Simple weapons

What would a Fallout game be without weapons? Well, it would still be a role-playing game, but sometimes the role you want to play is the guy who shoots people in the face. Players and Overseers should be able to find just about everything they need to lay waste to the myriad hostile creatures of the wasteland. Weapons are divided up into seven categories: unarmed augmentation (increases punch damage), small melee, large melee, thrown, small firearm, large firearm, and traps. However, despite these distinctions, weapons sometimes can be used in multiple ways. For example, a combat shotgun can be used as a firearm (shooting) or a melee weapon (butt smash).

Making Weapons
To make weapons, characters need access to a Mechanics Shop, one of the workshops. They also need to have a working knowledge of Mechanics and Firearms. To make a workable Firearm, a character needs a skill total equal to or great than 20x the Tech Level of the item. E.g.: Bob wants to make a .22 Rifle. The .22 Rifle has a TL of 5, so he would need a skill total of 100 to make it. For Tech ingredients, use the following list:
 * Autoloaders: 2 Metal Tech, 2 Spring Tech + 1 Plastic Tech or 1 Wood Tech (grip)
 * Machineguns: 5 Metal Tech, 4 Spring Tech + 2 Plastic Tech or 2 Wood Tech (stock/grip)
 * Miniguns: 6 Metal Tech, 6 Spring Tech, 1 Motor Tech + 3 Vacuum Tech or 1 Circuitry Tech
 * Revolvers: 2 Metal Tech, 1 Spring Tech + 1 Plastic Tech or 1 Wood Tech (grip)
 * Rifles/Shotguns: 4 Metal Tech, 1 Spring Tech + 2 Plastic Tech or 2 Wood Tech (stock)
 * Submachineguns: 3 Metal Tech, 3 Spring Tech + 2 Plastic Tech or 2 Wood Tech (stock/grip)
 * Plasma Weapons: + 2 Fusion Tech
 * Laser Weapons: + 1 Fusion Tech, 1 Optics Tech
 * Melee and Unarmed Weapons, TL < 4: A total of 2 Tech, Metal or Wood, as appropriate (4 Tech for Large)

Special Weapons:
 * Flamethrower: 5 Metal Tech, 1 Spring Tech
 * Hand Flamer: 3 Metal Tech, 1 Spring Tech
 * Laser Saw: 2 Metal Tech, 1 Optics Tech, 1 Fusion Tech
 * Pistol Katar: 3 Metal Tech, 2 Spring Tech
 * Power Fist: 3 Metal Tech, 1 Motor Tech
 * Ripper: 4 Metal Tech, 1 Motor Tech, 1 Gear Tech + 3 Vacuum Tech or 1 Circuitry Tech
 * Tesla Glove: 3 Metal Tech, 2 Fusion Tech + 9 Vacuum Tech or 3 Circuitry Tech

An item takes a number of hours to make equal to Tech Level * # of techs used. E.g.: A 9mm Autoloader (TL 6, Mechanics) requires: 2 Metal Tech, 2 Spring Tech + 1 Plastic Tech or 1 Wood Tech (grip). The character must have a Mechanics skill of 120, access to a Mechanics Shop, and must work on it for 30 hours (6 TL * 5 Tech count).

If another character wants to assist, he or she may do so if he or she has half of the total skill requirements necessary. This cuts the total time required by 25%. Only one character may assist (two in the shop at a time).

Breakdown: In addition to salvaging Tech from creatures and ruins, characters may also breakdown items for Tech. Breaking down items takes half the time it requires to build it, requires half the skill, and yields half the tech (all rounded down). E.g.: Breaking down the afore-mentioned 9mm Autoloader would require a 60 Mechanics, access to a Mechanics Shop (or a Lil' Shop, since the requirement is under 75), take 15 hours, and give back 1 Metal Tech, 1 Spring Tech, and 0 Plastic/Wood Tech.

Large Firearm
Large firearms typically include weapons like rifles, shotguns, machineguns, and rocket launchers. A large firearm fired one-handed suffers a -10 penalty to hit. They can be used as large improvised melee weapons at normal penalties to hit (used two-handed).

.22 Rifle
Ammo: .22 Capacity: 5 Magazine Range: 28 Modes: Single Shot

.223 Assault Rifle
Ammo: .223 Capacity: 20 Magazine Range: 30 Modes: Single Shot, Burst (6)

.223 Minigun
Ammo: .223 and SEC Capacity: 120 Belt and 1 SEC Range: 28 Modes: Burst (12)

.30 Hunting Rifle
Ammo: .30 Capacity: 5 Internal Range: 35 Modes: Single Shot

.30 Machinegun
Ammo: .30 Capacity: 120 Belt Range: 32 Modes: Single Shot, Burst (6)

.44 Hunting Rifle
Ammo: .44 Capacity: 7 Internal Range: 23 Modes: Single Shot

.45 Submachinegun
Ammo: .45 Capacity: 20 Magazine or 50 Drum Range: 15 Modes: Single Shot, Burst (6)

.50 Anti-Materiel Rifle
Ammo: .50 Capacity: 8 Magazine Range: 45 Modes: Single Shot

2mm Gauss Rifle
Ammo: 2mm EC and MFC Capacity: 1 Internal and 1 MFC Range: 45 Modes: Single Shot

7.62mm Assault Rifle
Ammo: 7.62mm Capacity: 20 Magazine Range: 30 Modes: Single Shot, Burst (6)

7.62mm Machinegun
Ammo: 7.62mm Capacity: 120 Belt Range: 30 Modes: Single Shot, Burst (6)

7.62mm Sniper Rifle
Ammo: 7.62mm Capacity: 5 Magazine Range: 50 Modes: Single Shot

9mm Pipe Rifle
Ammo: 9mm Capacity: 1 Internal Range: 10 Modes: Single Shot

9mm Submachinegun
Ammo: 9mm Capacity: 20 Magazine Range: 16 Modes: Single Shot, Burst (6)

40mm Grenade Launcher
Ammo: 40mm RG Capacity: 1 Internal Range: 25 Modes: Single Shot

Combat Shotgun
Ammo: 12 ga. Capacity: 7 Internal Range: 8 Modes: Single Shot, Burst (3)

Compound Bow
Ammo: Arrow Capacity: 1 Range: 15 Modes: Single Shot

Crossbow
Ammo: Bolt Capacity: 1 Range: 10 Modes: Single Shot

Double-Barreled Shotgun
Ammo: 12 ga. Capacity: 2 Internal Range: 6 Modes: Single Shot, Double Shot, Single Spray (Narrow Cone), Double Spray (Narrow Cone)

Flamethrower
Ammo: Naphate Capacity: 4 Tank Range: 6 Modes: Single Spray (Narrow or Wide Cone) Special: Creatures hit by the flamethrower take half damage on the round after.

Heavy Riveter
Ammo: Heavy Rivets Capacity: 30 Internal Range: 5 Modes: Single Shot

Laser Arraygun
Ammo: SEC Capacity: 1 SEC Range: 25 Modes: Single Shot, Single Spray (Narrow or Wide Cone), Overload x3

Laser Rifle
Ammo: SEC Capacity: 1 SEC Range: 75 Modes: Single Shot, Overload x3

Plasma Rifle
Ammo: MFC Capacity: 1 MFC Range: 10 Modes: Single Shot, Overload x3

Pulse Rifle
Ammo: SEC Capacity: 1 SEC Range: 25 Modes: Single Shot, Overload x4

Radiation Gun
Ammo: MFC Capacity: 1 MFC Range: 5 Modes: Single Spray (Narrow or Wide Cone), Overload x2

Recurve Bow
Ammo: Arrow Capacity: 1 Range: 10 Modes: Single Shot

Rocket Launcher
Ammo: Rocket Capacity: 1 Internal Range: 22 Modes: Single Shot

SleepMaker 2000
Ammo: .22 Injector Capacity: 8 Internal Range: 13 Modes: Single Shot

Single-Barreled Shotgun
Ammo: 12 ga. Capacity: 5 Internal Range: 6 Modes: Single Shot, Single Spray (Narrow Cone)

Baseball Bat
Ammo: -- Capacity: -- Range: 1 Modes: Swing (12 AP) 2 AV Damage: 1d8+2 (3-10)

Fire Axe
Ammo: -- Capacity: -- Range: 1 Modes: Swing (14 AP) 4 AV Damage: 1d8+6 (7-14)

Sledgehammer
Ammo: -- Capacity: -- Range: 1 Modes: Swing (16 AP) 4 AV Damage: 1d8+4 (5-12)

Spear
Ammo: -- Capacity: -- Range: 1 Modes: Thrust (10 AP) 5 AV Damage: 1d10+2 (3-12)

Super Sledge
Ammo: MFC Capacity: 1 MFC Range: 1 Modes: Swing (18 AP) 4 AV Damage: 2d8+8 (10-24)

Small Firearms
Small firearms are small enough to be fired with one hand. They can be used as improvised melee weapons for a Smash at normal penalties (not used two-handed).

.22 Autoloader
Ammo: .22 Capacity: 11 Magazine Range: 6 Modes: Single Shot, Burst (3)

.223 Autoloader
Ammo: .223 Capacity: 13 Magazine Range: 5 Modes: Single Shot, Burst (3)

.44 Revolver
Ammo: .44 Capacity: 6 Revolver Range: 6 Modes: Single Shot

.45 Autoloader
Ammo: .45 Capacity: 11 Magazine Range: 5 Modes: Single Shot, Burst (3)

.45 Revolver
Ammo: .45 Capacity: 6 Revolver Range: 6 Modes: Single Shot

.50 Revolver
Ammo: .50 Capacity: 5 Revolver Range: 5 Modes: Single Shot

2mm Gauss Pistol
Ammo: 2mm EC and MFC Capacity: 1 Internal and 1 MFC Range: 10 Modes:

9mm Autoloader
Ammo: 9mm Capacity: 13 Magazine Range: 5 Modes: Single Shot, Burst (3)

9mm Machine Pistol
Ammo: 9mm Capacity: 20 Magazine Range: 4 Modes: Single Shot, Burst (9)

9mm Zip Gun
Ammo: 9mm Capacity: 1 Internal Range: 3 Modes: Single Shot

Hand Crossbow
Ammo: Bolt Capacity: 1 Range: 5 Modes: Single Shot

Hand Flamer
Ammo: Naphate Capacity: 1 Tank Range: 2 Modes: Single Spray (Narrow or Wide Cone) Special: Creatures hit by the hand flamer take half damage on the round after.

Laser Pistol
Ammo: SEC Capacity: 1 SEC Range: 20 Modes: Single Shot, Overload x3

Lil' Riveter
Ammo: Lil' Rivets Capacity: 20 Internal Range: 4 Modes: Single Shot

MiniSleepy 65
Ammo: .22 Injector Capacity: 3 Internal Range: 6 Modes: Single Shot

Plasma Pistol
Ammo: MFC Capacity: 1 MFC Range: 3 Modes: Single Shot, Overload x3

Pulse Pistol
Ammo: SEC Capacity: 1 SEC Range: 15 Modes: Single Shot, Overload x4

Sawed-Off Shotgun
Ammo: 12 ga. Capacity: 2 Range: 3 Modes: Single Shot, Double Shot, Single Spray (Wide Cone), Double Spray (Wide Cone)

Arc Welder
Ammo: SEC Capacity: 2 SEC Range: 1 Modes: Swing (9 AP) 3 AV Damage: 1d6+10 (11-16) Energy

Cattle Prod
Ammo: SEC Capacity: 1 SEC Range: 1 Modes: Thrust (8 AP), Overload x3, 3 AV Damage: 1d6+4 (5-10) Energy

Chinese Hook Sword
If you are a jawless Asian-American mutant living in the ruins of San Francisco, this might be the weapon for you! Ammo: -- Capacity: -- Range: 1 Modes: Swing (9 AP) Damage: 1d8+4 (5-12)

Combat Knife
Ammo: -- Capacity: -- Range: 1 Modes: Swing (7 AP), 3 AV Damage: 1d8+2 (3-10)

Crowbar
Ammo: -- Capacity: -- Range: 1 Modes: Swing (8 AP), 2 AV Damage: 1d8 (1-8)

Hatchet
Ammo: -- Capacity: -- Range: 1 Modes: Swing (9 AP), 2 AV Damage: 1d8+1 (2-9)

Heavy Wrench
Ammo: -- Capacity: -- Range: 1 Modes: Swing (8 AP), 1 AV Damage: 1d6 (1-6)

Kitchen Knife
Ammo: -- Capacity: -- Range: 1 Modes: Swing (7 AP), 1 AV Damage: 1d6 (1-6)

Laser Saw
Ammo: SEC Capacity: 1 SEC Range: 1 Modes: Swing (8 AP), 4 AV Damage: 2d6+4 (6-16) Energy

Lead Pipe
Ammo: -- Capacity: -- Range: 1 Modes: Swing (8 AP), 2 AV Damage: 1d6 (1-6)

Machete
Ammo: -- Capacity: -- Range: 1 Modes: Swing (9 AP), 3 AV Damage: 1d8+3 (4-11)

Nightstick
Ammo: -- Capacity: -- Range: 1 Modes: Swing (7 AP), 2 AV Damage: 1d6+1 (2-7)

Ripper
Ammo: SEC Capacity: 1 SEC Range: 1 Modes: Swing (7 AP), 4 AV Damage: 2d6+4 (6-16)

Shiv
Ammo: -- Capacity: -- Range: 1 Modes: Thrust (6 AP), 4 AV Damage: 1d6 (1-6)

Sling Blade
Ammo: -- Capacity: -- Range: 1 Modes: Swing (8 AP), 3 AV Damage: 1d8+3 (4-11)

Switchblade
Ammo: -- Capacity: -- Range: 1 Modes: Swing (7 AP), 2 AV Damage: 1d6 (1-6)

Table Leg
Ammo: -- Capacity: -- Range: 1 Modes: Swing (8 AP), 1 AV Damage: 1d6 (1-6)

Bio Grenade
Range: Throw Modes: Lob, Throw, 5 AV Damage: 2d10+20 (22-40) Bio Explosion

Dynamite
Range: Throw Modes: Lob, Throw, 3 AV Damage: 2d10+20 (22-40) Explosion

EMP Grenade
Range: Throw Modes: Lob, Throw, 7 AV Damage: 5d10+30 (35-80) Energy (EMP) Explosion

Flare
Range: Throw Modes: Lob, Throw, 1 AV Damage: 1d6 / 2 (1-3) Energy

Frag Grenade
Range: Throw Modes: Lob, Throw, 5 AV Damage: 3d10+20 (23-50) Explosion

Molotov Cocktail
Range: Throw Modes: Lob, Throw, 3 AV Damage: 2d8 (2-16) Energy (Fire) Explosion Special: Creatures hit by the intial explosion of the Molotov Cocktail take half damage on the round after impact. Hexes hit by the initial explosion cause half damage to any creatures caught in them on the round after impact.

Plasma Grenade
Range: Throw Modes: Lob, Throw, 5 AV Damage: 5d10+30 (35-80) Energy Explosion

Rock
Range: Throw Modes: Throw, 1 AV Damage: 1d6 (1-6)

Throwing Knife
Range: Throw Modes: Throw, 2 AV Damage: 1d6+2 (3-8)

Door Bomb
Damage: 6d6+14 (20-50) Explosion, 3 AV Special: Door bombs have a 10 Difficulty to set and a 15 Difficulty to disarm. They are triggered by the opening of a door and can have a delay of up to 5 miuntes.

Landmine
Damage: 4d6+14 (18-38) Explosion, 4 AV Special: Landmines have a 5 Difficulty to set and a 10 Difficulty to disarm. They are triggered by pressure on their hex, set by the character for between 5 and 4000 lbs. They can have a delay of up to 60 seconds.

Pulse Mine
Damage: 6d10+40 (46-100) Energy (EMP) Explosion, 6 AV Special: Pulse mines have a 5 Difficulty to set and a 10 Difficulty to disarm. They are triggered by the presence within 10' of active electronics with a threshold of tiny, small, large, or great (creature size) set by the character. Multiple creatures can effectively count as a larger creature for purposes of setting a pulse mine off. They can have a delay of up to 60 seconds.

Radio Bomb
Damage: 6d6+14 (20-50) Explosion, 3 AV Special: Radio bombs have a 5 Difficulty to set and a 10 Difficulty to disarm. They are triggered by remote control on a radio frequency specified by the user (the remote control has to be capable of broadcasting on that frequency to set it off). Once a radio bomb is activated to receive a transmission, its tiny battery will remain active for 1 hour. After that time, it will not detonate.

Steel Trap
Damage: 2d8+6 (8-22), 4 AV Special: Steel traps have a 5 Difficulty to set and disarm. They are triggered by pressure on their hex, set by the character for between 5 and 4000 lbs. When a steel trap is sprung, it automatically hits and causes a leg maim (check damage to see if the result is a maim or a break). A steel trap on a character's leg causes all movement rates to cost an additional AP until it is removed (8 ST, 50 Difficulty Mechanics, or 25 Difficulty Security).

Time Bomb
Damage: 6d6+14 (20-50) Explosion, 3 AV Special: Radio bombs have a 5 Difficulty to set and a 15 Difficulty to disarm. They are triggered when a timer expires. The timer can be set to any value between 5 seconds and 24 hours.

Brass Knuckles
Ammo: -- Capacity: -- Damage: +4 to all punch damage Special: --

Pistol Katar
Ammo: .50 Capacity: 3 Internal Damage: 1d8+2 (3-10) 5 AV + .50 cal damage Special: The pistol katar is a specialized unarmed weapon. When the attacker makes a successful punch and does damage to the target (not fatigue), he or she can opt to fire one of the three .50 bullets into the target, bypassing armor.

Power Fists
Ammo: SEC Capacity: 1 SEC Damage: 1d8+8 (9-16) Special: --

Tesla Glove
Ammo: SEC or MFC Capacity: 1 SEC and 1 MFC Damage: By ammo Special: The Tesla glove can be used in one of two ways. When punching, it hits the target for normal punching damage and then inflicts MFC damage on top of that. It can also use its SEC to generate a narrow or wide cone electrical energy attack with a range of 3.

Weapon Mods
Weapon mods are pieces of equipment that can be effectively "socketed" onto a weapon to modify the weapon's properties. Unlike weapon attributes (below), weapon mods are physical pieces of equipment that can be removed and used as stand-alone items. Most weapon mods have a caliber associated with them upon creation or discovery. Such mods can only be used on equipment of a like caliber. E.g.: A 9mm extended magazine could be used on a 9mm autoloader or a 9mm submachinegun, but not on a .45 autoloader. Every weapon mod occupies a slot on the weapon. Only one item can occupy a slot at any given time.

Brass Bin
Brass bins can be used on all conventional belt-fed submachineguns, assault rifles, machineguns, and miniguns. The Brass Tech from all fired rounds is automatically deposited in the brass bin.

Silencer
Caliber-specific Slot: Muzzle Silencers can be used on all conventional ballistic autoloaders, rifles, machinepistols, machineguns, submachineguns and assault rifles. Weapons equipped with a silencer have their Noise Level reduced by 10.

Suppressor
Caliber-specific Slot: Muzzle A suppressor can be used on all conventional ballistic autoloaders, rifles, machinepistols, machineguns, submachineguns and assault rifles. The amount of Muzzle Flash generated by the weapon is reduced by 10.