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Equipment Sheets

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Table of contents
Introduction ........................................................................................................................................................................... 5
Chapter One – Ammunition ............................................................................................................................................... 7
Chapter Two - Small and Big Guns................................................................................................................................ 11
Plinkers ............................................................................................................................................................................. 12
Wonder Nines ................................................................................................................................................................. 12
10 Auto ............................................................................................................................................................................. 13
1911 .................................................................................................................................................................................. 13
Six Shooters .................................................................................................................................................................... 14
Submachine Guns .......................................................................................................................................................... 14
Shotguns .......................................................................................................................................................................... 15
AK ....................................................................................................................................................................................... 16
AR ....................................................................................................................................................................................... 16
Assault and Battle Rifles .............................................................................................................................................. 17
Hunting Rifles ................................................................................................................................................................. 17
Sniper and Designated Marksman Rifles................................................................................................................ 18
Anti-Tank and Anti-Materiel Rifles .......................................................................................................................... 19
Machine Guns ................................................................................................................................................................. 19
All Time Classic................................................................................................................................................................ 20
Gizmos .............................................................................................................................................................................. 20
Unique ............................................................................................................................................................................... 21
Chapter Three - Energy Weapons ................................................................................................................................ 23
Laser Guns ....................................................................................................................................................................... 23
Plasma Guns .................................................................................................................................................................... 23
Prototype Energy Guns................................................................................................................................................ 24
Chapter Four – Unarmed and Melee Weapons ......................................................................................................... 25
Unarmed........................................................................................................................................................................... 25
Melee Weapons.............................................................................................................................................................. 25
Chapter Five –Thrown, Explosives, and Neuroballistic Weapons ...................................................................... 29
Throwing & Neuroballistic .......................................................................................................................................... 29
Explosives ........................................................................................................................................................................ 29
Chapter Six – Apparel and Armor.................................................................................................................................. 31
Clothing ............................................................................................................................................................................ 31
Outfit ................................................................................................................................................................................. 31
Common Headgear ....................................................................................................................................................... 32
Light Armor ..................................................................................................................................................................... 32
Medium Armor ............................................................................................................................................................... 34
Heavy Armor ................................................................................................................................................................... 37
Power Armor ................................................................................................................................................................... 38
Robot Armor.................................................................................................................................................................... 38

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Chapter Seven – Weapons, Armors and Robot Mods ............................................................................................. 41
Weapon Mods................................................................................................................................................................. 41
Armor Mods .................................................................................................................................................................... 45
Robot Mods ..................................................................................................................................................................... 49
Chapter Eight – Consumables ........................................................................................................................................ 51
Food ................................................................................................................................................................................... 51
Beverages ........................................................................................................................................................................ 53
Chems ............................................................................................................................................................................... 54
Chapter Nine – Everything Else ..................................................................................................................................... 59
Tools and Utility ............................................................................................................................................................. 59
Pre-war Artifacts ........................................................................................................................................................... 60
Chapter Ten – Books and Magazines ........................................................................................................................... 61
Skill Books ........................................................................................................................................................................ 61
Perk Magazines .............................................................................................................................................................. 62
Chapter Eleven – Services ............................................................................................................................................... 63
Catering ............................................................................................................................................................................ 63
Lodging ............................................................................................................................................................................. 63
Grooming and Entertainment .................................................................................................................................... 63
Crafting ............................................................................................................................................................................. 63
Medical ............................................................................................................................................................................. 64
Logistics ........................................................................................................................................................................... 64
Experts .............................................................................................................................................................................. 64

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Introduction
Hi everyone,

My name is Piotr (Eng. Peter ) and I am GM (for over 20 years) and a huge fan of Fallout Universe.

I have collected here – in one document, the heavily rephrased, all equipment necessary to playing in Fallout 2d20
TTRPG. I put here stuff from official (Modiphius) Core Rulebook, from Fallout Wiki, from other homebrewed materials
and add some mine own.

Regarding to “Rarity” rating, I believe it’s always should be a matter of circumstances, situation, and common sense.
I think that availability of particular item, should be consider independently and it lays in GM discretion.

As you see, there is no “legendary” weapons. Speaking legendary I mean fictional weapons, having special abilities
and even mysterious powers. They can be a pure fiction (like a unique weapons) or may be based on real things. All
legendary weapons appear only in a Fallout Universe and are so specific and interesting that they will be described,
in details in a separate supplement.

Why I did it? Due to three reasons:

1. Prices, especially in CRB are pure rubbish.

2. Many cool and useful “things” are missing in official materials (in CRB).

3. Many content – especially in “Guns&Ammo” section was erroneous and over stripped-down.

I am aware, that's not a comprehensive, ultimate omnibus, but it fixes and expands some crucial topics. And
remember – it’s only a guide and auxiliary aid. Nothing more.

I truly hope that it will be useful for someone, and it will help you, during playing this great game – Fallout 2d20.

Enjoy!

Piotr Sekrecki

March 2022

Special thanks to:

Devastatin' Dave (Devastatin' Dave#0157)

Aaron Strand (insertnamehere#9846)

from Fallout 2d20 Community Discord Server, for preparing these amazing logotypes on the title page.

Neither the author(s) nor the content within is endorsed, sponsored, or affiliated with Bethesda, ZeniMax Media,
Modiphius Entertainment, or any FALLOUT franchise. The FALLOUT® franchise and related logos are owned and a
registered trademark of ZeniMax Media Inc.

Any trademarked names are used in a fictional manner; no infringement is intended. This is a work of fiction. Any
similarity with actual people and events, past or present, is purely coincidental and unintentional except for those
people and events described in an historical context.

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Chapter One – Ammunition

This chapter includes the most popular ammo types (in Fallout Universe and our reality). Sure, not all, but many. I think
they diversify and enrich the game in satisfactory level. Sometimes too much, is also not good. Some type of firearm
rounds may have specific alternative names or different bullet types (by default each bullet is FMJ). These are listed
under VARIANTS column and are described below, beneath the table. These marked italics are purely fictional.

NAME VARIANTS QUANTITY WEIGHT COST RARITY


FIREARMS
2mm EC None 6+4CD <1 10 5
4.6x30mm None 6+4CD <1 6 6
4.7mm CL None 6+4CD <1 5 6
5mm AP, HP, SP 20+5CD 1 1 3
.22 LR HP 15+5CD <1 1 0
.223 Rem aka 5.56x45mm NATO, AP, HP 15+5CD 1 2 1
.300 BLK HP 10+5CD 1 3 3
.32 ACP None 15+5CD 1 1 2
5.45x39mm SP, Incendiary 10+5CD 1 3 4
5.7x28mm None 10+5CD 1 3 5
7.62x25mm None 6+4CD 1 2 6
7.62x39mm AP, SP, 5.45x39mm 10+5CD 1 3 3
7.62x54R SP 6+4CD <1 4 5
.243 Win HP, SP 6+4CD <1 5 3
.308 Win aka 7,62x5mm NATO, AP, HP, SP 6+4CD <1 3 1
8x57mm SP, AP 6+4CD <1 5 4
.30 Carbine SP 10+5CD 1 2 2
.30-30 Win SP 10+2CD 1 3 2
.30-06 Spr HP 8+4CD <1 3 1
.38 Spl +P, HP 10+5CD 1 1 0
.357 Mag HP, SP 5+5CD <1 2 1
.300 Win Mag HP 6+6CD <1 8 3
.338 Lapua AP 5+5CD 1 10 4
9x18mm None 10+5CD <1 2 5
9mm Luger +P, HP, JHP 15+5 CD <1 2 0
10mm Auto HP, JHP 15+5CD <1 2 0
.408 Chey Tac AP 6+4CD 1 12 5
.416 Barrett AP 6+4CD 1 12 4
.44 Mag +P, HP, 10+5CD <1 2 2
.45 ACP +P, Super, HP 10+5CD <1 2 2
.454 Casull HP 4+2CD <1 3 4
.45-70 Gov’t +P, HP 6+4CD <1 4 3
.50 AE HP 3+2CD <1 10 4
.500 S&W Mag HP 3+2CD <1 8 5
.50 BMG .50 AP, .50 Explosive, .50 Incendiary 3+2CD 1 15 3
12.7x108mm AP 3+2CD 1 20 5
14mm AP AP 3+2CD 1 12 5
15.2×169mm AP 3+2CD 1 15 6
.12 Buckshot, .12 Dragon’s breath, .12 <1 0
.12 Birdshot 6+4CD 1
Flechette
.16 Birdshot None 6+4CD <1 1 2
.20 Birdshot None 6+4CD <1 1 2
.12 Slug .12 Rubber, .12 Bean Bag, .12 Pulse 6+4CD <1 1 1
.16 Slug None 6+4CD <1 2 3
.20 Slug .20 Pulse 6+4CD <1 2 3

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NAME VARIANTS QUANTITY WEIGHT COST RARITY
ENERGY WEAPONS
Alien power cell (APC) None 4+2CD 1 30 6
Alien power module (APM) None 2+2CD 1 25 6
Electron charge pack (ECP) None 12+6CD 2 9 2
Energy cell (EC) None 8+2CD 1 5 2
Fusion cell (FC) None 6+4CD 1 10 2
Fusion core None 1+1CD 4 200 4
Gamma round (GR) None 4+2CD 1 10 3
Microfusion cel (MFC) None 10+2CD 1 6 2
Plasma cartridge (PC) None 4+2CD 1 12 4
Plasma core None 1+1CD 5 300 5
OTHER
25mm grenade Incendiary 5+5CD 4 15 4
35 mm grenade Incendiary 5+5CD 4 14 4
40mm grenade Incendiary, Toxic Gas 4+2CD 5 12 4
Acid canister Atomic canister, Pesticide canister 1+2CD 1 5 3
Hardened, Barbed, Explosive, Flaming,
Arrow 15+5CD 1 10 0
Poison
Bolt Hardened, Explosive, Poison 10+2CD 1 6 0
Dart Poison 5+5CD <1 5 0
Flamer fuel None 2+2CD 1 4 2
Flare None 3+2CD 1 2 1
HN needler cartridge None 2+2CD <1 4 6
Mini-Nuke None 1+1CD 12 100 6
Missile None 2+1CD 9 50 3
Railway spike None 10+5CD 2 1 2
Rocket (60mm) 66mm, 93mm 2+1CD 8 60 4
Syringer ammo None 4+2CD <1 6 2

Special ammunition
Modifies the attack when using that type of ammunition. If you are going to benefit from special ammunition when
using a higher Fire rate, all shots fired must be of the same type or the benefit of the special ammunition is lost.
Negative traits of ammunition are always added regardless of how many is fired in one attack.

+P cartridges
Overpressure ammunition has larger powder loads, allowing it to perform better against a variety of targets. As the
round is fired at a higher velocity, it has better stopping power and negates enemy protection well. Effect: Attacks
with this ammunition add +1CD damage and Piercing 1 but becomes Unreliable.

.45 Super rounds


The Wildcat .45 Super has very large powder loads, close to proof rounds, and skirts the edge of safety when it comes
to the stress it puts on the weapon. However, these rounds are excellent in combat, offering higher damage and
armor penetration than regular rounds. Effect: Attacks with this ammunition makes the weapon Unreliable but gain
the Vicious and Piercing 1 qualities.

AP cartridges
Armor piercing, or AP, bullets are specifically designed with a single purpose: to penetrate armor AP bullets usually
have a sharp point and are coated in copper. They are generally tipped with a solid metal, such as copper or steel, and
have cores filled with tungsten carbide, hardened steel, or even depleted uranium. Effect: Attacks with this
ammunition gainPiercing 2.

HP cartridges
Hollow point bullets, or HP, expand (“mushroom”) and break upon impact, causing massive trauma on fleshy,
unarmored targets. However, this also means they break up when they hit armor plates, drastically reducing the
weapon's penetrating power. Jacketed hollow point bullets are usually abbreviated JHP. Effect: Attacks with this
ammunition loses Piercing but gains Debilitating and deal +1CD damage against targets wearing no armor (including
creatures with natural DR).

SP cartridges
Soft point ammunition also called SP is designed with a semi-jacketed harder metal coating with a soft bullet tip. It
offers evenly managed damage and penetrative power. Jacketed soft point bullets are usually abbreviated JSP.
Effect: When rolling damage with this ammunition you may re-roll any 2CD of your choice.

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Incendiary cartridges
Incendiary rounds are designed for igniting targets and are usually used for equipment disposal at extreme ranges.
They effectively replace hollow points as they are more effective on unarmored or lightly armored targets due to the
added incendiary effect. Effect: Attacks with this ammunition change the damage type to Energy and the attack gains
Persistent (fire) quality.

Explosive cartridges
These rounds are designed to create a secondary explosion upon impact with their target and are particularly useful
against hard armored targets. The explosion created by the round has splash damage and is useful for taking out or
damaging small groups of enemies if they are close together. Effect: Attacks with this ammunition gain the Blast
quality but the weapon becomes Unreliable.

Dragon’s breath shotgun shell


These zirconium-based pyrotechnic shells function as a short-ranged flamethrower, having an incendiary effect on
targets hence the name Dragon’s breath. Effect: Attacks with this ammunition change the damage type to Energy
and the attack gains the Persistent (fire) quality. The weapon gains the Unreliable quality when using this ammunition.

Buckshot shotgun shell


Larger sizes of shot, larger impact. Buckshot was used for hunting medium to large game, as a tactical round for law
enforcement and military personnel, and for personal self-defense.
Effect: Attacks with this ammunition gains Vicious.

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

Bean bag shotgun shell


Bean bag rounds are less-than-lethal shotgun ammunition commonly used by law enforcement to quell riot
situations. Effect: Attacks with this ammunition lose the Spread quality and deal only 2CD damage but adds the Stun
effect.

Rubber shotgun shell


Rubber rounds are less-than-lethal shotgun ammunition commonly used by law enforcement to quell riot situations.
Effect: Attacks with this ammunition lose the Spread quality and deal only 2CD damage.

Flechette shotgun shell


These shells have had their traditional shot replaced with tiny metal darts that are great for armor penetration but
are not quite as damaging. Flechette rounds also greatly decrease muzzle flash, allowing for more accurate aiming.
Effect: with this ammunition loses the Inaccurate quality and gain Piercing 1 but damage is reduced by -1CD.

Pulse shotgun slug


These slugs are designed to only affect robots, enemies wearing power armor and other technological targets.
Against any other target this attack deals only 2CD damage. Effect: Attacks with this ammunition loses Spread but
dealing +2CD additional dice of damage with the Stun damage effects.

40mm Incendiary grenades


Effect: Adds Spread, Persistent (fire) and Debilitating. Damage becomes energy

40mm Toxic gas grenades


Effect: Adds Spread, Persistent (poison), Stun. Damage becomes poison

Arrows
Arrows are simple sharpened metal, bone or flint heads attached to a thin shaft with fletching at the end for stability
when fired. They can be modified in a multitude of ways and unlike bullets can sometimes be retrieved after an attack.
If you miss the target after attacking with an arrow roll a CD. On an Effect the arrow survives and may be retrieved.
Type: Hardened (Gain Piercing 1)
Type: Barbed (Gain Persistent)
Type: Explosive (+2CD, Adds Blast)
Type: Flaming (+1CD, Gain Persistent)
Type: Poison (Gain Persistent Poison)

Crossbow bolts
Crossbow bolts are simple sharpened metal, bone or flint heads attached to a thin shaft with fletching at the end for
stability when fired. They can be modified in a multitude of ways and unlike bullets can sometimes be retrieved after
an attack. If you miss the target after attacking with a crossbow bolts roll a CD. On an Effect the bolt survives and
may be retrieved.
Type: Hardened (Gain Piercing 1)
Type: Explosive (+2CD, Adds Blast)
Type: Poison (Gain Persistent Poison)

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Acid canister
This canister contains a highly corrosive liquid that starts to eat away at anything it hits.
Effect: Damage becomes Energy, gains Breaking.

Pesticide canister
This poison was developed pre-war to deal with insects and small critters that would destroy the crops. They were
usually spread by air, but sometimes the farmers had to manually go into the creatures’ burrows. After the war these
canisters have gained popularity amongst wastelanders who often has to deal with pests like mole rats and
radroaches. Effect: Deals +2CD damage and gain Vicious against insects and creatures with the little ability.

Atomic canister
The toxic sludge in the canister is laced with radioactive isotopes.
Effect: Changes damage type to Radiation.

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Chapter Two - Small and Big Guns

I wanted to gather here, the best and the most known firearms all the time. I deliberately added some Russian and
Chinese guns, to mark the presence of these armies on American soil (in Fallout history of course).

Qualities’ abbreviations: Close Quarters (CQ), Two-Handed (2H)

Plinkers – means small caliber and low power firearms. Mostly sport models. They are chambered only for rimfire
ammo. Exists some different kinds of this ammo (.17, .22WMR, 22LR etc.), but most common and the cheapest one is
22LR. And this one is the base of all listed here plinkers. But you can modify these guns, however you want and for
example add different chamber, caliber version and so on.

Wonder nines – modern and reliable self-loading pistols with high-capacity magazines. Most of them has more than
one caliber (e.g., .40 S&W, .380 ACP), but the most common is unquestionably the 9mm Luger.

10 Auto – is a favorite caliber and cartridge in Fallout Universe. Quite popular also in real world. This selection contains
the best known 10 mm Auto handguns.

1911s – kings of all self-loading pistols. Reliable nineteen elevens with quite power and strong .45ACP round. Tons
were made, here only the best ones.

Six shooters – that are colloquially names revolvers, small, medium, large, and enormous. Remember, that each .357
Mag revolver also can shoot with .38 Spl ammunition – then such gun takes -1CD less damage.

Submachines guns - abbreviated to SMG. Magazine-fed, automatic carbine designed to fire handgun cartridges.
Small but nasty. Inaccurate, but deadly on short range.

Shotguns – elementary firearm, especially on the Wasteland. This abundant group is divided on some small sub-
categories. Shotguns may be chambered for few different shells (.12, .16, .20, .410), but the basic one is always .12
Gauge. You can modify them and changing its calibers.

AK – guns based on AK-47 platform. Officially known as the Avtomat Kalashnikov. Colloquially known as the
Kalashnikov or just AK. This is a gas-operated assault rifle that is chambered for the 7.62×39mm cartridge.

AR – guns based on AR platform (a direct competitor of AK-47 from the western world). The "AR" is an acronym for
ArmaLite Rifle. This is a select-fire, air-cooled, gas-operated, magazine-fed rifle. Usually chambered for the
5.56x45mm NATO cartridge. But you can also find it in other calibers.

Assault and battle rifles – officially they are a service rifles (or standard-issue rifle), what means a rifle a military
issues to regular infantry. In modern militaries, this is typically a versatile and rugged battle rifle, assault rifle, or
carbine suitable for use in nearly all environments. An assault rifle is a selective fire rifle that uses an intermediate
cartridge and a detachable magazine. A battle rifle is chambered to fire a fully powered cartridge.

Hunting rifles – shoulder fired guns with rifled barrels and provide the great accuracy and range. Often equipped with
advanced optics (scopes, red dot sights). Characteristic for that firearms group is their calibers variety. Almost each
one can be modified and equipped with another chamber and caliber.

Sniper and designated marksman rifles – abbreviated to SR and DMR. A sniper rifle is a high-precision, long-range
rifle. Requirements include accuracy, reliability, mobility, concealment and optics for anti-personnel, anti-materiel
and surveillance uses. The SR is a portable shoulder-fired weapon system with a choice between bolt-action or semi-
automatic action, fitted with a telescopic sight for extreme accuracy and chambered for a high-ballistic performance
centerfire cartridge. DMR is a modern scoped high-precision rifle used by infantrymen. It generally fills the
engagement range gap between a service rifle and a dedicated sniper rifle.

Anti-tank and anti-materiel rifles – abbreviated to ATR and AMR. These are a really big boys, chambered for the
biggest cartridges. An anti-tank rifle is type of an anti-materiel rifle designed to penetrate the armor of armored
fighting vehicles, most commonly tanks, armored personnel carriers, and infantry fighting vehicles. An anti-materiel
rifle is a large calibre rifle designed for use against military equipment (materiel), rather than against humans ("anti-
personnel"). But you can shoot whatever you want from them.

Machine guns - an auto-firing, rifled long-barrel autoloading firearm designed for sustained direct fire with fully
powered cartridges. Although subdivided into "light", "medium", "heavy" or "general-purpose", even the lightest
machine guns tend to be substantially larger and heavier than standard infantry arms. Medium and heavy machine
guns are either mounted on a tripod or on a vehicle. Fed with ammo by detachable magazines, drums and belts.

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All time classic – this group contains the rest, world famous firearms, which don’t fit to rest categories. I didn’t add
any black powder muzzleloaders. I think in 22nd or 23rd century they are very rare and obsolete. I also think that are
still is a lot of surplus/junk/homemade guns.

Gizmos – means reals weapons, exist in our true world, which also may appear (and some appeared in fact) in Fallout
Universe. These weapons are complex, weird, and often have been only in a prototype phase.

Unique – means fictional weapons, exist only in Fallout Universe. Some are based on real construction. Pure unique
weapons are energy weapons.

Plinkers
DMG DMG DMG FIRE
NAME SKILL RANGE QUALITIES WEIGHT COST RARITY
RATING EFFECTS TYPE RATE
Browning
Small
Buck Mark 2CD None Physical 1 Close None 2 50 1
Guns
(.22)
Browning
Small
SA-22 3CD None Physical 1 Medium None 5 90 2
Guns
(.22)
Colt
Small
Woodsman 2CD None Physical 1 Close CQ 2 100 3
Guns
(.22)
Glock 44 Small Concealed
2CD None Physical 2 Close 1 40 1
(.22) Guns CQ
ArmaLite
Small
AR-7 2CD None Physical 2 Medium None 2 80 2
Guns
(.22)
Marlin
Small
Model 60 3CD None Physical 3 Medium Reliable 5 100 2
Guns
(.22)
Remington
Small
Nylon 66 3CD None Physical 2 Medium Reliable 5 120 3
Guns
(.22)
Ruger
Small Reliable
Standard 2CD None Physical 1 Close 3 50 1
Guns Accurate
(.22)
Ruger Single Small Reliable
3CD None Physical 1 Close 2 45 1
Six 5.5” (.22) Guns
Ruger 10/22 Small
2CD None Physical 2 Medium Reliable 5 55 1
(.22) Guns
S&W Model Small
2CD None Physical 1 Close Reliable 2 60 1
17 4” (.22) Guns
S&W SW22 Small
2CD None Physical 1 Close Accurate 2 60 1
Victory (.22) Guns
Walther P22 Small Concealed
2CD None Physical 2 Close 1 50 2
(.22) Guns CQ

Wonder Nines
DMG DMG DMG FIRE
NAME SKILL RANGE QUALITIES WEIGHT COST RARITY
RATING EFFECTS TYPE RATE
Beretta 92 Small
3CD None Physical 2 Close None 2 100 1
(9mm) Guns
CZ 75 Small
3CD None Physical 2 Medium Reliable 2 140 2
(9mm) Guns
FN Browning Small
4CD None Physical 2 Medium None 2 250 1
HP (9mm) Guns
Glock 17 Small
3CD None Physical 2 Close None 1 90 0
(9mm) Guns
Glock 19 Small
3CD None Physical 2 Close None 1 80 0
(9mm) Guns
HK USP Small
3CD None Physical 3 Medium Reliable 2 200 3
(9mm) Guns
Jericho 941 Small
3CD None Physical 2 Close None 2 170 3
(9mm) Guns
Ruger SR9 Small
3CD None Physical 2 Close None 2 90 1
(9mm) Guns
S&W M&P Small
3CD None Physical 2 Close None 2 100 0
(9mm) Guns

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Sig Sauer Small None
3CD Physical 2 Close Reliable 2 200 2
P226 (9mm) Guns
Sig Sauer Small None
3CD Physical 3 Medium Reliable 2 170 1
P320 (9mm) Guns
Walther P99 Small None Concealed
3CD Physical 2 Close 1 80 3
(9mm) Guns CQ

10 Auto
DMG DMG DMG FIRE
NAME SKILL RANGE QUALITIES WEIGHT COST RARITY
RATING EFFECTS TYPE RATE
Bren Ten Small
5CD Vicious Physical 1 Medium None 2 400 3
(10mm) Guns
Colt Delta Small
4CD None Physical 1 Medium Reliable 2 300 2
Elite (10mm) Guns
Dan Wesson
Small
Elite Fury 5CD None Physical 1 Medium Reliable 2 500 4
Guns
(10mm)
Glock 20 Small Medium
4CD None Physical 2 None 2 80 2
(10mm) Guns
Glock 40 Small Medium
4CD None Physical 2 None 2 85 1
(10mm) Guns
Star Medium
Small
Megastar 4CD None Physical 1 None 2 70 6
Guns
(10mm)
Sig Sauer Medium
Small
P220 Legion 5CD Piercing 1 Physical 1 Reliable 2 320 4
Guns
(10mm)

1911
DMG DMG DMG FIRE
NAME SKILL RANGE QUALITIES WEIGHT COST RARITY
RATING EFFECTS TYPE RATE
AMT
Small Percing
Hardballer 5CD Physical 1 Medium None 2 250 4
Guns 1
(.45)
Auto-
Small
Ordnance 5CD None Physical 1 Medium None 2 140 3
Guns
1911A1 (.45)
Colt
Small Percing
Commander 5CD Physical 1 Medium Reliable 2 240 1
Guns 1
(.45)
Colt
Small Percing
Government 5CD Physical 1 Medium Reliable 2 310 1
Guns 1
(.45)
Kimber Small Percing
5CD Physical 1 Medium Reliable 2 270 3
Stainless (.45) Guns 1
Norinco
Small
1911A1 5CD None Physical 1 Medium None 2 100 2
Guns
(.45)
Para
Small
Ordnance P14 5CD None Physical 1 Medium None 2 230 2
Guns
(.45)
Remington R1 Small Percing
5CD Physical 1 Medium Reliable 2 260 2
(.45) Guns 1
RIA GI Entry Small
5CD None Physical 1 Medium None 2 90 3
(.45) Guns
Ruger SR1911 Small Percing
5CD Physical 1 Medium Reliable 2 300 1
(.45) Guns 1
Springfield
Small Percing
Armory 1911 5CD Physical 1 Medium Reliable 2 160 1
Guns 1
(.45)
Tanfoglio
Small
Witness 1911 5CD None Physical 1 Medium None 2 110 2
Guns
(.45)
Taurus Small
5CD None Physical 1 Medium None 2 120 3
PT1911(.45) Guns

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Six Shooters
DMG DMG DMG FIRE
NAME SKILL RANGE QUALITIES WEIGHT COST RARITY
RATING EFFECTS TYPE RATE
Colt
Detective Small CQ
3CD None Physical 1 Close 2 130 0
Special 3” Guns Concealed
(.38)
Colt King
Small
Cobra 3” 5CD None Physical 1 Close Reliable 2 220 1
Guns
(.357)
Colt Python Small
5CD Vicious Physical 1 Medium Reliable 2 300 1
4” (.357) Guns
Colt SAA 7,5” Small
5CD Vicious Physical 0 Close Inaccurate 2 80 1
(.45) Guns
Kimber K6s Small Concealed
4CD None Physical 1 Close 1 200 3
2”(.357) Guns CQ, Reliable
Ruger
Small
Blackhawk 5CD Vicious Physical 1 Close Reliable 3 100 2
Guns
7,5” (.357)
Ruger GP100 Small
6CD Vicious Physical 1 Medium Reliable 2 210 2
4” (.44) Guns
Ruger
Small
Redhawk 6CD Vicious Physical 1 Medium Reliable 3 290 3
Guns
5.5” (.44)
Ruger
Small
Security Six 4CD None Physical 1 Close Reliable 2 90 2
Guns
4” (.38)
S&W Model Small
3CD None Physical 1 Close Reliable 2 150 1
10 6” (.38) Guns
Vicious
S&W Model Small
6CD Piercing 1 Physical 1 Medium Reliable 4 90 1
29 6.5” (.44) Guns
S&W Chief’s
Small Concealed
Special 2” 3CD None Physical 0 Close 1 75 1
Guns CQ, Reliable
(.38)
S&W Model Small
5CD Vicious Physical 1 Close Reliable 3 200 2
686 4” (.357) Guns
Taurus 689 Small
5CD None Physical 1 Close None 3 100 3
4” (.357) Guns
Taurus
Small Vicious Breaking
Raging Bull 7CD Physical 0 Medium 5 240 3
Guns Piercing 2 Inaccurate
8.5” (.454)
S&W Model
Small Vicious Breaking
500 7.5” 7CD Physical 0 Medium 5 350 4
Guns Piercing 2 Inaccurate
(.500)

Submachine Guns
DMG DMG DMG FIRE
NAME SKILL RANGE QUALITIES WEIGHT COST RARITY
RATING EFFECTS TYPE RATE
Beretta Small Inaccurate
2CD Burst Physical 3 C 7 200 3
PM12 (9mm) Guns Two-Handed
FN P90 Small
4CD Burst Physical 5 C Inaccurate 6 300 2
(5.7mm) Guns
HK MP5 Small Inaccurate
3CD Burst Physical 4 C 6 500 1
(9mm) Guns 2H, Reliable
HK MP7 Small
2CD Burst Physical 4 C Inaccurate 4 360 1
(4.6mm) Guns
HK UMP Small Inaccurate
4CD Burst Physical 3 C 5 330 3
(.45) Guns Two-Handed
IMI UZI Small
2CD Burst Physical 3 C Inaccurate 7 280 2
(9mm) Guns
MAC-10 Small Inaccurate
2CD Burst Physical 3 C 6 180 0
(9mm) Guns Unreliable
M3 Grease Small Inaccurate
3CD Burst Physical 3 C 8 60 1
Gun (.45) Guns Unreliable
MP 40 Small Inaccurate
3CD Burst Physical 3 C 9 200 5
(9mm) Guns Two-Handed

14
PP-19 Bizon Small Inaccurate
2CD Burst Physical 3 C 4 170 6
(9x18) Guns Two-Handed
Skorpion Small Inaccurate
2CD Burst Physical 4 C 3 50 3
Vz.61 (.32) Guns Unreliable
STEN Small Inaccurate
2CD Burst Physical 3 C 7 55 5
(9mm) Guns 2H,Unreliable
Thompson Small Inaccurate
4CD Burst Physical 3 C 10 190 0
M1 (.45) Guns 2H,Unreliable

Shotguns
DMG DMG DMG FIRE
NAME SKILL RANGE QUALITIES WEIGHT COST RARITY
RATING EFFECTS TYPE RATE
Side-by-side
Browning BSS Small Spread Two-Handed
4CD Physical 1 M 7 500 2
Sidelock (.12) Guns Vicious Reliable
Ithaca NID Small Spread
4CD Physical 1 M Two-Handed 6 250 2
(.12) Guns Vicious
Purdey Small Spread Two-Handed
4CD Physical 1 M 7 700 4
(.12) Guns Vicious Reliable
Stevens 311 Small Spread
4CD Physical 1 M Two-Handed 6 120 3
(.12) Guns Vicious
Westley
Small Spread Two-Handed
Richards 5CD Physical 1 M 6 800 5
Guns Vicious Reliable
Droplock (.12)
Winchester Small Spread
4CD Physical 1 M Two-Handed 7 400 1
Model 21 (.12) Guns Vicious
Over-and-under
Beretta 680 Small
4CD Spread Physical 1 M Two-Handed 7 350 5
(.12) Guns
Browning Citori Small
4CD Spread Physical 1 M Two-Handed 8 400 2
(.12) Guns
Browning Small
4CD Spread Physical 1 M Two-Handed 7 600 2
Superposed(.12) Guns
Merkel 200E Small Two-Handed
4CD Spread Physical 1 M 7 400 5
(.12) Guns Reliable
Perazzi MX8 Small Two-Handed
4CD Spread Physical 1 M 8 700 6
(.12) Guns Reliable
Remington Small
4CD Spread Physical 1 M Two-Handed 8 340 1
Model 32 (.12) Guns
Pump action
Ithaca 37 Small Inaccurate
4CD Spread Physical 2 C 6 120 2
(.12) Guns Two-Handed
Mossberg 500 Small Inaccurate
4CD Spread Physical 2 C 7 80 0
(.12ga) Guns 2H, Reliable
Mossberg 590 Small Inaccurate
4CD Spread Physical 2 C 7 100 0
(.12) Guns 2H, Reliable
Mossberg 835 Small Inaccurate
4CD Spread Physical 2 C 8 110 1
(.12) Guns Two-Handed
Remington 870 Small Inaccurate
4CD Spread Physical 2 C 7 90 0
(.12ga) Guns 2H, Reliable
Saiga-12 Small Inaccurate
4CD Spread Physical 2 C 8 150 4
(.12) Guns Two-Handed
Weatherby PA- Small Inaccurate
4CD Spread Physical 2 C 8 110 2
08 (.12) Guns Two-Handed
Winchester 12 Small Inaccurate
4CD Spread Physical 2 C 10 100 2
(.12) Guns 2H, Reliable
Semi-auto
Beretta AL390 Small Inaccurate
4CD Spread Physical 3 C 7 200 4
(.12) Guns Two-Handed
Browning Auto- Small Inaccurate
4CD Spread Physical 3 C 9 300 1
5 (.12) Guns Two-Handed
Browning Gold Small Inaccurate
4CD Spread Physical 3 C 7 140 2
Hunter (.12) Guns Two-Handed
Kel-Tec KSG Small Inaccurate
5CD Spread Physical 3 C 7 160 4
(.12) Guns Two-Handed
Remington Small Inaccurate
4CD Spread Physical 3 C 8 180 1
1100 (.12) Guns Two-Handed
Remington Small Inaccurate
4CD Spread Physical 3 C 11 300 4
SP10 (.12) Guns Two-Handed

15
Slug shotgun
Tar-Hunt RSG Small
6CD Piercing 1 Physical 0 M Two-Handed 8 200 4
(.12) Guns

AK
DMG DMG DMG FIRE
NAME SKILL RANGE QUALITIES WEIGHT COST RARITY
RATING EFFECTS TYPE RATE
AK-101 Small
5CD Burst Physical 4 L Two-Handed 9 200 3
(.223) Guns
AK-103 Small
5CD Burst Physical 4 L Two-Handed 8 210 4
(7.62) Guns
AK-12 Small
4CD Burst Physical 4 L Two-Handed 7 150 5
(5.45) Guns
AK-47 Small
5CD Burst Physical 4 L Two-Handed 7 100 2
(7.62) Guns
AKM Small Two-Handed
5CD Burst Physical 4 L 7 120 2
(7.62) Guns Reliable
AK-74 Small
4CD Burst Physical 4 L Two-Handed 7 250 3
(5.45) Guns
AR-M1 Small
5CD Burst Physical 4 L Two-Handed 8 200 3
(.223) Guns
FB Beryl Small
5CD Burst Physical 4 L Two-Handed 7 300 4
(.223) Guns
IMI Galil Small
5CD Burst Physical 4 L Two-Handed 8 200 3
(.223) Guns
INSAS Small Two-Handed
4CD Burst Physical 4 L 9 190 5
(.223) Guns Unreliable
RPK Small
5CD Burst Physical 4 L Two-Handed 11 400 4
(7.62) Guns
Type 56 Small
5CD Burst Physical 4 L Two-Handed 8 120 3
(7.62) Guns
Vz. 58 Small
5CD Burst Physical 4 L Two-Handed 6 280 6
(7.62) Guns
Zastava M70 Small
5CD Burst Physical 4 L Two-Handed 8 210 6
(7.62) Guns

AR
DMG DMG DMG FIRE
NAME SKILL RANGE QUALITIES WEIGHT COST RARITY
RATING EFFECTS TYPE RATE
Burst
ArmaLite AR- Small Two-
6CD Piercing Physical 4 L 9 300 2
10 (.308) Guns Handed
1
Bushmaster Small Two-
5CD Burst Physical 4 L 8 120 2
XM-15(.223) Guns Handed
Two-
HK MMR556 Small
5CD Burst Physical 4 L Handed 6 600 4
(.223) Guns Reliable
M16 Small Two-
5CD Burst Physical 4 L 7 250 1
(.223) Guns Handed
M4 Small Two-
5CD Burst Physical 4 L 7 200 2
(.223) Guns Handed
S&W M&P15 Small Two-
5CD Burst Physical 4 L 6 120 1
(.223) Guns Handed
Two-
Savage MSR- Small
5CD Burst Physical 4 L Handed 7 250 2
15 (.223) Guns Reliable
Sig Sauer Two-
Small
SIGM400 6CD Burst Physical 4 L Handed 7 200 3
Guns Reliable
(.300)
Stag Arms Two-
Small
STAG-15 5CD Burst Physical 4 L Handed 7 190 2
Guns Reliable
(.223)

16
Assault and Battle Rifles
DMG DMG DMG FIRE
NAME SKILL RANGE QUALITIES WEIGHT COST RARITY
RATING EFFECTS TYPE RATE
Beretta
Small
AR70/90 5CD Burst Physical 2 Long Two-Handed 9 700 3
Guns
(.223)
FAMAS Small
5CD Burst Physical 3 Long Two-Handed 8 1000 3
(.223) Guns
FN F2000 Small
5CD Burst Physical 5 Long Two-Handed 8 600 4
(.223) Guns
Burst
FN FAL Small Two-Handed
6CD Piercing Physical 2 Long 8 500 2
(.308) Guns Reliable
1
FN SCAR Small Two-Handed
5CD Burst Physical 4 Long 7 800 2
(.223) Guns Reliable
Burst
HK G3 Small Two-Handed
6CD Piercing Physical 3 Long 10 250 3
(.308) Guns Reliable
1
HK G36 Small Two-Handed
5CD Burst Physical 4 Long 8 900 4
(.223) Guns Reliable
HK416 Small
5CD Burst Physical 5 Long Two-Handed 7 350 2
(.223) Guns
Burst
M14 Small
6CD Piercing Physical 2 Long Two-Handed 10 500 1
(.308) Guns
1
SIG SG 550 Small
5CD Burst Physical 4 Long Two-Handed 9 950 4
(.223) Guns
SKS Small Two-Handed
5CD None Physical 2 Long 9 120 4
(7.62) Guns Unreliable
Steyr AUG Small
5CD Burst Physical 4 Long Two-Handed 8 450 4
(.223) Guns
Piercing
SVT-40 Small
6CD 1 Physical 2 Long Two-Handed 9 480 5
(7.62R) Guns
Tavor TAR- Small
5CD Burst Physical 3 Long Two-Handed 7 500 3
21 (.223) Guns
Type 63 Small
5CD None Physical 2 Long Two-Handed 8 140 3
(7.62) Guns

Hunting Rifles
DMG DMG DMG FIRE
NAME SKILL RANGE QUALITIES WEIGHT COST RARITY
RATING EFFECTS TYPE RATE
Blaser R93 Small Piercing 2H, Accurate
6CD Physical 1 L 8 700 3
(.243) Guns 1 Reliable
Browning Small Two-Handed
5CD None Physical 1 L 6 200 2
A-Bolt (.223) Guns
Browning Small Piercing Two-Handed
6 CD Physical 1 L 6 300 2
X-Bolt (.308) Guns 1
Marlin Model Small Two-Handed
6 CD Vicious Physical 2 L 7 200 1
336 (.30-30) Guns Reliable
Remington Small Piercing 2H, Accurate
6CD Physical 1 L 9 150 1
M700 (.308) Guns 1 Reliable
Ruger American Small Piercing Two-Handed 1
6CD Physical 1 L 6 100
Rifle (.30-06) Guns 1
Sako 75 Small Piercing 2H, Accurate 4
6CD Physical 1 L 7 400
(.308) Guns 1 Reliable
Sauer M100 Small Piercing 2H, Accurate
6CD Physical 1 L 6 270 4
(30.06) Guns 1 Reliable
Savage 12 Small Piercing Two-Handed
6CD Physical 1 L 12 110 2
(.308) Guns 1
Savage Model Small Two-Handed
6CD Vicious Physical 2 L 7 200 1
99 (.30-30) Guns
Tikka T3 Small Piercing 2H, Accurate
6CD Physical 1 L 6 300 3
(.308) Guns 1 Reliable
Weatherby Small Piercing 2H, Accurate
6CD Physical 1 L 5 300 2
Mark V (.308) Guns 1
Weatherby Small Piercing Two-Handed
5CD Physical 1 Long 8 200 2
Vanguard (.223) Guns 1

17
Winchester
Small Piercing Two-Handed
M1894 6CD Physical 2 L 7 160 2
Guns 1
(.30-30)
Winchester
Small Piercing Two-Handed
Model 70 6CD Physical 1 L 8 110 1
Guns 1
(.30-06)

Sniper and Designated Marksman Rifles


DMG DMG DMG FIRE
NAME SKILL RANGE QUALITIES WEIGHT COST RARITY
RATING EFFECTS TYPE RATE
AI Arctic Vicious 2H,
Small
Warfare 7CD Piercing Physical 0 Extreme Accurate 14 1000 4
Guns Reliable
(.300) 2
Vicious
Barrett M82 2H,
Big Piercing
Light Fifty 9CD Physical 0 Extreme Accurate 30 2000 3
Guns 5 Reliable
(.50)
Breaking
Vicious 2H,
Barrett MRAD Big
8CD Piercing Physical 0 Extreme Accurate 15 1200 4
(.338) Guns Reliable
3
Vicious 2H,
Blaser R93 Small
7CD Piercing Physical 1 Extreme Accurate 12 700 4
Tactical (.300) Guns Reliable
2
Vicious 2H,
FR F1 Small
6CD Piercing Physical 1 Extreme Accurate 12 440 5
(.308) Guns Reliable
2
Vicious 2H,
HK PSG1 Small
6CD Piercing Physical 1 Extreme Accurate 16 2400 5
(.308) Guns Reliable
1
Vicious 2H,
M24 SWS Small
6CD Piercing Physical 1 Extreme Accurate 12 400 3
(.308) Guns Reliable
1
Vicious 2H,
McMillan Big
9CD Piercing Physical 0 Extreme Accurate 26 2500 3
TAC-50 (.50) Guns Reliable
5
Vicious
2H,
PGM Hecate II Small Piercing
9CD Physical 0 Extreme Accurate 14 2600 6
(.50) Guns 5 Reliable
Breaking
Ruger 2H,
Small Piercing
Precision Rifle 6CD Physical 1 Extreme Accurate 10 300 3
Guns 1 Reliable
(.243)
Vicious 2H,
Sako TRG-42 Small
8CD Piercing Physical 1 Extreme Accurate 12 800 4
(.338) Guns Reliable
3
Vicious 2H,
SIG SSG 3000 Small
6CD Piercing Physical 1 Extreme Accurate 12 600 5
(.308) Guns Reliable
1
2H,
SR-25 Small Piercing
6CD Physical 2 Extreme Accurate 12 1000 3
(.308) Guns 1 Reliable
Vicious
2H,
Steyr HS .50 Big Piercing
9CD Physical 0 Extreme Accurate 28 2200 5
(.50) Guns 5 Reliable
Breaking
Vicious 2H,
Steyr SSG 69 Small
6CD Piercing Physical 1 Extreme Accurate 9 500 5
(.308) Guns Reliable
1
SVD Vicious 2H,
Small
Dragunov 6CD Piercing Physical 1 Extreme Accurate 10 1400 4
Guns Reliable
(7.62R) 1
Vicious 2H,
Walther WA Small
7CD Piercing Physical 2 Extreme Accurate 17 2700 6
2000 (.300) Guns Reliable
2

18
Anti-Tank and Anti-Materiel Rifles
DMG DMG DMG FIRE
NAME SKILL RANGE QUALITIES WEIGHT COST RARITY
RATING EFFECTS TYPE RATE
Vicious 2H,
AI AS50 Big Piercing Accurate
9CD Physical 0 Extreme 31 2200 5
(.50) Guns 5 Reliable
Breaking Debilitating
Vicious 2H,
Barrett M95 Big Piercing Accurate
9CD Physical 0 Extreme 23 1400 4
(.50) Guns 5 Reliable
Breaking Debilitating
Vicious
2H,
Barrett M99 Big Piercing
8CD Physical 0 Extreme Accurate 25 800 4
(.416) Guns 4 Reliable
Breaking
CheyTac Vicious 2H,
Big
Intervention 8CD Piercing Physical 0 Extreme Accurate 31 2800 5
Guns Reliable
(.408) 4
Vicious 2H,
Steyr IWS Big Piercing Accurate
10CD Physical 0 Extreme 40 3000 6
2000 (15.2) Guns 5 Reliable
Breaking Debilitating
Vicious 2H,
Zastava M12
Big Piercing Accurate
Black Spear 9CD Physical 0 Extreme 30 1600 6
Guns 5 Reliable
(12.7) Debilitating
Breaking

Machine Guns
DMG DMG DMG FIRE
NAME SKILL RANGE QUALITIES WEIGHT COST RARITY
RATING EFFECTS TYPE RATE
Bren Big Burst 2H
5CD Physicial 3 Extreme 25 1000 4
(.308) Guns Piercing 1 Inaccurate
Browning
Big Burst 2H
M1918 BAR 5CD Physicial 3 Extreme 16 300 4
Guns Piercing 1 Inaccurate
(.30-06)
Browning
Big Burst 2H
M1919 5CD Physicial 4 Extreme 31 800 4
Guns Piercing 1 Inaccurate
(.30-06)
Burst 2H
Browning M2 Big
7CD Piercing 4 Physicial 4 Extreme Inaccurate 84 3200 3
(.50) Guns
Breaking Debilitating
FN M240 Big Burst 2H
6CD Physicial 5 Extreme 27 2900 3
(.308) Guns Piercing 1 Inaccurate
FN M249 SAW Small Burst 2H, Reliable
4CD Physicial 6 Long 18 2400 2
(.223) Guns Inaccurate
FN MAG Big Burst 2H, Reliable
6CD Physicial 4 Extreme 26 2000 2
(.308) Guns Piercing 1 Inaccurate
FN Minimi Small Burst 2H
5CD Physicial 5 Long 16 2200 2
(.223) Guns Inaccurate
2H,
L86 LSW Small Burst
5CD Physicial 5 Long Unreliable 15 1500 5
(.223) Guns Inaccurate
Lewis Gun Big Burst Two-Handed
6 CD Physicial 3 Extreme 28 1200 4
(.30-06) Guns Piercing 1 Inaccurate
2H,
M60 The Pig Big Burst
6CD Physicial 3 Extreme Unreliable 23 1300 3
(.308) Guns Piercing 1
Inaccurate
MG 42 Big Burst 2H, Reliable
6CD Physicial 4 Extreme 23 2800 5
(8mm) Guns Piercing 2 Inaccurate
PKM Big Burst Two-Handed
4CD Physicial 3 Extreme 20 1000 4
(7.62R) Guns Piercing 1 Inaccurate
Rheinmetall Big Burst 2H, Reliable
6CD Physicial 5 Extreme 25 600 5
MG 3 (.308) Guns Piercing 1 Inaccurate
RPD Small Burst Two-Handed
3CD Physicial 3 Long 16 440 4
(7.62) Guns Piercing 1 Inaccurate
2H,
Type 67 Big Burst
5CD Physicial 3 Extreme Unreliable 24 800 3
(7.62R) Guns Piercing 1
Inaccurate
Type 80 Big Burst Two-Handed
5CD Physicial 4 Extreme 28 700 4
(7.62R) Guns Piercing 1 Inaccurate

19
All Time Classic
DMG DMG DMG FIRE
NAME SKILL RANGE QUALITIES WEIGHT COST RARITY
RATING EFFECTS TYPE RATE
Handguns
AMT Piercing
Small
AutoMag V 8CD 3 Physical 1 Medium Inaccurate 3 400 3
Guns
(.50) Breaking
Desert Eagle Small
7CD Vicious Physical 1 Medium Inaccurate 4 370 2
(.44) Guns
FN FiveSeven Small Piercing
5CD Physical 2 Medium Reliable 2 200 4
(5.7mm) Guns 1
Glock 21 Small
5CD None Physical 2 Medium None 2 100 2
(.45) Guns
HK Mark 23 Small
5CD None Physical 2 Medium Reliable 3 400 3
(.45) Guns
PM Makarov Small Concealed
3CD None Physical 1 Close 2 75 4
(9x18) Guns CQ
Remington Small Piercing
6CD Physical 0 Long Reliable 4 90 2
XP100 (.308) Guns 1
T/C
Small
Contender 6CD Vicious Physical 0 Long Reliable 5 150 2
Guns
(.30-30)
TT Tokarev Small
3CD None Physical 1 Close Unreliable 2 50 4
(7.62x25) Guns
Walther PP Small Concealed
3CD None Physical 2 Close 1 190 3
(.32ACP) Guns CQ, Reliable
Long guns
Arisaka Type 99 Small
6CD Piercing 1 Physical 0 Extreme 2H 8 100 5
(.30-06) Guns
M1 Carbine Small
6CD None Physical 1 Long 2H 5 210 2
(.30) Guns
M1 Garand Small
6CD Piercing 1 Physical 0 Long 2H 9 300 2
(.30-06) Guns
Mauser G98 Small Reliable
6CD Piercing 1 Physical 0 Extreme 8 500 4
(8x57) Guns Accurate
Mosin Nagant Small
6CD Piercing 1 Physical 0 Long 2H 9 80 4
(7.62x54) Guns
Ruger Mini-14 Small
5CD None Physical 2 Long Reliable 6 200 1
(.223) Guns
Springfield Small
6CD Piercing 1 Physical 0 Extreme 2H 9 210 2
M1903 (.30-06) Guns
Big guns
Blast, 2H
M 72 LAW Big Breaking
15 Physical 0 Long Debilitating 6 400 5
(66mm) Guns Piercing 2
Inaccurate
Blast, 2H
M1 Bazooka Big Breaking
14 Physical 0 Long Debilitating 3 350 4
(60mm) Guns Piercing 1
Inaccurate
M79 Grenade Big Breaking Blast, 2H
12 Physical 0 Long 6 1000 3
Launcher (40mm) Guns Spread Debilitating
Blast, 2H
Big Breaking
RPG-7 (93mm) 16 Physical 0 Long Debilitating 19 400 5
Guns Piercing 2
Inaccurate
Type 87 Grenade Big Breaking Blast, 2H
13 Physical 0 Long 26 750 4
Launcher(35mm) Guns Spread Debilitating

Gizmos
DMG DMG DMG FIRE
NAME SKILL RANGE QUALITIES WEIGHT COST RARITY
RATING EFFECTS TYPE RATE
HK G11 Small
3CD Burst Physical 3 Long 2H 9 2000 6
(4.7) Guns
HK CAWS Small 2H, Reliable
4CD Spread Physical 2 Medium 8 2500 6
(.12Ga) Guns Inaccurate
NeoStead Small 2H
4CD Spread Physical 1 Medium 9 500 6
2000 (.12Ga) Guns Inaccurate
Pancor
Small Spread 2H
Jackhammer 5CD Physical 2 Medium 17 3000 5
Guns Vicious Inaccurate
(.12Ga)

20
AA-12 Small 2H
4CD Spread Physical 3 Medium 16 600 5
(.12) Guns Inaccurate
Magnum Vicious
Small Debiliatating
Research BFR 8CD Piercing 4 Physical 0 Medium 5 240 4
Guns Inaccurate
(.50) Breaking
LAR Grizzly Small Vicious Debiliatating
7CD Physical 2 Medium 3 800 4
(.50) Guns Piercing 4 Inaccurate

Unique
NAME SKILL DMG DMG DMG FIRE RANGE QUALITIES WEIGHT COST RARITY
RATING EFFECTS TYPE RATE
Handguns
Small
.223 Pistol (.223) 5CD Vicious Physical 1 Medium Unreliable 5 220 3
Guns
Bringham
Small Concealed
Needler Pistol 2CD Persistent Poison 0 Close 1 200 5
(HN)
Guns Suppressed

Colt 6520 Pistol Small


4CD None Physical 2 Close None 4 50 0
(10mm) Guns
Small
Flare Gun (flare) 3CD Stun Energy 0 Medium Unreliable 2 50 1
Guns
H&K P90c Small Inaccurate
4CD Burst Physical 3 Close 4 150 1
(10mm) Guns Reliable
HK MP9 Small Inaccurate
4CD Burst Physical 3 Close 5 300 1
(10mm) Guns 2H
Pipe Pistol Small
3CD None Physical 2 Close Unreliable 2 20 0
(.38) Guns
Pipe Revolver Small
3CD None Physical 1 Close Unreliable 2 25 0
(.38) Guns
PPK12 Gauss Small
7CD Piercing 1 Physical 2 Long Unreliable 4 1000 4
Pistol (2mm) Guns
SIG-Sauer 14mm Inaccurate
Small Piercing 2
Auto Pistol 7CD Physical 0 Medium Reliable 4 500 3
(14mm) Guns Breaking
Debilitating
Long Guns
AK-112 Small 2h
5CD Burst Physical 3 Long 7 120 2
(5mm) Guns Unreliable
Bozar Small Burst 2H,
5CD Physical 4 Long 20 1000 3
(.223) Guns Vicious Inaccurate
Colt
Small 2h
Rangemaster 5CD None Physical 1 Long 8 150 2
(.223)
Guns Accurate
Thermal
DKS-501 Small
6CD Piercing 1 Physical 1 Extreme Vision 10 500 2
(.308) Guns 2h, Accurate
Enfield XL70E3 Small 2H
5CD Burst Physical 3 Long 11 450 4
(5mm) Guns Unreliable
M72 Gauss Rifle Small Two-Handed
10CD Piercing 3 Physical 1 Long 16 2000 4
(2mm) Guns Unreliable
Pipe Bolt-Action Small 2H
4CD Piercing 1 Physical 0 Medium 10 40 0
(.308) Guns Unreliable
Infiltrator Small Suppressed
5CD Burst Physical 3 Long 6 350 2
(.223) Guns Night Vision
Debilitating
Railway Rifle Small Breaking
7CD Physical 0 Medium 2H, 14 300 4
(spike) Guns Piercing 3 Unreliable
Syringer Small Physical
3CD Persistent 0 Medium Two-Handed 6 250 3
(syringer ammo) Guns Poison
Winchester City- Small Inaccurate
5CD Spread Physical 2 Medium 10 350 2
Killer (.12) Guns 2H
Winchester
Small Inaccurate
Widowmaker 4CD Spread Physical 0 Close 8 100 1
(.12) Guns 2H

Big Guns
Breaking
Radioactiv 2H, Blast
Fatman Big
20CD e Physical 0 Extreme Inaccurate 51 5000 4
(mini nuke) Guns Vicious Debilitating
Piercing 7
Burst Debilitating
Flambe 450 Big
3CD Persistent Energy 4 Close Inaccurate 20 1000 3
(fuel) Guns Spread Two-Handed

21
Junk Jet Big Two-Handed
5CD None Physical 0 Medium 30 230 3
(junk) Guns Inaccurate
Burst Gatling
MEC Gauss Big 10
6CD Spread Physical 10 Extreme Two-Handed 40 4
Minigun (2mm) Guns Piercing 4 Inaccurate
000
Heavy Burst Debilitating
Big
Incinerator 5CD Persistent Energy 3 Medium Inaccurate 30 1200 3
Guns Spread Two-Handed
(fuel)
Rheinmetall Gatling
Burst
Big Inaccurate
Vindicator 4CD Spread Physical 8 Long 35 lbs. 2 500 3
Guns Vicious
Two-Handed
Minigun (4.7)
Rockwell CZ57 Gatling,
Big Burst,
Avenger 5CD Physical 7 Long Inaccurate 40 lbs. 2 200 3
Guns Spread
2H
Minigun (5mm)
Rockwell 2H, Blast
Big Breaking
BigBazooka 11CD Physical 0 Extreme Debilitating 15 lbs. 1300 4
Guns Piercing 1
Inaccurate
(rocket)
Gatling
Rockwell CZ53 Big Burst, Inaccurate
5CD Physical 9 Long 30 lbs. 2000 2
Minigun (5mm) Guns Spread Two-Handed

AK-112 – is an assault rifle

Bozar – is an automatic battle rifle

Colt Rangemaster – is a hunting rifle

DKS-501 – is a sniper rifle

Enfield XL70E3 – is a battle rifle

H&K P90c – is a SMG

HK MP9 – is a SMG

Infiltrator – is an assault rifle

Winchester City-Killer – is a bullpup semi-auto shotgun

Winchester Widowmaker – is a side-by-side shotgun

Heavy Incinerator – is a flamethrower

22
Chapter Three - Energy Weapons

These weapons are pure fiction. Appear only in Fallout Universe.

Laser Guns
DMG DMG DMG FIRE
NAME SKILL RANGE QUALITIES WEIGHT COST RARITY
RATING EFFECTS TYPE RATE
AEP7
Energy
Laser 3CD None Energy 2 Close CQ 3 500 2
Weapon
Pistol (EC)
AER9
Energy
Laser 4CD None Energy 2 Close CQ 2 550 2
Weapon
Pistol (FC)
AER9
Laser Energy
5CD None Energy 4 Medium 2H 7 700 2
Rifle Weapon
(MFC)
AER12
Laser Energy
4CD None Energy 3 Medium 2H 6 900 2
Rifle Weapon
(MFC)
Chinese 2H, Gatling
Energy
Auto 2CD Burst Energy 5 Close Inaccurate, 20 3000 3
Weapon Unreliable
Laser (FC)
H&K L30 Burst Gatling
Energy
Gatling 3CD Piercing Energy 10 Long Inaccurate 19 5000 4
Weapon 2H
Laser (FC) 3
Institute
Energy CQ,
Laser 3CD Burst Energy 2 Close 4 250 1
Weapon Inaccurate
Pistol (FC)
Institute
Energy 2H
Laser 4CD Burst Energy 3 Medium 10 350 1
Weapon Inaccurate
Rifle (FC)
Laser
Energy Piercing
Musket 5CD Energy 0 Medium 2H 13 200 1
Weapon 2
(FC)
Wattz
1000 Energy Piercing
3CD Energy 1 Close CQ 2 240 2
Laser Weapon 1
Pistol (EC)
Wattz
2000 Energy Piercing 2H
4CD Energy 3 Medium 8 370 2
Laser Weapon 1
Rifle (EC)

Plasma Guns
DMG DMG DMG FIRE
NAME SKILL RANGE QUALITIES WEIGHT COST RARITY
RATING EFFECTS TYPE RATE
A3-21s
Energy Physical 2H
Plasma Rifle 7CD None 2 Medium 20 2600 4
Weapon Energy Debilitating
(PC)
Enclave
Energy Physical CQ
Plasma 5CD None 1 Close 6 1200 3
Weapon Energy Debilitating
Pistol (PC)
Glock 86 CQ
Energy Physical
Plasma 6CD None 1 Close Inaccurate 4 1500 3
Weapon Energy Debilitating
Pistol (PC)
Winchester 2H
Energy Physical
P94 Plasma 7CD None 2 Medium Debilitating 12 2700 3
Weapon Energy
Rifle (MFC)
Winchester
2H
P94 Turbo Energy Physical
8CD Vicious 4 Long Debilitating 14 3400 5
Plasma Rifle Weapon Energy
(MFC)

23
Prototype Energy Guns
DMG DMG DMG FIRE
NAME SKILL RANGE QUALITIES WEIGHT COST RARITY
RATING EFFECTS TYPE RATE
Gamma Energy Blast
3CD Stun Radiation 1 Medium 3 2500 5
Gun (GR) Weapon Inaccurate
Mesmetron Energy
1CD Stun Energy 1 Close 2H 8 2000 5
(core) Weapon
Microwave
Energy 2H
Emitter 6CD None Energy 0 Medium 8 2800 6
Weapon Debilitating
(MFC)
Pulse Two-
Energy Persistent
Cannon 10CD Energy 0 Long Handed 40 4500 6
Weapon Stun Blast
(core)
Solar
Energy 2H
Carbine 5CD Vicious Energy 1 Close 16 4000 6
Weapon Accurate
(sunlight)
Sonic Energy Stun Physical CQ
3CD 0 Close 2 2000 6
Emitter (FC) Weapon Spread Energy Inaccurate
YK32 Pulse Energy CQ
5CD Stun Energy 2 Close 2 2100 4
Pistol (EC) Weapon Concealed
YK42B
Energy Two-
Pulse Rifle 6CD Stun Energy 3 Medium 6 2600 4
Weapon Handed
(EC)

24
Chapter Four – Unarmed and Melee Weapons

Contains much more weapons than list from CRB.

“Improvised” means whatever you have near you – e.g., handy rock, bottle, pot, metal rod, gun bash etc.

Unarmed
DMG DMG DMG FIRE
NAME SKILL RANGE QUALITIES WEIGHT COST RARITY
RATING EFFECTS TYPE RATE
Ballistic
Unarmed 5CD Spread Physical 0 Close Unreliable 6 50 2
Fist
Boxing
Unarmed 3CD None Physical 0 Reach None 1 5 1
Gloves
Deathclaw Debilitating
Unarmed 5CD Piercing 1 Physical 0 Reach 10 100 3
Gauntlet Unreliable
Headbutt Unarmed 2CD Stun Physical 0 Reach None 0 0 0
Heavy
Unarmed 3CD Stun Physical 0 Reach None 4 7 1
Gloves
Improvised Unarmed 2CD None Physical 0 Reach None 2 0 0
Kick Unarmed 2CD None Physical 0 Reach None 0 0 0
Knuckles Unarmed 3CD None Physical 0 Reach Concealed 1 5 1
Mega
Vicious
Power Fist Unarmed 7CD Physical 0 Reach Reliable 8 150 3
Stun
(EC)
Power Fist Vicious
Unarmed 6CD Physical 0 Reach Reliable 6 100 2
(FC) Stun
Punch Unarmed 2CD None Physical 0 Reach None 0 0 0
Razor
Unarmed 4CD Vicious Physical 0 Reach None 4 25 2
Claws
Spiked
Unarmed 4CD Persistent Physical 0 Reach Concealed 1 10 1
Knuckles
Tiger Claws Unarmed 2CD Persistent Physical 0 Reach Concealed 1 5 2
Yao Guai
Unarmed 5CD Stun Physical 0 Reach Unreliable 10 50 3
Gauntlet

Melee Weapons
DMG DMG DMG FIRE
NAME SKILL RANGE QUALITIES WEIGHT COST RARITY
RATING EFFECTS TYPE RATE
Melee Vicious 2H
Auto Axe 6CD Physical 0 Reach 12 150 3
Weapons Piercing 1 Debilitating
Melee
Axe 4CD Piercing 1 Physical 0 Reach 2H, Reliable 4 30 1
Weapons
Melee
Baseball Bat 4CD Stun Physical 0 Reach None 3 12 1
Weapons
Melee
Baton 2CD None Physical 0 Reach None 2 10 0
Weapons
Blowtorch Melee Debilitating
3CD Persistent Energy 0 Reach 2 25 1
(fuel) Weapons Unreliable
Melee
Board 3CD Stun Physical 0 Reach 2H 6 5 0
Weapons
Melee
Bowie Knife 3CD Physical Physical 0 Reach Reliable 1 30 1
Weapons
Bumper Melee Unreliable
6CD Vicious Physical 0 Reach 25 25 1
Sword Weapons Debilitating
Cattle prod Melee
2CD Stun Energy 0 Reach Unreliable 3 20 2
(EC) Weapons
Melee
Chain 3CD Stun Physical 0 Reach None 10 3 0
Weapons
Chainsaw Melee 2H,
4CD Vicious Physical 0 Reach 12 40 2
(fuel) Weapons Debilitating
Melee Debilitating
Cleaver 3CD Vicious Physical 0 Reach 3 5 1
Weapons
Melee
Club 3CD Stun Physical 0 Reach Unreliable 4 2 0
Weapons

25
Combat Melee
3CD Piercing 1 Physical 0 Reach None 1 15 1
Knife Weapons
Melee
Crowbar 3CD Piercing 1 Physical 0 Reach None 5 2 1
Weapons
Melee Debilitating
Drill (FC) 2CD Piercing 1 Physical 0 Reach 1 10 1
Weapons
Melee Breaking
Fire Axe 5CD Physical 0 Reach 2H 6 40 1
Weapons Piercing 1
Melee Suppressed
Fixed Knife 3CD None Physical 0 Reach 1 10 0
Weapons Thrown (C)
Suppressed
Melee
Folder knife 2CD None Physical 0 Reach Thrown (C) 1 5 0
Weapons Concealed
Melee 2H
Golf Club 3CD Stun Physical 0 Reach 4 50 2
Weapons Reliable
Melee
Hatchet 3CD None Physical 0 Reach Unreliable 3 3 1
Weapons
Hunting Melee Suppressed
3CD None Physical 0 Reach 1 11 1
Knife Weapons Reliable
Melee
Improvised 2CD None Physical 0 Reach Unreliable 1 0 0
Weapons
Melee Two-Handed
Katana 4CD Vicious Physical 0 Reach 2 50 4
Weapons Parry
Melee
Knife 3CD None Physical 0 Reach None 1 2 0
Weapons
Melee
Lance 5CD Piercing 1 Physical 0 Reach 2H 6 80 3
Weapons
Melee
Lead Pipe 3CD None Physical 0 Reach None 2 1 0
Weapons
Melee
Machete 3CD Piercing 1 Physical 0 Reach None 2 10 1
Weapons
Melee
Pickaxe 4CD Piercing 1 Physical 0 Reach Two-Handed 5 5 1
Weapons
Melee
Pipe Wrench 3CD None Physical 0 Reach None 2 5 1
Weapons
Piston spear Melee
6CD Piercing 2 Physical 0 Reach Thrown (M) 8 80 3
(FC) Weapons
Melee
Pool Cue 3CD None Physical 0 Reach None 1 5 0
Weapons
Stun
Melee Vicious Physical 2H
Proton Axe 7CD 0 Reach 12 1500 6
Weapons Radioacti Energy Reliable
ve
Melee Persisten
Razor 2CD Physical 0 Reach Concealed 1 5 1
Weapons t
Melee Debilitating
Ripper (FC) 5CD Vicious Physical 0 Reach 6 100 2
Weapons
Melee
Sabre 4CD None Physical 0 Reach Parry 2 50 2
Weapons
Melee Persisten
Scalpel 2CD Physical 0 Reach Concealed 1 2 1
Weapons t
Melee Debilitating
Shears 3CD Vicious Physical 0 Reach 5 4 1
Weapons Two-Handed
Piercing 1
Shishkebab Melee
5CD Persisten Energy 0 Reach Parry 12 400 3
(fuel) Weapons
t
Melee
Shiv 2CD Piercing 1 Physical 0 Reach Concealed 1 1 1
Weapons
Melee
Shovel 3CD Stun Physical 0 Reach 2H 4 4 0
Weapons
Sledgehamm Melee Breaking 2H,
5CD Physical 0 Reach 16 40 2
er Weapons Stun Debilitating
Melee
Spear 4CD Piercing 1 Physical 0 Reach 2H 5 10 0
Weapons
Melee 2H
Staff 3CD None Physical 0 Reach 4 5 0
Weapons Parry
Stun Baton Melee
2CD Stun Energy 0 Reach None 2 45 1
(FC) Weapons

26
Breaking
Super Sledge Melee 2H
8CD Stun Physical 0 Reach 40 1000 3
(FC) Weapons Debilitating
Vicious
Melee
Switchblade 2CD None Physical 0 Reach Concealed 1 5 0
Weapons
Melee
Sword 3CD None Physical 0 Reach Parry 3 50 2
Weapons
Melee
Tire Iron 3CD None Physical 0 Reach None 2 4 1
Weapons
Melee
Tomahawk 3Cd None Physical Reach Thrown (C ) 1 10 1
Weapons
Walking Melee
2CD None Physical 0 Reach None 1 6 0
Cane Weapons
Melee
War Blade 6CD Piercing 1 Physical 0 Reach 2H 25 35 1
Weapons

27
28
Chapter Five –Thrown, Explosives, and
Neuroballistic Weapons

At last, I completed this list with “neuroballistic” ranged weapons such bows, slings, and crossbows. I never truly
understood, why these weapons are missed in post-apo world? I think they should be first weapons of choice.

Throwing & Neuroballistic


DMG DMG DMG FIRE
NAME SKILL RANGE QUALITIES WEIGHT COST RARITY
RATING EFFECTS TYPE RATE
Throwing
Javelin Throwing 4CD Piercing 1 Physical 0 Medium Suppressed 4 25 1
Concealed
Shuriken Throwing 2CD None Physical 0 Close 1 2 3
Suppressed
Throwing Concealed
Throwing 3CD None Physical 0 Close 1 2 1
Knive Suppressed
Tomahawk Throwing 3CD None Physical 0 Close Suppressed 1 5 1
Neuroballistic
Blowgun Concealed
Survival 1CD Persistent Physical 0 Close 1 1 0
(dart) Suppressed
Compound 2H, Reliable
Survival 5CD Piercing 1 Physcial 0 Long 4 50 1
Bow (arrow) Suppressed
Compound 2H,
Crossbow Survival 5CD Piercing 2 Physcial 1 Exteme Suppressed 6 100 2
(bolt) Unreliable
Longbow 2H
Survival 4CD None Physcial 0 Long 3 60 1
(arrow) Suppressed
Pistol
Crossbow Survival 3CD None Physcial 0 Close Suppressed 2 100 3
(bolt)
Recurve 2H
Survival 4CD None Physcial 0 Long 1 45 2
Bow (arrow) Suppressed
Recurve
2H
Crossbow Survival 5CD Piercing 1 Physcial 0 Exteme 6 90 2
Suppressed
(bolt)
Repeaitng
2H
Crossbow Survival 5CD Piercing 1 Physcial 2 Exteme 7 120 3
Suppressed
(bolt)
Reverse
Draw Limbs 2H
Survival 6CD Piercing 1 Physcial 1 Exteme 7 150 4
Crossbow Suppressed
(bolt)
Sling (rock) Survival 2CD None Physcial 0 Close Suppressed 1 1 0

Explosives
DMG DMG DMG FIRE
NAME SKILL RANGE QUALITIES WEIGHT COST RARITY
RATING EFFECTS TYPE RATE
Anti-Tank Piercing 3 Debilitating
Explosives 8CD Physical 0 Close 12 50 2
Mine Breaking Blast, Mine
Blast,
Baseball
Explosives 5CD None Physical 0 Reach Thrown (C) 1 20 1
Grenade
Unreliable
C-4 Plastic Explosives 7CD Vicious Energy 0 Close Blast 1 100 3
Vicious
Claymore Explosives 6CD Physical 0 Close Blast, Mine 2 80 4
Spread
Blast,
Dynamite
Explosives 5CD Spread Energy 0 Reach Unreliable 1 30 2
stick
Thrown (C)
Flash Blast,
Explosives 1CD Stun Energy 0 Reach 1 20 3
Grenade Thrown (C )
Frag Vicious Blast
Explosives 6CD Physical 0 Reach 1 30 2
Grenade Spread Thrown (C)
Blast,
Homemade
Explosives 4CD Spread Physical 0 Close Unreliable, 4 25 1
Bomb
Thrown (C)

29
Incendiary Spread Blast,
Explosives 4CD Energy 0 Reach 1 35 3
Grenade Persistent Thrown (C)
Anti-
Blast
Personnel Explosives 6CD Spread Physical 0 Reach 1 50 2
Mine
Mine
Molotov Blast
Explosives 4CD Persistent Energy 0 Reach 1 10 1
Cocktail Thrown (C)
Nuka Breaking Blast
Explosives 10CD Energy 0 Close 1 500 4
Grenade Radioactive Thrown (C)
Breaking
Blast
Nuke Mine Explosives 12CD Radioactive Energy 0 Close 2 400 4
Mine
Vicious
Plasma Physical Blast
Explosives 9CD Spread 0 Reach 1 450 4
Grenade Energy Thrown (C)
Pulse Blast,
Explosives 7CD Stun Energy 0 Reach 1 300 3
Grenade Thrown (C)
Blast
Pulse Mine Explosives 6CD Stun Energy 0 Reach 2 280 3
Mine
Smoke Blast
Explosives 1CD Persistent Poison 0 Close 1 20 2
Grenade Thrown (C)

30
Chapter Six – Apparel and Armor

I added some lacking types and rearranged some statistics.

Clothing
DAMAGE RESISTANCES LOCATIONS
ARMOR PIECE WEIGHT COST RARITY
PHYSICAL ENERGY RADIATION COVERED
CLOTHING
BoS Uniform 1 1 1 Arms, Legs, Torso 3 20 2
Casual Clothing 0 0 0 Arms, Legs, Torso 2 10 0
Formal Clothing 0 0 0 Arms, Legs, Torso 2 50 2
Harness 0 0 0 Arms, Legs, Torso 2 5 0
Lab Coat 0 0 0 Arms, Legs, Torso 2 7 1
Military Fatigues 1 0 0 Arms, Legs, Torso 4 12 1
Rags 0 0 0 Arms, Legs, Torso 2 1 0
Robe 0 0 0 Arms, Legs, Torso 4 5 0
Synth Uniform 0 0 0 Arms, Legs, Torso 2 200 3
Tough Clothing 1 1 0 Arms, Legs, Torso 3 25 1
Vault Jumpsuit 0 1 2 Arms, Legs, Torso 4 30 2

Synth Unifrom

The synth uniform is a white outfit worn by synths in the Institute. The uniform adds +1 Perception when worn. Armor
pieces can be equipped over this outfit, but it cannot be modified with ballistic weave.

Outfit
DAMAGE RESISTANCES LOCATIONS
ARMOR PIECE WEIGHT COST RARITY
PHYSICAL ENERGY RADIATION COVERED
OUTFIT
BoS Field Fatigues 2 2 2 Arms, Legs, Torso 4 120 3
BoS Scribe’s Outfit 1 2 2 Arms, Legs, Torso 4 40 2
Cage Armor 2 2 0 Arms, Legs, Torso 33 90 2
Courser Uniform 2 2 2 Arms, Legs, Torso 5 500 4
Diving Suit 0 0 3 Arms, Legs, Torso 4 135 3
Drifter Outfit 1 2 0 Arms, Legs, Torso 10 50 1
Engineer’s Jumpsuit 1 1 0 Arms, Legs, Torso 3 20 1
Hazmat Suit 0 0 Immune Head, Arms, Legs, Torso 5 200 3
Heavy Coat 1 1 0 Arms, Legs, Torso 4 50 1
Hides 1 0 0 Arms, Legs, Torso 4 10 1
Road Leathers 1 1 0 Arms, Legs, Torso 4 25 1
Space Suit 1 4 Immune Arms, Legs, Torso 10 5000 6
Spike Armor 2 2 0 Arms, Torso 17 75 2
Tribal Outfit 1 2 0 Arms, Torso 5 10 1
Utility Coveralls 2 0 0 Arms, Legs, Torso 3 20 1

Courser Uniform
The Courser uniform, known as standard Courser armored coat, is worn only by Institute Coursers. It provides a
decent resistance to all kinds of damage. The uniform also has a bonus +1 to all PER and END tests.

Diving Suit
A radiologically hardened diving suit. There is a pressure tank mounted on the back and a hose connected to a
pressure gauge on the helmet. The suit allows the wearer to breath underwater and grants partial immunity to
radiation and diseases.

Space Suit
A standard suit for travel in the void of space. A space suit is designed to block out harmful interstellar radiation, so
this suit will provide protection from radiation sources.

31
Common Headgear
DAMAGE RESISTANCES LOCATIONS
ARMOR PIECE WEIGHT COST RARITY
PHYSICAL ENERGY RADIATION COVERED
HEADGEAR
Balaclava 0 0 0 Head 1 3 1
Baseball Cap 1 0 0 Head 1 2 0
BoS Cap 0 1 0 Head 1 6 1
BoS Hood 0 0 0 Head 1 5 2
Casual Hat 0 0 0 Head 1 5 1
Diving Helmet 2 1 1 Head 4 300 4
Formal Hat 0 0 0 Head 1 15 2
Football Helmet 1 1 0 Head 4 30 1
Gas Mask 0 0 3 Head 1 24 3
Hard Hat 1 1 0 Head 1 10 1
Military Cap 0 0 0 Head 1 3 1
Motorcycle Helmet 1 1 0 Head 2 20 1
Officer’s Cap 0 0 0 Head 1 10 2
Space Helmet 2 2 Immune Head 4 2500 6
Tribal Mask 0 0 0 Head 1 2 2
Welder’s Visor 1 2 0 Head 4 20 2

Light Armor
DAMAGE RESISTANCES LOCATIONS
ARMOR PIECE WEIGHT COST RARITY
PHYSICAL ENERGY RADIATION COVERED
LEATHER ARMOR
Leather Chest Piece 1 2 0 Torso 5 25 1
Leather Arm 1 2 0 Arms 2 10 1
Leather Leg 1 2 0 Legs 2 10 1
Sturdy Leather Chest Piece 2 3 0 Torso 10 60 2
Sturdy Leather Arm 2 3 0 Arms 5 20 2
Sturdy Leather Leg 2 3 0 Legs 5 20 2
Heavy Leather Chest Piece 3 4 0 Torso 15 140 3
Heavy Leather Arm 3 4 0 Arms 7 50 3
Heavy Leather Leg 3 4 0 Legs 7 50 3
RAIDER ARMOR
Raider Helmet 1 1 0 Head 4 10 0
Raider Chest Piece 1 1 0 Torso 7 25 0
Raider Arm 1 1 0 Arms 3 10 0
Raider Leg 1 1 0 Legs 3 10 0
Sturdy Raider Chest Piece 2 2 0 Torso 12 50 1
Sturdy Raider Arm 2 2 0 Arms 7 15 1
Sturdy Raider Leg 2 2 0 Legs 7 15 1
Heavy Raider Chest Piece 3 3 0 Torso 17 100 2
Heavy Raider Arm 3 3 0 Arms 10 25 2
Heavy Raider Leg 3 3 0 Legs 10 25 2
STEALTH ARMOR
Stealth Helmet 2 2 Immune Head 1 500 5
Stealth Chest Piece 2 2 Immune Torso 2 2500 5
Stealth Arm 2 2 Immune Arms 1 1000 5
Stealth Leg 2 2 Immune Legs 1 1000 5
SCOUT ARMOR
Scout Helmet 2 2 Immune Head 2 75 2
Scout Chest Piece 2 2 0 Torso 4 225 2
Scout Arm 2 2 0 Arms 2 50 2
Scout Leg 2 2 0 Legs 2 50 2
Sturdy Scout Helmet 3 2 Immune Head 3 125 3
Sturdy Scout Chest Piece 3 2 0 Torso 7 425 3
Sturdy Scout Arm 3 2 0 Arms 4 75 3
Sturdy Scout Leg 3 2 0 Legs 4 75 3
TIRE ARMOR
Tire Chest Piece 2 0 0 Torso 20 25 1
Tire Arm 2 0 0 Arms 10 15 1
Tire Leg 2 0 0 Legs 10 15 1
RECON ARMOR
Recon Helmet 1 2 0 Head 2 40 3
Recon Chest Piece 1 2 0 Torso 6 120 3
Recon Arm 1 2 0 Arms 3 40 3
Recon Leg 1 2 0 Legs 3 40 3

32
Advanced Recon Helmet 1 3 1 Head 4 80 4
Advanced Recon Chest Piece 1 3 1 Torso 8 240 4
Advanced Recon Arm 1 3 1 Arms 5 80 4
Advanced Recon Leg 1 3 1 Legs 5 80 4
NCR LAW ENFORCEMENT ARMOR
NCR Law Helmet 1 1 0 Head 2 25 1
NCR Law Chest Piece 1 1 0 Torso 16 60 1
NCR Law Arm 1 1 0 Arms 3 30 1
NCR Law Leg 1 1 0 Legs 3 30 1
Elite NCR Law Helmet 2 2 0 Head 4 40 2
Elite NCR Law Chest Piece 2 2 0 Torso 22 80 2
Elite NCR Law Arm 2 2 0 Arms 6 50 2
Elite NCR Law Leg 2 2 0 Legs 6 50 2
DIAMOND CITY GUARD ARMOR
DC Guard Helmet 2 1 0 Head 4 30 1
DC Guard Chest Piece 2 1 0 Torso 6 60 1
DC Guard Arm 2 1 0 Arms 2 20 1
DC Guard Leg 2 1 0 Legs 2 20 1
DOG ARMOR
Dog Helmet 2 1 0 Head 1 20 2
Dog Armor 1 1 0 Torso, Legs 4 50 2
Sturdy Dog Armor 2 2 0 Torso, Legs 6 80 3

Stealth Armor
Chinese stealth armor was used during the Chinese invasion of Alaska and was the Chinese solution to invasion by
U.S. forces in power armor. It was available to elite Chinese Crimson Dragoon troops as well as the
counterinsurgency/terror units before and during the Great War. The armor is a light, form-fitting armored jumpsuit,
with an embedded stealth camouflage system. It generates a modulating field that transmits the reflected light from
one side of an object to the other, making a person much harder to notice but not completely invisible. Stealth armor
provides the same protection against radiation as a hazmat suit. As well it protects against diseases. It also provides
an amount of damage resistance and energy resistance. Additionally, it provides a stealth boost similar to the Stealth
Boy.

Scout Armor
The lightweight scout armor was manufactured by the Enclave following the Great War, adapted from military
combat armor. It was utilized by the Appalachian Enclave's covert forces until their demise in 2086. There are two
variants of the armor - forest and urban. The forest variant is painted in shades of tan and brown. Scout armor is
classified as a light sturdy armor. Both the variants’ pair with respective face masks. The face mask protects the lungs
from toxic and radioactive particles with a filtration unit.

Tire Armor
Tire armor, as the name suggests, is a piece of armor made from old tires. Strips of old tires are used to cover the
shoulders and upper thighs in this armor set. Tire armor was used by Khans. Many super mutants wear a single tire
pauldron.

Recon Armor
Recon armor is a specialized suit of armor issued to East Coast Brotherhood of Steel members. Intended to serve as
the under-armor of the T-45d power armor, the recon armor is a vacuum-sealed asbestos jumpsuit covering the
entire body. Its purpose is twofold - it eases the user to actually operate the armor and protect soft tissue from heat
and moving parts inside the suit. It is also designed to offer limited protection from small-arm weapons.

NCR Law Enforcement Armor


The official combat uniform consists of a khaki field jacket with bellowed hip pockets and khaki breeches, worn with
a desert face wrap, black leather fingerless gloves, arm wraps, brown combat boots, and khaki gaiters. An armored
breastplate emblazoned with the emblem of the NCR is worn in combat environments, attached via leather straps
and buckles. It provides a poor level of protection.

Diamond City Guard Armor


The old pre-war baseball gear adopted as an armor, possibly looted from the baseball stadium the city was built
inside. The set has a regular or heavy helmet and a chest piece, along with having arm and legs pieces that can cover
entire arms and legs. The DC guard helm provides a damage and energy resistance.

33
Medium Armor
DAMAGE RESISTANCES LOCATIONS
ARMOR PIECE WEIGHT COST RARITY
PHYSICAL ENERGY RADIATION COVERED
METAL ARMOR
Metal Helmet 2 1 0 Head 3 30 1
Metal Chest Piece 2 1 0 Torso 10 50 1
Metal Arm 2 1 0 Arms 6 25 1
Metal Leg 2 1 0 Legs 6 25 1
Sturdy Metal Chest Piece 3 2 0 Torso 16 120 2
Sturdy Metal Arm 3 2 0 Arms 10 50 2
Sturdy Metal Leg 3 2 0 Legs 10 50 2
Heavy Metal Helmet 4 2 0 Head 6 100 2
Heavy Metal Chest Piece 4 3 0 Torso 22 200 3
Heavy Metal Arm 4 3 0 Arms 14 80 3
Heavy Metal Leg 4 3 0 Legs 14 80 3
COMBAT ARMOR
Combat Helmet 3 3 0 Head 4 50 2
Combat Chest Piece 2 2 0 Torso 8 250 2
Combat Arm 2 2 0 Arms 3 75 2
Combat Leg 2 2 0 Legs 3 75 2
Sturdy Combat Chest Piece 3 3 0 Torso 12 350 3
Sturdy Combat Arm 3 3 0 Arms 5 100 3
Sturdy Combat Leg 3 3 0 Legs 5 100 3
Heavy Combat Chest Piece 4 4 0 Torso 16 500 4
Heavy Combat Arm 4 4 0 Arms 8 200 4
Heavy Combat Leg 4 4 0 Legs 8 200 4
SYNTH ARMOR
Synth Helmet 2 3 0 Head 3 66 3
Synth Chest Piece 2 3 0 Torso 7 355 3
Synth Arm 2 3 0 Arms 3 88 3
Synth Leg 2 3 0 Legs 3 88 3
Sturdy Synth Helmet 3 4 0 Head 7 99 4
Sturdy Synth Chest Piece 3 4 0 Torso 12 499 4
Sturdy Synth Arm 3 4 0 Arms 7 199 4
Sturdy Synth Leg 3 4 0 Legs 7 199 4
Heavy Synth Helmet 4 5 0 Head 10 144 5
Heavy Synth Chest Piece 4 5 0 Torso 17 644 5
Heavy Synth Arm 4 5 0 Arms 10 244 5
Heavy Synth Leg 4 5 0 Legs 10 244 5
VAULT-TEC SECURITY ARMOR
Vault-Tec Security Helmet 2 0 0 Head 2 40 2
Vault-Tec Security Chest Piece 2 0 2 Torso 8 80 2
Vault-Tec Security Arm 2 0 1 Arms 4 40 2
Vault-Tec Security Leg 2 0 1 Legs 4 40 2
NCR RANGER ARMOR
Ranger Helmet 3 2 2 Head 2 50 2
Ranger Chest Piece 3 2 1 Torso 8 300 2
Ranger Arm 2 2 1 Arms 2 50 2
Ranger Leg 2 2 1 Legs 2 50 2
Elite Ranger Helmet 4 3 3 Head 2 100 3
Elite Ranger Chest Piece 4 3 2 Torso 6 500 3
Elite Ranger Arm 4 3 2 Arms 1 100 3
Elite Ranger Leg 4 3 2 Legs 1 100 3
ENVIRONMENTAL ARMOR
Environmental Helmet 2 2 4 Head 1 150 4
Environmental Chest Piece 2 2 4 Torso 6 450 4
Environmental Arm 2 2 4 Arms 2 100 4
Environmental Leg 2 2 4 Legs 2 100 4
CAESAR’S LEGION ARMOR
Caesar’s Legion Helmet 2 1 0 Head 4 20 1
Caesar’s Legion Chest Piece 2 1 0 Torso 12 70 1
Caesar’s Legion Arm 2 1 0 Arms 5 30 1
Caesar’s Legion Leg 2 1 0 Legs 5 30 1
Sturdy Caesar’s Legion Helmet 3 2 2 Head 6 45 2
Sturdy Caesar’s Legion Chest
3 2 2 Torso 18 145 2
Piece
Sturdy Caesar’s Legion Arm 3 2 2 Arms 8 45 2
Sturdy Caesar’s Legion Leg 3 2 2 Legs 8 45 2

34
Heavy Caesar’s Legion Helmet 4 3 4 Head 10 85 3
Heavy Caesar’s Legion Chest 3
4 3 4 Torso 40 450
Piece
Heavy Caesar’s Legion Arm 4 3 4 Arms 15 165 3
Heavy Caesar’s Legion Leg 4 3 4 Legs 15 165 3

NCR Ranger Armor


The distinctive black ranger combat armor consists of the Desert Rangers' traditional trench coat worn with pre-war
riot armor. It has also a desert camouflage pattern, military helmet, gas mask, and a pair of khaki pants. The NCR
Rangers' insignia on the left flap. Also known as the Black armor. Ranger patrol armor is hand-manufactured in the
NCR

Environmental Armor
It was developed for use in heavily contaminated environments and is prized in the Wasteland for its ability to protect
against biological threats. Knights of the Brotherhood of Steel are sometimes dressed in environmental armor. This
protects them against radiation, chemical and bio warfare agents.

Caesar’s Legion Armor


The Legion crafts their suits of armor in the style of the Romans, with stylized Roman blades. The pieces of their armor
are a combination of American football gear and various pieces of equipment found in the wasteland, such as those
of vault jumpsuits, leather armor, combat armor and even power armor.

35
36
Heavy Armor
DAMAGE RESISTANCES LOCATIONS
ARMOR PIECE WEIGHT COST RARITY
PHYSICAL ENERGY RADIATION COVERED
AUTOMATON ARMOR
Automaton Helmet 2 1 0 Head 10 25 2
Automaton Chest Piece 2 2 0 Torso 30 75 2
Automaton Arm 2 1 0 Arms 12 20 2
Automaton Leg 2 1 0 Legs 12 20 3
Sturdy Automaton Chest Piece 4 3 0 Torso 45 150 3
Sturdy Automaton Arm 4 2 0 Arms 15 50 3
Sturdy Automaton Leg 4 2 0 Legs 15 50 3
Heavy Automaton Chest Piece 5 3 0 Torso 60 250 4
Heavy Automaton Arm 5 2 0 Arms 20 100 4
Heavy Automaton Leg 5 2 0 Legs 20 100 4
MARINE ARMOR
Tactical Marine Helmet 4 4 4 Head 14 270 4
Recon Helmet 4 4 4 Head 12 350 5
Marine Chest Piece 5 5 0 Torso 40 600 5
Marine Arm 5 5 0 Arms 18 280 5
Marine Leg 5 5 0 Legs 18 280 5
TESLA ARMOR
Tesla Helmet 3 8 1 Head 6 333 5
Tesla Chest Piece 3 8 1 Torso 16 999 5
Tesla Arm 3 8 1 Arms 6 222 5
Tesla Leg 3 8 1 Legs 6 222 5
PLATING SUPER MUTANT ARMOR
Plating Helmet 3 2 1 Head 20 50 2
Plating Chest Piece 3 2 1 Torso 60 100 2
Plating Leg 3 2 1 Arms 35 75 2
Plating Arm 3 2 1 Legs 35 75 2
Spiked Helmet 5 2 1 Head 30 175 4
Spiked Chest Piece 5 2 1 Torso 80 375 4
Spiked Leg 5 2 1 Arms 40 150 4
Spiked Arm 5 2 1 Legs 40 150 4

Automaton Armor
Personal armor made from the ruined shells of destroyed robots. Strong and sturdy, some of the connective ports
even still work and the internal power still works to run its machinery. Automaton armor can’t be upgraded with
normal armor mods, instead, for every two pieces of armor you wear from this set, you may install a single robot mod
into your armor. Additionally, each piece of Automaton armor can accept one material mod from the metal armor
material table (see CRB.) for mods applied to torso armor, double the weight and cost. All automaton armor material
mods are applied with the repair skill.

Marine Armor
An advanced model of combat armor designed for the United States Marine Corps, the Marine armor pulls no stops
when it comes to providing protection for the user, above even that of the heavy combat armor. Outclassed only by
power armor, every piece was designed to provide exceptional protection in nearly every battlefield scenario.
Tactical marine helmet - The tactical marine helmet includes integrated night vision googles allowing the wearer to
see in darkness. The visor also protects against bright light and flashes reducing any complications or difficulty
modifiers due to such effects by one step. The helmet also includes integrated earphones and transmitters allowing
for short distance communication, integrated gas mask to protect against radiation and chemical weapons and a
rebreather allowing the wearer to breathe under water for up to an hour. The rebreather refills after an hour spent
on land.
Recon helmet - The recon helmet has all the functions of tactical marine helmet but also has an integrated HUD
allowing you to replicate the effect of VATS. You may also reroll 1d20 of a single PER or AGI roll made each turn. Recon
helmets can’t have material upgrades.

Tesla Armor
Tesla armor is a series of armor utilizing Tesla technology. The armor provides protection against energy attacks by
dispersing a large percentage of directed energy through three Tesla attraction coil rods.

Plating Super Mutant Armor


It is crude heavy armor that uses straps of leather and metal bands to form a sparse but effective covering. It can
only be worn by super mutants. It has improved variant - with spikes and harder plates.

37
Power Armor
DAMAGE RESISTANCES HEALTH LOCATIONS
ARMOR PIECE WEIGHT COST RARITY
PHYSICAL ENERGY RADIATION POINTS COVERED
RAIDER JUNK POWER ARMOR
Power Armor Frame 1 1 0 0 All 2000 2500 4
Raider Junk Helmet 4 4 5 7 Head 50 150 2
Raider Junk Chest Piece 6 5 6 10 Torso 200 400 2
Raider Junk Arm 4 3 5 7 Arms 80 250 2
Raider Junk Leg 4 3 5 7 Legs 80 250 2
T-45 POWER ARMOR
Power Armor Frame 1 1 0 0 All 2000 2500 3
T-45 Helmet 6 5 7 8 Head 60 250 3
T-45 Chest Piece 8 7 7 14 Torso 150 500 3
T-45 Arm 4 4 7 8 Arms 100 300 3
T-45 Leg 4 4 7 8 Legs 100 300 3
T-51 POWER ARMOR
Power Armor Frame 1 1 0 0 All 2000 2500 4
T-51 Helmet 6 6 7 9 Head 80 300 3
T-51 Chest Piece 8 8 9 18 Torso 180 650 3
T-51 Arm 5 5 7 10 Arms 130 400 3
T-51 Leg 5 5 7 10 Legs 130 400 3
T-60 POWER ARMOR
Power Armor Frame 1 1 0 0 All 2000 2500 4
T-60 Helmet 7 7 7 10 Head 100 500 4
T-60 Chest Piece 9 8 9 21 Torso 320 1000 4
T-60 Arm 6 6 7 11 Arms 150 500 4
T-60 Leg 6 6 7 11 Legs 150 500 4
X-01 POWER ARMOR
Power Armor Frame 1 1 0 0 All 2000 2500 6
X-01 Helmet 8 8 8 12 Head 60 700 6
X-01 Chest Piece 10 10 10 30 Torso 140 1500 6
X-01 Arm 7 7 9 14 Arms 100 800 6
X-01 Leg 7 7 9 14 Legs 100 800 6

Robot Armor
DAMAGE RESISTANCES LOCATIONS CARRY
ARMOR PIECE COST PERK
PHYSICAL ENERGY RADIATION COVERED WEIGHT
Standard Plating 1 1 Immune All - 0
Mister Gutsy Plating 2 2 Immune All -10 0
Factory Armor 2 2 Immune Optics - 100
Factory Armor 2 2 Immune Main body - 200
Factory Armor 2 2 Immune Arms/ Legs - 100
Factory Armor 2 2 Immune Thruster/Jet - 100
Factory Armor 2 2 Immune Tracks - 100
Factory Storage Armor 2 2 Immune Main Body +20 250 Armorer 1
Primal Plate 3 1 Immune Optics -10 100
Primal Plate 3 1 Immune Main body -20 200
Primal Plate 3 1 Immune Arms/ Legs -10 100
Primal Plate 3 1 Immune Thruster/Jet -10 100
Primal Plate 3 1 Immune Tracks -10 100
Serrated Plate 3 1 Immune Optics -15 150 Armorer 1
Serrated Plate 3 1 Immune Main body -25 300 Armorer 1
Serrated Plate 3 1 Immune Arms/ Legs -15 150 Armorer 1
Serrated Plate 3 1 Immune Thruster/Jet -10 150 Armorer 1
Serrated Plate 3 1 Immune Tracks -10 150 Armorer 1
Noxious Plate 3 1 Immune Optics -10 150 Armorer 2
Noxious Plate 3 1 Immune Main body -20 300 Armorer 2
Noxious Plate 3 1 Immune Arms/ Legs -10 150 Armorer 2
Noxious Plate 3 1 Immune Thruster/Jet -10 150 Armorer 2
Noxious Plate 3 1 Immune Tracks -10 150 Armorer 2
Toxic Plate 3 1 Immune Optics -10 170 Armorer 3
Toxic Plate 3 1 Immune Main body -20 270 Armorer 3
Toxic Plate 3 1 Immune Arms/ Legs -10 170 Armorer 3
Toxic Plate 3 1 Immune Thruster/Jet -10 170 Armorer 3
Toxic Plate 3 1 Immune Tracks -10 170 Armorer 3
Actuated Frame 2 2 Immune Optics +10 150 None

38
Actuated Frame 2 2 Immune Main body +20 150 None
Actuated Frame 2 2 Immune Arms/ Legs +10 250 None
Actuated Frame 2 2 Immune Thruster/Jet +10 150 None
Actuated Frame 2 2 Immune Tracks +10 150 None
Voltaic Frame 3 3 Immune Optics +10 200 Armorer 2
Voltaic Frame 3 3 Immune Main body +20 400 Armorer 2
Voltaic Frame 3 3 Immune Arms/ Legs +10 200 Armorer 2
Voltaic Frame 3 3 Immune Thruster/Jet +10 200 Armorer 2
Voltaic Frame 3 3 Immune Tracks +10 200 Armorer 2
Hydraulic Frame 4 4 Immune Optics +5 300 Armorer 3
Hydraulic Frame 4 4 Immune Main body +10 600 Armorer 3
Hydraulic Frame 4 4 Immune Arms/ Legs +5 300 Armorer 3
Hydraulic Frame 4 4 Immune Thruster/Jet +5 300 Armorer 3
Hydraulic Frame 4 4 Immune Tracks +5 300 Armorer 3

39
40
Chapter Seven – Weapons, Armors and Robot Mods

The most important - I have changed the cost because there were gross variances.

Second thing – I simplified mods mechanics. Now each “type/group” of weapons have common mods pool. If
something is unique and dedicated to only particular weapon/armor, it is clearly emphasized.

Weapon Mods
Small and Big Guns

The following mods are available to the Small Guns, above. All Small Guns mods are installed with the Repair skill, but
you may only install a mod if you possess the listed perks (if any).

MOD PREFIX EFFECTS PERKS WEIGHT COST


Receiver
Advanced Advanced +3CD Damage, +1 Fire Rate Gun Nut 2 +1 90
-1 CD Damage, +2 Fire Rate, Gain Burst &
Automatic Auto Gun Nut 1 +0 65
Inaccurate
Automatic
Automatic +2 Fire Rate, Reduce Range by 1 step Gun Nut 3 +2 75
Piston
Round
Bigger Change damage to target round, change
indication Gun Nut 2 +1 50
Chamber (e.g., .243, .338)
ammo, add required effects and qualities
Calibrated Calibrated Gain Vicious None +0 55
Guide Rod Expert Gain Reliable & Accurate Gun Nut 2 +0 30
Hair Trigger Fast +1 Fire Rate Gun Nut 2 +0 50
Hardened Hardened +1 CD Damage None +0 50
Match Bolt Match +1 Fire Rate None -1 50
Napalm Inject Napalmer +1CD (Flamer Only) Gun Nut 3 +0 100
Powerful Powerful +2 CD Damage Gut Nut 1 +1 60
Round
Smaller Change damage to target round, change
indication Gun Nut 2 -1 40
Chamber (e.g., .22, .223)
ammo, add required effects and qualities
Springs Set Pro +1 Fire Rate Gun Nut 3 +0 10
Barrel
+1CD, +1 Fire Rate, Reduce Range by 1 step
Accelerated High-Speed Gun Nut 3 +5 450
(Miniguns Only)
Barrel Cover Shielded Re-roll one Complication Gun Nut 2 +1 55
Bull Barell Thick Gain Reliable Gun Nut 3 +1 100
Cold Hammer
Precise Gain Reliable, Increase Range by 1 step Gun Nut 3 +0 90
Forged
Finned Finned Gain Reliable Gun Nut 4 +0 60
Fluted Fluted Increase Range by 1 Gun Nut 4 +0 65
Long Barrel Long Increase Range by 1 step Gun Nut 1 +1 110
Ported Barrel Ported Increase Range by 1 step, +1 Fire Rate Gun Nut 4 +0 50
Sawed-Off Sawed Off Remove Two-Handed, Gain CQ None -1 25
Second Barrel Doubled +1 Fire Rate (Missile Launchers Only) Gun Nut 2 +16 470
Snubnose Short Gain Inaccurate & Concealed None +0 25
Stabilizer Stabile Remove Inaccurate Gun Nut 2 +2 200
Tri-Barrel High-Power +2CD, -3 Fire Rate (Miniguns Only) Gun Nut 3 +3 750
Vented Barrel Vented Increase Range by 1 step, Gain Reliable Gun Nut 4 +0 60
Magazine
Large High Capacity +1 Fire Rate Gun Nut 2 +0 20
Large Quick-
Quick HC +1 Fire Rate, Gain Reliable Gun Nut 2 +0 30
Eject
Quick-Eject Quick Gain Reliable Gun Nut 1 +0 25
Grip
Comfort Comfort Remove Unreliable None +0 20
Professional Pro Remove Inaccurate Gun Nut 1 +0 50
Sport Sport +1 Fire Rate None +0 30
Stock
Bipod Bipoded Remove Inaccurate None +1 50
Full Full Stock Gain Two-Handed, Remove Inaccurate Gun Nut 1 +3 120
Huge Tank Max Capacity +2 Fire Rate (Flamer Only) Gun Nut 1 +6 150
Improved
Large Tank +1 Fire Rate (Flamer Only) Gun Nut 1 +3 110
Capacity
Marksman’s Marksman’s Gain Two-Handed, Gain Accurate Gun Nut 3 +2 150

41
Recoil Gain Two-Handed, Remove Inaccurate, +1 Fire
Pro Gun Nut 2 +2 180
Compensating Rate
Tripod Tripoded Remove Inaccurate None +3 100
Sights
Ghost Ring Military Remove Inaccurate Gun Nut 1 +0 20
Laser Scope Recon Gain Recon Science! 2 +1 200
Laser Sight Laser Gain Accurate Science! 1 +0 40
Long Scope Scoped Gain Accurate, Increases Range by 2 steps Science! 1 +1 250
Night Vision Gain Accurate & Night Vision, Increases Range
Night Vision Science! 2 +3 800
Scope by 2 steps
Reflex Sight Tactical May re-roll hit location die None +1 150
Short Scope Scoped Gain Accurate, Increases Range by 1 step Science! 1 +1 150
Targeting When you Aim at a target, the target does not
Targeting Gun Nut 4 +1 490
Computer benefit from being in cover
Thermal
Thermal Scope Gain Accurate Science! 2 +0 700
Vision
Tritium Sight Sport Gain Accurate Gun Nut 1 +0 25
Muzzle
Bayonet Assault Melee weapon, deals 4CD Physical Damage None +1 20
Compensator Compensated Remove Inaccurate Gun Nut 1 +0 30
Compression
Compressed +1CD (Flamer Only) Gun Nut 4 +0 90
Nozzle
Electrification
Electrified Gain Vicious, Change damage type to Energy Science! 3 +1 400
Module
Ignition
Flaming Gain Persistent (Fire) (Junk Jet Only) Science! 3 +2 370
Module
Muzzle Brake Braked Remove Inaccurate, +1 Fire Rate Gun Nut 2 +1 35
Melee weapon, deals CD of Physical Damage
Shredder Shredding Gun Nut 4 +5 500
equal to Fire Rate (Miniguns Only)
Suppressor Suppressed Gain Suppressed Gun Nut 1 +1 100
Vaporization
Vaporizing +1CD, Gain Vicious (Flamer Only) Gun Nut 4 +0 120
Nozzle

Energy Weapons

The following mods are available to Energy Weapons, above. All Energy Weapons mods are installed with the
Science skill, but you may only install a mod if you possess the listed perks (if any).

MOD PREFIX EFFECTS PERKS WEIGHT COST


Capacitor
Beta Wave Tuner Incendiary Gain Persistent Science! 1 +0 220
Boosted
Boosted +1CD, -1 Fire Rate Science! 1 +0 100
Capacitor
Five-crank +3 CD, consumes 5 FC per attack
5 Crank Science! 3 +1 400
capacitor (Laser Musket Only)
Four-crank +2 CD, consumes 4 FC per attack
4 crank Science! 2 +1 260
capacitor (Laser Musket Only)
Photon Agitator Agitated +1CD, Gain Vicious Science! 2 +1 280
Photon Exciter Excited Gain Vicious Science! 2 +1 180
Three-crank +1 CD, consumes 3 FC per attack
3 Crank Science! 1 +1 130
capacitor (Laser Musket Only)
Barrel
Automatic Auto -1CD, Increase Range by 1, +1 Fire Rate Science! 2 +1 150
Allows to install a Muzzle mods, Increase
Bracketed Long Threaded Science! 2 +2 90
Range by 1 step
Bracketed Short Threaded Allows to install a Muzzle mods Science! 1 +2 40
+4CD, -3 Fire Rate, Increase Range by 1
Charging Barrels Charging Science! 3 +10 900
step
-2CD, +2 Fire Rate, Gain Burst & Inaccurate,
Flamer Thrower Science! 2 +1 300
Reduce Range by 1 step
Improved Improved +1CD Science! 1 +0 170
Long Long Increase Range by 1 step Science! 1 +2 80
Splitter Scattergun -1CD, Gain Spread & Inaccurate Science! 1 +1 75
High-
Tri-Barrel +2CD, +1 Fire Rate Science! 3 +3 850
Powered
Dish
+1CD, Increase Range by 1 step attack
Deep Dish Long Science! 3 +2 240
(Gamma Gun Only)

42
Electric Signal +3CD, change dmg type to Energy, Gain
Electrified Science! 3 +1 440
Carrier Antennae Radioactive (Gamma Gun Only)
+2 Fire Rate, Gain Burst, Remove Blast
Signal Repeater Auto Science! 3 + 340
(Gamma Gun Only)
Grip
Comfort Comfort Remove Unreliable None +0 20
Enlarged Enlarged Remove Inaccurate None +1 30
Stock
Full Full Stock Gain Two-Handed, Remove Inaccurate Gun Nut 1 +3 120
Marksman’s Marksman’s Gain Two-Handed, Gain Accurate Gun Nut 3 +2 150
Standard Shoulder Gain Two-Handed Gun Nut 1 +1 70
Sights
Reflex Sight Tactical May re-roll hit location die None +1 150
Short Scope Scoped Gain Accurate, Increases Range by 1 step Science 1 +1 150
Tritium Sight Sport Gain Accurate Gun Nut 1 +0 25
Muzzle
Beam Focuser Focused Increase Range by 1 step Science! 1 +0 200
-1CD, Gain Spread, -1 Fire Rate, Reduce
Beam Splitter Scattered Science! 1 +1 150
Range by 1 step
Concentrated
Concentrated Gain Piercing 2, Increase Range by 1 step Science! 3 +0 300
Beam
Gyro
Compensating Targeting +1 Fire Rate, Remove Inaccurate Science! 3 +1 250
Lens

Unarmed and Melee Weapons

Unlike ranged weapons, melee weapons can only accept a single mod at most. All below mods are installed with the
Repair skill.

MOD PREFIX EFFECTS PERKS WEIGHT COST


Blade
Curved Curved +1CD Blacksmith 1 +0 20
Electrified Electrified +1CD, change damage type to Energy Science 1 +0 50
Extended Extended +1CD, Gain Persistent Blacksmith 2 +1 70
+1CD, Gain Persistent (Fire)
Extra Flame Jets Searing Blacksmith 3 +1 140
(Shishkebab Only)
Serrated Serrated Gain Persistent Blacksmith 1 +0 40
Sharp Sharp +1CD, Gain Persistent None +0 5
Stealth Stealth +2CD on Sneak Attacks Blacksmith 2 +0 180
Handle
+2CD, Change damage type to Energy
Electrified Shock Science! 2 +1 75
Gain Stun
Extra Heavy Weighty +2CD None +7 40
+2CD, Change Damage type to Energy
Heating Coil Heated Science! 3 +2 180
(Super Sledge Only)
Heavy Heavy +1 CD damage None +2 10
+1CD, Change damage type to Energy,
Stun Pack Stunning Science! 1 +1 50
Gain Stun
Head
Barbed Barbed Gan Piercing 1 None +0 5
Bladed Bladed +1CD, Gain Persistent Blacksmith 2 +2 10
+1CD, On successful attack, spend 2 AP
to disarm opponent and knock away
Extra Claw Large Blacksmith 2 +2 60
his weapon
(Deathclaw Gauntlet Only)
Extra Piston Actuated +2CD damage (Power Fist Only) Science! 3 +4 90
+1CD, On successful attack, spend 2 AP
Hooked Hooked to disarm opponent and knock away Blacksmith 1 +0 5
his weapon
Lead lining Lead-lined +2CD damage (Gloves Only) Blacksmith 1 +2 7
Puncturing Puncturing +2 CD damage Blacksmith 1 +1 9
Spiked Spiked +1CD, Gain Piercing 1 None +1 7
Wrapped Wrapped +1CD damage Blacksmith 1 +1 5

43
Thrown, Explosives and Neuroballistic

These weapons can only accept a single mod at most. All below mods are installed with the Repair skill.

MOD PREFIX EFFECTS PERKS WEIGHT COST


Material
Aluminium alloy Lightweight Gain Reliable Blacksmith 2 -2 40
Composite Light +1 CD damage, Gain Reliable Blacksmith 1 -1 50
Double Charge Overcharged +2CD damage Gun Nut 2 +0 50
Laminated Sturdy Gain Reliable Blacksmith 1 +1 35

44
Armor Mods
Clothing and Outfits

Clothing and outfit, can be modified with a ballistic weave and additional special lining, taking only one of the mods
below. All below mods are installed with the Repair skill.

MOD EFFECT LOCATION PERKS SKILL WEIGHT COST


Ballistic Weave +2 Phys DR, +2 Energy DR All Armorer 1 Repair +0 100
Ballistic Weave Mk II +3 Phys DR, +3 Energy DR All Armorer 2 Repair +0 200
Ballistic Weave Mk III +4 Phys DR, +4 Energy DR All Armorer 2 Repair +0 300
Ballistic Weave Mk IV +5 Phys DR, +5 Energy DR All Armorer 3 Repair +0 400
Ballistic Weave Mk V +6 Phys DR, +6 Energy DR All Armorer 4 Repair +0 500
Insulated Lining +1 Energy DR All Armorer 1 Repair +0 110
Protective Lining +2 Energy DR, +2 Radiation DR All Armorer 3 Repair +1 440
Resistant Lining +2 Energy DR, +1 Radiation DR All Armorer 3 Repair +1 330
Shielded Lining +3 Energy DR, +3 Radiation DR All Armorer 4 Repair +2 550
Treaded Lining +1 Energy DR, +1 Radiation DR All Armorer 2 Repair +1 220

Ballistic polymer weave is an armor mod which improves the defensive abilities of some clothing items. A layer of this
tough artificial fabric can be used as a lining in a variety of garments, giving them a limited ability to resist impacts,
bullets, and energy blasts.

Standard Armors

Armor upgrades apply to all the types of armor listed above and are collected here to avoid repetition. All Armor
Upgrades are installed with the Repair skill.

DAMAGE RESISTANCES
UPGRADE MOD OTHER EFFECTS PERKS WEIGHT COST
PHYSICAL ENERGY RADIATION
All Locations
Laminated +1 +1 +0 None Armorer 1 +2 50
Microcarbon +3 +3 +0 None Armorer 1 +0 150
Resin +2 +2 +0 None Armorer 1 +1 100
Torso Only
Ignore Energy damage from
Asbestos Lining +0 +3 +0 Armorer 1 +4 50
Persistent effect
BioCommMesh +0 +0 +0 Chems last twice as long Science 2 +2 300
Dense +0 +0 +0 +4 to all DR vs Blast Armorer 3 +4 130
Padded +0 +0 +0 +2 to all DR vs Blast None +2 60
Stun effect requires 2+ Effects
Pneumatic +0 +0 +0 Armorer 3 +2 190
to be rolled to affect you
Arms Only
Unarmed attacks inflict +1CD
Brawling +0 +0 +0 Armorer 1 +1 180
damage
Braced +0 +0 +0 +2 to all DR vs Melee attacks Armorer 1 +1 210
When you Aim and make a
Stabilized +0 +0 +0 ranged attack, +1 DC to the Armorer 2 +1 220
attack’s damage
May spend up to 4 AP on bonus
Aerodynamic +0 +0 +0 Armorer 3 +0 400
damage for melee attacks
Melee and Unarmed attacks
Weighted +0 +0 +0 Armorer 1 +3 330
gain Piercing 1
Legs Only
+2 to Physical DR vs Falling
Cushioned +0 +0 +0 Armorer 1 +1 110
damage
Muffled +0 +0 +0 Re-roll 1d20 on Stealth tests Armorer 2 +0 200

45
Power Armor Mods

Each piece of Power Armor can accept three mods: an upgrade mod, one plating mod, and a system mod.
All bellow mods are installed with the Repair and Science Skill.

DAMAGE RESISTANCES
UPGRADE MOD HP LOCACTION PERKS WEIGHT COST
PHYSICAL ENERGY RADIATION
Raider Junk Power Armor
Raider II Helm +1 +0 +0 +3 Head Armorer 1 +2 50
Raider II Chest Piece +1 +0 +0 +4 Torso Armorer 1 +4 100
Raider II Arm +1 +0 +0 +3 Arms Armorer 1 +4 70
Raider II Leg +1 +0 +0 +3 Legs Armorer 1 +4 70
T-45 Power Armor
T-45b Helmet +0 +0 +0 +1 Head Armorer 1 +1 30
T-45b Chest Piece +0 +0 +0 +1 Torso Armorer 1 +5 70
T-45b Arm +1 +1 +0 +1 Arms Armorer 1 +2 70
T-45b Leg +1 +1 +0 +1 Legs Armorer 1 +2 70
T-45c Helmet +1 +1 +0 +2 Head Armorer 2 +2 60
T-45c Chest Piece +0 +0 +0 +4 Torso Armorer 2 +5 140
T-45c Arm +2 +2 +0 +2 Arms Armorer 2 +2 100
T-45c Leg +2 +2 +0 +2 Legs Armorer 2 +2 100
Armorer 2
T-45d Helmet +1 +1 +0 +3 Head +2 90
Science 1
Armorer 2
T-45d Chest Piece +1 +1 +0 +5 Torso +3 210
Science 1
Armorer 2
T-45d Arm +2 +3 +0 +3 Arms +2 150
Science 1
Armorer 2
T-45d Leg +2 +3 +0 +3 Legs +2 150
Science 1
Armorer 3
T-45e Helmet +1 +2 +0 +3 Head +2 120
Science 1
Armorer 3
T-45e Chest Piece +1 +1 +0 +7 Torso +5 280
Science 1
Armorer 3
T-45e Arm +3 +3 +0 +3 Arms +3 200
Science 1
Armorer 3
T-45e Leg +3 +3 +0 +3 Legs +3 200
Science 1
Armorer 3
T-45f Helmet +2 +2 +0 +4 Head +3 150
Science 2
Armorer 3
T-45f Chest Piece +1 +1 +0 +8 Torso +5 350
Science 2
Armorer 3
T-45f Arm +3 +4 +0 +4 Arms +4 250
Science 2
Armorer 3
T-45f Leg +3 +4 +0 +4 Legs +4 250
Science 2
T-51 Power Armor
T-51b Helmet +0 +0 +0 +1 Head Armorer 1 +1 40
T-51b Chest Piece +1 +0 +0 +1 Torso Armorer 1 +1 100
T-51b Arm +0 +0 +0 +1 Arms Armorer 1 +1 60
T-51b Leg +0 +0 +0 +1 Legs Armorer 1 +1 60
T-51c Helmet +0 +1 +0 +1 Head Armorer 2 +1 80
T-51c Chest Piece +1 +1 +0 +3 Torso Armorer 2 +2 200
T-51c Arm +1 +1 +0 +1 Arms Armorer 2 +2 130
T-51c Leg +1 +1 +0 +1 Legs Armorer 2 +2 130
Armorer 2
T-51d Helmet +1 +1 +0 +2 Head +2 120
Science 1
Armorer 2
T-51d Chest Piece +1 +1 +0 +4 Torso +3 300
Science 1
Armorer 2
T-51d Arm +1 +1 +0 +2 Arms +2 190
Science 1
Armorer 2
T-51d Leg +1 +1 +0 +2 Legs +2 190
Science 1
Armorer 3
T-51e Helmet +1 +1 +0 +3 Head +2 160
Science 1
Armorer 3
T-51e Chest Piece +2 +1 +0 +6 Torso +4 400
Science 1
Armorer 3
T-51e Arm +1 +2 +0 +3 Arms +3 260
Science 1

46
Armorer 3
T-51e Leg +1 +2 +0 +3 Legs +3 260
Science 1
+1 +2 +0 Head Armorer 3 +3
T-51f Helmet +3 200
Science 2
+0 Torso Armorer 3 +3
T-51f Chest Piece +2 +2 +7 450
Science 2
+0 Arms Armorer 3 +3
T-51f Arm +2 +2 +3 320
Science 2
+0 Legs Armorer 3 +3
T-51f Leg +2 +2 +3 320
Science 2
T-60 Power Armor
T-60b Helmet +1 +1 +0 +1 Head Armorer 1 +1 320
T-60b Chest Piece +0 +0 +0 +2 Torso Armorer 1 +1 370
T-60b Arm +1 +1 +0 +1 Arms Armorer 1 +1 350
T-60b Leg +1 +1 +0 +1 Legs Armorer 1 +1 350
Armorer 1
T-60c Helmet +1 +1 +0 +2 Head +3 640
Science 1
Armorer 1
T-60c Chest Piece +1 +0 +0 +3 Torso +3 740
Science 1
Armorer 1
T-60c Arm +1 +1 +0 +2 Arms +3 700
Science 1
Armorer 1
T-60c Leg +1 +1 +0 +2 Legs +3 700
Science 1
Armorer 2
T-60d Helmet +1 +2 +0 +2 Head +2 960
Science 1
Armorer 2
T-60d Chest Piece +1 +1 +0 +5 Torso +3 1110
Science 1
Armorer 2
T-60d Arm +1 +2 +0 +2 Arms +2 1050
Science 1
Armorer 2
T-60d Leg +1 +2 +0 +2 Legs +2 1050
Science 1
Armorer 3
T-60e Helmet +2 +2 +0 +3 Head +2 1280
Science 1
Armorer 3
T-60e Chest Piece +1 +1 +0 +7 Torso +4 1480
Science 1
Armorer 3
T-60e Arm +2 +2 +0 +3 Arms +3 1400
Science 1
Armorer 3
T-60e Leg +2 +2 +0 +3 Legs +3 1400
Science 1
Armorer 3
T-60f Helmet +2 +3 +0 +4 Head +3 1600
Science 2
Armorer 3
T-60f Chest Piece +2 +1 +0 +8 Torso +5 1850
Science 2
Armorer 3
T-60f Arm +2 +3 +0 +4 Arms +4 1750
Science 2
Armorer 3
T-60f Leg +2 +3 +0 +4 Legs +4 1750
Science 2
X-01 Power Armor
X-01 Mk II Helmet +0 +0 +0 +1 Head Armorer 1 +1 70
X-01 Mk II Chest Piece +0 +0 +0 +1 Torso Armorer 1 +1 150
X-01Mk II Arm +1 +1 +0 +0 Arms Armorer 1 +1 100
X-01 Mk II Leg +1 +1 +0 +0 Legs Armorer 1 +1 100
Armorer 1
X-01 Mk III Helmet +1 +0 +0 +1 Head +1 140
Science 1
Armorer 1
X-01 Mk III Chest Piece +0 +1 +0 +2 Torso +2 300
Science 1
Armorer 1
X-01Mk III Arm +1 +1 +0 +1 Arms +2 200
Science 1
Armorer 1
X-01 Mk III Leg +1 +1 +0 +1 Legs +2 200
Science 1
Armorer 2
X-01 Mk IV Helmet +1 +1 +0 +2 Head +2 210
Science 2
Armorer 2
X-01 Mk IV Chest Piece +1 +1 +0 +3 Torso +3 450
Science 2
Armorer 2
X-01Mk IV Arm +1 +1 +0 +2 Arms +2 300
Science 2
Armorer 2
X-01 Mk IV Leg +1 +1 +0 +2 Legs +2 300
Science 2

47
Armorer 3
X-01 Mk V Helmet +2 +1 +0 +2 Head +2 280
Science 3
Armorer 3
X-01 Mk V Chest Piece +1 +2 +0 +4 Torso +4 600
Science 3
Armorer 3
X-01Mk V Arm +2 +2 +0 +2 Arms +3 400
Science 3
Armorer 3
X-01 Mk V Leg +2 +2 +0 +2 Legs +3 400
Science 3
Armorer 4
X-01 Mk VI Helmet +2 +2 +0 +3 Head +3 350
Science 3
Armorer 4
X-01 Mk VI Chest Piece +2 +2 +0 +5 Torso +5 750
Science 3
Armorer 4
X-01Mk VI Arm +2 +3 +0 +4 Arms +4 500
Science 3
Armorer 4
X-01Mk VI Leg +2 +3 +0 +4 Legs +4 500
Science 3

PLATING MOD EFFECT LOCATION PERKS WEIGHT COST


+2 Energy DR
EMP Shielding All Science! 3 +2 300
(X-01 Power Armor Only)
Explosive Armorer 2
+2 to all DR vs Blast Any +1 160
Shielding Science! 1
Lead Plating +2 Radiation DR Any Armorer 1 +2 100
Photovoltaic +1 AP at the start of a scene if in direct Armorer 4
Any +1 600
Plating sunlight Science! 3
Armorer 3
Prism Shielding +3 Energy DR Any +5 800
Science! 3
Titanium Plating +1HP to Armor Piece Any Armorer 2 +4 100
Winterized Armorer 2
+1 Energy DR Any +1 200
Coating Science! 2

SYSTEM MOD EFFECT LOCATION PERKS WEIGHT COST


Blood Cleanser Re-roll addiction roll for addictive chems Torso Science 2 +1 500
Your Carry Weight is increased by +50
Calibrated Shocks Leg Science! 2 +1 240
lbs.
If you begin your turn and there is no AP
Core Assembly Torso Science 3 +2 300
in the group pool, add +1 AP
If your current HP is below ¼ of your
Emergency
max HP, add +1 to Defense and +3 to all Torso Science 3 +2 1000
Protocols
DR
When you land from a height, you inflict
Explosive Vent 4 DC dmg to all (also objects) within Leg Science! 3 +20 300
Close range
Your unarmed attacks inflict +2 CD
Hydraulic Bracers Arm Blacksmith 3 +4 200
damage
Internal Database Re-roll 1d20 on all INT tests Head Science 2 +1 250
When you move you may activate a
jetpack by spending 1 charge. Armorer 4
Jetpack Torso +10 1500
Allows you to move one additional zone Science! 3
or gain height for an impact landing
When you suffer any dmg, add +1 AP to
Kinetic Dynamo Torso Science 3 +2 700
the group pool
If your current HP is below ½ of your
Medic Pump Torso Science 3 +1 400
max HP, you immediately use a Stimpak
Motion-Assist
Increase STR of armor frame to 13 Torso Science 3 +20 800
Servos
You may spend up to 4 AP on bonus dmg
Optimized Bracers Arm Blacksmith 2 +3 230
for melee attacks
When you Sprint, you may spend +2AP
Overdrive Servos Leg Science! 3 +2 250
to move one additional Zone
Ignore radiation from irradiated food or
Rad Scrubber Head Science 2 +1 100
drink consumed while armor is using
When you suffer dmg from a melee or
unarmed attack, you inflict Physical
Reactive Plates Arms Armorer 4 +10 900
dmg back to the attacker equal to half
dmg total rolled

48
Your unarmed attacks gain a Persistent
Rusty Knuckles Arm Blacksmith 1 +2 100
effect
Sensor Array Re-roll 1d20 on all PER tests Head Science 3 +1 200
You may activate a Stealth Boy by
Stealth Boy Torso Science! 3 +0 300
spending 1 charge
When take Aim action, you may take a
Targeting HUD Head Science 3 +1 400
second minor action for 0 AP
Your unarmed attacks inflict +2 CD Blacksmith 3
Tesla Bracers Arm +2 500
damage and change dmg type to Energy Science! 3
Whenever an enemy makes a melee
Tesla Coils attack against you, they suffer 4 DC Torso Science! 3 +2 800
Energy damage
Enemies who attack you with a melee or
Welded Rebar unarmed attack and suffer complication
Torso Armorer 1 +8 250
suffer 2 DC damage
(Raider Power Armor Only)

Robot Mods
Each robot may install up to three of these mods. Mods may be removed to make room for different
modules. Perks listed are those required to successfully install a module, which also requires an INT + Science skill
test with a difficulty of 2 and an hour’s work.

MOD EFFECTS PERKS WEIGHT COST


Behavioral
Reduce the Diff of Speech tests by 1 (to min 0) Robotics Expert 1 +0 300
Analysis
Diagnosis
Reduce the Diff of Medicine tests by 1 (to min 0) Robotics Expert 1 +0 200
Module
Reduce the Diff of Science tests to hack into
Hacking Module Robotics Expert 1 +0 250
computers by 1 (to min 0)
Hazard Reduce the Diff of Survival tests to detect and disable
Robotics Expert 1 +0 250
Detection traps and similar by 1 (to min 0)
Turn 2 dirty waters into 1 purified in 10 min. Each use
Integral Boiler Robotics Expert 1 +10 150
consumes 1 fusion cell
Lockpick Reduce the Diff of Lockpick tests by 1 (to min 0).
Robotics Expert 1 +1 230
Module Doesn’t need bobby pin or other lockpicking tools
Can turn on or off at the start of a turn. While on, all
Radiation Coils living creatures within Reach suffer 3 DC Radiation Robotics Expert 1 +10 500
damage at the end of the robot’s turn
Reduce Diff of tests to detect hidden opponents by 1
Recon Sensors (min. 0). Enemies visible to you who attempt to hide Robotics Expert 1 +5 320
add +1 to the Diff of their Sneak tests
Regeneration Outside of combat, allies regain 2 HP per hour. It Robotics Expert 2
+5 900
Field consumes 3 fusion cells per hour Science 2
Allies within Close range receive +2 Physical
Resistance Field Robotics Expert 2 +2 750
damage resistance
Re-roll 1d20 on all PER tests. May attempt PER
Robotics Expert 2
Sensor Array tests to detect things which cannot normally be +15 300
Science 1
detected by the naked eye, such as radiation
Allies within Close range may re-roll 1d20 on
Stealth Field Robotics Expert 1 +2 550
Stealth tests
Can turn on or off at the start of a turn. While
on, all enemies within Reach suffer 4 DC Robotics Expert 2
Tesla Coils +25 1000
Piercing 1, Stun Energy damage at the end of Science 3
the robot’s turn

49
50
Chapter Eight – Consumables

Mostly, I have changed the cost because there were gross variances. Also, I added a few products, well known in
Fallout Universe. If any “product” is not described below, that means it is described in official Core Rulebook.

Food
ITEM HP HEALED OTHER EFFECTS IRRADIATED WEIGHT COST RARITY
RAW (EGGS AND MEAT)
Angler Meat 3 None 1CD 1 1 1
Ant Egg 1 None 1CD <1 1 2
Ant Meat 2 None 1CD 1 1 1
Bighorner Meat 3 None 1CD 1 2 1
Bloatfly Meat 2 Gain +1 Radiation DR for 1 hour 1CD 1 1 1
Bloodbug Meat 3 None 1CD 1 1 1
Bloodworm Meat 1 None 1CD 1 1 2
Brahmin Meat 3 None 1CD 1 3 0
Cat Meat 2 None No 1 2 2
Cave Cricket Meat 1 None 1CD 1 1 2
Cazador Egg 3 None 2CD 1 100 4
Coyote Meat 3 None 1CD 1 1 1
Deathclaw Egg 7 None 1CD 1 150 3
Deathclaw Meat 9 None 2CD 1 100 3
Dog Meat 3 None No 1 2 1
Fox Meat 3 None No 1 3 2
Frog Leg 1 None 1CD 1 1 1
Gatorclaw Meat 9 None 2CD 1 10 2
Gecko Meat 3 None 1CD 1 1 1
Ghoul Meat 3 None 3CD 1 1 1
Ghoulrilla Meat 4 None 1CD 1 2 2
Giant Rat Meat 3 None 1CD 1 1 1
Human Flesh 3 None No 1 3 1
Iguana Bits 4 None 1CD 1 1 0
Lakelurk Egg 3 None 1CD <1 5 2
Lakelurk Meat 3 None 1CD 1 10 2
Mantis Egg 2 None 1CD <1 1 1
Mantis Bits 2 None 1CD 1 1 1
Mega Sloth Meat 5 None 1CD 1 14 2
Mirelurk Egg 3 None 1CD 1 25 2
Mirelurk Meat 6 None 1CD 1 4 1
Mole Rat Meat 5 None 1CD 1 1 1
Mothman Egg 3 None 1CD 1 30 2
Mongrel Meat 4 None 1CD 1 1 1
Mutant Hound None 1
5 1CD 1 1
Meat
Nightstalker Tail 3 None 1CD 1 15 2
Nukalurk Meat 4 None 2CD 1 5 4
Queen Mirelurk Re-roll 1d20 on all END tests 4
10 2CD 1 110
Meat for 1h
Radroach Meat 4 None 1CD 1 1 0
Radscorpion Egg 6 None 1CD <1 10 2
Radscorpion Meat 9 None 2CD 1 10 2
Radstag Meat 8 None 1CD 1 2 1
Radstork Egg 3 None 1CD <1 1 2
Radstork Meat 3 None 1CD 1 3 2
Radtoad Bits 2 None 1CD 1 1 1
Raw Wolf Meat 3 None 1CD 1 1 2
Scorchbeast Meat 4 None 1CD 1 5 2
Scorchbeast Queen
10 +2 Energy DR for 24h 2CD 1 90 5
Meat
Softshell Mirelurk
6 None 1CD 1 22 4
Meat
Squirell Bits 4 None 1CD 1 1 1
Stingwing Meat 2 None 1CD 1 1 1
Viper Bits 4 None 1CD 1 4 2
Yao Guai Meat 9 None 1CD 1 5 3

51
ITEM HP HEALED OTHER EFFECTS IRRADIATED WEIGHT COST RARITY
FRUITS, VEGETABLES, MUSHROOMS, CEREALS
Barrel Cactus Fruit 4 None 1CD <1 1 2
Blight 2 None 1CD <1 1 1
Brain Fungus 2 None 1CD <1 1 1
Broc Flower 1 None 1CD <1 4 2
Cabbage 3 None 1CD 1 1 1
Carrot 3 None 1CD <1 1 1
Cave Fungus 2 Heals 1 Rad damage 1CD <1 1 1
Corn 3 None 1CD <1 1 1
Cranberries 3 None 1CD <1 1 1
Daturana 1 +2 Poison damage for 24h 1CD <1 2 2
Firecap 2 None 1CD <1 2 1
Firecracker Berry 2 None 1CD <1 2 2
Ginseng Root 2 +1 Poison DR for 24h 1CD <1 1 2
Glowing Fungus 2 None 2CD <1 2 2
Gourd 3 None 1CD 1 1 1
Gut Shroom 2 None 1CD <1 1 2
Megasloth mushroom 2 None 1CD <1 2 2
Melon 4 None 1CD 1 1 2
Mutfruit 3 None 1CD <1 1 1
Razorgrain 3 None 1CD <1 1 0
Silt Bean 2 None 1CD <1 1 0
Tarberry 2 None 1CD <1 1 0
Tato 3 None 1CD <1 1 1
Wild Punga Fruit 3 None 1CD <1 2 3
Xander Root 1 Heals 1 Rad damage 1CD <1 3 3
MEALS
Baked Bloatfly 6 +2 Radiation DR for 24H No <1 2 2
BlamCo Mac&Cheese 4 None 1CD <1 2 1
Bloodbug Steak 10 +3 Max HP for 24h No <1 3 2
Bighorner Steak 7 +2 Max HP for 24h No 1 4 2
Brahmins Burger 9 None No 1 5 2
Cajun Rice & Beans 4 None No 1 2 1
Canned Dog Food 3 None 1CD 1 1 1
Cooked Softshell Meat 9 Gain +1 AP No 1 10 4
Coyote Steak 6 None No 1 2 2
Cram 5 None 1CD 1 1 1
Crispy Cave Cricket 4 None No <1 1 1
Crispy Squirrel Bits 6 None No <1 3 1
Deathclaw Omelette 11 1HP regeneration in each Turn for 1h No 1 30 5
Deathclaw Steak 14 Re-roll 1d20 on all STR test for 1h No 1 25 4
Food Paste 7 Re-roll 1d20 on all END tests for 1h No <1 1 1
Gecko Steak 8 +1 Radiation DR for 24h No <1 4 2
Grilled Mantis 3 None No <1 1 1
Grilled Radroach 5 None No <1 1 1
Grilled Radstag 11 Carry Weight increases by +25 for 1h No 1 5 1
Iguana on a Stick 6 None No 1 1 1
Iguana Soup 10 None No 1 3 2
InstaMash 4 None 1CD <1 1 2
Institute Food Packet 5 Remove 1 Fatigue, Heals 1HP No 1 20 4
Mantis Egg Omelette 4 +2 Initiative for 1h No 1 10 3
Meat Jerky None No 1 2 1
Mirelurk Egg Omelette 7 Gain +2 AP No <1 5 3
Mirelurk Queen Steak 14 Reduce the Diff of all END tests by 1 for 24h 1CD 1 30 5
Mole Rat Chunks 7 Increases by +1 a party AP pool for 1h No 1 2 1
MRE 10 Remove 1 Fatigue No <1 15 3
Mutant Hound Chops 8 Heals 2 Radiation damage No <1 10 2
Mutt Chops 6 None No <1 3 2
Noodle Cup 6 None 1CD <1 2 1
Perfectly Preserved Pie 5 None No 1 5 1
Pork ’n’ Beans 4 None 1CD 1 1 1
Potato Crisps 3 None 1CD <1 1 1
Potted Meat 6 None 2CD 1 1 1
Radscorpion Egg Omelette 9 Cure all addictions 4CD 1 50 3
Radscorpion Steak 12 +2 Energy DR for 1h 2CD 1 20 3
Radstag Stew 12 +3 Energy DR for 1h No 1 30 2
Radstork Omelette 7 +1 Max HP, +1 Initiative for 1hour No 1 4 2
Razorgrain Bread 6 None No 1 1 1

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Ribeye Steak 10 None No 1 10 2
Roast Mega Sloth 8 None No 1 5 2
Roasted Mirelurk Meat 8 Gain +1 AP No 1 15 3
Salisbury Steak 5 None 1CD 1 4 1
Squirell on a Stick 7 None No 1 2 1
Squirell Stew 10 None No 1 3 1
Stingwing Filet 11 Re-roll 1d20 on all PER tests for 1h No <1 16 1
Tato Fries 5 +1 max HP for 1h No 1 1 1
Vegetable Soup 7 +2 Radiation DR for 1h No 1 15 1
Viper on a Stick 7 +2 Poison DR for 24h No 1 4 2
Wolf Ribs 6 None No 1 5 2
Yao Guai Ribs 13 +2 Physical DR for 1h No 1 25 3
Yao Guai Roast 14 +2 CD to melee attacks for 1h No 1 20 3
Yum-Yum Deviled Eggs 4 None 1CD 1 4 1
SNACKS
Bubblegum 1 None 1CD <1 1 1
Cheezy Poofs 2 None 1CD <1 3 1
Cotton Candy Bites 2 None 1CD <1 4 1
Dandy Boy Apples 3 None 1CD <1 3 1
Fancy Lads Snack None 1
3 1CD <1 4
Cakes
Funnel Cake 2 None 1CD <1 2 2
Gum Drops 3 None 1CD <1 5 1
Mirelurk Cake 12 Can breathe underwater for 1h No <1 30 3
Sugar Bombs 4 Gain +1 AP 1CD <1 5 1
Sweet Roll 5 None 1CD <1 3 2

Beverages
All beverages under LIQUOR label, listed in this section, are Alcoholic. All alcoholic drinks have the same effect:
Last 1 hour and you may re-roll 1d20 on STR and CHA tests, but increase the difficulty of INT tests by +1

ITEM HP HEALED OTHER EFFECTS IRRADIATED WEIGHT COST RARITY


LIQUOR
Re-roll 2d20 on one next STR
Applejack 0 No 1 2 2
test
Beer 0 None No 1 1 0
Re-roll 2d20 on Intimidate tests
Booze 0 No 2 3 0
for 1h
Bourbon 0 Re-roll 1d20 on END test for 1h No 2 7 2
Reduces Diff of STR tests by 1
Dirty Wastelander 0 No 2 3 1
for 1h
Gin 0 +1 Poison DR for 1h No 2 6 2
Moonshine 0 +2 max HP for 1h No 2 5 1
Roentgen Rum 0 Heals 3HP (Ghouls only) 3CD 1 15 3
Rot Gut 0 +1 Poison DR for 1h 1CD 1 2 1
Rum 0 Re-roll 1d20 on AGI test for 1h No 2 7 2
Tequila 0 Re-roll 2d20 on END tests for 1h No 2 10 3
Re-roll 1d20 on Intimidate tests
Vodka 0 No 1 5 3
for 1h
Whiskey 0 Re-roll 2d20 on STR tests for 1h No 2 12 3
Wine 0 Gain +1 AP No 2 8 3
NATURAL
Brahmin Milk 1 Heals 2 Radiation Damage No <1 3 0
Coffee 0 Gain +1 AP No <1 5 3
Dirty Water 2 None 1CD 1 1 0
Irradiated Water 2 Heals 1HP (Ghouls only) 3CD 1 1 1
Lemonade 4 None No 1 4 3
Re-roll 1d20 on all END tests for 2
Melon Juice 3 1CD 1 6
1h
Re-roll 1d20 on all AGI tests for 2
Mutfruit Juice 3 1CD 1 7
1h
Purified Water 3 None No 1 3 1
Tarberry Juice 3 Gain +1 AP No 1 5 3
Increases by +1 a party AP pool 1
Tato Puree 3 1CD 1 2
for 1h
Tea 0 +1 Poison DR for 1h No <1 6 2
MEDICAL

53
Blood Pack 3 Heals 1HP No 1 10 2
Glowing Blood Pack 4 +5 Radiation DR No 1 15 3
Irradiated Blood 3 Heals 2HP (Ghouls only) 2CD 1 11 2
Refreshing Heals 10 Rad dmg, cures all 5
11 No <1 110
Beverage addictions
COMPLEX
Atomic Cocktail 0 +2 Energy DR 1CD <1 20 5
Nuka-Cherry 3 Gain +2 AP 1CD 1 20 3
Nuka-Cola 2 Gain +1 AP 1CD 1 5 2
Nuka-Cola Gain +3 AP, heals 5 Radiation 3
5 1CD 1 40
Cranberry damage
Re-roll 1d20 on ST and EN tests 4
Nuka-Cola Dark 0 1CD 1 9
for 1h
Gain +3 AP, +2 Radiation DR for 4
Nuka-Cola Orange 4 1CD 1 11
1h
Nuka-Cola Quantum 10 Gain +4 AP 3CD 1 50 5
Nuka-Cola Quartz 8 Gain +5 AP 4CD 1 50 5
Nuka-Cola Victory 6 Gain +2 AP 2CD 1 15 4
Nuka-Cola Wild 2 Gain +2 AP 1CD 1 17 3
Gain +2AP, heals 4 Radiation 3
Nuka-Grape 7 1CD 1 27
damage

Chems
Instant – they have an effect as soon as they’re taken, and then the effect ends.
Brief – they last till the end of your current turn, or the end of the recipient’s next turn.
Lasting – the effect lasts for 1 hour.
Addictive - Many chems are addictive. When you take an addictive chem, roll a number of DC equal to the number of
doses you’ve taken so far. If you roll a number of Effects that equals or exceeds that chems addiction number (noted
after “Yes” in the “Addictive” column), you have become addicted to that chem. Each chem lists the addiction effects
in their descriptions, below. Addiction can be treated – it is a disease with Duration 4.
ITEM DURATION EFFECTS ADDICTIVE WEIGHT COST RARITY
MEDS
Addictol Instant Cures all addictions No <1 125 4
Ant Nectar Lasting Re-roll 1d20 on STR tests Yes (3) <1 10 3
Antibiotics Instant Decreases disease duration by 1 No <1 75 3
Antidote Instant Remove Persistent (Poison) No <1 15 2
Remove Persistent (Poison), +1 Poison 3
Antivenom Instant No <1 25
DR for 1h
Re-roll 1d20 on PER and AGI tests, 4
Calmex Lasting Yes (1) <1 45
+2CD to Sneak attack damage
Cures all addictions, 5
Fixer Instant No <1 50
+1 Diff to PER tests for 24h
Healing Salve Instant Heals 2HP No <1 20 2
Hydra Instant Heal 1 Injury Yes (3) <1 55 3
Jet Patch Instant Remove Jet addiction No <1 100 4
Med-X Lasting +3 Physical DR Yes (2) <1 50 2
Cures all diseases, addictions and
Panacea Instant No <1 1000 6
removes all radiation
Rad Shield Lasting +9 Radiation DR No <1 80 5
Rad-X Lasting +6 Radiation DR No <1 40 2
+1 to all SPECIAL Attributes for 24h
Rad-Xtra Instant No <1 500 6
Ghoulification
RadAway Instant Heals 4 Radiation damage No <1 50 2
Skeeto Spit Lasting +2 Max HP No <1 40 2
Stimpak Instant Heals 4 HP No <1 50 2
Super Stimpak Instant Heals 8 HP No <1 100 4
Ultra Stimpak Instant Heals 12 HP No <1 180 5
X-111
Instant Heals 8 Radiation damage No <1 40 5
Compound
DRUGS
After-Burner Decrease Diff of STR and PER test by
Lasting Yes (1) <1 35 2
Gum 1
Berry Mentats Lasting Reduce Diff of INT tests by 2 (to min 0) Yes (2) <1 30 3
Reduces Diff of STR and END tests by
Buffjet Brief Yes (1) <1 75 4
1, +2 max HP; Gain +3 AP
Coyote tobacco Reduce Diff of all PER and AGI tests by
Brief Yes (3) <1 5 2
Chew 1

54
Reduce Diff of PER and INT tests by 1
Daddy-O Lasting Yes (1) <1 50 2
+1 Diff to CHA tests
Reduce Diff of CHA and LCK tests by 1
Day Tripper Lasting Yes (1) <1 40 3
+1 diff to STR tests
Reduce Diff of CHA test by 2
Grape Mentats Lasting Yes (2) <1 60 3
Re-roll 1d20 on Barter tests
Jet Brief Extra actions cost 1 less AP Yes (1) <1 50 1
Jet Fuel Instant Gain 1AP Yes (1) <1 60 3
Auto success on CHA tests, +2 Diff for
Joy Lasting Yes (1) <1 100 3
INT tests
Mentats Lasting Re-roll 1d20 on PER and INT tests Yes (3) <1 40 2
Orange Reduce Diff of PER test by 2
Lasting Yes (2) <1 60 3
Mentats Aim action lets you re-roll on 1d20
+1 AP and group AP pool can hold 1 AP
Rocket Brief Yes (1) <1 30 4
more
Rebound Instant Gain 1 AP Yes (2) <1 99 4
Smooch Lasting Reduce Diff of CHA and LCK tests by 1 Yes (3) <1 20 3
Turbo Brief All extra actions cost 0 AP Yes (1) <1 150 5
Ultra Jet Brief Gain 4 AP, Extra actions cost 1 less AP Yes (1) <1 200 3
Reduce Diff of all STR and END tests
Venom Brief by 2 (to min 0) and add +1d20 to these Yes (1) <1 130 4
tests
Voodoo Lasting Next Luck Point using is free Yes (1) <1 80 4
STIMULANTS
Re-roll 1d20 on STR and END tests,
Buffout Lasting Yes (2) <1 45 2
+3 max HP
Reduce Diff of STR, PER and END test
Bufftats Lasting by 1 Yes (1) <1 75 4
+4 max HP
Ignore Poor Lighting/Darkness
Cateye Lasting No <1 20 3
conditions
Re-roll 1d20 on AGI tests, +1 Energy
Fire Ant Nectar Lasting No <1 15 4
DR
+3 Physical DR, +3 CD to Melee dmg
Fury Lasting Yes (1) <1 65 4
+2 Diff to all PER tests
+3CD dmg to all attacks
Overdrive Lasting Yes (1) <1 75 3
Re-roll up to 3CD per damage roll
+3CD dmg to all attacks
Psycho Lasting Yes (1) <1 50 2
+3 Physcial DR
+2CD dmg to all attacks
Psycho Jet Brief Yes (1) <1 170 4
+4 Physcial DR, Gain 2AP
+2CD dmg to all attacks, +4 Max HP
Psychobuff Lasting Reduce Diff of all STR and END tests Yes (1) <1 150 5
by 1
+2CD dmg to all attacks, +2 Physcial
Psychotats Lasting DR Yes (1) <1 140 4
Reduce Diff of PER tests by 1
+2CD dmg to all attacts, +3 Physical
Slasher Lasting Yes (2) <1 110 4
DR
Steady Brief When you Aim, you may re-roll 2d20 Yes (1) <1 50 3
X-Cell Lasting First d20 bought for AP is free Yes (2) <1 60 4
OTHER
Robot Repair Kit Instant Heals 4 HP to a Robot or Power Armor No 1 50 2
Gain Invisibility for 3 Turns, which
Stealth Boy Brief means +3 Diff of all tests to spot you No 1 100 4
and increase your Defense by +2
Stimpak
Instant Heals 4HP to all within Reach No 1 200 5
Diffuser

After-Burner Gum
Found around the Midwest, also known as cocaine gum. It stimulates the central nervous system, giving a short-lived
endorphin kick. After-Burner Addiction: A failed addiction roll renders you addicted to After-Burner. You increase the
difficulty of all INT and PER tests by +1 whenever you are not under the effects of After-Burner Gum.

Ant Nectar
Harvested from giant ants, it temporarily enhances your body while inhibiting your mind. Ant Nectar Addiction: A
failed addiction roll renders you addicted to Ant Nectar. You increase the difficulty of all STR tests by +1 whenever
you are not under the effects of Ant Nectar.

55
Antivenom
A common sight in the wasteland, antivenom is a mix of medicinal herbs in a small bottle used to counteract various
poisons and toxins.

Cateye
A light-purple pill that temporarily adapts your eyes to filter light more efficiently granting you natural night-vision.

Coyote Tobacco Chew


Raw leaves from the Coyote tobacco plant found in the Mojave Desert, commonly used to help stay awake and
sharpen senses. Tobacco addiction: Increase difficulty and complication range of CHA and END checks by 1 while not
under the influence of tobacco. Any complications on END checks rolled while addicted to tobacco deal 1CD Poison
damage.

Fire Ant Nectar


Special nectar secreted by a giant fire ant. Unlike the standard ant nectar, it’s non-addictive and grants you greatly
enhanced speed, along with a greater awareness to fire, although it has a minor numbing effect on your brain.

Fixer
One of lesser-known pharmaceuticals, it’s a patch that rids you of all addictions, however it leaves you nauseous and
clouds your eyesight for a while after.

Hydra
Developed from antivenom by the Caesars Legion as an alternative medicine. It instantly brings a broken limb to life,
although it may leave you weaker if overused. Hydra Addiction: A failed addiction roll renders you addicted to Hydra.
You increase the difficulty of all END tests by +1 whenever you are not under the effects of Hydra.

Jet Patch
A post-war herbal poultice created to counteract the effects of jet. Said to have been invented by a Californian tribal.

Joy
A psychedelic pill that makes you view the world as a joyous wonderland, although it releases frontal lobe dampeners,
giving users amnesia. Joy Addiction: A failed addiction roll renders you addicted to Joy. You increase the difficulty of
all INT and CHA tests by +1 whenever you are not under the effects of Joy.

Panacea
A legendary “Cure-All” medicine in the form of a red pill. It’s said there’s only few in the whole world.

Rad-Xtra
An incredibly rare experimental drug, made of an unknown concoction involving radiation. The high is “So worth it”
and lasts a full 24 hours. During the resulting hangover, if you’re a human, you’ll become a ghoul, permanently. This
grants you the Necrotic post-human trait. This effect is irreversible.

Rad Shield
A UV bag filled with a green fluid developed by Ella Ames, utilizing a strangler hearts bloom to enhance its radiation-
counteracting abilities.

Rebound
Multiple pharmaceuticals tied to a flask with a hypodermic needle. It gives whoever uses it a boost in speed and
reaction time. Rebound Addiction: A failed addiction roll renders you addicted to Jet. You increase the difficulty of all
AGI tests by +1 whenever you are not under the effects of a type of Jet (Jet, Rebound, Rocket, or Jet Fuel; Ultra Jet
has a different addiction effect).

Rocket
A variant of Jet that gives you a burst of extra stamina. Rocket Addiction: A failed addiction roll renders you addicted
to Jet. You increase the difficulty of all AGI tests by +1 whenever you are not under the effects of a type of Jet (Jet,
Rebound, Rocket, or Jet Fuel; Ultra Jet has a different addiction effect).

Slasher
Psycho and Med-X mixed via several tubes, which strengthens the body immensely. Slasher Addiction: A failed
addiction roll renders you addicted to Psycho. You increase the difficulty of all STR tests by +1 and suffer +1 CD
damage from all physical attacks whenever you are not under the effects of a type of Psycho (ordinary Psycho,
Slasher, Psycho Jet, Psychobuff, or Psychotats).

Smooch
This is a greasy, green goo. Wrapped in thin paper and smoked, baked into bread and eaten, or simply eaten raw. The
taste is horrid. Smooch combines an extreme mellowness, beyond the point of apathy, with intense ecstasy. Smooch
is notable because it has exactly the same effect on ghouls as on normal humans. Smooch Addiction: A failed

56
addiction roll renders you addicted to Smooch. You increase the difficulty of all INT and CHA tests by +1 whenever
you are not under the effects of Smooch.

Steady
Several chemicals mixed inside a standard bottle, with a tube extending out the neck. It’s often huffed by
sharpshooters for its ability to grant hyper-focus. Steady Addiction: A failed addiction roll renders you addicted to
Steady. You increase the difficulty of all AGI and STR tests by +1 whenever you are not under the effects of Steady.

Turbo
Turbo appears as an inhaler of Jet hastily duct-taped to a can of HairStylez brand hairspray. The effect of Turbo is a
brief slowdown of the surroundings, including everything from enemies’ movements to projectile speeds. Turbo
Addiction: A failed addiction roll renders you addicted to Turbo. You increase the difficulty of all Attributes tests by
+1 whenever you are not under the effects of Turbo.

Ultra Stimpak
A standard Super Stimpak mixed with several healthy chemicals and herbs, granting vitality like never before. Use:
An Ultra Stimpak can be used in one of two ways: it can be applied using the Take Chem minor action, healing 12 HP
or treating up to three Injuries.

Venom
A pre-war black-market drug that, when placed on the body as a patch, grants intense levels of testosterone for a
short time. It’s still created, albeit rarely, by mixing concentrated Psycho with radioactive material. Venom Addiction:
A failed addiction roll renders you addicted to Venom. You increase the difficulty of all STR and END tests by +1 and
suffer +2 CD damage from all physical attacks whenever you are not under the effects of Venom.

Voodoo
A concoction made of several animal parts that has gone through a ritual from the tribe of brahmin woods. When
drank, it seems to give you fortune. Voodoo Addiction: A failed addiction roll renders you addicted to Voodoo. You
increase the difficulty of all CHA, INT and LCK tests by 1 while not under the effects of Voodoo.

X-111 Compound
Created by Scribe Neriah on the Prydwen with the help of a vault dweller. It largely enhances the body's resistance to
radiation.

57
58
Chapter Nine – Everything Else

I added here a lot of new tools, materials, and other helpful stuff.

Tools and Utility


ITEM EFFECTS WEIGHT COST RARITY
Provides the tools and space needed to modify armor and melee
Armor workbench 100 300 3
weapons
Backpack (Large) Wearer adds +10xSTR to maximum Carry weight 2 30 2
Backpack (Small) Wearer adds +5xSTR to maximum Carry weight 1 15 1
Beartrap Deals 4CD Phys Vicious damage, debilitating 4 20 1
Binoculars Reduce diff of PER tests check at long and extreme Range by 1 1 80 4
Reduces difficulty of Lockpick tests by 1 (minimum 1),
Bobby Pin Box <1 1 1
One bobby pin breaks per complication rolled. Contains 5 pcs.
Caltrop Deals 3CD Phys Piercing damage 1 30 2
Car jack Allows lifting things (up to 1000 lbs) 5 40 3
Contains tools used for mixing chemicals to create chems, explosives,
Chemistry station 50 250 4
and other special things.
Cigarettes Re-roll 1d20 on Lockpick test <1 4 2
Provides temperature and the tools used for cooking food and
Cooking station 70 150 2
beverages (requires fire)
Reduce the difficulty of Repair tests by 1
Deluxe Toolkit May attempt Repair tests which normally require a workbench or 10 150 3
similar at +1 difficulty
Detonator Detonates all explosives by user within a mile radius <1 50 4
Doctor’s Bag Reduce the difficulty of Medicine tests by 1 (minimum 0) 6 200 3
Duct Tape Re-roll 1d20 on Repair test <1 2 1
Electronic Reduces difficulty of Lockpick tests by 2 (minimum 0),
1 375 4
Lockpicker Ignores first complication rolled,
First Aid Kit Heal +2 HP upon succeeding at the First Aid action 4 200 2
Fishing net Allows gathering things <1 20 1
Generates bright light in a single zone
Flashlight 1 50 2
Requires Microfusion Cell
Can be used as flamer fuel yielding 10 shots and allows vehicle or
Fuel 2 30 3
generator to run for 1 hour
Allows a PER + Survival test, difficulty 1, to determine if there is
Geiger Counter 8 325 3
radiation present in an area, and how much
Gunsmith Contains tools for working with firearms of various kinds and
100 300 3
workbench ammunition reloading.
Holotags Identifies the fallen <1 2 2
Holotape Player Allows playback of audio holotapes 3 150 3
Homemade
Brew alcoholic beverages 40 120 2
Distillery
Generates bright light within Reach range, and dim light within
Lantern Close range, 3 15 1
Requires fuel
Lighter Lights the fire <1 2 1
Reduces difficulty of Lockpick tests by 1 (minimum 0),
Lock Pick Set 1 150 2
After 3 complications, the set is broken
Matches Lights the fire <1 1 2
Multi-Tool Reduce the difficulty of Repair tests by 1 (minimum 0) 1 40 2
A mutant cow that carries heavy loads (1000 lbs) and produces milk
Pack Brahmin 500 200 2
and fertilizer
Patrol Pack Wearer adds +50 lbs to maximum Carry weight 2 25 3
It can record sound and video footage for later playback. User can also
Pip Boy 2000 hand-enter and edit text messages on Pip-Boy 2000. This model has 1 500 6
not built-in Geiger counter, light, V.A.T.S system.
It can record sound and video footage for later playback. User can also
Pip Boy 3000 hand-enter and edit text messages on Pip-Boy 2000. This model has 1 1000 6
built-in Geiger counter, flashlight, and V.A.T.S system.
Pipe For smoking <1 4 2
Radio Picks up and plays radio transmissions 2 75 3
Generates bright light within Close range until the end of the current
Signal Flare <1 5 1
Turn; One use only
Sleeping bag Protects against elements and allows for comfortable sleep outside 3 15 2
Protects against the elements and allow for a good sleep even in
Survival Tent 6 40 2
hazardous environments.
Tent (Large) Grants shelter from the elements for up to 6 people. 5 25 2
Tent (Small) Grants shelter from the elements for up to 2 people. 2 20 1

59
Contains tools used for repairing and modifying all mechanical and
Tinker workbench 30 200 4
electrical devices.
Tobacco For smoking, contains 10 doses <1 5 2
Generates bright light within Reach range for 2 hours,
Torch 1 1 1
Requires an INT + Survival test to light, difficulty 1,
Water filter Turn dirty water into purified water 1 20 3

Pre-war Artifacts
ITEM EFFECTS WEIGHT COST RARITY
Alcohol Still Allows brew alcoholic beverages 20 100 3
Camera Takes a pictures 3 250 4
Car Li-Ion battery Give a power equals 10 Fusion cells 16 150 4
Cigar Increase Diff of all END test by 1 but allow to re-roll 1d20 on CHA tests <1 5 3
Clock Shows the time 1 10 3
Coffee grain mill Prepares delicious coffee 1 11 3
Cooler Keeps food fresh for twice as long 4 50 3
Film Projector Projects recording onto a canvas or screen 30 400 5
Film Reel Records movie 1 50 4
Fishing rod Allows fishing 1 15 2
Gramophone Can play records 8 350 5
Guitar Can play melodies 6 100 3
Holotape You can record on it 30 minutes long material <1 20 2
Jukebox Can play records 100 700 3
Microphone Can be used to sing or amplify the sound 1 60 4
Photographic film Used in camera 1 40 4
Power Generator Provides power (requires FC or Fusion Core) 100 1000 3
Printer paper
Pure white paper (500 sheets) 2 50 4
ream
Radio station Allows long-range communication 10 500 3
Rectifier Re-charges a pre-war car battery 8 400 5
Reduce all Athletics difficulties for swimming by 1 and you can hold
Scuba Gear 10 220 6
your breath for twice as long while under water.
Thermometer Shows Temperature <1 50 4
Toaster Prepares warm food (requires power) 1 40 3
Video Camera It can records films 2 350 6
Vinyl Record Play melodies for 30 min <1 30 5
Walkman Can play records (holotapes) <1 240 5
Watch Shows the time <1 25 2

60
Chapter Ten – Books and Magazines

Books – are very valuable and desired. Each book (after reading and understanding) can add +1 to appropriate Skill,
which is described in that book. After reading (it takes time: 10 days minus INT Attribute, but min 1 day), a PC must
pass "a book understanding" test. It is an IN+ Appropriate Skill test (which is the topic of the book).

Magazines – work exactly as described in Core Rulebook (p. 172).

Skill Books
2d20 Roll Publication Skill Bonus
1 Big Book of Science +1 Science
2 Boxing Magazine +1 Unarmed
3 Cat’s Paw Issue no.5 +1 Energy Weapons
4 Chinese Army: Special Ops Training Manual +1 Sneak
5 Cover +1 Explosives
6 D.C. Journal of Internal Medicine +1 Medicine
7 Dean’s Electronics +1 Repair
8 First Aid Book +1 Medicine
9 Fixing Everything +1 Repair
10 Future Weapons +1 Energy Weapons
11 Grognak +1 Melee Weapons
12 Guns and Bullets +1 Small Guns
13 Hot Rodder +1 Repair
14 Islander’s Almanac +1 Survival
15 Lad’s Life +1 Survival
16 Locksmith’s Reader +1 Lockpick
17 Lying, Congressional Style +1 Speech
18 Maddock’s Tricks & Traps +1 Survival
19 Meeting Others +1 Speech
20 Milsurp Review +1 Big Guns
21 Motivational Secrets of the Stars +1 Speech
22 Nikola Tesla and You +1 Energy Weapons
23 Olympic Games Chronicle +1 Throwing
24 Paradise Lost +1 Speech
25 Patriot’s Cookbook +1 Explosives
26 Programming for Dummies +1 Science
27 Pugilism Illustrated +1 Unarmed
28 RobCo Fun +1 Science
29 Salesman Weekly +1 Barter
30 SCAV! +1 Athletics
31 Scout Handbook +1 Survival
32 Tales of Chivalrie +1 Melee Weapons
33 Tales of Jerky Vendor +1 Barter
34 Today’s Physician +1 Medicine
35 Total Hack +1 Science
36 True SWAT Stories +1 Small Guns
37 Tumblers in the Past +1 Lockpick
38 U.S. Army: 30 Handy Flamethrower Recipes +1 Big Guns
39 Wasteland Survival Guide +1 Survival
40 Zen & Art of Piloting +1 Pilot

61
Perk Magazines
1d20 Roll Publication Perk Bonus
1 Astoundingly Awesome Tales Dmg bonus or DR bonus
2 Backwoodsman Different Survival bonuses
3 Boxing Times Unarmed dmg bonus + Stun
4 Duck and Cover Blast+Prone+DR bonus
5 Fixin’ Things Repair+ Needed materials
6 Future Weapons Today Energy Weapon+Overcharging
7 Grognak The Barbarian Different combat benefits
8 Guns and Bullets Magazine Dmg bonus or DR bonus
9 La Fantoma Sneak + Disctraction
10 Live & Love AP+LP+Dmg
11 Massachusetts Surgical Journal Medical attention+Injuries
12 Meeting People Speech+Complications
13 Programmer’s Digest Science+Hacking
14 Tales of Junktown Jerky Vendor Barter+Haggling+LP
15 Tesla Science Magazine Energy Weapons+Critical Hits
16 True Police Stories Attack+Combat Dice+LP
17 Tumblers Today Lockpicking bonuses
18 U.S. Covert Operations Manual Sneak+Extra Damage+LP
19 Unstoppables Avoiding a damage+LP
20 Wasteland Survival Guide Survival+HP healing

62
Chapter Eleven – Services
Catering
SERVICE EFFECTS COST RARITY
Poor meal Tastes like dirt. Will keep you from starving 3 0
Common meal Bread and stew 8 1
Excellent meal Made by chef to be tasty and nutritious. Gain the Well-Fed perk 16 2
Made by master chef, the best meal most wastelanders will ever
Lavish meal 25 5
see
Bleached water Tastes like Abraxo. Will keep you from dehydration 2 0
Clean water Only slightly gritty 3 0
Spring water The water of life. Gain the Well-Hydrated perk 7 3
Drink – swill The % content is barely high enough to kill the bacteria, probably 1 0
Drink – simple beer Made with a variety of wasteland ingredients 3 0
Fermented drink, that any settlement can make in an old bathtub
Drink – rotgut 3 0
or toilet
Drink – shot Some sort of hard alcohol that probably won’t blind you 4 1
Pre-War Vintage Wine Smooth and dry. You feel like a lord 15 3
Pre-War Spirit The kind of drink that would leave pre-war drinkers penniless 25 4

Lodging
Cost per one full day

SERVICE EFFECTS COST RARITY


Barn loft Beats sleeping outside. Barely 3 0
Common room Might learn some interesting news from locals or other travelers 10 1
Small room Communal bathroom 20 2
Hotel room Own bathroom. Gain the Well-Rested perk 45 4
Penthouse Room service. Jukebox. Giant bed. Gain the Well-Rested perk 100 6
High security room Secure windows, guards, cameras 50 5
Apartment Several dozen square meters your private space 100 3
House Two-story house with cellar 250 4

Grooming and Entertainment


SERVICE EFFECTS COST RARITY
Massage True relax. Gain Truly Relaxed perk 15 2
Sex You scored. Gain the Lover’s Embrace perk 10 1
Performance Concert, play, stand up. Gain Dramatic or Comedic Resolve perk 15 4
Haircut Good looking is important 5 1
Tattoo Get inked, bro 25 3
Brand You are nut, yeah? 10 2
Barber What the real men do 5 1
Bathing Don’t drink that water. Gain Next to Godliness perk 15 2
Orgy Girls, boys, goats. Gain Truly Relaxed perk 50 3

Crafting
SERVICE EFFECTS COST RARITY
Can repair or upgrade your guns and re-load your empty ammo
Gunsmith Various 2
brass
Bladesmith Can repair or forge weapon Various 1
Armorer Makes, repairs and upgrades armor Various 1
Fabricator Has specialized tools and skills to turn materials into components Various 3
Engineer Repairs or tunes complex machines and hi-tech stuff Various 3
Carpenter This is how buildings nicer than shacks are made Various 1
Cobbler
Footwear isn’t that hard to find, but is often not rugged enough to Various 1
stand up to the horrors of the post apocalypse
Tailor
This person can make a bespoke outfit out of contemporary Various 2
materials
Provisioner Can cook, preserve and pack food for you Various 2
Mechanic Repairs simple machines and tools Various 1

63
Medical
SERVICE EFFECTS COST RARITY
Cure rads Heals all radiation damage 100 3
Cure health Heals all HP and Injuries 50 1
Cure addiction Cures one addiction 150 4
Facial reconstruction New face, fresh start 200 5
Plastic surgery You are new person 1000 6
Cybernetics You are upgraded 2000 6
Cure poison Cure all common poisons 75 2
Cure disease Cure all common disease 80 2
Implants You are augmented 500 6

Logistics
SERVICE EFFECTS COST RARITY
Courier Will carry package under 10 lbs. Cost per 30 miles 20 2
Heavy delivery Will carry package till 1000 lbs Cost per 60 miles 60 4
Radio You can communicate. Cost per 1 second 1 3
Can carry 1 sheet of paper. Not pigeon but always something.
Messenger varmint 10 2
Cost per 30 miles
Send with caravan They will pass your message, sooner or later. Cost per day 5 1
Caravan transport Takes 20 miles per day. Cost per day 10 1
Bike Speed 15 miles per hour. Cost per day 75 3
Vehicle Speed 30 miles per hour. Cost per day 100 2
Chopper Speed 200 miles per hour. Cost per hour 500 5
Boat Speed 5 miles per hour. Cost per day 45 1
Ship Speed 25 miles per hour. Cost per day 80 2
Vertibird Speed 250 miles per hour. Cost per hour 750 6

Experts
SERVICE EFFECTS COST RARITY
Worker Hard-working guy. Cost per day 10 0
Bodyguard Your private gazoony. Cost per day 30 1
Guide Skilled trapper. Cost per day 40 2
Ranger True pathfinder. Cost per day 50 3
Mercenary Soldier of fortune. Cost per day 50 1

64

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