cream
Kahlua
Vermouth

Miscellaneous
Angostura Bitters
Cordial
Grenadine
Soda
Cider
Ginger Ale
Lemonade
Sunset Sarsaparilla
Wine
Red
White (duh)

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