Weapons (5e Fallout Setting)
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) | 25 | 1d6 | 40/80 | 3 lb. | .22 Caliber | 16 | Silenced, Holdout | NV |
| .32 Revolver | 30 | 1d8 | 30/120 | 1.5 lb. | .32 Magnum | 5 | Holdout | |
| .357 Revolver | 40 | 1d10 | 50/150 | 2.5 lb. | .357 Magnum | 6 | p | NV |
| .44 Revolver | 65 | 2d6 | 60/120 | 3 lb. | .44 Magnum | 6 | p | 2, Tactics, 3, NV, 4, 76 |
| Single Action Revolver | 70 | 2d10 | 80/120 | 3 lb. | .45 | 6 | Long reload | 76 |
| .50 Revolver | 150 | 6d6 | 80/140 | 6 lb. | .50 MG | 6 | P | Van Buren |
| .44 Pistol (Desert Eagle) | 60 | 2d8 | 30/120 | 4 lb. | .44 Magnum | 8 | p | 1, 2, |
| .45 Auto Pistol (Colt) | 70 | 2d6 | 90/180 | 2.5 lb. | .45 | 7 | p | Tactics, NV |
| 9mm Pistol | 40 | 1d6 | 50/100 | 2 lb. | 9mm | 13 | p | Tactics, NV |
| 9mm Mauser (Chinese Pistol) | 25 | 1d6 | 30/160 | 2 lb. | 9mm | 9 | p | 3, NV |
| 10mm Pistol | 50 | 2d4 | 50/150 | 3 lb. | 10mm | 12 | p | 1, 2, 3, NV, 4, 76 |
| 5.56mm Pistol (.223 Pistol) | 60 | 2d6 | 50/200 | 5 lb. | 5.56mm | 5 | p | 1, 2, NV |
| 12.7mm Pistol (12mm Pistol) | 90 | 2d8 | 90/120 | 3.5 lb. | 12.7mm | 6 | p | 1, 2, NV |
| Black Powder Pistol | 110 | 2d12 | 90/120 | 3 lb. | .50 Ball | 1 | Long Reload | 76 |
| Gauss Pistol | 100 | 3d6 | 90/180 | 5 lb. | 2mm EC | 12 | p | 2 |
| Hunting Revolver | 80 | 2d10 | 50/200 | 4 lb. | .45-70 Gov't | 5 | Scope | NV |
| Pipe .38 Pistol | 20 | 1d4 | 20/80 | 2.5 lb. | .38 Caliber | 13 | p | 4, 76 |
| Pipe .45 Revolver | 30 | 1d6 | 30/90 | 4 lb. | .45 | 6 | p | 4, 76 |
| Pipe .308 Bolt-Action Pistol | 30 | 1d8 | 40/120 | 3.5 lb. | .308 Caliber | 6 | p | 4, 76 |
| Police Pistol | 75 | 1d12 | 90/120 | 3 lb. | .357 Magnum | 6 | Holdout | NV |
| Ranger Sequoia | 90 | 3d10 | 50/200 | 4 lb. | .45-70 Gov't | 5 | p | NV |
| Zip Gun | 45 | 1d6 | 60/120 | 1 lb. | 10mm | 1 | Holdout | 2(Cut), Tactics |
| Needler Pistol | 60 | 3d6 | 50/150 | 4 lb. | Hypo Cartridge | 10 | p | 2, Tactics |
| Energy Pistols | ||||||||
| Laser Pistol | 65 | 2d4 | 100/150 | 3 lb. | Small Energy Cell | 30 | p | 1, 2, Tactics, 3, NV, 4, 76 |
| Microwave Emitter | 85 | 2d12 | 50/80 | 8 lb. | MicroFusion Cell | 5 | Poison | 3 |
| Plasma Defender | 50 | 2d6 | 30/180 | 2 lb. | Small Energy Cell | 16 | p | 1, 2, Tactics, NV |
| Plasma Pistol | 45 | 1d12 | 30/180 | 3 lb. | Plasma Cartridge | 16 | p | 3, NV, 4, 76 |
| Recharger Pistol | 70 | 2d4 | 100/150 | 7 lb. | MicroFusion Breeder | 20 | p | NV |
| Stun Gun | 15 | 1d4 | 20/40 | 1.5 lb. | Small Energy Cell | 5 | On a hit, target is grappled until the end of your next turn. Holdout | Tactics |
| Gamma Gun | 60 | 3d8 | 30/120 | 3 lb. | Small Energy Cell | 8 | Deals rads instead of damage | 4, 76 |
| Acid Soaker | 85 | 3d4 | 10/40 | 3.5 lb | Acid Canister | 15 | Tactics, 4 | |
| Explosive Pistols | ||||||||
| Grenade Pistol | 45 | 2d6 | 20/60 | 3 lb. | 40mm Grenade | 1 | Blast (5) | Tactics |
| Flamer Pistol | 35 | 1d12 | 10/20 | 8 lb. | Fuel Canister | 3 | Burning | Tactics |
| Flare Gun | 20 | 1d4 | 30/240 | 2 lb. | 26.5mm Flare | 1 | Burning | NV, 4, 76 |
| Melee Pistol | ||||||||
| Dart Gun | 40 | 1d6 | 30/60 | 2 lb. | Darts | 1 | Long reload, Poison (w/ poison darts), Silenced, Holdout | 3 |
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) | 83 | 4d4 | 65/700 | 9 lb. | 7.62mm | 20 | p | Tactics |
| Assault Carbine | 45 | 1d12 | 30/300 | 10 lb. | 5mm | 24 | Burst (4), Automatic | NV |
| Assault Rifle (R91) | 65 | 2d6 | 60/300 | 7.5 lb. | 5.56mm | 30 | Burst (3), Automatic | 3 |
| Battle Rifle (M1 Garand) | 85 | 3d4 | 90/360 | 9.5 lb. | .308 Caliber | 8 | p | NV |
| BB Gun | 30 | 1 | 50/200 | 2 lb. | BB | 100 | p | 1, 2, Tactics, 3, NV |
| Black Powder Rifle | 105 | 5d6 | 30/120 | 6 lb. | .50 Ball | 1 | p | 76 |
| Brush Gun | 125 | 6d4 | 100/300 | 7 lb. | .45-70 Gov’t | 6 | Bolt | NV |
| Caseless Assault Rifle (H&K G11) | 100 | 3d8 | 60/180 | 8.5 lb. | 4.7mm | 50 | Automatic | 2 |
| Chinese Assault Rifle (Type 93) | 75 | 2d8 | 60/300 | 8 lb. | 5.56mm or 7.62mm | 24 | Automatic, Burst (3) | 3 |
| Combat Rifle | 80 | 2d8 | 100/200 | 9 lb. | .45 | 20 | p | 4, 76 |
| Cowboy Repeater | 78 | 3d4 | 75/150 | 5.5 lb. | .357 Magnum | 7 | p | NV |
| Gauss Rifle (Charge Variant) | 220 | 8d8 | 100/600 | 15 lb. | 2mm EC | 7 | Scope, Bolt | 3, NV, 4, 76 |
| Gauss Rifle (Automatic Variant) | 205 | 6d6 | 100/600 | 15 lb. | 2mm EC | 7 | Scope, Automatic | 3, NV, 4, 76 |
| Hunting Rifle | 85 | 4d6 | 30/700 | 7.5 lb. | .308 Caliber | 5 | Bolt | 3, 4, 76 |
| Lever-Action Rifle | 85 | 3d4 | 90/600 | 7 lb. | .45-70 Gov't | 5 | p | 3, 4, 76 |
| Marksman Carbine | 33 | 2d4 | 15/200 | 8 lb. | 5.56mm | 20 | Burst (5), Automatic, Scope | NV |
| Pipe 10mm Rifle | 10 | 1d4 | 20/60 | 4 lb. | 10mm | 1 | Bolt | 2 |
| Pipe .38 Rifle | 25 | 1d4 | 30/200 | 4 lb. | .38 Caliber | 20 | p | 4, 76 |
| Pipe .45 Revolver Rifle | 35 | 1d6 | 40/300 | 6.5 lb. | .45 | 6 | p | 4, 76 |
| Pipe .308 Bolt-Action Rifle | 45 | 1d8 | 50/400 | 6 lb. | .308 Caliber | 6 | p | 4, 76 |
| Radium Rifle | 73 | 2d6 | 75/140 | 11 lb. | .45 | 20 | Burst (3), Deals 1d4 rads as well as damage | 4, 76 |
| Service Rifle | 85 | 2d6 | 100/300 | 8.5 lb. | 5.56mm | 20 | p | NV |
| Sniper Rifle | 170 | 4d6 | 15/800 | 12.5 lb. | .308 Caliber | 5 | Scope | 1, 2, Tactics, 3, NV, 4, 76 |
| Trail Carbine | 103 | 3d8 | 75/750 | 7.5 lb. | .44 Magnum | 8 | Bolt | NV |
| Varmint Rifle | 55 | 2d4 | 60/180 | 5 lb. | 5.56mm | 5 | p | NV |
| XL70E3 | 75 | 2d8 | 60/240 | 10 lb. | 5mm | 20 | Burst (2), Scope | 2 |
| Energy Rifles | ||||||||
| LAER | 145 | 2d8 | 200/250 | 4.5 lb. | MicroFusion Cell | 20 | p | NV |
| Laser Musket | 125 | 3d12 | 150/200 | 12 lb. | MicroFusion Cell | 5 | Burst (5) | 4, 76 |
| Laser Rifle | 120 | 2d8 | 150/200 | 7.5 lb. | MicroFusion Cell | 24 | p | 1, 2, Tactics, 3, NV, 4, 76 |
| Plasma Rifle | 78 | 3d6 | 45/200 | 8 lb. | Plasma Cartridge | 12 | p | 1, 2, Tactics, 3, NV, 4, 76 |
| Pulse Rifle | 145 | 1d12 | 30/300 | 9 lb. | MicroFusion Cell | 1 | Pulse | 2, Tactics, NV |
| Recharger Rifle | 113 | 3d4 | 150/200 | 14 lb. | MicroFusion Breeder | 7 | p | NV |
| Tesla Rifle | 108 | 3d12 | 15/60 | 10 lb. | MicroFusion Cell | 15 | Pulse | 4, 76 |
| Holorifle | 180 | 3d6 | 50/150 | 8 lb. | MicroFusion Cell | 4 | Blast (10), long reload, targets take 5 damage on their turn for 3 rounds | NV |
| Explosive Rifles | ||||||||
| Grenade Rifle (M79) | 78 | 3d6 | 45/135 | 8 lb. | 40mm Grenade | 1 | Blast (10) | Tactics, NV, 76 |
| Grenade Launcher | 80 | 3d6 | 50/150 | 8 lb. | 40mm Grenade | 4 | Blast (10), long reload | NV |
| Melee Rifles | ||||||||
| Bow | 35 | 1d10 | 20/60 | 5 lb. | Arrow | 1 | Silenced, Bolt | 76 |
| Compound Bow | 55 | 2d8 | 20/60 | 5 lb. | Arrow | 1 | Silenced, Bolt | 76 |
| Crossbow | 60 | 2d6 | 30/90 | 8 lb. | Arrow | 1 | Silenced, Bolt | 76 |
| Net Gun | 30 | 0 | 20/60 | 10 lb. | Net | 1 | On a hit, restrains target. Must succeed DC 15 Strength save as an action to escape. | N/A |
| Railway Rifle | 60 | 2d8 | 30/120 | 14 lb. | Railway Spikes | 10 | p | 3, 4, 76 |
| Syringer | 65 | 0 | 100/200 | 7 lb. | Syringe | 1 | Scope, Poison | 4, 76 |
| Tranquilizer Rifle | 75 | 0 | 100/200 | 4 lb. | Tranquilizer Dart | 1 | Scope, Poison | N/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) | 83 | 3d6 | 15/30 | 9 lb. | 12-Gauge | 10 | Automatic | 2, Tactics |
| Gauss Shotgun | 320 | 8d6 | 40/80 | 20 lb. | 2mm EC | 8 | P | 76 |
| Black Powder Blunderbuss | 90 | 2d12 | 10/20 | 5 lb. | .50 Ball | 1 | p | 76 |
| Bullpup Automatic Shotgun (Pancor Jackhammer) | 73 | 2d8 | 15/60 | 14 lb. | 12-Gauge | 10 | p | 2, Tactics |
| Combat Shotgun | 60 | 2d10 | 10/30 | 8 lb. | 12-Gauge | 8 | p | 1, 2, 3, 4, 76 |
| Double-Barrel (SxS) Shotgun | 98 | 3d8 | 15/30 | 6.5 lb. | 12-Gauge | 2 | Burst (2) | 1, 2, Tactics, 3, NV, 4, 76 |
| Double-Barrel (O/U) Shotgun (Caravan Shotgun) | 65 | 4d4 | 10/40 | 6.5 lb. | 20-Gauge | 2 | p | NV |
| Hunting Shotgun (Pump-Action) | 80 | 2d8 | 30/40 | 7 lb. | 12-Gauge | 5 | Bolt | NV, 76 |
| Lever-Action Shotgun | 93 | 5d4 | 15/30 | 8 lb. | 20-Gauge | 5 | Light | NV |
| Pipe Shotgun | 55 | 1d12 | 10/20 | 5 lb. | 12-Gauge | 1 | p | 4(Mod) |
| Pump-Action Combat Shotgun (NeoStead 2000) | 65 | 2d6 | 20/40 | 8.5 lb. | 12-Gauge | 10 | Bolt | Tactics |
| Riot Shotgun | 80 | 2d12 | 10/30 | 9.5 lb. | 12-Gauge | 12 | p | NV |
| Single Shotgun | 60 | 1d12 | 20/40 | 6 lb. | 20-Gauge | 1 | p | NV |
| Energy Shotguns | ||||||||
| Laser Scattergun | 85 | 3d6 | 20/40 | 8 lb. | MicroFusion Cell | 20 | p | 4, 76 |
| Plasma Scattergun | 93 | 2d12 | 15/45 | 8.5 lb. | MicroFusion Cell | 10 | p | 4, 76 |
Submachine Guns
- All submachine guns have the automatic property.
| Name | Cost | Damage | Range | Weight | Ammo | Mag | Properties | Appearances |
|---|---|---|---|---|---|---|---|---|
| Ballistic SMGs | ||||||||
| .22 SMG (Silenced) | 40 | 3d4 | 30/180 | 8 lb. | .22 Caliber | 180 | Silenced, Burst (18), 2-handed | NV |
| 9mm Helix SMG (Calico Liberty) | 40 | 1d10 | 40/120 | 6.5 lb. | 9mm | 50 | 2-handed, Burst (10) | Tactics |
| 9mm Machine Pistol (Scorpio) | 25 | 1d8 | 20/80 | 3.5 lb. | 9mm | 32 | Light, Burst (6) | Tactics |
| 9mm SMG (MP5, M3 Grease Gun) | 50 | 3d4 | 50/150 | 6 lb. | 9mm | 30 | 2-handed, Burst (5) | Tactics, NV |
| 10mm SMG | 40 | 2d6 | 30/120 | 6.5 lb. | 10mm | 30 | 2-handed, Burst (3) | 1, 2, Tactics, 3, NV, 76 |
| 12.7mm SMG | 55 | 2d8 | 40/160 | 7 lb. | 12.7mm | 21 | 2-handed, Burst (3) | NV |
| Chinese 9mm SMG (MP38) | 50 | 1d12 | 40/120 | 9 lb. | 9mm | 30 | 2-handed, Burst (6), Silenced | Tactics |
| Grease Gun (M3A1) | 25 | 1d8 | 20/140 | 7 lb. | .45 | 30 | Versatile (2d6), Burst (5) | 2 |
| Police SMG (P90) | 50 | 3d4 | 20/120 | 6.5 lb. | 9mm | 40 | Burst (5), 2-handed | Tactics |
| Sten Gun | 65 | 2d6 | 60/100 | 7 lb. | 9mm | 50 | Burst (3), 2-handed | Tactics |
| Tommy Gun | 65 | 3d6 | 40/160 | 11 lb. | .45 | 30 | Burst (5), 2-handed | 1, 2, Tactics, 3, NV, 4, 76 |
| Uzi | 50 | 3d4 | 20/80 | 7.5 lb. | 9mm | 25 | Light, Burst (5) | Tactics |
| Energy SMGs | ||||||||
| Laser RCW | 85 | 2d8 | 80/120 | 10 lb. | Electron Charge Pack | 60 | Burst (3), 2-handed | NV |
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) | 115 | 3d12 | 30/120 | 45 lb. | .50 MG | 250 | Burst (10), Automatic | Tactics, 76 |
| Anti-Material Rifle | 515 | 8d6 | 15/1,500 | 25 lb. | .50 MG | 8 | Scope, Bolt | NV |
| Bozar | 340 | 5d6 | 30/1,000 | 15 lb. | 5.56mm | 30 | Automatic, Scope, Burst (5) | 2, NV |
| Gatling Gun (Civil War) | 70 | 3d6 | 30/120 | 55 lb. | 5mm | 250 | Burst (10), Automatic | 76 |
| Gauss Minigun | 135 | 6d6 | 60/270 | 45 lb. | 2mm EC | 80 | Burst (4), Automatic, Long Reload | Tactics, 76 |
| Light Machine Gun (M60/SAW/MG 42) | 130 | 3d12 | 60/180 | 23 lb. | 5.56mm | 90 | Burst (5), Automatic | 2, Tactics, 76 |
| Light Support Weapon (L86A1) | 85 | 2d8 | 80/240 | 14.5 lb. | 5.56mm | 30 | Burst (5), Automatic, Not Heavy | 2 |
| Browning Auto Rifle (BAR) | 98 | 2d12 | 75/255 | 16 lb. | 7.62mm | 20 | Burst (5), Automatic, Not Heavy | Tactics, NV |
| Minigun | 60 | 2d8 | 30/300 | 50 lb. | 5mm | 500 | Burst (20), Automatic, Long Reload | 1, 2, Tactics, 3, NV, 4, 76 |
| Shoulder-Mounted Machine Gun | 110 | 3d8 | 80/480 | 30 lb. | 10mm | 120 | Burst (10), Automatic | NV |
| Rail Cannon | 565 | 6d12 | 100/220 | 45 lb. | 15mm EC | 10 | Burst (2) | Van Buren |
| K9000 | 100 | 2d10 | 80/480 | 27 lb. | .357 magnum rounds | 50 | Burst (5), Automatic, Scope | NV |
| Energy Heavy Weapons | ||||||||
| Arc Welder | 98 | 4d8 | 15/30 | 19 lb. | Electron Charge Pack | 30 | Burst (3), Automatic | NV |
| Cryolator | 158 | 4d4 | 15/60 | 18 lb. | Cryo Cell | 25 | DC 15 Constitution saving throw on hit or petrified for 1 minute, target may retry at the end of each turn | 3(Cut), 4, 76 |
| Drone Cannon | 20,000 | 5d8 | 80/600 | 20 lb. | Alien Power Module | 1 | Blast (10) | 3 |
| Gatling Laser | 195 | 3d8 | 250/350 | 40 lb. | Fusion Core | 50 | Long Reload | 1, 2, 3, NV, 4, 76 |
| Gatling Plasma | 125 | 3d10 | 80/240 | 40 lb. | Fusion Core | 50 | Long Reload | 76 |
| Plasma Caster | 150 | 3d12 | 100/300 | 22 lb. | Fusion Core | 10 | Long Reload | 1, 2, Tactics, NV |
| Tesla Cannon | 280 | 4d12 | 300/350 | 15 lb. | Electron Charge Pack | 4 | p | 3, NV |
| Explosive Heavy Weapons | ||||||||
| Auto Grenade Launcher | 120 | 5d6 | 30/80 | 50 lb. | 40mm Grenade | 18 | Burst (3), Blast (20), Automatic | 76 |
| Fat Man | 490 | 12d10 | 15/400 | 31 lb. | Mini-Nuke | 1 | Blast (80), Long Reload | 3, NV, 4, 76 |
| Grenade Machine Gun | 100 | 4d6 | 60/100 | 47 lb. | 25mm Grenade | 30 | Burst (3), Blast (15), Automatic | NV |
| Prototype Rocket Launcher | 140 | 4d8 | 100/350 | 25 lb. | Rocket | 13 | Blast (10), Automatic, Long Reload | NV |
| Missile Launcher | 185 | 6d8 | 100/600 | 21 lb. | Missile | 1 | Blast (20) | 3, NV, 4, 76 |
| Flamer | 73 | 3d8 | 10/20 | 40 lb. | Flamer Fuel | 50 | Burst (5), Blast (5), Automatic, Burning | 1, 2, Tactics, 3, NV, 4, 76 |
| Heavy Incinerator | 100 | 3d8 | 60/120 | 38 lb. | Flamer Fuel | 25 | Burst (5), Blast (10), Burning | 3, NV |
| Incinerator | 85 | 3d6 | 60/120 | 32 lb. | Flamer Fuel | 25 | Burst (5), Blast (10), Burning | 3, NV |
| Melee Heavy Weapons | ||||||||
| Broadsider | 110 | 4d8 | 80/240 | 42 lb. | Cannonball | 1 | Long Reload | 4, 76 |
| Harpoon Gun | 140 | 2d12 | 120/150 | 37 lb. | Harpoon | 1 | Bolt, Long Reload | 4, 76 |
| Junk Jet | 70 | 2d10 | 30/120 | 48 lb. | Anything | 3 | Long Reload | 3, 4, 76 |
| Air Cannon | 85 | 0 | 15/30 | 15 lb. | Electron Charge Pack | 5 | Knocks target prone and moves 15 ft. away from user on hit | N/A |
Thrown
| Name | Cost (Caps) | Damage | Range | Weight | Properties | Appearances | ||
|---|---|---|---|---|---|---|---|---|
| Ballistic Thrown | ||||||||
| Bottlecap Mine | 69 | 6d8 | 5/15 | 0.5 lb. | Mine, Blast (5) | 3, NV, 4, 76 | ||
| Energy Thrown | ||||||||
| Cryo Grenade | 38 | 3d6 | 30/60 | 0.5 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 Mine | 45 | 5d6 | 5/15 | 0.5 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 Grenade | 65 | 5d8 | 30/60 | 0.5 lb. | Blast (5) | 3, NV, 4, 76 | ||
| Plasma Mine | 78 | 7d8 | 5/15 | 0.5 lb. | Mine, Blast (15) | 3, NV, 4, 76 | ||
| Pulse Grenade | 45 | 1d12 | 30/60 | 0.5 lb. | Blast (5), Pulse | 3, NV, 4, 76 | ||
| Pulse Mine | 30 | 1d12 | 5/15 | 0.5 lb. | Mine, Blast (15), Pulse | 3, NV, 4, 76 | ||
| Microfusion Grenade | 20 | 1d10 | 30/60 | 0.5 lb. | Blast (5) | NV | ||
| Microfusion Cluster | 78 | 5d10 | 5/15 | 0.5 lb. | Mine, Blast (30) | NV | ||
| Explosive Thrown | ||||||||
| Dynamite | 30 | 2d6 | 30/60 | 0.5 lb. | Blast (5) | NV, 76 | ||
| Pipe Bomb | 15 | 1d6 | 15/30 | 0.5 lb. | Blast (5) | Van Buren | ||
| Flash Bang | 15 | 0 | 30/60 | 0.5 lb. | Light, DC 15 Constitution saving throw on hit or stunned until end of your next turn, Blast (5) | NV | ||
| Fragmentation Grenade | 53 | 5d6 | 30/60 | 0.5 lb. | Blast (5) | 1, 2, 3, NV, 4, 76 | ||
| Boombug | 20 | 2d6 | 15/40 | 0.5 lb. | Blast (5) | Tactics | ||
| Fragmentation Mine | 70 | 7d8 | 5/15 | 0.5 lb. | Mine, Blast (15) | 3, NV, 4, 76 | ||
| Molotov Cocktail | 20 | 2d4 | 30/60 | 0.5 lb. | Blast (5), Burning | NV, 4, 76 | ||
| Fat Mine | 165 | 12d10 | 5/15 | 0.5 lb. | Mine, Blast (80) | NV | ||
| Incendiary Grenade | 28 | 3d4 | 30/60 | 0.5 lb. | Blast (5), Burning | NV | ||
| Melee Thrown | ||||||||
| Net | 10 | 0 | 15/30 | 0.5 lb. | On a hit, restrains target. Must succeed DC 15 Strength save as an action to escape. | N/A | ||
| Throwing Knife | 20 | 2d4 | 30/60 | 0.5 lb. | Holdout | NV, 76 | ||
| Throwing Spear | 25 | 2d6 | 30/60 | 0.5 lb. | p | NV | ||
| Throwing Darts | 10 | 1d4 | 20/40 | 0.25 lb. | Holdout | Tactics | ||
| Tomahawk | 20 | 1d10 | 30/60 | 0.5 lb. | p | NV, 76 |
Melee
| Name | Cost (Caps) | Damage | Range | Weight | Properties | Appearance |
|---|---|---|---|---|---|---|
| Melee Melee | ||||||
| Rock | 1 | 2 | 1 lb. | Light, holdout | 1, 2, Tactics | |
| Gold Nugget | 5 | 5 | 2 lb. | Light, holdout | 2 | |
| Assaultron Blade | 70 | 2d6 | 4 lb. | Light | 4, 76 | |
| Crowbar | 20 | 1d6 | 4 lb. | Light, +2 bonus to Strength checks where the crowbar's leverage can be applied | 1, 2, Tactics | |
| Shovel | 40 | 1d8 | 4 lb. | 2-handed, +2 bonus to Strength checks where the shovel's leverage can be applied | NV, 76 | |
| Auto Axe | 50 | 2d6 | 8 lb. | 2-handed, Automatic, Heavy | 3, 76 | |
| Baseball Bat | 40 | 2d4 | 3 lb. | Versatile (2d6) | 3, NV, 4, 76 | |
| Brass Knuckles | 20 | 1d4 | 1 lb. | Light, Holdout | 1, 2, Tactics, 3, NV, 4, 76 | |
| Bumper Sword | 90 | 2d8 | 10 feet | 8 lb. | 2-handed, Heavy | NV |
| Road Sign Sword | 60 | 2d6 | 10 feet | 6 lb. | 2-handed, Heavy | N/A |
| Switch Blade | 15 | 1d4 | 0.5 lb. | Light, Holdout | 2, Tactics, 3, NV, 4, 76 | |
| Pool Cue | 30 | 1d6 | 3 lb. | 2-handed | 3, NV, 4, 76 | |
| Chinese Officer Sword | 70 | 2d6 | 3 lb. | Light | 3, NV, 4, 76 | |
| Cleaver | 60 | 1d6 | 2 lb. | Light | 3, NV, 76 | |
| Club | 80 | 1d6 | 2 lb. | Light | 1, 2 | |
| Rolling Pin | 25 | 1d4 | 1 lb. | Light | 3, NV, 4, 76 | |
| Combat Knife | 40 | 1d8 | 1 lb. | Light | 1, 2, Tactics, 3, NV, 4, 76 | |
| Chainsaw | 90 | 2d8 | 8 lb. | 2-handed, Automatic, Heavy | NV, 76 | |
| Deathclaw Gauntlet | 50 | 1d10 | 4 lb. | Light | 3, NV, 4, 76 | |
| Dog Tag Fist | 20 | 1d4 | 1 lb. | Light, Holdout | NV | |
| Fire Axe | 90 | 2d8 | 10 feet | 5 lb. | 2-handed | NV, 76 |
| Industrial Hand | 60 | 1d12 | 4 lb. | Automatic | NV | |
| Katana | 60 | 1d8 | 3 lb. | Versatile (1d12,10ft) | 3, NV | |
| Knife | 20 | 1d4 | 1 lb. | Light | 1, 2, Tactics, 3, NV, 4, 76 | |
| Toy Knife | 5 | 1d4-2 | 1 lb. | Light, Holdout | 3 | |
| Nail Board | 30 | 1d6 | 1 lb. | 3, NV | ||
| Machete | 40 | 1d8 | 3 lb. | Light | Tactics, NV, 4, 76 | |
| Mantis Gauntlet | 50 | 1d10 | 2 lb. | Light | NV | |
| Mr. Handy Buzz Blade | 50 | 1d10 | 10 feet | 8 lb. | 2-handed, Automatic, Heavy | 76 |
| Pipe | 40 | 1d4 | 2 lb. | Versatile (1d8) | 3, NV, 4, 76 | |
| Police Baton | 50 | 2d4 | 1 lb. | Light, Holdout | 3, NV, 4, 76 | |
| Power Fist | 110 | 2d10 | 5 lb. | 1, 2, Tactics, 3, NV, 4, 76 | ||
| Rebar Club | 40 | 1d10 | 10 feet | 10 lb. | 2-handed, Heavy | NV |
| Ripper | 50 | 1d12 | 1 lb. | Light, Automatic | 1, 2, Tactics, 3, NV, 4, 76 | |
| Sledge Hammer | 40 | 1d8 | 10 feet | 10 lb. | 2-handed, Heavy | 1, 2, Tactics, 3, NV, 4, 76 |
| Spear | 40 | 1d8 | 10 feet | 3 lb. | 2-handed | 1, 2, Tactics, 76 |
| Diamond Spear | 100 | 2d8 | 10 feet | 3 lb. | 2-handed | Tactics |
| Barbed Spear | 60 | 1d6 | 10 feet | 3 lb. | 2-handed, When you hit an opponent, they must make a 12 DC strength save or be grappled | Tactics |
| Festering Spear | 100 | 1d8 | 10 feet | 3 lb. | 2-handed, Poison | Tactics |
| Super Sledge | 110 | 2d10 | 10 feet | 10 lb. | 2-handed, Heavy | 1, 2, Tactics, 3, NV, 4, 76 |
| Tire Iron | 50 | 2d4 | 1 lb. | Light | 3, NV, 4, 76 | |
| War Glaive | 110 | 2d10 | 10 feet | 6 lb. | 2-handed | 76 |
| Yao Guai Gauntlet | 40 | 1d8 | 3 lb. | Light | NV | |
| Axe | 60 | 1d10+1 | 10 feet | 6 lb. | 2-handed, Heavy | 3, NV, 4, 76 |
| Energy Melee | ||||||
| Proton Axe | 90 | 2d8 | 10 feet | 6 lb. | 2-handed | NV |
| Cattle Prod | 20 | 1d4 | 1 lb. | Light | 1, 2, Tactics, NV, 76 | |
| Displacer Glove | 90 | 2d8 | 5 lb. | Light | NV | |
| Shock Baton | 40 | 1d8 | 1 lb. | Light, Holdout | 3, 4, 76 | |
| Stun Baton | 50 | 1d6 | 1 lb. | Light, On hit target’s movement speed is halved for 1 minute, Holdout | 4, 76 | |
| Thermic Lance | 130 | 2d12 | 10 feet | 8 lb. | 2-handed, Heavy | NV |
| Plasma Cutter | 110 | 2d10 | 6 lb. | Versatile (2d12) | 76 | |
| Zap Glove | 50 | 1d10 | 5 lb. | Pulse, Light | NV | |
| Saturnite Fist | 150 | 2d10 | 5 lb. | Light | NV | |
| Super Heated Saturnite Fist | 250 | 3d10 | 5 lb. | Light, Burning | NV | |
| Cosmic Knife | 50 | 2d4 | 1 lb. | Light, Holdout | NV | |
| Cosmic Knife Heated | 100 | 3d4 | 1 lb. | Light, Burning, Holdout | NV | |
| Ballistic Melee | ||||||
| Ballistic Fist | 90 | 2d8 | 3 lb. | Light | NV | |
| Punch Gun | 50 | 2d4 | 2 lb. | Light | Tactics | |
| Piston Spear | 150 | 2d12 | 8 lb. | 2-handed, Heavy, Automatic | Tactics | |
| Explosive Melee | ||||||
| Mini-Nuke | 250 | 12d10 | 0.5 lb. | Blast (80) | 3, NV, 4, 76 | |
| Dynamite Spear | 125 | 2d10 | 10 feet | 4 lb. | Blast (5) | Tactics |
| Missile/Rocket | 15/25 | 5d8 | 0.5 lb. | Blast (15) | 1, 2, Tactics, 3, NV, 4, 76 | |
| Shishkebab | 110 | 2d10 | 8 lb. | Burning, Light | 3, 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 Caliber | 2 | |||
| .32 Magnum | .5 | |||
| .357 Magnum | 1 | |||
| .38 Caliber | .5 | |||
| .44 Magnum | 3 | |||
| .45 | 1 | |||
| .45-70 Gov’t | 2 | |||
| .50 Caliber Ball | 6 | |||
| .50 MG | 5 | |||
| 10mm | 1 | |||
| 12.7mm | 3 | |||
| 12-Gauge | 1 | |||
| 20-Gauge | 2 | |||
| 25mm Grenade | 8 | |||
| 26.5mm Flare | 2 | Sheds bright light for 30 feet and dim light for another 30 feet. | ||
| 2mm EC | 5 | |||
| 15mm EC | 10 | |||
| 4.7mm | 3 | |||
| 40mm Grenade | 12 | |||
| 5mm | .5 | |||
| 5.56mm | 1 | |||
| 7.62mm | 2 | |||
| 9mm | .5 | |||
| Alien Power Module | 20 | |||
| Acid Canister | 5 | |||
| Archimedes Cell | 0 | Magazine increases by 1 at noon every day. | ||
| Arrow | 2 | |||
| Cannonball | 15 | |||
| Cryo Cell | 20 | |||
| Electron Charge Pack | .5 | |||
| Flamer Fuel | .2 | |||
| Fusion Core | 5 per percent left | Ammunition represents shots per Core. | ||
| Harpoon | 10 | |||
| Hypo Cartridge | 1 | |||
| MicroFusion Cell | 2 | |||
| MicroFusion Breeder | 0 | Magazine increases by 1 at the end of each your turns in initiative, and 1 each minute outside of initiative. | ||
| Mini-Nuke | 250 | |||
| Missile | 15 | |||
| Plasma Cartridge | 3 | |||
| Rocket | 25 | |||
| Small Energy Cell | .5 | |||
| Syringe | 3 | Confers the effects of one inserted medical supply. | ||
| Tranquilizer Dart | 5 | Target must succeed a DC 15 Constitution saving throw or become unconscious for 1 minute. | ||
| Darts | .25 | |||
| Poison Dart | 1 |
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