Weapons (5e Fallout Setting)

Weapon Condition

The statistics below represent weapons in their peak condition. In the wasteland, this is rarely the case. There are 4 stages of condition that weapons can be in. If a player has two of the same weapon or otherwise substantial weapon parts, they may attempt a DC 15 Arcana check to repair their weapon, increasing its condition by 1 tier. At the end of combat or when their weapon is damaged, one must make a DC 12 Arcana check with the weapon they are using. On a failure, their weapon degrades by 1 tier.

  • Pristine: The weapon functions perfectly normal.
  • Degraded: The weapon’s ranges are decreased by 5 feet. Its cost is 1/4 less than normal
  • Poor: The weapon deals 1 less damage and its ranges are 5 feet less. Reloading requires an action. It costs 1/3 less than normal.
  • Damaged: The weapon deals 2 less damage and its ranges are 10 feet less. Reloading requires an action to attempt a DC 12 Arcana check. It costs 1/2 less than normal.
  • Broken: The weapon can not be used.

Additional Properties

Properties with a + after its name can be added to a weapon for half the weapon’s price. Properties with a - After its name can be removed from a weapon for 3/4 of the weapon’s price.

  • Long Reload-: Reloading this weapon requires an action. If your weapon is below Degraded condition, it requires an action and bonus action or reaction to reload.
  • Automatic+: You can make an additional attack without adding your Dexterity modifier if it is above 0 to the attack roll as a bonus action.
  • Scope+: If you have not moved since the end of your last turn, you can use a bonus action to aim down the scope of a firearm that has this trait at a specific target. Once you do so, your speed becomes and the first attack you make has no disadvantage on your attack roll from using its long range until the beginning of your next turn.
  • EMP+(Energy Only): Deals four times as much damage to constructs and creatures wearing power armor. Does not deal damage to other creatures.
  • Pulse+(Energy Only): Deals half as much damage to non-constructs. Deals twice as much damage to constructs and creatures wearing power armor.
  • Burning+(Energy Only): Deals half as much damage to constructs and creatures wearing power armor, and twice as much to creatures who are not.
  • Poison: Deals four times as much damage to non-constructs. Does not deal damage to constructs or creatures wearing power armor.
  • Blast (x)+(Shotguns Only): Attacks every creature within x feet of the target.
  • Silenced+: Attacking with this ranged weapon does not reveal one’s position.
Burst (x): Each attack with this weapon uses x amount of ammunition.
  • Mine: Can be placed as an action. If a creature comes within 5 feet of it after 6 seconds (the creature who placed its next turn) it makes an attack against them.
  • Bolt-: After attacking, you must manually re-cock the weapon’s bolt as an action or bonus action to use it again.
  • Unlike 5e, there are 4 damage types. Ballistic damage is that sourced from bullets. Energy damage is sourced from beams of super-heated plasma and lasers, as well as fire. Explosive damage is dealt by fragmentation devices. Melee damage comes from Fists, knives, and other weapons that lack range.
  • Weapons with the Heavy property use Strength instead of Dexterity and halve the user’s movement speed while in use.
  • Shotguns add their proficiency bonus to damage rolls instead of attack rolls.
  • Attacks made against creatures unaware of the attacker deal twice as much damage.
  • Thrown and Melee Weapons can use Strength or Dexterity for attack rolls, but you can not add any modifiers to thrown damage rolls.
  • If an Explosive weapon does not hit, it still deals half damage.

Small Guns

Pistols

  • Note: All pistols have the Light property.
Name Cost (Caps) Damage Range Weight Ammo Mag Properties Appearances
Ballistic Pistols
.22 Pistol (Silenced)261d4-140/803 lb..22 Caliber16SilencedNV
.32 Revolver481d630/1201.5 lb..32 Magnum5p3
.357 Revolver561d650/1502.5 lb..357 Magnum6pNV
.44 Revolver902d660/1203 lb..44 Magnum6p2, Tactics, 3, NV, 4, 76
.44 Pistol (Desert Eagle)1002d830/1204 lb..44 Magnum8p1, 2
.45 Auto Pistol (Colt)752d490/1802.5 lb..45 Auto7pTactics, NV
9mm Pistol251d650/1002 lb.9mm13pTactics, NV
9mm Mauser (Chinese Pistol)151d430/1602 lb.9mm9p3, NV
10mm Pistol422d450/1503 lb.10mm12p1, 2, 3, NV, 4, 76
5.56mm Pistol (.223 Pistol)632d650/2005 lb.5.56mm5p1, 2, NV
12.7mm Pistol (14mm Pistol)952d890/1203.5 lb.12.7mm6p1, 2, NV
Black Powder Pistol632d1290/1203 lb..50 Ball1Long Reload76
Gauss Pistol1303d690/1805 lb.2mm EC12p2
Hunting Revolver732d1050/2004 lb..45-75 Gov5ScopeNV
Pipe .38 Pistol201d420/802.5 lb..38 Caliber13p4, 76
Pipe .45 Revolver251d630/904 lb..45 Caliber6p4, 76
Pipe .308 Bolt-Action Pistol301d840/1203.5 lb..308 Caliber6p4, 76
Police Pistol3331d1290/1203 lb..357 Magnum6pNV
Zip Gun351d660/1201 lb.10mm1p2(Cut), Tactics
Needler Pistol822d8+150/1504 lb.Hypo Cartridge10p2, Tactics
Energy Pistols
Alien Atomizer55004d645/3652 lb.Alien Power Module20p3
Alien Blaster40004d630/2402 lb.Alien Power Module10p3, 4, 76
Laser Pistol751d4+1100/1503 lb.Small Energy Cell30p1, 2, Tactics, 3, NV, 4, 76
Microwave Emitter1002d1250/808 lb.MicroFusion Cell5Poison3
Plasma Defender502d630/1802 lb.Small Energy Cell16p1, 2, Tactics, NV
Plasma Pistol801d1230/1803 lb.Plasma Cartridge16p3, NV, 4, 76
Pulse Gun2001d850/1502.5 lb.Small Energy Cell5Pulse2, Tactics, NV
Recharger Pistol962d4-1100/1507 lb.MicroFusion Breeder20pNV
Stun Gun501d4-120/401.5 lb.Small Energy Cell5On a hit, target’s movement speed is halved.Tactics
Gamma Gun752d830/1203 lb.Small Energy Cell8Deals rads instead of damage4, 76
Acid Soaker203d410/403.5 lbAcid Canister15Tactics, 4
Euclid’s C-Finder2,5005d12603 lb.Archimedes Cell1Blast (30), Deals damage at end of next turn.NV
Explosive Pistols
Grenade Pistol452d620/603 lb.40mm Grenade1Blast (5)Tactics
Flamer Pistol501d1210/208 lb.Fuel Canister3BurningTactics
Flare Gun151d4-130/2402 lb.26.5mm Flare1BurningNV, 4, 76

Rifles

  • Unless stated otherwise, all rifles are 2-handed.
Name Cost Damage Range Weight Ammo Mag Properties Appearances
Ballistic Rifles
7.62mm Rifle (FN FAL)1004d465/7009 lb.7.62mm20pTactics
Assault Carbine (R91)651d1230/30010 lb.5mm24Burst (4), AutomaticNV
Assault Rifle (M16A1)902d660/3007.5 lb.5.56mm30Burst (3), Automatic3
Battle Rifle (M1 Garand)3503d490/3609.5 lb..308 Caliber8pNV
BB Gun15150/2002 lb.BB100p1, 2, Tactics, 3, NV
Black Powder Rifle1855d630/1206 lb..50 Ball1p76
Brush Gun1156d4100/3007 lb..45-70 Gov’t6BoltNV
Caseless Assault Rifle (H&K G11)1003d860/1808.5 lb.4.7mm50Automatic2
Chinese Assault Rifle (Type 93)2002d860/3008 lb.5.56mm or 7.62mm24Automatic, Burst (3)3
Combat Rifle651d12100/2009 lb..45 Caliber20p4, 76
Cowboy Repeater903d475/1505.5 lb..357 Magnum7pNV
Gauss Rifle7,0006d620/60015 lb.2mm EC7Scope3, NV, 4, 76
Hunting Rifle854d630/7007.5 lb..308 Caliber5Bolt3, 4, 76
Lever-Action Rifle503d490/6007 lb..45-70 Gov't5p3, 4, 76
Marksman Carbine352d415/2008 lb.5.56mm20Burst (5), Automatic, ScopeNV
Pipe .38 Rifle151d430/2004 lb..38 Caliber20p4, 76
Pipe .45 Revolver Rifle201d640/3006.5 lb..45 Caliber6p4, 76
Pipe .308 Bolt-Action Rifle251d850/4006 lb..308 Caliber6p4, 76
Radium Rifle2002d675/14011 lb..45 Caliber20Burst (3), Deals 1d4 radiation4, 76
Service Rifle652d6100/3008.5 lb.5.56mm20pNV
Sniper Rifle9004d615/80012.5 lb..308 Caliber5Scope1, 2, Tactics, 3, NV, 4, 76
Trail Carbine1353d875/7507.5 lb..44 Magnum8BoltNV
Varmint Rifle202d460/1805 lb.5.56mm5pNV
XL70E31002d860/24010 lb.5mm20Burst (2), Scope2
Energy Rifles
Alien Disintegrator10,0005d8100/3657 lb.Alien Power Module100p3
LAER1202d8200/2504.5 lb.MicroFusion Cell20pNV
Laser Musket1153d12150/20012 lb.MicroFusion Cell5Burst (5)4, 76
Laser Rifle802d8150/2007.5 lb.MicroFusion Cell24p1, 2, Tactics, 3, NV, 4, 76
Plasma Rifle903d645/2008 lb.Plasma Cartridge12p1, 2, Tactics, 3, NV, 4, 76
Pulse Rifle1501d1230/3009 lb.MicroFusion Cell1Pulse2, Tactics, NV
Recharger Rifle1003d4150/20014 lb.MicroFusion Breeder7pNV
Tesla Rifle1203d1215/6010 lb.MicroFusion Cell15Pulse4, 76
Explosive Rifles
Grenade Rifle (M79)403d645/1358 lb.40mm Grenade1Blast (10)Tactics, NV, 76
Melee Rifles
Bow251d1020/605 lb.Arrow1Silenced, Bolt76
Compound Bow752d820/605 lb.Arrow1Silenced, Bolt76
Crossbow502d620/608 lb.Arrow1Silenced, Bolt76
Net Gun30020/6010 lb.Net1On a hit, restrains target. Must succeed DC 15 Strength save as an action to escape.N/A
Railway Rifle802d830/12014 lb.Railway Spikes10p3, 4, 76
Other Rifles
Syringer600100/2007 lb.Syringe1Scope, Poison4, 76
Tranquilizer Rifle1200100/2004 lb.Tranquilizer Dart1Scope, PoisonN/A

Shotguns

  • Unless otherwise stated, all shotguns have the 2-handed property.
Name Cost Damage Range Weight Ammo Mag Properties Appearances
Ballistic Shotguns
Automatic Shotgun (H&W CAWS)1103d615/309 lb.12-Gauge10Automatic2, Tactics
Black Powder Blunderbuss622d1210/205 lb..50 Ball1p76
Bullpup Automatic Shotgun (Pancor Jackhammer)902d815/6014 lb.12-Gauge10p2, Tactics
Combat Shotgun852d610/308 lb.12-Gauge820/301, 2, 3, 4, 76
Double-Barrel (SxS) Shotgun1003d815/306.5 lb.12-Gauge2Burst (2)1, 2, Tactics, 3, NV, 4, 76
Double-Barrel (O/U) Shotgun (Caravan Shotgun)353d410/406.5 lb.20-Gauge2pNV
Hunting Shotgun (Pump-Action)1002d830/407 lb.12-Gauge5BoltNV, 76
Lever-Action Shotgun1155d415/308 lb.20-Gauge5LightNV
Pipe Shotgun201d1210/205 lb.12-Gauge1p4(Mod)
Pump-Action Combat Shotgun (NeoStead 2000)852d620/408.5 lb.12-Gauge10BoltTactics
Riot Shotgun1202d1010/309.5 lb.12-Gauge12pNV
Single Shotgun251d1220/406 lb.20-Gauge1pNV
Energy Shotguns
Laser Scattergun1503d620/408 lb.MicroFusion Cell20p4, 76
Plasma Scattergun1752d1215/458.5 lb.MicroFusion Cell10p4, 76

Submachine Guns

  • All submachine guns have the automatic property.
Name Cost Damage Range Weight Ammo Mag Properties Appearances
Ballistic SMGs
.22 SMG (Silenced)352d430/1808 lb..22 Caliber180Silenced, Burst (18), 2-handedNV
9mm Helix SMG (Calico Liberty)351d840/1206.5 lb.9mm502-handed, Burst (10)Tactics
9mm Machine Pistol (Scorpio)251d620/803.5 lb.9mm32Light, Burst (6)Tactics
9mm SMG (MP5)451d1050/1506 lb.9mm302-handed, Burst (5)NV
10mm SMG (UMP)502d430/1206.5 lb.10mm302-handed, Burst (3)1, 2, Tactics, 3, NV, 76
12.7mm SMG432d640/1607 lb.12.7mm212-handed, Burst (3)NV
Chinese 9mm SMG (MP38)321d1240/1209 lb.9mm302-handed, Burst (6), SilencedTactics
Grease Gun (M3A1)521d620/1407 lb..45 Auto30Versatile (2d6), Burst (5)2
Police SMG (P90)603d420/1206.5 lb.9mm40Burst (5), 2-handedTactics
Sten Gun752d660/1007 lb.9mm50Burst (3), 2-handedTactics
Tommy Gun902d840/16011 lb..45 Auto50Burst (5), 2-handed1, 2, Tactics, 3, NV, 4, 76
Uzi653d420/807.5 lb.9mm25Light, Burst (5)Tactics
Energy SMGs
Laser RCW1102d1080/12010 lb.Electron Charge Pack60Burst (3), 2-handedNV

Heavy Weapons (Big Guns)

  • Unless otherwise stated, all heavy weapons have the Heavy and Two-Handed properties.
Name Cost Damage Range Weight Ammo Mag Properties Appearances
Ballistic Heavy Weapons
50 Cal Machine Gun (M2)4803d1230/12045 lb..50 MG250Burst (10), AutomaticTactics, 76
Anti-Material Rifle10,0008d615/1,50025 lb..50 MG8Scope, BoltNV
Bozar15,0005d630/1,00015 lb.5.56mm30Automatic, Scope, Burst (5)2, NV
Gatling Gun (Civil War)1503d630/12055 lb.5mm250Burst (10), Automatic76
Gauss Minigun1,0006d660/27045 lb.2mm EC80Burst (4), Automatic, Long ReloadTactics
Light Machine Gun (M60/SAW/MG 42)2003d1260/18023 lb.5.56mm90Burst (5), Automatic2, Tactics, 76
Light Support Weapon (L86A1)3002d880/24014.5 lb.5.56mm30Burst (5), Automatic, Not Heavy2
Morgan Auto Rifle System (BAR)4002d1275/25516 lb.7.62mm20Burst (5), Automatic, Not HeavyTactics, NV
Minigun2502d830/30050 lb.5mm500Burst (20), Automatic, Long Reload1, 2, Tactics, 3, NV, 4, 76
Shoulder-Mounted Machine Gun5003d880/48030 lb.10mm120Burst (10), AutomaticNV
Energy Heavy Weapons
Arc Welder2304d815/3019 lb.Electron Charge Pack30Burst (3), AutomaticNV
Cryolator9504d415/6018 lb.Cryo Cell25DC 15 Con save on hit or petrified3(Cut), 4, 76
Drone Cannon15,0005d880/60020 lb.Alien Power Module1Blast (10)3
Gatling Laser3003d8250/30040 lb.Fusion Core50Long Reload1, 2, 3, NV, 4, 76
Gatling Plasma4003d1080/24040 lb.Fusion Core50Long Reload76
Plasma Caster5003d12100/30022 lb.Fusion Core10Long Reload1, 2, Tactics, NV
Tesla Cannon5,0004d12300/35015 lb.Electron Charge Pack4p3, NV
Explosive Heavy Weapons
Auto Grenade Launcher4,4005d630/8050 lb.40mm Grenade18Burst (3), Blast (20), AutomaticNV, 76
Fat Man4,50012d1215/40031 lb.Mini Nuke1Blast (80), Long Reload3, NV, 4, 76
Grenade Machine Gun2,5004d660/10047 lb.25mm Grenade30Burst (3), Blast (15), AutomaticNV
Prototype Rocket Launcher3,0004d8100/20025 lb.Rocket13Blast (10), Automatic, Long ReloadNV
Missile Launcher3,5006d8100/20021 lb.Missile1Blast (20)3, NV, 4, 76
Flamer5003d85/1540 lb.Flamer Fuel50Burst (5), Blast (5), Automatic1, 2, Tactics, 3, NV, 4, 76
Heavy Incinerator7003d860/12038 lb.Flamer Fuel25Burst (5), Blast (10)3, NV
Incinerator6003d660/12032 lb.Flamer Fuel25Burst (5), Blast (10)3, NV
Melee Heavy Weapons
Broadsider5003d880/24042 lb.Cannon Ball1Long Reload4, 76
Harpoon Gun3002d12120/15037 lb.Harpoon1Bolt, Long Reload4, 76
Junk Jet5002d1030/12048 lb.Anything3Long Reload3, 4, 76
Miscellaneous Heavy Weapons
Air Cannon800015/3015 lb.Electron Charge Pack5Knocks Prone on HitN/A

Thrown

Name Cost (Caps) Damage Range Weight Properties Appearances
Ballistic Thrown
Bottlecap Mine706d85/150.5 lb.Mine, Blast (5)3, NV, 4, 76
Energy Thrown
Cryo Grenade403d630/600.5 lb.DC 14 Con save on hit or petrifiedBlast (5)3, 4, 76
Cryo Mine705d65/150.5 lb.DC 14 Con save on hit or petrifiedMine, Blast (15)3, 4, 76
Plasma Grenade855d830/600.5 lb.Blast (5)3, NV, 4, 76
Plasma Mine1357d85/150.5 lb.Mine, Blast (15)3, NV, 4, 76
Pulse Grenade401d1230/600.5 lb.Blast (5), Pulse3, NV, 4, 76
Pulse Mine751d125/150.5 lb.Mine, Blast (15), Pulse3, NV, 4, 76
Microfusion Grenade201d1030/600.5 lb.pNV
Microfusion Cluster1355d1030/600.5 lb.Blast (30)NV
Explosive Thrown
Dynamite302d630/600.5 lb.Blast (5)NV, 76
Flash Bang50030/600.5 lb.Light, On hit target’s movement speed is halved.Blast (5)NV
Fragmentation Grenade355d630/600.5 lb.Blast (5)1, 2, 3, NV, 4, 76
Fragmentation Mine707d85/150.5 lb.Mine, Blast (15)3, NV, 4, 76
Molotov Cocktail202d430/600.5 lb.Blast (5), BurningNV, 4, 76
Fat Mine100012d105/150.5 lb.Mine, Blast (80)NV
Holy Hand Grenade100012d1230/600.5 lb.Blast (60)1, 2, NV
Incendiary Grenade603d430/600.5 lb.Blast (5), BurningNV
Melee Thrown
Throwing Knife102d430/600.5 lb.pNV, 76
Throwing Spear202d630/600.5 lb.pNV
Tomahawk151d1030/600.5 lb.pNV, 76
Net15015/300.5 lb.On a hit, restrains target. Must succeed DC 15 Strength save as an action to escape.N/A

Melee

Name Cost (Caps) Damage Range Weight Properties
Melee Melee
Unarmed010 lb.Light
Assaultron Blade802d64 lb.Light
Auto Axe1502d68 lb.2-handed, Automatic
Baseball Bat251d83 lb.Versatile (1d12)
Brass Knuckles101d41 lb.Light
Bumper Sword1502d810 feet8 lb.2-handed
Chinese Officer Sword802d63 lb.Light
Cleaver201d62 lb.Light
Club403d42 lb.Light
Combat Knife301d81 lb.Light
Chainsaw1502d88 lb.2-handed, Automatic
Deathclaw Gauntlet501d104 lb.Light
Dog Tag Fist101d41 lb.Light
Fire Axe1202d810 feet5 lb.2-handed, Light
Industrial Hand1501d124 lb.Light, Automatic
Katana1001d1210 feet3 lb.2-handed
Knife101d41 lb.Light
Machete501d83 lb.Light
Mantis Gauntlet501d102 lb.Light
Mr. Handy Buzz Blade1201d1010 feet8 lb.2-handed, Automatic
Pipe151d82 lb.Versatile (1d12)
Police Baton202d41 lb.Light
Power Fist3002d105 lb.Light
Ripper501d101 lb.Light, Automatic
Spear201d810 feet3 lb.2-handed
Super Sledge2002d1010 feet10 lb.2-handed
Tire Iron202d41 lb.Light
War Glaive2002d1010 feet6 lb.2-handed
Yao Guai Gauntlet401d83 lb.Light
Energy Melee
Proton Axe2502d810 feet6 lb.2-handed
Cattle Prod301d41 lb.Light
Displacer Glove2002d85 lb.Light
Shock Baton801d81 lb.Light
Stun Baton501d61 lb.Light, On hit target’s movement speed is halved.
Thermal Lance5002d1210 feet8 lb.2-handed
Plasma Cutter7002d106 lb.Versatile (2d12)
Zap Glove1501d105 lb.Pulse, Light
Ballistic Melee
Ballistic Fist2002d83 lb.Light
Punch Gun602d42 lb.Light
Explosive Melee
Mini-Nuke25012d100.5 lb.Blast (80)
Missile/Rocket15/255d80.5 lb.Blast (15)
Shishkebab2502d108 lb.Burning, Light

Ammunition

  • Ammunition weight is optional.
Name Cost (Caps) Weight Additional Effects
.22 Caliber.25
.3082
.32 Magnum.5
.357 Magnum1
.44 Magnum3
.45 Caliber1
.45-70 Gov’t2
.50 Caliber Ball6
.50 MG5
10mm1
12.7mm3
12-Gauge1
20-Gauge2
25mm Grenade8
26.5mm Flare2Sheds bright light for 30 feet and dim light for another 30 feet.
2mm EC5
4.7mm3
40mm Grenade12
5mm.5
5.56mm1
7.62mm2
9mm.5
Alien Power Module25
Acid Canister5
Archimedes Cell0Magazine increases by 1 at noon every day.
Arrow2
Cannonball15
Cryo Cell20
Electron Charge Pack.5
Flamer Fuel.2
Fusion Core500Ammunition represents shots per Core.
Harpoon10
Hypo Cartridge1
MicroFusion Cell2
MicroFusion Breeder0Magazine increases by 1 at the end of each turn.
Mini-Nuke200
Missile15
Plasma Cartridge5
Rocket25
Small Energy Cell.5
Syringe3Confers the effects of one inserted medical supply.
Tranquilizer Dart8Target must succeed a DC 13 Constitution saving throw or become unconscious for 1 minute.

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