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Reading the Weapon Chart:

Name:
What the locals call the weapon
Skill:
Which skill you use to wield the weapon
Dmg:
How much damage the weapon causes
DEX Ranks/RoF:
How many DEX Ranks between shots/swings, and how the weapon fires. S means Single use, B means Burst, with the
number of shots fired in parentheses, and A means Auto-fire, with the number of round fired, and minimum number of rounds
that hit on a successful attack, in parentheses. May also include a (# R) indicating how long it takes, in DEX Ranks, to ready the
weapon if it is not already ready for use.
Special:
Damage type, such as Impaling, Shrapnel, or Fire. Determines effect on a Special/Critical success, and special effects for some
weapons such as Stun and Explosive weapons.
Rng:
Base Range, in Yards, or, for Melee weapons, thr Reach of the weapon. Short Range is about 3, while Long Range is about 6. A
weapon with a Short Range cannot hit a foe 5 or more feet away, while a weapon with Long range takes a Penalty Die when
attacking a foe who is closer than 3, such as when a person armed with a Spear fights a person who is armed with Spiked
Knuckles.
Hands:
How many hands must be used to hold and operate the weapon, if it is ready for use. Some weapons will list 1H/2H, such as
many SMGs. They can be used either one or two-handed, but, if a ranged weapon, must be used two-handed in order to benefit
from the Braced bonus.
HP:
How many HP a weapon has, for when it takes damage due to Fumbles or Called Shots.
Parry:
Whether the weapon can be parried. If Yes, it is parried normally, if No, it cannot be parried, and if 1/2, then the target may use
their skill to Parry.
STR/DEX:
Minimum STR and DEX needed to weild the weapon without penalty. If you do not meet one of these requirements, all attack
rolls are Difficult. If you do not meet either requirement, your attack can only succeed on a Special Success.
Mal:
An attack roll over this amount is considered a malfunction of the weapon. This may be in addition to a fumble roll, depending
on the Mal.
Cap:
Capicity, as in, how many rounds of ammunition will the weapon hold.
SIZ/Enc.
Determines how much Encumbrance the weapon has, for purposes of determining the carried Encumbrance of the wielder. Also
used to determine how far the item can be thrown if necessary.
Cost
The weapons base cost, in Bottle Caps.
Ammo
The type of ammunition used, if any.
Improvised Weapons
Name

Skill
Base
Cost Ammo
.308 Rifle
Rifle +0
Winchester
9mm Zip Gun
Pistol +0
9x19mmP
10mm Zip Gun
Pistol
10x25mm Auto
Antique 1812 Flintlock
Pistol
.58 Cal Mini
Ballista
Pistol
500
Empty Syringe
Broken Bottle
Brawl +0

Dmg

DEX Ranks/RoF

Special

Rng

Hands HP

Parry STR/DEX Mal Cap.

SIZ/Enc

2d6+4 20/S

Impaling

125

2H

10

No

7/5

99-1001

3.0

150

1d8

15/S

Impaling

10

1H

No

7/5

86-00 1

.5

15

+0

1d10

15/S

Impaling

10

1H

No

7/5

76-00 1

.5

30

-5

1d6+1 70/S

Impaling

10 1H

No

9/5

96-00 1

1.5

250

+0

1d6 (-5 AP)

15/S

Impaling

12

No

9/7

1d3

15/S

Special

Short 1H

5/5

80-00 -

25 1H
3

No

.308

99-00 1

.3

N/A

N/A

Cosmic Knife,
Super-Heated
Dart Gun
Dog Tag Fist
Fire Bomb
200
N/A
Gas Bomb
1
4.0

Knife

+0

1d6+1 15/S
+1d6 Fire
Pistol +01d6 (-5 AP) 15/S
Brawl +0
+1
15/S
Grenade
Thrown

Special
Fire
Impaling 10
None Short
1+ Fire25/S

Thrown
100
N/A

4d6/10'

Thrown

15/S

Short 1H
1H
1H
Fire

12

15
1/2
5
No
Thrown
Shrapnel

Yes

5/7

00

.3

5/5
1/1
1H

00
1

1
No

1.0
.1
9/7

500
Dart
10
N/A
95-00 1

.7

2H

No

7/5

90-100

Yes

5/7

1.0

9/7

2.0

150

Yes

9/7

2.0

9/7

2.0

150

No

11/5

96-00 1

5/5

96-00 1

No

7/7

96-00 1

.7

1H

No

96-00

No

5/5

90-00 15 (30)

5/5

90-00 15 (30)

Thrown

Fire
Gauntlet, Bladed
Brawl +0
1d6+DB
15/S
Impaling
Short 1H
10
100
N/A
Gauntlet, Deathclaw Brawl +0
2d6+DB
15/S
Bleeding
Short 1H
12
Yes
N/A
Gauntlet, Mantis
Brawl +0
3d6+DB
15/S
Impaling
Short 1H
12
325
N/A
Gauntlet, Yao-Guai Brawl +0
2d6+DB
15/S
Bleeding
Short 1H
12
Yes
N/A
Grenade, Dynamite Grenade
Thrown
25d6/ 15/S
Knockback
Thrown
1H
3.0
115
N/A
Bundle Stick
25
Grenade, MFC
Grenade Thrown
4d4
15/S
Fire
Thrown
1H
8
No
N/A
Grenade, Nuka
Grenade
Thrown
8d6
15/S
Fire/Rads Thrown 1H 4
50
N/A
Grenade, Tin Can
Grenade
Thrown
3d6
15/S
Shrapnel
Thrown
1
.7
25
N/A
Homemade Laser Pistol
E-Pistol
+0
1d6
5/S
Impaling
20
1H
4
1.2
115
SEC
Homemade Laser Rifle
E-Rifle +0
2d6
5/S
Impaling
40 2H
6
No
160
SEC
Homemade Machete Sword +0
1d6
15/S
Bleeding Medium
1H
6
Yes
5/5
Homemade Tomahawk
Hatchet
+0
1d6
15/S
Impaling
Thrown
1H
1.5
75
N/A
Improvised DynamiteDemo +0
10d6 15/S
Knockback Emp.
1H
1
No
5/5
Bundle
Imp. Graphite Accelerator Rifle +0
2d6+6 15/S
Impaling
1000 2H
8
No
Pencil
Imp. Incendiary Grenade
Grenade
Throw 1d6/10
15/S
Shrapnel Thrown
1H
.5
20
N/A
1d6/5
Fire
Improvised Zap Gun E-Pistol
-5
1d6
15/S
Stun
20 1H
8
No
5/7
SEC
Junk Metal Blade
Sword -10
2d6+1 15/S
Bleeding
Long 2H
8
Yes
Spec.
J.M. Hammer
Hammer
-10
2d6
15/S
Crushing Med
2H
8
Yes
SEC

150

.2

5/5

N/A

15

2.0

99-00 6
Yes

2.0
7/7

50
N/A
99-00 -

96-00 -

2.5

140

13/7

96-00 1 (24) 2.0

No

5/7

N/A
250

68-00 1

91-00 10 (30)

1.5

70

7/7

25

3.0

100

11/7

30

2.5

100

J.M. Katana
Sword -5
2d8+1 15/S
J.M. Knife
Knife -5
1d8+2 10/S
N/A
J.M. Master Sword
Sword -10
Special
MFC
J.M. Saber
Sword -5
2d6
15/S
J.M. Spear
Spear -5
2d8
15/S
Coolant
Mauser Carbine
Rifle +0
2d6
10x25mm Auto
Frankengun
Rifle +0
1d10+2
10x25mm Auto Mr. Garibaldi
Rifle
3.0
460
10x25mm Auto
The Boss
Rifle +0
2d6
10x25mm Auto Mine, Bottlecap
90-00 1
1.5
75
N/A
Mine, Fat
Demo +0
10d8/30'
N/A
8d8/40'
3d6/65'
Mine, MFC Cluster
Molotov Cocktail
.7
12
Nuka-Cocktail
N/A
Nuka-Breaker
N/A

Bleeding
Bleeding
15/S

Pipe Pistol
Pistol -10
Pipe Rifle
Rifle -10
Pipe Shotgun - .410 Shotgun
3.0
40
.410g
Pipe Shotgun - 10g Shotgun
3.0
60
10g
Pipe Shotgun - 20g Shotgun
3.0
50
20g
Pipe SMG
SMG -10
.32 ACP
Powder Charge
Demo
N/A
Railway Rifle
Rifle +0
Railroad Spike
End of the Line
Rifle
Railroad Spike

+0

2d6

8
1H

Yes
6

7/9
Yes

7/7

10
-

2.0
-

200
.5

Spec.
100

M/L

2H

12

Yes

11/7

24

2.5

200

8
6

Yes
Yes

7/9
11/9

30

1.8
4.0

100
200

N/A

No

7/5

90-00 10

2.5

230

12
100

No
2H

7/5
12

96-00 15
No
7/5

3.0
400
96-00 24

7/5
Emp.

96-00 24
9

3.0
No

460
1/1

90-00 1

2.0

275

Special
Bleeding
Impaling

10/S

Med 1H
Long 2H

Impaling

80 2H

Impaling
10/S

80
2H
Impaling

10/S
Demo +0

Impaling
6d6/15'

100
15/S

2H

12
No
Shrapnel

15/S

Shrapnel

Emp.

10

No

7/5

10
No
Thrown

7/5
1H

90-00 1
1
No

No

5/7

95-00 1

12

Yes

11/7

90-00 Infinite 4.0

No
No
Spec

7/5
5/5
2H

91-00 1
91-00 1
6
No

1.5
3.0
7/5

30
Varies
100
Varies
91-00 1

10/S
+0

2d6

Knockback
Fire
Radiation
Shrapnel Emp.
1+ Fire25/S

Demo +0
6x4d4 15/S
Grenade
Thrown
N/A
Grenade
Thrown
1+ Fire25/S
2-H Club

Med 1H
Short

15/S

Fire

Fire/Rads Thrown 1H 1
Crushing

Long

2H

1.2
5/7

110
N/A
95-00 1
.7

40
1560

2d6 Electrical
Varies 15/
Varies 15/
-10
Special

Shock
Impaling
Impaling
15/

15 1H
30
2H
Impaling

-10

Special

15/

Impaling

Spec

2H

No

7/5

91-00 1

-10

Special

15/

Impaling

Spec

2H

No

7/5

91-00 1

1d6

15/A (5)

Impaling

No

7/5

86-00 20

2.5

90

5d6

Shrapnel

96-00 1

.7

25

3d6

15/S

+0

8d6+1 15/S

15/S

Impaling

30

Impaling

6
6

15 1H/2H 6
Emp.
2H

No

1/1

10

No

9/7

90-00 8

30 2H

14

No

9/7

3.5

90-00 8

200
3.5

300

Railway Assault Rifle Rifle +0


3d6
10/S/B (8)
Impaling
30 2H
10
No
Railroad Spike
Impaler
Rifle +0
3d6 ea.
10/B(4)
Impaling
30
4
200
Railroad Spike
Moiras Railway Rifle Rifle +0
5d6
15/S
Impaling
30 2H
10
No
Railroad Spike
Rebar Club
2-H Club
-10
3d4
15/S
Crushing
Long 2H
10
N/A
Rock-It Launcher
Heavy +0
Varies 5/S
Varies
20 2H
8
No
Rock-It Me Baby
Heavy +0
Varies 5/S
Varies
25 2H
8
No
Satchel Charge
Demo. +0
10d6/10'
15/S
Impaling
Emp.125
N/A
8d6/20'
Shrapnel
4d6/40'
Knockback
Scrap Shuriken
Throw -5
1d4
5/S
Bleeding
Thrown
1H
1
N/A
Shishkebab
Special
+0
1d6+1 15/S
BleedingMedium
1H
8
Special
+1d6 Fire
Fire
Shishkebab Gehenna Special
+0
1d8+2 15/S
Bleeding Medium1H 8
Yes
Special
+2d6 Fire
Fire
Shishkebab Nitro
Special
+0
2d6+1 15/S
Bleeding Medium1H 10
Special
+1d6 Fire
Fire
Super-Soaker
Special
15
By Payload
Special
By Payload
Special
2.5
500
Varies
Time Bomb
Demo +0
10d6 15/S
Knockback Emp.
1H
1
No
Time Bomb, High Yield
Demo +0
25d6 15/S
Knockback Emp.
1H
1
N/A

9/7

90-00 16

250

2H

10

No

9/7

90-00 16

7/7

99-00 10

3.0

642

Yes

11/7

9/7
9/7
2

90-00 Varies 4
200
90-00 Varies 4
789
No
96-00 -

Varies
Varies
2.0

Yes

5/9

.3

Yes

7/9

90-00 25

1+3

200

7/9

90-00 25

Yes

7/9

96-00 25

1+3

2H

No

90-00 5

5/5
No

96-00 2.5
5/5
96-00 -

1+3

7/7

100

250

150
3

300

N/A
180

The .308 Rifle is constructed by taking a barrel and reciever from a broken or damaged bolt-action .308 caliber hunting rifle, and adding a
homemade stock and foregrip (unless these are retained from the original), converting it into a single-shot weapon. These are generally very
robust, accurate, and reliable, if slow to load and fire. Some will still accept a scope. A number of these are found with the Shrouded, a Raider
gang/cult.
The Zip Gun is a piece of pipe fitted with a removable cap through which an improvised firing pin has been placed. When loaded with a single
round of ammunition, the firing pin, or a striker, is pulled back and held in place by the trigger mechanism. When the trigger is pulled, the pin
is driven into the primer, and the single round is discharged. Zip guns malfunction often, but are cheap, and can be easily made with proper
materials and a successful Repair - Mechanical test.
The 1812 Flintlock is neither from 1812, nor is it an actual Flintlock. Instead, the weapon was released as a kit to manufacture a replica
firearm based on the Flintlocks used during the War of 1812. The replicas use a Percussion Cap, and either a .58 caliber lead ball or a .58

caliber Mini Ball. A number of these have been copied by groups that lack the technology to turn brass for modern cartridges, and are
popular among a number of tribal groups as a result.
Cobbled together with found items by an Enclave engineer who deserted their ranks, the Ballista is just as deadly now as it was when it was
conceived. Using StimPaks filled with a neurotoxin, it causes painful spasms and, in extreme cases, neural overload. Building the actual
weapon requires two Fission Batteries, a Paint Gun, a Power Armor Helmet, Scrap Metal, a set of Surgical Tubing, and two Wrenches. The
neurotoxin used is either Dark Datura, Mother Darkness, or Tremble, though any chem whose description includes a weaponized version can
be used in the reservoir, with the weapon delivering a single dose per shot, two with a second Schematic, and three with a third. Effects are
listed under the chem's description. In addition, the user may simply fill the reservoir with venom from a Rad Scorpion. This halves the
movement of those who fail to resist the poison, and deals an additional point of damage each round for 4 rounds to such victims. Compare
the victim's CON to an attack of 15 on the Resistance Chart. The reservoir can hold up to 20 doses of venom. The weapon is considered to be
Scoped, with a +5 bonus to Aimed and Called shots (when Braced) for each Schematic used in the construction. A Schematic is sold by Karl at
Meresti Station, a second is located in the Sewer Waystation, while a third is in SatCom Array NW-07c.
The Broken Bottle How far have you fallen, when this is the weapon you choose? The bottle does have an advantage in that cloth-based
armors without Trauma Plates are 1/2 AP against it. A Special or Critical result will cause either Bleeding or Impaling damage, decided before
the attack is made. A damage result that causes maximum damage will break the bottle. If this occurs on a slash, too bad. If it occurs on a
declared stabbing attack, the broken glass is left behind inside the foe, if the weapon penetrates. In this case, the weapon continues to do
damage each round that the target takes aggressive action or moves at more than 10' per Round. A Surgery of 20 or a successful First
Aid/EMT/Trauma Medicine roll will remove the glass. Broken bottles have no listed value, as they are free to anyone who wishes to break a
normal Bottle of some kind.
The Super-Heated Cosmic Knife is simply a rare Cosmic Knife that has been heated to a temperature of 450 or more degrees. Though this
takes a great deal of time, the knife's Saturnite alloy will hold the heat for up to an hour. Almost any kitchen that has a Cosmic Knife will have
a poster warning the user not to leave it on the stove or near a heat source for prolonged periods, so no Schematic is needed to figure out how
to make the weapon. A Cosmic Knife (regular or Clean), a pair of Forceps (to hold it while it heats), and a working Stove (w/Pilot Light) or a
working Hot Plate to heat the knife are all it takes. A Campfire can also be used, but will not heat the knife to its maximum temperature (halve
the Heat damage). The user chooses before rolling for a strike whether to slash (Bleeding) or stab (Impaling).
Developed by an unknown tinkerer after the war, the hand-made Dart Gun is a masterpiece of mechanically-propelled death. Built up from a
paint gun, some rubber tubing, a toy car, and the poison gland of a Rad Scorpion, the Dart Gun works by halving the movement of those who
fail to resist the poison, and deals an additional point of damage each round for 4 rounds to such victims. Compare the victim's CON to an
attack of 15 on the Resistance Chart. The reservoir can hold up to 20 doses of venom. Subsequent Schematics (a second and third), allow a
second, or even third dose to be delivered with a single shot (add 2 rounds each to the duration of the poison damage, and +5 to its strength
on the Resistance Chart, for each additional dose). Alternatively, the weapon can be used to deliver chems to the target. Any chem whose
description includes a weaponized version can be used in the reservoir, with the weapon delivering a single dose per shot, two with a second
Schematic, and three with a third. Effects are listed under the chem's description.
The Dog Tag Fist consists of a group of 20 Brotherhood of Steel or Pre-War Dog Tags, along with their chains, linked and formed into a set of
knuckle dusters. Three of the tags stick out between the user's fingers, forming the striking surface, while the rest are used to form the

knuckle guards and fist weight. The chains are used to secure the device in place. A Repair - Mechanical of 20% is needed to properly
construct the weapon. Only one Schematic is found, and the weapon cannot be improved.
The Fire Bomb closely resembles a Molotov Cocktail, differing only in the ingredients needed for its manufacture. The Fire Bomb consists of an
Empty Bottle (any type), a Bottle of Spirits (any of Scotch, Whiskey or Vodka), and two unitsof Flamer Fuel. With these ingredients, two
Molotov Cocktails are produced by placing half the Spirits in the Empty Bottle, and them adding one unit of Flamer Fuel to each. The bottles
are then sealed with a rag, and when the user is ready to throw, the rag is lit. The weapon causes 1 point of damage to anyone in the 5'r AoE,
plus Flame from the burning Spirits and Flamer Fuel. The flames cause 1d3 Damage per 5 DEX Ranks, for up to 50 DEX Ranks (or until
extinguished). The flames cannot be extinguished with water, though immersion will temporarily negate the continuing damage. Once the
target leaves the water, the flames will reignite, unless a Fire Extinguisher is used, the fuel is scraped off, or the flames are smothered with
sand or a similar substance for the full remaining duration. The Fire Bomb also has the normal chance to ignite the target and any flammables
in the area of effect.
The Gas Bomb is an improvised mine/explosive that consists of an old Fire Extinguisher, Duct Tape, a Sensor Module, Loose Wiring, and a Pilot
Light. The Extinguisher is drained, and a Can of Turpentine is poured into the shell. The Sensor is wired to the Pilot Light using the Loose
Wiring. If placed or thrown, the device will explode whenever anyone gets within 5', well inside the 10' radius of the explosion. The explosion
causes Shrapnel damage to anyone caught in it, and will also set them on Fire. A minimum Demolition of 25% is needed to construct the
device. Only one Schematic is found, and the weapon cannot be improved.
The Bladed Gauntlet is simply a group of three blades arranged on a glove around the user's fist. Many of these are constructed from knife
blades whose handles were broken, others are made using sharpened scrap metal. A tube of Wonderglue, two Leather Belts and three
Lawnmower Blades are the usual configuration. A minimum Repair - Mechanical of 25% is needed to construct the device. Only one
Schematic is found, and the weapon cannot be improved. The Deathclaw Gauntlet requires a Deathclaw Hand, a Medical Brace, a tube of
Wonderglue, and a Leather Belt. Once assembled, this frightening contraption is a devastating weapon in the hands of a brawler. It ignores
armor on a Special Success, and has both Bleeding and Impaling effects on a Critical Success, but will not become stuck. Constructed in
almost the same way as a Deathclaw Gauntlet, the Mantis Gauntlet substitutes a Mantis Foreleg for the Deathclaw Hand. The Yao-Guai
Gauntlet is another variation on this theme, requiring a Yao-Guai Hand to replace the Deathclaw Hand. Special Success and Critical Success
are normal for both the Mantis and Yao-Guai Gauntlets. A Schematic is required to allow someone to create any of these Gauntlet weapons,
with a second Schematic adding +2 to DB, and a third adding an additional +2.
The MFC Grenade is an improvised grenade created by priming a Microfusion Cell with three charges to release those charges back into the
Cell's own coil. This will cause detonation of the cell within a few thousand cycles, or approximately 5 DEX Ranks. The cell is then thrown like
a grenade, with an AoE of about 15', and with a secondary effect of causing anyone in the AoE who fails a Luck check to be on Fire.
Construction of the Grenade requires a minimum Demolition skill of 25 and the Mad Bomber Perk. The Nuka-Grenade requires either a 60 in
Demolition and the Mad Bomber Perk or a Schematic, and combinesa Tin Can, Bottle of Nuka Cola Quantum, a can of Turpentine, and a Box of
Abraxo Cleanser. With a second schematic, two Tin Cans, and one of each of the other ingredients will yield two Nuka-Grenades, while three
Schematics and three Tin Cans combined with one of each of the other ingredients will yield three Nuka-Grenades. The Nuka-Grenade causes
a huge amount of damage to a 10' radius, with additional Fire damage to anyone caught in the explosion. In addition, the area will produce 50
Rads for the next 10 DEX Ranks in the AoE. The Tin Grenade, while not nearly as effective, is easier to make. A Tin Can, 50 units of
Gunpowder, and Duct Tape are combined at a workbench, resulting in an improvised fragmentation grenade that causes damage to a 5'
radius. The maker must have Demolition at 25 and the Mad Bomber Perk. The Dynamite Bundle Stick Grenade can be assembled by anyone

with a Minimum Demolitions of 25 and the Mad Bomber perk, using 6 sticks of Dynamite, a Stielhandgranate, and Duct Tape. The Dynamite is
taped to the grenade using the Duct Tape, and then thrown, like any other grenade. It makes for an excessive boom.
The Homemade Laser Pistol has been cobbled together from various parts, Duct Tape, Wonderglue and hope. This garage-special Laser Pistol
is far less accurate than the real deal, but energy blasts do more damage than bullets. Similarly, the Homemade Laser Rifle is simply a larger
version of the same weapon, built using Laser Rifle parts. Dangerous to both target and user, these homemade energy weapons can be
devastating in the right hands, but often simply blow said hands off during a catastrophic failure. Both use 3 Small E-Cells, but only get 15
shots from three fully-charged Cells, due to the improvised design.
The Homemade Machete is a simple weapon to make, requiring a Repair - Mechanical of only 20% and a single Schematic. It consists of a
Lawn Mower Blade mounted to a wooden handle from a Plunger, using Wonderglue and Duct Tape. Many Raiders and Tribals swear by them,
and they are found all over the wasteland. A rolled Malfunction indicates that the blade has become dislodged from the handle, rendering the
Machete useless except for the Lawn Mower Blade. To repair the weapon would require another tube of Wonderglue, a roll of Duct Tape, and a
new Plunger handle.
The Homemade Tomahawk is a weapon designed for throwing. Many Tribals use them, as they double as ceremonial pipes. Created from a
piece of Lead Pipe, some electrical cable from Electronic Scrap, and two Railroad Spikes, it is often decorated with feathers, beads and paint.
The Railroad Spikes are attached to the business end, perpendicular to the Pipe, which acts more like a pick than a hatchet. A minimum
Repair - Mechanical of 20% is needed to construct the device. Only one Schematic is found, and the weapon cannot be improved.
The Improvised Dynamite Bundle is a placed explosive which requires an Electronic Remote Detonator to set it off. It requires Demolition 50+
to build, using five Sticks of Dynamite, a Tin Can, Duct Tape, Electronic Scrap, an Electronic Blasting Cap, and a Sensor Module. It has an
explosive AoE of 5'r.
The Improvised Graphite Accelerator is a homemade Gauss weapon that requires a Repair Electrical of 80% and possession of the
appropriate schematic. The device combines a Conductor, Knife, Empty Nuka-Cola Bottle, Fission battery, two Tin Cans, three Loose Wiring,
three Scrap Electronics, and three Scrap Metal. The ammunition is the lead from a single pencil and 24 charges from a single Micro-Fusion
Cell, per shot. A second Schematic increases the damage by one die (2d6+6), and lowers the number of charges to fire the weapon to 12. A
third Schematic raises the damage by another die (3d6+6), and drops the number of charges needed to fire to 8.
The Improvised Incendiary Grenade is created at a Workbench by a person with the Grenade Engineer Perk. The manufacturer combines a
Coffee Mug, Duct Tape, Loose Wiring, Scrap Metal, a Tin Can, Turpentine, and 5 units of Flamer Fuel. There is no Schematic.
The Improvised Zap Gun requires use of a Schematic and a minimum Repair Electrical of 65%. It combines a Conductor, Knife, Loose Wiring,
Pilot Light, Scrap Electronics, and three Small Energy Cells to make a weapon that fires a Microwave beam to cook and stun a target. A second
Scematic increases the damage by 1d6 and allows for another 10 shots, while a third does the same (3d6 damage and 1 shot per charge).
The Junk Metal Blade is a massive, two-handed sword constructed at a Workbench by someone with a Repair Mechanical of 25% or greater
who uses the Schematic to combine a Lawn Mower Blade, a Power Fist, a Hammer, and a Whetstone. The weapon vibrates as it is swung, with
each successful attack using 5 charges from the Power Fists battery pack (holds 25 Small Energy Charges). A second Schematic lowers the
energy use to 3 charges per swing, while a third reduces it to 1 charge per attack.

The Junk Metal Hammer is made at a Workbench by someone with a Repair Mechanical of 25% or greater who uses the Schematic to
combine a Conductor, a Lead Pipe, a Steam Gauge Assembly and a Vacuum Cleaner. While not as hard-hitting as a Sledge Hammer, it can be
easily made. A second Schematic raises the Damage to 2d8, and a third to 3d6. The weapon uses 1 charge from a Small Energy Cell per
strike, and holds three cells.
The Junk Metal Katana is made at a Workbench by someone with a Repair Mechanical of 25% or greater who uses the Schematic to combine
a Chinese Officers Sword, Pulse Mine, a tin of Turpentine, and a tube of Wonderglue. The weapon causes an extra 2d8 EMP damage against
Robots and Powered Armor (check HP vs. Damage on the Resistance table; if the Robot or Power Armor fails, they shut down for 1d3+1
Rounds). With a second Schematic, the Critical/Special success range is increased by 5, and the EMP damage is increased to 3d6, while a third
adds an additional +5 to Critical/Special success range and raises EMP damage to 3d6+2. The weapon is recharged from a Micro Fusion Cell,
and holds up to ten charges, releasing one charge per strike.
The Junk Metal Knife is made at a Workbench by someone with a Repair Mechanical of 25% or greater who uses the Schematic to combine a
Fire Hose Nozzle, Hammer, Switchblade, and a Wrench to create a combat-style blade. A second Schematic raises the damage to 3d4, while a
third raises it to 1d12+2.
The Junk Metal Master Sword is made at a Workbench by someone with a Repair Mechanical and Repair Electrical of 25% or greater who
uses the Schematic to combine a Fission Battery, fully charged Micro Fusion Cell, a RobCo Plasma Rifle, and a Super Sledge. The weapon
strikes at Medium or Long Range, and causes massive damage on a strike, with 2d6+2 Crushing and an additional 2d8 Plasma. Each
successful strike releases 30+1d8 Rads in a 5 radius around the weapon, and an additional 12 Rads to the Wielder and Foe. Each strike also
depletes the Fusion Cell of a single charge. A second Schematic increases the Damage to 2d8 Crushing and 3d6 Plasma, while reducing the
residual Rads to the user to 9. A third Schematic increases the damage to 3d6 Crushing and 3d6+2 Plasma, and reduces residual Rads to the
wielder to 6.
The Junk Metal Saber is made at a Workbench by someone with a Repair Mechanical of 25% or greater who uses the Schematic to combine a
Lawnmower Blade, a Lead Pipe, a Tin Can, and Wonderglue to make a sword. With a second Schematic, damage becomes 1d12+2, while a
third raises it to 4d4.
The Junk Metal Spear is made at a Workbench by someone with a Repair Mechanical of 25% or greater who uses the Schematic to combine a
Combat Knife, a Condenser, a Rake, a Steam Gauge, and a Wrench. The resulting weapon holds 30 units of Coolant. The Condenser releases
five units of Coolant into the Steam Valve on a strike, thrusting the blade forward with extreme force. A second Schematic drops this to three
unis of Coolant, while a third causes the weapon to operate on only a single unit of Coolant per strike.
The Mauser Carbine is actually built on the action of a 10mm Shanxi 17. Designed from pictures and partial schematics for an actual Mauser
Carbine, these weapons are an attempt by local gunsmiths to turn the Shanxi 17 into a useful weapon for the post-apocalypse wasteland.
They have a much longer range, and are somewhat more robust than the pistol on which they are based. The weapon requires a Repair
Mechanical of 35%, access to a Workbench, and a Shanxi 17, a Lead Pipe, a unit of Scrap Metal, and a Baseball Bat. Only one Schematic is
found, and the weapon cannot be improved. The Frankengun is a special example of the Mauser carbine, constructed from a variety of
Mauser, Shanxi, and even Colt parts. It is both more robust and more reliable than most examples of the Mauser Carbine. Mr. Garibaldi is
another unique Mauser Carbine, this one with a 10mm rifle barrel, Scope, the stock from a Type 93 rifle, and a 24-round Magazine based on a
modified Thompson SMG Magazine. It is found under the skeletal remains of its owner, on a bluff overlooking Evergreen Mills, just south of the

rail cars on the west portion of the south wall. The Boss is a similar weapon, without a scope. It is found in a puddle in the south parking lot of
the Dunwich Building.
The Bottlecap Mine is constructed out of a metal Lunch Box, Sensor Module, Five Cherry Bombs and 10 Caps by a person with Demolition at
75% or higher or who has a Schematic in his possession. If created by someone with both 75% Demolition and a Schematic, the Bottlecap
Mine causes an extra 1d6. A second schematic adds another 1d6 to the base damage, while a third adds an additional 1d6. Each Schematic
used adds 25 Caps to the value of the mine. The weapon has an explosive radius of 15.The Efficient Bottlecap Mine has the same effect, but
uses a fourth, unique Schematic. This allows the creator to use only three Cherry Bombs, eight Caps, a Lunch Box and a Sensor Module,
though the creator must have an 85% or more in Demolition and the Mad Bomber perk. The Fat Mine consists of a Mini-Nuke, a Sensor
Module, and a collection of Scrap Electronics and Scrap Metal. Construction of the Mine requires a minimum Demolition skill of 80 and the Mad
Bomber Perk. The device rigs the Mini-Nuke for proximity detonation, with an AoE of 30. When the round detonates, it has the usual effect,
with an AoE of 30. The subsequent explosion causes 6d8 Enhanced Knockback to 40, and massive damage due to Shrapnel (10d8 over 30),
Fire (3d6 over 65), and Radiation (8 Rads/Dex Rank for 12 Dex Ranks out to 80). The MFC Cluster is a set of six MFC Grenades designed to be
used as a set of small minelets. Made of six Microfusion Cells, each holding three charges, modified in the same way as an MFC Grenade
(Requires Demolition at 70 and the Mad Bomber Perk), attached to each other using Duct Tape and two units of Loose Wiring, the mine
disperses when thrown, with each MCF scattering 1d4x5 in a random (Clockface) direction. They then become active, detonating within five
DEX Ranks of being disturbed. Recovered, undetonated Cells can be subsequently used as MCF Grenades. The Cells act like MCF Grenades in
all respects except for their method of dispersal.
The Molotov Cocktail is a simple improvised explosive that consists of an Empty Bottle (any type), a Bottle of Spirits (any of Scotch, Whiskey or
Vodka), and a Can of Turpentine. With these ingredients, two Molotov Cocktails are produced by placing half the Spirits in the Empty Bottle,
and them adding half the Turpentine to each. The bottles are then sealed with a rag, and when the user is ready to throw, the rag is lit. The
weapon causes 1 point of damage to anyone in the 5r AoE, plus Flame from the burning Spirits and Turpentine. A Nuka-Cocktail requires all of
the above, and a Nuka-Cola Quantum. One third of the Quantum and Spirits are mixed in each bottle, making three Nuka-Cocktails. The
device is used in the same way, and causes the same amount of damage, as well as filling the AOE with 10 Rads per DEX Rank for 10DEX
Ranks. Both weapons cause 1d3 Damage per 5 DEX ranks for 10 DEX Ranks, with the normal chance to set the target alight.
The Nuka-Breaker is an interesting weapon consisting of a Fission Battery-powered Nuka-Cola Sign and its heavy steel post with a length of
extension cord wrapped around the handle to form a coil, which is then linked back to the frame for the powered sign. With the Fission Battery
(at a whopping 10 lbs) in the sign itself, at the end of a 4 pole, just being struck would be enough to put down the average man. However,
the electrical coil formed around the handle acts to increase the amperage of the Fission Battery to a level that can prove deadly on contact.
This is especially effective against Robots and Powered Armor, as well as Metal Armor (ignore metal-based armors when calculating Electrical
damage). The design has been copied several times through the years, and these weapons sometimes turn up in the hands of Raiders and
merchants alike.
The Pipe Pistol is an improved version of the zip gun. Using a length of pipe, a recovered firing mechanism, and a home-made or recovered
pistol grip, the gunsmith puts together an improvised firearm that is sometimes, but not always, better than nothing. The damage is equal
to the damage of the round the weapon is designed to fire minus 2 points. This means that a .22 Pipe Pistol would cause 1d4 damage, while a
14x50mmK would do 2d6-1. Some enterprising gunsmiths create their pipe pistol with the largest barrel possible, then use different caps for
different ammunition sizes. This causes any shots using rounds smaller than the rifles standard bore to be Hard, and reduces the range to 10

base, but allows the weapon to fire any round smaller than that the rifle was designed to use. Some of these weapos are even found in
shotgun bore, for use with shot shells.
The Pipe Rifle is a long range variation on the zip gun concept. Using a longer pipe, often mounted on a recovered rifle stock, the Pipe Rifle
offers better range and greater reliability in a more robust package. The damage is equal to the damage of the round the weapon is designed
to fire minus 2 points. This means that a .22 Pipe Rifle would cause 1d4 damage, while a 14x50mmK would do 2d6-1. Some enterprising
gunsmiths create their pipe rifle with the largest barrel possible, then use different caps for different ammunition sizes. This causes any shots
using rounds smaller than the rifles standard bore to be Hard, and reduces the range to 15 base, but allows the weapon to fire any round
smaller than that the pistol was designed to use.
The Pipe Shotgun is very similar in concept to the Pipe Rifle. The weapon is cobbled together out of a length of pipe, some wood for a stock
(and possibly foregrip) and a trigger mechanism of some kind. Like the Pipe Rifle, some are made to accept a variety of rounds. Damage is -1
per pellet for shot, and -2 for other types of rounds. Range is generally 80% of that of a normal shotgun.
The Pipe SMG is a weapon designed by a madman or a genious. It uses a Mauser C96 or Shanxi pistol as the base weapon, with a stock and
foregrip constructed from a Crutch, a pistol grip from a Knife, and a cooling jacket made up of a pair of Tin Cans that wrap around the Lead
Pipe barrel. The removable box magazine is designed to hold 20 rounds of .32 ACP, and the weapon can only fire on full auto. A second
Schematic raises the RoF to Auto 10 and the Malf to 91-00. A third Schematic allows the user to install a selector switch that has setting for
single shot (2 per round), 4-round burst, or 10-round auto-fire, and raises the Malf to 96-00.
The Powder Charge is a simple improvised mine that is constructed from a Tin Can, a Sensor Module, two Sticks of Dynamite (one Stick if the
creator has the Hand Loader Perk), and Duct Tape. The Dynamite is broken down, the contents placed in the can, and it is sealed with the
Duct Tape. The Sensor Module is then wired to the detonator, making the weapon into a proximity mine with a 5r AoE. Only one Schematic is
needed to create the charges, and they cannot be improved.
The Railway Rifle is manufactured from a Crutch, a Pressure Cooker, a Steam Gauge, and a Fission Battery. Filled with a bottle of Water and 8
Railroad Spikes, the weapon is ready for use. A second Schematic raises the Malfunction number to 96-00, and the damage by 1d6. A third
raises the Malfunction number to 99-00, and adds a second 1d6 to the damage (5d6 maximum). The End of the Line is a unique Railway
Rifle with a high-pressure chamber that allows the weapon to build up more steam, increasing the damage by 33% over a fully modified
Railway Rifle. It is found in the Equipment Room of Vault 71. The Railway Assault Rifle is a similar device, but requires two Pressure Cookers
and Two Steam Gauges, in addition to the Crutch and Fission Battery. It is capable of holding twice the ammunition of the Railway Rifle, and
can fire eight-round bursts. Schematics for the weapon do not add damage or modify the Malfunction number, as above, but instead increase
the RoF to 12 or 16, respectively. The Impaler is an interesting variant on the Railway Rifle. Constructed similarly to the Railway Assault Rifle,
it uses Two Pressure Cookers, a Single Steam Gauge, and four Firehose Nozzles. The weapon acts as a shotgun, firing four spikes at one time,
with a single spike hitting on a successful strike, and one extra spike hitting for each 1/3 of skill by which the attack roll succeeded. A second
schematic makes this 2 spikes striking, with another for each 1/3 (up to four max), while a third brings this to three, with the fourth striking on
a roll of skill. A number of these weapons, at full three-Schematic strength, are used by the Bloodthirsters Raider gang. Moira Brown has
her own custom version of the Railway Rifle, which weighs slightly less and has a higher capacity. Sadly, she has been unable to replicate her
success with the weapon.
The Rebar Club is a frightening sight, a trio of steel reinforcing bars attached at one end by a heavy chunk of concrete, and at the other by a
wrapping of leather and duct tape. Normally, such a weapon would be improvised on the spot, but the Rebar Club is actually highly sought

after, and not easy to come by. The price reflects the rarity of the combination of rebar properly spaced to make a useful handle attached to a
piece of intact concrete large enough for a proper striking surface. Since such weapons tend to degrade quickly if misused, Rebar Clubs
become harder to find each year.
The Rock-It Launcher is built from a Vacuum Cleaner, a Firehose Nozzle, a Leaf Blower, and a Conductor. It fires various pieces of junk, from
old tin cans to silverware, with varying results. Small, light, but potentially sharp objects, such as silverware, cause 1d6 (Impaling) damage
when fired, as do large but light objects, such as empty cans (Crushing rather than Impaling). Billiard Balls, Baseballs, Rocks, Cans of Food,
and chunks of Scrap Metal cause 2d6 damage per attack (Crushing). Empty Bottles cause 1d6 (Crushing) damage to a target struck, while full
Bottles of Nuka Cola, Beer or Spirits cause 2d6 (Crushing) to the target. Some objects are unsuitable ammunition, such as Basketballs and
Teddy Bears. These are damaged or destroyed as they pass through the nozzle, causing 1d3 damage to the target with no special effect. Most
ammunition (that is not destroyed when fired) is reusable in the Rock-It Launcher. Each schematic after the first raises the damage by 50% of
the base for the specific type of ammunition. Moira Browns Rock-It Me Baby is a custom piece she designed herself, and like many of her
creations, cannot easily be replicated. It causes 250% of the base damage for ammunition type, with a slightly increased range. Moira has no
idea how the thing is so powerful
The Satchel Charge is a constructed explosive charge crafted at a Workbench by a person with Demolition at 25% or higher using 250 Lead,
2Curtiss and Harvey/1 Large cans of Gunpowder, one unit of Loose Wiring, oneunit of Scrap Electronics and one Sensor Module, placed inside a
Canvas Bag (25 Caps, readily available through most merchants). The weapon works about as well as a C-4 charge, except that it also throws
Shrapnel in a 20 AoE. A minimum Demolition of 40% is needed to construct the device. Only one Schematic is found, and the weapon cannot
be improved.
The Scrap Shuriken is a bladed throwing weapon made out of Scrap Metal. They can be turned out by anyone with access to a Workbench and
a set of Structural Tools in about 10 minutes each. Easy to use, but hard to master, the scrap Shuriken is a few steps up from a thrown Rock.
A master of their use, however, can be deadly at decent ranges.
The Shishkebab is made up of a Lawnmower Blade, a Motorcycle Gas Tank, a Motorcycle Hand Brake, a Pilot Light, and a length of old Garden
Hose. It holds 5 Cans of Turpentine mixed with five Bottles of Spirits (Scotch, Whiskey or Vodka), enough fuel for 25 rounds of use. The Hand
Brake is used to control the feed of fuel from the Tank, through the Hose, and across the blade. The fuel mix is lit by the Pilot Light, and any
target struck is slashed and burned for potentially massive damage. The Shishkebab Gehenna is an experimental version designed and built
by Moira in Megaton. Her version uses a lighter-weight blade with more fuel ports, Increasing the Fire damage of the weapon, and allowing the
wielder to strike faster (Attacks with the Gehenna require only four DEX Ranks to execute). The Shishkebab Nitro is a custom version of the
weapon held by Turk Muldoon, the leader of Bridge Town. His version has a custom reinforced blade and armored tank that gives his weapon
greater reliability and higher base damage, and makes it more robust.
The Weaponized version of the popular squirt gun, the Super Soaker is a pump-action weapon that is used to spray liquids over a target. The
plastic bottle and hoses have been removed and treated with a healthy coating of PTFE, also known as Teflon. This strengthens them, and also
makes them highly resistant to corrosion. The process for recovering PTFE from electrical insulators and non-stick cookware is both difficult
and time consuming, and few of these weapons have survived the War, so they are both expensive and very hard to come by. Base Range is 1
yard per DEX Rank spent pumping the weapon, with a minimum of 5 DEX Ranks per spray. So if the user chooses to pump for a full 15 DEX
Ranks, the weapon will achieve its maximum range of 15 yards. Damage is based on the payload. The weapon can be pre-pumped before
battle, allowing up to three shots with a 5-yard range, one shot with a 15 yard range, or two shots, one at 10 and one at 5 yards. The user

may also split shots, such that a fully pumped weapon could be used to hit up to three targets within 5 yards of the user as long as they are in
an conical area no more than 5 yards across the base by 5 yards deep. The users attack roll is at -20, and -10 for each of the targets after the
first (first target is -20, second -30, third -40 to hit).
A Time Bomb is a placed explosive with up to a 15 second timer. It requires Demolition 50+ to build, using five Sticks of Dynamite, an Egg
Timer, Duct Tape, an Electronic Blasting Cap, and a group of Electronic Scrap. It has an explosive AoE of 5r. A minimum Demolition of 50% is
needed to construct the device. Only one Schematic is found, and the weapon cannot be improved. A slightly larger version, but with a much
higher yield, is the High Yield Time Bomb. It requires an additional Stick of Dynamite, a Demolition of 70, and the Mad Bomber Perk. The AoE
is unchanged.
BB Guns
Name

Skill

Base

Dmg

DEX Ranks/RoF

Special

BB Gun
BB
Abilene Kid LE
Rifle
Red Ryder BB Gun
Rifle
Red Ryder BB Gun, LE
BB
Black Barts Bane
BB

Rifle

-10

1d2

None

-10
-10
Rifle

1d2
1d3
-10

15/S
15/S
1d4

Rifle

-10

1d6

Cost

Ammo

Hands HP

Parry STR/DEX Mal Cap

SIZ/Enc

No

3/5

90-00 100

2.5

36

15/S

20 2
6
25 2
8
None
30 2

No
No
10

3/5
3/5
No

96-00 100
2.5
92-00 100
2.5
3/5
95-00 100

50
44
2.5

.177 BB
.177 BB
52
.177

15/S

None

12

No

3/5

2.5

60

15/S
None
None

Rng
20 2

35 2

98-00 100

.177

.177

The lowly BB Gun. Good for killing birds and maiming squirrels. Perhaps a Rad Roach or Bloatfly may have something to fear, but most
Wasteland dwellers would merely be annoyed by such a weapon. The only advantage the weapon has is its near-silent operation. BB Guns
found in the Wasteland have been passed down from generation to generation, lovingly cared for, and usually used for training youngsters in
marksmanship. Some, however, have had their pressure chambers replaced, their seals upgraded, and are actually useful weapons in the
right hands. The Abilene Kid Limited Edition is a slightly upgraded model, with better seals and sights that are actually worth having (any
Special Success is treated as a Critical Success). The Red Ryder BB Gun is a better model than the average Capitol Wasteland BB Gun. It
causes slightly more damage than the BB Gun, is more robust, and has a longer range. Even more impressive is the Limited Edition Red
Ryder, with a compass in the engraved stock. With double the damage of the normal BB Gun, and 1.5x the range, the weapon is a worthwhile
varmint killer, and can even be dangerous to human prey in the right hands. The BB Gun known as Black Barts Bane is a modern remake of
the Daisy Buck JonesAir Rifle, with an air chamber capable of generating 375 fps velocities when using steel BBs. The weapon is as effective
as a .22LR.
Dart/Needle/Spear Guns and Crossbows
Name

Cost
Bringham HN
500
Experimental
500

Skill
Base Dmg
Ammo
Needler
Pistol +0
Needler Cart.
Needler
Pistol +0
Needler Cart.

DEX Ranks/RoF

Special

1d6

15/S

Impaling

1d6

15/S

Impaling

Rng

Hands HP

Parry STR/DEX Mal Cap

SIZ/Enc

25

1H

12

No

5/5

96-00

10

1.0

15

1H

12

No

5/5

96-00

10

1.0

Crossbow, Light
X-Bow
Bolt
Crossbow, Medium X-Bow +0
Crossbow, Heavy
X-Bow
Bolt
Crossbow, Pistol
X-Bow
Dart
Wrist Crossbow
X-Bow
Dart
Old Man HarrisCrossbow
X-Bow
Bolt
Spear Gun
Special
Spear
Tiger Malayan
X-Bow +0
Bolt

+0

1d6+2 25/S

Impaling

2d4+2 25/S
+0
2d6+2 35/S

Impaling
Impaling

50 2H

40 2H

10

1/2

9/7

14
55 2H

1/2
18

11/7
1/2

96-001

3.5

200

95-001
5
13/7
97-001

250
8

Bolt
300

+0

1d4+2 25/S

Impaling

30 1H

10

1/2

7/7

94-001

250

-10

1d4+2 25/S

Impaling

30 1H

10

1/2

9/7

92-001

275

+0

2d6+4 25/S

Impaling

90 2H

18

1/2

11/7

97-001

500

15

1d8

Impaling

30 2H

12

1/2

7/5

98-001

50

10

No

9/7

300

TM

2d4+2 15/S

20/S

Impaling

50 2H

95-003

Used for capturing field specimens before the war, the HN Needle Pistol fires small, hard-plastic syringes filled with a nerve agent. The victim
must resist vs. and attack of 25 or pass out for 1 minute per point of failure. The Experimental Needler is a modified HN Needle Pistol that
uses Rad Scorpion Venom to replace the nerve agent, halving the movement of those who fail to resist the poison, and dealing an additional
point of damage each round for 8 rounds to such victims. Compare the victims CON to an attack of 25 on the Resistance Chart.
Crossbows are often used by Tribals, or those who have learned the art of making them from Tribals. Using suspension leaf springs or wooden
bows, sinew from Brahmin, Mole Rats, or even Death Claws, or, in some heavy crossbows, steel cables, and stocks from old rifles, each
weapon is hand-made. Many are works of art, costing three to five times the base price for exotic woods, scrollwork, or special materials.
They are rarely sold, with most Tribals burying them with their owners after death. A gift of a tribal Crossbow is a sign of great respect, and
few so honored would part with the weapon. Occasionally, a Raider or Slaver will capture such a weapon, but this marks him in the eyes of
any Tribal who sees him. If he cannot give a good accounting of where he got the crossbow, he will find himself the target of random assaults
and assassination attempts until his death. Pistol Crossbows are often made by local smiths and craftsmen, using similar techniques to the
better equipped Tribals. Almost all Pistol Crossbows are made with metal bows, steel cables, and metal or composite stocks. They are not as
powerful as full-sized Crossbows, but are silent and deadly in the right hands. The Wrist Crossbow is a Pistol Crossbow mechanism removed
from the stock/grip and mounted on the back of the wrist, with a trigger rigged to the hand. The user need only point and shoot, though this
takes a great deal of practice to master. Many are modified to use Darts rather than Bolts. One of the only surviving modern Crossbows in the
Capitol Wastes is that once owned by Old Man Harris, of Andale. It now rests atop the refrigerator in the shed behind the Wilson house.
Harris Crossbow is a modern compound crossbow made from composites and carbon fiber components to increase strength without
increasing weight, and has a 175 lb. pull.
Only one surviving Speargun can be found in the Capitol Wasteland, at Pirate Pely Boats and Bait, near the Jefferson Memorial. It requires a
length of Rubber Tubing to repair, but will then function fairly normally. A half-dozen reusable spears are also in the shop, and replacements
are easy to make from Motorcycle wheel spokes. The weapon is not silent, but since no one in the area, save perhaps a handful of Ghouls, has
ever heard one before, few will realize that the sound it makes came from a weapon (a successful Listen check, followed by a Hard Idea
check). The design could be easily copied, using newer materials and a recovered rifle stock, as long as a supply of Rubber Tubing is available.

The Tiger Manufacturing Malayan is a magazine-fed crossbow. This unique crossbow is found in the Yao Guai Den, next to a trunk containing
24 of its custom bolts. It is basically a medium autoloading crossbow with three rounds in its internal magazine. A Micro Fusion Cell is used to
power the weapon, with each charge covering 5 reloads. If one of the bolts is given to a local merchant with manufacturing capability (Flak
and Shrapnel, Moira Brown, Lucky Harith or Chief Gustavo), they can easily replicate them for about 2 Caps each.
Revolvers
Name

Skill
Cost Ammo
.22 Snubbie
Pistol
.223/5.56 Revolver Pistol
Remington
.223EX
Pistol
Remington
.223 Kneecapper Special
.223 Remington
That Gun
Pistol
.44-77 Sharps
.308 Magnum
Pistol
Winchester
.38 Special Revolver Pistol
Special
Buffalo Pistol .303
Pistol
British
Casull .454
Pistol
Casull or
w/.45 ACP
Pistol
ACP
Cimarron Model #3
Schofield
Pistol
Special
Colt Single Action Army
Peacemaker .45
.45 Long Colt
Frontier
.44-40
200
.44-40
3rd Gen. .357 Pistol
Magnum
Colt Model 357 Police
.357 Magnum
Colt Python
Pistol
Magnum
Dan Wesson PPC
.357 Magnum

Base

Dmg

+0
+0

1d6+1 5/S
2d6+2 15/S

Impaling
Impaling

+0

2d6+2 15/S

Impaling

Pistol +0

DEX Ranks/RoF

2d4+6 15/S

Special

Rng

Hands HP

Parry STR/DEX Mal Cap

SIZ/Enc

15
30

1H
1H

8
14

No
No

5/5
13/5

94-00 6
99-00 5

1.0
2.0

80
500

.22LR
.223

30

1H

14

No

13/5

99-00 5

2.0

550

.223

30

1H

14

No

13/5

99-00 5

2.0

570

30(60)

1H

16

No

13/5

00

2.0

1750

14

No

13/5

99-00 6

2.0

300

.308

1H

No

7/5

00

5 or 6 1.0

85/100.38

Impaling

+0

2d8+4 15/S

Impaling

+0

2d6+4 15/S

Impaling

+0

1d10

10/S

Impaling

+0

2d6+2 25/S

Impaling

30

1H

14

No

11/5

00

2.0

180

.303

+0

2d8+2 15/S

Impaling

50

1H

14

No

11/5

00

1.5

300

.454

+0

1d10

15/S

Impaling

20

1H

14

No

7/5

00

+0

1d8

10/S

Impaling

20

1H

12

No

7/5

98-00 6

1.0

150

.38

30 1H

14

No

11/5

00

1.5

500

30 1H

14

No

11/5

00

1.5

Pistol +0

1d8

Pistol +0

1d10+2

15/S

+0

15/S

Impaling

2d6

Pistol +0

2d6

+0

15/S

2d6

Pistol +0

2d6

15/S

15/S

40 1H
15

Impaling
Impaling

Impaling
Impaling

10/S

25 1H

Impaling

35 1H

.45

12

No

7/5

00

1.0

110

.357

25 1H

12

No

7/5

00

1.0

200

15

No

7/5

00

1.0

270

.357

25 1H

14

No

9/5

00

1.0

390

w/Rail
Pistol +0
Magnum
Devils Mistress
Pistol
.357 Magnum
Scoped
Pistol
.357 Magnum
Enfeild No. 2 Mk. II Pistol +0
.38/200
Heritage Arms
M-1858 .22LR Pistol +0
M-1858 .22Mag
Pistol
.22 Magnum
Magnum Research BFR
Pistol
.45-70 Gov.
Maverick 14mm
Pistol
14x50mmK
Moiras Universal
Pistol +0
Revolver
Paulsons Revolver Pistol +0
.44-40 Shot Pistol +10
Raptor .44 Revolver Pistol +0
Magnum
Raptor w/Rail Pistol +0
Magnum
RA-1 Masher Shotgun
1.5
450
.410g
Remington M-1858 Army
Pistol
.44-40
Rhino .45-70 Revolver
Pistol
800
.45-70 Gov.
Ruger Blackhawk .44 Pistol +0
Scoped
Pistol
Super Redhawk
.44 Magnum Pistol +0
Magnum
.454Casull
Pistol +0
Casull or
w/.45 ACP
Pistol +0
ACP
S&W Model 32
Pistol
.32 S&W Long
S&W Law Dog LE
Pistol
.32 S&W Long
Lucy Wests Law Dog LE
Pistol
.32 S&W Long

2d6

10/S

Impaling

+0

3d4+1 10/S

+0

3d4+1 10/S

1d8

10/S

25 1H

14

No

9/5

00

1.0

400

.357

Impaling

25 1H

14

No

9/5

00

1.0

450

Impaling

50 1H

14

No

9/5

00

1.0

500

No

7/5

00

1.0

135

8
1H

No
8

5/5
No

94-00 8
1.0
5/5
94-00 8

125
1.0

.22LR
125

Impaling

1d6+1 5/S
+0
1d8+1 5/S

15 1H

Impaling
15
Impaling

1H
15

+0

3d6+4 15/S

Impaling

50 1H

14

No

11/5

00

1.5

600

+0

3d6+2 15/S

Impaling

50 1H

14

No

11/5

00

1.5

525

Varies Varies

Impaling

30 1H

10

No

11/5

90-00 5

1.0

986

Varies

2d6+2 15/S
3d6
15/S
2d8
10/S

Impaling
Impaling
Impaling

14
14
16

No
No
No

11/5
11/5
11/5

00
6
00
6
98-00 6

1.5
1.5

300

.44-40

30

30 1H
10 1H
1H

490

.44

2d8

10/S

Impaling

30

1H

16

No

11/5

98-00 6

1.5

500

.44

+0

Special

10/S

1H

16

No

9/5

97-00 6

+0

2d6+2 15/S

14

No

11/5

00

1.5

300

+0

2d10+2

50 1H

16

No

11/5

00

1.5

Impaling
Impaling

10/S

Spec
30 1H

Impaling

2d6+5 15/S
+0
2d6+5 15/S

Impaling 40 1H
Impaling

14
80

No
1H

11/5
14

00
No

6
11/5

1.5
00

500
6

.44 Magnum
1.75 -

2d8

15/S

Impaling

30

1H

14

No

11/5

00

1.5

250

.44

2d8+2 15/S

Impaling

50

1H

14

No

11/5

00

1.5

260

.454

1d10

15/S

Impaling

20

1H

14

No

7/5

00

+0

1d6

10/S

Impaling

15

1H

10

No

5/5

98-00 5

1.0

110

+0

1d6+1 10/S

Impaling

25

1H

12

No

5/5

99-00 5

1.0

210

+0

1d6+1 10/S

Impaling

25

1H

12

No

5/5

99-00 5

1.0

210

.45

Wild Bills .32 Special Pistol +0


S&W Long
S&W .44 M29
Pistol +0
Magnum
Callahans Magnum Pistol +0
Magnum
Scoped
Pistol
Cherrys Magnum
Pistol +0
Magnum
Footlong .44 Magnum
Pistol
300
.44 Magnum
S&W Model 500
Pistol
500
.500 S&W Mag.
Taurus Raging Bull
.454
Pistol +0
Casull or
w/.45 ACP
Pistol +0
ACP
.500
Pistol +0
.500 S&W Mag.
Zhu-Rong V426 Magnum
Pistol
.44 Incendiary

2d4

5/S

Impaling

25

1H

12

No

5/5

00

1.0

250

.32

2d8

15/S

Impaling

30

1H

14

No

11/5

98-00 6

1.5

250

.44

2d6+4 10/S

Impaling

30

1H

14

No

11/5

00

1.5

750

.44

+0
2d6+4 15/S
2d6+4 15/S

Impaling
Impaling
30

60
1H

1H
14

14
No

No
11/5

11/5 00
98-00 6

6
1.5

1.75
250

.44

+0

1d10+6

15/S

Impaling

60 1H

14

No

13/5

00

2.0

+0

2d10+4

15/S

Impaling

1H

18

No

15/5

00

1.5

490

.454

2d8+2 15/S

Impaling

1d10

Impaling

15/S

2d10+4
+0

20

15/S

Impaling

2d8+2 15/S

Impaling

50

30 1H

14

No

11/5

00

1.5

1H

14

No

7/5

00

30 1H

14

No

11/5

00

1.5

490

1H

14

No

11/5

98-00 6

1.5

300

30

.45

+ Flame

(10.9x58)
The .22 Snubbie is representative of any number of 6-shot, .22 caliber revolvers that were well known for their lack of penetration and
unreliability before the war. Now, over a hundred years later, many would prefer a Zip Gun to the Snubbie.
Outclassed by some of the heavier revolvers available in the Wasteland, the .223/5.56mm Revolver is still a fearsome sight when looking down
its barrel. Each example of this weapon is slightly different, as all are crafted by gunsmiths from a set of plans that has worked its way across
the ruins of old America. Such a weapon is devastating in the hands of a competent shootist. The .223EX is a unique weapon, found at the
Wheaton Armory. It is a pre-War version of the weapon, built as an experiment for use by Powered Armor troops. It interfaces with the visual
systems of Powered Armor, and adds the Powered Armor Helmets Spot bonus to be used as a bonus to the weapons Critical success chance.
The .223 Kneecapper Special is a unique version of the weapon, found in Harkness room in the Bridge Tower of Rivet City. Any Special
success against a limb temporarily cripples the limb, unless enough damage is done to actually cripple the limb, in which case the normal
effect applies. A Critical success against a limb causes double rolled damage, plus maximum. Examples equipped with a Laser Sight are
worth about 50 Caps more, while those with a rifle-type Scope (when the weapon is Braced, doubles base range on Aimed shot) are worth an
additional 75 Caps.
That Gun, a larger version of the .223 Revolver, actually combines elements of a cut-down rifle action and a .44 revolver to create a .44-77
beast with double-set, double-phase trigger (one cocks the firearm, the other releases the hammer, or the second trigger can be used alone to
fire the weapon normally; engaging the set trigger requires three DEX Ranks , after which the firing trigger can be pulled in only two DEX
Ranks; this adds a +10 bonus on Aimed shots when the set trigger is used before aiming begins). The weapon is also equipped with a Red Dot

Laser Sight (x2 Base Range, x4 on an Aimed shot). A reloading gate on the side of the weapon is opened using a lever, which slides the fiveround cylinder out of the gun. The cover of the cylinder reduces the likelihood of dirt fouling the action, and also conceals the flash that often
comes from the cylinder of a revolver. The weapon is the most powerful handgun currently to be found in the DC Wasteland, being held by
Armitage, Dr. Zimmermans bodyguard while he searches for his missing android. The .44-77 Sharps rounds used by the weapon are very
rare, with Armitage holding the only rounds known in the Wasteland. Strangly enough, the special .44 Incendiary rounds used by the ZhuRong V426 fit the weapon just fine.
The .38 Special Revolver is a ubiquitous weapon found all over the D.C. Wastes. Once the weapon of choice for many police departments,
they were phased out in favor of automatics and higher-powered weapons. Many ended up in private hands. They are found in a variety of
sizes and types, from large frame six-shooters to small-frame holdouts. The majority are of the six-shot variety, while many are also found in a
compact 5-shot frame. Price varies between 85 Caps for a small, 5-shot holdout to 100 caps for a full-frame 6-shot.
The .308 Magnum is a six-shot revolver that fires the .308 Winchester round. Long, heavy, and brutal are the three most common descriptors
used for the weapon, which was manufactured in the latter-half of the 21 st century as a robot-hunting weapon. Most of those that survived the
war were manufactured by Weston Arms, a local gun company with offices and facilities in Virginia.
The so-called Buffalo Pistol is a weapon designed for British outdoorsmen to use on such prey as Cape Buffalo, for dispatching wounded
specimens during safari. It is a single-shot, break-open design, with a rather long barrel, making it almost a rifle, but for the pistol grip and
lack of stock or foregrip. It fires .303 British rounds.
The .454 Casull is a huge, heavy handgun capable of firing its own .454 ammunition, or the more readily available .45 ACP. .454 rounds are
almost as rare as the weapon itself, so the few with access to the Casull tend to go with the second option.
The Cimarron Model No. 3 Schofield carried by The Swede is a replica of the weapon designed in the late 1899s. It is a top-break revolver
chambered in .38 Special, sold in limited quantities in the early 21 st century. The Swede keeps his in a police-style holster, loaded with what
may be the last remaining Thunderzap ammunition in the world.
The Peacemaker Colt Single Action Army in .45 Long Colt is an old design, the Gun That Won the West. .45 Long Colt is a hard caliber to
find in the post-War Capitol Wasteland, so this robust and famous weapon does not get the respect that it deserves. The Frontier is a .44-40
version of the Single Action Army, and shares the ammunition limitation of the Peacemaker. A rare weapon, the Third Generation Colt Single
Action Army .357 is a gate-loading, single-action revolver with a robust design and a high level of reliability, despite its nearly 200 year age.
The weapon is also capable of firing .38 caliber bullets, making it very versatile. Occasionally, a Heavy Duty Cylinder can be found for the
weapon. Such a cylinder costs 90 caps, and a weapon with such a cylinder costs 200 caps. The cylinder increases the weapons HP to 18. A
Longer Barrel is also available, with a cost of 50 caps. This longer barrel allows more complete burning of the powder, changing damage to
3d4. Long-Barreled versions of the weapon are 160 Caps. The Colt 357 Police model is often confused with the Colt Police Positive, and is
almost universally known as the Police Pistol. It is a robust weapon, reliable, and found all over the wasteland, mostly due to the large
numbers of the pistols manufactured for LEOs. It was replaced well before the war, first with 9 and 10mm autoloading pistols, and later by the
S&W Lawdog and the Dan Wesson PPC. Like all .357 revolvers, these can also fire .38 special (Damage is 1d8), though the ammunition is
scarce.
The Colt Python is a .357 Magnum caliber revolver manufactured by Colts Manufacturing Company of Hartford, Connecticut. It is sometimes
referred to as a Combat Magnum.It was first introduced in 1955, the same year as Smith & Wessons M29 .44 Magnum. The Colt Python

targeted the premium revolver market segment. The Python is a double action handgun, built on Colts large I-frame. Pythons have a
reputation for accuracy, smooth trigger pull, and a tight cylinder lock-up. They are similar in size and function to the Colt Trooper and Colt
Lawman revolvers. It features precision adjustable sights, a smooth trigger, solid construction, and extra metal. Pythons have a distinct
appearance due to a full barrel underlug, ventilated rib and adjustable sights.When the revolver is at full cock, just as the trigger is pressed,
the cylinder locks up for the duration of the hammer strike. Other revolvers have a hint of looseness even at full-cock. The gap between the
cylinder and forcing cone is very tight, further aiding accuracy and velocity.Starting in the 1970s each Python revolver was boresighted at the
factory with a laser and was the first mass-produced revolver to do so. In addition to .357 Magnum, the weapon will also fire .38 Special.
The Dan Wesson PPC, originally manufactured by the great grandson of Daniel B. Wesson, co-founder of Smith & Wesson, is an
interchangeable-barrel pistol. Most of the models found in the Capitol Wasteland are equipped with a barrel shroud with a full-length underlug.
While heavy, they are extremely robust, and dampen recoil very well. This results in a higher rate of fire than is normally available in a .357
magnum. The police model, many of which survived the war, was sold with a 6 barrel. A second model, also popular with SWAT officers,
included a Picatinny rail. Scopes for these firearms are regularly available for only 40 Caps (when the weapon is Braced, double Base Range
on an Aimed shot). Like all .357 revolvers, it can also fire .38 special (Damage is 1d8), though the ammunition is scarce. The Devils Mistress
and the scoped version of the same are a pair of Dan Wesson PPC with custom scrollwork, gold inlaid etching, and polished burl wood grips.
The first, found in Smith Caseys Garage, was made from a standard PPC, while the second, found with the Witchy Raider, was made from a
PPC with a Picatinny Rail. Either adds +5 to Critical and Special Success Chance. Speed Loaders, when found, are around 60 Caps.
The Enfield No.2 was a British top-break revolver using the .38/200 round manufactured from 1932 to 1957. It was the standard
British/Commonwealth sidearm in the Second World War, alongside the Webley Mk VI and Smith & Wesson Victory Model revolvers chambered
in the same Yaliber. The only example found in the Capitol Wasteland is in the Museum of History, on display in the Lower Halls. .38/200 is
shorter and wider than .38 special, making this gun a bit of a white elephant, as no ammunition for it exists in the Capitol Wasteland.
The Heritage Arms 1858 Replica is an eight shot revolver based on the Remington New Model Army Revolver,a cap-and-ball six-shooter
popular throughout the Old West. Available in .22LR and .22 Magnum, it can provide quite a surprise to those who like to count their enemys
shots and attack during reloading. It can also provide a nasty surprise to the user, if they dont realize the inherent issues with using the
smaller Long Rifle rounds in a firearm designed for Magnum rounds.
The Magnum Research Big Frame Revolver is a .45-70 handgun of ridiculous proportions. Its range and damage capacity are approached only
by the .454 Casull. A customized Scope can be mounted (100 Caps, when the weapon is Braced, double Base range on an Aimed shot), and
occasionally an aftermarket 6-shot Cylinder (220 Caps, Six Shots) or Match Grade Barrel (240 Caps, +15% to hit) show up in some merchants
stock.
The Maverick 14mm is a huge weapon designed to fire the Sig Saur 14x50mm Kurz. It was designed for reliable use against robots, light
armored vehicles, and armored troops. The revolver includes a top-mounted Picatinny rail for mounting sights and scopes. A Tactical Scope
with glare-reducing cover can sometimes be found, at around 100 Caps, doubling the Mavericks Base Rangeon an Aimed shot when the
weapon is Braced. A Red Dot Laser Sight runs about 125 Caps, when it can be found at all, and uses one Small Energy Cell for about 10 years
of operation. It acts in all ways as a standard laser sight. The Night Finder is a red-filter Tactical Flashlight designed to mount on the
Mavericks rail, and is extremely rare (200 Caps), also using a Small Energy Cell for about a decade of use. A more popular, green-filter
Tactical Light uses the same housing and energy source, but generally runs around 100 Caps. The Pinpoint Sight is a modern Reflex Sight
(Aiming with sight takes only 2 DEX Ranks). It is extremely rare (250 Caps), and, as with the other powered sights, uses a Small Energy Cell

for 10 years use. Also available is an adjustable Flip Up Sight, which can be adjusted for longer ranges, windage, drop, etc. (when the weapon
is Braced, 1.5 x Base Range). The sight was very popular, running about 50 Caps, with many having been manufactured after the war.
Moiras Universal Revolver is a very unusual weapon. Moira took a 5-shot 14mm Maverick, and borde the cylinders out to accommodate a
shell slightly larger than a 12g Magnum. She then installed a system of metal spring-loaded guides that center the shell in the cylinder,
allowing anything from 12g to 5mm to be loaded into the weapon. .32caliber rounds cause 1d8 damage, 10x25mm cause 1d10+2, .44
Magnum do 2d8, 5mm Rockewell cause 2d6+3, 5.56x45mm NATO do 2d6+2, .308/7.62x51mm NATO are 2d6+4, and 12g rounds do standard
damage. Other rounds cause damage based on the GMs discretion.
Paulsons unique .44 revolver is actually a Colt Frontier Six-Shooter, a Colt Single Action Army pistol chambered for .44-40 Winchester, an
incredibly rare round in the Capitol Wasteland. Paulson carries a number of .44-40 Shot shells, making his pistol a very concealable shotgun.
Paulson gains a Bonus Die with his weapon, as does anyone to whom he bequeaths the ancient pistol.
The Raptor Arms .44 Revolver is an interesting weapon. The cylinder runs the length of the firearm, with each chamber acting as its own
barrel. In addition, when fired, each round comes out of the chamber on the bottom of the cylinder. A heavy gun to hold, it has very little felt
recoil for a .44 Magnum. A version equipped with a Picatinny Rail is sometimes found, allowing the owner to take advantage of the custom
scope developed for the Raptor. When available, these scopes run about 100 Caps (when the weapon is Braced, double Base range on an
Aimed shot). The RA-1 Masher is a modified Raptor designed to fire .410 Shotgun shells. It is found on the desk in the upstairs office of Mama
Dolces Food Distribution.
The Remington-Beals Model Revolvers along with subsequent models and variations were percussion revolvers manufactured by Eliphalet
Remington & Sons, used during the American Civil War, and was the beginning of a successful line of medium and large frame pistols. The
Remington Army revolver is large-framed, in .44 caliber, with an 8 inch barrel length.It is commonly, though inaccurately, referred to as the
Model 1858 due to the patent markings on its cylinder, PATENTED SEPT. 14, 1858/E. REMINGTON & SONS, ILION, NEW YORK, U.S.A./NEW
MODEL.; although wide scale production did not start until 1861. The revolver was a secondary, supplemental issue firearm for the Union
Army until the Colt factory fire of 1864. Due to the fire the Colt 1860 Army was not available for some time, subsequently large numbers of the
Remington revolver were ordered by the U.S. government. It was more expensive, but those who could afford it remarked on its durability and
ability to quickly reload by switching to another pre-loaded cylinder.It saw use in the American West, both in its original percussion
configuration and as a metallic cartridge conversion, as well as around the world. The model found frequently in the Capitol Wasteland is a .
44-40 conversion.
The Rhino .45-70 Revolver is an interesting piece of hardware. With a heavy, full-length overbarrel rib and underlug, and a cylinder that fires
from the bottom-most chamber, the weapon has very little felt recoil for its caliber. The weapon is equipped with a short Picatinny rail at the
rear of the overbarrel rib. It is incredibly robust, designed for rough use on safari. The one example known to have survived the war is owned
by Plik, who runs the Ghoul Safari in Point Lookout. Sadly, he has lost the scope for the weapon, though a BFR Scope will work.
The Ruger Blackhawk .44 has a longer barrel and more robust frame than the S&W M29. A single example is found in the D.C. area, held by
Agatha, whose husband maintained the weapon in top condition. Her pistol also has a scope, doubling the Base Rangeon an Aimed shot when
the weapon is Braced.
The Super Redhawk is a line of double action magnum revolvers made by Sturm, Ruger beginning in 1987, when Ruger started making
weapons using larger, more powerful cartridges such as .44 Magnum and .454 Casull. The Super Redhawk was introduced late in 1987, in .44

Magnum with 7.5 and 9.5 inch barrel lengths. It received positive reviews, edging out similar offerings from Smith and Wesson in accuracy and
price. It was considered one of the strongest, if not the strongest revolver in production. Introduced in 1997, the Super Redhawk chambered
in .454 Casull was the first six-shot revolver in that caliber. The Freedom Arms cylinder and numerous conversions only hold 5 rounds. To
handle the extreme pressures of the .454 Casull without changing the design of the cylinder, Ruger used a different alloy and heat treatment
process to increase its strength. The frame material is the same as standard Super Redhawks, but frame and cylinder are colored differently by
use of a target grey finish produced by tumbling the parts in special polishing media. The .454 Casull model is actually marked as .454 Casull
/.45 Colt, and is capable of shooting the slightly shorter .45 Colt rounds. The .45 Colt is a less powerful round to shoot, lacking the severe
muzzle blast and recoil of the .454 Casull. The option of using .45 Colt expands versatility, reduces the cost of shooting, and reduces wear.
The S&W Model 32 was designed for law enforcement use as a holdout weapon. Chosen by the D.C. Police department, the Model 32 is found
throughout the Capitol Wasteland, and shares a common round with a popular hunting rifle. Most such guns are in poor condition after 150
years. The Lawdog Limited Edition was a commemorative release that was issued in limited numbers to police captains around the US. It has
a slightly longer barrel and a nickel-plated finish. The one found in the Germantown police station may be the only remaining weapon of its
type. Flak and Shrapnel have parts for the weapon, but without a buyer, havent bothered to put one together, though for 250 Caps, they will
gladly upgrade the .32 S&W belonging to Lucy West. Wild Bills .32 is a common Model 32 that has been lovingly restored and maintained. Its
action has been reworked to allow for faster firing, and a longer barrel has been added to allow for more complete burning of the powder in the
.32 cartridge. .32 Caliber Speed Loaders are occasionally available for 50 Caps.
The .44 Magnum S&W M29 is a huge firearm capable of massive destruction. Surprisingly popular in the D.C. area, it was carried by both
civilians and police worried about armored Chinese troops and rogue robots. Many were sold with scopes, and several examples of this version
are found in the Wasteland. Such a scope doubles Base Rangeon an Aimed shot when the weapon is Braced, and adds 50 Caps to the value of
the weapon. Scopes can also be found in merchant stocks, at a cost of 50 Caps. A Heavy Frame version, with 21 Hit Points, can also be found,
with a cost of 450 Caps. Such frames are sometimes available from merchants at a cost of 200 Caps, requiring the purchaser to supply all
other parts. Callahans Magnum, a pristine, pre-war, scoped M29 can be found locked in the safe of Pentagon Security officer Harold Callahan.
The longer barrel and superb condition contribute to its increased damage value. Cherrys Magnum is a .44 caliber M29 found in Seagrave
Holmes Junk Shop. The weapon is non-functional, but can be repaired by Bannon at Potomac Attire, who has the missing parts for the weapon.
The Footlong .44 Magnum is an S&W Model 29 with a 12 barrel. Accurate and hard-hitting, the weapon is popular more for its intimidation
effect than its performance, which is only slightly better than that of a conventional M29. .44 Caliber Speed Loaders are occasionally available
for 65 Caps, and will also work for the Ruger Blackhawk.
The Smith & Wesson Model 500 is a five-shot, single action/double-action large caliber revolver once produced by Smith & Wesson, firing the .
500 S&W Magnum cartridge, a .50 caliber bullet. It was built on S&Ws largest frame, the X-Frame, which was developed because none of
S&Ws existing double-action frame designs could handle the muzzle energy and pressures generated by the .500 S&W cartridge. It was the
most powerful production revolver in the world at the time of manufacture, and was being marketed as being the worlds most powerful
handgun by the manufacturer.
The Taurus Raging Bull was a per-War revolver chambered for many different rounds. One of the larger, and more popular, rounds was the.454
Casull, while another was the .500 S&W Magnum. Its penetration and damage against robots was such that many who could afford such a
weapon flocked to acquire one. Robust weapons, many have survived the years, and still show up occasionally in some lost trove or Raider
arsenal.

The Zhu-Rong V426 is a modified .44 Magnum revolver that fires both normal .44 Magnum and special .44 Magnum Incendiary rounds. The
incendiary rounds will not fit in a standard .44 Magnum. This weapon was the prototype from which the V418 was developed. A weapon
designed to fire .44-77 rounds can chamber and fire the .44 Incendiary rounds, usually without incident.
Autoloading Pistols
Name

Skill
Base
Cost Ammo
Automag III
Pistol +0
Carbine
Beretta M9/M92FS
Pistol +0
9x19mmP
American Hammer Pistol +0
ACP
American Hammer Jr. Pistol +0
ACP
Rusted Lore
Pistol +0
9x19mmP
Samurais Edge
Pistol
625
10x25mm Auto
Baretta Px4 Storm
Pistol +0
S&W
Browning Hi-Power 35
Pistol
9x19mmP
Remanufactured HP35
Pistol
9x19mmP
Calico M950
Pistol +0
9x19mmP
Colt M1903
Pistol +0
ACP
Colt M1911A1
Pistol +0
ACP
Colt M1911A3
Pistol +0
ACP
Overseers Vault-Tec Pistol +0
ACP
Commemorative Edition
The Proud American Pistol +0
ACP
Colt 6520
Pistol +0
10x25mm Auto
N99
Pistol +0
10x25mm Auto
N99A Alloy Steel
Pistol
275
10x25mm Auto

Dmg

DEX Ranks/RoF

Special

2d6

15/S

Impaling

1d10

5/S

Impaling

20

1d6+4 5/S

Impaling

1d8+2 10/S
1d10

Rng

Hands HP

Parry STR/DEX Mal Cap

SIZ/Enc

12

No

11/7

90-0

1.5

230

1H

No

7/5

90-00 15

1.0

250

20

1H

No

7/5

00

14

1.0

500

.45

Impaling

20

1H

No

7/5

00

12

1.0

750

.45

5/S

Impaling

20

1H

No

7/5

98-00 15

1.0

625

+0

1d10+2

5/S

1H

No

98-00 15

1.0

1d10

10/S

Impaling

No

7/5

98-00 14

1.0

375

.40

+0

1d10

10/S

Impaling

1H

10

No

7/5

98-00 13

1.0

350

+0

1d10

10/S

Impaling

20 1H

10

No

7/5

94-00 13

1.0

260

1d10

10/S

Impaling

No

7/5

90-00 50

2.5

600

1d8

10/S

Impaling

20 1H

10

No

7/5

96-00 8

.75

145

.32

1d8+2 15/S

Impaling

20 1H

10

No

7/5

96-00 7 or 121.0

325

.45

1d8+2 15/S

Impaling

30 1H

10

No

7/5

98-00 7 or 121.0

350

.45

1d6+4 15/S

Impaling

20 1H

10

No

7/5

99-00 7 or 121.0

325

.45

2d4+2 15/S

Impaling

30 1H

15

No

7/5

500

.45

15 1H

Impaling
20

20

1H
20

1H

20

7/5

00 12

1.0

.30

1d10+2

10/S

Impaling

20

1H

No

7/5

96-00 12

1.0

250

1d10+2

10/S

Impaling

20

1H

No

7/5

93-00 12

1.0

225

1H

10

No

7/5

+0

1d10+2

10/S

Impaling

20

98-00 12

1.0

Enclave N99E
Pistol +0
10x25mm Auto
N99S Silenced
Pistol
10x25mm Auto
Garfunkel
Pistol +0
10x25mm Auto
Specialized Pistol
Pistol
250
10x25mm Auto
Colt 6520+ Magnum Pistol +0
10x33mm Mag.
Cz 50 SPP
Pistol +0
Rockwell
Cz 100
Pistol +0
10x25mm Auto
Derringer
Pistol -10
S&W Long
Aces and Eights
Pistol
.32 S&W Long
FN Five-Seven
Pistol +0
5.7x28mm
Glock 18c
Pistol +0
9x19mmP
Glock 19
Pistol +0
9x19mmP
H&K UCP
Pistol +0
4.6x30mm
H&K USP 40
Pistol +0
S&W
H&K USP 40D Silenced
Pistol
.40 S&W
H&K USP 45
Pistol +0
ACP
H&K USP 45D Silenced
Pistol
.45 ACP
H&K MP9/44SF Mk II Pistol +0
Magnum
Slugthrower
Pistol +0
Magnum
H&K VP-70Z
Pistol +0
9x19mmP
H&K VP-70M
Pistol +0
9x19mmP
IMI .44 Desert Eagle Pistol +0
Magnum
Mk. XIX .44
Pistol +0
Magnum

1d10+2

10/S

Impaling

20

1H

No

7/5

98-00 12

1.0

250

+0

10/S

Impaling

15

1H

No

7/5

90-00 12

1.0

250

No

7/5

90-00 15

1.0

1H

10

No

99-00 14

2d4

1d8+4 5/S

Impaling

+0

10/S

1d10+2

20

1H

Impaling

15

7/5

480
1.0

2d6+4 15/S

Impaling

30

1H

No

9/5

96-00 12

1.2

500

2d4+2 15/S

Impaling

30

1H

10

No

7/5

99-00 12

1.0

250

2d4

10/S

Impaling

20

1H

No

7/5

96-00 11

1.0

225

1d8

10/S

Impaling

10

1H

No

5/5

98-00 2

.3

50

.32

+0

2d4

1H

10

No

5/5

.4

50

10/S

2d4+2 10/S

Impaling

15

00

5mm

Impaling

20

1H

No

7/5

96-00 20

1.0

600

1d10

10/S or A (15) Impaling

20

1H

No

7/5

98-00 17

1.0

350

1d10

10/S

Impaling

20

1H

No

7/5

99-00 15

1.0

400

2d4+2 10/S

Impaling

20

1H

No

7/5

96-00 20

1.0

420

1d10

15/S

Impaling

10

No

7/5

98-00 13

1.0

400

.40

+0

1d10

15 1H

10

No

7/5

1.3

450

10

No

7/5

98-00 12

400

.45

15 1H

10

No

7/5

1.3

450

1H/2H 10

No

11/6

99-00 12

2.0

500

.44
.44

15/S

1d8+2 15/S

30 1H

Impaling
Impaling

30 1H

Impaling

98-00 13
1.0

+0

1d8+2 15/S

2d8

10/S

Impaling

2d6+4 10/S

Impaling

50

1H/2H 10

No

11/6

00

12

2.5

650

1d10

10/S

Impaling

20

1H

No

7/5

98-00 18

1.0

280

1d10

10/S or B(3)

Impaling

20

1H

No

7/5

98-00 18

2.0

380

2d8

15/S

Impaling

15

1H

14

No

11/7

98-00 8

1.5

200

.44

2d8

15/S

Impaling

15

1H

14

No

11/7

96-00 8

1.5

150

.44

40

98-00 12

Mk. XIX .50 AE


Pistol
.50 AE
The Desert Dragon Pistol +0
Lamplighter
Pistol +0
10x25mm Auto
Luger P08
Pistol +0
9x19mmP
M&A 9mm
Pistol +0
9x19mmP
Makarov PM
Pistol +0
9x18mmM
Mauser M/C96
Pistol +0
9x19mmP
Mauser HSI
Pistol +0
9x19mmP
MP-443 Grach
Pistol
9x19mmP
Nambu Type 94
Pistol
8x22mm Nambu
QSZ-92/Type 92
Pistol
5.8x21mm
Rheinmetall PPK12 Gauss
Pistol
2mm EC + MFC
Ruger Mk. II
Pistol +0
Ruger Mk. III Suppressed
Pistol
.22LR
Ruger Mk. IX Dads Gun
Pistol
9x19mmP
Shanxi Type 17
Pistol
190
10x25mm Auto
Chinese Dragoon Pistol
Pistol
190
10x25mm Auto
Chinese Handgun
Pistol
10x25mm Auto
Zhu-Rong V418
Pistol
10mm Incendiary

+0

3d6+1 15/S

3d6+1 15/S
1d10+2

10/S

Impaling
Impaling
30
Impaling

30

1H

14

No

11/7

96-00 8

1.5

155

1H
20

16
1H

No
13

11/7
No

99-00 8
7/5
00

1.75
10

400
1.0

.50 AE
300

20 1H

10

No

7/5

93-00 8

1.0

270

1H

10

No

7/5

94-00 13

1.0

100

20 1H

10

No

7/5

96-00 8

1.0

150

1d10

10/S

Impaling

1d10

10/S

Impaling

1d10

10/S

Impaling

1d10

10/S

Impaling

20

1H

No

7/5

90-00 7

1.0

1500

1d10

10/S

Impaling

20

1H

No

7/5

96-00 7

1.0

400

+0

1d10

10/S

Impaling

1H

No

7/5

98-00 17

1.0

150

+0

1d10

5/S

Impaling

15 1H

No

7/5

86-00 6

1.0

75

+0

2d4+2 10/S

Impaling

15 1H

No

7/5

96-00 20

1.0

400

+0

2d6

15/S

Impaling

1H

12

No

7/5

96-00 12

2.0

1050

1d6
+0

5/S
1d6

5/S

8
10 1H

No
8

5/5
No

96-00 10
1.0
5/5
91-00 10

50
1.0

.22LR
80

+0

1d10

10/S

Impaling

20

1H

No

7/5

99-00 12

1.0

300

+0

2d6

10/S

Impaling

15

1H

No

7/5

90-00 10 (12)

1.0

+0

2d6

10/S

Impaling

15

1H

No

7/5

99-00 10 (12)

1.0

+0

2d6

10/S

Impaling

15

1H

No

7/5

96-00 14

1.0

190

+0

1d4+ 10/S

Impaling

15

1H

No

7/5

98-00 10

1.0

290

2d4 Flame
Auto
The Ant Queens Dueling
Pistol +0
1d4+ 10/S
10mm Incendiary
Pistol
2d4 Flame
Auto
Sig Saur P220 9mm Pistol +0
1d10 10/S
9x19mmP
.45 ACP
Pistol +0
1d8+2 10/S
.45 ACP

20

Impaling
Impaling

20

50
20 1H

or 10x25mm
Impaling

15

1H

No

7/5

98-00 8

1.0

290

or 10x25mm
Impaling

20

Impaling

1H
20

10

No

7/5

98-00 9

1H

10

No

7/5

1.0

98-00 8

550
1.0

500

Sig Saur P226 .357 SIG


Pistol
.357 SIG
P226 .40 S&WPistol +0
S&W
P226 10mm Pistol +0
10x25mm Auto
Sig Saur 14mm
Pistol
14x50mm Kurz
The Beast
Pistol +0
14x50mm Kurz
.50AE Version Pistol +0
Lil Devil
Pistol
2400 .50 AE
Smith and Wesson 908
Pistol
9x19mmP
Commemorative Edition
SVI M-1911 Colt
Pistol
.45 ACP
Tiger Bali
Pistol +0
10x25mm Auto
Tokarev TT33
Pistol +0
7.62x25mmTT
Walther P38
Pistol +0
9x19mmP
Walther P99
Pistol +0
S&W
Commemorative
Pistol
.40 S&W
Walther PPK
Pistol +0
ACP
.223/5.56 Autoloader Pistol +0
Remington

+0

1d10

1d10

10/S

1d10+2
+0

10/S

Impaling
Impaling

20

20
1H

1H

12

No

7/5

98-00 15

12

No

7/5

98-00 15

1.0

1.0

360

360

.40

10/S

Impaling

20

1H

12

No

7/5

98-00 15

1.0

360

3d6+2 15/S

Impaling

30

1H

14

No

11/5

96-00 6

1.75

750

2d8+4 15/S

Impaling

30

1H

14

No

11/5

99-00 6

1.75

3d6+1 15/S
+0
1d10+2

Impaling
15/S

30
1H
Impaling

14
20

No
1H

9/5
12

96-00 7
No
11/5

1.5
600
96-00 7

No

7/5

99-00 10

.8

225

30 1H

10

No

7/5

98-00 14

1.0

480

1H

10

No

7/5

99-00 10

1.0

300

1H

12

No

5/5

94-00 8

260

+0

1d10

10/S

Impaling

+0

1d8+2 15/S

Impaling

1d10+2

10/S

Impaling

20

1H

.50 AE
1.25

1d8

5/S

Impaling

1d10

10/S

Impaling

20

1H

10

No

7/5

99-00 9

1.0

130

2d4

10/S

Impaling

20

1H

10

No

7/5

99-00 12

1.0

200

.40

+0

2d4

1H

10

No

7/5

1.0

225

1d8

10/S

Impaling

20

1H

10

No

7/5

99-00 7

.8

190

.32

2d6+2 15/S

Impaling

30

1H

14

No

13/5

96-00 5

2.0

400

.223

10/S

20

20

750

Impaling

20

99-00 12

The AMT Automag III is a .30 Carbine automatic pistol. Few were made, and fewer still survived into the current era. The weapons rarity
keeps its cost low, as few replacement parts or magazines are available, making it more a curiosity than a useable weapon.
The Beretta M92FS is the result of changes made to the M92 after testing by the US Army found that some M92F models had defective slides
that could leave the frame to the rear. As a result of poor testing, the Army delayed adoption of a new service pistol until well into the 1990s,
when a Colt 10mm design was chosen. Beretta M92FS were popular among LEOs and civilian shooters, who liked the higher capacity of the
9mm pistol. Those found in the Capitol Wasteland are much the worse for their 150+ years of wear and tear. 9x19mmP Magazines, holding 15
rounds each, run about 20 Caps. The American Hammer is a variant of the M92FS originally designed for the adoption trials that resulted in
the N99. Manufactured in .45 ACP, the American Hammer is a custom weapon that was given out to former service members by the American
Legion. It bears a stylized American Flag symbol on the mahogany handgrips, embossed with a gold and blue American Legion symbol, an
American Flag on the rear of the slide, and scrollwork on the slide that includes another Legion symbol and the slogan THE AMERICAN LEGION

Supporting you and your family as you serve America, along with a portrait of a soldier and a bald eagle. Another bald eagle is superimposed
on an American flag on the receiver. BERETTA BOG CUSTOM is stamped on the slide above the scrollwork, and scrollwork on the
compensator includes a black skull on a gold background, a symbol also found on the top of the slide. The compensator allows for faster shot
recovery, and increases the RoF. In addition, the Special Success range for the weapon is 33% of base skill. When rolling damage for the
weapon, roll two six-sided dice, and take the higher result. The weapon is located in a locker in a shack in Megaton, one that may become
available to a party that successfully disarms the bomb there. It shares its 14-round Magazines with the SVI M-1911 Colt, which run about 30
Caps. The American Hammer Junior is an M92FS Compact L with similar scrollwork. It lacks the compensator that allows the larger weapon its
increased RoF, but such a compensator could be attached, if on can be found. In addition, the threaded barrel can accept a silencer. Like the
larger weapon, it has an increased Special success range of 33% of skill, but also has a Critical success range of 15% of skill. When rolling
damage for the weapon, roll two eight-sided dice, and take the higher result. It is found in a wall safe in an abandoned house in Grayditch. It
uses the 12-round M1911A3 Magazine (25 Caps), and the 7-round Magazine will not feed. Rusted Lore is, contrary to its name, a well
maintained example of the M92FS, one that has a reputation around the Capitol Wastes. Many Raiders, Slavers, Regulators and Mercs have
fallen to previous owners, and the weapon is rumored to turn up in the hands of both renowned champions and despicable villains, either of
whom command a healthy respect or fear. It currently resides in the Lincoln Museum, waiting for its next wielder, be he devil or saint. The
Samurais Edge is a unique, 10mm version of the M92. A beautiful example of the gunsmiths art, its slide is covered in scrollwork, as is the
ported extension, with a scroll that reads July 4th 1776 on either side. The cherry wood grips each bear an odd symbol, a white skull on a
bloody background in a circle, around which are the words United States.The guns last user was killed while making water near the bridge
outside of Andale, near an abandoned pre-war truck. It sits, slowly rusting, on a guard rail support The Beretta Px4 Storm was a semiautomatic pistol manufactured by Beretta of Italy and intended for personal defense and law enforcement use. The Px4 used the same shortrecoil, rotating barrel action as the Beretta 8000 models and uses the same trigger and safety system as the M9/92/96 series, while being
completely different in design from either. Light-weight polymer construction with steel inserts, a modular trigger group, fully enclosing slide,
Picatinny rail, and changeable backstrap options for the grip are a radical departure from previous Beretta designs. Magazines run about 30
Caps.
The Browning Hi-Power, also known as the HP35, is a robust design from famed weapons designer John Browning. The weapon sold well in
both Europe and the US, and can be found all across the Wasteland. A number of these weapons have been turning up in the Capitol
Wasteland, some in like-new condition (Mal = 00; Cost 500). No one is sure where they are coming from, but many swear by the old design.
In addition to these like-new weapons, knock-off versions manufactured from HP and M&A parts have also been appearing for years. They are
cheaper, but slightly less reliable, than the older, pre-war weapons. The HP35 shares parts with a domestically-manufactured version, the
M&A 9mm. Magazines are 10 Caps, while extended versions (20 round capacity) can be found occasionally for 25 Caps.
The M950 is an odd weapon to the residents of the Capitol Wasteland. Few survived the war, and even fewer the years after. Most of those
discarded among the junk piles of the wastes were thrown aside when their magazines failed. Working models, when they can be found, are
often under-loaded, as few people have 50 rounds of 9mm laying around. As a result, the weapons price is relatively low. The 50-round
Magazines sell for 100 Caps.
The Colt Model 1903 Pocket Hammerless is a .32 ACP caliber, self-loading, semi-automatic pistol designed by John Browning and built by Colt
Patent Firearms Manufacturing Company of Hartford, Connecticut. Despite the title Hammerless, the Model 1903 does have a hammer. It is
covered and hidden from view under the rear of the slide. This allowed the pistol to be carried in and withdrawn from a pocket quickly and
smoothly without snagging.Approximately 570,000 Colt Pocket Hammerless pistols were produced from 1903 to 1945. Some were issued to
US Army and US Air Force general officers from World War II through the 1970s. A large number were also sold to civilians, and the weapon

was a favorite of American gangsters and police officers. Most of those found in the Capitol Wasteland are former military weapons, recovered
from some armory or warehouse. Magazines run about 15 Caps.
The Colt M1911A1 was the sidearm of the US armed forces until it was replaced in the 1990s with the 10mm. The heavy, robust weapon has
survived in the Capitol Wasteland mostly due to its presence in National Guard armories and private stocks. Lucky scavengers may find 12
round magazines for the weapon, which are greatly prized at 50 Caps each. An upgraded version, the M1911A3, can also be found.
Functionally the same weapon, it has modern furniture, including synthetic grips, threaded barrel, and luminescent sights. Such weapons are
generally in much better shape than their 350+ year old counterparts, with a price that reflects the difference. The threaded barrel allows a
silencer (50 Caps) to be attached. A Heavy Slide is sometimes available from merchants, at 100 Caps. Such a slide raises the HP of the
weapon to 15 and halves the Malfunction range. The Vault Tec Commemorative Edition 1911 was given to the Overseer of Vault 101 after his
selection by the Vault Tec O.S.C. (Overseer Selection Committee). The slide bears several engravings: Lady Liberty, an American bald eagle,
and a sun with several gold-inlaid shining rays. An American flag serves as the background for the first two images, its stripes alternately
inlaid with gold, as are the stars. On the slide fore-end, on either side, is a small scroll containing: 101, and the grips are embossed with the
Vault Tec symbol. The gun has adjustable sights installed. The slide is stamped COLT M1911 A1 .45 ACP B.O.G. Custom. It is currently held
by Amata Almodavar, daughter of the current Vault 101 Overseer. The Proud American is Nathan Vargas person M1911A1, a weapon that has
been handed down in his family since before the War. It has Mother of Pearl grips, and scrollwork all along the Heavy Slide and receiver. On
either side of the weapon is a small engraved scroll with the wordsProud to be an American. The hammer, grip safety, safety, slide lock,
screws and rivets are all coated in 10 karat gold, and each grip is embossed with a five-pointed star surrounded by a laurel wreath. The slide
is stamped UNITED STATES PROPERTY M1911 A1 US ARMY B.O.G. Custom. It gets a bonus die on all Malfunction checks, and is +5 to
Special/Critical chance. When rolling damage for the weapon, roll three four-sided dice, and take the two highest results. The weapon is kept
in pristine condition, but Nathan cant find it. He believes his wife is hiding it, sold it to a passing trader, or allowed it to be stolen. In reality,
Nathan is getting senile, and just misplaced it in his home. All of these M1911 models can use a 7-round Magazine (15 Caps) or a 12-round
Magazine (25 Caps).
The Colt 6520 is a 10mm pistol sold to the civilian and LEO community. The simplicity of its manufacture allows it to be made in the postwar
environment. The threaded barrel allows a silencer (25 Caps) to be attached. The N99 is the military model. Military N99s saw more action
than their civilian counterparts, and are thus more worn out. The N99A Alloy Steel version of the N99, fund in the VSS Armory, was a limited
run model in testing when the war started. It has superior durability and is thus in better shape. The N99E is the Enclave-manufactured
version of the N99, and, due to its recent manufacture, work as well as a maintained, modern firearm. The N99S is a Special Operations model
of the N99, with an integral silencer and modified action. Few examples have survived in the Capitol Wastes. N99S Silencers are also
occasionally found without their pistols, and are also 25 Caps. Either the N99S or Colt 6520 Silencer can be used on either weapon. 16 round
Extended Mags for any of the Colt 6520/N99 series are 50 Caps, while regular mags are 25. The occasional 14 round Magazine is found, with a
price of 35 Caps. Special Laser Sights were manufactured that will fit either pistol, can be installed by any competent gunsmith, and cost 50
Caps. They use an E-Cell, which lasts for about a decade. Garfunkel is a customized N99S, with a modified feed well and a custom 15-round
magazine. The slide has been replaced with a lighter, stronger alloy, all contact surfaces covered in synthetic diamond, and the barrel and
slide have both been lengthened. The weapon can still use the regular magazines of the N99 series, but its custom Magazine will fit no other
pistol. Simon, one of Doc Hoffs guards, carries the weapon, and will not part with it for any amount. The Specialized Pistol is a winterized
N99A-S that is found in the VSS Armory. It has a 14-round Magazine and retains its integral Silencer. It is in pristine condition, and very
rugged and reliable. The Colt 6520+ Magnum uses a 10x33mm Magnum round that is only slightly more powerful than the standard round.
Designed as a Robot Killer it failed to garner much interest. Dedicated collectors and a few corporate security units purchased the weapons,
but few survived the war. Magazines for the Magnum run about 50 Caps each, if they can be found. The 10x33mm Magnum used by the

weapon is hard to come by, and will not fit a standard 6520/N99, though the standard 10mm Auto can be fired by the Magnum. The N99/6520
Magazines will even fit into the feed well, simply by activating a special block that holds them in place.
The Cz 50 Special Purpose Pistol is the result of the collaboration between Cz and Rockwell. The weapon is a special operations pistol, with a
custom action and screw-on silencer, designed to fire Rockwells 5mm rifle rounds. The 12-round internal magazine is held forward of the grip,
in what looks like a sighting module. Designed to pass for a Colt N99, the weapon boasts superior range and damage. Due to the internal
magazine, however, it was not very popular. The only known example in the Capitol Wasteland is that held by Kelsey, a mercenary medic
operating out of Rivet City.
The Cz100, another joint project between Czand Rockwell, went head-to-head with the Colt 6520 for the military sidearm competition that
resulted in the adoption of the N99. The two pistols differed mainly in that the Cz100 held only 11 rounds of 10mm, while the Colt held 12.
Many security agencies around the Capitol were impressed with the Cz100s performance, and several dozen were ordered before the war.
Examples of the rugged firearm turn up occasionally, retrieved by scavengers or in use by Raiders. Magazines run around 25 caps, and are
often available.
The .32 caliber Derringer was a popular weapon in DC before the war. Easy to use, easy to conceal, it offered last-ditch protection against
muggers and communist insurgents, though in reality, it was more likely to be used by criminals. These weapons are all-too common in the
Wasteland, used by traveling gamblers, thieves, scavengers, traders, and Raiders alike. Aces and Eights is a unique Derringer used by Tobar,
the owner of the Duchess Gambit, a paddle wheeler that plies the waters between DC and Point Lookout. Tobar confiscated the weapon from a
gambler who made the mistake of trying to cheat the ferryman at cards. It has a slightly longer barrel, pearl grips, and an engraving of the
infamous poker hand on the chamber. It allows the wielder to roll a Bonus Die on all attacks with the weapon.
The FN Five-Seven is lightweight polymer-based weapon with a large magazine capacity, ambidextrous controls, low recoil, and the ability to
penetrate body armor. It uses the same 5.7x28mm round that the P90 is designed to use. The 20-round Magazines run about 75 Caps when
they can be found, and both Magazines and ammunition are scarce in the Capitol Wastes. A custom-fitted Silencer can be found for the
weapon, and usually goes for around 50 Caps.
The Glock 18c is a modified Glock 17 with a full-auto selector switch. The standard 17 round Glock magazines are fairly common (20 Caps
each), even after the War, so most of these weapons are equipped with one. Problematically, the RoF of the weapon is such that the entire clip
is usually fired off before the user knows what happened. A 33-round extended magazine was originally supplied with the weapon, and, if
available, costs around 70 Caps. Still, the weapon will run dry within about 1.5 seconds. In addition, these older Magazines are prone to
jamming under the stress of auto-fire, so the weapons Malfunction range is increased to 90-00. A Silencer can sometimes be found for 100
Caps, and a Shoulder Stock (allows Bracing) will usually run about 50 Caps. The Glock 19, also based on the Glock 17, is a compact model. It
can feed from a 15-round Magazine (15 Caps), the 17 round Magazine of the 18c, the 33 round Magazine, or a 31 round Magazine that is even
more rare (80 Caps if it can be found).
The Heckler & Koch Universal Combat Pistol (HK UCP), a double action, semi-automatic handgun also known as the HK P46, was developed
under commission for the German Bundeswehr.The UCP was the companion side arm to the HK MP7 submachine gun, using the same HK
4.630mm bottlenecked cartridge. The 4.3x30mm rounds have greater armor-piercing capabilities and less recoil compared to other
commonly used military handgun cartridges, such as the 919mm Parabellum or .45 ACP.The UCP operates on the delayed-blowback
operating principle. The external design of the UCP appears to have been borrowed from the HK P2000 pistol, and includes ambidextrous
controls, interchangeable backstraps, and a MIL-STD-1913 Picatinny-type rail system for the attachment of accessories. Like the USP and

P2000 series of pistols, the trigger mechanism is modular and capable of different configurations. The UCP was designed with an extended,
threaded barrel capable of accepting the attachment of a sound suppressor made by Brgger & Thomet. The 20-round Magazines run about
50 Caps if they can be found.
The USP (Universelle Selbstladepistole or universal self-loading pistol) is a semi-automatic pistol developed in Germany by Heckler & Koch
GmbH (H&K) of Oberndorf am Neckar as a replacement for the P7 series of handguns. The polymer weapons have held up well over the years,
and are priced accordingly. The USP 40 and 40D are chambered for .40 S&W, and were used extensively by the FBI and other government
agencies. Their 13-round Magazines run about 45 Caps each. The 40D includes a threaded barrel and silencer. The 45 and 45D are .45
caliber pistols that won the evaluation against the M1911A3 for sidearm for US Special Forces operators. The 45D includes a threaded barrel
and silencer. The 12 round magazines are not interchangeable with the Colt M1911s, but are priced at the same 50 Caps each.
The H&K MP9/44SF Mk II is an interesting piece. A semi-auto only (SF stands for Single Fire) version of the MP9/44, this looks more like an SMG
than a pistol. The stock has been removed, and the butt plate replaced. The weapon was sold with short, 12-round magazines (30 Caps each
when they can be found) but owners prefer the larger SMG mags (50 Caps for the 20-round magazine). Some even trade out the buttplate for
that of the MP9/44 SMG, giving them a stocked pistol that acts more like a carbine. The Slugthrower is a unique MP9/44SF Mk II found in the
ruins of the DC Rangers headquarters. The biggest difference is the addition of a 3x Scope (when the weapon is Braced, double Base range
on an Aimed shot), but the weapon also has a slightly longer barrel, giving it a bit of extra range and power.
The H&K VP70 is a 9 mm, 18-round, double action only, semi-automatic/three-round burst capable polymer frame pistol manufactured by
German arms firm Heckler & Koch GmbH. VP stands for Volkspistole (literally Peoples Pistol), and the designation 70 was for the first year of
production: 1970.It was the first polymer-framed pistol and predated the Glock 17 by 12 years. The weapon was lighter than most other metal
framed pistols of the time. Although the VP70 was the first polymer handgun, the Remington Nylon 66 rifle introduced in 1959 was the first
polymer-stocked firearm in production.One unique feature of this weapon involved the combination stock/holster for the martial version of the
VP70. The stock incorporates a selector switch that, when mounted, allows selective fire. Cyclic rate of fire for the three-round burst is 2200
rounds per minute. When not mounted, the stock acts as a holster. The VP70 uses a spring-loaded striker like a Glock, instead of a
conventional firing pin. It is double action only so the trigger pull is relatively heavy. In lieu of a blade front sight, the VP70 uses a polished
ramp with a central notch in the middle to provide the illusion of a dark front post. Contrary to a common misconception, the VP70 does
indeed have a manual safety. It is the circular button located immediately behind the trigger and is a common crossblock safety.The handgun
comes in two varieties. The Z (Zivil, civilian) variant is a semi-automatic only version, and although it has no provision to mount the stock, it
could be fitted after minor alterations to the handgrip (however this would not made it possible to use the 3-round burst firing mode); the M
(Militr, military) variant is selective-fire (semi-auto / 3-round bursts). A VP70M with no stock uses the stats for the VP70Z, and sells for the
same price as its civilian counterpart. Magazines run about 25 Caps.
The .44 Magnum Desert Eagle was becoming popular in the Capitol Wasteland for the same reasons as its wheelgun counterparts. The two
extra rounds (14 extra with the extended, 20-round mag, which cost 85 Caps; 8-round mags are 35 Caps, 12-round mags are 55 Caps) was
considered by many to more than make up for the higher cost and greater possibility of a malfunction. Few of the original pistols survived the
chaos after the war. The Mk. XIX version was slightly more plentiful, but was not manufactured to the same exacting standards as the original.
The Mk. XIX in .44 uses the same Magazines as the regular Desert Eagle. The .50 AE version is more powerful, which can be dangerous,
considering the Mk. XIXs quality issues. It can only use an 8-round Magazine, and these are very hard to come by (50 Caps). The Desert
Dragon is an incredibly rare .50 AE version of the original Desert Eagle, and may be the only one of its kind to survive in the Capitol Wastes.
It lies in a footlocker inside the National Guard Depot. It can use the .50 AE Mk. XIX Magazines, as well.

The Lamplighter is a custom 10mm Pistol found in the wreckage of the D.C. Rangers headquarters. The weapon is a custom piece, designed
from parts of an N99/Colt 6520, an H&K MP9K, and a Shanxi 10mm Chinese Pistol. It uses the Shanxi magazines (20 Caps each), but is more
reliable and harder hitting than the Type 17. The butt of the pistol bears the initials SG.
The Luger P08 is one of the first semi-automatic pistols, and was one of the most sought-after trophies of the European Theatre in WWII. Its
unique action can make it unreliable in the post-War Wasteland, as many do not know how to maintain the weapon. It is also hard to find parts
to replace a damaged action, as it uses a toggle-lock action, which uses a jointed arm to lock, as opposed to the slide actions of almost every
other semi-automatic pistol. This contributes to its low price and poor availability. 8-round Magazines for the weapon, when available, run
about 20 Caps. Rarely, some lucky scavenger or merchant will come up with one of the Artillery Luger TM-08 Drum Magazines, holding a
staggering 32 rounds, which can sell for as much as 150 caps, more than half the cost of the gun itself. Buyer beware, however, as the TM-08
almost requires a special tool to reload, and these are usually absent. Such a tool adds an additional 50 Caps to the cost of the TM-08.
Without the tool, reloading takes 7 DEX Ranks per round.
The M&A 9mm pistol is a single-action semi-automatic handgun, designed by M&A Guns Manufacturers. It is a cheaper copy of the venerable
Browning HP35, with interchangeable parts. Magazines are 10 caps, while extended versions (20 round capacity) can be found occasionally
for 25 caps. A pistol scope and mount designed to fit the HP35/M&A 9mm can also be found occasionally, with a cost of 150 caps.
The Makarov pistol (PM) resulted from a design competition for replacing the Tokarev TT-33 semi-automatic pistol and the Nagant M1895
revolver. Rather than building a pistol to an existing cartridge in the Soviet inventory, Nikolai Makarov took up the German wartime Walther
Ultra design, fundamentally an enlarged Walther PP, utilizing the 918mm Makarov cartridge designed by B.V. Semin in 1946. For simplicity
and economy, the Makarov pistol was of straight blowback operation, with the 918mm Makarov cartridge being the most powerful cartridge
it could safely fire. Although the nominal Ycaliber was 9.0mm, the actual bullet was 9.22mm in diameter, being shorter and wider and thus
incompatible with pistols chambered for 919mm Parabellum cartridges. Several Makarovs were brough to the US with the Relief Fleet, with
one notable example already in D.C. at the start of the War. This Makarov is found in the Museum of History, on display in the Lower Halls.
Magazines are around 30 Caps. Ammunition is rare.
The 9mm version of the Mauser M/96 is almost unheard of in the Capitol Wasteland, but should one be found, it would be a rare weapon
indeed. A modern variant, with a removable box magazine, is the MauserHSI, which is much more common and reliable. Most would assume
either weapon was a standard Shanxi 10mm, which shares some parts commonality.
The MP-443 Grach is a double-action, short-recoil semi-automatic pistol, issued as the official sidearm of Russian officers and rear-echalon
personnel. Magazine capacity of the Grach is 17 rounds, fed from a double-column, single feed magazine. Numerous examples ended up in
the Capitol Wasteland, brought over by the Russians during the effort to push the Chinese from the Capitol, or sold as the MP-446 Viking. The
existence of the Viking is responsible for the weapons low price and bad reputation in the Capitol Wasteland. The Viking is designed to only
accept 9mm Luger rounds, and cannot handle the 9x19mm Parabellum used in most 9mm handguns. Damaged pistols and injured shooter
earned the weapon a poor reputation, one that was undeserved. No surviving MP-446 has been seen in the Wasteland in years, but the
reputation remains. Magazines run about 15 Caps.
The Type 94 Nambu 8x22mm Pistol was a semiautomatic pistol developed by Kijir Nambu and his associates for the Imperial Japanese Army.
The final prototype for the Type 94 was tested and officially adopted by the Japanese Army in late 1934 after several redesigns. Design for the
Type 94 pistol began in 1924 and it entered production after repeated redesign in 1935. Approximately 71,000 pistols were produced before
production ended in 1945.The Type 94 pistol is considered to be poorly designed. The process to disassemble the pistol is considered overly

complex and awkward. The pistol could be fired unintentionally before the breech was fully locked if the sear bar on the side of the receiver
was jarred loose and the pistol was improperly handled. The quality of the Type 94 pistol degraded during its production history with pistols
made in 1945 being crudely manufactured. The Type 94 was popular among Japanese tank and aircraft crews for its smaller and lightweight
design. The only example knon in the Capitol Wasteland is in the Museum of History, on display in the Lower Halls.
The QSZ-92 is the PLA-issued sidearm used within China, using the 5.8x21mm rounds shared with PLA Personal Defense Weapons. Its high
capacity and reliability make it an attractive package, but low availability of ammunition can make it a risky proposition in the post-War
environment. The weapon can also use the subsonic 5.8x21mm rounds, making it well suited for use with a Silencer (50 Caps when available,
forces a Hard Listen check to determine that a weapon has been fired, and a Very Hard Listen check to identify the direction and distance of
the shooter, requires a Hard Listen to even hear the weapon if using the subsonic ammunition, Special success to determine that it was a
firearm, and requires a Critical to identify distance and direction). Magazines for the weapon 40 Caps.
Praised for its range and stopping power, the Rheinmetall PPK12 Gauss Pistol is a German designed Coil Gun. The pistol uses an
electromagnetic field to propel 2x45mm EC rounds at tremendous speed and punch through almost any armor (Like all 2x45mm EC weapons,
any armor struck is at 80% of its normal value against the round). The Magazines are expensive (200 Caps) and rare, holding 12 rounds of
2x45mm EC and one Micro Fusion Cell (2 Charges per shot).
The Ruger MK II is a rimfire single-action semi-automatic pistol chambered in .22 Long Rifle and manufactured by Sturm, Ruger & Company.
Ruger rimfire pistols are some of the most popular handguns made, with over three million sold. They are not nearly as popular in the Capitol
Wasteland, as the ammunition is harder to find, and the underpowered .22 LR is useless against many threats, such as Rad Scorpions and
Super Mutants. Some hunters carry them as back up weapons, and to finish off wounded prey. The Ruger Mk. III .22 Integrally Suppressed
pistol was used by US Special Forces and Navy SEALS for silencing guard dogs (and guards). Most of those found in the wasteland have been
rebuilt with parts from common Mk. III pistols. They seldom retain the extended magazine, and instead use the standard, 10-round magazine
(15 Caps, when available). If a merchant or scavenger comes across a 16-round extended magazine, they usually sell for around 20 Caps.
The weapon is Hard to hear at even close range, and what sound it does make is likely to be mistaken for something else (Special Success
Idea roll to know what the sound was). Most BB Guns make more noise than the Mk III Suppressed.
The Ruger Mk IX is basically a Ruger Mk. III that has been built on a larger scale. Equipped with an integral silencer, 12-round magazine, Laser
Aiming Module and Tactical Flashlight, the Mk IX became the special operations pistol of the US Navy Seals and US Army Special Forces for
almost 30 years. Eventually, the pistol was replaced in service by the N99S, though many were still found in the arsenals of various units
operating in the European theatre, where 9x19mm was still the most popular handgun round. Magazines are almost non-existent, selling for
30 caps when they can be found. Like the Mk III, the weapon is Hard to hear at even close range, and what sound it does make is likely to be
mistaken for something else (Hard Listen check to hear the sound, Special Success Idea roll to know what the sound was, Critical to determine
Direction and Distance). The weapon known as Dads Gun is a Ruger Mk IX, originally issued to the 19 th Special Forces Groups 5th Battalion,
A Company, out of Los Alamitos, California. Sometime after the weapon was removed from active service, it was customized, with scrollwork
on the receiver. After the War, the weapon came into the possession of the Brotherhood of Steel, where the hand grips were replaced with
ones bearing the Brotherhoods seal. Inscribed on the weapons receiver is a scroll with the words DE OPPRESSO LIBER. Beneath it is a
stamp: STURM RUGER MK IX 9x19mm B.O.G. Custom. The weapon is found on the body of James McEire in the control room of Project
Purity. James has two spare Magazines, bringing the total number available in the Capitol Wasteland to three. If sold with the gun, they are
worth 30 Caps each.

The Shanxi Type 17 is a PRC copy of the Taiyuan Arsenal weapon originally manufactured in 1929. The Type 17 uses 10mm rounds, so as to be
compatible with US military and civilian stockpiles. The weapon is modified to accept American N99 Magazines, as well as the Chinese 10round Magazine (20 Caps each). The Dragoon Pistol is a winterized version issued during the assault on Anchorage and found in the VSS
Armory. The Type 17 found in the VSS Armory and labeled Chinese Handgun is an officers model, with a 14-round Magazine that will not fit
any other model of the weapon (worth 40 Caps if sold with the weapon). It can accept the same standard Magazines that the general issue
Type 17 uses. The Zhu-Rong V418 is a modified Type 17 that fires both normal 10mm and special 10mm Incendiary rounds. The magazines
used for the incendiary rounds will not fit in a standard Type 17, and the special 10mm rounds cannot be fed into a standard Type 17
Magazine, though standard 10mm rounds can be fed into the Shanxi, and its magazine well has a similar arrangement to the 6520+ Magnum,
allowing regular Shanxi magazines to feed properly. Incendiary rounds will feed into a Colt 6520/N99 magazine, but attempting to fire such
rounds through the weapon will result in its destruction, and possibly the detonation of all remaining incendiary rounds. The 6520+ Magnum
can handle the rounds, but using them in that weapon degrades and fouls the barrel very quickly. The 10x33mm Magnum rounds will also
feed through the Zhu-Rong Magazines, but the weapon is not strong enough to handle the pressure, which will destroy the weapon and cause
maximum damage to the users hand. The Ant Queens Dueling Pistol, the personal firearm of the AntAgonizer, is a custom 10x33mm
Magnum Shanxi Type 17. The weapons custom grips are red, with a gold-colored Ant embossed on them, and all metal parts of the weapon
are plated in 10 karat gold. Either side of the receiver is stamped B.O.G Custom, and the right side bears the inscription Property of Hubris
Comics. The weapon is chambered for 10x33mm Magnum shells, but somehow, Tanya has come across a stash of 10mm Incendiary rounds
designed for use in the Zhu-Rong pistol. How she acquired these is a mystery, even to her. Magazines for the Zhu-Rong will sell for 35 Caps, if
sold with the weapon. Tanya has three such Magazines, bringing the total number in the Capitol Wasteland to four.
The P220 Sig Saur pistol is available as a fairly standard 9mm, with a 9-round single stack magazine, and was once issued to D.C. Metro
security forces. While many of these pistols are no longer useful, a large number of magazines are still intact, making the weapon very
desirable, and expensive. Magazines run 20 Caps each. The .45 version was also popular, though mainly among civilians. Slightly less
popular due to the smaller magazine, it is still a valuable and desirable weapon. These Magazines are a bit cheaper, at 15 Caps each. The SIG
P226 is a full-sized, service-type pistol made by SIG Sauer. It is chambered for the.357 SIG. It is essentially the same basic design of the SIG
P220, but developed to use higher capacity, staggered-column magazines in place of the single-column magazines of the P220. The SIG Sauer
P226 and its variants were in service with numerous law enforcement and military organizations worldwide, and a number of these survive in
the Capitol Wasteland. While they are a high-performance weapon, they are undervalued in the Capitol Wasteland due to the scarcity of their
ammunition. Some enterprising gunsmiths, realizing that the difference between .357 SIG and .40 S&W was bullet diameter, have used
barrels from the ubiquitous N99 and Colt 6520 to create a 10x25mm Auto P226. Cost and capacity are the same, though the damage is a bit
higher. Magazines are the same for all three types, and run 30 Caps each.
The Sig-Sauer 14mm, firing 14x50mm Kurz, was designed to compete with the .44 Magnum that was gaining popularity in the U.S. It was
purpose-built for use against armored Chinese troops and robots. A few hundred were imported to the States before the war, but few
survived, and the ammunition is very rare. Magazines run 75 Caps, when available. The Beast is a Sig-Sauer 14mm found in Takoma Park.
Formerly owned by a member of Talon Company, the weapon is in extremely good shape. Some of these weapons were converted to fire the .
50 AE round, but these are also rare.They use the same Magazines. A Silencer is available for the .50 AE version, at 100 Caps. The Lil devil is
a Holdout version of the .50AE Sig Saur. The shorter barrel reduces the range of the weapon, and its damage, but allows it to be more easily
concealed. The only example known to be in the Wasteland is that held by Madame, of the Mclean Marauders in Evergreen Mills.
The Smith and Wesson Model 908 Vault-Tec Commemorative Edition pistol is a custom version of the concealed-carry version of the 9mm S&W
M110 pistol. The weapon was given to the original Overseer of Vault 101 when he assumed his post in 2077. Slide and receiver are covered in

custom scrollwork, both sides bear a scroll that reads TO THE DEDICATED MEN AND WOMEN OF VAULT TEC IND., below that, a second scroll
reads VAULT 101, and the rear of both sides has an inscribed picture of Vault Boy, the Vault Tec mascot, giving his traditional thumbs-up
sign. The underside of the receiver also bears a stamp: S&W M908 9x19mm B.O.G. Custom and a serial number, 666-101. The weapon
was removed from the vault nearly twenty years ago, and was lost to the Wasteland when the then-current Overseer disappeared. The
weapon is now located at Vault 106, though how it got there is a mystery. The wielder gains a bonus die on all attacks. The three Magazines
found at the site are the only ones found in the Capitol Wasteland. If sould with the weapon, each would be worth 20 Caps.
Strayer-Voigt, Inc. (also known as SVI) was a manufacturer of M1911-styled modular pistols. The Strayer-Voigt system was called modular
because the lower grip and trigger guard, which is made of a fiber reinforced plastic, was a separate component from the metal upper portion
of the frame that comprises the dust cover and frame rails. They were the most famous for their Hybrid series of pistols. SVI marketed its
products under the brand name Infinity Firearms. The Infinity pistols were sometimes unofficially known by the combined name of StrayerVoigt Infinity, a play on the SVI acronym.By making the lower half of the frame from thin polymer, the gun can make use of double-stack
magazines without a significant increase in grip thickness. SVI pistols generally hold approximately twice as many rounds of ammunition per
magazine as traditional 1911s. These Magazines run about 30 Caps.
The Tiger Manufacturing Bali is a 10mm pistol that packs a special punch. As with many Tiger products, the Bali includes a nanomachine
factory. In this case, the nanomachines rework the ammunition into a delivery package for a capacitor that delivers an electrical shock to the
target. Against living creatures, the shock causes 3d6 Stun damage, compared to the targets current Hit Points. Against a Powered Armor or
Robot, the damage is 6d6, with any robot whose HP are overcome considered killed, and any PA whose torso AP is overcome to be rendered
non-operational. A standard, fully-charged Small Energy Cell allows the unit to charge 100 capacitors (10 capacitors per E-Cell charge). The
Bali uses a modified N99 Magazine with a ten-round capacity (space for two rounds is taken up by the Small Energy Cell). If loaded from a
regular N99 Magazine (25 Caps, 12 rounds), the weapon will not install the capacitor.
The 7.62x25mm TT-chambered Tokarev TT33 is a Russian import manufactured nearly 150 years before the war. Of former Soviet design, and
based in part on Brownings M1911, the pistol had a reputation for rugged reliability that has carried over into the post war period. In
actuality, most of the TT33s that show up in the Wasteland are Chinese Type 54s, issued as sidearms to Chinese officers during the invasion.
Inexpensive, designed to survive abuse, and readily available, these weapons would only be better if their ammo were not so scarce.
7.62x25mmTT rounds are not an easy commodity to acquire in the Capitol Wasteland, nor are the Magazines (50 Caps each).
The Walther P38 (also known as a Pistole 38) is a 9x19mm semi-automatic pistol that was developed by Walther arms as the service pistol of
the Wehrmacht shortly before World War II. It was intended to replace the costly Luger P08, the production of which was scheduled to end in
1942. 17 years after WWII, production began for a second time, to arm the German Bundeswehr. Most P38s found in the Capitol Wasteland
are of this second type, brought over by German troops of the Relief Fleet. Magazines for the P38 run 25 Caps, and hold 8 rounds.
The Carl Walther GmbH Sportwaffen first generation P99 pistol, in .40 S&W, is a semi-automatic pistol developed by the German company for
law enforcement, security forces and the civilian shooting market as a replacement for the Walther P5 and the P88.A number of these weapons
were brought to the US by German officers of the Relief Fleet. Magazines run about 40 Caps. The Walther P99 Vault-Tec Commemorative
Edition pistol is a custom version of the regular P99. The weapon was given to the original Overseer of Vault 101 when he assumed his post in
2077, and has been passed down ever since. The weapon was stolen from the Vault by Colin McEire, the so-called Lone Wanderer of Vault
101. He left it behind at GNR Studios after using it to threaten Three Dog regarding the whereabouts of his father, James McEire. Three Dog
will give it to any party willing to go and find James before his son does. The slide is covered in custom scrollwork, both sides bear a scroll that

reads TO THE DEDICATED MEN AND WOMEN OF VAULT TEC IND. An engraving on the front of the slide reads VAULT 101, and the handgrip
on both sides bears the Vault Tec symbol. The underside of the receiver also bears a stamp: Walther P99 .40 S&W B.O.G. Custom.
The Walther PPK is a concealed-carry version of the .32 ACP Police Pistol developed between the First and Second World War. With Interarms,
and then Smith and Wesson, manufacturing PPK versions for sale in the US, the weapon became very popular. Most PPKs found in the Capitol
Wasteland are of American manufacture, though a few German originals came over with the Relief Fleet. Magazines are about 20 Caps.
Hand-made with loving care from a cut-down rifle action, the .223/5.56 pistol is the most powerful auto-loading handgun available in the
Capitol Wasteland. Each example of this weapon is slightly different, as all are crafted by gunsmiths from a set of plans that has worked its
way across the ruins of old America. Such a weapon is devastating in the hands of a competent shootist. The weapon feeds from a 5-round
internal magazine.

Submachine Gun
Name

Skill
Cost Ammo
AEK-918 Vityaz
9x19mmP
American 180
SMG
American 180SD
.22LR
Beretta M12
SMG
9x19mmP
M93R
SMG
9x19mmP
Px4 Storm
SMG
S&W
Birdman12.7mm SMG
.50 AE
Brgger & Thomet / SMG
9x19mmP
Steyr MP9
Calico Liberty 100
SMG
9x19mmP
Colt M635 Carbine
SMG
9x19mmP
RO635
SMG
9x19mmP
RO639
SMG
9x19mmP
FN P90 (5.7mm)
5.7x28mm FN

Base

Dmg

DEX Ranks/RoF

Special

SMG

+0

1d10

Hands HP

Parry STR/DEX Mal Cap

1H/2H 8

No

9/6

+0
SMG

1d6
+0

5/S or A (20) Impaling


30
1d6
5/S or A (20) Impaling

1H/2H 8
No
20
1H/2H 8

7/6
No

91-00 160
2.0
7/6
86-00 160

250
2.3

+0

1d10

10/S or A (10) Impaling

40

1H/2H 10

No

7/6

91-00 32

2.5

250

+0

1d10

10/S or B (3) Impaling

20

1H/2H 8

No

7/5

90-00 15

1.0

425

+0

1d10

10/S or B (3) Impaling

20

1H/2H 8

No

7/5

90-00 14

1.0

550

.40

SMG

+0

3d6+1 10/S or A (7) Impaling

12

No

11/7

2.5

1020

+0

1d10

2/B (3)/A(10) Impaling

40

1H/2H 8

No

9/6

95-00 15

1.5

390

+0

1d10

10/S or A (20) Impaling

40

1H/2H 8

No

9/6

91-00 100

2.5

600

+0

1d10

10/S

Impaling

40

1H/2H 8

No

9/6

95-00 30

2.0

300

+0

1d10

10/S or A (10) Impaling

40

1H/2H 8

No

9/6

95-00 30

2.0

350

+0

1d10

10/S or B (3) Impaling

40

1H/2H 8

No

9/6

95-00 30

2.0

350

SMG

+0

2d4+2 10/S or A (10) Impaling

1H/2H 10

No

9/6

10/S or A (10) Impaling

Rng
40

60

50

2H

SIZ/Enc

91-00 30/53 2.0

91-00 21

91-00 50

2.3

125
.22LR
300

500

FN P90 Carbine
SMG +0
2d4+2 10/S
Impaling
50
1H/2H 10
5.7x28mm FN
FN P90C (9mm)
SMG +0
1d10 10/S or A (10) Impaling
40
1H/2H 10
9x19mmP
H&H Tools Nail Gun SMG +0
1d4
5/S or A(30) Impaling
15 1H
14
No
H&K MP5
SMG +0
1d10 10/S/B(3)/A(10)
Impaling
40
1H/2H 8
9x19mmP
H&K MP5 Carbine
SMG +0
1d10 10/S
Impaling
40
1H/2H 8
No
9x19mmP
H&K MP5K
SMG +0
1d10 10/S/B (3)/A (10)
Impaling
40
1H/2H 8
9x19mmP
H&K MP5SD3
SMG +0
1d10 10/S/B (3)/A (10)
Impaling
25
1H/2H 8
9x19mmP
H&K MP7A1
SMG +0
2d4
10/S/B (3)/A (10)
Impaling
40
1H/2H 8
4.6x30mm
H&K MP9 10mm SMGSMG +0
1d10+2
10/S/B (3)/A (10)
Impaling
40
1H/2H
330
10x25mm Auto
H&K MP9A Alloy Steel
SMG +0
1d10+2
10/S/B (3)/A (10)
Impaling
40
2.0
600
10x25mm Auto
H&K MP9 Alaskan SMG
SMG +0
1d10+2
10/S/B (3)/A (10)
Impaling
40
2.0
330
10x25mm Auto
H&K MP9 Assault
SMG +0
1d10+2
10/S/B (3)/A (15)
Impaling
50
2.0
500
10x25mm Auto
H&K MP9 Tactical
SMG +0
1d10+2
10/S/B (3)/A (10)
Impaling
60
1H/2H
530
10x25mm Auto
H&K MP9 Ultra
SMG +0
2d6+2 10/S/B (3)/A (15)
Impaling
40
1H/2H
430
10x25mm Auto
H&K MP9 Crystal Waters
SMG +0
2d6+2 10/S/B (3)/A (15)
Impaling
40
1H/2H
430
10x25mm Auto
H&K MP9 Leons Ultra
SMG +0
2d6+2 10/S/B (3)/A (15)
Impaling
40
1H/2H
330
10x25mm Auto
H&K MP9/32
SMG +0
1d8
10/S/B (3)/A (14)
Impaling
40
1H/2H 8
.32 ACP
H&K MP9/44
SMG +0
2d8
10/S/B (3)/A (7)
Impaling
40
1H/2H 10
.44 Magnum
H&K MP9/50
SMG +0
3d6+1 10/S/B (3)/A (7)
Impaling
60
1H/2H 12
.50AE
H&K MP9/5
SMG +0
2d6+3 10/S/B (3)/A (5)
Impaling
50
2H
12
5mm Rockwell
H&K P90C
SMG +0
1d10+2
10/S or A (8) Impaling
40
1H/2H 10
10x25mm Auto
H&K UMP40
SMG +0
1d10 10/S/B (2)/A (10)
Impaling
40
1H/2H 8
.40 S&W
H&K USC40
SMG +0
1d10 10/S
Impaling
40
1H/2H 8
No
S&W

No

9/6

91-00 50

2.3

450

No

9/6

86-00 50

2.3

480

7/5
No

90-00 90
2.0
9/6
95-00 30

999
2.0

Nail
300

9/6

95-00 30

280

No

9/6

95-00 30

2.0

330

No

9/6

95-00 30

2.0

400

No

9/6

95-00 30

2.0

660

No

9/6

95-00 30

1H/2H 12

No

9/6

99-00 30

1H/2H 12

No

9/6

99-00 35

1H/2H 8

No

9/6

95-00 30

No

9/6

95-00 30

2.0

No

9/6

99-00 50

2.0

No

9/6

99-00 30

2.0

12

No

9/6

99-00 35

2.0

No

9/6

99-00 28

2.0

240

No

11/6

99-00 20

2.0

500

No

11/6

99-00 18

2.0

525

No

11/6

90-00 30

3.0

330

No

9/6

86-00 24

2.3

500

No

9/6

95-00 30

2.0

450

9/6

95-00 30

400

.40

2.0

2.0

2.0

Ingram MAC-10
SMG +0
1d8+2 10/S or A (10) Impaling
40
1H/2H
.45 ACP
Whispering Death
SMG +0
1d8+2 10/S or A(16) Impaling
25
1H/2H 8
ACP
M3A1 Grease Gun
SMG +0
1d8+2 10/S or A (10) Impaling
40
1H/2H 10
ACP
Guide Lamp Greaser SMG +0
1d8+2 10/S or A (15) Impaling
40
1H/2H 12
ACP
U.S. 9 mm S.M.G.
SMG +0
1d10 10/S or A (10) Impaling
40
1H/2H
9x19mmP
MGV-176
SMG +0
1d6
5/S or A (20) Impaling
30 1H/2H 8
MP-38 Schmeisser
SMG +0
1d10 15/A 10
Impaling
40
1H/2H
9x19mmP
MP-40Erma
SMG +0
1d10 15/A 10
Impaling
40
1H/2H
9x19mmP
Mauser M712
SMG +0
1d10 10/S or A (10) Impaling
40
1H
8
9x19mmP
Schnellfeuer, Remanufactured
M712 w/Stock SMG +0
1d10 10/S or A (10) Impaling
40
1H/2H 8
9x19mmP
PPS-43
SMG +0
1d8
10/S or A (10) Impaling
30 1H/2H 8
7.62x25mmTT
PPSh-41
SMG +0
1d8
10/S or A (14) Impaling
30
1H/2H
7.62x25mmTT
QCW-05
Chinese
SMG +0
2d4+2 10/S or A (10) Impaling
50
270
5.8x21mm SS
R91 MP
SMG +0
2d6
10/S or A (10) Impaling 60 1H/2H 10
5.56x45mm
Rheinmetall PPK12A SMG +0
2d6
15/S or A (6) Impaling 50 1H /2H 12
No
MFC
STENGun
SMG +0
1d10 10/S or A (8) Impaling
40
1H/2H 10
9x19mmP
Khyber STEN
SMG +0
1d6
10/S or A (15) Impaling
30
1H/2H
.22LR
Tec-9
SMG +0
1d10 10/S or A (12) Impaling
40
1H/2H 10
9x19mmP
Thompson SMG
SMG +0
1d8+2 10/S or A (10) Impaling
40
2H
.45 ACP
Semi-Auto
SMG +0
1d8+2 10/S
Impaling
40
2H
12
ACP
Uzi
SMG +0
1d10 10/S or A (16) Impaling
40
1H/2H 8
9x19mmP
Vz 48b/52 (SA 26)
SMG +0
1d8
10/S or A (16) Impaling
30 1H/2H 12
7.62x25mmTT
Vz 82 korpion
SMG +0
1d10 10/S or A (10) Impaling
30 1H/2H
9x18mmM

No

9/6

91-00 30

2.0

310

No

9/6

96-00 32

2.3

750

.45

No

9/6

91-00 30

2.0

400

.45

No

9/6

96-00 30

2.0

600

.45

No

9/6

2.0

850

No
10

7/6
No

91-00 160
2.0
9/6
96-00 30

300
2.0

.22LR
420

10

No

9/6

2.0

400

No

11/6

95-00 20

1.0

350

No

9/6

91-00 20

2.0

400

No

7/6

91-00 35

2.0

340

No

7/6

91-00 71

1H/2H 10

No

7/5

No

11/6

91-00 20

7/5

96-00 12

No

9/6

96-00 32

10

No

5/6

No

9/6

91-00 32

12

No

9/6

No

9/6

96-00 30

No

9/6

No
12

91-00 30

91-00 30

2.0

2.3

96-00 50

400
2.3

2.3

200

1155

2mm EC +

2.0

250

96-00 60
2.0

96-00 30

2.0

250

400
2.0

400

2.0

350

.45

96-00 32

2.3

300

9/6

96-00 32

2.3

160

No

9/6

91-00 10

1.8

150

Scorpio
7.62x25mm TT
Walther MPL
SMG
9x19mmP
Weston Arms BB SMG
BB

SMG

+0

1d8

5/S or A (16) Impaling

+0

1d10

10/S or A (8) Impaling

SMG

-10

1d2

40

5/S or A (25) None

30

1H/2H 8

No

7/6

91-00 32

1.8

1H/2H 8

No

9/6

91-00 32

2.3

200

20 1H/2H 6

No

3/5

90-00 50

40

150

.177

The AEK-918 Vityaz is a 9x19mm Parabellum submachine gun, based on the AK-74 rifle platform, and offers a high degree of parts
commonality with the AK-74. It was the standard submachine gun for all branches of Russian military and police forces. It is a lightweight
selective fire weapon, capable of single shot or automatic fire. It has a folding stock, top and bottom Picatinny rails, and can use either a 30round magazines (50 Caps) or a 53-round helical-feed drum (100 Caps). The weapon suffers from poor reliability, due to the tendency of the
polymers used in its construction weakening over time, which are often replaced with inferior metal components.
The American 180 is a .22 LR SMG that makes up for what it lacks in power with sheer volume of fire. The weapon works on a principle similar
to that of a sandblaster. The .22 LR rounds simply chew away at cover, armor, and flesh, eroding the target to death. The standard model
lacks a stock, but one can easily be fashioned for around 50 Caps, allowing the weapon to be Braced for firing. The large 160-round pan
Magazines are scarce, costing 100 Caps. Even rarer is the 220 round Magazine, which costs around 150 Caps. 25-round magazines, usually of
post-War manufacture, are available for as little as 20 Caps from some sellers. A version of the weapon was designed for Special Ops units
with a need for a high-capacity weapon. The American 180SD has an integral silencer, and is nearly impossible to hear when fired (requires a
Special Success on a Listen check to determine that a weapon has been fired, and a Critical Success to identify the direction and distance of
the shooter). These Silenced weapons are prone to more failures, however, due to increased difficulty of maintaining the weapon.
The Beretta Model 12 is a 919mm submachine gun designed by Beretta. The production started in 1962, the first users were the Italian
Carabinieri and the Italian State Police. South American and Arab states made use of the weapon, as well, and even the US acquired some,
using them in Vietnam during the Domino Wars. The majority of those found in the Capitol Wasteland came over with the relief fleet, carried
by Italian irregular forces. The 20 and 40 round magazines are rare (50 and 100 Caps each, respectively), but 32 round magazines are the
norm (70 Caps each).
The Beretta 93R is a selective fire machine pistol, designed and manufactured by Italian firearms manufacturer Beretta in the 1970s for police
and military use. The weapon is derived from the semi-automatic Beretta 92. The R stands for Raffica, which is Italian for volley, flurry,
or burst. The weapons share few parts, but do share magazines. The weapon is hard to control one handed, but has a flip-down foregrip for
two-handed use.
The Px4 Storm Auto is another Beretta autopistol, based on their .40S&WPx4. The weapon may only fire on automatic with an attached
shoulder stock. It is otherwise identical to the Px4 semi-auto, and shares most of its parts and accessories, including magazines.
Birdman Weapon Systems Birdman 12.7mm SMG is a true beast. Designed to fire the .50 AE, it is, by far, the most powerful SMG in the
Wasteland. As a result, it has a low RoF, a great deal of recoil, and a small capacity magazine. Still, against light armored vehicles, Power
Armored troops and military Robots, it serves its purpose. The weapon can be equipped with a Silencer for around 100 Caps. Many came
equipped with a Laser Sight, which runs 520 Caps (x2 Base Range, x4 Base Range on Aimed shot. A Stacked Magazine with a capacity of 27
round occasionally turns up, with a price tag of around 440 Caps, while the normal, 21 round Magazines go for 200 Caps.

The Brgger & Thomet/Steyr MP9 (Machine Pistol 9mm) is a machine pistol designed and manufactured by Brgger & Thomet of Switzerland.
The MP9 is a selective-fire 919mm Parabellum caliber machine pistol. It uses 15, 20, 25, and 30 round transparent polymer detachable box
magazines. It has three safeties; ambidextrous safety/fire mode selector switch button (manual safety), trigger safety and drop safety. The
MP9 is a development of the Steyr TMP. The design of TMP was purchased from Steyr in 2001. Differences from the TMP include a stock that
folds to the right side of the weapon, an integrated Picatinny rail, and a new trigger safety. 15 round Magazines run 20 Caps, while 20 round
Magazines are 25 Caps, 25-round Magazines are 35 Caps, and 30-round Magazines are 40 Caps each. Original Magazines are rare, though
post-War metal Magazines can be found more frequently.
The Calico Liberty 100 is a nearly-unique design, using a bullpup, helical-feed magazine to create a short, handy weapon with a ridiculous
ammunition capacity. The weapon holds 100 rounds of 9x19mm ammunition. Version found in the Capitol Wasteland were used by Special
Forces troops, and are equipped with top, side and bottom-mounted Picatinny rails. Magazines for the weapon are hard to come by, running
about 150 caps for the 100-round magazine, and 100 caps for the 50-round magazine, if one can be found.
The Colt M635 Carbine is a semi-auto version of a 9x19mm Parabellum submachine gun manufactured by Colt, based on the M16 rifle
platform. The automatic version is a closed bolt, blowback operated SMG, rather than the conventional direct impingement gas operation of
the standard 5.56x45mm M16 type rifle.The overall aesthetics are identical to most M16 type rifles. Changes include a large plastic brass
deflector mounted toward the rear of the ejection port. Factory M635s are equipped with a 10.5 inch length barrel and have an M16 style
upper receiver, which means they feature a fixed carry handle, no forward assist and A1 sights (with 50 and 100 meter settings). The
magazine well of the receiver is modified using a special adaptor to allow the usage of smaller 9mm magazines. The magazines themselves
are a copy of the Israeli UZI SMG magazine, modified to fit the Colt and lock the bolt back after the last shot.Also, closed bolt weapons such as
the Colt SMG are inherently more accurate than open bolt weapons such as the UZI SMG.The Carbine fires only single shots, the RO635 fires
single shots or full auto, while the RO639 fires single shots or 3-round bursts. While the original magazines held 32 rounds, newer magazines,
with a thicker follower, hold only 30 rounds, which helps to prevent jams. Such a Magazine usually runs about 35 Caps. A 90-round Drum
Magazine can sometimes be found, which sells for around 85 Caps. Most accessories for the M16/AR15 can be used on the M635, except
those which depend on caliber, such as Silencers.
The FN P90 is another unique weapon with a radical design. Feeding from a top-mounted magazine, with a bullpup action, the weapon looks
like it was taken from the cover of Amazing Stories. The 5.7mm Steel-core rounds are designed to penetrate body armor, even with the small
size of the round, and subtract 2 points of AP. Those P90s available in the Wasteland are the P90 USG (United States Government), supplied to
Secret Service agents in Washington DC just before the start of the war, and equipped with a tritium Reflex Sight (Aiming takes only 2 DEX
Ranks). The value of the weapons in no way reflects their usefulness, but instead the scarcity of their specialty ammunition and magazines
(magazines are 100 Caps, if available at all). The Silencer available for the weapon (100 Caps when it can be found) was designed for use with
sub-sonic specialty rounds. It wears out quickly with standard 5.7mm rounds, but forces a Hard Listen check to determine that a weapon has
been fired, and a Special Success to identify the direction and distance of the shooter. The P90 Carbine was a semi-auto version of the P90,
sold to police departments and other civilians. Parts and Magazines are fully interchangeable, except for the fire selector, thus the weapon is
rarer than the automatic version, as most have been cannibalized over the years. The FN P90c was part of a joint effort with H&K to adapt the
P90 to other types of ammunition, and met with varying degrees of success. The FN P90c uses 9x19mm ammunition, while the H&K uses the
10mm preferred by many in the US. The 9mm ammunition takes up more space in the magazine, which uses a triple-stacked arrangement to
accommodate the larger rounds. This results in some feed issues, which are exacerbated by the age and lack of maintenance present in
current examples. Again, magazines are scarce, at 80 Caps each.

The H&H Tools Nail Gun is a modified version of the pre-war tool, repurposed as an assassins weapon. It has a ridiculously high RoF, an
equally ludicrous magazine, and is tougher than any other SMG in the Wasteland. Very impressive for a weapon that was never designed as
such. The only issue with the weapon is the relatively low damage. Many hardware stores still have clips of nails for the H&H Nail Gun, as due
construction sites, abandoned work trucks, and many other places. In addition, nails of the proper size can simply be recovered and cleaned
up, then reloaded into the clips (Repair Structural check to recover the nails in useable condition). A working H&H Nail Gun can be found in
Duce Hardware, along with 300 Nails in 30-round clips (3 clips fills the weapons internal magazine).
Heckler and Koch produced several lines of weapons, including what some believed to be the best SMGs on market. The MP5, MP5K (Kurz, or
short) and MP5SD3 are all versions of their MP5 family of firearms. All those currently found in the Wasteland are equipped with what was
known as the Four Position Trigger Group. This means that all such weapons can fire either single rounds, three-round bursts, or on full auto.
The MP5 is the basic model, with a folding stock and standard barrel. The MP5K is a concealable weapon with a short barrel and no stock. The
MP5SD3 is a silenced model, with an integral silencer and modified action. All can use the same 30-round magazines, which run about 25
Caps. 15-round magazines, once popular for the MP5K, turn up rarely, and when they do they run around 20 Caps, despite their reduced
capacity. A 90-round Drum Magazine occasionally turns up, and sells for a premium 65 Caps. Semi-auto versions of the MP-5 are rare, due to
the tendency of most gunsmiths to add a full-auto selector to any MP5 they can get. Such a weapon os more like a carbine than an SMG.
The H&K MP7A1 was a PDW, or Personal Defense Weapon, developed in the late 20 th century. It uses a specialized 4.6x30mm Steel Core
round. These rounds reduce armor AP by 2 points, but are expensive and hard to find. Several Special Forces units were equipped with the
weapon, and a few have survived the ravages of the wastes. 20-round Magazines for the weapon are 25 Caps, with 30 round mags running 35
Caps, and 40 round mags running 50 Caps. A Silencer is also available, if one is lucky enough to find one, and costs around 60 Caps.
The H&K MP9 was an outgrowth of the H&K UMP, designed for the 10mm Auto after its adoption by the US Armed Forces. The weapon was
issued to various Special Operations troops, border security, the Secret Service, the ATF, and SWAT elements of the DC Metropolitan Police.
Several variations on the MP9 were also released, including a .32 ACP, .44 Magnum, and extremely rare .50AE. All share several parts in
common, and were designed to accept many of the same accessories. The basic MP9 is a 10mm automatic SMG with a four-position selector
and a 30 round magazine. These magazines, while numerous, are highly valued, running about 50 Caps. Even more valuable is the 40 round
long magazine, at 250 Caps. The controllability of the high-powered 10mm round became an issue, so H&K released a Compensator, which
can sometimes be found for around 250 Caps (1d8+2 hits per burst, rather than 1d10). The MP9A Alloy Steel is a ruggedized version of the
MP9 adopted from the version used by American Commandos in the retaking of Alaska. The only example in the entire Wasteland is hidden in
a bunker near Baileys Crossroads Metro, alongside the Alaskan SMG, the only surviving example of the winterized version of the weapon. The
Alaskan SMG is currently equipped with a 35-round magazine that was later dropped from the MP9 arsenal, as feed problems occurred often in
the cold Alaskan conditions. The MP9 Assault includes a Folding Stock (allows weapon to be Braced) and combines a longer, heavier barrel
with a higher RoF (increases Base Range to 50, RoF to 15 Burst). The MP9 Tactical is a specialty version with a Red Dot Sight (x2 Base Range,
x4 on Aimed shot, Small Energy Cell lasts for 10 years) and a Silencer (forces a Hard Listen check to determine that a weapon has been fired,
and Special Success to identify the direction and distance of the shooter, reduces range by 25%). These accessories may be used on other
MP9 versions, with such a Sight selling for about 125 Caps, and the Silencer for about 100 Caps. Use of the Silencer is obviously restricted to
10mm MP9s.
The H&K MP9 Ultra is a tweaked version of the standard MP9 created by Saul Green, the now-deceased father of Sydney Green, a DC-based
Mercenary. The weapon has a slightly longer barrel, a reworked action with a higher RoF, and a custom 50-round Magazine. Sydney can
modify any standard 10mm MP9 in the same way, needing 1 spare 30-round Magazine for every Magazine to be modified (one 40-round

Magazine will allow two 30-round Magazines to be modified, or one 30-round magazine will allow three 40-round Magazines to be modified).
Strangely, the pair of MP9 SMGs carried from Vault 71 by Crystal Waters have the same modifications, except for the increased Magazine size.
In actuality, Sydneys father was the armorer of Vault 71 before the exodus, and the modifications were his. Leons Ultra is another example
of Saul Greens work, an Alaskan MP9 modified for a higher RoF. It is owned by Leon Steiner, of Steiner Co. in Rivet City. The MP9/32 is the .32
ACP version of the MP9 developed for use by private security and Metro Police. It has a slightly higher RoF, due to the lighter bolt, but a lower
magazine capacity, to allow it to be carried in a holster. The weapon sold poorly, with only one group in the DC area buying large numbers of
the weapons, Friendship Asylum. Perhaps half a dozen of the weapons found their way into the Wasteland after the war, and it seems that
most of those were broken down for parts. Another re-chambered variant, the MP9/44, turns up occasionally in some hoard or Raiders hands.
The MP9/44 can use either .44 Magnum or .44 S&W, and is among the most powerful SMGs in the Wasteland. It is the only version other than
the MP9/50 to have a fixed stock, and is built more like a carbine than an SMG. Magazines run about 50 Caps each.Rare even before the War,
the MP9/50 is a 12.7x33mm version of the MP9 family. 18 round mags go for 60 Caps, while 36 round extended mags are 85 Caps. Like the .
44 Magnum version, the MP9/50 has a fixed stock. The H&K MP9/5 is a monstrosity. A rechambered MP/9 with a 5mm Rockwell receiver, it is
more an assault carbine than an SMG. Rushed into production, the design has a number of issues, including poor control, slow autofire, and
frequent jamming. A number of the weapons were hidden in Wheaton Armory, and were discovered by the Guardsmen just as they were
being dislodged by the Grinders, who now make nearly exclusive use of the weapons in the Capitol Wasteland. Magazines, if they somehow
become available, will run around 150 caps.
The H&K P90c is a license-built 10mm version of the Belgian FN P90. The H&K version has a much smaller magazine, and lower RoF, and after
200+ years, these weapons have become a bit unreliable. Still, with good maintenance and care, they can be brought back to working
condition. Magazines are rare, at 100 caps each.
The UMP (Universale Maschinenpistole, German for Universal Machine Pistol) is a submachine gun developed and manufactured by Heckler
& Koch. The UMP had been adopted by various agencies such as the U.S. Customs and Border Protection. Heckler & Koch developed the UMP
as a lighter and cheaper successor to the MP5, though both remained in production. The UMP is a blowback operated, magazine-fed
submachine gun firing from a closed bolt. As originally designed, the UMP is chambered for a larger cartridge than other submachine guns like
the MP5, to provide more stopping power against unarmored targets (with slightly lower effectiveness at longer range) than the MP5 (largely
offered in 9x19mm). A larger cartridge produces more recoil, and makes control more difficult in fully automatic firing. To mitigate this, the
cyclic rate of fire was reduced to 650 rounds/min (600 rounds/min for the UMP45), which makes it one of the slower firing submachine guns on
the market. 30-round Magazines run about 45 Caps, while a rare double snail drum (75 round capacity) can occasionally be found for about
150 Caps. The H&K USC (Universal Self-loading Carbine) is the semi-auto version of the UMP, and accepts all the same accessories and
Magazines.
The Ingram M10, better known as the MAC-10, was a 100 year old design at the start of the war. Many had been purchased, along with their
Sionics-branded silencer, for use by the CIA, the NSA, the Secret Service, and other government agencies, though a general military contract
eluded the company. Several examples of the .45 caliber MAC-10 have survived, though most are much the worse for the wear. Newer
Silencers for the weapon can be found for 40 Caps. The 30 round box magazines run about 25 caps, but the occasional 50-round Magazine
shows up for 50 Caps. The Whispering Death is a unique MAC-10 that retains its Sionics Silencer (requires a Special Success on a Listen check
to hear the shot at all, a Critical Success to determine that a weapon has been fired, and a second Critical to identify the direction and distance
of the shooter), and has a modified magazine well that accepts a 32-Round custom Magazine, as well as the normal mags. The weapon
resides in a footlocker at Hubris Comics, marked Shadows Hoard.

The M3A1 Grease Gun was an American .45-caliber submachine gun adopted for U.S. Army service on 12 December 1942, as the United
States Submachine Gun, Cal. .45, M3. Compared to the Thompson submachine gun, the M3 was cheaper to produce, lighter, more accurate,
and was also chambered in .45 ACP.The M3 was commonly referred to as the Grease Gun or simply the Greaser, owing to its visual
similarity to the mechanics tool. They were manufactured by General Motors Guide Lamp Division, in Anderson, Indiana. Several dozen were
recovered from local National Guard Armories, during the Chinese Invasion and afterward. 30 round magazines for the weapon are often
available, at 25 Caps each. The Guide Lamp Greaser is a unique version of the same, with a lighter bolt to increase the RoF. It was the
personal weapon of Herbert Daring Dashwood, and still rests in his safe in Tenpenny Towers. The U.S. 9 mm S.M.G. is a 9mm version of the
Grease Gun that was developed for the OSS. Many of these ended up in the arsenal of the C.I.A., and were dispersed to units sent after
ChiCom sympathizers in Washington DC just before the first round of bombs dropped. These weapons use the same magazine as the STEN
Gun, explaining why such magazines are so easy to find, at 25 Caps each. A 60-round drum was also issued, though these turn up rarely, and
cost a whopping 500 Caps. The feed mechanism for the STEN prohibits their use on that firearm, sadly. A Light Bolt assembly can sometimes
be found for the weapon, at around 500 Caps, which increases the burst size by 50% (15 rounds per burst).
The MGV-176 is a Yugoslavian SMG that utilizes .22 Long Rifle rounds in a high-capacity, high RoF weapon very similar in design to the earlier
American 180. In fact, the weapons are so close in design that many mistake the MGV-176 for the American 180 on a regular basis, even
trying to fit parts from one to the other. Experience gunsmiths know the difference. Several of the weapons survived the ill-fated landing of
the American Liberation Army, that tried to land in support of the US effort to oust Chinese Airborne troops from the Capitol. Magazines for
the weapon, though rare, only sell for 100 Caps.
The MP-38 Schmeisser is a German SMG from just before the Second World War. Several were in the Museum of History, and have since made
their way out into the Wasteland as various Ghoul merchants and scavengers lost their lives. The weapons, like many items from that era, are
robust and stand up well to the harsh conditions of the Wasteland. The MP-40 Erma is a more refined version of the weapon, with several
parts in common. Some were museum pieces, while others were from pre-War German stocks, pulled out of mothballs to equip the relief fleet.
Both use the same 32-round Magazine (40 Caps when available), and can also use a 64-round double Magazine (100 Caps, and very rare).
Mauser began production of the Schnellfeuer (Fast Fire), their own select-fire, detachable magazine version of the M30 designed by Karl
Westinger. Production started in 1932 and ended in 1936. An extremely successful design, around 98,000 guns were made overall and they
had their own series of serial numbers. It was largely intended for export to South America and China or to the opposing sides in the later
Spanish Civil War. Small numbers of the weapon were also supplied to the German Wehrmacht during World War II, who designated it the
M712. A large number of these were converted to 10mm when similar conversions were made on the Shanxi Type 17. Such weapons are now
found on occasion in the Capitol Wasteland, as they were issued to Chinese Commando units during the invasion. The twenty-round
Magazines sell for around 40 Caps, or the weapon can use Magazines (and accessories) designed for the Shanxi Type 17. Addition of the stock
(50 Caps for an original or recently manufactured model) allows for greater control and two-handed use.
The PPS was a family of Soviet submachine guns chambered in 7.6225mm Tokarev, developed by Alexei Sudayev as a low-cost personal
defense weapon for reconnaissance units, vehicle crews and support service personnel. The PPS and its variants were used extensively by the
Red Army during World War II and were later adopted by the armed forces of several European, African and Asian allies.The PPS was created in
response to a Red Army requirement for a compact and lightweight weapon with similar accuracy and projectile energy to the Soviet PPSh-41
submachine gun widely deployed at the time, with reduced rate of fire, produced at lower cost and requiring less manpower, particularly
skilled manpower. A small number of the weapons came over with the Relief Fleet, only to be scattered across the Capitol Wasteland after the

Chinese bombing of D.C. Most PPS found in the area are actually Chinese Type 54 SMGs, which are an identical copy of the Russian weapon.
Either shares the 35-round Magazine of the PPSh-41 (25 Caps).
The PPSh-41 is a former Soviet SMG from the Great Patriotic War (WWII). The Shpagin machine pistol was designed by Georgi Shpagin as an
inexpensive, simplified alternative to the PPD-40. Common nicknames are Pe-Pe-Sha from its three-letter prefix and Papasha, meaning daddy.
The PPSh is a magazine-fed selective fire submachine gun using an open-bolt, blowback action. Made largely of stamped steel, it can be
loaded with either a box or drum magazine, and fires the 7.6225mm Tokarev pistol round. Several were brought across the Atlantic by the
Russian Federation American Liberation Army, an effort to force the Chinese out of the US after the first round of bombings. Sadly, few of
the Russian liberators survived the second round of bombings, which occurred just as they were making landfall in support of the British Relief
Force.The 71-round Drum is sold for around 50 Caps. 35-round Magazines sell for around 25Caps. The low cost of the weapon is mostly due to
the scarcity of the ammunition required.
The Chinese-made QCW-05 is a bullpup SMG that chambers the proprietary 5.8x21mm Subsonic round used only by the PRC and its client
states. It is similar in design and function to their QBZ-95 rifle/carbine, and uses many of the same accessories. Those found in the Capitol
Wasteland were brought by Chinese commando units during the invasion. The 50-round Magazines are hard to come by, and sell for 50 Caps
when available. The weapons were issued to vehicle crews and aircrews, so many of them were never issued with silencers, though all can
use them. Such a Silencer sells for 50 Caps.
The R91 MP is a cut-down R91 Assault Rifle action, with the stock removed and a short barrel installed. The magazine well is adapted to use
both R91 and STANAG magazines, though the weapon was issued with a 20-round short magazine that sells for 100 Caps on its own. 24
Round R91 Rifle Magazines can often be found for 20 Caps, while 30 round STANAG Magazines are 260 caps.
TheRheinmetall PPK12A Gauss SMG is an auto-firing version of their premiere Coil Gun. The weapon uses an electromagnetic field to propel
2x45mm EC rounds at tremendous speed and punch through almost any armor (Like all 2x45mm EC weapons, any armor struck is at 80% of
its normal value against the round). The Magazines are expensive (200 Caps) and rare, holding 12 rounds of 2x45mm EC and one Micro Fusion
Cell (2 Charges per shot).
The STEN Gun was a family of British 9 mm submachine guns used extensively by British and Commonwealth forces throughout World War II
and the Korean War. They were notable for having a simple design and very low production cost making them effective insurgency weapons
for resistance groups.STEN is an acronym, from the names of the weapons chief designers, Major Reginald V. Shepherd and Harold Turpin,
and EN for Enfield. Over 4 million STENs in various versions were made in the 1940s, making them almost 150 years old at the start of the
war. A testament to their robust nature, several of the weapons appeared in the Capitol Wasteland just after the attacks on Washington, DC,
when the British Relief Force landed in Maryland to support American forces fighting the Chinese airborne invasion. Several of the weapons
survived, and are still found today, in the hands of Raiders, traders, and mercenaries. Magazines are fairly easy to come by, at 25 Caps each
when available. A garage-built STEN conversion, the Khyber STEN is a .22LR weapon with a higher RoF and capacity, but lower damage per
round. They make good home defense weapons, and are also used for hunting small game and dogs. Many are also in the hands of Raiders,
who love to spray rounds indiscriminately on full auto. A Scope (when the weapon is Braced, double Base range on an Aimed shot) or Silencer
adds about 25 Caps to the value, when already attached (if purchased separately, these are sold at 50 Caps each).
The Tec-9 is a blowback-operated semi-automatic handgun, chambered in 919mm Parabellum that was designed by Intratec, an American
offshoot of Interdynamic AB. The TEC-9 was made of inexpensive molded polymers and stamped steel parts. The weapon is easily converted

to a fully-automatic SMG, and no surviving examples in the Wasteland are known to still be semi-auto weapons. As the weapon was
manufactured with a threaded barrel, a number of these weapons were equipped pre-war with silencers. Since so many of these silencers are
available, they run as cheap as 30 Caps each (forces a Listen check to determine that a weapon has been fired, and a Hard Listen check to
identify the direction and distance of the shooter).
The Thompson M1928 SMG, or Tommy Gun, was a 150 year old weapon before the war. Many of those found around the Wasteland are
actually pre-war replicas, or original weapons repaired with replica parts. Robust, designed to work despite abuse, and simple to maintain,
these weapons are very popular. The legendary 50 round drum is 250 Caps, while the 30 round Stick Magazine is 150 Caps. A Cutts
Compensator runs 250 Caps, and increases hits from a burst by +2 (up to the number fired). A semi-auto only version, more carbine than
SMG, was also produced. Most of these have been converted to full-auto, but the occasional semi-auto is found in the Capitol Wasteland, at a
slightly reduced price.
The IMI Uzi, designed by Uziel Gal, was the weapon of choice for many Secret Service agents on Presidential Detail. Several examples of this
premier Israeli SMG have survived the War and its aftermath. Those who are lucky enough to own one of these weapons tend to be obsessive
about maintaining them in good working order. Since a number of the weapons survived the war, Magazines are occasionally available for
around 30 Caps. A short, 25-round Magazine (20 Caps) intended for use with the Micro-Uzi, can also be found on occasion.
The 7.62x25mm TT-chambered CZ Model SA 26 (properly Sa vz. 48b) was perhaps the best known of a series of Czechoslovak designed
submachine guns introduced in 1948. The primary designer was Jaroslav Holeek (19231977), chief engineer of the esk zbrojovka
Strakonice arms factory. The Sa series utilized a straightforward blowback action, with no locked breech, and fired from the open bolt position.
They also used a progressive trigger for selecting between semi-automatic fire and fully automatic fire. Lightly pulling on the trigger will fire a
single shot. Pulling the trigger farther to the rear in a continuous motion will fire fully automatically, until the trigger is released or the
magazine is empty. The Sa series were the first production-model submachine guns with a telescoping bolt, in which the forwards part of the
moving bolt extends forwards past the back end of the barrel, wrapping around that barrel. This feature reduces the required length of the
submachine gun significantly and allows for better balance and handling. Handling was further improved by using a single vertical handgrip
housing the magazine and trigger mechanism, roughly centered along the guns length. The guns receiver was machined from a single
circular steel tube.The design of the Sa 23 series submachine guns is most notable in the West for having heavily inspired the slightly later Uzi
submachine gun. The Sa 26 (vz. 48b) was the second and perhaps best known variant, using a folding metal stock. 32-round Magazines are
sold for about 30 Caps.
The korpion vz. 82 is a Czechoslovak 9x18mm Makarov submachine gun based on the Vz. 61 developed in 1959 by Miroslav Ryb and
produced by the esk zbrojovka arms factory in Uhersk Brod. It features a synthetic pistol grip compared to the original version, and feeds
from 10 (20 Caps) or 20-round (50 Caps) Magazines. Occasionally a weapon with full kit (a leather holster, two spare 20-round magazines,
Magazine Double Pouch that uses 3 Web Belt slots, cleaning kit, front sight adjustment tool, oil bottle and lanyard) can be found for round 300
Caps.The Scorpio is an export version of the 7.62x25mm TT-Chambered korpion vz. 61, sold under license by Rockwell/Cz America. A number
of the weapons were acquired by the DC Metropolitan Police, for use in Riot Control and Counter Insurgency work during the early period of the
war. Many have survived, including a few with their holster, cleaning kit and spare magazines intact. Magazines for the weapon run about 25
Caps each, when available. Like the Vz. 82, a full-kit costs around 300 Caps, and includes two of the 32-round Magazines.
The Walther MPL is a blowback design firing from an L-shaped bolt. The bolt is above the barrel, permitting a shorter receiver. The receiver,
made from stamped steel, forms a ventilated cooling jacket and the prominent cocking handle is located on its left front. A selective fire switch

is also on the left side of the receiver, behind the trigger. All were nearly 100 years old at the start of the war, and are showing their age
despite their rugged German design. Magazines for the weapon were hard to come by before the war, and now are even scarcer. Owners can
expect to pay 100 Caps for a 32 round Magazine, half the cost of the gun itself.
The Weston Arms BB SMG is a unique weapon, based on the H&K MP9. The internal magazine holds 50 rounds of .177 cal. Ball bearings, and a
CO2 canister. The weapon is very quiet, and requires a Difficult Listen check beyond 20 yards to even detect it. The sound will not be
recognized as that of a weapon unless the Listen check is a Special success. While BBs are not too uncommon in the Wasteland, the lack of
CO2 Canisters and a method for recharging them severely limits the usefulness of the weapon. The weapon is found in the offices of Weston
Arms. Access to the Science Lab at Rivet City, or to Pinkertons Lab in the Bow Section, will allow recharging of the CO 2 on a successful
Persuade check.

Shotgun
Name

Skill
Base Dmg
Cost Ammo
Armsel Striker-12/
Shotgun
+0
3.5
500
12g
Protecta
Armsel Striker-30
Shotgun
30
4.0
500
12g
Protecta II
Benelli XM-1014 12g Shotgun
+0
3
500
12g
Benelli XM-1014 20g Shotgun
+0
3
270
20g
Benelli M-4
Shotgun
+0
3
420
12g
Benelli M-4 Inferno Shotgun
+0
900
12g
Berretta 470 Silverhawk
Shotgun
3
250
12g
470 Silverhawk 10g Shotgun
+0
260
10g
Browning BPS 10g Stalker Shotgun
4+1 3
500
10g
Buffalo Pistol 10g
Pistol +0
2.0
95
10g
Buffalo Pistol 20g
Pistol +0
2.0
70
20g
Daewoo USAS-12
Shotgun
3.5
750
12g
Double-Barrel Shotgun
Shotgun
2
3.0
175
12g

DEX Ranks/RoF
Special
+0

Special

10/S

Special

Rng

Hands HP

Impaling
10/S

Spec

Impaling

Parry STR/DEX Mal Cap

SIZ/Enc

2H
Spec

12

No

9/5

98-00 12

2H

12

No

11/5

91-00

Special

10/S

Impaling

Spec

2H

12

No

7/5

99-00 7+1

Special

10/S

Impaling

Spec

2H

12

No

7/5

99-00 8+1

Special

10/S

Impaling

Spec

2H

12

No

7/5

99-00 5+1

Special

10/S

Flame

2H

12

No

7/5

99-00 5+1

Spec

2H

12

No

9/5

2H

12

No

11/5

2H

14

No

11/5

+0

Special

Special
+0

Spec

10/S or B (2) Impaling

10/S or B (2) Impaling

Special

10/S

Spec

Impaling

Spec

00

00
2

3
00

Special

15/S

Impaling

Spec

1H

14

No

13/5

00

Special

15/S

Impaling

Spec

1H

14

No

9/5

00

2H

12

No

9/5

96-00 10

2H

12

No

9/5

+0

Special

10/S or A (10) Impaling

+0

Special

10/S or B (2) Impaling

Spec

Spec

99-00

Lucy Wests
Shotgun
+0
Special
10/S or B (2) Impaling
Spec 2H
12
No
350
12g
Molerat Mangler
Pas Fishing Aid
Shotgun
+0
Special
10/S or B (2) Impaling
Spec 2H
12
3.0
350
10g
Double Shotgun, Short
Shotgun
+0
Special
10/S or B (2) Impaling
Spec 2H
12
2.8
150
12g
Franchi Spas 12
Shotgun
+0
Special
10/S
Impaling
Spec
2H
8+1 3.5
450
12g
H&K CAWS
Shotgun
+0
Special
2/B (3)/A 10 Impaling
Spec
2H
10
3.5
500
Brass 12g
Hand Cannon
Shotgun
+0
Special
10/S
Impaling
Spec
1H
12
2.0
200
12g
Ithaca Model 37
Shotgun
+0
Special
10 or 5/S (Spec)
Impaling
Spec
99-00 4+1 3.0
360
12g
Kneecapper, The
Shotgun
+0
Special
10/S or B (2) Impaling
Spec
1H
2
2.5
250
12g
Lever Action
Shotgun
+0
Special
10/S
Impaling
Spec
2H
12
3
250
12g
Magazine-Fed Shotgun
Shotgun
+0
Special
10/S
Impaling
Spec
1H
6
2.5
260
12g
Pistol
Neostead Combat SGShotgun
+0
Special
10/S
Impaling
Spec
2H
12
3
300
12g
Pancor Jackhammer Shotgun
+0
Special
10/Sor A (10) Impaling
Spec
2H
10
3.5
600
12g
PancorWarhammer Shotgun
+0
Special
10/S/B (3)/A (12)
Impaling
Spec
2H
12
3.5
650
12g
Peacekeeper
Shotgun
+0
Special
10/S or B (2) Impaling
Spec
1H
16
2.5
150
10g
Pepperbox w/.410g Shotgun
+0
Special
10/S
Impaling
Spec
1H
10
2.0
245
.410g
w/.45
Pistol +0
1d8+2 10/S
Impaling
10
1H
7/5
99-00
ACP
Pump Action
Shotgun
+0
Special
10/S
Impaling
Spec
2H
12
3
320
12g
Remington 870 Supermag Shotgun
+0
Special
10/S
Impaling
Spec
2H
4+1 3
640
12g
The Man Eater
Shotgun
+0
Special
10/S
Impaling
Spec
2H
8
3
900
12g
Assault Shotgun
Shotgun
+0
Special
10/S or A (6) Impaling
Spec
2H
12
3.5
200
12g
Wristbreaker Shotgun
+0
Special
10/S or A (6) Impaling
Spec
2H
12
3.5
200
12g
Auto-Riot 1100
Shotgun
+0
Special
10/S
Impaling
Spec
2H
12
3
1100 12g

9/5

00

3.0

No

11/5

00

No

9/5

99-00 2

10

No

7/5

No

11/5

95-00 10

No

9/5

2H

12

No

14

No

11/5

No

9/5

99-00 4+1

12

No

9/5

No

7/5

No

11/5

97-00 10

12

No

11/5

No

13/5

No

9/5

97-00 6

No

7/5

99-00 4+1

12

No

7/5

99-00

12

No

7/5

99-00

12

No

11/5

91-00

No

11/5

91-00 12

12

No

7/5

00

00

00

99-00

5
7/5
00

96-00
2x6

99-00
2

.45

00

11-87 .410
3.5
170

Shotgun
.410g

+0

Special

10/S

11-87 20g
Shotgun
+0
Special
10/S
3.5
170
20g
11-87 12g
Shotgun
+0
Special
10/S
3.5
200
12g
Model SP-10 Shotgun
+0
Special
10/S
3.5
175
10g
220 SPR S.O. 10g
Shotgun
+0
Special
2
2.5
95
10g
220 SPR S.O. 12g
Shotgun
+0
Special
2
2.5
80
12g
220 SPR S.O. 20g
Shotgun
+0
Special
2
2.5
70
20g
Saiga 12K Short
Shotgun
+0
Special
5
3.5
375
12g
Saiga 12S
Shotgun
+0
Special
10/S
3.5
400
12g
Saiga 12 Sportsman Shotgun
+0
Special
10/S
3.5
250
12g
Savage Mdl. 96-97Y/ Shotgun
+0
Special
10/S
2.5
35
20g
Sears 101.100A 20g
Semi-Auto
Shotgun
+0
Special
10/S
3
350
12g
Stoeger Condor Outback
Shotgun
+0
Special
2
2.5
135
20g
Caravan Shotgun Over/Under 20g
TOZ-87 Tula
Shotgun
+0
Special
10/S
3
450
12g
USAS-12
Shotgun
+0
Special
10
3.5
700
12g
Weston Arms
Combat Shotgun
Shotgun
+0
Special
12
3.5
200
12g
C.S. A.S.
Shotgun
+0
Special
10/S
3.5
200
12g
Terrible Shotgun
Shotgun
+0
Special
12
3.75 250
12g
Terrific Shotgun
Shotgun
+0
Special
16 (12)
3.5
500
12g
Extinctionator Shotgun
+0
Special
10/S A
3.5
300
12g
Pistol
Shotgun
-5
Special
10/S
2.5
130
12g

Impaling

Spec

2H

14

No

9/5

99-00 6+1 or

Impaling

Spec

2H

8+1
14

No

9/5

99-00 7+1

Impaling

Spec

2H

14

No

9/5

99-00 7+1

Impaling

Spec

2H

14

No

11/5

99-00 2+1

10/S or B (2) Impaling

Spec

1H

16

No

13/5

00

10/S or B (2) Impaling

Spec

1H

16

No

11/5

00

10/S or B (2) Impaling

Spec

1H

16

No

9/5

00

10/S

Spec

2H

14

No

7/5

99-00

Impaling
Impaling

Spec

2H

14

No

7/5

99-00 5

Impaling

Spec

2H

14

No

7/5

99-00 8

Impaling

Spec

2H

12

No

5/5

99-00 1

Impaling

Spec

2H

12

No

7/5

94-00 4+1

2H

12

No

5/5

12

No

7/5

96-00 5

10/S or B (2) Impaling


Impaling

Spec
Spec

2H

99-00

10/S orA (10) Impaling

Spec

2H

10

No

11/5

97-00

10/S

Spec

2H

12

No

9/5

98-00

14

No

9/5

99-00 12

Impaling
Impaling

Spec

2H

10/S

Impaling

Spec

2H

14

No

9/5

99-00

10/S

Impaling

Spec

2H

14

No

9/5

00

(6)

Impaling

Spec

2H

12

No

9/5

99-00 12

Impaling

Spec

1H/2H 10

No

13/5

99-00 12

Winchester City-KillerShotgun
+0
3.5
350
12g
Winchester Widowmaker
Shotgun
2
3.0
800
12g
Winchester Sawn-Off Shotgun
+0
2.0
250
12g
Bouncers Best Friend
Shotgun
2
2.0
300
12g
Mirelurk Killer
Shotgun
+0
2.5
250
12g
Winchester Lever Action
Shotgun
4+1 2.5
170
20g
Anniversary
Sawn-Off Shotgun
+0
2.5
205
20g
1897 .410g Shotgun
+0
3.5
125
.410g
101 10g
Shotgun
3
250
10g

Special
+0

Special

Special
+0

10/S

2H
Spec

Spec

10/S or B (2) Impaling

10/S or B (2) Impaling

Special

Spec

10/S or B (2) Impaling

10/S or B (2) Impaling

Special

Special
+0

10/S or B (3) Impaling

1H
Spec

Spec

Impaling

1H
Spec

10

No

9/5

97-00 12

2H

12

No

9/5

12

No

9/5

1H

12

No

14

No

11/5

2H

12

No

9/5

00

00
2

9/5
00

00
2
00

Special

10/S

Impaling

Spec

2H

12

No

11/5

99-00 4+1

Special

10/S

Impaling

Spec

2H

14

No

9/5

99-00 5 or 7

2H

12

No

11/5

+0

Special

10/S or B (2) Impaling

Spec

00

The Armsel Striker also known as the Sentinel Arms Co Striker-12, Protecta and Protecta Bulldog is a 12-gauge shotgun with a revolving
cylinder that was designed for riot control and combat.The Armsel Striker was designed by a Zimbabwean national, Hilton R. Walker, in 1981.
Walker subsequently emigrated to South Africa, bringing with him the design for the Striker shotgun. His shotgun became a success, and was
exported to various parts of the world. Even though it was successful, the shotgun still had its flaws. The rotary cylinder-type magazine was
bulky, had a slow reload time, and the basic action was not without certain flaws. Walker redesigned his weapon in 1989, removing the
cylinder rotation mechanism, and adding an auto cartridge ejection system. The new shotgun was named the Protecta. The nearly 100-year
old design was a strong competitor against the Weston Combat Shotgun, a similar, of more modern, design. To improve their chances, Armsel
manufactured a 30-round Casette-style Drum Magazine, similar to that used by the Pancor Jackhammer, but with nearly three-times the
capacity. The design was inherently flawed, however, as such a magazine increased the bulk of the weapon, and the larger drum was also
unreliable, with regular failures of the mechanism. The Weston design was adopted, and few of the high-capacity Strikers sold.
The Benelli XM-1014 is a military version of the M4 auto-loading 12g shotgun with an 8-round box magazine. Well-maintained models are
occasionally found in the Capitol Wastes. A civilian 20g version is also found on occasion. The M4S90, or M11707, is a folding-stock version of
the M4 system equipped with a tactical light (10 years operation with a Small Energy Cell) and a top-mounted Picatinny rail. The M-4 is a
civilian version of the M4S90 shotgun preferred by police for its smooth action. The unique Inferno M-4 is modified to safely use thermitebased Dragons Breath rounds, and causes flame damage to opponents struck. Damage equal to half the original rolled damage is applied
in the subsequent round, after which the opponent is considered to be on fire.
The Berretta 470 Silverhawk is a masterpiece of the gunsmiths art. Hand-carved solid mahogany stock and foregrip, scrollwork on nearly
every surface other than the last third of the barrels, and parts fitted by hand to exacting tolerances make this one of the finest shotguns ever
produced before the war. Such weapons are almost beyond price, and demand a premium when available. None of this has any effect on how
well they work, however. These are pretty much an expensive version of a standard 12g double barreled shotgun. Some are also available in
10g, for a slightly higher price.

The Browning BPS Stalker is a pump-action 10g shotgun, primarily used before the War for bird hunting. Reliable, robust, and hard-hitting, the
BPS is an enviable arm, even if the 10g Magnum shells are hard to come by. Many were equipped with a magazine extension, with the 6-round
Extension going for about 200 Caps, and the 7-round Extension for about 300 Caps.
The so-called Buffalo Pistol is a weapon designed for British outdoorsmen to use on such prey as Cape Buffalo, for dispatching wounded
specimens during safari. It is a single-shot, break-open design, with a rather long barrel, making it almost a longarm, but for the pistol grip
and lack of stock or foregrip. Available in 10g, 12g, or 20g.
The Daewoo Precision Industries USAS-12 (Universal Sports Automatic Shotgun 12 gauge) was an automatic shotgun designed as a combat
shotgun manufactured in South Korea by Daewoo Precision Industries during the 1980s. The USAS-12 is a gas-operated, selective-fire weapon
which is designed to provide sustained firepower in close-combat scenarios. It accepts detachable 10-round box Magazines (20 Caps) or 20round Drum Magazines (50 Caps). Both types of magazine are made of polymer, and drum magazines have their rear side made from
translucent polymer for quick determination of the number of shot shells left.
The Double-Barrel Shotgun is representative of an entire class of unremarkable side-by-side 12g shotguns with a long barrel. Lucy Wests
shotgun is of similar manufacture, a Stoeger Uplander Field Shotgun, and is unremarkable, and can only use 2 shells. If the party is willing
to pay, Flak and Shrapnel can upgrade the weapon to use Magnum Shells, replace the barrels, and add a tighter choke, increasing the Special
success range to 33% of skill. Pas Fishing Aid is a G. Zabala Model 711 Hammerless Double-barrel 10g Shotgun with a 3 chamber. Due to
the barrels choke, it can only fire shot, but is a devastating weapon. The Double-Shotgun is only distinguished from the Double-Barrel by the
shorter length of the barrels, which reduces the range increments by 20%.
The Franchi Sporting Purpose Automatic Shotgun Number 12, or SPAS-12, is an interesting design. Primarily meant for use as a semiautomatic weapon, it can also be used as a pump-action, for use with low-recoil rounds such as Bean Bags, Tear Gas, and similar munitions. It
also has a magazine cutoff, so that such rounds can be loaded without first emptying the magazine. Sadly, the design of the weapon
precludes the use of 3Magnum shells. The gun has a pistol grip (may be Braced for only three DEX Ranks, but no Aimed shots are
possible), and a Folding Stock (normal bracing and Aimed shots). It also includes a hook that can be turned over the users arm, to allow the
weapon to be fired one-handed in semi-automatic mode, with the Stock extended (Minimum STR 14), or hooked over the shoulder under a
jacket with the stock folded (+10 to Conceal under Duster or Trench Coat). The weapon itself is somewhat rare, and special attachments even
more so. A Screw-on Choke runs about 250 Caps, and doubles Base Range, while a Shot Diverter (only useable with 00 and 4/0 shells)
allows the user to change the spread pattern to Horizontal (1/2 Damage to 2x AoE) or Vertical (full damage to one target with no AoE out to
150, Damage beyond that). A Grenade Launcher can sometimes be found, for 500 Caps, that allows the user to fire Canister-Type
grenades using a blank shell (Base Range 60; Includes Smoke, Tear Gas, and other grenades using that body design).
The Olin/H&K CAWS is an interesting weapon, a fully automatic 12 gauge. The weapon uses special brass-cased rounds that are very rare. If
the user saves his brass, these can be reloaded using a press and a standard shotgun shells, one-for-one. The CAWS is slightly more powerful
than a standard 12g weapon when using factory ammunition. A 20-round Drum Magazine can rarely be found, selling for around 100 Caps,
while standard 10-round Magazines can be had for as little as 50 Caps.
The Hand Cannon is a cut-down autoloading shotgun action that resembles a pistol. It holds five rounds of 12g, and handles like a beast.
Range increments with this weapon are halved. It can fire any of the 12g rounds, including 3.5 magnum rounds.

The Ithaca Model 37 Pump-Action 12g is a ubiquitous weapon. A large number were acquired by various police departments, private security
agencies, prisons, hunters, sportsmen, criminals, homeowners, and business people. The weapon feeds and ejects used shells through the
same port, which means that there are no ejection ports along the sides, making for a very clean set of lines. The RoF is based on the idea of
the Slamfire, where the trigger is held depressed and the action cycled as quickly as possible. This incurs a -10 penalty to hit, and disallows
Aimed/Called shots. In addition, a Fumble rolled while using Slamfire often reults in losing the grip on the slide, resulting in a wild shot. Also,
about half of the Ithaca 37s cannot use Magnum shells (roll when acquired). A number of these weapons have been found with Side-Saddle
stock-mounted shell holders, with a five-shell capacity. This reduces the DEX-Rank cost of retrieving the shells by 3, so that each shell is
loaded for a total of 7 DEX Ranks (2 to retrieve, 5 to load).
The Kneecapper is Ronald Larens personal firearm, a sawn-off 12g VG Bentley break-open side-by-side shotgun. Lauren found the shotgun
washed up on the shore near Rivet City, in an ice chest. He repaired it, cleaned off the rust, and found himself in possession of a fine piece of
Spanish gunsmithing. So far, the weapon has never let him down. Attacks with the weapon are rolled with a Bonus die.
The Lever Action described here could apply to any number of Brand Names and Models. This long after the War, with cut-down barrels, cut
off stocks, and reworked furniture, many such weapons are all but unidentifiable. The stats given represent an average weapon of the type.
The Magazine-Fed Shotgun Pistol is a post-War conversion based on a cut-down, stockless Weston Combat Shotgun. The weapon is handy, and
was often carried by caravan guards and those operating in enclosed areas. It is making a comeback among the Regulators. It uses a 6-round
Magazine (usually sells for 10 Caps), also of post-War manufacture, but can use the Weston 12 and 24-round Drum Magazines (increase
Malfunction Range and ENC to 91-00/2.75 for the 12-round Drum, and to 86-00/3.0 for the 24-round Drum).
The Neostead is a rare weapon that was manufactured well before the war in South Africa. Popular with police departments due to its ability
to switch between ammunition types, the Neostead was acquired in small numbers by the DC police. They are highly valued in the Capitol
Wasteland. The Neostead has two 6-round magazine tubes, and may switch between them with the flick of a lever. Many who have access to
the ammunition like to carry a mix of buckshot and slug in one tube, with Pulse-Slug/EMP shells in the other.
A drum-magazine fed revolver-style autoshotgun, the Jackhammer allows the user to index the drum by hand, switching ammunition types at
will. The Jackhammer, despite its name, is an easy to control shotgun even when fired on full automatic. The popular bullpup design, which
places the magazine behind the trigger, makes the weapon well balanced and easy to control. The magazines can be removed, loaded, and
set up as directional mines, firing any shells contained in the direction they are pointed. The Warhammer is built upon the experience of the
Jackhammer team, and incorporates a slightly larger magazine and a burst setting.
The Peacekeeper is an American Arms 10g Side x Side shotgun, with the barrels sawn off to 10 inches. The recoil on this beast is incredible,
especially if both barrels are fired simultaneously, made worse if the shooter uses Magnum shells. The weapon is gifted to any person or
group who completes the Regulators Most Wanted list. When used against targets with Karma of -500 or lower, the weapon gains a Bonus
Die.
The Pepperbox .410/.45 Revolver is a weapon made post-war using a Taurus 4510TKR-3BMAG. The original action was a standard revolver, but
the remanufactured weapon lacks the originals barrel, and fires straight from the chamber. It is not a true pepperbox. .410 shells were never
as popular as the 12g, and many users end up hand-loading their shells.

The Pump Action described here could apply to any number of Brand Names and Models. This long after the War, with cut-down barrels, cut
off stocks, and reworked furniture, many such weapons are all but unidentifiable. The stats given represent an average weapon of the type.
The Remington 870 Pump Action Shotgun is one of the most popular pump-action shotgun designs ever produced. Based off a modified John
Browning design, the 870 has hundreds of variants, from long barreled, short barreled, stockless, pistol grip, folding stock, super compact, and
even the Knights Armament Master Key version that fits under any AR-1/M-16 family rifle. Most 870s in the Capitol Wasteland are Remington
870 Supermag Hunting Shotguns, with a 4-round tubular magazine and wooden stock and foregrip. Many are found with additional
accessories, all of which affect the price. Some of these can occasionally be found for sale, allowing users to modify existing 870. An 8 round
Tube adds 250 caps to the price, while a Screw on Choke, also at 250 Cap, doubles the Base Range. A Pistol Grip allows for Braced fire
without raising the shotgun to the shoulder (Bracing action requires only three DEX Ranks, but shots cannot be Aimed), and runs about 150
Caps. A folding stock with Pistol Grip, at around 250 Caps, is also available (allows the user to take advantage of either the Bracing bonus of
the Pistol Grip, or the Aim bonus of the Stock; Folding/unfolding the Stock is a five DEX Rank action). The Man Eater is a highly-customized
870 with a Pistol grip and an 8-Round Tube. A tactical flashlight (1000 hours on a full Small Energy Cell) is mounted in front of the tube. The
area of the receiver just above the trigger is covered in silver-inlaid scrollwork, with a red-eyed skull on either side. Just forward of the ejection
port, the weapon boasts a silvered molding of a horned crocodile skull, or possibly a Brahmin with really sharp teeth, its hard to tell. Various
spikey bits and decorative metal elements cover the weapon, none detracting from its operation. Witch Sight reveals that the weapon has
an aura, as does the psychic ability of Aura Detection. Witch Sight reveals the POW to be lower than 17, but higher than 15 (16, maybe?),
while Aura Detection reveals the same, and that the item is inherently evil. The Demon trapped in the weapon adds +4 damage to each
attack, up to four attacks per day, which, with Magnum 00 shells, is damned devastating, as it applies per pellet. If a being is killed with the
weapon, they seem to shrivel a bit, as the cursed shotgun consumes their POW, up to the amount of damage caused by this effect, or their
POW, whichever is lower. For every 4 POW consumed this way, the weapon gains another use of the ability.
The Remington Assault Shotgun was designed for military use just before the War. The only surviving examples are those that were being
tested by the 75th Rangers, and are now generally found in the headquarters of the D.C. Rangers, near the Citadel. The weapon is capable of
firing on full auto, but with a limited RoF and ammo capacity. It shares Drum Magazines with the Remington Combat Shotgun. The
Wristbreaker is a unique assault shotgun found in the wreckage to the D.C. Rangers headquarters. It has a slightly longer barrel with a tighter
choke, allowing more pellets to strike the target. Range increments are 40/80/120, and damage is 4d6+4 with shot. These guns cannot use
Magnum rounds.
The Remington Auto-Riot 1100 Riot Shotgun is a drum-fed, pistol-grip version of their Model 1100 Semi-Auto 12g. Robust and reliable, it was
the choice for the DC Metropolitan Riot Police, winning over such offerings as the Winchester City Killer and Remington Combat Shotgun. It
uses the same style of Pistol Grip as the Remington 870 (Bracing requires only three DEX Ranks, but fire cannot be Aimed).
The Remington 11-87 is a 1987 release of the Remington 1100, a Semi-Auto shotgun available in either 20g or 12g. A .410 version, made
through the use of an aftermarket barrel and conversion kit, was also popular. The .410, being less desirable in the post-War Wastelands, has
actually survived longer, due to lack of use. It holds 6 Magnum or 8 standard .410 bore rounds.
The Remington SP-10 is an upgraded version of the Ithaca Mag-10 Roadblocker 10g Magnum Auto-loading shotgun. The Remington model is
much more robust, designed to reliably deliver its payload of up to three, 3.5 Magnum 10g shells with little abuse to the firers shoulder. The
weapon will fire any of the 10g shells available in the Capitol Wastes.

The Remington 220 SPR S.O. is a sawn-off version of the 220 SPR. It holds two shells, and can fire both simultaneously, a punishing
proposition for both target and shooter. Originally manufactured by Russian arms maker Spartan, Remington purchased the production line in
the early 21st century. The weapon is available in 10g, 12g, and 20g.
The Saiga is a Russian-made autoloading shotgun based on the Kalashnikov action. The weapon is reliable, robust, and has a good rep among
caravan guards and mercenaries. Two (10 Caps), five (20 Caps), seven (25 Caps), eight (35 Caps) and twelve (65 Caps) round box magazines
are available, as well as ten (50 Caps), twelve (65 Caps), and twenty round aftermarket drums (100 Caps). All magazines may be interchanged
with all 12 gauge models (sometimes minor fitting may be necessary), although factory-original magazines from Russia only exist in 5-, 7- and
8-round box configurations. The 12K is a short version, with a 17 barrel. The 12S, a long-barreled version, is rarer, but boasts higher
accuracy at longer ranges and comes with a folding stock (the weapon will not fire with the stock folded). The Sportsman version has a fixed
stock and no pistol grip, and can only use Russian factory-made Magazines (5, 7 or 8 rounds).
The Savage Mdl. 96-97Y, sold throughout the pre-War area as the Sears 101.100A, is a single-shot, break open, 20g shotgun used for small
game hunting and teaching youngsters how to use a shotgun. Solidly built, many have survived the War, and appear all over the Capitol
Wastes, used by raiders, traders, wanders and farmers alike.
The Semi Auto described here could apply to any number of Brand Names and Models. This long after the War, with cut-down barrels, cut off
stocks, and reworked furniture, many such weapons are all but unidentifiable. The stats given represent an average weapon of the type.
The Stoeger Caravan Shotgun is a short-barreled Condor Outback Over/Under with a full-bore choke. This reduces the Base Range by 20%,
but increases the AoE by the same. The Range penalty also applies to Slug and Pulse-Slug rounds.
The TOZ-87 is a semi-auto 12g shotgun manufactured by the Russian Tula Arms Plant. This semiautomatic shotgun is gas operated and fed by
a tubular magazine; it is basically similar in appearance and operation of most shotguns of its type in the West. It has a magazine cutoff
button; when pressed, the feed from the magazine is stopped, but the chamber may still be manually loaded, so that different or special
ammunition may be used. The standard tubular magazine holds four rounds, but an extended magazine is available which allows seven
rounds (if available, these run 50 Caps). Due to the size of the ejection port, the weapon cannot use Magnum rounds.
The USAS-12 is the modern incarnation of the Atchison Assault 12 fully-automatic shotgun. The United States Automatic Shotgun was used by
some military units and a number of police SWAT teams. Occasionally, a 20-round drum is available for 100 caps (10 round mag is 50 caps).
The Weston Arms Combat Shotgun was a very popular semi-auto shotgun sold to security firms, police departments, and the US Army and
National Guard. The weapon is very common in the Wasteland, as numerous examples survived the War and its aftermath. The 12 round
Drum Magazines sell for around 20 Caps, with a 24-round Double Magazine going for 50 Caps, when one can be found. 6-round short
Magazines are post-War designs, and sell for as little as 10 Caps. The Alloy Steel (AS) version is a winterized weapon used in Alaska and found
in the VSS Armory. The Extinctionator was made specially for John Caleb-Bradberton by Weston Arms Inc. This handy automatic hunters
shotgun features the latest Weston Arms heat sink technology, allowing the weapon to fire shotgun shells rapidly without overheating. This
gives a hunter a huge advantage when conventional weapons cant get the job done. When he was not hunting the worlds most dangerous
game with it, JCB allowed his close friends to admire it within a sealed case in the Nuka Cola Lounge, where it can be found today. The Gut
Blaster is a custom Combat Shotgun that has been modified by Saul Green, from Vault 71 (Georgetown). He carried it with him after escaping
his failing Vault, and left two examples at the compound near Big Town. The weapon has a tight choke, allowing more pellets to strike the
target. This doubles the Base Range, but the weapon cannot use Slugs or Pulse-Slug shells. The Terrible Shotgun, on the other hand, has a

wide choke, halving the Base Range but with 00 and 4/0 shot having a 5r AoE at Short Range, a 10r at Medium, and a 15r AoE at Long
(attacks against targets in the range are rolled separately). At Point Blank Range, a single target is actually subject to two separate attack
rolls, each doing normal damage, with armor affecting each according to the result. Other rounds, such as Slug, are penalized by the modified
Range, but gain a +5 to Critical Range, and a +15 to Special Success range. These guns cannot use Magnum rounds. The Terrific Shotgun is a
unique weapon, a winterized Combat Shotgun used on the Alaskan Front. The weapon is sturdier than the average Combat Shotgun, requires
less frequent maintenance, and has a full-length Picatinny rail along the top. It also has the only 16-round Combat Shotgun drum Magazine
(will accept 3 Magnum rounds, not compatible with the normal version, or the Assault Shotgun) found in the Wasteland, though it can use the
standard, 12-round Magazines and 24-round doubles. The Weston Combat Shotgun Pistol is a post-War conversion made by cutting down
and remounting the barrel of the normal Combat Shotgun just in front of the receiver, and also sawing off the stock. The weapon is unwieldy,
heavy, and packs a kick like a mule, but it also delivers 12 rounds of 12g from a small package that can be concealed under a long coat.
The City-Killer is a bullpup configuration autoshotgun manufactured by Winchester. Using data from the CAWS project, the engineers were
able to make a reliable weapon that didnt need the high-powered brass-cased shells of the CAWS. The weapon is capable of single fire or
three-round burst. The Widowmaker shotgun is a double-barreled 12 gauge shotgun with a mahogany grip. The weapon is robust and
reliable, and a number have survived the war. The Sawn-Off version is heavily modified, with the barrels chopped short and the shoulder
stock cut off. The weapon loses range severely, but becomes a close combat nightmare. The Bouncers Best Friend, carried by Malibu, the
Girl Friday at Lolipopz Lounge, is a unique Sawn Off that scores a Special success on 50% of skill, and a Critical success on 20% of skill. The
Mirelurk Killer is a heavily modified, sawn-offWidowmaker with a twist. The barrels have been cut down to 10, but then tooled to work with a
pair of screw-in choke tubes. This results in a very short, handy weapon, but one with very little spread. Range is 20/40/60 (about double that
of a normal Sawn-Off Shotgun), and with shot, the number of pellets that hit are 2d3+3/1d3+3/1d3+1. The Winchester Anniversary is a 5 shot,
20g version of the 1887 Lever Action shotgun. Reliable and robust, it is used across the Capitol Wastes. Most of those found have had their
stocks cut down to make a handier weapon. The 1897 .410 shotgun is a replica of the original 1897 Pump-Action Trench Gun, chambered for
the .410 guage shell. It holds 5 Magnum or 7 standard .410 shells. The 101 Over-Under Double Barrel is a classic Winchester sporting
shotgun. Originally available only in 12g, the 10g model was released in the mid-21 st century.

Rifles
Name

Skill
Cost Ammo
AK-47 Semi-Auto
7.62x39mm
AK-74 Semi-Auto
5.45x39mm
Armalite AR-10 Rifle Rifle
7.62x51mm
AR-15
Rifle
5.56x45mm
AR-15 Marksman
5.56x45mm
AR-16 Service Rifle Rifle
5.56x45mm

Base

Dmg

DEX Ranks/RoF

Special

Rifle

+0

2d6

10/S

Impaling

65 2H

Rifle

+0

2d6

10/S

Impaling

+0

2d6+4 10/S

Impaling

+0

2d6+2 10/S

Impaling 125

Rifle

+0

+0

2d6+2 10/S

2d6+2 10/S

125

Rng

Parry STR/DEX Mal Cap

SIZ/Enc

16

No

9/5

97-00 30

3.5

200

90 2H

12

No

9/5

97-00 30

3.2

225

2H

12

No

7/5

96-00 20

3.5

600

2H

12

No

7/5

90-00 20/30 3.0

300

2H

12

No

7/5

3.0

12

No

7/5

91-00 20

Impaling 125
Impaling 125

2H

Hands HP

90-00 24
3.0

270

300

AR-16-50 Checkpoint
Rifle +0
3d6+1 10/S
Impaling 100
.50 AE
Browning BLR
Rifle +0
2d6
15/S
Impaling
70 2H
250
Browning M1918 BLR Rifle +0
2d6+4 10/S
Impaling
120 2H
7.62x51mm
Canister Rifle 20mm Rifle +0
7d6
15/S Shrapnel 3d6/2Y
400 2H
20x102mm
Colt Rangemaster .223
Rifle +0
2d6+2 10/S
Impaling 125
.223 Remington
Cz-527
Rifle +0
2d6
15/S
Impaling
70 2H
7.62x39mm
Excalibr Gauss Rifle Rifle +0
2d6+4 15/S
Impaling
500
2H
EC + MFC
H&K G3 Semi-Auto Rifle +0
2d6+4 10/S
Impaling
90 2H
7.62x51mm
H&K SL8-2
Rifle +0
2d6+2 10/S
Impaling
110
2H
5.56x45mm
H&K G36 Semi-Auto Rifle +0
2d6+2 10/S
Impaling
70
2H
5.56x45mm
H&K G41 Semi-Auto Rifle +0
2d6+2 10/S
Impaling
70
2H
5.56x45mm
Heritage Arms
1894 .22LR
Rifle +0
1d6+1 15/S
Impaling
70 2H
1894 .22Mag Rifle +0
1d8+1 15/S
Impaling
70 2H
Magnum
HTI 14mm Rifle
Rifle +0
3d6+5 15/S
Impaling
80
14x50mm Kurz
Jessies Repeater
Rifle +0
2d6+4 15/S
Impaling
125
.308 Winchester
Jessies Lincoln Repeater
Rifle +0
2d6+4 15/S
Impaling
125
.308 Winchester
Kel-Tec SU-16
Rifle +0
2d6+2 10/S
Impaling
90 2H
5.56x45mm
L1A1 SLR
Rifle +0
2d6+4 10/S
Impaling
90 2H
7.62x51mm
Lee-Enfield Mk. III
Rifle +0
2d6+4 15/S
Impaling
150
2H
British
Lee-Enfield Sporterized Hunting Rifle
.32 ACP
Rifle +0
2d6
15/S
Impaling
80
2H
ACP
.22-250
Rifle +0
2d6+2 15/S
Impaling
80
2H
250
.22 LR
Rifle +0
1d6+1 15/S
Impaling
80
2H
.22 Mag
Rifle +0
1d8+1 15/S
Impaling
80
2H
Magnum

2H

12

No

7/5

96-00 10

3.0

270

12

No

7/5

99-00 4

2.7

105

.22-

13

No

9/5

96-00 20

4.0

300

14

No

9/5

96-00 10

4.0

800

2H

12

No

7/5

12

No

7/5

99-00 5

14

No

10/5

99-00 8 (24) 3.0

1800

14

No

10/5

98-00 20

3.0

450

12

No

10/5

99-00 30

3.0

550

12

No

10/5

98-00 30

3.5

500

12

No

10/5

98-00 30

3.5

500

12
12

No
No

7/5
7/5

99-00 20
99-00 20

2.7
2.7

140
140

.22 LR
.22

2H

14

No

9/5

96-00 12

3.5

800

2H

14

No

7/5

99-00 15

3.0

500

2H

14

No

7/5

99-00 15

3.0

500

10

No

10/5

96-00 20/30 3.0

245

14

No

10/5

96-00 20

3.0

290

12

No

7/5

99-00 10

3.0

200

.303

12

No

7/5

96-00 5

3.0

150

.32

12

No

7/5

96-00 5

3.0

150

.22-

12
12

No
No

7/5
7/5

96-00 5
96-00 5

3.0
3.0

150
150

.22 LR
.22

99-00 10
3.0

3.0

150

90
2mm

.223 Remington Rifle


Remington
.30-06 SpringfieldRifle
.30-30 Winchester
.30-30
.32-20 Winchester
.32-20
.338 Lapua Magnum
.338 Lapua
.375 H&H Magnum
.375 H&H
.44-40 Winchester
.44-40
6.8x43 Remington
6.8x43mm
Ol Painless
Rifle
ACP
.44 Custom Hunting Rifle
.44 Magnum
Lever-Action 10mm Rifle
10x25mm Auto
Lincolns Repeater
Rifle
Magnum
M4 Carbine
Rifle
5.56x45mm
Marlin M57 VarmintRifle
Marlin Model 336
Rifle
M-444
Rifle
Marlin
M-1895
395
.45-70 Gov.
Mosin-Nagant M1891-30
7.62x54mmR
Mossberg MVP Varmint
.223 Remington
Mauser KAR-98
7.92x57mm
Remington Model 700
.308/7.62x51mm Rifle
Winchester
.22-250
Rifle
250
.223/5.56x45mm Rifle
Remington
.30-06 SpringfieldRifle

+0

2d6+2 20/S

Impaling

2H

12

No

7/5

96-00 5

3.0

150

.223

+0
Rifle

2d6+4 20/S
+0
2d6+3 20/S

Impaling
80
Impaling

2H
80

12
2H

No
12

7/5
No

96-00 5
3.0
7/5
96-00 5

200
3.0

.30-06
150

Rifle

+0

2d6+1 20/S

Impaling

80

2H

12

No

7/5

96-00 5

3.0

150

Rifle

+0

2d8+4 20/S

Impaling

80

2H

12

No

7/5

96-00 5

3.0

250

Rifle

+0

2d8+3 20/S

Impaling

80

2H

12

No

7/5

96-00 5

3.0

150

Rifle

+0

2d6+2 20/S

Impaling

80

2H

12

No

7/5

96-00 5

3.0

150

Rifle

+0

2d6+3 20/S

Impaling

80

2H

12

No

7/5

96-00 5

3.0

200

+0

2d6+2 15/S

12

No

7/5

00

4.0

250

.32

Rifle

+0

2H

12

No

7/5

00

3.0

425

+0

2d4+2 15/S

Impaling

80 2H

12

No

7/5

96-00 10

2.8

200

+0

2d8+2 15/S

Impaling

90 2H

12

No

7/5

96-00 15

3.0

500

+0

2d6+2 10/S

Impaling

70 2H

12

No

10/5

98-00 30

3.5

550

+0
+0
+0

1d8
15/S
2d6+3 15/S
2d8+4 15/S

Impaling
Impaling
Impaling

50 2H
2H
2H

10
12
12

No
No
No

5/5
7/5
8/5

99-00 5
96-00 6
96-00 5

3.0
3.0
3.0

100
375
385

Rifle

+0

2d10+2

15/S

80 2H

12

No

9/5

95-00 4

Rifle

+0

2d6+4 15/S

Impaling

2H

12

No

7/5

97-00 5

3.0

190

Rifle

+0

2d6+2 15/S

Impaling

2H

12

No

9/5

99-00 5

3.0

75

Rifle

+0

2d6+4 20/S

Impaling

150 2H

14

No

7/5

96-00 5

3.0

200

+0

2d6+4 15/S

Impaling

+0

2d6+2 15/S

Impaling

+0

2d6+2 15/S

+0

2d6+4 15/S

Impaling

2d8+2 15/S

80

80

2H

Impaling 100

80
80

Impaling
150
110

.44

.22 LR
.30-30
.444
3.0

125 2H

12

No

7/5

00

3.0

440

.308

110

2H

12

No

7/5

00

3.0

420

.22-

Impaling

110

2H

12

No

7/5

00

3.0

430

.223

Impaling

125

2H

12

No

7/5

00

3.0

450

.30-06

.338 Lapua Magnum


.338 Lapua
.375 H&H Magnum
.375 H&H
Remington M7615 Pump
.223 Remington
Rheinmetall M-72 Gauss
2mm EC + MFC
Accelerated Gauss Rifle
2mm EC + MFC
R91 Rifle
5.56x45mm
Ruger Mini-14
Rifle
5.56x45mm
M10/22 Carbine
.22 LR
Rifle
.22 Mag
.22 Magnum
10/22 Charger
.22 LR
Rifle
.22 Mag
.22 Magnum
Saiga 545 Semi-Auto Rifle
5.45x39mm
Sig SG 552 Civilian Rifle
5.56x45mm
SKS Carbine
Rifle
7.62x39mm
AK-Magazine Rifle
7.62x39mm
Springfield Armory
1861 Musket Rifle
.58 Cal Mini
M1903
.30-06
03 Airmans Rifle
.30-06
Springfield Rifle
.30-06
M-1 Garand Rifle
M-1 Garand T35
7.62x51mm
M-1 Garand T36
7.62x51mm
NCR Battle Rifle
7.62x51mm

Rifle

+0

2d8+4 15/S

Impaling

150

2H

12

No

11/5

00

3.0

500

Rifle

+0

2d8+3 15/S

Impaling

150

2H

12

No

11/5

00

3.0

550

Rifle

+0

2d6+2 10/S

Impaling

90 2H

10

No

7/5

99-00 5

3.0

210

Rifle

+0

2d6+4 10/S

Impaling

150 2H

10

No

9/5

97-00 20

3.5

500

Rifle

+0

4d6+2 15/S

Impaling

250 2H

10

No

11/5

97-00 20

3.8

2000

Rifle

+0

2d6+2 10/S

Impaling

2H

12

No

10/5

90-00 24

3.5

225

+0

2d6+2 10/S

Impaling

90 2H

10

No

10/5

96-00 20/30 3.5

275

+0
Rifle

1d6+1 5/S
+0
1d6+2 5/S

Impaling
80
Impaling

2H
80

12
2H

No
12

7/5
No

91-00 10
3.0
7/5
91-00 10

180
3.0

+0
Rifle

1d6+1 5/S
+0
1d6+2 5/S

Impaling
80
Impaling

2H
80

9
2H

No
9

7/5
No

91-00 10
3.0/2.0140
.22 LR
7/5
91-00 10
3.0/2.0150

+0

2d6

10/S

Impaling

90 2H

12

No

9/5

97-00 30

3.0

250

+0

2d6+2 10/S

Impaling

70 2H

12

No

10/5

96-00 30

3.5

550

+0

2d6

15/S

Impaling

100 2H

14

No

7/5

96-00 10

3.0

240

+0

2d6

15/S

Impaling

100 2H

14

No

7/5

96-00 30

3.0

540

-5

1d10+4

No

9/5

96-00 1

3.0

514

Rifle

90

60 2H

.22 LR
190

70/S

Impaling

+0

2d6+4 15/S

Impaling

150

2H

12

No

7/5

99-00 5

3.0

175

Rifle

+0

2d6+4 15/S

Impaling

150

2H

12

No

7/5

99-00 25

3.5

250

Rifle

+0

2d6+4 15/S

Impaling

150

2H

12

No

7/5

99-00 5

3.0

300

+0
Rifle

2d6+4 10/S
+0
2d6+4 10/S

Impaling 150
Impaling

2H
150

14
2H

No
14

7/5
No

99-00 8
3.0
7/5
99-00 8

200
3.0

.30-06
225

Rifle

+0

2d6+4 10/S

Impaling

150

2H

14

No

7/5

99-00 20

3.5

250

Rifle

+0

2d6+4 10/S

Impaling

150

2H

14

No

7/5

99-00 8

3.0

150

M-14 Rifle
Rifle +0
7.62x51mm
Steyr AUG-A3 M1
Rifle
5.56x45mm
Steyr Scout
Rifle +0
7.62x51mm
SVT-40
Rifle +0
7.62x54mmR
Tiger Bengal
Rifle +0
ACP
Mk II
Rifle +0
ACP
Mk III
Rifle +0
ACP
Trench Rifle (Type 4) Rifle +0
7.7x58mm
Type 93 Civilian Rifle Rifle +0
5.56x45mm
Walther G43
Rifle +0
7.92x57mm
Winchester
1873 Rifle
Rifle +0
1873 Carbine Rifle +0
1873 Miroku Rifle +0
Magnum
Brush Gun
Rifle +0
.45-70
Medicine Stick
Rifle
2000 .45-70
Cowboy Repeater Rifle
.357 Magnum
Model M-1894
.30-30 Win. Rifle +0
.357 Magnum Rifle +0
Magnum
.38 Special
Rifle +0
Special
.44-40
Rifle +0
.45 Long Colt Rifle +0
Long Colt
.45 Win-Mag Rifle +0
Win-Mag
.45 ACP
.45 ACP
Marksmans Rifle
Rifle
200
10x25mm Auto

2d6+4 10/S
+0

Impaling

2d6+2 10/S

125

Impaling

2H

12

No

7/5

96-00 20

3.5

600

90

2H

12

No

10/5

96-00 30

3.0

125 2H

12

No

7/5

00

2.5

360

275

2d6+4 15/S

Impaling

2d6+4 10/S

Impaling

150

2H

12

No

7/5

91-00 10

3.0

280

2d6

15/S

Impaling

80

2H

12

No

7/5

99-00 1(2)

3.0

400

.32

2d6

15/S

Impaling

80

2H

15

No

7/5

99-00 1(2)

3.0

450

.32

2d6

15/S

Impaling

80

2H

17

No

7/5

99-00 1(2)

3.0

550

.32

2d6+4 10/S

Impaling

90 2H

12

No

9/5

86-00 10

3.0

200

2d6+2 10/S

Impaling

2H

12

No

10/5

96-00 30

3.5

440

2d6+4 10/S

Impaling

150 2H

14

No

7/5

96-00 10

3.0

380

2d6+2 15/S
2d6+2 15/S
2d6
15/S

Impaling
Impaling
Impaling

70 2H
60 2H
60 2H

12
12
12

No
No
No

7/5
7/5
7/5

99-00 15
99-00 10
99-00 10

2.7
2.5
2.5

550
450
250

.44-40
.44-40
.357

80 2H

12

No

9/5

95-00 6

3.0

490

80 2H

14

No

9/5

95-00 7

2d10+2

15/S

+0

2d10+2

+0

2d6

90

Impaling
15/S

15/S

Impaling
Impaling
80

60

2H

12

No

7/5

2H
60 2H

12
12

No
No

7/5
7/5

96-00 14
96-00 14

99-00 8

3.0

2.3

160

2.5
2.5

365
365

.30-30
.357

2d6+3 15/S
2d6
15/S

Impaling
Impaling

1d10

15/S

Impaling

60 2H

12

No

7/5

96-00 16

2.5

355

.38

2d6+2 15/S
1d8+2 15/S

Impaling
Impaling

80 2H
60 2H

14
12

No
No

7/5
7/5

96-00 12
96-00 12

2.5
2.5

375
375

.44-40
.45

2d6+4 15/S

Impaling

80 2H

14

No

7/5

96-00 14

2.5

365

.45

+0

1d10+2

91-00 16

+0

1d10+2

15/S

Impaling

14

No

7/5

60 -

80 2H

95-00 10

2.5

Backwater Rifle
Rifle
10x25mm Auto
Lucy Wests Rifle +0
10x25mm Auto
Marksmans Rifle
Lucy Wests Rifle +0
10x25mm Auto
Huntin Rifle
Trail Carbine Rifle +0
Magnum
Wasteland
Rifle +0
Magnum
Repeater
M-1 Carbine Rifle +0
Carbine

+0

1d8+4 15/S

Impaling

80 2H

16

No

7/5

99-00 10

2.5

250

1d8+4 15/S

Impaling

80 2H

14

No

7/5

95-00 10

2.5

200

2d4+4 15/S

Impaling

80 2H

16

No

7/5

99-00 10

2.5

250

2d8+2 15/S

Impaling

70 2H

14

No

7/5

95-00 8

2.5

390

.44

2d8+2 15/S

Impaling

80 2H

14

No

7/5

95-00 10

2.5

400

.44

2d6

Impaling

80 2H

12

No

7/5

96-00 15

3.5

175

.30

10/S

The AK-47 Semi-Auto is a civilian model of the AK-47, and only the fire selector differs between the two models. A number of such weapons
were converted to automatics after the War, making the semi-auto version rare. All accessories, modifications, and magazines are shared
between the two weapons. The AK-74 Semi-Auto is a similar weapon, a civilian AK-74. As with the civilian AK-47, the 74 shares part and
magazine compatability with its military cousin.
The AR-10 is a 7.62 mm battle rifle developed by Eugene Stoner in the late 1950s at ArmaLite, then a division of the Fairchild Aircraft
Corporation. When first introduced in 1956, the AR-10 used an innovative straight-line barrel/stock design with phenolic composite and forged
alloy parts resulting in a small arm significantly easier to control in automatic fire and over 1 lblighter than other infantry rifles of the day. Over
its production life, the original AR-10 was built in relatively small numbers, with fewer than 9,900 rifles assembled.In 1957, the basic AR-10
design was rescaled and substantially modified by ArmaLite to accommodate the .223 Remington cartridge, and given the designation AR-15.
ArmaLite licensed the AR-10 and AR-15 designs to Colt Firearms. Most AR-10s found in the Wasteland are reproductions made by lisenced
producers in the late twentieth and early twenty first century. Magazines run about 30 Caps each.
The infamous Black Rifle designed as the AR-10 by Eugene Stoner more than 100 years before the War, the AR15 and its descendants still
find a receptive public among the denizens of the Wasteland. The AR-15 Marksman is a heavy-barrel version of the AR-15, designed for
precision shooting. A number of these rifles were in use by the DC Metropolitan Police Dept. when the war broke out. The examples found in
the Wasteland are modern versions (by the pre-War standard) designed to use the 24-round R91 Magazines (20 Caps each) or 20 (100 Caps)
or 30-round (260 Caps) STANAG Magazines. Some of these rifles still have their Scope (when the weapon is Braced, double Base range on an
Aimed shot). Such a Scope sells for around 50 Caps. Silencers (forces a Listen check to determine that a weapon has been fired, and a Hard
Listen check to identify the direction and distance of the shooter) can often be found for around 25 Caps.
The AR-16 Service Rifle is an M-16A1 rifle with a modified, semi-auto only action. Already 100 years old when the war started, time has not
been kind to these weapons. Many have had their furniture replaced with wood, and are on a third or even fourth generation of replacement
parts. In addition, they use the hard-to-find STANAG Magazines (100 Caps for 20 rounds, 260 for 30 rounds), and cannot use the modern 24round Magazines of the R91. The weapons desirability is increased, however, due to the ease of modification. A set of Upgraded Springs cost
around 100 Caps, and increase the RoF to three. A Forged Receiver, for about 250 Caps, makes the weapon much more reliable (Mal 96-00).

Many of these still retain their issued Reflex Sight (Aiming takes only 2 DEX Ranks), which adds 200 Caps to the value. A sight for the weapon,
if one is available, runs about the same. Some owners of other AR-15/M-16/M-4 family weapons will purchase the AR-16 to use for
replacement parts, especially if the weapon still has its Sight. The AR-16-50 Checkpoint is an AR-16 lower with a .50 AE upper. Designed for
use by guards at the US-Canadian Border, the heavier, slower rounds were considered preferable against targets that were likely to be
unarmored. Few are found as far south as DC, with only one example known to be in the Capitol Wasteland, hidden in a storage closet in Vault
106. It carries the only Magazine known to have survived in the Capitol Wasteland.
The Browning BLR is a lever-action rifle manufactured by Browning Arms Company. It comes in many different variations, though the ones
found in the Capitol Wasteland are chambered in.22-250 Remington.The BLR uses a detachable box magazine. Because of this, the BLR can be
chambered for rounds with pointed tip bullets that would be inappropriate for the tubular magazines more commonly used in lever-action
rifles. Another difference is the geared lever and bolt design that can accommodate high-pressure modern magnum rounds. Another notable
feature is that the trigger moves with the lever when it is operated, which prevents the shooters trigger finger from being pinched between
the lever and the stock when the lever is closed.Four-round Magazines run around 35 Caps, when available, with the rare 8-round extended
Magazine selling for 60 Caps.
The Browning M1918A3 SLR (Self-Loading Rifle) is a semi-auto version of the Browning Automatic Rifle. Manufactured from the late 1990s by
Ohio Ordnance Works Inc., it fires from a closed bolt, improving accuracy. The weapon can use most BAR accessories and Magazines, and is
often used as a sniping platform with its included Bipod. 20 round Magazines run about 60 Caps, while a 30-round Magazine developed for
this weapon (which will fit the BAR), while rare, can sometimes be found for around 150 Caps.
The 20mm Canister Rifle uses 20x102mm HE-I rounds (AP-I will fit) to rain devastation down on the users enemies. The rifle is heavy, but
easy to handle, due to the reciprocating action and hydraulic shock absorber built into the oversized stock. It was designed for Power Armor
Troops, but can be used to good effect by normal infantry. Magazines are expensive, running around 80 Caps when they can be found.
The Colt Rangemaster is a semi-auto hunting rifle with a 10-round internal magazine, chambered for the .223 Remington round. Fairly
accurate, with a decent range, the Rangemaster is useful for varmint hunting, small game, and home defense. The weapon can chamber the
5.56x45mm NATO round, but doing so increases the MAL by 6, and 1 point per shot until the rifle can be stripped and cleaned. A scope mount
is built into the top of the rifle, designed for a custom, x3 Leupold Scope (when the weapon is Braced, TRiple Base range on an Aimed shot),
which go for around 75 Caps when they can be found. The scope is specifically designed for the Rangemaster, giving only normal benefit if
mounted to a different weapon.
The CZ 527 is a bolt action smallbore rifle designed by esk zbrojovka Uhersk Brod. The rifle is a traditional European style model featuring
open sights and a Turkish walnut stock in the Bavarian pattern. The models commonly found in the Capitol Wasteland are chambered in
7.62x39mmR, with a 5-round Magazine (20 Caps when available). They are usually used for game hunting and long-range defense of
settlements.
The Excalibr Gauss Rifle is a high-capacity coil gun capable of firing its eight 2x45mm EC rounds at five times the speed of sound. Like all
2x45mm EC weapons, any armor struck is at 80% of its normal value against the round. The listed Range does not account for the rifles
Scope. Each magazine holds one Micro Fusion Cell and 8 shots of 2mm EC, using three MFC charges per shot. Magazines for the weapon are
rare, selling for a premium price of 300 Caps.

The H&K G3 Semi-Auto is a sporting rifle built on the G3 platform. Capable of only semi-auto fire, it was popular with hunters, target shooters,
and home defense enthusiasts who wanted a military-style weapon. Parts, accessories and Magazines are all interchangeable with the military
G3A3. The H&K SL8 was designed as a civilian version of the G36E, with a number of modifications. The Thumbhole Stock was part of the
receiver group, and the weapon was only capable of semi-auto fire. There was no Bayonet lug or forward under-barrel Picatinny rail, though
there was a Picatinny rail atop the weapon. Several of these were in civilian hands when the War started, but most have been lost to time and
scavengers. The SL8-2 was adopted as the DMR of the German Bundeswehr, and, unlike Civilian SL8s, can accept the 30 round standard
Magazine of the G36 (200 Caps when available). These weapons have the top-mounted carry handle with full-length Picatinny rail and a Scope
(when the weapon is Braced, double Base range on an Aimed shot) as standard equipment. H&K also released a semi-auto civilian version of
the G36C, which is otherwise identical to the military version. It uses all the same parts and accessories, including Magazines.The G41 was a
German 5.56mm assault rifle introduced in 1981 and produced in limited quantities by Heckler & Koch. It was designed to replace the 5.56mm
HK33 in service providing a more modern weapon platform compatible with contemporary NATO standards. It is chambered for the
5.56x45mm NATO cartridge. With military sales lacking, a semi-auto version was sold to numerous police departments and civilians in the US.
These are the weapons that turn up occasionally in the Capitol Wasteland. STANAG Magazines are used in all versions of the rifle.
The Heritage Arms 1894 Replica is a 20-shot lever action based on the Winchester Model 1894. Available in .22LR and .22 Magnum, it is
mainly used as a varmint rifle, for hunting squirrel and iguana, or as a high-capacity hime-defense weapon. It can be dangerous to user
unfamiliar with firearms if they dont realize the inherent issues with using the smaller Long Rifle rounds in a firearm designed for Magnum
rounds. Both Stock and Scope for the Winchester Trail Carbine can be used with this weapon.
The HTI 14mm Rifle uses the same 14x50mmK rounds originally developed for Sig Sauers pistol. Built on a scale Canister Rifle design, the
weapon is big, heavy, but surprisingly easy to fire, with the same reciprocating action and shock absorption that makes the 20mm a workable
design. Magazines run about 50 Caps each, if they can be found.
Jessis Repeater is a custom piece of gunsmithing she had made by roving tinkerer Saul Green. The weapon is a lever action carbine that
fires .308 Winchester Magnum, built on a Winchester 88. Sauls usual attention to detail can be seen in every part of the weapon. A second
piece, based on a Henry 1860, is otherwise identical in function, using parts from another Winchester 88. With its looks based on the Henry
Repeating Rifle known historically as Lincolns Repeater, this weapon comes as close as possible to the design of the original. Two copies of
the Lincolns Repeater version of the rifle is currently in Jessis stash in Minefield.
SU-16 refers to a series of semi-automatic rifles and carbines manufactured by Kel-Tec CNC Industries, Inc. of Cocoa, Florida, referred to in KelTecs marketing as Sport Utility rifles. The SU-16 series was notable for its compact, lightweight and simple design; and for being able to be
broken down and folded into a compact configuration for transportation and storage. While the barrel, bolt-carrier and mechanism are steel,
the SU-16s stock, receiver, and forend are manufactured of high-strength polymer plastic. The SU-16 is chambered in 5.5645mm, and is
capable of using standard M16 STANAG compatible magazines. It incorporates design features derived from several different weapons. It uses
the locking bolt design of the M-16, and an operating system similar to that of the AK-47, in which a gas piston drives an operating rod, which
is part of the bolt carrier and which rides on a spring contained in a gas tube mounted above the barrel. This design incorporates the operating
rod and gas tube into the bolt carrier, allowing them to be removed easily for maintenance and cleaning. As with the AK-47, Armalite AR-18
and AR-180, and compared to the M-16, this design allows for the folding feature of the SU-16 and reduces the amount of propellant residue
fouling that accumulates in the chamber and on the bolt carrier. The charging and bolt release handle is located on the right side and
reciprocates with the weapons bolt, allowing it to be used as a forward assist. All versions of the SU-16 incorporate a top-mounted Picatinny
rail and a fore-end that opens up to serve as an integrated folding bipod. The SU-16 breaks down into its collapsed configuration with the

removal of a single pin, which can be pushed out with a round, and can be broken down for maintenance and cleaning without the use of tools.
The bolt-carrier group and receiver constitute the only two assemblies of the weapon.
The 7.62x51mm NATO L1A1 Self-Loading Rifle, also known as the SLR, by the Canadian Army designation C1A1 (C1) or in the USA as the inch
pattern FAL, is a British Commonwealth derivative of the Belgian FN FAL battle rifle, produced under licence. It has seen use in the armies of
Australia, Canada, India, Jamaica, Malaysia, New Zealand, Rhodesia, and the United Kingdom. The original FAL was designed in Belgium using
metric dimensions while the components of the inch-pattern FALs are manufactured to a slightly modified design using British imperial units.
Many sub-assemblies are interchangeable between the two types, while components of those sub-assemblies may not be compatible. Notable
incompatibilities include the magazines and the butt-stock which attaches in different ways.Most Commonwealth pattern FALs are semiautomatic only. A large number of these were captured during the occupation of Canada during the Resource Wars and the lead-up to the
Chinese invasion. Many were dumped into civilian areas to provide partisan forces with weaponry for use in fighting against the Chinese
forces, and most L1A1s found in the Capitol Wasteland are from these stocks. Magazines run about 20 Caps each.
The Lee-Enfield Mk. III, also known simply as the 303 or the Lee-Enfield, was the rifle used by the British military for more than 60 years. It
has a 10-round internal magazine, and was fed by 5-round Charger Clips (50 Caps each, if they can be found; most are of post-War
manufacture). A scope can occasionally be fund atop one of these rifles, adding 50 Caps to the value (when the weapon is Braced, double
Base range on an Aimed shot; will not fit the Sporterized model without a custom mount that costs about 50 Caps). The Lee-Enfield
Sporterized is a Lee-Enfield .303 bolt action rifle re-chambered to fire the .32 calcenterfirecartridge. These sporting/hunting rifles were very
cheap, and thus very popular, before the war. Most are in terrible shape, held together with 150 year old duct tape, bailing wire, and prayers.
A Scope was released with a number of these rifles, and goes for 100 Caps (when the weapon is Braced, double Base range on an Aimed shot;
fully compatible with the original Lee-Enfield). Ol Painless, Daves personal hunting rifle, is a very well maintained example of the Sporterized
Lee-Enfield, suffering few of the reliability problems that plague most examples of the gun. His version is equipped with a Silencer (forces a
Listen check to determine that a weapon has been fired, and a Hard Listen check to identify the direction and distance of the shooter) and
Scoped (when the weapon is Braced, double Base range on an Aimed shot). The .44 Custom Hunting Rifle is a modified and unique weapon
that fires .44 Magnum rounds and has a larger, seven round internal magazine. The weapon is currently located in the Alfresco Lounge in
Crystal City Station. A number of these weapons, chambered for other rounds, are also found throughout the Capitol Wasteland. .22-250, .22
LR, .22 Magnum, .223 Remington, .30-06 Springfield, .30-30 Winchester, .32-20 Winchester, .338 Lapua Magnum, .375 H&H Magnum, .44-40
Winchester, and 6.8x43mm Remington have all turned up at one point or another.
The 10mm Lever Action is an example of a weapon manufactured by several different arms companies. All have similar designs, length,
weight, capacity, and action. They are fairly interchangeable, and fairly generic. Accuracy and range arent great, but its a pistol round being
fired through a rifle.
The Henry Repeating Rifle known as Lincolns Repeater is a piece of American History. The weapon is an authentic Henry Repeating Rifle,
serial number 6, in .44 caliber, in forged steel, with wooden stock. It bears an engraved gold mounting with floral design and engraved
cartouche Lincoln/ President/U.S.A." on right side, while the top of barrel is stamped Henrys Patent Oct. 16, 1860/Manufactured New Haven
Arms Company New Haven, Ct.though these inscriptions are so worn down as to be nearly impossible to see. A wooden grip, of mahogany,
painstakingly chosen to match the original stock, has been placed just forward of the action. The only parts of the rifle not originally present
when the weapon was presented to then President Abraham Lincoln are that grip and a modern action. All the internals, sometime in the
1950s, were replaced with a centerfire receiver that could handle the pressure of the then newly developed .44 Magnum. Every other part of
the gun is original. It is currently located in a display case in the Museum of History.

The M4 Carbine listed here is a copy of the Colt M4, and generally shares near 100% parts commonality with the military weapon. Obviously,
this does not include the fire control selector. Basically, the weapon is an AR-15 with a carbine-length barrel and Picatinny rails on the top of
the receiver and the top, sides, and bottom of the fore-end. All SOPMOD accessories and STANAG Magazines will generally fit the weapon, as
it is otherwise identical to the Colt M4 Carbine.
The Marlin M57 Levermatic Varmint Rifle is a .22 LR lever-action rifle of surprising accuracy, robustness, and reliability. A number survived
the War and its aftermath, becoming popular hunting weapons for Mole Rat and Radroach. Many of the rifles had scopes, and several types
are available on occasion (75 Caps, when the weapon is Braced, double Base range on an Aimed shot).
The Marlin Model 336 is a lever-action sporting rifle and carbine made by Marlin Firearms. Since its introduction in 1948, it has been offered in
a number of different calibers and barrel lengths, but is commonly chambered in .30-30 Winchester using a 24-inch barrel. Introduced in 1965,
the Model 444 Marlin uses the Model 336 lever action mechanism, including the signature open ejection port machined into the side of the
receiver, but is chambered for the .444 Marlin cartridge. At its introduction, the Model 444 was the most powerful lever action rifle on the
market.With a muzzle energy of more than 1.5 tons, the Model 444 was intended for the largest North American game animals. The Model 444
holds 4 cartridges in the magazine and one in the chamber. It is popular among hunters and scouts, especially those in the western areas of
the Capitol Wasteland who see Yao-Guai and Deathclaws on a regular basis. Introduced in 1972 and named in honor of the Marlin Model of
1895 (produced from 18951917), the Model 1895 rifle offered in .45-70 caliber utilized the same Model 336 receiver design and lever action
mechanism used in the Marlin Model 444. A devestatinng weapon, the M-1895 is preffered by those who come up against Super Mutants and
similar threats.
Almost 200 years old at the start of the War, the MosinNagant is a bolt-action, internal magazine-fed, military rifle, developed by the Imperial
Russian Army in 18821891, and used by the armed forces of the Russian Empire, the Soviet Union and various other nations. It is one of the
most mass-produced military bolt action rifles in history with over 37 million units produced since its inception in 1891, and much like the AK47 it has shown up in various conflicts around the world, despite its age and obsolescence. Its internal magazine holds five rounds of
7.62x54mmR ammunition, and can be fed one round at a time, or using a five-round Stripper Clip (20 Caps, most are of post-War
manufacture).
The Mossberg MVP Varmint Rifle is a bolt-action .223/5.56x45 NATO weapon designed as a small game/varmint hunting platform. The top has
a Picatinny rail for optics, and the weapon includes a thumbhole stock. The 5-round magazines for the rifle run about 50 Caps, while 8-round
Extended Magazines are around 75 Caps. Strangely, the weapon can also accept STANAG Magazines (100 Caps for a 20-round Magazine, 260
for a 30-round Magazine). A Night Scope was sold for the weapon, and runs about 125 Caps when it can be found (when the weapon is
Braced, double Base range on an Aimed shot, Low Light capable). An aftermarket Silencer runs about 100 Caps (forces a Listen check to
determine that a weapon has been fired, and a Hard Listen check to identify the direction and distance of the shooter), if one can be located.
The Karabiner 98 Kurz (often abbreviated Kar98k, K98, or K98k) is a bolt action rifle chambered for the 7.9257mm Mauser cartridge that was
adopted on 21 June 1935 as the standard service rifle by the German Wehrmacht. It was one of the final developments in the long line of
Mauser military rifles. Although supplemented by semi- and fully automatic rifles during World War II, it remained the primary German service
rifle until the end of World War II in 1945. Millions were captured by the Soviets at the conclusion of World War II and were widely distributed as
military aid. The Karabiner 98k therefore continues to appear in conflicts across the world as they are taken out of storage during times of
strife. Most of those seen in the Capitol Wasteland are among the ones brough over during the Russian efforts to help liberate the Capitol from

Chinese occupation forces just before the bombs dropped. They can be reloaded a round at a time, or with a five-round Stripper Clip (20 Caps
when they can be found, most are of post-War manufacture).
The Remington Model 700 Hunting Rifle is a venerable design once selected as the Marine Corp Sniper platform. The .308 Hunting Rifle
version feeds from a five-round internal magazine, and has a scope-mount built on to the top of the rifle. The bolt-action is smooth and fluid,
even in older weapons, as long as they have received adequate maintenance. Still, many opt for the Custom Action, at 250 Caps, due to the
ease of operation (+1 RoF). Others like the option of the Extended Magazine, also around 250 Caps, that doubles the capacity of the rifle (+5
rounds). If one can be found, the x3 Leupold custom Scope is also priced at about 250 Caps (when the weapon is Braced, Triple Base range on
an Aimed shot). The Model 700 is also available in a variety of other calibers. .223/5.56x51mm NATO is a popular choice, as is .30-06, .22250, .338 Lapua Magnum, and even .375 H&H are also found in the Capitol Wasteland.
The Remington Model 7600 is a series of pump-action, centerfire rifles made by Remington Arms. The Model 7600 is a progression from the
original Model 760 pump-action rifle which Remington produced from 1952 to 1981. Production of the Model 7600 began in 1981. The Model
7615 Police Patrol Rifle comes in .223 Remington caliber, uses standard M16/AR15 style STANAG magazines and has a 16 barrel. It is
designed to be a low-profile, user-friendly firearm for police officers to use alongside the Remington Model 870 shotgun. Many use a 5-round
Magazine (10 Caps) that will fit a STANAG Magazine well. The rifle can also use any STANAG Magazine, and was usually equipped with a 10round STANAG Magazine (30 Caps).
The Rheinmetall M-72 Gauss Rifle is a magnetic acceleration coil gun designed to throw a 2x45mm steel rod at 5 times the speed of sound.
Due to the shape of these rounds, when striking armor they tend to pass through easily (Like all 2x45mm EC weapons, any armor struck is at
80% of its normal value against the round), but slew sideways and break up when hitting soft tissue. Wounds are described as explosive due
to the huge amount of kinetic energy dumped into the target. The Rheinmetall uses standard 2mm EC Magazines, which hold 20 rounds of
2x45mm EC and 5 Small Energy Cells (5 charges per shot), making them very expensive (200 Caps each). The weapon was often used as a
Designated Marksmans Rifle, and has a Picatinny rail above the receiver. The Zeiss Scope specifically made for the weapon accounts for the
virtually non-existent drop of the 2mm EC rounds, and runs around 100 Caps. The Accelerated Gauss Rifle is an Anti-Material version of the M72, designed for armor penetration and destruction of light armored vehicles and aircraft. It nearly doubles the energy output of the M-72,
accelerating its rounds past Mach 9. Magazines are 500 Caps each, and hold 20 rounds of 2x45mm EC and 8 Small Energy Cells (8 charges
per shot), and are very rare. The M-7 scope is too fragile to use on the Accelerated Gauss Rifle, so a specially-designed scope was developed
for the weapon. When found, they run around 200 Caps.
The R91 Rifle from Stent Solutions was the semi-auto version of their military rifle, and shares most of the same parts. Magazines are fairly
plentiful, and run 20 Caps each.
The Ruger Mini-14 is a 5.56x45mm NATO weapon that became popular in the late twentieth century, mainly due to the ease with which it
could be modified. It fires in either semi-auto or automatic modes. It was originally sold with 20-round Magazines, with 30-round Magazines
also available, but models found in the Capitol Wasteland have almost universally been modified to accept the 24-round R91 Assault Rifle
Magazines. Those that are not are STANAG compatible. Many of these were used as Patrol Rifles by various local police agencies, and so the
weapon is fairly common in the Capitol Wasteland. A Scope (when the weapon is Braced, double Base range on an Aimed shot) for the
weapon is fairly common, and runs around 25 caps, as does a Silencer (forces a Listen check to determine that a weapon has been fired, and a
Hard Listen check to identify the direction and distance of the shooter).

The Ruger 10/22 is a semi-automatic rimfire rifle chambered in .22 Long Rifle or .22 Magnum. It has a removable 10-round rotary magazine (25
Caps is it can be found) which allows the magazine to fit flush with the bottom of the stock. Higher capacity magazines are also available, with
a 25-round Magazine running about 50 Caps, and 50-round mags around 100 caps. The 10/22 was immediately popular upon its release, being
one of the first modern rifles chambered in .22 Long Rifle which was designed as a quality adult gun (with adult ergonomics) and not a cheap
youth rifle. However, its easy handling characteristics, negligible recoil and inexpensive ammunition nonetheless make it ideal for young or
inexperienced shooters. It is very popular for small-game hunters throughout the Capitol Wasteland. The Charger was a version of the 10/22
sold as a pistol. The version found around the Capitol Wasteland are usually equipped with a folding stock, or a homemade fixed stock. They
use the same Magazines and accessories as the standard 10/22, but also include a bipod.
The Saiga 545 is a 5.45x39mm civilian hunting rifle based on the AK-74. Major differences include the stock/handgrip, which replaces the
pistol grip with a traditional semi-pistol grip stock, lack of threaded barrel, inability to use military-issue Magazines, and lack of a bullet guide
(which is mounted instead on the Magazine itself). Many of these changes can be reversed through use of aftermarket parts, and many of
these rifles have been modified to make them closer to the original AK-74 design. Such rifles are listed under the AK-74. Magazines for the
545 run about 50 Caps, and are often mistaken for AK-74 Magazines, and sold as such.
The Sig 552 Civilian is a semi-auto only version of the Sig 552 Commando. It uses the same parts and Magazines, and differs only in its
inability to fire full auto or bursts.
The SKS Carbine is a Soviet design, 120 years old at the start of the War. Still in use by many former Soviet satellite nations, the SKS is a
robust and reliable weapon that uses the venerable 7.62x39mm round shared by the AK-47 and AKM. Many found in the Wasteland are
actually Norinco Type 56 rifles, brought in to supply Chinese insurgents. The weapon feeds from a 10-round box magazine, and uses Stripper
Clips (20 Caps, mostly of post-War manufacture) to ease reloading (all ten rounds loaded as one, 5 DEX Rank, action). The occasional SKS with
a modification to use AK-style Magazines can be found, running about 200 Caps more than the base price.
The Springfield Model 1861 was a .58 Caliber Mini-type rifled musket shoulder-arm used by the United States Army and Marine Corps during
the American Civil War. Commonly referred to as the Springfield (after its original place of production, Springfield, Massachusetts), it was the
most widely used U.S. Army weapon during the Civil War, favored for its range, accuracy, and reliability. Most post-War weapons are
reproductions popular before the War, though a few are original 1861s. The percussion caps are easier to manufacture, and the black powder
easier to produce, making them a favored arm among the more advanced tribals and similar groups. The weapon uses 20 units of powder per
shot, plus Percussion Cap and either a Mini ball or a .58 caliber lead ball.
The Springfield Armory M1903 was more than 150 years old at the start of the War. Other rifles of that age might be museum pieces, but the
popular M1903 was a hardy, accurate rifle with a long service history of almost 70 years. Many were in use by JROTC units around the Capitol,
and most of those found in the Wasteland are from these stocks. The weapon feeds from a 5-round Stripper Clip (50 Caps when available), but
can be hand loaded if necessary. Often configured as a sniper rifle, M84 Scopes for the weapon are not a rare find (75 Caps, when the weapon
is Braced, double Base range on an Aimed shot). The Unique 03 Airmans Rifle is a Springfield Armory M1903 Air Service rifle, similar to the
standard M1903, but with a 25 round internal magazine. It can be loaded one round at a time, but can also make use of the 5-round Stripper
Clips from the standard M1903 to ease reloading. Like the standard rifle, it can use the M84 Scope from the Garand (75 Caps, when the
weapon is Braced, double Base range on an Aimed shot). The SpringfieldRifle sold by ONeill at the Excalibr Shop in Anacostia, across from
Rivet City, is a modified weapon designed with snipers in mind. An M1903A1 rifle fitted with a Unertl 8x target-type telescopic sight, the
weapon also features a stock with a cheek rest and a removable Ghillie-style camouflage cover.

The M-1 Garand is another weapon out of history, more than 100 years old before the War. A WWII design, the Garand is extremely robust and
hard hitting. It suffers from the use of the en-bloc clip, which holds 8 rounds, and is integral to the use of the weapon. While allowing for
fast reloading of the Garands internal magazine, they are easily lost in combat, rendering the weapon a single-shot rifle loaded one round at a
time. En-Bloc clips are expensive in the Capitol Wasteland (though nowhere near the cost of a STANAG Magazine), going for a premium price
of 40 Caps for a capacity of 8 rounds. Anyone with an example of the En Bloc Clip can make copies with 2 Scrap Metal and a Repair
Mechanical of at least 50%. The M-1 makes a fine sniping platform, and a decent Scope (the M84), also usable on the M1903, can be found for
around 75 Caps (when the weapon is Braced, double Base range on an Aimed shot). A variation on the M-1, the T35, was issued by the Navy
as the Mk 2 Mod 2, and fires the 7.62x51mm NATO round. Issued as the M14 was making its debut, it was a stop-gap weapon to fill the need
for compatible weapons for Naval personnel operating with M14-carrying Marines. It uses the same En Bloc clips as the standard Garand. The
T36 is a similar weapon, but uses a modified magazine well to allow for the use of a 20-round detachable box Magazine (around 50 Caps when
available). After adoption of the 5.56x45mm NATO cartridge, these were mainly sold to NATO countries during the post-WWII period. Several
made their way back across the Atlantic in the wake of the War.The lack of .30-06 Springfield caused numerous problems for post-War users of
the Garand, especially in the New Confederate Republic. With a surplus of 7.62x51mm NATO rounds left over from the War, it is no surprise
that their gunsmiths made the conversion. The NCR Battle Rifle is the result, a 7.62x51mm NATO rifle that feeds from En Bloc clips, essentially
a post-War recreation of the original T35. A number of them have made their way north as the New Confederate Republic moves on the
Capitol, but most are found in the hands of the Super Mutants who have taken them from NCR patrols. The weapons use newly-manufactured
En Bloc clips that will also fit the Garand and the T35.
The M14 Battle Rifle, issued to US troops from 1959 into the 1970s, was a follow on to the 7.62x51mm NATO M-1 rifles. Even as heavy as they
were, the M14s had a reputation as uncontrollable on full-auto, so most were permanently set to semi-auto only. Many of these have survived
due to their use by the First Battalion of the Third US Infantry Regiment (The Old Guard), with many still retaining their wooden stocks and
white canvas slings. They feed from a 20-round box Magazine (50 Caps when available, does not fit the T35), and can easily mount an M84
Scope (75 Caps when available, when the weapon is Braced, double Base range on an Aimed shot).
The Steyr AUG A3 M1 SA is a semi-automatic version of the AUG A3 SA NATO. It is a bullpup weapon made with a great deal of polymer in its
construction. It is basically a civilian version of the AUG A3, designed for use by US hunters, target shooters, and police departments.
Magazines are those of the standard AUG.
The Scout is a modern bolt-action rifle manufactured by Steyr Mannlicher and chambered primarily for 7.62x51mm NATO (.308 Winchester),
although other chamberings are offered commercially. It is intended to fill the role of a versatile, lightweight all-around rifle as specified in Jeff
Coopers scout rifle concept. Apart from the barrel and action, it is made primarily of polymers and is designed to be accurate to at least 300
400 meters. 5-round Magazines run about 20 Caps, while 10-round Magazines run about 30 Caps. The weapon has an integral Weaver rail for
easy mounting of a Scope.
The Samozaryadnaya Vintovka Tokareva, Obrazets 1940 goda (Tokarev Self-loading Rifle, Model of 1940) or SVT-40 is a Soviet semiautomatic battle rifle chambered for the 7.62x54mmR round. The SVT-40 saw widespread service during and after World War II. Intended to be
the new service rifle of the Soviet Red Army, production was disrupted by the German invasion in 1941 resulting in a switch back to the older
MosinNagant bolt-action rifle for the duration of WWII. After the war new rifles were adopted by the Soviet, SKS and AK-47.Fedor Tokarev
created the basic design for the SVT rifle in the early 1930s. The SVT-38 is a gas-operated rifle with a short-stroke, spring-loaded piston above
the barrel and a tilting bolt. The SVT-40 was equipped with a bayonet (none are known to have survived) and a 10-round detachable Magazine
(20 Caps when available). The receiver was open-top, which enabled reloading of the magazine using five round MosinNagant stripper clips

(20 Caps, most are of post-War manufacture). Fairly advanced features for the time were the adjustable gas system, muzzle brake, and
telescopic sight rails milled into the receiver.
The Tiger Bengal is a unique weapon designed by Tiger Manufacturing in conjunction with Manchester Industries. The weapon uses a .32 ACP
round as the delivery system for a nanomachine complex that breaks down the tissues of the target struck to manufacture various items.
These include Protein Packs, Repair Packs, and modules to modify the rifle itself. The process only works on about 30% of the targets struck.
The weapon requires two rounds of .32 ACP be loaded in the internal magazine in order to work, but only one round is fired with each shot.
The second round feeds the nanomachine factory in the weapon, with the powder being used to turn the .32 ACP round into an explosives
package. If the original 2d6 damage penetrates the foes skin, the round explodes for an additional 2d6. An upgraded Tiger Bengal Mk. II has
a 40% chance for the nonomachines to operate, and causes 2d6+3 explosive damage, while the Mk III increases this to 50% and 3d6+4
damage. Upgrade Modules are manufactured from a schematic that is actually produced by the unit itself.
The Trench Rifle is an Arisaka Type 4 Semi-Automatic Rifle, one of only 250 ever made. A museum piece, it is only fitting that it is found in
the Museum of History, on display in the Lower Halls. The weapon fires 7.7x58mm Arisaka, a round unknown in the Capitol Wasteland, making
this a bit of a white elephant. .303 British and/or .30-06 cartridges can be used to make brass, and the .303 bullets are almost identical, so
reloading with a bench becomes fairly easy. The weapon very much resembles a Garand, of which it was a Japanese copy. The model found in
the Museum has a modern Combat Knife jury-rigged as a bayonette, and field-expedient repairs have been made to the weapon. It feeds from
a 10-round internal magazine, using 5-round Stripper Clips (a Springfeild 1903 Stripper would work) for reloading.
The Type 93 Civilian Rifle was manufactured by the Chinese arms manufacturer Norinco for the export market. Sold worldwide, the US and her
NATO allies were among the few countries that did not have a market for the weapon, due to bans on the importation of Chinese arms.
However, this changed in the mid-2000s, when Norinco partnered with Mexicos SEDENA to help them devise a replacement arm for the
Xiuhcoatl. Manufacture of Mexican-made Type 93 rifles commenced in 2053, with civilian models making their way to the US as the
5.56x45mm NATO Tlilticuatl (Black Snake). Parts compatability with the Type 93 was almost absolute. When the Chinese invaded, they used
registration information from US police departments to find owners of Tlilticuatl rifles, confiscating the arms for use in repairing and
maintaining their own weapons. Even so, a large number of such weapons are still found in the Capitol Wasteland today. The weapons feed
from standard Type 93 Magazines.
The Gewehr 43 or Karabiner 43 (abbreviated G43) is a 7.9257mm Mauser caliber semi-automatic rifle developed by Nazi Germany during
World War II. It was a modification of the earlier G41(W), using an improved gas system similar to that of the Soviet Tokarev SVT-40. Most are
museum pieces pressed into service during the attempt to liberate Washington DC, while a few were captured as trophies during WWII. It
feeds from a 10-round box Magazine (40 Caps, of one can be found), which are reloaded using 5-round stripper clips (25 Caps each, usually of
post-War manufacture). Unlike most such weapons, the box Magazine can be fed from the Stripper Clips while still on the rifle.
The Winchester 1873 Gun that Won the West is a modern re-release of the original, chambered for the .44-40 round made so famous during
the conquest of the West. It has a 24 long barrel and tube, and is robust, accurate and smooth-firing, with blued steel and a walnut stock.
The 1873 Carbine is the 20 barrel version, with a shorter tube. The Miroku is a .357 Magnum version of the 1873 Carbine, which holds 10
rounds of .357 Magnum or 11 .38 Special. The Winchester 1886 Brush Gun is a modern replica of the original Model 1886, with a shortened
tube and more ergonomic furniture. It fires the powerful .45-70 Government round, a heavy bullet (405 to 500 grains) backed by a large (70
grains) powder charge. The Brush Gun can handle modern loads for the .45-70, and can also benefit from a Forged Receiver (215 Caps when
available) that reduces the chance of Malfunction (+4 MAL, to 99-00). In addition, a Long Tube can be installed, with a cost of around 250

Caps, which increases Magazine capacity to eight rounds. The Medicine Stick is a Model 1886 that has an engraving of a Native American
Medicine Wheel on the hickory stock, and is decorated with feathers, beads, and hand-painted symbols. It is an actual 1886, one of many that
were given to Reservation Indians as a subsistence rifle when they were replaced in military service by more modern weapons. It has the
original Long Tube and Forged Receiver already installed, and also has the benefit of a faster action, with shots costing only 12 DEX Ranks,
rather than 15. The 1892 Cowboy Repeater is a modern replica of the Model 1892, chambered in .357 Magnum. A number of models were
available, so parts can be found for various modifications. A Maple Stock (-.5 ENC) runs around 100 Caps, while a Long Tube (+4 round
Magazine capacity) or a Custom Action (RoF of 2) cost about 250 Caps each when available. The Winchester Model 94 is a replica of the
original Model 1894, generally chambered for modern rounds. Many different calibers were supported, with the .44 Magnum and the 10mm
Auto being among the most popular. The .45 Winchester Magnum was a poorly-supported weapon, and few sold, with the ammunition being
extremely rare in the Capitol Wasteland. The Weapon will, however, chamber .45 ACP, which most users prefer. The Winchester Model 94
Lever Action Marksmans Rifle in 10mm is one of the more popular versions. Chambered for the 10mm Auto, a large number of these are
found in the Wasteland, including one owned by Lucy West. If the party is willing to pay, Flak and Shrapnel can install a longer barrel and
upgrade the chamber, resulting in Lucy Wests Huntin Rifle. A Maple Stock (-.5 ENC) runs around 100 Caps, while a Forged Receiver (+4 MAL,
to 99-00) or a Custom Action (RoF of 2) cost about 250 Caps each when available. The Backwater Rifle is a unique 10mm Marksmans Rifle
that has a longer barrel, allowing for the more-complete burning of the powder in the 10mm Auto round, and thus slightly increased damage.
The Trail Carbine is another a Model 94, chambered in .44 Magnum. Several models were made, so, like the Cowboy Repeater, there are many
options. A Custom Stock (-.5 ENC) runs around 100 Caps, while a Forged Receiver runs 250 Caps when available (+4 MAL, to 99-00). The
weapon was often used with a Scope (when the weapon is Braced, double Base range on an Aimed shot), and one can sometimes be found for
around 250 Caps. The Wasteland Repeater is another .44 Magnum version of the Model 94, with a longer barrel and two more rounds in its
Magazine. It can use the same accessories as the Trail Carbine.
The M1 Carbine was designed by Winchester, but manufactured by almost a dozen companies, from GM to Standard Products. It fires the .30
Carbine round, and uses the same magazines as, and shares many parts with, the M2 Carbine. Many of these and the M2 Selective Fire
Carbine are found in the Wasteland, taken from military storage around the Capitol. A 15-round Magazine runs about 20 Caps, while a 30round Magazine runs about 70 caps. A 60-round Drum Magazine, also available for the M2 Carbine, can occasionally be found for 90 Caps. A
Scope can sometimes be had (when the weapon is Braced, double Base range on an Aimed shot) for as little as 50 Caps.

Sniper Rifle (Ranges listed do not include doubled Base Range for Aimed Shot with scope)
Name

Skill
SIZ/Enc
Cost
20mm AMR
Rifle
20x102mm
.50 AMR
1120 .50 BMG
Accuracy International
AS50
Rifle
.50 BMG
Barrett M82 .50
.50 BMG

Base Dmg
Ammo
-5
7d6

DEX Ranks/RoF

Special

Rng

Hands HP

Parry STR/DEX Mal Cap

20/S

800

17

No

11/7

99-00 5

Rifle

+0

3d10+4

2H

15

No

11/7

99-00 8

+0

3d10+4

2H

10

No

11/7

96-00 5/10

1800

Rifle

+0

Impaling 800 2H

15

No

11/7

96-00 10

1200

Shrapnel 3d6/2y
20/S

10/S

3d10+4

Impaling 800
Impaling

15/S

2H

800

1200
5

Barrett M82 .416


Rifle
1250 .416 Barrett
Barrett M110
Rifle +0
BMG
The Finger of God
Rifle +0
The Finger of God
Rifle +0
w/Silencer
Bozar
Rifle +0
5.56x45mm
Bozar Heavy Rifle
Rifle
1800 14x50mm Kurz
Chinese AMR-2
Rifle
700
12.7x108mm
Chinese JS Sniper Rifle
Rifle
7.62x54mmR
DCR Combat Sniper Rifle
Rifle
1500 7.62x51mm
DCR Enhanced Projectile
Rifle
7.62x51mm
Sniper Rifle
DCR Marksman
Rifle
7.62x51mm
DKS 501 Sniper Rifle Rifle +0
5.56x45mm
DKS 601 Sniper Rifle Rifle +0
6.8x43mm
DKS 701 Sniper Rifle Rifle +0
7.62x51mm
DKS 701S Silenced Rifle +0
7.62x51mm
Arkansas 701
Rifle +0
7.62x51mm
Heartbreaker
Rifle +0
7.62x51mm
Painkiller
Rifle +0
7.62x51mm
The Reservists Rifle Rifle +0
The Victory Rifle
Rifle
7.62x51mm
DKS 801 Sniper Rifle Rifle +0
Lapua
DKS 901 Sniper Rifle Rifle +0
H&H
Dragunov SVD
Rifle
7.62x54mmR

+0

2d12+3

3d10+4

15/S

20/S

5d6+4 15/S
5d6+4 15/S

Impaling 1000

2H

15

No

11/7

96-00 10

17

No

11/7

00

.50

15
15

No
No

11/7
11/7

00
00

10
10

5
5

10000 .50 Match


10000 .50 Match

Impaling125 2H

12

No

9/7

96-00 30

3.5

125

2H

12

No

13/7

96-00 30

3.5

2H

15

No

11/7

99-00 5

2H

12

No

7/5

97-00 5

125

2H

12

No

7/5

Impaling800 2H
Impaling 800 2H
Impaling 400 2H

2d6+2 15/B (15; Min 6)

800

1250

+0

3d6+5 15/B (15; Min 6)

Impaling

+0

3d10+4

Impaling 800

+0

2d6+4 15/S

+0

2d6+4 10/S/B (3)/A (12)

+10

3d6+5 15/S

Impaling

500

2H

14

No

7/5

97-00 12

3.5

1700

+0

2d6+4 10/S

Impaling

125

2H

12

No

7/5

97-00 12

3.0

1000

20/S

Impaling

150

Impaling

3.5

97-00 12

370
3.5

2d6+2 15/S

Impaling

125

2H

12

No

7/5

97-00 6

250

2d6+3 15/S

Impaling

150

2H

12

No

9/5

97-00 3

3.5

225

2d6+4 15/S

Impaling

150

2H

No

7/5

97-00 5

3.5

300

2d6+4 15/S

Impaling

100

2H

No

7/5

94-00 5

3.5

645

2d6+4 15/S

Impaling

150

2H

No

7/5

00

3.5

600

2d8+4 15/S

Impaling

150

2H

12

No

7/5

00

3.5

600

2d8+4 15/S

Impaling

150

2H

12

No

7/5

97-00 5

3.5

500

2d6+4 5/S
+0
2d6+4 15/S

Impaling 75 2H
12
Impaling 150

No
2H

7/5
16

97-00 3
No
9/5

2d8+4 15/S

Impaling

180

2H

12

No

9/5

97-00 3

3.5

225

.338

2d8+3 15/S

Impaling

180

2H

12

No

9/5

97-00 3

3.5

250

.375

2H

12

No

7/5

3.5

300

+0

2d6+4 15/S

Impaling

150

3.5
500
94-00 5

97-00 10

7.62x51mm
3.5
450

Communist Rifle
7.62x51mm
The Peoples Dragunov
7.62x54mmR
Gauss Sniper Rifle
Rifle
EC + MFC
Gepard M-1
Rifle
12.7x108mm
Gepard M-4
Rifle
12.7x108mm
H&K PSG1 7.62x51mm
7.62x51mm
H&K PSG1 7.62x54mmR
7.62x54mmR
H&K Tactical Sniper Rifle
.308 Winchester
H&K MSG90A1
7.62x51mm
Patience
7.62x51mm
Marksmans Carbine Rifle
5.56x45mm
All American
Rifle
5.56x45mm
Norinco QBU-97
5.56x45mm
Norinco Type 203 Gauss
2mm EC + MFC
OSV-96 AMR
Rifle
12.7x108mm
PGM Hcate III AMR Rifle
.50 BMG
Remington M24
7.62x51mm
Revolver Sniper Rifle Rifle
Winchester
Springfield Armory
M14 DMR
Rifle
7.62x51mm
M-21
Rifle
7.62x51mm
M-25
Rifle
7.62x51mm
White Feather Rifle
7.62x51mm

Rifle

+0

2d6+4 15/S

Impaling

150

2H

12

No

7/5

99-00 8

3.5

800

Rifle

+0

2d8+4 15/S

Impaling

150

2H

12

No

7/5

97-00 10

3.5

450

+0

3d6+6 15/S

1000 2H

15

No

13/7

99-00 3 (24) 3

500

2mm

+0

3d10+4

35/S

Impaling

800

2H

15

No

11/7

00

650

+0

3d10+4

15/S

Impaling

800

2H

15

No

11/7

91-00 5

1500

Rifle

+0

2d6+4 15/S

Impaling

150

2H

12

No

7/5

91-00 10

3.5

370

Rifle

+0

2d6+4 15/S

Impaling

150

2H

12

No

7/5

91-00 10

3.5

370

Rifle

+0

2d6+4 15/S

Impaling

150

2H

12

No

7/5

91-00 10

3.5

300

Rifle

+0

2d6+4 15/S

Impaling

150

2H

12

No

7/5

97-00 5

3.5

500

Rifle

+0

2d6+4 15/S

Impaling

75 2H

15

No

7/5

99-00 5

3.5

1000

+0

2d6+2 10/S

Impaling

125 2H

12

No

7/5

99-00 20

1040

+0

2d6+2 10/S

Impaling

125 2H

12

No

7/5

99-00 20

1180

Rifle

+0

2d6+2 10/S

Impaling

125

2H

12

No

7/5

97-00 10/15 3

1200

Rifle

+0

3d6+6 15/S

Impaling

1000 2H

10

No

13/7

91-00 3 (24) 3

3000

+0

3d10+4

20/S

Impaling 900

2H

15

No

11/7

99-00 5

1300

+0

3d10+4

20/S

Impaling 400

2H

15

No

11/7

96-00 8

1120

Rifle

+0

125 2H

12

No

7/5

00

3.0

400

+0

2d6+4 15/S

Impaling

99-00 6

2.0

600

.308

+0

2d6+4 10/S

Impaling

+0

2d6+4 10/S

+0
+0

Impaling

2d6+4 15/S

Impaling

80 2H

14

No

9/5

150

2H

12

No

7/5

96-00 20

3.5

750

Impaling

175

2H

12

No

7/5

98-00 20

3.5

800

2d6+4 10/S

Impaling

175

2H

12

No

7/5

99-00 20

3.5

800

2d6+4 10/S

Impaling

200

2H

12

No

7/5

00

3.5

1000

20

The Old Lady Rifle +0


7.62x51mm
SSG-82 Rifle
Rifle +0
5.45x39mm
SSG-3000
Rifle +0
7.62x51mm
Tiger Siberian
Rifle +0
Winchester
Unique Alpine TPD-1 Rifle +0
5056x45mm
VSS Vintorez
Rifle +0
9x39mm SP5
Weston Arms
Rifle +0
EC + MFC
Gauss Rifle Mk II
West-Tek X277 Viper
Rifle
1500 2mm EC + MFC
Zastava M76 Sniper Rifle
Rifle
7.92x57mm

2d6+4 20/S

Impaling

225

2H

No

7/5

99-00 20

3.5

250

2d6

10/S

Impaling

100

2H

10

No

7/5

97-00 5

3.0

155

2d6+4 15/S

Impaling

125 2H

12

No

7/5

00

3.0

390

2d6+4 15/S

Impaling

150

2H

12

No

7/5

99-00 3

3.5

380

2d6+2 15/S

Impaling

125

2H

12

No

7/5

97-00 6

260

1d8

10/S

Impaling

2H

12

No

5/5

96-00 10

3.0

700

4d6+6 15/S

Impaling

1000 2H

15

No

13/7

99-00 3 (24) 3.0

600

1000 2H

15

No

13/7

99-00 15 (120)

3.5

2H

12

No

7/5

97-00 5

340

50

+0

4d6+6 15/S

Impaling

+0

2d6+4 15/S

Impaling

150

3.5

.308

2mm

The 20mm Anti Material Rifle is a beast, designed before the War to destroy light vehicles, parked aircraft, and other high-value targets. Its
20x102mm HE rounds are fully capable of taking down super mutants, Powered Armor or deathclaws. It feeds from a 5-round box Magazine
(200 Caps when available), is equipped with an oversized muzzle break to reduce recoil, and a Scope to allow it to make precision shots (when
the weapon is Braced, double Base range on an Aimed shot). The .50 AMR is the smaller cousin of the 20mm. It is a bolt-action .50 caliber
sniper rifle with a 3x Scope (when the weapon is Braced, double Base range on an Aimed shot) and an 8-round Magazine (300 Caps when
available). A Custom Bolt (600 Caps) allows it to fire once per round, while Carbon Fiber Parts (1100 Caps) reduce the ENC to 4. A Suppressor
(500 Caps) reduces the sound signature, requiring a Hard Listen check to pinpoint the location of the operator.
The AS50 is a .50 BMG sniper/anti-materiel rifle manufactured by British firearms producer Accuracy International. It enables operators to
engage targets at very long range with high accuracy using explosive or incendiary ammunition. The weapon employs a gas operated semiautomatic action and muzzle brake, allowing for lower recoil than bolt action .50 rifles, and faster target acquisition. The rifle is highly
transportable, ergonomic and lightweight. It can be disassembled in less than three minutes and serviced without tools.The AS50 was
designed for the British Armed Forces and United States Navy SEALs, employed due to its high rate of fire (five rounds in 1.6 seconds). This
high rate of fire is due mostly to the floating barrel and the lightweight titanium frame. The rifle has an accuracy of 1.5 MOA. The barrel is
free-floating. The two-part machined steel receiver features an integral accessory rail for mounting optical sights. Two additional rails are
mounted on the sides of the short barrel shroud. An adjustable bipod and rear support leg/hand grip allow for stable shooting. This weapon can
accurately engage targets at a range of 1,600 yards. 5-round Magazines are 150 Caps, while rare 10-round Magazines are 300 Caps.
The Barrett M82 is a semi-auto .50 BMG sniper platform. Several units of the US Army, Marines and National Guard used the rifle for a variety
of anti-material functions, counter sniper work, and blowing up mines. Several of the older model, issued mainly to National Guard units,
showed up in the Wasteland over the years. The 10-round Magazines are scarce, running 200 Caps each when they can be found, while the 5round clip, originally used for a different model, go for 100 Caps each. Extremely rare 20-round Magazines sell for 300 Caps. Some confusion

may be had when using the Barrett, as the .416 Barrett uses the same Magazines, but a barrel of a different diameter. The .416 Barrett round
doesnt have the punch of the .50 BMG round, but retains its energy at a longer distance. This makes it well suited to extreme-long-range
sniping. The M110 is a bolt-action .50 BMG rifle, built on a similar frame. It is more robust, less prone to jams, and cheaper to purchase, but it
is also slower to fire. It uses the same standard Barrett magazines as the M82. Two custom-painted Barrett M107A1 rifles are lost somewhere
in the Wasteland. Each bears a copy of Michelangelos The Creation of Adam hand-painted on either side of the receiver. Other selections
from the Sistine Chapel are also painted along the rest of the rifle and magazine. The barrel, bipod, stock and scope, along with all other
metal surfaces are plated in gold. One version is found hidden in Evergreen Mills, while a second, with integral Silencer (1/2 Range, forces a
Listen check to determine that a weapon has been fired, and a Hard Listen check to identify the direction and distance of the shooter) is in a
footlocker in the Capitol Building. Either of these amazing weapons is deadly in the hands of a competent sniper. With a Rifle skill of under 80,
the user gains +5 to Critical Chance and +10 to Special Success Chance. With a Rifle skill of 81-99, the user gains +8 to Critical Chance and
+30 to Special Success Chance. Finally, with a Rifle skill of 100 or more, any successful shot is considered a Special Success, the user adds
+15 to Critical Success Chance. .50 Match rounds are 8 Caps, and give full performance. Any of these weapons can also use the .50 BMG
rounds found in the Wastes, which, if available without Links, are only 6 Caps. These rounds negate the Critical/Special Success bonuses of
the Finger of God rifles.
The Bozar was sold as a sniper platform, even though it is an auto-fire only weapon. The weapon is designed to fire a 15-round burst with
each pull of the trigger. Due to the extremely high rate of fire, the long, heavy barrel, the weight of the weapon itself, the reciprocating action,
and the recoil-dampening shock absorption system built into the stock, all 15 rounds are usually headed downrange before the operator
notices any recoil or barrel rise. This incredible system comes at price, however, as the weapon is heavy, bulky, and requires regular
maintenance, more so than the average sniper rifle. The magazines for the Bozar are STANAG 30 round magazines (260 caps when available),
though any magazine that will fit the feed well can be used. The extremely-powerful Bozar Heavy Rifle is a modified Bozar action with a
14x50mm Kurz receiver and barrel. The recoil buffere system has been beefed up to handle the pressure of the 14mm ammunition, making
this a devastating weapon in the hands of a competent shooter. Magazines are rare, and run about 300 Caps each.
The Chinese AMR-2 is chambered for the 12.7x108mm rounds used in Chinese heavy machine guns. The round is rare, despite the Chinese
invasion of the Capitol, so the weapon is considered less valuable to those who use such rifles. Still, in the hands of a decent marksman, it can
be a devastating weapon.Magazines (rare) run 140 Caps. The Chinese JS is a non-licensed copy of the Zastava M76, but chambered for the
7.62x54mmR round used in the M91. Replaced in service by the Type 79, the JS (Type 76) was still found with second-line units and militia,
and was reissued to front line troops as resources ran thin during the War. Those found in the Capitol Wasteland are generally among these
reissued weapons. Magazines are about 70 caps, when available.
The DCR Combat Sniper Rifle is actually an H&K G3SG/5, based on the G3A3. The weapon is laid out like a .308 Combat Rifle with a wireframe collapsing stock and Bayonet housing in the forward handgrip. The MSG/5 Marksman Sniper Rifle is similar, but lacks the Combat Sniper
Rifles Bayonet housing and the automatic fire capability. With a semi-auto only action, it cant lay down suppressive fire, but it does its job
fairly well. A heavily modified version of the weapon was also produced, the MSG-X Enhanced Projectile Sniper Rifle. It uses standard .308
rounds fired from a longer-barreled Combat Sniper Rifle, but includes a maser system that tracks and fires upon the round as it leaves the
barrel, causing the round to accelerate like a rocket. This increases velocity even as the rounds mass is ablated, resulting in higher damage
within the same range envelope. The Enhanced Projectile Sniper Rifle is not able to use a bayonet. All of these weapons include a Scope, and
use the same 12- round Magazines, which cost around 50 Caps when available. The series was undergoing tests with the 75 th Ranger Battalion
when the War began, and all examples found in the D.C. area are from those issued to the Rangers.

The DKS 501 is based on the venerable DKS 701 platform, rechambered for the .223 Colt round. It includes an integral Red Dot Telescopic
Sight specially made for the rifle (Base Range is x4 on Aimed Shot). The 601 is the same rifle, chambered in 6.8x43mm Remington, and was
never very popular. Few have survived. The 701 is the .308 Winchester rifle from which the 501 derives. The 701 has longer range and
greater lethality, but is a heavier weapon that uses heavier ammunition. Magazines run about 50 Caps when available, for either the 501 or
701. A detachable Suppressor can sometimes be found for sale (Hard Listen check to identify the sound of firing as a gunshot, but halve Base
Range) for around 250 Caps. Also found in the Wasteland from time to time is a set of Carbon Fiber furniture for the rifle (1000 Caps, reduces
EV to 2.5, raises HP to 15). The 701S is an integrally-silenced version, which sacrifices range for stealth (Hard Listen check to identify the
sound of firing as a gunshot). Arkansas 701 is a well maintained, rebuilt version of the standard DKS 701. The weapon has been hand
engraved with I will execute great vengeance upon them with furious rebukes on one side of the barrel, and I shall lay my vengeance upon
them on the other. The weapon also has 32 notches cut into the stock, in groups of five. The weapon allows the shooter to roll a Bonus Die
at the cost of 1 MP for each shot. The Heartbreaker is a winterized DKS 701 with a long barrel and heavy barrel shroud factory tuned and
optimized for .308 Winchester factory loads. The barrel length optimization allows for the complete burning of the powder in the .308
Winchester shell, giving the gun a higher damage rating. The Tuner has an adjustable length, and so can be tuned for hand loads as well. This
causes there to be less vibration on a shot, making the weapon far more accurate (Aim bonus is 15% of skill per 5 DEX Ranks, rather than 10%
of skill). The weapon was used during the Liberation of Alaska, and is found in the VSS Armory. Painkiller is a similar rifle, without the
winterization of Heartbreaker, found in the basement of the Autoplex. It has the same Tuner installed, but is not as robust as the Heartbreaker.
The Gobi Campaign scout rifle is a unique sniper rifle found in the Wheaton Armory. It was used by the United States Armed Forces in the Gobi
Desert military campaign in China before the War. The scout rifle is coated in a desert camouflage with a black rubber eye-piece on the scope
and comes pre-equipped with an extended magazine, a slightly shorter barrel and a maintenance kit stored in the stock. It holds 6 rounds in
its Magazine, the only 6-round DKS 701 Magazine known to be in the Capitol Wasteland. It also has the Carbon Fiber furniture modification
already equipped. It adds +5 to Critical Chance, and +10 to Special Success chance, on Aimed shots, and its Critical damage is 30 + 2d6,
rather than 22+2d6. The Reservists Rifle is an interesting piece. Found at the Dickerson Tabernacle Chapel, the weapon is in the hands of a
crazed traveler who takes pot-shots at passersby. It uses a modified, 3-round internal magazine, and will not accept normal DKS 701
Magazines. The action has been modified, however, to allow the Reservists Rifle to fire all 3 shots in a single round. The strain on the normal
701 receiver would be too great, so the Reservists Rifle has a stronger, forged receiver that makes it much more robust. In addition, the
weapon is integrally silenced and equipped with a suppressor (Special Success needed on a Listen check to determine that a weapon has been
fired). The Victory Rifle is another unique Sniper Rifle that is found inside a locked (Very Hard) locker in the Sniper Shack overlooking
Rockbreakers Last Gas from a hill to the west. The gun has a modified receiver, chamber, and action that retards passage of the bullet for just
a moment after the round discharges, allowing the chamber pressure to rocket up to extreme levels before the round is forced down the
barrel. This necessitates strengthening the action quite a bit, resulting in a robust weapon that can take much more abuse than a standard
DKS 701. In addition, the weapon causes Knockback, but only scores a Critical Success on 3% of the users skill. The DKS 801 is a .338 Lapua
Magnum version of the weapon that can occasionally be found in the Capitol Wasteland. Magazines run 50 Caps, as with the 501 and 701.
The DKS 901 is a .375 H&H Magnum monstrosity that can rarely be found, but packs a mean punch. Again, Magazines are 50 Caps each.
The Dragunov SVD (Dragunovs Sniper Rifle) is a Soviet design that served as the main sniping platform for Russian forces for almost 100
years. A large number of them made their way across the Atlantic to the Capitol Wasteland, but at least as many were in use by the Chinese
as the Type 79 Sniper Rifle. Due to the manner in which they were issued, the 10-round, 7.62x54mmR Magazines are often available, and go
for a low price of 20 Caps. The rifle was issued with a PSO-1 Telescopic Sight (x2 Base Range on Aimed shots, passive IR detection). Many still
have their clamp-style Bipod (+10 to Aimed shots), which generally run about 50 Caps when available. The so called Communist Rifle found
in the VSS Armory is a Chinese-made Type 79, a copy of the Dragunov rechambered for the 7.62x51mm NATO round used by American Sniper

in Alaska. It has an eight-round proprietary Magazine, and will accept no other. Found in the Drainage Chamber that is the source for signal
Sierra Romeo, the Peoples Dragunov is also a unique Chinese Type 79. The weapon has a slightly-longer barrel, and allows the powder from
the 7.62x54mmR rounds to fully combust, increasing the damage by 25%. It also has synthetic furniture, rather than the wood used in former
Soviet models. The scope and Magazines are still identical to those of the normal Dragunov.
The Gauss Sniper Rifle is a magnetic acceleration coil gun that fires a 2x45mm EM Projectile at several times the speed of sound. Like all
2x45mm EC weapons, any armor struck is at 80% of its normal value against the round. It uses 8 charges from a Micro Fusion Cell for each
shot, along with one 2x45mm EM round. The magazine for the weapon has a slot for the Micro Fusion Cell and the three 2mm EM rounds.
Only one example of this weapon exists in the Capitol Wasteland, and it is currently in the VSS Bunker near Baileys Crossroads Metro. No
other magazines for the weapon are known to still exist in the area, though the weapon does share magazines with the Weston Arms Gauss
Rifle Mk II. The range does not account for the weapons built-in Scope.
The Geprd anti-materiel rifle is a Hungarian weapon designed to destroy unarmored and lightly armored targets. This long range, large
caliber rifle has high accuracy as well as high muzzle velocity. The Geprd originates from World War I anti-tank rifles developed by the
Germans to damage armored vehicles. In 1987 the Hungarian army sought to obtain a compact, mobile weapon that could damage lightly
armored targets. The project, led by Ferenc Fldi (Institute of Military Technology of the Hungarian Peoples Army), culminated in the creation
of the Geprd.The M1 was the first Geprd rifle to enter service. It features a long barrel for increased accuracy, a skeleton stock to reduce
weight, and used the heavy 12.7 x 108 mm Soviet cartridge. However, the rifle is complicated to reload. The M1 fires only one shot and then
has to be manually reloaded. To do this, the user has to rotate, pull back, remove the grip assembly (whose shape resembles a signal-flare
handgun), and insert another cartridge. This tedious task takes time to master and slows the weapons rate of fire. Other difficulties such as
high recoil also plague the M1. The recoil problem was solved with the addition of a barrel that recoiled back after each shot. The design was
inspired by artillery cannons, which face the same impediment. Still, the Geprd rifles need specially made, high-strength telescopic
gunsights. The Geprd M-5 is a semi-automatic, magazine-fed version of the rifle. The 5-round Magazines run about 100 Caps, if they can be
found at all. Geprds found in the Capitol Wasteland are usually weapons brought over by Hungarian forces of the relief effort to liberate
Washington from the Chinese.
The PSG1 is a semi-automatic sniper rifle designed by the German company Heckler & Koch. In addition, the rifle was licensed for local
production in Pakistan by Pakistan Ordnance Factories (POF) as the PSR-90 and Mexico by SEDENA as the Morelos Bicentenario.The PSG1 is
mechanically based on the G3 rifle and features a low-noise bolt closing device (similar to the forward assist on many M16 rifles). Its shot-toshot variation is expected to be better than 1 minute of angle (MOA) with match ammunition. PSG1s were not supplied with iron sights but
came equipped with the Hensoldt ZF6x42PSG1 scope with an illuminated reticle. The scope has a built-in range adjustment feature which can
be adjusted from 100 to 600 m.It has a heavy free-floating barrel with polygonal rifling and an adjustable stock. The stock is of high impact
matte black plastic and has a high degree of adjustment. It is adjustable for length, and includes a pivoting butt cap and a vertically-adjustable
cheekpiece. The forend is fitted with a T-way rail for sling swivel or tripod.The rifle also features a removable and adjustable trigger unit, for
further individual fitting of the rifle. The trigger pull can be modified and the whole assembly is removable from the pistol grip. The pistol grip
is of a target-style with an adjustable palm shelf. The weapon is usually found with a 10-round magazine (20 Caps), but can also use a 5-round
(10 Caps) or 20-round (50 Caps) Magazine, or even a 50-round Drum Magazine (100 Caps, and rare). Another notable characteristic of the
PSG1 is that after firing, the cartridge casing is ejected with substantial force, reportedly enough to throw it approximately 10 meters to the
side (SVD rifle also has a similar tendency). The brass is also difficult to find for clearing the area of usage marks afterwards, due to the wide
area in which it could have landed. Not only does this rifle eject brass some distance, but it crimps the casing severely, meaning most casings
cannot be reused. The rifle is usually found chambered for the original 7.62x51mm NATO round, though some in the Capitol Wasteland are

Russian-issue weapons chambered for 7.62x54mmR. The Tactical Sniper Rifle is a PSG1 variant that was tested against the DKS series rifles
when the US was looking for a replacement Sniper system. The weapons were chambered for .308 Winchester, and designed to handle the
higher chamber pressures generated by most .308 loads. The DKS 701 won the competition, but the performance and potential magazine
capacity of the Tactical Sniper Rifle caused some Special Ops units and law enforcement departments to acquire a number of these weapons,
making them a regular find in the post-War wastes. They can use all the same Magazines as the standard PSG1.
The Heckler and Koch MSG90A1 is the military version of the PSG90 developed for the Bundswehr after losing the US military trials for a new
DMR. A number of them were in use by the FBI Hostage Rescue Team based out of Quantico, Virginia, and so have made their way to the DC
area. A quality weapon, it has a harmonically-tuned barrel with an extra muzzle weight to reduce barrel whip (+15% of Skill per Aim action),
and comes with a low-signature Flash Hider (Hard Spot check to see the rifle fire at night). A Mil-Standard rail is used to hold the 10x scope
(when the weapon is Braced, Triple Base range on an Aimed shot). A Silencer can sometimes be found, running about 100 Caps, which screws
on in place of the Flash Hider (forces a Listen check to determine that a weapon has been fired, and a Hard Listen check to identify the
direction and distance of the shooter). Patience is a unique, Silenced version of the MSG90A1, with camouflage furniture of newer synthetics.
It is more robust, and better tuned (Critical Damage is 18 Armor/3d6 Target). Most of the MSG90A1s in the Capitol Wasteland are found with a
five-round Magazine (20 Caps), though a few 10-round (50 Caps) and even 20-round (120 Caps) Magazines have turned up. The Holy Grail of
Magazines for the MSG90A1 is a 50-round Drum Magazine, and if found, would sell for around 300 Caps.
The Marksmans Carbine is a DMR-version of the M-4 Carbine, equipped with a x2.86 Scope and using 20-round STANAG Magazines (100 Caps
for the 20-round Magazine, 260 Caps for the 30-round Magazine). Most parts are interchangeable with the M-4, the AR-15, AR-16, and M-16. A
unique version, found in Vault 106, is the All American, with woodland camouflage and a higher powered, x3.5 magnification, scope. The
weapon has a modified magazine well designed to accept Chinese Type 93 Magazines (20 Caps each, widely available) or STANAG Magazines.
It also bears the distinctive 82ndAll-American Airborne division insignia. The All American adds +5 to Critical Range and Special Success
Range on Aimed shots.
The Norinco QBU-97 is a rare, and expensive, Chinese-made bullpup-configured DMR, based on their QBU-88. Modified to use the US
5.56x45mm NATO round, the weapon feeds from proprietary 10 or 15 round magazines (10-round Magazines are around 100 Caps, 15 round
Magazines are around 200 Caps). It originally included a Bipod (+10 to Aimed shots, 75 Caps when available), back-up iron sights, and a 39x40 Scope (when the weapon is Braced, double Base range on an Aimed shot). A kit for converting the weapon to use STANAG Magazines
can sometimes be found for around 250 Caps.
The Norinco Type 203 is a copy of the American Gauss Sniper Rifle used in the Alaskan Reclamation. Stolen from manufacturing facilities in
Germany, the Gauss Rifle was quickly produced for use against US Powered Armor units, and was very effective. Luckily for the US, the
weapon was rushed into production, and suffered for it. It is less reliable and less robust than the original, which makes them extremely rare
in the Capitol Wasteland. The Magazines for the weapon are designed such that they will not fit the American Gauss Rifles, while the
magazine well on the Type 203 will accomadate the American Magazines. Each Magazine holds three rounds of 2mm EC and a single Micro
Fusion Cell.
OSV-96 is a Russian heavy semi-automatic sniper rifle chambered for the 12.7 x 108 mm round. The rifle is capable of engaging infantry at a
distance of up to 1800 yards and can combat material targets at ranges up to 2500 meters. As an effective anti-sniper weapon, the OSV-96
keeps the shooter outside of the effective range of conventional calibers providing a distinct advantage over lower caliber rifles. The OSV-96
folds in half in between the barrel/chamber and receiver compartments to shorten its length for ease of transportation. The rifle features a

free-floating barrel in combination with a large muzzle brake to greatly decrease its recoil. Several of these weapons made their way across
the ocean with Russian forces trying to liberate Washington from the Chinese. Magazines run about 180 Caps.
The PGM Hcate III AMR is a French .50 caliber bolt-action rifle. This modern upgrade of the Hcate II has an 8-round box magazine and
attached scope. Carbon-Fiber Furniture for the rifle is rare (440 Caps), but brings the rifles Enc to 3.25. A Suppressor (500 Caps) can be
attached, reducing the range at which the rifle may be heard (it is NOT silenced). A Custom Bolt, if one can be found (600 Caps), will allow the
firing of one shot per round. Magazines are sold for around 150 Caps.
The Remington M24 Sniper Weapon System (SWS) is the military and police version of the Remington 700 rifle, M24 being the model name
assigned by the United States Army after adoption as their standard sniper rifle in 1988. The M24 is referred to as a weapons system
because it consists of not only a rifle, but also a detachable telescopic sight and other accessories.The M24 SWS has the long-action bolt
version of the Remington 700 receiver but is chambered for the 7.62x51mm NATO short-action cartridge. The long-action allows the rifle to
be re-configured for a dimensionally larger cartridge.The M24 originally came tapped for the Leupold Ultra M3A 1042mm fixed-power scope,
which came with a circle-shaped mil-dot glass-etched reticle. This was later replaced in 1998 by the cheaper Leupold Mk 4 LR/T M3 1040mm
fixed-power scope with an elongated-shaped mil-dot wire reticle. The M24 was replaced by the M110, which was subsequently replaced by the
DKS series. Many were supplied to police departments, others to civilians, and still others were placed in armories against future need. This
makes the weapon fairly common among hunters and snipers throughout the Capitol Wasteland. A conversion kit (50 Caps) can rarely be
found that converts the weapon to use a 10-round detachable box Magazine (25 Caps when they can be found).
The Revolver Sniper Rifle is a Weston Arms .308 Magnum six-shot revolver with a shoulder stock, bipod, and Scope. Range modifier for the
scope is already factored in to the stats, while bonuses for the Bipod and Stock (Bracing Bonus) are not. The parts are interchangeable with
the normal .308 Magnum.
The United States Marine Corps Designated Marksman Rifles a Springfield Armory Match Grade M14 issued to US Marine Corps units after
several After-Action Reports showed that current service rifles could not successfully engage the enemy at long distances. TheM14 DMRis a
semi-automatic, gas-operated rifle chambered for the 7.62x51mm NATO cartridge. The DMR was issued with match-grade M118LR 175-grain
Long Range ammunition. The DMR design facilitates repairing or replacing of the sight mount, barrel, bolt, and other key assemblies at the
third echelon maintenance level. The USMC Precision Weapons Section at Marine Corps Base Quantico built all DMRs.Most of the parts are
common with the standard M14, so a number of these have survived the War intact. They use the same 20-round Magazines as the M14 (50
Caps when available), and were issued with a LeupoldMark 4 Scope(when the weapon is Braced, double Base range on an Aimed shot), but the
Picatinny rail allows for a number of sighting systems to be used. Due to the proximity to Quantico, a number of these have turned up in the
Capitol Wasteland. One currently reside in the Foundry of Evergreen Mills. The M21 is a similarly-modified M14 designed as a Sniper Rifle
when the M14 was the Battle Rifle of the US Military. These modifications give it slightly better range than the M14 DMR, but similar
performance. Almost all parts are shared between the two rifles. Few of these have survived the War, but most assume that any M21 found is
either an M14 DMR or an M25. Again, the same Magazines (50 Caps) are used, and a Bausch& Lomb Tactical 1040 Scope is mounted on the
rifle (when the weapon is Braced, double Base range on an Aimed shot). The M25 is a recreation of the M21, designed to replace the stop-gap
M14 DMR. Like the M21, almost all parts are compatible with the M14/M14 DMR, including the Magazines (50 Caps) and Bausch & Lomb Scope
(when the weapon is Braced, double Base range on an Aimed shot). The White Feather is a unique M25, once commercially sold as a hunting
rifle. The only one known to exist in the Capitol Wasteland is in the evidence locker of the Germantown Police Station. It is virtually the same
as the M25 military model, but in better condition than any currently in the Wasteland. The weapon is equipped with the military-grade
Bausch & Lomb Scope (when the weapon is Braced, double Base range on an Aimed shot), and uses the same 20-round box Magazines (50

Caps), but has a Bipod (+10 to Aimed shots), and all the parts have been custom-machined for fit and finish, allowing it to add +15% of userskill for each Aim action, and +5 to Critical range and +10 to Special range with all Aimed shots. The weapon known as The Old Lady is a
modified/hybridized bolt-action M1903 mated to an M14s barrel, magazine well, and forend. The weapon is held together with screwed-on
plates, brackets, duct tape, bailing wire, and hope. A Custom Combat Knife is wired/taped to the barrel as a bayonet, and a Leupold Mark 4
Scope (when the weapon is Braced, double Base range on an Aimed shot) has been attached using an improvised optics mount. The whole
looks as if it could fall apart by being breathed on too heavily, but it does the job. All shots fired are rolled with a Bonus Die, and Special/Crit
ranges are 30%/10% of skill, respectively. The weapon is currently for sale at the Excalibr Shop in Anacostia, across from Rivet City.
The Scharfschtzengewehr 82 (SSG 82) or Sharpshooters Rifle, 82 is a rifle chambered in the 5.45x39 Soviet cartridge built in Germany in
the early 1980s. The design is reminiscent of a European-style biathlon rifle, but lacks a sling attachment. The shape of the stock makes it
uncomfortable to use in the prone position, the small caliber would make the rifle a poor choice for most hunting scenarios, and its lack of
shared design characteristics with any other military or police rifle makes it hard to repair and maintain. It is equipped with a 4-power Scope
(when the weapon is Braced, double Base range on an Aimed shot)made by Zeiss Jena (in the original Zeiss plant that was captured by the
Soviets at the end of WWII) which is numbered to the rifle and mounted using a quick detachable base. The weapon feeds from a 5-round
internal magazine. Those found without their scope are slightly cheaper (155 Caps, rather than 205), and the rifle often has its Scope
removed for use on a better weapon.
The SIG-Sauer SSG 3000 is a bolt-action, magazine fed 7.62x51mm NATO sniper rifle. It was developed in Switzerland and Germany by SIG
Sauer and is well renowned for its high quality. It was a common law enforcement sniper rifle in both Europe and the United States. It feeds
from a removable 5-round internal magazine.
The Tiger Siberian is a custom weapon designed by Manchester Arms. It uses Manchesters proprietary nanotechnology to allow the rifle to
convert normal .308 rounds into incendiary rounds. Such rounds cause normal damage, but then burst into flame on contact with tissue (will
not flame when striking a robot, or if they do not penetrate armor). Flame damage is 1d6 per round for 1d6 rounds.
The Unique Alpine TPD-1 was a modular, 5.56x45mm NATO, tactical applications precision sniper rifle made in Bavaria/Federal Republic of
Germany, based on the TPG-1. This rifle was part of the equipment of the Hungarian police. The TPD-1 is a modular design, based on a
specially designed action with three-lug rotating bolt. The action is securelybedded to a short aluminium block, which then receives the
detachable forendand buttstock units. The top of the action is fitted with integral Picatinnyrail for rapid scope mounting. The buttstock is made
from polymer and is fullyadjustable, and can be quickly removed from the bedding block for compactstorage and transportation, then securely
re-installed. The detachable forendis fitted with bipod rails at the bottom. Match-grade barrels are fluted and usuallyfitted with effective
muzzle brakes. Barrels are quick-detachable and can bereplaced by the shooter. The weapon feeds from a 5-round box Magazine (25 Caps if
they can be found), but can accept a 10 (50 Caps) or 15-round (100 Caps) Magazine.
The VSS Vintorez is a Russian design using their proprietary 9x39mm Subsonic rounds. Integrally-silenced, the weapon was known as the
Whisper in its day. The ten-round Magazines are hard to come by (75Caps each), as are the 9x39mm rounds. 20% of any rounds found will
be AP, however. The weapon can also make use of the 20-round Magazines of the AS-Val (around 200 Caps when available), while the 30round Vikhr Magazine runs a premium 200 Caps. The weapon comes with a Scope(when the weapon is Braced, double Base range on an
Aimed shot).

The Weston Arms Mk II Gauss Rifle is a magnetic acceleration coil gun that fires a 2x45mm EM Projectile at several times the speed of sound.
Like all 2x45mm EC weapons, any armor struck is at 80% of its normal value against the round. It uses 8 charges from a Micro Fusion Cell for
each shot, along with one 2x45mm EM round. The magazine for the weapon has a slot for the Micro Fusion Cell and the three 2mm EM
rounds. Only one example of this weapon exists in the Capitol Wasteland, and it is currently in the headquarters of Weston Arms, near Baileys
Crossroads Metro. The weapon shares magazines with the standard Gauss Sniper Rifle. The range does not account for the weapons built-in
Scope(when the weapon is Braced, double Base range on an Aimed shot).
The West-Tek X277 Viper Magnetic Rail Cannon is a prototype Rail Gun found in the Museum of Technology. Using 8 charges from a Micro
Fusion Cell, it can propel a 2mm Gauss Needle to several times the speed of sound, tio devastating effect. Heavy, akward, and extremely
costly, the Viper was never a production weapon. Several prototypes were created, and research based on them led to a useable Gauss
weapon for the Alaskan Offensive. One of these prototypes, a fully-functional unit with scope(when the weapon is Braced, double Base range
on an Aimed shot), magazine, and power rack for five Micro Fusion Cells, was on display at the Museum of Technology when the War began.
The weapon is still there, waiting for someone to find and use it.
The Zastava M76 is similar in concept to the Russian Dragunov SVD sniper rifle; a semi-automatic rifle using a full-power cartridge from a 10round magazine. However, the M76 is closer to the AK-47/RPK design than the Dragunov. Being derived from the AK design it is simple and
reliable, and like other Zastava AK-derivatives it is of high-quality manufacture. Accuracy is typically around 1.5 MOA, which is good for a
Kalashnikov design and entirely acceptable for the designated marksman role.Rather than being a Dragunov clone, it looks more like a
lengthened AK-47 with a heavier barrel, an impression strengthened by the separate stock and pistol grip rather than the Dragunovs
thumbhole combination stock. Instead of the Dragunovs 7.62x54mmR chambering it uses 7.92x57mm Mauser, making ammunition rare.
Magazines are about 70 caps, when available.
Assault/Battle Rifles
Name
AK-101
AK-107
AK-112

Skill
Cost

Ammo

5.56x45mm

Rifle

5.45x39mm

5mm Rockwell
AK-47
Rifle
7.62x39mm
AKS-47
7.62x39mm
AKM
Rifle
7.62x39mm
AKMS
Rifle
7.62x39mm
AK-74
Rifle
5.45x39mm
AKS-74
5.45x39mm

Base

Dmg

DEX Ranks/RoF

Special

Rng

Parry STR/DEX Mal Cap

SIZ/Enc

Rifle

+0

2d6+2 10/S or A (10) Impaling

90 2H

12

No

9/5

97-00 30

3.2

400

+0

2d6

10/S/B (3)/A (10)

90 2H

12

No

9/5

97-00 30

3.2

550

Rifle

+0

2d6+3 10/s or B (3) Impaling

2H

12

No

10/5

90-00 24

3.5

260

+0

2d6

10/S or A (10) Impaling

16

No

9/5

93-00 30

Rifle

+0

2d6

65 2H

14

No

9/5

+0

2d6

10/S or A (10) Impaling

80

2H

14

No

9/5

97-00 30

3.0

650

+0

2d6

10/S or A (10) Impaling

80

2H

14

No

9/5

97-00 30

2.8

700

+0

2d6

10/S or A (10) Impaling

90 2H

12

No

9/5

97-00 30

3.2

400

Rifle

+0

2d6

90 2H

12

No

9/5

Impaling

65

80
2H

10/S or A (10) Impaling

10/S or A (10) Impaling

Hands HP

3.5

93-00 30

97-00 30

500
3.5

3.2

500

450

AK-74M
5.45x39mm
AK-74M Kobra
Rifle
5.45x39mm
Iron Curtain
Rifle
5.45x39mm
AKSU
Rifle
5.45x39mm
The Cauterizer
5.45x39mm
AN-94 Abakan
Rifle
5.45x39mm
Armalite AR-15 Auto Rifle
5.56x45mm
AS-VAL
Rifle
9x39mm SP5
Beretta AR 70/90
1000 5.56x45mm
BRII Assault Rifle
1000 5.56x45mm
Enfield EM2 Janson Rifle
British
Enfield XL-70E3
5mm Rockwell
Enfield SA80 L85A2 Rifle
5.56x45mm
FG 42 Krieghoff
7.92x57mm
FG 42
Rifle
FG 42 Reproduction Rifle
7.62x51mm
FN-FAL
Rifle
7.62x51mm
FN-FAL HPFA (Full Auto)
7.62x51mm
FN SCAR-L Mk. 16
5.56x45mm
H&K 416 Carbine
5.56x45mm
H&K G3A3
Rifle
7.62x51mm
H&K G-11
Rifle
4.7x33mmC
H&K G36
Rifle
5.56x45mm

Rifle

+0

2d6

10/S or A (10) Impaling

90 2H

12

No

9/5

+0

2d6

10/S or A (10) Impaling

+0

2d6

10/S or A (16) Impaling

+0

1d10

10/S or A (10) Impaling

90 2H

12

No

9/5

97-00 30

3.2

560

90 2H

12

No

9/5

99-00 40

3.2

860

2H

12

No

9/5

97-00 30

2.5

330

Rifle

+0

1d10

2H

12

No

9/5

97-00 30

2.5

550

+0

2d6

10/S/B (2)/A (10)

90 2H

12

No

9/5

+0

2d6+2 10/S or A (10) Impaling

2H

12

No

10/5

90-00 20/30 3.0

500

+0

1d8

10/S or A (10) Impaling

40

2H

12

No

7/5

96-00 20

3.3

500

Rifle

+0

2d6+2 10/S/B (3)/A (12)

Impaling

2H

12

No

10/5

90-00 24

3.5

Rifle

+0

2d6+2 10/S/B (3)/A (15)

Impaling

90 2H

12

No

10/5

98-00 30

3.5

+0

2d6+4 10/S or A (20) Impaling

90

12

No

10/5

91-00 20

3.0

400

.303

Rifle

+0

Impaling 90 2H

12

No

10/5

3.0

750

+0

2d6+2 10/S or A (20) Impaling

90

12

No

10/5

91-00 30

Rifle

+0

120 2H

11

No

9/5

+0
+0

2d6+4 15/A (10)


2d6+4 15/A (10)

+0

2d6+4 10/S/B (3)/A (10)

Impaling

Rifle

+0

2d8+4 15/A (20)

Impaling

Rifle

+0

2d6+2 10/S or A (15) Impaling

Rifle

+0

2d6+2 10/S or A (15) Impaling

+0

2d6+4 10/S/B (3)/A (10)

Impaling

+0

2d6+2 10/S/B (3)/A (10)

Impaling

+0

2d6+2 10/S or A (15) Impaling

40

10/S or A (10) Impaling20


Impaling

2d6+3 10/S/B (3)/A (10)

2d6+4 15/A (10)

100

Impaling

Impaling
Impaling

90

2H

2H

97-00 30

97-00 30

90-00 20
3.0

91-00 20

3.2

500

550

400
3.0

350

500
450

.30-06

120 2H
120 2H

11
11

No
No

9/5
9/5

91-00 20
91-00 20

90

2H

14

No

10/5

96-00 20

3.0

400

2H

14

No

10/5

96-00 20

3.0

550

70

2H

12

No

10/5

98-00 30

3.5

900

90

2H

12

No

10/5

98-00 30

3.5

900

90

2H

14

No

10/5

98-00 20

3.0

500

100

2H

12

No

10/5

91-00 50

3.0

500

2H

12

No

10/5

98-00 30

90

90

3.0
3.0

3.2

3.5

950

H&K G36c
Rifle +0
5.56x45mm
Jessies G36c Rifle +0
5.56x45mm
Kelseys G36c Rifle +0
5.56x45mm
H&K G36e
Rifle +0
5.56x45mm
H&K G40 10mm
Rifle
3.0
500
10x25mm
Assault Rifle
H&K Tactical Assault Rifle
Rifle
3.5
500
5.56x45mm
H&K XM8
Rifle +0
5.56x45mm
IMI Galil
Rifle
5.56x45mm
LR-300 ML-N
Rifle +0
5.56x45mm
UBGL
GL
+0
40mm Grenade
M4 Carbine
Rifle +0
5.56x45mm
M4A1 Carbine
Rifle +0
5.56x45mm
Kelseys M4A1SD Tactical
Rifle
5.56x45mm
Kelseys M4A1 Carbine
Rifle
5.56x45mm
M4A1 SOPMOD
Rifle
5.56x45mm
M4A1 SOPMOD w/UBGL
Rifle
5.56x45mm
UBGL
GL
+0
40mm Grenade
M16A1
Rifle +0
5.56x45mm
M16A2
Rifle +0
5.56x45mm
Paint It Black
Rifle +0
5.56x45mm
M16 AR57
Rifle +0
5.7x28mm FN
M5 Assault Carbine Rifle +0
5mm Rockwell

2d6+2 10/S or A (15) Impaling

70

2H

12

No

10/5

98-00 30

3.5

900

2d6+2 10/S or A (15) Impaling

70

2H

12

No

10/5

98-00 30

3.5

1100

2d6+2 10/S or A (15) Impaling

70

2H

12

No

10/5

98-00 30

3.5

1150

2d6+2 10/S or A (15) Impaling

90

2H

12

No

10/5

98-00 30

3.5

1100

80

2H

12

No

7/5

97-00 30

90 2H

12

No

10/5

96-00 12/24/48

+0

1d10+2

10/S/B (3)/A (15)

+0

2d6+2 10/S/B (3)/A (12)

2d6+2 10/S/B (3)/A (15)


+0

Impaling

Impaling

Impaling

90 2H

12

No

10/5

98-00 30

3.5

1100

2d6+2 10/S or A (10) Impaling

90 2H

12

No

9/5

97-00 35

3.2

500

12

No

10/5

98-00 30

2H

12

No

7/5

2d6+2 10/S or B (3) Impaling


3d6/5r

25/s

70 2H

Knockback 20

3.75

1350

96-00 1

2d6+2 10/S or B (3) Impaling

70

2H

12

No

10/5

98-00 30

3.5

600

2d6+2 10/S or A (15) Impaling

70

2H

12

No

10/5

98-00 30

3.5

800

+0

2d6+2 10/S or A (15) Impaling

70

2H

12

No

10/5

98-00 30

3.5

1190

+0

2d6+2 10/S or A (15) Impaling

70

2H

12

No

10/5

98-00 30

3.5

840

+0

2d6+2 10/S or A (15) Impaling

70

2H

12

No

10/5

98-00 30

3.5

1500

+0

2d6+2 10/S or A (15) Impaling

70 2H

12

No

10/5

98-00 30

3.5

1545

2H

12

No

7/5

96-00 1

3d6/5r

25/s

Knockback 20

2d6+2 10/S or A (15) Impaling

90

2H

12

No

10/5

96-00 30

3.5

800

2d6+2 10/S or B (3) Impaling

90

2H

12

No

10/5

96-00 30

3.5

600

3d6+3 10/S or B (3) Impaling

90

2H

12

No

10/5

96-00 30

3.5

1200

2d4+2 10/S orA (25) Impaling

90

2H

12

No

10/5

96-00 50

3.5

300

2H

12

No

7/5

2d6+3 10/S/B (5)/A (12)

Impaling

60

90-00 24

790

R91 Assault Rifle


300
5.56x45mm
R91AS Alloy Steel
600
5.56x45mm
R91AS Winterized
Rifle
5.56x45mm
Freedom Fighter
450
5.56x45mm
R91SF Assault Carbine
400
5.56x45mm
R91C Infiltrator
400
5.56x45mm
Perforator
Rifle
5.56x45mm
Wanda
Rifle
5.56x45mm
Jessies Wanda
500
5.56x45mm
R91 Custom Modified Rifle
5.56x45mm
Crystal Waters R91 Rifle
5.56x45mm
R91-5
Rifle
5mm Rockwell
Rheinmetall M-72A Gauss
2mm EC + MFC
Ripleys Rifle
Rifle
4.7x33mmC
UBGL
GL
25mm Grenade
Ruger Mini-14
Rifle
5.56x45mm
Ruger AC566F
Rifle
5.56x45mm
Saiga 545 Auto
5.45x39mm
Sig SG 550
Rifle
5.56x45mm
Sig SG 552 Commando
600
5.56x45mm
Sig Sauer ACR
10.5 barrel Rifle
5.56x45mm
14.5 barrel Rifle
5.56x45mm

Rifle

+0

2d6+2 10/S/B (3)/A (12)

Impaling

90

2H

12

No

10/5

90-00 24

3.5

Rifle

+0

2d6+2 10/S/B (3)/A (12)

Impaling

90

2H

14

No

10/5

00

24

3.5

+0

2d6+2 10/S/B (3)/A (12)

14

No

10/5

00

24

3.5

600

Rifle

+0

3d4+2 10/S/B (3)/A (7)

Impaling

2H

14

No

10/5

00

28

3.5

Rifle

+0

2d6+2 10/S/B (3)/A (12)

Impaling

2H

12

No

10/5

96-00 24

3.0

Rifle

+0

2d6+2 10/S/B (3)/A (12)

Impaling

2H

12

No

10/5

91-00 24

4.5

+0

2d6+2 2, B (2) or A (12)

Impaling

75

2H

12

No

10/5

96-00 24

4.5

600

+0

2d6+2 10/S/B (3)/A (15)

Impaling

90

2H

12

No

10/5

99-00 30

3.5

500

Rifle

+0

2H

12

No

10/5

99-00 30

3.5

+0

3d4+2 10/S/B (3)/A (12)

Impaling

2H

16

No

10/5

00

40

3.8

960

+0

3d4+2 10/S/B (3)/A (15)

Impaling

90

2H

14

No

10/5

00

30

3.5

500

+0

2d6+3 10/S/B (5)/A (12)

Impaling

90

2H

12

No

7/5

90-00 36

300

Rifle

+0

150 2H

10

No

9/5

97-00 20

3.5

700

+0

2d6+2 10/S or A (20) Impaling

No

10/5

91-00 100

+0

By Type

+0

2d6+2 10/S or A (8) Impaling

10

No

10/5

96-00 20/30 3.5

275

+0

2d6+2 10/S/B (3)/A (10)

10

No

10/5

96-00 24

300

Rifle

+0

90 2H

12

No

9/5

97-00 30

3.0

250

+0

2d6+2 10/S/B (3)/A (10)

2H

12

No

10/5

96-00 30

3.5

700

Rifle

+0

70

2H

12

No

10/5

+0

2d6+2 10/S/B (3)/A (10)

Impaling

70

2H

12

No

10/5

96-00 30

3.5

800

+0

2d6+2 10/S/B (3)/A (10)

Impaling

90

2H

12

No

10/5

96-00 30

3.5

800

Impaling

2d6+2 10/S/B (3)/A (15)

90

2H

2d6

60
60

Impaling

90

110

2d6+4 10/s or A (6) Impaling

25/S

90

80

2H

By Type

20 90 2H

Impaling90

2H

10/S or A (10) Impaling


Impaling

2d6+2 10/S/B (3)/A (10)

12

90

Impaling

3.5

96-00 4

3.5

1200
-

96-00 30

3.5

18 barrel DMR
Rifle
800
5.56x45mm
Springfeild M-14 RifleRifle +0
7.62x51mm
SR-3M Vikhr
Rifle +0
9x39mm SP5
StG 44 Rechambered Rifle +0
7.62x39mm
StG 44 7.92x33mm Kurz
Rifle
7.92x33mm Kurz
Steyr AUG
Rifle +0
Steyr AUG-A3 SA NATO
Rifle
5.56x45mm
Type 56 Assault Rifle Rifle +0
5.45x39mm
Bayi
Rifle +0
5.45x39mm
Type 81 Assault Rifle Rifle +0
7.62x39mm
Type 93 Assault Rifle Rifle +0
5.56x45mm
Type 93 Modified
Rifle +0
5.56x45mm
Type 93B 5mm AR
Rifle +0
5mm Rockwell
Type 93X Xuanlong Rifle +0
5.56x45mm
Exhibit A
Rifle
600
5.56x45mm
Gypsy Assault Rifle Rifle +0
5.56x45mm
Rifle of Liberation Army
Rifle
500
5.45x39mm
Chinese Dragoon AR Rifle +0
5.56x45mm
QBZ-03
Rifle
525
5.8x42mm
QBZ-95
Rifle
570
5.8x42mm
USX Suppression Rifle
Rifle
800
5mm Rockwell
UBGL
GL
+0
40mm Grenade
Winchester M-2 Carbine
Rifle
.30 Carbine

+0

2d6+2 10/S/B (3)/A (10)

2d6+4 10/S or A (10) Impaling

Impaling
125

110 2H

12

No

10/5

96-00 30

2H

12

No

7/5

96-00 20

3.5

650

3.5

1d8

10/S or A (10) Impaling

40 2H

12

No

7/5

96-00 20

3.3

470

2d6

10/S or A (15) Impaling

70 2H

12

No

7/5

90-00 30

3.5

400

+0

2d6

70

2H

12

No

7/5

12
90

No
2H

10/5
12

96-00 30/40 3.0


400
No
10/5 96-00 30

5.56x45mm
3.0
300

10/S or A (15) Impaling

2d6+2 10/S or B (3) Impaling90


2H
+0
2d6+2 10/S or B (3) Impaling

90-00 30

3.5

2d6

10/S or A (10) Impaling

90 2H

12

No

9/5

97-00 30

3.2

400

2d6

10/S or A (10) Impaling

90 2H

12

No

9/5

97-00 30

3.2

1800

2d6

10/S or A (10) Impaling

80 2H

14

No

9/5

97-00 30

3.0

380

90

2H

12

No

10/5

120 2H

14

No

11/5

2d6+2 10/S/B (3)/A (12)

Impaling

3d4+2 10/S/B (6)/A (12)

Impaling

2d6+3 10/S/B (3)/A (10)

Impaling

80

2H

12

No

2d6+2 10/B (6) or A (12)

Impaling

45

2H

12

110

+0

3d4+2 10/S/B (3)/A (12)

3d4+2 10/S/B (3)/A (12)


+0

2d6

Impaling

10/S/B (3)/A (15)

2d6+2 10/S/B (3)/A (15)

3.5

500

24

3.7

800

10/5

90-00 40

3.5

890

No

10/5

90-00 36

400

2H

13

No

10/5

110 2H

13

No

10/5

99-00 24

90

2H

12

No

10/5

12

No

10/5

99-00 30

Impaling

Impaling

Impaling

90

2H

90-00 24

1000

00

99-00 24
3.5

99-00 30
3.2

3.5
550
3.2
500

+0

2d6+3 10/S/B (3)/A (15)

Impaling

90

2H

12

No

10/5

96-00 30

3.5

+0

2d6+3 10/S/B (3)/A (15)

Impaling

90

2H

10

No

10/5

96-00 30

2.5

+0

2d6+3 10/S/B (3)/A (20)

Impaling

100

2H

12

No

10/5

96-00 40

3.5

96-00

12

No

7/5

96-00 15

By Type

1/3

+0

10/S or A (15) Impaling

2d6

Impaling

20 2H
80

2H

.5

3.5

250

The AK-101 is an assault rifle of the Kalashnikov series. The AK-101 was designed for the world export market, using 5.5645mm NATO
cartridges, which was the standard of most NATO armies. The AK-101 was marketed at those looking for a weapon that combined the logistical
compatibility and familiarity of the 5.5645mm NATO round with the reliability of a Kalashnikov. It was designed with modern and composite
materials, including plastics that reduce weight and improve accuracy, and competed with the Stent R91 and Colt M5 rifles as a replacement
to the AK-112. A large number were found among the arms brought to the US during the attempt to relieve Washington from Chinese
occupation. Magazines run around 40 Caps. The AK-107 is a similar weapon, in 5.45x39mm. It uses the same Magaines and accessories as
the AK-74. The threadedbarrel is often equipped with a Silencer (standard).
The AK-112 was the issued rifle for US forces for several years, replaced before the war with the R91. A Russian design, the AK-112 was
robust, reliable, and inexpensive. Many ended up in civilian hands after being replaced, but were quickly modified back to burst-firing when
the anti-Chinese panic was hitting its height. The weapon was chambered for the 5mm Rockwell/Cz round, sharing commonality with the
miniguns in use by US forces at the time. The standard 24-round Magazines run about 100 Caps, while a 100 round Drum Magazine goes for
about 400 Caps. Both of these options are also usable with the M5 Carbine, the weapon that many thought would replace the AK-112.
The AK-47 was the premier rifle of the Soviet Union, and a symbol of the military that made it famous across the globe. Completed just before
the conclusion of the Second World War, Stalins Organ was the weapon the captured Hokkaido, and the distinctive sound of its firing was
music to the ears of beleaguered Marines at Chiba during MacArthurs second landing. Copied by the Chinese, it also became the instrument
most hated by American forces in Korea, Vietnam, Laos, Cambodia, Thailand and Burma, during the Domino War of the mid-to-late 20 th
century. Russian AK-47s and Chinese Type 56 rifles dueled during the Russian-backed Vietnamese liberation of Cambodia, and again when
China invaded Russia in the lead up to the Resource Wars. Replaced in Russian service in the latter half of the late 20 th century, millions of AK47s were produced, and a large number of them made their way across the Atlantic with the American Liberation Army, only to find their way
into the hands of Raiders, Slavers, and scavengers in the aftermath of the final round of bombings of the US Capitol. The AKS-47 is basically
an AK-47 with an under-folding metal stock, issued to Airborne and Airmobile troops. Other models also found in the area include the AKM
(lighter, with hollow stock and better accuracy) and AKMS (Paratrooper version of the AKM, with folding stock). All use the same ammunition
and Magazines (30 Caps each, when available). A number of AK-47 semi-auto rifles were also manufactured and sold on the international
market. A number of those found in the Capitol Wasteland are actually of this type, converted to automatics.
The AK-74 replaced the AK-47 in Russian service nearly 100 years before the War. Chambered for the then-new 5.45mm round, the weapon
showed several improvements over the older design. A great number were brought over during the Russian attempt to push the Chinese out
of the Eastern Seaboard. Magazines for the AK-74 and its variants run about 50 Caps each. A Silencer (standard) and a Scope (50 Caps, when
the weapon is Braced, double Base range on an Aimed shot) are sometimes available. The AKS-74 is the same weapon, equipped with a sidefolding metal skeleton stock for use by airborne/airmobile troops. In 1991 the Izhmash factory in the city of Izhevsk began full scale
production of a modernized variant of the AK-74the AK-74M ("modernized") assault rifle that offered more versatility compared to its
predecessor. Apart from several minor production improvements, such as a lightened bolt and carrier assembly, the rifle featured a new
synthetic stock made from a black, glass-filled polyamide shaped like the AK-74 fixed stock, but also side-folds like in the AKS-74. Additionally
the AK-74M featured an improved muzzle device, a reinforced smooth dust cover and a redesigned guide rod return spring retainer that
allowed firing the GP-25, GP-30 and GP-34 under-slung grenade launchers without having to use the previously necessary additional receiver
cover fastener. Each AK-74M was fitted with a side-rail bracket for mounting optics. The AK-74M Kobra is an AK-74M with Red Dot scope and
Silencer already equipped from the factory. The Iron Curtain is one such weapon, found in the stash at Hamiltons Hideway. It has a 40-round
Pro-Mag Magazine (60 Caps) and has been altered for a greater RoF. The AKSU variant is almost an SMG. Though borrowing many of the key
features of the AKS assault rifle design, the smaller design of such a large and powerful rifle necessitated the need for additional

compensation. As such, the AKSU-74 features distinct flash hider is attached to the short barrel, and an expansion chamber has been fitted to
the system in an attempt to tone down the recoil. Sadly, those found in the Capitol Wasteland are almost universally missing their issued
Folding Stock, and the solid Folding Stock from the AKS-74 will not fit. The Cauterizer is a unique AKS-74 found in the Taft Tunnel near the
Jefferson Memorial entrance. Unlike those normally found in the Capitol Wasteland, this example was issued to a Spetsnaz unit, and includes a
quick-detach Silencer (forces a Hard Listen check to determine that a weapon has been fired, and a Special Success to identify the direction
and distance of the shooter). It still retains its stock, which can fold sideways alongside the weapons body when not in use (can be used to
Brace the weapon, and allow Aimed shots). There is also a side-mounted rail for use with Night Vision or Red Dot scopes, though none of the
Russian examples are known to have survived the War. A 60-round Drum Magazine is sometomes found for the AK-74/AKSU family, and such
magazines generally sell for around 75 Caps.
The AN-94 was an advanced assault rifle of Russian origin. The initials stand for Avtomat Nikonova model of 1994, after its chief designer
Gennadiy Nikonov who previously worked on the Nikonov machine gun.The AN-94 was designed as a potential replacement to the AK-74 series
of rifles then in service with Russian Armed Forces. Due to complex design and expense, its adoption had been very slow and it never became
generally issued.The stated great advantage of the AN-94 system was its ability to delay the recoil force until the fired round/s have left the
barrel. This, it was claimed, enabled more 'hits' on target under the most adverse combat conditions. The weapon uses the same Magazines
and accessories as the AK-74 it was to replace. A number of these weapons have been found with the Slavers of Paradise Falls, who seem to
prefer Kalishnikov-derived weapons.
The Armalite AR-15 Auto is an auto-fire converted AR-15 rifle. Such conversions are popular, and fairly easy to accomplish. The same STANAG
Magazines and accessories used for the AR-15 and/or the M16 can be used with the AR-15 Auto.
The AS-Val is a Russian-made Special Operations rifle. It has an integral Silencer (Requires a Special Success on a Listen check to detect that a
weapon has been fired, and a Critical Success to determine Direction and Distance), a folding Stock (allows Bracing), and shares magazines
with the VSS Vintorez. The 9x39mm subsonic ammunition it fires is very hard to come by, but the weapons performance makes it well worth
the effort. Standard rounds are more likely to be found, but Armor Piercing (Halves AP) rounds are sometimes found (20% of any 9x39 will be
AP). The 20 round magazines are a premium item, selling for 100 Caps on average, while the 30-round Magazine runs a staggering 200 Caps.
The Berretta AR70/90 is a fairly standard 5.56mm assault rifle. It uses STANAG Magazines (260 Caps for the 30-round magazine), has a folding
Stock, and a 4-position selector. Several dozen came over with Italian troops during the attempted liberation of DC at the end of the War. The
weapon was very popular with Raiders, and so sells for a premium undeserved for its performance.
The BRII Assault Rifle is actually a kit applied to an M4 Carbine. The receiver, barrel, and other parts are placed inside the composite bullpup
stock, creating a shorter, handier weapon using existing parts. The weapon features a full-length top-mounted Picatinny rail (as does the
detachable carry handle), an underside rail, and rails on either side. It can use the same Magazines, Drums, Silencers, Scopes, Grenade
Launchers and other accessories as the SOPMOD version of the M4. Rare in the Capitol Wasteland, one is found inside the lab at the Citidel.
The Enfield EM-2 Janson was a weapon developed for the intermediate .280 round, and rechambered several times for a variety of rounds over
the years. The models that have made it to the Capitol Wasteland are chambered in .303 British, a round that the weapon had originally been
designed to do away with. The bullpup weapon is accurate, robust, and almost impossible to control on full auto with the high-powered .303,
so British armorers lowered the RoF to something a bit more manageable. Magazines are around 40 Caps each. The Enfield XL-70E3 is a
follow-up to the Janson, originally chambered for another British proprietary round, the 4.85x45mm. It was changed to 5.56x45mm NATO
during the 1970s, and eventually abandoned with the development of the SA-80 family of weapons, including the L-85. When Rockwell and

esk zbrojovka came out with their 5mm Rockwell/Cz minigun round, the scramble was on to produce a viable arm to accompany troops with
a rifle that shared ammunition. The old XL-70E3 design was pulled out of the back of the armory and retooled for the new round, not much
different than the one it had originally been designed around. A large number were produced for evaluation, and many ended up in the
Capitol Wasteland as a result, either from the stock at Aberdeen Proving Ground or carried by British relief troops trying to unseat the Chinese
from North America during the War.Magazines are also 40 Caps each. The final development of the Enfield project, the SA-80 family of
weapons, is chambered for 5.56x45mm NATO. The Enfield L85A2 was the issued weapon for most British troops, though few managed to
make their way to the Capitol Wasteland, as most units were issued older, formerly-mothballed gear by the time the relief effort was
organized. The weapon is a bullpup-configuration, uses STANAG Magazines (260 Caps for the 30-round Magazine when available), and are
equipped with a SUSAT Scope (when the weapon is Braced, double Base range on an Aimed shot). There is a full-length Picatinny rail on top,
and also side and bottom handguard rails.
The Fabrique Nationale FAL is an older design that fires a 7.62x51mm/.308 Winchester round. The weapon is heavy, robust and well made,
and stands up quite well considering that it was 120 years old at the start of the War. The 20-round box Magazine runs about 50 Caps, when it
can be found. A Night Sight made especially for the weapon costs around 300 Caps. The FAL HPFA is a long, heavy-barreled version designed
as a squad support weapon. It would benefit from a larger magazine capacity, but sadly, none of the 50-round drum magazines designed for
the weapon have turned up in years. If one were to become available, it would sell for at least 300 Caps. A 30-round mag was also available
when the War started, and such a Magazine would sell for about 85 Caps. The SCAR-L is a 5.56x45mm NATO weapon developed by FN for US
Special Forces, though the order ended up being canceled well after production was begun. The weapon features a full-length Picatinny rail
atop the rifle, an under-barrel rail, and two side rails, and a Folding Stock. The weapon uses STANAG Magazines, and was issued with a 30round Magazine (260 Caps when available). A number of these were brought to the Capitol Wasteland by the 75 th Ranger Regiment out of Fort
Benning Georgia.
The FG 42 (German: Fallschirmjgergewehr 42, paratrooper rifle 42) is a selective fire battle rifle produced in Nazi Germany during World
War II. The weapon was developed specifically for the use of the Fallschirmjger airborne infantry in 1942 and was used in very limited
numbers until the end of the war.It combined the characteristics and firepower of a light machine gun in a lightweight form no larger than the
standard-issue Kar 98k bolt-action rifle. Considered one of the most advanced weapon designs of World War II, the FG 42 influenced post-war
small arms development and most of its design was copied by the US Army when they developed the M60 machine gun. It fires the
7.92x57mm round (7mm Mauser) from a 20-round box Magazine (around 50 Caps). The weapon known to the people of the Wasteland as an
FG-42 is actually a replica of an early T-44, a modified FG-42 rechambered for .30-06 after WWII. Later models used a belt mechanism
borrowed from the MG-42, and were precursors to the M-60. This model was designed as a semi-auto weapon, usually a hunting rifle or
display piece, but many were converted to full auto weapons during the build up to the Chinese invasion. 20 round Magazines run around 50
Caps, while 10 round Magazines are about 25 Caps. The SMG Guns FG 42 reproduction is a high-quality late 20 th century remake of the
original, chambered for 7.62x51mm NATO/.308 Winchester, and feeding from M-14 Magazines (50 Caps each).
The Heckler & Koch HK416 was an assault rifle/carbine designed and manufactured by Heckler & Koch, based on the AR-15 platform. 1st
Battalion, 25th Marines, out of Fort Devens, MA pulled a number of these out of mothballs when they deployed to the Capitol during the initial
Chinese invasion. The HK416 is equipped with a proprietary accessory rail forearm with Picatinny rails on all four sides. This lets most
accessories for M4/M16-type weapons fit the HK416. The HK416 rail forearm can be installed and removed without tools by using the bolt
locking lug as the screwdriver. The rail forearm is "free-floating" and does not contact the barrel, improving accuracy. The HK416 has an
adjustable multi-position telescopic butt stock, offering six different lengths of pull. The shoulder pad can be either convex or concave and the

stock features a storage space for maintenance accessories, spare electrical batteries or other small kit items. It uses STANAG Magazines,
including high-capacity drums.
The H&K G3A3 is a weapon developed in a joint effort between Germany and Spain after WWII. Though similar in style to the FN FAL, it uses
its own, home-grown proprietary technology. The 20 round 7.62x51mm magazines are not compatible with the FAL, and vice versa.
The H&K G11 Rifle is a Caseless 4.7x33mm weapon designed in Germany during the period between the end of the Soviet Occupation and the
inclusion of Germany into the European Commonwealth and her military arm, NATO. Germanys in-house designers tried many systems to
replace the Soviet-era AK-47s they had been left with, and the G11 was one of these. Adopted for Special Operations use, it never saw wide
spread distribution in the Bundeswehr. Several examples were brought to America to compete in the Armys ACR trials, and later, as part of
the effort to relive the Chinese occupation. The weapon is not common in the Wasteland, and its ammunition is even rarer. The rounds come
pre-packaged in a plastic box that serves as the magazine, and many of these empty boxes are scattered about, but only recently have they
become a commodity as the supply of full boxes dwindles. A full, unopened Magazine of 50 rounds runs about 250 Caps, while an empty
Magazine runs about 50 Caps. One such weapon turns up in an Enclave Camp just north of Fort Constantine.
The H&K G36 family of assault rifles and light machine guns was developed in Germany during the post-Occupation period, when the Soviet
Union was forced to pull its troops out of Germany for use in the Third Sino-Soviet War. The native German arms industry blossomed, as
designers capitalized on all that had been learned both during and after the Second World War. Due to their exclusion from NATO, the
Germans were able to field their own designs, many of them far superior to those of their NATO competitors. The G36 is one such weapon.
The standard G36 was equipped with a ZF 3x4 dual optical sight that combined a 3x magnified telescopic sight (when the weapon is Braced,
double Base range on an Aimed shot) and an unmagnified reflex sight (Aiming takes only 2 DEX Ranks, may not be combined with the use of
the Scope) mounted on top of the telescopic sight. The reflex sight is illuminated by ambient light during the day and uses battery powered
illumination for use at night (1 Small Energy Cell lasts for 1000 hours). Electric illumination is activated automatically by a built in photo sensor
and can be manually activated to boost the brightness of the reticle in daytime low contrast situations.The G36C is a short-barreled carbine
with a folding stock, a Picatinny Rail under the fore-end and atop the carry handle, and the Navy trigger group, designed for use by Special
Forces units. A Reflex Sight (Aiming takes only 2 DEX Ranks, 200 Caps) is often found on the top rail. A silencer is also available for around 50
Caps. The 30 round Magazines are not STANAG compatible, but include studs so that they can be clipped together to facilitate reloading
(reloading clipped Magazines takes 5 DEX Ranks, +1 per Clipped Magazine, with three Magazines being the most that the well can support,
but there is no Retrieval Action needed to get the Magazines). They are generally available for 200 Caps each, when they can be found. A
Beta C-Magazine that holds 100 rounds of 5.56mm and fits the G36 family (but not a STANAG Magazine well) is rare, going for 350 Caps when
it can be found at all. An example of the rifle is found in the Conference Hall of the Capitol Building. Kelsey, a mercenary medic operating out
of Rivet City, carries a G36C with Reflex Sight and Silencer. Her sister, Jessi, carries a G36 with Reflex Sight, and has a second stashed in a
house in Minefield. The G36E is an export model of the G36 family. It is designed to use the STANAG Magazines used by NATO, which run
about 260 Caps for a 30-round Magazine. The weapon also accepts standard NATO Bayonets, and is equipped with a Scope(when the weapon
is Braced, double Base range on an Aimed shot). It cannot use the proprietary magazines designed for use with the other G36 rifles, but can
use the Silencer. One is found next to an Army truck in the wilderness south of the Temple of the Union, due west of the Antagonizers Lair.
The H&K G40 series was asemi-auto only carbine based on the MP-9 SMG, originally designed for police use as a patrol rifle. The weapon
never caught on, but military special operations units acquired several, switching out the trigger groups from the MP-9 to return full-auto
capability. H&K got the message, and rereleased the weapon as the G40 10mm Assault Rifle. The standard issue used a 30-round Magazine
(around 50 Caps when available), and included a Red Dot Scope (when the weapon is Braced, double Base range on an Aimed shot) and

Folding Stock. An odd, 40-round Magazine turns up occasionally, selling for a ridiculous 250 Caps, while 60-round Magazines go for only 150
Caps, and a 90-round Drum sells for about the same 250 Caps as the Magazine with less than half the capacity.
The H&K Tactical Assault Rifle is a test-bed weapon, based on the H&K 33/53 family of weapons. It uses the shortened barrel of the H&K 53,
with a solid stock, top-mounted tactical rail along its length and slide-off covers over a pair of tactical rails on either side of the custom
bayonet sleeve built into the foregrip. The weapon was undergoing tests with the 75 th Ranger Regiment when the War started. Those found in
the Wasteland are equipped with a 2.3x Scope (when the weapon is Braced, double Base range on an Aimed shot) and Bayonet, and generally
issued with a 12 round magazine based on that of the Type 93 Chinese Assault Rifle (10 Caps when available). The weapon will accept Type 93
standard magazines, 5.56x45mm STANAG magazines, and the G-36 series magazines, due to its adaptive feed well (reconfiguring the feed
well requires no tools, and takes 10 DEX Ranks on a successful Firearms Rifle check). Some are found with 48-round drums manufactured by
H&K (rare, hard to come by, and expensive at 250 caps).
The XM-8 was a weapon born of a completely different design requirement. Originally built as the rifle component of a rifle/grenade launcher
concept, the grenade launcher proved too problematic. Rather than waste the work, H&K released the rifle component as a standalone
weapon. The weapon was undergoing trials in the US, and the only known example is located in the Fort Bannister Commanding Officers
Quarters. It shares a number of parts with the G36 family of assault rifles, but uses STANAG Magazines (260 Caps for a 30-round Magazine).
The Galil was designed by Yisrael Galil and Yaacov Lior in the late 1960s and produced by Israel Military Industries Ltd. The rifle design
borrowed heavily from the AK-47 and had a modified gas diversion system similar to the AK-47 to reduce the recoil of the rifle making it easier
to fire especially in automatic mode. It is named after one of its inventors, Yisrael Galil. The Galil series of weapons was in use with military
and police forces in over 25 countries.The ejection of spent cases from the Galil is sometimes a violent action. Cases can be dented by the
ejector and be thrown as much as 40 ft away from the rifle in some cases, depending on position. This means that recovery of ejected cases
requires a Hard Spot check for each case. 35-round Magazines run 200 Caps, while the 50-round Magazines go for 250, and the 65-round
Magazines for 300, more than half the cost of the weapon itself. Some Galils are equipped with a Magazine Adapter, allowing use of STANAG
Magazines. These sell for around 50 Caps, and are detachable. While rare, several Galils are scattered about the Wasteland, including one
dropped at Springvale School by Mercs in the Ant Nest, with a dead Raider in a drainage ditch in the southwest corner of the Steelyard of the
Pitt, with a dead Talon Merc in the Metro Center (on the way to or from Foggy Bottom), and a fourth on a bookshelf in the living quarters of the
Tepid Sewer.
The LR 300 was an American assault rifle and conversion kit designed and manufactured by Z-M Weapons. It was based on the AR-15 platform
and was broadly similar to the M16/M4.The weapon was touted as an excellent entry weapon system. Also notable is the rifles capability to
use a fully folding and adjustable skeletal stock. The LR-300ML-N has a flat top receiver with Picatinny rails, allowing it to be used with multiple
types of sighting systems. The trigger, along with the charging handle, forward assist, magazine release and bolt hold release are identical to
those of the AR-15. The weapon was never adopted by any military unit or government, though a few of the semi-auto version were
purchased by SWAT teams. The only surviving model in the Capitol Wasteland is currently hidden in the cache at Hamiltons Hideaway. It is
equipped with a 40mm UBGL with foreward Handgrip (may be Braced without shouldering the weapon, for 0 DEX Ranks) and a Tactical
Flashlight (1000 hours on a single Small Energy Cell), a Laser Sight, Scope (when the weapon is Braced, double Base range on an Aimed shot),
and Silencer (standard). Like most AR-15 platforms, it feeds from any STANAG Magazine, and is equipped with a polymer 60-round double
Magazine (which would sell easily for 300 Caps). The Magazine will fit in any Magazine Pouch that holds at least two 30-round STANAG
Magazines side-by-side.

The Colt M4 family of carbines was chosen to replace the M16 in US service after successful evaluations in the 1990s. It shares 80% parts
commonality with the M16. The most common M4s found in the Capitol Wasteland are the M4 MWS (Modular Weapons System) with a Rail
Adapted Systems installed on the foregrip. The weapon already has a full-length Picatinny rail along the top, and with the RAS it adds rails on
both sides and the bottom of the foregrip. A large number of accessories were available, but few have survived the War. The M4A1 is
basically the same, but with a Safe-Single-Full Auto trigger group, eliminating the 3-round burst capability. Other than the trigger group, they
share 100% parts commonality. An Aimpoint M68 Red-Dot Reflex sight runs about 200 Caps (Aim Actions take 2 DEX Ranks, a single charge
from a Small Energy Cell lasts for about 1 year), while an EOTech Holographic Sight runs about 100 Caps (Aim Actions take 2 DEX Ranks, a
single charge from a Small Energy Cell lasts for about 1 month). A Silencer (standard) can usually be had for 100 Caps if a merchant has one
in inventory. A Foregrip that mounts under the front rail (Bracing requires no Action, but shots cannot be Aimed this way) runs about 100
Caps, as well. A Carrying Handle goes for about 20 Caps, covers for the Rail system run about the same, although either is relatively rare. The
rare Trijicon Advanced Combat Optical Gunsight runs around 250 Caps (x3 Base Range on Aimed shots), but its Tritium Phosphor system has
long-since died, leaving it without a night sighting capability (A Repair Mechanical and a piece of radioactive Tritium can solve this issue; such
pieces of Tritium can usually be scavenged from Mini-Nuke rounds, or even old cars left around the Wasteland with a Hard Repair Mechanical
check). The AN/PVS-4 Night Vision Scope allows the user to see using ambient starlight (no effect in total darkness), and has a x3.6
magnification (when the weapon is Braced, double Base range on an Aimed shot), but is expensive (400 Caps) and rare in the Capitol
Wasteland. Several Laser Aiming Devices (Laser Sights) are also available. Kelsey, a mercenary medic operating out of Rivet City, carries an
M4A1 SD Tactical Carbine, with a Trijicon ACOG (she has had the phosphor replaced), and a Silencer. She has a second M4A1, which she is
willing to part with. It is a standard model, but includes a Carry Handle and Hand Guard Covers. The M4A1 SOPMOD is a modified M4A1 MWS
that has been equipped with an Aimpoint M68, an EOTech Holographic Sight, a screw-on Silencer, and Foregrip. It is found in the Rock Creek
Caverns, as part of the Mirelurk Kings Treasure, identified in the Wastelander Map.Another, found in Hamiltons Hideaway, is equipped with
an Aimpoint M68, KAC Quick-Attach Silencer, Insight Technology AN/PEQ-2A Laser Aiming Device, Surefire Tactical Flashlight, and KAC M203
Quick Attach 40mm UBGL. The Colt M16A1 and M16A2 are improved models of the original, Vietnam-era M16, a 100-year old design at the
start of the War. The A1 is equipped with an adjustable stock and full-auto trigger group, while the A2 has the same stock and a 3-round burst
trigger. Both the M4 and M16 family use STANAG Magazines (100 Caps for 20 rounds, 260 for 30 rounds), and any Magazine designed to fit
the STANAG Magazine well. The Paint it Black is a unique M16A2 fitted with the Heavy Barrel and more robust furniture, with a Peace Sign
engraved on the butt stock. It is found near the East Entrance to the Capitol Building. The M16AR57 is another unique weapon, the only
surviving model of an M16A4 rechambered for the 5.7x28mm FN round. It holds the only known 50-round Magazine custom built for the rifle
(price included in that of the rifle). Its low value is due to the scarcity of its ammunition, and the expense that is caused by that scarcity. The
weapon is currently held by Sgt. Vilhelm Casales, of Talon Company. He heads an assassination squad that deals with traitors to the
organization, and acts as their Designated Marksman while his crew distracts the target. He carries an FN Five-Seven as a back-up piece, as
does his squad, who are all armed with FN P90s as their main weapons.
The M5 Assault Carbine is a rechambered and modernized M4 Carbine designed to use the 5mm rounds developed for the
Rockwell/CzMiniguns. It lost out to the R91 during trials to determine the new, domestically-made replacement for the AK-112. Magazines for
the weapon are fairly easy to come by (100 Caps), with modified STANAG 30 round mags costing a whopping 260 Caps, almost the price of a
R91 Assault Rifle. A Forged Receiver (300 caps) can be installed, increasing the Hit Points to 16, while a lighter bolt (390 Caps) increases the
RoF to 3, B (6) or A (15).
The R91 Assault Rifle from Stent Solutions was the primary firearm issued to US National Guard troops during the war. Ubiquitous in the
Wasteland, Magazines are fairly plentiful, and run 20 Caps each. A winterized, alloy-steel version was used by troops stationed in Alaska at the
time of the Chinese invasion. One such rifle exists in the Capitol Wasteland, in the VSS Armory outside the Anchorage Simulator, along with

the Freedom Fighter and a single example of the Alloy Steel version. The Freedom Fighter is a converted R91, using parts from the M16A2HB,
with a reduced rate of full-auto fire. It uses STANAG Magazines, but will still accept the R91 mags. The Magazine currently in the rifle has a
thicker follower that only allows 28 rounds to be loaded. This was thought to reduce the likelihood of a malfunction. The R91SFAssault
Carbineis a stockless version of the R91, designed for use by special operations troops and vehicle crews. The R91C Infiltrator is an
integrally-suppressed and scoped version of the R91SF. Few are found in the Capitol Wasteland, but several are available in the area known as
the Pitt. The Perforator, an R91C owned by Everett, the scrap collections overseer of the Pitt, is a better maintained version of the standard
Infiltrator that has been modified to fire only 2-round bursts at greater accuracy (may use the scope while firing bursts, and may fire two such
bursts per round). Wanda is an R91 Assault Rifle that is well maintained, and has a modified magazine well designed to accept old STANAG
magazines (260 Caps each). It currently holds a 30 round magazine. Wanda adds a single Bonus Die on all attacks. It is in a partiallydestroyed section of Liberty Pawn Shop, in the Northwest Seneca Station area. The weapon has a set of initials burned into the receiver using
acid: S.G. Jessie, a young merc working out of Rivet City, carries an almost identical weapon, also bearing the same initials, and has a
second stashed in a house in Minefield. The Custom Modified R91 is a unique weapon that has been tweaked over the last two decades by
the man known as The Taxidermist. Once the leader of Coopers Creepers, he has fallen on hard times as his gang slowly burns out due to
drug abuse. He will gift the party with his Custom Modified R91 in exchange for 200 tins of Turpentine. The weapon has been lovingly
restored from an old Alloy Steel R91, but with the barrel of an M16A2HB DMR, hand-rubbed hard wood furniture and stock, and a custom, 40round Magazine that only fits its modified feed well. The weapon will also accept all STANAG magazines, and the original 24-round R91
Magazines. The R91 Assault Rifles brought from Vault 71 by Crystal Waters are modified in a similar way to the Custom Modified R91. The
same kind of M16A2HB barrel was used, and the magazine well has been changed to accept STANAG Magazines. Unlike many rifles modified
in this way, they will no longer accept the old R91 Mags. The R91-5 is a 5mm version of the Stent R91, released during the months leading up
to the War. Stent had proposed the weapon to compete with the AK-112 and the M5, but shelved the idea after the Amry went with their
original R91 concept. The idea was brought back out of mothballs near the end of the War when the need for 5mm weapons was recognized.
A large cache of the weapons was uncovered at the Wheaton Armory, but they were not yet issued to the Guardsmen gang when the Grinders
took the Armory over. Now, most of the Grinders use the weapons. 36-round magazines for the weapon go for 300 Caps, if they can even be
found. The weapon can also use M5 and AK 112 magazines, and both these weapons can use the 36-round magazine as well.
The Rheinmetall M-72A Gauss Rifle is an automatic version of the magnetic acceleration coil gun. Like all 2x45mm EC weapons, any armor
struck is at 80% of its normal value against the round. The Rheinmetall M-72A uses standard 2mm EC Magazines, which hold 20 rounds of
2x45mm EC and 5 Small Energy Cells (5 charges per shot), making them very expensive (200 Caps each). It has the same Picatinny rail as the
standard M-72, and can use its Scope (100 Caps, when the weapon is Braced, double Base range on an Aimed shot).
Ripleys Rifle is actually a converted Thompson M1A1 SMG, rechambered for 4.7x33mm Caseless rounds, mated to a 4-shot 25x41mm
Underbarrel Grenade Launcher using an aircraft-quality aluminum shell. The rifle has a ridiculous capacity of 100 rounds, and can use any of
the 25x41mm Grenades found in the Capitol Wasteland. It is completely unique, an only-one-of-its-kind weapon that can only be repaired
using Thompson SMGs and Weapon Repair Kits. It is found in a Scorched Footlocker in Reillys Rangers Compound.
The Ruger Mini-14 Auto is a select-fire Mini-14 with a 3-position selector (Safe Fire Auto). It is otherwise identical to the Mini-14. The
AC556F is a select-fire version of the Ruger Mini-14equipped with a Pistol Grip, Folding Stock, Bayonet Lug, FlashSuppressor, and a 4-position
selector (Safe Fire 3-rnd Burst Automatic). Many were used by agencies and military units that did not want their weapons traced to any
military depot.

The Saiga 545 Auto is a 5.45x39mm civilian hunting rifle based on the AK-74, converted to a full-auto assault weapon. Like the semi-auto
version, it cannot accept military-issue Magazines, and its own Magazines run a similar 50 Caps each. Those altered to resemble and function
similarly to military-issue weapons are listed as the AK-74.
The SIG SG 550 is a Swiss assault rifle that enjoyed some popularity among the DEA and FBI. As a result, a number of these have been found
in the Capitol Wasteland since the War. The proprietary plastic Magazines did not fare as well as the rifles themselves (300 Caps for the 30round Magazine), but are worth the cost. They are clear plastic, allowing the user to see just how many rounds are left. The 30 round
Magazines are not STANAG compatible, but include studs so that they can be clipped together to facilitate reloading (reloading clipped
Magazines takes 5 DEX Ranks, +1 per Clipped Magazine, with three Magazines being the most that the well can support, but there is no
Retrieval Action needed to get the Magazines). The Folding Stock allows it to be used Braced for Aimed shots. The SG 552 Commando is a
short Carbine version of the SG 550. Its short barrel limits its range, but it makes for a handy weapon in close quarters.
The Sig Sauer Advanced Combat Rifle (ACR) is a 5.56mm assault rifle with a hinged folding stock, full length topside rail, side rails and a
bottom rail for accessories and sighting systems. It uses STANAG Magazines (260 Caps each for 30 round Mag), and can be equipped with a
number of subsystems. A Silencer is 50 Caps (standard), a Holo Sight is 100 Caps (Aim only takes 2 DEX Ranks, Small Energy Cell lasts 10
years), and a Scope (when the weapon is Braced, double Base range on an Aimed shot) are all available on the market. The most common
configurations are the 10.5 barrel withHolo Sight and Silencer, the 18 DMR with Scope and Silencer, and the 14.5 barrel with Holo Sight.
The rifles were originally acquired by Fairfax County SWAT, and have since been dispersed through the Wasteland by scavengers, traders and
Raiders. Commander Jabsco, of Talon Company, has been working to gather as many as he can for use by his troops.
The Springfeild Armory M14 Battle Rifle, issued to US troops from 1959 into the 1970s, was a follow on to the 7.62x51mm NATO M-1 rifles.
Even as heavy as they were, the M14s had a reputation as uncontrollable on full-auto, so most were permanently set to semi-auto only.
Automatic versions are either surviving weapons from stocks 100 years old when the War began, or converted semi-auto versions. Parts are
obviously compatible between either version, as well as the M14 DMR, M21, or M25. All M14 variants feed from a 20-round box Magazine (50
Caps when available), and can easily mount an M84 Scope (75 Caps when available, when the weapon is Braced, double Base range on an
Aimed shot).
The SR-3 Vikhr (Russian for whirlwind) is a Russian compact fully automatic assault rifle chambered for the 9x39mm subsonic round. It was
developed by CNIITochMash (Central Institute for Precision Machine Building) in the early 1990s. It was based on the AS Val silenced assault
rifle but lacks an integral suppressor and has a newly-designed folding stock and cocking handle for ease of concealed carry.After the adoption
of SR-3, the Federal Security Bureau established new operational requirements with a goal to combine the qualities of the SR-3, AS Val and
VSS Vintorez, resulting in a new variant designated SR-3M (-3). It features a quick detachable suppressor and a redesigned handguard
with a collapsible foregrip. The iron sights have also been relocated to the upper front handguard as opposed to being located on the
suppressor, apparently for when the gun is used without the suppressor attached. For this weapon a larger 30-round magazine was developed,
which can be used also by the AS Val and the VSS Vintorez. The 20-round magazine runs 100 Caps, while the 30-round Magazine runs a
premium 200 Caps.
The StG 44 (Sturmgewehr 44, or Storm Rifle, (19)44) was a German-manufactured selective fire rifle used in WWII. It is widely accepted as
the first true assault rifle. Originally chambered for 7.92x33 Kurz, those found in the Capitol Wasteland are actually weapons issued to and
used by Czechoslovakian and Yugoslavian troops after WWII, rechambered for the 7.62x39mmS round. These weapons were mothballed in the
late 20th Century, about 100 years before the War, but were reissued during the ill-fated attempt to relive the Chinese occupation. A number

of these weapons survived the War and its aftermath. They use their own Magazines (30 Caps when available), but have a modified feed well
that also accepts Magazines from the AK-47 (30 Caps when available). One StG 44 in the original 7.92x33 Kurz still exists, in the Hamiltons
Hideawy weapons stash. A museum piece, the weapons ammo is impossible to come by.
The Steyr AUG is a bullpup-configuration assault rifle from Steyr-Mannlicher of Austria. It used a great deal of polymer in its construction, and
many have had their original furniture replaced with hand-carved wood. It feeds from a 30 or 42-round clear plastic polymer Magazine (260
Caps for the 30-round, 300 Caps for the 42-round, if any are available) that is getting harder and harder to find. The 42-round Magazine was
actually designated for use with a Squad Automatic version of the weapon, but none of these weapon are known to be in the Wasteland.
Common practice is to leave two rounds out of the Magazine, as the springs are very old, and the weapon can have trouble feeding these
rounds. The carrying handle for the weapon contains a built-in 1.5x Scope that, while low in power, is easy to use (x1.5 Base range on an
Aimed shot, when the weapon is Braced, but requires only 3 DEX Ranks for the first Aim action). The built-in Foregrip allows the AUG to be
Braced without using an action to shoulder the weapon (cannot use the Scope when firing in this position). The slightly more common AUG A3
SA NATO uses STANAG Magazines and replaces the integral scope with a Picatinny Rail. It also has rails on the sides and bottom of the foreend. As a number of these were in use by US Immigration and Customs Enforcement, they are more plentiful in the Capitol Wasteland than
the original AUG.
The Norinco Type 56 Assault Rifle is a Chinese copy of the AKS-74, equipped with a folding stock, and issued to paratroopers, air-mobil units,
and vehicle crews operating along the Russian Front. It uses the same 5.45x39mm ammunition as the Russian rifles, and can use all the same
Magazines and accessoried. The Bayi is a unique Type 56 found in the Drainaga Chamber with two Chinese Remnant spies. Targets damaged
by the weapon suffere 1 HP of bleeding damage per round for 18 rounds, or until treated with a successful First Aid/EMT/Physician check. Type
81 Assault Rifle is similar to the Type 56, being a later version of that weapon, based on the AKM. Most who see a Type 81 will mistake the
weapon for the Type 93, though the Type 81 uses 7.62x39mmR ammunition. Most parts, accessories, and etc, can be interchanged between
the three weapons (Types 56, 81, and 93), though the Type 81 uses AKM Magazines (30 Caps each), rather than those of the AK-74. The Type
93 Assault Rifle was the latest Chinese incarnation of the AK47/AK74 family of rifles. The Type 93 known to most in the Capitol Wasteland as
the Chinese Assault Rifle was a modified weapon designed to accept American 5.56mm ammunition, as it was supposed to be issued to
Chinese sympathizers and infiltration units. Due to the ease of manufacture, current Type 93s may actually be post-war copies. 24-round
Magazines are plentiful, at 20 Caps each, but will not fit the American Assault Rifles. 30-round magazines, based off the AK-101 Magazine, are
sometimes found, and run 40 Caps. A 60-round Drum Magazine is rare, but when one turns up, it goes for around 80 Caps. The Modified Type
93 is a Saul Green special, a Chinese Assault Rifle combined with parts from a broken Xuanlong and an RPK machine Gun. The longer barrel
gives the weapon increased range and better combustion of the 5.56mm ammunition, while the squad automatic weapons action allows for
longer bursts. The Type 93B is a variant on the Type 93, designed to accept 5mm ammunition, such as that used by the Rockwell Miniguns or
the AK 112. The weapons 40 round magazines are very rare, running 280 Caps each, if they can be found at all. The Type 93X Xuanlong is a
modified version that was originally designed to act as a squad-automatic weapon. It feeds from special 36 round Magazines, and fires bursts
of 6 rounds or12 rounds on autofire. These are often found with the 60-round Drum Magazine, as well.Jiggs version has an attached Silencer
(standard) and a Scope (when the weapon is Braced, double Base range on an Aimed shot). Exhibit A is a modified Type 93 owned by Maggie
Kulp. The weapon has been modified for greater accuracy, allowing the wielder to roll a Bonus Die on all attacks. The Gypsy Assault Rifle is
itself a modified Type 93, with a longer barrel and a lighter trigger pull. Each is a personal work of art created by the Gypsy who carries it.
Those made available for resale share this trait, as a Gypsy will only sell such a weapon to one they find worthy, and they will decorate it to
reflect the personality they have observed. The Rifle of Liberation Army is a trophy weapon, captured from ChiCom forces during the
Liberation of Anchorage. It is a PLA-issued weapon, in 5.45x39mm, with a 30-round Magazine (selling for about 50 Caps, identical to those
used for the AK-74 of which it is a copy). It is found in the VSS Armory near Baileys Crossroads Metro. The Chinese Dragoon Assault Rifle is a

Type 93 modified for use by Dragoon Stealth Suit Troops. It has the 30-round Magazine that will also fit the standard Type 93, and a higher
rate of fire. One is found in the VSS Armory. The QBZ-03 is the issue weapon of the Peoples Liberation Army, used inside China. The
weapons are chambered in the 5.8x42mm round used exclusively by the PRC forces, unlike the Type 93, which is chambered in either
5.56x45mm NATO or 5.45x39mmR, depending on the theatre of operation. The weapon uses a 30-round Magazine (50 Caps when available),
but occasionally, a 60-round Drum Magazine turns up, which sells for around 150 Caps. The QBZ-95 is a bullpup weapon that uses the same
ammunition (and Magazines) as the QBZ-03. It cannot accept the Drum Magazine, however. A number of these were issued to Airborne and
Airmobile units of the PLA during the invasion.
The USX Suppression Rifle is a 5mm Rockwell weapon designed for high-rate sustained fire over long distances. It features a full-length
Picatinny rail on top, an underbarrel rail, and side rails for mounting of optics and accessories. The Folding Stock allows for accurate Aimed
fire, while also allowing the weapon to be used in confined spaces. The weapon was issued with a screw-on Silencer (forces aHard Listen
check to determine that a weapon has been fired, and a Special Success to identify the direction and distance of the shooter), but some of
those found in the Wasteland are missing theirs (100 Caps to replace). The 40-round Magazines sell for about 60 Caps, while a 60-round Drum
can sometimes be had for around 100 Caps. Many of the weapons were issued with a 40mm Underbarrel Grenade Launcher, which can be
used on any weapon with a similar Rail. These are single-shot side-opening launchers, and run about 100 Caps if they can be found.
The Winchester M2 Carbine, like the M1, was actually manufactured during WWII by nearly a dozen companies, including IBM, National Postal
Meter, Rock-Ola Juke Box Company, and Underwood (the typewriter manufacturer). A selective-fire version of the M1 Carbine, it also uses
the .30 Carbine round, and shares magazines and most other parts. 20-round Magazines are about 20 Caps, while the 30-round ones run
about 70 Caps. A 60-round Drum Magazine, also available for the M1 Carbine, can occasionally be found for 90 Caps.
Heavy Weapons Automatic Rifles/Machine Guns
Name

Skill
Base Dmg DEX Ranks/RoF
Special
Rng
Cost Ammo
Achilles Rifle
M.G. +0
2d6+3 15/a (15)
Impaling
80
2H
Rockwell
ARES Shrike
M.G. +0
2d6+2 15/A (20)
Impaling
120 2H
5.56x45mm
Bren Gun
M.G. +0
2d6+4 15/A (10)
Impaling
120
2H
British
Bren Automatic Rifle M.G. +0
2d6+4 15/A (10)
Impaling 120 2H
13
Browning Automatic Rifle
M.G. +0
2d6+4 15/A (6)
Impaling
400
.30-06
Automatic Rifle DA1 M.G. +0
2d6+4 15/A (6)
Impaling
120
7.62x51mm
Browning M2
M.G. +0
3d10+4
15/A (10)
Impaling
500
1000 .50 BMG
Browning M1919
M.G. +0
2d6+4 15/A (10)
Impaling
120
850
.30-06
DShK Dushka/Type 54
M.G. +0
3d10+4
15/A (10)
Impaling
7.5
800
12.7108mm
Enfield L86 LSW
M.G. +0
2d6+2 10/S or A (20) Impaling
150
5.56x45mm

Hands HP

Parry STR/DEX Mal Cap

SIZ/Enc

15

No

9/7

94-00 60

1500

11

No

9/5

91-00 Varies 2.5

500

13

No

9/5

98-00 30

700

No
120

9/5
2H

98-00 30/20 4.0


13
No
9/5

2H

13

No

9/5

96-00 20

2H/Trip.

20

No

21/7

94-00 90 B

7.5

2H/Trip.

15

No

11/7

94-00 90 B

6.0

20

No

21/7

10/5

91-00 30

500 2H/Trip.
2H

11

No

3.5

4.0

5mm

.303

750
7.62x51mm
96-00 20
4.0
4.0

450

94-00 90 B
3.5

600

Excalibr 20mm
M.G.
20x102mm
Autocannon
H&K G-11E
M.G. +0
4.7x33mmC
H&K 23E
M.G. +0
5.56x45mm
H&K MG36
M.G. +0
5.56x45mm
Lewis Mk II British M.G. +0
British
Lewis Mk II American
M.G.
.30-06
M-60
M.G. +0
7,62x51mm
M249 SAW
M.G. +0
5.56x45mm
M260 LMG
M.G. +0
5.56x45mm
MEC Gauss Minigun M.G. +0
EC + MFC
Norinco LMG
M.G. +0
7.62x54mmR
Norinco LMG-I
M.G. +0
7.62x51mm
PKM
M.G. +0
7.62x54mmR
PKMT
M.G. +0
7.62x54mmR
RPD
M.G. +0
7.62x39mm
RPK
M.G. +0
7.62x39mm
RPK-74
M.G. +0
5.45x39mm
Rheinmetall AG
M.G.
800
4.7x33mmC
Vindicator Minigun
Rheinmetall AG Vindicator M.G.
800
7.62x51mm
Mk II
Advanced Minigun .308
M.G.
.308 Winchester
Rheinmetall MG 3
M.G. +0
7.62x51mm

+0

7d6

15/A (10) Shrapnel 3d6/2y

2d6+4 10/S/B (3)/A (15)

Impaling

2d6+2 10/S/B (3)/A(20)

Impaling

500 2H

20

No

23/12 96-00 140

8 +6

1000

2H

11

No

9/5

91-00 50

3.5

800

150 2H

11

No

9/5

98-00 30

3.5

500

120

2d6+2 10/Sor A 20

Impaling

150

2H

11

No

9/5

98-00 30

3.5

1000

2d6+4 15/A (20)

Impaling

150

2H

13

No

11/5

91-00 47

4.0

500

.303

150 2H

13

No

11/5

4.0

500

+0

2d6+4 15/A (20)

Impaling

91-00 47

2d6+4 15/A (10)

Impaling

150

2H

13

No

10/5

91-00 Belt

3.5

600

2d6+2 15/A (20)

Impaling

120

2H

11

No

9/5

91-00 Belt

3.0

600

2d6+2 15/A (15)

Impaling

135

2H

12

No

9/5

91-00 Belt

3.0

520

3d6+6 15/A (20)

Impaling

300

2H

10

No

14/7

99-00 80/2406+6

2000

2mm

2d6+4 15/A (9)

Impaling

150

2H

13

No

9/5

95-00 45

3.0

1200

2d6+4 15/A (9)

Impaling

120

2H

13

No

9/5

93-00 45

3.0

1300

2H

13

No

9/5

91-00 100

3.5

460

3d4+4 15/A (10)

Impaling

3d4+4 15/A (10)

Impaling

150 2H

13

No

9/5

91-00 90

3.5

390

3d4

15/A (20)

Impaling

135 2H

13

No

7/5

91-00 100

3.5

410

3d4

15/A (15)

Impaling

2H

13

No

7/5

97-00 40/75 3.5

500

2d6

15/A (15)

Impaling

120 2H

13

No

7/5

97-00 45/75 3.5

380

+0

2d6+2 15/A (25; Min 5)

Impaling

2H

15

No

14/12 99-00 100

+0

2d6+4 15/A (20; Min 5)

Impaling

110 2H

15

No

16/12 99-00 100

6+6

+0

2d6+4 15/A (20)

150 2H

18

No

16/12 98-00 180

6 +6

13

No

9/5

93-00 75

500

2d6+4 15/A (10)

150

135

Impaling

Impaling

150 2H

120

2000

Rheinmetall MG 34 NATO
M.G. +0
2d6+4 15/A (10)
Impaling
150 2H
7.62x51mm
MG 34 Mauser
M.G. +0
2d6+4 15/A (10)
Impaling
150 2H
7.92x57mm
Rheinmetall MG 42 M.G. +0
2d6+4 15/A (25)
Impaling
150 2H
13
7.62x51mm
Rockwell Cz53 Personal
M.G. +0
2d6+3 15/A (20)
Impaling
100
2H
5mm Rockwell
Minigun
Rockwell Cz53A1 Minigun
M.G. +0
2d6+3 15/A (20)
Impaling
125
2H
5mm Rockwell
Eugene
M.G. +0
2d6+3 15/A (25; Min 5)
Impaling
150
1500 5mm Rockwell
Merciless
M.G. +0
2d6+3 15/A (20; Min 6)
Impaling
150 2H
5mm Rockwell
Rockwell Cz57 Avenger
M.G. +0
2d6+3 15/A (20)
Impaling
150
2H
5mm Rockwell
Minigun
Rockwell Cz57A1 Avenger M.G. +0
2d6+3 15/A (24)
Impaling
150
2H
600
5mm Rockwell
Minigun
The Hate Emancipator
M.G. +0
2d6+3 15/A (30; Min 5)
Impaling
150
5.5 +6 1000 5mm Rockwell
Minigun
Shoulder-Mounted MG
M.G. +0
1d10 15/A (15)
Impaling
80 1H
10x25mm Auto
Shredder
M.G. +0
2d6+4 15/A (30; Min 5)
Impaling
110 2H
10x25mm Auto
Steiner 20mm Light M.G. +0
7d6
15/A (6)
Shrapnel 3d6/2y
500 2H
20x102mm
Auto-Cannon

13

No

9/5

91-00 50

500

13

No

9/5

96-00 50

600

No

9/5

95-00 50

14

No

14/12 92-00 120

5 +6

300

14

No

14/12 96-00 240

5 +6

1000

2H

16

No

16

No

14/12 99-00 180

4.5 +6 1200

14

No

14/12 94-00 120

5 +6

14

No

14/12 94-00 120+120

2H

14

No

14/12 96-00 120+120

12

No

9/5

96-00 60

18

No

20

No

900

14/12 99-00 240

5 +6

400
5.5 +6

1500

16/12 99-00 180

6+6

1500

22/12 96-00 30

8 +6

1000

The Achilles Rifle is a Post-War 5mm Light MG laid out like an oversized Assault Rifle. It is designed for use by Enclave Powered Armor
troopers, with an oversized trigger guard and little effort made to mitigate its heavy recoil when fired on auto. The 60-round Box Magazines
run about 100 Caps each, if they can be found. The Achilles is popular with the Enclave, and a number of its troops carry them. The
Brotherhood of Steel has also acquired some from their previous owners.
The Ares Defense Shrike 5.56 is an air-cooled, dual-feed weapon that fires the 5.56x45mm NATO cartridge. The Shrike 5.56 can be supplied as
a complete weapon, or as an upper receiver performance upgrade kit to existing M16-type service rifles and carbines.The Shrike 5.56 has
gas-piston operation, a quick-change barrel with fixed headspace and MIL-STD-1913 rail interface for the mounting of accessories. It can fire
from any STANAG Magazines, and can use M27-linked SAW ammunition from 100-round or 200-round soft-pouches (30 or 60 Caps,
respectively, when available) and 200-round hard plastic SAW ammunition containers (200 round Belt-Boxes are EV 1, raise MAL by 3, and sell
for 350 Caps; M27 Links sell for 1 Cap each, when available; most are of recent manufacture). At 7.5 lbs complete weapon weight, the Shrike
5.56 is lighter than other squad automatic weapons, such as the M249 light machine gun.

The Bren Gun, a British medium machine gun used throughout the Twentieth Century, is a throwback to a bygone era. Several of the weapons
made their way across the pond when the Brits moved to liberate the US from Chinese occupation troops. As a result, the distinctive weapon
found its way into the hands of Mercenaries, Raiders, and Super Mutants across the DC Wasteland. The weapon uses .303 British ammunition,
and feeds from 30-round, distinctively curved Magazines, which, when available, sell for around 25 Caps. The Bren Automatic Rifle, or L-4
Light Machine Gun, is a converted Bren that uses 7.62x51mm NATO rounds, and feeds from either a 30-round straight Magazine (80 Caps
when available) or the 20-round FAL magazine (50 Caps). A simple (Easy Repair Mechanical) modification of the spring in the 30-round
Magazine will allow it to be used in the FAL, or any other weapon feeding from its Magazines.
The Browning Auto Rifle is an early medium machine gun, magazine fed, with a very low RoF. It looks like an oversized rifle, which is how it
tends to be used. Chambered for .30-06, the versions found around the Wasteland are older models, pulled from the depths of the local
National Guard armories. These several-hundred year old weapons are doing quite well, despite their age. Most have found their way into the
hands of Super Mutants, though occasionally, a Brotherhood Paladin will recover one and press it into service. Magazines are scarce, going for
60 Caps or more on the market. The BAR is fully capable of using the Ohio Ordinance Works Inc. 30-round Magazines, though they are hard to
find, and sell for 150 Caps. The Model DA1 is a Belgian-made 7.62x51mm NATO version, one that uses FAL Magazines (50 Caps when
available). Some weapons can have their internal mechanisms upgraded. The Upgraded Internals kit runs 50 Caps, increases the RoF to 7
rounds/burst, and increases the Mal by 2.
The Ma Deuce, The Fifty, the BMFG. Every machine gunners dream, every targets nightmare. The half-inch wide, nearly four-inch long shell
throws out a bullet originally designed to kill tanks. Heavy, with brutal recoil and a hard-to-maneuver long barrel, the weapon requires almost
super-human strength to wield without a tripod. Those found in the DC Wasteland are either from vehicle mounts or tripod mounts, all having
spade handle grips and butterfly trigger. Most still have their 90-round ammunition carrier and link-catcher. Many are actually British or
Australian weapons that made their way to DC during the attempted push against Chinese occupation troops. Much of the .50 ammunition
found in the Wasteland is linked .50 BMG, and the links themselves sell for 4 Caps. Linked rounds are 12 Caps each, while unlinked rounds are
8 Caps. Match rounds, normally used for Sniper rifles, can be loaded into the links. These rounds are 12 Caps each (unlinked), and reduce Mal
by three points (99-00), while increasing Base Range to 750. Some consider this to be worth the extra expense.
The M1919 is an air-cooled Browning Machine Gun in .30-06. Used from the 1920s to the early part of the Domino Wars, and even later by
some allied countries, the weapon was rechambered for both .303 British and 7.62x51mm NATO, along with others. Even some 7.62x54mmR
versions were made buy Chinese and Southeast Asian forces from guns captured during the Domino Wars. From tripod-mounted infantry guns
to coaxial guns on tanks, from aircraft weapons on British and Soviet WWII aircraft to riverine patrol boat armaments, the weapon was
ubiquitous until the late 20th century. Those found in the Capitol Wasteland are chambered in the .30-06 rounds they were made for, and can
feed from cloth belts (generally 50 caps for a 90-round belt) or M1 Metal Link belts of any length (links are generally 2 caps each, and many
are of post-War manufacture).
The DShK 1938 (Degtyaryov-Shpagin Large-Calibre) is a Russian heavy machine gun firing the 12.7108mm cartridge. It took its name from
the weapons designers Vasily Degtyaryov, who designed the original weapon, and Georgi Shpagin, who improved the cartridge feed
mechanism. It is sometimes nicknamed Dushka (lit. Sweetie, Dear), from the abbreviation. It became the standard Soviet heavy machine
gun in World War II.Like its U.S. equivalent, the M2 Browning, the DShK 1938 was used in several roles, including infantry support, tank
commanders gun, coaxial mounted gun, anti-aircraft, and naval roles.In 1946, the DShK 1938/46 or DShKM (M for modernized) version was
introduced.In addition to the Soviet Union and Russia, the DShK has been used and copied by a number of countries, including the Peoples

Republic of China, Pakistan and Romania. Most of the weapons found in the Capitol Wasteland are actually Chinese Type 54 MGs. Links,
usually post-War, sell for around 5 Caps each.
The Enfield L86 LSW is a Support Weapon version of the L85 Rifle, part of the SA80 family of weapons. A Bullpup-configuration design, with a
longer barrel and higher RoF, it was long criticized as a poor choice for a support weapon. Many were converted to Semi-Auto Only, and
reissued as DMRs. The weapon includes a Bipod, Rear Pistol Grip, SUSAT Scope (when the weapon is Braced, double Base range on an Aimed
shot), and Shoulder Strap, and was issued with 60-round STANAG-compatible Magazines (few of these survive, running 350 Caps when they
can be found at all). Due to the rarity of the 60-round Magazine, many users opt for the more available 30-round Magazines (260 Caps each).
The Excalibr 20mm Autocannon is a belt-fed, three-barrel beast that fires 20x102mm AP-I or HE-I rounds. Designed for use by the heaviest of
Powered Armors, it is also devastating in the hands of a Super Mutant. The belt feeds through an armored belt housing from a backpack. A
delinker/relinker feeds a 150-round box under the weapon. Links run 5 Caps each, and are generally of post-War manufacture, and are
interchangeable with those of the Steiner 20mm Autocannon.
The H&K G11E is a Squad Automatic Weapon version of the G11 concept, a Caseless Machine Gun with a High Rate of Fire and high reliability.
The weapon includes a Silencer (Standard), Night Scope (Negates Darkness penalties, other than No Light, for all Aimed Shots), and Bipod.
It uses the same ammo boxes as the G11, and shares many parts and systems, but has a longer, heavier barrel that allows for total
combustion of the Caseless propellant. The rounds come pre-packaged in a plastic box that serves as the magazine, and many of these empty
boxes are scattered about, but only recently have they become a commodity as the supply of full boxes dwindles. A full, unopened Magazine
of 50 rounds runs about 250 Caps, while an empty Magazine runs about 50 Caps.One of these is found in the Lab under the Citadel. The
HK23E is a select-fire weapon based on the G3 rifle, with a four position selector (Safe Single 3-round Burst Full Auto) and a beltfeed/STANAG well system. It can use any STANAG-type Magazine, with the 50 or 100-round drum being the most useful. Most of those found
in the Capitol Wasteland are equipped with a 100-round belt supplied from a blet-box. Links for such a belt are similar (but not
interchangeable with) those of the M249, and sell for around 1 Cap each. The H&K MG36 is the LMG version of the G36 Rifle. It features a
longer barrel, a higher RoF, and a tripod-mounting bracket. A Reflex Sight (Aiming takes only 2 DEX Ranks, 200 Caps) is often found on the top
rail. A Silencer is also available for around 50 Caps. The 30 round Magazines are not STANAG compatible, but include studs so that they can
be clipped together to facilitate reloading (reloading clipped Magazines takes 5 DEX Ranks, +1 per Clipped Magazine, with three Magazines
being the most that the well can support, but there is no Retrieval Action needed to get the Magazines). They are generally available for 200
Caps each, when they can be found. While the weapon was issued with a Beta C-Magazine that holds 100 rounds of 5.56mm and fits the G36
family (but not a STANAG Magazine well), few have survived, going for 350 Caps when they can be found at all.
The Lewis Mk. II is a World War Iera light machine gun of American design that was perfected and widely used by the British Empire. It was
first used in combat in World War I, and continued in service with a number of armed forces through to the end of the Korean War. It is visually
distinctive because of a wide tubular cooling shroud around the barrel and a top-mounted drum-pan Magazine (very rare, and 200 Caps when
available; the 97-round Magazine is almost non-existent, and runs about 350 caps, more than half the cost of the weapon).It is light enough to
be fired from the hip, but heavy enough to remain fairly controlled while doing so. The weapon was over 150-years old at the start of the War,
so many are showing their age. Produced in both .303 British and .30-06, weapons found in the Capitol Wasteland have about a 50% chance
of being of either type. Luckily, magazines feed either round without trouble.
The M60E4, or Mk 43, is the last version of the M60 Machine Gun used by the US Navy before the War. Many of the problems with earlier
incarnations of the weapon were solved, and the newer weapon is a fine example of a general purpose MG. It features a quick-change barrel,

Bipod mounted to the receiver, a Picatinny rail-mounted Foregrip (may be Braced without bring it to the shoulder, but Aimed shots cannot be
performed this way), and Picatinny rails on the top and underside. Feed is generally from a 50-round Belt-Box (100 Caps when available,
raises MAL by 7 and EV by 1), though a 100-round Belt-Box can sometimes be found (300 Caps when available, raises MAL by 3 and EV by
1.5). Of course, any size Belt can be used without the Belt-Box (M13 Links are 2 Caps each, when available; many are actually copies of recent
manufacture). Brass/Link Catchers, designed to mount to the weapon using its underside rail run about 100 Caps, and can hold up to 150
rounds of Brass and Links, with an EV of +1 (the same box can be mounted on the M249 SAW or M260 LMG at an increased capacity).
The M249 SAW is a US-issued variation on the Belgian Minami LMG. It fires 5.56x45mm NATO rounds from either a belt (M27 Links are sell for
1 Cap each, when available; most are of recent manufacture), or any number of STANAG Magazines (20-round Magazines run about 100 Caps,
while 30-round Magazines run about 260 Caps). Belts are usually fed from either a Belt-Box (50-round Boxes are EV .5, raise MAL by 7, and
run about 50 Caps, while 100 round Belt-Boxes are EV 1, raise MAL by 3, and sell for 250 Caps), a Nylon Belt-Carrier Bag (200-round Bags are
extremely rare, selling for around 350 Caps), or from an exposed Belt of any length (lower MAL by 1 for every 10 rounds over 100). The
weapon comes with a Bipod, and has top, bottom and side Picatinny rails for accessories. One of these is a Brass/Link Catcher that attaches to
the underside rail and runs about 100 Caps. It can hold up to 200 rounds of Brass and Links, with an EV of +1 (the same box can be mounted
on the M2260 LMG, or the M-60 at reduced capacity). Another is a Foregrip that allows for Braced fire from the hip (Aimed shots cannot be
made this way).
The M260 LMG is a weapon born of the War. With the M60 being too heavy, and the M249 not performing well enough in combat, the M260
was born. A modified, smaller version of the M60, the Rodman Laboratories XM235, lost to the Minami in competition, but was resurrected and
hybridized with parts from the Mk 46 version of the M249 to create a weapon that fires 5.56x45mm NATO rounds from either STANAG
Magazines (20-round Magazines run about 100 Caps, while 30-round Magazines run about 260 Caps), or a Belt-Box (90-round Boxes are EV .5,
raise MAL by 7, and run about 100 Caps, while 200 round Belt-Boxes are EV 1, raise MAL by 3, and sell for 350 Caps; M27 Links sell for 1 Cap
each, when available; most are of recent manufacture). Brass/Link Catchers, designed to mount to the weapon using its underside rail run
about 100 Caps, and can hold up to 200 rounds of Brass and Links, with an EV of +1 (the same box can be mounted on the M249 SAW, or the
M-60 at reduced capacity).
The MEC Gauss Minigun is a 4-barreled support version of the magnetic acceleration coil gun. Like all 2x45mm EC weapons, any armor struck
is at 80% of its normal value against the round. The MEC uses an 80-round 2mm EC Canister, which hold 80 rounds of 2x45mm EC, and a
backpack that holds 10 Micro Fusion Cells. Each shot requires three charges from the MFC to fire. The multiple, highly-efficient coils of the
MEC Gauss Minigun allow it to throw its 2mm EC rounds further and faster than those of any other 2mm EC weapon, allowing even a short
burst from the weapon to do devastating damage.
The Norinco Type 90 LMG is a 7.62x54mmR weapon based on the MG-42. It is a heavy weapon, feeding from a small magazine that hangs
from the side of the action. Several are found around the Wasteland, many in the hands of Super Mutants. The weapons small drum
magazines are actually Belt-Boxes, and sell for around 120 Caps, with the Links selling for about 2 Caps each (most are actually modern
reproductions). The Norinco LMG-I is the model supplied to infiltration units sent to the US before the War. As such, it uses the 7.62x51mm
ammunition common to US medium machine guns, and the same M13 Links used by the M60 (2 Caps each). No examples of the weapon have
been found in the Wasteland, as they are all currently being stored at Mama Dolces Food Distribution, in Arlington.
The PKM Machine Gun is a Russian design, an improved version of their PK (Kalashnikov Machinegun), though, in actuality, most of those found
in the Wasteland are actually Norinco Type 80 Machine Guns, chambered in 7.62x54mmR. They feed from issued 25-round Belts that can be

linked to any size (the links are identical to those used by theNorinco Type 90, and sell for around 2 Caps each). It is equipped with a Bipod,
and can be used mounted to a tripod, if one could be found or manufactured.The PKMT is a further development of the PK to replace the SGMT
Goryunov vehicle-mounted machine gun. Modifications include the removal of the stock, a longer and heavier barrel, a gas regulator and an
electric solenoid trigger. These weapons are all of Russian manufacture, but feed from the same belts and use the same ammunition as their
Chinese cousins. Most are rigged for dismounted use, with a 100-round ammunition box on a back-mounted frame and a weapon-mounted
brass/link catcher. Belts are usually shortened to 90 rounds to reduce strain and feed stoppages.
The RPD is a light machine gun developed in the Soviet Union by Vasily Degtyaryov for the intermediate 7.62x39mm M43 cartridge. It is a
precursor of most squad automatic weapons. It was succeeded in Soviet service by the RPK.The weapon has a non-removable barrel with a 3position gas adjustment valve used to control the performance of the gas system. It is also equipped with a folding integral bipod, wooden
shoulder stock, foregrip and pistol grip. The firearm strips down into the following major groups: the receiver and barrel, bolt, bolt carrier, feed
tray and feed cover, the recoil mechanism and the trigger group and stock. Most RPDs in the Capitol Wasteland are actually Chinese-made
copies, the Type 56. They feed from two 50-round linked belts carried in a drum-like Belt Box slung under the rifle. Belts are open link
metallic, 50-rounds per belt, but can be linked to any length (50 Caps per belt, mostly of post-War manufacture).
The RPK (Kalashnikov Light Machine Gun) is another Russian design, this one a light squad automatic. Unlike many such weapons, these are
not Chinese copies. The weapon fires 7.62x39mmS rounds, and can feed from the same Magazines as the AK-47/AKM/AKMS (30 Caps each,
when available), but was issued with either 40-round Curved (50 Caps when available, will fit the AKM/AKMS) or 75-round Drum Magazines
(120 Caps each when available, will fit the AKM/AKMS). It also shares about 80% parts commonality with the AK series, but the barrel is
permanently attached to the receiver. Its heavier, longer barrel gives it more range and allows the full burning of the propellant, slightly
increasing its damage. If used with a Scope, it could make a fine DMR, though no option to do so has been provided. A Bipod is also
included.Introduced in 1974 together with the AK-74 assault rifle and chambered for the new 5.4539mm high-velocity cartridge, the RPK-74
derives from the AK-74 rifle, with modifications that mirror those made to the AKM to create the RPK. The RPK-74 also uses a longer and
heavier chrome-plated barrel, which has a new gas block with a gas channel at a 90 angle to the bore axis, and a ring for the cleaning rod.
The RPK-74 was also equipped with a folding bipod and a different front sight tower. The muzzle is threaded for a flash suppressor or blankfiring device.The rear stock trunnion was strengthened and the magazine well was reinforced with steel inserts.Additionally, the RPK-74 has a
modified return mechanism compared to theAK-74, which uses a new type of metal spring guide rod and recoil spring. The rear sight
assembly, forward handguard and receiver dust cover were all retained from the RPK.The RPK-74 feeds from a 45-round steel or polymer box
magazine, interchangeable with magazines from the AK-74, and is designed to be charged from stripper clips. Drum magazines similar to
those used on the previous RPK models were tested during the development phase of the RPK-74, but were discontinued in favor of the 45round box magazine. However, the drum magazines were still produced in limited numbers.Standard equipment includes: eight Magazines (50
Caps each), six stripper clips (15 rounds per clip, 20 Caps each, usually of post-War manufacture), a speedloader guide, cleaning rod, cleaning
kit, sling, oil bottle and two magazine pouches (30 Caps each, and hold 3 Magazines, taking up six Web Belt slots). Some variants do not come
with the cleaning kit option. Much of this equipment is no longer present.
The German Rheinmetall AG company created the ultimate minigun. The Vindicator throws over 90,000 4.7x33mm Caseless shells per minute
down its six carbon-polymer barrels. The only thing limiting its popularity in the Wasteland is the scarcity of 4.7x33mm Caseless and
replacement parts. The weapon feeds from an underslung ammunition carrier that holds two, 50-round boxes of 4.7x33mm Caseless, the
same ones used by the G-11 and G11E as Magazines. A full, unopened Magazine of 50 rounds runs about 250 Caps, while an empty Magazine
runs about 50 Caps. The Vindicator II is a heavily-modified model that was produced for the US Market, and uses 7.62x51mm NATO rounds. It
has a number of issues, as the weapon was never meant to fire such heavy rounds. RoF is low, as is reliability, and since the weapon was

designed for use with Caseless rounds in a Magazine, the Belt Feed system is cumbersome. Still, it puts out a decent amount of firepower.
The underslung ammunition carrier is instead used to hold a brass/link catcher that relinks the empty brass and disintegrating link belts,
allowing the belts to be reloaded without reassembly. 100 rounds of 7.62x51mm NATO are carried in a backpack, linked to the gun with an
armored belt housing.
The Rheinmetall AG Advanced Minigun .308 was an experimental weapon being tested for possible adoption by the US to provide parts
commonality between Powered Armor units and regular infantry. As such, it was designed as a man-portable system that could be fired from
the hip by a person not wearing Powered Armor. Even with weight-saving composites, aluminum and carbon fiber parts used throughout, the
weapon still required an above-average strength operator, and worked better as a tripod mounted weapon. The only example known to have
been in the DC area before the last round of bombing was carried by a unit that was assigned to the evacuation of Friendship Asylum. No one
has seen it since
The Rheinmetall AG MG3 is a post-WWII conversion of their MG42 to a 7.62x51mm NATO round. The MG42 found in the Wasteland is actually
the MG42/59, an Italian version of the MG3. These weapons are nearly identical, with difference mainly in the weight of the MG42/59s bolt,
which is half-again heavier, resulting in a much lower RoF and fewer Malfunctions as a result. The MG3 is usually fired using 75-round
Permanent Belts, while the MG42 uses 50-round DM1 Permanent Belts, though they can both use belts linked to any length (Belts are 150
Caps or 100 Caps, respectively, and usually of post-war manufacture). In addition, the MG3 can use the same belts as the M60 (M13 Links are
2 Caps each, when available; many are actually copies of recent manufacture). Many MG3s feed from a 100/120 round Belt Box (two DM1
belts linked, or a 120-round disintegrating belt of M13 links; the box costs around 75 Caps, when available). The MG42 can also use a 50round Belt-Box that mounts to the weapon, keeping the belt from snagging on obstructions or picking up debris. Such a box usually runs
about 50 Caps if it can be found, and raises MAL by 3. The MG34 was another German WWII weapon. Long obsolete, a number of these were
rushed through a product improvement program and modernized to use 7.62x51mm NATO rounds, in order to supply the need for militia
forces and the US-bound Relief Fleet for medium machine guns. The weapon uses the same 50-round Belts and Belt Box as the MG42, but is
more prone to failures in the field, despite its lower RoF. Some original MG34s, chambered for 7.92x57mm Mauser, are found in the
Wasteland. These weapons were issued after Chinese forces bombed the factory where the 7.62 NATO conversion were being performed.
Other than ammunition, they are very much the same weapon, albeit slightly more reliable. Many were equipped with a 250-round
ammunition box (200 Caps when available), though most of these have been lost to time and wear. Links run 5 Caps each due to scarcity.
The 5mm Rockwell Cz53 was a joint project between Rockwell International and CZ-USA, the American division of Czech arms supplier esk
zbrojovka. The Cz53 Personal Minigun was designed as a man-portable weapon with an integral power supply and ammunition canister. The
Fission Battery that powers the weapon lasts for about a month before needing replacement. 120 round ammo containers for the weapon are
found throughout the wasteland, with an empty box going for around 30 Caps. Fresh boxes turn up regularly, at 150 Caps. The Cz53A1 is an
improved model, with longer barrels and a back-mounted secondary ammunition canister. This doubles the weapons capacity, making it
much more viable on the battlefield. Other improvements can be made, however. A High Speed Motor can be added for around 250 Caps
(Burst 25), increasing the RoF. In addition, a Dampened Subframe modification, costing around 400 Caps, adds shock absorbing buffers along
many stress points, making the weapon more controllable (Minimum number of hits on a successful attack is 5). The unique Rockwell Cz53A1
known as Eugene is held by Brick, of Reillys Rangers. Her weapon includes both modifications, and has had its barrels replaced with those of
a Cz57. Merciless is a winterized Rockwell Cz53 found at the VSS Armory. It sports a sturdier frame and heated battery box/motor. As a result
of the modifications, the weapon only holds 60 rounds, with another 120 in the backpack. It cannot benefit from either the Dampened
Subframe or the High Speed Motor, already incorporating variants of those two improvements.

A follow up to the successful Rockwell CZ53, the Rockwell Cz57 Avenger was touted as a quantum leap in man-portable Gatling
technology. The Avengers design improvements include improved gel-fin cooling and chromium plated barrel-bores, giving it a greater range
and lethality. It also has an ammo capacity of 120x 5mm rounds, like the earlier versions of the Cz53 model. Later models of Cz57 have a
high-speed motor, a cage underneath to put the ammo box and are used in combination with a backpack.These improvements gave the
Rockwell Cz57A1 a higher RoF and greater ammunition capacity. The Hate Emancipator, a unique Cz57A1 wielded by General Abraham Q.
Lincoln, has been modified to incorporate the High Speed Motor and Dampened Subframe modifications from a Cz53A1. This increases its RoF
and ability to put those rounds on target.
The Shoulder-Mounted Machine Gun is a 10mm Minigun designed for 1-handed use by mounting it on a chest/shoulder rig. The weapon feeds
from a 60-round Belt-Box that uses proprietary links. This is mitigated by the fact that the weapon includes a de-linker/re-linker and a second
container for the Belt of empty shells assembled when the weapon fires. The re-linkers container has room for almost half-again as many
shells as the Belt-Box, mainly to prevent malfunctions due to mis-folded Belts. A kit can sometimes be found that allows the Belt-Box to be
expanded by 25% (1125 Caps when available, increases capacity to 75 rounds, includes the extra 15 Links). Another kit upgrades the motor,
mounts, gears, and brackets, increasing the HP of the weapon to 15 (975 Caps when available). Last, a Recoil Compensation system is
available that reduces the weapons tendency to spray rounds across the target area (2d6+3 rounds strike the target on a successful hit).
Shredder is a unique G.E. M134D-G, a hybrid manufactured using parts from two competing contractors to create one fast-firing, rugged, and
reliable weapon to compete with the Rockwell and Rheinmetall designs that were dominating the market. Using weapons originally developed
for the Vietnam conflict and modern parts and alloys, Shredder is a G.E. M134D-G that was being considered by the 160 th Special Operations
Aviation Regiment for use on their new Vertibird VTOL aircraft. It survived the War, and became part of the arsenal used by the Enclave. It
was captured by the Brotherhood of Steel after the destruction of the Poseidon Energy oil rig, and dismounted for use by their Powered Armor
troops, acquiring replacement parts from the Vindicator II that was its main competition. Shredder was one of the weapons carried across the
Rockies by the Brotherhood, and carried from the Midwest by Elder Lyons Paladins and Knights. The weapon sits, currently unused, in the
armory of the Citadel, waiting for someone who can appreciate its ability to cause mayhem and destruction.
The Steiner 20mm Light Auto-Cannon is a single-barrel, belt-fed 20x102mm cannon designed for use by Powered Armor Troops. Those few
found in the Wasteland are generally in the hands of the Enclave, the Brotherhood/Outcasts, or the Supermutants, and sometimes pass from
one the other. The belt feeds through an armored belt housing from a backpack. A delinker/relinker feeds a 30-round box under the weapon.
Links run 5 Caps each, and are generally of post-War manufacture, and are interchangeable with those of the Excalibr 20mm Autocannon.
Heavy Weapons Flamers
Name

Skill
Base Dmg DEX Ranks/RoF
Cost Ammo
Arc Welder Weaponized Flamer
+0
1d6+3 15/S
ECP
Blazer
Flamer +0
2d6+ 15/S
Fire
Cryolater
Flamer +0
2d6+1 15/S
Cold
Flamb450
Flamer +0
1d10+ 15/S
Fire
Flamb 450 Varmiter Flamer +0
1d10+ 15/S
Fire
Improved Flamer
M9A1-7 Flamer
Flamer +0
2d6+ 15/S
Fuel

Special

Rng

Hands HP

Parry STR/DEX Mal Cap

SIZ/Enc

Electric

15

2H

12

No

10/8

91-00 30

4 +4

8
8
6
6

No
No
No
No

12/8
10/8
13/8
13/8

99-00
91-00
93-00
93-00

8 (80)
75
5 (50)
5 (50)

4 +6
4
6
6

Flamer Fuel
Coolant
Flamer Fuel
Mk. II Fuel

No

10/8

93-00 5 (60) 3 +6

25
15
25
25
Fire

2H
2H
2H
2H

25 2H

500
260
400
500

500

370

Flamer

USMC Marine Flamer


Flamer +0
2d6+ 15/S
Fuel
Burnmaster
Flamer +0
3d6+ 15/S
Cleansing Flame
Flamer +0
1d10+ 15/S
Fuel
Rapid-Torch Flamer Flamer +0
1d6+ 10/S
Fuel
Slo-Burn Flamer
Flamer +0
2d6+ 15/S
Fuel
Flamer Pistol
Flamer +0
1d6+1 15/S
Incinerator
Flamer +0
2d6/5 15/B (3)
Fuel
Heavy Incinerator
Flamer +02d6+3/5 15/B(6)
Fuel
Plasma Thrower
Flamer +0
4d6
15/S
SEC

Fire
Fire

25 2H
Fire

Fire

25 2H
Fire

Fire

25 2H

No

10/8

6
25 2H

No
6

10/8
No

93-00 5 (60) 3 +6 500


10/8 93-00 5 (90) 3 +8

Flamer Fuel
1900 Flamer

No

10/8

93-00 10 (60)

3 +6

500

Flamer

25 2H

No

10/8

93-00 5 (60) 3 +6

500

Flamer

93-00 5 (60) 3 +6

500

Flamer

10
Fire

1H

6
35 2H

No
12

7/5
No

93-00 5 (30) 2.5


13/8 93/00 30

1000
6

Flamer Fuel
500
Flamer

Fire

50

2H

12

No

13/8

93/00 24

500

Flamer

Fire

25

2H

12

No

10/8

97-00 10 (80)

4+6

2000

The Arc Welder is an electrical discharge weapon that spews artificial lightning arcs in front of the wielder. The weapon causes +1d4 Damage
to enemies in Powered Armor, and +2d4 damage to Robots, and Stuns Powered Armor and Robots on a Special Success, and anything else on
a Critical Success. It counts as an Energy Weapon for purposes of determining AP. The weapon uses an Electron Charge Pack for its power
source, with each charge powering a single attack. Thuis device can no longer be used as a welder.
Blazer is a captured Chinese Flamer, held in the VSS Armory. It has a small tank mounted on the weapon itself, as well as a tank of fuel carried
on the back of the wielder. It uses ten units of fuel per Burst, and causes 3points of Damage per DEX Rank for the next 5 DEX Ranks. The AoE
for Burner is a cone 75 long and 15 at the base. Each target in this AoE can be struck, but each target after the first subtracts 10% from the
users skill to hit. The Burst from Blazer lasts 10 DEX Ranks.
The Cryolater is a weapon designed to spew coolant over ones enemies in the way that a Flamer spews Napalm. It can be built at a
Workbench by someone with Repair Mechanical at 60% using Rubber Tubing, a Condenser, a Crutch, a Motorcycle Handbrake, a Fire Hose
Nozzle, and a Fire Extinguisher. Hits from the weapon can cause armor and other items to become brittle, and subject to shattering damage.
The chance is equal to 5% x the rolled Damage. The preliminary damage of the weapon also causes Stun, and anyone who is struck must also
Resist the rolled damage vs. CON or be frozen in place for the duration (3 Rounds). Each burst from the Cryolater covers an area roughly a
cone, 45 deep and 15 wide, for 15 DEX Ranks. Any number of targets within the cone may be struck, but each target after the first subtracts
10% from the operators chance to hit any given target. The tank of the Cryolater holds 75 units of Coolant, enough for 15 bursts.
The Flamb 450 Flamer is a backpack-less flame weapon designed for use in burning back brush and clearing heavy snow. Many were used by
the Highway Department before the War, and several of those have found their way into the Wasteland, where they are used as weapons. The
Raiders at the MDPL Mass Relay station, calling themselves Hot Stuff, love these weapons. The initial damage is not great, but the weapon
also causes 2 points of Flame damage for five DEX Ranks, or until the flame is extinguished. The Varmiter version has improved feeds and a
specially lined nozzle, none of which makes a difference with standard fuel. However, using a bottle of standard Flamer Fuel, a tin of
Turpentine, and a tube of Wonderglue, anyone with a Chemistry of 50+ can replicate the Mk. II Flamer Fuel the Varmiter was designed to

handle. This fuel burns hotter and longer than normal fuel, causing 2d6+3 damage on the initial burst, and 3 points of Fire damage for five
DEX Ranks. This type of fuel cannot be used in a regular Flamer or Flame Pistol, and will explode on a failed LUCK check if the attempt is
made. On a successful LUCK check, the weapon merely ignites. The AoE for the Flamb series flamers is a cone 75 long and 15 at the base.
Each target in this AoE can be struck, but each target after the first subtracts 10% from the users skill to hit. The Burst from a Flamb Flamer
lasts 10 DEX Ranks.
The M9A1-7 was the standard flamer used by the US Army Corp of Engineers for various purposes before the War. The tank holds 60 units of
Flamer Fuel, which is enough for 5 bursts. A burst lasts for 12 DEX Ranks, causes 2d6 damage on contact, and then the target burns for six
DEX Ranks, at 2 HP per DEX Rank, or until the fire is extinguished. Smothering, immersion in water, or use of a fire extinguisher will be
necessary to put out the flames. In addition, the target may simply catch fire, taking additional damage. The USMC Marine Flamer is an
M9A1-7 with a backpack fuel supply and a woodland camouflage paint scheme. It is otherwise identical in form and function. The Burnmaster
is a unique Flamer, found in the Franklin Metro Utility tunnels, past the water. It is unaffected by the Pyromaniac perk, as the weapons special
effect is identical to it. It simply causes 1.5 times normal flame damage on a strike (3d6), and 3 points per DEX Rank for the next six DEX
Ranks. The Cleansing Flame is a special, high-capacity Flamer designed by Moira Brown. It has threefuel tanks, three dispersion nozzles, and
a rather unique effect. While the initial damage is lower, the weapon more thoroughly coats the target, raising the Damage per DEX Rank to
3, for a total of 10 DEX ranks. Moira will offer the weapon once someones Flamer skill reaches 50+. The Rapid-Torch Flamer is a modified
M9A1-7 with a better control valve, which allows the user to better control the flow of fuel. This allows two bursts at half strength, but with the
same AoE. Each burst lasts for 6 DEX Ranks. The Slo-Burn Flamer releases its fuel in a long stream before igniting, causing normal damage on
the initial hit, but 6 HP per DEX Rank for the next 6 DEX Ranks. Each of its bursts lasts for 18 DEX Ranks. The AoE for the M9A1-7 series
flamers is a cone 75 long and 30 at the base. Each target in this AoE can be struck, but each target after the first subtracts 10% from the
users skill to hit. Each of these flamers comes with a backpack that holds two fuel tanks. Some models have had their tanks removed, and
mount one or two tanks on the side of the weapon. Since a single tank has an ENC of 2, this can make the weapon quite bulky, but does free
up the back for a conventional pack.
The Flamer Pistol is a smaller version of the Flamer. It has its own, internal tank that holds enough fuel for 6 bursts. A burst causes 1d6
damage on contact, and then the target burns for six DEX Ranks, at 2 HP per DEX Rank, or until the fire is extinguished. Smothering,
immersion in water, or use of a fire extinguisher will be necessary to put out the flames. In addition, the target may simply catch fire, taking
additional damage. The AoE is a cone, 30 long and 15 wide at the base. Each target in this AoE can be struck, but each target after the first
subtracts 10% from the users skill to hit. A burst from a Flamer Pistol lasts 6 DEX Ranks.
The Incinerator uses a magnetic field, similar to that used by a Plasma Caster, to throw globules of burning Napalm toward the enemy. It fires
in bursts, though each shot from such a burst can be targeted at a different enemy, and each requires its own to-Hit roll. A burst causes 2d6
damage on contact to anyone within 5 of the impact site, and then those effected burn for twelve DEX Ranks, at 1 HP per DEX Rank, or until
the fire is extinguished. Smothering, immersion in water, or use of a fire extinguisher will be necessary to put out the flames. In addition, the
target may simply catch fire, taking additional damage. The Heavy Incinerator is a larger, more damaging version of the weapon. It was
brought to the Capitol Wasteland by Enclave Hellfire troops, and is their signature weapon. A few have fallen into the hands of Raiders and
Super Mutants. A burst from the Heavy Incinerator causes 2d6+3 damage on contact to anyone within 5 of the impact site, and then those
effected burn for six DEX Ranks, at 2 HP per DEX Rank, or until the fire is extinguished.
The Plasma Thrower is a weapon that operates in a similar way to a Flamer, but actually sprays superheated plasma over a target. The
weapon causes 4d6 damage to the target per burst, and can cover a cone 75 long and 15 at the base. Each target in this AoE can be struck,

but each target after the first subtracts 10% from the users skill to hit. The devices uses eight Small Energy Cells, and eight charges are used
per burst.

Heavy Weapons Grenade Launchers


Name

Skill
Base Dmg DEX Ranks/RoF
Special
Rng
Hands HP
Cost Ammo
25x41mm Grenade APW
GL
+0
2d4+1/5r
10/S
Knockback 20
2H
420
25mm Grenade
China Lake GL
GL
+0
3d6/5r
15/S
Knockback 20
2H
14
40mm Grenade
H&K Heckler AGL
GL
+0
3d6/5r
15/S
Knockback 20
2H
1000 40mm Grenade
Grenade MG 25x41mm
GL
+0
2d4+1/5r
15/A (6)
Knockback 20
4.5
1040 25mm Grenade
Grenade Pistol
GL
+0
3d6/5r
15/S (30 R)
Knockback 10
1H
500
40mm Grenade
M79 Grenade Launcher
GL
+0
3d6/5r
15/S (30 R)
Knockback 20
2H
300
40mm Grenade
Mercs Grenade Rifle GL
+0
3d6/5r
15/S (30 R)
Knockback 20
2H
10
40mm Grenade
M79 Commando/
Buccaneer GL
+0
3d6/5r
15/S (30 R)
Knockback 15
1H
10
40mm Grenade
Mikor MGL 140
GL
+0
3d6/5r
15/S
Knockback 20
2H
400
40mm Grenade
Plasma Lobber
GL
+0 6d10/15r
15/S (30 R)
Special
20 2H
450
MFC
Rail-Mounted UBGL GL
+0
3d6/5r
15/S (30 R)
Knockback 20
2H
12
40mm Grenade

Parry STR/DEX Mal Cap

SIZ/Enc

12

No

7/7

94-00 6

No

9/7

94-00 4

14

No

9/7

96-00 6

2H

14

No

18/7

No

10/5

96-00 1

2.0

12

No

7/5

99-00 1

3.0

No

5/5

99-00 1

2.5

300

No

8/5

99-00 1

2.5

300

12

No

7/5

94-00 6

12

No

5/5

91-00 1 (24) 3.0

No

7/5

96-00 1

3.5

3.5
840
4

94-00 30

.5

3.5

100

The 25x41mm Grenade Anti-Personnel Weapon (APW) is a semi-auto grenade launcher laid out like an oversized shotgun of about 4-guage
bore. It can fire any of the 25x41mm grenade styles, and makes a very handy weapon for use against large groups or large foes. The sixround Magazines run about 80 Caps. A larger Drum (12 rounds) can sometimes be found for around 120 Caps. A custom-fitted Barrel
Extension is occasionally found for around 130 Caps (x2 Base Range, Hard to Dodge the AoE at Base Range), and with Upgraded Internals
(around 190 Caps), the RoF can be increased to 3/round.
The China Lake Grenade Launcher is named for the China Lake Naval Weapons Center where the weapon was designed for the Navy Seals
more than 100 years before the War. The design was revived just before the War to provide US units increased firepower during the invasion
of the Chinese Mainland. The weapon is basically a 1-Gauge pump-action shotgun that fires 40mm grenades. It can fire any of the types

available in the Wasteland, though some exotic types not seen since the war, such as Baton rounds, would not feed. This weapon is often
mistakenly identified as the EX-41, though that weapon never left the drawing board.
The H&K Heckler AGL is actually a revolver-type grenade launcher that holds six 40mm Grenades. The cylinder can be indexed by hand, so if
multiple grenade types are loaded, the specific round can be chosen by the operator before firing.
The Grenade Machine Gun is a 25x59mm automatic weapon designed to fire 25x59mm grenades. It feeds from a large drum that holds 30
rounds of 25x59mm Grenades, and is designed for use by Powered Armor. When used as a stand-alone weapon, it draws power from a single
Micro Fusion Cell (lasts for 15 rounds per charge). The weapon chews through its expensive ammo quickly, but not quickly enough for some.
A High Speed Kit can sometimes be found, selling for around 250 Caps, that upgrades the motor, increasing the RoF to 10 (1d6+1d4), but this
drains the Micro Fusion Cell at a rate of 1 charge per 10 rounds.
The grenade pistol is a heavily modified M8 Flare Pistol, already over 100 years old at the time of the war. A number of these weapons have
made their way across the Capitol Wasteland, apparently originating in Rivet City. Flak and Shrapnel seem to consider these a personal
specialty. The M79, when available, is preferable, as it is more robust and has a longer range. Surviving examples, though antiques even
before the war, were factory made as grenade launchers, and are therefore often in better shape than the more recent grenade pistol. A
Barrel Extension kit is sometimes available, at around 250 Caps, which doubles the Base Range, and makes the AoE Hard to dodge out of at
this Base Range. The Mercenarys Grenade Rifle is a unique M79 Grenade Launcher with a hand-made walnut stock and blued parts. It adds a
single Bonus Die for all shots. It is found in the open tunnel section of Vault 106, though no ammunition is present for the weapon. It can
benefit from the Barrel Extension available for the standard M79. The M79 Commando or Buccaneer is similar to the Grenade Pistol. It is
made by cutting the stock and several inches of the barrel from an M79, making a handy version of the M79. Obviously, the Barrel Extension
will not fit.
The MGL is a low-velocity, shoulder-fired 40 mm grenade launcher with a six-round spring-driven revolver-style magazine capable of accepting
most 4046mm grenades. The spring-driven cylinder rotates automatically while firing, but it must be wound back up after every reloading. It
consists of a lightweight, progressively rifled steel barrel, sight assembly, frame with firing mechanism, spring-actuated revolving cylinder
magazine, and a folding stock. The weapon has a fire selector safety switch just above the rear pistol grip which can be operated from either
side. The launcher cannot be accidentally discharged if dropped.The launcher is loaded by releasing the cylinder axis pin and swinging the
steel frame away from the cylinder. The rear of the cylinder (including the pistol grip) is unlatched and pivoted counter-clockwise to expose the
chambers during reloading. By inserting the fingers into the empty chambers and rotating the aluminium cylinder it is then wound against its
driving spring. The grenades are then inserted into the chambers, one-by-one (because the cylinder cannot be removed), the frame closed,
and the axis pin re-engaged to lock. When the trigger is pressed a double-action takes place and the firing pin is cocked and released to fire
the grenade. Gas pressure on a piston unlocks the cylinder and allows the spring to rotate it until the next chamber is aligned with the firing
pin, whereupon the next round can be fired. If a misfire occurs the trigger can be pulled repeatedly. Some are found without the detachable
Shoulder Stock (Stocks sell for 50 Caps, when they can be found, and a weapon without one sells for around 350 Caps). Super Mutants like to
use this version as a large pistol, to devastating effect.
The Plasma Lobber is actually an energy weapon, but works like a grenade launcher. It is a devastating weapon, using the output of an entire
Micro Fusion Cell for each blast. The weapon does terrible damage to anyone in its AoE, and in addition, anyone struck should make a Difficult
Luck roll. If the roll fails, the victim is on fire and will take 1D6 points of damage immediately and every other round until the fire is
extinguished or otherwise neutralized.

The Rail-Mounted UBGL (Under Barrel Grenade Launcher) is any of a number of 40mm variations on the M203/HKGL/GP35/AG36/M320, etc.
These are 1-shot launchers, generally opening to the side to be reloaded, and most, if not all, are designed to be capable of dismounted
operation (a stock assembly with a tactical rail to which the unit can be attached can usually be had around the Wasteland for around 200
Caps).
Damage is for a standard 40mm HE grenade. Specialty grenades, if found, are described under the ammunition heading.
Heavy Weapons Rocket/Missile Launchers
Name

Skill
Cost Ammo
Eradicator Autocannon
Shell
60mm HE
60mm Incendiary
2500
60mm Nuclear

Base

Fat Man
1000

Rocket +0

Mini-Nuke

Dmg

Spec. 01

DEX Ranks/RoF

Special

Rng

Hands HP

Parry STR/DEX Mal Cap

SIZ/Enc

2H

18

No

19/7

96-00 6

8.0

5000

60mm

5
-

.7
-

500
.7

.7

2500

15/S

4d10/5
4d10/5

6d10/25
4d10/35
3d6/40
10d8/30

200

Shrapnel, Knockback Shrapnel, Fire


Shrapnel
Knockback
Fire
Radiation
15/S (25 R)
Shrapnel

75

Knockback,
Fire
Radiation
4d6/5 15/S (25 R)
Shrapnel

2H

16

No

13/11 91-00 1

8.0

6d8/40
3d6/65

Fire Extinguisher Launcher Rocket +0


Fire Extinguisher
Experimental MIRV Rocket +0 2d4x40/50
Mini-Nuke
1d4x40/75
10d8/100
Lamprey Mini-Missile Rocket +0
4d6/5r
Lamprey Missile
Red Glare
Rocket +0
5d6/5r
Red Glare Rocket

75

2H

16

No

13/11 91-00 1

8.0

1000

75

2H

16

No

13/11 91-00 1

8.0

2500

100 2H

12

No

9/7

3.5

500

13

7.0

3000

4.5

500

66mm

7.3

460

15/S (100 R) Shrapnel

10/S
15/B (4)

Knockback,
Fire, Radiation
Shrapnel

96-00 6

Shrapnel,

Knockback
M72A2 LAW
Rocket +0
8d6/3 15/S (15 R)
Knockback150
2H
10
No
7/5
98-00 1
Rocket
Rockwell BigBazooka Rocket +0
15/S (20 R)
Special
800 2H
16
No
13/9 91-00 1
Rockwell Rocket
Rocket Launcher
Rocket, Sabot
5d6
Ignores Soft Armor, Hard Armor is at 25% AP
Rocket, Electrical
4d6 +4d6 Stun and 4d6 Electrical Ignores Metal Armor for Electrical and Stun Damage
Rocket, Explosive
10d6/15r
Shrapnel
Rocket, AP
8d6+2d6/5r
Halves Armor

Rockwell Missile Launcher Rocket +0


15/S (20 R)
1200 2H
Rockwell Missile
Firework
Rocket Special
15/S (20 R)
1200
Rockwell Missile
Missile, Standard
6d6+2/5r
Impale and Shrapnel
Miss Launcher
Rocket -5
15/S (20 R)
30
2H
16
Missile
Missile, Standard
8d6+3/5r
Enhanced Missile
Rocket +0
15/S (20 R)
600
2H
Enhanced Missile
Launcher
Missile, Enhanced
6d6+2/5r
Impale and Shrapnel
Missile, Micro Nuke
10d8/25
Shrapnel
8d8/35
Knockback
3d6/60
Fire
Radiation
Missile, Quantum
12d6/15r
Impale
8d6/25
Shrapnel
3d6/50
Fire
Missile, Tac-Nuke
8d20/40
Shrapnel
8d10/80
Knockback
3d6/150
Fire
Radiation
RPG-7
Rocket +0
8d6/5 15/S (20 R)
Knockback
80 2H
105mm Gren.

16

No

11/9

91-00 1

2H

16

No

11/9

No

11/9

91-00 1

16

No

11/9

96-00 1
7.0

93-00 1
2.0

10

No

7/5

7.0

99-00 1

500
7.0

1500

2.0
400

50
Rockwell

7.0

500

50
2.0

400

2.0

200

7.0

2.0

2000

300

40-

The Eradicator Autocannon is actually a 60mm Breach-loading Mortar designed to be fired by a Power-Armored Infantryman. The weapon
holds 6 rounds in its integral drum magazine. Standard HE cause 2d6 Shrapnel to a 5r AoE, and tend to knock down those in the AoE.
Incendiary rounds spread burning fragments of white phosphorus throughout the AoE, for 2d6 Fragmentation and Fire damage. Nuclear shells
cause 2d10 Shrapnel to all within 25, 4d10 Knockback to 35, and 3d6 Fire to 40, and gives off 1 Rad/DEX Rank for 200 DEX Ranks to a 40
AoE. Super Mutants have found a cache of these somewhere, and love to use them.
The General Atomics Fat Man Tactical Nuclear Catapult is a madmans weapon, designed to use steam power to launch a tactical nuclear
device up to 150 yards. A radioactive element inside the launcher is used to generate heat inside a pressure vessel. The steam created is
then released to fling the Mini-Nuke in an arc toward the enemy. When the round detonates, it has the usual effect, with an AoE of 30. The
subsequent explosion causes 6d8 Enhanced Knockback to 40, and massive damage due to Shrapnel (10d8 over 30), Fire (3d6 over 65), and
Radiation (8 Rads/Dex Rank for 12 Dex Ranks out to 80). A modification kit was issued near the end of the war. The Little Boy Kit costs
around 100 Caps, and when installed it Halves the weapons ENC (4), reduces Min STR by 2 (11), and Reduces HP by 4 (12). The Fire
Extinguisher Launcher is a modified Fat Man Catapult that fires the brass-bodied CO 2 Fire Extinguishers found all over the Wasteland. These
extinguishers are far less powerful than a Mini-Nuke, but the ammunition is easier to find. A Malfunction result with the Fire Extinguisher is
followed up with a Luck check, which, if successful, indicates a problem not with the launcher, but the placement of the Extinguisher, which
has landed in a way that did not break the casing. Such an Extinguisher can be reused. The Experimental MIRV, found in the National Guard

Armory Bunker, is a redesigned Fat Man that holds eight Mini-Nukes, and launches them in an overlapping pattern of mass destruction. The
weapon will only fire if loaded with eight Mini-Nukes.
The Lamprey is a multi-fire Mini-Missile launcher that holds six 30mm missiles. The rockets are fire-and-forget, capable of locking onto a target
and making slight course corrections (requires a Special success to Dodge). Missiles are 75 Caps, if they can be found at all.
The Red Glare is an auto-loading, auto-firing rocket launcher prototype found in the Outcast headquarters at Fort Independence. Several
improvements to the prototype have been suggested, and can be performed for a nominal fee by competent weaponsmiths. The Alpha Strike
option runs 2150 Caps, and increases the speed of the rockets immensely (Hard to Dodge at all Ranges beyond Point Blank). An Auto
Launcher modification runs around 2050 Caps, and increases the Burst size to 5 rounds. A Far Sighting modification, for about 2100 Caps,
doubles the Base Range.
The Rockwell Missile Launcher is a weapon that almost wasnt. Rockwell was contracted by the US Army for launchers for a number of Sentry
Bots, which were armed with either a 5mm Rockwell Cz. Minigun or a General Atomics Gatling Laser, with the other arm bearing the new
missile launcher. Due to the number of disabled Sentry Bots, and the number of Missiles available in the Logistics chain, the Army asked
Rockwell to develop a man-portable version of the launcher, so that troops could take advantage of any ammunition the robots were unable to
use. The launcher uses the Rockwell Missiles common to the Sentry Bot program, as well as the RobCo/House Industries Securitron. An
upgrade kit for the Guidance System is sometimes available for 250 Caps (Dodge becomes Hard at all ranges beyond Point Blank). Several
missile types are available. Firework is a Rockwell Missile Launcher found in the VSS Armory. It was used in the liberation of Anchorage, and is
equipped with the upgraded Guidance System and Laser Active Guidance (LAG). The LAG system allows the launcher to send real-time course
corrections to the missile in flight, giving the weapon a +5 to Hit for every 200 yards between the weapon and the target, out to 1200
yards.The Miss Launcher is a modified Rockwell that is designed to arm its Missiles without activating the rocket motor. As a result, only the
cold-gas launch system gives the missiles their impetus, resulting in a Maximum range equal to Base range 30. The fuel normally used in
propelling the Missile instead detonates with the warhead, increasing the damage by 3d6+1. For a normal Missile, this results in 8d6+3
damage. For specialty Missiles, the Damage will be based on that Missiles Damage rating +3d6+1. The sound of the system firing is muffled,
making it a Hard Listen check to hear it beyond 100, and a Hard Listen check to recognize it as the sound of a weapon firing. Those who do
recognize the sound will often believe it to be a Fat Man Nuclear Catapult (Hard Idea check to tell the difference). Any of these Rockwell
designs can benefit from a modification that allows for a second ready round to be carried parallel to the launch tube, allowing a quick followup shot (RoF 2). Such a mechanism runs about 125 Caps.
The Enhanced Missile Launcher is a newer version of the standard Rockwell Missile Launcher designed for larger payload missiles. The
launcher can use a standard HE missile (2d6 Shrapnel to all within 5r), an enhanced Quantum Missile (Causes 8d6 Shrapnel damage to all
within 25, and 3d6 Flame to all within 50), a Micro Nuke (4d10 Shrapnel to 25, 8d8 Knockback to 35, and 3d6 Fire to all within 60, and a
100area gives off 1 Rad/DEX Rank for 200 DEX Ranks), and a Tactical Nuke (8d10 Shrapnel to 40, 8d10 Knockback to 80, and 3d6 Fire to all
within 150, and the 200area gives off 5 Rads/DEX Rank for 200 DEX Ranks).
The RPG-7 was a Rocket Propelled Grenade launcher manufactured by the Soviet Union in the mid-to-late 20 th century. Most of those found in
the Capitol Wasteland are actually Norinco Type 69 RPGs, manufactured in China. The weapon fires an 85mm High Explosive Anti-Tank round
that causes massive damage to its target, but very little fragmentation to the surroundings. As such, it is better suited to attacking vehicles,
Super Mutant Behemoths, Albino Rad Scorpions, and armored emplacements than masses of troops. The short range listed gives no indication

of the actual range of the round, but does reflect its effective range. The closer the better is the watch phrase for RPG gunners. Rounds are
around 40 Caps each, when available. Super Mutants love them.

Energy Pistols
Name

Skill
Base Dmg
Cost Ammo
Alien Atomizer
E-Pistol
500
APM
Atomic Pulverizer
E-Pistol
500
APM
Xenotech Pistol
E-Pistol
1.5
300
SEC
Alien Blaster
E-Pistol
-10
APC
Firelance
E-Pistol
-10
APC

DEX Ranks/RoF

Special

Rng

-10

2d6+2 10/S

Impaling

-10

2d6+2 5/S

Impaling

-10

2d4+2 10/S

Impaling

Hands HP

20

Parry STR/DEX Mal Cap

SIZ/Enc

20 1H

14

No

5/5

99-00 20

1.5

1H

14

No

5/5

99-00 20

1.5

20 1H

14

No

5/5

96-00 24 (30)

3d6+6 10/S

Impaling

20

1H

14

No

5/5

99-00 10

500

4d6

10/S

Impaling

20

1H

14

No

5/5

99-00 10

750

Captains Sidearm
E-Pistol
-10
1
500
APM
Edisons Firefly
E-Pistol
5000 Spec.

1d6

+ Fire
10/B (6)

Impaling

20

1H

14

No

5/5

99-00 10 (30)

-10

1d8+1 15/S

Impaling

20

1H

14

No

5/5

90-00 4 (12) 1

Heat Blaster
Spec.

2d6

10/S

1H

14

No

5/5

99-00 6 (12) 1

+0

2d6

20

1H

14

No

5/5

99-00 25 (24)

5/S

No

1/5

00

2500

1000

MFC

+0

5/S

No

1/5

00

25

2357

+0

1d6

10/S

Impaling

15

1H

12

No

5/5

90-00 20

1.5

+0

1d8

5/S

Impaling

20

1H

14

No

5/5

94-00 30

1.2

14

No

5/5

94-00 30

E-Pistol

-10

Moiras Unusual Blaster


E-Pistol
1
2357 MFC
Captain Cosmos Toy E-Pistol
+0
Ray Gun
Captain Cosmos Ray Gun
E-Pistol
MFC
General Atomics
AEP5 Laser Pistol
E-Pistol
175
SEC
AEP7 Laser Pistol
E-Pistol
320
SEC
Lucy Wests
E-Pistol
+0
SEC
Venom Spitter
Smugglers End
E-Pistol
420
SEC
Enclave AEP7-E
E-Pistol
420
SEC

+ Fire

Impaling

+ Fire
10/S

Impaling
-

2x 2d4 5/S

20

20 1H

Impaling

20 1H

20

1H

1.2

3850

400

+0

1d10

3/S

Impaling

20

1H

14

No

5/5

96-00 30

+0

2d6

4/S

Impaling

20

1H

14

No

5/5

99-00 30

Protectrons Gaze
E-Pistol
+0
1.5
320
SEC
Compliance Regulator
E-Pistol
1
175
SEC
Electrolaser Pistol
E-Pistol
+0
600
SEC
Glock 86 Plasma Defender E-Pistol
1
360
SEC
Glock 88 Splattergun
E-Pistol
2
1200 SEC
Heavy Plasma Pistol E-Pistol
-10
450
SEC
Mesmetron
E-Pistol
+5
MPC
Brain Destabilizer
E-Pistol
1160 MPC
Microwave Emitter E-Pistol
+5
MFC
AEP10 Microwave Pistol
E-Pistol
320
SEC
Neuroshock Pistol
E-Pistol
+0
SEC
Slaver Arm (Sleeper) E-Pistol
+5
MPC
MPL Plasma Pistol
E-Pistol
-5
360
SEC
Overcharged E-Pistol
-5
MPLX Novasurge
E-Pistol
2.5
850
SEC
Recharger Pistol
E-Pistol
2700 Spec.
MF Hyperbreeder Alpha
E-Pistol
1.5
8900 Spec.
Spasm Nuero-disruptor
E-Pistol
1.5
440
SEC
Solar Scorcher
E-Pistol
2000 Spec.
Sonic Emitter
E-Pistol
+0
700
SEC
Stun Gun
E-Pistol
+0
600
SEC
Wattz 1000 Laser Pistol
E-Pistol
1.5
280
SEC
Magneto L.P. E-Pistol
+0
350
SEC

1d4/Beam
+0

15/B (5)

1d4+1d6

1d6+2d4

Impaling

10/S

20

Impaling

1H

14

No

5/5

94-00 20

20 1H

14

No

5/5

94-00 30

10/S

Impaling

15

1H

14

No

5/5

94-00 6 (12) 1

-5

1d6+2 10/S

Impaling

15

1H

14

No

7/5

94-00 16 (24)

+0

Special

Impaling Special

1H

14

No

9/5

15 1H

14

No

7/5

94-00 12

10

No

7/5

90-00 5

5 1H

10

No

7/5

10

No

7/5

90-00 5

5 1H

10

No

7/5

10 1H

10

No

5/5

90-00 6 (12) 1.5

600

5 1H

10

No

7/5

90-00 5

500

15 1H

12

No

7/5

90-10016 (10)

15 1H

10

86-10012
No
9/5

12

No

5/5

94-10020

20 1H

12

No

5/5

90-10010

1H

16

No

5/5

96-00 10

1H

14

No

5/5

90-00 6

10

No

5/5

90-00 12 (24)

1.5
1.0

1d10+2
2d6 Stun
+5

4d3

2d6

15/S

+5

1d6

1d6

15/S

2d6 Stun

15/S

10/S

Impaling

15/S

Stun

15/S

Special
Special

15/S

Special
15/S

Stun
Impaling

3d4
-5

10/S
2d10+2

Impaling
10/S

+0

1d6

5/S

+0

1d8

15/B (7)

+0

2d6 Stun
3d6

15/S

1d3+2 10/S
2d6 Stun
+0

1d6

2d4

10/S

5 1H

Special

1d8+2 10/S

-5

5 1H

15 Impaling

Impaling

20 1H

Impaling

15/S

Knockback 15
Impaling

Knockback 15

20
1H

94-00 6 (24)

90-00 10
2

96-00 30

1
500
2
500
1.5

1.5

80-1008 (10)
1

10/S

Knockback 15

1H

16

No

5/5

96-00 30

10/S

Impaling

1H

10

No

5/5

94-00 12 (10)

10

No

5/5

94-00 12 (10)

Impaling

25

20
1H

1.5

YK32 Pulse Pistol


800
SEC
YK32E Enhanced
1
1750
YK40 EMP Pistol
360
SEC

SEC

E-Pistol

-5

2d4

15/S

Knockback 15

1H

12

No

7/5

92-00 5 (10) 1

E-Pistol

-5

1d6

10/S

Knockback 15

1H

12

No

7/5

92-00 12 (10)

E-Pistol

-5

1d4

15/S

15 1H

12

No

5/5

92-00 10

2d6 EMP vs. Tech

The Atomizer is an alien pistol commonly used by the aliens onboard Mothership Zeta. Dozens of these weapons are available on the
Mothership, though the Alien Power Module ammunition for the weapons is impossible to come by in the Capitol Wasteland. The weapon is
heavy and robust, able to take a great deal of punishment. The Atomic Pulverizer is a unique variant on the Atomizer that can be found in the
alien Weapons Lab onboard the Zeta. It has a faster mechanism, allowing for a 50% increase in the RoF. Each of these weapons uses two
Alien Power Modules (10 shots each). The Xenotech Pistol is an Alien Atomizer adapted to use three Small Energy Cells for power (1.25
charges per shot). It causes less damage, and is less reliable, but it is much easier to obtain ammunition. These are only available if Somah
survives the events of Mothership Zeta and returns to the Wasteland. Once this happens, she will present any of her fellow survivors with one
of these weapons, and begin selling them to both the Brotherhood and the Outcasts.
The Alien Blaster is found in the Alien Crash Site, near the Greener Pastures Disposal Site. It does terrific damage, firing an electrolaser that, if
it kills a target, reduces them to ash. It uses one full Alien Power Cell (10 shots), which are rare in the Capitol Wastes. The Firelance, a weapon
obviously designed from the Blaster, causes similar damage, but also ignites its targets. It, too, uses the Alien Power Cells. It can be found
anywhere in the Wastes, depending on where the characters are when the scout craft carrying the weapon crashes. The Captains Sidearm is
a burst-firing weapon of similar design, though each blast does far less damage individually. The weapon uses three full Alien Power Modules
(30 charges, enough for 10 shots), making it impossible to find ammunition for the weapon anywhere except for Mothership Zeta. Edisons
Firefly, found in the Museum of Technology, is a modified Alien Blaster from a ship that crashed in the early 20 th century. Rebuilt by Thomas
Edison, the weapons current incarnation is designed to recharge from Small Energy Cells (12 Charges, enough for 4 shots). Like the Firelance,
it causes flame damage to targets struck. The Heat Blaster is a more modern copy of Edisons Firefly, which acts in a similar fashion, but holds
a stronger charge and has increased performance. Like the Firefly, it uses Small Energy Cells, but is more efficient, getting 6 shots from its 12
charges. Moiras Unusual Blaster is a recovered Alien Blaster converted to fire from a Micro Fusion Cell. The power source is underpowered for
the weapon, and so it causes only about half the damage of the original weapon.
The Captain Cosmos Toy Ray Gun is a pre-War copy of the weapon seen in the television show. It fires a low-power laser beam that causes no
damage to the target. A single Micro Fusion Cell powers the weapon for 2500 shots. The Captain Cosmos Ray Gun is Moira Browns
refurbished version, one that actually causes damage. The damage is low, at 1 point per hit. This belies the weapons actual power, however,
which allows the weapon to instantly kill (by disintegration) a foe on a Critical Success, with such a Crit occurring on 7% of skill. A Special
success does only 2 points of damage, but occurs on 30% of skill.
General Atomics AEP 5 Laser Pistol is an older design used by the US military. A large number of the weapons ended up with National Guard
Units, others with police agencies or even civilian contractors. The weapon requires two Small Energy Cells (10 Charges each) to operate. By
the time of the War, Even the National Guard had begun replacing the older weapons with the newer, more powerful, more robust AEP7. As
the successor to the AEP5, it boasted a redesigned focusing crystal pattern, an improved photonic focusing chamber, and selectable laser
focus, wavelength, pulse energy and repetition rate, as well as a larger, 3-cell magazine. In addition, it was lighter and less bulky than its
predecessor and was perceived as a step toward replacing the N99 10mm pistol with a laser weapon as the standard issue sidearm for military

forces. The AEP7 was produced in large numbers, thanks to newly developed manufacturing technologies in the USA, although logistics and
supply issues in pre-War USA, caused by its prolonged war with China, prevented its wide-scale deployment. Modifications to the weapon
include Combat Sights, which, at 125 Caps, allow the wielder to accrue Aim Bonus every 3 Dex Ranks, rather than every 5. Improved Focus
Optics cost 200 Caps, and increase Damage to 1d10. A specially-designed Recycler runs 275 Caps, and increases shots available by 25%.
Lucy West owns such a gun. If the party is willing to pay, Flak and Shrapnel can modify her weapon into the Venom Spitter, a custom weapon
with increased damage potential. A custom beam splitter (Flak and Shrapnel have only one) allows each shot to act as a two-shot burst, both
striking the same area of the target, but rolling damage separately. The Smugglers End is a unique variant on the AEP7 that is currently held
in the personal safe of Elder Lyons, of the Brotherhood of Steel. The weapon has a much faster recharge rate and does slightly more damage
than the usual AEP7. Shots fired with the Smugglers End cost only 3 Dex Ranks. The AEP7-E is the Enclaves newly-manufactured sidearm.
Each of these AEP7 variants uses three Small Energy Cells, which gives them each a total of 30 shots. The unique Protectrons Gaze is a burstfiring AEP7, incorporating the beam splitter from a Protectron to allow it to fire 5-shot bursts at greatly reduced damage. The modifications
made to the weapon reduce its efficiency, allowing it to fire only once per round, and reducing its ammunition capacity by a full third (Three
Small Energy Cells, but each shot consumes 1.5 charges).
The Compliance Regulator works in a similar fashion to the Electrolaser, described below. The weak initial laser beam is followed by an
electrical pulse. The electrical pulse causes 1d6 Stun damage, and, on a Special success, can paralyze a target for 1 round per point of
damage. This works on both Robots and persons in Metal or Powered Armor, ignoring their armor. Due to the weaker charge of both the laser
and the discharger, the Regulators three Small Energy Cells give it 30 charges.
The ACME Electrolaser Pistol emits a beam similar to that of the AEP5 in range and damage, followed up with an electrical discharge that
follows the ionized air path left by the laser. While the initial beam is fairly weak, the secondary electrical charge bypasses the armor of both
Robots and persons in Metal or Powered Armor, making this a devastating weapon against such foes. The main drawback to the electrolaser is
its small capacity. The weapon only holds one Small Energy Cell (12 charges), and draws two charges per shot (6 shots total). Turning off the
electrical bolt generator allows the user to fire only the laser (1d6 damage), at one charge per shot. Other than the emitters and charging
coils, all other parts of the ACME HPP and the ACME ELP are interchangeable.
The Austrian made Glock 86 plasma pistol (also referred to as the Plasma Defender), was designed before the Great War by the Gaston Glock
artificial intelligence. The plasma defender is a powerful energy-based pistol which fires superheated bolts of green plasma. It is able to punch
through most critters and low-level armor with ease. The weapon uses a two Small Energy Cells (16 shots). It can be equipped with a Scope
for 240 Caps, when the weapon is Braced, Base range on an Aimed shot is 30. With a custom Sheath Stabilizer (260 Caps), the user gains a
+10 to Hit. By adding a High Capacity Terminal for 320 Caps, a second pair of Small E-Cells can be added, doubling the weapons capacity.
Also from Glock, the Glock 88 Splattergun is effectively a plasma-shotgun. The weapon does 5d6 damage out to 45, 3d6 to 90, with a 10
AoE, and 1d6 to 135, with a 15 AoE. The weapon holds two Small Energy Cells (24 Charges), but uses 4 charges per blast. Plasma
blasts/bolts are slow moving compared to bullets, and very visible both day and night. As such, they can be Dodged by anyone who is aware
of the shot being fired. Users of plasma-based weapons must learn to lead moving targets, so target Movement penalties are doubled.
The ACME Heavy Plasma Pistol, based on the same frame as their Electrolaser, is a robust and powerful weapon. It holds one Small Energy
Cell, giving it a total of 12 shots. Other than the emitters and charging coils, all other parts of the ACME HPP and the ACME ELP are
interchangeable. Plasma blasts/bolts are slow moving compared to bullets, and very visible both day and night. As such, they can be Dodged
by anyone who is aware of the shot being fired. Users of plasma-based weapons must learn to lead moving targets, so target Movement
penalties are doubled.

The General Atomics International Mesmetron is an experimental pre-War non-lethal pacification weapon that was being tested in the
months immediately preceding the Great War. It operates by sending a signal pulse into a human targets brain that scrambles higher-level
mental functions, leaving the target extremely susceptible to suggestion (POW of user vs. POW of target). Still in its testing phase, the
weapon was found to have the potential to trigger two undesirable side-effects: extremely increased aggression, or spontaneous cranial
eruption. The target checks for Stun as normal, and, if the target is not stunned, there is a 60% chance that the target will enter a homicidal
frenzy, and a 61+% chance that the target will take full damage (12) to the head. If this is enough to kill the target, the cranium explodes.
The Brain Destabilizer is a similar weapon, developed to take advantage of the explosive side effects of the Mesmetron. On a successful
Called Shot to the head, damage in excess of double the hit points of the head will result in cranial explosion. Against all other body parts,
minimum damage is caused, unless a Special or Critical result is obtained. The Mesmetron, Brain Destabilizer and Sleeper (described below) all
use special Mesmetron Power Cells, of which Grouse, in Paradise Falls, seems to be the only supplier, though they may be found rarely in the
Wasteland. Another development of the Mesmetron project is the Microwave Emitter found in Point Lookout. The weapon ignores armor, and
causes electrical damage to anyone in Metal or Powered Armor, as well as Robots. Against foes not wearing Metal or Powered Armor, fatal hits
cause the target to be reduced to fine ash, though non-living items on the body will remain relatively undamaged. Unlike the previous
weapons, the Microwave Emitter uses a MicroFusion Cell (24 charges, but uses approximately 5 charges per shot, for 5 shots on a full cell).
The AEP10 Microwave Pistol is a further refinement of the Microwave Emitter. Less powerful, but more refined, the Microwave Pistol uses three
Small Energy Cells, and fires one shot per charge. Range is still poor, but the weapon is just as devastating. The weapon ignores armor, and
causes electrical damage to anyone in Metal or Powered Armor, as well as Robots. Against foes not wearing Metal or Powered Armor, fatal hits
cause the target to be reduced to fine ash, though non-living items on the body will remain relatively undamaged. The Neuro-Shock Pistol is a
lighter, more accurate, but lower powered version of the Brain Destabilizer/Mesmetron concept. It fires a beam that causes 1d6 damage to
the target, which is then compared to the HP of the area on the Resistance table. If the damage overcomes the targets HP, the area effected
is numbed and useless for 1 round per point of damage. If this is an arm, the user drops anything held in that hand, and cannot use the arm
for any purpose. If this is a leg, the user falls prone, and acts as if the leg were crippled until the effect wears off. If the head, torso or
abdomen, the user is Stunned for the duration. Damage equal to twice the HP of a limb permanently cripples it, as cells rupture and fluid
boils. Such a hit against the torso or head results in a messy death through fluid expansion and boiling. It uses an internal capacitor charged
from a Small Energy Cell, holding 12 charges, and uses two such charges per blast. The Sleeper Pistol, often called a Slaver Arm Gun, is a
modified Brain Destabilizer manufactured by Pronto in Paradise Falls, under the guidance of Cutter and Grouse. It is designed to mount on a
modified Metal Armor sleeve (6/3/2 AP). The weapon uses Mesmetron Power cells, and all damage caused is Stun. If used to make a called
shot, half the rolled damage is compared to the HP of location struck on the Resistance table. On a failure, the area is considered crippled for
1 minute per point of the original rolled damage. If this is a head or torso shot, the subject is rendered unconscious.
The MPL Plasma Pistol is the final product of REPCONNs attempts to shrink down their Plasma Rifle to a sidearm. Put into production just
before the War, the MPL is a rarity in the Wasteland, though some source seems to be bringing them in in larger numbers recently. The MPL
uses a single Small Energy Cell (16 charges) to generate its plasma pinch, a packet of superheated, highly-energized matter that causes
burns, tissue disruption and shock. Plasma Pistols can be overcharged, requiring 25% more energy to form their bolts, with attendant
increases in damage (12 shots at 3d4). A Scope can be added, for 220 Caps, giving the weapon a 30 yard Base Range when Braced and
making an Aimed shot. By upgrading to a High Energy Ionizer, for 325 Caps, Damage is increased by +2, +3 for an Overcharged weapon. In
addition, a Recycler, with a cost of 325 Caps, increases Ammo Capacity by 25% (20 shots normal, 15 Overcharged). Plasma blasts/bolts are
slow moving compared to bullets, and very visible both day and night. As such, they can be Dodged by anyone who is aware of the shot being
fired. Users of plasma-based weapons must learn to lead moving targets, so target Movement penalties are doubled. Use of a Magnetic
Accelerator, at 225 Caps, increases the speed of the plasma, which causes a target to need a Special Success to Dodge the plasma bolt,

negating the increased Movement penalty. The MPLX Novasurge is a prototype of the REPCONN MPL that is found in the cargo hold of
Mothership Zeta. Heavy, fragile, and prone to battlefield failures, it is nonetheless one of the most powerful energy pistols ever made by
humanity. Like all plasma weapons, it fires slow pulses/bolts, which can be dodged by targets aware of the shot, and requiring the shooter to
lead moving targets, doubling target Movement penalties.
The Recharger Pistol is an old AEP5 laser pistol that has been modified and equipped with a MicroFusion Breeder Cell. While the damage is not
great, the weapon has the huge advantage of never running out of ammunition. Each round that the weapon remains unfired, it recovers 1
shot, up to its maximum capacitor charge of 20. If equipped with a Laser RCW Recycler (750 Caps, and Hard to come by), the weapon recycles
25% of the heat energy generated per shot, giving it a capacity of 25 shots (it still only requires 20 rounds to fully charge the weapon). The
MF Hyperbreeder Alpha is a modified and experimental version of the Recharger. The weapon fires seven shot bursts, with a maximum
capacitor charge of 10 shots. Like the Recharger, it recovers one shot per round. It cannot use the RCW Recycler, however.
The Solar Scorcher is a special laser pistol that uses sunlight as its energy source. In full daylight, the experimental photo-electric cells absorb
light and allow the weapon to fire up to six shots, after which it must be recharged for 1 hour per shot.
The Sonic Emitter is a sound-based energy projector. It does its damage through intense vibration, literally shaking the target apart. Critical
or Special damage that exceeds a target limbs doubled HP causes it to rupture and tear, reducing it to a pulpy mess. Against the head, the
skull can literally explode, while torso strikes result in ruptured organs and voided bowels. The weapon halves all armor AP, though not natural
AP such as Thick Hide, insect chitin, or similar protections. Against robots and Powered Armor, cumulative damage (before checking for
penetration) is compared to the AP of the armor on the Resistance table. If the armor fails to resist, the Powered Armor or Robot is paralyzed
for 1 round per point of damage.
The Spasm Neuro-Disruptor is a nasty little weapon that over-stimulates the synapses of the target, causing sensory overload and jerking
motions. Some memory loss, brain damage, hemorrhaging and motor-control deterioration accompanies the light stunning effect. Damage
rolled is compared to the targets HP on the resistance table. If the target succeeds, damage is 2 points, ignoring armor, to the location struck.
If the target fails, the same 2 points are caused, and the target is Stunned for 1 round per point of damage rolled. The weapon gets ten shots
from a Small Energy Cell.
The Stun Gun is an electrical-disharge weapon that uses a low-poeer laser to ionize a path through the air for the disruptive electrical charge
to ride to the target. It uses three Small Energy Cells, woth each shot using one charge. Roll damage as normal and use the damage vs. the
targets CON in a resistance roll. If the target succeeds, he or she takes minimum damage (2) instead of the rolled damage. If target loses, he
or she isstunned for 1d3+1 rounds.
The Wattz 1000 laser pistol is a civilian model, so the wattage is lower than military or police versions, as it uses a laser focusing diode instead
of a crystal array. For security, it can be locked down for transport, with a proper arming sequence needed to render it operable again. Adding
MagnetoTargeting, at 280 Caps, allows laser to ignore an 50% of armor value, including Laser Resistant armor (normal armor is therefore at
50% against the laser, while Laser Resistant armor is at 100%, rather than double). It gets 12 shots from a single Small Energy Cell (.84
charges per shot). The Wattz Magneto Laser Pistol is a newer model, with the Magneto Targetting System built-in (normal armor is at 50%
against the laser, while Laser Resistant armor is at 100%, rather than double). It also has a more powerful diode for increased range and
damage, but drains energy cells at a higher rate. The weapon uses two Small Energy Cells to get 18 shots (1.1 charges per shot).

The YK32 Pulse Pistol is an electrical pulse weapon that was developed by the Yuma Flats Energy Consortium. Though powerful, the YK32 was
never considered a practical weapon due to its inefficient energy usage and bulky design. It requires a Small Energy Cell (10 charges) to
power it, but it can only fire 5 shots from such a cell. The only advantage of the weapon is that it ignores non-metal armors, and, if used
against a metal or power armor (or robot), it does maximum possible damage (8 points), but against the whole body HP (the armor conducts
the charge to the whole target). The YK32E was an attempt to enhance the Pulse Pistol concept, making it more efficient at a reduction in
power. The weapon gets a full 12 shots from a Small Energy Cell, more than double the output of the original. The YK40 is a true EMP
weapon, causing only light damage to organics. If the target is a robot, machine, or device using some form of electromagnetic energy, roll
the additional 2d6 damage and make a resistance roll vs. the targets CON. If the roll is successful, the device is Stunned for 1 round per point
of damage. If the rolled damage is higher than the targets HP, it is overcome and knocked unconscious. Damage to Robots/Powered Armor
from EMP weapons is temporary, and lost HPs will be restored with a Repair roll and an adequate power source.

Energy Rifles
Name

Skill
Cost Ammo
Alien Disintegrator E-Rifle
Destabilizer
E-Rifle
Xenotech Rifle
MFC
Electrolaser Rifle
1200 MFC
Electrolaser Sniper E-Rifle
1200
Liberty Rifle
E-Rifle
3000 MFC
Excalibr Energy Assault
2.5
500
ECP
General Atomics AER9
MFC
Recovered AER9
GA Laser Repeating Rifle
2000 MFC
Lucy Wests
E-Rifle
MFC
Venom Spitter Mk II
GA Metal Blaster
2.0
1000 MFC
Wazer Wifle
E-Rifle
MFC
GA Laser Blaster
1.5
800
MFC
GA Laser Sniper Rifle E-Rifle
Drifters Laser Rifle E-Rifle

Base

Dmg

DEX Ranks/RoF

Special

Rng

-10
3d6+2 10/S
Disintegrate
30
-10
1d8+2 15/B (10)
Disintegrate 30
E-Rifle -10
2d8+2 10/S
Disintegrate
E-Rifle +0

2d8+3d6

10/S

Parry STR/DEX Mal Cap

SIZ/Enc
300
1200
2.0

18
18
30 2H

No
No
18

9/7
9/7
No

96-00 100
2.0
96-00 100
2.0
9/7
90-00 120

Impaling 60 2H

16

No

7/7

96-00 10 (30)

2.5

2H

16

No

7/7

96-00 5/15 (30)

2.5

2H

16

No

7/7

99-00

2.5

60 2H

18

No

7/7

2H

20

No

7/7

94-00 24

Impaling

2H
2H

Hands HP

+0

3d8 +3d8+3

10/S

200

+0

3d8 +3d8+3

10/SImpalingand Knockback 200

E-Rifle +0

2d8+3 10/S/B (3)/A (8)

E-Rifle +0

2d8

10/S

E-Rifle +0
E-Rifle +0

2d6
2d6

10/S
Impaling 80 2H
10/S or A (10) Impaling 100

16
2H

No
16

7/7
No

90-00 24
2.0
800
7/7
92-00 30 (24)

MFC
2.0

10/S

2H

20

No

7/7

94-00 24

1000

2H

20

No

7/7

No

7/7

94-00 30 (24)

20

No

7/7
7/7

94-00 24
94-00 24

+0

2x 4d4

Impaling

Impaling

E-Rifle +0

1d4+1 10/B (9; Min 2)

+0

10/S

2d10

E-Rifle +0

1d6

+0
+0

15/S
15/S

2d12
2d12

Impaling

10 (40)

APM
APM
500

Impaling
10/B (6; Min 2)
Impaling
Impaling

100

100

Impaling
100

2H

Impaling
500 2H
500 2H

100
20

100 2H
16
16

No
No

7/7

96-00 28 (30)
2.0

2.0

1000

94-00 216 (24)


2.0

900

94/00 144 (24)


4.0
4.0

2000
2000

MFC
MFC

GA Prismatic Scattergun
E-Rifle
1200 MFC
GA Tri-Beam Laser
E-Rifle +0
MFC
AER12 Microwave Rifle
E-Rifle
MFC
Laser Rapid Capacitor
E-Rifle
3.5
430
ECP
Weapon
LAER
E-Rifle +0
1600 MFC
Laser Assisted Electric Rifle
Neuroshock Rifle
E-Rifle
900
Spec.
Recharger Rifle
E-Rifle
Spec.
RobCoPlasma Rifle E-Rifle -5
MFC
Recovered Plasma Rifle
E-Rifle
1300 MFC
Institute Plasma Rifle
E-Rifle
2200 MFC
RobCo LX Plasma Sniper
E-Rifle
Spec.
Defective Auto-Plasma
E-Rifle
3.5
1099 MFC
Zeus Auto-Plasma E-Rifle -5
1400 MFC
RobCo Multiplas Rifle E-Rifle -5
2500 MFC
Wattz 2000
E-Rifle +0
MFC
Winchester P94
E-Rifle
1200 MFC
Winchester P94 Turbo
E-Rifle
1800 MFC
Winchester P94M
E-Rifle -5
MFC
Yuma Flats Energy Consortium
YK42B Pulse Rifle
E-Rifle
1600 MFC
Pulse Rifle
E-Rifle +0
1120 MFC
Prototype

+0

1d10

10/B (5)

Impaling

2d8

10/B(3)

Impaling

+5

2d4

15/S

Special

+0

2d4

15/A (9; Min 3)

100 2H

20

No

7/7

94-00 6 (24)

100 2H

20

No

7/7

94-00 24

2.0

1000

20 2H

12

No

7/7

96-00 24

2.5

1000

60 2H

16

No

7/7

2H

12

No

7/7

96-00 20 (24)

2.5

Impaling

2d4 +2d6

10/S

Impaling

+0

1d10

15/S

Special

60 1H

10

No

7/7

90-00 15 (30)

+0

1d8

5/S

Impaling

60 2H

16

No

7/7

90-00 7

250

20

No

9/5

94-00 12 (24)

3.5

1799

50 2H

16

No

9/5

90-00 12 (24)

3.5

2d8+3 10/S

Impaling

60

94-00 60 (30)

60

2H

-5

2d6+2 10/S

Impaling

-5

3d6+3 10/S

Impaling

75

2H

24

No

9/5

98-00 12 (24)

3.5

-5

2d8+3 15/S

Impaling

120

2H

20

No

9/5

94-00 6 (12) 4

1500

-5

1d8+2 10/B (3)

50 2H

16

No

9/5

2d6

10/B (3)

Impaling

50 2H

16

No

9/5

96-00 17 (24)

3.5

2d8-1 10/B (3)

Impaling

60 2H

20

No

9/5

94-00 10 (24)

3.5

16

No

7/7

96-00 12 (24)

Impaling

Impaling

2d10

10/S

-5

4d6+3 15/S

Impaling

100 2H

12

No

9/5

91-00 10 (24)

4.0

-5

4d6+3 5/S

Impaling

100 2H

12

No

9/5

91-00 10 (24)

4.0

12

No

9/5

91-00 10 (24)

75 2H

18

No

7/5

12

No

7/5

91-00 24 (72)

4d6+3 15/S
+10

3d8

3d6

10/S

Impaling
15/S

100

2H

90-00 15 (30)

100 2H

Knockback
Knockback

60 2H

3.0

3.5

96-00 10 (24)

1200

1800
3.0

3.0 +3.0

The Alien Disintegrator is a weapon brought to earth by the Aliens aboard Mothership Zeta. The weapon uses 10 Alien Power Modules, which
gives it a capacity of 100 shots. A Special or Critical result with the Disintegrator destroys any covering over the target site, including clothing
and armor. Targets whose limbs lose double hit points from a Disintegrator strike lose the limb, which is converted to plasma and vaporized.
Targets killed by losing all hit points to the weapon are turned to fine ash. The Destabilizer is an automatic weapon version of the
Disintegrator. It does far less damage per shot, but fires on full auto at a decent RoF. The Xenotech Rifle is an Alien Disintegrator adapted to
use five Micro Fusion Cells for power. It causes less damage, and is less reliable, but it is much easier to obtain ammunition. These are only
available if Somah survives the events of Mothership Zeta and returns to the Wasteland. Once this happens, she will present any of her fellow
survivors with one of these weapons, and begin selling them to both the Brotherhood and the Outcasts.
The ACME Electrolaser Rifle emits a beam similar to that of the AER9, followed up with an electrical discharge that follows the ionized air path
left by the laser. While the initial beam is fairly weak, the secondary electrical charge bypasses the armor of both Robots and persons in Metal
or Powered Armor, making this a devastating weapon against such foes. The main drawback to the electrolaser is its small capacity. The
weapon only holds one Micro Fusion Cell (24 charges), with a low-capacity back up battery (6 charges), and is only able to fire 10 Bolts as a
result (3 charges per Bolt). Turning off the electrical bolt generator allows the user to fire only the laser (2d8 damage), at one charge per shot.
The Electrolaser Sniper Rifle is a high-powered, long range laser combined with an electrical bolt generator, and equipped with a Scope (when
the weapon is Braced, double Base range on an Aimed shot). Each bolt does 3d8 initial damage, with a follow up of 3d8+3 Electrical damage
that bypasses Metal or Powered Armor and Robot AP. As with the Electrolaser Rifle, the weapon only holds one Micro Fusion Cell (24 charges),
with a low-capacity back up battery (6 charges), and is only able to fire five Bolts as a result (6 charges per Bolt). Switching off the Bolt
generator allows the user to fire only the laser, with each shot using two charges, for a total of 15 shots. The Liberty Rifle is a unique
Electrolaser Sniper Rifle that holds one Micro Fusion Cell and a high-capacity battery (16 charges). It is more efficient than the normal
Electrolaser Sniper Rifle, as each Bolt uses four charges, for a total of ten shots. Shots from the Liberty Rifle also cause Knockback. With the
Bolt generator switched off, the weapon can fire 20 laser blasts (2 charges each), without the Knockback effect. The internal back up batteries
on all Electrolasers are recharged by draining an equal number of charges from a Micro Fusion Cell.
The Excalibr Energy Assault Rifle is an odd weapon. It is laid out like a traditional Assault Rifle, with capacitor magazine that recharges from
an Electron Charge Pack. It draws a total of 28 charges from a full (30) charge ECP (the remaining two charges are used for other functions,
such as ammunition counter and cooling). The weapon is capable of single shots, bursts, and fully automatic fire, though at a low RoF. The
design is based on a pre-War prototype, but Excalibrs merchants wont say who is producing the weapons now.
The General Atomics AER9 features a titanium housed crystal array which proved to withstand long years of exposure to the elements much
better than the gold alloy housing of the later models. As a result, the crystal arrays stayed focused within operating parameters, rather than
falling completely out of focus like the newer models. Power is drawn from Micro Fusion Cells and processed through a wave/particle diverter
manufactured by General Atomics International. The diverters are protected by a carbon-fiber housing, preventing frequent malfunction, but
when a diverter fails the weapon becomes unusable. As with all energy weapons, the AER9 can suffer from poor performance if not properly
maintained. The crystal arrays and non-mechanical components are delicate and if not properly serviced can lead to a loss of beam intensity,
overheating, and energy regulation failure. A variety of modifications can be made to the rifle to improve its performance. A Beam Splitter
runs about 250 Caps, allowing the weapon to fires a Burst of 2 shots (1d10 Damage each, 1d12 w/Focus Optics). For those looking to use the
weapons inherently long range, a Scope can be had for the weapon for around 600 Caps (when the weapon is Braced, double Base range on
an Aimed shot). Finally, improved Focus Optics will increase the damage by 12% (250 Caps, Damage is 3d6). A Recovered AER9 is a weapon
that has seen better days. Many of these turn up in the Wasteland, usually in the hands of someone with no idea how to maintain a laser
weapon. Most are used for parts to fix a better AER9. The weapon can benefit from all of the modifications listed for the standard AER9,

though damage with the Beam Splitter is reduced (Fires Burst of 2 shots, 1d8 Damage each, 1d10 w/Focus Optics), as is the effect of better
Focus Optics (Damage is 2d8). The Laser Repeating Rifle is an AER9 equipped with a Heat Recycler, allowing it to draw 25% more power from
the Micro Fusion Cell, and special cooling system that allows it to fire short bursts of laser energy as an automatic weapon. The weapon can
use the Scope and Focus Optics of the standard AER9, but not the Beam Splitter. Lucy Wests Venom Spitter Mk II is a custom AER9 that uses
a pre-War experimental Beam Splitter, one that allows the weapon to do even more damage than normal with each beam. If the party is
willing to pay, Flak and Shrapnel can modify the weapon for her. The Metal Blaster is a unique AER9 held by Everett in the Pitt. The weapon
was built by one of the Pitt slaves using parts he found in the Mill Yard. The weapon is equipped with a set of prisms that split the beam into
nine separate beams, fired like a shotgun blast. Each blast of nine beams uses 1 charge from the Micro Fusion Cell. The weapon effects a
cone 300 deep and 30 across at the base, and can strike up to 8 targets within that area. The first target struck has 1d8+1 rolled for the
number of hits at Base range, 1d4+1 at Medium range, and 1d3 at Long Range. Each other target in the AoE can only take 1 hit, though each
is rolled separately. It cannot benefit from any modifications common to the AER9. The Wazer Wifle is another unique AER9 currently held by
Biwwy in Little Lamplight. His weapon has been equipped with a modified Heat Recycler from a Laser Repeating Rifle, allowing it to draw 25%
more power from the Micro Fusion Cell, and modified Focus Optics that increase the base Damage to 2d10. If equipped with a Beam Splitter,
each beam would cause 1d12 Damage. The weapon can also use a standard AER9 Scope.
The General Atomics Laser Blaster is the sawn-off shotgun of the AER family. It is a stockless, short-barreled laser weapon that uses multiple
emitters to fire of grouped shots of six low-power laser bolts. At Close range, 2d3 bolts hit the target. At Medium Range, 1d3+1 bolts hit the
target, while at long range, 1d2 bolts hit. Due to the spread of the bolts, the attacker rolls a Bonus Die at Close Range. A single Micro Fusion
Cell allows the weapon to fire 24 blasts of six beams each. Like the AER9, it can benefit from improved Focus Optics (250 Caps, Damage is
1d8 per Beam). In addition, a Heavy Duty Capacitor can sometimes be found for around 420 Caps that raises the weaponsHP and Mal +4. A
High Capacity Terminal can be installed to allow for the use of a second MFC, doubling Ammo Capacity, for around 360 Caps. Due to the
scatter of the blast, a Scope is relatively useless for this weapon, as its attacks cannot be Aimed.
The General Atomics Laser Sniper Rifle is a long-range precision tool that deals a lethal blow to opponents at extremely long ranges. The
weapon is built on a standard AER chassis, but with an extra-long lasing barrel and focusing optics. A High Capacity Terminal can be installed
to allow for the use of a second MFC, doubling Ammo Capacity, for around 360 Caps. In addition, a Heavy Duty Capacitor can sometimes be
found for around 420 Caps that raises the weaponsHP and Mal +4. The unique Drifters Laser Rifle is a modified Laser Sniper Rifle that
includes the Heavy Duty Capacitor, which it needs, as it overcharges the lasing chamber with three MFC charges, firing a truly devastating
beam.
The General Atomics Prismatic Scattergun uses multiple emitters to throw a total of five beams from four Micro Fusion Cell charges. Like the
AER9, it can benefit from improved Focus Optics (250 Caps, Damage is 2d8-1 per Beam), and a Scope (when the weapon is Braced, double
Base range on an Aimed shot, 600 Caps when found). In addition, a Heavy Duty Capacitor can sometimes be found for around 420 Caps that
raises the weaponsHP and Mal +4. A High Capacity Terminal can be installed to allow for the use of a second MFC, doubling Ammo Capacity,
for around 360 Caps.
Like the Prismatic Scattergun, the General Atomics Tri-Beam Laser Rifle uses multiple emitters to throw multiple beams at once. In this case,
three emitters each throw a single beam, at one charge each from the Micro Fusion Cell. Like the AER9, it can benefit from improved Focus
Optics (250 Caps, Damage is 3d6 per Beam), and a Scope (when the weapon is Braced, double Base range on an Aimed shot, 600 Caps when
found). In addition, a Heavy Duty Capacitor can sometimes be found for around 420 Caps that raises the weapons HP and Mal +4. A High
Capacity Terminal can be installed to allow for the use of a second MFC, doubling Ammo Capacity, for around 360 Caps.

The General Atomics International Microwave Rifle is part of the development cycle for the Microwave Emitter project. Enhanced damage,
enhanced range, and lower energy consumption were all achieved, though the weapon still fared poorly in head-to-head tests against lasers
and plasma weapons. The US Army Rangers showed interest, however, in the weapons ability to disrupt electrical fields, such as those used
by Chinese Stealth Suits. The weapon ignores armor, and causes electrical damage to anyone in Metal or Powered Armor, as well as Robots.
Against foes not wearing Metal or Powered Armor, fatal hits cause the target to be reduced to fine ash, though non-living items on the body
will remain relatively undamaged. A single Micro Fusion Cell powers the weapon for 24 shots, an almost 80% reduction in energy usage, while
retaining 60% of the damage at 4x the range.
The Laser Rapid Capacitor Weapon is an interesting design. Built on the frame of a Thompson SMG, it uses a series of rotating capacitors
recharged from a single Electron Charge Pack to generate the power for an automatic-weapon version of the laser rifle; a sort of laser
SMG.The beams are short ranged, and fairly weak, but the weapon fires several at a time, with each using only half of an ECP charge. In
addition, an RCW Recycler is sometimes available that increases the number of charges in the Magazine by 25%, and runs about 380 Caps
.
The Laser Assisted Electric Rifle is an early version of the Electrolaser, using slightly different technologies to achieve a similar result. Each
bolt does 3d8 initial damage, with a follow up of 3d8+3 Electrical damage that bypasses Metal or Powered Armor and Robot AP. The weapon
only holds one Micro Fusion Cell (24 charges), and uses 1.2 charges per blast, giving it a 20-shot capacity. An Auxiliary Recharge Chip, around
500 Caps if it can be found, alleviates this somewhat (Increase Magazine by 25% to 25 blasts). The weapon can also benefit from a Prismatic
Lens, for around 600 Caps, that splits the beam to allow for more, lower-power blasts (RoF becomes 3 Burst, damage of each shot is 1d4 +
1d4+1).
The Neuro-Shock Rifle is a long-range version of the Brain Destabilizer/Mesmetron concept. It fires a beam that causes 1d10 damage to the
target, which is then compared to the HP of the area on the Resistance table. If the damage overcomes the targets HP, the area effected is
numbed and useless for 1 round per point of damage. If this is an arm, the user drops anything held in that hand, and cannot use the arm for
any purpose. If this is a leg, the user falls prone, and acts as if the leg were crippled until the effect wears off. If the head, torso or abdomen,
the user is Stunned for the duration. Damage equal to twice the HP of a limb permanently cripples it, as cells rupture and fluid boils. Such a
hit against the torso or head results in a messy death through fluid expansion and boiling. It uses an internal capacitor charged from a Micro
Fusion Cell, holding 30 charges, and uses two such charges per blast.
The Recharger Rifle is an old Corning laser rifle design, obsolete by the mid-21 stcentury, which has been modified and equipped with a
MicroFusion Breeder Cell. While the damage is not great, the weapon has the huge advantage of never running out of ammunition. Each
round that the weapon remains unfired, it recovers 1 shot, up to its maximum capacitor charge of 7. This was the test bed that led to the
Recharger Pistol, and so the concept has not been thoroughly worked out. Examples found in the Wasteland are the evaluation models that
had been undergoing testing before the introduction of the smaller weapon.
The RobCo Plasma rifle was originally designed by REPCONN Aerospace, from a plasma thrust rocket engine they were working on for the US
military. The engine failed, but the plasma stream worked, and was, with help from some industrial espionage, designed into a handy weapon.
While not as powerful as the Winchester Plasma Caster, its lighter, and more intuitive for a beginning operator. Many survived the war, but
most of those in the Wasteland have been gathered up by one of the power players, either the Brotherhood, the Outcasts, or the Enclave. The
weapon feeds from a Micro Fusion Cell, but only gets one shot for every two charges. If one can find a Magnetic Accelerator, they run about
250 Caps, and cause shots from the rifle to require a Special Success to Dodge. The Recovered Plasma Rifle represents a model that has been

kicked around the Wasteland for the last 200 years or so, and is worn out from the abuse. Usually found in the hands of mercenaries, even the
occasional Raider may get lucky enough to find one of these refurbished models. The weapon isnt broken or damaged, just reworked from the
original with worn out parts and substandard components. It gains the same benefits from a Magnetic Accelerator as the normal Plasma Rifle.
The Institute Plasma Rifle is a RobCo Plasma Rifle with 200 years of tinkering behind it. It has a slight increase in damage and range, is slightly
more rugged, and has had lots of maintenance, so is slightly less likely to break down on the user. All these minor improvements show, and so
any Wasteland merchant will pay a minor premium for the weapon. The only example currently held in the Wasteland belongs to Rivet City
Security Chief Harkness, also known as Android A3-21. He will give it to a group that deals with Dr. Zimmerman for him. His personal weapon
is equipped with a Long Barrel (+250% Base Range; already added) and a Scope (when the weapon is Braced, double Base range on an Aimed
shot). The RobCo LX Plasma Sniper is a long-barreled, long range version of the Plasma Rifle, designed for accuracy over distance and
equipped with a Scope (when the weapon is Braced, double Base range on an Aimed shot). The weapon is equipped from the factory with a
Magnetic Accelerator (Dodging the blast requires a Special Success). The weapon feeds from an internal capacitor, limiting its usefulness, and
recharges from a Micro Fusion Cell. The RobCo AutoPlas was an experimental rapid-fire Plasma Rifle developed by RobCo Industries. The
weapon fires weaker bolts than the standard Plasma Rifle, but at a high rate of fire. The weapon never saw wide distribution, with the only
surviving model having been plundered from RobCos production facility by a man named Ernst, a wanderer of the Wasteland. The Defective
Autoplasma is found in a drawer in the sublevels of Crystal City Station. The weapon is modified to fire three-shot bursts, and would normally
have an increased capacity, but instead gets half as many bursts of less than half the size of a standard RobCo AutoPlas. The weapon also has
lower range and is less durable, not to mention the reliability problems. Zeus Auto-Plasma is a modified RobCo Plasma Rifle that fires bursts of
3 shots each time the trigger is depressed. A more efficient power coupling and coil increases the number of shots the weapon can make, but
due to the burst size, the weapon actually runs out of energy in about 2/3 the time of a normal Plasma Rifle. The only example in the
Wasteland is held by Zeus, the man behind the Rumble Zones. The RobCo Multiplas (Multiple Plasma) is the final, production-run model of the
Auto-Plasma experiment. It fires bursts of three plasma bolts, each with around 80% of the destructive energy of a full-strength bolt. Each
such bolt also use 80% of the power needed to generate a full-strength bolt, allowing the weapon to fire off 10 such bursts per Micro Fusion
Cell, a vast improvement in damage capability compared to the prototype.
The Wattz 2000 is a long-barreled Laser Rifle that was passed over by the US Army in favor of the AER9. Some Special Forces units were
issued the weapon, mostly to use as a kind of Laser DMR, due to its better long-range performance, especially if equipped with a Scope
(around 600 Caps, when the weapon is Braced, double Base range on an Aimed shot). The weapon feeds from a Micro Fusion Cell, getting one
shot per two charges, though a modification for Extended Capacity will allow it to use only one charge per shot (200 Caps when available). A
second modification installs a capacitor that holds an additional 12 charges from a Micro Fusion Cell (100 Caps; 18 shots normal/36 shots
Extended Capacity).
The Winchester P94 Plasma Caster is a bulky, industrial-grade energy caster powered by MicroFusion Cells. The superheated plasma bolt forms
in a special chamber, then sent down a superconducting barrel and stabilized by electromagnetic claws upon exiting it. It is inefficient, using
2.4 charges per bolt of plasma, but causes devastating damage. If equipped with a High Speed Electrode (450 Caps when available), it can
generate bolts at a higher rate (Cost to fire 10 DEX Ranks, 2 Shots per Round). An Extended Capacity Modification (450 Caps) adds a set of
three plugs to the weapon, allowing a total of four MicroFusion Cells to be plugged in. This increases the weapons capacity to forty shots. The
P94 Turbo is the production model that came with the High Speed Electrode, and is optimized for its use. Due to the design of the P94/P94
Turbo, the weapon is fired from the hip, and cannot benefit from Aimed shots. To rectify this shortcoming, Winchester developed the P94M
Plasma Rifle, which streamlines the weapon and reconfigures it into a more ergonomic rifle configuration. The addition of the shoulder Stock
allows the weapon to make Aimed and Braced shots.

The YK42B Pulse Rifleis an electrical pulse weapon that was developed by the Yuma Flats Energy Consortium. Though powerful, the YK42B was
never considered a practical weapon due to its inefficient energy usage and bulky design. It requires a Micro Fusion Cell (24 charges) to power
it, but it can only fire 10 shots from such a cell. The only advantage of the weapon is that it ignores non-metal armors, and, if used against a
metal or power armor (or robot), it does maximum possible damage (24 points), but against the whole body HP (the armor conducts the
charge to the whole target). The Pulse Rifle Prototype is a weapon held by the Brotherhood Outcasts, in their headquarters in Fort
Independence. It is less powerful, less robust, and more likely to malfunction than the production model, but its power pack and cooling
system allow it to get more shots more quickly.

Energy Heavy Weapons


Name

Skill
Cost Ammo
Drone Cannon
H. En.
Drone Cannon Ex-B H. En.
APM
EPR-057 Plasma Gatling
6+6 2500 ECP
General Atomics
2000 ECP
Gatling Laser
Precision Gatling Laser
3000 ECP
High Energy Gatling Laser
6 +6 3000 ECP
Vengeance
H. En.
ECP
GA Laser Autocanon H. En.
ECP
H&K L30 Gatling Laser
1800 MFC
Sprtel-Wood 9700
H. En.
ECP
Tesla Canon
H. En.
Home-Built Tesla Cannon
ECP

Base

Dmg

DEX Ranks/RoF

-52d6+4/10 15/S
-5
2d6+4/10

Special

Disintegration
30
15/S
Disintegration

Rng

Hands HP

2H
20
200 2H

No
20

Parry STR/DEX Mal Cap

SIZ/Enc

15/9
No

91-00 1 (10) 7
2000
15/9 91-00 1 (10) 7

APM
2000

H. En. -5

2d4+2 15/A (16; Min 2)

Impaling

60 2H

16

No

15/9

91-00 80 (240)

H. En. +0

2d4

15/A (20; Min 5)

Impaling

100 2H

24

No

15/9

91-00 240

6 +6

H. En. +0

2d4

15/A (20; Min 8)

Impaling

100 2H

24

No

15/9

91-00 240

6 +6

H. En. +0

4d6

15/A (10; Min 3)

Impaling

100 2H

24

No

15/9

91-00 40 (120)

+0

2d6

15/A (20; Min 5)

+0

Special

H. En. +0
+0

2d8

10/s

Impaling

100 2H

20

No

15/9

91-00 240

Impaling

100 2H

24

No

15/9

99-00 30 (4) 6

7500

100 2H

24

No

15/9

6 +6

96-00 90

15/A (8; Min 4)

2d6+1 15/A (10; Min 7)

Impaling

Impaling

91-00 240

200 2H

14

No

15/9

2d8
15/S
Impaling
200 2H
12
4d8/10
Knockback
1d8/5 DEX Ranks for 10 DEX Ranks Electrical
H. En. +0
2d6+6 15/S
Impaling
200 2H

No

9/7

91-00 1 (30) 4+3

No

9/7

+0

6 +6

2400

6+3

2950

1800

ECP

86-00 1 (30) 4+3

1800

5d6+6/10
Knockback
2d6/5 DEX Ranks for 10 DEX Ranks Electrical

The Drone Cannon is a piece of alien technology repurposed. Once the armament of an Alien Drone, the weapon has been removed and a
rudimentary trigger has been rigged by using two wires to complete a circuit that fires the weapon. The weapon forms a magnetic ball of

antimatter and plasma, which it then fires at the target. The ball can bounce off objects, people, and whatever else is around, making for
some interesting shots. Each bounce can carry the ball up to the listed Base Range, and the ball can be bounced once per DEX Rank, though a
successful attack roll can cause it to stop short of its full range. After four DEX Ranks, and up to 120 yards of travel, the ball explodes into a
burst of heat, light and energy that causes the same Disintegration effect seen on the Alien Disintegrator. This weapon requires a full (10
Charge) Alien Power Module per shot. The Ex-B Model of the Drone Cannon differs only in Range and the fact that the ball explodes on its first
impact.
The Plasma Gatling Gun is a multi-barrel weapon that fires short bursts of super-heated plasma from eight discharge tubes. The weapon
causes almost unbelievable amounts of damage, and burns through three charges from an Electron Charge Pack per blast. The backpack
holds eight Electron Charge Packs, for a total of 80 blasts, or five rounds of combat.
The General Atomics Gatling Laser is a man-portable version of the weapon installed on the RobCo Sentry Bot. It is not a true Gatling weapon
as the barrels themselves do not rotate. Instead, each of the three barrels fires in turn, allowing them to cool in between shots, and thus gain
a very high rate of fire. It feeds from a bank of eight Electron Charge Packs held in a backpack, giving it 240 shots. While each individual laser
bolt does no more damage than an AER9 Pistol, the high RoF and low spread allow the weapon to cause massive damage. The High Energy
Gatling Laser sacrifices RoF for power. Each bolt is as powerful as three shots from the standard GA Gatling Laser. The weapon holds four
Elctron Charge Packs, with each shot using three charges. Unlike other GA Gatling Lasers, the HE Gatling Laser actually rotates to aid in
cooling the barrels. The Precision Gatling Laser is an improved version that has an even tighter spread, putting more bolts on target.
Designed by the Master Armorer of the Enclaves Mobile crawler Platform, he uses it to great effect on anyone who tries to take it. Vengeance
is a unique weapon found in the Deathclaw Sanctuary near Broadcast Tower KB5. The weapon has a stronger focusing crystal array, resulting
in higher damage output for the same energy, but tends to become damaged more easily as a result. It is otherwise identical to a normal G.A.
Gatling Laser.
The General Atomics Laser Autocanon is not an autocanon at all. Instead, it is a continuous-beam wide-aperature laser. The weapon causes
1d6 Damage per DEX Rank, and can be fired for a total of 5 DEX Ranks per shot, with a cooling period of 1 DEX Ranks per DEX Rank used on
each shot. This allows it to be fired multiple times in a single round, and the user can choose to fire for less than 5 DEX Ranks. It is possible
for a skilled user with a high DEX to get off 8 or so shots in a single round, each at 1d6 Damage. The weapon Feeds from an Electron Charge
Pack, and uses approximately 1.5 Charges per DEX Rank of use. The only surviving example known to be in the Capitol Wasteland is held by
Paladin Bael at the Citidel.
The H&K L30 Gatling Laser is a 6-barreled weapon that fires more powerful beams than the average Gatling Laser, but at a significantly lower
RoF. The backpack holds 10 Micro Fusion Cells, and each shot consumes one charge. It was still undergoing evaluation at the start of the War,
so it is a rare sight in the Wasteland.
The Sprtel-Wood 9700 is a Gatling Laser developed just before the War. The weapon fires a green-beam laser that is almost 50% more
powerful than the standard General Atomics model, with twice the range. The burst size is smaller, as each barrel has a slightly longer cool
down cycle, and the weapon is a bit more fragile, but many feel the tradeoff is worth it. The energy pack for the weapon is also smaller and
lighter, but only holds three Electron Charge packs, meaning that the weapon must be reloaded more often.
The Tesla Cannon is a weapon developed by the Brotherhood of Steel during their war with the Enclave. The weapon throws great gouts of
ball lightning that erupt into an electrical discharge, making it somewhat akin to a plasma weapon. Anyone struck by the weapon takes an
immediate 2d8 damage, followed by an explosion of super-heated gas causing 4d8 to anyone within 10, knocking the back as a result.

Anyone struck, by either the initial attack or the explosion, is then super charged with ionized particles, and takes 1d8 damage per 5 DEX
Ranks, for the next 10 DEX Ranks. The Home-Built Tesla Cannon is a device assembled by the Brotherhood as a test model for what they later
develop as the Tesla Cannon. Using larger coils and a unique (read: improvised) guidance system, this weapon is actually more powerful
than the production model, but more fragile and prone to failure. It is assembled during the Shock Value quest.

Thrown Grenades
Name

Skill

Cost Ammo
Biogas Canister
50
BoBomb
250

Boombug
Cherry Bomb
Flare
Grenade
Acid
35
Atomic
-

Base

Dmg

DEX Ranks/RoF

Special

Rng

Hands HP

Parry STR/DEX Mal Cap

Throw 1H

No

5/5

96-00 1

.7

1H

No

5/5

96-00 1

.7

No
No
3/5

5/5
3/5
00

90-00 1
90-00 1
1
.2

.7
.1
8

No

5/5

96-00 1

10

No

13/7

96-00 1

5/5

98-00 1

.5

No

5/5

96-00 1

.7

30

No

5/5

91-00 1

.7

50

Gren. Throw 1d3/5r

5/S (10 R)

2d6 Fire

Gren. Throw 1d3/5r

to 10r
5/S (10 R)

2d3 Fire Throw

Gren. Throw 3d6/5 5/S (10 R)


Gren. Throw 1d3
5/S (10 R)
Gren. Throw 1d3
5/S (10 R)
Gren. Throw 3d6/5r

Gren. Throw 10d8/30

to 10r for 4 rounds


Shrapnel
Throw 1H
Throw
1H
Fire
Throw 1H
3

3
1
No

5/S (10 R)

Throw 1H

Shrapnel

Acid 1d6+1/rnd
for 1d6+1 rnds
5/S (10 R)
Shrapnel Throw 1H

6d8/40
3d6/65
Concussion, M84 Gren. Throw 3d6/5 5/S (10 R)
Cryo
-

Gren. Throw 3d6 Stun/5

Knockback
Fire and Radiation
Stun Throw 1H
9
No
10 rnds/15
5/S (10 R) Paralyze
Throw 1H

Cryo Tercorien
-

Gren. Throw 3d8 Stun/5

3 rnds
5/S (10 R) Paralyze Throw

EMP
Gren.
Flash
Gren.
Flash/Bang
50
Fragmentation
Gren.
25
Fragmentation, M61
.7
25
-

1H

40

SIZ/Enc

20
5
-

.7

35

Throw 5d8/5 5/S (10 R)


Throw 2d8/5 5/S (10 R)
Gren. Throw 4d6/10

3 rnds
EMP Throw 1H
8
Special
Throw 1H
5/S (10 R)
Special

No
5/5
8
No
Throw 1H

98-00 1
.5
5/5
97-00 1
8
No
5/5

65
.5
30
97-00 1

.7

Throw

5/S (10 R)

Throw 1H

.7

Gren. Throw

4d6/15

4d6/15

Impaling

5/S (10 R)

Impaling

Throw 1H

No

5/5

96-00 1

No

5/5

96-00 1

Gas Knock Out Gren. Throw Spec/30 5/S (10 R) Stun Throw 1H
6
No
High Explosive, Mk. III
Gren. Throw
4d6/15
5/S (10 R)
Knockback
.7
20
Holy Hand Grenade
Gren. Throw 5d8/15
5/S (10 R)
Shrapnel
Throw
85
3d8/20
Knockback
2d6/35
Fire and
Radiation
Incendiary, AN/205
Gren. Throw 2d6/10
5/S (10 R)
Shrapnel 10 Throw
20
Flame 10
Incendiary, M308-1
Gren. Throw 2d6/15
5/S (10 R)
Shrapnel 10 Throw
45
Flame 20
Incendiary, M36 WP
Gren. Throw 2d8/10
5/S (10 R)
Shrapnel 20 Throw
50
Flame 20
Incendiary, M67I Gren. Throw 2d6/15
5/S (10 R)
Shrapnel15 Throw 1H
Flame 15
Mirelurk Bait
Gren. Throw 5d6/.55/S (10 R) Stun 4 rnds/20Throw 1H
Plasma
Gren. Throw 3d10/6
5/S (10 R)
Fire Check Throw 1H
Plasma Classic
Gren. Throw 4d8/10
5/S (10 R)
Fire Check Throw 1H
Pulse
Gren. Throw 3d8/5 5/S (10 R)
EMP Throw 1H
9
No
Scatter
Gren. Throw 1d6/5 5/S (10 R)
Shrapnel
Throw 1H
9
POT 3d6/15
Frenzy
Shredder
Gren. Throw 2d8
5/S (10 R)
Impaling Throw 1H
9
Signal Flare
Gren. Throw -/30 5/S (10 R)
Fire
Throw 1H
6
Smoke(M18)
Gren. Throw -/30 5/S (10 R)
Fire
Throw 1H
6
No
Stielhandgranate Gren. Throw 3d6/10
5/S (10 R) Knockback Throw x1.5 1H
Stinkweed
Gren. Throw 1d6/5 5/S (10 R)
Shrapnel
Throw 1H
9
POT 3d6/15
Poison
Stun
Gren. Throw 3d6/2.5
5/S (10 R)
Stun Throw 1H
9
10 rnds/10
Tesla
Gren. Throw 5d8/5 5/S (10 R)
EMP Throw 1H
9
No

5/5
00
Throw 1H

1
8

.7
No

300
5/5

1H

No

5/5

96-00 1

.7

1H

No

5/5

96-00 1

.3

1H

No

5/5

96-00 1

.3

1H

No

5/5

99-00 1

.3

No

5/5

96-00 1

.7

35

No

5/5

91-00 1

.7

10

No

5/5

98-00 1

.7

50

10

No

5/5

96-00 1

.8

50

7/5
No

98-00 1
7/5
00

.5
1

40
.5

60

No
No
5/5
6

7/5
5/5
00
No

98-00
00
1
5/5

1
1
.7
91-00

.5
.7
25
1

150
25
.7

No

7/5

00

.5

50

No

5/5

98-00 1

.7

20

7/5

91-00 1

75

.5

96-00 1

25

The Biogas Canister is a grenade created by trapping the effluent gas released by the undisturbed mass burial sites in Point Lookout into a
canister with a fuse built in. The canister then acts like a fuel-air bomb, releasing the highly flammable gas into the area, where it explodes.
The BoBomb looks like a childs toy. In actuality, it was an insidious trap designed by the sick minds of the US Area Denial Weapons Division.
Not content with mines and traps, they came up with the idea of making a device that would attract the eye of an inquisitive Chinese soldier,

then explode when disturbed. The BoBomb looks like a cartoon bomb, with painted-on eyes, a small cotton fuse projecting from the top,
wooden feet that allow the device to walk in circles, and a winding key projecting from the rear. Winding the key and allowing the feet to
move begins a countdown of about 3 seconds, after which the device begins releasing pressurized flammable gas, which it ignites. It holds
enough gas for a full minute of horrific flame, after which it explodes.
The Boom Bug is a giant mutant strain of ladybug with unstable body chemistry. It reportedly explodes when agitated, disturbed, angry, or
bored. In truth, the bug explodes when its steam-producing acid gland is ruptured, causing caustic substances within its body to react
violently and exothermically, sending shards of chitin throughout the 5 AoE. Anyone taking damage from the grenade must make a CONbased RR against a POT 4d6 Toxin, with damage to HP equal to the POT rolled. This may be more deadly than the original explosion.
The Cherry Bomb is a small powder charge with a flammable wick used as an amusement before the war. Potentially dangerous if held in the
hand while it explodes, it is normally not used as a weapon, but as part of a larger, more dangerous explosive device. Lighting the Cherry
Bomb takes 5 DEX Ranks, after which depending on the length of the fuse, the wielder has time to leave the area or to throw the device.
Without altering the fuse, it will explode in 1d6+2 DEX Ranks on a successful Luck check, 1d3+1 DEX Ranks on a failed Luck check, and
immediately on a Fumbled Luck check.
The Flare is a pre-War road flare or post-War reproduction of the same. It has a built-in striker on the cap, and burns for 60 minutes (240
Rounds), providing illumination equal to daylight in a 10r AoE, and losing 1 light level every 30r beyond that. The Flare is visible from up to a
mile away. Striking a target with the Flare causes minimal damage, but can easily ignite any flammable substance, including clothing (check
for Fire normally). Using the Flare in melee is the same as using a knife, except that damage is Fire rather than Impaling/Bleeding. If used
against an unresisting target, the Flare causes 2d6 Fire damage per 5 DEX Ranks of contact.
The Acid Grenade is an M67 Grenade body containing two Teflon-lined canisters, with aantimony pentachloride, and a second of highly
concentrated Fluorosulfuric Acid. The device is fitted with a M201A1 Pull-ring Igniter. The igniter sets off a small detonator charge that bursts
the containers, mixing the binary agents into Magic Acid, which then begins to eat away at the container as pressure builds due to the
exothermic reaction. After 1d4+1 DEX Ranks, the container erupts, spraying the AoE with acid and shrapnel. The acid vaporizes quickly,
lasting less than two minutes on average, but can do devastating damage during that time.
The Atomic Grenade is actually a standard Mini-Nuke round with a M204A1 fuse. The round is less thrown than it is lobbed. In fact, few
people have the strength to throw the weapon to a safe distance (Difficult Throw check for anyone who has a STR less than 22). When the
round detonates, it has the usual effect, with an AoE of 30. The subsequent explosion causes 6d8 Enhanced Knockback to 40, and massive
damage due to Shrapnel (10d8 over 30), Fire (3d6 over 65), and Radiation (8 Rads/Dex Rank for 12 Dex Ranks out to 80).
The M84 Concussion Grenade is a plastic-bodies explosive device designed to burst into non-damaging fragments when it explodes. Anyone
within about 5 will be damaged by the explosion, but anyone outside this area is unharmed. The grenade does, however, cause Stun equal to
the damage rolled in a 15r AoE. Because so much of the effect is based on sound, Mirelurks in the AoE take half of this rolled damage to the
Face, with no armor.
There are two versions of Cryo Grenade. The first is a pre-War version, developed for use as a less-than-lethal weapon. The second was an
improvised version made by Private Elliot Tercorien, who was revived while exploring Mothership Zeta. He can construct 2 per day using
scavenged cryo coolant. If taken back to Earth, he will need 10 units of Coolant for each grenade he makes, up to two per day. His improvised

grenades are more fragile and prone to failure, but are more likely to stun and paralyze an opponent. The preliminary damage is Stun, and
anyone who is struck must also Resist the rolled damage vs. CON or be frozen in place for the duration (3 Rounds).
The EMP Grenade is a device similar to a Pulse Grenade, but more powerful. It causes massive damage to Robots, and to Powered Armor.
Damage is rolled and compared to an electronic/electrical-based targets CON or current HP on the resistance table. If the target loses, it takes
the rolled amount in damage. If the resistance roll is successful, target takes the weaponsminimum damage (based on range) to current HP.
The Flash Grenade emits pulses of light at random intervals, blinding and disorienting the target. Target must make a CON-Based Resistance
check against the damage rolled or be Stunned for a number of Rounds equal to the Damage rolled.
The Flash/Bang Grenade combines the effects of a Stun Grenade and Flash Grenade with a sonic component created by repeated, random,
high-decibel explosions. Anyone within the AoE must make a CON + AP (Head) based Resistance check, with a bonus equal to the normal
Penalty for Spot/Listen checks from their Headgear (a Polarized Visor/Goggles adds its Spot Bonus normally). Failure results in the character
being Stunned for a number of Rounds equal to the Damage rolled.
The Fragmentation Grenade is a plastic bodied grenade with an explosive filler, wrapped in pre-scored wire that sprays Shrapnel through a 20
area. It has a 3 DEX Rank delay from the time the spoon is released till it explodes.
The M61 Fragmentation Grenade is a plastic bodied grenade with an explosive filler. The plastic is imbedded with steel pellets. When the
explosive charge detonates, the plastic disintegrates, and the blast sprays Shrapnel through a 20 area. It has a 3 DEX Rank delay from the
time the spoon is released till it explodes.
The Gas Kock-Out Grenade is designed similarly to a Smoke grenade, except that anyone inside the radius who is not wearing a Gas Mask or
equivalent must roll their CON vs. the potency of the gas (4d6) or be knocked unconscious for 1 round per 5 points of failure.
The Mk. III H.E. Grenade is a defensive hand grenade that consists of a plastic body wrapped around a quantity of high explosive. It is
designed for use by soldiers holding a position against enemy assault, and is not designed to spread fragments in its AoE.
The Holy Hand Grenade looks like a standard Frag Grenade with white cross painted on the side. In actuality, these are experimental MicroFusion Grenades in a fragmentation shell. As such, they cause Shrapnel in the primary blast radius, Knockback in the primary and secondary
blast radius, and Fire and Radiation in the primary, secondary and tertiary blast radius. Six are found in the basement of the Church of Atom,
and another six in the
The AN/205 Incendiary Grenade throws White Phosphorus fragments throughout its AoE, causing shrapnel damage. Anyone struck by the
shrapnel suffers severe burns (1d6+1/rnd for 2d3 rounds; Armor protects for 1d3 rounds; Water will not extinguish the fragments, but
smothering will).
The M308-1 Incendiary Grenade looks similar to the AN/205 or any number of other cylindrical U.S. grenades. The design, however, more
closely resembles the M67I in operation, with a bursting charge spreading fragments over a 10 area, and Napalm over an area twice that size.
A secondary charge then ignites the Napalm, resulting in burns to anyone in the target area. The weapon causes 1d6+1 Flame damage for
1d3+1 rounds; Armor protects for 1d3 rounds.

The M36 Willy-Pete is a more recent version of the AN/205 Incendiary. Like the 205, the M36 throws White Phosphorus fragments
throughout its AoE, causing shrapnel damage. Anyone struck by the shrapnel suffers severe burns (1d6+1/rnd for 2d3 rounds; Armor protects
for 1d3 rounds; Water will not extinguish the fragments, but smothering will). Unlike the An/205, the M36 was officially developed as an
offensive weapon, rather than a smoke-generating device.
The M67I is an M67 Fragmentation Grenade modified into an incendiary device. Its small bursting charge releases Napalm throughout the
AoE, which is then ignited by a secondary charge. The weapon causes 1d6+1 Flame damage for 1d3+1 rounds; Armor protects for 1d3
rounds.
The Mirelurk Bait grenade is a recent, post-War invention. Using an empty grenade body, the manufacturer fills it with black powder. The
lack of metal components, including fragmentation sleeve, render the grenade nearly harmless as long as the user doesnt hold it while it
explodes (a great way to lose a hand). When the grenade goes off, anyone within 6 will take massive trauma, and anyone within 20 will be
deafened and stunned for four Rounds. Any Mirelurks in the AoE take the full 5d6 damage directly to the Face with no armor. The AoE is
doubled underwater.
The Plasma Grenade is a metal cylinder about the size of a soda can, with three glowing projections from either end, and an activation button
on the side. Once activated, it will explode, releasing plasma in a 6r AoE, three seconds after it is released. Anyone caught in the blast must
make a Hard Luck check or catch on Fire. The Classic Plasma Grenade is an older model that looks more like a grenade. Its shell is ribbed
along the length, and it has a standard ring-pull type detonator. Other than aesthetics, AoE (10r) and base damage (4d8), the Classic grenade
works the same as the modern version. Standard Plasma Grenades can be created by someone with High Tech Engineer working at a
Workbench who combines a Tin Can, two fully-charged Micro Fusion Cells, two Sensor Modules, and Electronic Scrap. The result acts in all
ways as a standard Plasma Grenade.
The Pulse Grenade is an EMP weapon that causes massive damage to Robots, and to Powered Armor. Damage is rolled and compared to an
electronic/electrical-based targets CON or current HP on the resistance table. If the target loses, it takes the rolled amount in damage. If the
resistance roll is successful, target takes the weaponsminimum damage (based on range) to current HP.Pulse Grenades can be created by
someone with High Tech Engineer working at a Workbench who combines a Tin Can, two fully-charged Micro Fusion Cells, a Sensor Module, and
four Electronic Scrap. The result acts in all ways as a standard Pulse Grenade.
The Scatter Grenade is created by the Tiger Bengal rifle. Anyone in the 15 AoE who survives the initial blast must roll a CON Resistance check
against the POT 3d6 gas released by the grenade or attack the nearest target with no regard for personal safety. The effect last for POT in
rounds. A Gas Mask or Respirator, or a sealed suit, such as a Radiation Suit, will negate the effect of the grenade unless the protection is
breached by the damage of the weapon.
The Shredder Grenade is a pulsed laser generator with a scatter effect prism system, built into a Pulse Grenade body. It uses the same power
source as a standard pulse grenade, but rather than focusing the energy burst into microwave and radio frequencies, it pumps a the laser
generator in a series of three pulses, scattering beams throughout the AoE, causing damage to anyone who doesnt score a Special Success on
their Dodge check against each of the 2d4 attacks rolled. Unlike normal grenades, the AoE is based on the range of the lasers and the
likelihood of a hit. In the secondary radius, the number of hits is 1d4, and a Difficult Dodge check is required. In the tertiary radius, 1d2 hits
may be scored, requiring a normal Dodge check to avoid a hit, and in the quaternary radius, only 1 hit may be scored, and the target must first
fail a Luck check before needing to Dodge. Like the Pulse Grenade, anyone with High Tech Engineer working at a Workbench can combine a

working AEP7 Laser Pistol, a Tin Can, three Small Energy Cells, a Sensor Module, and two Electronic Scrap to create a homemade Shredder
Grenade that acts in all ways as a standard Shredder Grenade.
The Signal Flare is a grenade that is designed to burn with an intense white light, using a strip of magnesium ignited by the grenade fuse. It
gives off light as intense as daylight in a 10r AoE for 4+1d4 Rounds. Anyone who comes into contact with the Signal Flare during this time
must check for Fire, taking 1d6 damage from the exposure.
The Smoke Grenade (usually the M18) is designed to release thick, white smoke in a 10r AoE surrounding the thrown grenade. Spot and
shooting skills are halved if the shooter or target are inside the Smoke, or if the cloud is between the shooter and target. Smoke lasts for 10
rounds, but high winds may disperse it, making it useless, while use of the grenade indoors may result in a cloud that lasts for tens of minutes.
The Model 43 Stielhandgranate was introduced by the German Army mid-way through World War II to replace the earlier Model 24 (the
archetypal stick grenade). This development was intended to simplify production and to enhance its versatility, evidenced by even more
simplification between the early and late versions.The Model 43 consisted of an explosive-filled sheet-metal can affixed to a solid wooden stick
for throwing. Although at first glance this grenade looks very similar to its predecessor, it differs in the main respect that the actual explosive
charge and fuse form a self-contained unit in the head.As such, the explosive charge could be dismounted from the stick handle and used
separately as a booby trap. Several are foundin the stash at Hamiltons Hideaway.
The Stinkweed Grenade is created by combining an explosive device with a grenade shell filled with a special algae called Stinkweed. Anyone
in the 15 AoE who survives the initial blast must roll a CON Resistance check against the POT 3d6 of the Poison or take 1 point of damage per
DEX Rank for a number of DEX Ranks equal to the POT.
The Stun Grenade is a cardboard tube filled with explosives that is designed to burst into non-damaging fragments when it explodes. Anyone
within about 2.5 will be damaged by the explosion, but anyone outside this area is unharmed. The grenade does, however, cause Stun equal
to the damage rolledon 3d8 in a 6r AoE. Because so much of the effect is based on sound, Mirelurks in the AoE take half of this rolled damage
to the Face, with no armor.
The Tesla Grenade is an EMP weapon that causes massive damage to Robots, and to Powered Armor. Damage is rolled and compared to an
electronic/electrical-based targets CON or current HP on the resistance table. If the target loses, it takes the rolled amount in damage. If the
resistance roll is successful, target takes the weaponsminimum damage (based on range) to current HP. Unlike most weapons of this type,
the Tesla Grenade also causes the rolled damage to living creatures, as it releases crackling electricity throughout the AoE.

Punch Weapons
Name

Skill
Base Dmg DEX Ranks/RoF
Cost Ammo
BeatCo Big Frigger Brawl +0
3d3+DB
15/S
SEC
Power Fist
Mega-Power Fist
Brawl +0
4d3+DB
15/S
210
SEC

Special

Rng

Crushing

Short 1

Crushing

Hands HP
12

Short 1

Parry STR/DEX Mal Cap

SIZ/Enc

Yes

5/5

1.0

12

Yes

99-00 25
5/5

97-00 25

110
1.0

Ballistic Fist
Two-Step Goodbye

Brawl +0
Brawl +0

Boxing Gloves
Brawl
Plated Boxing Gloves Brawl
Boxing Tape
Brawl
Brass Knuckles
Love Tap
Brawl
Steel Knuckles
Displacer Glove
SEC
Enforcer Gauntlet
Brawl
150
MFC
Impact Gloves
Brawl
Lacerators
Brawl
Mace Glove
Brawl
Pneumatic Power Fist Brawl
Fisto!
Brawl
Industrial Hand
125
Spec.
Jessies Fist-O-Flame Brawl
Saturnite Fist
Brawl
Punch Dagger
Brawl
Knife
Punch Gun
Brawl
Razor Claws
Brawl
Knife
Sappers
Shredders
Brawl
Spiked Knuckles
Plunketts Valid Points
Tiger Claws
Brawl
Venomous Gloves
Brawl
Zap Glove
Brawl
Spec.

+0
+0

+4d6 15/S (20 R)


+2d6 15/S (20 R)
+4d6
Punch 10/S
2d3+DB
10/S

Impaling
Short
Impaling
Short
Explosive
Stunning
Short
Crushing

1
1

12
12

Yes
Yes

1
6
Short 1

Yes
10

5/5
5/5
90-00
3/5
Yes

95-00 1
95-00 1
5/5

1.5
1.5

390
450

12g
Spec.

1.0
-

25
1.0

75

+0
+2
Brawl +0

10/S
+2

10/S

Stunning
Short 1
2
Crushing
Short 1

yes
18

-/Yes

3/5

.1
-

10
1.0

20

+0
+3
Brawl +0

10/S
+4

10/S

Crushing
Short 1
18
Crushing
Short 1

Yes
20

3/5
Yes

3/5

1.0
-

25
1.0

30

Brawl +0

+2d3 15/S

KnockbackShort

12

Yes

7/5

96-00 25

1.5

175

Short 1

10

Yes

7/5

90-00 12 (24)

Yes
Yes
14

5/5
5/5
Yes

96-00 7/5
-

1.0
1.0
-

50
80
1.0

75

12
Yes
12
Yes
Short 1

7/5
7/5
12

96-00 25
00
25
Yes
7/5

1.5
1.5
00

100
305
25

Spec.
Spec.
1.5

12
18
10
1
8
6
1
1

96-00
98-00
3/5
90-00
90-00
7/7
5/5

25
25
-

1.5
1.5
.5

100
160
25

Spec.
Spec.
-

1
-

1.0
1.5

150
150

12g
-

10

7/5
5/5
3/5
No
5/5
7/7
Yes
Yes

1.0

30

1.0

20

+0

2d10+2

15/S

+0
+0
+0

+1d4 15/S (15 R)


+2
10/S
2d4+DB
15/S

Impaling

Crushing
Short 1
10
Bleeding
Short 1
8
Crushing
Short 1

+0
+2d4 15/S
+0
+3d4 15/S
Brawl +0
+1d6+4

Crushing
Crushing
15/S

Short 1
Short 1
Bleeding

+0
+0
+0
+0
+0
+0
-10
Brawl

+2d4 15/S
+1d6 10/S
+1d3 10/S
1d6+DB
10/S
+4d6 15/S (25 R)
+3d3 15/S
2d6+DB
15/S
+0
+1
10/S

Crushing
Short
Crushing
Short
Impaling
Short
Bleeding
Impaling
Short
Impaling
Short
Bleeding
Crushing

+0

1d6+DB

1
1
1
Short
1
1
Short
Short

Yes
Yes
No
Yes
Yes

10/S

Bleeding

Short 1

No

3/7

1.5

Brawl +0

+3

10/S

Impaling

Short 1

16

Yes

3/5

1.0

25

Brawl +0

+4

6/S

Impaling

Short 1

16

Yes

3/5

1.0

25

Bleeding

Short 1

12

Yes

3/7

1.0

20

Yes
12

3/5
Yes

5/5

.25
96-00 25

50
1.5

Spec.
260

+0

1d4+DB

10/S

+0
+0

+3
10/S
1d6+DB

15/S

+ Electric

Impaling
Short 1
12
Crushing
Short 1
Electric

The Shocker
Spec.

Brawl +0

2d4+DB
+ Electric

15/S

Crushing

Short 1

12

Yes

5/5

90-00 25

1.5

150

Electric

The BeatCo Big Frigger Power Fist is considered by many to be the ultimate weapon to use in unarmed combat. Others are just scared.
Powered by small energy cells, it holds 25 charges. The Big Frigger Mega-Power Fist uses two charges per attack, but does substantially more
damage.
The Ballistic Fist is a post-war weapon that consists of a shotgun firing mechanism built into a housing that is worn like a glove, linked to a
punch trigger mechanism. It is similar to the smaller and cheaper Punch Gun, but is more robust and more reliable. It holds a single shotgun
shell, and need not be readied before battle. The Two-Step Goodbye is a modified Ballistic Fist that uses explosive charges rather than 12g
shells. Four of these charges can be manufactured from 4 shotgun shells, a C-4 charge, and 4 sensor modules. If an attack with the Two-Step
falls between 90 and 94, the secondary explosive does not trigger, while if it falls at 95+, the shot is not triggered by the punch.
Boxing Gloves are very rare, as few survived the war. When worn, punches from the wielder cause Stunning damage (this obviously does not
work against robots). Plated Boxing Gloves are even harder to come by, and consist of normal boxing gloves with a metal plate inside the
gloves, across the knuckles, allowing them to be used to parry blades. Damage from Plated Boxing Gloves is Crushing.
Boxing Tape is specialty tape applied to a boxers hands before a bout, to protect them from damage. A proper tape job requires the person
doing the taping to have Martial Arts at 50%+. No roll is needed as long as the person applying the tape meets this requirement. Damage is
Stunning, and all damage done in the round is cumulative for determining the Resistance check.
Brass Knuckles are a simple, brutal weapon consisting of a brass weight in the hand linked to a set of brass rings that cover the front of the
users fist, giving more force to a punch and a smaller striking surface. The Love Tap is a custom set of such Brass Knuckles, with a heavier
weight, that adds +5 to Critical and +10 to Special Success ranges. The Love Tap is currently lying atop a table next to Dukovs bed. Steel
Knuckles are built along the same lines as Brass Knuckles, but are made of stronger materials. Everett, in the Pitt, has a set of these that he
will offer as a reward to anyone who brings him 30 Ingots.
The Displacer Glove is a sonic weapon that causes any foe struck to be knocked back on impact by a shockwave. The weapon uses once
charge per attack, and is recharged using Small Energy Cells, holding up to 25 such charges. Each attack causes 2d3 +DB in damage, and
causes Knockback even on a regular attack.
The Enforcer Gauntlet consists of a glove with two magnetic guide prongs from a plasma caster mounted over the users hand from a plasma
chamber mounted to the wrist. Each successful attack uses two charges from a Microfusion Cell to generate a plasma bolt that is guided by
the prongs into a target struck.
Impact Gloves are a regular pair of gloves with pistons built into them, linked to an impact plate and trigger. This weapon deals a decent
amount of damage, and allows the wielder to use normal weapons when not punching. It must be reset between punches.
Lacerators are gloves with razor blades built into the back of the hand. Like Impact Gloves, they do not interfere with normal use of the hands.

The Mace Glove consists of a hollow, spike-covered metal ball with a handle mounted inside. The user sticks their hand into the ball, grasping
the handle, while pulling the leather glove portion onto the arm. This makes the users arm into a heavy but unwieldy club, and makes the
hand useless until the Mace Glove is removed.
The Pneumatic Power Fist works on a principle similar to that of the Impact Glove, but is of pre-war manufacture. The Industrial Hand consists
of a Power Fist with a circular saw blade mounted on the back. It was used in industrial work for cutting materials such as metal or plastics,
now re-purposed for use as a devastatingly powerful unarmed weapon. Several of these can be found in the Pitt, but only one in the DC
Wasteland, at Duce Hardware. Chromed Tubes, at 60 Caps, are hard to come by, but reduce the Malfunction range of Power Fists and Variants
to 00. High Capacity Valves, at 70 Caps, add +1d4 to the damage of any Power Fist based weapon. Ported Chambers, adding 75 Caps to the
cost of a Power Fist-based weapon, allow attacks at +4 to Initiative.Fisto! is a custom Pneumatic Power Fist that already has all three
modifications installed. Each of these weapons holds 25 Energy Cell charges. Jessies Fist-O-Flame is simply a standard Pneumatic Power
Fist with a flame paint job. She generally carries a right-handed Fist, but she has a second, left-handed version in her stash in Minefield. The
Saturnite Fist is a Pneumatic Power Fist made of Saturnite, rather than steel. It is much lighter, allowing for faster attacks, but as a result, it
does slightly less damage.
The Punch Dagger is a short knife blade mounted perpendicular to the handle, so that the blade protrudes between the middle and ring fingers
of the users fist. Damage is a combination of impact and impalement, though a skilled user can also slash.
The Punch Gun is a homebrew weapon consisting of a small smoothbore barrel and an impact trigger worn attached to a glove. The weapon is
armed just before battle, and any punch will set it off, firing the single 12g shotgun shell point blank into an opponent.
Razor Claws are a somewhat silly weapon consisting of three sharpened blades designed to slide out over the users hand when extended.
The user can then punch or slash with the blades. A failed Malfunction roll indicates that one or more blades failed to extend (first attack) or
failed to lock (subsequent attacks), while an actual fumble indicates that the user damaged his own hand or snapped a blade free of its mount.
The advantage of Razor Claws is that they can be retracted, and even when extended allow the user to wield other weapons in their hand.
Sappers are lead filled gloves which are ideal for beating the crap out of opponents. They appear to be normal gloves, and also serve to
protect the users hands from blows and cuts. Unlike many punching weapons, they allow the wearer full use of their hands.
Shredders are gloves with short claws built into the fingers. Favored by the Beastlords, few others in the Capitol Wastes use them, as they
make it impossible for the wearer to do normal tasks with the gloved hand.
Spiked Knuckles are modified brass knuckles with spikes on the knuckle portion. They do damage through impact and penetration. Any
normal brass knuckles can be modified by welding nails or other sharp scrap to the knuckle guard in this way. Plunketts Valid Points are a
light, aluminum set of Spiked Knuckles, with tungsten steel spikes. They reduce the cost of a Punch attack to 6 DEX Ranks.
Tiger Claws consist of a metal strip across the palm, studded with sharp protrusions perpendicular to the palm. A leather strap holds the strip
to the hand, with the base of the strip held by another strap that encircles the wrist. They are used for making palm strikes, clawing slashes,
defensive blocks, causing damage on a grapple, making disarming attacks, and aiding in climbing certain types of rocks, trees, or other
yielding or very rough surfaces.

The Venomous Gloves are fingerless leather gloves designed with a set of spiked steel knuckle covers attached to a metal frame designed to
spread the force of impact to protect the users hands. The spikes have a small hollow in the tip, and the owner often dips them in
Radscorpion Venom or other poison, delivering the poison on a successful strike. They are found in one of the shacks in the north part of
Evergreen Mills. Price and weight is per glove, and one for each hand is found in the shack.
The Zap Glove consists of a Power Fist housing over a non-conductive glove. The housing contains several automobile induction coils linked to
a capacitor and an impact trigger/conductor. The capacitor holds 25 charges, and is recharged by small energy cells. Each electrified punch
uses one charge. The capacitor discharges through the coils and into the conductor plate whenever the user punches something. The weight
and metal conductor plate increase the damage of an ordinary punch, while the discharge causes an additional d6 of electrical damage.
Against Power Armor, this causes 1d6+3 Electrical damage, and 1d6+6 against robots. A stronger set of induction coils (recovered from a
military truck) can be installed for 80 Caps, increasing electrical damage by 3 against all targets. The Shocker is a custom-built variation on
the Pneumatic Power Fist, with built-in induction coils from a Zap Glove. It is less reliable than the Zap Glove, but causes more raw damage on
a punch. Electrical damage from the Shocker is 1d4, +2 vs. Power Armor and +4 vs. Robots. If the item malfunctions, this indicates failure of
the coil to discharge. On a critical malfunction, the weapon discharges into the user.
Thrown Weapons
Name
Cost Ammo
Baseball
Billiard Ball
Fantasy Ball
Plant Spike
Rock
Throwing Knife
.2
25

Skill

Base

Dmg

DEX Ranks/RoF

Throw Throw 1d4

15/S

Special

Rng

Crushing Throw

Hands HP

Parry STR/DEX Mal Cap

SIZ/Enc

1H

10

No

5/5

.2

10

Throw Throw 1d4+1 15/S

Crushing

Throw

1H

No

5/5

.2

Throw Throw 2d3

15/S

Impaling

Throw

1H

15

No

7/9

90-00 -

.5

100

T. Knife

1d2

5/S

1H

No

5/11

.1

10/S
+0

1d3

5/5
1H

15

No

.05
7/11

-5

Throw Throw 1d2


T. Knife
-

Impaling

Throw

Crushing Throw
1H
10/S
Impaling

20
No
Throw

The Baseball, symbol of American sportsmanship. Hundreds of these can be found around the Wasteland, many of them in Pitching Machines
used as traps by enterprising Raiders and other looking for cheap protection. A good, hard throw can break a bone or cause a concussion.
The Billiard Ball, including the Cue Ball and numbered balls (2, 5, 8 and 13), is an improvised weapon used occasionally by the desperate. It
does decent damage, but has no penetration.
The Fantasy Ball is a recreation of a pre-War movie prop, a stainless steel sphere with two spikes protruding from it like blades. A gyroscope
keeps the ball upright in flight, and the blades pointed toward the target. It is hard to master, but causes devastating damage when it works.
If a Malfunction is rolled, but the attack is a success, then it does 1d4+1 Crushing damage, rather than Impaling, as the spiked have either
failed to hit or failed to lock in place.

Plant Spikes are thrown off by Spore Plants. These can be collected and used as a free, if not very effective, throwing spike.
The lowly Rock. How far have you fallen if you are reduced to this? Whats next, stab someone with a broken bottle. Hey, at least that counts
as a tool. Well, rocks are free, and they can kill someone, if you throw enough of them. Also represents a good chunk brick, paver, concrete
block, or other semi-aerodynamic debris from the ruins. Maybe even a bottle filled with dirt and gravel, which does make a hand weapon
Once.
The Throwing Knife is a small blade or spike designed specifically for use as a thrown weapon, making it unsuitable for use in melee combat.
Like most Thrown Weapons, these gain only Damage Bonus.

Knife
Name

Skill
Cost Ammo
Bowie Knife
Knife
Combat Knife
Knife
Jessis Battle Knife
Knife
Occams Razor
Raider Blade
Knife
Shaving Knife
Knife
Stabhappy
Knife
Trivial Knife
Knife
Cosmic Knife
Knife
Cosmic Knife, Clean Knife
Custom Combat Knife
DakTarg
-

Base

Dmg

+0
+0
+0
Knife

1d8+1 10/S
2d4
10/S
2d4
10/S
+0
2d4+2 10/S

+0
+0
+0
+0
+0
+0
Knife

2d6
10/S
1d6
10/S
2d4+2 10/S
2d3
10/S
1d4+1 10/S
2d3
10/S
+0
2d4

Knife

-5

Hunting Knife
Knife

Knife
Knife

+0
+0

Ants Sting

Knife

+0

Bittercups Athame

Knife

10/S

2d4+1 15/S

2d3+1 10/S
1d8+1 10/S
1d3
10/S
1d4
15/S
1d3
10/S
1d4

15/S
10/S
15/S
1d6
15/S
10/S

Witchy Raiders Athame


-

Knife

1d3
1d4
+0

Ritual Knife

+0

2d4
1d3

Knife

+0

DEX Ranks/RoF

10/S

Special

Rng

Hands HP

Parry STR/DEX Mal Cap

SIZ/Enc

Impaling
Short
Impaling
Short
Impaling
Short
Impaling

1H
1H
1H
Short

12
14
14
1H

Yes
Yes
Yes
14

5/7
5/7
5/7
Yes

5/7

.3
.2
.2
-

100
50
50
.2

65

Impaling
Short
Bleeding
Short
Bleeding
Short
Bleeding
Short
Bleeding
Short
Bleeding
Short
Impaling

1H
1H
1H
1H
1H
1H
Short

16
12
14
14
5
5
1H

Yes
Yes
Yes
Yes
Yes
Yes
14

5/7
5/7
5/7
5/7
4/4
4/4
Yes

5/7

.2
.2
.2
.2
.2
.2
-

50
50
65
200
35
50
.2

70

Short 1H

11

Yes

5/9

.3

165

1H
1H

12
15

Yes
Yes

.3
.2

40
20

15

Yes

4/4

.2

30

1H

15

Yes

.2

20

4/4

.2

20

.2

20

Impaling
Bleeding
Impaling
Short
Bleeding
Short
Impaling
Poison Short 1H
and Bleeding
Poison
and Impaling
Bleeding
Short
Impaling
Bleeding
Impaling
Bleeding

Short 1H

Short 1H

15

5/7
5/7
4/4
5/7
-

15

4/4
5/7
Yes

Yes

5/7
4/4

Slasher Knife
Knife +0
Slicer
Knife +0
Toy Knife
Knife -10
Kukri
Knife +0
Ghurkas Delight
Knife
OKC-3S Bayonet
Knife
Marine Combat Knife
Jessis Battle Knife
Knife +0
SA Dagger
Knife +0
Scalpel
Knife
Shiv
Knife -10
Straight Razor
Knife -10
Straight Razor Small
Knife
Switchblade
Knife +0
Butchs Toothpick
Knife +0
Trenchknife
Knife +0

1d4
15/S
2d3+2 5/S
1d4
10/S
1 + .5xDB

Impaling
Bleeding
Short 1H
15
Bleeding
Short 1H
15
Bleeding
Short 1H

Yes
Yes
3

5/7
4/4
4/4
Yes

-/-

.2
.2
-

50
400
.1

20

Bleeding
Short 1H
12
Bleeding
Short 1H

Yes
14

7/7
Yes

9/7

.3
-

100
.5

300

14

Yes

5/7

.2

60

5/S

Impaling
Short 1H
14
Impaling Short
1H
12
Bleeding
Short 1H

Yes
Yes
8

5/7
5/7
No

5/11

.2
.2
-

50
35
.1

5/S

Bleeding
Short 1H
5
Bleeding
Short 1H
5
Bleeding
Short 1H

No
No
5

4/4
5/9
No

5/9

.1
.1
-

2
35
.05

Impaling Short
1H
Impaling Short
1H
Impaling
Short 1H

No
No
Yes

-/5
-/5
5/7

95-00 99-00 -

.1
.1
.3

35
50
50

3/S

1d6+3 10/S
+0
2d4+2 10/S
+0

2d4

2d4
1d6
-15

10/S
15/S
1d2

1d2
1d3
-15

5/S
10/S
1

1d4
10/S
1d4+1 10/S
2d4
10/S

10/S

Impaling

Short 1H

7
5
14

The Bowie Knife is a modern replica of the knife made famous by its inventor, Jim Bowie. Bowie made a number of knives, but only one design
is the Bowie knife, the basis for a whole family of heavy bladed combat knives.
The Combat Knife is a weapon designed for the US Military and built to withstand all of the abuse the average soldier can put it through. It is
made of hardened steel, with a composite handle and rubberized grip. The upper edge of the blade is serrated, for cutting brush, small trees
and wire obstacles. Jessis Battle Knife is a Combat Knife of unknown origin. It has a handle similar to an OKC-3S Bayonet, and can mount on
either an R-91 or an H&K G36C. The blade does not resemble that of the Bayonet, however. Occams Razor is the personal knife of
Commander Jabsco, of Talon Company. It does slightly more damage than a standard combat knife, and gains a Bonus Die on all attacks. The
Raider Blade is a Saturnite-doped Combat Knife carried out of Vault 71 by Crystal Waters. She has two such weapons, and carries one herself,
making the other available to anyone willing to help her on her quest. The Shaving Knife is a worn-down Combat Knife, with a broken tip that
renders it useless for stabbing. It has, however, been ground down to a razor-sharp edge, and adds +5 to Critical and +10 to Special success
range. Stabhappy, despite the name, is better suited to slashing attacks. Any Special success rolled against a Limb counts as a Critical
success. It is currently held by a Raider in the kitchen of the Raid Shack east of the Bethesda Ruins. The Trivial Knife, held by one of the Ark
and Dove Tribals who attacks the party if they install the Cogwave Jammer for Desmond Lockheart, is another slashing blade, but with a
reduced damage base. Like Stabhappy, any Special success rolled against a Limb counts as a Critical success, but the weapon causes x3
Bleeding on such attacks.
The Cosmic Knife is a composite blade made out of Saturnite. The edge of a new Cosmic Knife is as sharp as glass, about one molecule.
An older knife, such as those usually found in the Wasteland, is generally caked with dirt and other substances. As a result, strikes with such a
Cosmic Knife are +5 to Critical Success chance, and +15 to Special Success chance, and any success causes Bleeding. The listed effects are

for an average post-War knife. With two boxes of Abraxo Cleaner and access to a Workbench, anyone with 25 in Repair Structural can scour
the Cosmic Knife, resulting in a Cosmic Knife, Clean. Such a blade adds +10 to Critical Success chance, and +20 to Special Success Chance,
with any success causing Bleeding.
The Custom Combat Knife is a bayonet version of the standard Combat Knife, and fits any 5.56x45mm assault rifle with a bayonet lug (the
R91, M-16/M-4 family, the Steyr AUG and ACR, and many others). It has a serrated top edge, a fat handle for use as a tent stake driver, and a
built in can and bottle opener. All in all, a handy tool to have in the field.
The DakTarg is a knife popularized by an old 20th Century television and movie series. Obsessive fans bought hundreds of these, usually made
from some inferior steel that couldnt hold an edge. One company, however, refused to sully themselves with an inferior product, and
produced quality DakTarg for the masses. Sadly, the design itself is a bit flawed, and so, while the side projections of the blade allow the
wielder to roll a Bonus Die on any Parry attempt, they also weaken the knife overall.
The Hunting Knife is representative of a number of single-edged knives used for utility and skinning when in the wilderness. Many people
carry such knives, from roving Traders to Hunters to Raiders, and they are fairly ubiquitous in the Capitol Wasteland.
The Knife represents any number of kitchen knives pressed into service as weapons. Most are good for both slashing and stabbing, though
they lack guards and other safety enhancements, and can be dangerous to the wielder when slick with blood. The Ants Sting is the personal
weapon of the AntAgonizer, who covers it in the venom of the Giant Ants she controls. The weapon delivers this poison on any strike, with a
POT of 1d3+9. The effect is immediate: excruciating pain that results in an inability to act for 1d3+1 rounds, as burning Formic acid invades
the tissues. On a failed Resistance check, the character should also check Luck. If this follow-up Luck check is a Fumble (96+), the character
is allergic to the venom, and goes into anaphylaxis, dying within 1d3 + CON Rounds.Bittercups Athame is a beaten copper, wavy-bladed knife,
similar to a Malaysian kris, with a bone handle wrapped in black leather and topped with a cut jet. A fine patina of verdigris covers the razorsharp blade. Any special success with the knife is considered an Impale. The Witchy Raiders Athame is a double-edged copper blade that
looks like it was molded on a Combat Knife. Like Bittercups blade, it is also covered with verdigris, and no amount of cleaning and polishing
will remove even a speck of it. The weapon ignores soft armor, and reduces hard armor by 50% of AP. Any Impale on the torso causes
maximum possible damage (16 plus DB). The Ritual Knife is a blade of beaten copper, with a handle of blood-stained oak. The copper is
bright, without a speck of verdigris, despite the obvious age of the weapon. Any strike with the Ritual Knife is an Impale, ignores armor, and
also drains 1d3 points of temporary POW. Any victim killed with the knife loses all POW. The Slasher Knife is the personal weapon of the Pint
Sized Slasher, a pre-War serial killer who terrorized the East Coast. His weapon is found in the Homestead Motel, Room 1K, in Point Lookout.
Slicer, held by a member of the Ark and Dove Tribals who shares its name, is a unique knife that allows its wielder to roll a Bonus Die on all
attacks, and counts all Special successes as Critical successes. The Toy Knife is a dull strip of blunt aluminum mounted to a plastic handle,
shaped and colored to look like a large butchers knife. It is found in the swamps of Point Lookout, along with a Hockey Mask, near the
Turtledove Detention Camp. It does little damage, but attacks very quickly, making it a handy distraction. Each attack with the Toy Knife
takes 3 DEX Ranks to complete.
The Kukri is the traditional blade of Nepalese peoples, and a number of them made their way to the Capitol Wasteland in the hands of the
Royal Gurkha Rifles during the attempt to relieve Washington. The effort failed in the face of renewed bombing by the Chinese, and a number
of Gurkhas lost their lives. The knives have passed through many hands during the years, and are considered a symbol of strength among the
various Raider groups of the Wasteland. The unique Gurkhas Delight is a larger than average example of the blade, held by Dukov in his
fortified home.

The OKC-3S Bayonet/Marine Combat Knife is the pre-War Marine Corps bayonet of choice. It will fit any US-issued 5mm or 5.56x45mm rifle.
The scabbard is designed to work with MOLLE vests and web gear, and has a honing rod built in.
Jesses Battle Knife is a blade owned and carried by a young Merc named Jessie. She owns a pair of these blades, one of which is stashed in a
house in Minefield.
The SA Dagger is a relic of the Second World War. Once owned by an officer of the SA (Sturmabteilung, or Stormtroopers), the dagger was
taken as a trophy by an SS officer after the Night of Long Knives. He held it only a few years before meeting his end, when the weapon
passed on to an American soldier. When he was killed in a robbery of his home, the weapon passed on again, into the hands of a thief, who
pawned the weapon just before his own death. The pwn shop owner was killed, the purchaser was killed, and so on, leaving a trail of death
behind the weapon that only paused for the War. The weapon now awaits a new owner in Hamiltons Hideaway. The pommel has a Nazi
Swastika, the handle a Nazi Eagle, and the blade an inscription: Alles fur Deutchland. Any Special Success rolled with the weapon is
considered a Critical, and the weapon achieves a Special Success on 50% of the users skill. However, the user fails all Luck rolls while the
weapon belongs to him/her, any Special Success against the owner becomes a Critical, and any Critical causes maximum damage. Once the
weapon is claimed by anyone, ownership can only be relinquished by death.
The Scalpel is a surgical instrument, and as such, is extremely sharp, and deadly in the right hands. While the damage may seem paltry, it
adds a +10 to Critical Success chance, and a +20 to Special Success chance. In addition, any successful attack causes Bleeding. The Small
Straight Razor is a detail blade, and very hard to properly use as a weapon. Like the Straight Razor, , it adds a +10 to Critical Success chance,
and a +20 to Special Success chance, and any successful attack causes Bleeding.
The Shiv is an improvised knife, often created from scraps of metal or even a piece of stiff wire, sharpened along one edge. The value given is
the sale price, as no merchant will buy one.
The Straight Razor is a shaving implement that has been repurposed as a weapon. It is, as they say, razor sharp, and so it causes serious
Bleeding wounds on any successful strike. In addition, it adds +5 to Critical Success chance and +15 to Special Success chance.
The Switchblade was designed as a concealable knife that could be ready in an instant. Criminals loved them, authorities outlawed them.
They still show up around the Wasteland, usually in the pocket of some local tough or Raider. Butchs Toothpick is the personal weapon of
Butch Deloria, leader of the Tunnel Snakes. It is unique in that it adds a +5 to the wielders Critical Success Chance, and a +15 to the
wielders Special Success Chance.
The Trench Knife is a Combat Knife with a knuckle-duster attached. This gives it a +10 to Parry, and allows the user to Punch opponents with a
+1 to Damage.

Melee Axe/Hatchet/Pick
Name
Axe

Cost

Ammo

Skill

Base

Dmg

DEX Ranks/RoF

Axe

+0

1d8+2 15/S

Special

Bleeding

Med

Rng

Hands HP

Parry STR/DEX Mal Cap

SIZ/Enc

2H

20

8/7

60

Yes

1.5

Dismemberer
Axe
+0
1d10+2
15/S
Bleeding
Med
Lumberjacks Woodcutter
Axe
+0
1d10+2
15/S
Bleeding
300
Cleaver
Hatchet
+5
1d6+1 10/S
Bleeding
35
Fire Axe
Axe
+0
2d4+2 15/S
Bleeding
Med
Sturdy Fire Axe
Axe
+0
1d6+4 15/S
Bleeding
Med
Axe of the 343
Axe
+0
1d4+6 15/S
Bleeding
Med
Hatchet
Hatchet
+0
1d6+1 10/S
Bleeding
.5
75
Sete di Sangue
Hatchet
+0
2d4
10/S
Bleeding
.5
100
Sete di Sangue Innocente
Hatchet
+0
2d4
10/S
Bleeding
.5
100
Throwing Hatchet
Th. Axe
Throw 2d4
10/S
Bleeding
Throw
Ice Axe
Pick
+5
1d6+1 15/S
Impaling
Med
or Bleeding
Pick Axe
Pick
+0
2d6
15/S
Impaling
Med
or Bleeding
SOG Fusion Tomahawk
Axe
+0
2d4+1 15/S
Bleeding
Med
Spiral Reamer
Hatchet -5
1d6+1 15/S
Impaling
Short
-

2H

18

Yes

8/7

1.5

55

Med 2H

20

Yes

8/7

1.5

Short 1H

10

Yes

5/9

.4

2H

20

Yes

8/7

1.5

90

2H

24

Yes

8/7

1.5

130

2H

24

Yes

8/7

1.5

300

Short

1H

12

Yes

7/9

Short

1H

12

Yes

7/9

Short

1H

12

Yes

7/9

1H

Yes

5/9

.3

20

1H

12

Yes

7/9

.7

50

2H

20

Yes

9/7

80

1H

16

Yes

7/9

50

1H

10

Yes

7/9

.75

120

Axe No, not the stinky crap douchebags spray on themselves to warn away women, the thing you chop wood with. Also good for removing
limbs and caving in skulls. Ubiquitous, they are found all over the Wasteland, in various states of repair. Many need new handles, others have
rusted to near uselessness. Still, Raiders, Tribals, and even Super Mutants seem to love them. Adds +3 to STR for breaching doors. The
Dismemberer is available to anyone who completes Pliks Safari in Point Lookout. The weapon is slightly more damaging than the average
axe, due to the weight of the head, but is also slightly more fragile. If a Special Success is rolled against a limb when using the Dismemberer,
the Axe severs automatically if it does 2x the limbs HP. It also severs automatically on a Critical strike to a limb. The Lumberjacks
Woodcutter is a slightly more powerful version of the Dismemberer, and works in a similar fashion. If a Special Success is rolled against a limb
when using the Dismemberer, the Axe severs automatically if it does 2x the limbs HP. It also severs automatically on a Critical strike to a
limb. The weapon also confers the Perk Lumberjack on anyone wielding it. It is currently held by the Ark and Dove Tribal member known as
The Lumberjack.

The kitchen Cleaver is the poor mans Hatchet. The weapon can be found in kitchens throughout the Wasteland, except where some other
desperate soul already took it. The cleaver can be used as a tool, a weapon, a throwing weapon, and even a shaving mirror, if polished well.
All around, a handy thing to have.
The Fire Axe can be found all over the Wasteland, either in the hands of Raiders and Super Mutants or inside various Fire Boxes across the city
and countryside. Chopping with the blade causes Bleeding damage, while swinging with the back edge causes Impaling damage. Adds +4 to
STR for breaching doors. The Sturdy Fire Axe is usually a newer-style axe, with a Carbon Steel blade and a fiberglass handle. The axe does
similar damage, and weighs about the same. Adds +5 to STR for breaching doors. The Axe of the 343 resembles a normal fire axe, scarred
from use and stained with sweat and ash. The handle is wrapped in some kind of gauze-like material, in several layers, giving it a decent grip.
Close inspection reveals the wrapping to be 343 strands of gauze from a burial shroud, or perhaps several. Under the gauze are two marks,
burned into the wood: FDNY on one side, and Squad 1 Brooklyn on the other. An Eagle, wings spread, looking right, with a 1
emblazoned on its chest, holding a sword in its right talon and a Firemans Pike in its left is inscribed on either side of the head of the axe. The
axe is housed in the National Archives, listed as Fire Axe: Provenance Unknown on the plaque. The weapon always fumbles in the hands of
someone with Evil Karma, and always gains a Special Success if wielded by a person with 500+ Good Karma. Adds +8 to STR for breaching
doors.
The Hatchet is a small axe, designed for easy carry and light duty. Good for chopping wood as well as enemies. Most come with a belt sheath
(if not, one can be had for around 10 Caps). The back can be used as a hammer/mallet. Sete de Sangue is a unique Hatchet, found in the
Dickerson Tabernacle Chapel. It is a Bransfors Bruks from Sweden, and one of only two known to have survived the War. The weapon causes
Bleeding on every successful strike, x2 Bleeding on a Special Success, and x3 on a Critical Success. The other known Bransfors is the Sete di
Sangue Innocente Bloodied by the Innocent. The weapon has the same effect as the Sete di Sangue, and also allows the wielder to roll a
Bonus Die on every attack. It is found in the Hallowed Moors Cemetery north of Big Town, where a group of Super Mutants uses it to chop up
the bodies of captured Wastelanders for food. The Throwing Hatchet is a weapon designed for throwing. When used in melee, it has a reach
of Short and does 1d4+1 damage due to its light weight. The weapon really shines when thrown. The added spin of throwing nearly doubles
the weapons damage, and its light weight allows the average user to throw one quite far with great accuracy.
The Ice Axe is actually more of a pick, designed to aid those climbing glaciers and icy cliff faces. The pick face is reinforced with a bladelength rib, allowing it to penetrate armor well, and serrated, causing grievous wounds when extricated from a victim (Just ask Comrade
Trotsky). The rear face is shaped like the head of an adze, and used as a chopping tool for cutting steps in ice, among other uses. As a
weapon, it gives bleeding wounds similar to an axe.
The Pick axe is a well-known digging tool repurposed into a weapon, though many are simply improvised as weapons as need arises.
Weaponized Pick Axes often have their chisel end sharpened into a blade as deadly as that of an axe, causing Bleeding wounds on a strike.
Adds +2 to STR for breaching doors, if it can be wedged into the frame.
The SOG Fusion Tomahawk was designed for use by Special Operations troops as both a tool and a weapon, mainly useful for silently killing
sentries and dogs. A number of these have survived the post-War years, ending up in the hands of Raiders and Tribals. It functions as a
hammer, pick, axe, breaching tool, and throwing axe (1/2 DB when thrown).
The Spiral Reamer is a tool designed for enlarging holes or smoothing burrs on the inner diameter of a pipe. Mounted on a handle, the
reamer resembles a pick head, and makes a handy weapon. Such reamers can be found across the Capitol Wasteland, usually in old hardware
stores, plumbing supply houses, and sewer maintenance facilities.

Melee Blades
Name

Skill
Base
Cost Ammo
Antique Short Sword Sword +0

Dmg

DEX Ranks/RoF

1d6+1 10/S
1d8+1 15/S
Sword -10
1d4+1 15/S
Sword -10
3d6

Bone Saw
Bumper Sword
Chinese Officers Sword
-

15/S

Special

Rng

Parry STR/DEX Mal Cap

SIZ/Enc

Yes

9/9

1.0

75

Yes
16

7/7
Yes

15/9

1.0
-

150
4.0

250

20

Yes

9/7

1.5

75

20

Yes

9/7

1.5

20

Yes

9/7

1.5

100

1H

20

Yes

9/7

24

1.5

500

1H

20

Yes

9/7

1.5

300

20

Yes

9/7

1.5

1.0

15

Bleeding
Med 1H
20
or Impaling Short
Bleeding
Med 1H
12
Bleeding
Long 2H

Sword +0

1d8+1 15/S

Chinese Chopper
200
-

Sword +0

1d12+1

or Impaling
15/S

Clovers Cleaver
-

Sword +0

2d6+1 15/S

or Impaling
Bleeding

Bleeding

Med 1H

Bleeding

Med 1H
Med 1H

or Impaling
JingweisShocksword Sword +0
4d4+1+
15/S
Bleeding
Med
MFC
1d6/5 DEX Ranks for 10 DEX Ranks or Impaling
Lone Wanderers Blade
Sword +0
2d4+1 15/S
Bleeding
Med
or Impaling
Vampires Edge
Sword +0
1d10+1
15/S
Bleeding
75
or Impaling
Deco-Filament
Sword -5
1d4+1 15/S
Bleeding
Med
Hack Saw
Sword -10
1d6+1 15/S
Bleeding
Med 1H
Hand Saw
Katana
250
Katana,Fine
450
Katana, Rusted
120
Katana, Scrap
Samurais Sword
750
Machete

Hands HP

Med 1H
1H

10

Yes

5/5

12

Yes

7/7

Bleeding
Med 1H
12
Yes
Bleeding
Med 1H or 2H

7/7
15

Yes

.4
20
+50/blade
1.0
200
11/11 -

Sword -10
Sword +0

1d6
15/S
1d10+1

15/S

Sword +0

1d12+1

15/S

Bleeding

Med 1H or 2H

15

Yes

11/11 -

1.5

1d6+1 15/S

Bleeding

Med 1H or 2H

10

Yes

11/11 -

1.5

Yes

11/11 -

1.5

185

15

Yes

11/11 -

1.5

7/9

45

Sword +0
Sword +0

1d8+1 15/S

Sword +0
Sword +0

1d6

2d6+3 15/S
10/S

Bleeding
Bleeding
Bleeding

Med 1H or 2H

13

Med 1H or 2H
Med 1H

15

Yes

1.0

1.5

Machete, Broad
Machete, Long
Machete, Post War
Rapier
Ivory-Hilted Rapier
Sickle
Wakizashi
War Blade

Sword -5

2d3+1 15/S

Bleeding

Med 1H

17

Yes

9/9

1.5

75

Sword +0

2d4+1 15/S

Bleeding

Med 1H

15

Yes

7/9

1.5

80

Bleeding
Med 1H
13
Impaling
Med 1H
15
Impaling
Med 1H
15
Bleeding
Med 1H

Yes
Yes
Yes
12

9/9
7/13
7/13
Yes

7/9

1.0
1.0
1.0
-

50
100
100
2.5

40

Bleeding
Bleeding

Yes
Yes

7/9
13/9

1.0
3.5

320
280

Sword -5
Sword +0
Sword +0
Special

1d6+1 15/S
1d6+1 10/S
1d6+1 10/S
15
2d4

Sword +0
Sword -10

1d6+1 10/S
2d8
15/S

15/S

Med 1H
Long
2H

13
20

The Antique Short Sword is actually a Roman Gladius, over 2000 year old. It is in great shape, having been sharpened recently and equipped
with a new leather grip. It can be used as a stabbing weapon, or a hacking weapon, and does well as either.
The Bone Saw is a surgical tool pressed into service as a weapon. It leaves horrific wounds, ripping and tearing the flesh of the victim. It is
also useful for removing limbs during surgery. If used against an immobilized target, it causes x2 Damage, and can be used to cut through
anything but Metal or Combat armor. Also, because of the tearing and ripping nature of wounds from the weapon, Bleeding is doubled.
The Bumper Sword is a hand-made weapon favored by Supermutant Brutes and the occasional Behemoth. It consists of an automobile
bumper, flattened to a blade-like shape, and sharpened to a rough edge, mounted to a piece of tail pipe or frame member. The weapon is
heavy, unwieldy, and deadly, easily capable of cutting an armored man in half, lengthwise. Many Supermutant armorers like to leave the
license plates intact on the bumper, and it is a mark of honor to have a specialty plate, such as a Veteran, Handicapped, or Exempt plate, or a
plate from somewhere outside the DC area. New York, Florida, and western states are especially prized.
The Chinese Officers Sword is a Jian, a straight broadsword with a double edge. These were highly prized trophies for American troops during
the war, with about 1/3 of those appearing in the Wasteland being captured swords. Raiders love to get their hands on these. They can be
used to slash (Bleeding) or thrust (Impaling), as the user chooses. The Chinese Chopper is a Saturnite-doped copy of the Chinese Officers
sword, brought out of Vault 71 by Crystal Waters. It has a similar weight and balance, but is much sharper, and adds a single Bonus Die on all
attacks. Clovers Cleaver is the personal sword of Clover, the Slave-Assassin who currently works for Eulogy Jones, is a unique example of the
weapon. Hers is honed to a razor edge, and oiled daily. Like her shotgun, she tends to clean and maintain it whenever she has any free time.
She adds +10 to her Critical and Special Success Chance with the weapon. Jingweis Shocksword is the personal weapon of General Jingwei,
who led the assault on, and occupation of, Anchorage, Alaska. His sword is found in the bunker near Baileys Crossroads Metro that the
Outcasts are trying to open. In addition to the normal effect of the weapon, it also causes 1d6 Electrical damage over 5 DEX Ranks, for 10 DEX
Ranks after a successful strike. It holds a single Micro Fusion Cell, and uses 1 charge per strike. The Lone Wanderers Blade is a unique
weapon that is left behind the first time that the NPC Double Slash shows up to attack the enemies of a PC with the perk Double Slash. The
weapon does slightly more base damage than a normal Jian, but its maximum damage is the same. The weapon truly shines, however, if an
attack is rolled against the head of an opponent (also works on a Called shot). When the weapon strikes the head, it causes 4 additional points
to that area, ignoring any armor, and is assumed to have struck the neck. If the total damage done by the strike exceeds double the HP of the
area, the opponent struck is beheaded on a failed Hard Stamina check. The Vampires Edge, currently in the possession of Vance, leader of
the Family, is a lightweight Jian of incredible sharpness. The weapon causes Bleeding on a normal strike, x2 Bleeding on a Special success,
and x3 on a Critical.

Deco-Filament is a tool turned weapon, a device for cutting foam, pipe, and other light materials using a wire under tension mounted to a
handle. By ignoring all safety advice printed on the handle, the misused Deco-Filament becomes a deadly weapon capable of lopping off a
limb or head in a single strike. A Special success that does damage equal to twice the Hit Points of a Limb or Head removes it, while a Critical
that does damage equal to the Hit Points of a Limb or Head does the same.
The Hack Saw is cheap to buy, but blades are around 50 Caps each, if they can be found, and wear quickly. However, if used against an
immobilized target, it causes x2 Damage, and can be used to cut through almost anything, including Metal or Combat armor. Also, because of
the tearing and ripping nature of wounds from the weapon, Bleeding is doubled.
The Hand Saw is more tool than weapon, as reflected by the damage it causes. However, if used against an immobilized target, it causes x2
Damage, and can be used to cut through almost anything but Metal or Combat armor. Also, because of the tearing and ripping nature of
wounds from the weapon, Bleeding is doubled.
The Katana is a Japanese blade of great renown. It can be wielded one or two handed (DB is halved when used with one hand). A true Katana
is an incredible instrument of death. They are very rare in the aftermath of the War, with most, if not all, being captured weapons left over
from WWII. A few were also located in the Museum of History, and these may occasionally turn up in the Wasteland, as well. These are
represented by the Fine Katana, a weapon made by a master of the art, such as Miyamoto Musashi. Highly prized by the Japanese before the
war, such blades commanded fortunes from interested buyers. Perhaps a half-dozen such blades were in the Museum at the time of the War.
The Rusted Katana represents a weapon that has been left outside, or has been returned to its scabbard bloody. Such blades are weakened by
the rust, doing far less damage and having a greater propensity to break in combat. Even if polished, they are damaged beyond repair. The
Scrap Katana was never much of a sword to begin with. Various replicas of the true Katana were available before the War, and these swords
represent the best of them, replicas actually capable of holding an edge. The Samurais Sword is the personal blade of Toshiro Kago, a
Samurai trapped on the Alien Mothership Zeta. His sword is lost in the Maintenance Level, and he is desperate for its return. It is a true
Musashi blade, and +10 to Critical and Special Success Chance with the weapon.
The Machete is a tool that also makes a handy weapon. Pre-War models are very desirable, as they are well known for hacking off limbs
(Special Success hits to a limb that exceed twice the limbs HP always sever, as do Critical successes to a limb). The Broad Machete is a heavy
bolo-style Machete from the Philippines, popular among those troops who served there during the Resource Wars. They are occasionally found
around the Wasteland, usually in the hands of Raiders. They are more of a chopping than a slashing weapon, used more like an axe than a
sword, though they still use the Sword skill. The Long Machete is exactly what it says, a Machete with a longer blade. While a bit unwieldy
compared to the normal Machete, it is also a more damaging weapon. The Post-War Machete is a weapon created by mounting a Lawn Mower
Blade on a wooden handle. The blade is then ground to razor sharpness. It is cheap, easy to make, and very handy as a tool and a weapon.
The word rapier generally refers to a relatively long-bladed sword characterized by a complex hilt which is constructed to provide protection
for the hand wielding it. While the blade might be broad enough to cut to some degree, the long thin blade lends itself to thrusting. The blade
might be sharpened along its entire length or sharpened only from the center to the tip, possibly with two cutting edges. A typical example
would have a relatively long and slender blade of 1or less in width, 1 yard or more in length and ending in a sharply pointed tip. The Ivory
Hilted Rapier is a unique weapon, the only one of its kind in the Wasteland, and is currently in the suite of Alistair Tenpenney, at Tenpenney
Towers. The weapon functions exactly as a normal Rapier, except that its wielder gets a single Bonus Die on each attack.

The Sickle is a farming tool used for cutting down grasses and grains. In the right (or wrong) hands, it can be a deadly weapon, as described
by Paulus Hector Mair in his famous Fechtbcher of the 1500s. Many a raider has been reaped (cut through the knees or ankles) by a farmer
defending his fields and Brahmin.
The Wakizashi is a traditional Japanese short sword, often carried by merchants and others not allowed to carry Katana. The blade is very
serviceable, and is a good close-quarters weapon for any skilled user. Not as popular as the Katana, fewer knock-offs were made, so that the
Wakizashi that have survived the War are usually those that were actually manufactured for use as weapons, rather than decorations.
The War Blade is a huge, two-handed blade on a long handle designed for use as an obstacle-clearing tool for Powered Armor troops. A
number of these have been found in the Capitol Wasteland, where they have become a favorite among Super Mutant Overlords and Brutes.
The weapon requires massive strength to wield, and even the Super Mutants use two hands to do so.

Melee Club
Name

Cost Ammo
Axe Handle
Baseball Bat
Aluminum Bat
Battered Bat
Corked Bat
Curse Breaker
Excalibat
Louisville Slugger
120
Maple Bat
Battering Ram
240
Cast Iron Frying Pan
Club
Club, Heavy
-

Skill

Base

Dmg

DEX Ranks/RoF

Special

Rng

Hands HP

Parry STR/DEX Mal Cap

SIZ/Enc

Lg. Club

-5

1d8+1 15/S

Crushing

Med

2H

25

Yes

9/7

1.5

25

Lg. Club

+0

2d4

15/S

Crushing

Med

2H

22

Yes

9/7

1.5

55

Lg. Club

+0

1d8

15/S

Crushing

Med

2H

25

Yes

7/7

1.5

95

Lg. Club

+0

1d8

15/S

Crushing

Med

2H

11

Yes

9/7

1.5

20

Lg. Club

+0

2d4

10/S

Crushing

Med 2H

22

Yes

9/7

1.5

90

Lg. Club

+0

3d4

15/S

Crushing

Med 2H

22

Yes

9/7

1.5

75

Lg. Club

+0

2d4

15/S

Crushing

Med 2H

22

Yes

9/7

1.5

75

+0

3d4

22

Yes

9/7

1.5

2d4

15/S

Yes

9/7

1.5

90

-5

1d8+2 15/S

30

Yes

7/5

2.5

Lg. Club
Lg. Club

+0

Lg. Club

15/S

Crushing
Crushing

Med 2H

Med 2H

Crushing

28

Med 2H

Sm. Club

+0

2d3+1 15/S

Crushing

Short 1H

30

Yes

7/7

1.5

40

Sm. Club

+0

1d6+1 10/S

Crushing

Med 1H

12

Yes

7/7

1.0

30

Lg. Club

+0

1d8+1 15/S

Crushing

Med 1H

15

Yes

9/7

2.0

40

Crowbar
40
Dress Cane
Hammer, Ball Peen
Hammer, Claw
3
-

Lg. Club

+0

2d4+2 15/S

Crushing

Med

2H

30

Yes

11/7

2.5

Lg. Club

+0

1d8

15/S

Crushing

Med 2H

13

Yes

7/7

1.25

40

Sm. Club

-5

1d6

15/S

Crushing

Med 1H

15

Yes

7/7

1.0

-5

1d6

15

Yes

7/7

1.0

Sm. Club

Iron Pipe
Lg. Club
-5
Lead Pipe
Sm. Club
-5
Micro-Sledge
Sm. Club
+0
Monkey Wrench
Lg. Club
70
Nail Board
Lg. Club
+0
Board of Education Lg. Club
+0
Breaker
Lg. Club
2.0
30
Nine Iron
Lg. Club
+0
Pipe Wrench
Sm. Club
-5
Police Baton
Sm. Club
+0
OGradys Peacemaker
Sm. Club
100
Plunger
Sm. Club
Wretched Plunger of Sm. Club
+0
Terror
Pool Cue
Lg. Club
15
The Break
Lg. Club
+0
Repellant Stick
Sm. Club
120
Riding Crop
Sm. Club
+0
Rolling Pin
Sm. Club
-5
-

15/S

Crushing

Med 1H

3d4+2 15/S

Bleeding
Crushing

M/L 2H

35

Yes

12/7

100

1d4+2 15/S

Crushing

Med 1H

30

Yes

10/7

1.5

75

2d6+1 10/S

Crushing

Med 1H

14

Yes

7/7

1.0

50

15

Yes

10/7

2.0

-5

1d8+1 15/S

Crushing

Med 2H

2d4+2 15/S

Impaling

Med 2H

15

Yes

9/7

2.0

30

3d4+2 15/S

Impaling

Med 2H

22

Yes

9/7

2.0

60

+0

1d10+2

15/S

Med

2H

19

Yes

9/7

1d8

15/S

Crushing

Med 2H

20

Yes

7/7

1.5

55

1d6

15/S

Crushing

Short 1H

15

Yes

7/5

1.5

50

1d6+1 10/S

Crushing

Med 1H

15

Yes

7/7

1.0

70

15

Yes

7/7

1.0

Yes

5/5

1.5

Yes

5/5

2.0

75

15

Yes

7/7

2.0

Yes

9/7

2.0

15

15

Yes

7/7

1.0

Impaling

+0

1d8+2 10/S

Crushing

-5

1d4

None

2d3

10/S

+0

1d6

2d6

15/S

+0

1d6

1d2

5/S

1d4

15/S

10/S
None
15/S

Med 1H

Med 1H
Crushing

Crushing
10/S

Med 1H

Long 2H

Long 2H

Crushing
Short
Crushing

15

22

Med 1H
1H

10

Yes

5/5

.5

75

Med 1H

15

Yes

5/7

1.0

10

Shovel

Lg. Club

-10

1d8+1 15/S

Fertilizer Shovel
55
-

Lg. Club

Shovel of Smackage Lg. Club


Treasure Digger
200
-

-10

Lg. Club

Sledge Hammer
Hammer
The Hammer of Carlos
Hammer
The Tenderizer
Hammer
Spanner
Sm. Club
70
Brotherhood S. Sledge
Hammer
150
Military Super Sledge Hammer
-5
Fawkes Super Sledge Hammer
-5
Discharge Hammer Hammer
-5
MFC
+4d6
Tire Iron
Sm. Club
40
Highwaymans FriendSm. Club
2d6
Poker
Sm. Club
-5
War Club
Sm. Club
+0
Wrench
Sm. Club
65
Donovans Wrench Sm. Club
-5
-

-10

Bleeding

or Crushing
2d4+1 15/S

Long

Bleeding

2H

12

Long 2H

Yes

9/7

2.0

55

12

Yes

9/7

2.0

Yes

9/7

2.0

275

12

Yes

9/7

2.0

2d6+1 15/S

+ Poison
Bleeding

-5

3d4

or Crushing
15/S

-5

or Crushing
2d6+2 15/S

Crushing Med2H

15

Yes

11/7

2.0

130

-5

2d8

15/S

Crushing Med2H

15

Yes

11/7

2.0

150

-5

2d8+2 15/S

Crushing Med2H

15

Yes

11/7

2.3

230

-5

1d4+1 10/S

Crushing

15

Yes

7/5

1.0

-5

2d8+1 15/S

Crushing

Long 2H
Bleeding

12

Long 2H

Short 1H
Med

2H

18

Yes

13/7

3.0

3d6-1 15/S

Crushing

Med

2H

17

Yes

13/7

3.0

180

3d6+2 15/S

Crushing

Med

2H

19

Yes

13/7

2.8

300

3d6-1 15/S

Crushing

Med

2H

17

Yes

13/7

24

3.0

180

Med

1H

25

Yes

9/7

2.0

1H

30

Yes

9/7

2.0

75

Med 1H

20

Yes

9/7

2.0

40

15

Yes

7/7

1.0

75

15

Yes

5/5

.5

Yes

5/5

.5

65

EMP
1d6+1 10/S

Crushing

2d4+1 10/S

Crushing

15/S
1d6+1 10/S

Long 2H
Crushing

1d6

10/S

Crushing

-5

1d3

1d3

5/S

5/S

Med/

Med

Crushing
Crushing

1H

Short 1H

Short 1H

15

The Axe Handle is exactly that, a handle for an axe. Found in tool sheds and hardware stores across the wasteland, or recovered from an
axe thats lost its head.

The Baseball Bat is a good weapon in the hands of someone who knows how to use it. Good grip, hardwood construction, well balanced, one
could do worse, and many do. Fairly cheap, somewhat plentiful, Baseball Bats are often a weapon of choice for Raiders in melee combat.
Swing away! The Aluminum Bat is an improvement over the wooden bat in that it is lighter and tougher, and makes a really interesting noise
when used against a hard target. Many such bats survived the war, and they can be found all over. Raiders love them, except for Kaelyns
Guests, whose leader, Jose Stanley, has outlawed the use of those damned things for his gang. The Battered Bat is a wooden bat that has
seen better days. The tape running up the handle may be there for more than just grip These weapons are much more fragile than a newer
bat, but the Battered Bat is cheaper A Corked Bat, when it can be found, can be swung twice per round, at a DEX Rank cost of 8 per swing.
The Curse Breaker is Jose Stanleys unique Baseball Bat. It once belonged to the Boston Red Sox organization, and was used by Manny
Ramirez on August 31, 2004, when his foul ball knocked out the teeth of fan Lee Gavin. The Curse Breaker is actually made from a cellulosebased composite, which makes it stronger and springier than a normal wooden bat. It is otherwise indistinguishable from a normal wooden
bat. The bat has made its way down from Boston over the years since the war, but most of what it has been breaking is heads. The Excalibat
was manufactured using the R43 die popularized by Babe Ruth, from a lightning-struck West Indian Walnut tree located somewhere in the
Dominican Republic. How it got to the Capitol Wasteland is one of lifes many mysteries. The bat allows the user to roll a single Bonus die on
every swing. Both are in the Liberty Loan Shop. Big Louie is one of Stanleys enforcers, who carries the Louisville Slugger, another unique
Baseball Bat that combines the elements of the Curse Breaker and the Excalibat. It is made of the same composite material, and allows the
user to roll a Bonus Die. The Maple Bat is a more resilient version of the Baseball Bat. Any wooden or composite Baseball Bat can benefit from
the Nails modification, in which several large framing nails are driven into the barrel of the bat, the heads cut off at an angle, and the new
spikes sharpened with a file. A set of nails for the purpose costs 30 Caps, and adds +3 damage to the Bat, making the damage type Impaling.
The Battering Ram described here is a police-style one-man ram designed for tight quarters. It adds +5 to STR for purposes of breaching a
door. Only one is found in the Capitol Wasteland, at the Germantown Police Headquarters.
The Cast Iron Frying Pan is a cooking utensil that also doubles as a very deadly weapon in the right hands. Swung edge-one, all that weight is
concentrated in a smaller area, causing unimaginable damage to the target. Go get em, cookie
The Club is a simple yet brutal weapon that may be the first thing that man ever to kill used besides his hands and teeth Or maybe a rock.
Still, old school is better than no school. Easily found throughout the Wasteland, improvised from anything heavy thats about as long as your
arm. The Heavy Club is a similar device, but longer and heavier, used two-handed.
The Crowbar is a tool-turned-weapon that is useful for both peeling open doors and removing cranial lobstrocities. Besides doing massive
damage to anyone struck, a Crowbar allows the user to gain +3 to STR for any attempt to force a door or lock, or to move a heavy object
through leverage.
The Dress Cane is a stout length of wood with an ivory head for a handle, used by dapper gentlemen when they go for a stroll. Unfortunately,
one never knows what one will encounter in the Capitol Wasteland, and so Alistair Tenpenney has his own Dress Cane, which makes for a
handy weapon when swung by the opposite end, striking with the head of the cane. Tally ho!
The hammer is usually thought of as a tool, but also makes a handy weapon. The Ball Peen Hammer has two striking surfaces, one flat and
one rounded. A strike with either can be deadly. The Claw Hammer has a striking head and a nail pulling claw. Strikes with the claw cause
tearing wounds that result in a great deal of blood.

The Iron Pipe is a simple weapon, a length of pipe threaded at both ends, sometimes with one end wrapped in leather or Duct Tape to make a
grip. Most of those found in the Wasteland as weapons are bent, rusty and damaged. A good, solid piece of pipe, with little to no rust, has a
number of uses besides being a club, and so the price is higher than one might expect.
A length of Lead Pipe with a fitting on the end makes for a handy club in an emergency. A number of travelers and Raiders use these as their
preferred weapons, as they are cheap, innocuous, and readily available if one should be disarmed.
The Micro Sledge is a miniaturized version of the Super Sledge, manufactured by the Brotherhood of Steel. It is comprised of the same
materials and parts as super sledge but smaller. It does not include the hammer-esque frame at the top which normal supersledges possess
making it resemble a club or mace. However, this particular model has a kinetic energy storage device fitted, which withholds a predetermined amount of force only to release it on contact for an improved knock-back effect.
The Monkey Wrench represents the larger of this style, a wrench used for water mains and fire hydrants. 3 or so in length, and weighing 20+
pounds, such a wrench is a devastating weapon. Cost represents the difficulty in finding such a wrench that can still be used as a tool.
The Nail Board is pretty much what it says on the tin, a board, with nails. Usually a 2x4 or other piece of framing lumber, the nail board could
also be a cricket bat, an axe handle, or other sturdy piece of lumber. Even some baseball bats have been turned into nail boards. If the
weapon had no handle to begin with, such as a 2x4, the end opposite the nails is usually carved or sanded down to a proper grip size, and
then wrapped with leather or cloth to make a decent grip. Raiders and Super Mutants love these things. A unique, and frightening, nail board
is the Board of Education. This weapon started out as an oak paddle, once used by the schoolmaster of what later became Springvale
Elementary School. It once hung in the office of the principal there. Since it was turned into a nail board by some enterprising Raider, it has
been captured by Super Mutants, who have it stashed at the Clifftop Shacks. The Breaker is another unique Nail Board, one created by putting
a few extra screws through an oak table leg. Slightly stronger and more durable than the average Nail Board, the breaker is the favored melee
weapon of Walter Whack-em Rackham, of the Jury Street Slayers. He resides near the Jury Street Metro.
The Nine Iron is a battered and worn golf club, not necessarily an actual number nine iron, used as a weapon.
The Pipe Wrench is a tool-turned-weapon that can be used to good effect on any recalcitrant pipe or valve, or a Raider or other miscreant. This
represents a wrench large enough to be of consequence, but small enough to still handle with one hand. Cost is based on the ability to still
use the Pipe Wrench as a tool.
The Plunger is an interesting improvised weapon. Normally used to clear clogs in drains, the heads of many of the Plungers found around the
Capitol Wasteland have become hardened over the years to the consistency of fossilized amber. While a bit brittle, these make a fine club, if
of limited use. If it looks ridiculous, but it works, it isnt ridiculous. The Wretched Plunger of Terror is a well-constructed and weigted plunger
with a hickory handle and duct-tape grips. Several are found around the Wasteland.
The Police Baton described here is the type used by most officers, including MPs, and Private Security around the Capitol before the War, and
is a collapsing-type straight-handled baton. Compact and easy to carry, it is nonetheless a hard-hitting weapon. OGradys Peacemaker is a
unique Police Baton found in a desk in the Germantown Police Headquarters. It is slightly heavier, better balanced, and does more damage
than a normal Police Baton. The Name OGrady is etched into the handle with what appears to have been acid.

The Pool Cue is a piece of leisure equipment turned deadly in the hands of the desperate. These weapons are usually gripped by the front
end, and swung, heavy-side up, as a large club. A bit fragile for this kind of use, Pool Cues are getting harder to find around the Wasteland.
The Break is a unique Pool Cue, custom made, and filled with lead, that is far superior in its use as a weapon. Not only does it do double the
damage of a regular Pool Cue, it allows the wielder to roll a single Bonus Die on each attack.
The Repellent Stick is a unique club developed by Moira Brown as part of her Wasteland Survival Guide quest. She wants someone to test it on
some Mole Rats to see if her chemical repellent will work. The chemicals actually cause a reaction in the Mole Rats, part of a chemical trigger
originally engineered into the animals by the researchers that developed them as weapons. Two good hits with a Repellent Stick causes a
Mole Rats head to explode! Any fatal damage caused by the Repellent Stick has the same effect. On any other creature, the weapon is
nothing more than a standard Light Club.
The Riding Crop is a leather-wrapped cane shaft, tipped with a short leather tongue known as a keeper. Designed for controlling horses,
many have been repurposed, both before and after the War, for adult fantasy play. In addition, many are used around the Wasteland to
discipline slaves. Found in various locations, including the Boom-Boom Room, Lolipopz, Dukovs Place, Eulogy Jones home in Paradise Falls,
and in the possession of Allistair Tenpenny.
A Rolling Pin, grasped by one handle and swung with force, makes a handy Light Club, though a bit awkward. Damage isnt great, but it is
better than a punch.
The Shovel If nothing else, you can dig your own grave. Still, it can make a handy weapon, for the desperate. The user chooses before
making an attack if he will attack with the flat (crushing) or the edge (Bleeding). The Fertilizer Shovel is a unique Shovel found in the Ark and
Dove Cathedral in Point Lookout, held by a Tribal named Croatoa. The weapons jagged, rusty edge causes damage equal to the damage of
the original strike when a target fails to make a Resistance check of CON vs Damage. The Shovel of Smackage is a reinforced, weighted and
sharpened shovel designed for use as a weapon, as well as a tool. Several are found in the Wasteland, including the Basement of Reds Clinic
in Big Town, the diggings under the Springvale School, deep inside the tunnels under Old Olney, in the Super Mutant Bunker between the
Museum of Technology and the National Archives, and in the graveyard near SatCom Array NN-03d. The Treasure Digger is another unique
shovel carried by one of the Ark and Dove Tribals. Treasure Digger is part of the squad sent to kill the party if they activate the Cogwave
Jammer during Thought Control. The Treasure Digger has two special abilities. On a cutting attack, any Special success strike to the Torso or
Abdomen is considered an Impaling attack, while any Special success to a limb is considered a Bleeding attack, and a Special success against
the Head, the weapon causes Impaling and Bleeding damage. The second ability is activated on any Crushing attack, which causes
Knockback.
The Sledge Hammer is a pre-War tool that, post-War, is very valued as a weapon. Heavy, unwieldy, and brutal, the Sledge Hammer is favored
by Super Mutants and Raiders who like to see things go splat. Adds +5 to STR for breaching doors. The Hammer of Carlos currently sits in a
small fishing pond on the estate of Mr. Manchester, rusting away. The unique weapon has a slightly heavier head than the average
Sledgehammer, with a fiberglass handle. Adds +7 to STR for breaching doors. The Tenderizer is another fiberglass-handled monstrosity with a
3-lb weight slid up the handle and welded in place below the hammers head, which has been altered to have a number of large, conical
projections. The handle, not the original for the hammer, is a good foot and half longer than normal, with a glass-smooth finish from the head
to the grip. With all of the modifications, the weapon does more damage than a normal Sledgehammer, and also bypasses the first four
points of an opponents armor. Adds +8 to STR for breaching doors. The weapon is found in the Mirelurk butchery in the Anchorage Memorial.

The Spanner is a large, adjustable wrench. It makes a handy weapon when nothing else is available. The cost reflects the rarity of finding one
still usable as a tool.
The Super Sledgehammer is a high-tech sledgehammer manufactured of high-strength, ultra-light, ultra-dense materials and also includes a
kinetic energy storage device to increase knockback. Those used by the Brotherhood are special models that have been slightly improved
upon since the War, while the Military Super Sledge is the original model used by US Troops. Either adds +10 to STR for breaching doors.
Fawkes Super Sledge is a unique weapon, stripped of all unnecessary weight and with a slightly smaller striking surface. It therefore hits
slightly harder than the Military Super Sledge it is based on. The super mutant Fawkes can be found, along with his Super Sledge, at Vault 87.
The Discharge Hammer is a Super Sledge fitted with an EMP device that will release an electrical charge into a Robot or Powered Armor. The
Target must resist against the damage using either HP (Robot) or Torso AP (Power Armor), or be shut down for 1d3+1 Minutes. Each attack
uses a single charge from a Micro Fusion Cell.
The Tire Iron is a combination pry bar/lug wrench found in almost every car in the Wasteland at one point. Many have been taken over the
years, as tools or weapons. Raiders and Scavengers love them. Used as a prying device, it adds +3 to STR for breaching doors. The
Highwaymans Friend is a unique Tire Iron from a large Semi, with a longer handle and a larger lug. It is currently housed in the Canterbury
Commons garage. While it does slightly more damage than a standard Tire Iron, it can also be wielded with two hands for extra reach and
damage. The Poker is a repurposed Tire Iron used as a fireplace poker at the Hunters Ridge home. It is charred and rusty at the tip, but still in
very good shape.
The War Club is a hand-carved hardwood club, often made from a special tree, such as one that had been struck by lightning, or the stock of a
revered firearm that has broken beyond repair. Beaded, hand-painted, and often decorated with feathers or other sacred items, these Tribal
weapons are never sold by their creators, and seldom by those who receive them as a gift. Most honest merchants will not buy them, and
even among the Raiders, who value them as trophies, acquiring a club through any means other than killing the original owner is considered a
faux pas. For those fortunate enough to receive one as a gift, they make a fine weapon. Service to a particular group of Tribals may allow the
owner to receive even greater Honors, which adds more beads, new paint, and sacred carvings to the weapon. Such an Honored War Club
would, if traded, be valued 250 Caps higher than a basic club (reduces DEX Ranks per attack to 4, and increases attacks per round to 3).
Other services performed for the Tribe, especially the killing of hated foes, might earn the wielder a special Casing for the club, such as
imbedding nails in the striking surface, or covering it in metal (raises the War Clubs damage to 2d4), which raises its value by another 250
Caps.
The Wrench is a tool turned weapon, like so many in the Wasteland. Cost is reflective of finding a working Wrench that is also useable as a
weapon. Donovans Wrench is a unique item held by Donovan, the engineer for Reillys Rangers. It gives a +5 to all Repair X skill checks.

Melee Spear
Name
Cost Ammo
Sharpened Pole
-

Skill

Base

Dmg

Spear -5

DEX Ranks/RoF
1d4+1 15/S

Special

Rng

Hands HP

Impaling Medium 2H

10

Parry STR/DEX Mal Cap

SIZ/Enc

Yes

2.0

9/9

Spear

Spear
Barbed Spear
Spear
Sharpened Spear
Throwing Spear
25
Throwing Knife Spear Spear

+0

1d10+1

+0
2d4+1 15/S
Spear +0
2d6

15/S
15/S

Impaling

Impaling
Long 2H
15
Impaling
Long 2H

1d6+1 15/S
+0

1d6+1 15/S
1d6+1 15/S
1d10+1

Cosmic Knife Spear Spear +0


Cosmic Knife Spear, Clean Spear +0
-

Long 2H

Impaling

Throw

15/S

Impaling
Throw 1H
15
Med or Long 1H or 2H
Med or Long 1H or 2H

2d6+1 15/S

Med or Long 1H or 2H

15

Yes

11/9

2.0

80

Yes
15

11/9
Yes

11/9

2.0
-

70
2.0

100

1H

15

No

11/9

1.5

No
Yes
15

12/10 -

2.0

25

Yes

13/10 -

2.25

55

15

Yes

13/10 -

2.25

55

The Sharpened Pole is a poor-mans Spear. Any decent length of straight stick that can be broken off or ground down to a point will do. Many
started as broom or mop handles, or Pool Cues that were swung just a bit too hard, others are actually the result of intentional manufacture,
being fire-hardened and ground to a point on concrete or rough rocks. Most are ineffective as ranged weapons due to poor balance.
The Spear represents a long, thrusting spear used by Tribals since the beginning of time. These spears are generally designed with a sharp
metal points, often a repurposed Knife or Lawn Mower Blade, sharpened to a rough point. Barbed spears are specifically designed to latch onto
the opponent once penetrated for a more effective damage effect. The spearhead has three backward facing spikes on each edge that make
removing the spear an excruciating task causing more damage (unless removed using Surgery 30+, makes a Skill 100 attack when removed,
with Bleeding for the Special effect). The Sharpened Spear represents a Spear with a well-made head, one that actually resembles a Spear
Head, such as a double-bladed Combat Knife blade. It is otherwise identical to the normal Spear.
The Throwing Knife Spear is a broken Cosmic Knife attached to a pole. It has a +5 to Critical Success chance, a +15 to Special Success
chance, and any success causes Bleeding. With a Workbench, three more Cosmic Knives, a roll of Duct Tape, and a Throwing Knife Spear, a
person with a Repair Structural can make a Cosmic Knife Spear. This devastating weapon is too front-heavy to be properly thrown, but like
the Cosmic Knife, at adds +5 to Critical Success chance and +15 to Special Success chance, and any successful attack causes Bleeding.
Making a Clean Cosmic Knife Spear is a bit more complicated. One needs a Workbench, three Cosmic Knives, Clean, three boxes of Abraxo
cleaner, a roll of Duct Tape, and a Throwing Knife Spear. With these, a person with a Repair Structural at 50% or better can construct a Clean
Cosmic Knife Spear that adds a +10 to Critical Success chance and +20 to Special Success chance, with any successful attack causing
Bleeding.

Melee Polearm
Name

Cost
Chopper
3

Ammo
250

Skill
-

Base

Dmg

Polearm

DEX Ranks/RoF
+0

3d6

Special

15/S
or Crushing

Rng

Bleeding

Hands HP
Long

Parry STR/DEX Mal Cap

SIZ/Enc

2H

25

Yes

13/9

Rake

Polearm
1

+0

1d6+1 15/S

Impaling

Long

2H

Yes

7/7

The Chopper appears to be an industrial blade from some kind of manufacturing machinery, mounted on a handle, with a rear striking face
that looks almost like a meat tenderizer. The head is often wrapped in chains. No two are identical. So far, the only users in the Wasteland
have been Super Mutants, and they arent saying where the weapons came from. The user can choose to chop his foes into tiny little pieces,
or crush his enemies, see them driven before him, etc
The Rake is a yard tool. You can whack things with it, but it will probably break. You may get lucky and kill something, if it has no armor, and
is small, and weak

Melee Energy
Name

Skill
Base
Cost Ammo
Chainsaw
C. Saw +0
Dragoon Energy Sword
Sword
MFC
Farmers Best Friend Prod +0
Cattle Prod
Super Cattle Prod
Prod
300
SEC
Shock Baton
APM

Prod

+0

Dmg

DEX Ranks/RoF

2d8
+0

15/S
2d10

15/S

1d6+ 15/S
2d4 Stun
+0
2d6+ 15/S
2d8 Stun
2d4+ 15/S

2d6 Stun
Electro Suppressor Prod +0
1d8+2 15/S
APM
Stun Prod
Prod +0
4d6+4 Stun 15/S
600
ECP
Steel Saw
S. Saw +0
2d8
15/S
Auto Axe
S. Saw +0
4d8
15/S
SEC
Man Opener
S. Saw +0
4d8
15/S
SEC
The Mauler
S. Saw +0
5d8
15/S
SEC
Ripper
C. Saw +0
2d4+2 15/S
Blade of the Arthropod
C. Saw +0
1d8+3 15/S
SEC
Queen
Jack
C. Saw +0
2d4+2 15/S

Special

Rng

Hands HP

Parry STR/DEX Mal Cap

SIZ/Enc

Bleeding
Short 2H
20
Special
Med 1H

No
20

9/7
Yes

97-00 40
9/7
-

4
24

750
1.5

SEC
500

Electric Short

No

5/7

96-00 20

300

SEC

1H

No

5/7

96-00 10 (20)

1H

Electric Short
Electric Short

1H

12

No

5/7

00

40 (10)

70

Electric Short

1H

No

5/7

00

40 (10)

70

Short 1H

10

No

5/7

96-00 30 (60)

Electric

1.5

Bleeding
Bleeding

Med
Med

2H
2H

18
14

No
No

11/7
11/7

96-00 40
4.5
91-00 20 (40)

200
4.5

SEC
200

Bleeding

Med

2H

14

No

11/7

91-00 20 (40)

4.5

200

Bleeding

Med

2H

14

No

11/7

91-00 20 (50)

4.7

200

Bleeding
Short 1H
14
Bleeding
Short 1H

Yes
14

7/7
Yes

92-00 30
1.5
7/7
92-00 30

100
1.5

SEC
100

Bleeding

Yes

7/7

94-00 30

200

SEC

Short 1H

16

1.5

Kelseys Jack the Ripper


SEC

C. Saw +0

2d4+2 15/S

Bleeding

Short 1H

16

Yes

7/7

94-00 30

1.5

200

The Chainsaw is the favored weapon of crazed killers everywhere. No wonder the Raiders love them so much. Still, few have survived the
Wasteland, mostly due to snapped chains. The only surviving Chainsaw is under the counter at Duce Hardware, along with 4 spare Chains.
The weapon requires four Small Energy Cells to operate, which allows the weapon to operate for a total of 10 minutes. Base Skill for the
Chainsaw is 20%.
The Dragoon Energy Sword is a weapon similar to a Chinese Officers Sword, except that the blade consists of a metal coil that generates an
intense magnetic field surrounded by plasma released from the handle. Armor protects against the weapon using its Energy Resistance, and
any damage that penetrates is compared to the targets HP on the Resistance table. Failure results in a Stun effect for 1d3+1 rounds. Special
successes with the weapon cause flammable materials to ignite, and Critical successes that cause damage more than twice the HP of the area
struck sever it, including the Torso (usually shoulder to opposite hip) and Abdomen (usually hip to hip).
The Farmers Best Friend is a brand of electric Cattle Prod used to move cattle along. The weapon has been suitably modified, and now makes
a handy deterrent for Raiders or others bent on trouble. It uses a single Small Energy Cell, which lasts for 20 discharges. Base Skill for the
Prod is 25%. The Super Cattle Prod is a unique version of the Farmers best Friend, found in the silo at the Chaste Acres Dairy Farm. It uses
two charges per attack, and causes double normal damage.
The Shock Baton is an Alien version of the Cattle Prod used to control experimental subjects on Mothership Zeta. The weapon is electrified,
causing serious and often incapacitating damage, and also has a Stun effect that lasts for five rounds. An Alien Power Module gives the
weapon 10 minutes of power, though each strike with the weapon consumes a minutes worth of power. The Electro Suppressor, despite its
name, is not a Stun weapon. Instead, it is a Shock Baton modified to kill targets by overloading them with electricity. It behaves as a Shock
Baton in all other ways.
The Stun Prod is an enhanced, militarized version of the Cattle Prod. Designed for maximum disruption of the human nervous system, the
Stun Prod uses 2 charges from an Electron Charge Pack to deliver a shock to the target. Rolled damage is compared to HP on the Resistance
chart, and if the target fails, they are stunned for 1d3+1 rounds. The weapon uses two Electron Charge Packs for power.
The Steel Saw is a cutting tool used by the slaves of the Pitt to cut scrap metal and debris. It consists of several cutting heads on a rotary
mount, likely a concrete saw, powered by an electric motor that uses four Small Energy Cells as a battery source. Each cell provides about 2.5
minutes of cutting energy, so the Steel Saw is used only on the toughest jobs. The Auto Axe is a high-speed version of the Steel Saw,
constructed from a mix of industrial and auto parts. While the damage is very impressive, it comes at a cost. The weapon is more fragile than
the Steel Saw, and more prone to breakdown. Also, the weapon burns through its four Small Energy Cells in half the time. There is nothing
better for cutting through hardened metal and concrete, however, so many see the benefit as worth the drawbacks. The Man Opener is a
custom-built Auto-Axe with Tungsten-Carbide blades. Any successful strike acts as a Special Success for ignoring armor. The weapon is found
on a bed in the back of the supply plant in The Pitt steelyard close to a single steel ingot. The Mauler is the favorite weapon of Everett, the
foreman at the Steelyard. It has a fifth Small Energy Cell, but runs much faster than the average Auto Axe. As a result, each cell only provides
one minute of power, but the damage from the weapon is devastating. It is given as a reward to the person who collects the most Steel Ingots
from the Steelyard during the Unsafe Working Conditions quest, once 80 Ingots have been harvested. Base Skill for the Steel Saw and its
variants is 15%

The Ripper was marketed as a vibroblade, but in reality is a small, one-handed chainsaw laid out like a knife. It uses three Small Energy Cells
to provide the weapon with a little more than seven minutes of power (-1 charge per round, whether a strike is made or not). A Heavy Duty
Chain can sometimes be found for around 240 Caps, which increases the HP and MAL of the weapon by +4. By adding Carbide Teeth (around
300 Caps), the damage can be increased to 2d6+2. The Blade of the Arthropod Queen is the personal weapon of the AntAgonizer, who covers
it in the venom of the Giant Ants she controls. The weapon delivers this poison on any strike, with a POT of 1d3+9. The effect is immediate:
excruciating pain that results in an inability to act for 1d3+1 rounds, as burning Formic acid invades the tissues. On a failed Resistance check,
the character should also check Luck. If this follow-up Luck check is a Fumble (96+), the character is allergic to the venom, and goes into
anaphylaxis, dying within 1d3 + CON Rounds. It also has a Critical Success Range of 10%, rather than 5%, of skill. Jack, a unique Ripper found
on the body of an Enclave Officer in the Deathclaw Sanctuary, is a slightly more robust version of the weapon. It adds +10 to Special and +5
to Critical chance, and if an attack strikes a limb, the weapon does 1.5x normal damage. It can benefit from the same modifications as the
regular Ripper. Kelsey, a mercenary medic currently between jobs in Rivet City, carries an identical weapon, which she also calls Jack.
Melee, Special
Name

Skill
Base Dmg
Cost Ammo
Arc Welder
Special
01
800
SEC
Thermic Lance
Special
3 +6 1100 Spec.

DEX Ranks/RoF

Special

2d4

1 per 5 DEX Rank

01

3d4

Rng

Electric

1 per 5 DEX Rank

Fire

Hands HP

Parry STR/DEX Mal Cap

SIZ/Enc

Close 1H

10

Yes

7/9

95-00 10

Medium

2H

20

Yes

11/11 90-00 6

The Arc Welder described here is a tool, rather than a weapon. It is designed for brazing/cutting/welding metal, though it is devastating when
used against human tissue. It uses a Small Energy Cell with each 5 DEX Ranks of use costing 1charge.To use it as a weapon, the wielder holds
electric arc against the target. This causes 2d4 damage for every 5 DEX Ranks the target is in the arc. The wielder must make a successful
attack roll for each 5 DEX Ranks he wishes to continue using the weapon, and the target may Dodge the arc or attempt to parry the non-arcing
portion of the unit. Failure to Dodge a successful strike results in continuing damage, while failure to Parry results in damage to the arm used
in the parry attempt. The damage will eventually cut through any armor in the game, which protects as normal against the attack.
Flammable armors take Fire damage each round until they are destroyed.
The Thermic Lance, or Thermite Lance, is a cutting tool used to cut through hardened materials such as steel or reinforced concrete. It
consists of a bundle of iron, magnesium and aluminum rods in an iron tube, attached to an Oxyacetylene Torch and a backpack unit to force
oxygen through the rod. The Torch is used to ignite the rods, and the molten metal then spews from the end of the rod, providing the cutting
power. To use it as a weapon, the wielder holds the stream of molten metal against the target. This causes 3d4damage for every 5 DEX Ranks
the target is in the stream. The wielder must make a successful attack roll for each 5 DEX Ranks he wishes to continue using the weapon, and
the target may Dodge the stream or attempt to parry the non-burning portion of the rod. Failure to Dodge a successful strike results in
continuing damage, while failure to Parry results in damage to the arm used in the parry attempt. The damage will eventually cut through any
armor in the game, which protects as normal against the attack. Flammable armors take Fire damage each round until they are destroyed. No
Thermic Lances are known to have survived in the Capitol Wasteland, but a great number are found in the Pitt.

Emplaced Weapons

Name
Cost Ammo
Blasting Cap
C-4
C-4 Charge
USMC C-4 Charge
75
Demolition Charge
Dynamite
Mine
Cryo
Cryo Tercorien
Demo Charge
Frag
Gas Knock Out
Incendiary
M18A1 Claymore
Plasma
Pulse
Pyro-Concussive

Skill

Base

DEX Ranks/RoF

Demo. +0
Demo. +0

2d6/3 15/S
6d6/10

Demo. +0

10d6/10

Demo. +0

Rng

Hands HP

Parry STR/DEX Mal Cap

SIZ/Enc

Knockback 10
Emp.
15/S Knockback 21

Emp.

3
-

No
15

No

00
-

.2
99-00 -

10
1.0

30

15/S

Emp.

15

No

96-00 -

2.0

150

Emp.

15

No

No

96-00 -

No

5/5

99-00 -

No

8d6/10

Special

Knockback 40
15/S

Knockback 30

Demo. +0

4d6/10

15/S

Demo. +0

5d6/6 15/S

Knockback 10

Knockback 20

Emp.

Throw -

99-00 -

1.5

1.0

25

25

96-00 -

2.0

25

.5

Demo. +0

4d6 Stun/7

15/S

Paralyze 3 rnds

Emp.

Demo. +0

4d8 Stun/10

15/S

Paralyze 3 rnds

Throw 1H

No

91-00 -

3.0

30

15/S

Knockback 20

Emp.

No

96-00 -

2.0

25

Shrapnel 10 Emp.

No

96-00 -

2.0

25

Emp.

9
-

No
9

No

96-00 2.0
96-00 -

150
2.0

35

Demo. +0

4d6/10

Demo. +0

4d6/15

15/S

Demo. +0
Demo. +0

Spec/30
2d6/15

15/S
15/S

Demo. +0

Special

Flame 25
15/S Shrapnel

Emp.

12

No

99-00 -

1.5

80

15/S

Special

Emp.

No

96-00 -

2.0

50

EMP
Emp.
Knockback
Emp.
Flame 15
15/S Shrapnel

8
9

No
No

98-00 00
-

2.5
2.5

40
70

Emp.

No

96-00 -

15/S

Impaling

Emp.

15

No

96-00 -

3.0

150

15/S

Shrapnel
Knockback
Impaling

Emp.

No

96-00 -

2.5

120

15/S

Shrapnel
Knockback
Acid 2d3 rnds

Emp.

No

91-00 -

2.0

200

9
No

No
-

00

00
-

3.0

90
-

Demo. +0

6d10/30

Demo. +0
Demo. +0

6d10/15
15/S
4d6/10
15/S
2d6/15
Demo. +0
4d6/25

T13 Bounding APERS


160
T45LE-AT
Demo. +0
T45SE-LAV
-

Dmg

Demo. +0

6d6+6/10
3d6+2/20
1d6/50
4d6+5/5
2d6+3/10
1d6/20
5d6+5/10

T86 Acid Sprayer Demo. +0


Toxic-D
Demo. +0
POT 4d6+1
Puffer
Demo. +0POT 4d6+115/S

Stun
Shrapnel

15/S Poison
Poison
Emp.

Emp.
25

Emp.
-

2.0
35

2.0

Also known as Composition 4, C-4 plastic explosive packs quite a punch. Being the standard-issue demolitions charge for the Army before the
war, its still finding much use in the harsh environment of the Capitol Wasteland. C-4 causes a huge explosion and should not be detonated
until a respectable distance away from it. Unlike Dynamite, C-4 cannot be detonated by a gunshot, though a jolt of electricity will work. Cost
is for a unit of C-4 and a single Electronic Blasting Cap. The C-4 Charge is an emplaced explosive consisting of four blocks of C-4 hooked to a
single Electronic Blasting Cap. Such a charge can be built at any workbench by a person with Demolition at 60% who has four units of C-4 and
a roll of Duct Tape. It is set off with the same type of Detonator as a normal unit of C-4. The USMC C-4 Charge consists of two blocks of C-4
with an Electronic Blasting Cap and a receiver for remote detonation.
The Demolition Charge is a half-block of C-4 rigged to an Electronic Blasting Cap. It is fairly cheap, easy to use, and can easily blow the lock or
hinges off a door in one try (not for use against blast doors).
Dynamite is an explosive created by mixing three parts nitroglycerine into one part diatomaceous earth (kieselgur), powdered shells, clay,
sawdust, or wood pulp, adding a small amount of sodium carbonate, shaping it into sticks and then rolling it in paper to keep the shape.
Nitroglycerin by itself is a very strong explosive, and in its pure form it is extremely shock-sensitive (that is, physical shock can cause it to
explode), and degrades over time to even more unstable forms. This makes it highly dangerous to transport or use in its pure form. Absorbed
into diatomaceous earth or sawdust, nitroglycerin is less shock-sensitive. Over time, the dynamite will weep or sweat its nitroglycerin,
which can then pool in the bottom of the box or storage area. Crystals will form on the outside of the sticks causing them to be even more
shock, friction or temperature sensitive. This creates a very dangerous situation. While the risk of an explosion without the use of a blasting
cap is minimal for fresh dynamite, old dynamite is dangerous. Most Dynamite in the Capitol Wasteland is over 200 years old Either type can
be set of using a Cherry Bomb, as well.
There are two versions of Cryo Mine. The first is a pre-War version, developed for use as a less-than-lethal weapon. The second was an
improvised version made by Private Elliot Tercorien, who was revived while exploring Mothership Zeta. He can construct 2 per day using
scavenged cryo coolant. If taken back to Earth, he will need 15 units of Coolant for each Mine he makes, up to two per day. His improvised
Mines are more fragile and prone to failure, but are more likely to stun and paralyze an opponent. The preliminary damage is Stun, and anyone
who is struck must also Resist the rolled damage vs. CON or be frozen in place for the duration (3 Rounds).
The Mine, Demo Charge is a large charge of Plastic Explosive in a plastic, mine-style case, used to demolish buildings or other structures,
rigged with a Sensor to act as a mine. It has a similar blast to a Frag Mine, but its plastic shell causes little damage when blown apart.
The Mine, Frag is a fragmentation mine designed more for injury than death. The idea behind its employ is to cripple the victim, and thus take
out three enemy with a single attack (the injured party, and two stretcher carriers). Still, setting a few in the path for anyone has the potential
to kill, simply by overlapping AoEs.
The Mine, Gas Kock-Out is designed to release the same gas as a Knick-Out Gas Grenade. Anyone inside the radius who is not wearing a Gas
Mask or equivalent must roll their CON vs. the potency of the gas (4d6) or be knocked unconscious for 1 round per 5 points of failure.
The Mine, Incendiary throws White Phosphorus fragments throughout its AoE, causing shrapnel damage. Anyone struck by the shrapnel
suffers severe burns (1d6+1/rnd for 2d3 rounds; Armor protects for 1d3 rounds; Water will not extinguish the fragments, but smothering will).

The M18A1 Claymore is a directional anti-personnel mine used by the U.S. military. Its inventor, Norman MacLeod, named the mine after a
large Scottish medieval sword. Unlike a conventional land mine, the Claymore is command-detonated and directional, meaning it is fired by
remote-control and shoots a pattern of metal balls into the kill zone like a shotgun.The Claymore fires steel balls, out to about 100 yards within
a 60 arc in front of the device. It has a horizontally convex green plastic casedeveloped through experimentation to deliver the optimum
distribution of fragments at 50 yard range. The case has the words Front Toward Enemy embossed on the front of the mine. A simple open
sight on the top surface allows for aiming the mine. Two pairs of scissor legs attached to the bottom support the mine and allow it to be aimed
vertically. On both sides of the sight are fuse wells set at 45 degrees.Internally the mine contains a layer of C-4 explosive behind a matrix of
about seven hundred 18-inch-diameter (3.2 mm) steel balls set into an epoxy resin.When the M18A1 is detonated, the explosion drives the
matrix forward, out of the mine, at the same time breaking it into individual fragments. The steel balls are projected in a 60 fan-shaped
pattern that is 6.5 feet high and 50 yards wide at a range of 50 yards. The force of the explosion deforms the relatively soft steel balls into a
shape similar to a .22 rimfire projectile.These fragments are moderately effective up to a range of 100 yards. The weapon and all its
accessories are carried in an M7 bandolier. The mine is detonated as the enemy approaches the killing zone. Controlled detonation may be
accomplished by use of either an electrical or non-electrical firing system. The M57 Firing Device (colloquially referred to as the clacker) is
included with each mine. When the mines are daisy chained together, one firing device can detonate several mines.The mine can be
detonated by any mechanism that activates the blasting cap. There are field-expedient methods of detonating the mine by tripwire, by a
timer, or using a stanbdard Sensor Module. The mine causes 6d6+6 damage to 10 yards, 3d6+2 damage to 25 yards, and 1d6 damage to 50
yards.
The Mine, Plasma is a plasma generator and magnetic containment unit placed in a casing similar to that of an ordinary land mine. When
triggered, the plasma generator overloads, sending a huge pulse of plasma into the containment, and then explodes, dropping the magnetic
field and spraying plasma through the AoE. If a target is struck, he or she should make a Difficult Luck roll. If the roll fails, he or she is on fire
and will take 1D6 points of damage immediately and every other round until the fire is extinguished or otherwise neutralized. The Plasma Mine
can be created by someone with High Tech Engineer working at a Workbench who combines two Tin Plates, five fully-charged Micro Fusion
Cells, a Sensor Module, and two Electronic Scrap. The result acts in all ways as a standard Plasma Mine.
The Mine, Pulseis an EMP weapon that causes massive damage to Robots, and to Powered Armor. Damage is rolled and compared to an
electronic/electrical-based targets CON or current HP on the resistance table. If the target loses, it takes the rolled amount in damage. If the
resistance roll is successful, target takes the weaponsminimum damage (based on range) to current HP.Pulse Mines can be created by
someone with High Tech Engineer working at a Workbench who combines two Tin Plates, three fully-charged Electron Charge Packs, a Sensor
Module, and four Electronic Scrap. The result acts in all ways as a standard Pulse Mine.
The Pyro-Concussive Mine is created using the Manchester Mine Creation Station. It combines a primary blasting charge with a secondary
pyrotechnic charge to produce a mine that first concusses and then burns those in the AoE.
The T13 Antipersonnel Mine is a bounding mine, sometimes called a Bouncing Betty. The mine has two sensor probes that detect an
unrecognized target of approximately man-size. At this point, a small charge detonates under the mine, which is basically a small
Fragmentation grenade. The mine pops up into the air approximately 5, at which point it detonates, filling a 25 AoE with shrapnel that cause
1d4+1 damage to each body area. Anyone within 15 of the mine also takes 4d6 in damage from the explosion itself, which causes Knockback
in this area.

The T45LE is an Anti-Tank Mine designed to destroy large, armored vehicles. Seldom found active in the Wasteland, many have been
destroyed over time by Scavengers who salvage the explosives and Sensor Module. Each such mine contains 2 Sensor Modules, and one unit
of C-4. The mine will not detonate unless approached by a vehicle or other object weighing at least one ton (SIZ 45 or more; a Brahmin or
Super Mutant Overlord may not set one off, but a Behemoth surely will). A character with at least 75% in Demolition could set the threshold
lower, but a Fumble would be disastrous
The T45SE is a light Anti-Vehicle Mine designed to destroy light armored and unarmored vehicles, and to cripple armored vehicles through
mobility kills. Seldom found active in the Wasteland, many have been destroyed over time by Scavengers who salvage the explosives and
Sensor Module. Each such mine contains 2 Sensor Modules, and .75 units of C-4. The mine will not detonate unless approached by a vehicle
or other object weighing at least .5 Tons (SIZ 34 or more; a Brahmin or Super Mutant Overlord will set one off, but an Alpha Death Claw will
not). A character with at least 75% in Demolition could set the threshold lower, but a Fumble would be disastrous
The T86 Acid Sprayer is the invention of a twisted madman. A canister of acid in an armored housing, linked to a pair of Sensors and a highpressure magnetic sprayer, the Acid Mine sprays a 1:1 molar ratio of fluorosulfuric acid (HSO 3F) and antimony pentafluoride (SbF5), known to
chemists as Magic Acid (no lie). This acid is 1000x stronger than sulfuric acid, and can dissolve metals, plastics, flesh, rock, dirt, and even
some alkaline substances. Initial damage is horrendous, at 5d6+5 damage. Even robotic and powered armors are dissolved by the acid,
though any armors protective value is deducted from the damage caused by the mine. In addition to the base damage of the mine, the acid
continues to cause damage at the rate of 1d6+1 per round for 2d3 rounds. The area around the mine is a pitted waste, filled with puddles of
dissolved rock and dirt. Nothing will grow there for a hundred years, and the soil itself is toxic to plant life. Water that runs through the area
becomes contaminated, and if allowed into an ecosystem, will kill fish and other animals for weeks. Still, there is almost nothing better for
destroying large vehicles and robots.
The Toxic-D Mine is produced using the Manchester Mine Creation Station. It releases a potent neurotoxin on activation, filling an area with a
10r. Those wearing Gas Masks or Respirators halve the POT of the attack. If the person in the AoE is in a fully-sealed suit (Powered Armor, a
Radiation Suit, etc.), the gas has no effect. If the attack succeeds in a CON vs. POT Resistance contest, the gas causes damage equal to the
original POT (before modifications for Gas Mask/Respirator).
The Puffer is not a mine as such, but a type of mutant Puffball Fungus. The Beastlords of the Midwest were fond of using them as emplaced
traps, as any hard contact will cause them to release a cloud of highly-toxic spores in a 5r. The effect is highly variable, based on the number
of spores contacted, and whether they are inhaled or merely contact the skin. A gas mask, bandana over the mouth, or even holding ones
breath (if one knows the attack is forthcoming) can be effective in halving the POT of the attack. If the person contacting the Puffer is in a
fully-sealed suit (Powered Armor, a Radiation Suit, etc.), the spores have no effect. If the attack succeeds in a CON vs. POT Resistance contest,
the spores cause damage equal to the original POT (before modifications for facial covering). If death results, the body will decay over the
next three days to form 1d3+1 immature Puffers.

Ammunition
Caliber

Aim
Skill
Mult.
.1

Cost
per
Round
1

.1

Units
per
Enc
2500/E
nc
500/Enc

1.75

.1

500/Enc

.85

.1

.5

500/Enc

.22 Magnum

.1

500/Enc

.22-250

.1

180/Enc

.30 Carbine

.1

150/Enc

.30-30 Winchester

.1

120/Enc

.30-06

.1

100/Enc

.177 Ball Bearing


.22 LR Standard
.22 LR Hollow Point
.22 LR Plinking

Dama
ge
Mult.
1

Armor
Mult./Mo
d
1

MAL
Mult.

Reloading Bench or Ammo


Press Kit
N/A
R: 3 rounds = 2 Lead and 3
Powder
R: 3 rounds = 2 Lead and 3
Powder
R: 3 rounds = 2 Lead and 3
Powder
R: 1 round = 1 Lead and 2
Powder
R: 1 Round = 1 .22-250 Case,
10 Lead, 10 Powder, 1 Primer,
Small Rifle
M: 1 Round requires 1 .22250 Case, 12 Lead, 14
Powder, 1 Primer, Small Rifle
R: 1 Round = 1 .30 Carbine
Case, 11 Lead, 11 Powder, 1
Primer, Small Rifle
M: 1 Round requires 1 .30
Carbine Case, 14 Lead, 16
Powder, 1 Primer, Small Rifle
R: 1 Round = 1 .30-30 Case,
13 Lead, 10 Powder, 1 Primer,
Large Rifle
M: 1 Round requires 1 .30-30
Case, 15 Lead, 14 Powder, 1
Primer, Large Rifle
R: 1 Round = 1 .30-06 Case,
15 Lead, 12 Powder, 1 Primer,
Large Rifle
M: 1 Round requires 1 .30-06
Case, 17 Lead, 15 Powder, 1
Primer, Large Rifle

Min Repair

Mechanical
N/A
R: 10
R: 10
R: 10
R: 10
R: 25
M: 25

R: 25
M: 25

R: 25
M: 25

R: 25
M: 25

.30-06 Jacketed Soft Point


Hand Load

1.75

1.5

.1

100/Enc

.1

100/Enc

1.75

1.5

.1

10

100/Enc

.1

100/Enc

.308 Armor Piercing

.95

-5

.1

100/Enc

.308 Hollow Point

1.3

.1

100/Enc

1.75

1.5

.1

100/Enc

.308 Match

.8

.2

10

100/Enc

.32 ACP

.1

200/Enc

.303 British

.303 Jacketed Soft Point


Hand Load

.308 Standard

.308 Jacketed Soft Point


Hand Load

R: 1 Round = 1 .30-06 Case,


15 Lead, 12 Powder, 1 Primer,
Large Rifle
M: 1 Round requires 1 .30-06
Case, 19 Lead, 18 Powder, 1
Primer, Large Rifle
R: 1 Round = 1 .303 Case, 15
Lead, 12 Powder, 1 Primer,
Large Rifle
M: 1 Round requires 1 .303
Case, 17 Lead, 15 Powder, 1
Primer, Large Rifle
R: 1 Round = 1 .303 Case, 15
Lead, 12 Powder, 1 Primer,
Large Rifle
M: 1 Round requires 1 .303
Case, 19 Lead, 18 Powder, 1
Primer, Large Rifle
R: 1 Round = 1 .308 Case, 15
Lead, 12 Powder, 1 Primer,
Large Rifle
M: 1 Round requires 1 .308
Case, 17 Lead, 15 Powder, 1
Primer, Large Rifle
R: 1 Round = 1 .308 Case, 15
Lead, 18 Powder, 1 Primer,
Large Rifle
R: 1 Round = 1 .308 Case, 15
Lead, 18 Powder, 1 Primer,
Large Rifle
R: 1 Round = 1 .308 Case, 15
Lead, 12 Powder, 1 Primer,
Large Rifle
M: 1 Round requires 1 .308
Case, 19 Lead, 18 Powder, 1
Primer, Large Rifle
R: 1 Round = 1 .308 Case, 15
Lead, 18 Powder, 1 Primer,
Large Rifle
R: 1 Round = 1 .32 ACP Case,
7 Lead, 4 Powder, 1 Primer,

R: 25
M: 50 +
Hand Loader

R: 25
M: 25

R: 25
M: 50 +
Hand Loader

R: 25
M: 25

R: 25

R: 25

R: 25
M: 50 +
Hand Loader

R: 25

R: 25
M: 25

.32 S&W Long

.1

200/Enc

.32-20 Winchester

.1

150/Enc

.338 Lapua Magnum

.1

50/Enc

.357 Magnum

.1

150/Enc

.357 Magnum Hollow Point

1.75

.1

150/Enc

.357 Magnum Jacketed Flat


Point Hand Load

1.25

-1

.2

150/Enc

.75

.75

.1

200/Enc

.1

150/Enc

.38 Special

.357 SIG

Small Pistol
M: 1 Round Requires 1 .32
ACP Case, 8 Lead, 5 Powder, 1
Primer, Small Pistol
R: 1 Round = 1 .32 S&W Long
Case, 7 Lead, 4 Powder, 1
Primer, Small Pistol
M: 1 Round Requires 1 .32
S&W Long Case, 8 Lead, 5
Powder, 1 Primer, Small Pistol
R: 1 Round = 1 .32-20 Case,
7 Lead, 6 Powder, 1 Primer,
Small Rifle
M: 1 Round Requires 1 .32-20
Case, 9 Lead, 8 Powder, 1
Primer, Small Rifle
R: 1 Round = 1 .338 LP Case,
40 Lead, 386 Powder, 1
Primer, Large Rifle
M: 1 Round requires 1 .338
Case, 45 Lead, 44 Powder, 1
Primer, Large Rifle
R: 1 Round = 1 .357 Case, 14
Lead, 6 Powder, 1 Primer,
Small Pistol
M: 1 Round requires 1 .357
Case, 16 Lead, 8 Powder, 1
Primer, Small Pistol
R: 1 Round = 1 .357 Case, 14
Lead, 6 Powder, 1 Primer,
Small Pistol
R: 1 Round = 1 .357 Case, 14
Lead, 6 Powder, 1 Primer,
Small Pistol
M: 1 Round requires 1 .357
Case, 16 Lead, 8 Powder, 1
Primer, Small Pistol
R: 1 Round = 1 .38 Case, 10
Lead, 5 Powder, 1 Primer,
Small Pistol
R: 1 Round = 1 .357SIG Case,

R: 25
M: 25

R: 25
M: 25

R: 65
M: 65

R: 25
M: 25

R: 25

R: 25
M: 50 +
Hand Loader

R: 25

R: 25

.357 SIG Rechambered

.1

150/Enc

.375 H&H Magnum

.1

100/Enc

.40 S&W

.1

150/Enc

.40 S&W Hollow Point

1.75

.1

150/Enc

.40 S&W Jacketed Flat Point


Hand Load

1.25

-1

.2

150/Enc

.410 Bore Birdshot (1d4 at


1d3)

.8

.35

100/Enc

.410 Bore 000 Buckshot


(1d3 x 1d8)

.1

100/Enc

13 Lead, 6 Powder, 1 Primer,


Small Pistol
M: 1 Round requires 1 .
357SIG Case, 15 Lead, 9
Powder, 1 Primer, Small Pistol
R: 1 Round = 1 .357SIG Case,
13 Lead, 6 Powder, 1 Primer,
Small Pistol
M: 1 Round requires 1 .40
S&W Case, 15 Lead, 9
Powder, 1 Primer, Small Pistol
R: 1 Round = 1 .375 H&H
Case, 27 Lead, 12 Powder, 1
Primer, Large Rifle
M: 1 Round requires 1 .375
H&H Case, 30 Lead, 15
Powder, 1 Primer, Large Rifle
R: 1 Round = 1 .40 Case, 13
Lead, 6 Powder, 1 Primer,
Small Pistol
M: 1 Round requires 1 .40
Case, 15 Lead, 7 Powder, 1
Primer, Small Pistol
R: 1 Round = 1 .40 Case, 13
Lead, 6 Powder, 1 Primer,
Large Pistol
R: 1 Round = 1 .40 Case, 13
Lead, 6 Powder, 1 Primer,
Large Pistol
M: 1 Round requires 1 .40
Case, 15 Lead, 7 Powder, 1
Primer, Large Pistol
R: 1 Round = 1 .410 Hull, 14
Lead, 7Powder, 1 Primer,
Shotshell
M: 1 Round Requires 1 .410
Hull, 14 Lead, 7 Powder, 1
Primer, Shotshell
R: 1 Round = 1 .410 Hull, 16
Lead, 8 Powder, 1 Primer,
Shotshell

M: 25

R: 25
M: 65

R: 50
M: 65

R: 25
M: 25

R: 25

R: 25
M: 50 +
Hand Loader

R: 10
M: 10

R: 25
M: 25

.410 Bore Slug (1d10)

-1

.1

100/Enc

.410 Bore Magnum Birdshot


(1d6 at 1d3)

1.2

.35

80/Enc

.410 Bore Magnum 000


Buckshot (1d4 at 1d8)

1.2

1.2

.1

80/Enc

.410 Bore Magnum Slug


(1d10)

1.2

-2

1.2

.1

80/Enc

.7
+4d6
vs.
Robot
s
+2d6
vs.
Power
Amor
1

.1

80/Enc

.1

100/Enc

1.75

.1

100/Enc

.410 Bore Magnum Pulse


Slug (1d10)

.44 Magnum

.44 Magnum Hollow Point

M: 1 Round Requires 1 .410


Hull, 16 Lead, 8 Powder, 1
Primer, Shotshell
R: 1 Round = 1 .410 Hull, 20
Lead, 10 Powder, 1 Primer,
Shotshell
M: 1 Round Requires 1 .410
Hull, 20 lead, 10 Powder, 1
Primer, Shotshell
R: 1 Round = 1 .410 Hull, 16
Lead, 8 Powder, 1 Primer,
Shotshell
M: 1 Round Requires 1 .410
Hull, 16 Lead, 8 Powder, 1
Primer, Shotshell
R: 1 Round = 1 .410 Hull, 18
Lead, 10 Powder, 1 Primer,
Shotshell
M: 1 Round Requires 1 .410
Hull, 18 Lead, 10 Powder, 1
Primer, Shotshell
R: 1 Round = 1 .410 Hull, 22
Lead, 12 Powder, 1 Primer,
Shotshell
M: 1 Round Requires 1 .410
Hull, 22 lead, 12 Powder, 1
Primer, Shotshell
R: 1 Round = 1 .410 Hull, 6
Lead, 12 Powder, 1 Primer,
Shotshell, 1 EMP Insert
M: 1 Round Requires 1 .410
Hull, 6 Lead, 20 Powder, 1
Primer, Shotshell, 1 EMP
Insert

R: 1 Round = 1 .44 Case, 27


Lead, 8 Powder, 1 Primer,
Large Pistol
R: 1 Round = 1 .44 Case, 27
Lead, 8 Powder, 1 Primer,

R: 25
M: 25

R: 10
M: 25

R: 25
M: 50

R: 25
M: 50

R: 25
M: 50 +
Hand Loader

R: 50

R: 50

.44 Magnum Semi Wad


Cutter Hand Load

1.2

-2

.1

100/Enc

.44 Special

.75

.75

.1

150/Enc

.44-40 Winchester

.1

100/Enc

.44-77 Sharps

.1

80/Enc

.444 Marlin

.1

80/Enc

.45 Long Colt

.1

150/Enc

.45 ACP

.1

150/Enc

1.1

-1

1.2

.1

150/Enc

.45 ACP +P

Large Pistol
R: 1 Round = 1 .44 Case, 27
Lead, 8 Powder, 1 Primer,
Large Pistol
M: 1 Round Requires 1 .44
Case, 32 Lead, 12 Powder, 1
Primer, Large Pistol
R: 1 Round = 1 .44 Case, 22
Lead, 6 Powder, 1 Primer,
Large Pistol
R: 1 Round = 1 .44-40 Case,
25 Lead, 7 Powder, 1 Primer,
Large Rifle
R: 1 Round = 1 .44-90 Case,
25 Lead, 10 Powder, 1 Primer,
Large Rifle
M: 1 Round Requires 1 .44-90
Case, 28 Lead, 14 Powder, 1
Primer, Large Rifle
R: 1 Round = 1 .444 Case, 25
Lead, 10 Powder, 1 Primer,
Large Rifle
M: 1 Round Requires 1 .444
Case, 28 Lead, 14 Powder, 1
Primer, Large Rifle
R: 1 Round = 1 .45 LC Case,
18 Lead, 10 Powder, 1 Primer,
Large Pistol
M: 1 Round Requires 1 .45
Case, 18 Lead, 10 Powder, 1
Primer, Large Pistol
R: 1 Round = 1 .45 ACP Case,
16 Lead, 8 Powder, 1 Primer,
Large Pistol
M: 1 Round Requires 1 .45
ACP Case, 16 Lead, 8 Powder,
1 Primer, Large Pistol
R: 1 Round = 1 .45 ACP Case,
16 Lead, 8 Powder, 1 Primer,
Large Pistol
M: 1 Round Requires 1 .45

R: 50
M: 75 +
Hand Loader

R: 50

R: 50

R: 50
M: 50

R: 50
M: 50

R: 25
M: 25

R: 25
M: 25

R: 25
M: 45

.45 ACP Hollow Point

1.75

.1

150/Enc

1.3

-2

2.5

.1

150/Enc

.45 Winchester Magnum

.1

10

120/Enc

.454 Casull

.1

120/Enc

.45-70 Government

.1

100/Enc

.45-70 Hollow Point

1.75

.1

100/Enc

1.2

-2

.1

100/Enc

-2

.1

250/Enc

.45 Super

.45-70 Semi Wad Cutter


Hand Load

4.6x30mm

ACP Case, 17 Lead, 10


Powder, 1 Primer, Large Pistol
R: 1 Round = 1 .45 ACP Case,
16 Lead, 8 Powder, 1 Primer,
Large Pistol
R: 1 Round = 1 .45 ACP Case,
19 Lead, 8 Powder, 1 Primer,
Large Pistol
M: 1 Round Requires 1 .45
ACP Case, 22 Lead, 12
Powder, 1 Primer, Large Pistol
R: 1 Round = 1 .45 Win-Mag
Case, 22 Lead, 12 Powder, 1
Primer, Large Pistol
M: 1 Round Requires 1 .45
Win-Mag Case, 25 Lead, 15
Powder, 1 Primer, Large Pistol
R: 1 Round = 1 .454 Case, 24
Lead, 12 Powder, 1 Primer,
Large Pistol
M: 1 Round Requires 1 .454
Case, 30 Lead, 15 Powder, 1
Primer, Large Pistol
R: 1 Round = 1 .45-70 Case,
27 Lead, 12 Powder, 1 Primer,
Large Rifle
M: 1 Round Requires 1 .45-70
Case, 30 Lead, 16 Powder, 1
Primer, Large Rifle
R: 1 Round = 1 .45-70 Case,
27 Lead, 12 Powder, 1 Primer,
Large Rifle
R: 1 Round = 1 .45-70 Case,
30 Lead, 12 Powder, 1 Primer,
Large Rifle
M: 1 Round Requires 1 .45-70
Case, 40 Lead, 20 Powder, 1
Primer, Large Rifle
R: 1 Round = 1 4.6x30mm
Case, 11 Lead, 12 Powder, 1

R: 25

R: 25
M: 80 +
Hand Loader

R: 25
M: 25

R: 25
M: 50

R: 65
M: 65

R: 65
M: 65

R: 65
M: 90 +
Hand Loader

R: 25
M: 25

4.7x33mm Caseless
.50 BMG/12.7x99mm

1
1

1
1

1
1

.1
.1

3(4)
6

250/Enc
20/Enc

.50 BMG SLAP

.95

-5

.1

14

20/Enc

.50 BMG Match

1.15

.35

20/Enc

.8

-3

.1

18

20/Enc

1.2

1.2

.1

40

20/Enc

12.7mmC/12.7x108mm
Chinese

.1

20/Enc

12.7mmC AP

-3

.1

16

20/Enc

5mm Rockwell/Cz Ball

-3

.1

240/Enc

.50 BMG API (+2 Fire


Damage per DEX Rank for 5
DEX Ranks)
.50 BMG HE (Causes
Shrapnel Damage to 5)

Primer, Small Pistol


M: 1 Round requires 1
4.6x30mm Case, 13 Lead, 15
Powder, 1 Primer, Small Pistol
N/A
R: 1 Round = 1 .50 BMG
Case, 64 Lead, 60 Powder, 1
Primer, .50 BMG
M: 1 Round Requires 1 .50
BMG Case, 70 Lead, 66
Powder, 1 Primer, .50 BMG
R: 1 Round = 1 .50 BMG
Case, 32 Lead, 60 Powder, 1
Primer, .50 BMG
R: 1 Round = 1 .50 BMG
Case, 64 Lead, 60 Powder, 1
Primer, .50 BMG
M: 1 Round Requires 1 .50
BMG Case, 75 Lead, 75
Powder, 1 Primer, .50 BMG
R: 1 Round = 1 .50 BMG
Case, 32 Lead, 60 Powder, 1
Primer, .50 BMG
R: 1 Round = 1 .50 BMG
Case, 32 Lead, 60 Powder, 1
Primer, .50 BMG
R: 1 Round = 1 .12.7mmC
Case, 65 Lead, 70 Powder, 1
Primer 12.7mmC
M: 1 Round Requires 1
12.7mmC Case, 75 Lead, 75
Powder, 1 Primer, .50 BMG or
12.7mmC
R: 1 Round = 1 .12.7mmC
Case, 45 Lead, 70 Powder, 1
Primer 12.7mmC
R: 1 Round = 1 5mm Case,
11 Lead, 12 Powder, 1 Primer,
Small Rifle
M: 1 Round requires 1 5mm
Case, 13 Lead, 15 Powder, 1

N/A
R: 75
M: 75

R: 75

R: 75
M: 100 +
Hand Loader

R: 75

R: 75

R: 75
M: 75

R: 75

R: 25
M: 25

5mm Rockwell/Cz AP

.95

-8

.1

240/Enc

1.75

.1

240/Enc

1.3

-3

1.5

.1

240/Enc

1.15

-3

.08

.5

240/Enc

5.45x39mmS

.1

225/Enc

5.56x45mm NATO Ball

.1

200/Enc

.95

-5

.1

200/Enc

5.56x45mm Hollow Point

1.75

.1

200/Enc

5.56x45mm Match Hand


Load

1.15

.35

200/Enc

5mm Rockwell/Cz Hollow


Point
5mm Rockwell/Cz Jacketed
Soft Point Hand Load

5mm Rockwell/Cz Surplus

5.56x45mm AP

Primer, Small Rifle


R: 1 Round = 1 5mm Case,
11 Lead, 12 Powder, 1 Primer,
Small Rifle
R: 1 Round = 1 5mm Case,
11 Lead, 12 Powder, 1 Primer,
Small Rifle
R: 1 Round = 1 5mm Case,
11 Lead, 12 Powder, 1 Primer,
Small Rifle
M: 1 Round requires 1 5mm
Case, 15 Lead, 18 Powder, 1
Primer, Small Rifle
R: 1 Round = 1 5mm Case,
11 Lead, 12 Powder, 1 Primer,
Small Rifle
R: 1 Round = 1 5.45x39mm
Case, 9 Lead, 9 Powder, 1
Primer, Small Rifle
M: 1 Round requires 1
5.45x39mm Case, 11 Lead,
11 Powder, 1 Primer, Small
Rifle
R: 1 Round = 1 5.56mm
Case, 10 Lead, 9 Powder, 1
Primer, Small Rifle
M: 1 Round requires 1
5.56mm Case, 12 Lead, 12
Powder, 1 Primer, Small Rifle
R: 1 Round = 1 5.56mm
Case, 10 Lead, 9 Powder, 1
Primer, Small Rifle
R: 1 Round = 1 5.56mm
Case, 10Lead, 9 Powder, 1
Primer, Small Rifle
R: 1 Round = 1 5.56mm
Case, 10 Lead, 9 Powder, 1
Primer, Small Rifle
M: 1 Round requires 1
5.56mm Case, 12 Lead, 12
Powder, 1 Primer, Small Rifle

R: 25

R: 25

R: 25
M: 50 +
Hand Loader

R: 25

R: 25
M: 25

R: 25
M: 25

R: 25

R: 25

R: 25
M: 50 +
Hand Loader

5.56x45mm Surplus

1.15

.1

.5

200/Enc

.9

.8

.1

200/Enc

5.7x28mm

-2

.1

240/Enc

5.8x21mm DAP92 Chinese

-2

.1

240/Enc

5.8x21mm DCV05 Chinese


Subsonic

.8

-2

.1

240/Enc

5.8x42mm Chinese

-2

.1

180/Enc

6.5x39mm Grendel

.1

180/Enc

6.8x43mm Remington

.1

180/Enc

.223 Remington

R: 1 Round = 1 5.56mm
Case, 10 Lead, 9 Powder, 1
Primer, Small Rifle
R: 1 Round = 1 .223 Case, 9
Lead, 8 Powder, 1 Primer,
Small Rifle
R: 1 Round = 1 5.7x28mm
Case, 11 Lead, 12 Powder, 1
Primer, Small Pistol
M: 1 Round requires 1
5.7x28mm Case, 13 Lead, 15
Powder, 1 Primer, Small Pistol
R: 1 Round = 1 5.8x21mm
Case, 11 Lead, 12 Powder, 1
Primer, Small Pistol
M: 1 Round requires 1
5.8x21mm Case, 13 Lead, 15
Powder, 1 Primer, Small Pistol
R: 1 Round = 1 5.8x21mm
Case, 11 Lead, 8 Powder, 1
Primer, Small Pistol
M: 1 Round requires 1
5.8x21mm Case, 13 Lead, 10
Powder, 1 Primer, Small Pistol
R: 1 Round = 1 5.8x42mm
Case, 11 Lead, 10 Powder, 1
Primer, Small Rifle
M: 1 Round requires 1 5mm
Case, 14 Lead, 14 Powder, 1
Primer, Small Rifle
R: 1 Round = 1 6.5x39mm
Case, 11 Lead, 12 Powder, 1
Primer, Small Rifle
M: 1 Round requires 1
6.5x39mm Case, 14 Lead, 16
Powder, 1 Primer, Small Rifle
R: 1 Round = 1 6.8x43mm
Case, 10 Lead, 11 Powder, 1
Primer, Small Rifle
M: 1 Round requires 1
6.8x43mm Case, 12 Lead, 15

R: 25

R: 25

R: 25
M: 25

R: 25
M: 25

R: 25
M: 50

R: 25
M: 25

R: 25
M: 25

R: 25
M: 25

7.62x25mm TT

.1

200/Enc

7.62x39mmSBall

.1

150/Enc

.95

-5

.1

150/Enc

.1

100/Enc

.95

-5

.1

100/Enc

1.75

1.5

.1

100/Enc

7.62x51mm NATO Match

.8

.2

10

100/Enc

7.62x54mmR Standard

.1

100/Enc

7.62x39mmS Armor
Piercing
7.62x51mm NATOBall

7.62x51mm NATO Armor


Piercing
7.62x51mm NATO Jacketed
Soft Point Hand Load

Powder, 1 Primer, Small Rifle


R: 1 Round = 1 7.62x25mm
Case, 7 Lead, 4 Powder, 1
Primer, Small Pistol
M: 1 Round Requires 1
7.62x25mm Case, 8 Lead, 5
Powder, 1 Primer, Small Pistol
R: 1 Round = 1 7.62x39mm
Case, 11 Lead, 11 Powder, 1
Primer, Small Rifle
M: 1 Round requires 1
7.62x39mm Case, 14 Lead,
16 Powder, 1 Primer, Small
Rifle
R: 1 Round = 1 7.62x39mm
Case, 11 Lead, 11 Powder, 1
Primer, Small Rifle
R: 1 Round = 1 7.62x51mm
Case, 15 Lead, 14 Powder, 1
Primer, Large Rifle
M: 1 Round requires 1
7.62x51mm Case, 17 Lead,
20 Powder, 1 Primer, Large
Rifle
R: 1 Round = 1 7.62x51mm
Case, 15 Lead, 20 Powder, 1
Primer, Large Rifle
R: 1 Round = 1 7.62x51mm
Case, 15 Lead, 12 Powder, 1
Primer, Large Rifle
M: 1 Round requires 1
7.62x51mmCase, 19 Lead, 20
Powder, 1 Primer, Large Rifle
R: 1 Round = 1 7.62x51mm
Case, 15 Lead, 18 Powder, 1
Primer, Large Rifle
M: 1 Round requires 1
7.62x51mm Case, 20 Lead,
22 Powder, 1 Primer, Large
Rifle
R: 1 Round = 1 7.62x54mmR

R: 25
M: 25

R: 25
M: 25

R: 25

R: 25
M: 25

R: 25

R: 25
M: 50 +
Hand Loader

R: 25
M: 65 +
Hand Loader

R: 25

7.62x54mmR Armor
Piercing

.95

-5

.1

100/Enc

1.75

1.5

.1

100/Enc

7.62x54mmR Match

.8

.2

10

100/Enc

7.7x58mm Arisaka

.1

Not
Availabl
e

100/Enc

7.92x33mm Kurz

.1

150/Enc

7.92x57mm (7mm Mauser)

.1

100/Enc

7.62x54mmR Jacketed Soft


Point Hand Load

Case, 16 Lead, 16 Powder, 1


Primer, Large Rifle
M: 1 Round requires 1
7.62x54mmR Case, 19 Lead,
22 Powder, 1 Primer, Large
Rifle
R: 1 Round = 1 7.62x54mmR
Case, 16 Lead, 21 Powder, 1
Primer, Large Rifle
R: 1 Round = 1 7.62x54mmR
Case, 16 Lead, 14 Powder, 1
Primer, Large Rifle
M: 1 Round requires 1
7.62x54mmR Case, 21 Lead,
21 Powder, 1 Primer, Large
Rifle
R: 1 Round = 1 7.62x54mmR
Case, 17 Lead, 20 Powder, 1
Primer, Large Rifle
M: 1 Round requires 1
7.62x54mmR Case, 20 Lead,
22 Powder, 1 Primer, Large
Rifle
R: 1 Round = 1 7.7x58mm
Case, 15 Lead, 12 Powder, 1
Primer, Large Rifle
M: 1 Round requires 1 .303 or
.30-06 Case, 17 Lead, 15
Powder, 1 Primer, Large Rifle
R: 1 Round = 1 7.92x33mm
Case, 12 Lead, 12 Powder, 1
Primer, Small Rifle
M: 1 Round requires 1
7.92x33mm Case, 16 Lead,
18 Powder, 1 Primer, Small
Rifle
R: 1 Round = 1 7.92x57mm
Case, 18 Lead, 18 Powder, 1
Primer, Large Rifle
M: 1 Round requires 1
7.92x57mm Case, 20 Lead,

M: 25

R: 25

R: 25
M: 65 +
Hand Loader

R: 25
M: 75 +
Hand Loader

R: 25
M: 65

R: 25
M: 25

R: 25
M: 25

8x22mm Nambu

.1

180/Enc

9x18mm Makarov

.1

150/Enc

9x19mm Ball

.1

150/Enc

9x19mm AP

.95

-3

.1

150/Enc

9x19mm +P

1.1

-1

1.2

.1

150/Enc

9x19mm Hollow Point

1.75

.1

150/Enc

9x19mm Jacketed Hollow


Point Hand Load

1.65

.1

150/Enc

.1

100/Enc

9x39mm SP5

25 Powder, 1 Primer, Large


Rifle
R: 1 Round = 1 8x22mm
Case, 7 Lead, 4 Powder, 1
Primer, Small Pistol
M: 1 Round Requires 1
8x22mm Case, 8 Lead, 5
Powder, 1 Primer, Small Pistol
R: 1 Round = 1 9x18mm
Case, 11 Lead, 5 Powder, 1
Primer, Small Pistol
M: 1 Round Requires 1
9x18mm Case, 13 Lead, 6
Powder, 1 Primer, Small Pistol
R: 1 Round = 1 9x19mm
Case, 11 Lead, 5 Powder, 1
Primer, Small Pistol
M: 1 Round Requires 1
9x19mm Case, 13 Lead, 6
Powder, 1 Primer, Small Pistol
R: 1 Round = 1 9x19mm
Case, 11 Lead, 5 Powder, 1
Primer, Small Pistol
R: 1 Round = 1 9x19mm
Case, 11 Lead, 5 Powder, 1
Primer, Small Pistol
R: 1 Round = 1 9x19mm
Case, 11 Lead, 5 Powder, 1
Primer, Small Pistol
R: 1 Round = 1 9x19mm
Case, 11 Lead, 5 Powder, 1
Primer, Small Pistol
M: 1 Round Requires 1
9x19mm Case, 15 Lead, 7
Powder, 1 Primer, Small Pistol
R: 1 Round = 1 7.62x39mm
Case, 15 Lead, 16 Powder, 1
Primer, Large Pistol
M: 1 Round requires 1
7.62x39mm Case, 18 Lead,
18 Powder, 1 Primer, Large

R: 25
M: 25

R: 25
M: 25

R: 25
M: 25

R: 25

R: 25

R: 25

R: 25
M: 50 +
Hand Loader

R: 25
M: 50

10x25mm Auto

.1

125/Enc

10x25mm Hollow Point

1.75

.1

125/Enc

10x25mm Jacketed Hollow


Point Hand Load

1.65

.1

125/Enc

10x33mm Magnum

.1

100/Enc

10g 00 Buck
(2d6/1d6/1d3 x 1d8)

.1

20/Enc

10g 4/0 Buck


(1d6/1d3/1d2 x 1d10)

.1

20/Enc

10g Magnum 4/0 Shot


Hand Load (2d4/1d4/1d2 x
1d10)

1.2

-1

1.15

.1

20/Enc

10g Coin Shot Hand Load


(1d10+7)

1.3

-1

.1

20/Enc

Pistol
R: 1 Round = 1 10x25mm
Case, 15 Lead, 7 Powder, 1
Primer, Large Pistol
M: 1 Round Requires 1
10x25mm Case, 17 Lead, 9
Powder, 1 Primer, Large Pistol
R: 1 Round = 1 10x25mm
Case, 15 Lead, 7 Powder, 1
Primer, Large Pistol
R: 1 Round = 1 10x25mm
Case, 15 Lead, 7 Powder, 1
Primer, Large Pistol
M: 1 Round Requires 1
10x25mm Case, 21 Lead, 12
Powder, 1 Primer, Large Pistol
R: 1 Round = 1 10x33mm
Case, 18 Lead, 9 Powder, 1
Primer, Large Pistol
M: 1 Round Requires 1
10x33mm Case, 22 Lead, 12
Powder, 1 Primer, Large Pistol
R: 1 Round = 1 10g Hull, 47
Lead, 35 Powder, 1 Primer,
Shotshell
M: 1 Round Requires 1 10g
Hull, 47 Lead, 35 Powder, 1
Primer, Shotshell
R: 1 Round = 1 10g Hull, 53
Lead, 37 Powder, 1 Primer,
Shotshell
M: 1 Round Requires 1 10g
Hull, 42 Lead, 37 Powder, 1
Primer, Shotshell
R: 1 Round = 1 10g Hull, 56
Lead, 55, 1 Primer, Shotshell
M: 1 Round Requires 1 10g
Hull, 46 Lead, 55 Powder, 1
Primer, Shotshell
R: 1 Round = 1 10g Hull, 12
Pre-War Pennies, 38 Powder, 1

R: 25
M: 25

R: 25

R: 25
M: 50 +
Hand Loader

R: 25
M: 45

R: 25
M: 25

R: 25
M: 40

R: 25
M: 60 +
Hand Loader

R: 25
M: 35

10g Magnum 00 Buck

10g Slug (1d10+7)

10g Magnum Slug (1d10+7)

10g Pulse Slug (1d10+7)

12.7x33mm/.50 AE Auto

12.7x33mm/.50 AE Hollow
Point

1.3

-1

1.15

.1

20/Enc

.1

20/Enc

1.2

-1

1.15

.1

20/Enc

.7
+4d6
vs.
Robot
s
+2d6
vs.
Power
Amor
1

.1

20/Enc

.1

75/Enc

1.75

.1

75/Enc

Primer, Shotshell
M: 1 Round Requires 1 10g
Hull, 12 Pre-War Pennies, 38
Powder, 1 Primer, Shotshell
R: 1 Round = 1 10g Hull, 50
Lead, 50 Powder, 1 Primer,
Shotshell
M: 1 Round Requires 1 10g
Hull, 50 Lead, 50 Powder, 1
Primer, Shotshell
R: 1 Round = 1 10g Hull, 56
Lead, 37 Powder, 1 Primer,
Shotshell
M: 1 Round Requires 1 10g
Hull, 56 Lead, 37 Powder, 1
Primer, Shotshell
R: 1 Round = 1 10g Hull, 63
Lead, 57 Powder, 1 Primer,
Shotshell
R: 1 Round Requires 1 10g
Hull, 63 Lead, 57 Powder, 1
Primer, Shotshell
R: 1 Round = 1 10g Hull, 22
Lead, 32 Powder, 1 Primer,
Shotshell, 1 EMP Insert
M: 1 Round Requires 1 10g
Hull, 26 Lead, 33 Powder, 1
Primer, Shotshell, 1 EMP
Insert

R: 1 Round = 1
12.7x33mm/.50 AE Case, 28
Lead, 10 Powder, 1 Primer,
Large Pistol
M: 1 Round Requires 1
12.7x33mm/.50 AE Case, 31
Lead, 12 Powder, 1 Primer,
Large Pistol
R: 1 Round = 1
12.7x33mm/.50 AE Case, 28

R: 25
M: 40

R: 25
M: 40

R: 40
M: 65 +
Hand Loader

R: 40
M: 65 +
Hand Loader

R: 60
M: 60

R: 60

12.7x33mm/.50 AE Jacketed
Hollow Point Hand Load

1.65

.1

75/Enc

.500 S&W Magnum

.1

100/Enc

12g 00 Buck
(1d8+1/2d3/1d3 hits at 1d6
per pellet)

.1

25/Enc

12g 4/0 Buck


(1d4/1d3/1d2 hits at 1d8
per pellet)

.1

25/Enc

12g Bean Bag (4d6 Stun)

.1

25/Enc

12g Coin Shot Hand Load


(2d8/2d4/1d4)

1.3

-1

.1

25/Enc

12g Dragons Breath (2d8


Flame)

.9

.1

25/Enc

Lead, 10 Powder, 1 Primer,


Large Pistol
R: 1 Round = 1
12.7x33mm/.50 AE Case, 28
Lead, 10 Powder, 1 Primer,
Large Pistol
M: 1 Round Requires 1
12.7x33mm/.50 AE Case, 34
Lead, 15 Powder, 1 Primer,
Large Pistol
R: 1 Round = 1 .500 S&W
Case, 28 Lead, 14 Powder, 1
Primer, Large Pistol
M: 1 Round Requires 1 .500
S&W Case, 30 Lead, 18
Powder, 1 Primer, Large Pistol
R: 1 Round = 1 12g Hull, 37
Lead, 26Powder, 1 Primer,
Shotshell
M: 1 Round Requires 1 12g
Hull, 37 Lead, 26 Powder, 1
Primer, Shotshell
R: 1 Round = 1 12g Hull, 42
Lead, 29Powder, 1 Primer,
Shotshell
M: 1 Round Requires 1 12g
Hull, 42 Lead, 29 Powder, 1
Primer, Shotshell
R: 1 Round = 1 12g Hull, 37
Lead, 26 Powder, 1 Primer,
Shotshell
R: 1 Round = 1 12g Hull, 8
Pre-War Dimes, 30 Powder, 1
Primer, Shotshell
M: 1 Round Requires 1 12g
Hull, 8 Pre-War Dimes, 30
Powder, 1 Primer, Shotshell
R: 1 Round = 1 12g Hull, 1
Zirconium Charge, 26 Powder,
1 Primer, Shotshell
M: 1 Round Requires 1 12g

R: 60
M: 75 +
Hand Loader

R: 65
M: 65

R: 10
M: 10

R: 10
M: 25

R: 10

R: 10
M: 25

R: 75
M: 75 +
Hand Loader

12g Flechette (as 00)

.9

-2

.1

25/Enc

.7
+4d6
vs.
Robot
s
+2d6
vs.
Power
Amor
1

.1

25/Enc

.1

25/Enc

12g Magnum 00 Buck


(2d8-1/2d4-1/1d3 at 1d6)

1.3

-1

1.15

.1

25/Enc

12g Magnum 4/0 Shot


Hand Load (1d10/1d6/1d3
at 1d8)

1.3

-1

1.15

.1

25/Enc

12g Magnum Slug (1d10+6)

1.2

-1

1.15

.1

25/Enc

.1

50/Enc

12g Pulse Slug (1d10+6)

12g Slug (1d10+6)

14x50mm Kurz Standard

Hull, 1 Zirconium Charge, 26


Powder, 1 Primer, Shotshell
R: 1 Round = 1 12g Hull, 5
Flechettes, 26 Powder, 1
Primer, Shotshell
M: 1 Round Requires 1 12g
Hull, 5 Flechettes, 26 Powder,
1 Primer, Shotshell
R: 1 Round = 1 12g Hull, 17
Lead, 26 Powder, 1 Primer,
Shotshell, 1 EMP Insert
M: 1 Round Requires 1 12g
Hull, 21 Lead, 26 Powder, 1
Primer, Shotshell, 1 EMP
Insert

R: 1 Round = 1 12g Hull, 45


Lead, 30 Powder, 1 Primer,
Shotshell
M: 1 Round Requires 112g
Hull, 45 Lead, 30 Powder, 1
Primer, Shotshell
R: 1 Round = 1 12g Hull, 40
Lead, 40 Powder, 1 Primer,
Shotshell
M: 1 Round Requires 1 12g
Hull, 40 Lead, 40 Powder, 1
Primer, Shotshell
R: 1 Round = 1 12g Hull, 45
Lead, 43, 1 Primer, Shotshell
M: 1 Round Requires 1 12g
Hull, 45Lead, 43 Powder, 1
Primer, Shotshell
R: 1 Round = 1 12g Hull, 50
Lead, 46 Powder, 1 Primer,
Shotshell
M: 1 Round Requires 1 12g
Hull, 50Lead, 46 Powder, 1
Primer, Shotshell
R: 1 Round = 1 14x50mm

R: 10
M: 50 +
Hand Loader

R: 25
M: 50 +
Hand Loader

R: 10
M: 25

R: 10
M: 25

R: 10
M: 50 +
Hand Loader

R: 25
M: 50 +
Hand Loader

R: 70

14x50mm Kurz AP

20g 00 Buck
(1d6/1d4/1d2 x1d6)

20g 3/0 Buck (1d3/1d2/1


x1d8)

20g Pulse Slug (1d10+4)

20g Slug (1d10+4)

20g Magnum 00
(1d8/1d6/1d3 x1d6)

.95

-5

.1

50/Enc

.1

50/Enc

1.2

.1

50/Enc

.7
+4d6
vs.
Robot
s
+2d6
vs.
Power
Amor
1

.1

50/Enc

.1

50/Enc

1.3

-1

1.15

.1

40/Enc

Kurz Case, 32 Lead, 12


Powder, 1 Primer, Large Pistol
M: 1 Round Requires 1
14x50mm Kurz Case, 35 Lead,
15 Powder, 1 Primer, Large
Pistol
R: 1 Round = 1 14x50mm
Kurz Case, 34 Lead, 14
Powder, 1 Primer, Large Pistol
R: 1 Round = 1 20g Hull, 26
Lead, 18 Powder, 1 Primer,
Shotshell
M: 1 Round Requires 1 20g
Hull, 30 Lead, 20 Powder, 1
Primer, Shotshell
R: 1 Round = 1 20g Hull, 28
Lead, 20 Powder, 1 Primer,
Shotshell
M: 1 Round Requires 1 20g
Hull, 32 Lead, 24 Powder, 1
Primer, Shotshell
R: 1 Round = 1 20g Hull, 10
Lead, 18 Powder, 1 Primer,
Shotshell, 1 EMP Insert
M: 1 Round Requires 1 20g
Hull, 14 Lead, 20 Powder, 1
Primer, Shotshell, 1 EMP
Insert

M: 70

R: 1 Round = 1 20g Hull, 28


Lead, 18 Powder, 1 Primer,
Shotshell
M: 1 Round Requires 1 20g
Hull, 33 Lead, 20 Powder, 1
Primer, Shotshell
R: 1 Round = 1 20g Hull, 26
Lead, 24 Powder, 1 Primer,
Shotshell
M: 1 Round Requires 1 20g
Hull, 30 Lead, 28 Powder, 1

R: 25
M: 25

R: 70

R: 10
M: 10

R: 10
M: 10

R: 25
M: 50 +
Hand Loader

R: 25
M: 25

20g Magnum 3/0 Buck


hand Load (1d4+1/1d3/1d2
x1d8)

1.3

-1

1.15

.1

40/Enc

20x102mm HE (Causes
Shrapnel damage to a 5r
20x102mm AP-I (+2 Fire
Damage per DEX Rank for 5
DEX Ranks)

1.25

1.25

.1

10

10/Enc

Primer, Shotshell
R: 1 Round = 1 20g Hull, 28
Lead, 26 Powder, 1 Primer,
Shotshell
M: 1 Round Requires 1 20g
Hull, 32 Lead, 30 Powder, 1
Primer, Shotshell
N/A

.8

-8

.1

10

10/Enc

N/A

Dama
ge
Mult.
-

Armor
Mult./Mo
d
-

MAL
Mult.
-

Cost
per
Round
3

Units
per
Enc
500/Enc

.58 Caliber Mini Ball

.1

200/Enc

.58 Caliber Lead Ball

1.25

1.5

.05

250/Enc

.1

N/A

N/A

N/A
N/A

N/A
N/A

N/A
N/A
N/A
N/A

N/A
N/A
N/A
N/A

Caliber

Percussion Cap

Aim
Skill
Mult.

2mm EC

Use best
of Melee
or
Ballistic
1

Crossbow Bolt
Crossbow Bolt Tiger
Malayan
Dart
HN Needler Cartridge
Nails
Railway Spike

1
1

1
1

1
1

.1
.1

4
2

1000/E
nc
5/Enc
10/Enc

1
1
1
1

1
1
1
1

1
1
1
1

.1
.1
.1
.1

1
3
1
2

40/Enc
40/Enc
500/Enc
10/Enc

R: 25
M: 50 +
Hand Loader

N/A
N/A

Reloading Bench

R: 1 Percussion Cap, 1
Primer, 9 Powder
M: 1 Scrap Metal, 1 Primer,
10 Powder, Workbecnh,
Reloading Bench
R: 1 Round = 30 Lead
M: 1 Round Requires 30 Lead
R: 1 Round = 25 Lead
M: 1 Round = 25 Lead

Min Repair

Mechanical
N/A

N/A
N/A

Caliber

25x59mm Grenade,
Standard

25x59mm Grenade, HE
(1.35 AoE)
25x41mm Grenade, Plasma
(.85 AoE)
25x41mm Grenade, Pulse
(.4 AoE)

25x41mm Grenade, Timed


(5 DEX Rank Delay Fuse)
40mm Grenade

40mm Grenade, Incendiary


(.6 AoE)
40mm Grenade, Plasma
(.85 AoE)
40mm Grenade, Pulse (.5
AoE)

Dama
ge
Mult.
1

Armor
Mult./Mo
d
1

MAL
Mult.
1

Aim
Skill
Mult.
.1

Cost
per
Round
8

Units
per
Enc
20/Enc

1.35

Reloading Bench

Min Repair

Mechanical
M: 50 +
Explosives
Engineer

.1

20

20/Enc

M: 4 Rounds Requires 1
Fragmentation Grenade or
Fragmentation Mine, 4 25mm
Case, 2 Scrap Metal, 4 Primer,
50 BMG
N/A

1.3

.1

20/Enc

N/A

N/A

.08
+6d6
vs.
Robot
s
+2d8
vs.
Power
Amor
1

.1

20/Enc

N/A

N/A

.1

20/Enc

N/A

N/A

.1

12

10/Enc

M: 50 +
Explosives
Engineer

.75

.1

18

10/Enc

M: 2 Rounds Requires 1
Fragmentation Grenade or
Fragmentation Mine, 2 40mm
Case, 2 Scrap Metal, 2 Primer,
50 BMG
N/A

1.3

.1

12

10/Enc

N/A

N/A

.08
+12d6
vs.
Robot
s
+4d8
vs.
Power
Amor

.1

12

10/Enc

N/A

N/A

N/A

N/A

Type

Dama
ge
Mult.
1

Armor
Mult./Mo
d
1

MAL
Mult.

1.35

Missile, HV (Hard Dodge to


evade)

Missile, Hive (9 Projectiles;


3.0 AoE)

Missile, Standard

Missile, HE (1.5 AoE)

Mini Nuke
Mini Nuke, Big Kid (1.25
AoE, Easy Dodge)
Mini Nuke, Low Yield (.85
AoE)
Mini Nuke, Timed (5 DEX
Rank Delay Fuse)
Min Nuke, Tiny Tots (9
Projectiles; 3.0 AoE)

Aim
Skill
Mult.
.1

Cost
per
Round
50

Units
per
Enc
3/Enc

.1

150

3/Enc

.1

150

3/Enc

1.6 in
AoE
.6 in
2.0
AoE
.2 in
3.0
AoE
1
1.33

.1

60

2/Enc

1
1

1
1

.1
.1

250
500

.65

.1

1.6 in
AoE
.6 in
2.0
AoE

Work Bench

Min
Demolition

R: 1 Round = 2 Cherry Bomb,


2 Conductor, 2 Primer, .50
BMG
M: 2 Cherry Bomb, 2
Conductor, 2 Primer, .50 BMG
R: 1 Round = 4 Cherry Bomb,
2 Conductor, 4 Primer, .50
BMG
M: 4 Cherry Bomb, 2
Conductor, 4 Primer, .50 BMG
R: 1 Round = 2 Cherry Bomb,
2 Conductor, 2 Primer, .50
BMG, 1 Flamer Fuel
M: 2 Cherry Bomb, 2
Conductor, 2 Primer, .50 BMG,
1 Flamer Fuel
R: 1 Round = 9 Cherry Bomb,
2 Conductor, 9 Primer, .50
BMG
M: 9 Cherry Bomb, 2
Conductor, 9 Primer, .50 BMG

R: 30
M: 75

1/Enc
1/Enc

N/A
N/A

N/A
N/A

125

1/Enc

N/A

N/A

.1

250

1/Enc

N/A

N/A

.1

100

1/Enc

N/A

N/A

R: 40
M: 90

R: 50
M: 90

R: 50
M: 100

Rocket, Red Glare Standard

Rocket, Red Glare HE (1.4


AoE)
Rocket, Red Glare
Incendiary (2 points Flame
for 8 DEX Ranks)
Type

.2 in
3.0
AoE
1

.1

25

20/Enc

1.35

.1

150

20/Enc

.75

.1

150

20/Enc

Dama
ge
Mult.

Armor
Mult./M
od

MAL
Mult.

Alien Power Cell

.1

Electron Charge Pack (ECP)

.1

Electron Charge Pack, Bulk


(ECP-B)
Electron Charge Pack, Over
Charge (ECP-OC)

Aim
Skill
Mult.

.85

.85

.1

1.25

-1

1.5

.1

Cost per
Round

120
(10/Chg.X
10
charges)
40
(1/Chg.X
30
charges)

30
(.85/Chg.)
75
(2/Chg.)

Units
per
Enc

R: 1 Round = 1 Cherry Bomb,


1 Conductor, 1 Primer, .50
BMG
M: 1 Cherry Bomb, 1
Conductor, 1 Primer, .50 BMG
R:1 Round = 2 Cherry Bomb,
1 Conductor, 2 Primer, .50
BMG
R:1 Round = 2 Flamer Fuel, 1
Conductor, 2 Primer, .50 BMG
Work Bench and Energy
Flux Kit
(VR = Vigilant Recycler)
(WITH A = High Tech Engineer)

5/Enc

N/A

6/Enc

R: 4 Drained Electron Charge


Packs = 1 Charge
VR: 3 Drained Electron Charge
Packs = 1 Charge
R: 1 MFC Charge = 3 ECP
Charges
R: 1 SEC Charge = 2 ECP
Charges
WITH A: Can be created by a
person with High Tech Engineer
using 2 Conductors, 1 Lead
Pipe, 3 Scrap Metal and 3 Scrap
Electronics
WITH A: 1 Drained ECP, 1 SEC,
1 Electronic Scrap = 1 ECP-B
R: 3 ECP Charges = 2 ECP-OC
Charges
WITH A: 2 Drained ECP, 2 SEC,

6/Enc
6/Enc

R: 50
M: 50

R: 65
M: 65
R: 65
M: 65
Min
Repair

Electric
al
N/A

R: 30

Empt
y
Cost

20

10

VR: 70
R: 45
R: 25
WITH A:
50

WITH A:
50
R: 55
WITH A:
60

5
15

Electron Charge Pack, Max


Charge (ECP-MC)

1.5

-3

2.5

.1

75
(2/Chg.)

6/Enc

Electron Charge Pack,


Optimized
(ECP-O)

1.3

-1

1.1

.1

50
(1/Chg.)

8/Enc

.1

25
(2/Chg.X
10
charges)

6/Enc

Energy Cell, Small (SEC)

Energy Cell, Bulk (SEC-B)

.85

.85

.1

Energy Cell, Over Charge


(SEC-OC)

1.25

-1

1.5

.1

Energy Cell, Max Charge


(SEC-MC)

1.5

-3

2.5

Energy Cell, Optimized


(SEC-O)

1.3

-1

Mesmetron Power Cell

20
(1.7/Chg.)
35
(3/Chg.)

6/Enc

.1

35
(3/Chg.)

6/Enc

1.1

.1

30
(2/Chg.)

9/Enc

.1

60
(10/Chg.
X5

6/Enc

6/Enc

2 Electronic Scrap = 1 ECP-OC


R: 5 ECP Charges = 2 ECP-MC
Charges
WITH A: 3 Drained ECP, 3 SEC,
3 Electronic Scrap = 1 ECP-MC
VR: 3 ECP Charges = 2 ECP-O
Charges
WITH A: 4 Drained ECP, 4 SEC,
4 Electronic Scrap = 1 ECP-O
R: 4 Drained Small Energy
Cells = 1 Charge
VR: 3 Drained Small Energy
Cells = 1 Charge
R: 2 ECP Charge = 1 SEC
Charges
R: 2 MFC Charge = 3 SEC
Charges
R: 2 Fission Battery and 5
Drained SEC = 5 SEC (10
Charges each)
WITH A: Can be created by a
person with High Tech Engineer
using 2 Conductors, 3 Scrap
Metal and 3 Scrap Electronics
WITH A: 1 Drained SEC, 1
Electronic Scrap = 1 SEC-B
R: 3 SEC Charges = 2 SEC-OC
Charges
WITH A: 2 Drained SEC, 1
Electronic Scrap = 1 SEC-OC
R: 5 SEC Charges = 2 SEC-MC
Charges
WITH A: 3 Drained SEC, 2
Electronic Scrap = 1 SEC-MC
VR: 3 SEC Charges = 2 SEC-O
Charges
WITH A: 4 Drained SEC, 3
Electronic Scrap = 1 SEC-O
N/A

R: 85
WITH A:
70

15

VR: 70
WITH A:
80

20

R: 10

VR: 70
R: 50
R: 30
R: 30
WITH A:
50

WITH A:
50
R: 30
WITH A:
70

R: 70
WITH A:
80

VR: 70
WITH A:
90

10

N/A

10

Microfusion Cell (MFC)

Microfusion Cell, Bulk (MFCB)

.1

charges)
90
(3/Chg.X
24
charges)

2/Enc

.85

.85

.1

30
(1.7/Chg.)

2/Enc

1.25

-1

1.5

.1

140
(5/Chg.)

2/Enc

Microfusion Cell, Max


Charge (MFC-MC)

1.5

-3

2.5

.1

140
(5/Chg.)

2/Enc

Microfusion Cell, Optimized


(MFC-O)

1.3

-1

1.1

.1

95
(3/Chg.)

3/Enc

Microfusion Cell, Over


Charge (MFC-OC)

R: 4 Drained Microfusion Cells


= 1 Charge
VR: 3 Drained Microfusion Cells
= 1 Charge
R: 3 ECP Charges = 1 MFC
Charge
R: 2 SEC Charges = 1 MFC
Charge
WITH A: Can be created by a
person with High Tech Engineer
using 2 Conductors, 3 Scrap
Metal and 3 Scrap Electronics
WITH A: 1 Drained MFC, 1
Fission Battery, 1 Electronic
Scrap = 1 MFC-B
R: 3 MFC Charges = 2 MFC-OC
Charges
WITH A: 2 Drained MFC, 1
Fission Battery, 2 Electronic
Scrap = 1 MFC-OC
R: 5 MFC Charges = 2 MFC-MC
Charges
WITH A: 3 Drained MFC, 1
Fission Battery, 3 Electronic
Scrap = 1 MFC-MC
VR: 3 MFC Charges = 2 MFC-O
Charges
WITH A: 4 Drained MFC, 1
Fission Battery, 4 Electronic
Scrap = 1 MFC-O

R: 25

18

VR: 70
R: 40
R: 20
WITH A:
50

WITH A:
50

13

R: 45

20

R: 75

20

VR: 70

23

Fuel Type

Flamer

Flamer, Mk. II

Flamer, Homemade

Flamer, Optimized

Dama
ge
Mult.
1

Armor
Mult./Mo
d
1

MAL
Mult.
1

Aim
Skill
Mult.
.1

Cost
per
Round
1

1.25

Spec.

.1

.1

.5

1.3

-2

1.1

.1

Units
per
Enc
30
(in
Tank)
30
(in
Tank)
24
(in
Tank)
45 (in
Tank)

Work Bench
(VR = Vigilant Recycler)
M: 1 bottle hard spirits (as
allowed by GM) and 5 Firelurk
Saliva = 6 Flamer Fuel
M: 30 Flamer Fuel, 1
Turpentine, 1 tube of
Wonderglue = 30 Flamer Fuel
Mk. II
M: 1 Box of Detergent, 2
Maize, 1 Sugar Bombs = 1
Flamer Fuel, Homemade
VR: 3 Flamer Fuel = 2 Flamer
Fuel, Optimized

Min
Science
Chemistry
M: 25

M: 50

M: 50

VR: 70

Acid

Process

Ingredients

Weak Concentrated Acetic

Requires a Campfire and Still; Any Alcohol other than Beer


or Wine can be used; The Alcohol is exposed to the heat of
the Campfire while contained in the Still, which uses
elements from the Fission Battery, Scrap Electronics and
Scrap Metal as catalysts; Air is forced through the system
over the course of 24 hours, and at the end of this time,
the alcohol has been converted to a Weak Acid; One unit
of alcohol makes one unit (Bottle) of Weak Acid
Requires a Campfire and Still; Beer, Wine, or Nuka Cola
can be used; The liquid is mixed with the mashed Potato,
and is exposed to the heat of the Campfire while contained
in the Still; Air is forced through the system over the
course of 60 hours, and at the end of this time, the alcohol
has been converted to a Weak Acid; One bottle of liquid
makes one unit (Bottle) of Weak Acid
In the Chemistry Apparatus, 5 units of Weak Acid are
heated and reduced over a Hot Plate for 4 hours in the
presence of catalysts harvested from the Fission Battery,
Scrap Electronics and Scrap Metal, producing one unit
(Bottle) of Strong Acid
Nitrogen is collected from the feces, and ammonia is
collected from the urine, through a 4 hour process using
the Chemistry Apparatus and Hot Plate, with catalysts
from the Scrap Electronics and Scrap Metal; These two
substances are then mixed, heated, and reduced for
another 4 hours, producing 1 unit (Bottle) of Strong Acid
The Abraxo and Dirty Water are mixed in the Chemistry
Apparatus, and slowly heated over the Hot Plate for 8
hours, producing one unit (Bottle) of Strong Acid
10 bottles of Dirty Water are reduced over the Hot Plate
for 1 hour in the Chemistry Apparatus to produce brine,
which is then electrolyzed using the Fission Battery; The
chlorine gas produced is then mixed into the Purified
Water to produce two units (Bottles) of Hydrochloric Acid
Manufactured by mixing three parts Hydrochloric Acid to
one part Nitric Acid; cannot be stored in glass containers
Using the Hot Plate and Chemistry Apparatus, 15 bottles of
Dirty Water are boiled off over the course of 4 hours to
produce Sodium Chloride; this is then heated over the Hot

Any Alcohol other than


Beer/Wine, Fission Battery,
Electronic Scrap, Scrap Metal,
Steam Valve, Still, Surgical
Tubing

Weak Concentrated Acetic

Strong Highly
Concentrated Acetic

Strong Nitric

Strong Sulfuric

Strong Hydrochloric

Very Strong Aqua Regia


Very Strong Perchloric
Acid

Min Science
Chemistry
25

Beer/Wine/Nuka Cola, Potato,


Fission Battery, Scrap
Electronics, Scrap Metal,
Steam Valve, Still, Surgical
Tubing

30

Chemistry Apparatus, Hot


Plate, Fission Battery, Scrap
Electronics, Scrap Metal, 5x
Weak Acid

35

Chemistry Apparatus, Hot


Plate, Scrap Electronic, Scrap
Metal, 5 ENC of Brahmin feces
or 5 bottles of urine

40

Chemistry Apparatus, Hot


Plate, Abraxo Cleaner, 4x
Dirty Water
Chemistry Apparatus, Hot
Plate, 10x Dirty Water, Fission
Battery, Purified Water

50

3x Hydrochloric Acid, Nitric


Acid
Chemistry Apparatus, Hot
Plate, 20x Dirty Water, Fission
Battery, Hydrochloric Acid,

25

60

75

Very Strong Fluorosulfuric

Magic Acid

Plate for one hour and electrolyzed using the Fission


Battery; the resulting Sodium Chlorate is further refined
through anodic oxidization, using a platinum electrode
collected from the Scrap Electronics and Scrap Metal, into
Sodium Perchlorate, which is treated with the Hydrochloric
Acid to form one unit (bottle) of Perchloric Acid; cannot be
stored in glass containers
20 bottles of Dirty Water (must be collected from pipes
around the Wasteland) are reduced over the Hot Plate in
the Chemistry Apparatus for 1 hour along with the Scrap
Metal to recover the fluoride present as a fluoride salt;
This fluoride salt is then exposed to the Acetic Acid in the
Chemistry Apparatus to create Hydrogen Fluoride; During
this process, in the other Chemistry Apparatus, 20 bottles
of Dirty Water (from the Tidal Basin) are reduced over the
hot Plate for 1 hour to separate the sodium chloride and
sulfur trioxide, which is processed using the Scrap
Electronics for a catalyst and the Fission Battery for
electrostatic precipitation; Once both processes have been
completed, the Hydrogen Fluoride is mixed carefully with
the sulfur trioxide to form one bottle of Fluorosulfuric Acid;
cannot be stored in glass containers
The Lead, Scrap Electronics, and 20x Scrap Metal are
treated with 20x Acetic Acid and heated over the
Campfire/on the Stove in the large Pot for 8 hours, with the
resultant slurry being placed in the Chemistry Apparatus
over the Hot Plate for 4 hours to separate out the
antimony; this antimony is then burned over the
Campfire/Stove to produce antimony trioxide; near the end
of this period, 10 bottles of Dirty Water are reduced over
the Hot Plate for 1 hour in the second Chemistry
Apparatus to produce brine, which is then electrolyzed
using the Fission Battery; The chlorine gas produced is
then mixed with the antimony trioxide to form antimony
trichloride and hydrogen chloride; the hydrogen chloride
is then further electrolyzed to chlorine gas; the antimony
trichloride is heated again in the Chemistry Apparatus for
4 hours over the Hot Plate, and the chlorine gas is then
mixed with it to produce antimony pentachloride; during
the final stages of this process, 20 bottles of Dirty Water

Scrap Electronics, Scrap Metal

2x Chemistry Apparatus, 2x
Hot Plate, Acetic Acid, 20x
Dirty Water (from basin), 20x
Dirty Water (from pipes),
Fission Battery, Scrap
Electronics, Scrap Metal

90

3x Chemistry Apparatus, 3x
Hot Plate, Campfire or
Working Stove, 21x Acetic
Acid, 20x Dirty Water (must
be collected from pipes
around the Wasteland),
Fluorosulfuric Acid, Fission
Battery, 10x Dirty Water,
200x Lead, Pot, 21x Scrap
metal, 20x Scrap Electronics

100

Fluoroantimonic Acid

(must be collected from pipes around the Wasteland) are


reduced over the Hot Plate in the Chemistry Apparatus for
1 hour along with the Scrap Metal to recover the fluoride
present as a fluoride salt; This fluoride salt is then exposed
to the Acetic Acid in the Chemistry Apparatus to create
Hydrogen Fluoride; this hydrogen fluoride is then mixed
with the antimony pentachloride to make one unit of
antimony pentafluoride and five of hydrogen chloride
(which can be used for other processes); this antimony
pentachloride is then mixed with one unit of Fluorosulfuric
Acid to make one unit of Magic Acid; cannot be stored in
glass containers
Strongest acid known to man, it can only be contained in
PTFE-lined containers; The Lead, Scrap Electronics, and
20x Scrap Metal are treated with 20x Acetic Acid and
heated over the Campfire/on the Stove in the large Pot for
8 hours, with the resultant slurry being placed in the
Chemistry Apparatus over the Hot Plate for 4 hours to
separate out the antimony; this antimony is then burned
over the Campfire/Stove to produce antimony trioxide;
near the end of this period, 10 bottles of Dirty Water are
reduced over the Hot Plate for 1 hour in the second
Chemistry Apparatus to produce brine, which is then
electrolyzed using the Fission Battery; The chlorine gas
produced is then mixed with the antimony trioxide to form
antimony trichloride and hydrogen chloride; the hydrogen
chloride is then further electrolyzed to chlorine gas; the
antimony trichloride is heated again in the Chemistry
Apparatus for 4 hours over the Hot Plate, and the chlorine
gas is then mixed with it to produce antimony
pentachloride; during the final stages of this process, 40
bottles of Dirty Water (must be collected from pipes
around the Wasteland) are reduced over the Hot Plate in
the Chemistry Apparatus for 1 hour along with 2x Scrap
Metal to recover the fluoride present as a fluoride salt;
This fluoride salt is then exposed to 2x Acetic Acid in the
Chemistry Apparatus to create 2x Hydrogen Fluoride; half
of this hydrogen fluoride is then mixed with the antimony
pentachloride to make one unit of antimony pentafluoride
and five of hydrogen chloride (which can be used for other

3x Chemistry Apparatus, 3x
Hot Plate, Campfire or
Working Stove, 22x Acetic
Acid, 40x Dirty Water (must
be collected from pipes
around the Wasteland),
Fission Battery, 10x Dirty
Water, 200x Lead, Pot, 22x
Scrap metal, 20x Scrap
Electronics

120

processes); this antimony pentachloride is then mixed with


the remaining hydrogen fluoride to form Fluoroantimonic
acid

Armor/Clothing
Jumpsuits
EV 2.5
Male
Vault Jumpsuit (71/87/92/101/106/108/112)
Right Arm
Torso
Left Arm
8 Caps
Right Arm
1 M/0 B/0 E
1 M/0 B/0 E
1 M/0 B/0 E
1 M/0 B/0 E
+2 Melee
Right Leg
Abdomen
Left Leg
Right Leg
+2 Speech
1 M/0 B/0 E
1 M/0 B/0 E
1 M/0 B/0 E
1 M/0 B/0 E
The standard suit of most Vault dwellers, it is a rip/tear
resistant fabric that provides minimal protection.
EV 2.5
Vault 77 Jumpsuit
Right Arm
Torso
Left Arm
8 Caps
Right Arm
1 M/0 B/0 E
1 M/0 B/0 E
1 M/0 B/0 E
1
M/0 B/0 E
+5 to all Unarmed
Right Leg
Abdomen
Left Leg
Right
Leg
Skills
1 M/0 B/0 E
1 M/0 B/0 E
1 M/0 B/0 E
1
M/0
B/0
E
+5 to all Melee
A unique suit from Vault 77, located in the Slaver Barracks
Skills
in Paradise Falls, this suit hasnt been worn in over 150
years. It is in surprisingly good shape for its age.
EV 2.0
Male
Vault Bolero (Various Vaults)
Right Arm
Torso
Left Arm
8 Caps
Right Arm
1 M/0 B/0 E
1 M/0 B/0 E
1 M/0 B/0 E
1
M/0 B/0 E
+5 to all Energy
Right Leg
Abdomen
Left Leg
Right
Leg
Weapons and
1 M/0 B/0 E
1 M/0 B/0 E
1 M/0 B/0 E
1
M/0
B/0
E
Firearms
Worn by many Vault dwellers during exercise or off time,
this outfit consists of a pair of pants (created by cutting
away the upper part of a Vault Jumpsuit), Vault-issue boots,
either a Vault-issue t-shirt or tank top, and a bolero-style
jacket created from the upper part of the jumpsuit. These
are found in many Vaults around the Capitol Wasteland.
EV 2.5
Male
Vault Casual (no markings)
Right Arm
Torso
Left Arm
8 Caps
Right Arm
1 M/0 B/0 E
1 M/0 B/0 E
1 M/0 B/0 E
1 M/0 B/0 E
+2 Melee
Right Leg
Abdomen
Left Leg
Right Leg
+2 Speech
1 M/0 B/0 E
1 M/0 B/0 E
1 M/0 B/0 E
1 M/0 B/0 E
An otherwise-standard Vault Jumpsuit, cut to be more formfitting. Leather cuffs are attached to the sleeves with
snaps, and can easily be removed. These were designed
for Vault-Tec by Kendo, lead designer for the Kendo2 fashion
house, for use in commercial advertising. Four suits, two
male and two female, are found at Vault-Tec Headquarters.
EV 3.0
Male
Vault Exile (no markings)
Right Arm
Torso
Left Arm
8 Caps
Right Arm
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E

Female
Torso
1 M/0 B/0 E
Abdomen
1 M/0 B/0 E

Left Arm
1 M/0 B/0 E
Left Leg
1 M/0 B/0 E

Torso
1 M/0 B/0 E
Abdomen
1 M/0 B/0 E

Left Arm
1 M/0 B/0 E
Left Leg
1 M/0 B/0 E

Female
Torso
1 M/0 B/0 E
Abdomen
1 M/0 B/0 E

Left Arm
1 M/0 B/0 E
Left Leg
1 M/0 B/0 E

Female
Torso
1 M/0 B/0 E
Abdomen
1 M/0 B/0 E

Left Arm
1 M/0 B/0 E
Left Leg
1 M/0 B/0 E

Female
Torso
0 M/0 B/0 E

Left Arm
0 M/0 B/0 E

Right Leg
Abdomen
Left Leg
+2 Melee
Right Leg
1 M/0 B/0 E
1 M/0 B/0 E
1 M/0 B/0 E
1 M/0 B/0 E
+2 Speech
Worn by many Vault dwellers after leaving their Vault, this
outfit consists of a pair of pants (created by cutting away
the upper part of a Vault Jumpsuit), Vault-issue boots, either
a Vault-issue t-shirt or tank top, leather cuffs (cut from a
Vault Jumpsuit), a Utility belt with Pistol Magazine Double
Pouch, three Small Utility Pouch, Bum-Bag, two Stun
Grenade Pouches, and a Radio Pouch, and an H-Harness.
Besides those occasionally found in a Vault or on a dead
Vault Dweller, Karen Malvina, currently making her way
through Grayditch, wears such an outfit.
EV 1.5
Male
Vault Gym Class (no markings)
Right Arm
Torso
Left Arm
8 Caps
Right Arm
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
+2 Melee
Right Leg
Abdomen
Left Leg
Right Leg
+2 Speech
0 M/0 B/0 E
1 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
Worn by many Vault dwellers during exercise or off time,
this outfit consists of a pair of short (created by cutting
away the upper part of a Vault Jumpsuit, and the legs from
the lower portion), sneakers, and either a Vault-issue t-shirt
or tank top. These are found in many Vaults around the
Capitol Wasteland.
EV 3.0
Male
Vault Ranger (Vault 101)
Right Arm
Torso
Left Arm
8 Caps
Right Arm
0 M/0 B/0 E
1 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
+2 Melee
Right Leg
Abdomen
Left Leg
Right Leg
+2 Speech
1 M/0 B/0 E
1 M/0 B/0 E
1 M/0 B/0 E
1 M/0 B/0 E
Worn by many Vault dwellers on missions for their Vault,
this outfit consists of a sleeveless Jumpsuit (created by
cutting away the sleeves of a Vault Jumpsuit), Vault-issue
boots, leather cuffs (cut from a Vault Jumpsuit), a Utility
belt with Pistol Magazine Double Pouch, three Small Utility
Pouch, Bum-Bag, two Stun Grenade Pouches, and a Radio
Pouch, and an H-Harness. Besides those occasionally found
in a Vault or on a dead Vault Dweller, MonicaViolante,
currently making her way through Grayditch, wears such an
outfit.
EV 3.0
Male
Vault Ranger Air-conditioned (Vault 101)
Worn by many female Vault dwellers on missions for their
8 Caps
Right Arm
0
M/0 B/0 E
Vault, this outfit consists of a Vault Ranger outfit with the
+2 Melee
Right Leg

Abdomen
1 M/0 B/0 E

Left Leg
1 M/0 B/0 E

Female
Torso
0 M/0 B/0 E
Abdomen
1 M/0 B/0 E

Left Arm
0 M/0 B/0 E
Left Leg
0 M/0 B/0 E

Female
Torso
1 M/0 B/0 E
Abdomen
1 M/0 B/0 E

Left Arm
0 M/0 B/0 E
Left Leg
1 M/0 B/0 E

Female
Torso
1 M/0 B/0 E
Abdomen

Left Arm
0 M/0 B/0 E
Left Leg

top recut to provide greater freedom of movement, but also


+2 Speech
to show offmore cleavage. Besides those occasionally
found in a Vault or on a dead Vault Dweller, Denise Van
Hout, currently making her way through Grayditch, wears
such an outfit.
EV 2.0
Male
Vault Refugee (no markings)
Worn by Cassandra Cass Mann, this outfit consists of a
180 Caps
Kevlar-reinforced Vault Sporty Outfit, worn with leather
+2 Melee
elbow pads and an LBE Y-Harness and Web-Belt. Cass
+2 Speech
carries a second such outfit in her pack.

1 M/0 B/0 E

1 M/0 B/0 E

1 M/0 B/0 E

Right Arm
0 M/0 B/0 E
Right Leg
5 M/6 B/5 E

Female
Torso
0 M/0 B/0 E
Abdomen
5 M/6 B/5 E

Left Arm
0 M/0 B/0 E
Left Leg
5 M/6 B/5 E

Female
Torso
0 M/0 B/0 E
Abdomen
1 M/0 B/0 E

Left Arm
0 M/0 B/0 E
Left Leg
1 M/0 B/0 E

Torso
1 M/0 B/0 E
Abdomen
1 M/0 B/0 E

Left Arm
1 M/0 B/0 E
Left Leg
1 M/0 B/0 E

Torso
1 M/0 B/0 E
Abdomen
1 M/0 B/0 E

Left Arm
1 M/0 B/0 E
Left Leg
1 M/0 B/0 E

Torso
2 M/0 B/0 E
Abdomen
2 M/0 B/0 E

Left Arm
2 M/0 B/0 E
Left Leg
2 M/0 B/0 E

EV 2.0
Male
Vault Sporty (no markings)
Right Arm
Torso
Left Arm
8 Caps
Right Arm
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
+2 Melee
Right Leg
Abdomen
Left Leg
Right Leg
+2 Speech
1 M/0 B/0 E
1 M/0 B/0 E
1 M/0 B/0 E
1 M/0 B/0 E
Worn by many Vault dwellers during exercise or off time,
this outfit consists of a pair of pants (created by cutting
away the upper part of a Vault Jumpsuit), sneakers, and
either a Vault-issue t-shirt or tank top. These are found in
many Vaults around the Capitol Wasteland.
EV 2.5
Vault Utility Jumpsuit (Various Vaults)
Right Arm
Torso
Left Arm
10 Caps
Right Arm
1 M/0 B/0 E
1 M/0 B/0 E
1 M/0 B/0 E
1
M/0 B/0 E
+5 Fine
Right Leg
Abdomen
Left Leg
Right
Leg
Manipulation
1 M/0 B/0 E
1 M/0 B/0 E
1 M/0 B/0 E
1
M/0
B/0
E
+5 to all Repair: X
Vault Jumpsuit with reinforced knee and elbow pads, and
skills
various loops and attachment points for tools
EV 2.5
Modified Vault 101 Utility Jumpsuit
Right Arm
Torso
Left Arm
30 Caps
Right Arm
1 M/0 B/0 E
1 M/0 B/0 E
1 M/0 B/0 E
1 M/0 B/0 E
+5 to Luck; +5 to
Right Leg
Abdomen
Left Leg
Right Leg
all Repair: X skills;
1 M/0 B/0 E
1 M/0 B/0 E
1 M/0 B/0 E
1
M/0 B/0 E
+10 to Radiation
A Vault Utility Jumpsuit with the lining from a Radiation Suit
Resistance
sewn in, it is a reward for non-violent completion of the
Trouble on the Home Front quest.
EV 5.5
Vault Lab Uniform (w/Vault Suit)
Right Arm
Torso
Left Arm
6 Caps
Right Arm
2 M/0 B/0 E
2 M/0 B/0 E
2 M/0 B/0 E
2 M/0 B/0 E
+5 to all Science
Right Leg
Abdomen
Left Leg
Right Leg
Skills
2 M/0 B/0 E
2 M/0 B/0 E
2 M/0 B/0 E
2 M/0 B/0 E
Vault jumpsuit with a Lab Coat; used by medical/scientific
personnel in the Vaults

EV 10.5
Vault Security Armor
Right Arm
Torso
Left Arm
70 Caps
Right Arm
1 M/0 B/0 E
5 M/8 B/4 E
1 M/0 B/0 E
1 M/0 B/0 E
-5 to Physical
Right Leg
Abdomen
Left Leg
Right Leg
Skills
1 M/0 B/0 E
5 M/8 B/4 E
1 M/0 B/0 E
1 M/0 B/0 E
Kevlar vest with shoulder, knee and forearm guards, usually
worn over a standard Vault Jumpsuit (included in profile)
EV 10.5
Vault Security Armor Black
Right Arm
Torso
Left Arm
70 Caps
Right Arm
1 M/0 B/0 E
5 M/8 B/4 E
1 M/0 B/0 E
1 M/0 B/0 E
-5 to Physical
Right Leg
Abdomen
Left Leg
Right Leg
Skills
1 M/0 B/0 E
5 M/8 B/4 E
1 M/0 B/0 E
1 M/0 B/0 E
Kevlar vest with shoulder, knee and forearm guards, worn
over a black, rip-resistant jumpsuit (included in profile);
sold by Lady Frumperton, she will emblazon any chosen
Vault number across the back, as desired, at no extra cost
EV 11.5
Vault Security Armor Black Mesh
Right Arm
Torso
Left Arm
70 Caps
Right Arm
2 M/4 B/2 E
5 M/8 B/4 E
2 M/4 B/2 E
2 M/4 B/2 E
-5 to Physical
Right Leg
Abdomen
Left Leg
Right Leg
Skills
2 M/4 B/2 E
5 M/8 B/4 E
2 M/4 B/2 E
2 M/4 B/2 E
Kevlar vest with shoulder, knee and forearm guards, worn
over a black Kevlar mesh jumpsuit (included in profile); sold
by Lady Frumperton, she will emblazon any chosen Vault
number across the back, as desired, at no extra cost
EV 8
Vault Security Vest
Right Arm
Torso
Left Arm
70 Caps
Right Arm
0 M/0 B/0 E
4 M/8 B/4 E
0 M/0 B/0 E
0 M/0 B/0 E
-5 to Physical
Right Leg
Abdomen
Left Leg
Right Leg
Skills
0 M/0 B/0 E
4 M/8 B/4 E
0 M/0 B/0 E
0 M/0 B/0 E
Kevlar vest with abdomen cover, usually worn over a
standard Vault Jumpsuit (not included in profile); if worn
over other armor, it adds +2/4/2 AP to any armor between
4/8/4 to 8/16/8 AP for the torso and abdomen
EV 10.5
Armored Vault 101 Jumpsuit
Right Arm
Torso
Left Arm
180 Caps
Right Arm
5 M/1 B/1 E
5 M/1 B/1 E
5 M/1 B/1 E
5
M/1 B/1 E
+5 to all Energy
Right Leg
Abdomen
Left Leg
Right
Leg
Weapons and
5 M/1 B/1 E
5 M/1 B/1 E
5 M/1 B/1 E
5
M/1
B/1
E
Firearms
Given to the characters by Moira Brown when they agree to
take the Wasteland Survival Guide quest. It is reinforced
with leather plates, arm guards, shoulder pads, and knee
covers, and includes a leather shoulder strap/Bandolier that

Torso
5 M/8 B/4 E
Abdomen
5 M/8 B/4 E

Left Arm
1 M/0 B/0 E
Left Leg
1 M/0 B/0 E

Torso
5 M/8 B/4 E
Abdomen
5 M/8 B/4 E

Left Arm
1 M/0 B/0 E
Left Leg
1 M/0 B/0 E

Torso
5 M/8 B/4 E
Abdomen
5 M/8 B/4 E

Left Arm
2 M/4 B/2 E
Left Leg
2 M/4 B/2 E

Torso
4 M/8 B/4 E
Abdomen
4 M/8 B/4 E

Left Arm
0 M/0 B/0 E
Left Leg
0 M/0 B/0 E

Torso
5 M/1 B/1 E
Abdomen
5 M/1 B/1 E

Left Arm
5 M/1 B/1 E
Left Leg
5 M/1 B/1 E

holds up to 12 rounds of Rifle/Shotgun ammunition, up to .


50 cal/12g, and a leather utility pouch on the left side
(holds 1.0 ENC, with no item larger than .5 ENC).
EV 10.5
Armored Vault Jumpsuit Vaults 71/87/92/101/106/108/112
Right Arm
Torso
Left Arm
180 Caps
Right Arm
5 M/1 B/1 E
5 M/1 B/1 E
5 M/1 B/1 E
5 M/1 B/1 E
+5 to all Energy
Right Leg
Abdomen
Left Leg
Right Leg
Weapons and
5 M/1 B/1 E
5 M/1 B/1 E
5 M/1 B/1 E
5
M/1 B/1 E
Firearms
Modified by Moira Brown using one Vault Jumpsuit and one
Leather Armor. It is reinforced with leather plates, arm
guards, shoulder pads, and knee covers, and includes a
leather shoulder strap/Bandolier that holds up to 12 rounds
of Rifle/Shotgun ammunition, up to .50 cal/12g, and a
leather utility pouch on the left side (holds 1.0 ENC, with no
item larger than .5 ENC).
EV 10.5
Armored Vault Jumpsuit Vault 77
Right Arm
Torso
Left Arm
666 Caps
Right Arm
5 M/1 B/1 E
5 M/1 B/1 E
5 M/1 B/1 E
5 M/1 B/1 E
-5 CHA
Right Leg
Abdomen
Left Leg
Right Leg
+10 to all Melee
5 M/1 B/1 E
5 M/1 B/1 E
5 M/1 B/1 E
5
M/1 B/1 E
and Unarmed
Modified by Moira Brown using the Vault 77 Jumpsuit and
skills
one Leather Armor. It is reinforced with leather plates, arm
+1d8 to DB
guards, shoulder pads, and knee covers, and includes a
Reduce all DEX
leather shoulder strap/Bandolier that holds up to 12 rounds
Rank costs for
of Rifle/Shotgun ammunition, up to .50 cal/12g, and a
Melee/Unarmed
leather utility pouch on the left side (holds 1.0 ENC, with no
Attacks by 70%
item larger than .5 ENC).
EV 5.0
Prototype Armored Vault Suit 101
Found on a skeleton just past the last Crazed Survivor in
12000 Caps
Right Arm
8
M/8 B/6 E
Vault 106. The Prototype Armored Vault Suit is a unique
+5 to all Energy
Right
Leg
project of Vault Tec and Blackblossoms Beware of Girl
Weapons and
8
M/8
B/6
E
Armament Company. No other suit of armor comes close to
Firearms
its lightweight protection. A Kevlar/Monocrys (single
molecule silicon aramid fiber) jumpsuit is combined with an
armored mesh weave, and reinforced with ceramic/steel
composite trauma plates, arm guards, shoulder pad, and
knee covers. The armors distinctive red and black coloring
make it stand out in any but the darkest terrain. The armor
includes a utility belt with drop-leg pistol holster, Speed
Loader Double Pouch, Large Utility Pouch, Medium Utility
Pouch, and three Small Utility Pouches, and a 12-round

Torso
5 M/1 B/1 E
Abdomen
5 M/1 B/1 E

Left Arm
5 M/1 B/1 E
Left Leg
5 M/1 B/1 E

Torso
5 M/1 B/1 E
Abdomen
5 M/1 B/1 E

Left Arm
5 M/1 B/1 E
Left Leg
5 M/1 B/1 E

Torso
8 M/8 B/6 E
Abdomen
8 M/8 B/6 E

Left Arm
8 M/8 B/6 E
Left Leg
8 M/8 B/6 E

Shotgun Bandolier as a strap for the shoulder pad. Cannot


be combined with other clothing/armor.
EV 10.5
Enchanted Vault 101 Armor
Right Arm
Torso
Left Arm
400 Caps
Right Arm
6 M/8 B/4 E
6 M/8 B/4 E
6 M/8 B/4 E
6
M/8 B/4 E
+10 to all Energy
Right Leg
Abdomen
Left Leg
Right
Leg
Weapons and
6 M/8 B/4 E
6 M/8 B/4 E
6 M/8 B/4 E
6
M/8
B/4
E
Heavy Weapons
Found in the shrine in the bathrooms of Cellblock A,
+1 POW
Friendship Asylum; the armor has obviously not been
disturbed in over 100 years, and just as obviously is the
exact suit of armor that was given to the characters by
Moira Brown; odd symbols have been worked into the cloth
using fine wire, with similar symbols scratched into the
leather pads and metal parts of the armor. The two most
prominent are a five-pointed star or a line with five
projecting branches
EV 5.0
Tunnel Snake Outfit (w/Vault Suit)
Right Arm
Torso
Left Arm
8 Caps
Right Arm
5 M/1 B/0 E
5 M/1 B/0 E
5 M/1 B/0 E
5
M/1 B/0 E
+5 to all Melee
Right Leg
Abdomen
Left Leg
Right
Leg
Skills
1 M/0 B/0 E
1 M/0 B/0 E
1 M/0 B/0 E
1 M/0 B/0 E
A leather jacket worn over a Vault Jumpsuit. The jacket has
the Tunnel Snakes logo on the back, which is a green snake
with prominent fangs.
EV 2.5
ADUC Utility Suit
Right Arm
Torso
Left Arm
75 Caps
Right Arm
2 M/1 B/0 E
2 M/1 B/0 E
2 M/1 B/0 E
2
M/1 B/0 E
+5 to all Repair: X
Right Leg
Abdomen
Left Leg
Right
Leg
skills
2 M/1 B/0 E
2 M/1 B/0 E
2 M/1 B/0 E
2
M/1
B/0
E
+5 to Hide and
Heavy military-style mechanics jumpsuit in ADUC-pattern
Stealth
camouflage; available from Steiner Co. in Rivet City
+3 to all Firearms
skills
EV 2.5
Angola Jumpsuit
Right Arm
Torso
Left Arm
100 Caps
Right Arm
2 M/1 B/0 E
2 M/1 B/0 E
2 M/1 B/0 E
2
M/1 B/0 E
+5 to all Repair: X
Right Leg
Abdomen
Left Leg
Right
Leg
skills
2 M/1 B/0 E
2 M/1 B/0 E
2 M/1 B/0 E
2
M/1
B/0
E
+5 to Hide and
Heavy military-style mechanics jumpsuit in Angola-pattern
Stealth
camouflage; available from Steiner Co. in Rivet City
+3 to all Firearms
skills
EV 2.5
Army Mechanic Jumpsuit
Right Arm
Torso
Left Arm
6 Caps
Right Arm

Torso
6 M/8 B/4 E
Abdomen
6 M/8 B/4 E

Left Arm
6 M/8 B/4 E
Left Leg
6 M/8 B/4 E

Torso
5 M/1 B/0 E
Abdomen
1 M/0 B/0 E

Left Arm
5 M/1 B/0 E
Left Leg
1 M/0 B/0 E

Torso
2 M/1 B/0 E
Abdomen
2 M/1 B/0 E

Left Arm
2 M/1 B/0 E
Left Leg
2 M/1 B/0 E

Torso
2 M/1 B/0 E
Abdomen
2 M/1 B/0 E

Left Arm
2 M/1 B/0 E
Left Leg
2 M/1 B/0 E

Torso

Left Arm

1 M/0 B/0 E
1 M/0 B/0 E
1 M/0 B/0 E
+5 to all Repair: X
1 M/0 B/0 E
Right Leg
Abdomen
Left Leg
Right Leg
skills
1 M/0 B/0 E
1 M/0 B/0 E
1 M/0 B/0 E
1 M/0 B/0 E
OD Green jumpsuit issued to US Army Mechanics and other
motor pool personnel
EV 2.5
Brew Masters Jumpsuit
Right Arm
Torso
Left Arm
6 Caps
Right Arm
1 M/0 B/0 E
1 M/0 B/0 E
1 M/0 B/0 E
1 M/0 B/0 E
+5 to all Science
Right Leg
Abdomen
Left Leg
Right Leg
X skills
1 M/0 B/0 E
1 M/0 B/0 E
1 M/0 B/0 E
1 M/0 B/0 E
Dirty yellow jumpsuit found in the back room of the
Apocalypse Cow Brewery , upstairs from the Apocalypse
Cow Brewery and Pub, LEnfant Plaza; it bears the logo of
the Apocalypse Cow Brewery and Pub emblazoned across
its back
EV 2.5
Craterside Supply Jumpsuit
Right Arm
Torso
Left Arm
20 Caps
Right Arm
1 M/0 B/0 E
1 M/0 B/0 E
1 M/0 B/0 E
1 M/0 B/0 E
+5 to all Repair: X
Right Leg
Abdomen
Left Leg
Right Leg
skills
1 M/0 B/0 E
1 M/0 B/0 E
1 M/0 B/0 E
1 M/0 B/0 E
Basic blue jumpsuit with the RobCo logo in silver-gray
letters on the back, and Craterside Supply hand-stiched
above the breast pocket. Includes the Tool Belt (bonuses
not included).
EV 10.5
Armored Craterside Industries Vault Suit
Right Arm
Torso
Left Arm
666 Caps
Right Arm
5 M/1 B/1 E
5 M/1 B/1 E
5 M/1 B/1 E
5
M/1 B/1 E
+5 to all Energy
Right Leg
Abdomen
Left Leg
Right
Leg
Weapons and
5 M/1 B/1 E
5 M/1 B/1 E
5 M/1 B/1 E
5
M/1
B/1
E
Firearms
Manufactured by Moira Brown from light blue denim
Jumpsuits reinforced with leather plates, arm guards,
shoulder pads, and knee covers, these include a leather
shoulder strap/Bandolier that holds up to 12 rounds of
Rifle/Shotgun ammunition, up to .50 cal/12g, and a leather
utility pouch on the left side (holds 1.0 ENC, with no item
larger than .5 ENC). Each is marked Craterside Industries
across the back in yellow lettering.
EV 5.5
Craterside Lab Uniform
Right Arm
Torso
Left Arm
400 Caps
Right Arm
5 M/1 B/3 E
5 M/1 B/3 E
5 M/1 B/3 E
5 M/1 B/3 E
+5 to all Science
Right Leg
Abdomen
Left Leg
Right Leg
Skills
5 M/1 B/3 E
5 M/1 B/3 E
5 M/1 B/3 E
5 M/1 B/3 E

1 M/0 B/0 E
Abdomen
1 M/0 B/0 E

1 M/0 B/0 E
Left Leg
1 M/0 B/0 E

Torso
1 M/0 B/0 E
Abdomen
1 M/0 B/0 E

Left Arm
1 M/0 B/0 E
Left Leg
1 M/0 B/0 E

Torso
1 M/0 B/0 E
Abdomen
1 M/0 B/0 E

Left Arm
1 M/0 B/0 E
Left Leg
1 M/0 B/0 E

Torso
5 M/1 B/1 E
Abdomen
5 M/1 B/1 E

Left Arm
5 M/1 B/1 E
Left Leg
5 M/1 B/1 E

Torso
5 M/1 B/3 E
Abdomen
5 M/1 B/3 E

Left Arm
5 M/1 B/3 E
Left Leg
5 M/1 B/3 E

Blue Denim jumpsuit with a Lab Coat, reinforced by Moira


Brown to offer some protection to the wearer.
EV 2.5
Friendship Asylum Prisoner Jumpsuit
Right Arm
Torso
Left Arm
5 Caps
Right Arm
1 M/0 B/0 E
1 M/0 B/0 E
1 M/0 B/0 E
1
M/0 B/0 E
POW -1
Right Leg
Abdomen
Left Leg
Right Leg
1 M/0 B/0 E
1 M/0 B/0 E
1 M/0 B/0 E
1 M/0 B/0 E
Red, logo-less jump suit worn by the inmates of Friendship
Asylum
EV 2.5
Handyman Jumpsuit
Right Arm
Torso
Left Arm
6 Caps
Right Arm
1 M/0 B/0 E
1 M/0 B/0 E
1 M/0 B/0 E
1 M/0 B/0 E
+5 to all Repair: X
Right Leg
Abdomen
Left Leg
Right Leg
skills
1 M/0 B/0 E
1 M/0 B/0 E
1 M/0 B/0 E
1 M/0 B/0 E
Red, logo-less jump suit worn by Haley in Point Lookout
EV 2.5
Moiras Jumpsuit
Right Arm
Torso
Left Arm
808 Caps
Right Arm
1 M/0 B/0 E
1 M/0 B/0 E
1 M/0 B/0 E
1
M/0 B/0 E
+10 to all Repair:
Right Leg
Abdomen
Left Leg
Right
Leg
X skills
1 M/0 B/0 E
1 M/0 B/0 E
1 M/0 B/0 E
1
M/0
B/0
E
+10 to all
Moiras personal RobCo jumpsuit
Science: X Skills
+15 to Resitance
Rolls against
Poison
EV 6.0
Moiras Armored Jumpsuit
Right Arm
Torso
Left Arm
1592 Caps
Right Arm
5 M/3 B/3 E
5 M/3 B/3 E
5 M/3 B/3 E
5 M/3 B/3 E
+10 to all Repair:
Right Leg
Abdomen
Left Leg
Right Leg
X skills
5 M/3 B/3 E
5 M/3 B/3 E
5 M/3 B/3 E
5
M/3 B/3 E
+10 to all
Moira Browns custom modified RobCo Jumpsuit. Based on
Science: X Skills
the Armored Vault Suit, it is reinforced with leather plates,
+10 to Firearms
arm guards, shoulder pads, and knee covers, and includes
Skills
a leather shoulder strap/Bandolier that holds up to 12
+10 to all Energy
rounds of Rifle/Shotgun ammunition, up to .50 cal/12g, and
Skills
a leather utility pouch on the left side (holds 1.0 ENC, with
no item larger than .5 ENC).
EV 6.0
Moiras Heavily Armored Jumpsuit
Right Arm
Torso
Left Arm
1623 Caps
Right Arm
6 M/4 B/3 E
6 M/4 B/3 E
6 M/4 B/3 E
6 M/4 B/3 E
+10 to all Repair:
Right Leg
Abdomen
Left Leg
Right Leg
X skills
6 M/4 B/3 E
6 M/4 B/3 E
6 M/4 B/3 E
6
M/4 B/3 E
+10 to all
Reinforced version of Moira Browns custom modified RobCo
Science: X Skills

Torso
1 M/0 B/0 E
Abdomen
1 M/0 B/0 E

Left Arm
1 M/0 B/0 E
Left Leg
1 M/0 B/0 E

Torso
1 M/0 B/0 E
Abdomen
1 M/0 B/0 E

Left Arm
1 M/0 B/0 E
Left Leg
1 M/0 B/0 E

Torso
1 M/0 B/0 E
Abdomen
1 M/0 B/0 E

Left Arm
1 M/0 B/0 E
Left Leg
1 M/0 B/0 E

Torso
5 M/3 B/3 E
Abdomen
5 M/3 B/3 E

Left Arm
5 M/3 B/3 E
Left Leg
5 M/3 B/3 E

Torso
6 M/4 B/3 E
Abdomen
6 M/4 B/3 E

Left Arm
6 M/4 B/3 E
Left Leg
6 M/4 B/3 E

Jumpsuit. Based on the Armored Vault Suit, it is reinforced


+10 to Firearms
with leather plates, arm guards, shoulder pads, and knee
Skills
covers, and includes a leather shoulder strap/Bandolier that
+10 to all Energy
holds up to 12 rounds of Rifle/Shotgun ammunition, up to .
Skills
50 cal/12g, and a leather utility pouch on the left side
(holds 1.0 ENC, with no item larger than .5 ENC).
EV 2.5
Prison Jumpsuit
Right Arm
Torso
Left Arm
15 Caps
1 M/0 B/0 E
1 M/0 B/0 E
1 M/0 B/0 E
+5 to all Melee
Right Leg
Abdomen
Left Leg
skills
1 M/0 B/0 E
1 M/0 B/0 E
1 M/0 B/0 E
A faded orange jumpsuit made of tough fabric designed for
long wear and rough use. The jumpsuits are marked DC
Central Detention Facility. Occasionally one will turn up in
the Wasteland, but the Jailbreakers gang that once
terrorized the Anacostia area has been quiet for more than
a decade now.
EV 2.5
Red Racer Jumpsuit
Right Arm
Torso
Left Arm
6 Caps
1 M/0 B/0 E
1 M/0 B/0 E
1 M/0 B/0 E
+5 Repair:
Right Leg
Abdomen
Left Leg
Mechanical and
1 M/0 B/0 E
1 M/0 B/0 E
1 M/0 B/0 E
Repair: Structural
Basic yellow jumpsuit with the Red Racer logo in red on the
back
EV 2.5
Reds Jumpsuit
Right Arm
Torso
Left Arm
6 Caps
1 M/0 B/0 E
1 M/0 B/0 E
1 M/0 B/0 E
+5 to all Firearms
Right Leg
Abdomen
Left Leg
skills
1 M/0 B/0 E
1 M/0 B/0 E
1 M/0 B/0 E
A unique, red, logo-less jump suit worn by Red, the medic
of Big Town
EV 2.5
RobCo Jumpsuit
Right Arm
Torso
Left Arm
6 Caps
1 M/0 B/0 E
1 M/0 B/0 E
1 M/0 B/0 E
+5 to all Repair: X
Right Leg
Abdomen
Left Leg
skills when
1 M/0 B/0 E
1 M/0 B/0 E
1 M/0 B/0 E
working on Robots
Basic blue jumpsuit with the RobCo logo in silver-gray
letters on the back
EV 2.5
USMC Mechanic Jumpsuit
Right Arm
Torso
Left Arm
6 Caps
1 M/0 B/0 E
1 M/0 B/0 E
1 M/0 B/0 E
+5 to all Repair: X
Right Leg
Abdomen
Left Leg
skills
1 M/0 B/0 E
1 M/0 B/0 E
1 M/0 B/0 E

Right Arm
1 M/0 B/0 E
Right Leg
1 M/0 B/0 E

Torso
1 M/0 B/0 E
Abdomen
1 M/0 B/0 E

Left Arm
1 M/0 B/0 E
Left Leg
1 M/0 B/0 E

Right Arm
1 M/0 B/0 E
Right Leg
1 M/0 B/0 E

Torso
1 M/0 B/0 E
Abdomen
1 M/0 B/0 E

Left Arm
1 M/0 B/0 E
Left Leg
1 M/0 B/0 E

Right Arm
1 M/0 B/0 E
Right Leg
1 M/0 B/0 E

Torso
1 M/0 B/0 E
Abdomen
1 M/0 B/0 E

Left Arm
1 M/0 B/0 E
Left Leg
1 M/0 B/0 E

Right Arm
1 M/0 B/0 E
Right Leg
1 M/0 B/0 E

Torso
1 M/0 B/0 E
Abdomen
1 M/0 B/0 E

Left Arm
1 M/0 B/0 E
Left Leg
1 M/0 B/0 E

Right Arm
1 M/0 B/0 E
Right Leg
1 M/0 B/0 E

Torso
1 M/0 B/0 E
Abdomen
1 M/0 B/0 E

Left Arm
1 M/0 B/0 E
Left Leg
1 M/0 B/0 E

Woodland camouflage jumpsuit issued to USMC Mechanics


and other motor pool personnel
Confederate Troopers
EV 5.0
Confederate Trooper Fatigues
Right Arm
Torso
Left Arm
100 Caps
Right Arm
4 M/2 B/1 E
4 M/2 B/1 E
4 M/2 B/1 E
4 M/2 B/1 E
Right Leg
Abdomen
Left Leg
Right Leg
2 M/0 B/0 E
2 M/0 B/0 E
2 M/0 B/0 E
2 M/0 B/0 E
Consists of a khaki tunic with bellowed hip pockets and
khaki breeches, worn with a desert face-wrap and hardened
leather pauldrons, black leather fingerless gloves, arm
wraps, brown boots and khaki puttees. The Confederate
Battle Flag is worn as a patch on the left breast.
EV 13.0
Confederate Trooper Armor
Right Arm
Torso
Left Arm
300 Caps
Right Arm
4 M/2 B/1 E
6 M/3 B/2 E
4 M/2 B/1 E
4 M/2 B/1 E
-10 to all Physical
Right Leg
Abdomen
Left Leg
Right Leg
Skills
2 M/0 B/0 E
6 M/3 B/2 E
2 M/0 B/0 E
2 M/0 B/0 E
Consists of a khaki tunic with bellowed hip pockets and
khaki breeches, worn with a desert face-wrap and hardened
leather pauldrons, black leather fingerless gloves, arm
wraps, brown boots and khaki puttees. A leather
breastplate with the Confederate Battle Flag painted on is
worn in combat, attached to two straps on the pauldrons.
Various accessories are often found with the armor. An
eight-pocket Confederate Bandolier, a leather Confederate
Facewrap (2 M/1 B/1 E to the face), or a camouflage
Confederate Mantle that covers the armor. Most troopers
carry two Ammo Pouches and a Canteen w/Canteen Pouch.

Torso
4 M/2 B/1 E
Abdomen
2 M/0 B/0 E

Left Arm
4 M/2 B/1 E
Left Leg
2 M/0 B/0 E

Torso
4 M/2 B/1 E
Abdomen
6 M/3 B/2 E

Left Arm
4 M/2 B/1 E
Left Leg
2 M/0 B/0 E

Torso
4 M/0 B/0 E
Abdomen
4 M/0 B/0 E

Left Arm
4 M/0 B/0 E
Left Leg
4 M/0 B/0 E

Leather Armor
EV 4.0
Leather Jacket and Pants
Right Arm
Torso
Left Arm
50 Caps
4 M/0 B/0 E
4 M/0 B/0 E
4 M/0 B/0 E
Right Leg
Abdomen
Left Leg
4 M/0 B/0 E
4 M/0 B/0 E
4 M/0 B/0 E
Based on a Pre-War design, some of these are actual preWar jackets, while the majority are tanned Brahmin hide cut

Right Arm
4 M/0 B/0 E
Right Leg
4 M/0 B/0 E

to the same pattern; The right sleeve is removable, to allow


for easier action in drawing a gun or wielding a melee
weapon; many jackets found in the Wasteland are missing
this sleeve
EV 5.0
Combat Leather Jacket and Pants
Right Arm
Torso
Left Arm
100 Caps
Right Arm
6 M/2 B/1 E
6 M/2 B/1 E
6 M/2 B/1 E
6 M/2 B/1 E
Right Leg
Abdomen
Left Leg
Right Leg
4 M/0 B/0 E
4 M/0 B/0 E
4 M/0 B/0 E
4 M/0 B/0 E
A padded and reinforced version of the Leather Jacket and
Pants outfit, this one provides heavier armor for the torso
and arms
EV 10.5
Explorers Gear - Leather
Right Arm
Torso
Left Arm
220 Caps
Right Arm
5 M/1 B/1 E
5 M/1 B/1 E
5 M/1 B/1 E
5 M/1 B/1 E
+4 to all Melee
Right Leg
Abdomen
Left Leg
Right Leg
Attacks
5 M/1 B/1 E
5 M/1 B/1 E
5 M/1 B/1 E
5
M/1 B/1 E
+2 to all
Leather Jacket and pants reinforced with leather plates, arm
Brawl/Grapple
guards, shoulder pads, and knee covers. Includes a leather
Attacks
shoulder strap/Bandolier that holds up to 12 rounds of
Rifle/Shotgun ammunition, up to .50 cal/12g, a leather
Medium Utility Pouch on either, four leather Small Utility
Pouches across the back, two leather loops equal to Flare
Pouches on the left rear, and a leather Holster (equal to a
Drop-Leg Tactical) worn, gunfighter-style, on the right hip.
Found on a shelf in the Cliffside Cavern.
EV 5.0
Leather Armor
Right Arm
Torso
Left Arm
160 Caps
Right Arm
4 M/2 B/1 E
4 M/2 B/1 E
4 M/2 B/1 E
4 M/2 B/1 E
-5 to all Physical
Right Leg
Abdomen
Left Leg
Right Leg
Skills
4 M/2 B/1 E
4 M/2 B/1 E
4 M/2 B/1 E
4 M/2 B/1 E
A pair of stiffened leather pants and a heavy leather jacket
with detachable sleeves, reinforced shoulder pads, knee
pads, arm guards, and heavy belts. Includes seven small
utility pouches (each holds .5 ENC of items no larger than .
3 ENC each) attached to the belts.
EV 5.0
Leather Armor, Light
Right Arm
Torso
Left Arm
160 Caps
Right Arm
3 M/2 B/1 E
3 M/2 B/1 E
3 M/2 B/1 E
3 M/2 B/1 E
Right Leg
Abdomen
Left Leg
Right Leg
3 M/2 B/1 E
3 M/2 B/1 E
3 M/2 B/1 E
3 M/2 B/1 E
A pair of stiffened leather shorts and a heavy, short-sleeved

Torso
6 M/2 B/1 E
Abdomen
4 M/0 B/0 E

Left Arm
6 M/2 B/1 E
Left Leg
4 M/0 B/0 E

Torso
5 M/1 B/1 E
Abdomen
5 M/1 B/1 E

Left Arm
5 M/1 B/1 E
Left Leg
5 M/1 B/1 E

Torso
4 M/2 B/1 E
Abdomen
4 M/2 B/1 E

Left Arm
4 M/2 B/1 E
Left Leg
4 M/2 B/1 E

Torso
3 M/2 B/1 E
Abdomen
3 M/2 B/1 E

Left Arm
3 M/2 B/1 E
Left Leg
3 M/2 B/1 E

leather jacket with reinforced shoulder pads.


EV 5.0
Leather Armor, Light, Bared Midriff
Right Arm
Torso
Left Arm
160 Caps
Right Arm
3 M/2 B/1 E
3 M/2 B/1 E
3 M/2 B/1 E
3 M/2 B/1 E
Right Leg
Abdomen
Left Leg
Right Leg
3 M/2 B/1 E
3 M/2 B/1 E
3 M/2 B/1 E
3 M/2 B/1 E
A pair of stiffened leather shorts and a heavy, short-sleeved
leather jacket with reinforced shoulder pads and a bared
midriff. The female version is often worn with stockings.
EV 5.0
Main Force Patrol Uniform
Right Arm
Torso
Left Arm
160 Caps
Right Arm
4 M/2 B/1 E
4 M/2 B/1 E
4 M/2 B/1 E
4 M/2 B/1 E
+1 CON and DEX
Right Leg
Abdomen
Left Leg
Right Leg
+10 to all
4 M/2 B/1 E
4 M/2 B/1 E
4 M/2 B/1 E
4
M/2 B/1 E
Firearms skills
A pair of stiffened leather pants and a heavy leather jacket
with detachable sleeves, reinforced shoulder pads, knee
pads, arm guards, and heavy belts. Includes seven small
utility pouches (each holds .5 ENC of items no larger than .
3 ENC each) attached to the belts. The jacket bears a
badge on the left breast, a seven-pointed bronze star
surrounded by a circle, with Main Force Patrol across the
top, and a banner with POLICE across the bottom. The
armor is found in Vault 106.
EV 5.0
Sexy Leather Armor
Right Arm
Torso
Left Arm
170 Caps
Right Arm
4 M/2 B/1 E
4 M/2 B/1 E
0 M/0 B/0 E
4 M/2 B/1 E
+5 to CHA and
Right Leg
Abdomen
Left Leg
Right Leg
Personal
4 M/2 B/1 E
4 M/2 B/1 E
4 M/2 B/1 E
4
M/2 B/1 E
Interaction skills
A set of cut-down leather armor, designed to accentuate
the form of the wearer in all the right places; for males, it
also leaves the left arm exposed, showing off the biceps,
while the female version features a bared midriff
EV 5.0
Black Leather Armor Crystal Waters
Right Arm
Torso
Left Arm
300 Caps
Right Arm
6 M/3 B/2 E
6 M/3 B/2 E
6 M/3 B/2 E
6 M/3 B/2 E
+2 to all Firearms
Right Leg
Abdomen
Left Leg
Right Leg
skills
6 M/3 B/2 E
6 M/3 B/2 E
6 M/3 B/2 E
6
M/3 B/2 E
+2 to all Melee
A set of reinforced, light, black Brahmin-skin leather armor
skills
custom-made by Phillip Waters, formerly of Vault 71; two
such suits are owned by his daughter, Crystal Waters
EV 5.0
Leather Armor, Gecko-Backed
Right Arm
Torso
Left Arm
500 Caps
Right Arm

Torso
3 M/2 B/1 E
Abdomen
3 M/2 B/1 E

Left Arm
3 M/2 B/1 E
Left Leg
3 M/2 B/1 E

Torso
4 M/2 B/1 E
Abdomen
4 M/2 B/1 E

Left Arm
4 M/2 B/1 E
Left Leg
4 M/2 B/1 E

Torso
4 M/2 B/1 E
Abdomen
0 M/0 B/0 E

Left Arm
4 M/2 B/1 E
Left Leg
4 M/2 B/1 E

Torso
6 M/3 B/2 E
Abdomen
6 M/3 B/2 E

Left Arm
6 M/3 B/2 E
Left Leg
6 M/3 B/2 E

Torso

Left Arm

6 M/3 B/2 E
6 M/3 B/2 E
6 M/3 B/2 E
Right Leg
Abdomen
Left Leg
6 M/3 B/2 E
6 M/3 B/2 E
6 M/3 B/2 E
Created at a Working Stove, Campfire, or Electric Hot Plate
by a person with Repair Structural of 80% or higher using
Leather Armor and one each of Tanned Fire Gecko Hide,
Tanned Golden Gecko Hide and Tanned Green Gecko Hide

-3 Rads/DEX Rank
6 M/3 B/2 E
Right Leg
from exposure
6
M/3 B/2 E
-3 Damage/Round
from Fire
+15 to Resistance
vs. Contact
Poisons
EV 3.5
Leather Armor, Lightweight
Right Arm
Torso
Left Arm
160 Caps
Right Arm
3 M/2 B/1 E
3 M/2 B/1 E
3 M/2 B/1 E
3 M/2 B/1 E
Right Leg
Abdomen
Left Leg
Right Leg
3 M/2 B/1 E
3 M/2 B/1 E
3 M/2 B/1 E
3 M/2 B/1 E
A trimmed-down version of the standard leather armor,
designed for ease of movement.
EV 5.0
Leather Armor, Reinforced
Right Arm
Torso
Left Arm
240 Caps
Right Arm
6 M/3 B/2 E
6 M/3 B/2 E
6 M/3 B/2 E
6 M/3 B/2 E
-5 to Physical
Right Leg
Abdomen
Left Leg
Right Leg
Skills
6 M/3 B/2 E
6 M/3 B/2 E
6 M/3 B/2 E
6 M/3 B/2 E
A set of leather armor with strategically-placed
reinforcement that improves the armors protection and
durability.
EV 6.0
Leather Armor, Reinforced, Gecko-Backed
Right Arm
Torso
Left Arm
600 Caps
Right Arm
6 M/3 B/2 E
6 M/3 B/2 E
6 M/3 B/2 E
6 M/3 B/2 E
-5 to Physical
Right Leg
Abdomen
Left Leg
Right Leg
Skills
6 M/3 B/2 E
6 M/3 B/2 E
6 M/3 B/2 E
6
M/3 B/2 E
-3 Rads/DEX Rank
Created at a Working Stove, Campfire, or Electric Hot Plate
from exposure
by a person with Repair Structural of 80% or higher using
-3 Damage/Round
Leather Armor, Reinforced and one each of Tanned Fire
from Fire
Gecko Hide, Tanned Golden Gecko Hide and Tanned Green
+15 to Resistance
Gecko Hide
vs. Contact
EV 5.0
Right Arm
Torso
Left Arm
4 M/2 B/1 E
4 M/2 B/1 E
4 M/2 B/1 E
Right Leg
Abdomen
Left Leg
4 M/2 B/1 E
4 M/2 B/1 E
4 M/2 B/1 E
A unique set of Leather Armor found in a tent near an old
military truck, on the road leading south from the
Montgomery County Reservoir
EV 5.5

Poisons
Commando Armor
160 Caps
+3 to all Firearms
Skills; +3 to all
Unarmed Skills

Defender Armor

Right Arm
4 M/2 B/1 E
Right Leg
4 M/2 B/1 E

6 M/3 B/2 E
Abdomen
6 M/3 B/2 E

6 M/3 B/2 E
Left Leg
6 M/3 B/2 E

Torso
3 M/2 B/1 E
Abdomen
3 M/2 B/1 E

Left Arm
3 M/2 B/1 E
Left Leg
3 M/2 B/1 E

Torso
6 M/3 B/2 E
Abdomen
6 M/3 B/2 E

Left Arm
6 M/3 B/2 E
Left Leg
6 M/3 B/2 E

Torso
6 M/3 B/2 E
Abdomen
6 M/3 B/2 E

Left Arm
6 M/3 B/2 E
Left Leg
6 M/3 B/2 E

Torso
4 M/2 B/1 E
Abdomen
4 M/2 B/1 E

Left Arm
4 M/2 B/1 E
Left Leg
4 M/2 B/1 E

Right Arm
Torso
Left Arm
160 Caps
Right Arm
5 M/3 B/2 E
5 M/3 B/2 E
5 M/3 B/2 E
5 M/3 B/2 E
-5 to Physical
Right Leg
Abdomen
Left Leg
Right Leg
Skills
5 M/3 B/2 E
5 M/3 B/2 E
5 M/3 B/2 E
5
M/3 B/2 E
+2 Phantom Hit
A unique set of improved Leather Armor found on the
Points
Defender of the Raid, a Raider camping out behind the
wrecked monorail near the Germantown Police
Headquarters; The +2 Phantom HP are added to the
wearers total before calculating HP per location
EV 5.0
Road Rascal Leather Armor
Right Arm
Torso
Left Arm
160 Caps
Right Arm
4 M/2 B/1 E
4 M/2 B/1 E
4 M/2 B/1 E
4 M/2 B/1 E
-5 to all Physical
Right Leg
Abdomen
Left Leg
Right Leg
Skills
4 M/2 B/1 E
4 M/2 B/1 E
4 M/2 B/1 E
4
M/2 B/1 E
+10 to Drive/Pilot
A pair of stiffened leather pants and a heavy leather jacket
Skills
with detachable sleeves, reinforced shoulder pads, knee
pads, arm guards, and heavy belts. Includes seven small
utility pouches (each holds .5 ENC of items no larger than .
3 ENC each) attached to the belts. It is worn by the Road
Racal, who resides in an old semi-trailer on the highway
east of Old Olney.
EV 5.0
Wanderers Leather Armor
Right Arm
Torso
Left Arm
160 Caps
Right Arm
4 M/2 B/1 E
4 M/2 B/1 E
4 M/2 B/1 E
4 M/2 B/1 E
-5 to all Physical
Right Leg
Abdomen
Left Leg
Right Leg
Skills
4 M/2 B/1 E
4 M/2 B/1 E
4 M/2 B/1 E
4
M/2 B/1 E
+10 to all
A pair of stiffened leather pants and a heavy leather jacket
Firearms skills
with detachable sleeves, reinforced shoulder pads, knee
pads, arm guards, and heavy belts. Includes two Medium
and six Small leather Utility Pouches attached to the belts,
a ten-round Bandolier (up to 10g/14mm) from left shoulder
to right hip, a Canteen Pouch w/Canteen (left), an Ankle
Holster for a Sawn-Off Shotgun (right) and a Sheath for a
Combat Knife (left). Found on A Wanderer west of
Paradise Falls.
EV 5.0
Leather Armor, Motorcycle/Football
Right Arm
Torso
Left Arm
140 Caps
Right Arm
6 M/3 B/2 E
6 M/3 B/2 E
6 M/3 B/2 E
6 M/3 B/2 E
Right Leg
Abdomen
Left Leg
Right Leg
2 M/0 B/0 E
2 M/0 B/0 E
2 M/0 B/0 E
2 M/0 B/0 E
Designed from pre-War examples of Football pads and
Motorcycle protection, this armor does a good job of

Torso
5 M/3 B/2 E
Abdomen
5 M/3 B/2 E

Left Arm
5 M/3 B/2 E
Left Leg
5 M/3 B/2 E

Torso
4 M/2 B/1 E
Abdomen
4 M/2 B/1 E

Left Arm
4 M/2 B/1 E
Left Leg
4 M/2 B/1 E

Torso
4 M/2 B/1 E
Abdomen
4 M/2 B/1 E

Left Arm
4 M/2 B/1 E
Left Leg
4 M/2 B/1 E

Torso
6 M/3 B/2 E
Abdomen
2 M/0 B/0 E

Left Arm
6 M/3 B/2 E
Left Leg
2 M/0 B/0 E

protecting the torso and arms, and little else; It strongly


resembles a stiffened leather version of the Combat Armor
Chest Plate and Shoulder Pads, worn with leather pants
EV 7.0
Leather Armor, Motorcycle/Football Mk. II
Right Arm
Torso
Left Arm
500 Caps
Right Arm
7 M/4 B/2 E
7 M/4 B/2 E
7 M/4 B/2 E
7 M/4 B/2 E
-5 to all Physical
Right Leg
Abdomen
Left Leg
Right Leg
skills
2 M/0 B/0 E
2 M/0 B/0 E
2 M/0 B/0 E
2 M/0 B/0 E
Reinforced version of the leather Motorcycle/Football armor,
worn with leather pants
EV10.0
Heavy Football Armor
Right Arm
Torso
Left Arm
200 Caps
Right Arm
6 M/3 B/2 E
6 M/3 B/2 E
6 M/3 B/2 E
6
M/3 B/2 E
-20 to all Physical
Right Leg
Abdomen
Left Leg
Right
Leg
Skills
4 M/2 B/1 E
4 M/2 B/1 E
4 M/2 B/1 E
4 M/2 B/1 E
A pair of stiffened leather pants and a heavy leather jacket
with detachable sleeves, reinforced Football shoulder pads,
knee pads, arm guards, and heavy belts. Includes seven
small utility pouches (each holds .5 ENC of items no larger
than .3 ENC each) attached to the belts.
EV 12.5
Spiked Football Armor
Right Arm
Torso
Left Arm
300 Caps
Right Arm
8 M/6 B/3 E
8 M/6 B/3 E
7 M/4 B/2 E
8 M/6 B/3 E
-20 to all Physical
Right Leg
Abdomen
Left Leg
Right Leg
Skills
5 M/3 B/2 E
5 M/3 B/2 E
5 M/3 B/2 E
5 M/3 B/2 E
A pair of stiffened leather pants and a heavy leather jacket
with detachable sleeves, reinforced Football shoulder pads,
knee pads, arm guards, and heavy belts. The right forearm
and left shoulderpad are reinforced with curved, sharpened
spikes. A Ram or right Forearm strike causes an additionl
1d4 Bleeding damage. Includes seven small utility pouches
(each holds .5 ENC of items no larger than .3 ENC each)
attached to the belts.
EV 6.5
Leather Armor, Brotherhood
Right Arm
Torso
Left Arm
225 Caps
Right Arm
5 M/2 B/1 E
5 M/2 B/1 E
5 M/2 B/1 E
5 M/2 B/1 E
Right Leg
Abdomen
Left Leg
Right Leg
5 M/2 B/1 E
5 M/2 B/1 E
5 M/2 B/1 E
5 M/2 B/1 E
Improved version of the Motorcycle/Football armor, made
from tanned Brahmin hide by craftsmen of the Brotherhood
of Steel, many of these sets survived the long trek from the
Midwest

Torso
7 M/4 B/2 E
Abdomen
2 M/0 B/0 E

Left Arm
7 M/4 B/2 E
Left Leg
2 M/0 B/0 E

Torso
6 M/3 B/2 E
Abdomen
4 M/2 B/1 E

Left Arm
6 M/3 B/2 E
Left Leg
4 M/2 B/1 E

Torso
8 M/6 B/3 E
Abdomen
5 M/3 B/2 E

Left Arm
7 M/4 B/2 E
Left Leg
5 M/3 B/2 E

Torso
5 M/2 B/1 E
Abdomen
5 M/2 B/1 E

Left Arm
5 M/2 B/1 E
Left Leg
5 M/2 B/1 E

EV 10
Leather Armor, Brotherhood Mk. II
Right Arm
Torso
Left Arm
500 Caps
Right Arm
7 M/4 B/2 E
7 M/4 B/2 E
7 M/4 B/2 E
7 M/4 B/2 E
-5 to all Physical
Right Leg
Abdomen
Left Leg
Right Leg
skills
5 M/2 B/1 E
5 M/2 B/1 E
5 M/2 B/1 E
5 M/2 B/1 E
Improved version of the Brotherhoods already improved
Leather Motorcycle/Football armor, with studded shoulder
pads and heavier chest protection

Torso
7 M/4 B/2 E
Abdomen
5 M/2 B/1 E

Left Arm
7 M/4 B/2 E
Left Leg
5 M/2 B/1 E

Right Arm
5 M/1 B/1 E
Right Leg
5 M/1 B/1 E

Torso
5 M/1 B/1 E
Abdomen
5 M/1 B/1 E

Left Arm
5 M/1 B/1 E
Left Leg
5 M/1 B/1 E

Right Arm
5 M/1 B/1 E
Right Leg
5 M/1 B/1 E

Torso
5 M/1 B/1 E
Abdomen
5 M/1 B/1 E

Left Arm
5 M/1 B/1 E
Left Leg
5 M/1 B/1 E

DC Militia Outfits
EV 10.5
Militia Armored Suit
Right Arm
Torso
Left Arm
180 Caps
5 M/1 B/1 E
5 M/1 B/1 E
5 M/1 B/1 E
+5 to all Energy
Right Leg
Abdomen
Left Leg
Weapons and
5 M/1 B/1 E
5 M/1 B/1 E
5 M/1 B/1 E
Firearms
A canvas shirt and cargo pants reinforced with leather
plates, arm guards, shoulder pads, and knee covers;
includes a leather shoulder strap/Bandolier that holds up to
12 rounds of Rifle/Shotgun ammunition, up to .50 cal/12g,
two leather loops equal to a Flare Pouch, three leather
pouches equal to a Small Utility Pouch, one leather pouch
equal to a Medium Utility Pouch, and a leather pouch equal
to a Large Utility Pouch on the each side, as well as a
leather holster, worn gunfighter style, equal to a Drop-Leg
Holster. These outfits were popular with the D.C. Militia,
before they were overcome by the Super Mutants that now
roam the downtown area. They are still found occasionally,
or offered for sale.
EV 5.0
Militia Leather Jacket
Right Arm
Torso
Left Arm
180 Caps
5 M/1 B/1 E
5 M/1 B/1 E
5 M/1 B/1 E
+4 to all Melee
Right Leg
Abdomen
Left Leg
Skills
5 M/1 B/1 E
5 M/1 B/1 E
5 M/1 B/1 E
+2 to all
A leather jacket worn over a canvas shirt, leather-reinforced
Brawling/Grapple
cargo pants with heavy leather knee covers, and combat
Skills
boots; three leather pouches, equal to Small Utility
Pouches, are on the belt. These outfits were popular with
officers in the D.C. Militia, before they were overcome by
the Super Mutants that now roam the downtown area.
They are still found occasionally, or offered for sale.

EV: 9.0
Militia Legend Outfit, Female
A Kevlar Ballistyle T-shirt and Miniskirt worn with Metal
180 Caps
Armor Arm Guards and Leggings, with a leather cartridge
+5 to all Firearms
belt (holds 50 rounds of up to .50 caliber) and heavy
skills
leather boots. It was once popular with some female
members of the D.C. Militia, before they were overcome by
the Supermutants that now roam the downtown area. They
are rarely offered for sale.
EV: 5.0
Militia Legend Outfit, Male
Right Arm
Torso
Left Arm
180 Caps
4 M/2 B/1 E
2 M/0 B/0 E
0 M/0 B/0 E
+5 to all Firearms
Right Leg
Abdomen
Left Leg
skills
2 M/ 1 B/0 E
2 M/ 1 B/0 E
2 M/ 1 B/0 E
Brahmin hide-lined cargo pants worn with combat boots, a
Badlands Bandolier, a leather cartridge belt (holds 50
rounds of up to .50 caliber), leather gloves with metal
plates, and a leather harness that holds on a reinforced
right shoulderpad.It was once popular with some male
members of the D.C. Militia, before they were overcome by
the Supermutants that now roam the downtown area. They
are rarely offered for sale.

Right Arm
9 M/5 B/3 E
Right Leg
9 M/5 B/3 E

Torso
2 M/4 B/2 E
Abdomen
2 M/4 B/2 E

Left Arm
9 M/5 B/3 E
Left Leg
9 M/5 B/3 E

Right Arm
0 M/0 B/0 E
Right Leg
2 M/ 1 B/0 E

Torso
0 M/0 B/0 E
Abdomen
2 M/ 1 B/0 E

Left Arm
0 M/0 B/0 E
Left Leg
2 M/ 1 B/0 E

Right Arm
0 M/0 B/0 E
Right Leg
0 M/0 B/0 E

Torso
0 M/0 B/0 E
Abdomen
0 M/0 B/0 E

Left Arm
0 M/0 B/0 E
Left Leg
0 M/0 B/0 E

Wastelander Outfits
EV: 2.0
Right Arm
Torso
Left Arm
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
Right Leg
Abdomen
Left Leg
2 M/ 1 B/0 E
2 M/ 1 B/0 E
2 M/ 1 B/0 E
Brahmin hide pants and cotton shirt
EV: 2.0
Right Arm
Torso
Left Arm
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
Right Leg
Abdomen
Left Leg
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
The male version consists of denim overalls over a dark
brown shirt with orange and musty-yellow stripes, with a
white satchel over the shoulder with the Aqua Pura logo on
it. Around the neck is a red bandanna with black goggles.
The female version is a floral-print dress with a white apron
and beige cardigan, with satchel and goggles. The goggles

Brahmin Skin Outfit


6 Caps
CON +1
DEX +1
Caravaneer Outfit
18 Caps
+5 to Bargain

give no bonus, and are for dust only, while the Wastelander
Satchel holds 5 ENC of gear, each no bigger than 2 ENC.
EV: 2.0
Field Hand Outfit
Right Arm
Torso
Left Arm
18 Caps
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
+10 to Dirt
Right Leg
Abdomen
Left Leg
Farming
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
The male version consists of black denim overalls over a
blue flannel shirt. The female version is a red gingham
dress with a white pocketed. Around the neck is a red
bandanna, with a small satchel over the shoulder. The
bandana for dust only, while the Wastelander Satchel holds
5 ENC of gear, each no bigger than 2 ENC.
EV: 2.0
Heatbeater Outfit
Right Arm
Torso
Left Arm
7 Caps
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
CON +1
Right Leg
Abdomen
Left Leg
DEX +1
0 M/0 B/0 E
1 M/0 B/0 E
0 M/0 B/0 E
Canvas shorts and cotton t-shirt worn with boots and a
leather belt with a water bottle carrier.
EV 2.0
Institute Scrubs
Right Arm
Torso
Left Arm
60 Caps
1 M/0 B/0 E
1 M/0 B/0 E
1 M/0 B/0 E
+1 INT
Right Leg
Abdomen
Left Leg
+5 to all Science
1 M/0 B/0 E
1 M/0 B/0 E
1 M/0 B/0 E
skills
Blue tunic and pants with rubber boots and two leather
belts.
EV 3.0
Mad Scientist Scrubs
Right Arm
Torso
Left Arm
85 Caps
2 M/1 B/0 E
2 M/1 B/0 E
2 M/1 B/0 E
+1 INT
Right Leg
Abdomen
Left Leg
+5 to all Science
2 M/1 B/0 E
2 M/1 B/0 E
2 M/1 B/0 E
skills
White tunic and pants with rubber boots and two leather
belts.
EV 3.5
Merc Adventurer Outfit
Right Arm
Torso
Left Arm
50 Caps
2 M/1 B/1 E
2 M/1 B/1 E
2 M/1 B/1 E
+2 to all Melee
Right Leg
Abdomen
Left Leg
and Firearms skills
2 M/1 B/1 E
2 M/1 B/1 E
2 M/1 B/1 E
The male version is a large black vest with a red long
sleeved undershirt and black trousers and boots. The
female version is the same though it is short sleeved and
exposes the midriff. The Male version includes the

Right Arm
0 M/0 B/0 E
Right Leg
0 M/0 B/0 E

Torso
0 M/0 B/0 E
Abdomen
0 M/0 B/0 E

Left Arm
0 M/0 B/0 E
Left Leg
0 M/0 B/0 E

Right Arm
0 M/0 B/0 E
Right Leg
0 M/0 B/0 E

Torso
0 M/0 B/0 E
Abdomen
1 M/0 B/0 E

Left Arm
0 M/0 B/0 E
Left Leg
0 M/0 B/0 E

Right Arm
1 M/0 B/0 E
Right Leg
1 M/0 B/0 E

Torso
1 M/0 B/0 E
Abdomen
1 M/0 B/0 E

Left Arm
1 M/0 B/0 E
Left Leg
1 M/0 B/0 E

Right Arm
2 M/1 B/0 E
Right Leg
2 M/1 B/0 E

Torso
2 M/1 B/0 E
Abdomen
2 M/1 B/0 E

Left Arm
2 M/1 B/0 E
Left Leg
2 M/1 B/0 E

Right Arm
2 M/1 B/1 E
Right Leg
2 M/1 B/1 E

Torso
2 M/1 B/1 E
Abdomen
2 M/1 B/1 E

Left Arm
2 M/1 B/1 E
Left Leg
2 M/1 B/1 E

Adventurer Bandolier, while the female version includes the


Adventurer Ammo Pouch.
EV 3.5
Black Hide Outfit
Right Arm
Torso
Left Arm
50 Caps
Right Arm
2 M/1 B/1 E
2 M/1 B/1 E
2 M/1 B/1 E
2
M/1 B/1 E
+2 to all Melee
Right Leg
Abdomen
Left Leg
Right
Leg
and Firearms skills
2 M/1 B/1 E
2 M/1 B/1 E
2 M/1 B/1 E
2 M/1 B/1 E
The male version is a large black leather jacket, black
leather pants, and black leather boots. The female version
is the same though it is short sleeved and exposes the
midriff. The Male version includes a dark-brown leather
version of the Adventurer Bandolier, while the female
version includes a dark brown leather version of the
Adventurer Ammo Pouch.
EV 3.0
K2 Girlie-Girl Adventurer Outfit #1
This is a variation on the Merc Adventurer that features a
50 Caps
Right Arm
0 M/0 B/0 E
sleeveless, cropped vest, no undershirt, and black leather
+2 to all Melee
Right Leg
pants. The pants have a series of small pouches sewn
and Firearms skills
2
M/1 B/1 E
across the back, each holding no more than .2 ENC, with 9
pouches all together. One is available in a footlocker near
the door of Lock and Load, in Paradise Falls.
EV 2.5
K2 Girlie-Girl Adventurer Outfit #2
This is a variation on the Merc Adventurer that features a
50 Caps
Right Arm
0
M/0 B/0 E
sleeveless, cropped vest, no undershirt, and Daisy Duke
+2 to all Melee
Right
Leg
style black leather shorts. The shorts have a series of small and Firearms skills
2 M/1 B/1 E
pouches sewn across the back, each holding no more than .
2 ENC, with 9 pouches all together. One is available in a
footlocker near the door of Lock and Load, in Paradise Falls.
EV 3.0
Light Merc Adventurer Outfit
This is a variation on the Merc Adventurer that features a
50 Caps
Right Arm
0 M/0 B/0 E
short-sleeved undershirt and Daisy Duke style shorts.
+2 to all Melee
Right Leg
The Adventurer Ammo Pouch is modified to be worn as a
and Firearms skills
2
M/1 B/1 E
belt pouch. This is the version worn by Boom-Booms
bouncer, Lil Lesbina.
EV 3.5
Main Force Patrol Dress Uniform
Right Arm
Torso
Left Arm
50 Caps
Right Arm
2 M/1 B/1 E
2 M/1 B/1 E
2 M/1 B/1 E
2 M/1 B/1 E
+5 to CHA and
Right Leg
Abdomen
Left Leg
Right Leg
Personal
2 M/1 B/1 E
2 M/1 B/1 E
2 M/1 B/1 E
2
M/1 B/1 E
Interaction skills
Basically a Merc Adventurer Outfit with a black Leather
Additional +5 to
Jacket rather than a vest. It is otherwise identical in looks.
Bargain and
The jacket bears a badge on the left breast, a seven-

Torso
2 M/1 B/1 E
Abdomen
2 M/1 B/1 E

Left Arm
2 M/1 B/1 E
Left Leg
2 M/1 B/1 E

Torso
2 M/1 B/1 E
Abdomen
2 M/1 B/1 E

Left Arm
0 M/0 B/0 E
Left Leg
2 M/1 B/1 E

Torso
2 M/1 B/1 E
Abdomen
2 M/1 B/1 E

Left Arm
0 M/0 B/0 E
Left Leg
2 M/1 B/1 E

Torso
2 M/1 B/1 E
Abdomen
2 M/1 B/1 E

Left Arm
0 M/0 B/0 E
Left Leg
2 M/1 B/1 E

Torso
2 M/1 B/1 E
Abdomen
2 M/1 B/1 E

Left Arm
2 M/1 B/1 E
Left Leg
2 M/1 B/1 E

pointed bronze star surrounded by a circle, with Main


Persuade
Force Patrol across the top, and a banner with POLICE
across the bottom. It includes the Adventurer Bandolier or
Ammo Pouch, as appropriate. The armor is found in Vault
106.
EV 3.5
Merc Charmer Outfit
Right Arm
Torso
Left Arm
50 Caps
Right Arm
2 M/1 B/1 E
2 M/1 B/1 E
2 M/1 B/1 E
2
M/1 B/1 E
+2 to all Melee
Right Leg
Abdomen
Left Leg
Right
Leg
and Firearms skills
2 M/1 B/1 E
2 M/1 B/1 E
2 M/1 B/1 E
2 M/1 B/1 E
The male version is a three piece suit, heavily stitched and
reinforced as well as having a small metal cup on the groin
area, and the female version a ripped and torn blue
business skirt-suit with ripped black fishnet tights.
EV 3.5
Merc Charmer Outfit Short Skirt
This is the Merc Charmer outfit described above, but with a
50 Caps
Right Arm
2 M/1 B/1 E
mid-thigh length skirt, rather than the business-length skirt.
+2 to all Melee
Right Leg
It is worn with or without the ripped black fishnet tights.
and Firearms skills
0 M/0 B/0 E
EV 3.0
K2 Girlie-Girl Merc Charmer Outfit Miniskirt
This is the Merc Charmer outfit described above, but with
50 Caps
Right Arm
2 M/1 B/1 E
an even shorter miniskirt rather than the business-length
+2 to all Melee
Right Leg
skirt. It is worn with or without the ripped black fishnet
and Firearms skills
0
M/0 B/0 E
tights. One of each are available in a footlocker near the
door of Lock and Load, in Paradise Falls.
EV 3.5
Merc Charmer Outfit Sylvia Breindell
A ripped and torn charcoal business skirt-suit with ripped
50 Caps
Right Arm
2
M/1 B/1 E
black fishnet tights.
+2 to all Melee
Right
Leg
and Firearms skills
0 M/0 B/0 E
EV 3.5
Bittercups Dress
Bittercups Dress outwardly resembles the Merc Charmer
400 Caps
Outfit, but is, in fact, a short, black, blood-stained leather
dress worn with lace accents, worn with a web belt and
ripped black fishnet tights. The dress will fit any female SIZ
8 to 10. The high AP value of the dress is due to Bittercups
constant use of the Sorcerers Armor spell. The wearer
cannot benefit from such a spell, as the armor already has
the maximum value of the spell enchanted into it.
EV 10.0
Merc Combat Armor

Right Arm
6 M/5 B/5 E
Right Leg
6 M/5 B/5 E

Torso
2 M/1 B/1 E
Abdomen
2 M/1 B/1 E

Left Arm
2 M/1 B/1 E
Left Leg
2 M/1 B/1 E

Torso
2 M/1 B/1 E
Abdomen
2 M/1 B/1 E

Left Arm
2 M/1 B/1 E
Left Leg
0 M/0 B/0 E

Torso
2 M/1 B/1 E
Abdomen
2 M/1 B/1 E

Left Arm
2 M/1 B/1 E
Left Leg
0 M/0 B/0 E

Torso
2 M/1 B/1 E
Abdomen
2 M/1 B/1 E

Left Arm
2 M/1 B/1 E
Left Leg
0 M/0 B/0 E

Torso
6 M/5 B/5 E
Abdomen
6 M/5 B/5 E

Left Arm
6 M/5 B/5 E
Left Leg
6 M/5 B/5 E

Right Arm
Torso
Left Arm
220 Caps
Right Arm
6 M/5 B/3 E
6 M/5 B/3 E
6 M/5 B/3 E
6 M/5 B/3 E
+5 to all Firearms,
Right Leg
Abdomen
Left Leg
Right Leg
Demolitions, and
6 M/5 B/3 E
6 M/5 B/3 E
6 M/5 B/3 E
6
M/5 B/3 E
Throw (Grenades
An OD Green Combat Armor Chestplate and Shoulder Pads
only)
worn over leather-reinforced Woodland Camouflage fatigue
-5 to all other
jacket and pants, with knee pads, armored boots, arm
Physical Skills
guards, and heavy belt. Includes five small utility pouches
(each holds .5 ENC of items no larger than .3 ENC each)
attached to the belt, while two large cargo pockets (.8 ENC,
no item larger than .5 ENC) are sewn onto the pants.
EV 8.0
Merc Combat Armor - Ghillie
Right Arm
Torso
Left Arm
220 Caps
Right Arm
4 M/2 B/1 E
6 M/5 B/3 E
4 M/2 B/1 E
4
M/2 B/1 E
+5 to all Firearms,
Right Leg
Abdomen
Left Leg
Right
Leg
Hide, and Stealth
4 M/2 B/1 E
4 M/2 B/1 E
4 M/2 B/1 E
4
M/2
B/1
E
-5 to all other
An OD Green Combat Armor Chestplate worn over leatherPhysical Skills
reinforced Woodland Camouflage fatigue jacket and pants,
with knee pads, combat boots, and heavy belt. A Ghilliestyle cover attaches from the belt to the collar, and from
elbow to elbow, hanging down to mid thigh. Includes five
small utility pouches (each holds .5 ENC of items no larger
than .3 ENC each) attached to the belt, while two large
cargo pockets (.8 ENC, no item larger than .5 ENC) are
sewn onto the pants.
EV: 3.5
Merc Cruiser Outfit
Right Arm
Torso
Left Arm
50 Caps
Right Arm
0 M/0 B/0 E
2 M/1 B/1 E
0 M/0 B/0 E
0 M/0 B/0 E
+2 to all Melee
Right Leg
Abdomen
Left Leg
Right Leg
and Firearms skills
2 M/1 B/1 E
2 M/1 B/1 E
2 M/1 B/1 E
2 M/1 B/1 E
Consists of a long leather coat with the arms removed,
worn over a white t-shirt (male) or a white muscle shirt
(female). The lower part of the armor consists of a pair of
stitched and reinforced pants with chains around the ankles
and a pair of combat boots. The pants look like they may
have been sewn together from different pieces of fabric.
EV: 3.5
Merc Cruiser Outfit Amy Wong
Consists of a long leather coat with the arms removed,
50 Caps
Right Arm
0 M/0 B/0 E
worn over a dark gray muscle shirt (female). The lower part
+2 to all Melee
Right Leg
of the armor consists of a pair of stitched and reinforced
and Firearms skills
2
M/1 B/1 E
pants with chains around the ankles and a pair of combat
boots. The pants look like they may have been sewn

Torso
6 M/5 B/3 E
Abdomen
6 M/5 B/3 E

Left Arm
6 M/5 B/3 E
Left Leg
6 M/5 B/3 E

Torso
6 M/5 B/3 E
Abdomen
4 M/2 B/1 E

Left Arm
4 M/2 B/1 E
Left Leg
4 M/2 B/1 E

Torso
2 M/1 B/1 E
Abdomen
2 M/1 B/1 E

Left Arm
0 M/0 B/0 E
Left Leg
2 M/1 B/1 E

Torso
2 M/1 B/1 E
Abdomen
2 M/1 B/1 E

Left Arm
0 M/0 B/0 E
Left Leg
2 M/1 B/1 E

together from different pieces of fabric.


EV: 2.0
Merc Grunt Outfit
Right Arm
Torso
Left Arm
50 Caps
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
+2 to all Melee
Right Leg
Abdomen
Left Leg
and Firearms skills
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
Consists of a dirty white tee-shirt (white tank-top for
females) and brown cargo pants, tucked into shin-high
combat boots.
EV: 2.0
Three Wolf Moon Shirt Outfit
Right Arm
Torso
Left Arm
250 Caps
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
+2 to all Melee
Right Leg
Abdomen
Left Leg
and Firearms skills
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
Grants the Perk:
Consists of a tee-shirt and brown cargo pants, tucked into
Animal Friend (lvl
shin-high combat boots. The t-shirt is a pre-War design,
2) with all
black, with three wolves howling at a full moon surrounded
Caninines (does
by an aroura and stars.
not include

Right Arm
0 M/0 B/0 E
Right Leg
0 M/0 B/0 E

Torso
0 M/0 B/0 E
Abdomen
0 M/0 B/0 E

Left Arm
0 M/0 B/0 E
Left Leg
0 M/0 B/0 E

Right Arm
0 M/0 B/0 E
Right Leg
0 M/0 B/0 E

Torso
0 M/0 B/0 E
Abdomen
0 M/0 B/0 E

Left Arm
0 M/0 B/0 E
Left Leg
0 M/0 B/0 E

Torso
2 M/4 B/2 E
Abdomen
2 M/4 B/2 E

Left Arm
0 M/0 B/0 E
Left Leg
2 M/4 B/2 E

Torso
0 M/0 B/0 E
Abdomen
0 M/0 B/0 E

Left Arm
0 M/0 B/0 E
Left Leg
0 M/0 B/0 E

Torso
0 M/0 B/0 E
Abdomen
0 M/0 B/0 E

Left Arm
0 M/0 B/0 E
Left Leg
0 M/0 B/0 E

Torso

Left Arm

Nightstalkers)
EV: 2.0
Craterside Employee Armor
Right Arm
Torso
Left Arm
150 Caps
Right Arm
0 M/0 B/0 E
2 M/4 B/2 E
0 M/0 B/0 E
0 M/0 B/0 E
+2 to all Melee
Right Leg
Abdomen
Left Leg
Right Leg
and Firearms skills
2 M/4 B/2 E
2 M/4 B/2 E
2 M/4 B/2 E
2 M/4 B/2 E
Consists of a light blue tee-shirt (tank-top for females), with
the Craterside Supply logo across the chest, and brown
cargo pants, tucked into shin-high combat boots. The TShirt and pants are lined with Kevlar.
EV: 2.0
Merc Grunt Outfit Amy Wong
Consists of a dark gray/green tank-top and olive drab
50 Caps
Right Arm
0 M/0 B/0 E
fatigue pants, tucked into shin-high combat boots.
+2 to all Melee
Right Leg
and Firearms skills
0 M/0 B/0 E
EV: 2.0
Merc Cammo Outfit
Right Arm
Torso
Left Arm
50 Caps
Right Arm
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
0
M/0 B/0 E
+10 to Hide
Right Leg
Abdomen
Left Leg
Right Leg
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
Consists of a camouflage tee-shirt (tank-top for females)
and cargo pants, tucked into shin-high combat boots.
EV: 2.0
Cammo T-Shirt Outfit Bloodcake/Rhodesian
Right Arm
Torso
Left Arm
150 Caps
Right Arm

0 M/0 B/0 E
2 M/4 B/2 E
0 M/0 B/0 E
+3 to all Melee
Right Leg
Abdomen
Left Leg
and Firearms skills
2 M/4 B/2 E
2 M/4 B/2 E
2 M/4 B/2 E
+5 to Hide and
Consists of a Kevlar-backed tee-shirt (tank-top for females)
Stealth
and fatigue pants, tucked into shin-high combat boots.
Available in Bloodcake or Rhodesian-pattern camouflage
from Steiner Co. in Rivet City.
EV: 2.0
Grunt Outfit ADUC
Right Arm
Torso
Left Arm
150 Caps
0 M/0 B/0 E
2 M/4 B/2 E
0 M/0 B/0 E
+3 to all Melee
Right Leg
Abdomen
Left Leg
and Firearms skills
2 M/4 B/2 E
2 M/4 B/2 E
2 M/4 B/2 E
+5 to Hide and
Consists of a Kevlar-backed tee-shirt (tank-top for females)
Stealth
and fatigue pants, tucked into shin-high combat boots.
Available in ADUC-pattern camouflage from Steiner Co. in
Rivet City.
EV: 2.0
Marine Clothes Outfit
Right Arm
Torso
Left Arm
6 Caps
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
Right Leg
Abdomen
Left Leg
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
Consists of a USMC green tee-shirt (tank-top for females)
and USMC woodland camouflage BDU pants, tucked into
shin-high combat boots.
EV: 2.0
Wasteland Roughneck Outfit
Right Arm
Torso
Left Arm
50 Caps
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
+2 to all Melee
Right Leg
Abdomen
Left Leg
and Firearms skills
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
Consists of a dirty white tee-shirt (white tank-top for
females) and black cargo pants, tucked into shin-high
combat boots. The boots and pants look suspiciously like
those worn by Talon recruits.
EV: 3.5
Merc Troublemaker Outfit
Right Arm
Torso
Left Arm
50 Caps
2 M/1 B/1 E
2 M/1 B/1 E
2 M/1 B/1 E
+2 to all Melee
Right Leg
Abdomen
Left Leg
and Firearms skills
2 M/1 B/1 E
2 M/1 B/1 E
2 M/1 B/1 E
Consists of a bulky black and dark blue leather jacket
tucked into black gloves with blue jeans and black kneehigh boots. The male version has the Troublemaker Ammo
Bandolier, while the female version has the Troublemaker

0 M/0 B/0 E
Right Leg
2 M/4 B/2 E

2 M/4 B/2 E
Abdomen
2 M/4 B/2 E

0 M/0 B/0 E
Left Leg
2 M/4 B/2 E

Right Arm
0 M/0 B/0 E
Right Leg
2 M/4 B/2 E

Torso
2 M/4 B/2 E
Abdomen
2 M/4 B/2 E

Left Arm
0 M/0 B/0 E
Left Leg
2 M/4 B/2 E

Right Arm
0 M/0 B/0 E
Right Leg
0 M/0 B/0 E

Torso
0 M/0 B/0 E
Abdomen
0 M/0 B/0 E

Left Arm
0 M/0 B/0 E
Left Leg
0 M/0 B/0 E

Right Arm
0 M/0 B/0 E
Right Leg
0 M/0 B/0 E

Torso
0 M/0 B/0 E
Abdomen
0 M/0 B/0 E

Left Arm
0 M/0 B/0 E
Left Leg
0 M/0 B/0 E

Right Arm
2 M/1 B/1 E
Right Leg
2 M/1 B/1 E

Torso
2 M/1 B/1 E
Abdomen
2 M/1 B/1 E

Left Arm
2 M/1 B/1 E
Left Leg
2 M/1 B/1 E

Cartridge Belts.
EV: 3.5
Wastelanders Gear
Right Arm
Torso
Left Arm
50 Caps
2 M/1 B/1 E
2 M/1 B/1 E
2 M/1 B/1 E
+2 CON
Right Leg
Abdomen
Left Leg
2 M/1 B/1 E
2 M/1 B/1 E
2 M/1 B/1 E
The unique Merc Troublemaker Outfit known as the
Wastelanders Gear is found on a corpse in a small boat by
a dock east of Arefu, past the Roving Traders shelter. No
water is nearby.
EV: 2
Explorer Gear
Right Arm
Torso
Left Arm
50 Caps
2 M/1 B/1 E
2 M/1 B/1 E
2 M/1 B/1 E
+5 to all
Right Leg
Abdomen
Left Leg
Perception skills
2 M/1 B/1 E
2 M/1 B/1 E
2 M/1 B/1 E
A unique, light version of the Troublemaker Outfit, found on
the body of the Explorer, who lies near a billboard south of
Megaton and north of the Car Dealership.
EV: 3.5
Merc Survivor Outfit
Right Arm
Torso
Left Arm
80 Caps
3 M/2 B/1 E
3 M/2 B/1 E
3 M/2 B/1 E
+5 to Firearms
Right Leg
Abdomen
Left Leg
and Survival
2 M/1 B/0 E
3 M/2 B/1 E
2 M/1 B/0 E
Wasteland skills
Consists of a sleeveless leather jacket over a T-shirt with
jeans, the knees reinforced with leather pads, and with
leather armor shoulder pads. Also includes the
Troublemaker and Badlands Bandoliers.
EV: 3.5
Merc Veteran Outfit
Right Arm
Torso
Left Arm
50 Caps
2 M/1 B/1 E
2 M/1 B/1 E
2 M/1 B/1 E
+2 to all Melee
Right Leg
Abdomen
Left Leg
and Firearms skills
2 M/1 B/1 E
2 M/1 B/1 E
2 M/1 B/1 E
Consists of a long, sleeveless leather jacket, split front and
back for ease of movement, over a T-shirt. The jacket is
worn with jeans, the knees and shins reinforced with
leather pads, and the shin guards reinforced with chains.
The female version includes heavy leather arm wraps, while
the male version includes wire mesh shoulder guards and
wrist guards, along with a set of pre-War military medals.
Both versions come with a Merc Veteran Mask, shemagh,
and a belt with a Medium Utility Pouch.
EV: 5.5
Merc Veteran Outfit Kelsey

Right Arm
2 M/1 B/1 E
Right Leg
2 M/1 B/1 E

Torso
2 M/1 B/1 E
Abdomen
2 M/1 B/1 E

Left Arm
2 M/1 B/1 E
Left Leg
2 M/1 B/1 E

Right Arm
2 M/1 B/1 E
Right Leg
2 M/1 B/1 E

Torso
2 M/1 B/1 E
Abdomen
2 M/1 B/1 E

Left Arm
2 M/1 B/1 E
Left Leg
2 M/1 B/1 E

Right Arm
3 M/2 B/1 E
Right Leg
2 M/1 B/0 E

Torso
3 M/2 B/1 E
Abdomen
3 M/2 B/1 E

Left Arm
3 M/2 B/1 E
Left Leg
2 M/1 B/0 E

Right Arm
2 M/1 B/1 E
Right Leg
2 M/1 B/1 E

Torso
2 M/1 B/1 E
Abdomen
2 M/1 B/1 E

Left Arm
2 M/1 B/1 E
Left Leg
2 M/1 B/1 E

Right Arm
Torso
Left Arm
4 M/6 B/3 E
4 M/6 B/3 E
4 M/6 B/3 E
Right Leg
Abdomen
Left Leg
4 M/6 B/3 E
4 M/6 B/3 E
4 M/6 B/3 E
Kelseys version of the Merc Veteran Outfit is in all black,
with a Medic Arm Band sewn onto the sleeve of her shirt.
Like the standard version, it includes a Merc Veteran Mask,
shemagh, and a belt with a Medium Utility Pouch. Unlike
the standard version, Kelseys is lined with Kevlar and
sewn-in leather plates, giving it a respectable level of
protection.
EV: 3.5
Right Arm
Torso
Left Arm
2 M/1 B/1 E
2 M/1 B/1 E
2 M/1 B/1 E
Right Leg
Abdomen
Left Leg
2 M/1 B/1 E
2 M/1 B/1 E
2 M/1 B/1 E
Male version consists of a sleeveless leather jacket over a
T-shirt and fatigue pants, while the female version consists
of the same, but with a bare midriff on the jacket. The
male version includes the Troublemaker Bandolier, while
the female version includes the Badlands Bandolier.
EV: 3.0
Right Arm
Torso
Left Arm
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
Right Leg
Abdomen
Left Leg
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
Canvas tunicle over a long-sleeved burlap surplice, with
burlap leggings, canvas boots, and a burlap amice, usually
with several small branches attached to the torso and
arms. Worn by the Druids of Oasis.
EV: 3.0
Right Arm
Torso
Left Arm
4 M/2 B/1 E
4 M/2 B/1 E
4 M/2 B/1 E
Right Leg
Abdomen
Left Leg
4 M/2 B/1 E
4 M/2 B/1 E
4 M/2 B/1 E
A unique variation on the Druids vestments, given by
Branchtender Maple to a character who supports Treefather
Birch when deciding what to do about Harold in the Oasis
quest.
EV: 3.0
Right Arm
Torso
Left Arm
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E

50 Caps
+2 to all Melee
and Firearms skills

Merc Waster Outfit


50 Caps
+2 to all Melee
and Firearms skills

Oasis Robe
30 Caps

Maples Garb
200 Caps
+1 DEX
+5 to all
Perception skills

Oasis Villager Robe


6 Caps

Right Arm
4 M/6 B/3 E
Right Leg
4 M/6 B/3 E

Torso
4 M/6 B/3 E
Abdomen
4 M/6 B/3 E

Left Arm
4 M/6 B/3 E
Left Leg
4 M/6 B/3 E

Right Arm
2 M/1 B/1 E
Right Leg
2 M/1 B/1 E

Torso
2 M/1 B/1 E
Abdomen
0 M/0 B/0 E

Left Arm
2 M/1 B/1 E
Left Leg
2 M/1 B/1 E

Right Arm
0 M/0 B/0 E
Right Leg
0 M/0 B/0 E

Torso
0 M/0 B/0 E
Abdomen
0 M/0 B/0 E

Left Arm
0 M/0 B/0 E
Left Leg
0 M/0 B/0 E

Right Arm
4 M/2 B/1 E
Right Leg
4 M/2 B/1 E

Torso
4 M/2 B/1 E
Abdomen
4 M/2 B/1 E

Left Arm
4 M/2 B/1 E
Left Leg
4 M/2 B/1 E

Right Arm
0 M/0 B/0 E

Torso
0 M/0 B/0 E

Left Arm
0 M/0 B/0 E

Right Leg
Abdomen
Left Leg
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
Burlap tunic worn over a breechcloth, with burlap arm
wraps and burlap boots. Like the Druids vestments, these
often have branches attached to various places on the
torso and arms.
EV: 2.0
Wasteland Doctor Fatigues
Right Arm
Torso
Left Arm
6 Caps
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
+5 to Physician,
Right Leg
Abdomen
Left Leg
Healthcare and
1 M/0 B/0 E
1 M/0 B/0 E
1 M/0 B/0 E
EMT
White T-shirt (women get a sleeveless shirt) and brown
canvas pants, a small shoulder bag and belt with two First
Aid Pouches
EV: 2.0
USMC Doctor Fatigues
Right Arm
Torso
Left Arm
6 Caps
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
+5 to Physician,
Right Leg
Abdomen
Left Leg
EMT, and Trauma
1 M/0 B/0 E
1 M/0 B/0 E
1 M/0 B/0 E
Medicine
OD Green T-shirt (women get a sleeveless shirt) and
woodland camouflage BDU pants, a small shoulder bag and
belt with two First Aid Pouches
EV: 2.0
Prospectors Outfit
Right Arm
Torso
Left Arm
18 Caps
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
+10 to Science
Right Leg
Abdomen
Left Leg
Geology
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
The male version consists of blue denim overalls over a
white cotton shirt. The female version is a belted, tan
canvass dress. A small satchel is carried over the shoulder.
The Wastelander Satchel holds 5 ENC of gear, each no
bigger than 2 ENC.
EV 5.0
Rebel Outfit
Right Arm
Torso
Left Arm
50 Caps
5 M/1 B/0 E
5 M/1 B/0 E
5 M/1 B/0 E
+5 to all Melee
Right Leg
Abdomen
Left Leg
Skills
1 M/0 B/0 E
1 M/0 B/0 E
1 M/0 B/0 E
A leather jacket worn over a white t-shirt with canvas pants
and biker boots.
EV: 2.0
Settlers Outfit
Right Arm
Torso
Left Arm
18 Caps
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
+5 to Dirt Farming
Right Leg
Abdomen
Left Leg

Right Leg
0 M/0 B/0 E

Abdomen
0 M/0 B/0 E

Left Leg
0 M/0 B/0 E

Right Arm
0 M/0 B/0 E
Right Leg
1 M/0 B/0 E

Torso
0 M/0 B/0 E
Abdomen
1 M/0 B/0 E

Left Arm
0 M/0 B/0 E
Left Leg
1 M/0 B/0 E

Right Arm
0 M/0 B/0 E
Right Leg
1 M/0 B/0 E

Torso
0 M/0 B/0 E
Abdomen
1 M/0 B/0 E

Left Arm
0 M/0 B/0 E
Left Leg
1 M/0 B/0 E

Right Arm
0 M/0 B/0 E
Right Leg
0 M/0 B/0 E

Torso
0 M/0 B/0 E
Abdomen
0 M/0 B/0 E

Left Arm
0 M/0 B/0 E
Left Leg
0 M/0 B/0 E

Right Arm
5 M/1 B/0 E
Right Leg
1 M/0 B/0 E

Torso
5 M/1 B/0 E
Abdomen
1 M/0 B/0 E

Left Arm
5 M/1 B/0 E
Left Leg
1 M/0 B/0 E

Right Arm
0 M/0 B/0 E
Right Leg

Torso
0 M/0 B/0 E
Abdomen

Left Arm
0 M/0 B/0 E
Left Leg

0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
and Science
0 M/0 B/0 E
The male version consists of an orange and brown plaid
Meteorology
shirt with jean overalls, a handkerchief wrapped around the
neck. For females, it is an earth tone dress that comes
down to the mid calves with a gray scarf wrapped around
the neck. The handkerchief/scarf are only useful to protect
against dust. A small satchel is carried over the shoulder.
The Wastelander Satchel holds 5 ENC of gear, each no
bigger than 2 ENC.
EV: 1.5
Slave Rags
Right Arm
Torso
Left Arm
6 Caps
Right Arm
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
Right Leg
Abdomen
Left Leg
Right Leg
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
Canvas tunic over loincloth that is issued to slaves in
Paradise Falls.
EV: 1.5
Sexy Slave Outfit/Sexy Slave Belt
Right Arm
Torso
Left Arm
6 Caps
Right Arm
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
+1 CON and DEX
Right Leg
Abdomen
Left Leg
Right Leg
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
A truly disturbing outfit consisting of a Sexy Slave Belt worn
with a linen breechcloth for men and a linen microskirt for
women. Worn for effect by prostitutes and slaves used as
such. The belt can be worn by itself, or over/under almost
any other armor. They are found in the Pitt, Paradise Falls,
Lolipopz, the Boom-Boom Room, and Dukovs place.
EV: 1.5
Tattered Slave Outfit
Right Arm
Torso
Left Arm
6 Caps
Right Arm
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
+1 CON and DEX
Right Leg
Abdomen
Left Leg
Right Leg
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
Tan canvas breechcloth with a leather harness/collar that
locks over the torso. Females also get a canvas wrap for
their breasts. Issued to slaves in the Pitt.
EV: 1.5
Laborers Outfit
Right Arm
Torso
Left Arm
6 Caps
Right Arm
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
+1 CON, DEX, and
Right Leg
Abdomen
Left Leg
Right Leg
STR
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
Tan canvas breechcloth with a leather harness/collar that
locks over the torso. Females also get a canvas wrap for

0 M/0 B/0 E

0 M/0 B/0 E

Torso
0 M/0 B/0 E
Abdomen
0 M/0 B/0 E

Left Arm
0 M/0 B/0 E
Left Leg
0 M/0 B/0 E

Torso
0 M/0 B/0 E
Abdomen
0 M/0 B/0 E

Left Arm
0 M/0 B/0 E
Left Leg
0 M/0 B/0 E

Torso
0 M/0 B/0 E
Abdomen
0 M/0 B/0 E

Left Arm
0 M/0 B/0 E
Left Leg
0 M/0 B/0 E

Torso
0 M/0 B/0 E
Abdomen
0 M/0 B/0 E

Left Arm
0 M/0 B/0 E
Left Leg
0 M/0 B/0 E

their breasts. Given to the character who brings Everett 10


Steel Ingots in the Unsafe Working Conditions quest.
EV: 1.5
Worn Slave Outfit
Right Arm
Torso
Left Arm
6 Caps
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
+1 CON and DEX
Right Leg
Abdomen
Left Leg
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
Brown burlap breechcloth with a leather harness/collar that
locks over the torso. Females also get a canvas wrap for
their breasts. Issued to slaves in the Pitt.
EV 5.0
Tough Chick Outfit
Right Arm
Torso
Left Arm
160 Caps
3 M/2 B/1 E
3 M/2 B/1 E
3 M/2 B/1 E
Right Leg
Abdomen
Left Leg
0 M/0 B/0 E
3 M/2 B/1 E
0 M/0 B/0 E
A pair of denim pants, cowboy boots, and a heavy, armored
leather jacket with reinforced shoulder pads. The sleeves
of the jacket zip out for increased freedom of movement.
The Tough Chick hired as a guide by Vault 101s refugees
currently making their way through Grayditch has two such
outfits, but only one set of sleeves
EV: 2.0
Wasteland Surgeon Fatigues
Right Arm
Torso
Left Arm
6 Caps
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
+5 to Physician,
Right Leg
Abdomen
Left Leg
Trauma Medicine
1 M/0 B/0 E
1 M/0 B/0 E
1 M/0 B/0 E
and Surgery
Blood-spattered sleeveless shirt and brown canvas pants, a
small shoulder bag and belt with two belt packs
EV: 4.0
Wasteland Legend Outfit
Right Arm
Torso
Left Arm
50 Caps
4 M/2 B/1 E
2 M/ 1 B/0 E
4 M/2 B/1 E
+2 to all Melee
Right Leg
Abdomen
Left Leg
and Firearms skills
2 M/ 1 B/0 E
2 M/ 1 B/0 E
2 M/ 1 B/0 E
Consists of a long, sleeveless Yrahmin-hide jacket, split
front and back for ease of movement, over a T-shirt. The
jacket is worn with Brahmin-hide pants, the knees and shins
reinforced with leather pads, and the shin guards reinforced
with chains. The female version includes heavy leather
arm wraps, while the male version includes wire mesh
shoulder guards and wrist guards, along with a set of preWar military medals. Both versions come with a Merc
Veteran Mask, shemagh, and a belt with a Medium Utility

Right Arm
0 M/0 B/0 E
Right Leg
0 M/0 B/0 E

Torso
0 M/0 B/0 E
Abdomen
0 M/0 B/0 E

Left Arm
0 M/0 B/0 E
Left Leg
0 M/0 B/0 E

Right Arm
3 M/2 B/1 E
Right Leg
0 M/0 B/0 E

Torso
3 M/2 B/1 E
Abdomen
3 M/2 B/1 E

Left Arm
3 M/2 B/1 E
Left Leg
0 M/0 B/0 E

Right Arm
0 M/0 B/0 E
Right Leg
1 M/0 B/0 E

Torso
0 M/0 B/0 E
Abdomen
1 M/0 B/0 E

Left Arm
0 M/0 B/0 E
Left Leg
1 M/0 B/0 E

Right Arm
4 M/2 B/1 E
Right Leg
2 M/ 1 B/0 E

Torso
2 M/ 1 B/0 E
Abdomen
2 M/ 1 B/0 E

Left Arm
4 M/2 B/1 E
Left Leg
2 M/ 1 B/0 E

Pouch.
EV: 2.0
Wasteland Settler Outfit
Right Arm
Torso
Left Arm
6 Caps
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
CON +1
Right Leg
Abdomen
Left Leg
DEX +1
1 M/0 B/0 E
1 M/0 B/0 E
1 M/0 B/0 E
Canvas Pants or Skirt with Cotton Shirt
EV: 2.0
Wasteland Wanderer Outfit
Right Arm
Torso
Left Arm
6 Caps
2 M/ 1 B/0 E
2 M/ 1 B/0 E
2 M/ 1 B/0 E
CON +1
Right Leg
Abdomen
Left Leg
DEX +1
1 M/0 B/0 E
1 M/0 B/0 E
1 M/0 B/0 E
Brahmin Hide Hooded Jacket and Canvas Pants. Two
pockets on Jacket are equal to Small Utility Pouches, while
two pockets on Pants are equal to Medium Utility Pouches.
EV: 2.0
Wasteland Raygunner Outfit
Right Arm
Torso
Left Arm
50 Caps
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
+5 to all Energy
Right Leg
Abdomen
Left Leg
Weapon skills
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
Consists of a dirty white tee-shirt (white tank-top for
females) and dark gray cargo pants, tucked into shin-high
army boots, with a shoulder bag and Web Belt with a
Medical and Small Utility pouch.

Right Arm
0 M/0 B/0 E
Right Leg
1 M/0 B/0 E

Torso
0 M/0 B/0 E
Abdomen
1 M/0 B/0 E

Left Arm
0 M/0 B/0 E
Left Leg
1 M/0 B/0 E

Right Arm
2 M/ 1 B/0 E
Right Leg
1 M/0 B/0 E

Torso
2 M/ 1 B/0 E
Abdomen
1 M/0 B/0 E

Left Arm
2 M/ 1 B/0 E
Left Leg
1 M/0 B/0 E

Right Arm
0 M/0 B/0 E
Right Leg
0 M/0 B/0 E

Torso
0 M/0 B/0 E
Abdomen
0 M/0 B/0 E

Left Arm
0 M/0 B/0 E
Left Leg
0 M/0 B/0 E

Right Arm
8 M/6 B/2 E
Right Leg
4 M/2 B/1 E

Torso
7 M/4 B/2 E
Abdomen
7 M/4 B/2 E

Left Arm
7 M/4 B/2 E
Left Leg
4 M/2 B/1 E

Slaver Outfits
EV: 8.0
Right Arm
Torso
Left Arm
8 M/6 B/2 E
7 M/4 B/2 E
7 M/4 B/2 E
Right Leg
Abdomen
Left Leg
4 M/2 B/1 E
7 M/4 B/2 E
4 M/2 B/1 E
Consists of Leather Boots, Leather Armor Pants, and
Leather Armor Jacket with a Metal Armor sleeve for a Slaver
Arm (not included) on the right, and a Slaver Ammo
Bandolier securing a spiked shoulder pad on the left. The
left boot has an Ankle Sheath for a large blade (often a
Ripper), and the belt has two Handcuff Pouches and two
Pistol Double Magazine Pouches, two Flare Pouches, and a
leather utility pouch on the left side (holds 1.0 ENC, with no
item larger than .5 ENC). A similar leather utility pouch is
on the right. Attachment points for two Slave Collars are

Slaver Veteran A
160 Caps
-10 to Physical
Skills
-6 to Heavy
Weapon skills
+6 to Firearms
skills and Bargain

also mounted on the belt.


EV 5.5
Right Arm
Torso
Left Arm
9 M/5 B/3 E
5 M/3 B/2 E
5 M/3 B/2 E
Right Leg
Abdomen
Left Leg
5 M/3 B/2 E
5 M/3 B/2 E
5 M/3 B/2 E
The male version is a three piece suit, heavily stitched and
reinforced with leather pads on knees, elbows, and
shoulder, with a spiked shoulder pad on the left, as well as
having a small metal cup on the groin area; the female
version a ripped and torn blue business skirt-suit with
ripped black fishnet tights, also with shoulder, knee, and
elbow pads. Both have a Metal Armor sleeve on the right
arm designed to mount a Slaver Arm (Sleep Pistol), and a
Slaver Ammo Bandolier. Attachment points for two Slave
Collars are also mounted on the belt.
EV 5.5
Leroy
Right Arm
Torso
Left Arm
9 M/5 B/3 E
5 M/3 B/2 E
5 M/3 B/2 E
Right Leg
Abdomen
Left Leg
5 M/3 B/2 E
5 M/3 B/2 E
5 M/3 B/2 E
Adenim jacket and pants, heavily stitched and reinforced
with leather or metal pads on knees, elbows, and shoulder,
with a spiked shoulder pad on the left, as well as having a
small metal cup on the groin area, a Metal Armor sleeve on
the right arm designed to mount a Slaver Arm (Sleep
Pistol), and a modified Slaver Ammo Bandolier that holds
up to three Mesmetron Power Cells (or standard Small
Energy Cells), has an attachment point for 2 Slave Collars,
a Remote Detonator, and an attached belt that contains
three leather Small Utility Pouches, a leather Medium
Utility Pouch, two leather Flare Pouch loops, a Stun Grenade
loop, a Gunfighter-style leather Drop-Leg Holster, a FlashBang holder on the right ankle, and a Vault Water Flask on
theleft.

Slaver Veteran B
500 Caps
-5 to all Physical
skills
-6 to Heavy
Weapon skills
+6 to Firearms
skills and Bargain

Right Arm
9 M/5 B/3 E
Right Leg
5 M/3 B/2 E

Torso
5 M/3 B/2 E
Abdomen
5 M/3 B/2 E

Left Arm
5 M/3 B/2 E
Left Leg
5 M/3 B/2 E

Right Arm
0 M/0 B/0 E

Torso
0 M/0 B/0 E

Left Arm
0 M/0 B/0 E

Walkers Slaver Veteran


260 Caps
+ to all Firearms
skills

Lab Coats
EV: 3.0
Right Arm
0 M/0 B/0 E

Torso
0 M/0 B/0 E

Left Arm
0 M/0 B/0 E

Pre-War Doctors Coat


8 Caps

Right Leg
Abdomen
Left Leg
+5 to all Science
Right Leg
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
skills
Consists of a white lab coat atop a white shirt, brown slacks
and black boots
EV: 3.0
Doctors Coat Friendship Asylum
Right Arm
Torso
Left Arm
50 Caps
Right Arm
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
0
M/0 B/0 E
+10 to all Science
Right Leg
Abdomen
Left Leg
Right Leg
and Medical skills
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
Consists of a white lab coat atop a teal shirt, tan slacks and
brown boots, or, for females, the same coat with short teal
dress and black pumps. Worn by the medical staff at
Friendship Asylum.
EV: 3.0
Dr. Lis Lab Coat
Consists of a white lab coat atop a blue, long-sleeved dress.
8 Caps
Right Arm
0 M/0 B/0 E
Worn by Doctor Li of Rivet City.
+10 to all Science
Right Leg
and Medical skills
0 M/0 B/0 E
EV: 3.0
Enclave Lab Coat
Right Arm
Torso
Left Arm
150 Caps
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
+10 to all Science
Right Leg
Abdomen
Left Leg
and Medical skills
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
Consists of a white lab coat atop an Enclave uniform shirt
and pants/skirt, with brown leather shoes and a teal tie.
Found on the Enclave doctors at the Mobile Base Crawler.
EV: 3.0
Lab Technician Outfit
Right Arm
Torso
Left Arm
8 Caps
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
+5 to all Science
Right Leg
Abdomen
Left Leg
skills
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
Consists of a white lab coat atop a dark blue shirt, tan
slacks and brown boots, or, for females, the same coat with
short, dark blue dress and black pumps. Worn by the lab
technicians at Rivet City.
EV: 3.0
Pre-War Lab Coat
Right Arm
Torso
Left Arm
16 Caps
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
+10 to all Science
Right Leg
Abdomen
Left Leg
and Medical skills
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
Consists of a white lab coat atop a white shirt, brown slacks
and black boots.

Abdomen
0 M/0 B/0 E

Left Leg
0 M/0 B/0 E

Torso
0 M/0 B/0 E
Abdomen
0 M/0 B/0 E

Left Arm
0 M/0 B/0 E
Left Leg
0 M/0 B/0 E

Torso
0 M/0 B/0 E
Abdomen
0 M/0 B/0 E

Left Arm
0 M/0 B/0 E
Left Leg
0 M/0 B/0 E

Right Arm
0 M/0 B/0 E
Right Leg
0 M/0 B/0 E

Torso
0 M/0 B/0 E
Abdomen
0 M/0 B/0 E

Left Arm
0 M/0 B/0 E
Left Leg
0 M/0 B/0 E

Right Arm
0 M/0 B/0 E
Right Leg
0 M/0 B/0 E

Torso
0 M/0 B/0 E
Abdomen
0 M/0 B/0 E

Left Arm
0 M/0 B/0 E
Left Leg
0 M/0 B/0 E

Right Arm
0 M/0 B/0 E
Right Leg
0 M/0 B/0 E

Torso
0 M/0 B/0 E
Abdomen
0 M/0 B/0 E

Left Arm
0 M/0 B/0 E
Left Leg
0 M/0 B/0 E

EV: 3.0
Right Arm
Torso
Left Arm
1 M/1 B/1 E
1 M/1 B/1 E
1 M/1 B/1 E
Right Leg
Abdomen
Left Leg
1 M/1 B/1 E
1 M/1 B/1 E
1 M/1 B/1 E
Consists of a white lab coat with a lead lining

Leskos Lab Coat


70 Caps
+10 to all Science
skills
-4 to Rads/DEX
Rank
Scientist Outfit
8 Caps
+5 to all Science
skills

EV: 3.0
Right Arm
Torso
Left Arm
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
Right Leg
Abdomen
Left Leg
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
Consists of a white lab coat atop a teal shirt, tan slacks and
brown boots, or, for females, the same coat with short, teal
dress and black pumps. Worn by the scientists at Rivet
City.
EV: 3.0
The Surgeons Lab Coat
Right Arm
Torso
Left Arm
8 Caps
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
+10 to all Medical
Right Leg
Abdomen
Left Leg
skills
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
+5 to all Science
Consists of a white lab coat atop a teal shirt, tan slacks and
X skills
brown boots, or, for females, the same coat with short, teal
dress and black pumps. Worn by The Surgeon in the Red
Racer Factory Office.

Right Arm
1 M/1 B/1 E
Right Leg
1 M/1 B/1 E

Torso
1 M/1 B/1 E
Abdomen
1 M/1 B/1 E

Left Arm
1 M/1 B/1 E
Left Leg
1 M/1 B/1 E

Right Arm
0 M/0 B/0 E
Right Leg
0 M/0 B/0 E

Torso
0 M/0 B/0 E
Abdomen
0 M/0 B/0 E

Left Arm
0 M/0 B/0 E
Left Leg
0 M/0 B/0 E

Right Arm
0 M/0 B/0 E
Right Leg
0 M/0 B/0 E

Torso
0 M/0 B/0 E
Abdomen
0 M/0 B/0 E

Left Arm
0 M/0 B/0 E
Left Leg
0 M/0 B/0 E

Right Arm
0 M/0 B/0 E
Right Leg
0 M/0 B/0 E

Torso
0 M/0 B/0 E
Abdomen
0 M/0 B/0 E

Left Arm
0 M/0 B/0 E
Left Leg
0 M/0 B/0 E

Right Arm
0 M/0 B/0 E
Right Leg
0 M/0 B/0 E

Torso
0 M/0 B/0 E
Abdomen
0 M/0 B/0 E

Left Arm
0 M/0 B/0 E
Left Leg
0 M/0 B/0 E

Kid Outfits
EV: 2.0
Athlete of the Wastes
Right Arm
Torso
Left Arm
30 Caps
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
Right Leg
Abdomen
Left Leg
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
A popular outfit for kids in the Wastelands. The male
version consists of jeans, a warm-up jacket and button-up
shirt, and sneaker. The female version substitutes a denim
skirt for the jeans.
EV: 2.0
Blast-Off Pajamas
Right Arm
Torso
Left Arm
125 Caps
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
+10 to Status
Right Leg
Abdomen
Left Leg
Tenpenney
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
A popular outfit for kids in the Wastelands. These are

footed pajamas with buttons up the front, decorated with


stars and rocket ships.
EV: 2.0
Junior Officer Outfit
Right Arm
Torso
Left Arm
30 Caps
Right Arm
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
Right Leg
Abdomen
Left Leg
Right Leg
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
A childs outfit consisting of a military officers coat worn
over a scavenged pair of pre-War slacks, button-up dress
shirt and tie, with combat boots (usually too big).
EV: 2.0
Pre-War Kids Outfit
Right Arm
Torso
Left Arm
30 Caps
Right Arm
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
Right Leg
Abdomen
Left Leg
Right Leg
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
The male version consists of a striped gray and white t-shirt
worn over patched and faded jeans, with high-top Converse
sneakers, striped socks and a leather belt. The female
version is a pink belted dress and penny loafers with white
ankle socks. A second male version includes a white t-shirt
and red converse, with no patches on the jeans. It is
generally found on corpses that date back to the War.
EV: 2.0
Cave Rat Outfit
Right Arm
Torso
Left Arm
30 Caps
Right Arm
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
Right Leg
Abdomen
Left Leg
Right Leg
2 M/0 B/0 E
0 M/0 B/0 E
2 M/0 B/0 E
2 M/0 B/0 E
Consists of a long tunic-style shirt for girls and a shorter
shirt and shorts for buys, with knee caps made from
plunger heads, rubber boots, and the remains of an old
cardboard box used to prevent tears and rips in the torso
and back. Found only among the children of Little
Lamplight.
EV: 2.0
Mayor MacCreadys Outfit
Right Arm
Torso
Left Arm
30 Caps
Right Arm
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
Right Leg
Abdomen
Left Leg
Right Leg
2 M/ 1 B/0 E
0 M/0 B/0 E
2 M/ 1 B/0 E
2 M/ 1 B/0 E
A childs outfit consisting of an adult-sized light green
British Army fatigue shirt and LBE Harness/Web Belt worn
over a pair of OD Green BDU pants, with Combat Boots and
knee caps. MacCready also wears a scarf with the outfit.

Torso
0 M/0 B/0 E
Abdomen
0 M/0 B/0 E

Left Arm
0 M/0 B/0 E
Left Leg
0 M/0 B/0 E

Torso
0 M/0 B/0 E
Abdomen
0 M/0 B/0 E

Left Arm
0 M/0 B/0 E
Left Leg
0 M/0 B/0 E

Torso
0 M/0 B/0 E
Abdomen
0 M/0 B/0 E

Left Arm
0 M/0 B/0 E
Left Leg
2 M/0 B/0 E

Torso
0 M/0 B/0 E
Abdomen
0 M/0 B/0 E

Left Arm
0 M/0 B/0 E
Left Leg
2 M/ 1 B/0 E

EV: 2.0
Ragamuffin Outfit
Right Arm
Torso
Left Arm
30 Caps
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
Right Leg
Abdomen
Left Leg
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
A childs outfit consisting of a pair of tattered and worn
denim coveralls over a dirty white t-shirt. The outfit
includes sandals made from rope and old truck tires.
EV: 2.0
RobCo Ragamuffin Outfit
Right Arm
Torso
Left Arm
30 Caps
0 M/0 B/0 E
4 M/2 B/1 E
0 M/0 B/0 E
Right Leg
Abdomen
Left Leg
4 M/2 B/1 E
4 M/2 B/1 E
4 M/2 B/1 E
A childs outfit consisting of a pair of RobCo denim coveralls
over a dirty gray t-shirt. The outfit includes sandals made
from robot actuator cables and old Protectron Anti-Skid
Pads.
EV: 2.0
Wasteland Scout Uniform
Right Arm
Torso
Left Arm
30 Caps
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
Right Leg
Abdomen
Left Leg
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
A childs outfit consisting of a pre-War scouting outfit. Boys
get a pair of tattered shorts and shirt is kaki, with brown
socks and sneakers, plus a Scout neckerchief. Girls wear a
Girl Scout dress, with sash, with a bow tied to the front, and
high top sneakers with ankle socks.

Right Arm
0 M/0 B/0 E
Right Leg
0 M/0 B/0 E

Torso
0 M/0 B/0 E
Abdomen
0 M/0 B/0 E

Left Arm
0 M/0 B/0 E
Left Leg
0 M/0 B/0 E

Right Arm
0 M/0 B/0 E
Right Leg
4 M/2 B/1 E

Torso
4 M/2 B/1 E
Abdomen
4 M/2 B/1 E

Left Arm
0 M/0 B/0 E
Left Leg
4 M/2 B/1 E

Right Arm
0 M/0 B/0 E
Right Leg
0 M/0 B/0 E

Torso
0 M/0 B/0 E
Abdomen
0 M/0 B/0 E

Left Arm
0 M/0 B/0 E
Left Leg
0 M/0 B/0 E

Right Arm
0 M/0 B/0 E
Right Leg
0 M/0 B/0 E

Torso
0 M/0 B/0 E
Abdomen
0 M/0 B/0 E

Left Arm
0 M/0 B/0 E
Left Leg
0 M/0 B/0 E

Right Arm

Torso

Left Arm

Pre-War Outfits
EV: 1.0
The China Girl Dress is a pre-War sleeveless, chokerneckline silk dress, cut extremely high on the sides, and
designed to be extremely form-fitting. Clover, Eulogy
Jones bodyguard, has four of the dresses, in black, pink,
purple, and sheer gray. They are sized to fit a woman of
SIZ 8, and are stretched to the max on Clovers SIZ 9
frame.
EV: 10.0
Right Arm
Torso
Left Arm

China Girl Dress


180 Caps
+1 to DEX

Dental X-Ray Vest


50 Caps

0 M/0 B/0 E
6 M/3 B/12 E
0 M/0 B/0 E
-15 to all Physical
Right Leg
Abdomen
Left Leg
skills
0 M/0 B/0 E
6 M/3 B/12 E
0 M/0 B/0 E
Reduce Rads/DEX
Consists of a lead-filled vest that hangs from neck to midRank by 3
thigh. The vest is heavy, hard to move around in, and
generally a pain, but gives great protection against Rads
and directed energy weapons. It can be worn with hard
armor, but the Physical skills reduction is doubled. Found in
the Dentists Office in Fairfax, in the building that houses
the Ballistyle Offices.
EV: 4
Eulogy Jones Suit
Right Arm
Torso
Left Arm
6 Caps
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
+2 to all Firearms
Right Leg
Abdomen
Left Leg
skills and +5 to
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
CAH and all
Pre-War Zoot Suit (s a mens suit with high-waisted, widepersonal
legged, tight-cuffed, pegged trousers, and a long coat with
interaction skills
wide lapels and wide padded shoulders), in brick red with a
dark purple shirt, pre-War French calcos (pointy shoes), and
a double gold watch chain from belt to back pocket.
EV: 2.5
Formal Wear
Right Arm
Torso
Left Arm
125 Caps
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
+10 to Status
Right Leg
Abdomen
Left Leg
Tenpenney
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
The male version consists of black tuxedo with white dress
shirt and black tie. The female version is a white and pink
belted dress with black heels.
EV: 2.5
Formal Wear, High Class
Right Arm
Torso
Left Arm
250 Caps
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
+20 to Status
Right Leg
Abdomen
Left Leg
Tenpenney
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
+5 to CHA
The male version consists of dark (nearly black) purple
+5 to all personal
tuxedo with red vest and tie over a cream dress shirt. The
interaction skills
female version is a black evening dress with red trim, slit
up to the left hip, with a large red carnation at the hip, and
black heels.
EV: 2.0
Gambler Suit/Dress, Dapper
Right Arm
Torso
Left Arm
6 Caps
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
+5 LUCK
Right Leg
Abdomen
Left Leg

0 M/0 B/0 E
Right Leg
0 M/0 B/0 E

0 M/0 B/0 E
Abdomen
0 M/0 B/0 E

0 M/0 B/0 E
Left Leg
0 M/0 B/0 E

Right Arm
0 M/0 B/0 E
Right Leg
0 M/0 B/0 E

Torso
0 M/0 B/0 E
Abdomen
0 M/0 B/0 E

Left Arm
0 M/0 B/0 E
Left Leg
0 M/0 B/0 E

Right Arm
0 M/0 B/0 E
Right Leg
0 M/0 B/0 E

Torso
0 M/0 B/0 E
Abdomen
0 M/0 B/0 E

Left Arm
0 M/0 B/0 E
Left Leg
0 M/0 B/0 E

Right Arm
0 M/0 B/0 E
Right Leg
0 M/0 B/0 E

Torso
0 M/0 B/0 E
Abdomen
0 M/0 B/0 E

Left Arm
0 M/0 B/0 E
Left Leg
0 M/0 B/0 E

Right Arm
0 M/0 B/0 E
Right Leg

Torso
0 M/0 B/0 E
Abdomen

Left Arm
0 M/0 B/0 E
Left Leg

0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
The male version consists of a dark charcoal suit with
lighter vest, white dress shirt and Kentucky Gentlemans
tie. The female version is a yellow herringbone dress,
fading to orange at the bottom, with a lace-trimmed hem.
EV: 2.0
Gambler Suit/Dress, Fancy
Right Arm
Torso
Left Arm
6 Caps
Right Arm
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
+5 LUCK
Right Leg
Abdomen
Left Leg
Right Leg
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
The male version consists of dark gray pants and suit jacket
with a cream dress shirt and black string tie. The female
version is earth-toned floral print dress with a lace-trimmed
hem.
EV: 2.0
Gambler Suit/Dress, Shabby
Right Arm
Torso
Left Arm
6 Caps
Right Arm
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
0
M/0 B/0 E
+5 LUCK
Right Leg
Abdomen
Left Leg
Right Leg
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
The male version consists of dark charcoal pants and an
orange suit jacket, charcoal lined, with a white dress shirt
and charcoal Kentucky Gentlemans tie. The female version
is orange Empire-waist dress with a lace-trimmed hem.
EV: 2.0
Gambler Suit/Dress, Well-Heeled
Right Arm
Torso
Left Arm
4 Caps
Right Arm
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
Right Leg
Abdomen
Left Leg
Right Leg
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
The male version consists of a gray suit, with a cream dress
shirt and red Kentucky Gentlemans tie. The female version
is green and yellow Empire-waist floral print dress with a
lace-trimmed hem.
EV: 2.0
K2 Goth Girl Minidress
The Goth Girl Minidress is a pre-War halter-style silk
180 Caps
Right Arm
0 M/0 B/0 E
minidress, in solid black, with a red silk ribbon belt and
+1 to DEX
Right Leg
black pumps with red heels. It is sized to fit a woman of SIZ
0
M/0 B/0 E
9-11. Found inside Willys Grocer, near Tenpenny Tower.
EV: 7.5
This outfit consists of a Kevlar-lined leather jacket and
matching pants, worn with fingerless leather gloves and a
leather choker-style collar. The pants and jacket have

Jessica Outfit
390 Caps

Right Arm
3 M/5 B/3 E
Right Leg
3 M/5 B/3 E

0 M/0 B/0 E

0 M/0 B/0 E

Torso
0 M/0 B/0 E
Abdomen
0 M/0 B/0 E

Left Arm
0 M/0 B/0 E
Left Leg
0 M/0 B/0 E

Torso
0 M/0 B/0 E
Abdomen
0 M/0 B/0 E

Left Arm
0 M/0 B/0 E
Left Leg
0 M/0 B/0 E

Torso
0 M/0 B/0 E
Abdomen
0 M/0 B/0 E

Left Arm
0 M/0 B/0 E
Left Leg
0 M/0 B/0 E

Torso
0 M/0 B/0 E
Abdomen
0 M/0 B/0 E

Left Arm
0 M/0 B/0 E
Left Leg
0 M/0 B/0 E

Torso
3 M/5 B/3 E
Abdomen
3 M/5 B/3 E

Left Arm
3 M/5 B/3 E
Left Leg
3 M/5 B/3 E

several cutouts, backed with lace, and the jacket bears a


symbol painted in bright blood red across the back: a black
skull, three stars across the forehead, surrounded by a pool
of red blood, over a red-trimmed, black, diamond-shaped
warning sign that reads BEWARE OF GIRL in blood-red
lettering. The outfit will fit a female human/ghoul of SIZ 1113.
EV: 5.0
Kendo2 Brown Leather Dress B.O.G. Armored Version
This outfit consists of a Kevlar-lined, strapless, black-leather
180 Caps
Right Arm
5 M/5 B/3 E
minidress, buckled at the waist, worn with lace-up Kevlar+1 APP and +5 to
Right Leg
lined sleeves and lace-up thigh-high stiletto-heeled boots.
Personal
5
M/5 B/3 E
The dress bears a symbol painted in bright blood red on the
Interaction skills
right hip: a black skull, three stars across the forehead,
surrounded by a pool of red blood. On the rear of the waist
is a red-trimmed, black, diamond-shaped warning sign that
reads BEWARE OF GIRL in blood-red lettering. Blood-red
accents, similar to tribal tattoos, are found on the boots,
bodice and rear of the dress. The outfit will fit a female
human/ghoul of SIZ 11-13.
EV: 2.5
Police Uniform
Right Arm
Torso
Left Arm
10 Caps
Right Arm
1 M/0 B/0 E
1 M/0 B/0 E
1 M/0 B/0 E
1 M/0 B/0 E
+5 to all Firearms
Right Leg
Abdomen
Left Leg
Right Leg
skills
1 M/0 B/0 E
1 M/0 B/0 E
1 M/0 B/0 E
1
M/0 B/0 E
DEX Rank costs
The standard uniform of many police departments,
for all Firearm
including the DC Metropolitan Police and the Philadelphia
attacks are
Police, it is a rip/tear resistant fabric that provides minimal
reduced by 20%
protection. Includes a badge, Sam Brown belt with
shoulder harness, and leather boots. Five such uniforms
were recovered from the ruins of the Germantown Police
Station, and are now held by the Slavers of Paradise Falls.
EV: 5.0
Power Suit Armor
Right Arm
Torso
Left Arm
12 Caps
Right Arm
4 M/4 B/2 E
4 M/4 B/2 E
4 M/4 B/2 E
4 M/4 B/2 E
+1 DEX, +1 APP
Right Leg
Abdomen
Left Leg
Right Leg
+3 to Bargain,
4 M/4 B/2 E
4 M/4 B/2 E
4 M/4 B/2 E
4
M/4 B/2 E
Perform: Oratory
The male version consists of a black business suit with a
and Persuade
white dress shirt and black tie. The female version is a
black skirt-suit with white blouse and heels. The jacket and
pants/skirt are lined with Kevlar and anti-knife plastic
plates.

Torso
5 M/5 B/3 E
Abdomen
5 M/5 B/3 E

Left Arm
5 M/5 B/3 E
Left Leg
5 M/5 B/3 E

Torso
1 M/0 B/0 E
Abdomen
1 M/0 B/0 E

Left Arm
1 M/0 B/0 E
Left Leg
1 M/0 B/0 E

Torso
4 M/4 B/2 E
Abdomen
4 M/4 B/2 E

Left Arm
4 M/4 B/2 E
Left Leg
4 M/4 B/2 E

EV: 3.0
Pre-War Business Wear, Dirty
Right Arm
Torso
Left Arm
8 Caps
Right Arm
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
+5 to Bargain,
Right Leg
Abdomen
Left Leg
Right Leg
Perform: Oratory
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
0
M/0 B/0 E
and Persuade
The male version consists of a light tan pinstriped suit with
a white dress shirt and black tie. The female version is a
blue skirt-suit with white blouse and heels.
EV: 3.0
Pre-War Business Wear, Grimy
Right Arm
Torso
Left Arm
6 Caps
Right Arm
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
+5 to Bargain,
Right Leg
Abdomen
Left Leg
Right Leg
Perform: Oratory
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
0
M/0 B/0 E
and Persuade
The male version consists of a dark gray suit with a white
dress shirt and red tie. The female version is a charcoal
skirt-suit with white blouse and heels.
EV: 2.0
Pre-War Casual Wear
Right Arm
Torso
Left Arm
8 Caps (6 for the
Right Arm
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
Dirty version)
Right Leg
Abdomen
Left Leg
Right Leg
+1 DEX
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
The male version consists of a brown sweater-vest over a
cream shirt and a pair of tan trousers. The female version
is a blue dress and heels.
EV: 8.0
Pre-War Composite
Moira Browns first attempt to armored clothing, it consists
30 Caps
Right Arm
5 M/3 B/2 E
of a Salmon BallistyleMinidress with a metal wrist guard on
Right Leg
the right, a leather guard on the left, a shoulder pad of
5
M/3 B/2 E
spiked leather over metal on the left, a 12-shot leather
bandoleer (.32 to 12g) to hold the shoulder pad in place, a
Leather Belt with leather equivalents of two Flare Pouches
(left rear quarter), and threeSmall Utility Pouches (rear to
right rear quarter). A second belt, worn gunfighter style,
holds a leather Large Utility Pouch. The outfit is worn with
Kevlar-lined motorcycle boots and a leather knee pad on
the right. The outfit was sold to a wanderer, and later
ended up in the possession of Eulogy Jones, where Clover
covets it for her own use.
EV: 2.0
Right Arm
Torso
Left Arm
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
Right Leg
Abdomen
Left Leg

Pre-War Relaxed Wear


8 Caps (6 for the
Dirty version)

Right Arm
0 M/0 B/0 E
Right Leg

Torso
0 M/0 B/0 E
Abdomen
0 M/0 B/0 E

Left Arm
0 M/0 B/0 E
Left Leg
0 M/0 B/0 E

Torso
0 M/0 B/0 E
Abdomen
0 M/0 B/0 E

Left Arm
0 M/0 B/0 E
Left Leg
0 M/0 B/0 E

Torso
0 M/0 B/0 E
Abdomen
0 M/0 B/0 E

Left Arm
0 M/0 B/0 E
Left Leg
0 M/0 B/0 E

Torso
5 M/3 B/2 E
Abdomen
5 M/3 B/2 E

Left Arm
5 M/3 B/2 E
Left Leg
5 M/3 B/2 E

Torso
0 M/0 B/0 E
Abdomen

Left Arm
0 M/0 B/0 E
Left Leg

0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
+1 DEX
Consists of a green sweater-vest over a blue short and
magnolia colored trousers. The female version is
yellowish/brown dress, black belt, and black heels.
EV: 2.0
Pre-War Parkstroller Outfit
Right Arm
Torso
Left Arm
8 Caps (6 for the
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
Dirty version)
Right Leg
Abdomen
Left Leg
+1 DEX
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
The male version consists of a gray shirt, over a t-shirt, and
blue jeans. The female version is a yellow and green belted
dress and heels.
EV: 2.0
Pre-War Spring Outfit
Right Arm
Torso
Left Arm
8 Caps (6 for the
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
Dirty version)
Right Leg
Abdomen
Left Leg
+1 DEX
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
The male version consists of a red grid-pattern shirt and
brown trousers. The female version is a pink and red dress
with red heels.
EV: 2.0
PT Gear
Right Arm
Torso
Left Arm
11 Caps
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
+1 DEX
Right Leg
Abdomen
Left Leg
0 M/0 B/0 E
0 M/0 B/0 E
0 M/0 B/0 E
Consists of a red shorts with the Marine Corp logo on the
left leg, gym shoes, white tube socks, and either a gold tshirt (male) or sports bra (female). Sold by Maggie Kulp at
her shop in Canterbury Commons.
EV: 8.0
Spring Skirt, Armored
Moira Browns attempt to meld her Armored Vault Suit
30 Caps
pattern to other pre-War outfits, the Armored Spring Skirt is
a Green BallistyleMinidress with a metal wrist guard on the
right, a leather guard on the left, a shoulder pad of leather
topped with a Power Armor shoulder pad on the left, a 12shot leather bandoleer (.32 to 12g) to hold the shoulder
pad in place, a Leather Belt with leather equivalents to the
Canteen Pouch (with Canteen, on the left front quarter),
40mm Grenade Double Pouch (left side), two Flare Pouches
(left rear quarter), a Medium Utility Pouch (rear), and a
Small Utility Pouch (right side). A second belt, worn almost
gunfighter style, holds a second leather Medium Utility

0 M/0 B/0 E

0 M/0 B/0 E

0 M/0 B/0 E

Right Arm
0 M/0 B/0 E
Right Leg
0 M/0 B/0 E

Torso
0 M/0 B/0 E
Abdomen
0 M/0 B/0 E

Left Arm
0 M/0 B/0 E
Left Leg
0 M/0 B/0 E

Right Arm
0 M/0 B/0 E
Right Leg
0 M/0 B/0 E

Torso
0 M/0 B/0 E
Abdomen
0 M/0 B/0 E

Left Arm
0 M/0 B/0 E
Left Leg
0 M/0 B/0 E

Right Arm
0 M/0 B/0 E
Right Leg
0 M/0 B/0 E

Torso
0 M/0 B/0 E
Abdomen
0 M/0 B/0 E

Left Arm
0 M/0 B/0 E
Left Leg
0 M/0 B/0 E

Right Arm
5 M/3 B/2 E
Right Leg
5 M/4 B/2 E

Torso
5 M/4 B/2 E
Abdomen
5 M/4 B/2 E

Left Arm
5 M/3 B/2 E
Left Leg
5 M/4 B/2 E

Pouch. The outfit is worn with Kevlar-lined motorcycle


boots. Moira will make the outfit available when the
Wasteland Survival Guide quest is complete.
Dusters and Trenchcoats
EV: 6.0
Amy Wong Duster Outfit
Consists of a reddish-brown (dried blood color) Duster,
70 Caps
black Motorcycle Boots, dark gray Reinforced Canvas Pants,
+5 to CHA and
and gray Cotton Shirt. The first value for Leg armor
Personal
assumes the coat is open, the second assumes the coat is
Interaction Skills
buttoned all the way down, causing a -15 to all Physical
+5 to all Firearms
skills
-5 to Physical
skills
EV: 5.0
Bounty Hunter Duster Outfit
Right Arm
Torso
Left Arm
70 Caps
4 M/2 B/1 E
4 M/2 B/1 E
4 M/2 B/1 E
+5 to CHA and
Right Leg
Abdomen
Left Leg
Personal
4 M/2 B/1 E
6 M/3 B/2 E
4 M/2 B/1 E
Interaction Skills
or
or
+5 to all Firearms
6 M/3 B/2 E
6 M/3 B/2 E
Cost and EV are for the outfit with Sherriffs Duster,
including Leather Boots, Canvas Pants, and Cotton Shirt.
The first value for Leg armor assumes the coat is open, the
second assumes the coat is buttoned all the way down,
causing a -10 to all Physical skills
EV: 2.5
JDs Coat
Right Arm
Torso
Left Arm
40 Caps
4 M/2 B/1 E
4 M/2 B/1 E
4 M/2 B/1 E
Right Leg
Abdomen
Left Leg
4 M/2 B/1 E
4 M/2 B/1 E
4 M/2 B/1 E
Cost and EV are for the Trench alone. Leg armor is only
from behind unless the coat is buttoned all the way down,
causing a -5 to Physical Skills. JD wears his over his
Craterside Employee Armor. Worn by JD of Craterside
Supply.
EV: 5.0
Lawbringer Duster
Right Arm
Torso
Left Arm
70 Caps
8 M/6 B/2 E
7 M/4 B/2 E
7 M/4 B/2 E
-10 to Physical
Right Leg
Abdomen
Left Leg
Skills
4 M/2 B/1 E
7 M/4 B/2 E
4 M/2 B/1 E

Right Arm
6 M/3 B/2 E
Right Leg
6 M/3 B/2 E
or
8 M/4 B/2 E

Torso
6 M/3 B/2 E
Abdomen
8 M/4 B/2 E

Left Arm
6 M/3 B/2 E
Left Leg
6 M/3 B/2 E
or
8 M/4 B/2 E

Right Arm
4 M/2 B/1 E
Right Leg
4 M/2 B/1 E
or
6 M/3 B/2 E

Torso
4 M/2 B/1 E
Abdomen
6 M/3 B/2 E

Left Arm
4 M/2 B/1 E
Left Leg
4 M/2 B/1 E
or
6 M/3 B/2 E

Right Arm
4 M/2 B/1 E
Right Leg
4 M/2 B/1 E

Torso
4 M/2 B/1 E
Abdomen
4 M/2 B/1 E

Left Arm
4 M/2 B/1 E
Left Leg
4 M/2 B/1 E

Right Arm
8 M/6 B/2 E
Right Leg
4 M/2 B/1 E

Torso
7 M/4 B/2 E
Abdomen
7 M/4 B/2 E

Left Arm
7 M/4 B/2 E
Left Leg
4 M/2 B/1 E

or
or
+10 to all
or
7 M/4 B/2 E
7 M/4 B/2 E
Firearms
7 M/4 B/2 E
Cost and EV are for the outfit with Reinforced Sherriffs
+5 to Insight,
Duster, including Leather Boots, Leather Armor Pants, and
Listen, Sense and
Leather Armor Shirt. The first value for Leg armor assumes
Spot
the coat is open, the second assumes the coat is buttoned
+1 Initiative
all the way down, causing an additional -5 to all Physical
skills. The left boot has an Ankle Holster for a revolver up
to .357 Magnum, the belt has two Handcuff Pouches and
two Pistol Double Magazine Pouches, and two Flare
Pouches, and an attachment for the leather shoulder
strap/Bandolier that holds up to 12 rounds of Rifle/Shotgun
ammunition, up to .50 cal/12g, and a leather utility pouch
on the left side (holds 1.0 ENC, with no item larger than .5
ENC). A similar leather utility pouch is on the right.
EV: 5.0
Lawbringer Duster Hot Pants
Cost and EV are for the outfit with Reinforced Sherriffs
70 Caps
Right Arm
8 M/6 B/2 E
Duster, including Leather Boots, Leather Short Pants, and
-5 to Physical
Right Leg
Leather Armor Shirt. The first value for Leg armor assumes
Skills
0 M/0 B/0 E
the coat is open, the second assumes the coat is buttoned
+10 to all
or
all the way down, causing an additional -5 to all Physical
Firearms
4
M/2
B/1 E
skills. The belt has two Handcuff Pouches and two Pistol
+5 to Insight,
Double Magazine Pouches, and two Flare Pouches, and an
Listen, Sense and
attachment for the leather shoulder strap/Bandolier that
Spot
holds up to 12 rounds of Rifle/Shotgun ammunition, up to .
+1 Initiative
50 cal/12g, and a leather utility pouch on the left side
(holds 1.0 ENC, with no item larger than .5 ENC). A similar
leather utility pouch is on the right.
EV: 2.0
Mysterious Coat
Right Arm
Torso
Left Arm
70 Caps
Right Arm
4 M/2 B/1 E
4 M/2 B/1 E
4 M/2 B/1 E
4 M/2 B/1 E
Right Leg
Abdomen
Left Leg
Right Leg
4 M/2 B/1 E
4 M/2 B/1 E
4 M/2 B/1 E
4 M/2 B/1 E
A black leather Trench Coat, cost and EV are for the Coat
alone, which can be worn with another outfit. Leg armor is
only from behind unless the coat is buttoned all the way
down, causing a -5 to Physical Skills. Will fit any female
under SIZ 19. The Coat is found in a locker in Mr. Burkes
House in Megaton. No one is sure how the clothing got
there.
EV: 4.0
Reinforced Trenchcoat

or
7 M/4 B/2 E

Torso
7 M/4 B/2 E
Abdomen
7 M/4 B/2 E

Left Arm
7 M/4 B/2 E
Left Leg
0 M/0 B/0 E
or
4 M/2 B/1 E

Torso
4 M/2 B/1 E
Abdomen
4 M/2 B/1 E

Left Arm
4 M/2 B/1 E
Left Leg
4 M/2 B/1 E

Right Arm
Torso
Left Arm
220 Caps
Right Arm
6 M/3 B/2 E
6 M/3 B/2 E
6 M/3 B/2 E
4 M/1 B/1 E
+5 to all Firearms
Right Leg
Abdomen
Left Leg
Right Leg
+5 to all Energy
6 M/3 B/2 E
8 M/5 B/3 E
6 M/3 B/2 E
6
M/3 B/2 E
Weapons
or
or
or
8 M/5 B/3 E
8 M/5 B/3 E
8 M/5 B/3 E
EV is for the outfit with Trench Coat, including Combat
Boots and Kevlar-reinforced black BDU pants. The first
value for Leg armor assumes the coat is open, the second
assumes the coat is buttoned all the way down, causing a
-5 to all Physical skills; Worn by the Taxidermist.
EV: 4.0
Sheriffs Duster
Right Arm
Torso
Left Arm
35 Caps
Right Arm
4 M/2 B/1 E
4 M/2 B/1 E
4 M/2 B/1 E
4
M/2 B/1 E
+5 to CHA and
Right Leg
Abdomen
Left Leg
Right
Leg
Personal
4 M/2 B/1 E
4 M/2 B/1 E
4 M/2 B/1 E
4
M/2
B/1
E
Interaction Skills
Cost and EV are for the Duster alone, which can be worn
+5 to all Firearms
with another outfit. Leg armor is only from behind unless
the coat is buttoned all the way down, causing a -5 to
Physical Skills.
EV: 2.0
Trench Coat
Right Arm
Torso
Left Arm
40 Caps
Right Arm
4 M/2 B/1 E
4 M/2 B/1 E
4 M/2 B/1 E
4 M/2 B/1 E
Right Leg
Abdomen
Left Leg
Right Leg
4 M/2 B/1 E
4 M/2 B/1 E
4 M/2 B/1 E
4 M/2 B/1 E
Cost and EV are for the Trench Coat alone, which can be
worn with another outfit. Leg armor is only from behind
unless the coat is buttoned all the way down, causing a -5
to Physical Skills.
EV: 6.0
General Chases Overcoat
Right Arm
Torso
Left Arm
150 Caps
Right Arm
6 M/3 B/2 E
6 M/3 B/2 E
6 M/3 B/2 E
6 M/3 B/2 E
+10 to Fast Talk,
Right Leg
Abdomen
Left Leg
Right Leg
Perform Oratory
6 M/3 B/2 E
8 M/4 B/2 E
6 M/3 B/2 E
6
M/3 B/2 E
and Persuade
or
or
or
Skills
8 M/4 B/2 E
8 M/4 B/2 E
8
M/4
B/2 E
+5 to all Firearms
Cost and EV are for the outfit with Army Trench Coat,
-5 to Physical
including Combat Boots and Army BDUs from the Chinese
skills
campaign. The first value for Leg armor assumes the coat
is open, the second assumes the coat is buttoned all the
way down, causing a -15 to all Physical skills. Found in the
armory of the VSS Bunker.

Torso
4 M/1 B/1 E
Abdomen
8 M/5 B/3 E

Left Arm
4 M/1 B/1 E
Left Leg
6 M/3 B/2 E
or
8 M/5 B/3 E

Torso
4 M/2 B/1 E
Abdomen
4 M/2 B/1 E

Left Arm
4 M/2 B/1 E
Left Leg
4 M/2 B/1 E

Torso
4 M/2 B/1 E
Abdomen
4 M/2 B/1 E

Left Arm
4 M/2 B/1 E
Left Leg
4 M/2 B/1 E

Torso
6 M/3 B/2 E
Abdomen
8 M/4 B/2 E

Left Arm
6 M/3 B/2 E
Left Leg
6 M/3 B/2 E
or
8 M/4 B/2 E

EV: 4.0
Colonel Autumns Uniform
Right Arm
Torso
Left Arm
12 Caps
Right Arm
4 M/1 B/1 E
4 M/1 B/1 E
4 M/1 B/1 E
4 M/1 B/1 E
+5 to all Firearms
Right Leg
Abdomen
Left Leg
Right Leg
+5 to all Energy
4 M/1 B/1 E
6 M/3 B/2 E
4 M/1 B/1 E
4
M/1 B/1 E
Weapons
or
or
or
6 M/3 B/2 E
6 M/3 B/2 E
6 M/3 B/2 E
EV is for the outfit with Trench Coat, including Combat
Boots and Enclave Officers Uniform. The first value for Leg
armor assumes the coat is open, the second assumes the
coat is buttoned all the way down, causing a -5 to all
Physical skills; Worn by Enclave commander Col. Autumn, it
consists of a tan Army-issue trenchcoat over an Enclave
Officers Uniform, belted with an olive drab Web Belt
holding a Medium Utility Pouch on the left and a Holster on
the right
EV: 4.0
Black Autumn Coat
Right Arm
Torso
Left Arm
25 Caps
Right Arm
4 M/1 B/1 E
4 M/1 B/1 E
4 M/1 B/1 E
4 M/1 B/1 E
+5 to all Firearms
Right Leg
Abdomen
Left Leg
Right Leg
+5 to all Energy
4 M/1 B/1 E
6 M/3 B/2 E
4 M/1 B/1 E
4
M/1 B/1 E
Weapons
or
or
or
6 M/3 B/2 E
6 M/3 B/2 E
6 M/3 B/2 E
EV is for the outfit with Trench Coat, including Combat
Boots and Enclave Officers Uniform. The first value for Leg
armor assumes the coat is open, the second assumes the
coat is buttoned all the way down, causing a -5 to all
Physical skills; Sold by Lady Frumperton, it consists of a
black Army-issue trenchcoat over a black Army Officers
Uniform, belted with a black Web Belt holding a Medium
Utility Pouch on the left and a Holster on the right
EV: 4.0
Black Autumn Coat Skelly Hand
Right Arm
Torso
Left Arm
55 Caps
Right Arm
4 M/1 B/1 E
4 M/1 B/1 E
4 M/1 B/1 E
4 M/1 B/1 E
+5 to all Firearms
Right Leg
Abdomen
Left Leg
Right Leg
+5 to all Energy
4 M/1 B/1 E
6 M/3 B/2 E
4 M/1 B/1 E
4
M/1 B/1 E
Weapons
or
or
or
6 M/3 B/2 E
6 M/3 B/2 E
6 M/3 B/2 E
EV is for the outfit with Trench Coat, including Combat
Boots and Enclave Officers Uniform. The first value for Leg
armor assumes the coat is open, the second assumes the
coat is buttoned all the way down, causing a -5 to all

Torso
4 M/1 B/1 E
Abdomen
6 M/3 B/2 E

Left Arm
4 M/1 B/1 E
Left Leg
4 M/1 B/1 E
or
6 M/3 B/2 E

Torso
4 M/1 B/1 E
Abdomen
6 M/3 B/2 E

Left Arm
4 M/1 B/1 E
Left Leg
4 M/1 B/1 E
or
6 M/3 B/2 E

Torso
4 M/1 B/1 E
Abdomen
6 M/3 B/2 E

Left Arm
4 M/1 B/1 E
Left Leg
4 M/1 B/1 E
or
6 M/3 B/2 E

Physical skills; Sold by Lady Frumperton, it consists of a


black Army-issue trenchcoat over a black Army Officers
Uniform, belted with a Web Belt holding a Medium Utility
Pouch on the left and a Holster on the right, and with bonewhite armored gloves for each hand
EV: 6.0
Jessies Longcoat Outfit
Right Arm
Torso
Left Arm
100 Caps
6 M/3 B/2 E
6 M/3 B/2 E
6 M/3 B/2 E
+5 to CHA and
Right Leg
Abdomen
Left Leg
Personal
6 M/3 B/2 E
8 M/4 B/2 E
6 M/3 B/2 E
Interaction Skills
or
or
+5 to Perception
8 M/4 B/2 E
8 M/4 B/2 E
skills
Worn by Jessie, a mercenary working out of Rivet City, the
+10 to all
outfit consists of a black Sherriffs duster, black boots, gray
Firearms
pants and charcoal shirt. The first value for Leg armor
-5 to Physical
assumes the coat is open, the second assumes the coat is
skills
buttoned all the way down, causing a -15 to all Physical
skills. Jessie has a second outfit, identical to the first, in her
stash in Minefield.
EV: 6.0
Vances Longcoat Outfit
Right Arm
Torso
Left Arm
100 Caps
6 M/3 B/2 E
6 M/3 B/2 E
6 M/3 B/2 E
+5 to CHA and
Right Leg
Abdomen
Left Leg
Personal
6 M/3 B/2 E
8 M/4 B/2 E
6 M/3 B/2 E
Interaction Skills
or
or
+5 to Perception
8 M/4 B/2 E
8 M/4 B/2 E
skills
Worn by Vance, leader of the Family at Meresti Metro
+10 to all
Station, the outfit consists of a dark brown Sherriffs duster,
Firearms
black boots, dark-brown pants and black shirt. The first
-5 to Physical
value for Leg armor assumes the coat is open, the second
skills
assumes the coat is buttoned all the way down, causing a
-15 to all Physical skills.

Right Arm
6 M/3 B/2 E
Right Leg
6 M/3 B/2 E
or
8 M/4 B/2 E

Torso
6 M/3 B/2 E
Abdomen
8 M/4 B/2 E

Left Arm
6 M/3 B/2 E
Left Leg
6 M/3 B/2 E
or
8 M/4 B/2 E

Right Arm
6 M/3 B/2 E
Right Leg
6 M/3 B/2 E
or
8 M/4 B/2 E

Torso
6 M/3 B/2 E
Abdomen
8 M/4 B/2 E

Left Arm
6 M/3 B/2 E
Left Leg
6 M/3 B/2 E
or
8 M/4 B/2 E

Right Arm
6 M/6 B/3 E
Right Leg
6 M/6 B/3 E

Torso
6 M/8 B/2 E
Abdomen
6 M/8 B/2 E

Left Arm
6 M/6 B/3 E
Left Leg
6 M/6 B/3 E

Combat/Riot Armor
EV 7.5
Right Arm
6 M/6 B/3 E
Right Leg
6 M/6 B/3 E

Torso
6 M/8 B/3 E
Abdomen
6 M/8 B/3 E

Left Arm
6 M/6 B/3 E
Left Leg
6 M/6 B/3 E

ADUC Armored Jumpsuit


300 Caps
+3 to Firearm and
Energy Weapon

ADUC pattern camouflage Kevlar BDUs with a Kevlar Vest


Skills
and trauma plate inserts covering the torso/abdomen and
+5 to Hide/Stealth
hard plate forearm guards, shin guards and knee pads; 24
-5 to all other
points of MOLLE Vest gear can be secured on the armors
Physical Skills
torso/abdomen front, an additional 24 on the rear, and 9 on
each leg; available from Steiner Co. in Rivet City
EV 7.5
Combat Armor, Light
Right Arm
Torso
Left Arm
190 Caps
Right Arm
6 M/6 B/3 E
6 M/8 B/3 E
6 M/6 B/3 E
6 M/6 B/3 E
-5 to Physical
Right Leg
Abdomen
Left Leg
Right Leg
Skills
6 M/6 B/3 E
6 M/8 B/3 E
6 M/6 B/3 E
6 M/6 B/3 E
Camouflage Kevlar BDUs with a Kevlar Vest and trauma
plate inserts covering the torso/abdomen and hard plate
forearm guards, shin guards and knee pads; the belt has
two Small Utility Pouches on either side, and a Medium
utility Pouch on the rear, with 4 additional points available
on the belt front, and 8 on the rear; Available in Arctic,
Urban, and Woodland camouflage
EV 10
T6 Light Combat Armor
Right Arm
Torso
Left Arm
390 Caps
Right Arm
0 M/0 B/0 E
7 M/7 B/4 E
0 M/0 B/0 E
0 M/0 B/0 E
Right Leg
Abdomen
Left Leg
Right Leg
7 M/7 B/4 E
7 M/7 B/4 E
7 M/7 B/4 E
7 M/7 B/4 E
Standard, Army-issue hard plate clamshell armor consisting
of a torso/back plate, abdominal insert, shoulder pads, arm
guards, shin guards and attached boots, worn over a set of
fatigue shorts and a severely-cropped top; the belt has two
Small Utility Pouches on either side, and a Medium utility
Pouch on the rear, with 4 additional points available on the
belt front, and 8 on the rear; the armor is designed to allow
the use of standard Combat Armor plating without the hot,
uncomfortable uniform associated with it; without the
Kevlar underlayer, the armors performance is slightly
degraded, but the weight savings is easy to see; arm
guards are not included with the T6 Light Combat Armor
EV 7.0
Combat Armor Sydney Green
Woodland green Kevlar BDU pants with an O.D. Combat
120 Caps
Right Arm
4 M/8 B/4 E
Armor Vest and shoulder pads covering the torso and hard
Right Leg
plate shin guards, knee pads and combat boots; the belt
6
M/6 B/3 E
has two Small Utility Pouches on either side, and a Medium
utility Pouch on the rear, with 4 additional points available

Torso
6 M/8 B/2 E
Abdomen
6 M/8 B/2 E

Left Arm
6 M/6 B/3 E
Left Leg
6 M/6 B/3 E

Torso
7 M/7 B/4 E
Abdomen
7 M/7 B/4 E

Left Arm
0 M/0 B/0 E
Left Leg
7 M/7 B/4 E

Torso
6 M/6 B/3 E
Abdomen
6 M/6 B/3 E

Left Arm
4 M/8 B/4 E
Left Leg
6 M/6 B/3 E

on the belt front, and 8 on the rear.


EV 12
Combat Armor
Right Arm
Torso
Left Arm
390 Caps
Right Arm
8 M/8 B/4 E
8 M/8 B/4 E
8 M/8 B/4 E
8 M/8 B/4 E
-10 to Physical
Right Leg
Abdomen
Left Leg
Right Leg
Skills
8 M/8 B/4 E
8 M/8 B/4 E
8 M/8 B/4 E
8 M/8 B/4 E
Standard, Army-issue hard plate clamshell armor consisting
of a torso/back plate, abdominal insert, shoulder pads, arm
guards, shin guards and attached boots, usually worn over
a set of standard fatigues; . the belt has two Small Utility
Pouches on either side, and a Medium utility Pouch on the
rear, with 4 additional points available on the belt front,
and 8 on the rear; Available in Arctic, Urban, and Woodland
camouflage and O.D. green
EV 10
Combat Armor Amy Wong
Unique Combat Armor in Dark Grey, worn over charcoal
450 Caps
Right Arm
8 M/8 B/4 E
fatigues. The belt has two Small Utility Pouches on either
-10 to Physical
Right Leg
side, and a Medium utility Pouch on the rear, with 4
Skills
8
M/8 B/4 E
additional points available on the belt front, and 8 on the
2x opponents
rear.
Darkness
penalties to
Spot/Target the
wearer
EV 12
Combat Armor Cherry
Chery wear standard combat armor and fatigues in non390 Caps
Right Arm
8 M/8 B/4 E
standard colors; Cherrys personal set of Combat Armor is
-10 to Physical
Right Leg
painted Cherry Red and worn over red fatigues; if one looks
Skills
8
M/8 B/4 E
close enough, they can see where a set of Nuka Cola logos
were scratched off and painted over, indicating the origin of
the armor. The belt has two Small Utility Pouches on either
side, and a Medium utility Pouch on the rear, with 4
additional points available on the belt front, and 8 on the
rear.
EV 12
Combat Armor Crystal Waters
Right Arm
Torso
Left Arm
390 Caps
Right Arm
12 M/12 B/6 E
12 M/12 B/6 E
12 M/12 B/6 E
12 M/12 B/6 E
-10 to Physical
Right Leg
Abdomen
Left Leg
Right Leg
Skills
12 M/12 B/6 E
12 M/12 B/6 E
12 M/12 B/6 E
12
M/12 B/6 E
+5 to all Firearms
A set of desert camouflage Combat Armor, originally
and Energy
designed for the Gobi Desert campaign, which served as
Weapon skills
the basis for the armor worn their by the USMC; Crystal has

Torso
8 M/8 B/4 E
Abdomen
8 M/8 B/4 E

Left Arm
8 M/8 B/4 E
Left Leg
8 M/8 B/4 E

Torso
8 M/8 B/4 E
Abdomen
8 M/8 B/4 E

Left Arm
8 M/8 B/4 E
Left Leg
8 M/8 B/4 E

Torso
8 M/8 B/4 E
Abdomen
8 M/8 B/4 E

Left Arm
8 M/8 B/4 E
Left Leg
8 M/8 B/4 E

Torso
12 M/12 B/6 E
Abdomen
12 M/12 B/6 E

Left Arm
12 M/12