Weapons
One Handed Melee (Light)
Name Damage Critical Damage Type Increment Encum Special
Switchblade 1D4 + Str 19 - 20/x2 Slashing --- 0
Switchblade 1D4 + Str 19 - 20/x2 Slashing --- 0
Combat
Knife 1D4 + Str 20/x3 Slashing 10/30 1
Machete 1D8 + Str 20/x2 Slashing --- 1
Hand
Axe 1D8 + Str 20/x2 Slashing 10/30 1
Lead
Pipe 1D6 + Str 20/x2 Bludgeoning --- 1
Knuckle
Dusters 1D3 + Str 20/x3 Bludgeoning --- 0
Sword 1D6 + Str 20/x2 Slashing --- 1 Versatile
(1D8)
One Handed Melee (Heavy)
Name Damage Critical Damage Type Increment
Encum Special
Deathclaw
Gauntlet 2D6 + Str 18 - 20/x2 Slashing --- 2
Katana 1D8 + Str 18 - 20/x3 Slashing --- 2 Versatile (1D12)
Power
Fist 4D4 + Str 20/x3 Bludgeoning --- 3
Ripper 4D4 20/x4 Slashing --- 3
Two Handed Melee (Light)
Name Damage Critical Damage Type Increment Encum Special
Nail
Board 1D4 + Str 20/x2 Slashing --- 2
Spear 1D8 + Str 20/x2 Piercing 30/90 2
Two Handed Melee (Heavy)
Name Damage Critical Damage Type Increment Encum Special
Sledgehammer 1D12 + Str 20/x2 Bludgeoning 10/20 3
Super
Sledgehammer 2D8 + Str 20/x2 Bludgeoning --- 4
Chainsaw 4D6 20/x4 Slashing --- 3
One Handed Ballistic
Name Dmg Critical Increment R.O.F Mag Ammo Encum
Revolver 1d6 + Agi 20/x2 30/60 feet Single cyl 6 2
Revolver 1d6 + Agi 20/x2 30/60 feet Single cyl 6 2
Handgun 1d6 + Agi 19-20/x2 40/80
feet Semi clip 10 2
Two Handed Ballistic
Name Dmg Critical Increment R.O.F Mag Ammo Encum
Assault Rifle 2d6 + Agi 20/x2 60/180 feet S, A clip 30 4
Assault Rifle 2d6 + Agi 20/x2 60/180 feet S, A clip 30 4
Sub-Machine Gun 1d6 + Agi 20/x2 40/120
feet S, A clip 30 2
Hunting Rifle 1d8 + Agi 19-20/x2 100/300 feet S internal 5 4
Railway Rifle 2d10 + Agi 19-20/x2 45/135 feet S clip 5 4
Double Barrel
Shotgun 3d4 / 5d4 + Agi 20/x2 30
foot cone S internal 2 4
Combat Shotgun 3d4 + Agi 20/x2 30
foot cone S internal 6 4
Gauss Rifle 5d6 + Agi 20/x2 150/450
feet Single clip 5 6
Heavy Ballistic
Name Dmg Critical Increment R.O.F Mag Ammo Encum
Flame Thrower 1D8/1D4 (Fire) ---- 20ft Line Single Internal 20 4
Flame Thrower 1D8/1D4 (Fire) ---- 20ft Line Single Internal 20 4
Junk
Jet 2D4 20/x2 20/40 feet S Internal 5 6
Harpoon
Gun 3D4+Agi 20/x3 20/60
feet Single Internal 1 4
Minigun 1D10 20/x4 100/300 feet Auto Belt 100
10
Rocket
Launcher 3D10 ---- 100/400 feet Single Internal 1 8
Note : Will only explode minimum 30ft distance. Blast A.O.E = 20ft radius
Note : Will only explode minimum 30ft distance. Blast A.O.E = 20ft radius
One Handed Energy
Name Dmg Critical Increment R.O.F Mag Ammo Encum
Laser Pistol 1D6+Agi 20 / x3 30/90 feet S clip 20 2
Laser Pistol 1D6+Agi 20 / x3 30/90 feet S clip 20 2
Plasma
Gun 1D6+Agi / 1 20 / x3 30/90
feet S clip 20 2
Two
Handed Energy weapons are always Encumbrance 4 regardless of upgrades or
add-ons.
Heavy Energy
Name Dmg Critical Increment R.O.F Mag Ammo Encum
Gatling Laser 2D8 20 / x2 120/360 feet Auto clip 100 10
Gatling Laser 2D8 20 / x2 120/360 feet Auto clip 100 10
Pipe Weapons
Name Dmg Critical Increment R.O.F Mag Ammo Encum
Pipe Pistol depends + Agi 20 / x2 40/80 S clip 6 1
Pipe Pistol depends + Agi 20 / x2 40/80 S clip 6 1
Pipe Revolver depends + Agi 20 / x2 30/60 Single cy 5 1
Pipe Rifle depends + Agi 20 / x2 60/150 S, A clip 20 2
Pipe Bolt-Action depends +
Agi 20 / x3 80/200 Single internal 1 2
Grenades
A.O.E Max distance Extra Effect
Name Dmg Radius Type (Dex Mod) Pass / Fail Save Encum
Name Dmg Radius Type (Dex Mod) Pass / Fail Save Encum
Baseball
2D8 5ft Ballistic x5 + 10ft ½
dmg / full dmg Dex 12 1
(direct damage) 1D4 + Str
(direct damage) 1D4 + Str
Cryogenic 0 10ft Special x5ft no
effect / see below Dex 13 1
½ Speed / can’t move Con 15
½ Speed / can’t move Con 15
Fragmentation 4D6 10ft Ballistic x5
+ 5ft ½ dmg / full
dmg Dex 13 1
EMP 0 20ft Special x5 + no effect / see below Dex 13 1
electronics skip 1D4 turns
electronics skip 1D4 turns
Molotov 2D6 10ft Fire/Energy x3ft round up ½ dmg /
full dmg Dex 13 1
on fire. 1D4 each turn pass to extinguish Dex 13 1
on fire. 1D4 each turn pass to extinguish Dex 13 1
Nuka 3D6 15ft Fire/Energy x3ft round up ½ dmg / full dmg Dex
14 1
3D6 Radiation
on fire. 1D6 each turn Pass to extinguish Dex 13
3D6 Radiation
on fire. 1D6 each turn Pass to extinguish Dex 13
Plasma 5D6 15ft Ballistic x5ft ½
dmg / full dmg Dex 15 1
and Energy
3D6 Radiation
and Energy
3D6 Radiation
Placed Explosives (Mines)
A.O.E Extra Effect
Name Dmg Radius Type Pass / Fail Save Encum
Name Dmg Radius Type Pass / Fail Save Encum
Bottlecap
3D10 20ft cone Ballistic ½ dmg / full dmg Dex 14 2
Cryogenic 0 20ft Special no
effect / see below Dex 14 2
½ Speed / can’t move Con 14
½ Speed / can’t move Con 14
Fragmentation 6D6 20ft Ballistic ½
dmg / full dmg Dex 14 3
EMP 0 20ft Special no effect / see below Dex 14 2
electronics skip 1D4 turns
electronics skip 1D4 turns
Nuka 5D6 20ft Fire/Energy ½ dmg / full dmg Dex 14 4
3D6 Radiation on fire. 1D6 each turn
Pass to extinguish Dex 13
3D6 Radiation on fire. 1D6 each turn
Pass to extinguish Dex 13
Plasma 4D12 20ft Ballistic ½ dmg / full dmg Dex 15 4
and Energy
3D6 Radiation
and Energy
3D6 Radiation
Placed Traps
Other Extra
Effect
Name Dmg Effect Pass / Fail Save Encum
Name Dmg Effect Pass / Fail Save Encum
Bear
Trap 1D6 + 1 Speed 0ft no effect / immobile Dex
14 5
Check to free self Str 12
Check to free self Str 12
Armour
Clothing
Equip Max Armour Speed
Name Bonus Dex Penalty (30ft) Encum
Wasteland Outfit 10 5 0 30ft. 0 / 1 if packed
Special : -1 from heat or cold damage received from environment.
Name Bonus Dex Penalty (30ft) Encum
Wasteland Outfit 10 5 0 30ft. 0 / 1 if packed
Special : -1 from heat or cold damage received from environment.
Casual Wear 10 5 0 30ft. 0
/ 1 if packed
Special : None
Special : None
Sexy Sleepwear 10 5 0 30ft. 0
Special : Gain advantage on all Charisma checks against those who find you attractive
Special : Gain advantage on all Charisma checks against those who find you attractive
Flimsy Lingerie 10 5 0 30ft. 0
Special : Others suffer Disadvantage to Attack rolls and Skill checks
Special : Others suffer Disadvantage to Attack rolls and Skill checks
Equip Max Armour Speed
Name Bonus Dex Penalty (30ft) Extra Encum
Name Bonus Dex Penalty (30ft) Extra Encum
Scout 11 5 0 30 Advantage Stealth 2
Light
Hide 11 5 0 30 +2 Stealth 2
Medium
Hide 12 4 0 30 2
Light
Raider 11 4 0 30 Intimidate +1 2
Medium
Raider 12 4 1 30 Intimidate +2 2
Heavy
Raider 13 3 2 25 Advantage Intimidate 3
Light
Leather 11 4 1 30 Endurance +1 2
Medium
Leather 12 4 1 30 (Str or End)
+1 3
Heavy
Leather 13 3 2 25 (Str or End) +1 3
Light
Vault-Tec 12 3 1 30 Hit +1 2
Medium
Vault-Tec 13 2 2 30 Hit +2 or
DR1 3
Heavy
Vault-Tec 14 2 2 25 +1
to ONE bonus 4
Light
Synth 13 3 2 30 DR 1 3
Medium
Synth 14 2 2 25 DR 2 and (End or Dex) +1 4
Heavy
Synth 15 1 3 25 (DR, End or Dex) +1 5
Medium
Combat 15 1 2 25 DR 2 4
Heavy
Combat 16 1 3 25 DR
2 and (Str and Agi) +1 5
Medium
Metal 16 1 3 25 DR
2 5
Heavy
Metal 17 0 4 20 DR
+1 or Str 6
Heavy
Robot 18 0 4 20 DR
4, Hit, Str and Agi +1 7
Power Armour
Equip Max Arm. Base Speed Damage Reduction for Drain Carrying Capacity
Name Bonus Dex Pen Str (30ft) Impact Bullets Energy Rad p/Hour Encum (Encumbrance)
Name Bonus Dex Pen Str (30ft) Impact Bullets Energy Rad p/Hour Encum (Encumbrance)
Raider 14 2 -3 3 20ft 2 2 2 0 15 5 20
T-45 15 1 -2 4 20ft 2 3 4 2 15 5 10
T-51 16 1 -2 5 25ft 3 4 4 5 20 4 15
T-60 17 0 -3 6 25ft 4 4 4 8 20 5 15
X-01 18 0 -3 7 25ft 5 5 5 10 25 6 20
Each
full Fusion cells start at 100 energy. Power drains every hour. The rate of
power drain depends on the suit and attachment usage.
If
power drops to 0, speed drops to 10ft, cannot run, Max Dex is 0, Armour Penalty
is -10. Must replace fusion cell to continue at full potential.
Power
Armour replaces wearer’s strength score with its own.
When
attacking, all Power Armour fist count as lethal and does 1D4 + Str Mod damage.
Backpacks
Holds
total
Type Encumbrance Encumbrance Special
Type Encumbrance Encumbrance Special
Hiking 4 30 Basic. No bonus
Bike 1 8 Move
action to retrieve item
Urban 1 10 2 electronic parts count as
1 encumbrance
School 2 15 Basic. No bonus
Fashion 1 5 Possible
advantage in charisma checks.
Depends on situation
Depends on situation
Encumbrance
is a basic difficulty of carrying an object based on their weight and size.
Taking
an object from a backpack is a standard action unless mentioned otherwise.
A
characters encumbrance carrying level and effects are as follows:-
Calculation (Strength)
Mutant & Sentry
Level Human Robot Bot Notes
Mutant & Sentry
Level Human Robot Bot Notes
Light x 10 x 15 x 20 -
No penalty
Medium x 15 x
20 x
30 - check penalty -1 (stacks)
Heavy x 20 x 30 x 40 -
Speed -10ft (stacks) min 5ft, check penalty -2 (stacks)
Push/Pull x 30 x
40 x
75 - Speed -15ft (stacks) min 5ft,
cannot run.
Weapons
in holsters count as half their basic encumbrance.
A
character can only holster 2 one-handed weapons on their waist. Example 2
pistols or 2 swords or 1 each.
Any
two-handed weapons whether it is on their backs or slung over shoulder retain
their total encumbrance.
A
character cannot have a two-handed weapon on their backs if they are carrying a
backpack of any kind.
Any
weapon in hand does not count to encumbrance. However, it also means their
hands are full for the time being.
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