Weapons of Forever Fallout
There are many homebrew weapons in Forever Fallout. Crafting Mods for these weapons is discussed on the Crafting in Forever Fallout page.
The DR loss incurred by the Breaking Effect is permanent. If the target is protected by Cover, every Effect rolled in the Damage pool permanently reduces that Cover by 1. If the target is not protected by Cover, then for every Effect rolled in a Damage pool, permanently reduce the DR level of that area.
Clothing, Outfits and Armor damaged with Breaking require repair [see Repair rules on page 210 of the core book]. A Robot Repair Kit (or its equivalent) can repair Breaking to a robot's armor instantly, with no roll or materials required.
Breaking Effects applied to biological Damage Resistance (such as a creature's natural DR, or DR from the Barbarian, Nerd Rage or Toughness Perks) must be healed with an INT+Medicine Test, Difficulty 2. This process takes 30 minutes and does not include any Hit Point, Disease or Injury healing. Healing Salves, Stimpaks and Super-Stimpaks (and other healing-specific effects like a robot's Regeneration Field, but no food or beverages) heal Breaking instantly, with no roll required.
Simply put, Piercing Effects stack and Breaking Effects stack, but not with each other. Mods, Perks and situational modifiers that add Piercing combine with each other for more and more ranks in the Piercing Effect (example: A Laser Musket’s base Piercing, a Full Stock Mod that adds Piercing and the Rifleman 2 Perk which adds Piercing all combine for a weapon with Piercing 3.) Mods, Perks and situational modifiers which add Breaking also combine.
But Mods, Perks and situational modifiers which add Piercing Effects do not modify a weapon’s Breaking Effect rank, nor does any modifier to a weapon’s Breaking rank affect that weapon’s Piercing rank. If a weapon is listed or being modified as having both Piercing and Breaking, Breaking always takes precedence, even if the rank is lower.
The attack inflicts 1 Poison damage for each Effect rolled. Some characters, such as robots and Super Mutants, are totally immune to Poison damage. Others, like ghouls, have a lessened effect from poison: each 2 points of Poison Damage only remove 1 Hit Point. Some creatures are listed as having special Poison Damage Resistance, in which case Poison damage is reduced. It’s kind of a mess.
When Damage is rolled for an attack with the Stun Damage Effect, no Stun Damage Effects are applied unless the target suffers at least 1 Hit Point loss, no matter how many Effects are rolled.
Example: Zero has a Strength of 10, the Iron Fist Perk, the Piercing Strike Perk, and is attacking with a Boxing Glove (Damage 3, Stun). His target is a Super Mutant Behemoth with a Physical Damage Resistance of 8. After a successful hit, Zero rolls his Damage pool (Boxing Glove 3 + Strength Melee Bonus 3 + Iron Fist 1 = 7 Dice). He rolls 2 Effects and 4 additional Damage. His total Damage is 6, with 2 Stun Effects and Piercing 2. The Behemoth's DR absorbs all of the Damage ([8 DR - 2 Piercing] - 6 Damage = 0). Even though Zero rolled 2 Stun Effects, they are not applied to the target. He would have had to do 1 additional Damage in order to overcome the Behemoth's hide, in which case the target would be Stunned until the end of their next Turn.
Each Effect face rolled on damage roll with this weapon inflicts an additional number of damage equal to the Vicious rating (Vicious 2 does 2 additional damage on top of the 1 damage the Effect face already rolled. Vicious 10 does 10 damage on top of the 1 damage caused by rolling an Effect face.) Unlike Breaking or Piercing, two Mods, Perks or other modifiers which add the Vicious damage effect do not combine and result in a weapon with Vicious 2. Only a Mod, Perk or other ability which specifically changes the Vicious rank to a higher value has any effect.
Keeping this weapon close to the body hurts for 3 Dice of Radiation Damage every hour. Unfortunately, the alpha wave radiation produced by this weapon is unsuited to ghoul physiology. The weapon gives no healing to ghouls or characters with the Rad Child Perk.
These Melee weapons use AGI+Melee tests for attacks. Any Damage bonus from STR still applies.
This weapon is equipped with a sentient software assistant who aids the user in combat. This AI has access to kinetic and gyroscopic motors within the weapon which allow it to be deployed with more accuracy. The sentient AI system is also fitted to a speaker system, allowing the intellect to speak to the user. The volume of this speaker can be adjusted by an external dial, including muting the voice entirely.
Each rank of the Intellect Quality provides 1d20 reroll on all attacks with the weapon. Unlike many gear effects, this Quality can be used an unlimited number of times within the same scene. Note that a d20 in a Skill Test can never be rerolled twice.
Being a fully sentient consciousness, each AI assistant is a unique personality capable of independent thought. It will have a name, preferences, and morality all its own. If the AI assistant does not approve of a Character’s use of the weapon, it may rebel against the user. In this case, instead of providing 1 reroll per rank of Intellect, the AI can increase the difficulty of all attacks by 1 per rank of Intellect.
Weapons with the Lock-On Quality cannot be fired until the operator has completed an Aim Minor Action, or an ally with the Recon Quality has completed an Aim action. After the Aim has Locked-On to the target, the operator of the weapon makes an attack Skill Test as normal, taking into account any Defense bonuses and modifiers. If a guided projectile is launched, that projectile takes Turns as a Character with an Initiative of 1. The projectile will pursue its target, using its full Acceleration each Turn up to its Top Speed.
A vehicle being pursued by a guided projectile may make a Maneuver Test to evade on its Turn, this is a Pilot Test, Difficulty 4, plus any modifiers. A vehicle may also deploy a weapon with the Countermeasure Quality to evade. An evaded projectile may veer off and hit other targets or fall to the ground harmlessly, depending on the Overseer’s judgment.
This weapon must be customized to one specific user. This is a crafting process requiring an INT+Repair Test, with a Complexity equal to the weapon's Rarity, plus 3. Using a weapon which has not been fitted incurs a penalty of +3 Difficulty to Attacks, -3 Damage and all Complication rolled incur a random Injury to the user as well as the usual effect of the Complication.
Example: A Mace Glove with a Rarity of 2 needs to be re-fitted for a new user. The process is Complexity 5 , INT+Repair Test Difficulty 5 and requires 6 Common Materials, 4 Uncommon Materials and 2 Rare Materials.
This weapon makes use of psychic energies to instantly fold through space and time. The PsykPort Quality will be written ideal weapon range, (Close, Medium, Long or Extreme.) This acts just like the range of any ranged weapon in determining the Target Number of an attack. The PsykPort Quality can only be enacted by a Psyker. The weapon teleports into the target’s body and then returns instantly (unless some very odd event keeps the weapon from returning.)
When wielded, not Prone, not Grappled, not Flanked, not Blind and not Stunned, the weapon adds its Shield value in Cover to incoming Physical or Energy Attacks from Melee, Throwing or Unarmed weapons. The user may choose for the weapon to be destroyed to avoid one Injury.
These weapons attempt to limit a vehicle’s ability to move by binding them to the attacker’s vehicle by a heavy metal cable or chain. If an attack with a Tether weapon causes at least 1 Hit Point loss to the target vehicle (the attack pierces through the target’s armor), and at least 1 Effect is rolled, that vehicle is Tethered to the weapon. A single weapon cannot Tether more than one Target vehicle at a time.
The two vehicles add each other’s current Total Payload (the weight of their Passengers, Passenger Gear, Mods and Weapons) to the other. Any time one of the Tethered vehicles moves, so does the other, until the Tether between them is removed. Removing the Tether requires either a successful INT+Repair Test, Difficulty 3, or the Tether reduced to zero HP.
Standard Vehicle Harpoon Chain: 6 Physical DR, 10 HP
A more detailed description of ammunition and ammo crafting is covered in the Ammunition article.
A more thorough description of small guns can be found in the Small Guns article.
An in-depth description of homebrew energy weapons can be found in the Energy Weapons article.
A more thorough description of Big Guns can be found in the Big Guns article.
A more thorough description of melee weapons, including Mods, can be found here: Melee Weapons
A more thorough description of shields, including Mods, can be found here: Shields
A more thorough description of unarmed weapons, including Mods, can be found here: Unarmed Weapons
A more thorough description of throwing weapons, including Mods, can be found here: Throwing Weapons
A more thorough description of explosives can be found here: Explosives
A twenty-pound ball of depleted uranium on the end of a Mister Handy arm provides a hefty amount of armour-shattering impact. A Cudgel Arm gains all melee attack benefits from either Serrated Plate, Noxious Plate, Toxic Plate, Actuated Frame or Hydraulic Frame.
A heavy-duty model of the standard Mister Handy pincer arm, fitted with higher quality parts and more powerful workings. The arm can lift objects weighing up to 60 pounds and strikes with more damage than a standard pincer. A Power Pincer Arm gains all melee attack benefits from either Serrated Plate, Noxious Plate, Toxic Plate, Actuated Frame or Hydraulic Frame.
.
Damage Effects
Breaking
The DR loss incurred by the Breaking Effect is permanent. If the target is protected by Cover, every Effect rolled in the Damage pool permanently reduces that Cover by 1. If the target is not protected by Cover, then for every Effect rolled in a Damage pool, permanently reduce the DR level of that area.
Clothing, Outfits and Armor damaged with Breaking require repair [see Repair rules on page 210 of the core book]. A Robot Repair Kit (or its equivalent) can repair Breaking to a robot's armor instantly, with no roll or materials required.
Breaking Effects applied to biological Damage Resistance (such as a creature's natural DR, or DR from the Barbarian, Nerd Rage or Toughness Perks) must be healed with an INT+Medicine Test, Difficulty 2. This process takes 30 minutes and does not include any Hit Point, Disease or Injury healing. Healing Salves, Stimpaks and Super-Stimpaks (and other healing-specific effects like a robot's Regeneration Field, but no food or beverages) heal Breaking instantly, with no roll required.
Piercing and Breaking:
Simply put, Piercing Effects stack and Breaking Effects stack, but not with each other. Mods, Perks and situational modifiers that add Piercing combine with each other for more and more ranks in the Piercing Effect (example: A Laser Musket’s base Piercing, a Full Stock Mod that adds Piercing and the Rifleman 2 Perk which adds Piercing all combine for a weapon with Piercing 3.) Mods, Perks and situational modifiers which add Breaking also combine.
But Mods, Perks and situational modifiers which add Piercing Effects do not modify a weapon’s Breaking Effect rank, nor does any modifier to a weapon’s Breaking rank affect that weapon’s Piercing rank. If a weapon is listed or being modified as having both Piercing and Breaking, Breaking always takes precedence, even if the rank is lower.
Poison
The attack inflicts 1 Poison damage for each Effect rolled. Some characters, such as robots and Super Mutants, are totally immune to Poison damage. Others, like ghouls, have a lessened effect from poison: each 2 points of Poison Damage only remove 1 Hit Point. Some creatures are listed as having special Poison Damage Resistance, in which case Poison damage is reduced. It’s kind of a mess.
Stun
When Damage is rolled for an attack with the Stun Damage Effect, no Stun Damage Effects are applied unless the target suffers at least 1 Hit Point loss, no matter how many Effects are rolled.
Example: Zero has a Strength of 10, the Iron Fist Perk, the Piercing Strike Perk, and is attacking with a Boxing Glove (Damage 3, Stun). His target is a Super Mutant Behemoth with a Physical Damage Resistance of 8. After a successful hit, Zero rolls his Damage pool (Boxing Glove 3 + Strength Melee Bonus 3 + Iron Fist 1 = 7 Dice). He rolls 2 Effects and 4 additional Damage. His total Damage is 6, with 2 Stun Effects and Piercing 2. The Behemoth's DR absorbs all of the Damage ([8 DR - 2 Piercing] - 6 Damage = 0). Even though Zero rolled 2 Stun Effects, they are not applied to the target. He would have had to do 1 additional Damage in order to overcome the Behemoth's hide, in which case the target would be Stunned until the end of their next Turn.
Vicious 2,3,4,5…
Each Effect face rolled on damage roll with this weapon inflicts an additional number of damage equal to the Vicious rating (Vicious 2 does 2 additional damage on top of the 1 damage the Effect face already rolled. Vicious 10 does 10 damage on top of the 1 damage caused by rolling an Effect face.) Unlike Breaking or Piercing, two Mods, Perks or other modifiers which add the Vicious damage effect do not combine and result in a weapon with Vicious 2. Only a Mod, Perk or other ability which specifically changes the Vicious rank to a higher value has any effect.
Weapon Qualities
Contaminated
Keeping this weapon close to the body hurts for 3 Dice of Radiation Damage every hour. Unfortunately, the alpha wave radiation produced by this weapon is unsuited to ghoul physiology. The weapon gives no healing to ghouls or characters with the Rad Child Perk.
Finesse
These Melee weapons use AGI+Melee tests for attacks. Any Damage bonus from STR still applies.
Intellect
This weapon is equipped with a sentient software assistant who aids the user in combat. This AI has access to kinetic and gyroscopic motors within the weapon which allow it to be deployed with more accuracy. The sentient AI system is also fitted to a speaker system, allowing the intellect to speak to the user. The volume of this speaker can be adjusted by an external dial, including muting the voice entirely.
Each rank of the Intellect Quality provides 1d20 reroll on all attacks with the weapon. Unlike many gear effects, this Quality can be used an unlimited number of times within the same scene. Note that a d20 in a Skill Test can never be rerolled twice.
Being a fully sentient consciousness, each AI assistant is a unique personality capable of independent thought. It will have a name, preferences, and morality all its own. If the AI assistant does not approve of a Character’s use of the weapon, it may rebel against the user. In this case, instead of providing 1 reroll per rank of Intellect, the AI can increase the difficulty of all attacks by 1 per rank of Intellect.
Lock-On
Weapons with the Lock-On Quality cannot be fired until the operator has completed an Aim Minor Action, or an ally with the Recon Quality has completed an Aim action. After the Aim has Locked-On to the target, the operator of the weapon makes an attack Skill Test as normal, taking into account any Defense bonuses and modifiers. If a guided projectile is launched, that projectile takes Turns as a Character with an Initiative of 1. The projectile will pursue its target, using its full Acceleration each Turn up to its Top Speed.
A vehicle being pursued by a guided projectile may make a Maneuver Test to evade on its Turn, this is a Pilot Test, Difficulty 4, plus any modifiers. A vehicle may also deploy a weapon with the Countermeasure Quality to evade. An evaded projectile may veer off and hit other targets or fall to the ground harmlessly, depending on the Overseer’s judgment.
Personalized
This weapon must be customized to one specific user. This is a crafting process requiring an INT+Repair Test, with a Complexity equal to the weapon's Rarity, plus 3. Using a weapon which has not been fitted incurs a penalty of +3 Difficulty to Attacks, -3 Damage and all Complication rolled incur a random Injury to the user as well as the usual effect of the Complication.
Example: A Mace Glove with a Rarity of 2 needs to be re-fitted for a new user. The process is Complexity 5 , INT+Repair Test Difficulty 5 and requires 6 Common Materials, 4 Uncommon Materials and 2 Rare Materials.
PsykPort
This weapon makes use of psychic energies to instantly fold through space and time. The PsykPort Quality will be written ideal weapon range, (Close, Medium, Long or Extreme.) This acts just like the range of any ranged weapon in determining the Target Number of an attack. The PsykPort Quality can only be enacted by a Psyker. The weapon teleports into the target’s body and then returns instantly (unless some very odd event keeps the weapon from returning.)
Shield
When wielded, not Prone, not Grappled, not Flanked, not Blind and not Stunned, the weapon adds its Shield value in Cover to incoming Physical or Energy Attacks from Melee, Throwing or Unarmed weapons. The user may choose for the weapon to be destroyed to avoid one Injury.
Tether
These weapons attempt to limit a vehicle’s ability to move by binding them to the attacker’s vehicle by a heavy metal cable or chain. If an attack with a Tether weapon causes at least 1 Hit Point loss to the target vehicle (the attack pierces through the target’s armor), and at least 1 Effect is rolled, that vehicle is Tethered to the weapon. A single weapon cannot Tether more than one Target vehicle at a time.
The two vehicles add each other’s current Total Payload (the weight of their Passengers, Passenger Gear, Mods and Weapons) to the other. Any time one of the Tethered vehicles moves, so does the other, until the Tether between them is removed. Removing the Tether requires either a successful INT+Repair Test, Difficulty 3, or the Tether reduced to zero HP.
Standard Vehicle Harpoon Chain: 6 Physical DR, 10 HP
Ammunition
A more detailed description of ammunition and ammo crafting is covered in the Ammunition article.
Ammo_Type | Effect | Quantity | Weight | Cost | Rarity |
---|---|---|---|---|---|
.22LR | - | 10 + 5CD | < 1 | 1 | 2 |
.357 Magnum | - | 5 + 2CD | |||
.45-70 Gov't | - | 3 + 3CD | |||
5.7mm | - | 6 + 3CD | |||
7.62x39mm | - | 3 + 5CD | |||
9mm | - | 8 + 4CD | |||
14mm | - | 3 + 2CD | |||
.600 NE | 3 + 2 CD | <1 | 4 | 3 | |
20mm Vulcan | - | 3 + 2CD | <1 | 6 | 5 |
25mm Grenade | - | 3 + 2 CD | |||
40mm Grenade | - | 2 + 1CD | |||
75mm Tank Shell | 1 + 1 CD | 20 | 400 | 6 | |
75mm Tank Shell, HEAT | 1 + 1 CD | 20 | 400 | 6 | |
75mm Tank Shell, Sabot | 1 + 1 CD | 20 | 400 | 6 | |
6-Inch Tank Shell | 1 + 1 CD | 40 | 500 | 6 | |
6-Inch Tank Shell, HEAT | 1 + 1 CD | 40 | 500 | 6 | |
6-Inch Tank Shell, Sabot | 1 + 1 CD | 40 | 500 | 6 | |
Alien Blaster Round | - | 6 + 3CD | |||
Alien Power Cell | - | 5 + 2CD | |||
Arrow, Bodkin Point | Piercing +1 | 3 + 3CD | < 1 | 20 | 2 |
Arrow, Explosive | Change Damage to 5CD, Blast, (not affected by weapon mods but is affected by Perks) | 3 + 3CD | < 1 | 55 | 4 |
Arrow, Poison | Gain Poison | 3 + 3CD | < 1 | 20 | 3 |
Arrow, Radioactive | Add Radioactive | 3 + 3CD | < 1 | 25 | 4 |
Arrow, Standard | - | 3 + 3CD | < 1 | 10 | 1 |
Atlatl Dart | - | 5 + 3CD | < 1 | 1 | 0 |
BB Round | - | 12 + 6CD | |||
Cannonball | - | 6 + 3CD | 9 | 9 | 0 |
Combat Bolt, Explosive | Change Damage to 5CD, Blast, (Incompatible with Energized or Atomic Bowstring, not affected by weapon mods but is affected by Perks) | 3 + 3CD | < 1 | 55 | 5 |
Combat Bolt, Poison | Add Poison | 3 + 3CD | < 1 | 25 | 5 |
Combat Bolt, Standard | - | 3 + 3CD | < 1 | 10 | 4 |
Cryo Cell | - | 4 + 2CD | |||
Electron Charge Pack | - | 8 + 4CD | |||
Energy Cell | - | 10 + 5CD | |||
Mini-Rocket | - | 1 + 1CD | 5 | 36 | 5 |
Plasma Core | - | 1CD | |||
SAM Missile | Acceleration: 15, Top Speed: 30 | 1 | 34 | 500 | 6 |
Vehicle Harpoon | Standard Vehicle Harpoon Chain: 6 Physical DR, 10 HP | 1 | 35 | 100 | 4 |
Small Guns
A more thorough description of small guns can be found in the Small Guns article.
Weapon_Name | Type | Dmg | Dmg_Effects | Dmg Type | Fire Rate | Rng | Qualities | Wt | Cost | Rar -ity |
---|---|---|---|---|---|---|---|---|---|---|
American-180 | Small Guns | 2 | Burst | Phys | 4 | C | Close Quarters, Inaccurate | 6 | 100 | 3 |
Annie Oakley Model 3 Replica | Small Guns | 8 | Vicious | Phys | 1 | M | Accurate, Reliable | 3 | 200 | 5 |
Anti-Material Rifle | Small Guns | 8 | Breaking 3, Vicious | Phys | 0 | L | Accurate, Reliable | 20 | 400 | 5 |
Blackjacket Microgatling | Small Guns | 2 | Burst, Vicious | Phys | 2 | M | Gatling, Inaccurate, Two-Handed | 26 | 200 | 5 |
Cathedral Rifle | Small Guns | 3 | Piercing 1, Radioactive | Phys | 2 | M | Contaminated, Reliable, Two-Handed | 10 | 90 | 3 |
Devil's Voice | Small Guns | 5 | Piercing 1, Radioactive, Vicious | Phys | 1 | M | Contaminated, Close Quarters | 10 | 350 | 4 |
Elephant Gun | Small Guns | 7 | Piercing 1, Vicious | Phys | 0 | M | Two-Handed | 17 | 175 | 3 |
Hand Cannon | Small Guns | 8 | Piercing 1, Vicious | Phys | 1 | M | Close Quarters | 5 | 200 | 3 |
Nail Gun | Small Guns | 6 | Breaking | Phys | 1 | C | Close Quarters, Inaccurate | 4 | 55 | 2 |
NCR Destiny Rifle | Small Guns | 6 | - | Phys | 2 | M | Reliable, Two-Handed | 9 | 190 | 3 |
PistolBuddy | Small Guns | 9 | Piercing 1, Vicious | Phys | 1 | C | Close Quarters, Intellect 1 | 6 | 275 | 5 |
RifleBuddy | Small Guns | 6 | Piercing 1, Vicious | Phys | 0 | L | Intellect 1, Two-Handed | 12 | 275 | 5 |
Scattergun | Small Guns | 4 | Spread | Phys | 0 | C | Close Quarters, Concealed, Inaccurate, Unreliable | 5 | 30 | 1 |
ShotgunBuddy | Small Guns | 4 | Spread, Vicious | Phys | 0 | C | Close Quarters, Inaccurate, Intellect 1, Two-Handed | 13 | 200 | 5 |
Spear Gun | Small Guns | 5 | Breaking | Phys | 0 | M | Suppressed, Two-Handed | 6 | 75 | 3 |
SubmachinegunBuddy | Small Guns | 7 | Burst | Phys | 1 | C | Close Quarters, Inaccurate, Intellect 1 | 8 | 300 | 5 |
Survival Rifle | Small Guns | 3 | - | Phys | 2 | M | Reliable, Two-Handed | 3 | 45 | 1 |
Energy Weapons
An in-depth description of homebrew energy weapons can be found in the Energy Weapons article.
Weapon_Name | Damage | Dmg_Effects | Dmg_Type | Fire Rate | Range | Weapon_Qualites | Ammo | Wt | Cost | Rarity |
---|---|---|---|---|---|---|---|---|---|---|
Antimatter Projector | 2 | Burst, Breaking 3 |
Energy | 2 | M | Debilitating, Two-Handed |
Fusion Cell |
18 | 220 | 4 |
Entanglement Impeller |
8 | Piercing 1, Radioactive |
Energy | 0 | M | Debilitating, Suppressed, Two-Handed |
Fusion Core |
12 | 200 | 4 |
LaserBuddy | 4 | Piercing 1 | Energy | 2 | C | Close Quarters, Intellect 1 |
Fusion Cell |
6 | 175 | 5 |
PlasmaBuddy | 5 | - | Phys/ Energy |
1 | C | Close Quarters, Intellect 1 |
Plasma Cartridge |
6 | 275 | 5 |
Recharger Laser | 5 | Piercing 1 | Energy | 0 | C | Close Quarters | None | 7 | 400 | 5 |
Sonic Emitter | 7 | Piercing 1, Stun |
Energy | 2 | C | Close Quarters, Inaccurate |
Fusion Cell |
5 | 230 | 4 |
Big Guns
A more thorough description of Big Guns can be found in the Big Guns article.
Weapon_Name | Dmg | Dmg_Effects | Dmg_Type | Fire Rate | RNG | Weapon_Qualities | Ammo | Wt | Cost | Rarity |
---|---|---|---|---|---|---|---|---|---|---|
.50cal HMG | 7 | Piercing 2, Vicious 3 |
Phys | 2 | L | Inaccurate, Two-Handed |
.50 | 62 | 350 | 5 |
20mm Cannon | 9 | Piercing 1, Vicious 3 |
Phys | 3 | E | Gatling, Two-Handed |
20mm Vulcan | 160 | 1000 | 6 |
75mm Main Gun | 14 | Breaking 2, Vicious 5 |
Phys | 0 | 10 Zones | Reliable, Two-Handed |
75mm Tank Shell | 900 | 2000 | 6 |
6-Inch Main Gun | 10 | Breaking 3, Vicious 10 |
Phys | 0 | 10 Zones | Two-Handed | 6-Inch Tank Shell | 7000 | 2500 | 6 |
AnnihilationBuddy | 7 | Persistent, Piercing 3, Vicious 2 |
Phys/ Energy |
2 | C | Debilitating, Inaccurate, Intellect 1, Two-Handed |
Fusion Core | 32 | 750 | 5 |
Aurora | 1 | Piercing 2 | Phys/ Energy |
2 | L | Blast, Inaccurate, Two-Handed |
Fusion Core | 24 | 300 | 4 |
Broadsider | 9 | Breaking, Vicious |
Phys | 1 | M | Two-Handed | Cannonball | 28 | 310 | 3 |
Mini-Rocket Launcher | 8 | Breaking | Phys | 3 | E | Blast, Two-Handed |
Mini-Rocket | 10 | 400 | 5 |
Plasma Caster | 6 | Piercing 2, Vicious 3 |
Phys/ Energy |
1 | M | Two-Handed | Plasma Cartridge | 36 | 325 | 5 |
SAM Launcher | 8 | Breaking 2, Vicious 5 |
Phys | 0 | 30 Zones | Blast, Lock-On, Two-Handed |
SAM Missile | 50 | 1000 | 6 |
Vehicle Harpoon | 9 | Piercing 2 | Phys | 0 | C | Tether, Two-Handed |
Vehicle Harpoon | 40 | 500 | 4 |
Melee Weapons
A more thorough description of melee weapons, including Mods, can be found here: Melee Weapons
Melee Weapon | Type | Dmg | Dmg_Effects | Dmg Type | Fire Rate | Qualities | Ammo | Wt | Cost | Rarity |
---|---|---|---|---|---|---|---|---|---|---|
Capitol Cudgel | Melee | 5 | Piercing 1, Vicious | Phys | - | - | - | 6 | 115 | 3 |
Cattle Prod | Melee | 2 | Piercing 1, Stun | Energy | 3 | - | Fusion Cell | 3 | 25 | 4 |
CyberBlade | Melee | 4 | Piercing 1, Vicious | Phys | - | Finesse, Intellect 1, Parry | - | 3 | 190 | 5 |
CyberMace | Melee | 4 | Piercing 1, Vicious | Phys | - | Intellect 1 | - | 6 | 165 | 5 |
CyberMaul | Melee | 7 | Breaking, Vicious | Phys | - | Intellect 1, Two-Handed | - | 36 | 300 | 5 |
CyberSword | Melee | 5 | Piercing 1, Vicious | Phys | - | Intellect 1, Parry | - | 5 | 230 | 5 |
Fencing Sword | Melee | 6 | Piercing 2 | Phys | - | Finesse, Parry | - | 2 | 75 | 3 |
Francisca Axe | Melee | 3 | Piercing 2, Vicious 3 | Phys | - | Finesse, Suppressed, Thrown(C) | - | 2 | 150 | 4 |
Ice Axe | Melee | 3 | Breaking | Phys | - | - | - | 4 | 40 | 1 |
Monofilament Whip | Melee | 2 | Piercing 5, Stun, Vicious 3 | Energy | - | Concealed, Finesse | - | 5 | 125 | 2 |
Pick Axe | Melee | 4 | Breaking | Phys | - | Two-Handed | - | 8 | 125 | 4 |
Plasma Cutter | Melee | 5 | Radioactive, Breaking | Phys/ Energy | - | - | - | 3 | 250 | 4 |
Pre-War Super Sledge | Melee | 6 | Breaking | Phys | 1 | Inaccurate, Two-Handed | Fusion Core | 40 | 250 | 3 |
Stiletto | Melee | 5 | Piercing 2 | Phys | - | Concealed, Finesse | - | 1 | 50 | 2 |
War Glaive | Melee | 4 | Vicious 3 | Phys | - | Two-Handed | - | 9 | 50 | 4 |
Shields
A more thorough description of shields, including Mods, can be found here: Shields
Shield | Type | Dmg | Dmg_Effects | Dmg Type | Qualities | Wt | Cost | Rarity |
---|---|---|---|---|---|---|---|---|
Ballistic Shield | Melee | 4 | Stun | Phys | Shield 4 | 30 | 250 | 4 |
Clipeus | Melee | 3 | Stun | Phys | Shield 2 | 10 | 50 | 2 |
Parma | Melee | 2 | Stun, Parry |
Phys | Shield 1 | 5 | 20 | 1 |
Scutum | Melee | 3 | Stun | Phys | Shield 4 | 30 | 100 | 3 |
Unarmed Weapons
A more thorough description of unarmed weapons, including Mods, can be found here: Unarmed Weapons
Unarmed_Weapon | Type | Dmg | Dmg_Effects | Dmg Type | Fire Rate | Qualities | Ammo | Wt | Cost | Rarity |
---|---|---|---|---|---|---|---|---|---|---|
Ballistic Fist | Unarmed | 4 | Breaking | Phys | 1 | Close Quarters, Inaccurate | Shotgun Shell | 8 | 200 | 3 |
CyberFist | Unarmed | 3 | - | Phys | - | Close Quarters, Intellect 1 |
- | 4 | 350 | 5 |
Kinetic Gage | Unarmed | 2 | Piercing 1 | Phys | 1 | Close Quarters, Inaccurate, Personalized |
Fusion Core | 3 | 300 | 4 |
Mace Glove | Unarmed | 2 | Breaking | Phys | - | Close Quarters, Inaccurate, Personalized |
- | 12 | 40 | 2 |
Throwing Weapons
A more thorough description of throwing weapons, including Mods, can be found here: Throwing Weapons
Throwing Weapon | Type | Dmg | Dmg_Effects | Dmg Type | Fire Rate | Range | Qualities | Ammo | Wt | Cost | Rarity |
---|---|---|---|---|---|---|---|---|---|---|---|
Atlatl | Throwing | 3 | - | Phys | 1 | C | Suppressed, Thrown(C) | Atlatl Dart | 1 | 25 | 0 |
Blowgun | Throwing | 2 | - | Phys | 0 | C | Suppressed, Thrown(C) | Syringer Ammo | 2 | 30 | 0 |
Bolas | Throwing | 4 | Spread, Stun | Phys | - | M | Suppressed, Thrown(M) | - | 3 | 55 | 2 |
Chinese Army Phased Throwing Blade | Throwing | 4 | Persistent, Piercing 2 | Phys | - | M | Suppressed, Thrown(M) | - | <1 | 75 | 3 |
Combat Crossbow | Throwing | 6 | - | Phys | 1 | M | Suppressed, Thrown(M), Two-Handed | Combat Bolt | 6 | 120 | 3 |
Compound Bow | Throwing | 5 | - | Phys | 2 | M | Suppressed, Thrown(M), Two-Handed | Arrow | 3 | 100 | 3 |
Longbow | Throwing | 4 | - | Phys | 2 | M | Suppressed, Thrown(M), Two-Handed | Arrow | 3 | 65 | 2 |
Piston Spear | Throwing | 5 | Piercing 1, Vicious | Phys | - | M | Suppressed, Thrown(M) | - | 8 | 50 | 2 |
Proton Throwing Axe | Throwing | 7 | Piercing 1 | Phys | - | M | Suppressed, Thrown(M) | - | 8 | 130 | 4 |
Shortbow | Throwing | 3 | - | Phys | 2 | M | Suppressed, Thrown(M), Two-Handed | Arrow | 2 | 45 | 1 |
Explosives
A more thorough description of explosives can be found here: Explosives
Explosive | Wpn Type | Dmg | Dmg_Effects | Dmg Type | Range | Qualities | Wt | Cost | Rarity |
---|---|---|---|---|---|---|---|---|---|
Anti-Tank Mine | Explosive | 7 | Breaking 3, Vicious 5 | Phys | - | Blast, Mine | 30 | 800 | 5 |
Atom’s Fingers | Explosive | 7 | - | Rad | M | Blast, Thrown(M) | 1 | 145 | 3 |
Black Powder Bomb | Explosive | 4 | - | Phys | M | Blast, Thrown(M) | <1 | 10 | 1 |
Capitol Corrector Mk.1 | Explosive | 7 | Breaking 1 | Phys | M | Blast, Thrown(M) | 2 | 200 | 3 |
Capitol Corrector Mk.2 | Explosive | 7 | Breaking 3 | Phys | M | Blast, Thrown(M) | 2 | 250 | 4 |
Capitol Corrector Mk.3 | Explosive | 8 | Breaking 3 | Phys | M | Blast, Thrown(M) | 3 | 300 | 5 |
Flashboom | Explosive | 7 | Piercing 1, Stun | Phys | M | Blast, Thrown(M) | 1 | 150 | 4 |
Pipe Bomb | Explosive | 5 | Breaking 1 | Phys | M | Blast, Thrown(M) | 3 | 65 | 2 |
Robot Weapons
Robot_Wpn | Type | Dmg | Dmg_Effects | Dmg Type | Fire Rate | RNG | Qualities | Wt | Cost | Rarity |
---|---|---|---|---|---|---|---|---|---|---|
Cudgel Arm | Melee | 5 | Shattering | Phys | - | C | - | -20 | 120 | 5 |
Power Pincer | Unarmed | 3 | Vicious | Phys | - | C | - | - | 65 | 4 |
Cudgel Arm
A twenty-pound ball of depleted uranium on the end of a Mister Handy arm provides a hefty amount of armour-shattering impact. A Cudgel Arm gains all melee attack benefits from either Serrated Plate, Noxious Plate, Toxic Plate, Actuated Frame or Hydraulic Frame.
Power Pincer
A heavy-duty model of the standard Mister Handy pincer arm, fitted with higher quality parts and more powerful workings. The arm can lift objects weighing up to 60 pounds and strikes with more damage than a standard pincer. A Power Pincer Arm gains all melee attack benefits from either Serrated Plate, Noxious Plate, Toxic Plate, Actuated Frame or Hydraulic Frame.
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Item type
Weapon, Ranged
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