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Unofficial Game Master's Companion PDF

This document provides new origin options for player characters in a Fallout roleplaying game. It includes 6 new origins: Child, Militia, Old World Survivor, Swampfolk, Tribal Survivor. Each origin describes the character's background and starting abilities, limiting some stats and providing unique bonuses. The GM is free to include or exclude origins as they see fit for their campaign. The document also expands on gear and loot tables to provide more post-apocalyptic equipment options.

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Phil Hype
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100% found this document useful (5 votes)
2K views38 pages

Unofficial Game Master's Companion PDF

This document provides new origin options for player characters in a Fallout roleplaying game. It includes 6 new origins: Child, Militia, Old World Survivor, Swampfolk, Tribal Survivor. Each origin describes the character's background and starting abilities, limiting some stats and providing unique bonuses. The GM is free to include or exclude origins as they see fit for their campaign. The document also expands on gear and loot tables to provide more post-apocalyptic equipment options.

Uploaded by

Phil Hype
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
You are on page 1/ 38

Fallout

THE ROLEPLAYING GAME

GAME MASTER'S COMPANION


by Paul Magne Nørager Haakonsen
TABLE OF CONTENTS
Table of Contents...................................................1
New Origins...........................................................2
Child...................................................................3
Militia.................................................................4
Old World Survivor.........................................5
Swampfolk........................................................6
Tribal Survivor..................................................7
Expanded Gear......................................................8
Ammunition......................................................9
Small Guns......................................................13
Energy Weapons.............................................20
Melee Weapons...............................................22
Explosives........................................................25
Nuka-Cola Variants........................................27
Random Loot Tables......................................29
Ammunition...............................................29
Armor.........................................................30
Clothing......................................................30
Food............................................................31
Foraging......................................................31
Beverages....................................................32
Nuka-Cola Vending Machine..................32
Nuka-Cola Variants..................................33
Chems.........................................................33
Weapons (Ranged)....................................34
Weapons (Melee).......................................35
Weapons (Thrown/Explosives)..............36
Oddities and Valuables............................37

1
NEW ORIGINS
Before you become S.P.E.C.I.A.L., you must so the GM is free to include or exclude origins as
determine the background of your character, or needed. The origins included here, however, do
in other words, your character's origin. fall into the archetypical Fallout setting, hence
Expanding upon the existing origin choices their appearance in this source material. It is
found on pages 51 through 57 in the Fallout core recommended that all new origins are readily
rulebook, this section brings into play a handful available for the players to select.
of new origins for the player characters to pick
from. This initially lets the players have a wider
range of character options to build their
characters from, adding more contents and
flavor to the campaign.
The new origins found here cover a wide
range of origins, in order to provide players
with a far more diverse range of choices for their
characters and for making memorable
characters.
Of course, the Survivor origin on page 56 of the
Fallout core rulebook serves as a base foundation
for a great many possible options, but certain
new origins are included in this book to provide
more unique characters with varied special
abilities and unique traits exclusive to that
particular origin.
These new origins, like the pre-printed
ones in the Fallout core rulebook,
describe your character's background,
their birth, upbringing, community,
and way of life. Each origin
defines limits on your character's
S.P.E.C.I.A.L., attributes, skills,
and gives them a unique bonus to
surviving in the wasteland.
As a player, you should
consult with your GM before
settling on a particular
origin, as it may not be one
suitable for the Game
Master's current campaign.
As a Game Master
(GM), you have the
option to include or
exclude any or all of
these new origins in
your campaign. Some
of these origins may be
more or less suitable for
your particular campaign,

2
CHILD
Children are the young inhabitants of the
wasteland. A character with this origin is Trait: Child of the Waste
usually within the age range of 12 to 17. It You gain one additional Tag skill, which must
certainly is possible to play a child younger than be one of Lockpick or Sneak.
12, though it is not recommended and is up to
approval of the GM.
Once per scene, you may decrease the
difficulty of your Tag skill test by 1, to a
Child characters are born into the wasteland
minimum of 1.
or into the safety of a Vault-Tec facility. A child
can come from any existing settlement or Vault,
as desired, with acceptance from the GM, of Your initial Strength and Endurance
course. attributes are decreased by -2 each, and your
maximum Strength, Endurance and Intelligence
Life in the Wasteland is difficult, and a child is are decreased to 8, but your maximum Luck is
perhaps struggling more at times than others, increased to 12. You may note have more than 4
often being dependable on others for protection ranks in any skill.
and safety. But given a child's relative small
frame, getting about and scavenging unnoticed
works well in favor of the child.

It is important to keep in mind that


children are not little adults. Children
are not yet fully finished growing
physically and mentally, and thus
usually have less skill and lack
physique to do what is considered
common for adult characters. As
such, children may or may not be
able to do certain things, or find
it harder to do such things.

Despite the very rare


exception of a child prodigy,
your child character is not
likely to take down anyone
twice their size and
weight, or be able to
program a super
computer. Most children
are not expert cooks, or
experts at anything but
having fun. It is not
uncommon for a child to
develop a crush on older
teenagers, adults, and
celebrities.

3
MILITIA
The Commonwealths of Old America had a ● 50 caps
long and proud history of State Militias long
prior to the war, and even after the governments
fell the decendants of those Milita’s have fought Trait: Man-at-Arms
for the citizens of wherever they call home. You gain one additional Tag skill, which must
be one of either Athletics, Energy Weapons or
The local militia act as the main police force Small Guns.
and military forces of whatever settlement they
are stationed in. They maintain order and
As a militia member, you can ask for support
defend the settlement from outside threats.
not only from your own militia, but also ask for
supplies from any allied town or community.
From the Minite Men of the Commonwealth to
The downside is that you are expected to be
the Defenders of Diamond City, the uniforms
ready and at the defense of any settlement or
may vary but the battle is the same. To drive
town of good standing. Failing to do so
back the monsters both mutant and human, find
could land you in trouble with your
peace for the next generator, and perhaps one
fellow militia men, and if push comes
day to rebuild your little pocket of
to shove you may find yourself
civilization into something bigger, because
fighting your own people...
even the NCR had to start somewhere.

Depending on your affiliation, you


may select one of the two starting
packages below:

REGIONAL MILITIA MEMBER


● Laser Musket or Hunting Rifle
with 10 + 5 rounds
● Combat Knife, Machete or
Baseball Bat
● Heavy Coat or Leather Chest
Piece and Fatigues
● Army Helmet or Formal Hat
● 1 Stimpack
● 1 Personal Trinket
● A badge identifying you as a
militia member

CITY MILITIA MEMBER


● Calibrated Pipe Revolver or
Automatic Pipe Rifle with 10 + 5
rounds
● Baseball Bat, Baton or Cattle Prod
● Vault-Tec Security Armor and Helmet
● Fatigues or Casual Clothes
● A badge identifying you as a militia
member

4
OLD WORLD SURVIVOR
It’s been over 200 years since the war ended, ● 2 Random Junk Loot Roll
so most survivors assume that the old world is
truly dead and buried, with only the faint CHINESE CITIZEN
memories of the oldest ghouls left to remember ● 10mm Pistol, Full Stock Double Barrelled
the way the world was. Shotgun or Hunting Rifle with 10 + 5 rounds
● Combat Knife or Baseball Bat
Yet somewho it still happens every few years ● Road Leathers and Helmet or Casual Clothing
that one, two, or sometimes entire families ● Gas Mask, Welder’s Visor or Formal Hat
emerge into the wastes from some long ● 1 Personal Trinket
forgotten vault of shelter, completely unaware ● 5 Bobby Pins
of the passing of time. Usually these are ghouls ● 1 Stimpack or Small Backpack
who were trapped by the war, or some survivor ● 1 Random Beverage Loot Roll
of one of Vault-Tecs more horrific experiments, ● 1 Random Food Loot Roll
or occasionally survivors of some communist
plot.

But there are stories far more bizarre out there.


Trait: Old World Blues
Little green men and lights from the sky, You gain one additional Tag skill, which must
supernatural specters picking people out of be one of either Pilot, Repair or Speech.
time, people sealed away in asylums and left to
rot past judgement day... Additionally, any time the characters pre-war
memories could provide insight to a scene,
Strange stories to be sure, but weirder things (such as searching a prewar building or
have tumbled across the wasteland. repairing the same model car as they used to
own) the first additional d20 they purchase is
Your starting package of gear is depending on free.
whether you are American or Chinese.

AMERICAN CITIZEN
● Pipe Revolver or 10mm
Pistol with 10 + 5
rounds
● Lead Pipe, Tire Iron or
Golf Club
● Fatigues or Casual
Clothing
● Hard Hat, Casual Hat or Gas
Mask
● 1 Personal Trinket
● 5 Bobby Pins
● Radio or Large
Backpack
● 1 Random Food
Loot Roll
● 1 Random
Beverage Loot Roll

5
SWAMPFOLK
Swampfolk, commonly found Shotgun with 8 + 2 rounds
in the marshlands throughout ● Lead Pipe, Tire Iron or Golf Club
the wasteland, are a mystery to ● Baseball Bat or Axe
the ‘normies’ who wander ● Tough Clothes
through the region. Despite a ● 1 Personal Trinket
reputation as blood thirsty ● 2 Whiskey
monsters, many folk live side
by side with swamp folk for SCRAPPER
years and many swampfolk
● Pipe Rifle with 10 + 5 rounds
find their way into the world
● Axe or Sledgehammer
in turn. After all, many
● Casual Hat
swampfolk are busy just
● Utility Overalls
trying to raise a family
● Lantern
like everyone else, so
● 3 Whiskey or Moonshine
shooting everyone is
● 1 Buffout
just plain not worth
the effort.

Still, it’s rare for


swampfolk to be civilized,
Trait: Swamp Living
and given their size it’s not Swampfolk's initial Strength and
uncommon for them to be Endurance attributes are increased by
mistaken for mutants but +1, while Intellect and Charisma are
those further inland. limited to a maximum of 7.

They are very territorial, Swampfolk can only have a maximum


and they are hostile to skill rank of 5 in any skill.
outsiders. Areas in which
they live are all Swampfolk characters start with a
decorated with bones, free perk, which must be selected
strung-up dolls, teddy between Adrenalin Rush, Aqua
bears, mannequin Boy/Girl, Jury-Rigged , Lead Belly
heads and similar or Moving Target.
trinkets. These
decorations serve as both a warning to They also start play with +1 Poison
outsiders and as a part of their own Resistance and +1 Radiation Resistance to all
religion, which is based on worshiping locations.
unknown deities. Swampfolk carry out bloody
rituals at a sacred ritual site.
Swampfolk, being less deformed than super
Swampfolk characters start with one of the mutants, can squeeze into clothes and outfits
two following packages below, depending on for humans (if you can look past the muffintop)
their type. but any armors they wear have to be oversized,
such as the armor used by super mutants.

BRAWLER
● Repeater Rifle or Long Double-Barrelled

6
TRIBAL SURVIVOR
There’s always been people who by either
choice or circumstances were never keen on Trait: Call of the Wilds
going back to the old ways but saw no interest A tribal character receives one additional Tag
in the endless bloodshed of the raider lifestyle. Skill, which must be chosen between Melee,
These days, people tend to call them tribesmen or Survival or Throwing.
tribals or things far worse, but truth is that these
survivors have figured out how to make do
Your experiance and ancestoral knowledge
without relying on the relics of old.
hunting mutated animals with ‘primitive’
weapons has taught you how to make things
Tribes are described as a connection of
bleed. By spending a point of Luck, you may
“families of families,” where the family unit
add either +1 Piercing or Persistant to any
extends beyond blood relations and often
thrown, melee, or unarmed weapon for the
encompasses the entire community. This results
duration of the scene.
in much more close-knit communities than in
other wasteland settlements, but also tends to
make these tribes highly insular and
wary of outsiders.

Tribals often possess a highly


religious or mythologized view of the
world, in contrast to more cynical or
secular worldviews held by other
wastelanders. As such, some tribes
consider pre-War technology and
structures taboo, preferring to live in
isolated agrarian communities or as
nomadic hunter-gatherers. Tribals often
possess a highly religious or mythologized
view of the world, in contrast to more
cynical or secular worldviews held by
other wastelanders. As such, some
tribes consider pre-War technology
and structures taboo, preferring to
live in isolated agrarian
communities or as nomadic
hunter-gatherers.

A newly created tribal character starts with


the following gear:

● Spear or Serrated Combat Knife


● 2 Tomahawks or 3 Javelins
● Tough Clothing
● 3 Melon Juice
● 2 Mutfruit Juice
● 3 rolls on the Food Loot Table

7
EXPANDED GEAR
The contents of this section includes expanded
listings for ammunition, small guns, energy
weapons, melee weapons, explosives and Nuka-
Cola variants.

Not only does this section provide new items,


but also details them, much akin as to what is
presented in the Fallout core rulebook. But the
section also includes updated Item Tables that
incorporate all new items herein, as well as
those listed in the Fallout core rulebook for easy
and quick reference. The tables used in
this book include the same
parameters as those seen in the
Fallout core rulebook.

For easy and quick


reference, all Loot Tables
from pages 56 through 63
in the Game Master's Tool
Kit has been included in
this book. That way, you
only need to have one
book open when
randomizing loot, namely
this particular book.

Please do keep in mind that all


items detailed in the core
rulebook are not reprinted and
detailed in this book. Those
items are merely listed on the
Item Tables and the random Loot
Tables.

8
AMMUNITION
AMMUNITION Flare 2+1 <1 1 1
TYPE QUANTITY WGT COST RARITY Flechette 3+2 <1 6 4
.22LR 10 + 5 <1 1 0 Fusion Cell <1 3 2
14 + 7
.38 10 + 5 <1 1 0 Fusion Core 1 4 200 3
.38 Special 8+4 <1 2 1 Gamma Round 4+2 <1 10 2
.44 Magnum 4+2 <1 3 3 Hollow Point* 50% <1 x2 +1
.45 8+4 <1 3 2 Incendiary 3+1 <1 12 5

.45 +P 4+2 <1 6 4 JFP Round 4+2 <1 3 4

.45 Super 3+2 <1 9 5 JHP Round 50% <1 x3 +3

.45-70 Gov't <1 4 4 JSP Round 50% <1 x2 +2


6+3
Mini-Nuke 1+1 12 100 6
.50 4+2 <1 4 3
Missile 2+1 7 25 3
.308 6+3 <1 3 1
Plasma Cartridge 10 + 5 <1 5 4
.357 Magnum 8+4 <1 2 1
Pulse Slug 2+1 <1 10 5
2mm EC 6+3 <1 10 5
Railway Spike 6+3 <1 1 2
5mm 10 x 12 + 6 <1 1 3
Shotgun Shell 6+3 <1 3 1
5.56mm 8+4 <1 2 3 Shotgun Slug <1 4 3
4+2
9mm 10 + 5 <1 1 0 Surplus* x2 <1 -50% -1
9mm +P 6+3 <1 2 3 Syringer Ammo 4+2 <1 Varies 2

10mm <1 2 0 * Modifies base ammunition of corresponding calibre.


8+4
12.7mm 6+3 <1 3 4
.22LR ROUNDS
Alien Blaster Cell 2+1 <1 1 6 The .22LR is a very low powered round, especially
when compared to the more common 5.56mm, .308, .
Armor Piercing* 50% <1 x2 +1
44 or .45 Auto cartridges that are also used in the post-
Arrow 8+2 <1 1 2 War world. The .22LR was used as a commercial
BB's <1 1 1 small game hunting round, but wasn't as common as
20 + 10
the .32. It has a self-contained “rimfire” primer.
Bean Bags 4+2 <1 2 2 ● CALIBRE: .22LR rounds.
Cryo Cell <1 10 3
● EFFECT: None.
5+2
Dragon's Breath <1 8 4
Shells
3+2 .38 SPECIAL ROUNDS
Manufactured by Circle G, .38 rounds are small
Explosive 2+1 <1 24 6 caliber ammunition. They were originally designed
Flamer Fuel <1 1 2 for double-action revolvers pre-War, but after the
12 + 6
Great War, the ammunition's abundance made it a

9
good choice for improvised weaponry. They were 9MM +P ROUNDS
originally sold in boxes of 50 cartridges. These “overpressure” rounds are designed to fire at
● CALIBRE: .38 Special rounds. a higher internal pressure than standard ammunition.
● EFFECT: None. This ensures higher projectile velocity and stopping
power and affords a slight armor piercing ability but
.45 +P ROUNDS at the cost of requiring more maintenance than usual.
Overpressure .45 Auto ammunition has larger ● CALIBRE: 9mm rounds.
powder loads, allowing it to perform better against a ● EFFECT: Attacks with this ammunition add +1
variety of targets. As the round is fired at a higher damage and Piercing 1 but becomes Unreliable.
velocity, it has better stopping power and negates
enemy protection well.
● CALIBRE: .45 rounds.
12.7MM ROUNDS
The Hauer Premium Show Stopper 12.7mm civic
● EFFECT: Attacks with this ammunition add +1 defense round is a consumer-grade pistol round. In
damage and Piercing 1 but becomes Unreliable. essence, these rounds consist of a big flat bullet in a
straight case, with a rebated rim. While they have an
.45 SUPER ROUNDS identical bullet diameter to the military-grade .50
The Wildcat .45 Super has very large powder loads, caliber, the much smaller case means it holds less
close to proof rounds, and skirts the edge of safety powder and can be safely used in man-portable auto-
when it comes to the stress it puts on the weapon. loading weapons.
However, these rounds are excellent in combat, ● CALIBRE: 12.7mm rounds.
offering higher damage and armor penetration than ● EFFECT: None.
regular rounds.
● CALIBRE: .45 rounds. ALIEN BLASTER CELL
● EFFECT: Attacks with this ammunition makes the The rounds consist of a cylinder of blue energy
weapon Unreliable but gain the Vicious and Piercing capped at each end by metal disks, enclosing a caged
1 qualities. projectile. It is the main ammunition type used by
alien weaponry.
.45-70 GOV'T ROUNDS ● CALIBRE: None.
A powerful, .45 caliber, late 19th-century era black ● EFFECT: None.
powder rifle round, .45-70 Gov't (Government)
rounds are one of the rarer types of ammunition. ARMOR PIERCING ROUNDS
● CALIBRE: .45-70 Gov't. Armor piercing, or AP, bullets are specifically
● EFFECT: None. designed with a single purpose: to penetrate armor
AP bullets usually have a sharp point and are coated
.357 MAGNUM ROUNDS in copper. They are generally tipped with a solid
The .357 Magnum round, a Magnum handgun metal, such as copper or steel, and have cores filled
cartridge manufactured by Big Chief, has a significant with tungsten carbide, hardened steel or even
powder load making it a very powerful cartridge for a depleted uranium.
pistol round, and acceptable for use in carbine length ● CALIBRE: 5mm rounds, 5.56mm rounds, .50
lever-action rifles. rounds and .308 rounds.
● CALIBRE: .357 Magnum rounds. ● EFFECT: Attacks with this ammunition gains
● EFFECT: None. Piercing 1.

9MM ROUNDS ARROW


The 9mm is a medium caliber auto-pistol round, An arrow designed for use with a bow or compound
suitable for use in handguns and submachine guns. bow. Much like crossbow bolts, arrows can be
● CALIBRE: 9mm rounds. recovered from the body of a downed enemy.
● EFFECT: None. ● CALIBRE: None.
● EFFECT: None.

10
BB'S rounds also greatly decrease muzzle flash, allowing
BBs are lead-free metal pellets for use in air guns. for more accurate aiming.
They are usually propelled using compressed air or ● CALIBRE: Shotgun shells.
gas; therefore, there is no need for common ● EFFECT: With this ammunition loses the Inaccurate
ammunition ingredients such as gunpowder. quality and gain Piercing 1 but damage is reduced by
● CALIBRE: None. -1 .
● EFFECT: None.
HOLLOW POINT ROUNDS
BEAN BAGS Hollowpoint bullets mushroom and break upon
Bean bag rounds are less-than-lethal shotgun impact, causing massive trauma on fleshy, unarmored
ammunition commonly used by law enforcement to targets. However, this also means they break up when
quell riot situations. they hit armor plates, drastically reducing the
● CALIBRE: Shotgun shells. weapon's penetrating power.
● EFFECT: Attacks with this ammunition lose the ● CALIBRE: 5mm, .22, .44 Magnum, .357 Magnum, .
Spread quality and deal only 2 damage but adds 45-70 Gov’t, 5.56mm, 9mm, 10mm, 12.7mm, .308
the Stun effect. rounds
● EFFECT: Attacks with this ammunition loses
Piercing but gains Debilitating and deal +1
CRYO CELL damage against targets wearing no armor (including
A small casing, used by emergency services and in
creatures with natural DR). The weapon gains
cryogenic weaponry.
Unreliable when using this ammunition.
● CALIBRE: None.
● EFFECT: None.
INCENDIARY ROUNDS
Incendiary rounds are designed for igniting targets
DRAGON'S BREATH SHELLS and are usually used for equipment disposal at
These zirconium-based pyrotechnic shells function
extreme ranges. They effectively replace hollow
as a short-ranged flamethrower, having an incendiary
points for .50 MG weapons, as they are more effective
effect on targets hence the name Dragon’s breath.
on unarmored or lightly armored targets due to the
● CALIBRE: Shotgun shells.
added incendiary effect.
● EFFECT: Attacks with this ammunition change the
● CALIBRE: .50 rounds.
damage type to energy and the attack gains the
● EFFECT: Attacks with this ammunition change the
Persistent (Fire) quality. The weapon gains the
damage type to energy and the attack gains the
Unreliable quality when using this ammunition.
Persistent (Fire) quality. The weapon gains the
Unreliable quality when using this ammunition.
EXPLOSIVE ROUNDS
These rounds are designed to create a secondary
explosion upon impact with their target and are
JFP ROUNDS
Jacketed flat point ammunition or JFP’s are blunt,
particularly useful against hard armored targets. The
copper-wrapped bullets designed to flatten on impact
explosion created by the round has splash damage
like a hollow point but retain the penetrating power
and is useful for taking out small groups of enemies.
of a copper-jacket slug.
● CALIBRE: .50 rounds.
● CALIBRE: .357 Magnum rounds.
● EFFECT: Attacks with this ammunition gain
Piercing 1 and the Blast quality but the weapon ● EFFECT: Attacks with this ammunition deals +1
becomes Unreliable. damage.

FLECHETTE SHELLS JHP ROUNDS


These shells have had their traditional shot replaced A jacketed hollow point bullet, also known as JHP,
with tiny metal darts that are great for armor is designed to cause severe damage by expanding on
penetration but are not quite as damaging. Flechette impact with its target, while minimizing the distance
it penetrates. They were designed in an attempt to

11
reduce collateral damage, as their penetration is regular maintenance on a firearm due to the
impaired by the function of the hollow cavity. The damaging corrosive materials used in construction
bullet's nose, rather than being pointed, is recessed, or ● CALIBRE: 5mm rounds, 5.56mm rounds, 9mm
hollowed out, hence the term hollow point. The lead rounds.
cores in jacketed hollow point ammunition are coated ● EFFECT: Attacks with this ammunition deal -1
with a harder metal known as the “Jacket” or “Plate”. damage and gain the Unreliable quality.
This is to increase bullet strength, and in an effort to
protect the barrel of the gun from lead residue, cast-
off, and striping.
● CALIBRE: 5mm rounds, 9mm rounds, 10mm
rounds, 12.7mm rounds.
● EFFECT: Attacks with this ammunition loses
Piercing but gains Debilitating and deal +1
damage against targets wearing no armor (including
creatures with natural DR).

JSP 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.
● CALIBRE: 5mm rounds, .308 rounds.
● EFFECT: When rolling damage with this
ammunition you may reroll any 2 of your choice.

PULSE SLUG
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.
● CALIBRE: Shotgun shells.
● EFFECT: With this ammunition loses Spread but the
damage against targets wearing power armor, robots
and synths increase by +2 . Reduce damage to
other targets by -1 .

SHOTGUN SLUG
Slugs use only a single large, solid projectile, unlike
shot, meaning weapon spread is traded for greater
range and accuracy.
● CALIBRE: Shotgun shells.
● EFFECT: Attacks with this ammunition gains
Piercing 1 and +1 Range but loses Spread.

SURPLUS 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

12
SMALL GUNS
SMALL GUNS
NAME DAMAGE DAMAGE DAMAGE FIRE RANGE QUALITIES WGT COST RARITY
RATING EFFECTS TYPE RATE
.44 Pistol 6 Vicious Physical 1 Close Close Quarters 4 99 2

.45 Auto Pistol* 5 - Physical 2 Close Close Quarsters 4 75 2

.357 Magnum* 4 Vicious Physical 1 Close Close Quaters, 2 55 1


Reliable
5.56mm Pistol* 5 - Physical 2 Close Close Quarters, 5 62 2
Reliable
9mm Pistol* 3 - Physical 2 Close Close Quarters, 2 29 1
Reliable
10mm Pistol 4 - Physical 2 Close Close Quarters, 4 50 1
Reliable
10mm Submachine 4 Burst Physical 3 Close Inaccurate 6 210 2
Gun*
12.7mm Pistol* 6 - Physical 2 Close Close Quarters, 4 88 4
Inaccurate
Anti-Material Rifle* 7 Piercing 2 Physical 0 Long Accurate, Two- 20 315 6
Handed
Assault Rifle 5 Burst Physical 2 Medium Two-Handed 13 144 2

BB Gun* 2 - Physical 0 Close Inaccurate, 2 4 1


Suppressed,
Two-Handed
Bow* 5 Piercing 1 Physical 0 Long Suppressed, 5 55 3
Two-Handed
Chinese Assault 5 Burst Physical 3 Medium Two-Handed, 12 150 3
Rifle* Unreliable
Chinese Pistol* 4 - Physical 2 Close Unreliable 2 70 3

Combat Rifle 5 - Physical 2 Medium Two-Handed 11 117 2

Combat Shotgun 5 Spread Physical 2 Close Inaccurate, Two- 11 87 2


Handed
Cowboy Repeater* 5 - Physical 0 Medium Reliable, Two- 5 50 1
Handed
Crossbow* 5 Piercing 1 Physical 0 Long Suppressed, 8 75 4
Two-Handed
Double-Barrel 5 Spread, Physical 0 Closer Inaccurate, Two- 9 39 1
Shotgun Vicious Handed
Flare Gun 3 - Physical 0 Medium Reliable 2 50 1

Gauss Pistol* 6 Piercing 1 Physical 1 Close Close Quarters 4 114 4

13
Gauss Rifle 10 Piercing 1 Physical 1 Long Two-Handed 16 228 4

Hunting Revolver* 5 Vicious Physical 2 Close Accurate 4 142 5

Hunting Rifle 6 Piercing 1 Physical 0 Medium Two-Handed 10 55 2

Hunting Shotgun* 6 Spread Physical 1 Close Two-Handed 8 76 2

Lever-Action Rifle* 6 Piercing 1 Physical 0 Medium Reliable, Two- 7 201 2


Handed
Light Machine 5 Burst, Physical 3 Medium Inaccurate, Two- 15 238 3
Gun* Piercing 1 Handed
Pipe-Bolt Action 5 Piercing 1 Physical 0 Close Unreliable 3 30 0

Pipe Gun 3 - Physical 2 Close Close Quarters, 2 30 0


Unreliable
Pipe Revolver 4 - Physical 1 Close Close Quarters, 4 25 0
Unreliable
Radium Rifle* 6 Radiation Physical 2 Close Debilitating, 7 110 4
Two-Handed
Railway Rifle 10 Breaking Physical 0 Medium Debilitating, 14 290 4
Two-Handed,
Unreliable
Single Shotgun* 5 Spread Physical 0 Close Inaccurate, 7 29 1
Reliable, Two-
Handed
Single-Action 6 Piercing 1 Physical 0 Medium Close Quarters, 4 85 2
Revolver* Reliable
Sniper Rifle* 6 Piercing 1 Physical 1 Long Accurate, Two- 8 137 2
Handed
Submachine Gun 3 Burst Physical 3 Close Inaccurate, Two- 12 109 1
Handed
Syringer 3 - Physical 0 Medium Two-Handed 6 132 2

Varmint Rifle* 3 - Physical 1 Medium Accurate, 6 35 1


Reliable, Two-
Handed
* New weapon detailed below.

.45 AUTO PISTOL Trigger, Hardened, Powerful.


Ammunition: .45 rounds ● SIGHTS: Reflex Sight.
The .45 Auto pistol is a single-action, semi-
automatic, magazine-fed handgun that utilizes .45 .357 MAGNUM REVOLVER
Auto ammunition. Ammunition: .357 Magnum rounds, .38 Special
A .45 auto pistol can accept one each of the rounds
following Mods: The .357 Magnum revolver is a single action, fixed-
● GRIP: Comfort Grip, Sharpshooter’s Grip. cylinder revolver that fires .357 Magnum and .38
● MAGAZINE: Large Magazine, Large Quick-Eject special rounds. It has an average firing rate but makes
Magazine, Quick-Eject Magazine. up for it with a fairly powerful damage output. Its
● MUZZLE: Compensator, Suppressor. fixed cylinder is reloaded by hand one round at a time
● RECEIVER: Advanced, Automatic, Calibrated, Hair through the loading gate, as such it can be interrupted

14
mid-way through reloading and fired if needed. Trigger, Hardened, Powerful.
A .357 Magnum revolver can accept the following ● SIGHTS: Recon Scope , Reflex Sight.
Mods:
● BARREL: Bull Barrel, Long Barrel, Snubnose Barrel. 10MM SUBMACHINE GUN
● GRIP: Comfort Grip. Ammunition: 10mm rounds
● RECEIVER: Advanced, Hardened, Powerful. The H&K MP9 10mm SMG is a small submachine
● SIGHTS: Reflex Sight. gun using 10mm rounds, capable of firing bursts of
deadly rounds, and may be wielded in a single hand.
5.56MM PISTOL The 10mm submachine gun can accept one each of
Ammunition: 5.56mm rounds the following Mods:
The original .223 pistol that became one of the iconic ● BARREL: Short Barrel.
weapons of New California, was originally a full sized ● MAGAZINE: Large Magazine, Large Quick-Eject
.223 revolving rifle, belonging to Irwin, a farmer Magazine, Quick-Eject Magazine.
outside of the Hub. He cut his rifle down to the size of ● MUZZLE: Compensator, Muzzle Break, Suppressor.
a large pistol, leaving the bolt handle and the original, ● RECEIVER: Hardened, Powerful, Rapid.
vestigial trigger intact. This unique weapon offered ● SIGHTS: Reflex Sight.
firepower comparable to a hunting rifle in the
compact package of a pistol. Five rounds of .223 12.7MM PISTOL
ammunition were more than enough to deal with Ammuntion: 12.7mm rounds
most dangers out in the wastes. A Swiss SIG-Sauer 14mm handgun rechambered for
This iconic sidearm caught the eye of gunsmiths and 12.7mm ammunition, likely designed for long-range
by 2241, and the pistol was deemed profitable for pistol hunting or target shooting. It was imported to
mass production. Vestigial elements were shed to the United States from the European Commonwealth
smooth the weapons' profile, and to help further before the Great War.
improve performance. The internal mechanisms are A 12.7mm pistol can accept one each of the
retained from the original .223 revolving rifle, following Mods:
modified as needed to create a powerful double- ● BARREL: Long Barrel, Ported Barrel.
action revolver. ● GRIP: Comfort Grip, Sharpshooter’s Grip.
A 5.56mm pistol can accept each of the following ● MAGAZINE: Large Magazine, Large Quick-Eject
Mods: Magazine, Quick-Eject Magazine.
● BARREL: Bull Barrel, Long Barrel, Snubnose ● MUZZLE: Compensator, Suppressor.
Barrel. ● RECEIVER: Automatic, Calibrated, Hair Trigger,
● GRIP: Comfort Grip. Hardened.
● RECEIVER: Advanced, Hardened, Powerful. ● SIGHTS: Recon Scope , Reflex Sight.
● SIGHTS: Recon Scope , Reflex Sight, Short Scope.

ANTI-MATERIAL RIFLE
9MM PISTOL Ammunition: .50 rounds
Ammunition: 9mm rounds Utilizing an ergonomic, metallic skeleton design
The M&A 9mm pistol is a semi-automatic handgun, with a free-floating barrel, the .50 Hécate II is a bolt-
designed by M&A Guns Manufacturers. It is the action, high caliber precision weapon intended for use
standard issue sidearm of the New California against materiel and hard targets. For balance, the
Republic Army. rifle includes a tapered barrel and a large muzzle
A 9mm pistol can accept one each of the following brake to reduce recoil to manageable levels. Unlike
Mods: most rifles, the AMR was designed from the ground
● BARREL: Long Barrel, Ported Barrel. up to be used at long and extreme ranges: It lacks any
● GRIP: Comfort Grip, Sharpshooter’s Grip. kind of sights, featuring instead a mounting rail for
● MAGAZINE: Large Magazine, Large Quick-Eject high powered scopes and a forward bipod mount.
Magazine, Quick-Eject Magazine. An anti-material rifle can accept the following
● MUZZLE: Compensator, Suppressor. Mods:
● RECEIVER: Advanced, Automatic, Calibrated, Hair ● BARREL: Ported Barrel, Shielded, Vented Barrel.

15
● MAGAZINE: Quick-Eject Magazine. CHINESE PISTOL
● MUZZLE: Suppressor. Ammunition: 10mm rounds
● RECEIVER: Calibrated, Hardened, Powerful, The Chinese pistol is a recoil operated, locked
Tuned. breech semi-automatic pistol. The bolt and barrel are
● SIGHTS: Long Night Vision Scope, Long Scope, locked by a vertically tilting locking piece with two
Recon Scope, Reflex Sight, Short Night Vision Scope, lugs locking into recesses beneath the bolt. It features
Short Scope. an adjustable sight for up to 1,000 yards, though it's
● STOCK: Marksman’s Stock, Recoil-Compensating mostly a cosmetic feature, as the ammunition it is
Stock. made for stops being accurate at less than a quarter of
that distance. Unlike most modern pistols, the
BB GUN Chinese pistol is loaded from a stripper clip into a
Ammunition: BB's fixed, non-removable box magazine. However, it
The BB gun is a pneumatically-powered airgun, enjoyed renewed popularity and widespread
primarily used for small game hunting or recreational deployment as the standard sidearm of the People's
target practice. Liberation Army during the Sino-American War.
The BB gun can accept one each of the following The Chinese pistol can accept one each of the
Mods: following Mods:
● BARREL: Long Barrel. ● BARREL: Long Barrel, Ported Barrel.
● MUZZLE: Bayonet. ● GRIP: Comfort Grip. Sharpshooter's Grip.
● RECEIVER: Calibrated, Hair Trigger, Tuned. ● MAGAZINE: Large Magazine, Large Quick-Eject
● SIGHTS: Recon Scope, Reflex Sight, Short Night Magazine, Quick-Eject Magazine.
Vision Scope, Short Scope. ● MUZZLE: Compensator, Suppressor.
● STOCK: Full Stock, Marksman’s Stock. ● RECEIVER: Advanced, Automatic, Calibrated, Hair
Trigger, Hardened, Powerful.
BOW ● SIGHTS: Recon Scope, Reflex Sight.
Ammunition: Arrows
This primitive weapon is an old standby for those COWBOY REPEATER
who want a silent option, or who eschew modern Ammunition: .357 Magnum rounds
technology. A bow uses Throwing skill. The cowboy repeater is a lever-action rifle firing
small-calibre .357 Magnum rounds. Due to the gun
CHINESE ASSAULT RIFLE having a tube magazine, it is reloaded by hand one
Ammunition: 5.56mm rounds bullet at a time, as such it can be interrupted mid-way
The Type 93 Chinese assault rifle is an automatic through reloading and fired if needed. Because of this,
firearm. Chambered for 5.56mm ammunition, it is the it gives the gun the added advantage of being quickly
most powerful of the generic assault rifles in damage. available to fire again if only a single/few rounds are
The Chinese assault rifle can accept one each of the needed.
following Mods: A cowboy repeater can accept one each of the
● BARREL: Long Barrel, Ported Barrel, Vented Barrel. following Mods:
● MAGAZINE: Large Magazine, Large Quick-Eject ● BARREL: Long Barrel, Ported Barrel, Vented Barrel.
Magazine, Quick-Eject Magazine. ● MUZZLE: Bayonet.
● MUZZLE: Compensator, Suppressor. ● RECEIVER: .38 Receiver, .308 Receiver, .50
● RECEIVER: Advanced, Automatic, Calibrated, Hair Receiver, Calibrated, Hair Trigger, Hardened,
Trigger, Hardened, Powerful. Powerful, Tuned.
● SIGHTS: Long Night Vision Scope, Long Scope, ● SIGHTS: Long Night Vision Scope, Long Scope,
Recon Scope, Reflex Sight, Short Night Vision Scope, Recon Scope, Reflex Sight, Short Night Vision Scope,
Short Scope. Short Scope.
● STOCK: Full Stock, Marksman’s Stock, Recoil- ● STOCK: Full Stock, Marksman’s Stock.
Compensating Stock.

16
CROSSBOW HUNTING SHOTGUN
Ammunition: Arrows Ammunition: Shotgun shells
This slightly more advanced version of an old The hunting shotgun is a pump-action shotgun built
fashioned bow combines the stealthiness of arrows for greater range and power over similar shotguns.
with the ease-of-use of modern firearms. The hunting shotgun can accept one each of the
A crossbow can accept one of each of the following following Mods:
mods: ● BARREL: Long Barrel, Ported Barrel.
● MAGAZINE: Large Magazine, Large Quick-Eject ● MUZZLE: Compensator, Muzzle Brake.
Magazine, Quick-Eject Magazine. ● RECEIVER: Advanced, Automatic, Calibrated, Hair
● RECEIVER: Calibrated, Hardened, Powerful. Trigger, Hardened, Powerful.
● SIGHTS: Long Night Vision Scope, Long Scope, ● SIGHTS: Long Night Vision Scope, Long Scope,
Reflex Sight, Short Night Vision Scope, Short Scope. Recon Scope, Reflex Sight, Short Night Vision Scope,
● STOCK: Markman's Stock. Short Scope.
● STOCK: Full Stock, Marksman’s Stock.
GAUSS PISTOL
Ammunition: 2mm EC LEVER-ACTION RIFLE
The German-designed PPK12 Gauss pistol is a Ammunition: .45 rounds
handheld alternative to the Gauss rifle. When fully The lever-action rifle has a 5-round tube magazine,
charged, 2mm EC rounds are accelerated along the fed by a loading gate on the left side of the receiver.
electromagnetic rail with enough force to maintain This rifle is chambered for .45-70 government rounds.
staggering stopping power against long distance The barrel may be customized with short or long
targets. In the hands of a competent shooter, it is ported barrels but however, despite these
capable of piercing all but the most resilient armors. modifications changing the length of the ammo tube,
The Gauss pistol is a powerful sidearm with its capacity does not increase. Unlike other rifles,
superior range and ammo capacity to other weapons recon scopes are not available for this weapon, nor are
of its class. Like the larger Gauss rifle, the Gauss pistol there any mods that improve reloading speed.
can be charged to fire a more powerful round. However, it may be fitted with a compensator to
A Gauss pistol can accept one each of the following reduce recoil or a suppressor to reduce the noise of its
Mods: shots.
● BARREL: Shielded Barrel. A lever-action rifle can accept one each of the
● CAPACITORS: Full Capacitor. following Mods:
● MUZZLE: Suppressor. ● BARREL: Long Barrel, Ported Barrel, Short Barrel.
● SIGHTS: Recon Scope, Reflex Sight. ● MUZZLE: Compensator, Suppressor.
● RECEIVER: Advanced, Calibrated, Hardened,
HUNTING REVOLVER Tuned.
Ammunition: .45-70 Gov't ● SIGHTS: Long Night Vision Scope, Reflex Sight,
The hunting revolver is a large, double-action Short Night Vision Scope, Short Scope.
revolver that fires .45-70 Gov't ammunition. It does a ● STOCK: Full Stock, Marksman’s Stock, Short Stock.
significant amount of damage and comes with a scope
as standard, versus requiring a modification. LIGHT MACHINE GUN
A hunting revolver already comes with a Short Ammunition: 5.56mm rounds
Scope Modification and can accept the following The light machine gun is a fully automatic 5.56mm
Mods: machine gun with a rapid rate of fire and an
● BARREL: Bull Barrel, Ported Barrel, Snubnose ammunition capacity of 90 5.56mm rounds. In 2281
Barrel, Vented barrel. within the New California Republic Army, the light
● GRIP: Comfort Grip, Sharpshooter's Grip. machine gun is only issued to the NCR heavy
● RECEIVER: Advanced, Hardened, Powerful. troopers, the finest of the NCR troops.
A light machine gun can accept one each of the
following Mods:
● BARREL: Long Barrel, Ported Barrel, Shielded,

17
Vented Barrel. shotgun except it has only one barrel.
● MAGAZINE: Large Magazine, Large Quick-Eject The single shotgun can accept one each of the
Magazine, Quick-Eject Magazine. following Mods:
● MUZZLE: Compensator, Muzzle Brake. ● BARREL: Long Barrel, Sawed-Off Barrel.
● RECEIVER: Advanced, Calibrated, Hair Trigger, ● MUZZLE: Bayonet, Muzzle Break.
Hardened, Powerful. ● RECEIVER: Advanced, Hair Trigger, Hardened,
● SIGHTS: Long Scope, Long Night Vision Scope, Powerful.
Recon Scope, Reflex Sight, Short Night Vision Scope, ● SIGHTS: Reflex Sight.
Short Scope. ● STOCK: Full Stock.
● STOCK: Full Stock, Marksman’s Stock, Recoil
Compensating Stock. SINGLE-ACTION REVOLVER
Ammunition: .44 Magnum rounds
RADIUM RIFLE The Colt single action army uses .44 Magnum
Ammunition: .45 rounds rounds, the cylinder is loaded one round at a time and
The radium rifle is a pre-War carbine that has been can be interrupted while reloading. The cylinder is
modified to deal radiation damage. also manually turned before loading each new
Its regular wooden and steel rifle components have cartridge. It deals high damage, has good accuracy
been upgraded with all manner of wiring and but a low fire rate.
circuitry, among them what looks like two sets of The single-action revolver can accept one each of the
gamma rounds on the barrel in front of the ejection following Mods:
port. A crudely made dish fashioned from wire and ● BARREL: Long Barrel.
tin foil surrounds the muzzle on long-barreled
variants and is somewhat reminiscent of the gamma SNIPER RIFLE
gun. With the ported variant of the long barrel, Ammunition: .308 rounds
looking at the weapon from the front shows the dish's This sniper rifle is an older model of the famed DKS-
foil parts forming the well-known radiation warning 501. Chambered for .308 ammunition, it is also
symbol with the barrel representing the center point. extremely fragile and requires regular repair and
Some downsides to the radium rifle include maintenance to keep it in working condition.
obstructive iron sights with protruding components, A sniper rifle can accept one each of the following
heavy recoil when fired with an automatic receiver, Mods:
and slow reload speeds, though these can largely be ● BARREL: Ported Barrel, Vented Barrel.
remedied with weapon modifications. ● MAGAZINE: Large Magazine, Large Quick-Eject
A radium rifle can accept one of each of the Magazine, Quick-Eject Magazine.
following Mods: ● MUZZLE: Muzzle Break, Suppressor.
● BARREL: Long Barrel, Ported Barrel, Vented Barrel. ● RECEIVER: .38 Receiver, .50 Receiver, Calibrated,
● MAGAZINE: Large Magazine, Large Quick-Eject Hardened, Powerful, Tuned.
Magazine, Quick-Eject Magazine. ● SIGHTS: Long Night Vision Scope, Long Scope,
● MUZZLE: Bayonet, Compensator, Suppressor. Recon Scope, Reflex Sight, Short Night Vision Scope,
● RECEIVER: .38 Receiver, .308 Receiver, Advanced, Short Scope.
Automatic, Calibrated, Hair Trigger, Hardened, ● STOCK: Full Stock, Marksman’s Stock.
Powerful.
● SIGHTS: Long Night Vision Scope, Long Scope,
Recon Scope, Reflex Sight, Short Night Vision Scope, VARMINT RIFLE
Short Scope. Ammunition: .22LR rounds
● STOCK: Full Stock, Marksman’s Stock, Recoil- The varmint rifle is a low-powered hunting rifle,
Compensating Stock. designed for hunting varmint and small game such as
geckos. It utilizes a magazine-fed bolt-action system
and is chambered for .22mm calibre rounds.
SINGLE SHOTGUN A varmint rifle can accept one each of the
Ammunition: Shotgun shells followingMods:
The single shotgun is similar to a double barrel ● BARREL: Long Barrel, Ported Barrel, Vented Barrel.

18
● MAGAZINE: Large Magazine, Large Quick-Eject
Magazine, Quick-Eject Magazine.
● MUZZLE: Bayonet, Suppressor.
● RECEIVER: Calibrated, Hardened, Powerful,
Tuned.
● SIGHTS: Long Night Vision Scope, Long Scope,
Recon Scope, Reflex Sight, Short Night Vision Scope ,
Short Scope, Long Scope.
● STOCK: Full Stock, Marksman’s Stock.

19
ENERGY WEAPONS
ENERGY WEAPONS
NAME DAMAGE DAMAGE DAMAGE FIRE RANGE QUALITIES WGT COST RARITY
RATING EFFECTS TYPE RATE
Alien Blaster* 4 Vicious Energy 2 Close Accurate, Close 2 1551 6
Quarters
Cryolator* 4 Stun Energy 4 Close Debilitating, 10 302 5
Inaccurate, Two-
Handed
Desolator Cannon* 9 Spread Radiation 0 Long Gatling, 23 350 6
Inaccurate, Two-
Handed
Gamma Gun 3 Piercing 1, Radiation 1 Medium Blast, Inaccurate 3 156 5
Stun
Institute Laser 3 Burst Energy 3 Close Close Quarters, 4 50 2
Inaccurate
Laser Gun 4 Piercing 1 Energy 2 Close Close Quarters 4 69 2

Laser Musket 5 Piercing 1 Energy 0 Medium Two-Handed 13 57 1

Plasma Gun 6 - Physical / 1 Close Close Quarters 4 123 3


Energy
Tesla Rifle* 6 Burst Energy 1 Medium Debilitating, 8 180 5
Inaccurate, Two-
Handed
* New weapon detailed below.

ALIEN BLASTER chemicals and components readily available within


Ammunition: Alien blaster cell the Vault, the prototype was able to be completed,
The gun is very futuristic in appearance, with a making cryogenic freezing available in a portable, on-
chrome and red paint job. It fires blue bolts of energy. demand form. Conceptually, it is a flamer that shoots
The downside to this weapon is its large shot size and ice.
slow projectile speed - these can lead to shots missing A cryolator can accept one each of the following
or clipping cover where a normal round would have Mods:
gone through. ● BARREL: Long Barrel.
The alien blaster can accept one each of the ● SIGHTS: Long Night Vision Scope, Long Scope,
following Mods: Recon Scope, Reflex Sight, Short Night Vision Scope.
● BARREL: Long Barrel, Short Barrel. ● STOCK: Full Stock, Recoil-Compensating Stock,
● MAGAZINE: Large Magazine. Standard Stock.
SIGHTS: Short Night Vision Scope, Short Scope.
DESOLATOR CANNON
CRYOLATOR Ammunition: Gamma rounds
Ammunition: Cryo cell The desolator cannon was another proto type
The cryolator was developed by the overseer of weapon borrowed by the USSR years before the
Vault 111 as a way to occupy time, waiting for the All- resource wars began. Able to launch concentrated
Clear signal from Vault-Tec that never came. Using directional radation through a IR infused tight beam.

20
The desolator cannot can accept one of each of the
following Mods:
● CAPACITOR: Beta Wave Tuner, Photon Agitator,
Photon Exciter.
● STOCK: Full Stock, Standard Stock.

TESLA RIFLE
Ammunition: Fusion cell
Bearing the unique Lightning legendary effect, it
fires an electrical discharge that arcs between targets
and uses fusion cells as ammunition. Due to its arcing
nature, the Tesla rifle is capable of damaging multiple
enemies at once, but with a limited range. It is an ideal
choice for close-range crowd control, for example,
against feral ghouls.
The Tesla rifle can accept one each of the following
Mods:
● BARREL: Automatic Barrel, Improved Barrel.
● SIGHTS: Reflex Sight.

21
MELEE WEAPONS
MELEE WEAPONS
NAME TYPE DAMAGE DAMAGE DAMAGE QUALITIES WGT COST RARITY
RATING EFFECTS TYPE
Aluminum Melee 5 - Physical Two-Handed 2 32 2
Baseball Bat
Baseball Bat Melee 4 - Physical Two-Handed 3 25 1

Baton Melee 3 - Physical - 2 15 1

Board Melee 4 - Physical Two-Handed 3 20 0

Boxing Glove Unarmed 3 Stun Physical - 1 10 1

Cattle Prod* Melee 6 Stun Physical / Parry 2 450 3


Energy
Chinese Officer Melee 4 Piercing 1 Physical Parry 3 50 4
Sword*
Combat Knife Melee 3 Piercing 1 Physical - 1 25 1

Deathclaw Unarmed 5 Piercing 1 Physical - 10 75 3


Gauntlet
Fire Axe* Melee 6 Piercing 1 Physical Reliable, Two-Handed 3 15 1

Golf Club* Melee 3 - Physical Two-Handed 3 25 1

Gun Bash (1H) Melee 2 Stun Physical As gun As gun As gun As gun

Gun Bash (2H) Melee 3 Stun Physical As gun As gun As gun As gun

Handy Rock Unarmed 2 Vicious Physical Thrown (C) 1 - -

Hatchet* Melee 2 - Physical - 3 15 1

Knuckles Unarmed 3 - Physical Concealed <1 10 1

Lead Pipe Melee 3 - Physical - 3 15 0

Machette Melee 3 Piercing 1 Physical - 2 25 1

Meat Hook* Melee 2 Piercing 1 Physical - 2 32 1

Pipe Wrench Melee 3 - Physical - 2 30 1

Pool Cue Melee 3 - Physical Two-Handed 1 10 0

Power Fist Unarmed 4 Stun Physical - 4 100 2

Ripper Melee 4 Vicious Physical - 6 50 2

Rolling Pin Melee 3 - Physical - 1 10 0

Shishkebab Melee 5 Piercing 1 Energy Parry 3 200 3

Shovel* Melee 2 Stun Physical Two-Handed, 6 55 1

22
Unreliable
Sledgehammer Melee 5 - Physical Two-Handed 12 40 2

Spear* Melee 4 Piercing 1 Physical Thrown, Two-Handed 2 40 0

Super Sledge Melee 6 Breaking Physical Two-Handed 20 180 3

Switchblade Melee 2 Piercing 1 Physical Concealed 1 20 0

Sword Melee 4 Piercing 1 Physical Parry 3 50 2

Throwing Knife* Melee 4 Piercing 1 Physical Thrown (C) 2 20 1

Tire Iron Melee 3 - Physical - 2 25 1

Unarmed Unarmed 2 - Physical - - - -

Walking Cane Melee 3 - Physical - 2 10 0


* New weapon detailed below.

CATTLE PROD FIRE AXE


Normally used for herding stubborn cattle, it has The fire axe is a pre-War pick head axe used by
been re-purposed as a non-lethal weapon against emergency services for breaking down doors, bars,
humans. In addition to the taser-like prongs at the tip etc. It has a black grip, brown wooden midsection, a
normally found on cattle prods, it has been outfitted red blade, and a white cutting edge.
with a thick, electrified metal coil around the striking
end, hooked up to a pair of batteries taped down near GOLF CLUB
the handle. A simple golf club used as a makeshift weapon. It
has a slow swing speed and decent damage. The most
CHINESE OFFICER SWORD common of golf clubs is a Timlist brand Eye-O-Matic
A grimy Chinese straight sword with a leather and brand.
bronze hilt. It was wielded by Chinese officers before
the Great War.

Unique Chinese Officer Sword Mod


NAME PREFIX EFFECTS WGT COST PERKS
Serrated Blade Serrated Gain Persistent - +25 Blacksmith 2
Electrified Blade Electrified +1 , Damage type becomes Energy - +50 Blacksmith 2,
Science 1
Electrified Serrated Blade Electrified Serrated +1 , Damage type becomes - +75 Blacksmith 3,
Energy, gain Persistent (Physical) Science 1

HATCHET MEAT HOOK


Manufactured by the company Hacho, A typical butcher's meat hook used for holding
manufactured in America with the serial number animal carcasses, which can be used as an improvised
HGP5-0.6 360. The hatchet is a one handed axe weapon.
originally meant for splitting kindling and firewood,
featuring a straight blade and an ergonomic wooden SHOVEL
handle. A wood-handled shovel, required for digging. It can
be used as a makeshift weapon in combat.

23
SPEAR
A spear is a pole weapon consisting of a shaft,
usually of wood, with a sharpened head. Various
kinds of spears are widely used after the Great War,
especially by tribals. The user of a spear can either
thrust it or throw it.

THROWING KNIFE
A deadly weapon of choice for assassins, throwing
knives are as silent. They are small, lightweight, and
quick. The handle is wrapped in red ribbon. The
knives are more effective when coated with poison.

24
EXPLOSIVES
EXPLOSIVES
NAME DAMAGE DAMAGE DAMAGE QUALITIES WGT COST RARITY
RATING EFFECTS TYPE
Baseball Grenade 5 - Physical Blast, Thrown (M) 1 40 1

Bottlecap Mine 6 - Physical Blast, Mine 1 75 2

Chaos Gas Grenade* 4 Berserk Poison Blast, Thrown (M) <1 100 5

Cryogenic Grenade* 5 Spread, Stun Energy Blast, Debilitating, <1 125 4


Thrown (M)
Dynamite* 12 - Physical Blast, Thrown (M) 1 25 1

Frag Grenade 6 - Physical Blast, Thrown (M) <1 50 2

Frag Mine 6 - Physical Blast, Mine 1 50 2

HalluciGen Gas Grenade* 6 Persistent Poison Blast, Thrown (M) 1 35 4

Incendiary Grenade* 5 Persistent Energy Blast, Debilitating, <1 200 3


Thrown (M)
Molotov Cocktail 4 Persistent Physical Blast, Thrown (M) 1 20 1

Nuka Grenade 9 Breaker, Energy Blast, Thrown (M) 1 100 4


Radioactive,
Vicious
Nuka Mine 9 Breaker, Energy Blast, Mine 1 100 4
Radioactive,
Vicious
Plasma Grenade 9 - Energy Blast, Thrown (M) <1 135 3

Plasma Mine 9 - Energy Blast, Mine <1 135 3

Pulse Grenade 6 Stun Energy Blast, Thrown (M) <1 100 3

Pulse Mine 6 Stun Energy Blast, Mine <1 100 3


* New weapon detailed below.

CHAOS GAS GRENADE survive the initial blast. Spend Effect to slow anyone
A canaster of aerosolize “Beserker formula” wounded by the blast. Affected targets are unable to
normally found in syringer ammo. The canister has perform Actions, but are still allowed to spend Action
the HalluciGen logo on it. The gas does not deal Points to perform Actions. This effect persists for 1
damage but applies beserk (see page 93 of the Fallout round per Effect rolled on the attack.
core rulebook) to targets for a number of rounds equal
to the number of Effects rolled. DYNAMITE
Dynamite is an explosive consisting of nitroglycerin-
CRYOGENIC GRENADE soaked powder pressed into sticks and wrapped in
When a cryogenic grenade explodes, it has a chance wax-coated paper. A fuse allows it to be detonated.
to temporarily slow wounded targets that managed to

25
HALLUCIGEN GAS GRENADE
After throwing and detonating, the HalluciGen gas
grenade will emit a green gas that distorts vision. This
gas covers the zone where it was thrown and
detonated, increasing the difficulty of all vision-based
tests in the area by 1. The gas deals no damage, but
persists for 2 rounds, plus an additional 2 rounds per
Effect rolled.

INCENDIARY GRENADE
A self-contained incendiary bomb, the Army/Navy
205M incendiary hand grenade is a multi-purpose
weapon that can be used to damage, immobilize or
destroy a variety of targets including weapons,
ammunition, vehicles and soft targets. Unlike
conventional incendiary grenades, relying on
thermate mixtures designed for use as a tool, the AN-
205M uses a modern combat mixture that allows it to
be used offensively. Upon detonation, the sheet metal
casing disintegrates, creating an incendiary blast. The
burning mixture sticks to targets like napalm,
continuing to deal fire damage until it burns out
several seconds later.

26
NUKA-COLA VARIANTS
NUKA-COLA VARIANTS
HP
ITEM HEALED OTHER EFFECT (* for one scene) IRRADIATED WGT COST RARITY
Nuka-Berry 5 Gain +4 AP, cures 5 Radiation Damage 1 60 4
Nuka-Bombdrop - Reroll 1d20 on STR, AGI and END 1 20 5
rolls*, alcoholic
Nuka-Buzz 2 Gain +6 AP 1 40 3
Nuka-Cherry 3 Gain +2 AP 1 35 3
Nuka-Cide 15 Gain +6 AP, max AP +2*, max HP +5*, 1 100 5
Radiation Resistance 2*, +35 Carry
Capacity*
Nuka-Cola (Classic) 2 Gain +1 AP 1 20 2
Nuka-Cola Boost - Gain +5 AP 1 30 5
Nuka-Cola Clear 2 - 1 20 3
Nuka-Cola - Gain +3 AP, Radiation Resistance +2* 1 30 4
Cranberry
Nuka-Cola Dark - Reroll 1d20 on STR and END checks*, 1 20 3
alcoholic
Nuka-Cola Diet 1 - - 1 20 3
Nuka-Cola Grape 7 Gain +2 AP, cures 4 Radiation Damage 1 55 3
Nuka-Cola Orange 4 Gain +4 AP, Radiation Resistance 2* 1 45 3
Nuka-Cola Quantum 10 Gain +5 AP 1 50 5
Nuka-Cola Quartz - Gain +6 AP 1 30 3
Nuka-Cola Victory 6 Radiation Resistance +1* 1 40 3
Nuka-Cola Wild 2 Gain +2 AP 1 30 3
Nuka-Fancy 5 Gain +5 AP 1 50 4
Nuka-Free 2 - - 1 30 5
Nuka-Frutti 10 Gain +3 AP, Radiation Resistance +2* 1 60 5
Nuka-Hearty 7 Gain +2 AP, +25 Carry Capacity* 1 55 4
Nuka-Lixir 4 Radiation Resistance +2*, Damage 1 45 5
Resistance +3*
Nuka-Love 4 Gain +3 AP 1 35 4
Nuka-Power - +60 Carry Capacity* 1 30 4
Nuka-Punch 4 Gain +1 AP, max AP +2*, max HP +3*, 1 65 5
cures 5 Radiation Damage
Nuka-Ray 10 Radiation Resistance +2* 1 50 4

27
Nuka-Rush 10 Gain +1 AP 1 50 4
Nuka-Sunrise 4 Gain +1 AP, Radiation Resistance +2* 1 45 4
Nuka-Twin 4 Gain +1 AP 1 35 3
Nuka-Void - Max AP +1*, max HP +3*, +25 Carry 1 50 5
Capacity*, cures 5 Radition Damage
Nuka-Xtreme - Max AP +1*, max HP +3*, cures 5 1 40 5
Radiation Damage

* Effects listed with an asterisk persists for a full whole scene once the Nuka-Cola is consumed.

28
LOOT TABLES
RANDOM AMMUNITION
4d20 AMMO (QUANTITY) 29 2mm EC (6 + 3 ) 55 Fusion Cell (14 + 7 )
4 .22LR (10 + 5 ) 30 56
5mm (12 + 6 x 10) Fusion Cell (14 + 7 )
5 .22LR (10 + 5 ) 31 57 Fusion Core (1)**
5mm (12 + 6 x 10)
6 .22LR (10 + 5 ) 32 58 Gamma Round (4 + 2 )
5.56mm (8 + 4 )
7 .38 (10 + 5 ) 33 59 Hollow Point (as ammo type)
5.56mm (8 + 4 )
8 60 Incendiary (as ammo type)
.38 (10 + 5 ) 34 5.56mm (8 + 4 )
61 JFP Round (as ammo type)
9 .38 Special (8 + 4 ) 35 9mm (10 + 5 )
62 JHP Round (as ammo type)
10 .38 Special (8 + 4 ) 36 9mm (10 + 5 ) 63 JSP Round (as ammo type)
11 .44 Magnum (4 + 2 ) 37 9mm +P (6 + 3 ) 64 Mini-Nuke (1 + 1 )
12 .44 Magnum (4 + 2 ) 38 10mm (8 + 4 ) 65 Mini-Nuke (1 + 1 )
13 .44 Magnum (4 + 2 ) 39 10mm (8 + 4 ) 66 Mini-Nuke (1 + 1 )
14 .45 (9 + 4 ) 40 10mm (8 + 4 ) 67 Missile (2 + 1 )*
15 .45 (9 + 4 ) 41 12.7mm (6 + 3 ) 68 Plasma Cartridge (10 + 5 )
16 .45 +P (4 + 2 ) 42 12.7mm (6 + 3 ) 69 Pulse Slug (2 + 1 )
17 .45 Super (3 + 2 ) 43 Alien Blaster Cell (2 + 1 ) 70 Railway Spike (6 + 3 )
18 .45-70 Gov't (6 + 3 ) 44 Armor Piercing (as ammo type) 71 Railway Spike (6 + 3 )
19 .45-70 Gov't (6 + 3 ) 45 Arrow (8 +2 ) 72 Railway Spike (6 + 3 )
20 .50 (4 + 2 ) 46 BB's (20 + 10 ) 73 Shotgun Shell (6 + 3 )
21 .50 (4 + 2 ) 47 Bean Bags (4 + 2 ) 74 Shotgun Shell (6 + 3 )
22 .308 (6 + 3 ) 48 Cryo Cell (5 + 2 ) 75 Shotgun Shell (6 + 3 )
23 .308 (6 + 3 ) 49 Dragon's Breath Shells (3 + 2
76 Shotgun Slug (4 + 2 )
)
24 .357 Magnum (8 + 4 ) 77 Shotgun Slug (4 + 2 )
50 Explosive (2 + 1 )
25 .357 Magnum (8 + 4 ) 78 Surplus (as ammo type x 2)
51 Flamer Fuel (12 + 6 )
26 .357 Magnum (8 + 4 ) 79 Syringer Ammo (4 + 2 )
52 Flamer Fuel (12 + 6 )
27 2mm EC (6 + 3 ) 80 Syringer Ammo (4 + 2 )
53 Flare (2 + 1 )
28 2mm EC (6 + 3 )
54 Flechette (3 + 2 )

* Characters with the Scavenger perk receive only +1 per rank additional missiles.
** Characters with the Scavenger perk do not receive any additional Fusion Cores or Mini-Nukes .
Ammunition details are on page 56 of the Fallout core rulebook. Items are found in the quantity listed.

29
RANDOM ARMOR
2d20 ARMOR 15 Sturdy Metal Armor 29 Synth Armor
2 X-01 Power Armor Piece 16 Heavy Raider Armor 30 T-51 Power Armor Piece
3 X-01 Power Armor Piece 17 Vault-Tec Armor 31 Heavy Combat Armor
4 X-01 Power Armor Piece 18 Sturdy Raider Armor 32 Heavy Combat Armor
5 Power Armor Frame 19 Leather Armor 33 Sturdy Synth Armor
6 Power Armor Frame 20 Sturdy Raider Armor 34 Sturdy Synth Armor
7 T-60 Power Armor Piece 21 Raider Armor 35 Sturdy Raider Armor
8 T-60 Power Armor Piece 22 Sturdy Raider Armor 36 Power Armor Frame
9 Heavy Dog Armor 23 Metal Armor 37 Power Armor Frame
10 Heavy Dog Armor 24 Light Dog Armor 38 Heavy Synth Armor
11 Sturdy Combat Armor 25 Sturdy Leather Armor 39 Heavy Synth Armor
12 Heavy Metal Armor 26 Combat Armor 40 Heavy Synth Armor
13 Raider Power Armor Piece 27 T-45 Power Armor Piece
14 Medium Dog Armor 28 Heavy Leather Armor

Armor is listed on page 130 of the Fallout core rulebook. Power Armor Frames do not come with a fusion core. Some
entries may ask for a roll for location. This meansa to roll on the Hit Location Table (Fallout core rulebook page 28) to
determine which location that piece of armor covers, re-rolling any inapplicable results (head results for Raider Leather
Armor, as there is no corresponding helmet).

RANDOM CLOTHING
2d20 CLOTHING 14 Road Leathers 28 Heavy Coat
2 Brotherhood of Steel Fatigues 15 Road Leathers 29 Heavy Coat
3 Welder's Visor 16 Casual Clothing 30 Utility Overalls
4 Brotherhood of Steel Scribe's 17 Casual Clothing 31 Utility Overalls
Hat
18 Hides 32 Casual Hat
5 Brotherhood of Steel Hood
19 Hides 33 Hood or Cowl
6 Brotherhood of Steel Scribe's
20 Harness 34 Vault Jumpsuit
Armor
21 Harness 35 Formal Clothing
7 Brotherhood of Steel Uniform
22 Sack Hood 36 Formal Clothing
8 Hard Hat
23 Sack Hood 37 Formal Hat
9 Army Helmet
24 Military Fatigue 38 Gas Mask
10 Lab Coat
25 Military Fatigue 39 Cage Armor
11 Lab Coat
26 Tough Clothing 40 Hazmat Suit
12 Engineer's Armor
27 Tough Clothing
13 Engineer's Armor

Clothing and outfits are listed on page 124 of the Fallout core rulebook.

30
RANDOM FOOD
2d20 FOOD 14 Carrot 28 Brain Fungus
2 Tarberry 15 BlamCo Brand Mac and Cheese 29 Corn
3 Perfectly Preserved Pie 16 Sugar Bombs 30 Gourd
4 Melon (non-irradiated) 17 Potted Meat 31 Melon
5 Carrot (non-irradiated) 18 Pork 'n' Beans 32 Silt Bean
6 Institute Food Packet 19 InstaMash 33 Tato
7 Sugar Bombs (non-irradiated) 20 Dandy Boy Apples 34 InstaMash (preserved)
8 Mutfruit (non-irradiated) 21 Canned Dog Food 35 Salisbury Steak (preserved)
9 Fancy Lads Snack Cakes 22 Fancy Lads Snack Cakes 36 Food Paste
(preserved)
23 Gum Drops 37 Noodle Cup
10 Sweet Roll
24 Mutfruit 38 Corn (non-irradiated)
11 Razorgrain
25 Potato Crisps 39 BlamCo Brand Mac and Cheese
12 Iguana Bits (preserved)
26 Salisbury Steak
13 Cram 40 Tarberry
27 Yum-Yum Deviled Eggs

Food items are listed on page 149 of the Fallout core rulebook.

The Foraging table below is used for gathering food


from wild plants while in the Wasteland. An hour's
FORAGING
d20 Roll FOOD OFUND
foraging and a PER + Survival test with a difficulty of
1 finds a number of items equal to your Survival 1-2 Brain Fungus
scvore, +1 item per AP spent. Roll once to determine 3-4 Carrot
which item is found.
5-6 Corn
7-8 Gourd
9-10 Melon
11-13 Mutfruit
14-15 Razorgrain
16-17 Silt Bean

18-20 Tato

31
RANDOM BEVERAGES
2d20 BEVERAGE 15 Beer 28 Brahmin Milk
2 Wine 16 Beer 29 Brahmin Milk
3 Wine 17 Beer 30 Brahmin Milk
4 Whiskey 18 Beer 31 Rum
5 Whiskey 19 Dirty Water 32 Rum
6 Nuka-Cola* 20 Dirty Water 33 Rum
7 Nuka-Cola* 21 Dirty Water 34 Moonshine
8 Nuka-Cola* 22 Dirty Water 35 Moonshine
9 Nuka-Cola* 23 Dirty Water 36 Moonshine
10 Nuka-Cola* 24 Purified Water 37 Vodka
11 Nuka-Cola* 25 Purified Water 38 Vodka
12 Bourbon 26 Purified Water 39 Wine
13 Bourbon 27 Purified Water 40 Wine
14 Bourbon

* Roll on the Nuka-Cola Variant table below for determining the type of Nuka-Cola found.
Beverages are listed on page 160 of the Fallout core rulebook.

The Nuka-Cola Vending Machine table below is


used when a Nuka-Cola vending machine is found
NUKA-COLA VENDING MACHINE
d20 Roll ITEM
while scavenging. Roll twice to determine the
machine's contents. 1-8 Empty
9-12 1 + 2 glass bottles (junk, scavenger for 2
common materials each)
13-15 1 Nuka-Cola (classic)
16-17 2 Nuka-Cola (classic)
18 1 Nuka-Cola, 1 variant Nuka-Cola
19 2 Nuka-Cola, 1 variant Nuka-Cola
20 3 Nuka-Cola, 1 varian Nuka-Cola

32
RANDOM NUKA-COLA VARIANT
2d20 NUKA COLA VARIANT 15 Nuka-Cola Boost 28 Nuka-Frutti
2 Nuka-Berry 16 Nuka-Cola Clear 49 Nuka-Hearty
3 Nuka-Bombdrop 17 Nuka-Cola Cranberry 30 Nuka-Lixir
4 Nuka-Buzz 18 Nuka-Cola Dark 31 Nuka-Love
5 Nuka-Buzz 19 Nuka-Cola Diet 32 Nuka-Power
6 Nuka-Cherry 20 Nuka-Cola Grape 33 Nuka-Punch
7 Nuka-Cherry 21 Nuka-Cola Orange 34 Nuka-Ray
8 Nuka-Cide 22 Nuka-Cola Quantum 35 Nuka-Rush
9 Nuka-Cola (Classic) 23 Nuka-Cola Quartz 36 Nuka-Sunrise
10 Nuka-Cola (Classic) 24 Nuka-Cola Victory 37 Nuka-Twin
11 Nuka-Cola (Classic) 25 Nuka-Cola Wild 38 Nuka-Twin
12 Nuka-Cola (Classic) 26 Nuka-Fancy 39 Nuka-Void
13 Nuka-Cola (Classic) 27 Nuka-Free 40 Nuka-Xtreme
14 Nuka-Cola (Classic)

RANDOM CHEMS
2d20 CHEM 15 Daddy-O 28 Buffout
2 Super Stimpak 16 Rad-X (diluted) 29 Jet
3 Calmex 17 Rad-X (diluted) 30 Jet
4 Day Tripper 18 Healing Salve 31 Mentats
5 Addictol 19 Healing Salve 32 Mentats
6 Stimpak 20 Dirty Water 33 Rad-X
7 Stimpak 21 Dirty Water 34 Rad-X
8 RadAway 22 Dirty Water 35 Stimpak
9 RadAway 23 Stimpak (diluted) 36 Stimpak
10 Psycho 24 Stimpak (diluted) 37 Antibiotics
11 Psycho 25 RadAway (diluted) 38 Overdrive
12 Med-X 26 RadAway (diluted) 39 Fury
13 Med-X 27 Buffout 40 X-Cell
14 Daddy-O

Chems are listed on page 164 of the Fallout core rulebook.

33
RANDOM WEAPONS (RANGED)
4d20 RANGED WEAPON 30 Double-Barreled Shotgun 57 Missile Launcher
4 .44 Pistol 31 Fat Man 58 Pipe-Bolt Action
5 .45 Auto Pistol 32 Fat Man 59 Pipe-Bolt Action Rifle (Long
Barrel, Standard Stock)
6 .357 Magnum 33 Flamer
60 Pipe Gun
7 .357 Magnum 34 Flare Gun
61 Pipe Gun
8 5.56mm Pistol 35 Gamma Gun
62 Pipe Revolver
9 5.56mm Pistol 36 Gamma Gun
63 Pipe Revolver
10 9mm Pistol 37 Gatling Laser
64 Pipe Rifle (Long Barrel,
11 9mm Pistol 38 Gauss Pistol Standard Stock)
12 10mm Pistol 39 Gauss Rifle 65 Pipe Rifle (Long Barrel,
13 10mm Pistol 40 Heavy Incinerator Standard Stock)

14 10mm Pistol 41 Heavy Incinerator 66 Plasma Pistol

15 10mm Auto Pistol (Auto 42 Hunting Revolver 67 Plasma Rifle (Long Barrel,
Receiver) Standard Stock)
43 Hunting Rifle
16 10mm Submachine Gun 68 Radium Rifle
44 Hunting Rifle
17 12.7mm Pistol 69 Railway Rifle
45 Hunting Shotgun
18 Alien Blaster 70 Scoped Hunting Rifle (Long
46 Institute Laser Pistol Barrel, Short Scope)
19 Anti-Material Rifle
47 Institute Laser Rifle (Long 71 Single Shotgun
20 Assault Rifle Barrel, Standard Stock)
72 Single Shotgun
21 Auto Pipe Gun (Automatic 48 Junk Jet
Receiver) 73 Single-Action Revolver
49 Laser Musket
22 BB Gun 74 Sniper Rifle
50 Laser Pistol
23 Chinese Assault Rifle 75 Submachine Gun
51 Laser Pistol
24 Chinese Pistol 76 Submachine Gun
52 Lever-Action Rifle
25 Combat Rifle 77 Syringer
53 Lever-Action Rifle
26 Combat Shotgun 78 Tesla Rifle
54 Light Machine Gun
27 Cowboy Repeater 79 Varmint Rifle
55 Minigun
28 Cryolator 80 Varmint Rifle
56 Missile Launcher
29 Desolator Cannon

Ranged weapons are listed on page 95 of the Fallout core rulebook, as well as on page 13 of this book.

34
RANDOM WEAPONS (MELEE)
3d20 MELEE WEAPON 22 Handy Rock 42 Shishkebab
3 Aluminum Baseball Bat 23 Hatchet 43 Shishkebab
4 Aluminum Baseball Bat 24 Hatchet 44 Shovel
5 Baseball Bat 25 Knuckles 45 Shovel
6 Baseball Bat 26 Knuckles 46 Sledgehammer
7 Baton 27 Lead Pipe 47 Sledgehammer
8 Board 28 Lead Pipe 48 Spear
9 Board 29 Machette 49 Spear
10 Boxing Glove 30 Machette 50 Super Sledge
11 Boxing Glove 31 Meat Hook 51 Super Sledge
12 Cattle Prod 32 Meat Hook 52 Switchblade
13 Cattle Prod 33 Pipe Wrench 53 Switchblade
14 Chinese Officer Sword 34 Pipe Wrench 54 Sword
15 Combat Knife 35 Pool Cue 55 Sword
16 Combat Knife 36 Pool Cue 56 Throwing Knife
17 Deathclaw Gauntlet 37 Power Fist 57 Tire Iron
18 Fire Axe 38 Power Fist 58 Tire Iron
19 Fire Axe 39 Ripper 59 Walking Cane
20 Golf Club 40 Ripper 60 Walking Cane
21 Golf Club 41 Rolling Pin

Melee weapons are listed on page 111 of the Fallout core rulebook, as well as on page 22 of this book.

35
RANDOM WEAPONS (THROWN/EXPLOSIVE)
3d20 THROWN WPN/GRENADE 21 1 Frag Mine 41 1 Plasma Grenade
3 1 Bottlecap Mine 22 1 Frag Mine 42 1 Plasma Grenade
4 1 Bottlecap Mine 23 1 Frag Mine 43 1 Plasma Grenade
5 1 Bottlecap Mine 24 1 Frag Mine 44 1 Plasma Mine
6 2+1 Baseball Grenades 25 1 HalluciGen Gas Grenade 45 1 Plasma Mine

7 26 1 HalluciGen Gas Grenade 46 1 Plasma Mine


2+1 Baseball Grenades
27 1 Incendiary Grenade 47 1 Pulse Grenade
8 2+1 Baseball Grenades
28 1 Incendiary Grenade 48 1 Pulse Grenade
9 2+1 Baseball Grenades
29 2+1 Javelins 49 1 Pulse Grenade
10 2+1 Baseball Grenades
30 50 1 Pulse Mine
2+1 Javelins
11 1 Chaos Gas Grenade 51 1 Pulse Mine
31 2+1 Javelins
12 1 Cryogenic Grenade 52 1 Pulse Mine
32 2+1 Javelins
13 2+1 Dynamite 53 4+2 Throwing Knives
33 2+1 Javelins
14 2+1 Dynamite 54 4+2 Throwing Knives
34 2+1 Molotov Cocktail
15 2+1 Dynamite 55 4+2 Throwing Knives
35 2+1 Molotov Cocktail
16 2+1 Frag Grenades 56 4+2 Throwing Knives
36 2+1 Molotov Cocktail
17 2+1 Frag Grenades 57 4+2 Throwing Knives
37 2+1 Molotov Cocktail
18 2+1 Frag Grenades 58 2+1 Tomahawks
38 2+1 Molotov Cocktail
19 2+1 Frag Grenades 59 2+1 Tomahawks
39 1 Nuka Grenade
20 2+1 Frag Grenades 60 2+1 Tomahawks
40 1 Nuka Mine

Thrown weapons are listed on page 119 of the Fallout core rulebook, while explosives are on page 120, as well as on page
25 of this book. Items are found in the quantity listed.

36
RANDOM ODDITIES AND VALUABLES
3d20 ODDITY/VALUABLE 21 Lock Pick Set 40 Lantern
3 Regeneration Field 22 Holotape Player 41 Multi-Tool
4 Regeneration Field 23 Large Backpack 42 Hacking Module
5 Pre-War Money worth 5d20 24 Pre-War Money worth 3d20 43 Lockpick Module
caps caps
44 Container, Locked
6 Pre-War Money worth 5d20 25 3d20 Caps
45 8+4 Bobby Pins
caps
26 Integral Boiler Mod
7 5d20 Caps 46 Stealth Boy
27 1+2 Signal Flares
8 5d20 Caps 47 Deluxe Toolkit
28 Pre-War Money worth 2d20
9 5d20 Caps 48 Flashlight
caps
10 Stealth Field 49 Behavioral Analysis Mod
29 2d20 Caps
11 Recon Sensors 50 Radiation Coils
30 2+1 Bobby Pins
12 Diagnosis Mod 51 Sensor Array
31 Pre-War Money worth 1d20
13 Geiger Counter Caps 52 Key

14 Doctor's Bag 32 1d20 Caps 53 Key

15 Magazine (see page 172 of the 33 54 Key


4+2 Bobby Pins
core rulebook) 55
34 Small Backpack 10 + 5 Bobby Pins
16 Pre-War Money worth 4d20
35 Torch 56 10 + 5 Bobby Pins
caps
17 4d20 Caps 36 Note or Holotape 57 10 + 5 Bobby Pins
18 Container 37 6+3 Bobby Pins 58 Stimpak Diffuser
19 Hazard Detection Mod 38 Robot Repair Kit 59 Stimpak Diffuser
20 Radio 39 First Aid Kit 60 Tesla Coils

This table covers a variety of different items not covered in other lists.

37

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