Weapons of Forever Fallout Item in Forever Fallout, Missouri 2317 | World Anvil
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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.
 

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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