Weapons (5e Fallout Setting)

From D&D Wiki

Jump to: navigation, search

Weapon Condition[edit]

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[edit]

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 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+(Energy Only): Deals four times as much damage to constructs and creatures wearing power armor. Does not deal damage to other creatures.
  • Pulse+(Energy Only): Deals half as much damage to non-constructs. Deals twice as much damage to constructs and creatures wearing power armor.
  • Burning+(Energy Only): Deals half as much damage to constructs and creatures wearing power armor, and twice as much to creatures who are not.
  • Poison: Deals four times as much damage to non-constructs. Does not deal damage to constructs or creatures wearing power armor.
  • Blast (x)+(Shotguns Only): Attacks every creature within x feet of the target.
  • 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 its next turn) it makes an attack against them.
  • Bolt-: After attacking, you must manually re-cock the weapon’s bolt as an action or bonus action to use it again.
  • 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[edit]

Pistols[edit]

  • Note: All pistols have the Light property.
Name Cost (Caps) Damage Range Weight Ammo Mag Properties Appearances
Ballistic Pistols
.22 Pistol (Silenced) 26 1d4-1 40/80 3 lb. .22 Caliber 16 Silenced NV
.32 Revolver 48 1d6 30/120 1.5 lb. .32 Magnum 5 p 3
.357 Revolver 56 1d6 50/150 2.5 lb. .357 Magnum 6 p NV
.44 Revolver 90 2d6 60/120 3 lb. .44 Magnum 6 p 2, Tactics, 3, NV, 4, 76
.44 Pistol (Desert Eagle) 100 2d8 30/120 4 lb. .44 Magnum 8 p 1, 2
.45 Auto Pistol (Colt) 75 2d4 90/180 2.5 lb. .45 Auto 7 p Tactics, NV
9mm Pistol 45 1d6 50/100 2 lb. 9mm 13 p Tactics, NV
9mm Mauser (Chinese Pistol) 15 1d4 30/160 2 lb. 9mm 9 p 3, NV
10mm Pistol 42 2d4 50/150 3 lb. 10mm 12 p 1, 2, 3, NV, 4, 76
5.56mm Pistol (.223 Pistol) 63 2d6 50/200 5 lb. 5.56mm 5 p 1, 2, NV
12.7mm Pistol (14mm Pistol) 95 2d8 90/120 3.5 lb. 12.7mm 6 p 1, 2, NV
Black Powder Pistol 63 2d12 90/120 3 lb. .50 Ball 1 Long Reload 76
Gauss Pistol 130 3d6 90/180 5 lb. 2mm EC 12 p 2
Hunting Revolver 73 2d10 50/200 4 lb. .45-75 Gov 5 Scope NV
Pipe .38 Pistol 20 1d4 20/80 2.5 lb. .38 Caliber 13 p 4, 76
Pipe .45 Revolver 25 1d6 30/90 4 lb. .45 Caliber 6 p 4, 76
Pipe .308 Bolt-Action Pistol 30 1d8 40/120 3.5 lb. .308 Caliber 6 p 4, 76
Police Pistol 333 1d12 90/120 3 lb. .357 Magnum 6 p NV
Zip Gun 35 1d6 60/120 1 lb. 10mm 1 p 2(Cut), Tactics
Needler Pistol 82 2d8+1 50/150 4 lb. Hypo Cartridge 10 p 2, Tactics
Energy Pistols
Alien Atomizer 5500 4d6 45/365 2 lb. Alien Power Module 20 p 3
Alien Blaster 4000 4d6 30/240 2 lb. Alien Power Module 10 p 3, 4, 76
Laser Pistol 75 1d4+1 100/150 3 lb. Small Energy Cell 30 p 1, 2, Tactics, 3, NV, 4, 76
Microwave Emitter 100 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 80 1d12 30/180 3 lb. Plasma Cartridge 16 p 3, NV, 4, 76
Pulse Gun 200 1d8 50/150 2.5 lb. Small Energy Cell 5 Pulse 2, Tactics, NV
Recharger Pistol 96 2d4-1 100/150 7 lb. MicroFusion Breeder 20 p NV
Stun Gun 50 1d4-1 20/40 1.5 lb. Small Energy Cell 5 On a hit, target’s movement speed is halved. Tactics
Gamma Gun 75 2d8 30/120 3 lb. Small Energy Cell 8 Deals rads instead of damage 4, 76
Acid Soaker 20 3d4 10/40 3.5 lb Acid Canister 15 Tactics, 4
Euclid’s C-Finder 2,000 5d12 60 3 lb. Archimedes Cell 1 Blast (30), Deals damage at end of next turn. NV
Explosive Pistols
Grenade Pistol 35 2d6 20/60 3 lb. 40mm Grenade 1 Blast (5) Tactics
Flamer Pistol 50 1d12 10/20 8 lb. Fuel Canister 3 Burning Tactics
Flare Gun 15 1d4-1 30/240 2 lb. 26.5mm Flare 1 Burning NV, 4, 76

Rifles[edit]

  • Unless stated otherwise, all rifles are 2-handed.
Name Cost Damage Range Weight Ammo Mag Properties Appearances
Ballistic Rifles
7.62mm Rifle (FN FAL) 100 4d4 65/700 9 lb. 7.62mm 20 p Tactics
Assault Carbine (R91) 65 1d12 30/300 10 lb. 5mm 24 Burst (4), Automatic NV
Assault Rifle (M16A1) 90 2d6 60/300 7.5 lb. 5.56mm 30 Burst (3), Automatic 3
Battle Rifle (M1 Garand) 350 3d4 90/360 9.5 lb. .308 Caliber 8 p NV
BB Gun 55 1 50/200 2 lb. BB 100 p 1, 2, Tactics, 3, NV
Black Powder Rifle 75 5d6 30/120 6 lb. .50 Ball 1 p 76
Brush Gun 95 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) 200 2d8 60/300 8 lb. 5.56mm or 7.62mm 24 Automatic, Burst (3) 3
Combat Rifle 65 1d12 100/200 9 lb. .45 Caliber 20 p 4, 76
Cowboy Repeater 90 3d4 75/150 5.5 lb. .357 Magnum 7 p NV
Gauss Rifle 9,000 6d6 20/600 15 lb. 2mm EC 7 Scope 3, NV, 4, 76
Hunting Rifle 75 4d6 30/700 7.5 lb. .308 Caliber 5 Bolt 3, 4, 76
Lever-Action Rifle 50 3d4 90/600 7 lb. .45-70 Gov't 5 p 3, 4, 76
Marksman Carbine 35 2d4 15/200 8 lb. 5.56mm 20 Burst (5), Automatic, Scope NV
Pipe .38 Rifle 15 1d4 30/200 4 lb. .38 Caliber 20 p 4, 76
Pipe .45 Revolver Rifle 20 1d6 40/300 6.5 lb. .45 Caliber 6 p 4, 76
Pipe .308 Bolt-Action Rifle 25 1d8 50/400 6 lb. .308 Caliber 6 p 4, 76
Radium Rifle 200 2d6 75/140 11 lb. .45 Caliber 20 Burst (3), Deals 1d4 radiation 4, 76
Railway Rifle 75 2d8 30/120 14.5 lb. Railway Spikes 10 p 3, 4, 76
Service Rifle 65 2d6 100/300 8.5 lb. 5.56mm 20 p NV
Sniper Rifle 900 4d6 15/800 12.5 lb. .308 Caliber 5 Scope 1, 2, Tactics, 3, NV, 4, 76
Trail Carbine 135 3d8 75/750 7.5 lb. .44 Magnum 8 Bolt NV
Varmint Rifle 20 2d4 60/180 5 lb. 5.56mm 5 p NV
XL70E3 100 2d8 60/240 10 lb. 5mm 20 Burst (2), Scope 2
Energy Rifles
Alien Disintegrator 10,000 4d8 100/365 7 lb. Alien Power Module 100 p 3
LAER 120 2d8 200/250 4.5 lb. MicroFusion Cell 20 p NV
Laser Musket 45 3d12 150/200 12 lb. MicroFusion Cell 5 Burst (5) 4, 76
Laser Rifle 80 2d8 150/200 7.5 lb. MicroFusion Cell 24 p 1, 2, Tactics, 3, NV, 4, 76
Plasma Rifle 90 3d6 45/200 8 lb. Plasma Cartridge 12 p 1, 2, Tactics, 3, NV, 4, 76
Pulse Rifle 150 1d12 30/300 9 lb. MicroFusion Cell 1 Pulse 2, Tactics, NV
Recharger Rifle 100 3d4 150/200 15 lb. MicroFusion Breeder 7 p NV
Tesla Rifle 120 3d12 15/60 10 lb. MicroFusion Cell 15 Pulse 4, 76
Explosive Rifles
Grenade Rifle (M79) 30 3d6 45/135 6 lb. 40mm Grenade 1 Blast (10) Tactics, NV, 76
Melee Rifles
Bow 25 1d20 20/60 10 lb. Arrow 1 Silenced, Bolt N/A
Net Gun 30 0 20/60 10 lb. Net 1 p N/A Other Rifles
Syringer 60 0 100/200 7 lb. Syringe 1 Scope, Poison 4, 76
Tranquilizer Rifle 120 0 100/200 4 lb. Tranquilizer Dart 1 Scope, Poison N/A

Shotguns[edit]

  • 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) 110 3d6 15/30 9 lb. 12-Gauge 10 Automatic 2, Tactics
Black Powder Blunderbuss 62 2d12 10/20 5 lb. .50 Ball 1 p 76
Bullpup Automatic Shotgun (Pancor Jackhammer) 90 2d8 15/60 15 lb. 12-Gauge 10 p 2, Tactics
Combat Shotgun 85 2d6 10/30 8 lb. 12-Gauge 8 20/30 1, 2, 3, 4, 76
Double-Barrel (SxS) Shotgun 100 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) 35 3d4 10/40 6.5 lb. 20-Gauge 2 p NV
Hunting Shotgun (Pump-Action) 100 2d8 30/40 7 lb. 12-Gauge 5 Bolt NV, 76
Lever-Action Shotgun 115 5d4 15/30 8 lb. 20-Gauge 5 Light NV
Pipe Shotgun 20 1d12 10/20 5 lb. 12-Gauge 1 p 4(Mod)
Pump-Action Combat Shotgun (NeoStead 2000) 85 2d6 20/40 8.5 lb. 12-Gauge 10 Bolt Tactics
Riot Shotgun 120 2d10 10/30 9.5 lb. 12-Gauge 12 p NV
Single Shotgun 25 1d12 20/40 6 lb. 20-Gauge 1 p NV
Energy Shotguns
Laser Scattergun 150 3d6 20/40 8 lb. MicroFusion Cell 20 p 4, 76
Plasma Scattergun 175 2d12 15/45 8.5 lb. MicroFusion Cell 10 p 4, 76

Submachine Guns[edit]

  • All submachine guns have the automatic property.
Name Cost Damage Range Weight Ammo Mag Properties Appearances
Ballistic SMGs
.22 SMG (Silenced) 25 2d4 30/180 8 lb. .22 Caliber 180 Silenced, Burst (18), 2-handed NV
9mm Helix SMG (Calico Liberty) 25 1d8 40/120 6.5 lb. 9mm 50 2-handed, Burst (10) Tactics
9mm Machine Pistol (Scorpio) 15 1d6 20/80 3.5 lb. 9mm 32 Light, Burst (6) Tactics
9mm SMG (MP5) 35 1d10 50/150 6 lb. 9mm 30 2-handed, Burst (5) NV
10mm SMG (UMP) 45 2d4 30/120 6.5 lb. 10mm 30 2-handed, Burst (3) 1, 2, Tactics, 3, NV, 76
12.7mm SMG 43 2d6 40/160 7 lb. 12.7mm 21 2-handed, Burst (3) NV
Chinese 9mm SMG (MP38) 30 1d12 40/120 9 lb. 9mm 30 2-handed, Burst (6), Silenced Tactics
Grease Gun (M3A1) 52 1d6 20/140 7 lb. .45 Auto 30 Versatile (2d6), Burst (5) 2
Police SMG (P90) 60 3d4 20/120 6.5 lb. 9mm 40 Burst (5), 2-handed Tactics
Sten Gun 75 2d6 60/100 7 lb. 9mm 50 Burst (3), 2-handed Tactics
Tommy Gun 90 2d8 40/160 11 lb. .45 Auto 50 Burst (5), 2-handed 1, 2, Tactics, 3, NV, 4, 76
Uzi 53 3d4 20/80 7.5 lb. 9mm 25 Light, Burst (5) Tactics
Energy SMGs
Laser RCW 100 2d8 80/120 10 lb. Electron Charge Pack 60 Burst (3), 2-handed NV

Heavy Weapons (Big Guns)[edit]

  • Unless otherwise stated, all heavy weapons have the Heavy and Two-Handed properties.
Name Cost Damage Range Weight Ammo Mag Properties Appearances
Ballistic Heavy Weapons
50 Cal Machine Gun (M2) 300 3d12 30/120 45 lb. .50 MG 250 Burst (10), Automatic Tactics, 76
Anti-Material Rifle 10,000 8d6 15/1,500 25 lb. .50 MG 8 Scope, Bolt NV
Bozar 15,000 5d6 30/1,000 15 lb. 5.56mm 30 Automatic, Scope, Burst (5) 2, NV
Gatling Gun (Civil War) 150 3d6 30/120 55 lb. 5mm 250 Burst (10), Automatic 76
Gauss Minigun 1,000 6d6 60/270 45 lb. 2mm EC 80 Burst (4), Automatic, Long Reload Tactics
Light Machine Gun (M60/SAW/MG 42) 200 3d12 60/180 23 lb. 5.56mm 90 Burst (5), Automatic 2, Tactics, 76
Light Support Weapon (L86A1) 300 2d8 80/240 14.5 lb. 5.56mm 30 Burst (5), Automatic, Not Heavy 2
Morgan Auto Rifle System (BAR) 400 2d12 75/255 16 lb. 7.62mm 20 Burst (5), Automatic, Not Heavy Tactics, NV
Minigun 200 2d8 30/300 50 lb. 5mm 500 Burst (20), Automatic, Long Reload 1, 2, Tactics, 3, NV, 4, 76
Shoulder-Mounted Machine Gun 500 3d8 80/480 30 lb. 10mm 120 Burst (10), Automatic NV
Harpoon Gun 300 2d12 120/150 37 lb. Harpoon 1 p 4, 76
Junk Jet 500 2d10 30/120 48 lb. Anything 3 p 3, 4, 76
Energy Heavy Weapons
Arc Welder 200 4d8 15/30 19 lb. Electron Charge Pack 30 Burst (3), Automatic NV
Gatling Laser 300 3d8 250/300 40 lb. Fusion Core 50 Long Reload 1, 2, 3, NV, 4, 76
Gatling Plasma 400 3d10 80/240 40 lb. Fusion Core 50 Long Reload 76
Plasma Caster 500 3d12 100/300 22 lb. Fusion Core 10 Long Reload 1, 2, Tactics, NV
Tesla Cannon 5,000 4d12 300/350 15 lb. Electron Charge Pack 4 p 3, NV
Explosive Heavy Weapons
Auto Grenade Launcher 5,000 5d6 30/80 50 lb. 40mm Grenade 18 Burst (3), Blast (20), Automatic NV, 76
Fat Man 1,000 12d12 15/400 31 lb. Mini Nuke 1 Blast (80), Long Reload 3, NV, 4, 76
Grenade Machine Gun 2,500 4d6 60/100 47 lb. 25mm Grenade 30 Burst (3), Blast (15), Automatic NV
Prototype Rocket Launcher 3,000 4d8 100/200 25 lb. Rocket 13 Blast (10), Automatic, Long Reload NV
Missile Launcher 3,500 6d8 100/200 21 lb. Missile 1 Blast (20) 3, NV, 4, 76
Broadsider 500 3d8 80/240 42 lb. Cannon Ball 1 p 4, 76
Cryolator 950 4d4 15/60 18 lb. Cryo Cell 25 DC 15 Con save on hit or petrified 3(Cut), 4, 76
Drone Cannon 15,000 5d8 80/600 20 lb. Alien Power Module 1 Blast (10) 3
Flamer 500 3d8 5/15 40 lb. Flamer Fuel 50 Burst (5), Blast (5), Automatic 1, 2, Tactics, 3, NV, 4, 76
Heavy Incinerator 700 3d8 60/120 38 lb. Flamer Fuel 25 Burst (5), Blast (10) 3, NV
Incinerator 600 3d6 60/120 32 lb. Flamer Fuel 25 Burst (5), Blast (10) 3, NV
Miscellaneous Heavy Weapons
Air Cannon 800 0 15/30 15 lb. Electron Charge Pack 5 Knocks Prone on Hit N/A

Thrown[edit]

Name Cost (Caps) Damage Range Weight Properties Appearances
Ballistic Thrown
Bottlecap Mine 50 6d8 5/15 0.5 lb. Mine, Blast (5) NV
Energy Thrown
Plasma Grenade 75 5d8 30/60 0.5 lb. Blast (5) NV
Plasma Mine 100 7d8 5/15 0.5 lb. Mine, Blast (15) NV
Microfusion Grenade 6 1d10 30/60 0.5 lb. p NV
Microfusion Cluster 120 5d10 30/60 0.5 lb. Blast (30) NV
Incendiary Grenade 60 3d4 30/60 0.5 lb. Blast (5), Burning NV
Explosive Thrown
Fragmentation Grenade 35 5d6 30/60 0.5 lb. Blast (5) NV
Fragmentation Mine 50 7d8 5/15 0.5 lb. Blast (15) NV
Pulse Grenade 32 1d12 30/60 0.5 lb. Blast (5), Pulse NV
Pulse Mine 76 1d12 5/15 0.5 lb. Blast (15), Pulse NV
Fat Mine 1000 12d10 5/15 0.5 lb. Blast (80) NV
Holy Hand Grenade 1000 12d12 30/60 0.5 lb. Blast (60) NV
Melee Thrown
Throwing Knife 10 2d4 30/60 0.5 lb. p NV
Throwing Spear 20 2d6 30/60 0.5 lb. p NV
Net 15 0 15/30 1 lb. On a hit, restrains target. Must succeed DC 15 Strength save as an action to escape. N/A

Melee[edit]

Name Cost (Caps) Damage Range Weight Properties
Melee Melee
Unarmed 0 1 0 lb. Light
Knife 10 1d4 1 lb. Light
Cleaver 20 1d6 2 lb. Light
Combat Knife 30 1d8 1 lb. Light
Chainsaw 100 2d6 8 lb. 2-handed
Machete 50 1d8 3 lb. Light
Ripper 50 1d10 1 lb. Light, Automatic
Baseball Bat 25 1d8 3 lb. Versatile (1d12)
Police Baton 20 2d4 1 lb. Light
Pipe 15 1d8 1 lb.
Super Sledge 150 2d10 10 feet 10 lb. 2-handed
Power Fist 300 2d10 5 lb. Light
Energy Melee
Proton Axe 250 3d4 3 lb.
Displacer Glove 300 2d8 5 lb. Light
Shishkebab 250 2d10 8 lb. Burning, Light
Thermal Lance 500 2d12 10 feet 8 lb. 2-handed
Ballistic Melee
Ballistic Fist 150 2d8 3 lb. Light
Industrial Hand 100 1d12 4 lb. Light
Explosive Melee
Mini-Nuke 250 12d10 0.5 lb. Blast (80)
Missile/Rocket 15/25 5d8 0.5 lb. Blast (15)

Ammunition[edit]

  • Ammunition weight is optional.
Name Cost (Caps) Weight Additional Effects
.22 Caliber .25
.308 2
.32 Magnum .5
.357 Magnum 1
.44 Magnum 3
.45 Caliber 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
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 500 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 turn.
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.

Back to Main Page5e Homebrew5e Campaign SettingsFalloutEquipment

Home of user-generated,
homebrew pages!


Advertisements: