Weapons (5e Fallout Setting)

This page may resemble content endorsed by, sponsored by, and/or affiliated with the Fallout franchise, and/or include content directly affiliated with and/or owned by Bethesda Softworks LLC. D&D Wiki neither claims nor implies any rights to Fallout copyrights, trademarks, or logos, nor any owned by Bethesda Softworks LLC. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.

Weapon Condition

The statistics below represent weapons in their peak condition. In the wasteland, this is rarely the case. There are 4 stages of condition that weapons can be in. If a player has two of the same weapon or otherwise substantial weapon parts, they may attempt a DC 15 Arcana check to repair their weapon, increasing its condition by 1 tier. At the end of combat or when their weapon is damaged, one must make a DC 12 Arcana check with the weapon they are using. On a failure, their weapon degrades by 1 tier.

  • Pristine: The weapon functions perfectly normal.
  • Degraded: The weapon’s ranges are decreased by 5 feet. Its cost is 1/4 less than normal
  • Poor: The weapon deals 1 less damage and its ranges are 5 feet less. Reloading requires an action. It costs 1/3 less than normal.
  • Damaged: The weapon deals 2 less damage and its ranges are 10 feet less. Reloading requires an action to attempt a DC 12 Arcana check. It costs 1/2 less than normal.
  • Broken: The weapon can not be used.

Additional Properties

Properties with a + after its name can be added to a weapon for half the weapon’s price. Properties with a - After its name can be removed from a weapon for 3/4 of the weapon’s price.

  • Long Reload-: Reloading this weapon requires an action. If your weapon is below Degraded condition, it requires an action and bonus action or reaction to reload.
  • Automatic+: You can make an additional attack without adding your Dexterity modifier to the attack roll as a bonus action.
  • Scope+: If you have not moved since the end of your last turn, you can use a bonus action to aim down the scope of a firearm that has this trait at a specific target. Once you do so, your speed becomes 0 and the first attack you make has no disadvantage on your attack roll from using its long range until the beginning of your next turn.
  • EMP+(May only be added to Energy): Deals four times as much damage to constructs and creatures wearing power armor, and no damage to creatures who are not.
  • Pulse+(May only be added to Energy): Deals twice as much damage to constructs and creatures wearing power armor, and half as much to creatures who are not.
  • Burning+(May only be added to Energy): Deals half as much damage to constructs and creatures wearing power armor, and twice as much to creatures who are not.
  • Poison+: Deals no damage to constructs andcreatures wearing power armor, and four times as much to creatures who are not.
  • Blast (x)+(May only be added to Shotguns Only): Every creature within the blast radius in X feet is affected by the attack roll.
  • Silenced +: Attacking with this ranged weapon does not reveal one’s position.
Burst (x)-: Each attack with this weapon uses x amount of ammunition.
  • Mine: Can be placed as an action. If a creature comes within 5 feet of it after 6 seconds (the creature who placed it’s next turn) it makes an attack against everyone in the blast radius, and the mine is destroyed.
  • Bolt-: After attacking, you must manually re-cock the weapon’s bolt as an action or bonus action to use it again.
  • Holdout: Weapons with the holdout property have advantage on checks to conceal them.
  • Unlike 5e, there are 4 damage types. Ballistic damage is that sourced from bullets. Energy damage is sourced from beams of super-heated plasma and lasers, as well as fire. Explosive damage is dealt by fragmentation devices. Melee damage comes from Fists, knives, and other weapons that lack range.
  • Weapons with the Heavy property use Strength instead of Dexterity and halve the user’s movement speed while in use.
  • Shotguns add their proficiency bonus to damage rolls instead of attack rolls.
  • Attacks made against creatures unaware of the attacker deal twice as much damage.
  • Thrown and Melee Weapons can use Strength or Dexterity for attack rolls, but you can not add any modifiers to thrown damage rolls.
  • If an Explosive weapon does not hit, it still deals half damage.


Small Guns

Pistols

  • Note: All pistols have the Light property.
Name Cost (Caps) Damage Range Weight Ammo Mag Properties Appearances
Ballistic Pistols
.22 Pistol (Silenced)251d640/803 lb..22 Caliber16Silenced, HoldoutNV
.32 Revolver301d830/1201.5 lb..32 Magnum5Holdout
.357 Revolver401d1050/1502.5 lb..357 Magnum6pNV
.44 Revolver652d660/1203 lb..44 Magnum6p2, Tactics, 3, NV, 4, 76
Single Action Revolver702d1080/1203 lb..456Long reload76
.50 Revolver1506d680/1406 lb..50 MG6PVan Buren
.44 Pistol (Desert Eagle)602d830/1204 lb..44 Magnum8p1, 2,
.45 Auto Pistol (Colt)702d690/1802.5 lb..457pTactics, NV
9mm Pistol401d650/1002 lb.9mm13pTactics, NV
9mm Mauser (Chinese Pistol)251d630/1602 lb.9mm9p3, NV
10mm Pistol502d450/1503 lb.10mm12p1, 2, 3, NV, 4, 76
5.56mm Pistol (.223 Pistol)602d650/2005 lb.5.56mm5p1, 2, NV
12.7mm Pistol (12mm Pistol)902d890/1203.5 lb.12.7mm6p1, 2, NV
Black Powder Pistol1102d1290/1203 lb..50 Ball1Long Reload76
Gauss Pistol1003d690/1805 lb.2mm EC12p2
Hunting Revolver802d1050/2004 lb..45-70 Gov't5ScopeNV
Pipe .38 Pistol201d420/802.5 lb..38 Caliber13p4, 76
Pipe .45 Revolver301d630/904 lb..456p4, 76
Pipe .308 Bolt-Action Pistol301d840/1203.5 lb..308 Caliber6p4, 76
Police Pistol751d1290/1203 lb..357 Magnum6HoldoutNV
Ranger Sequoia903d1050/2004 lb..45-70 Gov't5pNV
Zip Gun451d660/1201 lb.10mm1Holdout2(Cut), Tactics
Needler Pistol603d650/1504 lb.Hypo Cartridge10p2, Tactics
Energy Pistols
Laser Pistol652d4100/1503 lb.Small Energy Cell30p1, 2, Tactics, 3, NV, 4, 76
Microwave Emitter852d1250/808 lb.MicroFusion Cell5Poison3
Plasma Defender502d630/1802 lb.Small Energy Cell16p1, 2, Tactics, NV
Plasma Pistol451d1230/1803 lb.Plasma Cartridge16p3, NV, 4, 76
Recharger Pistol702d4100/1507 lb.MicroFusion Breeder20pNV
Stun Gun151d420/401.5 lb.Small Energy Cell5On a hit, target is grappled until the end of your next turn. HoldoutTactics
Gamma Gun603d830/1203 lb.Small Energy Cell8Deals rads instead of damage4, 76
Acid Soaker853d410/403.5 lbAcid Canister15Tactics, 4
Explosive Pistols
Grenade Pistol452d620/603 lb.40mm Grenade1Blast (5)Tactics
Flamer Pistol351d1210/208 lb.Fuel Canister3BurningTactics
Flare Gun201d430/2402 lb.26.5mm Flare1BurningNV, 4, 76
Melee Pistol
Dart Gun401d630/602 lb.Darts1Long reload, Poison (w/ poison darts), Silenced, Holdout3

Rifles

  • Unless stated otherwise, all rifles are 2-handed.
Name Cost Damage Range Weight Ammo Mag Properties Appearances
Ballistic Rifles
7.62mm Rifle (FN FAL)834d465/7009 lb.7.62mm20pTactics
Assault Carbine451d1230/30010 lb.5mm24Burst (4), AutomaticNV
Assault Rifle (R91)652d660/3007.5 lb.5.56mm30Burst (3), Automatic3
Battle Rifle (M1 Garand)853d490/3609.5 lb..308 Caliber8pNV
BB Gun30150/2002 lb.BB100p1, 2, Tactics, 3, NV
Black Powder Rifle1055d630/1206 lb..50 Ball1p76
Brush Gun1256d4100/3007 lb..45-70 Gov’t6BoltNV
Caseless Assault Rifle (H&K G11)1003d860/1808.5 lb.4.7mm50Automatic2
Chinese Assault Rifle (Type 93)752d860/3008 lb.5.56mm or 7.62mm24Automatic, Burst (3)3
Combat Rifle802d8100/2009 lb..4520p4, 76
Cowboy Repeater783d475/1505.5 lb..357 Magnum7pNV
Gauss Rifle (Charge Variant)2208d8100/60015 lb.2mm EC7Scope, Bolt3, NV, 4, 76
Gauss Rifle (Automatic Variant)2056d6100/60015 lb.2mm EC7Scope, Automatic3, NV, 4, 76
Hunting Rifle854d630/7007.5 lb..308 Caliber5Bolt3, 4, 76
Lever-Action Rifle853d490/6007 lb..45-70 Gov't5p3, 4, 76
Marksman Carbine332d415/2008 lb.5.56mm20Burst (5), Automatic, ScopeNV
Pipe 10mm Rifle101d420/604 lb.10mm1Bolt2
Pipe .38 Rifle251d430/2004 lb..38 Caliber20p4, 76
Pipe .45 Revolver Rifle351d640/3006.5 lb..456p4, 76
Pipe .308 Bolt-Action Rifle451d850/4006 lb..308 Caliber6p4, 76
Radium Rifle732d675/14011 lb..4520Burst (3), Deals 1d4 rads as well as damage4, 76
Service Rifle852d6100/3008.5 lb.5.56mm20pNV
Sniper Rifle1704d615/80012.5 lb..308 Caliber5Scope1, 2, Tactics, 3, NV, 4, 76
Trail Carbine1033d875/7507.5 lb..44 Magnum8BoltNV
Varmint Rifle552d460/1805 lb.5.56mm5pNV
XL70E3752d860/24010 lb.5mm20Burst (2), Scope2
Energy Rifles
LAER1452d8200/2504.5 lb.MicroFusion Cell20pNV
Laser Musket1253d12150/20012 lb.MicroFusion Cell5Burst (5)4, 76
Laser Rifle1202d8150/2007.5 lb.MicroFusion Cell24p1, 2, Tactics, 3, NV, 4, 76
Plasma Rifle783d645/2008 lb.Plasma Cartridge12p1, 2, Tactics, 3, NV, 4, 76
Pulse Rifle1451d1230/3009 lb.MicroFusion Cell1Pulse2, Tactics, NV
Recharger Rifle1133d4150/20014 lb.MicroFusion Breeder7pNV
Tesla Rifle1083d1215/6010 lb.MicroFusion Cell15Pulse4, 76
Holorifle1803d650/1508 lb.MicroFusion Cell4Blast (10), long reload, targets take 5 damage on their turn for 3 roundsNV
Explosive Rifles
Grenade Rifle (M79)783d645/1358 lb.40mm Grenade1Blast (10)Tactics, NV, 76
Grenade Launcher803d650/1508 lb.40mm Grenade4Blast (10), long reloadNV
Melee Rifles
Bow351d1020/605 lb.Arrow1Silenced, Bolt76
Compound Bow552d820/605 lb.Arrow1Silenced, Bolt76
Crossbow602d630/908 lb.Arrow1Silenced, Bolt76
Net Gun30020/6010 lb.Net1On a hit, restrains target. Must succeed DC 15 Strength save as an action to escape.N/A
Railway Rifle602d830/12014 lb.Railway Spikes10p3, 4, 76
Syringer650100/2007 lb.Syringe1Scope, Poison4, 76
Tranquilizer Rifle750100/2004 lb.Tranquilizer Dart1Scope, PoisonN/A

Shotguns

  • Unless otherwise stated, all shotguns have the 2-handed property.
Name Cost Damage Range Weight Ammo Mag Properties Appearances
Ballistic Shotguns
Automatic Shotgun (H&W CAWS)833d615/309 lb.12-Gauge10Automatic2, Tactics
Gauss Shotgun3208d640/8020 lb.2mm EC8P76
Black Powder Blunderbuss902d1210/205 lb..50 Ball1p76
Bullpup Automatic Shotgun (Pancor Jackhammer)732d815/6014 lb.12-Gauge10p2, Tactics
Combat Shotgun602d1010/308 lb.12-Gauge8p1, 2, 3, 4, 76
Double-Barrel (SxS) Shotgun983d815/306.5 lb.12-Gauge2Burst (2)1, 2, Tactics, 3, NV, 4, 76
Double-Barrel (O/U) Shotgun (Caravan Shotgun)654d410/406.5 lb.20-Gauge2pNV
Hunting Shotgun (Pump-Action)802d830/407 lb.12-Gauge5BoltNV, 76
Lever-Action Shotgun935d415/308 lb.20-Gauge5LightNV
Pipe Shotgun551d1210/205 lb.12-Gauge1p4(Mod)
Pump-Action Combat Shotgun (NeoStead 2000)652d620/408.5 lb.12-Gauge10BoltTactics
Riot Shotgun802d1210/309.5 lb.12-Gauge12pNV
Single Shotgun601d1220/406 lb.20-Gauge1pNV
Energy Shotguns
Laser Scattergun853d620/408 lb.MicroFusion Cell20p4, 76
Plasma Scattergun932d1215/458.5 lb.MicroFusion Cell10p4, 76

Submachine Guns

  • All submachine guns have the automatic property.
Name Cost Damage Range Weight Ammo Mag Properties Appearances
Ballistic SMGs
.22 SMG (Silenced)403d430/1808 lb..22 Caliber180Silenced, Burst (18), 2-handedNV
9mm Helix SMG (Calico Liberty)401d1040/1206.5 lb.9mm502-handed, Burst (10)Tactics
9mm Machine Pistol (Scorpio)251d820/803.5 lb.9mm32Light, Burst (6)Tactics
9mm SMG (MP5, M3 Grease Gun)503d450/1506 lb.9mm302-handed, Burst (5)Tactics, NV
10mm SMG402d630/1206.5 lb.10mm302-handed, Burst (3)1, 2, Tactics, 3, NV, 76
12.7mm SMG552d840/1607 lb.12.7mm212-handed, Burst (3)NV
Chinese 9mm SMG (MP38)501d1240/1209 lb.9mm302-handed, Burst (6), SilencedTactics
Grease Gun (M3A1)251d820/1407 lb..4530Versatile (2d6), Burst (5)2
Police SMG (P90)503d420/1206.5 lb.9mm40Burst (5), 2-handedTactics
Sten Gun652d660/1007 lb.9mm50Burst (3), 2-handedTactics
Tommy Gun653d640/16011 lb..4530Burst (5), 2-handed1, 2, Tactics, 3, NV, 4, 76
Uzi503d420/807.5 lb.9mm25Light, Burst (5)Tactics
Energy SMGs
Laser RCW852d880/12010 lb.Electron Charge Pack60Burst (3), 2-handedNV

Big Guns

  • Unless otherwise stated, all heavy weapons have the Heavy and 2-Handed properties.
Name Cost Damage Range Weight Ammo Mag Properties Appearances
Ballistic Heavy Weapons
50 Cal Machine Gun (M2)1153d1230/12045 lb..50 MG250Burst (10), AutomaticTactics, 76
Anti-Material Rifle5158d615/1,50025 lb..50 MG8Scope, BoltNV
Bozar3405d630/1,00015 lb.5.56mm30Automatic, Scope, Burst (5)2, NV
Gatling Gun (Civil War)703d630/12055 lb.5mm250Burst (10), Automatic76
Gauss Minigun1356d660/27045 lb.2mm EC80Burst (4), Automatic, Long ReloadTactics, 76
Light Machine Gun (M60/SAW/MG 42)1303d1260/18023 lb.5.56mm90Burst (5), Automatic2, Tactics, 76
Light Support Weapon (L86A1)852d880/24014.5 lb.5.56mm30Burst (5), Automatic, Not Heavy2
Browning Auto Rifle (BAR)982d1275/25516 lb.7.62mm20Burst (5), Automatic, Not HeavyTactics, NV
Minigun602d830/30050 lb.5mm500Burst (20), Automatic, Long Reload1, 2, Tactics, 3, NV, 4, 76
Shoulder-Mounted Machine Gun1103d880/48030 lb.10mm120Burst (10), AutomaticNV
Rail Cannon5656d12100/22045 lb.15mm EC10Burst (2)Van Buren
K90001002d1080/48027 lb..357 magnum rounds50Burst (5), Automatic, ScopeNV
Energy Heavy Weapons
Arc Welder984d815/3019 lb.Electron Charge Pack30Burst (3), AutomaticNV
Cryolator1584d415/6018 lb.Cryo Cell25DC 15 Constitution saving throw on hit or petrified for 1 minute, target may retry at the end of each turn3(Cut), 4, 76
Drone Cannon20,0005d880/60020 lb.Alien Power Module1Blast (10)3
Gatling Laser1953d8250/35040 lb.Fusion Core50Long Reload1, 2, 3, NV, 4, 76
Gatling Plasma1253d1080/24040 lb.Fusion Core50Long Reload76
Plasma Caster1503d12100/30022 lb.Fusion Core10Long Reload1, 2, Tactics, NV
Tesla Cannon2804d12300/35015 lb.Electron Charge Pack4p3, NV
Explosive Heavy Weapons
Auto Grenade Launcher1205d630/8050 lb.40mm Grenade18Burst (3), Blast (20), Automatic76
Fat Man49012d1015/40031 lb.Mini-Nuke1Blast (80), Long Reload3, NV, 4, 76
Grenade Machine Gun1004d660/10047 lb.25mm Grenade30Burst (3), Blast (15), AutomaticNV
Prototype Rocket Launcher1404d8100/35025 lb.Rocket13Blast (10), Automatic, Long ReloadNV
Missile Launcher1856d8100/60021 lb.Missile1Blast (20)3, NV, 4, 76
Flamer733d810/2040 lb.Flamer Fuel50Burst (5), Blast (5), Automatic, Burning1, 2, Tactics, 3, NV, 4, 76
Heavy Incinerator1003d860/12038 lb.Flamer Fuel25Burst (5), Blast (10), Burning3, NV
Incinerator853d660/12032 lb.Flamer Fuel25Burst (5), Blast (10), Burning3, NV
Melee Heavy Weapons
Broadsider1104d880/24042 lb.Cannonball1Long Reload4, 76
Harpoon Gun1402d12120/15037 lb.Harpoon1Bolt, Long Reload4, 76
Junk Jet702d1030/12048 lb.Anything3Long Reload3, 4, 76
Air Cannon85015/3015 lb.Electron Charge Pack5Knocks target prone and moves 15 ft. away from user on hitN/A

Thrown

Name Cost (Caps) Damage Range Weight Properties Appearances
Ballistic Thrown
Bottlecap Mine696d85/150.5 lb.Mine, Blast (5)3, NV, 4, 76
Energy Thrown
Cryo Grenade383d630/600.5 lb.DC 15 Constitution saving throw on hit or petrified for 1 minute, target may retry at the end of each turn Blast (5)3, 4, 76
Cryo Mine455d65/150.5 lb.DC 15 Constitution saving throw on hit or petrified for 1 minute, target may retry at the end of each turn Mine, Blast (15)3, 4, 76
Plasma Grenade655d830/600.5 lb.Blast (5)3, NV, 4, 76
Plasma Mine787d85/150.5 lb.Mine, Blast (15)3, NV, 4, 76
Pulse Grenade451d1230/600.5 lb.Blast (5), Pulse3, NV, 4, 76
Pulse Mine301d125/150.5 lb.Mine, Blast (15), Pulse3, NV, 4, 76
Microfusion Grenade201d1030/600.5 lb.Blast (5)NV
Microfusion Cluster785d105/150.5 lb.Mine, Blast (30)NV
Explosive Thrown
Dynamite302d630/600.5 lb.Blast (5)NV, 76
Pipe Bomb151d615/300.5 lb.Blast (5)Van Buren
Flash Bang15030/600.5 lb.Light, DC 15 Constitution saving throw on hit or stunned until end of your next turn, Blast (5)NV
Fragmentation Grenade535d630/600.5 lb.Blast (5)1, 2, 3, NV, 4, 76
Boombug202d615/400.5 lb.Blast (5)Tactics
Fragmentation Mine707d85/150.5 lb.Mine, Blast (15)3, NV, 4, 76
Molotov Cocktail202d430/600.5 lb.Blast (5), BurningNV, 4, 76
Fat Mine16512d105/150.5 lb.Mine, Blast (80)NV
Incendiary Grenade283d430/600.5 lb.Blast (5), BurningNV
Melee Thrown
Net10015/300.5 lb.On a hit, restrains target. Must succeed DC 15 Strength save as an action to escape.N/A
Throwing Knife202d430/600.5 lb.HoldoutNV, 76
Throwing Spear252d630/600.5 lb.pNV
Throwing Darts101d420/400.25 lb.HoldoutTactics
Tomahawk201d1030/600.5 lb.pNV, 76

Melee

Name Cost (Caps) Damage Range Weight Properties Appearance
Melee Melee
Rock121 lb.Light, holdout1, 2, Tactics
Gold Nugget552 lb.Light, holdout2
Assaultron Blade702d64 lb.Light4, 76
Crowbar201d64 lb.Light, +2 bonus to Strength checks where the crowbar's leverage can be applied1, 2, Tactics
Shovel401d84 lb.2-handed, +2 bonus to Strength checks where the shovel's leverage can be appliedNV, 76
Auto Axe502d68 lb.2-handed, Automatic, Heavy3, 76
Baseball Bat402d43 lb.Versatile (2d6)3, NV, 4, 76
Brass Knuckles201d41 lb.Light, Holdout1, 2, Tactics, 3, NV, 4, 76
Bumper Sword902d810 feet8 lb.2-handed, HeavyNV
Road Sign Sword602d610 feet6 lb.2-handed, HeavyN/A
Switch Blade151d40.5 lb.Light, Holdout2, Tactics, 3, NV, 4, 76
Pool Cue301d63 lb.2-handed3, NV, 4, 76
Chinese Officer Sword702d63 lb.Light3, NV, 4, 76
Cleaver601d62 lb.Light3, NV, 76
Club801d62 lb.Light1, 2
Rolling Pin251d41 lb.Light3, NV, 4, 76
Combat Knife401d81 lb.Light1, 2, Tactics, 3, NV, 4, 76
Chainsaw902d88 lb.2-handed, Automatic, HeavyNV, 76
Deathclaw Gauntlet501d104 lb.Light3, NV, 4, 76
Dog Tag Fist201d41 lb.Light, HoldoutNV
Fire Axe902d810 feet5 lb.2-handedNV, 76
Industrial Hand601d124 lb.AutomaticNV
Katana601d83 lb.Versatile (1d12,10ft)3, NV
Knife201d41 lb.Light1, 2, Tactics, 3, NV, 4, 76
Toy Knife51d4-21 lb.Light, Holdout3
Nail Board301d61 lb.3, NV
Machete401d83 lb.LightTactics, NV, 4, 76
Mantis Gauntlet501d102 lb.LightNV
Mr. Handy Buzz Blade501d1010 feet8 lb.2-handed, Automatic, Heavy76
Pipe401d42 lb.Versatile (1d8)3, NV, 4, 76
Police Baton502d41 lb.Light, Holdout3, NV, 4, 76
Power Fist1102d105 lb.1, 2, Tactics, 3, NV, 4, 76
Rebar Club401d1010 feet10 lb.2-handed, HeavyNV
Ripper501d121 lb.Light, Automatic1, 2, Tactics, 3, NV, 4, 76
Sledge Hammer401d810 feet10 lb.2-handed, Heavy1, 2, Tactics, 3, NV, 4, 76
Spear401d810 feet3 lb.2-handed1, 2, Tactics, 76
Diamond Spear1002d810 feet3 lb.2-handedTactics
Barbed Spear601d610 feet3 lb.2-handed, When you hit an opponent, they must make a 12 DC strength save or be grappledTactics
Festering Spear1001d810 feet3 lb.2-handed, PoisonTactics
Super Sledge1102d1010 feet10 lb.2-handed, Heavy1, 2, Tactics, 3, NV, 4, 76
Tire Iron502d41 lb.Light3, NV, 4, 76
War Glaive1102d1010 feet6 lb.2-handed76
Yao Guai Gauntlet401d83 lb.LightNV
Axe601d10+110 feet6 lb.2-handed, Heavy3, NV, 4, 76
Energy Melee
Proton Axe902d810 feet6 lb.2-handedNV
Cattle Prod201d41 lb.Light1, 2, Tactics, NV, 76
Displacer Glove902d85 lb.LightNV
Shock Baton401d81 lb.Light, Holdout3, 4, 76
Stun Baton501d61 lb.Light, On hit target’s movement speed is halved for 1 minute, Holdout4, 76
Thermic Lance1302d1210 feet8 lb.2-handed, HeavyNV
Plasma Cutter1102d106 lb.Versatile (2d12)76
Zap Glove501d105 lb.Pulse, LightNV
Saturnite Fist1502d105 lb.LightNV
Super Heated Saturnite Fist2503d105 lb.Light, BurningNV
Cosmic Knife502d41 lb.Light, HoldoutNV
Cosmic Knife Heated1003d41 lb.Light, Burning, HoldoutNV
Ballistic Melee
Ballistic Fist902d83 lb.LightNV
Punch Gun502d42 lb.LightTactics
Piston Spear1502d128 lb.2-handed, Heavy, AutomaticTactics
Explosive Melee
Mini-Nuke25012d100.5 lb.Blast (80)3, NV, 4, 76
Dynamite Spear1252d1010 feet4 lb.Blast (5)Tactics
Missile/Rocket15/255d80.5 lb.Blast (15)1, 2, Tactics, 3, NV, 4, 76
Shishkebab1102d108 lb.Burning, Light3, NV, 4, 76

Ammunition

  • Ammunition weight is optional. Those with a price of 0 caps are priceless.
Name Cost (Caps) Weight Additional Effects
.22 Caliber.25
.308 Caliber2
.32 Magnum.5
.357 Magnum1
.38 Caliber.5
.44 Magnum3
.451
.45-70 Gov’t2
.50 Caliber Ball6
.50 MG5
10mm1
12.7mm3
12-Gauge1
20-Gauge2
25mm Grenade8
26.5mm Flare2Sheds bright light for 30 feet and dim light for another 30 feet.
2mm EC5
15mm EC10
4.7mm3
40mm Grenade12
5mm.5
5.56mm1
7.62mm2
9mm.5
Alien Power Module20
Acid Canister5
Archimedes Cell0Magazine increases by 1 at noon every day.
Arrow2
Cannonball15
Cryo Cell20
Electron Charge Pack.5
Flamer Fuel.2
Fusion Core5 per percent leftAmmunition represents shots per Core.
Harpoon10
Hypo Cartridge1
MicroFusion Cell2
MicroFusion Breeder0Magazine increases by 1 at the end of each your turns in initiative, and 1 each minute outside of initiative.
Mini-Nuke250
Missile15
Plasma Cartridge3
Rocket25
Small Energy Cell.5
Syringe3Confers the effects of one inserted medical supply.
Tranquilizer Dart5Target must succeed a DC 15 Constitution saving throw or become unconscious for 1 minute.
Darts.25
Poison Dart1

Back to Main Page 5e Homebrew Campaign Settings Fallout Equipment

This article is issued from Dandwiki. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.